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Return to Form: January ’22 Metagame Update

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We are now firmly into the new year, so it's time for another metagame update. This one is arriving a little later than normal, but that's what happens when the month begins on a Tuesday. I just don't have time to gather and process the data and then complete the write up in 24 hours. And it's not like I'm missing anything major in the world of Magic by talking about this instead of any new development.

Modern has been in an odd state since last July. On the one hand, there has been considerable innovation, churn, and general change within Modern since the release of Modern Horizons 2. On the other, it has remained remarkably static: Hammer Time has held firmly onto the #1 spot in the metagame, with the same few decks hanging around Tier 1 as well. Will the new year yield a new metagame? Let's dive in and see!

January Metagame

To make the tier list, a given deck has to beat the overall average population for the month. The average is my estimate for how many results a given deck “should” produce on MTGO. Being a tiered deck requires being better than “good enough;” in January the average population was 6.88 setting the Tier 3 cutoff at 7 decks. Which is back where it's been for most of the past year.

Tier 3 begins with decks posting 7 results. Then we go one standard deviation above average to set the limit of Tier 3 and cutoff for Tier 2. The STdev was 12.52, which means that means Tier 3 runs to 20 results. Again, it's the starting point to the cutoff, then one above for the next Tier. The STdev was lower this month, though still on the high end of normal. Therefore Tier 2 starts with 21 results and runs to 34. Subsequently, to make Tier 1, 35 decks are required. Which, again, is on the high end of normal for post-MH2 Modern.

I should note that it will look like there are several outliers in January's data. But they are not in fact outliers. Rather, an unusual number of singleton decks in the data skewed the numbers. And even if the decks were outliers, removing them doesn't change anything about the tier list's composition, so the outliers wouldn't affect the conclusions.

The Tier Data

Total decks fell in January. This is not January's fault, however. Wizards failed to post the January 29 Challenge, and so there's a minor gap in the data. This happens periodically; I'm guessing the auto-updater bugs out. There were also almost no non-Wizards events in January. I have no idea why. As such, the data consists of 502 decks down from December's 528 decks. Had the missing Challenge been posted or there been more non-Wizards events, it would have beaten December easily.

The unique decks were up with 73 unique decks in January to December's 67, just over a third of which were singletons. I've had updates with more in total, but this is high percentage-wise. Not sure how that happened, but it is what it is. Consequently, the number of decks is also a bit up from December's low of 13 at 18, which is back in the normal range.

Deck NameTotal #Total %
Tier 1
Grixis Shadow6713.35
Hammer Time6011.95
4-Color Blink448.76
Tier 2
UR Murktide316.17
Cascade Crashers295.78
Burn275.38
Jund Saga244.78
Tier 3
Amulet Titan163.19
Belcher142.79
4-Color Control132.59
UW Control122.39
Mill112.19
Yawgmoth112.19
Mono-Green Tron101.99
Ponza81.59
Blue Living End81.59
Dredge81.59
4-Color Bring to Light71.39

I hope my into was taken as the foreshadowing it was, because Hammer Time has finally been dethroned... by 2017 boogeyman Grixis Shadow. The more things change, the more they stay the same. However, don't rejoice too loudly yet. I don't know if this is a real metagame shift or a hiccup. Grixis has a lot of nostalgia going for it, and that may be the reason it has dethroned Hammer Time after seven months.

Adjustments

Not to say that Grixis didn't do it on merit, mind. Dress Down is extremely powerful against Hammer Time and many other decks. To say nothing of old standby Kolaghan's Command's effectiveness. Add in discard's power against slow strategies and the fast pressure of Ragavan, Nimble Pilferer, and Grixis has game against the field.

There was an error retrieving a chart for Dress Down

Which may be why I'm seeing a lot of change within the other top decks. Some Hammer Time lists are dropping Sanctifier en-Vec from maindecks because it matches up so poorly against Dress Down. Instead, it's moving to more equipment like Nettlecyst and Kaldra Compleat, which means giving up Lurrus of the Dream-Den. Others are branching out into more colors. Red gives reach and Ragavan, black has discard and Dark Confidant, while blue gives Meddling Mage.

There was an error retrieving a chart for Sanctifier en-Vec

Meanwhile, 4-Color Omnath piles are continuing to evolve. The value blink version with Ephemerate was the most popular, but that was thanks to early-month dominance. By the end, the control version with extra counters and answers for Death's Shadow was the most played. I don't know if this will continue or was linked to a specific streamer's results. We'll all have to see.

Power Rankings

Tracking the metagame in terms of population is standard practice. But how do results actually factor in? Better decks should also have better results. In an effort to measure this, I use a power ranking system in addition to the prevalence list. By doing so, I measure the relative strengths of each deck within the metagame. The population method gives a deck that consistently just squeaks into Top 32 the same weight as one that Top 8’s. Using a power ranking rewards good results and moves the winningest decks to the top of the pile and better reflects its metagame potential.

Points are awarded based on the population of the event. Preliminaries award points for record (1 for 3 wins, 2 for 4 wins, 3 for 5) and Challenges are scored 3 points for Top 8, 2 for Top 16, 1 for Top 32. If I can find them, non-Wizards events will be awarded points the same as Challenges or Preliminaries are depending on what the event in question reports/behaves like. Super Qualifiers and similar higher-level events get an extra point and so do other events if they’re over 200 players, with a fifth point for going over 400 players. There were two 4 points events in October and no 5 pointers.

The Power Tiers

Unlike with population, the total points were down slightly in January, but would have easily beaten December if Wizards had posted the missing Challenge. There are 872 total points in January compared to December's 889. A single Challenge adds 56 points, for the record. There were a lot of very large Preliminaries in January which pushed up the points despite the number of events being down overall.

The average points were 11.94. Therefore 12 points makes Tier 3. The STDev was 21.95, which again is on the high end of normal. Thus add 22 to the starting point and Tier 3 runs to 34 points. Tier 2 starts with 35 points and runs to 57. Tier 1 requires at least 58 points. The number of decks making the power tiers was down from 18 to 16. Because Ponza and 4-Color Bring to Light just don't win events.

Deck NameTotal #Total %
Tier 1
Grixis Shadow11913.65
Hammer Time9911.35
4-Color Blink849.63
Tier 2
UR Murktide576.54
Cascade Crashers485.50
Burn445.05
Jund Saga374.24
Tier 3
Belcher283.21
UW Control273.10
Amulet Titan242.75
Mill242.75
4-Color Control222.52
Mono-Green Tron202.29
Yawgmoth161.83
Blue Living End131.49
Dredge131.49

It's unusual that the top tiers stay the same between population and power, but here we are. There's a lot of movement in Tier 3 and none in the other two. It makes sense as with fewer overall results the effect of a few good placings will be exaggerated. Belcher being at the top of Tier 3 is important because the deck is very well positioned, and I'm surprised it's not more popular online. In a metagame this fair and warped around beating fair decks, you'd think the extremely unfair deck would be the right metagame call. I don't know why that isn't happening.

Average Power Rankings

Finally, we come to the average power rankings. These are found by taking total points earned and dividing it by total decks, which measures points per deck. I use this to measure strength vs. popularity. Measuring deck strength is hard. There is no Wins-Above-Replacement metric for Magic, and I'm not certain that one could be credibly devised. The game is too complex, and even then, power is very contextual. Using the power rankings certainly helps and serves to show how justified a deck’s popularity is. However, more popular decks will still necessarily earn a lot of points. Which tracks, but also means that the top tier doesn't move much between population and power, and obscures whether they really earned their position.

There was an error retrieving a chart for Ragavan, Nimble Pilferer

This is where the averaging comes in. Decks that earn a lot of points because they get a lot of results will do worse than decks that win more events, indicating which deck actually performs better. A higher average indicates lots of high finishes, where low averages result from mediocre performances and high population. Lower-tier decks typically do very well here, likely due to their pilots being enthusiasts. So be careful about reading too much into the results. However, as a general rule decks which place above the baseline average are overperforming and vice versa. How far above or below that average determines how "justified" a decks position on the power tiers are. Decks well above baseline are therefore undervalued while decks well below baseline are very popular but aren't necessarily good.

The Real Story

When considering the average points, the key is looking at how far-off a deck is from the Baseline stat (the overall average of points/population). The closer a deck’s performance to the Baseline, the more likely it is to be performing close to its “true” potential. A deck that is exactly average would therefore perform exactly as well as expected. The further away the greater the deviation from average, the more a deck under- or over-performs. On the low end, the deck’s placing was mainly due to population rather than power, which suggests it’s overrated. A high-scoring deck is the opposite.

Deck NameAverage PointsPower Tier
UW Control2.253
Mill2.183
Belcher2.003
Mono-Green Tron2.003
4-Color Blink1.911
UR Murktide1.842
Grixis Shadow1.771
Baseline1.74
4-Color Control1.693
Hammer Time1.651
Cascade Crashers1.652
Burn1.632
Blue Living End1.623
Dredge1.623
Jund Saga1.542
Amulet Titan1.503
Yawgmoth1.453

Congratulations to 4-Color Blink, the best performing high tier deck and therefore the best deck of January 2022! It's interesting though instructive that Grixis Shadow was right at baseline, indicating it's performing as expected while Hammer is well below. Not that Hammer's average points have been anything special for a while now. I'd also expect a deck undergoing a redesign to underperform. It isn't fully optimized anymore, how is it going to dominate?

On that note, the baseline is quite high by the standards of the past few months. This is not an indication of a shift in the winds but rather the result of a quirk from all the singletons. For some reason, they did very well in a number of Challenges Super Qualifiers and having multiple 3+ point winners skewed the average higher.

Paper's Back

Normally, that would be the end of the metagame update. However, clearly that's not the case, and that's because I have a promise to keep. In the December update, I announced that paper would be returning to the data, and it has. You may rejoice!

There was an error retrieving a chart for Omnath, Locus of Creation

Now cease rejoicing, because this will be underwhelming. There's not a lot of data to work with for paper. I can only work with results that get reported, and the only place that has said reports is MTGTop8.com. Over there, nearly every event is reported as just a Top 8, and sometimes even less data is given per event. The data is therefore extremely lacking in granularity or dynamism. Additionally, not every store that is running usable events is posting so my results reflect a few major stores more than any other. Specifically, Hareruya is responsible for about a third of the data. Keep that in mind as I report the data, and if anyone knows of other sources, please let me know. I'm mildly desperate.

The Paper Metagame

There were 293 total paper decks posted in January, which is roughly 3/5's of the online metagame. As such, the data is less robust and reliable. It is what is it is, and an analyst must work with the available data. Given that almost all the results were just Top 8 results (and many were less) and also didn't the number of players or final records, I'm not doing a power metagame. I don't have enough information to assign points, so even if I did one, it would not look sufficiently different to population justify the effort.

However, this data is significant for backing up a long-held belief. Despite having significantly fewer results than the online results, the paper metagame consists of 66 unique decks, just 7 less than online. It has always been assumed that paper is more diverse than online, and this data backs up the assumption. We'll see if further results corroborate these ones and prove the belief true. That said, only 15 decks made the paper Tiers. Again, lots of singletons in the data set.

Deck NameTotal #Total %
Tier 1
Grixis Shadow289.56
Burn217.17
Hammer Time206.83
4-Color Blink206.83
Tier 2
Amulet Titan155.12
UW Control155.12
UR Murktide144.78
Tier 3
Cascade Crashers113.75
Blue Living End103.41
Jund Saga72.39
Yawgmoth72.39
Mono-Green Tron62.05
Eldrazi Tron62.05
Ponza51.71
Humans51.71

Of course, for all that, Paper Tier 1 looks extremely similar to Online Tier 1. Burn being more popular in paper was a huge surprise. The assumption has always been it's overrepresented online, but that appears to be untrue. In fact, the overall composition of these tiers is quite similar to online's tiers. I have no idea if this is normal or not.

Composite Metagame

At would logically follow to combine the two lists into one. It is what we did in the old days. However, that's not going to work. The math the old system used doesn't work without major paper events. Maybe when Wizards gets Organized Play back together that will change but for now, I can't use it. I can't just combine the two because the online results vastly outweigh paper and will obscure the "true" result. So for now, I'm just going to report their average Tier. This reflects the differences between paper and online play sufficiently well to demonstrate the relative power of decks and the differences between paper and online.

Deck NameOnline Population TierPaper Population TierAggregate Tier
Tier 1
Grixis Shadow111
Hammer Time111
4-Color Blink111
Burn211.5
Tier 2
UR Murktide222
Cascade Crashers232.5
Jund Saga232.5
Amulet Titan322.5
UW Control322.5
Tier 3
Yawgmoth333
Mono-Green Tron333
Ponza333
Blue Living End333
Belcher3N/A3.5
4-Color Control3N/A3.5
Mill3N/A3.5
Dredge3N/A3.5
4-Color Bring to Light3N/A3.5
Eldrazi TronN/A33.5
HumansN/A33.5

Unsurprisingly, the best decks from online are still solidly Tier 1 in aggregate. Burn moves up by a half tier, reflecting that it's #2 overall in paper but Tier 2 online. Those decks that didn't show up on one list but did the other get an N/A, which is treated like a 4 for math purposes.

Just the Beginning

I've got a lot of bugs to work out with the paper results. I didn't really know what I'd have, and so failed to make solid plans prior to gathering the data. If anyone has advice, I'm all ears, but until then, this is the metagame we faced in January. And may still be facing next time. We have to wait and see.

Circling Around: December ’21 Modern Metagame Update

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The calendar may have rolled over to 2022, but 2021 isn't truly over yet. Sorry to crush everyone's souls, but there's business still unfinished from the previous year. And we'll need to move quickly to get it all taken care of before the next set releases. It's not like we can just put off spoiler season. Therefore, let's refocus on the end of last year with the December 2021 metagame update.

December’s metagame is an unfortunate continuation of trends observed back in November. Which is surprising under the circumstances The number of events was slightly lower thanks to reported non-Wizards events on MTGMelee and fewer Wizards Premier events, as usually happens in December; it's the end of the year and the holidays, who wants to run extra events? In the past that reality led to a decline in population for December's metagame. However, 2021 is an exception. The overall population is slightly above November's at 514, with 528. This in spite of the lack of events seems incongruous, but it makes sense on my end. December had a number of very large Preliminaries. School's out so more players were playing more events is my take on why.

An Announcement

With the new year, I'm planning on changing how these updates work. Specifically, I am hoping that this is the last metagame update whose data comes entirely from MTGO.  I wanted to keep my data consistent during 2021 and stuck to just MTGO data despite paper kinda coming back in March. In truth, even if I had included the paper results, it wouldn't have changed anything until recently. There haven't been many paper events over the past year, but the number has been increasing, so I'm going to start tracking those too. And hoping that there are enough to balance the MTGO data.

What this actually means for how the updates and analysis work I don't yet know. I haven't been scrutinizing paper results too closely, so I'm not sure what has been there nor what will be there. I'll figure it out as I see what I have to work with. I may have to go back to the old system, I may be able to make the current one work; I don't know. Right now, the only source I have for said paper events is MTGTop8, but I'm looking for more sources... and am open to suggestions!

December Metagame

To make the tier list, a given deck has to beat the overall average population for the month. The average is my estimate for how many results a given deck “should” produce on MTGO. Being a tiered deck requires being better than “good enough;” in December the average population was 8.95 setting the Tier 3 cutoff at 9 decks. This is the highest the cutoff has been in months and is a mark we haven't hit since September 2020. The reason this happened will be clear once you're looking at the data.

Tier 3 begins with decks posting 9 results. Then we go one standard deviation above average to set the limit of Tier 3 and cutoff for Tier 2. The STdev was 15.70, which means that means Tier 3 runs to 25 results. Again, it's the starting point to the cutoff, then one above for the next Tier. The STdev was really high this month and so the tier ranges are enormous. Again, it makes sense given the data. Therefore Tier 2 starts with 26 results and runs to 42. Subsequently, to make Tier 1, 43 decks are required. Which is a very high cutoff point, especially in context for this year.

The Tier Data

While the total population is slightly up from November, the number of unique decks fell significantly. Where 67 unique decks were recorded in November, I only have 59 for October. The number of decks actually making the tier list also fell significantly, from 19 in November to 13 for December.

Now, some of that is thanks to me accounting for outliers in November, which lowered the threshold.  I didn't remove Hammer Time as an outlier from the data in December, though it's really borderline. Several tests showed it clearly being an outlier, while several said it was right on the line. The decision came down to whether removing Hammer Time from the data changed anything, and the answer was no. Accounting for outliers would have added one deck to the population tier and slightly altered placement, which tells me that the data is fundamentally skewed and therefore the outlier isn't really meaningful.

Deck NameTotal # Total %
Tier 1
Hammer Time7814.77
4-Color Blink6412.12
Grixis Death's Shadow5710.80
UR Murktide468.71
Tier 2
UW Control264.92
Cascade Crashers264.92
Tier 3
Burn193.60
Yawgmoth193.60
Amulet Titan183.41
Jund Saga152.84
Rakdos Rock112.08
Blue Living End91.70
Grixis Control91.70

And that's because of how incredibly top-heavy the data is. There have been big gaps in the data before, but they've never been as big as this. 20 results separate the bottom of Tier 1 and all of Tier 2, a tier that just barely has any decks at all, since UW Control and Cascade Crashers are right on the cutoff. That's absurd and unprecedented. And again, accounting for outliers wouldn't have helped. since the Tier 2 cutoff without Hammer Time in the analysis was 20, meaning the tier composition wouldn't change. Another reason not to bother removing Hammer Time from the data analysis.

The Trend Continues

Back in November, I expressed concern over Hammer Time's continued dominance of the tier list and the rise of 4-Color Blink piles. The former is bad since one deck sitting atop the metagame has a chilling effect, especially when it happens by such a wide margin. The latter is bad because if forces out alternatives. A pile of the best cards just overpowers more distinct decks and homogonizes the format. I hoped that something would happen in December to stall or reverse this trend, but as the data shows, it didn't happen. Which was the concern hanging over my mind when I was making the Banning Watchlist.

It's always tempting throw everything back to the situation with Uro, Titan of Nature's Wrath. Certainly, the data from December 2020 and January 2021showed a similar trend toward 4-Color decks pushing out other midrange decks. However, there was more internal homogenization with Uro: the decks started looking the same. Right now, there is considerable diversity within the Omnath blink decks, which possibly means that there is no single build that is best (an oppressive situation) but rather the deck can be built to win in any metagame. That's still not great because there'd be no way to beat Omnath consistently, but it does mean that deckbuilding and player agency matter, and might delay any bannings for a while. Still, I'm quite worried.

Power Rankings

Tracking the metagame in terms of population is standard practice. But how do results actually factor in? Better decks should also have better results. In an effort to measure this, I use a power ranking system in addition to the prevalence list. By doing so, I measure the relative strengths of each deck within the metagame. The population method gives a deck that consistently just squeaks into Top 32 the same weight as one that Top 8’s. Using a power ranking rewards good results and moves the winningest decks to the top of the pile and better reflects its metagame potential.

Points are awarded based on the population of the event. Preliminaries award points for record (1 for 3 wins, 2 for 4 wins, 3 for 5) and Challenges are scored 3 points for Top 8, 2 for Top 16, 1 for Top 32. If I can find them, non-Wizards events will be awarded points the same as Challenges or Preliminaries are depending on what the event in question reports/behaves like. Super Qualifiers and similar higher-level events get an extra point and so do other events if they’re over 200 players, with a fifth point for going over 400 players. There were two 4 points events in October and no 5 pointers.

The Power Tiers

Unlike with population, the total points were down slightly in November. There are 889 total points in November compared to October's 927. There being fewer events overall and fewer premier events specifically, the lower total makes sense. It also means that the data is even more skewed towards Tier 1 than it was for population.

The average points were 15.07. Since that's so close to 15 rather than 16, I'm rounding down to have 15 points be the starting point. Therefore 15 points makes Tier 3. The STDev was 28.21, which is enormous just like with population. And again, given the skew it makes statistical sense. Thus add 29 to the starting point and Tier 3 runs to 44 points. Tier 2 starts with 45 points and runs to 74. Tier 1 requires at least 75 points. Had I removed Hammer Time as an outlier, there would have been more five more decks on the power tier. As is, the number fell from 13 to 11.

Deck NameTotal Points Total %
Tier 1
Hammer Time13715.41
4-Color Blink11312.71
Grixis Death's Shadow11012.37
UR Murktide788.77
Tier 2
UW Control485.40
Tier 3
Cascade Crashers394.39
Yawgmoth394.39
Jund Saga303.37
Burn293.26
Amulet Titan252.81
Rakdos Rock182.02

I've never had a power update featuring three decks over 100 points. Again, it reinforces what I said earlier that this metagame is significantly top-heavy. Hammer Time, 4-Color Omnath, and Grixis Death's Shadow account for a staggering 40% of the total points earned in December. And there's a 32-point gap from GDS to UR Murktide. No wonder the number of decks were down, the month appears to be a three-horse race! How is anything else going to compete?

Removing Hammer Time as an outlier would have improved the data's look as mentioned. However, I don't think that it changes the feel. UW Control would have been joined by Cascade Crashers and Yawgmoth in Tier 2 and a few more decks would have snuck onto the bottom of Tier 3. But it doesn't change the fact that the data was heavily skewed. And that's the real story of December.

What Happened?

Obviously, I can't say with certainty "This is what happened" to cause this warp. It is a continuation of trends from December, but it's also very extreme. And would seem to fly in the face of expectation given the higher population. What I can do is propose plausible scenarios and discuss what they suggest about the metagame:

  1. It's happening: No mistakes, no warps: the metagame is naturally pushing in this direction and players are picking up on it. I'd consider this a worst-case scenario, as it implies that Modern is solved.
  2. Sampling bias: This is just one data point. That data point came from a month where outside pressures created odd wrinkles in player behavior. It was the holidays, so presumably, players had more time to play and just chose what they thought were the best decks. If this is the case, the warp should disappear in January.
  3. Player Bias: The warp isn't a fluke, but it doesn't mean anything. Grixis Death's Shadow is a deck lots of players bought into in 2017. Now that it appears to be viable again, those players are flocking back. The pressure from that deck is pushing out alternatives. Once the shine wears off, there will be an exodus from GDS and the format will open up more.

Average Power Rankings

Finally, we come to the average power rankings. These are found by taking total points earned and dividing it by total decks, which measures points per deck. I use this to measure strength vs. popularity. Measuring deck strength is hard. There is no Wins-Above-Replacement metric for Magic, and I'm not certain that one could be credibly devised. The game is too complex, and even then, power is very contextual. Using the power rankings certainly helps and serves to show how justified a deck’s popularity is. However, more popular decks will still necessarily earn a lot of points. Which tracks, but also means that the top tier doesn't move much between population and power, and obscures whether they really earned their position.

This is where the averaging comes in. Decks that earn a lot of points because they get a lot of results will do worse than decks that win more events, indicating which deck actually performs better. A higher average indicates lots of high finishes, where low averages result from mediocre performances and high population. Lower-tier decks typically do very well here, likely due to their pilots being enthusiasts. So be careful about reading too much into the results. However, as a general rule decks which place above the baseline average are overperforming and vice versa. How far above or below that average determines how "justified" a decks position on the power tiers are. Decks well above baseline are therefore undervalued while decks well below baseline are very popular but necessarily especially good.

The Real Story

When considering the average points, the key is looking at how far-off a deck is from the Baseline stat (the overall average of points/population). The closer a deck’s performance to the Baseline, the more likely it is to be performing close to its “true” potential. A deck that is exactly average would therefore perform exactly as well as expected. The further away the greater the deviation from average, the more a deck under- or over-performs. On the low end, the deck’s placing was mainly due to population rather than power, which suggests it’s overrated. A high-scoring deck is the opposite.

Deck NameTotal Points Power Tier
Yawgmoth2.053
Jund Saga2.003
Grixis Death's Shadow1.931
UW Control1.852
4-Color Blink1.761
Hammer Time1.751
UR Murktide1.701
Rakdos Rock1.643
Burn1.533
Cascade Crashers1.503
Baseline1.50
Amulet Titan1.393

I've never had the baseline be this low before. 1.50 is extremely low and really highlights just how poorly positioned Amulet Titan was to be the only deck below the baseline. However, given again how high the STdev's were thanks to the huge number of singletons versus the Big Three, it does make sense. It's just unfortunate. In any case, here's your headline: as the Tier 1 deck with the highest average points, Grixis Death's Shadow was the top deck of December 2021!

The End Is... Not Yet

And that's the metagame update for December 2021. But don't rejoice yet! Next week I will actually conclude 2021 with the overall data for the entire year. And it wasn't quite what I expected, so perhaps you'll share my surprise.

Modern Banlist Watch List: 2022 Edition

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And so, another mediocre-at-best year comes to a close. Here's hoping that we finally see an upswing in 2022. Or at very least more large Modern paper events, seeing how Not-GP Las Vegas was successful. Aside from lack of coverage. Wizards has repeatedly claimed that there will be paper events and something approximating the Pro Tour again, so there's hope. But in the meantime, it's time to wrap the year in customary fashion by updating the Definitive Banning Watch list. Why is it definitive? Well, this is the fourth iteration of this list, which is more consistency than any other content creator. I haven't even seen another list put out this year. A default win!

Standard Disclaimer: I am not claiming that anything actually will be banned next year. Modern is quite healthy at the moment. There's really no emergency or urgency for any action. Of course, that doesn't mean anything can't happen, either. Wizards has a habit of surprising us with both the timing and scope of their bans. And there are reasons to be concerned for the direction the metagame is heading. Who really knows what's going to happen in 2022? However, based on what is actually happening right now, there are a few cards that could be axed in the forseeable future. And a couple others that might need to go in the more distant future.

2021 Recap

2021 was an unusual year ban-wise. It contained the highest number of bans in a very long time, but in a singular event. The same number of cards were banned in 2020, but it happened over the course of a year. The Uro ban was additionally unique in that a number of cards were banned that nobody really saw coming. The only card that was banned that made the 2021 watch list was Uro. I considered both Mythic Sanctuary and Field of the Dead, but given Wizards' usual strategy of banning the known problem then waiting and watching, I thought they were safe as long as Uro remained. Clearly, I was wrong.

I wasn't actually expecting Urza, Lord High Artificer to get banned. As noted then, it would take new printings to make Urza ban-worthy, and there were none. I am genuinely surprised that Lurrus of the Dream-Den survived. The gameplay and metagame considerations from last year have been joined by a prevalence problem.

The Criteria

There's no way to know exactly what, if anything, will get banned in 2022. Where once it was a simple case of violating the Turn 4 rule or general brokenness, Wizards has vastly expanded its scope and now bans more actively and for more reasons. I can't know what new cards will be printed, or if a new deck will finally be discovered. Furthermore, Wizards' exact criteria for banning a card is not known. They've never specifically said anything about how they consider banning a card, and with every ban, the exact reason changes. Over the past two years, the only consistent criteria has been a 55% non-mirror win rate. Which may or may not be an actual red line for banning, but even if it is, only Wizards has the data to make such a determination. Thus, players can't know if a ban is coming, making it the perfect metric to cite.

As a result, any speculation about what could get banned will necessarily be guesswork. The key: to turn the guesswork into an educated guesstimate. To that end, I have gone back through the Wizards announcements to see how they've justified their bans. There's always a primary reason, but it's often (not always) couched by ancillary reasons. The most common ones with examples are:

  1. Generally broken. (Hogaak, Arisen Necropolis)
  2. Enables brokenness. (Mox Opal, Bridge from Below)
  3. Harms deck diversity. (Splinter Twin)
  4. Homogenizes deck construction. (Oko, Thief of Crowns, Deathrite Shaman)
  5. Creates problematic play patterns. Subcategorized between:
    1. Encourages repetitive gameplay/gamestates. (Once Upon a Time)
    2. Encourages unfun gameplay. (Mycosynth Lattice)
    3. Metagame-warping. (Treasure Cruise, Arcum's Astrolabe
  6. Complicates tournament logistics. (Sensei's Divining Top)
  7. Constrains/threatens future design. (Birthing Pod)
  8. Achieves a 55% non-mirror win rate. (Arcum's Astrolabe)

As the last one is impossible for me to know, I won't consider it. These are the most often cited reasons and should not be viewed as a comprehensive list.

My Approach

I'll be using the Wizards-stated reasons to inform my watch list. However, there will necessarily be a lot of intuition and speculation. I can't know how the future will play out, nor if Wizards will actually take action. Wizards certainly could have gone after Izzet Phoenix in 2019 for several of the listed reasons, but they never specifically targeted it. The best I or anyone can do is to see what the metagame data says about the format then look for key pressure points and gameplay trends and try to intuit how things could break.

Some key things to remember:

  1. Wizards prefers to ban enablers or engines over payoffs
  2. Bans should target the actual problem, not the symptoms of the problem
  3. There is no hard threshold for what constitutes a problem
  4. There is no way of knowing how decisively Wizards wants to intervene

The last point is new for this year and it's all thanks to the February ban. Wizards has historically preferred highly targeted bans for minimal format disruption. They dropped a bomb back in February, and that may or may not signal a policy change. There's no way to know, but it must be considered.

With the disclaimers out of the way, I see three potential fracturing points in the current meta which could be banned on their own merits. There are also two cards that might break if the right card(s) are printed in 2022.

Lurrus of the Dream-Den

Offenses: homogenizes deck construction; creates problematic play patterns (repetitive gameplay); constrains/threatens future design

I covered the broad issues with all the bannable cards last week. Lurrus is the most widely played creature in Modern despite seeing almost no maindeck play. In fact, the limited evidence available indicates that if Lurrus could only be played maindeck it would be a solid but not widely played card. It's the companion mechanic that's an actual problem. I think that if Wizards simply declared "No companions in Constructed" there'd be no need for bannings, but that's not how Wizards operates. And errata that extreme might create more problems than it solves.

Why Lurrus Won't Be Banned

Wizards was happy with Lurrus' gameplay in 2020 and 2021. They must be, or it would have been banned already. The only thing that's changing is how frequently it comes up. And there is a lot to like about Lurrus enabling grindy gameplay for low-curve decks, especially when Wizards does want players to play longer games.

How Lurrus Could Be Banned

There is also a lot to dislike about Lurrus forcing decks to keep their curve low and how constantly recurring threats leads to boring gameplay. The percentage of decks playing Lurrus may be down from its peak, but it remains higher than any other flagship card. Players grumble about Lurrus at roughly the same rate they praise it. Eventually, a tipping point may be reached where Wizards decides that based on player satisfaction, format prevalence, and/or win percentage, enough is enough and it's time for Lurrus to go.

Likelihood: Medium

I'd be surprised if Lurrus lasts another year in Modern. It's steadily overtaking alternative decks and is the key to Hammer Time (2021's best performing deck) remaining a metagame force. At some point, either the format must move away from this same gameplay being viable or Wizards will need to intervene. There's no immediate need, but I can easily see it happening. Especially given the next card.

Omnath, Locus of Creation

Offenses: General brokenness; harms deck diversity

I think that saying "A 4-Color Pile" card is more accurate, but I require myself to take a stand. It isn't that Omnath itself is the problem. The problem is that 4-Color Blink is absorbing all the space for midrange decks and even, increasingly, control. That's not exactly the fault of Omnath, but if anything should be targeted, it's the card that's been banned in other formats. Banning Wrenn and Six or Teferi, Time Raveler won't hurt enough to prevent a theoretical 4-Color takeover. Omnath is at once the glue holding Blink together, the grease that makes it work, and the primary incentive for being four whole colors in the first place. Solitude and Fury are much worse without Omnath around. And Omnath's abilities are just absurd on their own.

Why Omnath Won't Be Banned

It is way too early to definitively say that a problem exists. I'm nervous based on how the Uro, Titan of Nature's Wrath played out. Uro homogonized all the midrange decks to be Uro decks, and towards the end they were all built around Uro, Field of the Dead, and Mystic Sanctuary. There are echoes of that in the 4-Color shell of Wrenn, Teferi, Omnath, and Prismatic Ending serving as a strong template for many decks.

However, December is the first month where any sign of convergence happened. December is always a weird month data-wise, and this could easily be an illusion or an MTGO quirk. Even if it is real, decks will naturally push towards certain directions and there's insufficient evidence that 4-Color is uniquely pushing anything out of viability. We need to wait and see. There's also the issue that Omnath has a lot of fans and playing all the good cards together is quite fun for many players.

How Omnath Could Be Banned

I could be right that Omnath decks are homogenizing Modern midrange. However, even if I am wrong, Omnath might get banned for an entirely separate reason: Wizards is just done with him. Much like with Faithless Looting, the subtext in the Uro ban was that Wizards was simply over that type of gameplay. That was why Field and Sanctuary had to go. Wizards could easily decide that Omnath is just too good everywhere and it needs to go, and/or the type of games it enables is not desirable.

Likelihood: Low to High

On its own merits, I think that 4-Color is fine and could stick around provided that it doesn't take too much metagame space, thus the low rating. However, if Wizards is looking for a major shakeup or an Uro-style intervention, Omnath wears a huge target. Big enough that there's little chance Omnath escapes, hence the high rating. It's easier to ban an already frequently-banned card than anything else. Such a ban would likely include Lurrus too for metagame balance. I could see Teferi, Time Raveler and possibly Wrenn and Six too, but neither has a chance on their own. Wizards would have to be looking for a hard reset of Modern. Certainly, a lot of players would be overjoyed to see the Time Raveler go.

Ragavan, Nimble Pilferer

Offenses: homogenizes deck construction; problematic play patterns (unfun gameplay)

As I mentioned last week, Ragavan, Nimble Pilferer gets a lot of praise and also blame for the direction Modern is heading. It isn't clear if said direction is good or bad nor is it clear if Ragavan is uniquely behind the changes. There's so much going on at the same time that separating the causal and corollary impacts of given cards is impossible. If the direction Modern's heading is good, nothing needs to happen. If it's bad and Ragavan actually is at fault, it needs to go.

Why Ragavan Won't Be Banned

Is the problem Ragavan, or Lurrus recurring Ragavan? The only deck that consistently plays Ragavan and not Lurrus is UR Murktide, a deck I've never heard complaints about. I do hear complaints about the Lurrus decks that are also playing Ragavan simply because they're never out of the woods. Beyond that, Ragavan is so easily answered that it seems laughable to ban the card.

How Ragavan Could Be Banned

While weaker in basically every way than Deathrite Shaman, Ragavan does put pressure on decks and the format in a similar way. Specifically, it demands: answer me quickly or the game slips away. Then there's the issue that losing to your own cards isn't fun and the fact that Ragavan shows up in weird places.

Likelihood: Low

I would not support Ragavan being banned alongside anything else. Again, it isn't clear that it's at fault for anything that's going on. I'd rather ban Lurrus and then see. If UR is the only viable home for Rags, then there's no problem. However, if he continues to spread throughout the metagame, then action will need to be taken.

Urza, Lord High Artificer/Urza's Saga

Offenses: generally broken; enables brokenness

These two are purely speculative, and as I'll be detailing below, require the right new cards to spell trouble. But the possibility is foreseeable, so I'm including them. I've gone into detail on Urza twice now, and he remains a threat for all the same reasons. He was the third power card in 2019's Snowoko decks and survived where Uro and Oko, Thief of Crowns fell thanks to support cards being banned instead.

Meanwhile, Saga provides an insane amount of value from a land. While it can be answered a number of ways, lands are generally harder to answer than any other permanent type. And an unmolested Saga will produce two 3/3 constructs and a 0 or 1 cost artifact. It is a very strong card for grinding and has shown up in a large number of decks this year.

Why Both Won't Be Banned

Neither card is actually dangerous in Modern right now. Urza barely sees play and Saga's metagame presence has been declining. There's a huge deckbuilding cost to playing colorless lands in the first place, and Saga has a time limit. Plus, in order to get the most out of Saga decks have to clear space for 0 or 1 cost artifacts they wouldn't play at all or at least maindeck under normal circumstances. As such, non-Hammer Time Saga decks have been declining for several months now. And the trend will continue to next week's metagame update. Neither card will be banned as things stand.

How Both Could Be Banned

However, there is an entire year of cards ahead which would contain the missing piece for Urza to reclaim his glory and/or break Saga. Or something could be broken by Saga. I'm specifically looking to next fall and The Brother's War. For those unfamiliar with Magic's deep lore, that was the event that launched the entire Magic story universe and the first plotline. It's a war between artificers and the marketing blurb specifically mentions giant mechs. This almost certainly means that it's an artifact set and Wizards has a history with those. All it takes is the right replacement for Mox Opal and/or Arcum's Astrolabe for Urza to dominate again. And that same card might bust Saga.

Likelihood: Very Low

Wizards will need to make a mistake for either card to become remotely banworthy. Design has taken a pounding over the past several years and appears to have learned, judging by the past year's Standard. However, anything is possible when designing around artifacts.

Wait and See

And now we wait. Modern is in a good place, so I don't expect anything to happen in the near future. However, the mind of Wizards of the Coast is a strange and mercurial thing. Who knows what it intends or what is coming which will require action? We just have to play the waiting game.

State of Modern: 2021 Edition

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As the year wraps up, the time of self-reflection and empty resolutions begins. My idle mind now wonders if Wizards makes resolutions about card design. I then realize that they design two years ahead, and so if they do make resolutions for the new year, isn't that technically cheating? Or maybe they're focused on using last year's mistakes to improve the design two years from now. And now I'm thinking that I've been hitting the eggnog way harder and earlier than anticipated. So let's wrangle this back on track and reflect on Modern in 2021. In doing so, we'll also turn my eye to what may happen in 2022. Because speculation is always more fun than reflection.

Modern changed significantly in 2021. It began with a disaster that led to the largest ban since Modern's inception. Then Modern Horizons 2 was released, which wasn't busted like MH1, but rather had a very high (though fair) power level. The format is gradually stabilizing but remains in a state of relative flux. And if the trends in December's data continue, the churn won't subside anytime soon. Consequently, 2021 was a mercurial year metagame-wise. There is a lot to like about the current state of Modern. There is also much to dislike. Frequently, they're the same things. It depends on who's being asked. Naturally, since I'm the one writing this article, my own tastes will factor heavily in the "goods" and "bads" discussed here.

The Good

First off, let me be unequivocal: The State of Modern is good. I addressed this back in October, but a format isn't unhealthy just because something's happening that a given player dislikes. There will always be complaints about every metagame in every format. That's just how Magic players do; fish gotta swim, grass gotta grow, Magic players gotta complain about something. Sometimes it's justified criticism of bad design/metagames, sometimes it's just salty whining, and often it's something in between. Players find certain metagames healthy because they're having fun, but a different group that isn't having fun will see it as unhealthy. But it doesn't matter. The existence of objections does not disqualify a metagame from being good. The measure must come from less subjective metrics.

Health by Metrics

The most objective means of evaluating format health are diversity, dynamism, and competitiveness. These are consensus criteria, developed over years of numerous writers working on the question of what makes a format healthy. And while there is certainly room for improvement, the current Modern metagame does quite well by these standards.

  • Diversity: If number of distinct decks is the only measurement, then I don't think it's possible for Modern to be more diverse. The average number of decks I record per month is ~70, with an average of ~17 making the tier lists. While that's great, diversity isn't just the number of decks, but also the variety of strategies. And Modern has also done quite well there. Over the course of the year there have many different midrange, control, aggro, and tempo decks. Modern has consistently lacked combo decks, particularly unfair combo. Fair combos like Heliod Company, 4-Color Indomitable Creativity, and Living End have had their moments, but all fell off. Modern could use more consistency from the fair combo and unfair combos like Ad Nauseam to truly round out the metagame.
  • Dynamism: Modern is doing well in terms of dynamism, but again there's room for improvement. The exact composition of each tier has changed extensively month to month and the decks doing well now are nothing like the decks from March. That's a lot of churn and dynamism, which is good. It means the diversity is meaningful and anything can win. However, Hammer Time has been the #1 deck on my list since July. Sometimes Hammer has just pipped its rivals; sometimes it dominated. Having one deck sitting on top for long stretches isn't great, and it would be better if other decks beat Hammer for the top slot, but everything else looks good.
  • Competitiveness: Every week since March, my data has reflected a wide spread of decks winning both the Preliminaries and the Challenges. Frequently, a deck will have a great weekend and win big in both Challenges only to disappear the next week as rivals show up with the tools to dethrone them. Therefore 2021 Modern was very competitive. This is excellent for maintaining interest in Modern and bolsters the conclusions from dynamism and diversity.

Everything's looking good. It's not perfect, but nothing ever truly is. Modern's healthy: rejoice!

It Finally Happened

There's also a lot to like qualitatively. Remember how players complained for years that Modern was just ships passing in the night, was far too linear and/or combo driven, or just lacked interaction? That is decidedly not the case anymore. Lightning Bolt and Prismatic Ending, interactive cards, are two of the most played cards in the whole format. In fact, most of the top played spells for the whole year have been interactive. This interactivity has led to an era of fair decks dominating the format. It's harder now than at any point in Modern history to get away with linearity thanks to all the options for interaction, and it shows. This is perfectly fair Modern, at long last!

Now, this reality is not without detractors. The loudest grumbling is that it required a glut of free spells to happen. Players wanted interaction and fairness to happen, but not like this, or in this way. What I get from that is that they wanted 2018 Jund-style fair. Not much card advantage; just card quality and tempo to gradually build advantage until victory. While I can sympathize with the nostalgia, that was never in the cards. One, despite Wizards designing with that in mind for years, it just wasn't happening. Two, Wizards has by now moved away from that entire philosophy. They want players to use more of their deck in a game, and when slowing things down didn't work, they moved to expanding velocity. And that's proving to not be intrinsically bad.

All Are Welcome

As a result, Modern feels quite inclusive. Except for the price tag, but Magic is an intrinsically expensive hobby. Complaining about the price of entry may be valid, but that's how it is for every format these day. The price of success is high demand for product and that will drive up prices. This is the reality for Magic players now.

Looking past that issue, it seems Modern has something for everyone. There's a lot of choice and opportunity for every kind of player to find their deck and succeed. Combo is underrepresented in the data, but there are viable combo decks out there. Every FNM, I see different builds of control, midrange, ramp, and aggro, and players are changing their decks week to week and being rewarded. All over the Magic media, players are saying that this is the most fun they've ever had in Modern. They appear to vastly outweigh the doomsayers. And I can think of no better endorsement.

Storm Clouds Brewing

That said, I do see storm clouds on the horizon. The storm isn't guaranteed to make landfall, and it could even dissipate entirely. But I can definitely envision this metagame swerving south into unhealthy territory. And worse, it could do so without help from new cards. There's always a risk that a new card will break everything, and I can't predict that happening. What I can do is look at the current trends and see if there's anything heading in dangerous directions or that may cause problems. And I'm seeing three pressure points in the data which make me very worried.

I should note that this concern does apply more to MTGO than paper. MTGO's player base being much smaller, it lends itself to feedback loops and groupthink which in turn lead to warps in the metagame. With paper coming back I expect the metagame to get far more stable and prone to self-correction rather than over-correction. But we'll all have to wait and see.

The Lurrus Problem

The first problem is that Lurrus of the Dream Den is everywhere. Lurrus is the most played creature in Modern by a decent margin. This is in spite of it seeing vanishingly small amount of maindeck play. Rather, it sees an absurd amount of play as a singleton in sideboards thanks to companion. Last year, Lurrus took Hammer Time, a deck that was fringe playable at best, and gave it the power to hang in with 4-Color Uro Omnath decks. Access to Lurrus every game is a major reason why Hammer Time has managed to hang onto its top slot in Modern alongside Urza's Saga. Lurrus seeing a lot of play isn't a bad thing (opinions on the companion mechanic itself notwithstanding) because it boosts a lot of different decks and creates a lot of space for small creature decks to compete.

The problem is that Lurrus is crowding out a lot of cards. Permanents costing three-plus mana aren't seeing play in decks where they used to, and that's entirely down to Lurrus. Look at Grixis Death's Shadow and Jund trading in the once non-negotiable maindeck Liliana of the Veil for Lurrus as a companion. Liliana is still a very strong card and useful in many matchups, but the appeal of Lurrus always being available in addition to its interaction with Mishra's Bauble is not something she can match. Consider also that Lurrus is keeping certain answers out of Modern. Fatal Push has been largely abandoned, in no small part thanks to competition from Prismatic Ending and Unholy Heat. However, it had been on the decline even before MH2 thanks to lining up poorly against Lurrus' ability.

And this is all down to Lurrus uniquely. In late October, there was a shift in Hammer Time away from Lurrus and towards a higher curve with Nettlecyst. The idea was to have more threats and dodge some answers. It didn't work. The Lurrus version soundly outperformed the Nettlecyst version in November. I recorded 17 Nettlecyst decks with an average of 1.41 points to 45 Lurrus versions with an average of 1.87 points. This trend has continued this month and is replicated with the Jund and GDS decks.

That Annoying Monkey

Ragavan, Nimble Pilferer is the second most played creature in Modern (#1 in maindecks) and is quite controversial. There are decent arguments that Ragavan is good for Modern. The primary reason is that it requires decks to have turn 1 interaction or block. It also only benefits fair decks, dies to anything, and has to connect so to do anything. Even if it does connect once or twice, it's not the end of the world.

The problem I have is that many of those arguments were made in favor of Splinter Twin and Deathrite Shaman, both banned cards. The problem is that just like Shaman, unanswered Ragavan generates in insurmountable mana advantage. Just like Twin, there's no evidence other than anecdotes that Ragavan actually does force more interaction to happen. Ragavan was printed at the same time that a lot of answers were printed. Modern would be more interactive anyway and the effect Ragavan is having can't be separated from the altered carpool. And that's a problem because Ragavan is starting to appear everywhere, and that's a worry. So far this month I've seen Ragavan in the usual UR Murktide, Jund Saga, and GDS but also in Ponza, Humans, Jeskai Underworld Breach Combo, otherwise tribal Elementals, and 4-Color Omnath Pile to name the memorable few. This is getting to saturation levels.

And that's an additional problem because as much fun as Ragavan is to play, it isn't fun to play against. It is fun beating opponents with their cards; it sucks just as much to lose to your own cards. This is a really big problem in light of the earlier point. Players generally don't like getting hit with Ragavan and if they're not having fun against a card that is now everywhere, are they going to keep playing?

Just More Piling On

However, my biggest worry is the aforementioned 4-Color Omnath Piles. Specifically, they're coalescing. In November, there were several distinct versions of 4-Color Omnath and many different 4-Color decks. There was nothing wrong with this as they represented very different playstyles and strategies. There's also nothing wrong with multicolor piles in general because in a strong way, that is Magic-as-Richard-Garfield-Intended. He never saw the game getting this big and thought that players just playing all the cool cards together in the same deck would be how the game would go. Which is the entire pile strategy.

The problem is that piles tend to push out anything else at the same speed. Why bother trying to do anything else when you can just play the best card at every mana cost? That was a contributing factor in the demise of Frontier. The mana was so good and there was no land hate so there was no reason not to just run all the best cards in the same deck, at which point there was no incentive to run a slow deck that wasn't a 4-Color pile. Some decks would go 5-Color to get an edge, but that was it. The same thing happened with the Uro decks last year. The piles took over all the slow deck space and forced everyone to either go over or under them. It's happening again because UW Control can't compete with 4-Color's raw power and 2-for-1's and is floundering in December.

Specifically, all the 4-Color Omnath decks have become 4-Color Blink. Some lean into Ephemerate more than others, but they all intended to gain absurd value from blinking Omnath. They've all got the same core of planeswalkers, Omnath, Solitude, and Prismatic Ending, and all win via attrition. 4-Color Control is just gone, and both 4-Color Creativity and Bring to Light are below the tier cutoff. There's little Tribal Elementals either. And that's a huge threat to diversity.

Three Possible Outcomes

As I said, this storm isn't actually here yet. It's just building. It might not even hit Modern. But we do need to be aware and try to prepare. I foresee three possibilities:

  1. The Near Miss - This is where Modern self-corrects and no intervention is necessary. I would prefer this outcome and believe it possible, but players will need to do the work to make it reality. First, we need more unfair combo decks in Modern. Belcher is a good option, but anything will do. We just need decks that actually don't care about Ragavan hits and go way over the top of anything fair. This will force both the 4-Color decks and the Lurrus decks to diversify their answers and stop focusing on grinding each other out. There will also need to be a better Blood Moon deck to contain and punish 4-Color's manabase. Ponza is too slow and Murktide isn't consistently running Moon.
  2. The Storm Dissipates - There was never a real problem, it was just MTGO being MTGO. Online players just got it in their heads that this is how Modern is to be and ran with it. Paper results start to come in a refute the conclusions of the streamers and grinders and the format opens back up. Players adjust to the new cardpool and discover new strategies that obviate the current trends.
  3. Direct Hit - This plays out just like it did with Uro, Titan of Nature's Wrath. There's just too much power in the 4-Color decks and their mana is too good to overcome in a fair way. This forces other decks to lean more heavily into Ragavan and Lurrus to compete and the format becomes polarized. Many bans ensue.

Outlook: Uncertain

I don't know how this will actually play out. But I'm hoping that we can all learn to deal with Modern as it is and that everything will work itself out. But we have to see. However, next week will consider the third scenario.

All That Remains: An Unban Examination

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As the year comes to an end it's time to reflect on that which has happened and that which may yet be. The former is easy enough. Thanks to the pandemic, nothing happened, and nothing continues to happen. Frustration. The latter is quite fun. And rather cathartic. So I'm going to ignore the nothing that was 2021 and focus on what might happen in 2022. I'd settle for something happening, preferably good. And in terms of Magic, that usually means what will happen in terms of banned cards. Or, in rare circumstances, an unbanning.

The last card to be unbanned in Modern was Stoneforge Mystic in August 2019. Wizards didn't explicitly say so, but everyone saw it as compensation for Hogaak Summer and all the cards that had to be banned then. However, the two subsequent years have seen the most annual bans in Magic's history, and yet nothing has come off. There are good reasons for no unbans. However, that doesn't dissuade players from speculating nor does it mean that unbans are off the table. It does mean that players need to have realistic expectations. A recent MTGO event has reignited discussion and set some unrealistic goals, and I'll be addressing that today.

The Modern Banned Gauntlet

From December 1-8, Wizards ran a special event on MTGO, the Modern Banned Gauntlet. The premise was that every player would select a preconstructed deck and then battle. Said decks were the decks that got the card banned (theoretically) and it was a battle royale of the most broken decks in Modern. The implication in the wording of the announcement was that this was Wizards looking for data on banned cards in advance of an unbanning. However, I stress that it was the implication and was not stated anywhere. Nor is there anything to corroborate it being Wizards' actual intention. However, I saw plenty of commentary online saying that, so clearly players thought of it as such.

Reality Check

Which is unfortunate because if data creation/collection was the intention, this was a terrible method. Don't get me wrong, I appreciate Wizards running this event. In fact, I think that Wizards should do another Gauntlet and more similar events because it's perfect for online play. Something like this would be prohibitive logistically (and possibly financially) in paper, but it's simple on MTGO. I do encourage any Wizards employees reading this to advocate for another Gauntlet and to push for similar events.

That said, anyone trying to use the results of the gauntlet to prove anything is wrong. Just click the link to the event and look at the decks there, really look at them. Did anyone actually think that a Bant Charm-splashing Zoo deck from 2011 would do well? Never mind hanging with 2019 Hogaak, how does a deck like that answer 2016 Eldrazi or 2015 Splinter Twin? It's just absurd to think that these decks are at all equivalent or that this was a good test of relative strength. As I led with, every deck was chosen from the time when the card was banned. They're tuned for widely disparate metagames and very different cardpools. Had Wizards allowed players to brew with the banned cards there would have been something to the event and the results it generated. But as-is, it was just a gimmick. There are no conclusions to be drawn from the Gauntlet. It was very fun, though.

Players Are Still Talking

Not that it won't stop players from talking. Fortunately, I've mostly seen players being level-headed about the Gauntlet and echoing my sentiments. It was quite a relief watching twitter reactions and seeing players discuss the decks being suboptimal and how they'd rebuild given the option. I was also surprised that the Treasure Cruise deck appeared to do so well. Wizards has not and probably never will release any data about the event, which sucks. I strongly suspect that Hogaak, Risen Necropolis was the clear winner, but without hard evidence I cannot say for certain. Nor can we use the data to extrapolate about the relative strength of any of the cards.

However, the anecdotal evidence suggests I was right. Comments and tweets indicate Hogaak performed best with Treasure Cruise aggro second and UW Eldrazi third. Twin, Pod, and Bloom Titan were pretty good but were most discussed in terms of needing a rebuild. Players were generally perplexed by Oko, Thief of Crowns being highlighted by a Ponza deck. Sunny Side Up was okay at best, if really annoying to play against. Considering that was the experience at the time, I'd say the gauntlet was a success in terms of explaining why Second Sunrise is banned.

However, I reiterate that just because players had certain experiences with the gauntlet, there's no reason to think they apply to current Modern. A lot of new and very powerful cards have entered Modern since Hogaak was banned. It's unlikely that the experience would be the same. Hogaak is still way too good, but we'd have a different experience and hate the gameplay for different reasons today than in 2019. And that's the reality that must be considered when discussing unbans.

What is Unbannable?

There was a time that discussing unbans was simple. When Wizards created Modern a lot of cards were preemptively banned. Wizards wanted a clean break from several less-than-optimal Standard and Extended metagames and so ensured that the best decks from them wouldn't define the new format. Over the years those cards have been gradually unbanned at a rate of roughly one every year, until all that's left from the original list are the absurdly unacceptable cards and all the cards that have earned a ban over Modern's lifetime. Which may explain why there's been no unbans since 2019, the longest streak in Modern's history. Which in turn suggests that Wizards doesn't think anything is unbannable anymore.

Wizards' Standards

Which is pure speculation because I don't know precisely how Wizards decides on unbans. Over the years, the general thread has simply been "We think this card is fine now." Often (but not always) it's been accompanied by a hope that the unbanned card will enable or enhance an archetype or strategy that is currently or historically struggling in Modern. As mentioned earlier, the unbans have also frequently accompanied major bannings. Golgari Grave-Troll's unban is the only one I recall Wizards explicitly saying that they were doing it then as compensation for the banning cards, but plenty of others have felt that way. All of which is quite ambiguous and leaves a lot of room for speculation on our part and discretion on Wizards' part.

The Problem

None of these observations bode well for the future of unbanning cards. We had the largest single ban since Modern's inception in February, and there were no compensatory unbans. Modern is now quite diverse, with many different strategies doing well. The only lacking strategy is combo and there's reason to think Wizards is fine with that. And given that the pace of unbans has slowed down since Grave-Troll was rebanned, there's reason to think that Wizards simply doesn't think that any cards are sufficiently fine now to take the risk. Once bitten, twice shy, as the saying goes; Wizards really doesn't want a repeat. When Stoneforge Mystic was unbanned they were emphatic about how risky they thought it was precisely to temper expectations in Grave-Troll's wake.

However, even if that wasn't the case, I'd still expect there to be very few unbans at all going forward. Unbanning cards is a great way to shake up a stale or suffering format, and Modern definitely isn't either of those things. I've heard that Modern is replacing Standard as the most played paper format, and just look at the churn evident in my metagame updates. Unbannings are a finite resource, and Wizards isn't going to just unban something to unban something. They need to be strategic and save it for when Modern really needs it, and so long as their current design continues to push lots of cards into Modern every year, they'll never needs to unban something just to shake things up. Thus, the likelihood of unbannings has dropped.

Is Anything Unbannable?

And now to address the big question hanging over everything. Given Wizards' inclinations, Modern's reality, and the cards actually on the Banned and Restricted List, are any unbannable at all? And that is a really good question. I'm on the record thinking that the Mirrodin artifact lands (weird that I need to specify the expansion now) and Second Sunrise could be unbanned, and I still do. However, I've also added caveats that there are risks involved in doing so. They're not clean unbans, and I don't think there are any of those anymore. There may never have been any at all... wait, there was Wild Nacatl. But other than Nacatl there were good reasons to worry about every unbanned card causing problems either in early Modern or down the line. And while time and power creep have made Ancestral Visions and Bitterblossom obsolete, Valakut the Molten Pinnacle continues to be a strong card.

As such, it's important to remember that every unban is a risk vs. reward question. If the risk of overpowering a current deck is higher than the rewards of adding the card, the unban shouldn't occur. However, as Grave-Troll showed, sometimes it's not the current Modern that's the risk but the future. Sword of the Meek did nothing in Modern until Urza, Lord High Artificer was printed. Wizards knows what's actually coming down the pipe and there may well be cards in the near future which might bust a card that seems innocuous. Therefore, we need to be careful about what cards we consider.

Unban Candidates

So, given all the hedging and qualifying I've done this article, what do I think could be unbanned? Frankly, the cards I've already mentioned, Sunrise and Ancient Den's cohort. And for the same reasons I did back in 2019. I'm tempted to just relink that article again and call it a day. However, my word count is not yet acceptable so I will continue. The problem is that there really aren't cards that strike me as low-risk and reasonable reward besides the aforementioned. There are lots of low-reward cards and some that are high-risk, high-reward as far as Modern as a whole is concerned. However, I do have an argument about one, fairly unexpected banned card that could be unbanned if Wizards is feeling adventurous.

Blazing Shoal

Blazing Shoal was banned because it's a turn 2 kill with Glistener Elf and a turn 3 kill with any other infect creature. Back in 2011, the only answers were Lightning Bolt and Path to Exile. Thus, in 2011, Infect killed too early too often and had to be nerfed.

Modern has changed a lot since then, especially in the past year with the evoke elementals and Prismatic Ending. There's enough removal now that the early Infect kill would be harder to accomplish, and the format has moved in a direction that precludes filling a deck with clunky uncastable spells to pitch to Shoal. It might not be good enough anymore.

Or it may still be an unacceptably fast kill made worse because the protection for it has also gotten better. It's not just that there's more removal; Blossoming Defense, Force of Negation, and Veil of Summer exist now to stop said removal. By unbanning Shoal, Wizards would be making a bet that their removal push is sufficient to answer one of Modern's fastest kills and/or their push towards Legacy-style card efficiency ensures that players can't take the risk on the deck.

Which is part of my ulterior motive with this unban suggestion. I want to know how confident Wizards actually is about the format they've designed, and Shoal presents a distinct challenge to that status quo. With a secondary secret motive that if Shoal's gameplay isn't answerable or acceptable, why do we tolerate Ragavan, Nimble Pilferer?

Splinter Twin?

Given my history, some readers may have expected my new unban suggestion to be Splinter Twin. And it isn't. I'm open to Twin being merely okay in Modern as opposed to dominating it as happened in 2015. However, the past two years have seen Izzet decks of varying archetype sit firmly in Tier 1. It seems unwise to give them yet another option. Maybe down the line when UR needs a boost, but certainly not now.

Temper Expectations

That being said, don't expect any unbans in Modern anytime soon. It seems to me that Wizards has better reason to keep cards banned than to unban anything. However, there's no way to know and it's equally possible that the Gauntlet heralds a major change. Just don't let hope overrule reason.

Rebuilding Time: A Store Championship Report

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Wow. It's been almost two years since I attended a paper tournament worth writing about. There have been a lot of $1-2k cash tournaments in Colorado since in-store play resumed, but I haven't been able to attend any of them. That's how adulting works. However, I was able to make the Store Championship last weekend. The fact that Mythic Games is truly local for me helped out but considering how many large tournaments I've missed this year (and how much I've missed them), I would have made it work anyway. So today I'll relate what happened and what I learned about Modern at the Championship.

I didn't have high hopes going into this tournament. I've been playing significantly less Magic than I used to. It's not due to a lack of overall desire, mind, but there's far less opportunity today than in 2019. I used to be able to play Modern every day of the week if I was willing to travel around the Denver area. Today, there are only FNMs and occasional weekend tournaments. The problem is that the pandemic still isn't over and stores don't want to risk their staff running more events. And/or can't hire more staff to run said events during the week. Which is more than fair. But playing online just doesn't cut it for me. As such, my play skill has degraded and I'm far less prepared to compete at large tournaments than pre-pandemic. This is foreshadowing.

The Deck

With that in mind, my deck selection was always going to be very restricted. I have UW Control built but I don't trust my ability to play it well over a full day, and I definitely don't have the skill for the mirror anymore. I don't like Humans at the moment, and that left me with the choice of Merfolk or Burn. Merfolk may be my old warhorse, and it is doing better now than it has for years, but it has a flaw. In my experience, Merfolk is very strong against UW Control, a solid choice against Amulet Titan and 4 Color piles, and terrible against Hammer Time and Ragavan decks. I'm constantly behind in tempo and can't just win out of nowhere. Burn has performed better for me in those matchups thanks to Lightning Bolt and Searing Blaze. So I brought both decks to the tournament.

Burn, David Ernenwein (Store Championship)

Creatures

4 Goblin Guide
4 Monastery Swiftspear
4 Eidolon of the Great Revel

Sorceries

4 Lava Spike
4 Rift Bolt
4 Skewer the Critics

Instants

4 Lightning Bolt
4 Boros Charm
2 Lightning Helix
2 Skullcrack
4 Searing Blaze

Lands

4 Arid Mesa
4 Inspiring Vantage
4 Sunbaked Canyon
3 Sacred Foundry
2 Snow-Covered Mountain
1 Mountain
2 Scalding Tarn

Sideboard

1 Lurrus of the Dream-Den
3 Roiling Vortex
3 Sanctifier en-Vec
3 Smash to Smithereens
2 Deflecting Palm
3 Path to Exile

There were a ton of Ragavan, Nimble Pilferer decks in the room and so I ran a very stock Burn list. As a bonus, Burn's typical game would be easier to manage than Merfolk's because, again, I'm out of practice. That's especially true for sideboarding. (The split between Snow-Covered and normal Mountains is utterly meaningless. I did it when I first built the deck to annoy someone, and I can't be bothered to adjust it now.)

The Tournament

The tournament capped at 48 players because that's how many seats were set out. Pre-pandemic Mythic had space for around 70, but they took away all the tables during lockdown and don't want to overcrowd the store now. Which again, makes perfect sense. We hit the cap, but only 47 actually showed up. I'm not sure why, but it might be a case of players double-booking stores to ensure they get a space. I say this because most of the players actually there were people I'd never seen before, not at Mythic Games nor pre-pandemic. I'm guessing that a general changing of the guard is happening. On that note, Wizards provided Arbor Elf promos for each store, but for some reason only sent Mythic 40. So to make up the deficit they handed out FNM foil promo packs because Mythic basically swims in the things. I got one of the packs and it more than paid for my entry. Thank you, Commander players and your love of foil mythics.

I arrived early to scout the room which is when I confirmed that there was a ton of Ragavan, hence solidifying my deck selection. That wasn't entirely surprising; Denver's had a lean towards Jund and Burn for as long as I can remember. However, the spread of Ragavan decks was considerable. Jund Saga was the most popular by far, but there were a shocking number of mono-red decks of varying strategies, all with Ragavan. Following that the field was extremely mixed with a wide range of blue decks and also decks from past metagames. By which I primarily mean Titanshift, a deck that has been completely eclipsed by Amulet Titan ever since Dryad of the Ilysian Grove. And yet there were a number of pilots there. I even lost to one.

The Swiss

Which in fairness was all I did. I didn't win a match and just dropped from the tournament. What a way to get back into the proverbial saddle! And the worst part is that I don't think I could have done anything different. My matches all went to three games and I always lost with my opponent one burn spell away from dead. The consistent problem was that I was just missing something. In the first match I didn't draw a spell for 5 turns after getting my opponent to 3 with no means to stop a burn spell. In my second and third matches I kept reasonable one-land hands that become phenomenal with a land. And I didn't draw one until far too late. It especially hurt in the match against Titanshift since I died with my opponent on 1 life.

There were other lines I could have taken in my games, especially the second match against Jund Saga. The problem is that according to my opponents they wouldn't have changed the outcome. In the Saga match, after I lamented the decision I made left me dead to what he did and I should have taken a different route, he revealed that had I taken alternative route I was dead to his alternative choice. It was just too late and I was too far behind in cards and tempo for anything I did to make any difference. I wasn't playing as well as I could have. However, it seems like it didn't matter. My deck just didn't show up at the critical moment and the only alternative decision I could have made was to mulligan for a more reliable hand rather than the speculative ones that I kept. Whether that would have made any difference is impossible to say.

Metagame Observations

I dropped at 0-3, but there were five rounds. Technically it should have been six, but there was a cap. This meant that I had ample time to both lament my performance and to see what was actually happening in the room. I've mentioned that it was a Ragavan-centric tournament, but what was really surprising was the dearth of UW and Hammer Time. There were a lot of blue decks there, but they were mainly Grixis Deaths Shadow followed by Tribal Elementals. Some of them might have actually been Blink because all I saw was Ephemerate, Fury, and Omnath, Locus of Creation. Despite what I'd seen played at FNM for weeks, there was almost no cascade or control.

The Monkey in the Room

Which might be a function of most of the players present being players I don't remember ever seeing before. However, it doesn't explain why there was so much Ragavan, especially Jund Saga. It isn't at all surprising that this metagame looked different from the online one. That's just how it is. However, for Ragavan decks and particularly Jund Saga to be so omnipresent is notable, particularly in light of what didn't show up.

Jund Saga and Hammer Time are very similar decks strategically. Jund is Jund, and therefore does everything in midrange fashion, whereas Hammer Time is more of a combo deck, but that's a question of how, not what. Both feature a fast kill followed by a grinding plan anchored in Urza's Saga. Hammer has its combo kill, where Saga is looking to ride a Ragavan into Tarmogoyf and just snowball the opponent in value. The Hammer kill is obviously much faster, but losing to a Ragavan feels quite similar, as the Monkey steals the means to actually get back into the game. And since Jund is Jund, it has a strong matchup against Hammer, which could mean that players anticipated more Hammer and adjusted ahead of time.

The Exploit

I don't know how the Top 8 shook out. Or who exactly made it. I didn't stick around to find out. However, thanks to the Companion app, I do know who the best-placed player was, and I know they were on Belcher. Well done to them! And given what I said above, it isn't surprising. The room was primed for exactly this to happen. The metagame was extremely fair. It's been quite fair all year. Even the cascade decks fall on the fair end of scale, aiming simply to beat down with a couple of 4/4s. That's not a bad thing, but it does mean that pretty much every deck is skewed towards playing fair Magic. In other words, card advantage, tempo, mana development, and general grinding are every deck's focus. I kept losing not to hate, but to falling behind on tempo and losing the race. However, nobody was ready for a deck that doesn't do anything fair.

Which is the big takeaway from the Mythic Games Store Championship. The format is very fair because with creatures like Ragavan in the mix, playing fair is extremely good, and every deck has the tools to compete on that axis. But it takes commitment to beating other fair decks to be successful. This doesn't leave much sideboard room to fight unfair decks. Not that it's been necessary. However, when it does become necessary, most decks just don't have much to fight combo. Even Jund Saga has been cutting targeted discard recently, and lacks Liliana of the Veil to maintain pressure on combo hands.

Which begs the question of why combo isn't a bigger player in Modern right now. Counterspell decks are the traditional enemy of combo and they're everywhere, but Veil of Summer exists (itself a key player in fair's fight against fair). Hammer Time's only real hope is sideboard (sometimes maindeck) Thoughtseize and racing, and its average kill is slower than true combo kills. And all the Omnath piles are pretty slow. Yet I don't see many combo decks in the data, and I only saw one Belcher deck at the Championship. That hints at an exploitable gap in the metagame that players just aren't tapping into yet.

The Only Way Is Up

So yeah, the only big prize tournament I'm able to make in 2021 and I completely scrub out in a way I hadn't done in years. It sucks, but that's not entirely surprising under the circumstances. There's no use in worrying about it though. I just have to get used to working on my game again and be ready for more next year.

Repeating on Us: November ’21 Metagame Update

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Welcome to the End Times! Otherwise known as December. 2021 is drawing to a close. While not as abjectly awful as 2020 was, it was still far from a year to remember fondly. At least it's almost over and the hope for a brighter 2022 is glimmering. Let's hope it glimmers like gold and not pyrite. In the meantime, it's time for another metagame update.

November's metagame represents both a continuation of October's and a significant change. The overall population is slightly below Octobers at 514 to 545. The number of events was slightly lower thanks to fewer usable reported non-Wizards events on MTGMelee. I think the actual number of reported events was the same, but there were more that were too small to make the cut. There are a number of groups that hold events that are comparable to Preliminaries and usually produce similar data. This month there were more that only had three rounds. The four that Preliminaries have is already borderline for good data. I'm not sure why this is happening beyond all online results being very volatile, which even played out in the overall data.

I also want to preempt everything by saying that the results from Not-GP Las Vegas are not included in this analysis. It would skew the data as the only paper result. Including the Top 32 results would change nothing about the population data but would heavily skew the power chart using the current point system. If I tried to include more paper results Vegas would outweigh everything and the data would skew anyway. Best to wait for more paper events to exist before trying to mesh the paper and online results.

October Metagame

To make the tier list, a given deck has to beat the overall average population for the month. The average is my estimate for how many results a given deck “should” produce on MTGO. Being a tiered deck requires being better than “good enough;” in November the average population was 6.06 with rounding and saying that's sufficient to push the cutoff up to 7 results is way too nit-picky for my taste. Therefore, a deck needs 6 results to make Tier 3. The streak of sevens has finally been broken. Given that there was never a reason for such a streak, the fact that it was broken means nothing. However, there is more to this cutoff than it appears.

Tier 3 begins with decks posting 6 results. Then we go one standard deviation above average to set the limit of Tier 3 and cutoff for Tier 2. The STdev was 8.48, which means that means Tier 3 runs to 15. Again, it's the starting point to the cutoff, then one above for the next Tier. Therefore Tier 2 starts with 16 results and runs to 25. Subsequently, to make Tier 1, 26 decks are required. If all of those numbers seem low given the usual spread for the metagame update, they are. And there's a very good reason for that, one I've dealt with previously.

Another Outlier

Back in May, Izzet Prowess outstripped every other deck by sufficient margin to be considered an outlier. Which I did by reporting its results but not including it in the actual analysis. I'm doing it again this month. However, there is a small twist. Izzet Prowess was the lone outlier last time but this time both UR Murktide and Hammer Time are being excluded. Every month I check for outliers and am sometimes surprised when I don't have any. I really thought Hammer Time and Murktide were outliers last July, but the tests disagreed. This time every test said that Hammer Time is over the line. Murktide, on the other hand, was sometimes over and sometimes right on the line. Given that when I excluded Hammer but not Murktide from the data there was no meaningful change but excluding them both affected the standings, I decided to treat both as outliers.

This does not make them Tier 0 decks. As the rest of the data shows, they're not outperforming other decks per capita. This is also the results for one month. If they repeat the feat in December, that's another story.

The Tier Data

While the total population is slightly down from October, the number of unique decks fell by quite a bit. Where 78 unique decks were recorded in October, I only have 67 for November. With the top two decks soaking up the results there wasn't room for more decks to place. It's also expected for diversity to fall slightly in a more established metagame. Why play something new rather than something good? As long as the fall isn't too great, there's no problem. That said, thanks to the excluded outliers, the lower floor allowed more decks to make the tier list and that's up to 19 from 15 in October.

Deck NameTotal #Total %
Tier 1
Hammer Time6212.96
UR Murktide5812.28
UW Control389.64
Grixis Death's Shadow307.61
4-Color Blink297.36
4-Color Control276.85
Amulet Titan276.85
Tier 2
Jund Saga235.84
Cascade Crashers184.57
Burn174.31
Tier 3
Yawgmoth133.30
Belcher133.30
4-Color Bring to Light123.05
Blue Living End112.79
Mill112.79
Rakdos Rock92.28
Ponza71.78
4-Color Creativity61.52
Dredge61.52

So yeah, Hammer Time and Murktide outstripped UW Control by a wide margin. Not as wide as what happened in July, which is odd. I may have made a mistake, but it's also possible that the more tightly clustered data precluded outliers in July. That can happen when there are huge gaps but all the data falls along a valid trend line. That seems not to have happened here. The huge number of decks in Tier 1 is a function of excluding the outliers. Without that only UW would have joined the top 2 in Tier 1. Everything down to Jund Saga was Tier 2.

How'd This Happen?

I don't have a great explanation for there being outliers this time, nor any of the other oddities of this Tier data. Burn and Cascade Crashers falling down to Tier 2 despite the metagame looking broadly similar to October's is fairly inexplicable, as is Murktide surging out of Tier 2. At the same time, where did Grixis Death's Shadow come from? Seriously, it hasn't been a Tiered deck in months. There has always been a pilot or two sticking to the old warhorse, but even in good months GDS has been at the bottom Tier 3. And yet it's surged into Tier 1, apparently all thanks to Death's Shadow comboing with Dress Down. More surprisingly, it was a very sudden surge. GDS didn't cross the Tier 3 threshold until (roughly) November 19. And I don't know why.

And I may not need to know why any of this happened. As I mentioned up the page, MTGO is extremely volatile. Decks fall off because players get bored of playing them and/or their rental time is up. Decks surge because a streamer did well with it and all their followers have to try it. Did that happen in November? I don't know for certain. But I advise everyone to assume that a shocking fluctuation is just a quirk until it is proven to be not a quirk.

Piling On

I also need to address the multi-colored slop in the room. There's a convincing argument for treating 4-Color Blink and 4-Color Control as the same deck. The only consistent difference between the two is that Blink plays Ephemerate. They have the exact same core of Prismatic Ending, Wrenn and Six, Teferi, Time Raveler, Omnath, Locus of Creation, and Solitude. It's just a question of the support spells around the core, with Blink being more midrange. The Bring to Light and Indomitable Creativity decks share some of this core but retain unique identities.

That isn't inherently bad, but it also isn't good. We were in a similar situation with Uro, Titan of Nature's Wrath decks in 2019 and look where that ended. This is not the same situation, but I can definitely see it from here. The issue is that it isn't one card pushing towards homogeneity, but the sum total of a lot of things. The post-MH2 reality ensures that Ending and Teferi are seeing play everywhere. Wrenn is necessary to make the manabases work. Omnath is the best payoff for an already 4+ color deck. What's weird is that Blood Moon is fairly absent. Ponza made Tier 3, but you'd think it would be more of a presence. These piles are far more vulnerable to Moon than Uro was, so I'd hope that is enough to contain the piles. I'm not hopeful, though; its current absence isn't promising.

Power Rankings

Tracking the metagame in terms of population is standard practice. But how do results actually factor in? Better decks should also have better results. In an effort to measure this, I use a power ranking system in addition to the prevalence list. By doing so, I measure the relative strengths of each deck within the metagame. The population method gives a deck that consistently just squeaks into Top 32 the same weight as one that Top 8’s. Using a power ranking rewards good results and moves the winningest decks to the top of the pile and better reflects its metagame potential.

Points are awarded based on the population of the event. Preliminaries award points for record (1 for 3 wins, 2 for 4 wins, 3 for 5) and Challenges are scored 3 points for Top 8, 2 for Top 16, 1 for Top 32. If I can find them, non-Wizards events will be awarded points the same as Challenges or Preliminaries are depending on what the event in question reports/behaves like. Super Qualifiers and similar higher-level events get an extra point and so do other events if they’re over 200 players, with a fifth point for going over 400 players. There were three 4 points events in October and no 5 pointers.

The Power Tiers

Just like with population, the total points were down slightly in November. There are 927 total points in November compared to October's 955. Again, this is on the higher end for the returned metagame updates, but below what I was seeing last year. Worth noting that if I'd included Vegas November's points would have far outstripped October's. That's what a single 5-point event allows but given the starting population Vegas really should receive more points than that. Something I have to figure out in the near future.

The average points were 11.00 exactly. Which is extremely surprising and statistically unlikely, but that's what happened. Removing the outlier's points permitted this to happen, but even then it's extremely unlikely. Therefore 11 points makes Tier 3. The STDev was 15.64, which is on the lower end. Thus add 16 to the starting point and Tier 3 runs to 27 points. Tier 2 starts with 28 points and runs to 44. Tier 1 requires at least 45 points.

Deck NameTotal #Total %
Tier 1
Hammer Time10815.10
UR Murktide10414.55
UW Control7210.07
Grixis Death's Shadow567.83
4-Color Blink547.55
Amulet Titan506.99
4-Color Control486.71
Tier 2
Jund Saga415.73
Cascade Crashers294.06
Burn283.92
Tier 3
Belcher253.50
Yawgmoth233.22
Blue Living End233.22
Mill233.22
4-Color Bring to Light182.52
Rakdos Rock162.24
Dredge131.82
Merfolk121.68
Tribal Elementals121.68
4-Color Creativity111.54

Ponza didn't earn enough points to make the power tiers. The perennial also-ran. However, both Tribal Elementals and Merfolk had enough points to squeak in, so the power tier is larger than the population. However, beyond that there's not much to see. No deck jumped between tiers and within tiers there was a minimal amount of reshuffling. The collective wisdom was relatively spot on this time.

Average Power Rankings

Finally, we come to the average power rankings. These are found by taking total points earned and dividing it by total decks, which measures points per deck. I use this to measure strength vs. popularity. Measuring deck strength is hard. There is no Wins-Above-Replacement metric for Magic, and I'm not certain that one could be credibly devised. The game is too complex, and even then, power is very contextual. Using the power rankings certainly helps and serves to show how justified a deck’s popularity is. However, more popular decks will still necessarily earn a lot of points. Which tracks, but also means that the top tier doesn't move much between population and power, and obscures whether they really earned their position.

This is where the averaging comes in. Decks that earn a lot of points because they get a lot of results will do worse than decks that win more events, indicating which deck actually performs better. A higher average indicates lots of high finishes, where low averages result from mediocre performances and high population. Lower-tier decks typically do very well here, likely due to their pilots being enthusiasts. So be careful about reading too much into the results. However, as a general rule decks which place higher than the baseline average are overperforming and vice versa. How far above or below that average determines how "justified" a decks position on the power tiers are. Decks well above baseline are therefore undervalued while decks well below baseline are very popular but necessarily especially good.

The Real Story

While the extra-point events had a significant impact on standings, it wasn't enough to really distort the data unlike in October. This is primarily because results were less clustered than before. In October, Hammer Time did disproportionately well in the PTQs which saved it from a mediocre at best finish in average power. In November, many decks did well in the events and so the data better reflects the real spread.

Deck NameAverage PowerPower Tier
Tribal Elementals3.003
Merfolk2.403
Dredge2.173
Blue Living End2.093
Mill2.093
Belcher1.923
UW Control1.891
Grixis Death's Shadow1.871
4-Color Blink1.861
Amulet Titan1.851
4-Color Creativity1.833
Baseline1.80
UR Murktide1.791
4-Color Control1.781
Jund Saga1.782
Rakdos Rock1.783
Yawgmoth1.773
Hammer Time1.741
Burn1.652
Cascade Crashers1.612
4-Color Bring to Light1.503

And there's the main reason that Hammer Time and UR Murktide shouldn't be considered Tier 0: they're both under the baseline stat. Murktide is just below, which means it's effectively tied and thus performing in accordance with what I'd expect from a popular deck. Hammer Time slightly underperformed. That's a sign that Hammer is very popular online, but also very beatable. More than it's given credit for. Meanwhile, the best performing high-tier deck and thus the deck of November is UW Control. Nobody tell Shaheen Soorani.

Tribal Elementals is the first deck to get 3 points on average. However, don't celebrate yet: that was done with 4 decks. When a deck Top 8's events, it will see a huge boost in the rankings, but if that's the only place it shows up, then it means nothing. Some specialists had a good event, and this achievement says more about the pilots than the deck. Make it a consistent thing or place more decks if you want me to take it seriously.

Winding Down

So do we close the books on November. December is usually a relatively quiet month for Magic, but this continues to be an unusual time. However, the metagame will continue to evolve and we'll see what happens come January.

Return of Paper: Analyzing MTG Las Vegas

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Let us all take a moment to appreciate the fact that for practical purposes, Grand Prix are back. I realize that this may be premature, but I think it's important to reward good behavior. Regardless of any other problems, notable omissions, or unrealized expectations, I want to thank Channel Fireball for hosting MTG Las Vegas. Everybody should do so in the hopes that they keep doing until Wizards figures out what it wants to do. At minimum, it will show Wizards that the demand for GPs still exists. Hopefully, that encourages them to make the sane decision rather than attempt another... whatever the MPL was.

More importantly, with Vegas in the books, there's a unique opportunity to look into the paper metagame. We all had to endure 2020 without sanctioned paper Magic, and even once it became possible again early this year, paper has remained extremely local. Nobody's been willing to host big events, and as I mention every month the online metagame is its own world. Deck rental services and the pressure of streaming means that MTGO moves in ways ranging from impossible to nonsensical for paper play. We can only get a "real" look at the metagame when paper is considered. However, the reality of paper being entirely localized means that even if I was tracking paper results, I'd get a very skewed picture. MTG Vegas being open means it's a more random and therefore valid sample.

I Have Grievances

However, I need to get some gripes out of my system first. Both for catharsis and because they inform how I'm approaching the data from Vegas. I'm told that the event went incredibly smoothly, and everyone who's tweeted or written about the event has been pleased with the experience and grateful it existed at all. Which is a very hopeful sign. However, for those of us who didn't/couldn't attend, Channel Fireball's MTG Las Vegas was an enormous disappointment. There are two levels to this disappointment, one which I think every player shares. The other really only impacts me and those like me and/or profit from the kind of data work I do. And I want to make sure that said problems are documented and discussed in hope they are corrected for future events.

The Coverage Problem

I realize that everyone has complained about this already, but it's critical to keep up the pressure. There was no official coverage of MTG Las Vegas. At all. The closest thing was twitter updates from Corbin Hosler and theMMcast. Which went okay for Day 1, but really fell off Day 2. I have no idea what was going on for them or why there were so few updates, but it was very disappointing. Maybe that's on me setting my expectations too high, but ChannelFireball said Corbin and company would be the coverage for the event, essentially implying things that I feel weren't delivered. That said, everyone should praise the community members who did step up and provide coverage themselves, namely eyelashTV who streamed from the floor. Big props out to them for the initiative and the quality delivered. Bravo!

Now, I don't entirely blame ChannelFireball for the lack of coverage. Commentators everywhere were complaining that lack of streaming or video coverage is unacceptable in 2021. And I understand where that's coming from given how omnipresent cameras and YouTube are today. However, I know from friends in filmmaking that professional setups are ruinously expensive. The equipment to pull off the coverage Wizards used for Grand Prix and Pro Tours cost thousands to purchase, the bandwidth isn't free, and there's also paying the broadcasters. But the silent killer is that all of that also needs to be insured. No matter how thoroughly everything is secured after every shoot, how organized the crew is, how vigilant the producers are, or aggressively threatened the interns are, equipment disappears every time a film crew films. And what doesn't disappear eventually breaks. Filming just isn't profitable.

The Galling Part

However, that doesn't excuse the lack of text coverage. That's cheap! All it takes is a laptop and a pair of hands, which are already there in abundance. There was a feature match area set up which meant that you needed judges standing there anyway. Give them a chair, a keyboard, and have them write down the games they already have to observe! It's not hard and is the way it was done before internet video became commonplace (and reliable/good). This should be obvious!

I'm being serious here. I can excuse lack of video coverage because of cost (especially when there's no guarantee CFB will ever do this again), but no text coverage? After preparing a fully staffed feature match area? That's just baffling. They already had theMMcast and Corbin there to do text coverage; why not just have them park at the feature match area and tweet out the matches? Did they not think of that, was there some other concern which couldn't be fixed, did Corbin simply not want to do sit there all day? Seriously, I want an explanation. Heck, why not have otherwise unoccupied staff do it? They're already there, why not keep them working?

Or hire me and I'll do it all next time. I come cheap. And coverage-wise, there is nowhere to go but up.

The Data Problem

Which leads into my next issue, which is a far bigger issue for me than normal players: the lack of data. I don't know why, but the only "official" data from the weekend was theMMcast posting the Top 8 decklists. And nothing else. Which is extremely frustrating for me. Wizards likes to keep tight control over Magic data. I remember that they made Frank Karsten curtail his data releasing when he did coverage for them. However, this wasn't a Wizards-run event. There was nothing in the way of CFB giving us a Top 32 and Day 2 data dump. Nothing except for laziness.

And I'm not just annoyed about this in an "I want to know, feed my endless curiosity" way (though it certainly is a factor). From a data analytics perspective, a Top 8 means nothing in a vacuum. In Magic, any deck has the potential to win a given tournament. The odds depend heavily on the metagame and the deck's inherent strength, but luck and variance also play huge roles. Without additional data about the tournament, there's no way of knowing whether a player won because theirs was the best deck period, the best positioned, or the Random Number God simply chose them. This is annoying generally, but especially so in this case, as it was the first chance to see how paper Magic differs from MTGO in 18 months. But with only a Top 8, the whole event is a waste for research and analysis.

Which is why I extend a big Thank You to u/jsilv on reddit for finding (on their own initiative as far as I know) the decklists for the Top 45 from MTG Las Vegas. It's still a bit lacking as I don't have anything to compare it to, but much better than before. Again, bravo!

The Top 45

It's a bit unorthodox to do a Top 45 rather than the Top 32. Especially when prizes only extended to the Top 32. Apparently, CFB went with a very top-heavy prize structure to avoid being burned by low turnout. Joke's on them; 1434 players came out for the Modern event. That's better than any Grand Prix in years. Players really are that desperate to play in person. That the Gathering aspect really is just that important (take note, Wizards). So, did the high turnout result in a very diverse field that reflects the differences between paper and digital play?

Deck NameTotal #
Hammer Time7
Amulet Titan4
Yorion Cascade3
4-Color Control3
4-Color Blink3
Grixis DRC3
Cascade Crashers3
Jund Saga2
Yawgmoth2
GDS2
Jund Sacrifice2
UR Thresh2
Hardened Scales1
Infect1
Rakdos Rock1
4-Color Creativity1
UW Control1
Death and Taxes1
Blue Living End1
Naya Zoo1
Esper Reanimator1
Belcher1

Disappointingly, this metagame spread wouldn't look out of place in the Challenge results. Hammer Time dominating the placements with an assortment of Cascade and 4-Color piles chasing it is what I've come to expect for the metagame updates, mostly. The exceptions are a lack of UW Control and a considerable Amulet Titan presence. The former is curious given its metagame positioning. I am guessing that the longer games took a toll on the pilots and play errors caught up and caused UW Control to drop off, but that is only a guess without Day 2 data. It's equally possible that players shied away from UW for fear of the aforementioned exhaustion. The 4-Color Control deck is more forgiving and easier to pilot, which might explain its better performance.

Amulet Titan is a very clear deviation from the online trend. It's fallen off massively since June and struggles to make the Tiers anymore. I have no idea why this happened. I'm told that online players abandoned the deck, having decided it wasn't good enough. Which makes no sense to me, particularly because there doesn't seem to be any reason. I've interrogated my sources and they just shrug and say "that's the conclusion." No further explanation, no reasons given. However, Amulet's performance here is as strong a statement as can be that no, the deck absolutely remains competitive in Modern.

The Top 8

The Top 8 is quite notable not just for what's there but what isn't there. Hammer Time didn't place a single deck, despite being most popular. Looking through the deck lists, it makes sense. There's plenty of answers for Hammer Time between sideboards and maindeck. Players expected Hammer and were ready. Well done there. However, that left plenty of room for unexpected decks to slip through.

Deck NameTotal #Top 45 Conversion Rate
Amulet Titan250%
Hardened Scales1100%
Infect1100%
Jund Saga150%
Rakdos Rock1100%
4-Color Creativity1100%
4-Color Control133%

Edwin Colleran won on Rakdos Rock, so props to him. Half the Top 8 are Top 45 singletons. It's the old rogue deck dream of leaving opponents high and dry with the unexpected. Of course, unexpected is relative; all these were known decks. However, Rakdos Rock spent a lot of the past year sidelined while Hardened Scales and Infect aren't metagame decks. Creativity was doing pretty well for a while, but really fell off recently. As mentioned, Amulet Titan is technically off-meta, though it put the most decks into Top 8. Only Jund Saga and 4-Color Control are expected meta decks. It is interesting that Scales was able to Top 8 despite all the splash damage from Hammer Time sideboarding.

Of course, just because decks are technically off-meta doesn't make them innovative. In fact, I'd appraise all these lists as stock lists. I'm not saying that each list is copied from online or that there isn't variation. Rather, every list is exactly within what I'm used to seeing as I comb lists for the metagame update. There's not much technology on display. The most interesting choice was Jeff Jao running 4 maindeck Phyrexian Crusaders. It's a brilliant choice but not one that Infect typically makes. However, this is the time, as red and white are the primary removal colors in Modern now. Fury, Lightning Bolt, Unholy Heat, Solitude, and Prismatic Ending are the most played removal spells these days, and Crusader blanks them all. Only 5 decks in the Top 45 ran Fatal Push, and of those only 2 deck did mainboard. A brilliant metagame call.

Paper vs. Digital

I can't say with certainty why the paper metagame at MTG Las Vegas looked like typical online metagame. I would guess that players, having not played much in a long time, just played whatever they played online. However, that simultaneously feels like a cop out answer since Amulet Titan did so well in paper but doesn't show up online. It is quite possible that the Amulet players were all Amulet specialists before the pandemic and just updated their lists. That would be consistent with how things used to be. However, I'd need more events to gauge what's actually happening. So here's hoping that there will be more in the near future.

Math Doesn’t Lie: The Yorion Dilemma

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Those who don't learn from history are doomed to repeat it. So the old cliché goes, and frequently so it also goes in reality. Humanity has tread a lot of ground as a species, and a lot of situations repeat. Consequently, lessons from the past frequently apply to modern problems and should inform decision making. This goes for Magic too. The game is nearing 30 years old, and there have been thousands of tournaments and decks for players to learn from without having to build a deck and play it themselves. However, Magic's history is rather obscure. Almost all of it has been chronicled on the internet, and many of the websites from the early days are defunct. Even when that's not the case, it's hard for newer players to know if certain knowledge exists and look for it. That's where I come in.

In this case, I'm here to remind everyone that Yorion, Sky Nomad isn't doing anything new. I don't mean the creature itself, that's too obvious. Yorion's effect on Modern isn't really about his stats or ETB trigger. Yorion incentivizes players to play more than 60 cards in a way that nothing else has in a very long time. It's not the first time, but it is (as far as I could find) the first widespread implementation. This is not just in terms of decks where it's happening, but formats. However, there are problems emerging which the previous attempts had to deal with as well. And I don't think Yorion fixes all of them. Though it does fix some, kinda.

The Mathematical Basics

I'm no Frank Karsten; this article won't be a mathematical treatise. There are very good mathematical reasons to never play more than the minimum required given the rules of the game. There are many ways to get around the restrictions and beat the rules. So many that it would take an entire academic paper to accurately detail all of them and how they impact the real odds of a given outcome. I idly speculate that someone's done that already because grad students have paper quotas to meet. In any case, I have neither the knowledge nor inclination to write an article detailing all the math around deck size. Nor is it strictly necessary.

This is because regardless of the specifics of a deck's composition, the math will always begin the same way. Due to the restriction that in Constructed a deck may contain no more than four of any card (besides basic lands), the odds of seeing a given card start out as 4/x, where x is the number of cards in the deck at the start of the game. As a game progresses, cards are removed from the deck via drawing and tutor-type effects, meaning that the odds improve from there (and yes, hypergeometric calculations are necessary to actually determine those odds, but they're not necessary to understand my point). Therefore, all else equal, the best way to ensure that a specific card is drawn in a game of Magic is to start out with as small a deck as possible so that the odds of drawing it improve meaningfully faster. This means that as a rule, it is best to start out with a sixty-card deck in Constructed, with initial odds of 4/60=.0667 or 6.67% to pull a given card at random from the deck.

Consider an Extreme

Were deck minimums nonexistent, it would make no sense for any deck to play more than the bare minimum necessary to win the game. In such a world, a deck capable of winning on turn one only needs eight cards in total. It has a seven-card ideal hand and one more card so that it doesn't just deck on the draw. (Don't think about the setup too hard; this is a thought experiment.)

A deck playing more cards would always be at a disadvantage. More cards means that it doesn't always see its (nearly) ideal hand because the odds are less than the (7/8)=87.5% afforded by the eight-card deck. The certainty of an ideal start almost certainly trumps the larger deck's ability to recover if they're disrupted.

Improving the Odds

The same logic applies to all Magic formats. The decks that adhere closer to their minimum requirements are more likely to hit their ideal hands and are therefore more likely to achieve their ideal gameplans. However, as mentioned, there are many ways to improve those odds, regardless of deck size.

The first way is to break the Rule of Four. I don't mean doing that literally; that's how you get DQ'd and banned. Rather, play many cards that do the same thing. This was the biggest innovation of Extended Red Deck Wins way back in 2002. When every card does essentially the same thing, it doesn't matter what specific card is drawn, improving deck consistency.

The second option is the Turbo Xerox approach. Playing cards that draw cards force a deck to shrink and the odds of finding specific cards to increase. The stronger the cantrip, the greater the effect. Tutors take this principle and supercharge it, which is why so few are competitively priced anymore.

History Lesson

All that said, since the invention of Magic players have fought the basic math and have in fact put more than the minimum number of cards into their deck. In the earliest days it was because everyone was a scrub and deck optimization didn't exist. However, past that point decks quickly adopted the 60-card limit. But not all decks.

The first dedicated objection to the limit came from the Wakefield School. Jamie Wakefield and his disciples insisted on playing 26 lands in 62-card decks for several reasons. Ostensibly, it was so that they always had the mana to cast fatties (which was their entire purpose). The 26/62 ratio produced a solid 42% land deck where 26/60=~43% was prone to flooding. The more subtle reason was that it let the mana be more flexible to accommodate Wasteland and other mana denial cards. And in early competitive Magic, the strategy worked. However, as strategies evolved, the Wakefield school (and all the early schools, to be fair) became outdated and vanished.

Still, that wasn't the end of big decks. There have been many attempts to play more than 60 cards in Constructed for a great many reasons. Which Frank Karsten detailed here, so I won't go into it. What I will expand on is that the most common reasons to play more than 60 cards has been to avoid drawing certain cards or to make sure you have enough of a certain card in your deck. Which has led some to utilize that to hybridize decks in the past. However, they've never stuck.

What Yorion Changes

And yet, for the past year-and-a-half, 80-card decks have been a thing in Standard, Pioneer, Modern, and Legacy. This is the longest period with the highest number of non-60-card decks I was able to find in the history of competitive Magic. It has nothing to do with any shifts in thinking nor a specific change in the essential math. The only reason it's happened is the printing of Yorion, Sky Nomad. That companion changed the incentives enough for bigger decks to work.

Having a companion means having a specific card guaranteed in any matchup. This means that whatever else a deck might do in a game, there is a specific payoff waiting for them. This is incredibly valuable for larger decks because it ensures that they will always do something. One of the biggest problems with big deck has always been the risk that insufficient action, or the wrong type of action, is drawn. Yorion removes this concern, and that alone reduces the risk of the big deck.

Of course, if that was the only benefit from Yorion, I doubt that it would be enough. Fortunately, Yorion is a mass flicker card. This means that there is a ton of value to be extracted by casting it. Thus a deck that is already inclined to play lots of ETB creatures doesn't just have a payoff with Yorion, it has a huge one. Big decks get a big payoff, and they've stuck around and been successful in a big way.

Improving Piles

Well, one type has been successful. Check the decklist archives I linked in the previous section. Notice a pattern? The vast majority of the deck across formats which employ Yorion as a companion (and occasionally maindeck) are piles. That isn't me being disparaging. Pile is a technical name for a deck with minimal- to non-existent synergy which instead simply plays all the best cards in its color combinations. The plan is to out-power opponents with more of the best cards. This strategy benefits enormously from Yorion's existence. And not just because it's another fatty.

Rather, Yorion lets the piles become... piley-er? More pile like? A larger pile? Not sure of the proper terminology here and it may just be piling on [editor's note: readers, please don't go] but hopefully the point is coming across. Yorion just takes the pile and makes it more of a pile, increasing its piley power. Pile decks need lots of mana smoothing, cantrips, and other value to function. Yorion rewards the pile by letting it get another crack at all its cantrip permanents and value plays. The two synergize perfectly while not dramatically impacting consistency because in a pile every card is basically interchangeable.

The Unspoken Reason

As for the other decks, it's too broad a category to really get into. However, many of them are doing Yorion for the same reason that Death and Taxes frequently does: you can play with more of your cards. As a DnT player, there are a ton of cards that I really want to play but can't because there isn't space and/or they don't synergize with the specific attack strategy I'm using. Yorion's 80-card minimum means that now I can. And it's really fun. And sometimes, that's all the reason anyone needs.

Why Yorion Cascade Isn't Working

However, just because a deck is vaguely pileish and wants to manipulate its mana ratios and deck math doesn't mean that it will benefit from Yorion. Case in point: the Yorion version of Cascade Crashers is doing much worse than the 60-card version. At the end of October, Yorion Cascade was getting quite a bit of attention and seemed to be a solid deck. However, the data doesn't agree. As of writing this, 60-card Cascade Crashers is on pace for Tier 2 standing while I've recorded exactly one 80-card version. And it's happening for all the predictable reasons.

Math Strikes Back

The stated reason for going for the 80-card version was to improve the odds of hitting the ideal curve for Cascade Crashers. I realize that sounds strange given everything I said at the top of this article, but it does make mathematical sense. See, the best thing that the deck can do (it is the namesake after all) is play a cascade spell into Crashing Footfalls on turn 3. The normal version plays 2 cascade spells for starting odds of 8/60=13.3% to draw the cascade spell. With 80 cards, they have the space for the mana to play another cascader (normally Ardent Plea) and the odds get better at 12/80=15%. More importantly, the risk of the worst outcome (drawing Footfalls) gets lower from 4/60=6.67% to 4/80=5%. That's not a small improvement all around.

The problem is that the math for everything else has gotten worse. Yes, Yorion Cascade plays more good spells and Omnath, Locus of Creation is a very powerful and versatile card. However, it's far less likely that players will ever actually see said more powerful cards, and Cascade can't play all the cantrips to make up for this weakness. Piles work because they can play lots of cheap spells, particularly mana fixing, so that they can survive to cast the powerful spells. Because the whole point of the deck is ensuring a cascade into Footfalls, Crascade Crashers can't play cheap spells. It gets around that with free spells and Fire // Ice, but beyond that, really struggles with being clunky.

It Gets Worse

The problem gets worse after sideboard. Sideboard cards tend towards being critical after board and there really isn't a way to double up on them to improve the math. I've watched a lot of Yorion Cascade players at FNM and MTGO lose helplessly as they fail to draw the right spells at the right time and just die.

They had plenty of spells that were quite powerful in hand, but they were lacking either the mana to cast them or said spells didn't do anything. Lacking many ways to smooth their draws and cheap spells to catch up with, they were relegated to hoping that their individually powerful spells will be enough to pull them through. And unfortunately, raw power isn't good enough. Raw power with lots of support, on the other hand, works. In the pile decks.

The Inescapable Problem

Yorion Cascade is suffering from the exact same problem that all earlier attempts to use larger decks to improve the math of specific effects have throughout Magic's history. By increasing their deck size to improve specific math, they're making the rest of their math worse. Bigger decks work as Yorion piles, but not Yorion combos. And maybe that's good enough.

An Empty Promise: Crimson Vow Spoilers

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I guess even Wizards is getting tired of constant spoilers. At least, that would validate Innistrad: Crimson Vow's really short reveal. Spoilers began on October 28 and were finished a week later. Not that I'm complaining. It means that I get to do this article with a full look at the spoiler for once. It also means that we got done with this fairly uninspiring set that much faster, and move on to other things. A win all around.

So, yeah, Crimson Vow doesn't have much for Modern. Not that it's unexpected given how Midnight Hunt went, but still. Modern got a lot of sideboard cards and three well-played cards from that one, at least. I'm not sure that anything from Vow will have much staying power in Modern. There are plenty of cards for which I can (and will in a few paragraphs) construct scenarios where they could be played. Some of these possibilities are solid engine cards and those are always worth keeping in mind whenever new cards are printed. You never know when an engine will be busted.

The Engines

I should specify: these are all card advantage engines. Urza, Lord High Artificer and Devoted Druid/Vizier of Remedies remain the only true mana engines in Modern. Wizards has learned, and we're unlikely to see anything like Krark-Clan Ironworks again. There are plenty of ways to draw lots of cards in Modern as it is, but in the right deck and/or under the right circumstances, these cards could enable some utterly degenerate streams of cards or permanents to just swamp an opponent. Or, more likely, they'll forever remain "cards with potential" whose value is just too much work to tease out.

Eruth, Tormented Prophet

The first one is easily the most straightforward. Eruth, Tormented Prophet turns every draw into Harnfel, Horn of Bounty. Which is already a Modern-legal card, but Eruth costs less mana, and that does make a huge difference. Whether that's made up for by Eruth being a more vulnerable creature is hard to say. The bigger benefit to Eruth is that there's no need to get the ball rolling with a card to discard; every draw exiles two cards. Harnfel is an integral piece of Legacy Mono-Red Storm, and being cheaper and easier to get going could make Eruth work in Modern.

The question: why bother? Eruth's card advantage doesn't actually put cards into your hand for later. It's use it or lose it, and that really limits her home to combo. Storm isn't really viable anymore and even if it was, why would it bother with Eruth over Expressive Iteration? In fact, why would any deck bother with Eruth over Iteration? And that's ultimately the problem. Eruth has the potential to just snowball out of control in a single turn, but what is she building towards and how is that better than existing options? She feels like a card that could eventually find a home that doesn't yet exist.

Headless Rider

Headless Rider is meant to be to Zombies what Xathrid Necromancer was to Humans. The problem is that the Rider is even less necessary in Zombies than Necromancer has been for Humans for years. Gravecrawler, Geralf's Messenger, Relentless Dead, Diregraf Colossus, the list goes on of Zombies that let Zombies shrug off mass removal. Rider does nothing new and isn't needed.

Still, Rider does have combo applications. Zombies often includes sacrifice combos, and Rider doubles the fodder for said triggers. Why Zombies needs to double its fodder isn't clear, but this could push the deck in a more directly combo direction. Which might help the deck actually see play because it has never had much traction in Modern. No matter how good the beaters have been, without disruption, it just can't keep up. Perhaps going more for sacrifice combos is what is needed and if so then Rider is a perfect Zombies card.

Stormchaser Drake

Wizards clearly intended for this Drake to be enchanted. However, it has flying instead of hexproof, so there's no chance of it being a big Bogles payoff. Kor Spiritdancer is better in that context. However, the potential for this card to draw your entire deck certainly exists. The problem is that it won't be easy. Given the name, the obvious pairing to make Stormchaser Drake absurd would be the storm mechanic. The problem is that there aren't many of those and only ones that target creatures are Grapeshot and Ground Rift. However, Wizards clearly thought of that, and since Drake has flying, Rift isn't an option. Which just leaves Grapeshot, and why would you target your own creature and not the opponent with that card? The same goes for replicate spells.

There is the option to just target Drake with lots of spells like Kiln Fiend-style decks. Chaining Mutagenic Growth and other pump spells could produce a self-sustaining chain that ends in a single lethal swing. However, Drake dies to a stiff wind and Modern is filled with removal, far more than in Kiln Fiend's... I guess it was a heyday? More importantly, how is targeting Drake better than the alternatives? Such a deck would be somewhere between Prowess and Infect, neither of which are doing well right now. Additionally, Drake is far more of a glass cannon than either of those decks. So I don't see it. That said, there is so much (potential) value to be wrung from that I wouldn't be surprised if I overlooked something. Or if a Ground Rift-esque new card comes along and busts Drake.

Torens, Fist of the Angels

Just like with Headless Rider, Torens, Fist of the Angels has the potential to create utterly absurd boards. Unlike the Rider, Torens is a value play. Humans has been playing Adeline, Resplendent Cathar, and Torens can make far more tokens in a turn. However, I really don't think that such a fair use is Torens' destiny. Rather, Torens combos with Memnite and Ornithopter to just flood the board with dorks. I'm not sure how such a turn would be set up, but it wouldn't be unheard of for some Cheeri0s-style combo deck to utilize this engine.

But then what? I genuinely don't have anything beyond "Torens and 0-mana creatures makes huge board." It would generate a big storm count quickly, but how does that win the game? How do you keep the flow of dorks up? Or even get it going? And if you're not trying to win via Grapeshot, how does this win? Combo players: there may be something here. Have at it!

Homeless Value

There are also a staggering number of cards that provide cantrips or better with the stats to potentially make it in Modern. The problem is either that there isn't a deck which they fit into or the metagame isn't right for how the card wants to be used. Whether or not the right metagame is plausible is another matter, but all of these cards definitely could make it in the right home.

Cemetery Illuminator

Vow has a cycle of cards that exile a graveyard card on entering the battlefield and then get some value from the card type. And for the most part they're mediocre at best. Yes, even Cemetery Gatekeeper. It's no Eidolon of the Great Revel; it's just too easy to play around. Remember how Harsh Mentor worked out?

Cemetery Illuminator is the only one that could see extensive play. The reason is simple: Illuminator allows its controller up to two extra spells per turn cycle. Actually having it work out to exile the right card and then have two to play off the top of your library consistently is unlikely without a lot of setup, especially since nothing like Sensei's Diving Top is legal. But there's a chance for a lot of value.

Given the creature type, the first thought for making it work is Spirits, but that's unlikely to happen. Spirits doesn't have room at three mana as it stands. It will also be hard to set Illuminator up, though Vialing in Illuminator definitely reduces mana pressure. More likely I think some kind of midrange deck looking to exile instants wants Illuminator. That way they're guaranteed to be able to play the cards on the opponent's turn. The catch is that there isn't a deck that wants it and again, there aren't many efficient ways to set it up in Modern. If one does exist though...it's still a vulnerable creature. Maybe in Vintage?

Wandering Mind

I'm staggered by the potential here, yet confounded by the actual utility. Wandering Mind is a very powerful Izzet effect at a reasonable price given the body. Anticipate and Peer Through Depths have seen Modern play before, and Mind digs much deeper. Being sorcery speed isn't really a problem given Izzet being quite proactive and the dig being a great way to set up a continuing value chain. Any Izzet deck looking for a dig spell would be well served.

But, what deck might that be? The current crop of tempo and Prowess decks don't need Mind, nor does it fit into their usual threat categories. It's too costly and doesn't grow, though flying is welcome. Also, those decks don't need to dig deep since they're cantripping though their deck too quickly. Mind needs a slower style deck that needs to find specific answers or maybe combo pieces to shine. Such a deck does not exist, and even if it did I'm not sure that Mind is better than extra cantrips. It feels like a good card that will never have a home.

Welcoming Vampire

On a similar note, I really like Welcoming Vampire. It's a decent though not exceptional body that fits into white-based creature decks and fills a hole in many of them. Card draw has been getting increasingly easy to get and is necessary, after all. Thus, she's a very solid addition. But that's not enough. Despite being gracious to others, Welcoming Vampire doesn't do anything alone, and her stats aren't exceptional. The ability doesn't trigger on itself, only others, and that's a huge strike against playability. It also doesn't disrupt the opponent or have tribal synergy with anything. The deck that wants Welcoming Vampire is a grindy Wx Valuetown style deck, and that hasn't been viable in Modern in years. Thought it would be very strong in such a deck.

Good Cards for Bad Decks

And finally, there are a number of cards that are only potential additions for some mediocre to actually bad decks. These cards will be very good in said mediocre-at-best decks, but only realistically in those decks. Which probably means they won't see any real play, especially since none of these cards will fix what's wrong with their host decks. Thus, they're really just enthusiast-only cards.

So Many Zombies

Appropriately enough, there are a number of Modern-viable Zombies for the tribal deck beyond the more combo-oriented Headless Rider. The headliner for all these cards, both in terms of power and why they won't see play, is Graf Reaver. A 3/3 for two with a drawback isn't Modern playable, but a 3/3 for two with a drawback that's also removal is. And Reaver killing planeswalkers is extremely relevant right now. Trading a Gravecrawler for Wrenn and Six or Teferi, Time Raveler and leaving behind a better body is pretty good value.

The catch is that Zombies already has spells to kill 'walkers and can just attack them. What it needs is either tribal pump effects or disruptive creatures à la Humans. As it's not getting any of those, just more beef, its viability won't be changing. It had all the beef it needed already.

Hullbreaker Horror

Any deck that untaps with Hullbreaker Horror, instants in hand, and a way to get more will win the game. Simply put, no relevant spell is going to resolve, and the board will soon be clear for good. Uncounterability doesn't impact this reality. The catch is that since Horror costs seven, it will be quite hard to meet those conditions the turn it comes down. Solitude being the most played removal for big creatures, Force of Negation is no help. UWx can do it, but why should they bother when what they're doing now is so successful?

Wilderness Reclamation decks, on the other hand, often hit the needed mana early and then have plenty to spend protecting Horror and riding it to victory. It would be quite trivial for such a deck to float the needed mana, untap on end step, and then cast and protect Horror. However, Reclamation is not a good Modern deck. When everything comes together, it's very powerful right now, but the problem is actually getting everything to come together. The whole deck is built around resolving a four-mana enchantment and keeping it in play until end step. That's not easy as-is, and Horror does nothing to help. So I don't see it working out.

Kaya, Geist Hunter

Years ago, WB Tokens saw play because it had a decent Jund matchup. The deck based on 1-for-1 trades unsurprisingly has trouble with cards like Lingering Souls which skew the math. However, as Modern has evolved, the weaknesses of Tokens have become too exploitable, and the grindy rock gameplan it targets has fallen from favor. Thus, it doesn't see much play, and isn't really part of the metagame anymore.

However, Kaya, Geist Hunter is a great card for that deck. The biggest problem for the deck is how dinky the creatures are, and being able to permanently pump them is pretty good. Additionally, the -2 ability is very strong when it's making 6+ Spirit tokens. Of course, the deck will still struggle for all the reasons it currently struggles, but at least when things are going well, they'll go much better.

It Can Still Work Out

And that's Crimson Vow. There are plenty of cards to try and brew around, but the power level is noticeably lower than even Midnight Hunt. That's not a bad thing, but it does meant that Modern is unlikely to change much for the foreseeable future. Whether that's a good thing or not depends on your perspective.

Hammer It In: October ’21 Metagame Update

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It's metagame time again! And yet again, it's going up in the middle of yet another spoiler season. Which has happened a lot this year, Fortunately, the release schedule is going to be more reasonable next year. Supposedly, anyway. In any case, it's not particularly burdensome this time, as there isn't much to talk about from Innistrad: Crimson Vow. So far, anyway. It's always possible that there are Modern playables lurking in the later half of the spoilers, but that would be a huge change from the norm. They're usually out in the first wave to generate the most interest. Not that I'm complaining; it's nice these days when Modern gets a break and time to breathe before new cards arrive. After all, the format is already home to much upheaval.

October represented a huge change from September. The overall population was up significantly from 426 to 545. January is still the largest data set this year, but October is a close second. This is largely down to more events in October than September, however there were more large Preliminaries in October than September. I have no idea why, but I do often hear that players like this metagame. Such an affinity may be translating into more players logging into MTGO. That would be a little surprising since paper is returning, but I don't have a better explanation. Also, October's data includes a number of Preliminaries and one Challenge-like event from MTGMelee.

October Metagame

To make the tier list, a given deck has to beat the overall average population for the month. The average is my estimate for how many results a given deck “should” produce on MTGO. Being a tiered deck requires being better than “good enough;” in September the average population was 6.99, meaning a deck needed 7 results to beat the average and make Tier 3. This is the fourth month in a row that's been the case. There's nothing forcing this to be the case, it's just how it works out. Sometimes it's been down to the low population and sometimes it's happened due to a very open metagame producing lots of unique decks. September and July were the former, August and October are the latter. And if it weren't for some late rogue decks making the list, October would have broken the streak. We'll see what November brings.

Therefore, Tier 3 begins with decks posting 7 results. Then we go one standard deviation above average to set the limit of Tier 3 and cutoff for Tier 2. The STdev was 13.67, which means that means Tier 3 runs to 21. Again, it's the starting point to the cutoff, then one above for the next Tier. Therefore Tier 2 starts with 22 results and runs to 36. Subsequently, to make Tier 1, 37 decks are required. Which is high for recent months. The very high STdev is down to the sheer number of different decks making the tier list. This adds some additional separation to the data that it really didn't need, a statement that will be clarified shortly.

The Tier Data

As I've been alluding to, the total numbers of decks is considerably up from September. 78 decks placed in October compared to 65 in September. It's not quite August's mark of 80 but a very respectable collection nonetheless. A lot of this seems to be that there's a clear metagame established now and players are looking for edges and in some cases finding it. However, it looks to be more of a case-by-case sort of success because the top tiers are quite clearly pulling away from Tier 3. See, despite having one of the higher overall populations, October still has a low number of decks making the list with 15. It makes sense when you see the data.

Deck NameTotal #Total %
Tier 1
Hammer Time7413.58
UW Control6311.56
Cascade Crashers488.81
Burn397.15
Tier 2
UR Thresh346.24
Jund Saga336.05
4-Color Blink336.05
Tier 3
Blue Living End183.30
Yawgmoth183.30
Amulet Titan122.20
Mill122.20
Tribal Elementals91.65
Mono-Green Tron91.65
4-Color Bring to Light91.65
Belcher71.28

The bottom of Tier 2 and top of Tier 3 are separated by 15 results. That is an enormous gap, and something like that cannot be coincidence. I think that the regularly competitive MTGO crowd, which is a fairly small number of grinders and streamers, have decided on the best decks and are just playing them in the Premier events. This means that if you're intending to play online there are very clear decks to target. However, I must again stress that competitive MTGO is a fairly inbred metagame thanks to the low population, and it may have little bearing on what to expect for Not-GP Las Vegas.

It's Still Hammer Time

I'm a bit incredulous, but for the fourth month in a row, Hammer Time is the top deck. I understand the appeal of the deck, but I don't understand how it manages to hold onto the top slot so decisively month after month. Its main strategy is just Infect with new skin. The same things that beat Infect should work against Hammer Time. And in fairness, up until Lurrus of the Dream-Den came along, it did. I'd seen variants on the deck since 2019 but they weren't very good. Lurrus changed that by giving Hammer Time the long game Infect never had because it can buy back threats, and since the pump effects are permanent, the opponent is never truly out of danger.

And that's worked well for the past year. However, there's been a shift in deck composition. A new Hammer Time variant has started cropping up that's dropping Lurrus so it can run Nettlecyst and Sword of Fire and Ice maindeck, with more Swords sideboarded. The intention seems to be to move towards a Stoneforge Mystic value plan. This does make sense in light of UW Control's rise, making it hard to resolve Lurrus, which also loses value in the face of exile removal. However, I thought that was why Hammer Time was running Urza's Saga? It's a potent plan on its own and attacks UW's typical do-nothing plan. I suppose that Spreading Seas necessitates the change, but again I wonder if it's really a big enough threat to warrant the rebuild. I'll be watching this development.

Also, just for the record, yes, Hammer Time has a huge metagame share. It's not an outlier, I checked. It also isn't Tier 0. That doesn't mean it isn't potentially too good given its metagame position, either. It is what it is.

UW Rises

On that note, UW (frequently UW splashing Fire // Ice, but that's not a different archetype) is holding strong in the second position. And it's not merely acting as an also-ran but was a genuine threat to Hammer Time's position for most of October. As I mentioned last month, a number of metagame forces have come together to allow UW to potentially answer any deck in Modern. Coupled with its predators (namely Tron) being kept out by Burn and Hammer Time, it's been free to roam Modern. The only thing keeping it from the top slot is Hammer Time's curious stranglehold on the slot.

But then something weird happened. Towards the end of the month, UW began falling off, and Hammer Time was able to pull away. Given UW's performance up until that point it didn't make much sense. This was coupled with a resurgence of UR Thresh, but I think that UW's drop off led to Thresh's comeback, not resulted from it. I've been looking for some explanation to why this happened on MTGO and I got nothing. It may be that pilots got bored or there was a subtle sideboard tweak that changed everything.

This fall-off directly coincided with a shift in the paper market. October saw a rise in prices for certain Modern staples. Not all of them, nor was the increase consistent. However, on October 23 the prices of a number of UW staples suddenly spiked. Solitude was the biggest change, increasing by between $15-$30 over three days (the exact increase depends on where you looked). Spreading Seas's price doubled from around $2.20 to $4.50, and a lot of other UW specific cards saw additional price increases over the next few days. There's no reason that this paper change would have affected the online meta, but the timing is too close for me to dismiss it as a coincidence. More digging is needed, but it's a very odd occurrence.

Power Rankings

Tracking the metagame in terms of population is standard practice. But how do results actually factor in? Better decks should also have better results. In an effort to measure this, I use a power ranking system in addition to the prevalence list. By doing so, I measure the relative strengths of each deck within the metagame. The population method gives a decks that consistently just squeaks into Top 32 the same weight as one that Top 8’s. Using a power ranking rewards good results and moves the winningest decks to the top of the pile and better reflects its metagame potential.

Points are awarded based on the population of the event. Preliminaries award points for record (1 for 3 wins, 2 for 4 wins, 3 for 5) and Challenges are scored 3 points for Top 8, 2 for Top 16, 1 for Top 32. If I can find them, non-Wizards events will be awarded points the same as Challenges or Preliminaries are depending on what the event in question reports/behaves like. Super Qualifiers and similar higher-level events get an extra point if they’re over 200 players, and a fifth for over 400 players. There were three MTGO PTQ's in October, though Wizards is just reporting them as Premier events. These all award 4 points, but oddly only reported the Top 16. This has skewed the point totals upwards slightly though it is at least somewhat balanced by the lower number of decks.

The Power Tiers

Just like with population, the total points were up in October. September had 707 total points while October soared to 955, which again is the highest since January. This is on the higher end for the returned metagame updates, but still more in line with what I was seeing last year. I'm beginning to suspect that 2020 was simply a very good year for MTGO and the number's I'm getting this year are more in line with what MTGO data "should" look like. Pandemic lockdowns will do that.

The average points were 12.24, which means that 13 points makes Tier 3. Just like with the population, the numbers are up but not by much. The STDev was 24.25, which is pretty high. That makes sense as the data is so broad but it is atypical for recent months. Thus add 25 to the starting point and Tier 3 runs to 38 points. Tier 2 starts with 39 points and runs to 64. Tier 1 requires at least 65 points.

Deck NameTotal PointsTotal %
Tier 1
Hammer Time12613.19
UW Control10711.20
Cascade Crashers838.69
Burn707.33
4-Color Blink677.01
UR Thresh666.91
Tier 2
Jund Saga606.28
Tier 3
Blue Living End353.66
Yawgmoth353.66
Amulet Titan252.62
Mill242.51
Tribal Elementals151.57
4-Color Bring to Light151.57
Belcher141.47

Poor Jund Saga, all alone in Tier 2. Every other Tier 2 deck had the points to jump into Tier 1. Which some might see as an indictment of Saga's metagame position, but they're missing the why all the other decks escaped Tier 2. It comes down to a quirk in the points system. The PTQ's are to blame for this weird jump into Tier 1. Each one was dominated by a different deck, and with the boost of points those decks received they were able to make the jump. Jund Saga didn't really show up in the PTQ results, but it was a very consistent performer in Challenges and Preliminaries. Thus it stayed in Tier 2, alone and neglected. But it still outperformed Tier 3 by a very wide margin. As I said, the Top Tiers have been decided by the online crowd.

Average Power Rankings

Finally, we come to the average power rankings. These are found by taking total points earned and dividing it by total decks, which measures points per deck. I use this to measure strength vs. popularity. Measuring deck strength is hard. There is no Wins-Above-Replacement metric for Magic, and I'm not certain that one could be credibly devised. The game is too complex and power is very contextual. Using the power rankings certainly helps, and serves to show how justified a deck’s popularity is. However, more popular decks will still necessarily earn a lot of points. Which tracks, but also means that the top tier doesn't move much between population and power, and obscures whether they really earned their position.

This is where the averaging comes in. Decks that earn a lot of points because they get a lot of results will do worse than decks that win more events, indicating which deck actually performs better. A higher average indicates lots of high finishes, where low averages result from mediocre performances and high population. Lower-tier decks typically do very well here, likely due to their pilots being enthusiasts. So be careful about reading too much into the results.

The Real Story

Remember how I mentioned the PTQ's distorted the power tiers? That's also happening with the average power. Everything on the tier list beat the baseline this time. However, Hammer Time would have been just below baseline but for it's very impressive showing in the last PTQ. All the 4 point placings it got in that event saved it from the gutter it spend most of the month inhabiting. That's the power of individual events.

Deck NameAverage PointsPower Tier Ranking
Amulet Titan2.083
4-Color Blink2.031
Mill2.003
Belcher2.003
UR Thresh1.941
Blue Living End1.943
Yawgmoth1.943
Jund Saga1.822
Burn1.801
Cascade Crashers1.731
Hammer Time1.701
UW Control1.701
Tribal Elementals1.673
4-Color Bring to Light1.673
Baseline1.65

The highest placing high tier deck is 4-Color Blink, making it the actual deck of the month. And it's notably a deck I haven't mentioned before, because it really isn't new. The deck apparently grew from Tribal Elementals because that deck was too dependent on Risen Reef. Players then started cutting the tribal cards for independently good ones and ended with this Yorion, Sky Nomad pile of value. Which did very well, but a lot of that has been from kanister's results. I should note that Cascade Crashers has seen a number of players also going the Yorion route, and the two decks are starting to look very similar, although as of yet they remain distinct.

All For Now

And with that, I close the books on October. The online metagame has clearly stabilized, and now everyone's looking for a way to exploit the deck. We'll see next time if they were successful and if Crimson Vow has any impact on Modern. Until then!

Don’t Level Yourself: Metagame Limitations

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Every so often, it's important to reexamine previously learned ideas. Information changes over time and sometimes what was right at one point is now wrong. More often, however, it's simply been so long since the idea was first learned that it's no longer remembered correctly. It hasn't been forgotten, but the details are foggy. Sufficiently so that there's little practical difference between remembering and forgetting. Such that when you try to actually discuss the thing you fumble around like you made it up and are consequently ridiculed and dismissed. And then being incredibly frustrated because you know that you used to know the definitive answer but you just. Can't. Articulate it anymore. *This intro does in no way, shape, or form come from humiliating personal experience.

Anyway, it's time for me to remind all my readers not to read too far into the metagame data I'll be posting next week. While it is generally true, it's particularly important because next month is ChannelFireball's Not-GP Las Vegas, the first paper event of such a size in a year and a half. It will be the first chance to see what the "real" paper metagame is after not actually having one. And there will temptation to assume that the MTGO metagame will accurately reflect what's going to show up to Vegas. Worse, they may start down an assumption hole that will harm their chances of success. Today we'll discuss how to get the most out of the data that we have.

The Danger of Misapplication

It is generally true that an informed decision is superior to an uninformed one. However, that informed decision is only as good as the information that informs the decision. Information that is somehow lacking is very unlikely to produce a good final decision. That doesn't mean that poor information is useless or if data is thin guessing will produce better results. It does mean the less there is to go on, the more likely it is that an unknown variable will ruin everything. Less complete data provides a worse basis for decision-making than more complete data. And sometimes thin information is all that's available. In those cases it's better to use the data than not. However, it's critical to acknowledge the weakness and plan accordingly.

This is where the great danger of data analysis lies. Obviously, using false or misleading data is bad and can only lead to bad outcomes. Put bad in, get bad out, only yourself to blame for not doing the legwork. However, a far more subtle mistake is misapplying the data. Data has a source and the data only speaks to that source. Thus, any analysis done with that data will describe and interpret the data for that source. And only that source. To apply it to anything else requires more work and usually involves turning that data into a model or test case. Immediately applying one study to everything (which is what most people want to do because it's so much easier) is bad science but a great way to come to wrong conclusions and subsequently poor ends.

The Metagame Data Trap

Which is my long-winded way of cautioning against reading too much into my metagame updates, however thorough they may be. They are a very valuable resource, and I'm not just saying that because I make them. But I also know better than anyone their limitations. Taking my data and assuming that it accurately reflects the metagame of anything other than an MTGO Premier event is asking for heartbreak. The data I have to work with comes primarily, though not exclusively, from those events and so everything I do with that data reflects the Premier event metagame. If that's all you want then by all means use my data as a comprehensive guide to your advantage. However, everyone else needs to be careful. The MTGO metagame does not and has never reflected the paper metagame. And this is especially true as events get more local.

For example, my FNM metagame looks nothing like MTGO's. There's almost never any Hammer Time, UW Control does mediocrely, and nobody's playing Burn. Instead, it's very much anything goes. Last week there was a lot of 4-Color piles, Scourge Shadow, and off-meta rogue decks. The week before it was Amulet Titan and Mill. Going into that metagame with a deck or sideboard optimized against the MTGO metagame is guaranteed to end poorly. I know because I've been doing it. The Denver area has has a number of Modern $1-2K events recently and the metagame for those tends to be more similar to MTGO's metagame. I can't be bothered to rebuild my deck for FNM, so I just run the same UW Humans list I use at the bigger events. And I do average at best, but I expected that going in. I'm lazy and want to play my deck even if it's bad. Presumably, so do lots of other paper players.

Escaping the Trap

If the metagame data is only accurate to MTGO, then it would seem like it's fairly useless. But it holds that an informed decision is better than an uninformed one. When the data is lacking, you have to put additional work in to make it useful. In the case of the metagame data, it's critical to remember that while it doesn't directly apply to paper events, the MTGO metagame does inform paper's metagame. As I've said, the MTGO data is the only data anyone has to work with. Thus it's everyone's starting point. Everything else is based on how they react to that metagame. If they do at all.

The key for players heading to Las Vegas is to recognize that the actual paper metagame is currently unknown. The only paper data (so far) comes from local events that usually only report the Top 8 (if anything). There's no sense of what to expect. On the other hand, everyone does know what's good online. That doesn't mean that it will be the same in paper, but it is good online. Thus everyone will be reacting to that metagame to the extent they're able. And that last part is critical, because the rental services make it far easier to adopt the best decks online than in paper. Subsequently, many players will end up playing whatever they have available. The savvy players will therefore look at next week's metagame update, remember the card availability and population differences between paper and online Magic, and make their decisions accordingly.

Leveling Yourself

Of course, there's a different danger to beware in being said savvy player. Be sure not to level yourself. The concept of leveled thinking originally came from poker, but it also applies to Magic. Which players noticed and started doing years ago. The basic idea is very simple: there's what you can see, what you can extrapolate, and then what you interpret based on those observations. From there you get into mind games based on what you think is going on and what your opponent thinks is going on. To put it another way, all thinking can be put onto a given level originally articulated thus:

Level 0: What Do I Have? This is the most basic level where you're only thinking in terms of what you actually observe. In other words, what do you know based on the things you can control?

Level 1: What Could My Opponent Have? Given what you can observe of your opponent, what do you think they have? This is where you're interpreting information that you don't actually control.

Level 2: What Does My Opponent Think I Have? What have I done to influence my opponent's thinking? How are they reacting to me and how can I use this? Why or do they believe something about me?

Level 3: What does my opponent think I think he has? The meta level. What does my opponent want me to think and why? Otherwise known as getting into the opponent's head.

Level 4: What does my opponent think that I think that he thinks that I have?-My opponent knows I'm in level 3 and is reacting, so how do I react to that reaction and stay one step ahead?

This can technically go on forever, but every discussion usually stops at level 4. The whole deal is to identify which level your and your opponent are thinking on and then try to be the level above your opponent. And only that level, because to be on the wrong level is to ensure disaster.

How to Wreck Yourself

The danger of leveled thinking is first and foremost being on the wrong level. If you were operating on level 3, but your opponent was only on level 1, you were thinking about things they weren't even considering and putting thoughts into their head that weren't there at all. Consequently, you drew conclusions based on incorrect assumptions and ended up playing a game that only existed in your own head. As a result, you're highly likely to play around cards that aren't even in the opponent's deck. And they didn't have to do anything; you just out-thought yourself. Therein lies the great danger in leveled thinking.

However, it's arguably worse to get lost in a leveling loop. Which it is far easier for Vizzini to demonstrate than for me to explain. In the clip, Vizzini just keeps going on and on without really considering the implications of each level he's thinking on. Had he done so, he might have realized that Westley was playing a different game entirely. Consequently he lost the game. The same thing will happen in Magic, though with less permanent consequences. Getting too far into thinking about what the opponent is doing just tangles you up in knots and will go on forever... cue the Star Trek clip again.

Check Yourself

From personal experience, I hypothesize that every competitive Magic player has leveled themselves at least once. The competitive crowd enjoys an intellectual card game to win, and subsequently show that they're intelligent and skilled. Thus all of us have wanted to demonstrate this to our opponents and went for some kind of non-obvious/flashy play that wins the game based on the read we have on our opponent. Only to fail when that read was wrong. And often lose because the flashy play required giving up a board state that was otherwise winning. We've all leveled ourselves because at some point we weren't as smart as we thought. I'm not excluded.

The catch is that each level of thinking requires additional information to reach a valid conclusion. And that information increase is not linear. I would posit that moving from level 0 to 1 is close to linear, but after that it gets increasingly exponential. And if the information requirements increase then the price for lacking that information also increases exponentially. Thus even minor mistakes are going to be amplified massively and will lead to disaster.

How to React

Given all that, how should players utilize the metagame data? As far as I'm concerned, players need to put the available data in the correct level and then recognize which levels other players are likely to be working on. I'll argue that, given that Not-GP Las Vegas is an open tournament and how actual Grand Prix used to be, the population will consist of an even mix of experienced, enfranchised, competitive players and casual players on Day One. The casuals are likely to be thinking about their deck selection on Level 0, which is what decks they actually have. The competitive players will be operating on at least Level 1, which is the known metagame. In other words, the more competitive players will be aware of the metagame data and making decisions from it. Whether they'll be operating on Level 2 or higher is impossible to say.

Therefore, there is an even chance of hitting Level 0 or Level 1 (or higher) players on Day One, with the odds of hitting Level 1 or higher increasing as the day goes on (assuming better players stay around and perform better). In that scenario, Level 2 decks would be favored if and only if they can still beat the Level 0 decks. Otherwise, they're putting all their hopes for success in the hands of the Pairings God. If the God is merciful, then it could be an easy day against matchups that have been metagamed against. If it isn't, you're going to be heading for the side events very quickly. As a result, I'd advise players who want to make Day Two to focus their thinking around Level 1. Use the metagame data to tell you what is good, but not what will actually show up.

Don't Overthink It

The main advice I have is simply don't overthink your deck for Vegas. It's really easy to get trapped in leveled thinking. Recognize the limitations of your knowledge and that everyone that's enfranchised will be operating from a similar level of uncertainty. It's great to outsmart the opponent, but don't let yourself be outsmarted.

Reality Check: The Real Metagame Driver

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The more I dig into the metagame, the more article topics I find. This is by design, because that's how research is supposed work. Every article is just the preface to the next, as I heard in graduate school. It's usually the case that the problem that you began looking into is only part of the overall problem, specifically the most visible part. It's during the digging that the extent of what needs to be found becomes apparent. Assuming that you can notice it yourself. Becomes sometimes it takes other eyes to find them because you were too focused on your main question. Or it just never occurred to you. In academics, this is what the review process is for. In content creation, this is why we seek feedback and reader comments.

While I was working on last week's article, something was tickling the back of my mind. There was a general feeling that something unfair was going on, but I couldn't articulate anything. There was just a general sense that I was missing something. It wasn't until publication and subsequent discussion happened that I finally realized that we're all focusing on the wrong thing. The trend of Modern decks aggressively lowering their curves, upping their card flow, and also seeing a general price increase didn't start with Modern Horizons 2. It started when Lurrus of the Dream-Den was printed. MH2 just left no doubt or place to hide.

Lessons from History

Modern has always been about maximum efficiency. It's a competitive Constructed Magic format. They're all like that. It's just a matter of degree. Standard can never hope to match Vintage's mana efficiency and velocity, but it can be as efficient as its cardpool allows. Modern was no exception, but it wasn't until recently that velocity was really possible. Ponder and Preordain were banned early on and Wizards just didn't print good one-mana cantrips. Thus, Modern players had to focus more on individual card impact than quantity of spells played to win the game. The cardpool also meant that more power was tied up in higher mana costs. Storm was always partially an exception (played more cantrips than anyone else, relied on four mana cards), but for the most part Modern was defined by Jund-style gameplay.

The first good non-Storm deck to bring the Legacy-style of gameplay to Modern was Death's Shadow. Both Traverse Shadow and its successor Grixis Shadow were built around cantrips and minimized mana costs. I'm fairly certain that Shadow decks were the first top-tier, non-aggro decks that intended to never pay more than two mana for a spell (Liliana was far from a universal inclusion). Shadow fell off into 2018, and for a time it looked like Modern was returning to pre-Shadow equilibrium. However, that fall, Izzet Phoenix arose. Since then, Modern has never been without some velocity-centric, low-mana-cost deck. Throughout 2019 we had Phoenix decks, and after Faithless Looting was banned, they became Izzet Prowess.

Remembering Companion Spring

This rewriting of Modern's rules was hard to see because it only applied to one deck at a time. Whenever Phoenix or Prowess was good, Shadow wasn't, and vice versa. 2020's Companion Spring changed that. Having an extra card in hand was so good that every deck contorted themselves to play one. And Lurrus of the Dream-Den was the winner by far. For the first time, every deck had access to a cheap velocity engine that doubled as straight card advantage in Lurrus plus Mishra's Bauble. Even decks that didn't really need it (namely Burn) still ran the cat and curio combo because if they didn't, they'd get buried by those that did. It was a huge break from earlier Modern eras since every deck needed to be as low to the ground as possible and run cantrips, making Modern feel more like Legacy than ever.

Lurrus was by far the biggest problem for those few months, but it wasn't alone. Yorion, Sky Nomad allowed slower decks to put up a fight against all the Lurrus decks. And it did so by playing every cantrip permanent it could find. Rather than focusing on maximizing individual card impact, the Yorion decks looked to resolve as many permanent spells as possible in order to build into a single massive turn and then overwhelm the opponent, which is in fact quite similar to how the Lurrus decks played. This was necessary because it was Lurrus driving the format, not Yorion. Otherwise, the Yorion decks would probably have taken on their current form of pure goodstuff piles with fewer cantrips.

The Natural Progression

Nerfing the companions and banning Arcum's Astrolabe were supposed to bring Modern back to its old ways. That didn't happen. After a brief attempt to turn back the clock in July, the rest of 2020 was defined by the same gameplay patterns as before. The format was polarized between the 4-Color Omnath piles and prowess decks, out of which Rakdos performed best. The Omnath decks were all about spending the first few turns durdling into a big turn with Omnath, Locus of Creation, which was only possible thanks to all the cantrips it had access to, the most important being Uro, Titan of Nature's Wrath. Rakdos Prowess became Scourge Shadow to match 4-Color's power, but it could not have hung with 4-Color's card advantage and velocity without Lurrus and Bauble. Despite everything, the best non-control deck was still Lurrus.dec.

A Turning Point

In January 2021, there was a twist. Hammer Time emerged and while it hasn't always been high tiered this year, it has managed to remain a contender. This is despite this deck being around for a while (I played against several versions back in 2019) it had never done well enough to earn any notice. It was the adoption of Lurrus as its companion that changed things. In fact, it set the tone for all the aggro decks that have seen play in 2021, particularly since the Uro ban. The best aggro deck has either been the best velocity deck (Izzet Prowess, namely) or the best Lurrus deck. Sometimes it was Hammer Time; sometimes it was Jund Shadow.

Where We Are Now

Which brings me to the current metagame. Unless there is an enormous shift starting right now, the October metagame update will look very similar to September's. There's no interruption in this trend of velocity and/or Lurrus deck domination. In fact, it's looking like the Lurrus decks will extend their lead over velocity. Modern Horizons 2 did not change or even substantially contribute to this overall trend, but it is helping Lurrus pull ahead.

Of course, this is just one part of the metagame. There's a lot more going on throughout Modern than just Lurrus vs Expressive Iteration. However, this conflict is definitely at the forefront of most player's thinking and discussions. UW Control is performing very well on the basis of it being reworked to better deal with the Lurrus and Iteration decks. Burn is also making a resurgence thanks to the drop-off in rival Prowess decks driven by MH2 changes and the meta's evolution. It is telling that the latter still sometimes runs Lurrus even though Bauble is long gone.

While all the MH2 additions have seen their share of player dissatisfaction, none have done so as visibly as Ragavan. And there are certain elements of the card that are troubling and potentially dangerous. However, there evidence that it actually is dangerous is lacking. In fact, Ragavan is an excellent stand in for all of MH2 as to why it isn't the metagame driver that players think.

Ragavan Is an Illusion

Ragavan, Nimble Pilferer is a very powerful card, arguably riding the line of what is acceptable. If it didn't make treasure, or didn't steal cards, or didn't have dash, it would be perfectly fine and maybe just barely playable. However, it does all of those things, and as such can run away with games. It certainly does in Legacy. As a result, Ragavan has become a premier threat for a lot of decks and is the focus of many player complaints.

However, the metagame has absorbed Ragavan and made it largely a non-issue. Yes, Ragavan can still run away with games in a way Modern hasn't seen since Deathrite Shaman. However, because that can only happen when Ragavan attacks and connects, it's far easier to manage. Every deck these days can block Ragavan on turn 2 and/or has multiple ways to remove it. As a result, Ragavan is quickly becoming just another threat in Modern. For proof of this, when Deathrite was legal in Modern and Legacy, it went into every deck, becoming basically ubiquitous. That isn't happening with Ragavan. Yes, the monkey does show up in weird and unexpected places. But not consistently. If Ragavan was powerful enough to warrant inclusion in every deck, then it would be showing up in even more unexpected places more than it does.

And that's the key. Ragavan only works in a shell that will specifically support it. You can certainly get some value running it anywhere, but not enough to stand out. The best Ragavan lists are built to clear the way for the monkey while still being fine without ever connecting. Which worked great for UR Thresh for a while, but not anymore. The format has caught on and both in September and so far in October its numbers and win rate are down substantially.

Lurrus Is the Real Deal

Meanwhile, all the Lurrus decks are seeing an increase in win rate. Unless something changes dramatically, Hammer Time will the top deck for the fourth month in a row. The Lurrus standard bearer continues to perform. However, the best performing high-tier deck is Jund Saga. Its average points and overall win rate are better than for any other Tier 2+ deck despite being on track for mid-Tier 2. And the reason is that the deck is at once the best Ragavan deck and the best Urza's Saga deck because it is also the best Lurrus deck.

Part of Jund being the best Saga deck hands down is because it gets to recycle its Sagas with Wrenn and Six. However, it also makes great use of the tutoring abilities to add to its disruption package and beef up Tarmogoyf. All the removal and targeted discard clear the road for Ragavan far better than the counterspells of other versions. But most importantly, Lurrus is there to restart whichever engine fails and/or to close out a stalled game. Simply put, Lurrus is the key card gluing together Modern's best-performing deck. A deck that existed before MH2 in slightly different form.

Who Needs Who?

And this is my final point: how many decks require MH2-versus-Lurrus to exist? Or at least to take a form recognizable to their current iteration? The only deck that is consistently devoid of additions from the past two years is Burn, but there are plenty of decks like UW Control that could exist with MH2 or even 2020 cards. Meanwhile, UR Thresh and Cascade Crashers could not exist in their competitive form without MH2. All of Thresh's threats are from that set. Without MH2, the spell core would still be used but for the very different UR Prowess. Cascade Crashers needs Fury and Shardless Agent. Without Fury, Crashers is very soft to creature decks, and without Agent it lacks on color enablers.

Meanwhile, Jund Saga would revert to Jund shadow, a Lurrus deck without MH2. Without Lurrus, Jund would have an entirely different character, looking more like 2019 builds. Similarly, Hammer Time would straight up no longer be viable. It was around pre-Lurrus in almost the same form; there's no indication that it would survive without Lurrus. That's two of the best decks taken out.

But more importantly, how many Tier 3 or lower decks can only exist thanks to Lurrus? I'm currently playing a UW Humans list that is absolute garbage except for it having Lurrus as a companion. And similar stories can be found around Modern's fringes. Conversely, there are no fringe decks I'm aware of that would not survive without MH2. Domain Zoo has even dropped most of its MH2 cards just to run Lurrus, and that's the best argument available. Lurrus has more impact and power in Modern than MH2.

Was It Meant to Be?

Last December, I put both Lurrus and Bauble on the banning watchlist because the combination felt overpowered, but I didn't know which card was the correct target if one needed to be targeted at all. I can now say with confidence that Lurrus appears in more decks without Bauble than vice versa, meaning that Lurrus is the bigger threat. Given Wizards' design decisions around MH2 and other sets, I'm thinking that they did intend for Modern to be more driven by Lurrus than anything else. The format was tested with un-errated companions, after all. Which, given everything we've seen about the card since it was designed, makes me wonder how long that card has.

Modern’s Health: Metagame Musings

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How does one measure the unmeasurable? I'm not being facetious or rhetorical. That was an actual question. It's something that analysts in many capacities must struggle with alongside quantifying the unquantifiable and persuading the unpersuadable. The struggle is very, very real. I bring this up because it's been awhile since I really dove into the health of Modern. Measuring format health is simultaneously easy and almost impossible. On one extreme, sick and broken metagames are easy to identify. However, as the format gets healthier, the degree of health gets increasingly ambiguous. Which makes it increasingly hard to measure and discuss.

I've been meaning to include this discussion in the metagame updates for awhile now. However, those articles are long enough already. Coupled with the above discussed problem this keeps getting shoved onto the back burner. It's nonetheless very important that I finally get around to writing this article because Modern is in a very strange place. Since Wizards blasted away Modern's problems back in February the format has been quite dynamic, innovative, and most importantly, diverse. This should lead to higher player satisfaction. However, I've been hearing very polarized views on the new Modern which have gotten worse since MH2. Many players think that Modern's never been better. A roughly equivalent number think the exact opposite.

It's odd to see such polarized opinions, but I think I know why. Today, I'll argue that Modern is by most measures quite healthy. However, it's so different from before that many players feel alienated.

Measuring Health

Metagame health is something every player understands intuitively, but can't really quantify. Proverbially, we know it when we see it. Of course, no two people ever fully agree on anything, and so everyone's exact definition of health will differ. There are those perfectly fine with really busted decks so long as they're fun to play and others that want to ban until their pet deck is good... no matter how unrealistically drastic the measures would need to be. (5-Color Gifts Reanimator Control is, always has been, and always will be bad <redacted>. Let. It. Go!) Naturally, these are personal opinions. We'll require something more concrete to go on.

Fortunately, I and many other writers and commenters (including some on this very site) have been thinking and commenting on this problem for years and have come to consensus on certain criteria. We're not doctors, and the metagame is not our patient, let alone a physical being at all. So we lack a checklist or test that will scientifically diagnose a metagame problem. However, we do know what makes a metagame unhealthy, and can use the opposite of that to measure health. From experience and consensus, the unhealthy formats are ones with low diversity which are stagnant and uncompetitive. Therefore, healthy formats are diverse, dynamic, and competitive.

Metagame Diversity

This is the most commonly cited metric, but it can be a bit squishy: while everyone wants a diverse and interesting metagame, diversity is relative. A format with only 5 total decks may or may not be diverse depending on the context. If only 7 decks are plausible (as used to happen in Block Constructed), then that 5-deck metagame is quite diverse. If instead 20 decks are possible, then the 5-deck metagame would be fairly narrow. There's no way to definitively say how many decks are possible in a format like Modern (and may not even be possible for Standard). Fortunately, another reasonable way to measure diversity is whether there are a large number of decks with distinctive gameplay.

That last point is the most important to me. A format with 20 viable decks sounds quite diverse. But if they're all variants on the same theme, then the diversity is artificial, because every game feels extremely similar. This has happened several times with Delver of Secrets. Innistrad-era Standard was primarily made up of variations on UW Delver, while Legacy has seen several periods where URx Delver was best and most widespread deck. Exactly which color filled the x slot varied over the course of the year, but that didn't sufficiently change the essential sameness of the decks. Diversity is not just a lot of decks with different names but similar deck lists; it requires actually unique gameplay between the decks.

Dynamism

However, having a lot of different decks isn't enough. There needs to be metagame dynamism. Decks can't just hang around forever; there should be growth and change. In a dynamic metagame, the exact composition of the metagame changes over time as new strategies rise to answer existing decks, succeed, and are in turn challenged by new decks. Static formats get boring quickly, since there's no answer to the best decks, and things settle around the best established strategy and its counters.

Which is exactly what playing chess is like. That game has so many established openings, counters, and counter-counter strategies that it's somewhat robotic. Once your opponent establishes a given strategy, there already exists a counter, and the game from that point becomes about who best executes the known strategies. True innovation is quite rare. That is great for masters but hard on everyone else. And Magic isn't chess, so I'll argue that when the game becomes chess-like, it becomes less healthy (which was the problem with Standard Cawblade).

Competitiveness

The final criteria, building on the idea of dynamism, is competitiveness. It's not enough for the overall metagame to gradually cycle. There should be turnover in the event standings, too. If the same few decks (or worse, one deck) win every event, then it really doesn't matter that many other decks win games and the format is constantly moving. There might as well only be those top few decks. In a healthy metagame, there would be certain decks that are better than the others. It has to happen because cards aren't equal nor see equal play. However, those best decks shouldn't be so much better that other decks can't consistently beat them. It's fine if they show up more than other decks, but not if other decks don't consistently place high in a format.

This is ultimately the reason that Splinter Twin was banned. It didn't meaningfully restrict diversity and the metagame did cycle around Twin. However, Twin won events. Far more events than any other deck in its era. It won half the Modern Pro Tours and far more Grand Prix than any other deck. That was effectively stagnating growth and change because while other decks could compete, the playing field was slanted towards Twin. It's healthier when many decks are able to take the top slots.

A Clean Bill

Taking the above criteria and applying it to Modern leads me to say that the format is quite healthy. The metagame updates since March have shown that fairly clearly. To wit:

  • Metagame Diversity: Modern has had an average of 17.8 decks make the tier list, with a high of 23 and low of 13. These decks make up a fraction of the total decks that appear in results. Every deck plays quite differently from each other despite card overlap and many strategies are viable. The metagame is quite open.
  • Dynamism: The best decks in March were Jund Shadow, Heliod Company, Mono-Green Tron, Amulet Titan, Death and Taxes, and Izzet Prowess. The current list is Hammer Time, UW Control, UR Thresh, Burn, Cascade Crashers, Jund Saga, Elementals, and Living End. Modern is showing considerable dynamism overall, and even month-to-month decks are rising and falling in all tiers.
  • Competitiveness: This has varied highly over the past year. May was a very non-competitive month. However, that was corrected shortly afterward and the most recent data shows many decks doing well. I will attest that October is continuing the trend of decks of all tiers winning events and/or placing highly. Thus, Modern is quite competitive right now and has overall been very competitive this year.

The data I've collected very clearly shows that Modern is overall in a very healthy spot. The top tiers are no longer so dominant that other decks can't win and there is constant evolution between tier composition while diversity has been quite high. On a more qualitative level, I can't see how formats where Burn and UW Control (two extremely fair decks) are Tier 1 can't be healthy.

Those Dissatisfied

All that said, there is one other constantly cited criterion: it's fun. If the format isn't fun then nothing else matters. We're playing a game, and games are intended to be fun. If they are not, then other measures of quality don't actually matter (looking at you, Escape from Tarkov). However, fun isn't objective; it's personal and therefore unmeasurable. What is fun for one person is excruciatingly boring to another (now looking at you, Lantern Control). Consequently, the most important consideration is not one that can really be argued over and is even harder to quantify and critique. Consequently, every metagame has its detractors and simply saying that not every player enjoys the format the same is unhelpfully meaningless. Because no duh, they don't!

However, what's interesting this time is the form the complaints are taking. As mentioned earlier, as many players seem to dislike this metagame as enjoy it. Most of the complaints point back to developments since MH2, but unlike last time, it's not really about cards being too powerful. Rather, there are a lot of players arguing that certain cards should not exist, regardless of whether they think the cards are oppressive or overpowered. Saying cards should never be is nothing new (Teferi, Time Raveler says hello), but that's usually as a function of it being oppressive against a deck or too powerful. The most common thread I hear is that the cards that shouldn't exist from MH2 shouldn't exist because they make Modern not feel like Modern.

Modern's Gone a Bit "Legacy"

By which said players almost always mean that Modern feels more like Legacy now. And while I don't necessarily agree, I understand the sentiment. Legacy has always been the format of tempo and card selection. Brainstorm, Ponder, and Preordain are all legal, and consequently most decks are based around cantripping through their decks looking for the right spell for the current situation. Subsequently, every deck seeks to maximize its mana efficiency and minimize dead draws by playing only cheap spells and as few lands as possible. Games are won either by tempo-ing the opponent out of the game or by cantripping into the right spells to win. Additionally, raw card advantage is far more prevalent and wins games.

By contrast, for a long time none of that was possible in Modern. Raw card advantage was more expensive and cantrips were few and far between, so decks had to be more redundant. Modern decks weren't going to see too many cards each game, and so they had to maximize the impact of each individual card. It's why Jund was so successful for so long and why Grixis Shadow was so feared back in 2017. It played a lot of cantrips, a low number of lands and threats, a low curve, and was built around card advantage, all Legacy traits. It was unheard of for Modern and looked like a huge turning point. Then 2018 happened and all those fears went away.

Only to resurface in June when MH2 gave Modern Ragavan, Nimble Pilferer, Murktide Regent, and Dragon's Rage Channeler. These cards combined to push Izzet decks away from the very Modern Izzet Prowess and towards the very Legacy UR Thresh, a deck that looks like Delver and plays like Legacy's classic Thresh decks (hence the archetype name being more specific than simply UR Tempo). In turn, it's incentivizing a lot of players to lower their curves, Legacy-style, to compete. It's everything that Modern wasn't and that's alienating players.

And That's By Design

Unfortunately for those alienated players, that's not going to change. This is what Wizards wants. It's why Ragavan and company were designed that way. The deck changes caused by MH2 were what Wizards was going for because that's where their design is heading, not just for Modern, but Standard too.

Those familiar with Mark Rosewater's blog can attest: Wizards is looking for ways to make it easier to play with more cards in a game of Magic. Despite what it sometimes seems, Wizards wants players to play with their cards. As many as possible per game. They had been trying to accomplish this by deliberately slowing Standard down circa Battle for Zendikar, but it didn't really work out. The games tended to stalemate for snowball out of control and players didn't like that. Combined with pressure from Commander players, now they're looking to improve each color's card flow and mana development so that more cards are drawn and cast per game.

This is why there's been an increase in cheap card draw and cantrips, with treasure tokens going evergreen. Wizards can't maintain the Color Pie by just giving every color everything, so they looked for a way around it. Improving access to cards is why red's been getting Light Up the Stage and similar cards in such quantity, Opt and now Consider are constantly in Standard; green has so many cantrip creatures; and white is getting (still very weak) card advantage. Treasure is a way to provide temporary mana ramp so that non-green colors can keep up and sometimes jump ahead. It's the reason that Expressive Iteration lets players play the exiled card. Wizards apparently likes Legacy's card flow and mana cheating, if at a lower power level.

Where Does This Lead?

The design philosophies that led to all of the complaints will be in place for the foreseeable future. Not necessarily because they've proven successful or popular (only Wizards knows that), but because sets are designed about two years ahead of release. Even if things are looking glum from a response standpoint, Wizards can't dramatically change course now. And after that, it's hard to say. A lot of the discourse around the recent World Championship has been critical of those decisions. Alrund's Epiphany may be oppressive in Standard (or not) but everyone appears to agree that the deck just never runs out of cards and the real power is how it generates treasure tokens. In other words, those things Wizards are pushing right now appear to be dangerous for Standard. This may lead to a doctrinal change down the line or it might not. But in any case, this is the world we must live in, like it or not.

The Only Constant Is Change

I sympathize with the players who feel left out by Wizards' new course. It is a huge deviation from old patterns and it does mean that old strategies must heavily adapt. This isn't inherently bad, and in some ways makes for a more interesting and dynamic format. It's just not fun for everyone. If you don't like it, I'm sorry. You can vote against it with your wallet, but Wizards's sales figures may continue to vote against you. Healthy? You tell me!

Metagame Evolving: September ’21 Metagame Update

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And now begins the month of terrors, when the grimmest of horrors arise from parts unknown to once again plague humanity until banished by November's dawn. Yes, it's October, and that means it's Pumpkin Spice Everything season for America. Perhaps those of an international persuasion are spared from this most suburban of afflictions, I know not. I know only that everywhere I go, there's naught but advertisements for products needlessly bearing overtones of cinnamon and clove, vying for the dollar of those most basic among us. And also it's time for the September metagame update. But that seems minor in comparison.

September represented a bit of a lull in the metagame. Innistrad: Midnight Hunt came in without much impact and everyone is just waiting around to see what Innistrad: Crimson Vow brings. Consequently, there was only one extra Premier event and overall format engagement was down. It's been an odd year for month-to-month numbers overall, and I have no idea why. I would guess there's some burnout coupled with local paper events taking back online players, but it is quite a turnaround from last year.

September Metagame

To make the tier list, a given deck has to beat the overall average population for the month. The average is my estimate for how many results a given deck “should” produce on MTGO. Being a tiered deck requires being better than “good enough;” in September the average population was 6.55, meaning a deck needed 7 results to beat the average and make Tier 3. This is the third month in a row that's been the case. Which is highly unusual, but then again these haven't been the most typical run of months. July had two breakout decks, two midtier decks and a ton of Tier 3's. August saw the data flatten but not dramatically expand. And September followed on from that, as will be clear shortly.

Tier 3 begins with decks posting 7 results. Then we go one standard deviation above average to set the limit of Tier 3 and cutoff for Tier 2. The STdev was 10.82, which means that means Tier 3 runs to 18. Again, it's the starting point to the cutoff, then one above for the next Tier. Therefore Tier 2 starts with 19 results and runs to 30. Subsequently, to make Tier 1, 31 decks are required. Which is exactly the same as it was in August.

The Tier Data

Which might lead on to think that the overall data would be similar to August's. It isn't. Unique decks are down from 80 to 65. Which is on the low end for the year, just above the low point in July. I suspect that where August was about exploration, September was all about refinement. The metagame, specifically the top few decks, were well known enough to actually prepare against. At least, the developments I saw certainly reflect such movements.

The total population was also way down. August reversed a downward trend by spiking to 515 decks. September only managed 426, which is still up from July but well below the yearly norm. And this is with help from non-Wizards tournaments. I found a number of Preliminary-like events on MTGMelee and added them in, which was fortunate. Without them, September would have been below 400 for the first time since I started doing these monthly updates again. There were slightly fewer events in September than August, so I can only guess that the Preliminaries were significantly smaller this month. Consequently, there are only 13 decks in the tier list which is well below average.

Deck NameTotal #Total %
Tier 1
Hammer Time4811.27
UW Control409.39
UR Thresh399.15
Burn388.92
Cascade Crashers317.28
Tier 2
Jund Saga266.10
Elementals214.93
Blue Living End194.46
Tier 3
4-Color Creativity163.76
Yawgmoth133.05
Mill102.35
Mono-Green Tron81.88
Amulet Titan81.88

While number of tiered decks is down significantly, the effect was felt entirely by Tier 3. The total number of decks in Tiers 1-2 are the same. This strongly indicates that the format was just as dynamic and competitive in September as August. The reduction is therefore due to the low population and not due to decks being squeezed out. It would be a different story if one deck was sucking up all the slots as happened with 4-Color Omnath prior to the bans.

Hammer Time is holding onto the top slot by about the same margin as in August. However, everything else has changed. UR Thresh is now in third place under the surging UW Control. Cascade Crashers just made Tier 1 while Blue Living End nearly fell into Tier 3. This is all connected, which is a clear sign of metagame evolution. Decks are adapting to the top decks and those that are more easily targeted are falling off. This indicates that the metagame is in a fairly healthy place. Especially since Burn's back in Tier 1.

Cascade Crashed

The biggest story is that both Cascade decks fell hard in September. Cascade Crashers just barely stayed out of Tier 2 and Living End just kept its head above Tier 3. This is a huge fall in fortune for both decks, which have been on an upward trajectory since June when MH2 brought in Shardless Agent and made both decks viable. This is a bit odd as there's nothing new in the cardpool to answer them, and in fact, players are playing the same answers now as in June. As always with MTGO, it may simply be that pilots got bored and switched decks, but I think there's more going on.

Small Change, Big Payoff

Specifically, the rise of UW Control to Tier 1 status. It was mid-Tier 3 in August after not appearing in the rankings in July, and has since exploded all over MTGO. Some of that definitely is thanks to Yellowhat and Wato0's results as well as LSV extolling the deck. However, the key was that other players were able to match their results. The aforementioned players, being who they are, routinely do well with decks that nobody else can. In fact, I remember it being a joke in the Pro community that only Wafo-Tapa can win with Wafo-Tapa decks. However, this latest iteration is a deck that doesn't require complete mastery to run well while simultaneously being very well positioned.

The key is maindeck Chalice of the Void. Sometimes that card just wins games by itself, and it's particularly devastating coupled with Teferi, Time Raveler against the Cascade decks (hence their decline). More importantly, it builds in some forgiveness for less experienced players. Playing control is very hard and requires making a lot of decisions correctly, leaving little room for mistakes. Thus it's an archetype that rewards strong players and punishes weaker ones. Chalice restricts the number of relevant cards, which makes threat assessment much simpler. Suddenly, the question against Cascade is whether to answer the actual threat being played rather than worrying about leaving the door open for the board to be flooded. It's hardly perfect, but making a deck even slightly easier to play while improving its positioning is a great way to attract players, and that's exactly what happened in September.

Burn's Back

I noted two years ago that Prowess and Burn compete in the same space and are better in different metagames. With Prowess completely disappearing, Burn was primed for the return to prominence we're seeing now. The key is the prevalence of removal, and cheap removal is at an all-time high. Burn doesn't care if its creatures die as long as they can bash in any amount of damage. Prowess needs its creatures to stick around, and so the current format is very unwelcoming.

What's interesting is that some players are trying to innovate with Burn, and it isn't working. The vast majority of Burn decks look the same as Burn did in 2019. Some of these decks also run Lurrus of the Dream-Den as a companion, but far from the majority. At the same time, some players are trying to better utilize Lurrus by replacing Skewer the Critics with Dragon's Rage Channeler and shaving Rift Bolt and lands for Mishra's Bauble. In theory, this lets Burn grind better into the long game.

In practice, it isn't working out. The Channeler version does much worse than traditional Burn with or without Lurrus. The key is that DRC and Bauble are support for Lurrus and not the core strategy. Burn doesn't need to go long it needs to go face, and trying to change that isn't beneficial. Sometimes classics are classics for a reason.

Power Rankings

Tracking the metagame in terms of population is standard practice. However, how do results actually factor in? Better decks should also have better results. In an effort to measure this, I use a power ranking system in addition to the prevalence list. By doing so, I measure the relative strengths of each deck within the metagame. The population method gives a decks that consistently just squeaks into Top 32 the same weight as one that Top 8’s. Using a power ranking rewards good results and moves the winningest decks to the top of the pile and better reflects its metagame potential.

Points are awarded based on the population of the event. Preliminaries award points for record (1 for 3 wins, 2 for 4 wins, 3 for 5) and Challenges are scored 3 points for Top 8, 2 for Top 16, 1 for Top 32. If I can find them, non-Wizards events will be awarded points the same as Challenges or Preliminaries are depending on what the event in question reports/behaves like. Super Qualifiers and similar higher-level events get an extra point if they’re over 200 players, and a fifth for over 400 players. There was a single Showcase Qualifier awarding 4 points in September and no events that awarded 5 points.

The Power Tiers

Just like with population, the total points were down in September. This tracks given the population, but the scale of the drop off is astounding. August had 888 total points while September barely managed 707. The events from MTGMelee saved September from being the smallest point total once again. I did look around for other sources, but the most common reporting method is Top 8 only. That doesn't tell me anything about the competitiveness of the tournament so I really can't evaluate them. Which isn't a problem now, but paper events tend to be reported like that which will soon be a problem. I may have to completely redo the system.

The average points were 10.88, which means that 11 points makes Tier 3. It's the same as August, though I was fudging last month. Anyway, the STDev was 17.76, which is fairly average again though on the lower end. Thus add 18 to the starting point and Tier 3 runs to 29 points. Tier 2 starts with 30 points and runs to 48. Tier 1 requires at least 49 points.

Deck NameTotal PointsTotal %
Tier 1
Hammer Time7710.89
Burn679.48
UW Control638.91
UR Thresh618.62
Tier 2
Cascade Crashers486.79
Jund Saga436.08
Blue Living End385.37
Elementals375.23
Tier 3
4-Color Creativity253.54
Yawgmoth233.25
Mill192.69
Mono-Green Tron131.84
Amulet Titan131.84
Lurrus Zoo111.56

The list stayed basically the same this time around. Crashers falling into Tier 2  was the only shift. What is notable is that everything in Tiers 1-2 are comfortably in their tier. Nothing's even borderline. It means that the population figures were a pretty accurate reflection of overall decks strength. Relative strength is a different matter as there's considerable shuffling around within the Tiers. Burn earned the second most points in September to jump 2 slots. As I've always said that population doesn't measure strength as well as it does popularity.

Going to the Zoo

I'd also like to highlight the only deck to make the power rankings but not population. Right after MH2 there was an attempt to revive Domain Zoo which ultimately fizzled out. The deck had some impressive threats but that's just not good enough anymore. It wasn't fast enough to race aggro and couldn't grind or disrupt its way through slower decks or combo. However, September's data sees another attempt to make the archetype work actually make Tier 3 on power.

This new version gives up actually playing five colors of spells and Scion of Draco in order to run Lurrus as a companion. It can nonetheless access five basic types thanks to Triomes, so Tribal Flames is still used, but the core strategy is Jund aggro. And after board it goes 4-Color with either white or blue spells (white is far more common from what I've seen). This is working, but it's also treading very close on Jund Saga's turf. I'll be interested to see if they can coexist.

Average Power Rankings

Finally, we come to the average power rankings. These are found by taking total points earned and dividing it by total decks, which measures points per deck. I use this to measure strength vs. popularity. Measuring deck strength is hard. There is no Wins-Above-Replacement metric for Magic, and I'm not certain that one could be credibly devised. The game is too complex and power is very contextual. Using the power rankings certainly helps, and serves to show how justified a deck’s popularity is. However, more popular decks will still necessarily earn a lot of points. Which tracks, but also means that the top tier doesn't move much between population and power, and obscures whether they really earned their position.

This is where the averaging comes in. Decks that earn a lot of points because they get a lot of results will do worse than decks that win more events, indicating which deck actually performs better. A higher average indicates lots of high finishes, where low averages result from mediocre performances and high population. Lower-tier decks typically do very well here, likely due to their pilots being enthusiasts. So be careful about reading too much into the results.

The Real Story

When considering the average points, the key is to look at how far-off a deck is from the baseline stat (the overall average of points/population). The closer a deck’s performance to the baseline, the more likely it is to be performing close to its “true” potential. A deck that is exactly average would therefore perform exactly as well as expected. The further away the greater the deviation from average, the more a deck under- or over-performs. On the low end, the deck’s placing was mainly due to population rather than power, which suggests it’s overrated. A high-scoring deck is the opposite.

Low tier decks tend to do better than high tier decks in these standings. This is usually because they're piloted by enthusiasts and are taking advantage of a gap in the metagame and/or surprising opponents. That doesn't mean they're not underrated, but it does mean be careful. The question is not whether a given low tier deck does well in a given month but whether or not it can sustain its position.

Deck NameAverage PointsPower Tier
Lurrus Zoo2.203
Blue Living End2.002
Mill1.903
Yawgmoth1.773
Burn1.761
Elementals1.762
Jund Saga1.652
Baseline1.64
Mono-Green Tron1.633
Amulet Titan1.633
Hammer Time1.601
UW Control1.581
UR Thresh1.561
4-Color Creativity1.563
Cascade Crashers1.552

As my earlier disclaimer predicted, it's the lowest ranked deck with the best average. Now we see if Lurrus Zoo can maintain its position or if it was a fluke. Burn gets the trophy for deck of the month as the highest tiered deck above baseline, but it is quite interesting that all the other Tier 1 decks are below baseline by enough to consider it an actual underperformance. It will be interesting to see how this plays out next month.

Until the Next Shakeup

The year of unending spoilers will finally come to an end with Crimson Vow. If it's anything like Midnight Hunt, I'd anticipate no real changes to Modern, but there's no way to see. I just have to collect and process the data and see what happens.

The Bird is Groggy: Evaluating Jeskai Phoenix

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It has now been a full week since Innistrad: Midnight Hunt hit MTGO and a couple of days since it became paper legal. So I'm able to start measuring the initial impact on Modern. And... it's minimal. Not that I was expecting too much from the set. However, I did at least think that nostalgia and a desire to brew would induce some players to branch out and try new decks. However, as far as the data is concerned, that isn't happening. The data from the past week looks basically identical to the previous weeks. Which is odd, considering how hyped one deck in particular was.

In my spoiler review, I mentioned that I was certain that Consider and Faithful Mending would revive Jeskai Phoenix. I had no idea if it would be good, but it would definitely see play out of nostalgic hope that Jeskai Phoenix is, in fact, good. And I was right, if only thanks to the numbers of streamers and Youtubers playing Jeskai Phoenix. Naturally, I expected that placings in the Preliminaries and Challenges would follow. They have not. Aspiringspike's list from the first weekend of legality is the only Premier result for Jeskai Phoenix, even considering that there's usually a huge influx of players on a new deck right after release and then a dramatic drop-off. The difference is that Phoenix isn't entirely new, nor is it entirely fixed.

The Deck

Not for the first time, I find a surprising lack of innovation among the lists. Every list I've seen is taking their cues or even whole list from Aspiringspike. Which is fair, he does have the only result and has put out a lot of Phoenix content recently. However, I have to ask if all this following the leader is helping or hurting. Spike's a good player and deckbuilder, but did he actually get it right, or is there value in going another direction? Certainly, his list isn't putting up numbers. However, it is what we have to work with, and so here's the latest build I could find.

Jeskai Phoenix, Aspiringspike (League 4-1)

Creatures

4 Arclight Phoenix
4 Demilich

Sorceries

4 Serum Visions
4 Prismatic Ending

Instants

4 Consider
3 Gut Shot
4 Lightning Bolt
4 Thought Scour
4 Faithful Mending
4 Faithless Salvaging
4 Manamorphose

Lands

4 Flooded Strand
4 Scalding Tarn
3 Steam Vents
2 Spirebluff Canal
1 Hallowed Fountain
1 Sacred Foundry
2 Island

Sideboard

2 Path to Exile
3 Flusterstorm
3 Surgical Extraction
2 Alpine Moon
2 Chalice of the Void
3 Wear // Tear

And it's basically the same as his first lists. Does Spike really believe this is the best list or has he simply not had to change anything? Is there a difference? These are the kinds of questions that keep me up at night.

Expanding into white allows the deck to run everyone's favorite multipurpose removal spell in Prismatic Ending, and I actually think that's a greater argument for going Jeskai than even Faithful Mending. The old decks often struggled against non-creature, non-planeswalker decks and now they have a multipurpose answer to everything. Hole closed.

One thing I find odd is no Expressive Iteration. Every other deck with UR as main colors has been running this two mana draw 1-2 since Strixhaven, so its absence is notable. I do know that there's no room for all the 1-mana cantrips, Manamorphose, and the two ways to discard the threats. And also that it's unlikely that Phoenix or Demilich will be cast from exile. However, when an otherwise ubiquitous card is missing from a list, it's worth taking notice.

What's New?

It's tempting to say nothing. Really tempting. And the problem is that while it isn't true, it's not wrong, either. Strategically and even structurally, the deck hasn't really changed since 2018. Therefore, by all means, it's safe to rely on the guides and commentary from 2018/2019 to learn the deck. The deck's gameplan is the same as it's always been.

However, a couple things have changed just enough to make a difference in how games play out. Again, the plan of Phoenix decks has not really changed, but how it feels has. Jeskai Phoenix is at least a turn slower than 2019 Izzet Phoenix. There's no way to dump drawn Phoenixes (or Demiliches) turn one to set up for a big swing turn two. Consider binning Phoenix into Manamorphose and Mending (pitching two Phoenix's) and Gut Shot is the main line for a big swing turn, and that's improbable.

Instead, this is very much an avalanche style deck. It won't do much but durdle for the first few turns, but once it does get going, things become overwhelming. It can blast out multiple early Phoenixes, but in my experience, it typically gets them out one or two at a time and adds more depending on opposing answers. More commonly, and I think more potently, it can ride Demilich as both a clock and card advantage tool. Demilich doesn't immediately generate advantage or trade well. Rather, it just incrementally pulls ahead of opposing fair decks until there's no return. And that is a big change from the earlier builds.

Why It's Good

Which is also the single biggest advantage I've found with Jeskai Phoenix. The gameplan is, again, largely unchanged, but it feels more complete. The 2019 version was all about chaining spells into one big payoff, and afterward they didn't really do anything. Now there's a reason to keep the deck churning so Demilich can keep building its card advantage wave.

However, there's also the fact that all the threats in Jeskai Phoenix cost four. There's been a trend for decks to up the curve of their threats thanks to Prismatic Ending. Which is currently the second highest played removal spell in Modern behind Lightning Bolt. When any deck can permanently remove any 1-2 mana threat, it makes perfect sense to go bigger. Four is a particularly dangerous number in this regard. The triomes let decks splash colors easily, which in turn makes Ending more widespread. However, there's a catch. A single triome is pretty free, but every one after the first is risky, as it slows the mana. It becomes significantly harder for decks to hit four-mana threats, which means that Phoenix can grind through the non-exile removal easily.

A Lesson in Ironworking

At the same time, Phoenix is also running Ending, harkening back to a different banned deck. Remember Krark-Clan Ironworks? The problem with that deck wasn't the combo or engine card itself but instead it was Engineered Explosives. The card fit perfectly into the general combo gameplan while also providing a maindeck answer to all relevant hate. Ending is now doing that job in Phoenix. Ending will normally be used defensively against threats, but can be used to clear the way for attacks while enabling the threats. Also and again, Ending answers hate that used to give Phoenix trouble, most importantly Ensnaring Bridge and Rest in Peace.

Improved Sideboard

This logic extends to the sideboard as well. White has always had the best sideboard cards and Phoenix can finally avail itself rather than just being victimized. I imagine a lot of players focus in on the Path to Exiles against creature decks, but the bigger addition is Wear // Tear. This is by far the bigger pickup simply because it's one of the best sideboard answers around. No other piece of artifact and enchantment removal can remove two permanents for three mana, and more importantly, fuse lets it get around Chalice of the Void. This is where I think there's a lot more value to be derived than what Spike managed, and would be interested to see more development of the sideboard.

Metagame Positioning

The biggest plus for Jeskai Phoenix at the moment is its metagame positioning. The metagame is not well prepared against Phoenix's strategy, which is part of why Ending has been good. Both maindeck and sideboard cards are being chosen for their strengths against the big four decks (currently: Hammer Time, Cascade Crashers, UR Thresh, and UW Control) and Phoenix is positioned to exploit that lack of focus. It's particularly apparent in sideboard cards where Sanctifier en-Vec is the most common form of graveyard hate thanks to it's phenomenal positioning against UR Thresh. Phoenix can answer Sanctifier, but it also relies more on blue and white cards than red ones to fuel its engine, dodging most of the hate.

Furthermore, Phoenix is far less vulnerable to Chalice of the Void, and not just thanks to Ending. Chalice on one shut down all the cantrips including the critical Faithless Looting before the ban. Mending costing two makes it dodge most Chalices and subsequently means the engine can keep going and dig for answers or threats. On a similar note, with Ragavan and Dragon's Rage Channeler on players' minds, Path to Exile isn't seeing much play, and that card really ruins Phoenix's day.

Why It's Bad

Of course, there are good reasons that Jeskai Phoenix isn't seeing play. Some are more legitimate than others, and at the top of the legitimate list is that Phoenix is far more linear than before. The older lists wanted their graveyards as a resource, and not just because that's how they dumped power into play to quickly win the game. However, they didn't absolutely need them. Thing in the Ice was the primary backup threat and worked perfectly well under Rest in Peace. Similarly, Crackling Drake's power was unaffected and provided a solid backup to Thing. While the other option, Bedlam Reveler, doesn't strictly need a graveyard to function, paying full price for that card is a losing proposition.

There's no Thing in Jeskai Phoenix. There isn't even an equivalent. All the deck's threats absolutely hinge on the graveyard to be good. Without a graveyard to flashback spells from, Demilich is a vanilla 4/3. For whatever reason, players are sticking to the all-graveyard attack plan, and that means that when they do run into non-Sanctifier hate they're just finished. Surgical Extraction was painful in 2019, but now it's practically lethal. The deck is far too narrow these days and easily answered if the opponent is ready.

A Strength and Weakness

And that's not even discussing the fact that the big strength I mentioned is also a weakness. By being slower, Phoenix is able to snowball and overwhelm the fair decks and thus win in a relatively fair metagame. However, it can't effectively race anything anymore unless it has an abnormally good hand. Phoenix's biggest strength before was that its clock kept pace with the best combo and aggro decks while being too fast for control to contain. Now it has to win the hard way, and that is a much bigger problem. Creatures have gotten bigger and Thassa's Oracle gives combo a sneaky way to win. The latter is not currently much of a problem, but a slower value deck having to contend with 8 power of rhino on turn 3 certainly is.

The Substitute Effect

There's also the less legitimate reason that players just aren't excited by the ability to play Phoenix again. Phoenix was The Deck of late 2018/early 2019 and many players got their fill back then. There's no excitement over getting to play something new, more a nostalgia for what was, and that doesn't bring in the pilots. Moreover, there's a reluctance to try the deck when UR Thresh is doing something similar, is a known good deck, and doesn't demand four new mythic rares. Why take the risk on something unknown? There's just not a good enough reason to want to play Jeskai Phoenix over the alternatives. Maybe with more refinement and a change in attitudes but not right now.

Time Always Tells

However, this is only the first week. Anything is possible down the line and as next week's metagame update will show, the metagame is already shifting. Perhaps the changes will incentivize playing new decks rather than old standbys and lead to more brewing.

Seeking Stoneblade: Testing in the New Meta

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The pandemic persists, and consequently Wizards has yet to restart their premier paper events. Which might not be a bad thing. Considering how badly the MPL went and the lack of clarity over what comes next, it's better to give them time to figure it out. However, that does mean that many players with the competitive itch can't scratch it. Thankfully, the community provides. As I live in a state with high vaccination rates, individual stores are allowed to run larger events. Consequently, there have already been a few $1-2K tournaments and more are coming up. I've testing for these, and today will be a recounting of what I've learned during that testing.

It's been very weird for me playing paper Modern after a year of only online play. I knew it intellectually, but it was hard to actually live the reality that paper is much tougher than online because there's nothing to hold your hand. All the triggers, timing issues, general memory requirements, and other shortcuts that the MTGO client takes care of being on me again was quite a shock. For the first few weeks of restored in person play I played like garbage. All the muscle memory and experience I'd built up was just gone. I'm slowly getting it back but it has been a journey.

General Stumbles

In fact, that's been the single biggest lesson I've had to relearn now that paper play is back. MTGO is MTGO, and not Magic: the Gathering. Yes, it's the same card game, but it lives in its own world. The online metagame is nothing like the paper metagame. It never has been, but again that's something that's hard to internalize after being away for so long. I knew it would be the case, but actually experiencing that for the first time in over a year was quite jarring when FNM started up again. It also says a lot about the state of the game as a whole at the moment and how disconnected everything truly remains thanks to the pandemic.

In the Real World...

I've said it plenty of times but the MTGO metagame is just the MTGO metagame. It has been so since the beginning. The online meta moves in mysterious ways that are impossible for paper Modern. Primarily, the rental services severely reduce the cost of switching decks online and this means that not only can the meta move more quickly, but there is incentive for it to do so. Once a player buys into a deck in paper Modern, the expense is sufficient to keep them on that deck for some time. Additionally, they can't play that deck constantly so they'll want to hold on for a while to experience all that deck has to offer them. On MTGO, streamers need to keep switching decks to keep views coming in and so the metagame churn is far higher.

Consequently, I've played players that haven't updated their decks since 2019. And they're doing well with them. This would not happen online; there's too much incentive and pressure to constantly adapt. Therefore, I'll argue that while the online metagame is very clearly bending knee to Dragon's Rage Channeler and Lurrus of the Dream-Den, Modern is much broader than it appears and there is considerable space for older decks to survive and even thrive. It simply requires having the mastery of the deck to correctly pilot. And/or the stubbornness/poverty to refuse to change with the times.

Blending In with the Locals

This disassociation between online and paper leads to extreme confusion when brewing decks and building sideboards. Again, this is something I was used to pre-pandemic and was aware that I would need to adjust. I simply failed to remember how big of an adjustment it would be. The online meta is reasonably predictable month to month. There are a few known best decks and a lot of weird brews from streams, but they tend to fall along similar lines to what was already doing well and can therefore be prepared against. For example UR Thresh follows the same patterns as Izzet Prowess did and can be attacked in similar fashion. Thus, building sideboards is relatively straightforward.

Building against paper players is harder because it's more unpredictable. You don't see the same decks week to week because not every player can be there every week. One player may dominate for several weeks and twist the metagame towards beating them only to disappear and leave everything in turmoil. Online someone else playing a known deck will just take up the mantle, but in paper there may never be any consistency in what wins. Consequently, it's much harder to make educated guesses about what you actually need to prepare against.

Finding the Way

What all this is building up to is that I'm just as confused about what to do in paper as everyone else. I'm as aware of what's "good" on MTGO as anyone else and it doesn't help me at all when it comes to paper. I'm constantly rebuilding and reassessing every deck I build and every time I'm left feeling confused and frustrated. Even when I'm trying one of the top decks from the Updates. Maybe that's how it is for everyone, but as a format analyst, I'm quite frustrated. There are a lot of decks out there that do very well online and even sometimes in paper, but I'm left wondering why. It feels to me like everyone has just agreed that Modern is a certain way now when it doesn't have to be. And it doesn't have to be because everyone is trying to exploit the same strategy.

Where I'm At

Admittedly, I haven't helped myself very much. I spent 2020 taking advantage of low card prices to stockpile cards. This has greatly expanded the range of decks I'm willing to play and now that I'm able to, I have been. For the first few months back I switched decks every week just to finally get some mileage out of my new cards. And it was great. I had success and a lot of fun. However, as things have settled down and started getting serious, I've had to match that and it isn't working out. A lot of decks that had been working suddenly stopped performing despite the metagame not being particularly hostile. It might be a rut, but I'm also at a loss to explain the deck that's worked the best for me the past two months is UW Faeblade.

UW Faeblade, Test Deck

Creatures

4 Stoneforge Mystic
4 Spellstutter Sprite
2 Brazen Borrower
2 Vendilion Clique

Artifacts

1 Kaldra Compleat
1 Batterskull
1 Sword of Feast and Famine

Planeswalkers

3 Teferi, Time Raveler

Enchantments

3 Shark Typhoon

Sorceries

4 Prismatic Ending

Instants

2 Path to Exile
4 Counterspell
3 Archmage's Charm
2 Force of Negation

Lands

4 Flooded Strand
4 Field of Ruin
2 Misty Rainforest
2 Celestial Colonnade
2 Hallowed Fountain
2 Glacial Fortress
2 Mystic Gate
1 Raugrin Triome
4 Island
1 Plains

Sideboard

2 Supreme Verdict
2 Engineered Explosives
3 Auriok Champion
3 Relic of Progenitus
1 Force of Negation
2 Dovin's Veto
2 Test of Talents

Faeblade made the rounds in August. I'd been tooling around with the idea before it broke out, and that convinced me to actually take it to FNM. I've been adjusting based on what I actually see in my local metagame and ended up here. I haven't maindecked Supreme Verdicts in a while because aggro is fairly low. The deck really needed another value engine and cascade decks have been popular, so T3feri got the call.

Sanctifier en-Vec is outstanding against UR Thresh and Dredge, but there aren't many of those in my local meta. Instead, there's lots of Burn, and Auriok Champion is much better in that matchup. With these changes and several weeks of play, I can say with confidence that this is a 3-1 kind of deck. Not really powerful enough to win the whole tournament, but it can take you deep.

Deck Frustrations

Thing is, I can't explain why it's doing relatively well for me. Spellstutter Spite is quite mediocre outside of the Cascade and Thresh matchups. However, when I replaced it with Snapcaster Mage to improve my rates against everything else (especially important when Cascade went on a downswing), my actual results cratered. I haven't been hitting a significantly different metagame, nor did the cascade decks come roaring back. It just has consistently worked better to have the more narrow card even in matchups where Sprite is bad. And I don't know why.

Worse, the deck feels like it's taunting me. It has consistency issues, which makes sense with no cantrips. However, when I've tried to fix that problem by adjusting my curve or adding cantrips the deck fell apart. Having only Archmage's Charm for card draw led to late-game struggles, but switching T3feri for Jace, the Mind Sculptor or Teferi, Hero of Dominaria suddenly ruined the deck. And this despite T3feri being actively bad in the metagame I was facing. It's like the deck was as it wanted to be and was rejecting any changes. It's just baffling.

And then there's my frustration with the deck's main threat. Stoneforge Mystic is a good card and an extremely powerful threat coupled with Kaldra Compleat. However, is Kaldra actually better than Sword of Fire and Ice in Stoneblade? Or Maul of the Skyclaves in Death and Taxes? I genuinely don't think so, but I feel compelled top play it anyway. The problem with Kaldra is that if cheated into play, it's the best individual threat around. In every single other circumstance it's an uncastable brick and a big reason I wanted Jace. However, the high point of Kaldra is enough higher than the sword that I feel compelled to keep playing it. Even if I really don't want to. And that's frustrating.

Where's the Adjustment?

And leads into my big gripe with Modern at the moment: I'm flabbergasted that this is all working. The best decks' gameplans revolve around doing a powerful thing on turn 3 (sometimes 2 when it's Hammertime) and hoping that's enough. If it isn't, they have a limited number of attempts to retry, and after that they're on a (frequently mediocre) value plan for the rest of the game. And it's working. Hammertime, UR Thresh, Cascade Crashers, and Elementals have been defining Modern for months, and it's like players are letting them.

I realize how weird and arrogantly dismissive that sounds. But I can't shake the thought. It first came to me back in July when I saw 2018-era GR Breach Titan piloted... I'll say unevenly by a newer player utterly demolish one of the store's best players running the latest UR Thresh build extremely well. Said good player playing the best deck would be crushed a few weeks later by a truly mediocre Zoo deck because it had more creatures than he could kill while they had the removal for his Murktide Regents. It's gotten worse as decks like Green Eldrazi and Mono-Green Stompy have been putting up results despite being bad by most Modern standards. If decks like that can win, why aren't they doing so more often?

Living in a New World

The more I'm going through results for the Metagame Update while comparing my experiences and those of various streamers and Modern commenters, the more I'm left wondering if the online meta is only the way it is because players have agreed for it to be. It seems like there's tons of space left in the meta for a lot more decks, many of which are very well positioned against the ostensible best decks, but they're just not seeing play. It's like MH2 introduced cards that were sufficiently Legacy-like and everyone just agreed to play Legacy-lite for a while. Which is great fun, but it also means that players are just ignoring the realities of the Modern cardpool and letting this happen when it doesn't have to.

An Underwhelming Harvest: Midnight Hunt Spoilers

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The paper Prerelease and the digital release of Innistrad: Midnight Hunt is this weekend. Subsequently, the entire set has been spoiled. In turn, this means that I can evaluate the remaining cards with better context. And there's... mixed news. IMH has some gems for Modern, but it's mostly misses. Which isn't a bad thing after MH2. And even among those potential Modern playables, there are a lot of questions to answer.

As anticipated, the set is quite powered down. It's not just in Modern terms, but Standard too. Given the past few years, I'd argue that's a good thing. However, I don't play Standard much and actual Standard experts may disagree. What is inarguable is that the most Modern-playable card was among the first spoiled. Nothing has come close to Consider's potential for widespread adoption. There isn't much that rivals it in power terms, for that matter. However, a few cards have obvious homes but fulfil a specialized role. They have a specific job to do, do it well, but it may not need to be done often. In many other cases the stars and moon will need to align for the card to be useful despite innate playability.

Sideboard Smorgasbord

After Consider, the cards that are most likely to see Modern play are the sideboard cards spoiled between my previous article and now. They're not inherently more powerful, unique, or needed than any of the other cards in IMH. Rather, sideboard cards can be fairly niche and see play in small numbers in more decks than a maindeck card. And the IMH prospects are particularly flexible which suggests that many decks can play them. The question isn't whether they're good enough for sideboard play, it's whether they solve an actual problem in the metagame. And some definitely do.

Helping Humans

Specifically, Cathar Commando and Outland Liberator fill well-known holes for several decks and will be adopted by at least some sideboards. See, the biggest hole in Humans has always been its weakness against Torpor Orb. The deck is built around creatures with enters-the-battlefield triggers, and Champion of the Parish is unplayably bad under the Orb. This weakness is compounded by Humans lacking Qasali Pridemage in-tribe. Humans can go outside the tribe for some answers, but Pridemage's cost was prohibitive due to its creature types. All the other options were similarly answered by Orb. Humans finally has two options to defeat the Orb or any other prison piece it needs to.

Liberator's front face is worse than Commando's mainly because flash is so powerful (an extra point of power never hurts, though). However, the potential of flipping Liberator into Frenzied Trapbreaker makes up for that weakness to the point that I'd expect Humans to adopt Liberator over Commando. True, Trapbreaker doesn't synergize with Humans, but it doesn't need to itself. Liberator has that covered and any +1/+1 counters will carry over when flipped. It's one thing to Pridemage away a threat; it's another to be able to swing into Urza's Saga constructs with confidence.  Also worth noting: Saga itself is a target. Liberator even makes Gavony Dawnguard more playable by getting Day/Night tracking started.

Commando probably won't make the cut for Humans, but that doesn't mean it won't at all. Death and Taxes has a similar hole that I've pointed out before and Commando fills it nicely. Stoneblade may also spring for Commando mostly because it's a two mana flash threat. That deck needs to establish a clock against slow decks, and Commando does that cheaply with upside.

The Hermit's Grudge

The next two are far more speculative, but I can definitely see their niche. Typically, control mirrors devolve into staring competitions followed by a frenzy of activity as one deck goes for it. Malevolent Hermit offers a pretty solid way to reposition and possibly steal games 2 and 3. A 2/1 beater isn't anything special, but Hermit's front face does provide a better Spell Pierce which stays active under Teferi, Time Raveler. And also can't be countered by Force of Negation. That's a pretty great way to pressure opponents/planeswalkers and keep up the shields.

However, it's the back side that can run away with games. Having a creature that can return from the graveyard is solid as it's card advantage. A flying creature that moots opposing counterspells is better. The only problem with Benevolent Geist is actually getting it into play. Casting it is no different than going for Teferi, but Geist can only be cast from the graveyard. This means that Hermit has to be cashed in first, which is no bad thing, or killed. The problem with the later option: most control removal exiles. However, that does leave the door open for looting effects if rushing to Geist is a thing. In either case, control players should be aware of the Hermit's power.

Fighting Combo

On a similar thread, Curse of Silence is quite the card. Adding cost onto the key card in an opponent's deck is potentially devastating. And as a benefit, should the opponent manage to overcome the tax and cast the card, the Curse can be cashed in to try for an answer. That's a lot of value for 1 mana, and virtually ensures that Curse will see play. Especially because it's a one-sided effect, with its being a Curse.

This has led a lot of players to point to Curse as the answer to Crashing Footfalls and Living End. And they're not wrong; delaying either deck's main gameplan until turn 5 is quite strong. However, the catch is that both decks have ways to answer the enchantment and still go off turn 3, with Brazen Borrower being the most common. This does not disqualify Curse as a sideboard card, but it does mean that it needs support to be effective. I'd argue that since Curse only delays the named card, it's not a general answer, but a taxing card, and that would limit play to tempo and aggro decks that actually put the delay to good use.

However, I think that pigeonholing Curse as an anti-combo card is shortsighted. Curse can hit any card type, and so control can use it turns 1-2 to slow down creature rushes. Aggro can use it to keep sweepers at bay. And combo can also use it to protect against answers. Curse is so flexible that I can see any deck with white using it, and maybe even maindecking it. Don't sleep on this card.

The Tricky One

The final card is tricky to evaluate. It has one clear home, but that home is already occupied. Sunset Revelry is a cheaper Timely Reinforcements with a bonus. For one less mana it makes one less token and gains two less life. There's also a third clause that's unlikely to be relevant for a control deck against Burn, which is where Timely sees play. Being cheaper is usually the best way to see play and that's led to speculation that Revelry has made Timely obsolete. I'd be more cautious.

Timely is more costly, but it's worth it. For three mana, Timely trades with Goblin Guide and two Lightning Bolts and blocks another creature. Or trades with two attacks from a 3/3 and kills that 3/3. That's an enormous swing for one card. Revelry still trades with Guide, but it only trades for one and a third Bolts and can't kill an X/3. That's actually a considerable step down from Timely. And if the third clause (which would make up for everything else) triggers, then something's going very wrong in that game and control is either doomed anyway or in no real danger.

However, that cantrip potential might open up more space for Revelry. Timely never sees play outside of control vs aggro, but I could see Revelry being played by aggro against aggro. Being on the draw is quite hard for any creature deck, and getting on the back foot early can be fatal. Revelry can help a stalling aggro deck get back in against a better board. 4 life and 2 humans isn't going to do that, but those things plus a cantrip might. The latter is the most important part since it digs for more threats and may actually be valuable against midrange for that reason. That Tarmogoyf will hold off the humans perfectly fine, but I'm getting another chance to hit a real threat and you'll have to keep the 'Goyf back a turn or two. I'll certainly be testing it.

Maindeck Cards Looking for a Home

There are also card that could make it in maindecks. However, there are a lot more questions there. In most cases the question is the same: "Why play this over an existing option?" However, there are two cards that would be perfect for a deck which doesn't currently exist. And I'm not sure that deck could exist in Modern.

Solid Cards with Stiff Competition

Just like Portable Hole, Fateful Absence would be a playable card were it not for Prismatic Ending. White has been hurting for this effect for a long time and turning Wrenn and Six or Teferi (any of him) into a clue is a very good deal. Destroying creatures is a bonus compared to killing 'walkers. However, the only reason to play Absence is that Ending isn't an option. That means mono-white, and this isn't an effect that DnT is looking for. However, in the right metagame, I could see it happening. Also worth noting you can hit your own creatures if they're about to die to removal or get stolen.

Similarly, Memory Deluge is a good card that I don't think is good enough. Picking the best two cards from the top four is decent and such digging and selection is especially important for control and combo decks. Four mana is a steep enough price that I think Deluge would be limited to control. The problem is that for less colored mana, Fact or Fiction digs five cards deep. Anyone who's played with or against Fact knows that the caster always gets what they want, so that's not a knock compared to Deluge. The big attraction is the flashback which makes Deluge Dig Through Time with minor discount and no delve. Of course, paying full price for Dig limits it to the late game, and considering that Fact isn't really seeing play, I don't think Deluge has a chance.

The Build-Arounds

I want to acknowledge Willow Geist as a great build-around card. It can grow impressively large alongside Wrenn and Six, Lurrus of the Dream-Den, and to a lesser extent Murktide Regent. However, I have no idea if that's something viable in practice or what such a deck might look like, so I'm leaving Geist to Jordan if he wants it.

More Phoenix Enablers?

Meanwhile, there are a couple more enablers being suggested for graveyard decks. Phoenix primarily, again. Otherworldly Gaze is the main one, as filtering the top three cards and filling the graveyard on turn one is a decent way to set up Phoenix. However, everything I said about Faithful Mending applies here. On top of all that, Gaze isn't a cantrip, and that means it contributes to Phoenix's engine slowing down. That's not ideal. It's also been suggested that Millvine or Dredge could make use of Gaze, but those decks already have Stitcher's Supplier and Gaze isn't enough better than Supplier to make the stretch.

Cathartic Pyre also sees discussion. The flexibility of a removal or rummage spell in Phoenix or Dredge is certainly attractive. However, again, why would either bother? Phoenix has lots of more efficient removal already and Dredge doesn't need any. At two mana, Cathartic Reunion is far more powerful. It could be an Abrade situation, but then the question becomes, is there chaff to cut?

Perfect for a Non-Existent Deck

Finally, there are two cards that would be very playable in a deck that does not and maybe cannot exist in Modern. The zombie tokens in IMH have decayed, which makes the fairly useless except as bad Shocks. As a trade-off, they can be made more efficiently than normal, reusable Zombies. Maro confirmed that Wizards wants them either to be stockpiled for one massive attack or used a fodder for sacrifice effects. The former is way too slow for Modern, but the latter might be viable. Aristocrats decks have been tried plenty in the past so maybe there's something out there which requires a constant stream of zombies.

In that specific circumstance, Jadar, Ghoulcaller of Nephalia becomes a keystone card. Making a decayed zombie every end step is great when said Zombie is going to be fed to something every turn. In such a deck it would be trivial to trigger Jadar every endstep. He's as fragile as they come, but that also makes him something to feed to the engine and replace. However, the real standout in that deck would be Startle. Sacrifice engine decks tend to be a bit slow and vulnerable to aggro. Startle buys time and makes more fodder for the engine without costing a card. It's priced right for Modern, but again, without a hungry sacrifice engine the effect is too weak. If one exists, then we're talking.

Now, Breathe

Alight, that's the end of Midnight Hunt. Everyone breathe out. Relax a minute. But only one. We only have a few weeks to brew around with these cards before Crimson Vow starts up. This year has just been a whirlwind, hasn't it?

Howling into Autumn: Midnight Hunt Spoilers

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And here we are again. Another spoiler season. One that will barely be over before the next one begins, because for some reason, Wizards is doing a dual set this fall. Innistrad is such a popular setting that I imagine they'll do well, but it feels like Wizards is pushing our wallets to the breaking point. Something has to give eventually.

Innistrad: Midnight Hunt spoilers have only just begun, but it looks like the power trend set by Adventures in the Forgotten Realms is continuing. There's nothing obviously broken, though the overall themes feed into things that are very powerful in Modern. Subsequently, there haven't been any jump-out Uro, Titan of Nature's Wrath-level omnipresent threats or even an Arclight Phoenix to define a new deck. Instead (and I have to stress that this is only true so far), there's one card that is extremely powerful thanks to Modern's context and a few others that might be playable in the right deck. Which is far from destabilizing, as I feared.

Consideration is Better Than Options

The best Modern card revealed from Midnight Hunt is also one of the most innocuous. I've already mentioned it, but Consider will be a very potent card in Modern. Opt has seen a lot of play since it was introduced and Consider is better because surveil 1 is more powerful than scry 1. Moving a card from library to graveyard is stronger than from the top to the bottom because a card in the graveyard is worth more than a card in a library. How much more is entirely contextual, but Murktide Regent and Dragon's Rage Channeler clearly demonstrate the principle. The only time I can think of where that isn't the case is casting Consider looking for land and seeing your only win condition, or looking for a non-land and seeing a singleton shock. Scrying it away early is much better than binning it. However, in all other cases, surveiling is better. Thus I think Opt is no longer a Modern playable card.

What Does It Mean?

Once Consider is in Modern, expect to see more attempts to revive Arclight Phoenix. Previous attempts were unable to overcome the lack of a turn 1 way to get cards into the graveyard. Thought Scour is quite efficient and was important to the old Phoenix decks but can't do the job alone. The only other option, Haggle, didn't work out because rummaging rather than looting was crippling. Getting an opening Phoenix into the graveyard was excellent, but the rummage was quite bad drawing towards Phoenix. Consider does the latter job better than the existing options at 1 mana

Outside of Phoenix, most if not all the decks that currently run Opt will switch to Consider. However, it's also very likely that a lot of decks that would never run Opt will at least... erm, think about trying Consider. Telling Time never really made waves, but Expressive Iteration is a multiformat all-star because it draws up to two cards. The same will be true of Consider for many decks. Dredge and Reanimator would never stretch into blue for Opt. But they both might for Consider, though Reanimator is far more likely.

It's also worth remembering that Storm exists, runs Opt, and utilizes the graveyard. Setting up Past in Flames is a fairly strong use for Consider. It reminds me of using Magma Jet to set the bottom of the library for Arc Slogger back in Mirrodin Block Constructed. That almost certainly doesn't much impact Storm's playability, but it does make me wonder if Consider will be less a cantrip and more an enabler.

A Return to Form?

More importantly, Consider's existence signals that a brief era is coming to an end. The banning of Faithless Looting led to a huge downswing in graveyard decks after years of graveyard dominance. While Consider and other IMH graveyard cards (that I currently know about) may not bring back the Looting era, it is a signal that Wizards is in a necromantic mood again. As such, I'd prepare for something like a return to the old ways. I don't think it will be as dedicated as before, but there will definitely be an upswing so start packing hate again.

Rewarding Faith

So as I was saying, Wizards is printing more graveyard enablers in IMH, and consequently there will be an upswing in graveyard decks soon. And they won't be in the expected colors, so stop relying on Sanctifier en-Vec. Specifically, it's a new Faithless Looting. Which is multicolor, an instant, and has lifegain tacked on so it can be white. Meaning that it's actually not very much like Looting at all beyond sharing some text. But it does explain why Careful Study wasn't in MH2, disappointing plenty of Phoenix hopefuls. And showing again why Looting won't be unbanned.

Just like Consider, the new Faithful Mending doesn't simply replace Faithless Looting. Being two mana is a huge burden, even with the lifegain, and especially so when it's two differently colored mana. Additionally, its colors are wrong. Looting was primarily playing in non-blue decks that don't normally get card velocity. A two mana UW velocity card is competing with far more than Looting did, which will limit playability.

However, there are enough upsides that I think it likely Mending will see some play. Just like Consider, Mending is likely to surface in decks that wouldn't necessarily play Looting. Colors aside, Hollow One, Mardu Pyromancer, and related decks didn't just switch to Cathartic Reunion after the ban because two mana is a deal breaker. Mending's home will have to be in a slower deck. And not a control-oriented Jeskai Phoenix deck, which would defeat the point of Arclight Phoenix in the first place. Rather, this looks like a card for Esper Reanimator, a deck that currently doesn't exist but might with Mending. It's also important to note that Mending is an instant. I don't know how that affects it's playability, but I'm sure it does. After all, consider Opt vs. Serum Visions.

...How Rewarding?

Of course, I have no idea how that would work out. I've seen mono-black and WB Reanimator decks over the past few months, and they're not good. Their central strategy is very powerful, it's just hard to make it happen quickly. And even when that does happen, it's not necessarily lights out. A turn 3 Archon of Cruelty can be devastating, or it just gets Path to Exiled and Reanimator has nothing left. Those decks are also heavy with air, so that one reanimation may be their chance to win. Mending offers the deck a way to burn through the air and set up for another attempt. However, it doesn't make the deck faster. The lifegain makes being slow less problematic against aggro decks, but I don't know if that's enough.

Which is the overall problem with Mending. I think that Wizards specifically meant for this card to be unusable by the current crop of Dredge decks and to keep any of the old Looting decks from coming back. Between Mending and Consider, it's obvious that Wizards is okay with graveyard decks again and is willing to make them playable. But they don't want a return to the old era. They want new and apparently slower decks. There are a number of reanimation spells already spoiled in IMH, and while they're nothing on Persist's level, it does point to Wizards wanting to make that deck exist but not Dredgevine or Hollow One. And I don't know if that will be successful in Modern.

Making it Rite

And now for something completely different. Glimpse of Nature has been banned since Modern was invented because in 2008, LSV won the Extended Pro Tour with a Glimpse-powered Elves combo deck, and that deck became a house in Legacy. Modern lacks several key cards from both decks (namely Wirewood Symbiote and Birchlore Rangers), but is still too close for comfort. I've seen attempts to match the old deck with Beck // Call but it hasn't worked out. Again, one mana makes a huge difference. However, IMH brings an option that might finally make it.

Like Beck, Rite of Harmony costs two mana and triggers on creatures entering the battlefield rather than on cast. That would seem to disqualify it out of hand, but there are considerable upsides. The first is that Rite is an instant. I have no idea how that would help Elves or any other creature combo deck, but it might be something to build around with flash and Collected Company. It also has flashback, but that costs enough that it's a late-game desperation move. Rite also triggers off enchantments, only lightly broadening the scope of which decks can play it. Enchantress already draws all the cards, it doesn't need a temporary boost. So, again, what's the big deal? Simple. Rite is white rather than blue.

That's a fairly small thing, but it significantly changes how Rite is played. There are very few UG creature combo decks in Modern. There are a number of WG combo decks, though. Heliod Company has been big this year, but the older Counters Company deck with Vizier of Remedies and Devoted Druid could use Rite since it makes tons of mana easily but often runs out of gas. Similarly, there have been WG Elves in the past which can use Rite as either a value play or combo piece. And I'm not the only one thinking that.

Which May Still be Wrong

Genuinely, I don't know why the existing WG combo lists would bother with Rite. None of them are Storm-type combos, so churning through their deck is unnecessary. They're correct-card combos and accordingly run tutors. Rite doesn't really fit into their gameplans. And I'm also not certain that Storm- or Elves-style combo is viable in Modern, and if it is, that it's better than existing Company decks.

This leaves Rite as a possible value play in a more traditional creature deck. Spending a card to turn a creature into a cantrip isn't very good, but getting several cantripping creatures definitely is. Aether Vial would help to maximize a Rite turn and GW Hatebears-type decks could really use the help. However, Hatebears is about creatures which cost 2 or more and you're not getting many draws a turn in that deck. It points more to some Humans-style aggro deck. Which doesn't currently exist, and would need some serious punch to be better than Humans. Thinking laterally, tokens also trigger Rite and there are plenty of good token makers in Modern. The trick is that token decks themselves aren't very good. But maybe Rite's card advantage can fix that. It's certainly worth testing.

Keeping Watch

Speaking of Humans, there are a number of Humans cards with potential in IMH. Which makes sense. This is the plane that spawned Champion of the Parish, Thalia, Guardian of Thraben, and Thalia's Lieutenant, after all. The catch is that, so far, most have catches to their playability. The biggest problem is that almost all are three mana or more. They're very good three mana cards, but cost is a huge factor in playability.

The most playable cheap Human so far is Sungold Sentinel. A 2-mana 3/2 is solid, and hating graveyard is about to get very relevant. The problem is that Sanctifier en-Vec does that on a larger scale, and red is so widely played that Sentinel's hate is just pathetic. In a less red- or black-heavy meta Sentinel could definitely beat Sanctifier but that's not the case right now. The coven ability is quite good and I know from experience that it will be easy to make live. The problem is that I doubt it will ever save Sentinel from removal. Smart players will just kill the other creatures first. Or sweep the board. It would be very good at breaking board stalls, but those are very rare. In other words, it's a good card for a different metagame.

Chaplain of Alms is another one that might be playable in the right metagame and the right deck. A 1/1 with first strike and ward 1 isn't much, but disturb makes me want to get down with that sickness. Getting a dead creature back transformed is decent value, and protecting every creature with ward 1 is pretty good. It's very fragile and costly, but in a very grindy meta it might work out.

On Guard

The most playable human for Humans right now is Gavony Dawnguard. It compares favorably to the once-playable Militia Bugler. Stats-wise, +1/+0 and ward 1 is much more useful than vigilance, and in Humans, 1WW is no harder to achieve than 2W. Sounds good. The catch is that the card advantage is both better and worse than Bugler. Dawnguard looks at the creature's mana value rather than its power, so it can actually pick Mantis Rider, which is a huge plus over Bugler. The catch is that Dawnguard doesn't trigger on entry. Instead, the trigger is tied to the Day/Night werewolf mechanic and only triggers when night becomes day or day becomes night. Which means that Dawnguard can trigger multiple times, but unless it was already night when she entered, it will be down the line.

And that's the big problem. Dawnguard can get far more cards than Bugler or Imperial Recruiter can, but can't do it by herself. She needs some setup. If your opponent has already triggered tracking Day/Night and wants it to be night, then Dawnguard is not only potentially disruptive, but better than Bugler. But if Dawnguard is the only card seeing play that cares about the time, Recruiter is much better. Thus Dawnguard is playable stats wise but maybe or maybe not actually usable for in the card advantage slot. Vialing her in main phase and then casting nothing seems the best way to get immediate value, but that's not good enough.

With Some Help

However, it's not too far from possible. There are a number of new Day/Nightbound werewolves that would get the ball rolling for Dawnguard. Tovolar, Dire Overlord is the most playable creature so far, but it is quite early. And there are a few non-creatures that reference day and night, so there may be enough cards to get the ball rolling for Dawnguard. In an actual werewolf deck she'd be quite strong, but such a deck is likely a bad Domain Zoo and more for Standard than Modern.

Moonrise

Midnight Hunt looks to be fairly low-power, but quite interesting. It will certainly be a set that has to be heavily tested since so many cards are very contextual power-wise. I'm hopeful there's enough support to make Dawnguard viable, but not optimistic.

Metagame Stabilizing: August ’21 Metagame Update

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How apropos that the Metagame Update is falling on the same day that Innistrad: Midnight Hunt spoilers begin. It's a perfect transition from the metagame we knew to the new one to come. However new it actually is or isn't is irrelevant. The addition of new cards creates new possibilities which alone change the metagame dynamics. And we already know of one card that will absolutely see play, so I feel confidant saying that the metagame will be shaken up. Again. It may be more accurate to say that Modern is getting continuously shaken up these days.

August's data is a huge turnaround compared the past few months. For one, the total decks are considerably up, back toward what I'd consider and average month. After 5 months of below 500 population, I was pleasantly surprised to be over 500 for the first time since January. And I wasn't even including non-Wizards events to get those numbers up. However, this didn't mean that the Tier lists became more average and the overall picture has the metagame pulling in several directions. I'm not entirely sure what it means yet, and given the incoming sets I'm not sure we'll ever find out. But anything is possible and there's plenty of opportunities to find out.

August Metagame

To make the tier list, a given deck has to beat the overall average population for the month. The average is my estimate for how many results a given deck “should” produce on MTGO. Being a tiered deck requires being better than “good enough;” in July the average population was 6.44, meaning a deck needed 7 results to beat the average and make Tier 3. This means that the cutoff is the same as July's despite the actual average being slightly down. That's just what happens when you have a system with hard cutoffs in place.

Speaking of the cutoff, that's where Tier 3 starts. Then we go one standard deviation above average to set the limit of Tier 3 and cutoff for Tier 2. The STdev was 10.39, which means that means Tier 3 runs to 18. Again, it's the starting point to the cutoff, then one above for the next Tier. Therefore Tier 2 starts with 19 results and runs to 30. Subsequently, to make Tier 1, 31 decks are required. This remarkably similar to how the Tier list worked in July.

The Tier Data

As mentioned, August's data is a little weird. The unique decks was quite high at 80. Which is very high compared to July's 60 but not quite up to June's level of 87. I'm not sure why that happened. June made sense, it was the month MH2 was released and everyone was brewing. August didn't have the impetuous. My guess, based on what I saw, is that August was a tuning month. There were lots of singleton decks that were riffs on existing decks or mashups of several. Players were experimenting and looking for edges in August and at least a few found them.

But unlike June, August's total decks were more like earlier months. May, June, and July had relatively low total populations of 488, 457, and 405 respectively. August's numbers are back in line with April's at 515 decks. Which is on the lower end of where Modern was last year. I'm not sure what's going on, but there were more events in August than July but not that many more. I didn't even include non-Wizards results this time since I didn't see any that met my inclusion standards.

You might expect that the much higher population and high deck count means that the tiered decks would challenge June's 28 deck record. That didn't happen. There are only 18 deck in August's tier list. Which is still up from July and on the lower end of the overall average, but it is unexpected. The cause is all the aforementioned singletons. They're unique and so get a separate entry but don't impact the tiers at all.

Deck Name Total # Total %
Tier 1
Hammer Time5310.29
UR Thresh468.93
Cascade Crashers377.18
Blue Living End316.02
Tier 2
Burn295.63
Elementals285.44
Grixis Channeler254.85
Mono-Green Tron224.27
Tier 3
4-Color Creativity183.50
Jund Saga183.50
UW Control163.11
4-Color Bring to Light132.52
Mardu Rock101.94
Jund91.75
Eldrazi Tron81.55
Hardened Scales81.55
Mill71.36
Yawgmoth71.36

The first and most important thing to note is that the upper Tiers are quite full relative to previous numbers. July only had four decks above Tier 3 and August doubled it, again moving back towards the average from the past year. The other thing that's striking is how many decks are right on the borderline between tiers. This indicates that the metagame is far closer than in previous months and the overall power in Modern is starting to get spread around. Whether or not that will be sustained is impossible to say.

Hammer Time is the most popular deck by a good margin, followed by UR Thresh. I expected both decks to fall off compared to July and they have. In absolute terms, Hammer Time is down 5 decks while Thresh is down 10. However, they didn't move from their metagame positions. To me, this says that the metagame is stabilizing and while the top decks aren't losing position, they are losing ground to the alternatives. Speak of which, July's Tier 2 is now part of Tier 1 and a lot of unexpected decks now comprise Tier 2. And there's a story here.

Rapid Rise and Precipitous Fall

Tier 2's composition is the result of the weirdness of August's metagame shift. At the end of July, Elementals was having a huge resurgence. It had just won a Challenge and had become the It Deck, getting results everywhere and surging from obscurity to upper Tier 3. This continued into August and for the first few weeks it looked like Elementals would just dominate the postings. Then it just stopped. By mid-August Elementals just stopped putting up results. It seemed inexplicable initially, but then I heard that two other (re)surging decks, Burn and Tron, had good Elementals matchups. Both decks had been low Tier 3 at best this year but were suddenly right in the hunt. If they were preying on Elementals, then it fits that they'd fall off when Elementals did, and that was the case for Tron. Both decks had strong upward trends that just flatlined mid-August.

Burn meanwhile, had a slower start than Tron but kept picking up results all month. For the most part it's been Burn Classic as was played in 2017 (maindeck anyway). However, an alternative Burn deck using Dragons' Rage Channeler, Mishra's Bauble, and Lurrus of the Dream-Den has been getting results too. Not more than Classic, but enough to be noticeable. I don't think this new version is overall better than Classic since it's not running Eidolon of the Great Revel, but it's too new to tell. And another reason to watch Lurrus/Bauble for future bans.

Power Rankings

Tracking the metagame in terms of population is standard practice. However, how do results actually factor in? Better decks should also have better results. In an effort to measure this, I use a power ranking system in addition to the prevalence list. By doing so I measure the relative strengths of each deck within the metagame. The population method gives a decks that consistently just squeaks into Top 32 the same weight as one that Top 8’s. Using a power ranking rewards good results and moves the winningest decks to the top of the pile and better reflects its metagame potential.

Points are awarded based on the population of the event. Preliminaries award points for record (1 for 3 wins, 2 for 4 wins) and Challenges are scored 3 points for Top 8, 2 for Top 16, 1 for Top 32. If I can find them, non-Wizards events will be awarded points the same as Challenges or Preliminaries are depending on what the event in question reports/behaves like. Super Qualifiers and similar higher-level events get an extra point if they’re over 200 players, and a fifth for over 400 players. There was one Super Qualifier and a Showcase Qualifier awarding 4 points in July and no events that awarded 5 points.

The Power Tiers

Just like with population, the total points were up a lot in August. This tracks given the population, but might be surprising since there were fewer big events. Part of this was due to huge Preliminaries, but also all the events that I expected to be reported actually were. Thus August is up to 888 total points from July's 741. Once again, that's back in the typical range but still on the lower end compared to January and earlier. I could have hand-waved in some borderline events from MTGMelee and been right about average, but I decided against it. I'd rather have confidence in my sources than nice looking data. The events were just slightly too small to use, and I didn't see usable events anywhere else either.

The average points were 11.10, which would normally mean that 12 points makes Tier 3. However, 11.1 is so much closer to 11 than 12 that using the normal method feels rather dishonest. Therefore I decided this month I'm making an exception and the power Tiers start at 11. By chance, this decision didn't matter as no deck had 11 or 12 points. It was all 13 and above or 9 and below. I did a lot of agonizing for nothing. Anyway, the STDev was 19.08, which is fairly average again and again since it's so close to 19 rather than 20 round down. Thus add 19 and Tier 3 runs to 30 points. Tier 2 starts with 31 points and runs to 50. Tier 1 requires at least 51 points.

Deck Name Total # Total %
Tier 1
Hammer Time9010.14
UR Thresh8910.02
Cascade Crashers798.90
Blue Living End576.42
Elementals535.97
Tier 2
Burn475.29
Mono-Green Tron374.17
Grixis Channeler353.94
4-Color Creativity313.49
UW Control313.49
Tier 3
Jund Saga273.04
4-Color Bring to Light212.36
Mardu Rock192.14
Yawgmoth171.91
Eldrazi Tron141.58
Hardened Scales141.58
Mill141.58
Jund131.46

I'd just like to note that a rarity occurred. Every deck on August's Population list made the Power Tier. Usually, there are a few from one that don't make the other and it isn't an equal exchange. Some months more decks make it on population than power, other's the other way around. To have the exact same decks though in very different orders for both is atypical. And again points to stability in the metagame.

Surprise Arrivals

Despite falling off as the month went on, Elementals did well enough initially to still make the cut to Tier 1. Which really makes me wonder if the bad matchups were really bad enough to warrant the apparent abandonment of the deck. 4-Color Creativity and UW Control just squeaked over the line to Tier 2. Creativity has distinguished itself from predecessor Lorehold Turns by keeping the strategy of Indomitable Creativity into big creature but ditched the turns package to just win with Emrakul, the Aeons Torn and sometimes Iona, Shield of Emeria or other big finisher. Which seems like a huge upgrade to me.

UW is somewhat surprising. When Wafo-Tapa (Wato0 on MTGO) won with UW playing maindeck Chalice of the Void, I thought that the old saw that only Wafo-Tapa can win with Wafo-Tapa decks would repeat. That clearly isn't happening and it's quite a contender. I'll be watching closely to see if this is sustained, especially with a new metagame incoming. I should also note that Grixis Channeler was my pick to make Tier 1 this month given how the previous few had gone. I was completely wrong and the deck ended up underperforming compared to my expectations.

Average Power Rankings

Finally, we come to the average power rankings. These are found by taking total points earned and dividing it by total decks, which measures points per deck. I use this to measure strength vs. popularity. Measuring deck strength is hard. There is no Wins-Above-Replacement metric for Magic, and I'm not certain that one could be credibly devised. The game is too complex and power is very contextual. Using the power rankings certainly helps, and serves to show how justified a deck’s popularity is. However, more popular decks will still necessarily earn a lot of points. Which tracks, but also means that the top tier doesn't move much between population and power, and obscures whether they really earned their position.

This is where the averaging comes in. Decks that earn a lot of points because they get a lot of results will do worse than decks that win more events, indicating which deck actually performs better. A higher average indicates lots of high finishes, where low averages result from mediocre performances and high population. Lower-tier decks typically do very well here, likely due to their pilots being enthusiasts. So be careful about reading too much into the results.

The Real Story

When considering the average points, the key is to look at how far-off a deck is from the baseline stat (the overall average of points/population). The closer a deck’s performance to the baseline, the more likely it is to be performing close to its “true” potential. A deck that is exactly average would therefore perform exactly as well as expected. The further away the greater the deviation from average, the more a deck under- or over-performs. On the low end, the deck’s placing was mainly due to population rather than power, which suggests it’s overrated. A high-scoring deck is the opposite.

Deck Name Average PointsPower Tier
Yawgmoth2.433
Cascade Crashers2.141
Mill2.003
UW Control1.942
UR Thresh1.931
Mardu Rock1.903
Elementals1.891
Blue Living End1.841
Eldrazi Tron1.753
Hardened Scales1.753
Hammer Time1.701
Mono-Green Tron1.682
Burn1.622
4-Color Creativity1.622
4-Color Bring to Light1.623
Baseline1.56
Jund Saga1.503
Jund1.443
Grixis Channeler1.402

BG Yawgmoth beatdown/combo was the best average deck. This is probably because of it just barely making the population Tier 3. A lot of good results not getting spread around much does that. However, I think Cascade Crashers must be declared August's Best Deck. It outperformed not only the baseline but other Tier 1 decks by quite a bit. The winner of both the Population and Power standings, Hammer Time, is pretty average here, though the baseline is really low thanks to all the singletons that only earned 1 point. And Grixis Channeler still managed to fall way under the baseline. A clear underperformer.

And That's the Way it Was

And with that I'm closing the door on this metagame. Midnight Hunt and the soon-following Crimson Vow promise months of turbulence that will shake the relative stability that Modern had achieved in August. Or maybe they won't, we have to wait and see. But given that Consider is certain to be played in Modern, my money is on more metagame churn in the coming months.

You Can’t Go Home: The Unban Problem

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Being unable to play with your cards sucks. No one will dispute this. What is also unequivocally true is that cards need to be banned. Sometimes Wizards makes mistakes while making cards, and the likes of Oko, Thief of Crowns proceed to wreck their havoc. Other times new cards interact with old ones in unexpected ways like cascade cards and Tibalt's Trickery. And when that happens there is always collateral damage.

Said bannable cards are typically only bannable because of a single deck with a slew of perfectly fine decks surrounding them. Mox Opal was perfectly fine in Hardened Scales but was banned due to its interaction with Emry, Lurker of the Loch and Urza, Lord High Artificer. Which leaves a lot of innocent victims, resentment, and calls for unbans afterward.

The problem with that attitude is that it frequently leaves the conversation about the banned card in stasis. Players tend to only focus on what the card was doing in their deck at the time of the ban and then argue as if things will just go back to the way they were prior to the ban. It's an understandable bias, nostalgia being what it is. However, that is a trap. And more importantly, counterproductive. The title of this article was not picked at random; once a card is banned, things will never just go back to the way they were. Modern has grown and evolved in the intervening years, said card's home won't be the same anymore.

Constant Card Creation

I think that it should be obvious, but I'm surprised by how often players I've argued with seem surprised that decks won't "just come back" after an unban. It's like they conveniently forget that new sets are released every quarter. Because of that, the format as a whole and individual decks are constantly evolving. Meaning that, should a card be unbanned to revive a dead deck, it wouldn't actually revive the dead deck. It would enable a new deck that is similar to the old one, but with new cards which would certainly change the deck, and may make it completely different to the original.

Consider Wild Nacatl. It was banned in December 2011 for being too efficient. A 3/3 for one was very far above the curve at the time. Consequently, there was little incentive to play an aggro deck that wasn't Nacatl Zoo. More importantly, Wizards was concerned about Nacatl squeezing future design space. Modern didn't exist when Nacatl was printed, and the explanation made clear that Nacatl would not have been printed as-is had Modern existed then. Nacatl's was a diversity and power level ban similar to Birthing Pod's.

When Nacatl was unbanned in February 2014, there was considerable fanfare, but not much came of it. Modern had changed so much that, while Nacatl's stats were still solid, that was no longer enough. Seven new sets had released since the ban, and Modern was a far more combo/value-oriented format (this being the start of the Twin vs Pod format). Being just a good beatdown creature wasn't enough anymore. Zoo and Nacatl were just as before, but Modern's context Nacatl lived had changed too much. A straight aggro deck was too easy to disrupt or race and Nacatl remains a fringe at best card.

Also, Attitudes Adjust

The other problem is that players change. That new players will pick up Modern and old will leave should be obvious. However, even those who remain for the duration won't be the same. Time's passed and they've grown and changed as people and players. And this in turn means that the unbanned card will be viewed by an entirely new playerbase who will have to reassess the card for essentially the first time. How they actually utilize the card will be quite different.

Consider Jace, the Mind Sculptor. When he was unbanned, players took awhile to adopt him. Players wanted Jace to be good, but Modern was a very different place from Standard and Extended, where he'd previously dominated. And then, just as Jace was starting to find footing, Teferi, Hero of Dominaria arrived and shoved Jace aside. Teferi was new, powerful, and more straightforward to use, and so saw a lot more play than Jace in 2018. I remember many players that year declaring that Jace was completely outclassed by Teferi and that Jace was a joke. While in the format context that might have been true, a lot of that was simply excitement over the new card, evidenced by Jace now seeing as much or more play than Teferi.

For example, the biggest impact of banning Splinter Twin was that players no longer had to play scared. Twin didn't police the format or require players to play interaction like we thought at the time. It was a dominant and powerful deck that overawed players and "forced" them to play around losing. Since Twin was banned, players have played increasingly fearlessly even against combo decks. You hear streamers and pro players saying "can't stop it, can't win if they have it, I'll just jam" far more today than in 2015. It stands to reason that Twin may perform worse today than in 2015, regardless of new answers.

The Looting Issue

Which finally brings me this article's inspiration. Last week, Todd Anderson advocated unbanning Faithless Looting because he misses all the decks that were killed. As far as Todd's concerned, Looting was just caught in Hogaak, Arisen Necropolis's wake, and banned unfairly. He says about midway through that he wants Looting back because he wants to play with Looting. Further, the only problem with Looting was Dredge, and Todd argues that the only dredgers worth keeping around are Life from the Loam, Darkblast, and Dakmor Salvage. I have a number of issues with the specifics of his arguments, but the main problem is the attitude. As I stated above, you can't just rewind the clock. Being nostalgic is one thing, but if you're going to advocate for something, you can't favor how it was over how it will be. And unbanning Looting will be a problem.

First though, everyone please stop asking for exchange bans. That's not how Wizards operates. They don't want to ban cards at all, and do everything they can to ensure not only that the minimum necessary bans occur but also that they won't have to revisit the issue down the line. A card which is only okay if another otherwise inoffensive card is banned instead is not an okay card. A busted enabler is a busted enabler, and banning the payoff to save the enabler threatens that at some point in the future, they'll have to ban again when the enabler breaks something new. A powerful card may eventually be fair, but a broken one will always be broken. And Looting was a very broken card.

Blame Mislaid

I understand wanting to play the cards and decks that you enjoy. However, that should never blind you to the reality of those cards and decks. By blaming Hogaak and Dredge, Todd is ignoring the primary reasons that Wizards cited in the ban announcement:

By our data gathered from Magic Online and tabletop tournament results, over the past year the winningest Modern deck at any given point in time has usually been a Faithless Looting deck.

Regardless of Hogaak's recent impact, Faithless Looting would be a likely eventual addition to the banned list in the near future. In order to ensure the metagame doesn't again revert to a Faithless Looting graveyard deck being dominant, we believe now is the correct time to make this change.

In short, Looting was banned on its own merits. As Wizards stated, Looting was living on borrowed time even before Hogaak came along. Try to think back to the end of 2018 and through to Spring 2019. Or better yet, go back and look at what was being written about during that time. Specifically, I want to remind everyone that it was Faithless Looting's format and everything else was just along for the ride. Arclight Phoenix decks were the winningest decks and getting all the billing, but at various times Hollow One, Dredge, and Mardu Pyromancer were doing well. Pyromancer was never a problem and I recall and can find no complaints. However, players did complain about Hollow One and Phoenix decks. A lot. Neither deck were very fun to play against and were arguably too good. And it was all being facilitated by Looting.

Given that the winningest decks were mainly Looting decks, a diversity ban was in the cards for the red sorcery. Especially since the next two years would have plenty of graveyard synergy cards which Looting would have facilitated. Hogaak was an excuse, but the bottom line is that Wizards was very clearly thinking about banning Looting anyway before Hogaak came along. Again, look at achieved articles and discussions from 2019 and earlier. Players were talking about how powerful Looting was before even Phoenix was a thing. I called out Looting as bannable in December 2018. Don't whitewash a card's history; had Wizards not banned Looting along with Hogaak, Looting would have still been axed down the line. But it was going to happen.

Let's Hypothesize

Which brings me to the most annoying aspect. Looking back on a deck or an era of Modern with rose-tinted glasses is one thing. Using said goggles to ignore reality is another. Todd is like most players I've argued with in that he used his nostalgia to push past potential problems with unbanning their favorite card, in this case Faithless Looting. He has a section specifically about how Dragon's Rage Channeler and Persist could be a problem with Looting, but he just pushes on and dismisses the concerns. Which is repeated later on with his community roundtable. And that's not acceptable.

The Channeler Effect

Egregiously, Todd was very dismissive of DRC alongside Looting. He didn't think that DRC decks would play Looting, and so there's no problem there. He's wrong. The DRC decks as they exist right now may not want Looting (but I'm pretty sure they do). However, those same decks would adjust themselves in a world where Looting exists to take advantage of Looting and the result is almost certainly dangerous. Consider a typical UR Thresh deck. Replace Ragavan with Arclight Phoenix and Serum Visions with Looting. How much easier does it get to always have a delirious DRC with early Murktide and some Phoenixes? Is that an acceptable deck?

However, the more likely result is to go all in on Looting and really push the envelope. Think back to the Izzet Phoenix decks of 2019 and add DRC to the mix. How much easier is it to find multiple Phoenixes and trigger them on turn 2? I don't have a definitive answer, but a turn 1 DRC into Manamorphose, Thought Scour, and Looting makes three surveil triggers, two milled cards, and four drawn cards for a total of 9 cards deep into the library. The odds of hitting at least 1 Phoenix in the opening hand are 40%, and another 9 cards pushes it up to 75% while the odds of hitting all four go up from .007% to 0.5%. DRC is a card I could see banned on its own merits for digging too deep too quickly, and you want to help it out?

An Extreme Case

At its most extreme, things get absurd. This scenario is extremely improbable, but it does illustrate the issue with Phoenix, DRC, and Looting:

Start with turn 1 DRC into four Mishra's Baubles. Then on turn 2 let's chain all the Manamorphose into four Gut Shot and finish on two Lootings. That is 14 surveil triggers and 12 cards drawn. That is an opening hand, draw step, and 26 chances to see Phoenix's, for a hypergeometric probability of seeing one Phoenix of 97%, and the probability of seeing all four is now 9.5%. In this most extreme case, the opponent has taken four damage from Shots, and will be attacked for 15 leaving them at 1.

Such spell sequences were possible before DRC. However, without the surveil triggers, the odds of hitting four Phoenixes drops to just 0.99%. The impact of one new card on the most busted Phoenix opening is very dramatic, making it about 10 times more likely. And this isn't considering the impact of Expressive Iteration, Lava Dart, Cling to Dust, or any of the other UBR velocity cards we've received over the past few years.

It Gets Worse

And here's a bigger problem. Innistrad: Midnight Hunt is bringing Consider to Modern. Consider will be Opt with surveil 1 instead of scry 1. Enjoy Opt while it lasts, for there will be no reason to play it over Consider because a card in the graveyard is worth far more than one in the library. This adds another way to get Phoenix into the graveyard early. And if this is what's being previewed in the teasers, what can we expect from the full set? Looting is a higher risk now than ever before.

Can't Rewind the Clock

Unbanning Looting won't take Modern back to April 2019. There have been plenty of fair Mardu decks over the past year and Young Pyromancer has only rarely been played. That deck was a product of its time, and that time is past. Mardu decks are built on being low-to-the-ground, aggressive midrange decks rather than midrange control. Hollow One, Izzet Phoenix, and other Looting decks were borderline back then and likely to be much stronger now. It sucks not getting to play with your cards. But don't let that nostalgia blind you into making a poor decision. Faithless Looting earned its place on the banned list and it only gets more broken as time goes on. Leave it alone.

Performance Review: MH2 Edition

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Nobody enjoys performance reviews. Even if they're positive. There's just something existentially distressing that comes with being assessed, aside from any professional implications stemming from said review. And they're also frequently boring for everyone involved. (From personal experience.) However, they can be useful for fostering improvement. Especially when they're self-administered in a public setting, so there's no weaselling out of self-criticism.

It's been long enough since the release of Modern Horizons 2 for the set to be reasonably explored and integrated into the metagame. There's always cards that get overlooked for years or need help to make the grade, but it looks like things are settling down. Relatively speaking, anyway. Therefore, this is an opportunity to revisit my periodic reflections on how spoiler predictions have played out. However, this time rather than trying to explain or excuse misses, I'm looking for the lessons from MH2 spoiler season. What did we miss, where did we miss, and why did we miss it? I'll also point out what we got right because criticism is easier to take when praise is mixed in.

The Top 5

The hardest part of evaluations is figuring out where to start. It's also quite hard to decided how to evaluate something, and criteria setting tends to eat up a lot of time. So I've decided to start as objectively as possible. And that will be working comparatively from a list. Jordan culminated the spoiler season with a Top 5 list, so it's fairly easy to compare that list to the most played cards list on MTGGoldfish and see how he did (According to that list as of Monday, 8/16).

PlaceJordan's RankMTGGoldfish Rank
1Ragavan, Nimble Pilferer Prismatic Ending
2Abundant HarvestEndurance
3Prismatic EndingRagavan, Nimble Pilferer
4Urza's SagaUnholy Heat
5Sudden EdictDragon's Rage Channeler

Well, that's quite some variation, but Jordan did get 2/5 which isn't bad considering that these were evaluated without being tested in any tournament settings. That the two that Jordan got right are #1 and #3 is significant, even if they are in reverse order. That said, two out of five is not a passing grade, so shame on Jordan, right? Wrong. I'll admit, Sudden Edict is a huge whiff and has seen play in exactly one deck since release; everyone was high on Urza's Saga and yet it just hasn't worked out. It doesn't even make the MTGGoldfish's Top 50 list. Why? I'd say that the complete lack of splashability Jordan identified is the key. Saga is quite powerful, but accessing that power requires a commitment to artifacts that few decks can muster.

While Harvest hasn't really panned out either, that doesn't make Jordan wrong there either. Abundant Harvest has seen plenty of play since release. The catch is that it's been in a deck that has severely fallen off. Couple that with UR taking all the space for cantrips in the metagame, and there's no place for Harvest. That doesn't mean that Jordan's rating is wrong about what the card is capable of or its power in a vacuum. Things didn't work out the way that we expected.

It's Elementary

Another easy measurement should be the Incarnations list. There were five elemental incarnations and they had obvious power differences, which lent themselves well to ranking. And we weren't the only ones. StarCityGames recently did their Exit Interview for MH2 and ranked the incarnations based on how they've actually played. Averaging their scores yields a consensus place for each. Should be simple to just compare Jordan's list (which I agreed with at the time) to the SCG consensus and see how we did, right? Well, that's one way. However, it's also fair to ask how SCG's commentators did based on their initial impressions. But again, there's the MTGGoldfish ranking based on actual play frequency. Which is the most accurate? How about I sidestep that question and compare our list to all the options?

PlaceJordan's Ranking SCG Initial RankingSCG Current RankingMTGGolfish Ranking
1SolitudeSolitudeSolitudeEndurance
2Subtlety GriefFuryFury
3EnduranceSubtlety EnduranceSolitude
4FuryFuryGriefSubtlety
5GriefEnduranceSubtletyGrief

Jordan and SCG are in lockstep over Solitude as the most powerful. Swords to Plowshares is incredibly strong and having it as a pitch spell is invaluable. Jordan and SCG also agree that Endurance was third strongest. However, the only other point of agreement is with MTGGoldfish that Grief is the worst incarnation. Even the SCG guys were down on Grief compared to their initial impressions, and many admitted to rating it more on the basis on objective power than actual performance. It turns out that perspective and methodology really affect the evaluative process.

What it Means

The point here is that trying to measure spoiler season success in an objective way is quite hard if not impossible. Everything depends more on how the question is asked and what criteria that question is evaluated with. It's especially unfair since all jokes aside, we're not clairvoyant. There's no way to know how things will actually turn out without practical experience. So there's no objective criteria for success in these things.

However, that doesn't mean that we can't still learn and evaluate our performance. It just won't be in a nice list. This is about looking at what we actually wrote about the cards and whether we did a good job evaluating their potential. Again, did we totally miss on any played cards? What did we overestimate, and why? And what were we on the money about?

What Went Wrong

As I see things, it doesn't much matter if we got a card exactly right. Did we evaluate it correctly is what matters. We can't know how anything will play out until the set's released. The final value of a card is not the card's inherent power but contextual power once it finds a home. And we can only guess at that. Who saw Shardless Agent making Crashing Footfalls into a Tier 1 card? However, as long as we said the right things about the card I'm going to count it as a pass. Reading the future is hard, okay? Assess us on the things we could control. Thus, after going through everything that we both said about MH2, here's my evaluation of our performance.

Did We Miss Something Playable?

The biggest thing is was anything overlooked? That's easy to determine and also the biggest mistake we could make. And on that front I have good news. According to MTGGoldfish, the only commonly played MH2 card that we didn't talk about at all is Foundation Breaker. It turns out that Living End really likes having an evoke Naturalize to fight through hate cards. And I think we missed it thanks to fatigue. Every time there've been cycling creatures or sacrifice effect creatures we've said something to the effect of "it may find a home in Living End." And we're often right. However, having done this for so many years, it just slipped our minds. We'd said it so often that it started losing meaning to us and we overlooked a key card in a popular deck.

Missing a role player in what was at the time a newly resurgent deck is not that big a deal. We did at least identify all the potential playable cards from MH2 and were in the ballpark about how and why they'd see play. Overall, a good performance.

What Was Underestimated and Why?

We underestimated Dragon's Rage Channeler and to a lesser extent Unholy Heat and Murktide Regent. The problem on our end was experience. Jordan had tried years ago to make Delirium Zoo a thing. He found that Gnarlwood Dryad was great with delirium and terrible without, and had to contort his deck to make Dryad work. DRC looks a lot like Dryad stat-wise, so Jordan's experience said that DRC would only be great sometimes, which cooled our expectations. What we missed was how powerful repeatable surveil would prove in an UR shell and that it would synergize so well with Heat and Regent that UR Thresh would supplant UR Prowess. Jordan was right about what they would do and how they'd play, but they're all far more playable than expected. This is a case of experience leaving us gun-shy.

Meanwhile, I was too cool on Prismatic Ending in retrospect. Jordan was totally right about how splashable it's proven to be. I thought that it would see a lot of play (and it has) but only in control decks. Instead, the opportunity cost is so low and the flexibility so high that it sees play in basically every multicolor deck with white in it.

What Was Overestimated and Why?

I was too hot on Rishadan Dockhand in my initial review. Dockhand really hasn't played out well in Modern. A lot of that comes down to how the format has shaken out, but I also gushed too early. Tide Shaper was spoiled after I wrote that article and did what Merfolk needed much better. There was no way I could have seen that coming and nothing that made me expect that Dockhand would be superseded. And I did walk my assessment back a few weeks later.

Abundant Harvest has seen less play than expected, but I've covered it and Sudden Edict already. However, we did think that all the anti-Tron cards would see more play. That hasn't happened, though whether that's the fault of the cards being worse than expected or metagame considerations isn't clear. Tron fell off massively along with MH2 and it may not be related. Thus this may be a case of waiting for the right meta rather than an overestimated power level. On a similar note, Domain Zoo hasn't lasted. It did well initially, but has fallen away as Living End and UR Thresh have risen. The cards did what we expected in the deck, but the deck itself didn't work out. Or maybe just not yet.

The Big Picture

Overall, I'm happy with how our predictions shook out. We didn't get everything exactly right, but most of that is how the metagame has evolved, which is out of our control. When we made mistakes it was a combination of jumping the gun and relying too much on history to make judgement calls. Experience informs how a card will play, but it isn't deterministic. Let the cards speak for themselves rather than be spoken for by pervious cards.

What Went Right

I feel as though our greatest strength this spoiler season was card evaluation. We were very good at assessing where cards fit into Modern. We didn't always get their contextual power right nor do we know if the deck will succeed, but we succeeded at evaluating a card's role.

For example, I said that Counterspell largely replace the cheap counters but leave the expensive ones alone, and that's what's happened. I've also been proven right about the problems I identified with Grief, despite players desperately trying anyway. Jordan's evaluation of Urza's Saga and Prismatic Ending was right on the money (despite their places on his list). He also called out Fire // Ice and Suspend as playable cards when I didn't think either would see any play. We're good at understanding the cards. The metagame's the issue.

Lessons for Next Time

My lessons from MH2 spoilers are as follows:

  1. Focus on the cards themselves. The metagame is certain to shift and decks will fall and rise. We can't predict that, so focus on our strength and evaluate the cards.
  2. Focus on the cards in the current context. Circumstances and metagames change. Experience isn't always predictive, so don't let past experience dictate everything.
  3. Remember that everything is relative. We don't know what we don't know. Don't sweat getting it exactly right. Instead, if you're retrospectively wrong, be wrong for the right reasons.

Sooner Than Later

And this is timely because the teasers for the Innistrad split set are already starting. I get wanting to do multiple themes and having parallel stories, but splitting the fall set in two is a bit extreme. I guess we'll just have to see how this plays out. While wondering why they couldn't just do this as an old-school block.

We’re #1! Modern’s Popularity Investigated

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What's Magic's most popular format? I realize this is the sort of question most ask around the gaming table just to have an argument, but I'm actually curious. The problem is that I can ask 100 players and get 100 different answers. It will frequently come down to what they last played and how much they enjoyed it. Opinions will further shift as sets are released and formats evolve. However, there is a clear and objective way to measure relative format popularity: What format do players actually play?

As with all things Magic data, Wizards of the Coast holds the true answer. But if Mark Rosewater is any indication, asking them won't do much good. Wizards will be vague and evasive, only saying that Standard is the most popular digital format and the vast majority of paper play is casual, kitchen table Magic followed by Commander. And he's only said Standard is most popular online when asked about Arena (as far as I could find, anyway). It's just not good business to make any segment of your customer base feel that their playstyle is invalid. Alienated customers stop buying your product. So getting a definitive answer is probably impossible.

However, a relative answer is within my reach. Players proverbially vote for their favorite formats with their time, and that can be measured with tournament participation. And so today I'm going to use tournament turnout to determine which competitive constructed format is the most popular. I hypothesize that it's Modern, but I'll find out.

Parameters

When I bet on Modern, I'm betting on it being most popular format on MTGO. And only on MTGO. The simple fact is that it's the only way to measure Modern's popularity relative to other formats. Arena only has Standard and Historic and so can't answer wider question of most popular format when given a choice. Also, Arena's playerbase will be quite different from MTGO's thanks to Arena being free-to-play. (And yet somehow more expensive to build decks on.) It's critical to compare like-to-like and by excluding Arena, I don't risk comparing very different population compositions. Saying that Standard is the most popular because it's the main option on the most played digital Magic produc, since it's one of two options and cheaper than Historic, really isn't fair to Standard or other formats.

I'm also not going to compare the constructed formats to limited. It really isn't a fair comparison. In my experience, most competitive players will say their favorite format is booster draft, with a caveat. In said experience, players tend to extoll booster draft the concept as the most skill-intensive format and also most fun. Winning requires format knowledge, deck building skill, play skill, and luck more than other formats because you're building your deck as you go. However, the more this general opinion is investigated, the more exceptions, exclusions, and complications arise. Certain sets are more popular to draft than others. Draft participation also swings wildly from introduction to rotation. Thus, the exact timing of a study will wildly affect the data on limited, and it makes sense to cut it.

What About Paper?

This study is limited to data from MTGO. Sadly, there aren't enough paper results to draw any real conclusions. The few events that are out there don't really compare well to each other and they're not distributed evenly. Pre-pandemic, this whole project would have been easy since there were plenty of events of all levels in all formats. Plus, these events usually published their attendance numbers so comparing that would have fairly definitively answered the question. That isn't possible now.

A possibility exists to survey local game stores now that in-store play has resumed. However that would require a staff and a research grant. There are a lot of game stores in the Denver area, and I'm not sure who's doing what anymore. Pre-pandemic, Modern was the most popular format in the area and had more events per week than anything else. These days I have no clue. The various social media pages that kept track of weekly events have not been updated, and a number of stores went bust while others opened during the pandemic. Finding all the stores doing in-person events and asking them about attendance is far more work than I'm able and willing to do on my own. (With the right funding, on the other hand....)

What I am sure about is that Modern is still the most popular format at my LGS, Mythic Games. Pre-pandemic there were two weekly events that averaged 15 players per night and a 30+ FNM. Sunday Legacy averaged 10 players while Monday and FNM Standard events struggled to fire. FNM draft swung wildly. These days there are only five events per week: Sunday Legacy which is still around 10 players, Thursday Pioneer which rarely gets above 8, a Saturday Standard that never fires (as of last Friday, anyway), and then FNM, which is split between Modern and Draft. Due to space restrictions, Draft is capped at two pods and Modern is capped at 32. Modern has sold out every week it's been back while MH2 draft sold out, and AFR draft doesn't quite. Which is a solid win for Modern, but Mythic was the biggest Modern store in city to begin with.

What About Standard?

Thus my study will include only MTGO results. But not all the constructed MTGO results. After some investigation, I decided to exclude both Standard and Vintage from the study. The only data I can collect requires tournament support, and the specialty and online-only formats don't provide that so they're out. Standard was cut because far more is played on Arena than MTGO. A look at Standard streamers basically always using Arena was strong evidence, as was Wizards and Star City Games running their Standard tournaments on Arena. So I assumed that the MTGO data would be lacking (and it was, I checked).

With Vintage, it was purely a judgement call. Vintage has accessibility issues which keep newer players out. The cost of Vintage cards is so high that it really can't be played in paper. Thus, Vintage players have mostly moved online. However, the lack of overlap between Vintage decks other formats means that it's hard to transition to Vintage naturally. There's more overlap between Standard and Modern cards than Legacy and Vintage, for example. It's an enthusiast's format, and I was told by several sources that the community is quite static. While it'd be a reasonable comparison point for the other, more variable formats to compare to the old-timer, I decided that the extra effort wasn't worthwhile just to learn that Vintage is a fairly insular and stable group compared to other formats.

Methodology

I am going to measure the relative popularity of the tournament-supported constructed formats on MTGO. These are Pioneer, Modern, Pauper, and Legacy. To accomplish this, I gathered three sources of data. The first is from each formats Tournament Practice room. Over last Sunday afternoon, I watched each room for 10 minutes apiece, recording each time a match fired. This source indicates the relative number of players in each format by measuring how quickly a match could be found. More matches means more players means more popular.

The second source are Preliminaries. Wizards schedules a number of Preliminaries each week for each format. Pioneer and Modern each get 8, Legacy gets 6, and Pauper 3 according to the schedule. Not every Preliminary fires every week. Therefore, I can measure relative popularity by going to the decklist page and seeing how many of each format's Preliminaries fired each week. The sample included each complete week in July and the first week of August. I'll then compare the average Preliminaries per week to the theoretical max to indicate the most popular Preliminary format.

Finally, I sampled the Challenges for the same time period. Only the Challenges, not Super Qualifiers or Showcase Challenges so as to keep things consistent. There are two Challenges per week per format and as far as I know they always fire unless replaced by another event. Which happened in my sample period. I cannot compare their starting populations since Wizards doesn't post those and watching the events to find out was logistically prohibitive. However, Wizards does report the match points for Top 32 of each event, and more match points means bigger events. So I added the total points up for each event and the highest average over the sample period is the most popular format.

The Data

Standard disclaimer: this is my data. Another study using different methods or at a different time could produce different data and thus different results. This is not the only way to measure format popularity, just the way that I did it. It's also possible that external factors affected the results, particularly other events distracting from the Practice room data. I chose the time specifically to avoid conflicts, but anything is possible.

Tournament Practice

The only place where more MTGO Magic happens than the Tournament Practice rooms are the Leagues, and I have no idea how to measure that activity. Thus this is the best measure of the number of willing players available for each format.

PioneerModernPauperLegacy
Total Matches23779

The answer is Modern. By quite a large margin. And I'm fairly certain that I missed a few Modern matches as at several points there were multiple players creating and then closing matches to join someone else's. So it should be a higher blowout. The Pioneer room was practically dead, saved because there was some kind of non-Wizards tournament happening and the players were starting their matches. Pauper and Legacy were quite comparable, which was surprising. I'd been told Pauper was in a very bad place and wasn't seeing play, but that seems to have been inaccurate.

Preliminaries

I was very surprised to learn that Modern has 8 Preliminaries per week. I never see more than 5 listed when I'm doing the metagame data. I'm guessing the missing 3 are the early morning ones. They're intended to be for non-North American players, which I'd guess are a relatively small part of the MTGO playerbase from my experiences. I have no way of knowing, however.

WeekPioneerModernPauperLegacy
7/40502
7/111504
7/181400
7/253403
8/14505
Average1.84.602.8

That's another point in Modern's column. It not only had the highest average in absolute terms with 4.8, but the highest percentage. Both Modern and Pioneer had 8 Preliminaries scheduled, so 4.8/8=60% of Modern Preliminaries fired versus 1.8/8=22.5% for Pioneer. Legacy records 2.8/6=46.7% for a strong second place.

Pauper didn't record a single Preliminary in the sample period. I guess what I heard about its recent unpopularity was true after all. For the record, MTGO Standard didn't record a single Preliminary firing either.

Challenge Points

Every format but Pauper had Showcase Challenges that replaced two normal Challenges in the sample period. As the real comparison is the average size, this doesn't affect the data. It is worth noting the vast differences in size between the first and second Challenges each week for each format. The Saturday Challenge is the first result, the Sunday the second on the table. The replaced Challenges are dashes.

WeekPioneerModernPauperLegacy
7/4450, --, 480327, 369375, 459
7/11360, 375561, 486351, 369365, 453
7/18453, 369561, 465345, 369447, -
7/25372, 381549, 429324, 351-, 375
8/1372, --, 465327, 363438, 453
Average391.5499.5349.5420.6

Modern has the largest Challenges, followed by Legacy. Pauper has the least, with 150 points separating it from Modern. It's clearly not a highly played format right now. Though I'd actually argue Pauper is actually the best value for entry. It only took 6 points to make Top 32 of several of these events, which is two match wins. That's not a very big hill to climb to get prizes. I thought Legacy would be higher since the Legacy crowd tend to be vocal, but the stats don't lie, it's just above Pioneer and well below Modern.

Conclusions

In all my samples, Modern was the most popular format and it wasn't even close. I'm happy to conclude that Modern is the most popular constructed format on MTGO. Which is great news for those who write Modern articles. It also indicates that Modern is in a very good place and players like the format. Again, if you accept the notion that players vote with their time and won't play something they don't enjoy, there's a strong indication that Modern satisfaction is high, and therefore Modern's health must also be high. Reason enough to celebrate!

A Modern Split: July ’21 Metagame Update

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New month, new metagame update. It is the way. And I'd like to kick this one off by tempering expectations. The near-perpetual spoiler season we now inhabit did spit out another set. However, Adventures in the Forgotten Realms is no Modern Horizons 2, and did not have that much impact on Modern. The resulting July metagame is an evolution of June's rather than another big shakeup. MTGO is also settling into its usual routine of follow-the-leader and piling into the same deck. I'm wishing for more data sources and paper events to return more and more.

Also, there's going to be a policy change for these articles. I've been a bit all over the place as far as deck names are concerned. This is made worse by Wizards constantly making new factions to use as color-pair names. This was driven home for me recently hearing new players refer to WR Burn as Lorehold Burn rather than Boros Burn. As such to avoid ambiguity I'll be dropping guild names and instead spell out the color pairs.  I'll keep using the shard names because they're well established and I've never actually heard anyone use the Ikoria shard names. Of course, when possible I'll use actual deck names but there is some ambiguity there too. Thus I'll be referring to the various tempo and midrange decks that are mostly similar using the naming conventions Jordan outlined here.

July Metagame

To make the tier list, a given deck has to beat the overall average population for the month. The average is my estimate for how many results a given deck “should” produce on MTGO. Being a tiered deck requires being better than “good enough;” in July the average population was 6.75, meaning a deck needed 7 results to beat the average and make Tier 3. This up from June, but about average for the past year. Wow, I just realized it's been a year since I brought the monthly update back. How time flies.

Anyway, it makes sense for July to be closer to average than June. June was a huge set release and a brewing paradise while July showed some settling. Then we go one standard deviation above average to set the limit of Tier 3 and cutoff for Tier 2. The STdev was 11.24, so that means Tier 3 runs to 19, and Tier 2 starts with 20 results and runs to 32. Subsequently, to make Tier 1, 33 decks are required. This is also pretty typical for MTGO metagame updates.

The Tier Data

The total number of unique decks was down for July from June's 87 to 60. Again, it makes sense as June was very experimental. However, July also had an extremely low deck count, just 405 to June's 457. Some of that is down to smaller Preliminaries, but far more impactful was that July had fewer events. There were a few Preliminaries that never got posted, and there were fewer non-Premier events posted to MTGMelee. I'm not sure why that happened, but it's what I have to work with. Consequently, the higher average and STDev mean that the tier list has shrunk significantly. June boasted the highest number of tiered decks ever with 28. There are only 14 deck in July's tier list. I'm pretty sure that's the lowest total for a full month since I restarted this project. It also means that the MTGO inbreeding problem is back. Most of the players placing in Challenges are there every week, and so the sample is less about the overal meta and more about that group of grinders. But an analysist must work with the data available.

Deck NameTotal #Total %
Tier 1
Hammer Time5814.32
UR Threshold5613.83
Tier 2
Cascade Crashers286.91
Blue Living End266.42
Tier 3
UR Prowess194.69
BR Stompy194.69
Channeler Control174.20
Elementals153.70
Lorehold Turns143.46
Jund122.96
Amulet Titan112.72
4-Color Bring to Light92.22
Death and Taxes81.98
Urza's Kitchen71.73

And July is rather weird. Tier 1 is split between Hammer Time and UR Thresh. And they're twice as popular as the next deck. I have a theory on why, but more on that later. To clarify, UR Thresh is not actually deck that cares about achieving threshold, but delirium is quite similar. Rather, it's the more specific name for the UR Tempo deck from June. Thresh decks historically are about a small number of early-deployed threats backed up by lots of non-creature spells, particularly counterspells. That is exactly the strategy most UR Ragavan/Channeler/Murktide Regent decks follow. Similarly, there are versions of BR Ragavan/Channeler decks with more or fewer creatures, and the decks with more get called Stompy.

A New Pillar?

Given how skewed the metagame appears it is natural to assume that Modern is being pulled towards a dual pillar system between Channeler and Urza's Saga. Certainly, I've heard that theory thrown around a lot. There are those that say Ragavan, Nimble Pilferer is the pillar, but Channeler shows up in more decks and is more important to the opperation of said decks. Ragavan seems to get thrown in "just because" a lot, but Channeler requires some build around and to me that's defining of being a pillar more than just seeing lots of play. Also, I'm on board with considering Channeler a new Modern pillar for that very reason.

Saga, on the other hand, I'm skeptical of. Outside of Hammer Time, Saga decks were pretty poor performers in July. The play pattern is a rolling snowball of advantage, but it comes at a significant tempo cost. All the Underworld Cookbook decks and incidental Saga decks took a beating, so I'm not convinced Saga is that good in general. It's extremely good in Hammer Time because that deck only needs a few lands and Saga fills a number of holes in the deck. Older versions struggled with running out of threats in general but particularly suffered when they didn't hit Stoneforge Mystic to find their hammers. Saga makes threats and then Mystics for a Hammer. Or other bullet if necessary. Being good in a specific deck doesn't make a card a pillar.

Shardless Agent, on the other hand, is making a case for itself. Tier 2 is just decks that are only really playable thanks to Agent, and it shows up in plenty of other cascade decks and even occasionally as a value play in creature decks. Widespread success in many decks is more pillar-like to me, so watch out for Agent.

The Pattern Repeats

Remember a few weeks ago when I begged MTGO to get help for its focusing problems? Well, the phenomenon I commented on there did in fact repeat again. June's top deck was Amulet Titan. I predicted that Titan would immediately fall off because that's what had happened the last three months. Make it four for four because Titan is at the bottom of Tier 3. And I'm not saying that I'm magic, but after I complained, Amulet picked up just enough to make the Tier list, preventing the worst swing ever from happening. But I'm also not saying that I'm not magic. Thus I'm going to predict that the pattern will continue and Hammer Time and UR Thresh will fall off substantially in August. Hammer Time is the top deck, but there's so little space between them I'm calling it a tie. So both decks must weather the curse.

Power Rankings

Tracking the metagame in terms of population is standard practice. However, how do results actually factor in? Better decks should also have better results. In an effort to measure this, I use a power ranking system in addition to the prevalence list. By doing so I measure the relative strengths of each deck within the metagame. The population method gives a decks that consistently just squeaks into Top 32 the same weight as one that Top 8’s. Using a power ranking rewards good results and moves the winningest decks to the top of the pile and better reflects its metagame potential.

Points are awarded based on the population of the event. Preliminaries award points for record (1 for 3 wins, 2 for 4 wins) and Challenges are scored 3 points for Top 8, 2 for Top 16, 1 for Top 32. If I can find them, non-Wizards events will be awarded points according to how similar they are to Challenges or Preliminaries. Super Qualifiers and similar level events get an extra point if they’re over 200 players, and a fifth for over 400 players. There was one Super Qualifiers awarding 4 points in July and a Showcase Challenge that awarded 5 points.

The Power Tiers

The total points in July were actually up from June. This tracks given bigger events, though is surprising given the smaller population. June had 706 total points while July has 741. That's still pretty low for a full month, but it is closer to the normal average. Had there been more usable events from MTGMelee, July would have been a more normal month points-wise. The few events I saw were too small to use, and I didn't see usable events anywhere else either. The average points were 12.35, so 13 makes Tier 3. The STDev was 21.76, which is on the higher end, so add 22 and Tier 3 runs to 35 points. Tier 2 starts with 36 points and runs to 58. Tier 1 requires at least 59 points.

There are 15 decks in the power tiers, which is up one from population. Urza's Kitchen didn't make the transition from population to power, which in my mind cements Saga's decline. It's just not as good as everyone thought. In Kitchen's place are Mill and a resurgent Heliod Company. Both did pretty poorly overall in population, but in the events they did place, they placed very high. This strongly suggests that they're out of the mainstream and are being held up by enthusiasts and specialists. However, both also seem like good choices in a metagame defined by Hammer Time and UR Thresh.

Deck NameTotal #Total %
Tier 1
Hammer Time10914.71
UR Threshold10614.30
Cascade Crashers638.50
Tier 2
Blue Living End486.48
BR Stompy405.40
UR Prowess364.86
Tier 3
Grixis Channeler344.59
Lorehold Turns253.37
Elementals243.24
Jund202.70
4-Color Bring to Light192.56
Heliod Company162.16
Amulet Titan152.02
Mill141.89
Death and Taxes131.75

The top two tiers have expanded and overall this looks more like the typical tier list. I did check for outliers, and neither Tier 1 deck were over the line. Cascade Crashers moves up to Tier 1 thanks to many high finishes and is replaced by BR Stompy and UR Prowess. The latter has fallen a lot from its glory days, but remains a very strong contender in the metagame. Grixis Channeler is a blanket term for very similar not-quite-midrange, not-quite-tempo, definitely not control or aggro decks build around Channeler and Kolaghan's Command. And given its move up the rankings late in the month is my pick for where the renters will move to for August. We'll see how psychic I am in 42 days.

Average Power Rankings

Finally, we come to the average power rankings. These are found by taking total points earned and dividing it by total decks, which measures points per deck. I use this to measure strength vs. popularity. Measuring deck strength is hard. There is no Wins-Above-Replacement metric for Magic, and I'm not certain that one could be credibly devised. The game is too complex and power is very contextual. Using the power rankings certainly helps, and serves to show how justified a deck’s popularity is. However, more popular decks will still necessarily earn a lot of points. Which tracks, but also means that the top tier doesn't move much between population and power, and obscures whether they really earned their position.

This is where the averaging comes in. Decks that earn a lot of points because they get a lot of results will do worse than decks that win more events, indicating which deck actually performs better. A higher average indicates lots of high finishes, where low averages result from mediocre performances and high population. Lower-tier decks typically do very well here, likely due to their pilots being enthusiasts. So be careful about reading too much into the results.

The Real Story

When considering the average points, the key is to look at how far-off a deck is from the baseline stat (the overall average of points/population). The closer a deck’s performance to the baseline, the more likely it is to be performing close to its “true” potential. A deck that is exactly average would therefore perform exactly as well as expected. The further away the greater the deviation from average, the more a deck under- or over-performs. On the low end, the deck’s placing was mainly due to population rather than power, which suggests it’s overrated. A high-scoring deck is the opposite.

Deck NameAverage PointsPower Tier
Heliod Company2.673
Mill2.333
Cascade Crashers2.251
BR Stompy2.112
4-Color Bring to Light2.113
Grixis Channeler2.003
UR Threshold1.891
UR Prowess1.892
Hammer Time1.881
Blue Living End1.852
Lorehold Turns1.793
Baseline1.68
Jund1.673
Death and Taxes1.633
Elementals1.603
Amulet Titan1.363

The baseline was pretty average as these go, but appears very low in the standings. That's what happens when there are events awarding extra points. It's easier for decks to beat the average but it's rare to see many unique decks get more than one point, which really kills the average.

As previously mentioned, Heliod Company did perform very often. But when it does, it does very well and took the top slot, indicated that it was quite underplayed in July. Thresh and Hammer Time appearing in the middle of the pack is actually fairly worrying for them, as it again suggests that they were more popular than actually good. However, they're enough above baseline to say that their population is justified.

Amulet Titan, on the other hand, had an abysmal showing. That is really weird, since it's normally in the upper third of the standings. It's been an enthusiast deck for a long time, and that meant specialists doing well with their special deck. I wonder where they went to allow Amulet to fall this hard. Elementals appears to be the new It Deck, gaining a lot of attention, but its position on this list says that's the wrong choice. This is down to a surge of interest following Kanister winning a Challenge with Elementals and players copying him.

All for Now

And Modern rolls on. The MTGO metagame continues to churn violently, and I will continue to observe and record. And hopefully refine my psychic powers.

Modern Top 5: Overplayed Cards

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There's a reason that stories tend to follow a certain structure. And similarly why studios seem to favor reboots and retreads over actually new movies. Humans are creatures of expectation and habit. We are used to certain things happening a certain way, especially once they've been socially reinforced, and when those expectations aren't met it creates tension and anxiety. Which is a long-winded way of saying that since I implied that this article could exist, I've created an expectation for it to exist. And will now follow through.

What Is Overplayed?

By arguing that certain cards are underplayed in the current metagame, I implied that there are also some being overplayed. Which is true. However, it's a problem for me. Explaining the underplayed cards is relatively easy: there are specific problems in Modern that have solutions which are seeing reduced or nonexistent play. An overplayed card requires more defining. Seeing a lot of play doesn't make a card overplayed. That's just popular. Rather, there needs to be a mismatch between the card's expectations and performance. And that is quite subjective. Everyone has have different expectations and thus how they evaluate a card will be different. Which is my cue to remind everyone that this is my list. These are the cards that I think are most underwhelming and consequently overplayed.

Definitions

And for me, the key is whether a card does what it's supposed to do. What I mean is whether an answer card actually answers the thing it's supposed to answer in the needed way. For example, playing Remand in a control strategy would be an inappropriate use, since it kicks the can down the road. Lots of true control running Remand would therefore constitute overplaying. A tempo deck using Remand is appropriate since all it wants is to delay the opponent. Lots of fish style decks with Remand is not overplaying.

With creatures it's a little harder. Most decks need to attack for the win and so a creature is never fully useless. Stats are also a really great way to manage expectations about what a card can actually do. Thus, an overplayed creature needs to be showing up where it doesn't belong. If something seems to be played everywhere because "it's too good not to be," "for value," or is otherwise "a free include" (actual explanations I've received) but doesn't really fit with the strategy. Or it doesn't actually do the thing it's hyped up to do. Or even worse, there are other cards that do its specific job better. If a creature is supposed to be overpowering and has to be played to be competitive, it had better actually be game ending in all contexts rather than just above average or a good rate.

Standards

Now that I've established how I define an overplayed card, I need to set out actual standards for evaluating the cards. This is particularly important given the subjective nature of this topic. However, it's also important to keep everything in context. I'm not evaluating these cards in a vacuum. Were that the case, this list would be quite different. Instead, we'll focus on which cards are currently seeing play in the decks that also see play and don't make sense to me. To make my list, the card needs to be a combination of out of place and ineffective in the metagame as it's developing. My perception is based on what I'm seeing in the metagame data, watching others explore Modern, and my own experiences.

The July metagame update is out next week, and unless something changes dramatically this week, the meta will be split between Hammer Time and UR decks. The largest grouping of said UR decks is UR Thresh, using counterspells, removal, and cantrips to support a small number of cheap threats plus Murktide Regent. BR Stompy decks built around Lurrus of the Dream-Den are another big player, while most of the combo space is cascade decks. There's a few control decks making a case, but for the most part, right now Modern looks like the fairer side of Legacy. This is the reality that I'm establishing and evaluating my standards under.

Inefficacy in Context

How easily does a card do what it's supposed to in the current deck/metagame? Last time I was just looking at how effective a card was at its job. No ifs, ands, or buts; simply, does it do what players want and expect it to do? However, to evaluate an overplayed card requires additional context. Given how the metagame is working and what is seeing play, does the card actually do what it's supposed to do? Will the card's intended primary function actually come up during games often enough to justify playing the card? And if it does, can the deck playing it make use of the effect to full impact? If the answer isn't yes to all those questions, the card needs to be questioned.

For example, Lightning Bolt has arguably been the defining card of Modern since the format's inception. It is the best there is at what it does for its price, and Modern has always had use for three damage to anything for one red mana. However, its relative stock has risen and fallen over the years as the metagame has changed. For example, in 2016 37% of decks played Bolt, but in 2017 if fell to 27%. That was the year that Eldrazi Tron and Death's Shadow took over Modern and Bolt was no longer effective removal. In 2018 Humans was the top deck; Bolt was effective again, and 35% of decks played Bolt. The inherent power of Bolt never changed, just its contextual power. A card being ineffective in context doesn't make it bad, just not the right call.

Parasitism

Does the card stand on its own or require help? A card that is good by itself in a wide variety of contexts is no parasite. However, if a card absolutely needs others to be good, let alone playable, then it is one. This isn't a problem by itself, as tribal cards are inherently parasitic and there's no issue with their playability. The problem comes when a card is a parasite but the parasitism isn't obvious. Champion of the Parish is highly parasitic but nobody would ever run it without support, meaning it will only see play in the right context. Thus, it wouldn't meet my definition of overplayed.

Conversely, Chalice of the Void doesn't need much support from its own deck to do its thing. However, its only meaningful in the context of the opponent's deck, which is still parasitic in the technical sense. This is where problems can arise. If a card is only good against a certain card or deck and does nothing by itself, it has parasitic qualities.

Another example: Authority of the Consuls is highly parasitic in this regard, since it does absolutely nothing against creatureless decks. Even against decks with creatures, its main ability only really matters against decks with haste creatures. Unless you intended to use Authority to sneak damage through new blockers, it's a negatively parasitic card. These can very easily be overplayed because they need the opponent to play ball to be good. And what if said opponent says no?

Opportunity Cost

What alternative is being sacrificed for this card? Simply put, how is the selected card better than the alternative? No card is ever actually a free include. There's always an alternative that could be played and therefore there is always an opportunity cost to every card. However, a card with a low opportunity cost will either have few alternatives or be significantly better than said alternatives. For a high one, the opposite is true. To wit: the opportunity cost of Lightning Bolt is its alternative, Lightning Strike (same effect, different cost). As Bolt is cheaper, that opportunity cost is very low. However, in the context of removal spells, Bolt may be quite high, as there are a wide range of one-mana kill spells and depending on metagame context, it may prove expensive to include Bolt over something else.

Force of Negation: 9/15

Force of Negation is a good card, and at times it has been a necessary card. It's the most flexible free counterspell in Modern. Disrupting Shoal never saw much play because it's hard to use. So Force is the only means most decks have of protecting themselves against opponent's the turn they tap out. This is very important against control and combo decks. The problem is that Force is only actually free on the opponent's turn. Even then, you only want to counter really important spells, and only if absolutely necessary. There's a reason that Force of Will gets cut in fair matchups in Legacy.

Inefficacy in Context: 3

The ideal Force targets are planeswalkers or combo pieces, preferably ones that cost three or more to offset Force's mana cost or card disadvantage. The most played noncreature spells at the moment are all cheap instants and sorceries. Sometimes Forcing an Expressive Iteration or Prismatic Ending is necessary. Doesn't feel very good, though. Forcing Chalice of the Void is a valid and good use of Force, and Ad Nauseam and Tron are still seeing play. However, Force is fairly mediocre against the cascade combo decks because Violent Outburst lets them combo off on end step when Force isn't free. It does what it does, it just doesn't happen as much as it used to, and Force's limitations are an issue.

Parasitism: 3

Answer cards are naturally parasitic. They're answers, so they need questions to have meaning. Force is a Negate variant, which makes it more parasitic because it's more narrow. It gets worse since casting Force for free (the reason to play the card) requires another blue card in hand. Doing what's necessary is necessary, but that does also create deckbuilding and gameplay requirements.

Opportunity Cost: 3

The fact that Modern has few free counters brings down Force's opportunity cost. Having to hold another blue card in hand raises the cost since that card can't be used for its intended purpose. However, the real problem with Force is the deckspace cost. There are many alternatives if the only goal is to protect against noncreature spells on the opposing turns for cheap, including Veil of Summer and Spell Pierce. That being the main intention raises the cost. Additionally, playing Force means less space for cards that answer creatures in a Modern, where answering creatures is far more important than answering spells.

Sanctifier en-Vec: 10/15

I like Sanctifier en-Vec. However, players have taken to playing it instead of Rest in Peace in decks that formerly ran Rest. The thinking is that all the cards that most decks want to exile are red, because they're thinking of Dragon's Rage Channeler decks. Having a protection from red creature is really good against those decks, so Sanctifier does the job of Rest and Auriok Champion, freeing up sideboard space. The catch is that Sanctifier doesn't actually answer Dragon's Rage Channeler because it can't exile artifacts, lands, or blue cards. And that's not even considering white and green decks.

Inefficacy in Context: 3

Against the decks that most players are thinking about, Sanctifier is quite strong. The problem is that they're not the whole metagame and Sanctifier is worthless against Emry, Lurker in the Loch, Lurrus, and Living End decks. Decks which are as prevalent in aggregate as the DRC decks.

Parasitism: 3

Sanctifier is a color hoser. Those are very parasitic, even when attached to reasonable stats on a good creature type. It's also a graveyard hate card, which is relevant often but not always.

Opportunity Cost: 4

The cost of playing Sanctifier is Rest in Peace. Sanctifier being overplayed is in fact the reason that Rest is being underplayed. In a deck like Humans, the cost is low because Humans never ran Rest. For the Stoneblade and control decks I've seen running Sanctifier, it is a high cost. Particularly because the majority I've seen aren't running any graveyard synergies themselves.

Ragavan, Nimble Pilferer: 10/15

The most hyped red one-drop from MH2 was Ragavan, Nimble Pilferer. The most played one has proved to be DRC. It may be this hype and the dream of stealing opposing cards which has led many players to run Ragavan in decks that cannot support him. And Ragavan needs a lot of support.

Inefficacy in Context: 2

If the statlines and dash were the only metric, then Ragavan would be worse than Zurgo Bellstriker, because Zurgo doesn't die to Lava Dart, Wrenn and Six, and Gut Shot. Zurgo seeing no play would indicate Ragavan would be very ineffective. However, making treasure is a very useful ability, and is the real reason that Ragavan sees play. Getting to play opposing spells is more of an occasional reward than a point in Rags's favor.

Parasitism: 5

However, dying to everything and needing to successfully deal combat damage is Rags's failing. He's very strong in decks that play lots of removal, disruption, and/or other cheap creatures to clear a lane to actually connect. If that isn't the case, he's just removal bait, and that's the problem: I'm increasingly seeing decks that can't actually protect or clear space for Rags play him. Rags is very bad without a lot of help.

Opportunity Cost: 3

On the one hand, cheap aggressive creatures is very low cost because winning the game is good. However, in the slower decks I see Rags infiltrating, he's taking the place of removal, bigger threats, and/or reliable card advantage, all things these decks absolutely need and must closely monitor their budget for.

Grief: 13/15

I've been skeptical of Grief since it was spoiled. Modern as a whole seems to agree with my skepticism. Where initially Grief saw widespread play, it has drastically narrowed to WB Stoneblade and Living End. The Stoneblade decks are contorting themselves silly to make Grief work and still floundering in the metagame standings.

Inefficacy in Context: 3

In Living End, Grief is a good card because it protects and opens a road for the combo while synergizing with the payoff. Everywhere else, Grief is a free but card disadvantageous Thoughtseize, a card whose own stock has fallen relative to past years (and not, I would guess, because it's too expensive to cast).

Parasitism: 5

Grief is only good when its card disadvantage gets made up. This is why it doesn't see play in tribal Elementals very much. This is no problem for Living End. However, every other deck is going to ridiculous lengths to try and live the dream of turn 1 Ephemerate on Grief. The card is making decks warp themselves to better serve it, but doesn't reward them with Challenge or Preliminary results. Making a host serve its interests and not the hosts is textbook parasitism.

Opportunity Cost: 5

Stoneblade has been cutting Thoughtseize and Inquisition of Kozilek to run Grief. Those cards don't put the same pressure on deckbuilding as Grief, have lower mana costs, and don't generate card disadvantage early. That's a max-cost situation there.

Aether Gust: 15/15

It was watching a UW Control deck Aether Gust a Primeval Titan three times and then die once it resolved that got me thinking about overplayed cards in the first place. Gust is a tempo card that somehow mostly sees play in non-tempo decks, primarily control decks. Which want to permanently remove things, not delay them to be answered again. Were Gust seeing play in UR, there'd be no problem. But it's the high control play that earns Gust it's spot.

Inefficacy in Context: 5

Unless the opponent is stupid, they're not Gusting that Titan to the bottom of their library. This is the main way I've seen players use Gust in Modern for the past two years. The best use is Gusting a resolved Dryad of the Ilysian Grove to fizzle Valakut, the Molten Pinnacle triggers. However, that need is at a low ebb, and instead I see a lot of control players Gusting against cantrip-heavy red decks. Control is all about buying time, but it also cares about card economy and having to spend several spells answering one is very suboptimal.

Parasitism: 5

To actually remove something important for good, Gust needs the opponent to put it on the bottom of their library. That's a parasitic line. Alternatively, the card could be removed from immediate concern via Field of Ruin, Thought Scour, or Ashiok, Dream Render. For an answer card to need other cards to actually answer something is highly parasitic.

Opportunity Cost: 5

By running Gust, control is deciding not to run a card that actually answers a red or green spell. The only reason they're doing that is Cavern of Souls naming Giant. Given how rarely the plan works out in my experience, it's as big a cost as possible. Pathing Titan and Dryad is almost always a better line than Gusting and hoping to... what exactly? Suddenly win in one turn?

Value Impact over Effect

The main thrust of these cards is players valuing a card effects or perceived effects over proven impact. We all get distracted by cool things, but that's a trap. Focus on what actually works in context, not just what you think works, or worse, what you want to work.

Modern Top 5: Underplayed Cards

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It's summer. There's not much happening on the Magic front. And I've got summer things to do. So I'm giving in and doing a list article. At least the algorithm will be satisfied. And I still have my professional pride preventing me from doing it in a nonanalytical way.

The Online Metagame

An explainer/disclaimer before I start: everything I'm going to say about metagame position applies to the MTGO metagame and only the MTGO metagame. This is mainly because MTGO is almost my only source of data right now. MTGMelee generates a usable result or two monthly, and while I know there are paper Modern events happening, the ones I can use don't seem to get posted anywhere. Thus I am only ever really addressing that metagame, and your experiences will vary wildly if you play in paper or in non-MTGO premier events.

MTGO in Crisis

The secondary reason is that it's MTGO with the problem I need to address. If you aren't MTGO itself or a dedicated MTGO player, skip this section, I'm not talking to you. Everyone else gone? Good.

MTGO, you have a problem. You have no demonstrated ability to focus. You just swing wildly and alarmingly between whichever deck strikes your fancy, use it up, and immediately discard it in favor of the Hot New Thing. It's happened three times this year so far, and is happening again. In the beginning, everything looked fine. The metagame was evolving along an understandable trajectory based on what had happened before and the card pool. However, you've simply gone nuts since the February bannings. The top deck of one month suddenly crashes into irrelevance as another deck rises to take its place. In March it was Jund Shadow, which was replaced by Heliod Company, which was completely dethroned by UR Prowess, then Amulet Titan. I don't know what deck will win for July, but at the current rate, Amulet Titan won't even make July's tier list. This isn't metagame shifts, this is harmful behavior.

MTGO, you need help. Your behavior is akin to ADHD or bipolar disorder. I'm not qualified to provide the help you need, but it is available. Go and find it so that I don't have to comment on your violent swings and inconsistencies every. Single. Month. Some stability and discipline will be good for you and better for all your players. Get help!

Standards

Alright, with that off my chest, it's time to actually focus on the title topic. The metagame has shifted a lot recently and subsequently some cards are seeing more or less play than at the start of the year. This is perfectly natural and to be expected. Especially when a set as consequential as Modern Horizons 2 is released. And in normal circumstances, established staples being replaced by new cards or older ones that are better in context isn't worth discussing.

However, these aren't normal circumstances. A new and very Legacy-lite deck is all the rage, which in turn has the community in a bit of a rage. Calls for a ban right after a metagame shift are nothing new and generally worth ignoring. However, this time around, I'm a bit triggered because a lot of what's being complained about is perfectly answerable by existing cards that for some reason aren't seeing play. And a few that have actually dropped off concurrent with the spike in decks said cards are primed to answer. And therefore today's list is those underplayed cards that are strong answers against the top decks in Modern, but for whatever reason don't get the love they deserve.

Of course, to do this properly I need a rating system. Jordan's done a lot of these articles over the years, and his template is solid. Take three criteria, rate each card out of five, order the list based on their score. I'm going to use different  criteria than him to more accurately make my point. Do note that all this is fairly subjective and I'm always open to debating the points.

Efficacy

How easily does the card achieve a desired end? Not every card is equally effective at all tasks. If there's ever a card that actually does everything at a good price it will hopefully be banned. What I'm looking at is how well the card does whatever it's meant to do. For example, Counterspell rates very high as a general-purpose answer (the point of Counterspell), but very low as a win condition (it's just not a win condition).

Mana cost is an amplifying consideration for this category. Being cheap doesn't automatically make a card effective, but a cheap and effective card will rate higher than an equally effective one that's more expensive. Thoughtseize would score higher than Grief for that reason.

Meta Versatility

How useful is this answer card in the current metagame? Maindeck and sideboard space are valuable commodities. Running narrow answers is a calculated risk when specific decks are highly represented, but in general it's better to run cards that are useful against a wide range of decks. The more decks a card would be useful against (for maindeck cards) or brought in (for sideboard cards) the more versatile it is given what is actually seeing play right now.

Splashability

How easily can decks run this card? Jordan's used this one a lot, and I'll let him speak for it himself:

Splashability will be rated by considering how many existing Modern decks can accommodate the card and whether they’ll want it. For example, despite its lack of a color identity, Ghost Quarter doesn’t fit into BGx midrange decks. These decks can easily run Fulminator Mage as mana disruption instead, and prefer not to miss a land drop if they don’t have to.

#5: Shatterstorm: 9/15

First up is the earliest and most definitive Go-Away-Artifacts card in Magic, Shatterstorm. Both Affinity and Urza, Lord High Artificer decks are making a resurgence, with the latter associated with the various Underworld Cookbook Food synergy decks. These decks and to a lesser extent Hammer Time are flooding boards with random artifacts and Affinity and Food have Welding Jar, so a card that kills every artifact and foils Jar is essential to keep from being swamped.

Efficacy: 5

The only artifact that actually sees regular play in Modern which Shatterstorm doesn't kill is Darksteel Citadel. Nothing will save an artifact board from the storm. More importantly, four mana is a great rate for sweeping a board. A lot of decks are running Shattering Spree instead because it can be cast for less and many red decks are very low to the ground. The catch is that in exchange for that cost reduction, Spree kill far fewer artifacts and potentially be answered by Welding Jar. There is no way to immediately and completely ruin an artifact deck's day than slamming Shatterstorm.

Meta Versatility: 2

Shatterstorm does exactly one thing: sweep the board of artifacts. This is only relevant against decks that flood the board with artifacts. There are quite a few of them right now, but it's not universal. Against many deck with few artifacts, such as Eldrazi Tron, decks are better off with Spree since it's far cheaper.

Splashability: 2

Decks need to be less committed to red for Shatterstorm than Spree, which is a huge bonus. However, only slower decks can afford to cast a four mana answer. The former makes Shatterstorm more splashable, the latter makes it less, and cost is a much bigger concern than color dependency.

#4: Alpine Moon: 11/15

There are a lot of decks running Urza's Saga. There are a lot of decks running Valakut, the Molten Pinnacle. And also Tron's always hanging around. These are all decks that Blood Moon is very strong against. The problem is that a lot of decks that want to answer Valakut, Saga, and Tron are also very badly hurt by Blood Moon. The solution that is not seeing enough play is Alpine Moon. It's a one-sided effect that surgically removes the problem land from consideration.

Efficacy: 3

Moon straight-up kills Urza's Saga upon resolution. It merely nerfs any other land it targets. This is usually worthwhile since preventing fast Valakut kills or Tron is critical for many decks. The problem is that Moon is quite vulnerable to removal. I'd rate Pithing Needle similarly: It's very good at what it does for it's price, but should not be the sole solution to a problem because it can't remove the problem from play.

Meta Versatility: 5

The cards a specifically mentioned see play in many decks. However, almost every deck has some land that's worth naming with Moon: Inkmoth Nexus, Fiery Islet, manlands, and utility lands are everywhere. It's not always necessary to Moon every deck to win, but the fact that Moon has value against the vast majority of decks gives it huge versatility points.

Splashability: 3

Being one mana is a huge plus. Being red is another huge plus, especially when a very large part of the metagame is running red. The problem is that there is also a significant part of the metagame running the targeted lands. Those decks that want Moon can pack it readily, but it shakes out such that there aren't too many that do. More should, but not every deck.

#3: Rest in Peace: 11/15

This is Modern. The graveyard is an essential resource. Has been for years, and continues to be so right now. The difference: at the moment, the main use is Dragon Rage Channeler's delirium and delve for Murktide Regent, with Cookbook/Ovalchase Daredevil synergy thrown in for good measure. Which makes it so weird to me that decks are running one-shot disruption rather than continuous hate. Even those without any graveyard cards themselves. I suspect that desire to play with Endurance is driving the decision, but the ease with which Food decks in particular play around such hate makes me seriously question the decision.

Efficacy: 5

There is no better piece of graveyard hate in Magic than Rest in Peace. For a paltry two mana, there are no more graveyards for as long as Rest stays on the battlefield. No additional mana required. What sets Rest apart from Leyline of the Void is that it also removes the cards already in the graveyard, which ensures that any value stops immediately upon resolution. No. More. Graveyard value. Nothing else says it better.

Meta Versatility: 3

There are a lot of decks which Rest is very important against. However, there are plenty of others against which Rest has no utility. Not every deck has graveyard synergy, and some that do have so little that Rest is overkill and Soul-Guide Lantern is more appropriate.

Splashability: 3

Rest is cheap in absolute and color-requirement terms, meaning that any deck that can make white mana can play it. However, many decks want to use their own graveyards, too. Rest is a blunt tool while many decks might prefer a surgical one. Just like Alpine Moon, every deck that wants Rest can easily splash it, but not every deck that can wants to.

#2: Chalice of the Void: 13/15

For a very long time, the only real use of Chalice of the Void was to lock out one-drops. Thus, it was only useful in very specific matchups by very specific decks, by which I mainly mean Eldrazi Tron. This is no longer the case. The proliferation of cascade decks has changed everything, and far more decks should be running Chalice.

Efficacy: 5

In terms of cheaply answering cascade decks, nothing is better than Chalice. It literally costs nothing to lock all the cascade decks out of their signature spells. Against Living End or Glimpse of Tomorrow, Chalice is a death sentence and must be removed. The Crashing Footfalls deck is severely hampered, but can win without free rhinos. Chalice is also legendary against Prowess and similar decks in Modern, just as it is against Delver in Legacy, and this is more relevant now than ever before.

Meta Versatility: 4

As mentioned, it is very strong against the cascade decks. They see a lot of play and there are a wide variety of them. It is also very effective against the numerous UR Channeler decks that have been the everywhere. It's even strong in multiples, as a Chalice on zero stops cascade spells and Mishra's Bauble and another Chalice on two stops all the maindeck answers to Chalice in those decks.

Splashability: 4

Besides cascade decks themselves and Affinity, every deck can cast Chalice for 0. That part is eminently splashable, and even for those decks with Bauble it's better to shut down your long-game value engine than lose to Living End. However, outside that use, Chalice gets trickier. Few decks won't be hit by their own Chalice on one or higher. Also, as a practical matter, Chalice is quite expensive to acquire. I don't begrudge Modern players for not running Chalice, even if it is underplayed.

#1: Path to Exile: 14/15

Why is it that Path is seeing less play now than it did a month ago when the number of targets it has is increasing? Especially targets that only it can answer for one mana? Prismatic Ending and Solitude are the answer. Which I find infuriating when so many players are complaining about Murktide Regent or getting killed at instant speed by Hammer Time. Ending is a very versatile card and answers a lot of the same things Path does, but at sorcery speed. And it can't hit the costly threats that are starting to pop up everywhere. Solitude doesn't ramp opponents, but this is balanced by it costing another white card. Players seem to prefer playing the more contextual answers and complaining about unkillable threats than just running more Paths right now.

Efficacy: 5

One mana, exile target creature. It doesn't get more efficient or permanent than that. And considering that removing large creatures at instant speed is especially important right now, Path is particularly potent.

Meta Versatility: 4

The only decks that don't have creatures that you want to Path are some control lists and Ad Nauseam. That's not enough to worry about, but the bigger concern is that Path does ramp opponents. This is a large part of its drop off since one mana creatures are seeing more play now than before. However, this is balanced for me by instant speed, equivocality, and price.

Splashability: 5

Any deck that's white that wants to kill creatures can run Path. The fact that more don't is mystifying to me, given delve creatures, construct tokens, and Primeval Titan being very popular.

Right Card for the Job

There are reasons that all of these cards aren't seeing much play at the moment. However, I don't think they outweigh the positives of running them, and that's why they are underplayed. Before players complain about broken cards, I wished they'd reexamine and adjust their own card choices.

An Adventure to Remember: AFR Spoilers

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I'm in an unusual position this spoiler season. Two weeks ago, barely anything had been spoiled; today, the whole set is not only spoiled, but available online. Such are the breaks when spoiler season happens over the first week of a new month. As such, this will be a different kind of spoiler article. I won't just be baselessly speculating on cards after consulting my crystal ball and past experience. No, I can add in the miniscule amounts of data now available! So much more accurate.

Dungeons & Dragons: Adventures in the Forgotten Realms is a strange set. It has a unique mechanical feel and is the first set to use flavor from an entirely different IP. Though considering how many elements of D&D have permeated everything fantasy, it's almost surprising Wizards hasn't been more blatant sooner. They do own both games, and create D&D modules for Magic sets. All that is probably why the set has an uncanny valley feel to me: at once very familiar and deeply strange.

However, it's also a weird set power-wise. There are some potentially very strong cards and interactions, but nothing on Throne of Eldraine's level. Which also makes sense; Wizards did get burned badly on that one, and has been consciously nerfing sets since then. Also, AFR was initially designed as a D&D flavored Core Set, and those aren't so great. UsuallyAFR is also following on MH2's heels, so even if it had been on the higher end for a Standard set, it would look weak by comparison. Not that I'm complaining. It's nice to see Wizards demonstrating some discipline after years of just going for broke every set.

Downgrading the Dungeons

When I first looked at AFR two weeks ago, it was pure speculation on whether the Dungeons could be Modern playable. With the set now fully spoiled, I can confidently say that they aren't. There simply are no Modern-caliber cards that venture into the dungeon. I'd go so far to say that Dungeons may not see Standard play. It turns out that Ellywick Tumblestrum is the only easily repeatable venturer in the set. Meanwhile, Nadaar, Selfless Paladin was indicative of how venturing creatures would work, meaning they're tied to combat and meant to trigger once a turn. That's... okay-ish for Standard if multiple creatures attack in a turn, but won't fly in Modern. It looks like Wizards was afraid of Dungeons and intends for them to be a limited-only mechanic.

What Could Have Been

Before getting to the actual Modern-playable cards, I'd be remiss not to mention the card that is good enough for Modern, but will never see play. Portable Hole was one of the first AFR cards spoiled in the announcement of this whole extended summer spoiler-a-thon. And it is totally Modern-worthy. In fact, all three non-Tiamat cards in that announcement are potentially playable. Hole fills a huge, um, hole in white's removal options, and dealing with 1-drop creatures has never been more important. It also deals with Wrenn and Six, which has become critical for all the 4-color piles hanging around. Power Word Kill hits every commonly-played Modern creature for a decent price and Prosperous Innkeeper is a Soul Sister that accelerates. All at cheap enough costs to be Modern staples.

However, they were spoiled before MH2 was. And that set killed their playability. There is no reason for 99% of decks to run Hole over Prismatic Ending. Ending is forever, but a hole is escapable. It's just a cheap Banishing Light in a format where Assassin's Trophy and Abrade saw considerable play and now Ending is everywhere. Ending also scales to hit more things than Hole. Hole will see play in artifact synergy decks, but nowhere else. Urza has a way of making artifacts playable. Similarly, Power Word was superseded by Damn. The latter is more flexible and more importantly a wrath too. Innkeeper wasn't actual made obsolete before it was released, but I can't see why a deck would actually run it, especially right now. What might have been....

Speaking of Artifacts

The biggest potential winner form AFR are artifact decks. I'm sure exactly which artifact decks, but the highest concentration of playable cards are all artifact synergies. I've already mentioned Portable Hole, but the card that I think will see more adoption is Treasure Vault. Between the ETB tapped artifact lands in MH2 and now the untapped Vault, I'm suspicious of Wizards testing the waters ahead of unbanning the original artifact lands. I've never been clear why they needed to stay banned once Krark-Clan Ironworks was banned, but we'll see. Vault is an upgrade on the MH2 artifact duals only because it enters play untapped. Power Depot is seeing play in the new Hardened Scales  Affinity decks as another modular card to feed Arcbound Ravager. Vault doesn't provide fixing or extra value, but being untapped allows for more explosive turns. That should be worth at least a slot or two.

Outside of Affinity, I'm not certain of Vault's fate. The Urza decks need colored mana, already play Urza's Saga, and can't really make use of a random artifact land. However, they often have lots of extra mana and like having lots of artifacts to fuel their engines/synergies. This suggests using Vault for its treasure generation rather than as an actual land. Which begs the further question: how is that better than Thopter Foundry? And I'm not sure. The only reason to turn a lot of mana into half as many treasures is to save it for later and... why not use it to win on the spot? Treasure Vault has a lot of potential, but I'm struggling to see why any deck would bother except that it wants an untapped artifact land.

Artifice for Value

However, Wizards didn't just print artifacts. They also printed some new artifact-finding white creatures which are potentially playable if the right deck emerges. The first, Ingenious Smith, is not really a new effect. Glint-Nest Crane has seen scattered play for years, and a 1/3 with flying is better than a 1/1 without flying. However, Crane being blue is actually a strike against it since Urza, Lord High Artificer is also blue and competing for space. Also, Smith grows. It only grows by +1/+1 per turn, but artifact decks tend to be on the patient side and might be willing to dig for an artifact then sit back and build massive creatures. Wizards actually included the "triggers only once per turn" on a lot of AFR cards, so it looks like they've finally started taking the potential for abuse seriously.

There's also Oswald Fiddlebender. Birthing Pod on legs is nothing new and has proved to be too vulnerable for Modern, as Prime Speaker Vannifar can attest to. However, we've never had one for artifacts before, and Oswald costs half as much as Vannifar. I have no idea how, but cheap engines are abusable and with the affinity mechanic being played again, there's huge potential for Oswald getting absurd in a hurry. Turn three Myr Enforcer into Sundering Titan into Inkwell Leviathan or The Great Henge the next turn seems pretty nuts. Whether this is a combo play or simply for value, it sounds like a Modern-worthy strategy.

The Stumbling Block

The only question is why to bother with these white value creatures when Urza's still legal. He does everything artifact decks could ever want and more. And honestly, I don't think there is any reason. The Whirza decks rarely bother with non-Urza creatures anymore, and I don't see that changing. However, I also don't see Urza sticking around forever. Should something new be printed that benefits Oswald and Smith but not Urza (which is very unlikely), then they'd both headline a new deck. Alternatively, if Urza gets banned (which it looks like Wizards wants to avoid, based on their nerfing of artifacts recently) I'd expect Oswald to headline a new Whirza variant. However, until this happens, their use will be pretty niche.

Demilich

This card actually worries me. On face, a four mana 4/3 that has to attack to mimic Snapcaster Mage is not Modern-playable. However, the same could be said of a 3/2 flyer with haste for four, and Arclight Phoenix was the It card of 2019 until Faithless Looting was banned. The main draw in both cases is that they jump back from the graveyard for free. Well, not exactly free: Arclight needed specific conditions to be met to trigger its return. Demilich has escape (functionally) and needs four instants and sorceries in the graveyard to exile. And while that is more flexible, it's also not free.

It's the first clause of text that makes Demilich Modern playable. In a typical Prowess or Storm turn, Demilich is actually free to cast, even from the hand. Casting Arclight always costs 3R. And free is always dangerous. The question is whether this danger is theoretical or real. Best-case scenario: a turn 2 'lich off two Manamorphoses. That's harder and less aggressive than casting Stormwing Entity, which tells me that Demilich isn't a Prowess card. Storm is a possibility, but attacking really isn't Storm's thing except in emergencies. Which suggests that Demilich could be a sideboard card for when the combo fails.

However, I ultimately think that Demilich needs to be in an Arclight Phoenix deck. Those haven't existed since Looting was banned because it's too hard to get multiple early Phoenixes into the graveyard. That's still the case, but instead of being all-in on dumping Arclight off Chart a Course or similar, Phoenix decks could drop free Demilichs. Thus, they'd present reasonable threats earlier and more often, increasing their viability.

Positive Evidence

I'm not the only one thinking this, and it's already starting to happen. Aspiring Spike has been working on the list and has inspired others to take up the mantel. It is far too early to tell, but in a meta filled with grindy UR decks, the one with recurring threats seems well positioned. I doubt that Phoenix will reclaim its old glory, but it may be viable once again. Keep a close eye on this one.

Tasha's Hideous Laughter

On the subject of AFR cards already seeing play, Tasha's Hideous Laughter has replaced Mesmeric Orb in Mill. It makes sense as exiling defeats the main counter to mill strategies (namely Eldrazi Titans and Gaea's Blessing) and with MH2 pushing down mana costs, the potential to mill a lot of cards is real. With the average mana cost of Tier 1 decks being around 1.5, a single Laughter will exile 13 cards plus or minus a few to reflect variance. That's on par with existing staples Archieve Trap and Fractured Sanity. The only worry is that it's another three-mana spell. Mill's biggest problem has always been clunky hands, and Laughter doesn't help. Plus, if counters become more common, it will prove harder to slip a three mana spell past counters than a two mana spell. I suspect this is a metagame call, but we'll see.

Wish

The last card is also the most speculative. There's never been a wish this broad before. Appropriate really, since Wish is as definitively and broadly named as possible. Which again makes sense since it's from D&D and predates the Magic wishes. While normally this would open a wide range of possibilities for almost every deck to exploit, Wizards seems to have considered that and Wish works differently from other wishes. All the other options place the wished-for card into the hand to be used whenever. With Wish, the card must be cast in the same turn. No sandbagging, no stockpiling value; just get a sideboard card and cast it the same turn. This is balanced somewhat by Wish never specifying the card that must be played, so the caster can revaluate their choice if something happens after Wish resolves.

However, the requirement of casting the card in the same turn puts a lot of strain on the manabase for most decks. Especially since Wish costs three. That's a huge burden for aggressive decks and is no small problem for control. Combo, particularly Storm, is the only strategy that may want to Wish and will have the mana left over to cast the card and likely follow up to win. Wish also has an advantage since it costs less than current staple Gifts Ungiven. Still, I'm not a combo player, so we'll have to wait and see how this plays out.

Wandering Near to Home

After the banquet that was MH2Adventures in the Forgotten Realms is positively a famine. However, that's no bad thing. Modern is already going to be settling for some time and dumping more cards into the mix will only increase the churn. All that's left is to wait and see how MTGO shifts before AFR is available in paper.

A Format Reborn: June ’21 Metagame Update

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It's the first Tuesday of the month, so it's time for the metagame update. Yes, even in the middle of spoiler season. Because, serious question, when aren't we in spoiler season? This year's release schedule is ridiculous; I could spend all my time just discussing cards and never run out of gas. I've got to draw a line and set some standards. And, more importantly, Adventures in the Forgotten Realms is so overshadowed by Modern Horizons 2 that it makes more sense to hold off on talking about that until the whole set is revealed.

Every metagame update has its own weirdness. June's is high volatility. Again, Modern Horizons 2 released and with it came a flood of cards that are shaking up existing decks and making new ones. Players really like MH2 and brewed up a storm. As a result, the total number of distinct decks was up. Way up. The most decks ever since I restarted the monthly metagame updates. May saw 65 distinct decks place on MTGO. I recorded 87 individual decks in June. And that was with a fair amount of aggregation as decks evolved and new ones emerged. Plenty of decks changed dramatically from their first emergence to their final forms this month, but I kept them together because the central premise and strategy stayed the same despite numerous card changes. Had I not done so, the total decks would be close to 100.

And this is despite the total decks being a fairly modest 457. Limited release events precluded any special or extra constructed events. In fact, I included several non-Wizards events just to fill out the data. These were two Preliminary-like and one Challenge-like event I found on MTGMelee. They had similar populations and record reporting as the official MTGO events which is good enough for me. Hopefully there are more non-Wizards events soon, the metagames these events suggested looked very different to MTGO's.

June Metagame

To make the tier list, a given deck has to beat the overall average population for the month. The average is my estimate for how many results a given deck “should” produce on MTGO. Being a tiered deck requires being better than “good enough;” in June the average population was 5.25, meaning a deck needed 6 results to beat the average and make Tier 3. This lower than any other month as these go. Which makes sense, given the breadth of the data. Then we go one standard deviation above average to set the limit of Tier 3 and cutoff for Tier 2. The STdev was 6.78, so that means Tier 3 runs to 13, and Tier 2 starts with 14 results and runs to 21. Subsequently, to make Tier 1, 22 decks are required. This is a very low threshold compared to previous months and a low STdev.

The Tier Data

All of which, again, makes sense when June produced 87 unique decks, the highest number ever. This is despite being on the low end of total decks, just 457 to May's 488. A very active brewing period will do that, and the months with set releases tend to have higher deck counts. Just not this high. The explosion of placing decks, low threshold, and narrow STdev means that more decks made the tier list than Ever. 20 decks total has been the average so far. June has 28 tiered decks. I'd like this to continue. Most months the same names are in every Challenge, which means I'm measuring the same players constantly, which tends to lead to an inbred metagame. This time there were players I'd never heard of before, and that's really important for format health. It will get better once paper events are back.

Deck NameTotal PopulationTotal %
Tier 1
Amulet Titan408.75
Izzet Prowess275.91
Blue Living End224.81
Tier 2
Izzet Tempo214.59
Rakdos Midrange204.38
Urza's Kitchen194.16
Cascade Crashers163.50
Yawgmoth163.50
Tier 3
Humans132.84
Burn132.84
Crab Mill112.41
Hammer Time112.41
Jeskai Stoneblade112.41
Hell's Kitchen102.19
Niv 2 Light91.97
Ponza91.97
Eldrazi Tron91.97
Enchantress91.97
Esper Control81.75
UW Control71.53
4-C Omnath71.53
Jund71.53
Death and Taxes71.53
Heliod Company61.31
Lantern Control61.31
Ad Nauseam61.31
Hardened Scales61.31
Lorehold Turn61.31

Amulet Titan was the top deck this month by a lot. I told you UR Prowess's performance last month was an outlier. Amulet has been a solid Tier 2 deck for months, so to see it as the top of Tier 1 might be surprising. However, context is important. Amulet Titan earned roughly two-thirds of its slots in the first two weeks after MH2 released. The main reason was that it was easier to incorporate Urza's Saga, the card most players speculated would be broken, in that deck than anywhere else. It took a while to work out the Food and Ragavan decks that would dominate the later weeks. Thus, Amulet got a pass as a known good deck until the rest of the format caught up.

June also highlights a minor problem with how I do the statistics. If I used the 95% confidence interval as my starting point instead of the average, more decks would be included and the tier threshold's lowered which would have grown Tier 1 by two, possibly three decks and two would have grown on net by up to three. UR Tempo, the blanket term for the non-Prowess UR aggro-control decks which sometimes feature Delver of Secrets, Dreadhorde Arcanist, or Murktide Regent was right at the cutoff to Tier 1, with Humans and Burn just missing Tier 2. However, the order still wouldn't have changed, so everyone is free to make up their own minds on the "real" tiers, and I think that including the decks below the current cutoff is giving them credit they don't deserve. Especially when they wouldn't make the power tiers regardless.

New Decks Rise

There a ton of totally new decks in this update. There are also a number of decks that have been substantially changed as the result of MH2. Trying to go into all the changes would take the entire article (and is Jordan's thing anyway) so I'm just going to do a quick rundown of the big ones:

  • Blue Living End: Shardless Agent pushes Living End away from Jund into UB splashing red and green for Violent Outburst. Also allows more interaction than old lists
  • UR Tempo: As mentioned, a blanket term for non-Prowess Izzet decks. Their unifying theme is cantrips, Dragon's Rage Channeler, and Ragavan, Nimble Pilferer
  • BR Midrange: Essentially, Jund Rock without Tarmogoyf. Has become more aggressive to include Ragavan
  • Jeskai Stoneblade: Take Jeskai Tempo from years ago, and remove Geist of Saint Traft and Spell Queller for Stoneforge Mystic and Ragavan
  • Urza's Kitchen: Urza, Lord High Artificer partners with Asmoranomardicadaistinaculdacar and his Saga to produce lots of gigantic constructs that are buffed by making lots of food tokens
  • Cascade Crashers: Take the cascade decks from February, add Shardless Agent, and replace Valki, God of Lies with Crashing Footfalls.
  • Hell's Kitchen: Instead of Urza, Witch's Oven and Cauldron Familiar combine with Asmor to make food for early Feasting Troll Kings.
  • Enchantress: Play lots of enchantments. Use Enchantress's Presence to draw all the cards to hide behind Solitary Confinement

That's not all that's changed, but these are the most dramatic additions to the tier list.

Old Decks Fall

Meanwhile, a lot of previously established decks have fallen off. UR Prowess fell dramatically, but that's probably just a normal adjustment. It was severely overplayed last month. Similarly, previous boogeyman Heliod Company fell all the way into tier 3. Control decks are just hanging on, too. More shocking is Mono-Green Tron disappearing from the tier charts. Some of this is certainly a change in viability as the metagame shifts. Tron isn't great against fast aggro, Company doesn't like lots of removal, control doesn't work well in unpredictable metagames. However, some of this is also the allure of new cards. Players want to play with new things and since it's cheap to switch decks online, they're moving away from old standbys to try the new sauce. Don't write the old decks off yet. Let the meta settle for a few months.

Power Rankings

Tracking the metagame in terms of population is standard practice. However, how do results actually factor in? Better decks should also have better results. In an effort to measure this, I use a power ranking system in addition to the prevalence list. By doing so I measure the relative strengths of each deck within the metagame. The population method gives a decks that consistently just squeaks into Top 32 the same weight as one that Top 8’s. Using a power ranking rewards good results and moves the winningest decks to the top of the pile and better reflects its metagame potential.

Points are awarded based on the population of the event. Preliminaries award points for record (1 for 3 wins, 2 for 4 wins) and Challenges are scored 3 points for Top 8, 2 for Top 16, 1 for Top 32. If I can find them, non-Wizards events will be awarded points according to how similar they are to Challenges or Preliminaries. Super Qualifiers and similar level events get an extra point if they’re over 200 players, and a fifth for over 400 players. No events awarded more than 3 points in June. There weren't any Super Qualifiers or higher events. Partially this was because of the new set release and partially this was for the MOCS final, which isn't counted because it consisted of 8 players.

The Power Tiers

The total points in June were down from May. This tracks with the smaller and fewer events. May had 790 total points while June has 706. It's the lowest point total this year for a full month, and one of the lowest ever. That's what happens with fewer Premier events. And remember, I found some non-Wizards events to include. The average points were 8.11, so 9 makes Tier 3. The STDev was 11.31, again down considerably from usual, so add 12 and Tier 3 runs to 21 points. Tier 2 starts with 22 points and runs to 34. Tier 1 requires at least 35 points.

There are only 26 decks in the power tiers, and for once it wasn't just the lowest placing decks from the population tier falling off. 4-Color Omnath had 7 decks, but only 8 points to miss the cut. Lantern Control made Tier 3 with 6 decks, but misses on power with 7 points. Both had decks with similar populations do much better on power, but Lantern and Omnath clearly only made Tier 3 because players will not give up on these decks. They're not performing anymore, but that doesn't seem to bother their pilots.

Deck NameTotal PointsTotal %
Tier 1
Amulet Titan689.63
Izzet Prowess395.52
Blue Living End375.24
Rakdos Midrange365.10
Tier 2
Izzet Tempo344.81
Urza's Kitchen324.53
Cascade Crashers263.68
Yawgmoth243.40
Tier 3
Hammer Time212.97
Jeskai Stoneblade202.83
Eldrazi Tron192.69
Humans182.55
Crab Mill182.55
Hell's Kitchen182.55
Burn152.12
Enchantress141.98
Death and Taxes141.98
Niv 2 Light131.84
Esper Control131.84
Ponza121.70
Hardened Scales111.56
Lorehold Turns111.56
UW Control101.42
Ad Nauseam101.42
Jund91.27
Heliod Company91.27

When one deck is far more popular than other options, it earns far more points. Amulet Titan is no exception and continues the trend of the past few months. Nothing else to see here.

Meanwhile, the movement in the rest of the tiers is substantial. BR Midrange jumped UR Tempo to make Tier 1 while Hammer Time and Jeskai Stoneblade shoot from the middle of the pack to just miss Tier 2. As previously mentioned, a lot of the decks that only had 6 results in the population did very well on points. The value of metagaming and brewing was well demonstrated this month.

Average Power Rankings

Finally, we come to the average power rankings. These are found by taking total points earned and dividing it by total decks, which measures points per deck. I use this to measure strength vs. popularity. Measuring deck strength is hard. There is no Wins-Above-Replacement metric for Magic, and I'm not certain that one could be credibly devised. The game is too complex and power is very contextual. Using the power rankings certainly helps, and serves to show how justified a deck’s popularity is. However, more popular decks will still necessarily earn a lot of points. Which tracks, but also means that the top tier doesn't move much between population and power, and obscures whether they really earned their position.

This is where the averaging comes in. Decks that earn a lot of points because they get a lot of results will do worse than decks that win more events, indicating which deck actually performs better. A higher average indicates lots of high finishes, where low averages result from mediocre performances and high population. Lower-tier decks typically do very well here, likely due to their pilots being enthusiasts. So be careful about reading too much into the results.

The Real Story

When considering the average points, the key is to look at how far-off a deck is from the baseline stat (the overall average of points/population). The closer a deck’s performance to the baseline, the more likely it is to be performing close to its “true” potential. A deck that is exactly average would therefore perform exactly as well as expected. The further away the greater the deviation from average, the more a deck under- or over-performs. On the low end, the deck’s placing was mainly due to population rather than power, which suggests it’s overrated. A high-scoring deck is the opposite.

Deck NameAverage PointsPower Tier
Eldrazi Tron2.113
Death and Taxes2.003
Hammer Time1.913
Hardened Scales1.833
Lorehold Turns1.833
Jeskai Stoneblade1.823
Rakdos Midrange1.801
Hell's Kitchen1.803
Amulet Titan1.701
Blue Living End1.681
Urza's Kitchen1.682
Ad Nauseam1.673
Crab Mill1.643
Cascade Crashers1.632
Esper Control1.633
Izzet Tempo1.622
Enchantress1.563
Yawgmoth1.502
Heliod Company1.503
Izzet Prowess1.441
Niv 2 Light1.443
Baseline1.43
UW Control1.433
Humans1.383
Ponza1.333
Jund1.293
Burn1.153

This is one of the lowest baselines ever at 1.43. Which makes sense given how many decks were in the overall sample. When most decks only earn one point, the average will be very low. Keep that in mind when considering how many decks are above the baseline this month.

On the subject of the most popular deck, Amulet Titan has a very favorable average point total. However, it's a little deceptive. Amulet Titan has always been above baseline since I introduced this stat. And it's usually in the upper third, exactly where it is this month. This reads as a good deck that just keeps on keeping on while the format is moving around it. Eldrazi Tron being the highest average earner was surprising until I reminded myself that maindeck Chalice of the Void is really good when lots of decks are running mostly 1-mana cantrips and/or 0-mana artifacts.

A Transitory Phenomenon

And that is the June metagame. It will be very different come July's update. The impact of AFR's arrival will certainly be a factor, but a bigger one will be refinement. The new decks and everyone's sideboards are still quite rough. Another month of refinement and testing will tease out the better deck configurations and therefore I expect a huge shift over the next month. And now to wait and see if I'm right.

June ’21 Brew Report, Pt. 1: Rags to Riches

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Modern Horizons 2 has been around for a month, and the format has adjusted thoroughly. That's not to say the dust has settled; just that the world is very different now. Today, we'll take a look at the directions fair decks are headed, featuring a pair of red one-drops that have already begun to redefine nonrotating formats.

Fair aggro-control decks seem to be coalescing around two poles, both wielding and maximizing Ragavan, Nimble Pilferer. On the tempo side of things, we've got UR Thresh; on the midrange end, BR Rock. Let's delve into both as we explore archetype homogenization, alternatives, and tech.

Fast & Furious

UR Thresh, MZBLAZER (4-0, Preliminary #12312060)

Creatures

4 Murktide Regent
4 Dragon's Rage Channeler
4 Ragavan, Nimble Pilferer
2 Dreadhorde Arcanist

Sorceries

4 Expressive Iteration
4 Serum Visions
2 Sleight of Hand

Instants

2 Counterspell
4 Lightning Bolt
4 Thought Scour
4 Unholy Heat

Artifacts

4 Mishra's Bauble

Lands

2 Fiery Islet
1 Flooded Strand
2 Island
1 Misty Rainforest
1 Mountain
4 Scalding Tarn
4 Spirebluff Canal
3 Steam Vents

Sideboard

2 Abrade
2 Aether Gust
2 Blood Moon
1 Chalice of the Void
2 Engineered Explosives
1 Force of Negation
1 Mystical Dispute
1 Spell Pierce
3 Spreading Seas

UR Thresh is Modern's answer to UR Delver, the top Legacy deck that's become downright scary (yet again) with Ragavan in the picture. The titular threat, Delver of Secrets, isn't quite where players want to be in Modern; this removal-heavy format dictates extra removal, making the Insect more of a liability here than creatures which provide some sort of value failsafe. The related need for more creatures overall makes the 1/1 worse at blind-flipping, and the lack of Ponder and Brainstorm means no great tools for setting up a flip. So instead, UR Thresh packs extra copies of Murktide Regent alongside a full set of Thought Scour, as well as up to a couple copies of the banned-in-Legacy value engine Dreadhorde Arcanist.

The rest is par for the course: there's the cheapest, most flexible removal available, including newcomer Unholy Heat, a low land count, and a set of Expressive Iteration. (That funky-looking Chalice of the Void in the sideboard is more for locking out 0-drops like suspend spells than trolling the mirror.)

I did say that UR Thresh was a premier interactive strategy fronting Ragavan, but I don't mean to say it's the best deck in Modern, or even the best UR deck. From here, it looks like that honor goes to UR Prowess, which is alive and well post-MH2 (similarly benefitting from Dragon's Rage Channeler) and doesn't even play Ragavan, preferring threats that front-load as much damage as able. Take this recent preliminary, where UR Prowess made up four of the seven decks scoring 3-1 or better (the four best-ranked, too). The two decks share many cards, but UR Prowess is decidedly more aggressive on the spectrum, and therefore gets less use out of the 2/1 Monkey.

UR Prowess, S063 (4-0, Preliminary #12312060)

Creatures

4 Stormwing Entity
4 Dragon's Rage Channeler
4 Monastery Swiftspear
4 Soul-Scar Mage

Sorceries

4 Expressive Iteration

Instants

4 Lava Dart
4 Lightning Bolt
4 Manamorphose
3 Mutagenic Growth
2 Unholy Heat

Artifacts

4 Mishra's Bauble

Lands

2 Bloodstained Mire
4 Fiery Islet
4 Mountain
3 Scalding Tarn
4 Spirebluff Canal
2 Steam Vents

Sideboard

2 Abrade
2 Blood Moon
2 Kozilek's Return
1 Seasoned Pyromancer
3 Spell Pierce
2 Threads of Disloyalty
3 Tormod's Crypt

Then there's Mono-Red Prowess, certainly an underdog but absolutely not out of the picture. Mono-Red uses Light Up the Stage to recoup on card advantage rather than Expressive Iteration, and was known pre-MH2 to go a bit bigger than UR, packing three-drops like Bonecrusher Giant and Blood Moon. In other words, it's more interactive, making it a better fit for Ragavan than its two-color cousin.

Mono-Red Prowess, JESSY_SAMEK (3-1, Preliminary #12309201)

Creatures

4 Soul-Scar Mage
4 Monastery Swiftspear
4 Dragon's Rage Channeler
4 Ragavan, Nimble Pilferer

Sorceries

3 Light Up the Stage

Instants

1 Gut Shot
4 Lava Dart
4 Lightning Bolt
4 Manamorphose
3 Mutagenic Growth
2 Unholy Heat

Artifacts

4 Mishra's Bauble

Lands

4 Arid Mesa
1 Bloodstained Mire
4 Inspiring Vantage
4 Mountain
2 Sacred Foundry
4 Sunbaked Canyon

Sideboard

2 Unholy Heat
3 Kor Firewalker
1 Kozilek's Return
1 Lurrus of the Dream-Den
3 Prismatic Ending
2 Rip Apart
3 Tormod's Crypt

Mono-Red is very handsome on paper if just for its bare-bones creature suite, which now comprises precisely the four most aggressively-costed red one-drops of all time. The above build splashes white for Rip Apart, Kor Firewalker, and of course Lurrus of the Dream-Den, giving it a big boost in mid-game power that aims to make up for the lack of Iteration for the mostly-free price of running some fast and Horizon lands.

Joining the Dark Side

As mentioned, leaning blue is but one of the paths available to would-be Ragavan casters. Modern's premier interactive color has always been that shared by Thoughtseize, so it's no big surprise to see the Monkey make headway in rock strategies, which protect it proactively.

BR Rock, MORENOTHINGS (3-1, Preliminary #12312060)

Creatures

4 Dauthi Voidwalker
4 Dragon's Rage Channeler
4 Ragavan, Nimble Pilferer
3 Kroxa, Titan of Death's Hunger
2 Dark Confidant

Sorceries

4 Inquisition of Kozilek
1 Prismatic Ending
3 Thoughtseize

Instants

2 Kolaghan's Command
4 Lightning Bolt
1 Terminate
3 Unholy Heat

Artifacts

4 Mishra's Bauble

Lands

4 Blackcleave Cliffs
2 Blood Crypt
4 Bloodstained Mire
1 Castle Locthwain
1 Godless Shrine
2 Graven Cairns
1 Mountain
1 Sacred Foundry
1 Scalding Tarn
2 Swamp
2 Verdant Catacombs

Sideboard

2 Prismatic Ending
1 Terminate
1 Thoughtseize
2 Alpine Moon
1 Collective Brutality
2 Engineered Explosives
1 Lurrus of the Dream-Den
3 Shattering Spree
2 Void Mirror

BR Rock (featuring a baby white splash for Prismatic Ending, Modern's latest premier removal spell) has all but subsumed Jund and other rock decks of late—it seems we may well have reached critical mass for powerful cards that play to rock's strip-em-n-beat-em bottom line. And as with Mono-Red Prowess, the Dream-Den's allure is a bit much to ignore, especially given that rock as an archetype lives and dies on value, incremental card advantage, and sticking a game-winning threat once opponents have run out of resources. Previously, Lurrus's companion condition was enough to keep it out of most rock decks (Shadow being the exception), but the fact is there's little need for three-drops like Liliana of the Veil or Bloodbraid Elf when the cheaper cards are this good (as of MH2, they are).

Here's Ragavan, of course, but also Dragon's Rage Channeler, which essentially just pressures the opponent while sifting through the deck and setting up delirium. That's a big difference from Tarmogoyf, Death's Shadow, and Scourge of the Skyclaves, the threats this kind of deck has traditionally favored; those creatures have to their benefit that they win combat on defense, too, meaning they apply pressure but also lend reversibility to midrange decks by stalling aggro. Channeler can pretty much never block profitably; not only is 3/3 a good deal smaller than 5/6 or however big Goyf happened to be at a given time, the creature attacks each turn if able when delirium is active. How much blocking did you want to be doing with your Goyf, anyway? The deck has plenty of removal for aggro opponents, as well as a secret weapon in Dauthi Voidwalker.

Voidwalker fundamentally alters the way rock plays by giving it access to a dimension previously claimed only by fish decks like Death and Taxes. It's an evasive threat that also functions as a one-sided hoser, in this case Leyline of the Void. While Leyline itself wasn't sided that often because of its strictness—there were better or less-risky alternatives against all but the fastest decks, and in most colors, and requiring sideboard slots was a big ask—having incidental copies stapled to a fast clock in the mainboard does indeed seem bonkers, especially considering that rock is so good at attacking opponents from the remaining game angles already. It's got targeted discard, creature kill, planeswalker kill, permanent removal, and now blue-chip grave interaction. It's also worth remembering that some of the decks that used to hassle rock the most, such as Dredge, see their recursive engines neutered by the Voidwalker.

Seeing Red

Okay, okay, so the red one-drops are fantastic. But there's more to Modern Horizons 2 than just that one story! Join me next time for the scoop on some of the brand-new archetypes emerging with the set... and on some Modern stalwarts excited to have found a few new toys.

The Not-Companions: Examining Dungeons

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This summer is absurd. Modern Horizons 2 has just hit the street, and Wizards is already previewing Adventures in the Forgotten Realms. Or technically, this is Wizards continuing to preview Adventures in the Forgotten Realms because there were initial teasers alongside the first MH2 spoilers. It's way too much, way too fast, and is deeply unfair to my wallet. And that's not to mention how all this coincides with the Steam Summer Sale.

The other annoying part is that many AFR cards are already obsolete and haven't even been released. Several cards from the initial teaser are Modern playable. However, MH2 featured better versions of said cards. While interesting for their Standard implications, it does mean that they're unlikely to make it in Modern except as budget options. Which is odd considering how they did look targeted at Modern, and it makes me wonder how well Wizards actually coordinates their card designs. But the most recently spoiled cards (at time of writing, anyway) make up for AFR being superseded by MH2. The dungeons have interesting play implications and could potentially make it in Modern. The catch is that they'll need help from the rest of the set.

Venturing Into the Dungeon

The dungeons were revealed last Thursday. They are three not-exactly cards, not-exactly tokens representing very famous dungeon crawls from Dungeons and Dragons. Which will mean something for some people and nothing to others. I'm somewhere in between as a general-purpose nerd that doesn't play D&D but knows people who do. What matters to me is that every player has access to the dungeons at all times because dungeons don't go into decks or sideboards. Instead, they're to be treated like tokens in that they just sit alongside your sideboard until needed. When a dungeon is played, it moves from outside the game into the command zone, which to my knowledge has never happened before outside of Commander.

Once there is a dungeon in the command zone, the goal is to venture through that same dungeon until the end. To do that, players have to venture into the dungeon, an action triggered by certain AFR cards. Based on the cards revealed so far, venture into the dungeon appears to be like scry in normal sets: something tacked onto a normal card as an extra effect. Importantly, the player venturing chooses which dungeon to venture into, and which adjacent room of that dungeon to move into if at a crossroads. Once you reach the end, the dungeon is considered complete and exits the command zone.

The Fear

Currently, we know next to nothing about how venture will play out. A few enablers and one non-dungeon payoff are all that's been spoiled as I'm writing this sentence. However, that hasn't stopped players from declaring that the sky is falling. Because nothing ever does. I was prepared to just dismiss these concerns until a player at last week's FNM started arguing that dungeons are the companions all over again. His argument is that dungeons are another set of cards that take up no deck space and are always "in hand" but are actually impossible to interact with and provide constant value. Which requires players to have dungeons or die. Plus, who knows what other dungeons are lurking and how busted they'll be. While said player is prone to trollish outbursts, there have been some expressing similar concerns in a more sane fashion. Thus, it is a concern worth addressing.

The Reality

In my view, though, there is little reason to believe that dungeons will be at all dangerous. They may not even see Modern play. I'll start with the easiest concern to address: there are no more dungeons. Period. The three Wizards revealed are all that were made. Mark Rosewater confirmed this, and added that initially there was only one dungeon. For once, it seems Wizards didn't want to go HAM on their first attempt at a mechanic, and deliberately restrained themselves. Which doesn't preclude more in the future, but it will be a distant one.

Secondly, while it's true that dungeons are available at all times just like pre-nerf companions, the comparison ends there. The fact that every player always has access to the dungeons at all times is irrelevant: they don't do anything on their own. The only way to get anything from them is another card's venture trigger. The companions were useful because they were functionally like an eighth card in every opener. But dungeons are just an incidental payoff for other cards that generate small but increasing effects the further into the dungeon you venture, which may indeed be worse than a scry in many scenarios. It might even prove weaker than learn.

Seeking Treasure in Darkness

That doesn't mean that dungeons are unplayable. Incremental but building advantage is definitely playable; just look at Search for Azcanta or most planeswalkers. The key question is whether there are venture cards that fit into Modern. Just being a decent venture enabler is not enough; the card needs to be Modern playable in a vacuum. Learn is the latest example of this truism, but far from the only one. Only four venture cards have been spoiled so far, and two are clearly meant for Limited only. Of the remaining two, Nadaar, Selfless Paladin is borderline, leaning toward unplayable. A 3/3 for three with vigilance is not Modern playable. One that has an enters the battlefield/attacks trigger might be in the right deck and/or metagame. I can't guess which.

Ellywick Tumblestrum, on the other hand, has potential. And a very silly name. Which D&D bards are legendary for, so at least it's a lore win. More importantly, her -2 loyalty ability is just right for Modern: digging for creatures sees play in plenty of contexts. For four mana, Collected Company finds two (smallish) creatures and puts them into play, which is much better than just finding one. However, Ellywick can find any creature, with a bonus for legendary ones. And will do so twice on her own. The first and third abilities combine nicely, and venturing through the dungeon while getting a new effect each turn is not the worst. So it could happen.

The Key

More importantly, Ellywick and Nadaar say a lot about how venturing is meant to play out. Both of them are only capable of venturing once per turn, meaning on their own they're not really going to get through a single dungeon in a typical game. They're similar to Sagas in that respect. Most games aren't going to last past turn 6, which is within the minimum time for both enablers to run the Lost Mine or Tomb, but not the Dungeon of the Mad Mage. And that also assumes that neither card has died and there was no reason to do something else with Ellywick.

However, that also tracks with the lore. Entering a dungeon on your own is suicide; that's why parties exist. Venture does stack, so if multiple enablers are playable in the same deck, it may be possible to blitz the dungeons. Which begs the question whether it's worthwhile to actually delve any of them.

Since I have no idea how quickly it will be possible to venture through the dungeons, I'll discuss the two extremes. The slowest will be a single room per turn; the fastest is blazing through in one turn. The low end is absolutely plausible while the upper end is pretty unlikely, but not impossible. It's far more likely that a deck that wants to venture as a game plan or even as incidental value will be inconsistent about the speed, but I can't know that while I can know the extreme cases.

Lost Mine of Phandelver

Of the dungeons, the Lost Mine of Phandelver is the best for starting out. Scry 1 is much better more of the time than losing or gaining a single point of life. This indicates that this dungeon is designed with incidental value in mind and that Wizards expects players to stroll rather than barrel through. And for the strolling player, there's some decent value to be had. Scry 1 is decent, though not especially powerful, as shown by Opt. From there the path really depends. The drain in the Dark Pool is a good failsafe condition with the +1/+1 counter option being the most powerful. The main problem is that the big payoff is a cantrip. Not horrible, but it really makes me wonder if this dungeon was worthwhile.

Conversely, speed-running the Lost Mine in a single turn is much better. The main reason is that the first and final ability aggregate into Opt, a very Modern-worthy card. The question is which middle path to take. The best value in a vacuum is to take the left path, which would result in a 2/2 goblin with Opt. That's not a bad outcome assuming that not a lot of mana was spent achieving said outcome. This is definitely what aggro wants to do, though they'd probably put the counter on anything other than the token given a choice. Slower decks could potentially benefit more from the treasure and nerfing an attacker. Outside of a close race, the Pool's drain is unlikely to be relevant except when there aren't creatures on board. All in all, not a bad dungeon, but it's not particularly inspiring either. A nice, functional 5/10 type dungeon.

Tomb of Annihilation

This is the dungeon that I expect most players are going to try and blitz. Which makes perfect sense; it's the Tomb of AnnihilationEntering the dungeon hurts all players and continuing on will also hurt, but the harm may be limited to the one doing the venturing. The left path is a decent taxing system for aggro decks, asking the opponent if their precious life points are worth losing cards for. Getting another threat of decent size at the end is quite good too. It's therefore the route I expect most incidental adventurers to take.

The right path is very high risk, but potentially rewarding. What's up for debate is whether it's rewarding enough. It yields the shortest dungeon path of all, but requires Smallpoxing yourself and only yourself. That's a huge ask when the payoff is just a 4/4 deathtouch. Could be worse; it could be the Tomb of Horrors. However, this is also the kind of ability that can be built around. Flagstones of Trokair is a card, and self discard an enabler, as (okay Ernenwein, steel yourself. Ready? *deep breath*) Asmoranomardicadaistinaculdacar (*gasp, pant*) will attest. In a deck that wants to discard its own cards and/or sacrifice its own permanents, Tomb could be an integral strategic option. The horror would just be a bonus in that case. Of all the dungeons, this strikes me as the most constructed-aimed.

Dungeon of the Mad Mage

I will be stunned beyond words if it is actually possible to blitz Dungeon of the Mad Mage in normal Modern games. It takes seven venture triggers to get to the end! That would require either a huge number of enablers or one that can be activated multiple times a turn. The former would probably win the game on their own while the latter is likely to be targeted at Commander rather than Modern, but we'll see.

Should players make it though, this is by far the most profitable dungeon, which makes perfect sense: higher investment, higher reward. However, until level five, all the rewards are mediocre at best. Gaining a life, making a treasure, and scry 1 then scry 2 aren't terrible, but you'd expect so much more for the effort needed to venture that far into the dungeon. At level 5, getting a Light Up the Stage or Raise the Alarm is pretty good, and should the final room be reached, the Dungeon is just absurd. However, seven rooms is a huge investment and unless the enablers are really good and there are a lot of them, I don't see anyone actually making it to the end in a normal Modern game.

Caution Is Rewarded

The dungeons are interesting and are potentially Modern playable, the Tomb of Annihilation in particular. However, it will take aggressively-costed or already playable enablers to make it happen. For which we just have to wait and see. Nonetheless, I feel very confidant saying that the odds of another companion situation are basically nil.

Finding Humanity in Modern Horizons 2

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If one alludes to an article, one needs to follow-through. In literature, the principle is known as Chekov's Gun. Last week, I created expectations for an article about my experiences testing Humans, so this week I have to actually write that article. Which is fortunate; I've tested enough that I'm able to discuss the various variations I've encountered, because I've actually tested them. And the conclusion I've reached is that Humans is in a weird place in this developing metagame.

That's not much of a revelation. It's a new metagame filled with new decks; of course a deck will be in a weird place. The whole format is weird, how could it not be? And that is true. However, what I mean is that Humans has a ton of options available, and the correct decision is entirely based on how everything else shakes out.  Some options are better in a slower Modern, others fast, and many could be good in either depending on what decks are seeing play. So it is obviously impossible for me to cover everything in one article. However, I can give a general overview of post-Modern Horizons 2 Humans and provide some guidance for tuning the deck once the metagame starts to make sense.

The Key is the Core

The key to tuning any deck is remembering what the deck wants to do and the cards that make that happen. I realize that this seems obvious, but I've made the mistake of over-tuning my deck before, just like everyone else, so it bears repeating. Every deck has some core of cards that define that deck and are critical to its identity, strategy, and metagame position. Any changes made to that core are risky, though potentially rewarding, as Jund Rock learned when it adopted Death's Shadow and Lurrus of the Dream-Den. The Humans core is rather small, which makes brewing and tuning around it relatively easily. Players also seem to agree on that core, based on decklists I've seen anyway, though I don't think it's ever been outright stated anywhere. Which is odd, because it's only four cards:

  • Champion of the Parish
  • Thalia's Lieutenant
  • Meddling Mage
  • Mantis Rider

I process a lot of decklists to make the metagame updates, and when Humans make the standing, these four cards are (almost) always four-ofs. Every other card varies wildly in number and even whether it's included. These four cards are always in a Humans list, and are never less than a three-of. In those rare cases, it's almost always Meddling Mage getting trimmed. The reason these are the core cards is that Humans is an aggro deck first and foremost, and uses creature-based disruption to seal games. Champion is the best beater available. Lieutenant is both another beater and a way to make the team an actual threat. Mantis is another solid body but also has haste and evasion, making it a burn spell too. Meddling Mage is the best disruptive creature at its mana cost, but it also requires a lot of format knowledge, which is why it's often cut.

This list does not include Aether Vial. Vial is a card I'd never cut from Humans or even trim maindeck, but that is not a universally held position. I've run across a number of decks that didn't run Vial. I find that mystifying, but it happens. However, even if Vial was universal, I still wouldn't place it in the same category as the core creatures. Vial facilitates the disruptive aggro plan, but is not a part of it. Vial is also doing a lot of mana fixing and smoothing, making it the key enabler for the deck, but not part of the core strategy. Semantics aside, I'd still never cut Vial from Humans.

Don't Forget Your Roots

The other key to remember with Humans is that there is a reason that 5-Color Humans has been the standard for the deck since 2017 (although there have been numerous other versions over the years). A not-insignificant aspect is that the prismatic mana base allows Humans to play the best humans available while any less colorful deck will have to make compromises if not sacrifices. It also means that the Humans sideboard is among the most flexible available. It's not necessarily more powerful than any other sideboard, but if there's an effect that's needed (and it's on a creature), Humans can run it.

However, the biggest reason for 5-Color's displacement of other variations is that it has the best game 1 against the field. Every Humans deck must ask itself if it has a better opening sequence than Noble Hierarch into Mantis Rider, attack for 4. In certain contexts and matchups, that is absolutely possible. For example, Esper Sentinel into Thalia is stronger against many control lists. However, in a vacuum, the answer is no: there is no more aggressive Humans opening. And remember, killing the opponent is the ultimate form of disruption. I've tested plenty of Jeskai and Esper variants recently, and while they have advantages over 5-Color, it's only in very specific instances. Thus, I'd stick with 5-Color unless something drastically changes in the metagame where said specific instances are more common.

Being Basic

Thus, the first question when dealing with Humans post-Modern Horizons 2 is whether it's even worthwhile to change the deck. The template from 2017 is still quite solid, which is probably why it's the most common version I've seen so far. Humans has received a lot of Modern playable cards over the past year. I've tested and/or actually played Charming Prince, Containment Priest, General Kudro of Drannith, Drannith Magistrate, Elite Spellbinder, Luminarch Aspirant, Sanctum Prelate, Sanctifier en-Vec, and Silverquill Silencer. There's no way to integrate all those cards, so maybe don't bother. Humans has always played 1-3 flex slots, so rather than try to reinvent the wheel, just slot in the right card for the job given the expected metagame. I ran this fairly standard list to 3-1 at my last FNM, beating Amulet Titan, Grixis Death's Shadow, and a 4-Color pile, losing to Burn when I drew poorly.

Basic MH2 Humans

Creatures

4 Noble Hierarch
4 Champion of the Parish
4 Kitesail Freebooter
4 Meddling Mage
4 Phantasmal Image
4 Thalia's Lieutenant
3 Thalia, Guardian of Thraben
4 Reflector Mage
4 Mantis Rider
2 Sanctum Prelate

Artifacts

4 Aether Vial

Lands

4 Ancient Ziggurat
4 Cavern of Souls
4 Horizon Canopy
4 Unclaimed Territory
1 Island
1 Plains
1 Seachrome Coast

Sideboard

2 Chalice of the Void
2 Grafdigger's Cage
2 Auriok Champion
2 Collector Ouphe
3 Deputy of Detention
2 Plague Engineer
2 Magus of the Moon

The deck runs as well today as it ever has, so why change everything? I was running Prelate anticipating lots of Prowess, control, and cascade. There was a lot of control present, but I didn't hit any. In fact, I only drew Prelate once against Burn where I was mana screwed. Had I cast Prelate, I probably win that game, but I couldn't and don't. The deck was still solid in the open meta, my sideboard was broad enough to cover the field, and a blistering Humans attack was still very strong. There's no compelling reason for me to change up the formula.

I did test Sanctifier en-Vec over the Grafigger's Cages. Sanctifier is much better against Prowess and Dredge, but significantly worse everywhere else. I didn't expect much Dredge, but I did expect lots of Collected Company decks, so Cage was the choice.

The Big Weakness

The biggest problem with this list is that it's so well known at this point, every competitive player should have a plan against it. Humans is just as weak to Torpor Orb, Blood Moon, and sweepers as it ever was. And as soon as your first tribal land hits the field, your opponent will be drawing on their years of experience against Humans to plan their counter. And it will work because, again, this is Humans 2017 style.

The Big Strength

That's not the end of the world, because 2017 Humans is still very strong. Plus, it's not exactly a metagame force online anymore. Any player that is basing their deck and sideboard decisions on MTGO will overlook Humans to your advantage.

Cascade Competitively

However, there are players trying to actually innovate with Humans. The first place I saw them go was incorporating Shardless Agent for basically the same reasons that Jund ran Bloodbraid Elf. And it works.

Shardless Humans, ichi-roku (Modern Challenge, 2nd Place)

Creatures

4 Shardless Agent
4 Noble Hierarch
4 Champion of the Parish
3 Kitesail Freebooter
4 Meddling Mage
3 Phantasmal Image
4 Thalia's Lieutenant
3 Thalia, Guardian of Thraben
4 Reflector Mage
4 Mantis Rider

Artifacts

4 Aether Vial

Lands

4 Ancient Ziggurat
4 Cavern of Souls
4 Horizon Canopy
4 Unclaimed Territory
1 Island
1 Plains
1 Seachrome Coast

Sideboard

2 Chalice of the Void
3 Grafdigger's Cage
3 Kor Firewalker
2 Blightbeetle
3 Deputy of Detention
2 Damping Sphere

When I tested this deck, I thought it was a bit top-heavy, and ended up cutting a Reflector Mage to add back Kitesail Freebooter. The curve felt better, but Freebooter wasn't the most inspiring cascade hit. Which was something of a problem for Humans. Agent does its job very well, but all it finds are 2/2's for 2. The best hit is Lieutenant, but it's very annoying that Agent isn't on the battlefield when Lieutenant resolves. Still, the deck was still very solid and a reasonable option.

The Big Weakness

That said, I feel that a lot more work needs to be done to make Shardless Humans a real contender. A lot of the aforementioned problems are more my unreasonable expectations in comparing Agent in Humans to Bloodbraid in Jund. The former will always be weaker than the latter, and it's unreasonable to expect anything else. Shardless is being played because it's a human that can find another human and immediately cast it, netting a huge swing in card advantage and tempo.

The problem is that sometimes that doesn't happen. Hitting a Hierarch in general isn't great and Phantasmal Image on an empty board is heartbreaking, but both are manageable. The worst is hitting Aether Vial, and in fact that card is Agent's biggest stumbling block. Drawing lots of Vials is a great way to lose with Humans generally, but cascading into a card which will be effectively blank at that point in the game really hurts. The bigger problem is that Agent is only valuable when it is cast. Vialing in Agent is a huge waste, and that is frequently the only way to hit three drops in a 19-land deck. My testing indicated that Humans would be better off dropping the Vials and running extra lands and some more hits to maximize the Agent. However, that deck had its own problems.

The Big Strength

That said, it is definitely worth trying to make Agent work because Humans has forever longed for a card advantage creature in grindy matchups. Militia Bugler tried but couldn't really fill that slot, and Dark Confidant was just too fragile. Shardless has some of Bugler's problems in that it can't hit Mantis Rider, but it always hits a card right away and pays for it, which is miles better than Bugler or Confidant can manage. If the format were more Jund and control oriented, Shardless would be the way to go. The question is how to make the cascades better.

Recruiter Rebuild

The other option that players (including myself) have tried is Imperial Recruiter. Again, Humans wants card advantage creatures, and Recruiter is a tutor and a body. An amazingly anemic body that still doesn't tutor for Mantis Rider, but it does hit every other commonly played human. I ran two in my flex slots and thought they were pretty meh. Finding a Lieutenant to break through was great, and so was finding Meddling Mage right before a combo turn. However, Recruiter was such a weak threat on its own that unless I'd set up everything with Vial already, its impact was mediocre. Still, other players are finding success using Recruiter in a toolbox fashion.

Recruiter Humans, madaa (Modern League 5-0)

Creatures

2 Esper Sentinel
4 Noble Hierarch
4 Champion of the Parish
3 Kitesail Freebooter
4 Meddling Mage
2 Phantasmal Image
4 Thalia's Lieutenant
2 Thalia, Guardian of Thraben
3 Reflector Mage
3 Imperial Recruiter
4 Mantis Rider
1 Sanctum Prelate
1 Deputy of Detention

Artifacts

4 Aether Vial

Lands

4 Ancient Ziggurat
4 Cavern of Souls
3 Horizon Canopy
4 Unclaimed Territory
1 Island
1 Plains
1 Sunbaked Canyon
1 Fiery Islet

Sideboard

2 Kataki, War's Wage
2 Blightbeetle
2 Auriok Champion
2 Lavinia, Azorius Renegade
2 Deputy of Detention
2 Dismember
2 Sanctifier en-Vec
1 Sanctum Prelate

Madaa really went all-in on the toolbox with a sideboard filled with tutorable bullets. And if you want to go this route, I would advise fully committing, perhaps even more than madaa did. However, there is a problem with the deck.

The Big Weakness

Or rather it's a problem with toolboxes in general. If you fill the maindeck with bullets but aren't in the right matchup for that bullet, you're drawing a blank. Plus, toolbox decks necessarily lean heavily on said their tutors. This deck is playing fewer disruptive creatures than the other decks with the expectation that Recruiter will make up the difference. And that is a huge weight to place on a three-of 3-drop. In my testing, Recruiter struggled to carry that load, which consequently meant the deck really struggled and felt clunky.

The Big Strength

The same strength that every toolbox deck has: when it works, it really works. For all Recruiter's struggles in game 1's, it shone in sideboard games. Casting Recruiter on turn three and Vialing in the right piece of sideboard hate is utterly devastating in many matchups. To the point that I feel like the Recruiter deck wants to maximize that aspect. This means a full set of maindeck Recruiters and possibly another land to make casting Recruiter easier. This might mean trimming the other three drops more.

Humanity Prevails

The thing with Humans is that it is always a strong deck and infinitely adaptable. I'm sure that more and wilder lists will make waves before too long. As for me, I'm going to stick with what I know and the standard Humans list because I don't think I need to fix what isn't broken. And also because my attempts to go a bit wild haven't worked out well, but that's a topic for next week!

Improving Aether Vial: MH2 Testing

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As the paper release date for Modern Horizons 2 approaches, brewing and testing new decks is kicking into high gear. Players are eager to display their creations and figure out what Modern actually looks like after a year with paper play and numerous new sets. The online metagame is as always suggestive, but provably inbred and likes to chase its own tail; that which is currently happening there doesn't necessarily mean anything for everyone else. In other words, I would expect there to be plenty of jank turning up at FNM very soon.

Meanwhile, I have a specialty: Aether Vial. It's what I like to do; it's what I'm best at. And so I build with and play it in every format possible. My focus since MH2 was fully spoiled has been working on Vial decks. So today I'm going to share my results for two of my bread-and-butter fish decks: Merfolk and Death and Taxes. I've also been working on Humans, but that deck requires more time in the oven. There are a ton of new options and opportunities for Humans to move in different directions, only a few of which I've tested. And even then, which one I'd recommend will depend on how the metagame develops. This is also true for Mefolk and DnT, but I've tested those options and can actually make recommendations. It's time to stop rambling and actually do that!

Exploring the Seas

Naturally, I started with Merfolk. It's my oldest deck and it was being boosted, so why wouldn't I? I also expected it to be relatively straightforward testing. I got started right after Rishadan Dockhand was spoiled, and given Wizards's recent history, I didn't think that I'd get any other cards to test. I can admit when I'm wrong. Shortly after my article went up, Tide Shaper and Svyelun of Sea and Sky were also spoiled, leading to doing a lot more testing than I expected.

Dockhand ended up being exactly as I had anticipated. The body, islandwalk, and cost are exactly what Merfolk has been looking for in a one-drop. However, Merfolk cannot afford to spend mana denying opposing mana turn after turn. The fish simply aren't that impressive except in numbers, and failing to deploy threats every turn is deadly in most matchups. And I was fine with just playing Dockhand as a 1/2 for 1.

An Unexpected Windfall

However, Tide Shaper means that I don't have to settle. Shaper is actually the answer to a problem Merfolk's long had, but I never expected would be answered. The problem is that Spreading Seas is necessary, but undesirable. It's very good mana disruption, and more importantly it turns on islandwalk, which is critical against any creature deck. However, Seas doesn't swing, and unless played late is just a huge tempo hole. I usually cut it against any aggro deck as a result. Shaper is just a 1/1 for one, and Merfolk of the Pearl Trident is not playable. However, the option to kick Shaper into a 2/2 Spreading Seas makes that humble creature extremely playable. As such, I've decided against running Dockhand in Merfolk and instead have fitted Shaper as the new one-drop.

Svyelun has proven to be difficult. Her stats are above average and Curiosity is a powerful effect. However, giving other Merfolk ward and them in turn making Svyelun indestructible has proven inconsistent. It's hard to keep other creatures in play and she comes down late enough that several creatures would have died to removal by that point. If that doesn't happen, it's probably a matchup where removal and card advantage don't matter too much. In aggro matchups she's mostly a big body to block with, and can be a liability by clogging up your hand. In the more midrange matchups, she's the best Merfolk for a topdeck contest. So she's absolutely playable, but not in every situation or matchup.

For Swift Water

Which led me to testing a number of different configurations based on what kind of metagame might be coming. For a meta where Prowess continues to dominate, I prefer to go as low to the ground as possible and plan on fighting over tempo. Which led me to testing this list and being very satisfied.

Aggro Meta Merfolk, Test Deck

Creatures

4 Cursecatcher
4 Tide Shaper
4 Harbinger of the Tides
4 Lord of Atlantis
4 Master of the Pearl Trident
4 Merfolk Trickster
4 Silvergill Adept
4 Unsettled Mariner

Artifacts

4 Aether Vial
2 Chalice of the Void

Instants

2 Force of Negation

Lands

4 Wanderwine Hub
4 Seachrome Coast
4 Mutavault
2 Cavern of Souls
6 Island

Sideboard

1 Lurrus of the Dream-Den
2 Chalice of the Void
2 Blossoming Calm
3 Counterspell
2 Rest in Peace
2 Hurkyl's Recall
3 Hibernation

In a fast metagame, Harbinger of the Tides and Merfolk Trickster are critical as tempo -positive threats, so I maxed out both. Being a cheap deck means that Lurrus is available as a companion, though most of the time I've used it more as a lifegain speedbump than an actual card advantage engine. Unsettled Mariner and the maindeck Chalice of the Void are both targeting Prowess but are quite solid against the control decks I tested.

My sideboard is entirely speculative and based on some of the early MTGO results. Hibernation is a devastating card against Ponza and Amulet Titan in some circumstances, but I was initially running it because I was expecting Elves to be big with the printing of Quirion Ranger. Which (TW: shameless gloat) I was right about. Hibernation has subsequently gotten me out of jams against the Crashing Footfalls decks running around. It turns out one-sided Wraths are very powerful against decks gunning to land a bunch of 4/4s.

Flood Them Out

However, if the meta moves more towards control or combo, the tempo cards start looking pretty mediocre. In that meta, size and card advantage are critical. I won a PTQ for PT Khans of Tarkir playing Merfolk in a Jund and Jeskai control dominated metagame in 2014. I did so by designing my Merfolk deck to grind as hard as possible; rebuying Silvergill Adepts and Spreading Seas with Echoing Truth while using Kira, Great Glass-Spinner to frustrate removal and frequently sneak through the last few points of damage in the air. I was also playing the maximum number of lords because they were almost guaranteed to die and require replacements. Modern has change a lot in the intervening years, but the premise would still work in a theoretical Esper Control-leaning meta.

Slow Meta Merfolk, Test Deck

Creatures

4 Merrow Reejerey
4 Cursecatcher
4 Tide Shaper
4 Lord of Atlantis
4 Master of the Pearl Trident
4 Silvergill Adept
4 Svyelun of Sea and Sky

Artifacts

4 Aether Vial

Enchantments

4 Spreading Seas

Instants

4 Force of Negation

Lands

4 Wanderwine Hub
4 Seachrome Coast
4 Mutavault
2 Cavern of Souls
6 Island

Sideboard

4 Path to Exile
4 Tidebinder Mage
4 Counterspell
3 Rest in Peace

Svylen and Merrow Reejerey replace the tempo creatures. The Chalices become Forces because I expect Esper to have a higher curve. Mariner is now Spreading Seas to maximize the cantrips I'm playing and because attacking Esper's mana is a very strong strategy. The sideboard is slanted against creatures and combo decks because the main is where I want it against control.

The Tax Man Cometh

Satisfied with my Merfolk musings, I next began working on Death and Taxes. Taxes received a surprising number of cards from MH2, starting with Sanctum Prelate. However, the most significant is Imperial Recruiter, which promises to turn Taxes into a toolbox-type deck akin to the Legacy version. Which I am absolutely here for and went there immediately.

Before we get to the lists, allow me to first state that I did test Esper Sentinel in all my Taxes lists. It did not make the cut in most of them. The problem is that, which the taxing effect is decent against a lot of decks, Taxes struggles to pump Sentinel, which means the tax remains minor as the rest of the board develops over it. More importantly, Sentinel is just a 1/1 and therefore doesn't provide enough of a clock in enough matches for the tax to be crippling. In Humans, on the other hand, Sentinel is very strong, and the difficulty of finding the best way to integrate it is one reason I'm not ready to talk about Humans today.

Classic Approach

The first thing I did once Recruiter was spoiled was take my Legacy DnT list, import it to Modern, and start adjusting numbers based on three factors: Modern's cardpool, how Modern Taxes works, and the composition swaps that come with adding red for Imperial Recruiter. This is the result.

Legacy-Style DnT, Test Deck

Creatures

4 Giver of Runes
3 Thalia, Guardian of Thraben
3 Leonin Arbiter
4 Stoneforge Mystic
1 Remorseful Cleric
4 Flickerwisp
2 Imperial Recruiter
1 Magus of the Moon
1 Sanctum Prelate
3 Skyclave Apparition

Artifacts

4 Aether Vial
1 Sword of Fire and Ice
1 Batterskull
1 Maul of the Skyclaves

Instants

4 Path to Exile

Lands

4 Inspiring Vantage
4 Sacred Foundry
4 Ghost Quarter
4 Field of Ruin
6 Plains
1 Mountain

Sideboard

2 Wear // Tear
2 Kor Firewalker
2 Winds of Abandon
2 Aven Mindcensor
2 Gideon, Ally of Zendikar
2 Prismatic Ending
2 Rest in Peace
1 Phyrexian Revoker

I really liked the deck. Tutoring for Magus of the Moon was relevant a surprising amount of the time, far more than the other maindeck bullets. Prelate is quite good in certain matchups, but this being Modern, she lacks the hard-lock edge she frequently offers in the more one-drop-centric Legacy. The biggest downside is that I can't chain Flickerwisps by flickering Recruiter, a line that is frequently backbreaking for opponents in Legacy with Recruiter of the Guard. It made me want to go lower to the ground with Charming Prince, but Flickerwisp is better enough outside of chaining Recruiter (hits harder and has evasion, mainly) that I didn't go that route.

I had a lot of fun testing this deck and appreciate what it's doing. I wouldn't actually take it to a tournament, however. Partially, I don't know what to expect from the metagame, and thus can't design the toolbox very well. Mostly it's because Modern isn't Legacy and tooling around with Recruiter didn't work quite as well. Legacy is a durdly format, and so taking time to play with bullets is acceptable. This deck fell behind other creature decks and struggled mightily to catch back up, and so I can't actually recommend it.

The Stoneforge Question

Could that have changed if I'd been running Kaldra Compleat? Short answer: no. Kaldra is an amazing card if it hits play turn 2. It loses to nothing in combat, has haste, and kills in four turns. However, it has two problems. The main one is cost. Kaldra costs seven to cast or equip. That might as well be infinite for anything but Tron. Kaldra's playability is almost entirely tied to untapping with Stoneforge Mystic, and in my experience that doesn't happen often unless Mystic is Vialed in on the end step. This is less true in Stoneblade decks, but for Taxes, Kaldra kept getting stuck uselessly in hand.

The second is stabilizing. Kaldra is an amazing offensive threat, but is much worse than Batterskull against aggro, and that's what I struggled against. Vigilance and lifelink are far more relevant there than first strike and +1/+1. It was also worse than the evasion granted by Maul of the Skyclaves.

I also want to address the next two decks not playing the Mystic package at all. In both decks there wasn't room, and I found that Stoneforge neither helped nor hurt the matchups they were targeting, so Mystic was cut for space. If I were playing a Yorion, Sky Nomad pile, that wouldn't be a problem. However, Yorion dilutes a deck and makes it less consistent and when testing cards for impact, that's the last thing you want.

Really Using the Screws

After noticing the power of Magus of the Moon in the Legacy-lite deck, I decided to lean into that and play a more focused land destruction deck. This also gave me an excuse to run Cleansing Wildfire alongside Leonin Arbiter for maximum stompage of control and big mana. I ran this maindeck at FNM last week, and it did in fact utterly cripple Esper Control and Tron, so the theory works. The problem is that it can't reliably beat Prowess or Wrenn and Six.

Slow Meta DnT, Test Deck

Creatures

4 Giver of Runes
4 Thalia, Guardian of Thraben
4 Leonin Arbiter
2 Charming Prince
4 Flickerwisp
2 Archon of Emeria
2 Magus of the Moon
3 Skyclave Apparition

Artifacts

4 Aether Vial

Sorceries

4 Cleansing Wildfire

Instants

4 Path to Exile

Lands

4 Inspiring Vantage
4 Sacred Foundry
4 Ghost Quarter
4 Field of Ruin
6 Plains
1 Mountain

Sideboard

2 Wear // Tear
2 Kor Firewalker
2 Winds of Abandon
2 Aven Mindcensor
2 Gideon, Ally of Zendikar
3 Prismatic Ending
2 Rest in Peace

Adding Prismatic Ending has improved things against Wrenn, but Prowess remains a huge problem since Magus and Wildfire are pretty weak in game 1. I also found that getting Magus was important enough when I really needed it that I'm planning on switching a Flickerwisp for a third Magus. In a slow metagame, the twelve land destruction spells are crippling. Just remember to use Field to hit the nonbasics and to follow up with Quarter or Wildfire on the basics. There's a lot of promise here once I fix the aggro matchup. Which might require moving the Wildfires to the sideboard and running Bolt main.

Enforcing Fairness

It's equally possible that Modern moves in a more unfair direction. All the new suspend spells alongside Shardless Agent have got players thinking of February's madness and 4-Color Cascade is seeing play again. Living End is also seeing play, and Profane Tutor promises to enable more combo decks. Should free spells start to take over, I'd instead go for UW Lavinia taxes.

Combo Meta DnT, Test Deck

Creatures

3 Archon of Emeria
4 Esper Sentinel
4 Rishadan Dockhand
4 Lavinia, Azorius Renegade
4 Leonin Arbiter
3 Flickerwisp
4 Spell Queller
3 Skyclave Apparition
2 Solitude

Artifacts

4 Aether Vial

Instants

2 Force of Negation

Lands

4 Seachrome Coast
4 Hallowed Fountain
3 Ghost Quarter
4 Field of Ruin
6 Plains
2 Island

Sideboard

2 Blossoming Calm
2 Counterspell
1 Test of Talents
3 Teferi, Time Raveler
2 Aven Mindcensor
3 Prismatic Ending
2 Rest in Peace

Lavinia doesn't synergize with Thalia; here, the latter was cut so Lavinia could actually counter cascaded spells. Sentinel is still very good here because I'm targeting combo decks that like to cantrip and tap out. It's also good because it digs for counterspells. Dockhand is in a similar position, where it does an excellent job slowing down combo decks and makes it harder for them to pay Sentinel's tax. The current sideboard is meant to hit the cascade decks, but can easily be tuned.

All As Expected

All this is purely speculative, as the metagame is still forming. Everyone has to wait and see how the next month is going to shake out. I'll probably be running my slower Merfolk deck for the foreseeable future, not out of any particular metagame read, but because it's what I want to be doing with Merfolk. And I advise everyone else to take this approach as well. Until the next metagame update is ready, anyway.

The Losers from Modern Horizons 2

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All decks aren't created equal: some are Splinter Twin, others are Mono-Green Aura Stompy. The same goes for every set: some are Dominaria, others Legions. Thus, the impact of every new set will be felt unequally both by Modern as a whole and by individual decks. Not every set can have Modern-playable cards, and not every deck can get something new. When the new set is named Modern Horizons 2, the effect is far more profound. However, every writer and their hamster is currently gushing over which cards are busted and the decks that they allegedly bust. So I'm going to take a different approach and discuss the top decks that are hurt by MH2.

I should note at this point that "hurt" is a relative term. Every deck's relative power rises and falls over time. It's not fair to say that Heliod Company is harmed by MH2 just because it received no cards or because its position within the metagame worsened. The metagame raises and lowers decks all the time and power is always relative. Rather, I'm going to look at the decks that have new cards aimed directly at them. Hateful cards. Cards meant to disrupt or even completely defeat certain decks. But it's not all negative. All these decks have options for overcoming the hate and enduring, which I will also cover.

It's Over, Tron!

There's really no hiding it: MH2 was clearly designed to mark the end of Modern's Tron era. Brad "Jund Guy" Nelson worked on the set, so lots of Tron hate is hardly surprising. As always, though, there's more to it than just that.

Wizards printed three blunt-force anti-Tron cards and three more which interact favorably with Tron. And by blunt, I mean that Break the Ice, Obsidian Charmaw, and Void Mirror might as well have explicit rules text saying "use this against Tron." Void Mirror is the most obvious, as it counters any spell that was cast without any colored mana. Tron is a deck famous for casting colorless threats. You do the math. Mirror is also effective against all the suspend cards in MH2, almost as if Wizards was providing extra incentive for players to play the card. It is also quite potent against normal Tron's cousin, Eldrazi Tron, as if it wasn't obvious enough.

I Have the Hate Now

Break and Charmaw are similar in that both are intended to destroy Tron lands. Technically, Charmaw destroys any nonbasic land, which means it is likely a shoo-in for Ponza. However, the cost reduction of Charmaw is targeted at colorless lands, and again, what deck besides Tron uses lots of colorless lands? The fact that it can hit Tron turn three on the play cannot be an accident. Meanwhile, Break costs two specifically to prevent turn three Karn Liberated. Again, it specifically targets lands that make colorless mana. It also hits snow lands, but that hasn't been too relevant since Arcum's Astrolabe was banned. Though it is worth noting that snow-covered basics are not always strictly better than regular basics anymore.

Finally, there are Rishadan Dockhand, Tide Shaper, and Vindicate. Vindicate destroys any permanent, which means against Tron it will usually be Stone Rain. However, it also destroys Karn and Ugin, the Spirit Dragon. Vindicate isn't specifically targeting Tron, it's just very good there. The Merfolk both disrupt mana, Tron's whole deal, but aren't specifically targeted against Tron. Shaper in particular is very good since taking a turn off to Spreading Seas was often necessary but not desirable for Merfolk since Seas isn't a threat. Now they can do both! If you'd ask me, it's obvious that MH2 was meant to put some pressure on Tron.

Except It's Not Enough

Shame it's going to fail at that, then. I hate to burst any bubbles, but there is very little chance of Tron being uniquely hated out by anything in MH2. It might lose some popularity initially, but Tron will easily recover and continue to fun-police all over midrange and prison. Mainly because the dedicated hate is easier to avoid than it appears. Mirror doesn't counter colorless spells (which actually would be devastating), just spells that weren't cast with colored mana. Thus it's easily defeated so long as Tron has out a Chromatic Star or a forest. It wouldn't surprise me if Tron started running Yavimaya, Cradle of Growth for this very purpose, giving them a way to tap even their colorless lands for G and empty their hand of said Stars for multiple big-mana plays. Break the Ice is black and can be beaten with Veil of Summer. Overloading Break is a win, but at that point, Tron was unlikely to win anyway. And Charmaw is only good disruption on the play.

Ironically, it's the non-targeted hate that will be hardest for Tron. Merfolk has always had a good Tron matchup thanks to its clock and Seas, and now it has a Seas that is a clock. Dockhand is also annoying but far less effective. Vindicate is great because it is still effective once Tron has established Tron. In other words, the new cards really haven't changed the matchups very much. Which is to be expected: there's been plenty of Tron hate for years now and yet Tron keeps being Tron (remember Assassin's Trophy and Damping Sphere?). And it probably will until Wizards just outright bans the Tron lands.

All Thanks to You

However, that's not entirely the cards' fault. The answer lies in the mirror. How many players have seen all the new hate, will assume that Tron's going to be hated out and/or dropped, and will cut their Tron hate? Be honest, you've at least thought about it. That's the main reason that Tron continues to thrive in Modern: players don't respect it. The addition of new hate, especially beatable hate, won't change the reluctance of players to try and hate out Tron. Despite Break's potential to Sinkhole Tron, I doubt that it will see much play because there aren't snow decks anymore, so Break only hits Tron. Yes, it does hit any land that produces colorless mana, but lands that do that are few and far between outside Tron. The new hate won't see enough play to actually impact Tron as a result. Except for Merfolk.

Dredge Is Dead... Again

Not so unlike Tron, every time there's a shift in the metagame or a new piece of graveyard hate, Dredge is declared a dead deck. And for a while anyway, it is. MH2 perpetuates this cycle with the addition of more graveyard hate. Green got two cards that shuffle graveyards into libraries in Blessed Respite and Endurance, which do hurt Dredge to an extent. Respite also having Fog attached could also be potent against Dredge's alpha strikes, making the card quite desirable in a race against the deck.

However, the card that most screams DIE DREDGE, DIE! is Sanctifier en-Vec. The only threat in typical Dredge that Sanctifier doesn't exile is Narcomoeba. And the only answer that Dredge might run is Blast Zone. There's also Dauthi Voidwalker, which reads like a maindeckable Leyline of the Void. The only problem is finding a deck that wants to pay double black for a 3/2.

However, the bigger problem for Dredge is splash damage. Wizards wanted to make Reanimator a thing in Modern, and they might have succeeded with Persist and Priest of Fell Rites. Dredge gets by thanks to players underestimating it and skimping on graveyard hate. Which in fairness has been a decent strategy for the past few months. With Uro out of the picture, there weren't many graveyard decks to worry about, so players cut their Leyline of the Voids and Rest in Peaces. The potential of Reanimator may get players to start running hate again, and Dredge will suffer as a result.

...But Will Rise Anew

However, Dredge shouldn't suffer too much. I've been over this countless times, but the best hate against Dredge removes the entire graveyard. Picking off one or two cards just isn't effective. However, that's exactly the sort of hate that players will gravitate towards against Reanimator. Surgical Extraction is quite good against a deck all-in on one card, which is why it sees so much play in Legacy where there are several forms of Reanimator. I suspect players will take a page out of Legacy's book and run Extractions or possibly Faerie Macabre, which will marginally affect Dredge but again, it's Dredge; so long as it has a graveyard, it's dangerous.

Even if Sanctifier and general hate remain prevalent, that won't be the end for Dredge. The deck could just keep going and hope to dodge the hate. Sanctifier is a relatively narrow card, after all. There are also options to move in the Millvine direction. That deck has a far better backup plan should the graveyard be shut off and features payoffs that aren't black or red. Both Dredge and Millvine can theoretically win by casting creatures, but hate doing so. However, rather than use them for the intended purpose of self-mill, Millvine can use its crabs and Glimpse the Unthinkable against their opponents. Don't count Dredge out.

Forget About Mill

On that note, what about the dedicated Mill decks? As with Dredge, they're hurt by the green shuffle cards, in many ways more than Dredge. Shuffling back your graveyard against Mill is the equivalent of gaining 20 life against Burn. I have doubts that either shuffle effect will see much play, but Mill will definitely be hit by some splash damage. Blossoming Calm is a powerful hate card against Burn, enough that I expect it to overtake Timely Reinforcements as the sideboard card of choice. Thanks to it granting hexproof without restriction, it's less powerful but more versatile than Veil of Summer, and therefore counters Mill's Glimpses, Hedron Crab triggers, and Archive Traps. Otherwise known as their most damaging spells.

More importantly, it looks to me like MH2 is going to keep Modern at too quick a pace for Mill to be viable. Mill's been decent a few times in the past year, times which coincided with either 4-C Omnath or Heliod Company being the top decks. The former was easy prey for Mill, as it was a slow deck that drew a lot of cards, making Mill's job easier. The latter was a slower deck that usually "won" by gaining infinite life, about which Mill could care less. More importantly than individual good matchups, those periods were relatively slow periods for Modern where aggro was suppressed. It's easier to get to 0 from 20 than 53, so aggro is perfectly capable of racing Mill, and it often isn't close. Despite control getting more toys, aggro is also getting cards. And Reanimator also potentially outspeeds Mill.

At Your Peril

However, don't get complacent. When Mill gets the right draw of Crabs and Orbs, it is shockingly powerful. That just doesn't happen all that often. Additionally, it is entirely possible that the boost to control outweighs the help the various aggro decks are getting with MH2. If that's the case, then there would be a net slowdown in Modern, which is exactly what Mill is looking for. At that point, the control decks will need to be wary, because they're exactly what Mill is looking to beat. It's also worth noting that thanks to Wizards mainly printing non-targeting mill cards recently (presumably to cut down on the more dangerous self-mill), it may be built to overcome Calm should the meta demand it.

A Change in the Winds

I'd also like to note that all combo decks that don't win via Thassa's Oracle will be hit by Blossoming Calm, Storm being the hardest hit: Gifts Ungiven targets opponents, so Calm both counters the Gifts and protects against Grapeshot for a turn. If Calm is adopted as widely as I think it should be, then Storm and similar decks will have to rebuild. MH2 has provided a number of options for Storm to move into green, though I have no idea if that's ideal. Is Caleb Scherer still around? Somebody ask him.

Let the Hate Flow

Modern Horizons 2 stands to help out many decks. MH2 also stands to hurt certain decks. However, that will only be the case if players take the new hate seriously and actually play it. For this reason, I think that Tron will come through relatively unscathed. However, this is still the early stages of brewing, and we'll all just have to wait and see.

MH2 Overview, Pt. 4: Horizons Top 5, Places #2-1

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Welcome back to Modern Top 5: Modern Horizons 2 edition! Yesterday, we touched on the Incarnations (ranked from best to worst here) and dove deep on Sudden Edict, Urza's Saga, and Prismatic Ending. Now, it's time for the final chapter in our comprehensive Modern Horizons 2 spoiler overview: heaps of text on my picks for the best card in the set, and its runner-up.

Disclaimer first: "best" will always be subjective, which is part of the qualifier's appeal; if there was one right answer to this question, you wouldn't be here reading this, and I wouldn't be back here typing it up. And I doubt it's much of a coincidence that the cards ranked in this Modern Top 5 happen to be the ones I've spent the most time testing (there are many I've tried and given up on). Part of the fun of spoiler season and of a game as dense and complex as Magic is that every player is bound to have a unique opinion. So if you happen to disagree with my picks, however obvious or controversial, please bring it to the comments for some good ol' fashioned debating!

For more information on the grading metric used in this article, check out yesterday's piece, which kicked it off. Oh, you've already read it? Then all aboard, mateys!

#2: Abundant Harvest

Overall: 12/15

Power: 4

As a general rule, when cantrips increase in power, they become notoriously more difficult to extract maximum value from. Opt is pretty easy: does this card have more value to me than the average card left in my deck, or no? Serum Visions, a little tougher: are either of these two cards better than the average card left in my deck, and will I want them next turn or the turn after, and has my situation changed now that I've drawn one more card? Ponder, hard mode: are any or multiple of these three cards better than the average card left in my deck, which order do I want to draw them in, do I have a way to shuffle away the less good ones and how should I sequence that option, and do I want to try to shuffle them all away right now for a chance at the best possible draw in my deck? As for the infamous Brainstorm, well, here's AJ Sacher quoting Josh Rayden in the most comprehensive look at the instant I've seen thus far: "You're just never supposed to cast it."

That's a far cry from Abundant Harvest. A fair bit of the card's power lies in just how easy it is to navigate, a factor that ensures most players will resolve it correctly without spending energy deliberating. Harvest always asks players the same (very easy) question: would you rather this card be a land or a spell? Having 100% control over getting one or the other is so strong that I'd situate this card's impact level somewhere between that of Preordain and Ponder.

Harvest can prove tough to evaluate at first glance because it doesn't provide an impact in the same way as these blue cantrips, whose strength lies in finding specific cards in the deck. Rather, its strength lies in smoothing out the current game, making sure a good balance of lands and spells is hit, and giving players the option of dramatically shaving their land counts... or ramping them up with the goal of making Harvest closer to Demonic Tutor (more of a corner case, to be sure, but nonetheless a part of the the card's utility I wouldn't put it past Modern brewers not to take advantage of eventually). In the coming weeks, I'll be publishing some of my own experiments that demonstrate just how far Harvest allows deckbuilding extremes to be pushed.

Flexibility: 5

I'm sorry, did I break your concentration? I didn't mean to do that. Please, continue. You were saying something about... best intentions? What's the matter? Oh, you were finished! In that case, I'll ask again.

Would you rather this card be a land or a spell?

HELLO?!?!! This is so good!! You have 100% control over getting one or the other. Harvest is always the better of the two.

Splashability: 3

If Abundant Harvest is so good, why wouldn't every deck, or at least every green deck, play four? Truth be told, I don't even expect the majority of green decks to play this card. Part of that boils down to risk aversion in deckbuilding. Many players simply aren't comfortable going to the lengths Harvest demands to maximize the card. But certain will, yours truly included, and it will yield some impossible-looking (and great feeling) decks.

Another part of it comes down to format speed. Modern is blazing-fast, and decks put a high premium on curving out. Most decks have an ideal one-mana play, an ideal two-mana play, and an ideal three-mana play, even if that three-mana play is just playing another one-drop and another two-drop. To its demerit, Harvest does not slot into any high-impact curve. That means that depending on the deck, it's worse than a mana dork, or an attacker, or a removal spell, or a discard spell, or a planeswalker—the thing decks do on turn one. But decks that are content to cantrip on turn one, e.g. thresh, will eat this card up.

One archetype that doesn't have its early game curve tied up and is known to have tons of mana to throw around during the game is control. Currently, these decks are built with flooding in mind, and pack insurance like Celestial Colonnade. But I can envision a world where control decks want green, and in that world, Harvest presents an alluring alternative to running mana sinks. These control decks will seek to put the game away a bit faster than what we now see out of UW or Esper, bringing them closer to midrange, but I expect they will remain low-aggression enough to qualify. Combined with Teferi, Time Raveler's ability to grant sorceries flash, Harvest has the potential to be one scary package out of draw-go decks.

#1: Ragavan, Nimble Pilferer

Overall: 14/15

Power: 5

Here's a #1 pick as obvious as I imagine Abundant Harvest in #2 will prove controversial. But I've got some controversy up my sleeve yet. Best Monkey spell? Best card in Modern Horizons 2? Best red one-drop? Forget all that.

Ragavan is the best creature ever printed.

Clickbait, you protest? Let's take a look at the competition.

  • Tarmogoyf: Not what he used to be since Fatal Push provided an elegant, tempo-positive way to remove it.
  • Lurrus of the Dream-Den: Pre-companion errata, sure. But that ain't no card and never should have been.
  • Deathrite Shaman: This one is actually close, putting aside the fact that it's banned in Modern and Legacy. It's a mana dork that's also reach that's also life gain that's also graveyard removal. In fact, my scores for Shaman and Ragavan would be the same (among Modern Top 5s, a record-breaking 14/15). But I'd nonetheless argue that between dash and its 2/1 stats, Ragavan gives players a lot more leeway re: how to use it. Deathrite won't reliably trade for a creature in aggro mirrors, for example. And it's certainly not a gameplan on its own; more an extremely powerful form of support for whatever actual gameplan. Ragavan is an entire gameplan, in the same way that Dark Confidant was once enough of a gameplan to have entire Vintage decks built around it, or Goyf in Extended with Next Level Blue. Don't believe me? Watch your opponents not kill it and see what happens.

True, Ragavan doesn't draw a card every turn. Even in the mirror, it will sometimes flip a land. But it draws a card sometimes, and by drawing once, it has already paid for itself in terms of card economy. I'll also argue that in many instances, it has already paid for itself just by generating a treasure. That extra mana means it also ramps into the opponent's payoffs; I've played one game where I was able to cast, from my opponent's library, turn two Teferi, Time Raveler (which met Force of Negation) and then turn four Jace, the Mind Sculptor (which resolved and won me the game).

These are plays so tempo-positive that not even the deck built around those planeswalkers has access to them; most colors lack ramping, so Ragavan basically breaks the color pie by providing a unique mana-collection aspect previously foreign to a lot of red strategies. Let's not forget that Simian Spirit Guide was banned just a few months ago, and that Ragavan locks in one of these bad boys every hit.

Finally, we come to the legend clause. You can't have out two Ragavans. That's fine. You run four, and if they kill your Ragavan, you cast another. And if they don't kill your Ragavan, you win.

So Ragavan is the best creature ever printed. Will it be banned in Modern? Obviously, it's far too early to tell. It's not like we lack answers to a 2/1. Hexdrinker, too, is a massively pushed aggressive one-drop that was received with all the bells and whistles but ended up being perfectly fine once the dust settled. Personally, though, I'm much higher on Ragavan than I was on the Snake: when a card rewards players for casting it this much, I can't imagine it won't find its way into way too many decks, and that's been it for Modern cards in the past.

Flexibility: 5

Aggressive Stage 1 combat creature? Check; only Wild Nacatl is bigger. Mana dork? Check; and in red, to boot, and with color fixing, that's two big ol' Pirate boots! Card advantage engine? Check, please. Ragavan is everything you could ever want in a one-drop.

Something that might have hit this card down to 4 is its limitation as an early-game attacker. But Wizards has us covered with dash. If we so desire, Ragavan has haste, letting it revenge-kill minused planeswalkers or swiftly turn the tide of a close race. Let's not forget that haste is Time Walk. Would you pay one mana for Time Walk?. Dash also grants "it's returned from the battlefield to its owner's hand at the beginning of the next end step," letting it dodge sorcery-speed removal like Prismatic Ending. Some writers who fully grasp the strength of Ragavan might be content to (jokingly, I get it, he was joking) write off dash as "Uhh…it’s good? And flavorful?" But there's no denying the high utility this mechanic adds to the card.

Splashability: 4

Decks will splash for this card. They will splash for this card like crazy. By which I mean they will be rebuilt to accommodate Ragavan alongside the best red spells that play to its bottom line (AKA Lightning Bolt). Imagine it out of control sideboards when all your Pushes are in the board. Scaaa-ry! But not every deck, or even every red deck, will want Ragavan.

  • Burn: This deck favors raw damage output over any kind of utility Ragavan provides, including the tempo boost of having free mana to throw around. It's already a sleek machine designed to exhaust its resources at exactly the same time opponents will be brought to 0. Some builds will experiment with Ragavan, but for many, Burn's core should rightfully remain unchanged. Taking this prediction a step further, the day all Burn decks start packing 4 Ragavan is the day Wizards resolves to ban it in the next announcement.
  • UR Prowess: Prepare for the splitting of camps. Some builds will run Ragavan, and others won't, and not just for cost reasons. This deck is similar to Burn in that it's fast enough that MTGGoldfish calls it "Blitz." Ragavan does not necessarily provide enough aggression to fit in with that strategy. What it does provide is a ton of value and and alternate gameplan, meaning Prowess-style decks may emerge that are more interactive along the spectrum, i.e. Delver.
  • Jund Rock: Hexdrinker was good enough for BGx players to splinter off into BG Rock, but most Jund players decided against running the 2/1, reasoning being they'd rather play to their primary midrange gameplan of disrupt-then-commit than try to out-aggress their diverse opponents. Again, we'll come to a crossroads here, with some Jund Rock players embracing Ragavan as a one-mana Dark Confidant (I'll grant that it's not too far off) while others shrug their shoulders and keep on Jundin'.

"A Whole New World"

You know, your favorite Monkey's favorite Disney song? Real talk: Jund Rock isn't going anywhere, and neither is Tron, and neither is Prowess. Modern is still Modern. But with cards this enticing entering the fold, the little things will add up fast, as they did with Wrenn and Six and Force of Negation. Playing Modern will feel very different as of June 18th. And catch me next week for a sweet deck featuring four of each of these cards!

MH2 Overview, Pt. 3: Horizons Top 5, Places #5-3

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Modern Top 5 is a long-running article series in which I use a set of pre-defined metrics to rank the best of breed in different categories. Past contests have included utility cards, hosers, enablers, beaters, and planeswalkers... come to think of it, though, most of those contests are due for an update! Today's brand-new entry pulls double-duty as a way to close out our comprehensive Modern Horizons 2 spoiler review, and goes deep on my picks for the top five best cards of the set.

Modern Horizons 2 is no ordinary set, and this is no ordinary Modern Top 5. To go as deep as possible on the picks, we'll split the article into two meaty halves, going over places #5-3 today and unveiling the two grand finalists tomorrow. But first, the metric!

Setting the Metric

Leave it to me to have already designed a perfectly usable metric for this evaluation: the original power/flexibility/splashability scale introduced four years ago, which lends itself well to general overviews like this one for a whole expansion. Here's an explanation of that, for those of you who haven't seen it in just shy of half a decade.

No Modern Top 5 would be complete without a metric. Since the top cards in a given expansion can include any type of spell—planeswalkerhatebeater—we’ll aim to use the most general metrics possible. I think those happen to be the ones established in the series’s first entry, Modern Top 5: Utility Cards. Here they are again.

  • Power: The degree of impact the card tends to have for its cost.
  • Flexibility: The card’s usefulness across diverse situations and game states.
  • Splashability: The ease with which Modern decks can accommodate the card.

Power and flexibility will be rated by considering both a card’s floor (the least it will do) and its ceiling (its best-case scenario). For example, Lightning Bolt‘s power floor is higher than Fatal Push‘s, as Push is dead when opponents have no creatures while Bolt can go to the face.

Splashability will be rated by considering how many existing Modern decks can accommodate the card and whether they’ll want it. For example, despite its lack of a color identity, Ghost Quarter doesn’t fit into BGx midrange decks. These decks can easily run Fulminator Mage as mana disruption instead, and prefer not to miss a land drop if they don’t have to.

Each metric will be rated out of 5, giving cards a total rating out of 15. As ever, the usual disclaimer stands: just because a card scores low or doesn’t make the list means little in terms of its overall playability. After all, splashability is a metric. Some of the strongest cards in the format in terms of raw tournament wins are themselves rather limited in terms of which decks can employ them.

Incarnations Need Not Apply

While the better Incarnations do score enough points on these metrics to make the Top 5, we've already ranked and gone over them in detail, and I wanted to cover them as a group. But for reference, I'd score them as follows in terms of overall points:

  • Grief: 8/15
  • Fury: 8/15
  • Endurance: 9/15
  • Subtlety: 11/15
  • Solitude: 12/15

That means the latter two would edge out the picks in today's article. As we saw yesterday, this cycle is unmistakably quite pushed and very powerful. With that out of the way, though, let's check out MH2's top non-Incarnation cards.

#5: Sudden Edict

Overall: 9/15

Power: 3

Two mana to remove a creature? Yawn! This is the format of Path to Exile, Fatal Push, and the infamous Lightning Bolt. But there are some things even Path can't take out, such as a cheated-in Emrakul, the Aeons Torn or a full-grown Hexdrinker. Edict doesn't ask questions, as it doesn't care what your opponent might have to say: if they only have out one creature, it is 100% getting off the table, even if they're smugly gripping Counterspell. Split second makes the card a strict upgrade to Diabolic Edict, a card played in Legacy to this day for its renowned versatility.

Flexibility: 3

Edict is flexible in that it can potentially remove anything, which is more than any other instant in Modern can say for itself—even Emrakul, the Promised End, with its derpy "protection from instants," is Edict food. But it's still held back by a couple factors. For one, it costs two mana, which lowers its potential use in many situations relative to something like Fatal Push. And second, removing one key threat with high accuracy is dependant on opponents not having other creatures they can sacrifice instead. That sits this card somewhere in the middle for me flexibility-wise, but make no mistake: it's Edict's potential flexibility in certain scenarios that will guarantee it long-term Modern play as of Horizons becoming legal.

Splashability: 3

Sudden Edict is no harder to splash than Tarmogoyf, but players may lack incentive to do so. For example, white decks have less use for Edict since they've already got Modern's other premier removal, like Path to Exile and Prismatic Ending. Other strategies still prefer efficient removal to cards that can delete an Emrakul. For these reasons, the card seems mostly destined to show up in the sideboards of black-heavy midrange decks and black-featuring combo decks, which it will for maybe ever. It's absolutely coming in for matchups where players want all the removal they can get, but also provides a blanket check to strategies that were previously tough to stop, such as those focused on sneaking in a hit with Griselbrand or Emrakul ASAP.

#4: Urza's Saga

Overall: 10/15

Power: 5

Urza's Saga did not receive much press compared to the set's more straightforward goodies, but I believe it's quietly among the best cards in Modern Horizons 2. Part of what makes players allergic to Saga is its weirdness: there is just no precedent for a card like this, let alone an enchantment land. As sometimes happens without precedent, early designs can prove busted in application (see also: Lurrus of the Dream-Den; Skullclamp; Tarmogoyf; Jace, the Mind Sculptor).

Power level illustrates how much the card does for its cost. Saga is a zero-mana play that, when sequenced properly, locks in a pair of massive beaters and tutors a critical artifact from the deck. Being a land, it's also incredibly difficult to interact with meaningfully, being immune to the likes of Abrupt Decay, Prismatic Ending, Thoughtseize, and more.

Here is an example sequence that will see plenty of action in artifact decks going forward. Take for granted that the Saga player makes their land drop each turn.

  • Turn three: Play Saga, tap it to do something else
  • Turn four: Tap Saga and two lands to make a Construct
  • Turn five: Draw for turn, tap Saga and two lands to make a Construct tutor Basilisk Collar, equip it to the first Construct, and attack for a life swing of 6+

Much of Saga's power lies in its reliability, and the above constitutes what I'd consider a pretty comprehensive plan for a card whose floor is literally being a land that taps for colorless. One strike against Saga is that it will be traded in for an artifact every time; there's no option to keep it around as a land. But because of how saga enchantments work, players can still float a colorless in the main phase of that last turn to make their big play, and the mana it would normally cost to cast a one-mana artifact is on the house—if we're talking raw mana numbers, Saga is a Sol Ring on that final turn. I've found that being smart about which turn Saga is deployed, rather than just slamming it right away, allows for enough planning that trading it for a choice one-drop is almost always a big benefit.

The natural next question: how good is Construct? Without any other artifact support, that lifelinker (and its partner blocker) will be a 3/3 on the turn it crashes into the red zone. With just a single additional artifact, even Darksteel Citadel, it grows to the much larger 4/4, and things just scale up from there. When chaining multiple Sagas, they rapidly become enormous. In an artifact-heavy shell, the ability to pump two massive tokens out of a land that's also tutoring up a critical card will make Saga among the better cards in the deck, both to open and to draw into at any game stage.

Flexibility: 4

Even though it "only" taps for colorless, Saga offers pilots oodles of versatility. Sure, players can always just make two big dudes and go to town with a Collar. But there are unending variations on this sequence: players need not make a Construct every turn if they have other things to do with their mana (although waiting to plop down Saga until one's other options are more or less depleted extracts maximum value from the land), and they can search up any number of powerful artifacts. Among the juiciest:

  • Basilisk Collar
  • Grafdigger's Cage
  • Relic of Progenitus
  • Pithing Needle

Beyond whichever trinkets are best in the mainboard, any of these cards can be run at a single copy in the sideboard to be playing a functional five copies in game 2, four of which can't be countered or discarded and will come into play directly from the deck (essentially with suspend 2) without charging players a single mana. And for specific decks or more niche uses, there are plenty more intriguing artifacts to choose from.

Key cards in specific decks:

  • Amulet of Vigor
  • Animation Module
  • Colossus Hammer
  • The Rack

Niche options and bullets:

  • Bomat Courier (we're gonna be attacking anyway)
  • Expedition Map (keep them Sagas coming, or turn Saga into a tutor for lands)
  • Mishra's Bauble (Urza's Saga: the rich man's Horizon Canopy!)
  • Nihil Spellbomb (for those in black who like their graveyards)
  • Brittle Effigy (heavy-duty creature removal in a pinch)
  • Zuran Orb (sorry Burn)

That's a huge array of possible Saga searches, and the pool will only grow as Wizards continues printing Magic cards. Deploying Saga with some foresight lets players very reliably access an otherwise highly surgical piece of disruption on just the right turn, a godsend for the decks that can fit the land.

Splashability: 1

Here's where Saga drops the ball. Few decks in color-hungry Modern can afford to sleeve up colorless lands, and Saga also requires players to include one-drop artifacts that might not see play in the build otherwise. So besides meshing with a few very specific strategies, Saga demands significant commitment while deckbuilding.

Because maximizing Saga is a mana-intensive affair, it plays exceptionally well with mana rocks, as these also happen to grow the Constructs. Realistically, though, any artifact-heavy deck that's not too demanding color-wise will love packing 2-4 of these. I'm thinking Urza, Lord High Artificer decks as well as ones that could use the bodies as blockers or a Plan B, but will mostly be drawn to the tutor effect, like Lantern and 8-Rack. And then there's the combo with Titania and Zuran Orb, which may also spawn a deck.

Another home for Saga is Eldrazi, both the colorless aggro strains I'm known for (where Saga shines bright for the bodies; more to come!) and Eldrazi Tron (where it will at the very least be run as a target for Expedition Map), but I imagine may creep up in number as players start to realize it's the best last land they could drop onto the battlefield). Being able to search up Basilisk Collar makes Saga very appealing for decks already locked into Walking Ballista.

#3: Prismatic Ending

Overall: 11/15

Power: 3

Remember, we're measuring power by impact for cost. Much of the time, Ending won't provide an enormous swing on this metric: one mana to remove a one-mana spell; two mana to remove a two-mana spell; and so on. You'll always trade with opponents on mana, unless they cheated out their card that costs between one and five (not likely), and unless they in fact paid an additional cost for their card. Some examples of the latter: they tutor up a creature with Eladamri's Call, essentially making it cost an additional GW; they take themselves down to 8 life for Death's Shadow, a steep condition if the payoff creature gets removed; they gut their own graveyard for Kroxa, Titan of Death's Hunger, or sink extra mana into kicker, as with Tide Shaper.

But generally, Ending trades with opponents on mana to hard-remove a permanent. Which isn't necessarily bad; people snipe one-drops with Abrupt Decay all the time, while Ending will never overcharge for that kind of effect. It's just deece.

Flexibility: 5

Here's where the points come rushing in. Modern deckbuilding has always been about striking a balance between artifact hate, enchantment removal, cards that interact well against planeswalkers, etc. Being able to target any permanent is the crux that brought Brazen Borrower into the fold of format playability despite its clear drawbacks. And it's the condition that ensures Prismatic Ending will go down as one of the most fearsome pieces of removal in the format.

I remember when Isolate was spoiled and the Modern players I associated with all wondered about its playability here. "It removes Death's Shadow, but also Aether Vial!" "No more worrying about turn one Expedition Map!" "You could nab a Utopia Sprawl!" "Shame about Chalice of the Void, though..." No more! Prismatic Ending (while admittedly slower, at sorcery) does indeed exile Chalice of the Void, as X is payable whether or not players want to remove a high-cost card, and Ending says "or less," letting it remove 0-cost permanents. But it also removes literally everything else. Choke. Jace, the Mind Sculptor. Scourge of the Skyclaves. Batterskull. The Batterskull token, for one mana mind you. And all it asks are two things:

  • The same amount of mana spent by opponents (in terms of tempo, Ending is almost always a wash)
  • That players can produce enough different colors to make full use of converge (in a three-color deck, I'd call it a significant upgrade to Abrupt Decay, and the more the merrier)

It's true that Ending is a sorcery, and that quirk makes many clunkier removal options better in certain scenarios. If this card was an instant, I would give it a 6.

Splashability: 3

The balancing act of converge will limit Ending's widespread adoption. Not only is the card white, traditionally one of the weakest colors in Modern, but players must commit to multiple other colors as well if they want to tap into the sorcery's true power. I do think Ending is good enough to splash for, but not so much that all decks lacking white entirely will want to eschew on-color solutions to problem permanents such as Maelstrom Pulse or Abrade. Ending is by no means a death knell for all utility removal options. But in the decks that can swing it, absolutely.

Making a Splash

There's no doubt these cards will rock the Modern format. But a couple still remain that I'd peg as even more worthy of splashing, discussion, and... dare I say it... fear. Join me tomorrow for an in-depth discussion of the two best cards in Modern Horizons 2!

MH2 Overview, Pt. 2: Playing the Part

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To quote a great doctor, "the M.H. saga continues." Yesterday, we considered the decks to be impacted and created by Modern Horizons 2, and today, we'll look at at the many role-players present in the set. Let's begin with the Incarnation cycle (ranked!), after which we'll check out new removal, utility, and build-around options. Finally, it wouldn't be a for-Modern set without some targeted hate, so we'll peep those as well!

Utility Incarnate: The MH2 Pitch Cycle

Among the flashiest cards in Modern Horizons 2 are those that make up the new pitch cycle, or provide an effect for free should players elect to exile a card from their hand. These are a different breed from the pitch cycle in MH1, as they're all Incarnation creatures with evoke, giving them added utility as aggressively-costed bodies. Between that utility, their "free" mode, and their unique and powerful effects, the members of this cycle are sure to support heaps of Modern strategies in the years to come—except, ironically, for Grief, the first card of the cycle to be spoiled and in my eyes far and away the weakest. So it would come in at #5 on a ranking system. Let's keep going from there!

#4: Fury

In terms of straight-up effects, Fury can often have the most impactful, offering casters a pair of Forked Bolts. These can dismantle an enemy board with the utmost precision, dealing one to a dork, two to a creature, and another two a minused walker, for instance; all the excess damage goes to the dome, of course, which makes Fury very low-commitment. Indeed, I imagine it will often be cast as a kill spell with some trample.

The spell loses some points for speed; being a sorcery, Fury can't interact with enemy combos, which dramatically lowers its value as a free spell. And it will be pretty tough to cast in most of the decks that want it. Besides, pilots don't get much for shelling out the five mana; double strike is certainly a great ability, but it's not close to at its best on a 3/3 in Modern. The damn thing dies to Lightning Bolt!

Where to find it: Red-heavy combo, midrange, and control decks might want Fury as a way to take apart fishy boards of hatebears or just beaters. But how many of those can you name? Storm?

#3: Endurance

Being green, Endurance has the most aggressively costed body of the cycle. A 3/4 with reach and flash is one dangerous spider, taking out any of Modern's Stage 1 creatures as they dash naively into the red zone as well as pricier utility threats that don't know any better (including, say, Lurrus of the Dream-Den). The threat of Endurance from green decks will have players thinking twice before they come in with the team, and make casting spells in the second main phase more important than ever.

On the flip side, its effect is the narrowest of the cards here, but still quite impactful when it matters: putting the graveyard on the bottom of the library is somewhat better than exiling it, where players still retain some degree of access to the cards. And doing so for free at instant speed will blow out a bevy of Modern combos so long as players draw into Endurance before that critical turn.

Where to find it: Endurance is likely to do the most damage out of something like Amulet Titan, Infect, or Elves. These are combo-oriented decks that incentivize opponents to swing in big and early as they race to beat the clock, and that's a game state Endurance takes advantage of on defence. Plus, it's 0-mana graveyard interaction on the same sideboard slot.

#2: Subtlety

Aether Gust has proven itself a fixture of the Modern tournament scene, popping up in sideboards everywhere even now that Uro's long gone and Tarmogoyf has been dethroned as the king of two-drops. That's because topping or bottoming (heck, you choose!) a permanent or spell on the cheap provides a massive tempo swing. (Aside: pour one out for my boy Memory Lapse who did not end up getting a reprint.)

Subtlety gives up Gust's ability to hit permanents for the broader ability to hit all creatures or planeswalkers, regardless of color, while they're still on the stack. In that sense, it's a psuedo-Memory Lapse, playing more like a counterspell than a kill spell. The 3/3 body provides a clock in its own right, and it all comes together for a bargain bin price of 4 mana.

Where to find it: Expect Subtlety primarily out of blue-heavy creature decks like Merfolk, but also in slower control and midrange shells, where it will buy precious time in the early game.

#1: Solitude

Solitude casts the mythical Swords to Plowshares, a card that has yet to come to Legacy-lite, ahem, I mean Modern. On a 3/2 lifelinking body, that's all players might need to turn the tide of a game. But having a free, instant-speed Swords is also nothing to sneeze it, giving Solitude two highly impactful modes in one neat package. Mix in flash and it's a potential double-removal spell, trading with one attacker while exiling another, or just an end-of-turn tempo swing, taking out a lone blocker to crack back for a six-point swing.

Where to find it: Since Swords to Plowshares is such a versatile spell, and Solitude's many modes make it such a versatile creature, I can see Solitude supporting strategies as diverse as midrange, control, and fish-style aggro like Death & Taxes. My initial impression is that just about every fair deck with a high white concentration will want this card. Oh, and that Ephemerate interaction people were losing their heads about when Grief was spoiled? It's actually on-color with this guy! Instant staple!

Additional Support

Modern Horizons 2 is chock full of cards generic enough to be splashed across multiple strategies, but useful enough for players to actually want them. These spells provide a welcome boost to Modern's overall power level as they expand the pool of playable role-players, ultimately giving deckbuilders more choice regarding who they want to beat and how. They're my favorite kind of new card!

Removal

Seal of Removal: Seal of Fire was already played in prowess decks, and I imagine storing Unsummon on a get-it-now prowess trigger will be very exciting for those same mages. After all, Unsummon is a more reasonable Modern card than Shock. (Don't @ me. Just cuz I've always wanted to say that.)

Suspend: Temporary removal, just like Unsummon. Except it's not quite like Unsummon, because the creature can't be cast the following turn; delay-wise, it's more like Reflector Mage. Of note, the creature gets haste when it returns, and opponents don't have to spend mana recasting it, making it worse than Mage or Unsummon when it comes to sapping tempo. I'd say most of Suspend's potential comes from its interaction with Teferi, Time Raveler, which forces the card to just stay exiled. Very likely to see play in decks that both a) run Teferi and b) might want to hit their own creatures with Suspend to double up on ETB triggers or protect against removal.

Bone Shards: Very flexible removal spell that is sure to see use in strategies that like discarding (Hollow One, Dredge, etc.). Off the bat, Shards strikes me as a significant upgrade to Lightning Axe. Sacrificing a creature seems like a steep cost, but since discarding remains a possibility, it's straight upside over Axe. You can drop a 1/1 Elemental token for this thing and keep that Bedlam Reveler in hand!

Vindicate: The known and feared Vindicate, at last in Modern. Goodbye, Malestrom Pulse! And goodbye, Steam Vents!

Nevinyrral's Disk: The known and not-so-feared Nev Disk. This is Modern, not Commander, so Disk is unlikely to make huge waves. Tron might want it over some number of Oblivion Stone; it's pretty nice against Blood Moon, as Tron can tap out for it, then crack it on the following turn and unlock all their lands immediately.

Utility

Bone Shredder: Fleshbag Marauder upgrade for creature toolbox decks.

Karmic Guide: Reanimate spell for creature toolbox decks. Or... combo piece?

Fire // Ice: A storied utility instant, featuring both Forked Bolt and Niveous Wisps one a single card. Cantrip, removal, combo stopper... what's not to love? Neither side is very powerful, true, but it may show up in URx midrange and bigger tempo decks, such as Kiki-Exarch.

Sword of Hearth and Home: The rumors were true... not all the utility cards are reprints! Hearth and Home is an appealing Stoneforge target for Ephemerate decks. It's also ramp, making the card potentially deadly out of such strategies. Of course, they still need to connect, but the potential of blinking Stoneforge itself makes Hearth and Home a potential engine-in-a-can.

Nobody Asked, But Cool

Goblin Anarchomancer: Goblin Electromancer and Baral, Chief of Storms see play in Storm, where they lower the cost of the requisite rituals for comboing off. Anarchomancer might see play in a similar kind of deck that aims to power out creatures or planeswalkers ahead of schedule. So far, that deck hasn't existed, but I'm anxious to see what it might look like.

Mishra's Factory: The best manland comes to Modern, giving Mutavault a run for its money in decks that don't need the tribal synergy. Granted, that's not many, but Factory also gives Blinkmoth some competition in Affinity and related artifact decks. I mean, it's juts so big!

Yavimaya, Cradle of Growth: Urborg for Forests. Yawn with raised eyebrows.

Some Hate for Your Plate

All that support don't come for free. Leave it to Wizards to rain on our fun. Or, rather, give us the tools to rain on someone else's.

Creatures

Cursed Totem: An incredible hoser against the right decks, shutting down mana dorks, tap effects, and every other activated ability. But Totem is also very narrow. Anyhow, this is the real reason Heliod decks are no longer Tier 0. (jjjkkk.)

Dress Down: Now that's more like it. Kiss your creature combo turn goodbye. Plus a cantrip even when it's not useful, and when is it not useful? Against most decks, Dress Down provides at least a Stifle, stopping a Kroxa trigger or a Confidant reveal or a Hierarch from tapping in the main phase or a Scourge of the Skyclaves from existing. Yes, it murders Scourge of the Skyclaves and then cantrips. Yes, it turns Death's Shadow into a 12/12 for the turn. Yes, grow big Goyf. A+ from ya boi.

Colorless

Void Mirror: Tron can still cast their spells using Forest, or the mana from Chromatic Sphere. But they need to tap Forest to cast another Chromatic Sphere, so I'm not sure this card is totally blank against them. Granted, it's much better against decks like Colorless Eldrazi, which have little choice other than to pack some color-producing lands if this nasty trinket catches on. And why wouldn't it catch on? It also hoses Suspend and various cheaty things. Wizards be like: cheaty this zero-mana Warp World! Also Wizards: no cheaty! How Modern of them.

Obsidian Charmaw: This one's for the mainboard, especially in those red stompy decks that show up from time to time. What were they called again? Spread? Steed? Anyway, while Ponza and its ilk like to destroy basic lands so Blood Moon can do its dirty, Moon's not always online, and Charmaw is pretty much guaranteed targets in every Modern matchup. Sometimes it costs two mana, but it's a deal at three. This is officially the first Dragon I want to cast off Sarkhan, Fireblood.

Break the Ice: A Sinkhole retrain for our time. Can we really not have Sinkhole? As things stand, this one feels a bit niche.

Graveyards

Sanctifier en-Vec: Rest in Peace on a stick that singles out black and red. But most valuable things being dumped are black and red. Arclight Phoenix, Prized Amalgam, Stinkweed Imp, Bloodghast, Hogaak... oh wait, wrong Horizons. Yeah, this card will see hella play. Unlike blowing up lands for two mana, protection is actually broken, perhaps especially on a Rest in Peace that can't be Nature's Claimed, Abrupt Decayed, Lightning Axed... bruh, how does Dredge even kill this thing?

Dauthi Voidwalker: Might as well have Leyline of the Void on a stick, too. This one's a lot worse than Sanctifier, but not without its potential. Black could always use more hosers. That second ability seems like a whole lot of text for nothing.

Blessed Respite: Gaea's Blessing, meet Fog. Soothing Rest, meet The Sideboard. Rest is a versatile card that ironically fails to fulfill a key goal of Gaea's Blessing in the decks that side it where it's legal, which is to not lose against Mill. We'll miss the cantrip, too.

Walkers and Burn

Walkers and Burn, huh? Okay, not exactly cohesive, but that's what's left!

Flame Blitz: So you hate planeswalkers. Boy, have we got the card for you! Blitz is the one-mana walker sweeper that just keeps on sweeping. And if opponents don't have any, it can just be cycled. Value! Or if you already resolved one. Value! Or you could just cast that second one and deal 10 to all the walkers every round. You do hate planeswalkers, don't you?

Blossoming Calm: Seems like decent Burn hate on paper: best-case scenario, you counter a Boros Charm, then gain 4 life over the course of two turns. That's 8 life for one mana. But wait... what about Life Goes On? Indeed, the decks that can support it will favor Life Goes On, which doesn't need opponents to target them with a juicy spell to get off. But Calm is more splashable and has the benefit of stopping big plays like Grapeshot and even effects like Liliana of the Veil's -2 or a Glimpse the Unthinkable, giving it wider applications in Modern generally than just stopping Burn.

Love 'Em or Hate 'Em

Whether you're down with the crew or screaming "down with the new," there's something for you in Modern Horizons 2! You hear that, Wizards? Better tap my jingle-writing for MH3! As for the rest of you still reading, join me tomorrow for the final segment of this comprehensive spoiler review: my Top 5 cards of the new expansion. Or have I given them away by now?

MH2 Overview, Pt. 1: Home Cooking

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The bars are opening, and with them, certain among the FNM registry's many stinky basements. In other words, it's officially Christmas. And if you don't celebrate Christmas, well, it's time to start: Modern Horizons 2 is fully spoiled as of yesterday! On that note, I'm thrilled to welcome you, fellow Modern fanatic, to the first of three consecutive articles forming a comprehensive look at the many playables in the latest and greatest Magic: the Gathering set (or, dare I say... of all time?!).

Home is where the heart is, so today's segment focuses on the Modern decks both revitalized by and spurred into being thanks to the new printings. Tomorrow, we'll look at the more generic support (and, of course, hate) printed to support or reign in different playstyles. And on Saturday, I'll unveil my picks for the top five best cards in the set.

New Decks

Besides just "helping Dredge," Modern Horizons 2 will create some brand-new strategies in the format. There are plenty of great cards here, but not all of them have a home... yet!

Tokens

Let's get the least impressive new deck out of the way first: Tokens. The payoffs introduced in Modern Horizons 2 are among the weakest in the set (exception: Ragavan, Nimble Pilferer), but I'd wager the potential synergies are charming enough to tempt players into building towards them.

Lonis, Cryptozoologist: Lonis investigates whenever a creature enters the battlefield, which isn't the toughest condition to meet. With that being said, it's a lot harder than existing options (see below). Where the Legend really shines is with its tap ability, which converts those many clues, formerly mana sinks, into mana and card advantage, flipping the script on their usefulness and letting players cast an opponent's cards for free.

Fae Offering: Generating one of each token is exactly where those serious about this archetype will want to be. Given Modern's wealth of versatile options, including Mishra's Bauble, Manamorphose, Noble Hierarch, and the like, it won't be too tough to meet Offering's condition on most turns, turning this unassuming enchantment into a potentially value-laden enabler.

Academy Manufactor: Um, let's start over: generating three of each token is exactly where those serious about this archetype will want to be. Manufactor turns Fae Offering, and especially simpler set-up cards, into nightmares for opponents to dismantle; in other words, it gets the ball rolling big-time.

Existing options: Modern has its share of cards that play nice with these theme. I'd say best of all is the already-played Tireless Tracker, which combines with fetchlands to pump out a grip of clues. I wonder if Standard all-stars like Goldspan Dragon and Galazeth Prismari won't be suitable payoffs here too, given their absurd potential when combined with these newer cards. Overall, though, the token theme strikes me as a little cute and a little durdly, and if it comes to be, will be floated mostly by Ragavan.

Enchantments

Up next is a carry-over from Legacy, although Enchantments is less of a Legacy deck than ever. What better time than now to port it over to Modern, and with some new toys to boot?

Sterling Grove: The first reprint on our list, Grove gives players access to a toolbox element, and as we know there's no shortage of surgical enchantments in Modern. That means Grove is something of a themed Demonic Tutor, and it also provides the buff of granting shroud to important pieces in a lockdown. At two mana, it's sure to be a staple in the deck, at least in its early stages.

Enchantress's Presence: Another reprint, Presence is the classic draw engine for Enchantress decks, taking its name from Argothian Enchantress (at this time, still not in Modern). At two mana, this one is sure to be a staple in the deck well into its old age. When Presence stops being good, the deck itself stops being good. And yeah, this is the hyper-aggressive, hyper-punishing Modern, so that may or may not be out of gate.

Sanctum Weaver: At last, a newbie! Weaver is Serra's Sanctum on legs, with the added benefit of making any color mana. Of course, Sanctum is much better, as it costs no mana and can't be Bolted; Modern may well be on its way to becoming Legacy-lite, but not without the caveat of Wizards deciding which cards to exclude from the format. I wouldn't hold my breath for Sanctum and its cycle-mates Gaea's Cradle and Tolarian Academy (okay, this last one is banned even from Legacy).

Sythis, Harvest's Hand: And here's our Argothian Enchantress retrain! I'd say losing shroud in Modern definitely hurts more than the lifegain helps, but we can't call this two-mana Nymph quite a strictly-worse version. In multiples, that life gain will surely add up into a win a nonzero percentage of the time.

Existing options: I can see some of these cards finding their way into Bogles; for example, Presence is a lot more appealing than the Bolt-able Kor Spiritdancer in some instances, and may at least inspire a split. The newer Omen of the Sea seems incredible in a deck that's all-in on casting enchantments, and since that and Abundant Growth already see play in the high-volume Yorion decks, there may even be an 80-deck Enchantments deck on the horizon. Those one-mana enchantments (Utopia Sprawl too) play especially nice with these newer payoffs.

Affinity

New deck? Affinity? New deck? That's right, folks: since the Mox Opal ban, Affinity is nowhere to be found, by and large replaced (if half-assedly so) by Hardened Scales. And if you really want to get real, Affinity was never really real Affinity anyway, at most points featuring zero cards with the word itself even printed on them. So yes, Affinity. New deck.

Thought Monitor: Thoughtcast on a body. That makes this something of a draw three, with the extra mana cost being channeled directly into one of the cards, itself always a 2/2 flier. Good enough indeed, as Monitor both affects the board and draws into more gas.

Ethersworn Sphinx: Cascade is a lot better than draw 2. Right? Right...? Well, maybe not! In the build of post-MH2 Affinity I've been seeing pop up in casual online rooms, Sphinx tends to cascade into a mana rock or an Ornithopter. After all, the deck is mostly made up of cheap enablers. The value is still potentially there, and it does replace itself at worst. But I anticipate the main draw to Sphinx will be the slight velocity it provides (you might as well be drawing most of the time) and the massive 4/4 flying body.

Existing options: I mean, you know them—Ornithopter, Memnite, Frogmite. The decklist practically writes itself. The tuning is where things will start to get interesting: Chromatic Star & company, or no? Dispatch vs. Glavanic Blast? Do we run Sphinx at all? How about them tapped artifact lands? Uh... can Wizards unban Seat of the Synod already?! Is Cranial Plating even worth casting in 2021? (jk.)

Existing Decks

Then there are decks that already exist in Modern, and that Wizards graciously decide to throw a freakin' bone here to. Among these are fan-favorites like Merfolk, fan-most-hateds such as Suspend, and domain & delirium, a pair of mechanics that have occasionally centralized deckbuilding choices for other strategies.

Merfolk

As David has noted, Rishidan Dockhand provides a powerful effect on a bulky one-drop, yielding something Merfolk certainly wants. But it's not even the best Merfolk in the set.

Tide Shaper: Shaper is a one-drop and Spreading Seas all in one, with players being given the option to kick it for a mana extra and have what's effectively a Spreading Seas on legs. That's mana disruption and islandwalk enabling on a cheap body. I don't think it'll necessarily be a toss-up as to whether to run Shaper and Dockhand, either, as the two abilities play very well with one another; Dockhand can tie up the opponent's remaining colored mana while Shaper and friends crash into the Island across the board. The land is freed should Shaper die, but that drawback seems quite minimal compared to the upside of running 4.

Svyelun of Sea and Sky: This card doesn't look much like a Merfolk at all, at least in terms of strategic cohesion. But that's okay with me, and potential Svyleun's strength: it gives the deck a desperately needed Plan B. Unlike Merfolk's other threats, Svyelun is perfectly fine to be on the battlefield by itself, and indeed threatens to walk away with games unmolested; indeed, I even saw one out of UW Control the other day. That means potential to claw back into games and defeat board stalls, something Merfolk has traditionally sucked at. And it's not like Svyleun is bad in Merfolk itself: giving all your guys ward makes it considerably harder for opponents to dismantle the pumps-and-islandwalk synergies, incentivizing them to deal with this bulky bad boy first... and good luck with that, if it's indestructible!

Suspend

Up next is Suspend, a deck so named despite the rarity that it even casts its spells off said mechanic; rather, Suspend decks in Modern are more about cheating the cost via cascade or Electrodominance. These new cards either prop up the existing Suspend decks or give them access to entirely new dimensions.

Inevitable Betrayal: This one may find its way into all Suspend sideboards, as it can steal key creatures out of Tron or other big mana strategies. Wurmcoil Engine or Emrakul, the Aeons Torn sure beats making a pair of 4/4s off Crashing Footfalls, and potentially anything else the Suspend deck wants to be cheating.

Glimpse of Tomorrow: New dimension #1, and in my eyes the most likely to spur a new build into being. Glimpse wants players to commit a ton of permanents to the board (mana rocks, etc.) and then cheat out the title card to effectively cascade into Emrakul, Omnipotence, or whatever else. So it's literally Warp World, an eight-mana sorcery that has seen Standard play at the heart of a similar deck. And cheating out a suspend spell is way easier than ramping into eight mana. Not to mention players can just pay two mana to lock it up for 3 turns, which will definitely win games from time to time.

Gaea's Will: New dimension #2, Gaea's Will is a retrain of Yawgmoth's Will, one of the most broken spells ever printed. We may see Will at the heart of a Storm-esque deck with an Electrodominance package or even as a way to just generate a bunch of value in the mid-game for other Suspend decks. I'm the most excited about the possibilities with this one. Of course, it may also end up being a flop.

Resurgent Belief: New Dimension # 3: A suspended Replenish. Belief also has combo potential, albeit in a totally different kind of shell. This deck could run self-mill or enchantment Entombs to set up a lock, or even just tempo- or value-generating enchantments like Omen of the Sea and Seal of Removal, or perhaps a mix of both. An interesting thing about Belief is that its Suspend mode actually isn't so much to ask, costing just two mana and charging two upkeeps before resolving, so it may see play without Electrodominance and the like to push it out early or on demand.

Domain & Delirium

Both of these mechanics have seen Modern play on the most powerful cards respectively featuring them: Tribal Flames; Traverse the Ulvenwald; Grim Flayer; Wild Nacatl; Tarmogoyf. Er... okay, so the last two technically lacked the keywords, but you get the idea. Since the mana is so good in Modern thanks to the fetch-shock norm, and delirium is relatively easy to splash thanks to enablers like Bauble and Manamorphose, all of these cards are liable to see some play, both in and out of dedicated decks.

Scion of Draco: Two mana for a 4/4 flier that gives all your creatures useful keywords? Talk about pushed. Players will need all five basic types to pull that off, but given that Tribal Flames has incentivized Zoo decks to splash every color as recently as last month, the strategy is far from dated, and players will absolutely make Draco work.

Territorial Kavu: This guy is amazing as well. Even better than Draco, if you ask me! Part of what makes Kavu so appealing is that it's a terrific rate even without the full five basic land types, so four-color aggro decks can make good use of him, too. Still, it will definitely appear alongside Draco in revamped domain decks. It's cheap, huge, and provides both card filtering and incidental graveyard hate. What's not to love?

Dragon's Rage Channeller: Which brings us to delirium. Four card types is a lot to ask on a Stage 1 creature, as I found out testing Gnarlwood Dryad in Delirium Zoo. But in a dedicated delirium aggro shell, Channeller may well support a cast that includes Dryad. It helps that Channeller provides not just card filtering, but graveyard dumps, and that it becomes a 3/3 flier, which is tremendous for the one-mana cost. My pick for best delirium card in MH2.

Bloodbraid Marauder: Flashier than Channeller, as it's got Bloodbraid Elf's text box for half the cost. But keep in mind that delirium generally asks players to stuff their decks with air like Mishra's Bauble, weakening the potential hits, and that Marauder can't cascade into two- or three-drops, which will make the value it generates a lot lower on average than what Elf can come up with. Still, it should slot right into the delirium aggro deck.

Unholy Heat: The most splashable of the delirium spells, Heat kills a heck of a lot for one mana... provided players can meet its condition reliably. Six is a critical number in Modern, destroying the format's biggest and baddest creatures (including Primeval Titan). In the meantime, 2 damage does snipe a fair bit.

Shoe-Ins

The following cards are very likely includes in existing Modern decks, but won't transform the archetype by any means. They'll just soup it up a bit. In alphabetical order, because why not?

Asmoranomardicadaistinaculdacar: Hollow One, for which it's essentially Wild Nacatl. And hey, searching up the The Underworld Cookbook seems fine to lock in a discard outlet. You can thank this card (whose name was also so long it screwed up the mana cost) for offsetting up my typeline, by the way. (Not that it wasn't already doomed by my insistence on uploading images for every single new card.)

Damn: Black-heavy control and midrange with access to white. That means you, Esper Control! On power level: it's past due Wrath of God received an upgrade. And black some no-questions-asked two-mana removal. Two birds with one stone.

Defile: Anything Swamp-heavy. 8-Rack? Urborg, welcome into the fold!

Esper Sentinel: Humans. Not very aggressive, so potentially a sideboard card, but extremely powerful a lot of the time, especially with built-in synergy to grow it. I've seen "Rhystic Buddy" thrown around as a potential nickname; co-sign.

Flame Rift: Burn. I will note that in this more-combo-oriented-than-Legacy Modern format, 4 damage to each player might not be optimal; in racing scenarios, it's often less impressive than even Skullcrack, which provides a 3-point swing compared to Rift's 0-point swing. (Lightning Helix is king in these scenarios, generating  a 6-point swing; Helix-or-Rift metagames, anyone?)

Fractured Sanity: Mill.

Quirion Ranger: Elves.

Riptide Laboratory: Faeries as a one-of, and potentially other slow Wizards decks. These are generally Tier 3 or worse, but Laboratory will nonetheless find a place in them.

Shardless Agent: Suspend, but also random UGx midrange decks, and maybe Urza shells. This card will be find a ton of homes. Run with 4 Bloodbraid Elf for Modern Waterfalls, and with the new Bloodbraid Marauder for even more cascade giggles! (Or don't, and that guy at your FNM will.)

Zabaz, the Glimmerwasp: Hardened Scales. Maybe Affinity, depending on how that shakes out.

Other Build-Arounds

These are very likely to see play in some capacity, but in newer shells, or in ways we haven't yet seen. Reverse-alphabetical this time. U mad?

Verdant Command: Very competitive as a token generator, for the decks that want that kind of thing, including Transmogrify strategies. It does cost a card, but Command offers plenty of utility for those in the business of breeding Squirrels.

Upheaval: A Commander favorite sure to be built towards as a one-card combo finish. Likely to be fringe, in the same way that Blue Tron is fringe, but to nab a result here or there. For the Spikes scratching their heads, Upheaval's big ticket is that it also bounces lands, acting as a heavy-duty reset button.

Persist: Wizards didn't just want us reanimating Griselbrand and Emrakul every time. But part of the reason Modern players love reanimating Griselbrand and Emrakul is that they're actually targetable by the two-mana Goryo's Vengeance. Persist opens many doors for reanimator strategies, and we may start to see some strategic variety among them, too, as they lean into midrange and ease up on their combo dimensions. I imagine Persist is attractive for Ghost Dad, for instance, but even moreso that it could create new Ghost Dad-type decks that aren't themselves locked into reanimating Obzedat and Jace.

Murktide Regent: Blue Tombstalker. Possibly not good enough in Modern. We have Scourge of the Skyclaves now, as well as, say, Pteramander.

Kaldra Compleat: Gives Batterskull some competition in terms of juicy Stoneforge Mystic picks. I even ran into a fully-invested white build trying to slam these as fast as possible via not just Mystic, but Quest for the Holy Relic. And all because haste is Time Walk.

Imperial Recruiter: Now this is a high-profile reprint! Previously, Recruiter was going for hundreds of dollars based on Legacy demand alone. It really gets anything, and isn't restricted to type like Goblin Matron, meaning this creature will see play in all the fish, value, or toolbox decks that could want it and are down to splash red.

Ignoble Hierarch: I'm itching to see the shells Ignoble Hierarch inspires. Mid-sized Jund aggro? Good ol' Jund Rock, but with dorks? Who knows! All that's for certain is that this evil (not to mention smelly) Noble Hierarch will see heaps of play.

General Ferrous Rokiric: Hexproof from monocolored spells means he's immune to Bolt, Push, Path, and even Collected Brutality. Then he's making huge bodies whenever a multicolored spell gets cast, including Manamorphose and, like, Burning-Tree Emissary. Oh, and Mantis Rider. Yeah, this guy's a Human! Maybe he should be in Shoe-Ins.... or maybe he'll helm a new multicolored aggro deck more focused on getting opponents dead than disrupting them. Think Voice of Resurgence and Siege Rhino. And Jegantha, the Wellspring!

Braids, Cabal Minion: Papa's got a brand new bag of Smallpox.

Home for Christmas... in July... uh... June

Are these cards slotting into your Modern deck? That new Affinity got your gears turning? Or are you just waiting on that juicy (predictable?) Top 5? Let me know in the comments, and join me tomorrow for the second chapter of our comprehensive Modern Horizons 2 spoiler overview: role-players and hate!

Read Part 2 here.

Prowess Paramount: May ’21 Metagame Update

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I'm interrupting this spoiler season with an important bulletin: it's time for the metagame update! And this will be a strange one. Although... I'm not entirely clear on what a normal metagame update might look like. I mention that there's something unexpected happening every month. It's never the same weird thing, but it's always something diferent. So, maybe I should be saying "Guess this month's oddity!" Or maybe just shut up and get to the data. Let's go with the latter.

Something to note, even though it doesn't affect anything, is that paper events have started to return. I went to my first in-person FNM in 14 months last week, and it felt amazing. However, it was slightly tempered by the knowledge that eventually, I'll have to include paper events in this data. I'm not sure exactly how I want to deal with paper. The old system wouldn't work quite as well anymore due to overweighting the online results. I'll have to figure out how properly integrate the paper results before actual large events start up again. Probably not for several months if not until 2022. But better to get ahead of the problem.

The Problem With Prowess

Speaking of problems, Izzet Prowess was a huge problem in May. It vastly over-performed relative to the rest of the field and was skewing the data. This probably sounds familiar, and that's because it should: I said almost the same thing about Heliod Company last month. However, I decided to include Heliod Company in the data because I could not conclusively determine if it was an outlier. This time, it wasn't a problem. Izzet Prowess was clearly an outlier and multiple tests confirmed this as the case. Here's the Izzet Prowess data from May compared to Heliod Company's from April.

Izzet's Total #Heliod's Total #Izzet's Total %Heliod's Total %
Population755915.3611.46
Points11610714.6811.53
Average Points1.551.81

Izzet earned significantly more places and points than Heliod did. That alone might qualify Izzet as an outlier, but the clearer visualization (which I couldn't get onto the table in a way I found ascetically pleasing) is the degree to which they respectively outstripped the competition. Heliod's population was 1.59x's above its next competitor (Izzet Prowess, go figure) and earned 1.53x's the points in April. Izzet Prowess beat Eldrazi Tron's population by 2.5x's and its points by 2.37. That's an absurd gap and would have led me to declare an outlier even if the actual statistical tests had disagreed. Which they decidedly did not.

As a result, I am reporting Prowess's data, but I did not include it in the analysis. Had I included it, Izzet Prowess would have been the only Tier 1 deck. And the number of decks making the list would have plummeted, another clear indication of an outlier. By removing Izzet Prowess, the resultant analysis looks more normally distributed and I believe gives a more accurate picture of what the metagame looks like.

It's NOT Tier 0!

After all I've said, there is a temptation to declare Izzet Prowess Tier 0, something I've never done before. I will resist this temptation and everyone reading should do so too. Izzet Prowess is nothing like Hogaak, Arisen Necropolis or Eye of Ugin-powered Eldrazi. The deck is slightly different from the previous few months when it was Tier 1, but not outstandingly so. Plus, it's taking over the top slot from another deck that just spiked out of nowhere. There's no reason to think that this spike won't also go away.

More importantly, I can explain away Izzet's numbers as nothing more than absurd, unexpected, and arguably unjustified popularity. Check the table again: Izzet averaged only 1.55 points per placement. Which is considerably lower than Heliod's from April, but doesn't really mean much, because the average is a moving peg to be compared to the baseline. And May's baseline average points is 1.58, meaning that Izzet's performance was slightly below average given its population. To be Tier 0, I'd expect any deck to take down sufficient Top 16 or higher slots to stay above the base. Not necessarily sky-high, but well above the baseline.

I can say with certainty from going through all the results: Izzet did not do that. Its position in the tier list is thanks to putting up lots of Preliminary 3-1 and Challenge Top 32 results. It had some good Challenges, but mostly was an average performer. If a deck is adopted in large numbers, it should get lots of results, and the data reflects an expected results from mass adoption.

A Plausible Explanation

I have no idea why Izzet Prowess was so popular. I have no way of finding out besides surveying hundreds if not thousands of MTGO players about their deck choices. I'm too lazy to try to track down individual players and no better than to trust online survey data. I can, however, at least make a grounded and educated guess.

Observation #1: Red decks are popular online

For as long as Modern Nexus has been doing metagame data, we've observed that red decks tend to be more popular online than in paper. There's never been a good explanation for this deviation other than red decks tend to be cheaper than the alternatives. It's never been universally true, but it tends to be accurate. Assuming that players don't like spending money on digital cards, which is plausible, this would lead them to favor red decks over alternatives.

Observation #2: The online metagame is very volatile

Just look back at all the metagame articles I've written. The composition of each tier and which deck belongs where changes wildly month to month, far more than when there were paper results to consider. This is likely caused by the next observation...

Observation #3: Rental services reduce the opportunity cost of deck switching

Straightforward enough—if you don't have to constantly buy and sell cards to make new decks, you can experiment and change decks easily. There's a reason players will buy one deck in paper and play it for years, regardless of metagame positioning (*cough* Jund).

Observation #4: There is a correlation between price spikes and decks falling off

Looking at the price history of key cards and the metagame data suggests that price is a significant factor in deck popularity. For example, Auriok Champion is a key card in Heliod Company. It saw a huge price increase in March with multiple additional spikes in April before falling off in May. At the same time, Heliod exploded in popularity in March, peaked in April, and is no longer anything special. There is a similar pattern for other key cards like Heliod, Sun Crowned. Stormwing Entity is repeating this pattern. Correlation isn't causation, but it is suggestive.

Conclusion: Izzet Prowess's popularity was due to it being cheap to rent. Once the rental time is up, the ongoing card price spike will drive players away, and Izzet will fall off.

We'll see in July whether I was right. But with that out of the way, let's shift gears away from Izzet Prowess to look at the rest of the metagame data.

April Metagame

To make the tier list, a given deck has to beat the overall average population for the month. The average is my estimate for how many results a given deck “should” produce on MTGO. Being a tiered deck requires being better than “good enough;” in May the average population was 6.88, meaning a deck needed 7 results to beat the average and make Tier 3. This is a pretty standard average as these go. Then we go one standard deviation above average to set the limit of Tier 3 and cutoff for Tier 2. The STdev was 7.81, so that means Tier 3 runs to 15, and Tier 2 starts with 16 results and runs to 24. Subsequently, to make Tier 1, 25 decks are required. Amazing how all those numbers are the lowest ever after I cut out the top performer. Almost like that's how math works.

The Tier Data

May’s data was incomplete relative to April, though not as bad as March's. A PTQ and at least two Challenges did not get reported for reasons unknown. I've been reliably informed that these events were scheduled and fired, so I'm guessing Wizards just messed up. The loss is not severe, but it does mean the individual decks fell slightly from 65 to 61. Had I included Izzet Prowess in the analysis, total decks would have fallen from 20 to 16. Because Izzet was excluded, instead the total decks rose to 23. Which is impressive considering how many slots Izzet gobbled up.

Deck NameTotal #Total %
Tier 1
Izzet Prowess7515.36
Eldrazi Tron307.26
Amulet Titan276.53
Heliod Company276.53
Tier 2
Burn245.81
Esper Control215.08
Ponza194.60
Jund Death's Shadow194.60
Dredge174.11
Boros Prowess163.87
4-C Bring to Light163.87
Izzet Through the Breach163.87
Tier 3
Niv 2 Light153.63
Mono-Green Tron122.90
Hammer Time122.90
UW Control112.66
Living End81.93
Grixis Death's Shadow81.93
5-C Bring to Light81.93
Death and Taxes81.93
Sultai Control81.93
Mono-Red Prowess81.93
Inverter71.69

Eldrazi Tron was the best non-Prowess deck. This is not surprising, as mainboard Chalice of the Void grants it an above-average matchup against the most popular deck. I expect E-Tron to maintain a high position so long as prowess variants are popular and disappear again once prowess isn't everywhere. Regular Burn just missed Tier 1 status. Eidolon of the Great Revel is of course very good against Prowess, but Burn is also a red deck that dodges a lot of Prowess specific hate.

Power Rankings

Tracking the metagame in terms of population is standard practice. However, how do results actually factor in? Better decks should also have better results. In an effort to measure this, I use a power ranking system in addition to the prevalence list. By doing so I measure the relative strengths of each deck within the metagame. The population method gives a decks that consistently just squeaks into Top 32 the same weight as one that Top 8’s. Using a power ranking rewards good results and moves the winningest decks to the top of the pile and better reflects its metagame potential.

Points are awarded based on the population of the event. Preliminaries award points for record (1 for 3 wins, 2 for 4 wins) and Challenges are scored 3 points for Top 8, 2 for Top 16, 1 for Top 32. If I can find them, non-Wizards events will be awarded points according to how similar they are to Challenges or Preliminaries. Super Qualifiers and similar level events get an extra point if they’re over 200 players, and a fifth for over 400 players. There were 2 events that awarded 4 points in May but no 5 pointers. The missing PTQ may have been worth 4 or 5 points for all I know.

The Power Tiers

The total points in May were down from April, from 928 to 790. It would have been higher if all the events had been reported, but still wouldn't make April's numbers because there were fewer events. The average points were 11.23, so 12 points makes Tier 3. The STDev was 12.92, which is relatively small just like with population, so Tier 3 runs to 25 points. Tier 2 starts with 26 points and runs to 39. Tier 1 requires at least 40 points. Both Inverter and Grixis Death's Shadow failed to make the power list and no other decks replaced them. Inverter just missed with 11 points, but GDS had as many points as it had entries. It epitomizes the deck that made the tiers thanks entirely to population, not being good.

Deck NameTotal PointsTotal %
Tier 1
Izzet Prowess11614.68
Eldrazi Tron497.27
Amulet Titan476.97
Tier 2
Heliod Company395.79
Burn385.64
Ponza355.19
Jund Death's Shadow324.75
Esper Control314.60
Dredge314.60
Boros Prowess304.45
4-C Bring to Light274.00
Izzet Through the Breach263.86
Tier 3
Niv 2 Light233.41
Hammer Time202.97
Sultai Control182.67
Mono-Green Tron172.52
Death and Taxes162.38
UW Control152.22
Living End152.22
5-C Bring to Light142.08
Mono-Red Prowess121.78

Heliod just misses Tier 1. Oh, how the ostensibly broken have fallen. Also worth noting that the top of Tier 2 is mostly red decks. Players should really be metagaming against that color more than they are.

Average Power Rankings

Finally, we come to the average power rankings. These are found by taking total points earned and dividing it by total decks, which measures points per deck. I use this to measure strength vs. popularity. Measuring deck strength is hard. Using the power rankings certainly helps, and serves to show how justified a deck’s popularity is.

However, more popular decks will still necessarily earn a lot of points. This is where the averaging comes in. Decks that earn a lot of points because they get a lot of results will do worse than decks that win more events, indicating which deck actually performs better. A higher average indicates lots of high finishes, where low averages result from mediocre performances and high population. Lower-tier decks typically do very well here, likely due to their pilots being enthusiasts. So be careful about reading too much into the results.

The Real Story

When considering the average points, the key is to look at how far-off a deck is from the baseline stat (the overall average of points/population). The closer a deck’s performance to the baseline, the more likely it is to be performing close to its “true” potential. A deck's average points equaling the baseline means that it performed exactly in line with its representation. The further away from the baseline a deck's average is, the more that deck under- or over-performs. On the low end, the deck’s placing was mainly due to population rather than power, which suggests it’s overrated. A high-scoring deck is the opposite.

Deck NameAverage PointsPower Tier
Sultai Control2.253
Death and Taxes23
Boros Prowess1.872
Living End1.873
Ponza1.842
Dredge1.822
Amulet Titan1.741
5-C Bring to Light1.743
4-C Bring to Light1.692
Jund Death's Shadow1.682
Hammer Time1.673
Eldrazi Tron1.631
Izzet Through the Breach1.632
Baseline1.58
Burn1.582
Izzet Prowess1.551
Niv 2 Light1.533
Mono-Red Prowess1.503
Esper Control1.482
Heliod Company1.442
Mono-Green Tron1.423
UW Control1.363

Sultai Control was the best-performing deck relative to its popularity in May. What is Sultai Control? I'm using the descriptor as a catchall term for slow, answer-heavy BUG decks. Each deck was pretty different from the others, united only in speed and strategy. Which may have contributed to its good performance. It didn't actually make the power tier, and so isn't included, but Grixis Death's Shadow did the worst of any deck I've ever had in these articles. Its average power is 1; its presence in the population tier can therefore be attributed to its pilots stubborn dedication to their deck and not to any real success. Which is a paper-player attitude, and not something I'd count on from MTGO players.

Prepare for the Unexpected

In addition to the expected Izzet dropoff, June's update will be wildly different thanks to Modern Horizons 2's arrival. I predict a big surge in Merfolk's popularity. Now I wait to see how prescient I really am.

May ’21 Brew Report: I Sea Change

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Starms a-comin' in. You know, Modern Horizons 2? As usual, though, Modern players aren't content to just sit around and wait for the new cards. They're as busy as ever creating, tuning, and tweaking new creations! Today, we'll look at a couple of notable developments this month: the propagation of tech from UR Prowess and how different creature themes are helming new and exciting decks.

Ripple Effect
When decks start to perform in Modern, or enjoy continued success, it sometimes occurs that other decks—even established ones—become curious about the steaming hot tech next door. We've already seen BGx adopt Mishra's Bauble to some degree, but the following couple lifts surprised even me!

Burn, MCWINSAUCE (4-0, Preliminary #12295332)

Creatures

4 Eidolon of the Great Revel
4 Goblin Guide
4 Monastery Swiftspear

Sorceries

4 Lava Spike
3 Rift Bolt
2 Skewer the Critics

Instants

4 Boros Charm
4 Lightning Bolt
2 Lightning Helix
4 Searing Blaze
2 Skullcrack

Artifacts

3 Mishra's Bauble

Lands

2 Arid Mesa
1 Fiery Islet
4 Inspiring Vantage
3 Mountain
2 Sacred Foundry
4 Scalding Tarn
4 Sunbaked Canyon

Sideboard

2 Skullcrack
3 Kor Firewalker
1 Lurrus of the Dream-Den
4 Path to Exile
1 Pyrite Spellbomb
2 Roiling Vortex
2 Smash to Smithereens

UR Prowess is indeed very powerful this season, but good ol' Burn has been putting up results here and there, too; as players budget their life totals and deck constructions to just beat Prowess, they give up points against the original Lava Spike deck. This build features what is arguably the most free card in Prowess, Mishra's Bauble... even though it's got a full set of Eidolons to punish all players packing the 0-drop. What gives?

For starters, there is some precedent to running Bauble in Burn. The trend dates back to when Lurrus of the Dream-Den was unfixed, meaning companions could be cast directly from the sideboard without first being put into the hand. That build of Burn quickly established itself as a deck-to-beat and helped contribute to the rules change taking place. This Burn deck also runs Lurrus in the side, which explains the Baubles. But is it worth adding  slow-trips to a deck that often kills opponent at exactly the right time just to extend the deck's mid-game potential against attrition decks?

Apparently, yes. Even with the extra cost demanded by companion, having a Lurrus plan to fall back on is alluring enough that plenty of Modern decks still run the 3/2. It certainly looks great against the UW and Esper Control decks running rampant to quell Prowess. And if MCWINSAUCE could turn the artifact into a 4-0 Preliminary stretch, there may be more to running the trinket in Burn than I had assumed.

Grixis Shadow, HODORTIMEBABY (3-1, Preliminary #12295332)

Creatures

4 Death's Shadow
4 Gurmag Angler
2 Snapcaster Mage
4 Street Wraith

Sorceries

3 Expressive Iteration
2 Inquisition of Kozilek
4 Thoughtseize

Instants

2 Dismember
4 Fatal Push
4 Stubborn Denial
2 Temur Battle Rage
4 Thought Scour

Artifacts

4 Mishra's Bauble

Lands

1 Blood Crypt
4 Bloodstained Mire
1 Island
4 Polluted Delta
3 Scalding Tarn
1 Steam Vents
1 Swamp
2 Watery Grave

Sideboard

2 Aether Gust
2 Ceremonious Rejection
2 Disdainful Stroke
2 Kolaghan's Command
3 Kozilek's Return
1 Lightning Bolt
3 Soul-Guide Lantern

The next deck borrowing from UR Prowess is one that isn't so strategically divergent: Grixis Shadow. Shadow definitely trends more interactive than Prowess, but that interaction comes with ensured land drops, and land drops improve Expressive Iteration greatly. This two-mana cantrip has by and large replaced Light Up the Stage in UR Prowess decks, for a few reasons:

  • It hides the information, improving tricks like Mutagenic Growth or Spell Pierce
  • It works from behind, letting players claw their way back into the game
  • It doesn't require an attack, generating more prowess triggers or helping break a board stall
  • It digs a card deeper, increasing the odds of finding the right card

All these benefits seem to outweigh the fact that iteration comes with a hefty price compared to the twice-as-cheap Light Up. I had wondered about the card in Delver shells before concluding that it was just too much mana to pay there. But still, its effect is formidable in a spell-based aggro-control deck. Grixis Shadow seems like a natural fit, and I wouldn't be surprised to see most builds adopt this development going forward. Snapcaster Mage is slower and more conditional, making it a better card to draw into with Iteration than one to be naturally drawing into early on.

Dream Theme

Themed creature decks aren't just the stuff of casual players; many great Modern decks are built around a shared mechanic, such as Prowess, or winning tribe, like Humans. Then there are other mechanics and tribes which, while less powerful, have their fans and can succeed in the right context... or if given a little twist!

Tribal Landfall Zoo, MARTSJO (5-0)

Creatures

4 Akoum Hellhound
4 Steppe Lynx
4 Brushfire Elemental
4 Death's Shadow
4 Scourge of the Skyclaves
4 Street Wraith

Planeswalkers

3 Wrenn and Six

Sorceries

4 Tribal Flames

Instants

4 Boros Charm
4 Lightning Bolt
2 Might of Alara

Lands

2 Arid Mesa
1 Blood Crypt
3 Bloodstained Mire
1 Forest
1 Godless Shrine
1 Marsh Flats
1 Overgrown Tomb
1 Sacred Foundry
1 Steam Vents
1 Stomping Ground
1 Temple Garden
1 Windswept Heath
4 Wooded Foothills

Sideboard

2 Damping Sphere
2 Destructive Revelry
1 Natural State
4 Path to Exile
1 Soul-Guide Lantern
1 Tormod's Crypt
4 Veil of Summer

Tribal Landfall Zoo blends two underperforming Modern decks, Tribal Zoo and Landfall Zoo, into a league-clearing concoction. I proposed Landfall Zoo way back when Akoum Hellhound was spoiled, but ended up disappointed; Hellhound found its place in Shadow Zoo, the grandaddy of this new deck, as a color-shifted Steppe Lynx, effectively replacing Lynx as R was easier to afford than W early in the game. But the deck didn't want 8 Lynxes, nor did any deck.

Until now, that is, when the landfall strat smashes head-on into Tribal Flames: a sorcery (with its pal Boros Charm in tow) that deals tons of damage for two mana. And getting out all the land types is easier than ever with Wrenn and Six in the mix. On a good day, Might of Alara might even act as a one-mana Tribal Flames!

Notably absent are Wild Nacatl, the de facto face of Zoo, and Monastery Swiftspear, the de facto face of aggro. Instead, meet the 12 landfall creatures, and the 8 Shadow creatures. (Oh, you've already met those guys? My mistake....)

Sorin Slivers, BLACKDOVE26 (3-1, Preliminary #12295332)

Creatures

4 Morophon, the Boundless
4 The First Sliver
2 Cloudshredder Sliver
1 Dregscape Sliver
1 Harmonic Sliver
1 Sliver Hivelord
2 Sliver Legion

Planeswalkers

4 Sorin, Imperious Bloodlord

Sorceries

2 Search for Glory
2 Shimmer of Possibility

Instants

4 Eladamri's Call
4 Remand
4 Summoner's Pact

Enchantments

2 Oath of Nissa

Lands

1 Breeding Pool
1 Cavern of Souls
1 Gemstone Caverns
4 Gemstone Mine
4 Mana Confluence
1 Murmuring Bosk
1 Reflecting Pool
1 Snow-Covered Forest
1 Snow-Covered Plains
1 Snow-Covered Swamp
1 Stomping Ground
1 Temple Garden
1 Urborg, Tomb of Yawgmoth
4 Windswept Heath

Sideboard

2 Cavern of Souls
3 Abrupt Decay
1 Containment Priest
3 Defense Grid
4 Leyline of Sanctity
2 Weather the Storm

I know I'm not the only one who began frantically searching Gatherer for Vampires when they spoiled Sorin, Imperious Bloodlord. Nor the only one crestfallen to discover that the best threat to cheat out was actually Morophon, the Boundless, which doesn't do much on its own. But man does it do much paired with a whole tribe.

With Sorin Slivers, BLACKDOVE26 takes the old tribe to new heights by pairing Slivers with the Sorin strategy, giving the deck a never-before-felt combo element. Sorin cheats out Morophon as early as turn three; from there, Slivers can cast The First Sliver for 0 mana and kick off a chain of cascades. Cloudshredder gives them all flying and haste, so the game ends pretty much right away. And Dregscape lets players do it from the graveyard.

More Where That Came From

Modern players never cease to disappoint when it comes to new brews. If you've seen something spicy, let me know in the comments! In the meantime, stay tuned for some brews of my own featuring some of those sweet new Horizons cards.

Incoming Turbulence! Modern Horizons Spoilers Week 1

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Welcome to the start of Modern Horisons 2 spoiler season. The official start, anyway. The teasers we’ve already received don’t count. Because those were preseason teasers, not spoilers. There must be a difference other than semantics. I have no idea what beyond the timing is actually different, but there must be one to justify calling Monday the official start of MH2 spoilers. Rather than what we got two weeks ago. Or last Thursday. I’m starting to think Wizards just wants Magic news to be one, continuous spoiler season. Which would help explain this year’s release schedule, now that I’ve said it out loud.

In any case, Wizards does appear to be taking a more measured approach to MH2 compared to Modern Horizons. MH1 had a lot to prove as the first direct-to-and-designed-for-Modern set in Magic’s history. This may be why Wizards looked to push the flashier cards and more powerful cards on us. Which went well. Having learned their lesson (and with less player-skepticism to overcome) Wizards looks to have scaled things back and is focusing on answer cards. So far. But MH2’s Hogaak, Arisen Necropolis may be waiting until the last minute to appear, for all we know.

Rishadan Dockhand

Of course I was going to start with the Merfolk. The most important Merfolk printed since Master of the Pearl Trident, no less. I’m neither joking nor exaggerating. Rishadan Dockhand, a 1/2 for one with islandwalk, is better than any other one-drop Merfolk printed since Cursecatcher. I thought that might be the case when Kumena's Speaker was spoiled, but that proved incorrect. It happened again with Benthic Biomancer. The problem is not that Merfolk lacks one-drop beaters. It had all the lordly beef and mana-curve power to be an aggro deck. And that wasn't enough to keep up in Modern.

What was missing was something disruptive to upgrade or compliment Cursecatcher. Because just look at the gap between Cursecatcher and Mausoleum Wanderer. The key to aggro in Modern is to either be blisteringly fast (à la Prowess), include a combo kill (Affinity, Company decks), or be highly disruptive (Spirits, Death and Taxes). Back when I was on the all-Merfolk, all-the-time plan, Cursecatcher was a solid creature and piece of disruption. Over the years, the creatures got better and the spells got cheaper and suddenly Cursecatcher just didn't do much anymore. To have a chance, Merfolk needed something interactive at one mana, not more beef. The lords had that locked down.

That has finally arrived in the form of Rishadan Port on legs fins. Wizards is continuing their practice of bringing Legacy cards to Modern as creatures instead of spells. And I am perfectly fine with that. Speaking as a player of Legacy Death and Taxes, Port is not for Modern. More on that shortly. Being a 1/2 looks weird and isn't particularly aggressive, but is perfect for a metagame defined by Lava Dart and sideboard Plague Engineers. Having islandwalk reduces the need for the lords to chip in the last few points of damage. I'm very excited to get back to my Aether Vial roots with Dockhand.

The Importance of Port

Those who've never played with the card may wonder why Rishadan Port is a big deal. Patrick Sullivan explained it best when he said that Port's power lies not in the fact that it trades 2 of your mana for 1 of your opponent's mana (a bad rate), but that it gives players the ability to do so at any time on a land that otherwise taps for colorless (a fantastic option to have throughout the game), giving this deceptively powerful effect a very low opportunity cost.

The entirety of my experience with Port is in Legacy, and it is extremely powerful as part of DnT's prison plan. Some of this is having Wasteland too, but Legacy is generally so land-light that Port is frequently devastating. So long as you're not behind on board. Then Porting lands just makes you lose more slowly. At best.

That out of the way, how does being on a creature affect Port's power and playability? On the one hand, the ability to keep opponents off mana is powerful in Modern too. By which I mean Porting Tron. Porting Tron lands is awesome, and will feel far better than Porting Cloudpost in Legacy because it will happen more often. Dockhand isn't a land, so it doesn't tie down your own mana as much as Port. Thus, Dockhand won't harm your own board development as much as Port. However, this comes at the price of being a creature and therefore far more vulnerable than a land. Relying on Dockhand to save you is asking for heartbreak.

Merfolk will be playing a full set of Dockhand because it is a Merfolk first and foremost. After that, there's the question of whether to just Port the opponent's lands or attack. I suspect the decision to be largely contextual, shifting turn-by-turn depending on matchup and game state, and made much easier by having Aether Vial in play. However, outside Merfolk, the appeal will be the Port effect, and I expect UW DnT to see a lot of play once MH2 is released. And yes, I'm already testing that deck... stay tuned!

Good Grief

Next up is something I never expected to see in Modern: manaless discard. Grief is a more powerful but less flexible Entomber Exarch if actually paid for. However, its evoke cost turns Grief into Unmask. Or as Unmask was intended to be used, anyway. These days, Unmask is mainly used by Reanimator and Dredge as an emergency discard outlet, with going after the opponent's hand frequently a secondary use. I've lost to a lot of opponents mulliganing to five, then turn 1 Unmasking themselves discarding Griselbrand only to immediately ReanimateGriselbrand. That can't happen with Grief, even in Legacy. As a compensating bonus, Grief can't be Force of Negationed and could also come with a menacing body.

Unmasking a Problem

Grief can only ever be used to disrupt opponents, not to advance one's own unfair gameplan. But critically, evoking Grief creates card disadvantage. Thoughtseize is a 1-1 trade whose value comes from trading up on card quality and mana value. An evoked Grief is -1 card (the exiled black card), then the discard is a 1-1 trade. It's harder to say if a 4-mana 3/2 menace is better than the discarded card. Free is much better than costing something, but that only actually matters if you then do something with the mana that's saved. And given the density of black spells that will be necessary to make Grief reliably free (using Force of Will math), the likely other turn-one play is a cantrip or a discard spell, which again just leaves the caster even on cards. By any measure, evoking Grief leaves its caster lower on resources than the target.

Which is why Unmask never saw much play. The reason that Reanimator and Dredge are the only decks that consistently play Unmask in Legacy is that they don't care about throwing away cards. All that matters is setting up their broken thing, and if that happens, they should win. Thus, it's worthwhile to 2-for-1 themselves to ensure their opponent can't disrupt them or to get the needed card into the graveyard. Fair decks have never made use of Unmask because they have to care about resources. Records are thin because Unmask is from before the internet was widespread, but I could only find three examples of Unmask in Standard or Extended. All three were running additional sources of card advantage to make up for Unmask's disadvantage. Two of them were looking to Dark Ritual huge threats into play on turn one and needed to guard against Force of Will.

Squeezing Out Value

Since Modern doesn't have really broken things for black decks to do through Force right now, I'm pretty skeptical of the value of evoking Grief, and subsequently its playability. However, that won't stop players from trying. I've already seen players losing their minds at the thought of responding to the evoke trigger with Undying Evil or Ephemerate. And it's true that successfully combining those cards with Grief makes up for the card disadvantage, since Grief would then remain on the battlefield, not to mention rip another card. And it's not hard to imagine that working out favorably.

Still, that strikes me as the best-case scenario, and constructing a deck to do so consistently makes me question how well it functions outside of that specific play pattern. The accepted hypergeometric probability to have a given card in the opening hand is just under 40%. The probability of having Grief and another specific card is 16%-42% depending on how you perform the calculation. And that's not including the need to find another black card. In other words, trying to make evoking Grief work in a deck that cares about resource economy is going to be a lot of work. Work that could have gone into building a more reliable engine.

Casting Grief is fine, but 3/2s for four mana don't see play even if they have evasion. By then, it's often too late in the Modern game for the discard to be relevant in anything other than control matchups (Thought-Knot Seer is so good because it generally costs a functional three mana). Tribal Elementals may use Grief in that capacity, especially since it does play acceleration and Cavern of Souls. I'd be very surprised to see Grief anywhere else.

A Wonderous Reprint

Immediately after Grief was spoiled, there was speculation that it was part of a cycle because it was an incarnation. That's a rare creature type and always shows up in cycles. Are we to see more evoke creatures? That is still possible, but the spoiling of Wonder has dampened those hopes. Not that I'm complaining; it's great to see an old friend again. I have very fond memories of winning my first FNM with UG Madness thanks to Wonder jumping my alpha strikes over Phantom Centaur and Nantuko Shade. However, I don't think there will be any of that today. There are no fair blue decks with discard synergies which would use Wonder for its intended purpose. Grixis Death's Shadow is the closest, but I don't think it needs Wonder nor can spare the space. Also, graveyard hate wasn't a thing back then.

Dredge is another candidate, but it doesn't normally run any Islands and I can't imagine that it wants to change up its manabase. Especially when it doesn't worry too much about being blocked in the first place. And also has Conflagrate to clear blockers out or win the game. Millvine on the other hand does already run Islands, dump its library, look to win via quick alpha strike. Wonder is a more natural fit there. It just makes me sad to see my old friend working for the enemy.

Fast Facts

There are a number of other interesting reprints too. However, there's not enough to say about them to warrant whole sections. So I'm going to wrap things up today with some quick-fire card reviews.

Cabal Coffers: Another Odyssey block reprint. It's much better now that Urborg, Tomb of Yawgmoth and Dryad of the Ilysian Grove exist and let Coffers see play outside of mono-black decks. It's much, much worse because the opportunity cost of playing lands that don't make mana themselves is so high in Modern.

Dakkon, Shadow Slayer: Dakkon is proof that Wizards actually can balance three mana planeswalkers. With turn-two ramp, Dakkon can ultimate is turn 5. Otherwise, it's turn 6 at earliest. And that ultimate is only good if it's been set up first. Thus, he's much better the later he's played, and so not really a turn-three play. Which leads me to ask why you need to use Dakkon to cheat in the artifact rather than just cast it? Or Refurbish it several turns earlier? Surveiling every turn is decent, especially as a way to set up graveyard synergies, and exiling creatures is very good. But is either enough for Dakkon to see play?

Flametongue Yearling: I don't know if Flametongue Kavu would see play in Modern today, but I'm betting Yearling won't. It's worse than Kavu at the same mana value, and decks that would potentially play Yearling don't need mana sinks. Especially ones that just kill creatures, and at a mediocre rate for anything above three toughness. Also important to note, Yearling kills itself if played on an empty board. A chip off the old block.

Prismatic Ending: This card will see a lot of play in UWx control because it kills Prowess creatures and Wrenn and Six on curve. I don't know if any deck other than control wants a sorcery-speed exile spell. Also, it has a hard ceiling of mana value 5, so it's not quite as unequivocal as Detention Sphere.

Back Into the Horizon

We've only had a bare glimpse of what MH2 has to offer, and while the early indications are good, don't let your guard down. I underestimated Astrolabe last time. But, that will have to wait. Next week is the May metagame update. See you then!

Spell Spotlight: Prismari Command

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When it was first spoiled, Prismari Command wasn't particularly exciting to Modern players. But this month, we're seeing the card on a noticeable uptick, with players registering two to even the full four copies in archetypes as strategically diverse as value, combo, and control. Clearly there's something to this three-mana instant! Today, we'll take a look at the various roles Prismari Command can play for different decks, how it compares to sister spell Kolaghan's Command, and some of the lists that are taking advantage of the Strixhaven newcomer.

Digging In

To get started, we'll dissect what Prismari Command does, exactly, and why the comparisons to Kolaghan's Command may tell a deceptive story when it comes to the card's power level.

Parsing the Modes

Prismari Command has four modes, of which casters may choose two:

  • Prismari Command deals 2 damage to any target.
  • Target player draws two cards, then discards two cards.
  • Target player creates a Treasure token.
  • Destroy target artifact.

The first and last modes, also native to Kolaghan's Command, are no strangers to three-cost instants (more on the two Commands below). But the other two are newer.

Creating a Treasure token appears on paper like the spell's weakest mode. But in jamming Magic: Arena of late, I've come to better appreciate the secret power of Treasure tokens, and I don't just mean alongside Urza, Lord High Artificer. Assuming you're planning on casting a spell next turn or this turn, Treasure essentially makes that spell cost one less mana, which often adds up to the initial, Treasure-generating spell costing one less mana. That means that in a pinch, pilots can be paying a functional two mana for any one of Prismari Command's modes, which gives the modal spell an interesting cost-reduction dimension and a heck of a lot of versatility.

Plus, making a Treasure is actually better than just "sometimes costing one less." It's ramp. Simian Spirit Guide was just banned in Modern thanks to the ease at which it let players slam haymakers or combo components a turn early. Seeing as how many of those spells cost five mana (Through the Breach, Ad Nauseam, etc.), Prismari Command can potentially fill the gap, interacting or digging on turn three while "locking in" a Simian Guide for the next turn. And since it's so much more versatile than Simian Guide, we're going to start seeing that pseudo-Guide effect in a lot more decks than had it before going forward.

Then there's the ol' draw two, discard two. This mode evokes yet another banned card: Faithless Looting. You heard it here first, folks: Prismari Command is two banned cards in one! Well, not really. Looting costing a single mana is a huge part of its success; after all, Izzet Charm also features this mode and sees virtually no Modern play.

Kolaghan's Card Advantage

It's not nuts to compare Prismari Command to Kolaghan's Command, even if thanks to their respective colors, the spells were fated to end up in different decks regardless of their text boxes. One key reason: they're nonetheless costed similarly, at 1RC. Another: half of their text boxes are identical.

Among Kolaghan Command's most backbreaking mode pairings is 2 damage and destroy an artifact, a play that often dismantles enemy board states, and at instant speed to boot. Prismari Command shares these two modes, making the same potential blowout possible in URx and giving blue mages a far more flexible option than Abrade when it comes to dealing with artifacts with main-deckable cards. Still, it's worth nothing that Kolaghan Command's other two modes are chosen quite frequently, and that's where Prismari might leave something to be desired.

Target opponent discards a card causes the opponent to minus one, generating a net gain of one in card advantage: Kolaghan's caster spent one card to remove a permanent on the board, and the opponent lost an additional card for good measure. The other mode, return target creature from your graveyard to your hand, also puts the caster up a card. In other words, every mode pairing on Kolaghan's Command generates card advantage.

Not true of Prismari Command; only the mode pairing it shares with Kolaghan's Command will actually plus one indiscriminately, and that's also the most conditional of Kolaghan's card advantage parings, as it requires the opponent to have very specific permanents in play. Prismari's other commands of create a Treasure and draw two, discard two are a wash in terms of card economy, although the former generates an interesting ramp dimension and the latter provides card selection. Prismari Command is simply not a card advantage spell, and comparing it to Kolaghan's Command—one of the format's premier card advantage spells—therefore runs the risk of selling the newer Command short. To Prismari's credit, card advantage is not a premier in-game element in Modern relative to in other non-rotating formats. The same can't be said of tempo and card selection, both of which hold multiple cards hostage on the banlist.

tl;dr: Prismari Command is indeed worse than Kolaghan's Command in terms of card advantage. Most Modern decks care more about other in-game dimensions more than they care about card advantage.

Hold On, We're Comboing Home

If we're not making card advantage, what exactly are we doing with Prismari Command? Proactively, ramping, digging, and dumping; defensively, killing artifacts and creatures. In other words, five things beloved by big-spell combo decks, which seem like the most obvious home for the instant. Take these decks, for instance:

Temur Breach, BALLTAP (8th, Champs #12293241)

Creatures

4 Snapcaster Mage
4 Emrakul, the Aeons Torn

Planeswalkers

3 Wrenn and Six

Instants

4 Archmage's Charm
2 Cryptic Command
4 Lightning Bolt
4 Opt
4 Prismari Command
4 Remand
4 Through the Breach

Lands

1 Breeding Pool
1 Castle Vantress
3 Flooded Strand
4 Island
1 Ketria Triome
4 Misty Rainforest
4 Scalding Tarn
1 Snow-Covered Mountain
2 Steam Vents
2 Sulfur Falls

Sideboard

1 Abrade
4 Aether Gust
2 Force of Negation
1 Magmatic Sinkhole
1 Mystical Dispute
3 Veil of Summer
3 Weather the Storm

Breach decks have long been combo-control piles wielding tempo cards to modify the game's pace en route to victory, as Splinter Twin once did. Temur Breach is no different, leaning heavily on Wrenn and Six to support Snapcaster Mage in a grind game. The loot from Prismari not only dumps excess combo pieces like spare Emrakuls, but loots through the wrong half of the deck, letting it assemble its combo or amass value depending on the matchup. And of course, a turn three Prismari threatens a turn four Breach, giving the deck that ever-feared dimension from Twin. Opponents aren't even safe with something like Meddling Mage in play, since Command can shoot that as it ramps up to five.

Idomitable Breach, SPIDERSPACE (15th, Challenge #12293271)

Creatures

4 Emrakul, the Aeons Torn

Planeswalkers

3 Teferi, Time Raveler

Sorceries

4 Indomitable Creativity

Instants

4 Lightning Bolt
4 Opt
4 Path to Exile
4 Prismari Command
4 Remand
4 Through the Breach
2 Valakut Awakening

Lands

4 Arid Mesa
2 Bloodstained Mire
3 Dwarven Mine
1 Island
1 Mountain
1 Plains
1 Raugrin Triome
2 Sacred Foundry
4 Scalding Tarn
2 Steam Vents
2 Wooded Foothills

Sideboard

2 Aether Gust
1 Anger of the Gods
3 Cleansing Wildfire
1 Dispel
4 Leyline of Sanctity
2 Mystical Dispute
2 Rest in Peace

It so has it that Prismari Command is efficient enough that the Breach decks don't need to divert their gameplan in hopes of prolonging the game. This UR Breach deck doubles up on payoffs with Indomitable Creativity and splashes Teferi, Time Raveler as additional combo protection. From there, the gameplan is simple: ramp into a big spell and land that Emrakul.

Niv-Mizzet Omnath, FLSHT0PH (21st, Challenge #12293271)

Creatures

4 Omnath, Locus of Creation
2 Birds of Paradise
3 Niv-Mizzet Reborn
1 Valki, God of Lies

Planeswalkers

1 Nahiri, the Harbinger
4 Teferi, Time Raveler
4 Wrenn and Six

Enchantments

4 Abundant Growth
4 Utopia Sprawl

Sorceries

4 Bring to Light
1 Supreme Verdict
1 Unmoored Ego

Instants

1 Abrupt Decay
2 Assassin's Trophy
4 Kaya's Guile
3 Lightning Helix
4 Prismari Command
1 Vanishing Verse

Lands

1 Breeding Pool
1 Godless Shrine
1 Indatha Triome
1 Ketria Triome
3 Misty Rainforest
1 Overgrown Tomb
3 Pillar of the Paruns
4 Prismatic Vista
2 Snow-Covered Forest
1 Snow-Covered Island
1 Snow-Covered Mountain
1 Snow-Covered Plains
1 Snow-Covered Swamp
1 Steam Vents
1 Stomping Ground
1 Temple Garden
2 Verdant Catacombs
3 Windswept Heath
3 Wooded Foothills

Sideboard

1 Crumble to Dust
1 Deicide
3 Fatal Push
1 Shadows' Verdict
4 Thoughtseize
4 Veil of Summer
1 Yorion, Sky Nomad

Niv-Mizzet isn't so much a combo deck as a value deck; its game-winning play is to draw a bunch of powerful gold cards. That does mean the deck can choke on the wrong spells at the wrong time, and it can use all the help it can get at assembling five mana for Bring to Light, Niv-Mizzet, or even Omnath-plus-fetchland. Enter Prismari Command, looter and ramper extraordinaire that also does Kolaghan's Command things, making it both a prime enabler and a worthy payoff to flip off Niv-Mizzet. I'll take 4, thanks!

Summing Up

Prismari Command may not be Kolaghan's Command in terms of card advantage, but its modes are flexible and versatile enough to make it a Modern staple we'll be seeing years down the road, just like the OG Shock-Shatter. As illustrated, the modes on Prismari are far better in the right deck than returning a creature or making opponents discard, both of which are mostly best suited for... well, Jund. We're so used to being on the receiving end of great Kolaghan's that Prismari can seem underwhelming at first, but based on its very stellar month in Modern, I'd wager that's about to change!

An Abundant Harvest from Historic

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I don't get Wizards's decision making. So many calls over the past few years just leave me scratching my head. I'm sure I'm not alone in this, and there have been editorials aplenty on every possible issue already. Instead, today I want to examine one very specific decision and its consequences. Specifically, Wizards made the decision to preprint a card from Modern Horizons 2 in the Strixhaven Mythic Archive. Which in practice means that it was made legal in Historic before any other format. And it is already having an impact, in ways which are suggestive of how Modern will react.

Before I continue, I should note that I am no expert on Historic. I don't play Arena much because the economy is... poor, to be diplomatic. Subsequently, I have very limited experience evaluating Historic decks. That won't matter because I'm just using them as a jumping-off point to investigate Modern applications. However, in addition to this standard disclaimer, I'm going to make the following plea: does anyone get Historic? Specifically, what is it supposed to be? It made sense as Pioneer-light initially, but now it's become this weird mishmash of Pioneer and Legacy and I don't understand where Wizards is going with Historic. Is it an experiment in creating a format? Do they intend to replace Legacy with Historic? Do they even have a plan? If you know or at least have a decent explanation, let me know.

Abundant Harvest

Preprinting Abundant Harvest is the strangest thing Wizards has done in some time. With everything else controversial, there's been decent arguments for it being good or bad. This time, though, it's just bizarre. Reactions to the revelation were primarily "huh, that's weird." As time's gone on, discussion has moved more towards the power of the card, but with the caveat that it's only legal in one constructed format. Talk about a risky marketing move. As an early preview that can be played, what happens if it proves too good before it's even released? Or worse, not good enough? The former would make players dread the set; the latter would turn them off. It's a very fine line, and I'm not sure how it is playing out.

As for the card itself, Harvest is an effect Modern's seen before, but not in green. There's a long line of this effect in black, stretching back to Demonic Consultation. The closest comparison in Modern is Spoils of the Vault. Harvest is neither as powerful nor as risky as Spoils. Both cost one mana, but Spoils finds a specific card or no card to set up Thassa's Oracle. Alternatively, it kills its caster. Harvest asks if its caster wants a land or nonland, then gives them the first chosen type it finds. Straightforward and without risk. Green has had a number of cards in the vein of revealing cards to find a certain type, but they're usually limited to creatures or lands and look five cards deep at most. Harvest is anywhere from one card to the entire deck. And finds any nonland, potentially. Ancient Stirrings is eating its heart out.

Using Harvest

I've heard this called a card selection spell rather than a cantrip; it is both neither and both. It's only selection in that the caster chooses whether they want a land or a nonland. After that, they take the first instance revealed. The picked card being random doesn't really mean card selection to me. There's no choosing among options or setting up draws like Ponder or Oath of Nissa. It doesn't have a desirable effect and then replace itself, like Veil of Summer or Remand. It's not a tutor because the card is random. Thus it's not some freeroll card; players need to want to dig for a land or nonland to run Harvest.

The single most powerful usage, and where I think a lot of players are leaning towards, is using Harvest to guarantee land drops. A one-land hand with a cantrip is better than one with no cantrip, but it's still a risky keep. Replace that Opt or Serum Visions with Harvest, and this risky keep becomes a snap-keep. Theoretically. So long as Harvest resolves and you name land, you will make your next land drop. Will it be an optimal land? Who knows. But it will be a land, and that's most important. For most decks, this is no problem; one land is as good as another. In decks that require specific lands, lack of choice may be a problem. As such, I suspect that many players will try to Turbo Xerox their decks with Harvest. More on that shortly.

Finding nonlands is a vital but significantly less potent feature. Harvest does find all spells, which is good when flooding or otherwise out of gas. But again, there's no control over what spell is found. It might be useful, and it might be effectively blank. Stirrings and Oath give a choice of options so you get the most relevant spell, if any are present. A guaranteed spell is always good and deckbuilding can mitigate risk of a bad pull, but it is important to remember that Harvest finds a random spell where current cantrips give players choices.

Exploiting Harvest

Worth noting, Harvest is exploitable. The obvious way is naming nonland in a primarily land deck. Which means that Zombie Hunt moves ever-so-incrementally towards viability. I realize that the whole point of the deck is its cheapness, but by adding green and Harvest, Hunt won't have to mulligan so aggressively for Treasure Hunt. Instead, it can stop with a Harvest in hand, confidant that it will find either Hunt or Zombie Infestation. I will bet anything that the memelords will instigate a resurgence of the deck at minimum.

While potentially also useful for finding a land in Oops, All Spells, I don't know why anyone would bother. Seriously, given the MDFCs, why would anyone bother running one land and Harvesting for it? If Harvest let players stack their deck, that'd be one thing, but it doesn't. Therefore I don't see how it's possible to use Harvest naming land for a nefarious purpose which is better than existing options. Pay attention to that phrase, it will come back later.

A Warning From Historic

Everything I've said so far is great in a vacuum, but Abundant Harvest is not a card in a vacuum. Historic players have had just under a month to tune, test, and win with Harvest. They've already done the work, so now it's time to learn from them. And... I'm not entirely sure what I expected (again, I don't understand Historic), but it definitely isn't what's happening. At time of writing, Harvest is not a very popular card in Historic. It isn't even in the top 10 played cards from Strixhaven. And while the usual excuses of "Historic isn't Modern" in either cardpool or metagame are certainly applicable, they're not persuasive. Historic indicates that Harvest will not behave as expected in Modern, and might not even be played.

Those Who Ignore Historic...

As alluded to above, the expectation was that Harvest's guaranteed land would lead to players aggressively cutting lands. This has not happened in Historic. I don't know why precisely, but even high-cantrip, low curve decks play 20 lands minimum, and most decks play upwards of 23. I suspect this is because a lack of fetchlands requires decks to play more lands to meet their color requirements. Mana curves are generally higher than Modern's, but not so much so to explain the higher land counts. And remember, this is a format with Brainstorm and Faithless Looting. If aggressive land-cutting was viable, it would be happening.

The second unexpected discovery was that Harvest doesn't see play in aggressive decks. The most common deck I see run Harvest is UB Mill Rogues, which is a slower tempo deck, similar to mono-Blue Tempo from a pervious Standard. Rogues can win fast, but its main plan is to ride a single threat for many turns and grind the opponent out. This strategy doesn't usually work in Modern. Behind Rogues are GRx decks, split between Gruul Beatdown and Jund Sacrifice. Jund is decidedly midrange while Gruul is on the slower side of aggro, more like stompy than a truly aggressive deck. I thought that Harvest's natural home would be Legacy-style cantrip beatdown, and while players have tried to make those decks work, the data indicates that they just don't.

My third observation is that Harvest doesn't see much play in the decks interested in specific cards. This makes sense, as again Harvest finds a random card. However, this applies more generally than I expected. Based on limited experience watching streams, the value of Harvest isn't actually finding lands early but mitigating midgame flood. The decks that play Harvest have high land counts, and don't need to use Harvest to save sketchy hands. Instead, they struggle with their higher counts on later turns and there's no better card for pushing through a string of lands than Harvest. A problem that Modern players are quite familiar with.

...Are Doomed to Repeat It

In light of Historic's experiment with Abundant Harvest, I have strong doubts about its Turbo Xerox value. Historic has more and more powerful cantrips than Modern, and Harvest isn't very successful in cantrip heavy lists. Even as a way to push past Brainstormed cards. I'm certain that players will try anyway, but if Historic Dreadhorde Arcanist lists don't always run Harvest in a format which is more amenable to it, how much success can it expect in Modern? Especially when it sees little play already?

Outside of aggressive decks, there are slower decks that might enjoy midgame flood protection in Modern. Thus, they might use Harvest similarly to Jund Sacrifice. Outside of that, I'm not sure. Tron wouldn't give up Stirrings, the selection is too potent. Amulet Titan cut Stirrings a long time ago and I can't imagine it needs a more random version. Valakut decks, particularly Titan Shift, might want Harvest as a way to dig towards payoff cards, but I can't imagine they want to sacrifice their ramp cards to make space. Harvest presents more of a deckbuilding challenge than a clear tool. Which is a relief. I worried that Harvest would be an auto-include card.

The Main Problem

Additionally and relatedly, let's say that players make Harvest and/or Arcanist work as a Modern deck. How would such a deck be better than Prowess? Any Turbo Xerox-style deck will necessarily be playing in similar design space, and the decks will have significant overlap. However, an Arcanist deck will necessarily be slower than Prowess because the whole point is value acquisition, and that doesn't happen at Prowess speeds. I can hear stalwarts arguing that Arcanist generates more prowess triggers, but A) it's not like Prowess decks need more of those and B) they could already do that, but don't. Which speaks volumes.

The question that Harvest will have to answer is how, in a format as fast and tempo-driven as Modern, is it worth a deck's time to durdle in the midgame? Right now it's not, so Harvest must make a very convincing case. Outside of Tron, Storm, and Izzet Prowess, decks don't bother with large numbers of cantrips because they can't take time off from playing to the battlefield. And even in those few cantrip heavy decks, they're intrinsic to the gameplan in a mana neutral or better way. Tron's jewelry makes mana, Storm and Prowess' cantrips generate storm count and damage. A (not free) cantrip for cantripping's sake just doesn't fit with Modern's style and makes me question whether Harvest can make a home in Modern.

Experiment By Doing

However, there's only one way to find out. I'm sure that players have already tested Harvest extensively and can say with more certainty than I if it passes muster. Plus, this week marks the start of official MH2 spoilers, so maybe there's more cards that will help Harvest fit in Modern. We all just have to see.

Counterspell and Sanctum Prelate in Horizons 2

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It would seem that Wizards is growing impatient. The stated beginning of Modern Horizons 2 previews was next week. However, as part of their announcement of the "Summer of Legend" (which trips my marketing gag reflex), Wizards gave us some early spoilers. Clearly intended to whet player appetites for what is to come, the spoilers were mainly a showcase for new-to-Modern reprints. Very significant new-to-Modern reprints which are expected to have a big impact on Modern. However, if their home formats are instructive, players are overreacting.

Following the reveal, I was struck by Wizards' decision to use the pre-Eighth Edition borders for some of the alternate frames. I forgot how nostalgic that old border is for me and that it has a great fantasy vibe. It's not as functional due to smaller text boxes, but that's not a concern for me as an experienced, enfranchised player. I was subsequently horrified to realize that my reaction is exactly what Wizards is going for and a naked ploy to push sales. I hate falling for marketing. I'm still buying a box, maybe two, but I want it on record and in writing that it's not because of the blatant pandering. I'm overjoyed that Organized Play in the US is set to resume May 28, my LGS is going to host events again, and I have plans. Plans which require...cards.

At Last, Counterspell!

I'm going to start with the announcement that is least noteworthy. Not because it isn't a huge or exciting addition, but because it's been expected since original Modern Horizons. Counterspell, the proper named card not the spell mechanic, is in MH2. Which is huge, and I'm certain that (if the old paper crowd returns in June, anyway) I'll be facing numerous decks rocking full sets of the definitive way to say NO! I know a lot of dedicated control players, and they'll be overjoyed to use Counterspell in Modern. However, it's not entirely news.

I, and I remember many others, assumed that the "long asked for blue card in Modern" Wizards teased in their marketing was Counterspell. This being the year after Mark Rosewater revealed that Counterspell was considered for Standard, it made perfect sense. If Wizards thinks that Counterspell is almost fine for Standard, it's definitely fine for Modern. I, and I imagine everyone else too, was very surprised when instead it was Flusterstorm. Since then, I've just assumed that it was only a matter of time before it happened. And now it has.

Expectations

And to listen to the community reaction, the singular addition of Counterspell will make Modern into a Control Format. Modern finally getting a cheap, universal counter that is actually relevant at all points in the game means that it doesn't have to make due with underpowered conditional answers. Instead, it can actually keep up with the threats. This is significant because Standard tends to get specialized answers rather than general purpose ones.

It's a deliberate choice by Wizards, since they want creatures to matter and don't want Standard to have removal that's too good compared to creatures. Which means that Modern control must rely on picking exactly the right tools for the job rather than rely on a few very strong ones. When all the answers answer everything, decks naturally converge. Making answers niche means that control must pick a variety of spells for any situation, which makes the decks more interesting and matches more dynamic.

However, Modern's control players have long complained that this was why the archetype has floundered in Modern. The logic is that Modern is too diverse, and it is impossible for control decks to pack all the right answers because there has been a lack of general answers. Thus, pure control has been a rarity, particularly in two-color combinations. This is especially true given how strong threats have been getting relative to answers. The addition of Counterspell will even the playing field, which will be good in the long run, as control is an important piece of healthy metagames.

Legacy Says?

While it is important to remember that Modern is not Legacy, we can at least use Counterspell's place in that format to make educated guesses about Modern. And the news is not good. Counterspell is a one- or two-of in Legacy decks. This has been true since at least the Miracles era. While having an unequivocal answer to anything is potent, it really isn't necessary in Legacy control decks. Part of this is that Force of Will is essential in Legacy and takes up the space for pure counterspells. There's not much space left over for all the cantrips, removal spells, and win conditions particularly since Force of Negation became a maindeck card. The other problem is that Counterspell costs UU all the time. Legacy runs so lean that two mana is a huge investment. Relying on Counterspell risks losing a counter war on efficiency.

Modern's mana is not as constrained as Legacy's, but the point is still relevant. UU may not be a dealbreaker cost- or even color-wise, but playing Counterspell does mean forgoing other options. No control deck can just pack all of the counterspells and plan to completely control the game. Or ever beat Cavern of Souls, for that matter. Given how Modern's hard control decks are built, I can't imagine that it will ever be less than a three-of in Modern because there's already typically a slot for four two-mana counters. They're just split between multiple counters. It's outside of Esper and UW Control that I'm skeptical. Do tempo decks or aggro-control want to hold up double blue? Plus, even in the control decks, there are the utility spells to consider, and a lot of them overlap with Counterspell.

This strongly suggests that Counterspell is not going to be a four-of once initial excitement dies down. It's powerful and cheap relative to other counters, but it still doesn't answer on-board threats or do anything else when you don't need a counter.   Modern doesn't have Force of Will, after all. However, it's important to remember that Counterspell is only a tool, and over-reliance on one tool is not a recipe for success.

My Prediction

First things first: the addition of Counterspell does not uniquely make control viable. It already is, as constantly evidenced by the metagame data. The problem, especially over the past year, is MTGO. I've won matches against control thanks to them timing out more times than I can count. I had lost the game, unequivocally, but my opponent couldn't present an actual win condition quickly enough to beat the client's clock as well as their opponent. If you can't win in 25 minutes, I feel no sympathy despite knowing that I would have lost the match if it was paper Magic. Consequently, control doesn't hit its "true" metagame numbers thanks to time-out match losses. Thus I don't think there will be any change to control's metagame potential, even if it definitely will see more play.

As for Counterspell itself, I expect it to replace Mana Leak. There is no reason that a deck that could cast a 1U counterspell can't make a UU spell on turn two; just look at the Bring to Light decks. Counterspell will not completely replace the other counters, however. The more expensive ones (Cryptic Command and Archmage's Charm) have too much flexibility to drop. Force of Negation is free, and that will keep it in rotation. Remand will also stay, as it's too potent a tempo tool and doesn't see play in hard control much anyway.

The other niche counters will drop off, but probably won't disappear. Deprive still has value for landfall triggers, especially if something similar to Mystic Sanctuary comes along. Logic Knot loses its place as the best two-mana counter, but it won't disappear entirely. It's still the best two-mana counter that isn't Counterspell, and it has additional value. Delve means that Knot lets control sculpt its graveyard, such as proactively for Inverter of Truth or defensively against Tarmogoyf and Drown in the Loch. I also expect Spell Snare to resurface as an answer to Counterspell, but Veil of Summer is probably just better in that role.

The Prowess Killer?

Next is a card that is very near and dear to my Legacy deck, Sanctum Prelate. This is a card that players have speculated about ever since Containment Priest was reprinted in Core 2021. If one Death and Taxes creature from a Commander set was fine in Modern, why not two? Especially one with symmetrical disruption abilities rather than an annoying card advantage mechanic (*cough* Palace Jailer). In fact, I thought that Prelate was such an eventual shoe-in for Modern, I didn't even really consider it when I was speculating on MH2 back in December. It just makes sense as a disruptive white creature against noncreature spells that isn't just another taxing effect would eventually make its way to Modern. Especially in light of Elite Spellbinder.

Expectations

The title of this section really gives it away, doesn't it? Yes, the conversations about Prelate's arrival in Modern are primarily focused on its use against Prowess. And it makes perfect sense. The vast majority of Prowess' spells, particularly Boros but Izzet too, cost one mana. Mono-Red is less affected and could more easily escape Prelate lock thanks to Bonecrusher Giant. Given that Prowess variants are the most popular decks in Modern and Chalice of the Void isn't exactly keeping them down, more help is welcome. And Prelate has the big advantage of preventing Prowess from throwing spells away just to get prowess triggers. A very solid addition to Modern.

Of course, that's not the only application. Shutting off critical mana costs against control and combo (sweeper and engine cards respectively) also sounds good. Naming four against control decks and two against Storm will be Very Big Game, as well as four against Scapeshift decks. One deck I've heard discussed as targeted is Tron, but I expect that will just lead to grief. There was a time when naming seven would have been lights out for Tron, but that was five years ago. These days Tron has too many haymakers at different costs, and too many of them are creatures for that to be effective.

However, it is also worth remembering that Prelate can be used in a defensive way rather than the mentioned proactive manner. Should Prelate make its way into Heliod Company (a big ask, given how full the three-drop slot already is), it would use Prelate on one to protect against removal, allowing Heliod to combo off unmolested. I can't imagine this working out for any other deck, but it's important to remember the utility exists.

Legacy Says?

All that being said and from personal experience, the only way that Sanctum Prelate sees play in Legacy is a maindeck one-of as part of Recruiter of the Guard packages. Death and Taxes is most common, but Humans and Esper Vial also run that package. Depending on the metagame and other sideboard pressures, there will be another Prelate in the sideboard. Back in the Miracles era, it was usually correct to maindeck both Prelates, but that hasn't been necessary since that time. Two Prelates were essential in the grindfest which was Death and Taxes vs Miracles because you wanted the first set to one against Swords to Plowshares and the second on six against Terminus. Since then, the only real usage has been naming one against Delver or two against Lands.

The issue with Prelate in Legacy is that it costs three. That is far too much against most combo decks. Most Storm variants aim for a turn 2-3 combo and are capable of turn 1 kills, while Reanimator usually goes for it turn 1-2. That means that Prelate just closes the door on an already locked out opponent. I usually name four with Prelate against combo as a result. Against Delver, shutting off the cantrips and removal at any time is good, but after that Prelate is just a 2/2. That's very bad if you're already behind on board because now Swords is dead too.

Modern doesn't have anything like Recruiter, so Prelate will have to stand on its own. Fortunately, Modern combo is not fast enough to outpace Prelate, so it remains a viable anti-combo card. The small body is still a problem, but Humans has repeatedly proven that it can be overcome.

My Prediction

Prelate will definitely see at least some sideboard play. The effect is too strong against certain types of decks. However, I'm very skeptical of Prelate making any maindecks without a major and likely unhealthy metagame shift. Three mana is a lot, and more importantly, that is a very crowded mana cost in white creature decks. I don't think Prelate is sufficiently better than the existing options against sufficiently many decks for it to beat Mantis Rider, Archon of Emeria, or Spike Feeder any time soon. However, as a two-of in the sideboard for combo and control matchups, I think Prelate will be an excellent addition to Modern.

As for its impact, the overall impact will be muted. That's just how it goes with a sideboard card. However, the fear of getting Prelate locked, especially for Prowess, may drive them to diversify their spells. Bonecrusher is likely to get a lot more time in Modern, and I imagine sideboard answers will diversify as well just to keep from being beaten by a single card. However, Prowess may also just go more in on Kozilek's Return rather than worry about Prelate. Chatter indicates the former is likely, but I suspect the latter is more efficient.

Modern's Changing, Again

After a few calm sets, Modern is about to get shaken up again. Everything is now crossed for nothing even remotely Hogaak-esque. I'm just about to get paper back, and I want to be able to enjoy it.

A Building Wildfire: April ’21 Metagame Update

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The new month brings a new metagame update. And this time, there's nothing disruptive to report. No bannings, no weird and still-unexplained data gaps; just a perfectly normal bit of data gathering. Which means that I'll be delivering a straightforward metagame update. Which will be nice, since there's another Modern Horizons coming, and that might throw everything into chaos. It also may not, but doomsaying gets more hits than caution.

The data’s down from January, but significantly up from March. There were 515 decks in April, almost 100 more than March's 420 but down from January's 552. Which is still a respectable size, but nothing spectacular. However, it feels very odd, as this was the first month since December to feature a Preliminary with 5 rounds. I believe that the Showcase Challenge pushed out at least one normal Challenge, leading to the lower total, but I can't prove this. It's the only thing I've got since April was another All-Access month, which should have increased MTGO play. On the other hand, there may be nothing wrong and MTGO play is simply down, either due to fatigue or something happening on Arena.

I'll also note that I didn't include any non-Wizards events this month. I didn't need them, unlike in March, and I also didn't see any that appeared to be equivalent to a Challenge or even a Preliminary. If I missed something, do let me know. I don't know what I don't know, after all.

April Metagame

To make the tier list, a given deck has to beat the overall average population for the month. The average is my estimate for how many results a given deck “should” produce on MTGO. Being a tiered deck requires being better than “good enough;” in April the average population was 7.92, meaning a deck needed 8 results to beat the average and make Tier 3. This is a pretty standard average as these go. Then we go one standard deviation above average to set the limit of Tier 3 and cutoff for Tier 2. The STdev was 10.85, so that means Tier 3 runs to 19, and Tier 2 starts with 20 results and runs to 31. Subsequently, to make Tier 1, 32 decks are required.

I've been approached a few times about using a confidence interval instead. That's what the old system used, and it is somewhat more statistical. I'm not opposed in theory, and will probably have to use the confidence interval once paper events come back. For now though, it's a bit more work for no real gain. A couple extra decks may sneak into Tier 3 depending on the data, and the exact tier composition will likely change, but the order of the decks will not, and that's more important.

The Tier Data

April's data being more complete than March's means that the individual decks were up from 61 to 65. Not a large increase, but the data isn't back to January's level, much less earlier months. Along with the total archetypes increasing, the tiered decks are up from 17 to 20, again just shy of January's mark. I'm constantly wondering if the wild swings in the number of archetypes are indicative of actual metagame shifts or player bias. I'm hoping it's the former because that's the whole point of this exercise. However, I can't discount players simply preferring certain decks regardless of the metagame nor that they're recursively metagaming. MTGO's competitive players are a pretty small and self-selecting group, after all. Not at all impossible that this is just measuring the biases of a small population. But there's nothing better at the moment. Hopefully that will change soon.

Deck NameTotal #Total %
Tier 1
Heliod Company5911.46
Izzet Prowess377.18
Jund Death Shadow346.60
Eldrazi Tron326.21
Tier 2
Mono-Green Tron295.63
Burn254.85
UW Control203.88
Tier 3
Mono-Red Prowess173.30
Amulet Titan173.30
Niv 2 Light163.11
Boros Prowess152.91
5-Color Scapeshift152.91
Dredge142.72
Esper Control132.52
Ponza122.33
Hammer Time122.33
Yawgmoth122.33
4-Color Omnath91.74
Jund91.74
Jeskai Breach81.55

So, yeah, Heliod Company was on top. By a lot. Enough to be statistically and convincingly Tier 0. I actually checked to see if it qualified as an outlier, and the results were inconclusive. The typical mathematical measurements put all of Tier 1 into outlier territory, the more narrow ones put Heliod right on the edge, and the regressions said yes or no depending on how I entered the data. The best-fit lines had Heliod pegged as a clear outlier, but on a hunch I checked, and it was right on the exponential decay line. When I removed Heliod Company from the data, the average and STDev didn't change enough to make a difference. I want to say that yes, Heliod Company is an outlier in April based on intuition more than anything else. But that doesn't mean anything. However, I also have evidence of something odd about Heliod from the other metagame measurements.

Elsewhere in Modern

So, what's happening with the decks that aren't Heliod Company? Prowess, primarily. Izzet Prowess was the second best deck, followed closely by Jund Shadow, a deck with many Prowess elements. In Tier 3 there's Mono-Red Prowess and the newly minted Boros Prowess. There were also a few Rakdos and Grixis versions that didn't make the list. Put all the Prowess together and they'd exceed even Heliod Company by quite a bit. I'm inclined to think that the real power in the metagame is Monastery Swiftspear, not Heliod, Sun Crowned. Prowess being so popular means that Eldrazi Tron is back in a big way. The central deck strategy isn't particularly good against Prowess, but E-Tron is the only deck maindecking Chalice of the Void, which is very good against Prowess. This is a typical fluctuation; E-Tron always does well when Prowess is up and falls as soon as Chalice stops being good.

Speaking of aggregating decks, if I put the 5-Color decks together they would have just missed Tier 1 with 31 results. This is not an entirely ridiculous thing to do as 5-Color Scapeshift is Niv 2 Light, but without Niv-Mizzet Reborn, 80 cards, and Yorion, the Sky Nomad. And there was a very sudden switch between the decks. Up until the 16th, Niv was on track for Tier 1 placement. Then it seems players just got tired of playing 80 cards and dropped down to a more streamlined Bring to Light package serving Scapeshift. By the 22nd, Niv stopped appearing at all, and only Scapeshift remained. Had Niv remained the 5-Color deck or the diet begun earlier, then one of the decks would have been more than mid-Tier 3. Something to watch.

Power Rankings

Tracking the metagame in terms of population is standard practice. However, how do results actually factor in? Better decks should also have better results. In an effort to measure this, I use a power ranking system in addition to the prevalence list. By doing so I measure the relative strengths of each deck within the metagame. The population method gives a decks that consistently just squeaks into Top 32 the same weight as one that Top 8’s. Using a power ranking rewards good results and moves the winningest decks to the top of the pile and better reflects its metagame potential. Of course, the more popular decks will necessarily earn more points, but the difference in scale between the

Points are awarded based on the population of the event. Preliminaries award points for record (1 for 3 wins, 2 for 4 wins) and Challenges are scored 3 points for Top 8, 2 for Top 16, 1 for Top 32. If I can find them, non-Wizards events will be awarded points according to how similar they are to Challenges or Preliminaries. Super Qualifiers and similar level events get an extra point if they’re over 200 players, and a fifth for over 400 players. There were 2 events that awarded 4 points in April and one which awarded 5 points. And that Super Qualifier had an outsized impact on the data.

The Power Tiers

The total points in April were up from March as I'd expect, from 760 to 928. Just like the population data, that's pretty average. The average points were 14.28, so 15 makes Tier 3. The STDev was 20.29, up noticeably from March, so Tier 3 runs to 36 points. Tier 2 starts with 37 points and runs to 58. Tier 1 requires at least 59 points. The new Jeskai Underworld Breach deck, Mentor Breach, which snuck onto the population tier was mainly a 3-1 Preliminary deck and so didn't get the points necessary to make the power tier. There was nothing to replace it, so this tier list is smaller.

Deck NameTotal PointsTotal %
Tier 1
Heliod Company10711.53
Izzet Prowess707.54
Jund Death Shadow667.11
Tier 2
Eldrazi Tron555.93
Mono-Green Tron535.71
Burn535.71
Tier 3
UW Control363.88
Niv 2 Light343.66
Amulet Titan333.55
Mono-Red Prowess313.34
5-Color Scapeshift272.91
Dredge262.80
Esper Control262.80
Yawgmoth232.48
Boros Prowess212.26
Ponza202.16
Hammer Time192.05
Jund192.05
4-Color Omnath171.83

I'm tempted to copy-paste everything I said about Heliod's absurd lead from the population section. It's to be expected that the most popular deck by a lot would also win the most points by a lot.

What's more interesting is how the rest of the list has changed. E-Tron was kicked out of Tier 1 and UW fell into Tier 3, indicating decks that are popular but not especially successful. UW is just under the cut to Tier 2, but considering that it was just over the line for Tier 2 in population I think the point stands. These are predatory decks and when their prey is sparse, they don't do well.

There was so much turmoil in Tier 3 that I can't really track it all. However, I find it interesting that Niv 2 Light has substantially more points than 5-Color Scapeshift considering that Niv only had one more deck place in April. This suggests that it was the more powerful deck or at least the deck that more rewarded gifted or dedicated pilots, which does muddy the waters for me about it being replaced. I will note that Niv is much harder to pilot than the newer version.

Average Power Rankings

Finally, we come to the average power rankings. These are found by taking total points earned and dividing it by total decks, which measures points per deck. I use this to measure strength vs. popularity. Measuring deck strength is hard. Using the power rankings certainly helps, and serves to show how justified a deck’s popularity is.

However, more popular decks will still necessarily earn a lot of points. This is where the averaging comes in. Decks that earn a lot of points because they get a lot of results will do worse than decks that win more events, indicating which deck actually performs better. A higher average indicates lots of high finishes, where low averages result from mediocre performances and high population. Lower-tier decks typically do very well here, likely due to their pilots being enthusiasts. So be careful about reading too much into the results.

The Real Story

When considering the average points, the key is to look at how far-off a deck is from the baseline stat (the overall average of points/population). The closer a deck’s performance to the baseline, the more likely it is to be performing close to its “true” potential. A deck that is exactly average would therefore perform exactly as well as expected. The further away the greater the deviation from average, the more a deck under- or over-performs. On the low end, the deck’s placing was mainly due to population rather than power, which suggests it’s overrated. A high-scoring deck is the opposite.

Deck NameAverage PointsTier
Niv 2 Light2.133
Burn2.122
Jund2.113
Esper Control2.003
Jund Death Shadow1.941
Amulet Titan1.943
Yawgmoth1.923
Izzet Prowess1.891
4-Color Omnath1.893
Dredge1.863
Mono-Green Tron1.832
Mono-Red Prowess1.823
Heliod Company1.811
UW Control1.803
5-Color Scapeshift1.803
Baseline1.74
Eldrazi Tron1.722
Ponza1.673
Hammer Time1.583
Boros Prowess1.43

The baseline is up from March, which is consistent with the higher population and point totals. As usual, the top slots are occupied mainly by Tier 3 decks. However, Niv 2 Light was very close to Tier 2, which further muddies the waters of it apparently being replaced, especially when 5-Color Scapeshift is just above baseline. Burn being the second-best deck was also surprising, but makes sense in retrospect since Eidolon of the Great Revel is quite strong against Prowess. I'd also like to call attention to Boros Prowess's utterly abysmal showing. The deck is not living up to its hype.

The Truth about Heliod

However, the big story is the one I've been building up to this entire article. Heliod Company, the deck that I suspected to be an outlier from the population and power rankings, didn't make the first page of the average power chart. It's a thoroughly medium performance, and it slotted in just above the baseline. By itself, this would indicate that Heliod was only on top due to insane popularity. However, I had a hunch to investigate, and it proved correct: the April 5 Super Qualifier had an outsized influence on Heliod Company's performance.

Heliod Company put three pilots into the Top 8 of that tournament, one more into Top 16, and two in Top 32. That's 25 points from one event, and is by far the best single day performance for a deck since I started this new system. And it was also the absolute high point of the month for Heliod Company. After that it lost a lot of steam and average points began falling. Rather than lots of 3-point performances, it was gathering single points. I don't know why that happened, but it absolutely happened. This made me suspect that Heliod isn't really an outlier so much as that event was.

So I tested my theory by making a copy of the overall data but removing every result from the April 5 Super Qualifier. And my suspicions were confirmed. All the top decks are impacted by the fall, but at 82 points, Company's points stop being a potential outlier. Izzet Prowess is still number 2 with 65 points, which remains a big gap, though not necessarily an atypical one. The more significant finding was that average power. Every deck lost a few points and the baseline fell to 1.71, but Heliod's average power fell to 1.54, the second worst result in the data. It's clear that Heliod is a winners' deck and that a lot of its success comes down not to the deck, but to who's been playing it. As such, I'd worry more about the high performances of Jund Shadow or Izzet Prowess.

A Snapshot in Time

That's it for April's update. MTGO's metagame continues to churn, but I'm starting to tease out the evidence that it isn't actually representative. Hopefully, the pandemic will be sufficiently under control that paper Magic can start to return in May, just in time for Modern Horizons 2. And then we get to see how different the metagame truly is.

April ’21 Brew Report: Little Guys Rule

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The month after a new set release is always an exciting time in the 5-0 dumps: full of churn, upheaval, and of course, ideas! In these periods, players are far less concerned with identifying metagame direction and innovating solutions to emerging trends; indeed, attempting to do so this early might prove a fool's errand anyway. Instead, their focus becomes consumed by the allure of the new, spurring them to test out any and every crazy idea they had during spoiler season against established Modern stalwarts and, most exciting of all, other players following their own crazy intuition.

By now, the dust around Strixhaven has begun to settle, with hyped uncommon Clever Lumimancer ending up falling short of initial expectations. So the piles April successful enough to earn publication on Wizards's site all merit at least a closer look.

Token Trouble

First on our agenda are the myriad strategies wielding the littlest guys (tokens) in novel or unpredictable ways.

Time Warp Polymorph, FJ_RODMAN (5-0)

Creatures

2 Velomachus Lorehold

Planeswalkers

2 Jace, the Mind Sculptor
4 Tamiyo, Collector of Tales
4 Teferi, Time Raveler
4 Wrenn and Six

Sorceries

4 Explore
4 Farseek
2 Polymorph
4 Savor the Moment
4 Time Warp
4 Transmogrify

Instants

2 Valakut Awakening

Enchantments

4 Fires of Invention
4 Omen of the Sea

Lands

4 Arid Mesa
4 Bloodstained Mire
4 Dwarven Mine
1 Ketria Triome
1 Mountain
1 Raugrin Triome
2 Sacred Foundry
4 Scalding Tarn
1 Snow-Covered Mountain
4 Steam Vents
2 Stomping Ground
4 Wooded Foothills

Sideboard

4 Chalice of the Void
3 Cleansing Wildfire
3 Timely Reinforcements
4 Veil of Summer
1 Yorion, Sky Nomad

Time Warp Polymorph takes that old Dwarven Mine-into-Polymorph idea from February 2020 a step further, ditching Emrakul, the Aeons Torn for the brand-new Velomachus Lorehold. The million-dollar question: how come? Emrakul has long been considered the premier creature to cheat into play, and Polymorph, which sifts through the entire deck in search of any creature, one of the most reliable ways to do so.

For one, Time Warp Polymorph has the option of playing like a regular Taking Turns deck, albeit one focused on generating value by stacking different planeswalker activations. Savor the Moment is perfect in this kind of shell, as untapping lands doesn't affect the ability of planeswalkers to activate each turn.

Then there's the combo element, which casts Polymorph or Transmogrify on a token made by Dwarven Mine to cheat out Velomachus Lorehold. Barring interaction from the opponent, the deck then wins on the spot. Lorehold swings and finds a Time Warp to cast in the top seven cards. Then, the deck takes its next turn and repeats the process until the opponent has lost! Again, Savor the Moment doesn't interfere with the plan, as Lorehold's vigilance prevents the untap phase from mattering too much during the combo.

This combo is similar to one we've seen in the past utilizing Narset, Enlightened Master. But Narset only looked at the top four cards, not seven, making fizzling out a very real possibility. Lorehold is much more consistent, and can even be hard-cast for seven mana after Turns has grinded out enough land drops with its namesake effects and Wrenn and Six, making the deck less dependent on assembling the Polymorph combo or dodging small removal spells like Bolt and Push. The deck can and has also been built using Indomitable Creativity, so an optimal version has yet to be established.

Mentor Breach, OURANOS139 (3-1, Preliminary #12289682)

Creatures

4 Emry, Lurker of the Loch
3 Monastery Mentor
1 Thassa's Oracle

Planeswalkers

4 Teferi, Time Raveler

Enchantments

4 Underworld Breach

Sorceries

4 Serum Visions

Instants

3 Lightning Bolt
2 Opt
2 Path to Exile

Artifacts

1 Aether Spellbomb
1 Chromatic Star
2 Engineered Explosives
3 Grinding Station
4 Mishra's Bauble
3 Mox Amber

Lands

4 Flooded Strand
1 Hallowed Fountain
1 Island
1 Mountain
1 Plains
1 Raugrin Triome
1 Sacred Foundry
4 Scalding Tarn
2 Seachrome Coast
2 Spirebluff Canal
1 Steam Vents

Sideboard

1 Aether Gust
2 Ceremonious Rejection
1 Dispel
3 Lightning Helix
3 Mystical Dispute
2 Rip Apart
2 Tormod's Crypt
1 Wear // Tear

Mentor Breach is a deck that combines the combo potential of Underworld Breach and Emry, Lurker of the Loch with a Monastery Mentor plan for when opponents interact with the graveyard. The two plans mesh well, as they attack from separate angles, often requiring different kinds of hate, but also make good use of the same resource: cheap artifacts. This version seems particularly resilient, boasting a full set of Teferi, Time Raveler to ensure the combo materializes safely on the critical turn. And if all else fails, we should well know by now that 1-power prowess creatures are the real deal in Modern, especially alongside like-minded creatures!

So Monastery Mentor is good enough to splash as an engine. Why doesn't Rakdos play it? Oh yeah! Because it's white! But... what if it wasn't?

Rakdos Pyromancer, CAPIN_AHAB (5-0)

Creatures

4 Young Pyromancer
4 Dreadhorde Arcanist
4 Sedgemoor Witch
2 Kroxa, Titan of Death's Hunger
2 Bedlam Reveler

Sorceries

2 Dreadbore
4 Inquisition of Kozilek
4 Thoughtseize

Instants

2 Cling to Dust
2 Fatal Push
2 Kolaghan's Command
4 Lightning Bolt
4 Village Rites

Lands

4 Blackcleave Cliffs
2 Blightstep Pathway
2 Blood Crypt
4 Bloodstained Mire
4 Marsh Flats
1 Mountain
3 Swamp

Sideboard

2 Cling to Dust
1 Kolaghan's Command
4 Cleansing Wildfire
2 Collective Brutality
1 Deathmark
2 Grim Lavamancer
2 Infernal Reckoning
1 Plague Engineer

Cue this new build of Rakdos Pyromancer, which utilizes Sedgemoor Witch as a makeshift Mentor. Sure, Witch doesn't trigger off Baubles. But neither does Young Pyromancer, which gives the pairing some cohesion. Additionally, Witch covers for one of Mentor's historically deal-breaking Modern drawbacks: it costs three and dies to Lightning Bolt. For that to happen with Witch, opponents are forced to first Bolt themselves, a condition that meshes exceedingly well with an aggressive strategy in Modern's most aggressive colors. Tack on the repeated damage from Kroxa, Titan of Death's Hunger and Bolt, and opponents may have a tough time staying in the game even if they deal with Rakdos's actual attackers.

To further isolate against removal, Village Rites turns a doomed Pyromancer or other threat into a couple of cards, and can also be used proactively to "Skullclamp" those tokens. If it's all in the luck of the draw, who can argue with more draws?

Spelling Doom

The next couple decks cast a flurry of spells to take their small fries to the big leagues.

“Grixis Grow, EDHPLAYER (5-0)"

Creatures

4 Sprite Dragon
3 Snapcaster Mage

Artifacts

4 Mishra's Bauble

Sorceries

2 Angrath's Rampage
1 Unearth

Instants

3 Archmage's Charm
1 Cling to Dust
3 Cryptic Command
4 Drown in the Loch
2 Fatal Push
1 Into the Story
1 Kolaghan's Command
3 Lightning Bolt
1 Logic Knot
4 Thought Scour

Lands

1 Blood Crypt
1 Bloodstained Mire
1 Cascade Bluffs
1 Drowned Catacomb
4 Island
4 Polluted Delta
1 Prismatic Vista
4 Scalding Tarn
2 Steam Vents
1 Sunken Ruins
1 Swamp
2 Watery Grave

Sideboard

2 Aether Gust
4 Cleansing Wildfire
2 Grim Lavamancer
1 Lurrus of the Dream-Den
2 Pithing Needle
4 Thoughtseize

For a long while, I called my brand of Delver of Secrets decks "grow" decks; the name was retired in favor of "thresh" as I noticed an increasing disparity between what my decks were doing and what the original Gro-a-Tog and Miracle Grow strategies had in mind, which was more to control the pace of the game with instants and sorceries before using 1-2 highly efficient threats (such as Querion Dryad, Tarmogoyf, Psychatog) to close out the game in short order. In the creature-centric Modern format, such a deck has never really existed outside of some fringe-ish Dig/Cruise decks leveraging Young Pyromancer (the kind playing 8 or fewer threats).

Preamble terminated! What we have here is Grixis Grow, a bonafide control deck with some reversibility. Depending on the matchup, it can stick a quick Sprite Dragon and then trade on resources until the opponent's dead, or trade on reseources until the opponent's out of steam, then stick a quick Sprite Dragon to put things away. This reversibility gives it an edge in the current metagame, where it can function as a midrange deck against the hyper-aggressive prowess and Shadow strategies or as a tempo deck against the big mana and combo decks.

Grow decks traditionally rely on card advantage to put them ahead while trading resources, and this deck turns to control staples like Cryptic Command and Archmage's Charm to fill that role. It's also got Lurrus as a commander and 3 Snapcaster Mages in the main, making grinding with creatures a possibility.

Magecraft Blitz, KOKEMEN47 (5-0)

Creatures

4 Clever Lumimancer
4 Leonin Lightscribe
2 Monastery Swiftspear
4 Nivmagus Elemental

Sorceries

4 Ground Rift

Instants

4 Flusterstorm
4 Gut Shot
4 Lava Dart
4 Lightning Bolt
4 Manamorphose
4 Mutagenic Growth

Lands

2 Arid Mesa
3 Bloodstained Mire
4 Inspiring Vantage
3 Mountain
2 Sacred Foundry
2 Steam Vents
2 Wooded Foothills

Sideboard

3 Kor Firewalker
1 Lurrus of the Dream-Den
3 Path to Exile
2 Postmortem Lunge
3 Rip Apart
2 Shattering Spree
1 Soul-Guide Lantern

I'd be remiss to totally snub Clever Lumimancer, clearly the big story coming into the Strixhaven metagame. But as David penned last month, players soon found themselves divided over sinking too much into Lumimancer to make it work, and were finding that it wasn't necessarily worth running at all without some amount of shell redesign. Which brings us to Magecraft Blitz, a deck that stocks up on similar creatures (other buffing magecraft guys) to make that extra effort pay off.

Like Lumimancer, both Leonin Lightscribe and Nivmagus Elemental generate big swings with cheap storm spells, in this case Ground Rift and Flusterstorm. The pricier Lightscribe buffs all the creatures, while Nivmagus stays big in future turns, giving each its niche in the deck and bringing the functional number of Lumimancers to 12.

After all, Lumimancer isn't just some all-around-good prowess creature; it requires a specific shell to shine, and that's exactly what's been created here. Nonetheless, Monastery Swiftspear does make the cut, as it's way too efficient for this kind of spell-based aggressive strategy to leave out.

Size Ain't Nothing But a Measurement

There's plenty bubbling under Modern's surface; the little guys are just one such party ready for their shrieks and squeaks to be heard by the plenty. Which post-Strixhaven decks have you tickled?

March ’21 Brew Report, Pt. 2: Storm’s a-Brewing

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Just before Strixhaven dropped, we observed some intriguing developments among Modern's top decks in Jund Shadow and Omnath piles. While all the talk's been focused around Clever Lumimancer latelty, with the card showing promise (and also, floundering) depending on the shell, I'd like to remind us all that some players were breaking the mold before the set dropped with the likes of Slivers, Storm Herald, and a very splashy Scapeshift deck. Today, we'll look at all three off-the-wall strategies and figure how they might fare in the newly shaken-up metagame.

Sliver Me Timbers!

When we talk about tribal aggro in Modern, we're usually thinking of a couple specific decks: Humans, or keepers of the ground, and Spirits, which rule the skies. Then there's the less played tribal aggro decks, Eldrazi (RIP) and Merfolk, as well as Elemental. And then there's an even lower tier occupied solely by Slivers.

This most tribal of tribes has never been big in Modern, although it has experienced blips here and there. But for some reason, the deck put up multiple finishes in March, with each achieved by a different pilot.

Slivers, JUSTBURN420 (10th, Challenge #12266376)

Creatures

4 Cloudshredder Sliver
2 Dregscape Sliver
3 Frenetic Sliver
4 Galerider Sliver
4 Leeching Sliver
4 Predatory Sliver
2 Realmwalker
2 Sidewinder Sliver
4 Sinew Sliver
3 Striking Sliver
4 Unsettled Mariner

Artifacts

4 Aether Vial

Lands

4 Cavern of Souls
2 Fiery Islet
3 Mutavault
1 Plains
2 Silent Clearing
4 Sliver Hive
4 Unclaimed Territory

Sideboard

4 Chalice of the Void
3 Dismember
1 Grafdigger's Cage
3 Harmonic Sliver
4 Leyline of the Void

The strength of Slivers lies with the abilities of its lords, which rather than ubiquitously pumping (something that's served Humans well) or ubiquitously pumping and granting Islandwalk (native to Merfolk), grant a plethora of different keywords and abilities to each Sliver on the battlefield. The numbers tell the whole story: any Sliver that's maxed offers the most important abilities, which here are +1/+1 (big surprise), flying and haste (a significant upgrade to Islandwalk), and Leeching Sliver's drain ability (a rather roundabout way of saying "+1/+1").

New to the tribe are Unsettled Mariner, coming in at the full four copies, and Realmwalker. Mariner's been seen in Merfolk, Humans, and Spirits, so it's no big surprise to see the changeling supporting this tribe. Slivers used to play Diffusion Sliver, which asks a higher tax of opponents at the cost of weaker stats and less relevance overall; Mariner also deals with spells targeting the player, including discard and direct damage, and that extra size really matters in a world of Lava Dart and Wrenn and Six. As for Realmwalker, this newer changeling offers the tribe a card advantage engine stapled to a body—look, Ma! No Collected Company!

Slivers also scored 3-1 in a preliminary last month with a different pilot, making me wonder if the squiggly little guys have legs. To their credit, Slivers can painlessly run Chalice of the Void out of the sideboard, which is huge against the Lumimancer decks and other prowess strains.

Storm... Herald

You've heard of Storm. But have you heard of... Storm Herald? You mean that creature that does something? Yes, that was also my reaction! So scroll over the card tag and feast your eyes!

Storm Herald, ZANMAN (5-0)

Creatures

4 Storm Herald
4 Hedron Crab
4 Jace, Vryn's Prodigy

Sorceries

4 Collective Brutality
4 Glimpse the Unthinkable
4 Unearth

Instants

4 Izzet Charm

Enchantments

2 Battle Mastery
4 Eldrazi Conscription
4 Prodigious Growth

Lands

2 Blood Crypt
4 Bloodstained Mire
2 Island
1 Mountain
4 Polluted Delta
4 Scalding Tarn
2 Steam Vents
1 Swamp
2 Watery Grave

Sideboard

4 Archive Trap
3 Crypt Incursion
4 Jace's Phantasm
4 Ruin Crab

Storm Herald is a self-mill combo deck that aims to dump an "Enchantment Fatty" (Battle Mastery, Eldrazi Conscription, or Prodigious Growth) and then "reanimate" it with Storm Herald for a hefty, hasty swing. Clearly, the enchantments in the mix are worse than the available creature reanimation targets in Modern, such as Griselbrand and Emrakul, the Aeons Torn. So why play Herald over something like Goryo's Vengeance?

The idea is that Storm Herald itself offers one key degree of resilience: it can be Unearthed, meaning that lone sorcery in hand can kick-start the entire combo chain if both pieces are milled. And Unearth is a fine card in its own rite, working together with Jace, Vryn's Prodigy to offer a card advantage package.

Beyond that neat trick, though, there's not much to this one-trick pony. Just another testament to "anything can happen in Modern!"

Scapeshift: With a Twist (or Three)

The opposite is true of the following deck, which mashes together a ton of different themes into one whopper of a list:

Treasure Hunt Bring to Light Scapeshift, MELTIIN (5-0)

Creatures

4 Dryad of the Ilysian Grove
4 Elvish Reclaimer
1 Omnath, Locus of Creation
1 Valki, God of Lies

Planeswalkers

2 Teferi, Time Raveler

Sorceries

4 Bring to Light
2 Scapeshift
1 Supreme Verdict
3 Treasure Hunt

Instants

3 Lightning Bolt
4 Remand

Lands

1 Bojuka Bog
1 Breeding Pool
4 Flagstones of Trokair
1 Forest
1 Island
3 Ketria Triome
3 Misty Rainforest
1 Mountain
1 Overgrown Tomb
1 Plains
2 Raugrin Triome
1 Sacred Foundry
1 Savai Triome
1 Steam Vents
1 Stomping Ground
1 Temple Garden
4 Valakut, the Molten Pinnacle
3 Windswept Heath

Sideboard

1 Anger of the Gods
2 Celestial Purge
1 Chandra, Awakened Inferno
1 Crumble to Dust
1 Eidolon of Rhetoric
1 Hallowed Burial
1 Knight of Autumn
1 Madcap Experiment
1 Platinum Angel
1 Platinum Emperion
1 Sigarda, Host of Herons
1 Slaughter Games
2 Veil of Summer

It's Scapeshift, but it's also Lands—both decks play Valakut win conditions, after all, and having Dryad in play does accelerate the Scapeshift clock. What else is in the deck? Almost nothing, which in turn enables Treasure Hunt!

These types of combo decks can prove soft to disruption, a challenge Hunt meets head-on by offering pilots as little as one, but probably something more like three or four, cards off the top for a two-mana investment. Since many of these lands function as spells, that card advantage boost can keep Scapeshift's head above water when opponents are banking on setting up a clock and then countering or stripping the payoff spells. Previously, most similar builds would pack the deck full of multicolored costs and lean on Niv Mizzet to recoup card advantage; the problem with that line is that Niv itself occupied the same price point as most of the payoff spells, making it rather clunky once things got to the point where Scapeshift was casting real spells. Conversely, Hunt can be played as early as turn two, or before opponents get Cryptic Command online.

Also note the Bring to Light—while it can fish out Scapeshift as intended to end the game, should that option fail, it can also grab Valki (both halves!) for some good ol' cheaty fun. Granted, paying five for the walker is a lot less cheaty than paying three, but hey.

An Illuminating Month

Modern's wild a-brewing over the new set, but let's not forget that it was just the same way a few weeks ago. Soon, we'll dive into Strixhaven's impact on MODO's deckbuilding coalition!

A Dim Light: Examining Boros Lumimancer

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By the time you read this, Strixhaven: School of Mages will have been available on MTGO for six days. And some people even have it in paper. Consequently, results are beginning to trickle in which include the new cards. Which means that I can start seeing how well my psychic abilities are developing. And maybe get some insight into what's going on in Modern now. That'd be a nice, but entirely secondary, objective.

With all eyes on presumptive Modern All-Star Clever Lumimancer, I certainly thought that this first week would be the Boros Prowess show. It's just the way these things normally go: the new and hyped card is adopted by everyone online. It has good results thanks to the Law of Large Numbers and simple population density ensuring high results. However, it quickly fades as the other decks adapt and/or streamer interest wanes. At least, that's what I was expecting as I pulled the data from Strixhaven's first week. Spoiler alert: that didn't happen. And I'm not sure why, which makes the examination all the more interesting.

Tale of the Tape

Instead, it looks like Lumimancer is starting slow, at least in comparison to the hype. It's doing better than the MDFC's after Zendikar Rising in a similar timeframe. If that sounds vaguely like I'm damning Lumimancer with faint praise it's because I am. Lumimancer has the advantage of a readymade archetype while it took time for Oops, All Spells to get worked out. It's an especially weak statement considering that Thrilling Discovery is hot on Lumimancer's heels results-wise, and only fits into one deck. And most of Lumimancer's results came from the same event. This isn't like Hogaak levels of immediate saturation, and Lumimancer has the advantage of extra MTGO events during its release weekend.

Which is not to say that the results are poor by any stretch of the imagination. However, given the chatter surrounding the card, it is well below my expectations for a first weekend. And, unfortunately for Lumimancer, I haven't seen anything to contradict the MTGO results. While it is still early, the results that streamers and YouTubers are putting out about Lumimancer doesn't point to a busted card. It is logistically impossible for me to watch every piece of content currently out there, but a strategic audit indicates that for every 5-0, completely busted League run which matches the hype, there's another 0-5 where the deck simply implodes. And the vast majority are 3-2 struggles. Which is... perfectly fine. It's how an average card should do in Modern. But given the hype, it makes me wonder what makes Lumimancer only an average card?

Observations

Obviously, it's still very early. Literally the first weekend. The decks being early drafts and the pilots being inexperienced is certainly a factor. It might already be turning around, but the lag in data reporting doesn't show it. However, if a card is truly busted, then I'd expect that its raw power would make up for suboptimal play and deck building. And I'm not seeing that.

From what I've seen, the issue with Lumimancer decks is Lumimancer. With no help, it's a 0/1 and dies to a weak breeze. At least Monastery Swiftspear is a 1/2 with haste. If the opponent provides any resistance, Lumimancer suddenly becomes a liability. Again, without magecraft triggers, Lumimancer is a 0/1. To save it from a Lightning Bolt requires expending two spells or a Mutagenic Growth. If the opponent is smart and Bolts on their turn, then those resources are expended for no value. And that's not getting into what happens when you dump a bunch of spells into an attack and Lumimancer gets Fatal Pushed orPath to Exiled. Which gives me strong Infect vibes, and that deck doesn't perform well, either.

However, sometimes the opponent offers no resistance. In those cases Lumimancer... is still a bit underwhelming. It seems to offer a single enormous hit followed up by not much. While +2/+2 per instant or sorcery is better than the prowess rate, Lumimancer still starts from 0, so it takes a lot of spells to produce a reasonable, Modern-level hit, but rarely a lethal one. After which, the typical Prowess list won't have much follow-up. Lumimancer requires a surprising amount of help to be good.

The Logical Solution

Naturally, this makes me think that the correct solution is to go all-in on Lumimancer. I thought that this would lead players down the road to filling their decks with Apostle's Blessing, Gods Willing, and/or Blossoming Defense to protect Lumimancer while trying to dump Mutagenic Growth and Gut Shot alongside Assault Strobe to kill on turn two. However, that isn't happening. In the available data, only one deck's seriously going for the early kill.

Mardu Lumimancer, benchsummer (Modern League 5-0)

Creatures

4 Kiln Fiend
4 Clever Lumimancer
4 Monastery Swiftspear

Sorceries

3 Assault Strobe
2 Crash Through
4 Ground Rift

Instants

2 Emerge Unscathed
4 Gut Shot
4 Lightning Bolt
4 Mutagenic Growth
3 Tainted Strike
4 Manamorphose

Sideboard

1 Lurrus of the Dream-Den
4 Path to Exile
3 Postmortem Lunge
3 Shattering Spree
4 Cleansing Wildfire

This deck not only goes for that quick kill with Assault Strobe, Manamorphose, and Ground Rift, it has Tainted Strike to as redundancy for Strobe. However, it's missing the protection elements that I expected. Yes, there's Emerge Unscathed, but that's a two-of when I was expecting multiple fours. I'm guessing that's because there just isn't room and it's insane to not run Bolt. Alternatively and surprisingly (because I didn't even consider it) Flusterstorm not only protects a big turn, but serves to make that turn more absurd.

Jeskai Lumimancer, unagieel (27th Place, Modern Challenge)

Creatures

4 Clever Lumimancer
4 Monastery Swiftspear
4 Nivmagus Elemental
4 Leonin Lightscribe

Sorceries

2 Ground Rift
3 Light Up the Stage

Instants

4 Lava Dart
4 Lightning Bolt
3 Flusterstorm
3 Gut Shot
3 Mutagenic Growth
4 Manamorphose

Lands

4 Arid Mesa
4 Bloodstained Mire
3 Wooded Foothills
2 Mountain
2 Sacred Foundry
2 Steam Vents
1 Sunbaked Canyon

Sideboard

2 Path to Exile
2 Shattering Spree
3 Surgical Extraction
4 Kor Firewalker
3 Bedlam Reveler
1 Lurrus of the Dream-Den

I like this version more than the previous Mardu version. The former has so few creatures that it will have to mulligan a lot, and there's no plan for when things go wrong. The Jeskai version's higher creature count means more (potentially) keepable hands. It can also come back from a failed kill shot thanks to Light Up the Stage's card advantage. I imagine that it also has a huge advantage over other Lumimancer decks thanks to Lava Dart. I anticipate that this is the direction to go with dedicated Lumimancer decks.

The Catch

However, these decks are the exception. Of the seven results for Lumimancer (as of Monday 4/19) these two decks were the only ones even trying to be dedicated All-In Lumimancer decks. The rest were Boros Prowess variants. This is also the direction that the vast majority of content creators have gone. I suspect that, despite claims to the contrary, it's so hard to actually pull off that early kill that it just isn't worthwhile to try. This is something that Prowess players figured out some time ago and have been adapting, but the lesson frequently needs reiteration apparently.

I'm not surprised that players came to this conclusion. It's why, despite favorable metagame positioning, Infect hasn't thrived in years. Any deck can beat one that doesn't provide resistance. However, if the only way to survive even slight pressure is to throw non-recoverable resources at it, resources you need to win the game, then the strategy is doomed to grind down. This being something known, I did anticipate players to move away from All-In Lumimancer, but not for at least another week. I thought that streamers particularly would want to have their fun and roll the dice. That doesn't appear to have happened.

In Comparison

However, it is possible that things will pick up if another lesson from the past gets learned. All-In decks hit their heyday at the end of 2016, which led to Gitaxian Probe being banned. It's been commonly claimed that the lack of Probe is what did the archetype in, but I think that's only part of the equation. Probe was critical for figuring out when to go for the kill, not for getting to the kill. Those decks, particularly the Kiln Fiend decks that are Lumimancer's direct ancestor, had to navigate the game very carefully because they couldn't really protect their threats. At least Infect could spend spells and still win thanks to Become Immense. And I think the way that UR Fiend solved the problem back then should guide Lumimancer players today.

UR Kiln Fiend, NJ4U1 (1st, Modern Competitive League 1/12/2017)

Creatures

2 Monastery Swiftspear
4 Kiln Fiend
4 Thing in the Ice
3 Bedlam Reveler

Sorceries

4 Gitaxian Probe
2 Sleight of Hand
2 Faithless Looting
4 Serum Visions

Instants

4 Mutagenic Growth
3 Lightning Bolt
3 Apostle's Blessing
4 Temur Battle Rage
4 Manamorphose

Land

4 Polluted Delta
4 Spirebluff Canal
3 Steam Vents
3 Island
2 Mountain
1 Blood Crypt

Sideboard

1 Bedlam Reveler
1 Apostle's Blessing
1 Spell Pierce
2 Ceremonious Rejection
2 Death's Shadow
2 Tormod's Crypt
3 Stubborn Denial
3 Young Pyromancer

Right before the ban, UR Fiend had moved away from a single-shot deck towards a midrange deck. Earlier versions had little recourse but to slam down their threat and hope it survived to serve as a cannon to funnel their hand into damage. And that it would be lethal. These later versions could sit back and let Thing in the Ice do the work for them. This was before Fatal Push, meaning that a 0/4 was fairly hard to kill and a 7/9 was vulnerable only to Path to Exile. As the game went longer, Bedlam Reveler would refuel the deck and be a very dangerous threat. All while the threat of sudden death by Kiln Fiend was maintained.

It's possible that Lumimancer might make a similar adjustment. Thing in the Ice probably isn't on the menu anymore, but the similar plan of threaten the swift kill and actually win via creature card advantage has expanded since 2017. The question is whether the metagame is favorable to a deck deliberately slowing down. And if such a decision is better than the alternative.

Boros Prowess

That is especially important given that the default choice has been to just splash white for Lumimancer in mono-red Prowess. I've seen some attempts to make it fully integrated Boros Prowess, but they seem to be doing worse than just adjusting some of the Prowess trigger cards and adding Lumimancer. Frankly, I'm a little mystified, as many of the card choices look more like 2019 Prowess, but here we are.

Boros Prowess, _Tia93_ (22nd Place, Modern Challenge)

Creatures

4 Soul-Scar Mage
4 Clever Lumimancer
4 Monastery Swiftspear
2 Abbot of Keral Keep

Artifacts

4 Mishra's Bauble

Sorceries

4 Crash Through
4 Light Up the Stage

Instants

4 Lava Dart
4 Lightning Bolt
4 Mutagenic Growth
2 Gut Shot
4 Manamorphose

Lands

4 Inspiring Vantage
2 Arid Mesa
2 Bloodstained Mire
2 Sacred Foundry
3 Mountain
3 Sunbaked Canyon
2 Wooded Foothills

Sideboard

1 Lurrus of the Dream-Den
3 Tormod's Crypt
1 Chained to the Rocks
4 Path to Exile
3 Kor Firewalker
2 Revoke Existence
1 Rip Apart

What is typically happening is players start with a typical Mono-Red Prowess deck, remove Blood Moon and Bonecrusher Giant, and replace them with Lumimancer and Crash Through, followed by some tweaks to card numbers and the mana. This version I shared went a bit further, lowering the curve and switching out Seasoned Pyromancer for Abbot of Keral Keep to use Lurrus as a companion. And it seems to be working, so I can't really begrudge this choice.

However, if it wasn't obvious from my tone, this does come off as rather lazy. It's clearly working much better than the dedicated shells, but it's not doing better than any other Prowess deck. Which might mean that Boros Prowess will simply slide into the constellation of Prowess builds. However, it feels like with some actual work, this could be a real contender. Boros Charm is a little expensive by Prowess standards, but it does a lot of damage and can make Lumimancer lethal with double strike. Which makes it far more confusing that those decks that have tried it do worse than these lower-work versions.

What Does it Mean?

It is still very early in Strixhaven's Modern life, and it's possible that I'm being premature. However, going off the hype, I would have expected far more from Clever Lumimancer right out of the gate. More results, more convincing wins, more innovation, and more work being done on the actual decks. That isn't happening. It might be that these decks might need more time in the oven to reach their potential. It may also be that Lumimancer's high ceiling doesn't justify its appallingly low floor.

Paying Tuition: Strixhaven Spoilers Part 2

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And now, back to the spoilers. The full spoiler is now out and Strixhaven launches online this Thursday. In turn, this means that brewing and experimentation is already underway. Which means that the fruits of discovery will begin to make themselves known for next month's metagame update. Having just typed that sentence, I'm worried that my writing is becoming recursive.

In any case, today I'll be wrapping up my quarterly speculative look at which, if any, of the new cards might make it in Modern. And Strixhaven is intriguing. There are a lot of cards with potential that are just slightly off for being Modern staples. With a few metagame shifts and/or the right support, they could be major players. Additionally, as has become (annoyingly) traditional, there are a few cards that are potentially very dangerous. Fortunately, they're manageable. Though it also wouldn't surprise me if MTGO lost its mind over these cards. It just does that sometimes.

End of Lessons

The first thing to discuss is that, unfortunately, learn and lessons didn't pan out for Modern. I'm not sure they're really for anything but draft, honestly. Unless I missed one, all the lessons are sorceries, which hurts their playability as I discussed with Academic Probation. The effects are also muted relative to non-lessons, particularly at their mana cost. Thus, there are only two lessons that even approach being worth a sideboard slot, Probation and Containment Breach. And there are far better maindeckable answers to artifacts and enchantments, so I don't think Breach is needed. I don't think lesson-boards are going to be a thing.

However, good enablers can make up for mediocre payoffs, and a good enough learn card could make lessons work. The benefit of an otherwise playable card finding a the right spell for the job remains very attractive. Unfortunately, therein lies the problem. Professor of Symbology remains the most playable teacher, and that's only because it's in white. It could happen, but given the quality of white's sideboard cards, I don't really want to sacrifice them for a mediocre effect just because I can tutor for them.

That said, Academic Dispute might make it because it's a one-mana Dredge enabler at instant speed. It's theoretically very strong to play Dispute endstep, discard Stinkweed Imp, and immediately dredge it. Of course, Dredge can already do that with Insolent Neonate, which sees no play. Neonate also doesn't require help from the opponent to be active on turn 1. So I'm pretty skeptical. It seems extremely unlikely that learn has Modern implications.

Proof of My Prowess

Strixhaven's theme is instants and sorceries. This makes it rather ironic that nearly all the Modern contenders are creatures. True, the majority of those creatures key off of instants and sorceries, and it's not entirely unexpected given Wizards' design trajectory. However, I would have thought that Prowess would get a few new trigger cards. Or at least cards in its typical colors.

Instead, it got a creature that (if you believe reddit) is utterly busted. Clever Lumimancer is a card with a huge ceiling, and thus is the focus of most Modern speculation. This is because it takes five triggers and an Assault Strobe to kill on turn 2, which is possible thanks to a number of cheats available in Modern. The shortest distance between Lumimancer and victory is two Mutagenic Growth and Strobe. That's far from the only permutation, however. Magecraft counts copies, so Ground Rift, a free spell and Strobe also works. Even just chaining a bunch of spells together lets Lumimancer swing for enormous damage. Naturally, players are already claiming that this potential is utterly broken and there will be a ban.

Which when I point out that we've been down this road before. The proposed play pattern (dumping your hand into a single massive swing) is less like current Prowess decks and more like the Suicide Zoo and Kiln Fiend decks from 2015-2016. Those decks were also looking to generate a massive creature by throwing their hand at it and subsequently seal the deal with Temur Battle Rage, just like the proposed Lumimancer deck.  And the old decks were...mediocre. At best. And haven't had any Modern impact since Gitaxian Probe was banned.

Prowess focuses on chaining cantrips so it's less all-in. It also relies on creatures with haste, value, and/or grow huge and stay that way. This pushes them toward Izzet or Rakdos. Boros Prowess has only really been a thing when the other combinations were high because it could sideboard effective white hate spells (Kor Firewalker mostly). There's another white magecraft card in Leonin Lightscribe, and while the effect is pretty powerful it doesn't solve any problems in Prowess. I think if Lumimancer sees play, it will take a new deck rather than Boros Prowess.

Going All-In

And that seems sketchy. The loss of Probe is huge. Generating the needed triggers will be slightly harder than in 2016, but more importantly it's more risky. Without Probe, Lumimancer decks can't check whether the coast is clear for free. This makes choosing when to just go for it much harder, and using Thoughtseize for that purpose pushes this deck towards just being Scourge Shadow. Also, there's more cheap removal, specifically Fatal Push, than before. Additionally, Lava Dart and Wrenn and Six pose unique problems for a 0/1. There is a reason that Kiln Fiend hasn't done much in the intervening years, and another fragile creature isn't fixing that.

This is balanced by Lumimancer being cheaper than Fiend and triggering off copies as well. It should be easier to kill early with Lumimancer than Fiend. As a result, I can guarantee that the next week of MTGO results will be packed with Lumimancer/Fiend decks. It's a new card, there's hype around it, and there's the huge blowout win potential that never fails to draw stream views. The question is what happens the following week? I suspect that Lumimancer is too fragile and the deck too all-in to survive much scrutiny. It isn't impossible that something entirely new will evolve from there, such as using Lightscribe to power up Young Pyromancer tokens. However, I wouldn't worry too much.

Maybe an Upgrade?

While I don't really agree, I've also heard that Expressive Iteration will see play in Izzet Prowess. The argument is that sorcery speed doesn't hurt since Prowess only plays spells on its own turn anyway, and unlike Telling Time, Iteration is (potentially) card advantage. And I see the point. Prowess already plays Light Up the Stage, and it's easier to cast Iteration when spectacle hasn't been triggered. However, when Prowess is chaining spells, Iteration is a huge choke point since it always costs UR. Every other non-creature is one mana or Manamorphose. If Prowess needed some late game grind I could see it, but as-is, it seems like too big an ask.

Storm seems a more likely home, though even there it's questionable. Again, it always costs UR and that's a bit of a choke point. However, all the rituals make it easier to include a more expensive card and Storm's need to find certain specific cards makes digging three deep a more attractive option. However, again I think that the mana cost is too much in a faster Modern. Should the format move more midrange, I could absolutely see Storm adopting Iteration.

The Hatebears Cometh

In another odd twist, the decks that gain most from Strixhaven are Humans and Death and Taxes. You know, the decks that hate on spells the most. While there's nothing on Thalia, Guardian of Thraben's level, they're solid enough to make it and might give both decks a shot in the arm. Or at minimum require some sideboard retooling.

The headliner is Elite Spellbinder. I'll admit, when I first saw Paulo's Championship card, I was confused. The ability is like nothing we've had before. And the lack of flash seemed to really hurt playability. However, as I've thought about it, I think that Spellbinder will be a very solid card. Humans could always use another way to look at opposing hands for Meddling Mage, and another 3-power flier can't hurt. The disruption is harder to assess. The card that Spellbinder takes (and it's any nonland, for once) is still technically in the opponent's hand (assuming they don't forget about it) unless they cast it and pay the tax. This is pretty mediocre against cheap spells and pretty devastating against expensive ones. This screams sideboard card for DnT against control, combo, and Primeval Titan.

Of particular note is that the card isn't returned when Spellbinder dies, unlike Kitesail Freebooter. This is particularly relevant since Paulo only has 1 toughness and Lava Dart exists. The only way to get the card back is to cast it for extra from exile. This does open up combo potential with Drannith Magistrate, but more importantly it means that if Paulo dies, the spell is still exiled. And without Spellbinder around to remind them, it's entirely possible the opponent forgets about the exiled card. Even online, it's easy to lump all the exiled card together and forget about them. Which means that Paulo may be far more powerful than anyone expects.

Quiet, You!

Speaking of Meddling Mage, Strixhaven brings a new one. Kinda. Silverquill Silencer doesn't actually stop opponents from casting the named card. It just punishes them severely. And for a fast aggro deck like Humans, that might be enough. Three life and a card to cast a spell is no small price in a vacuum, and worse when on a short clock. This is balanced by the named card still being castable, so unlike Mage, Silencer doesn't actually stop sweepers nor prevent a combo turn. It just ups the price. As a result, Silencer will never replace Mage, which is probably why it gets an extra point of power. I also have doubts that it would see play in decks that wouldn't play Mage in the first place. However, it makes sense as extra Mages. Which makes me wonder how to fit the new cards into Humans, which in turn suggest that the deck needs a rebuild.

Questionably Hateful

Finally, there's Stern Proctor. I don't think there's ever been an effect like Proctor's before. Plenty of cards stop creature ETB triggers, but Proctor hits every permanent. It therefore has very wide ranging potential, including as an enabler. Proctor is symmetrical, which is normally a drawback and makes playing it in DnT or Humans awkward. In the right shell, however, you can choose to just not pay Proctor's tax on your own negative triggers. However, the only card that I can think of which wants this is Lotus Field, and a deck with Field wouldn't play Proctor.

On that note, the main decks that I can see Proctor being good against are land decks. I'm specifically excited at the thought of Vialing in Proctor in response to Scapeshift and taxing all the triggers. Killing Proctor with the first trigger accomplishes nothing, too, since its taxes all go onto the stack first. However, I'm conflicted about using it against Amulet Titan. On the one hand, it hits Primeval Titan and Amulet of Vigor, seriously hampering the deck's ramping and gameplan. On the other, it also hits the Karoo bounce trigger, which can be a positive or negative depending on the intended sequencing. I want it to be good there, but I'm not sure it will happen.

I'm not as high on Proctor as some. There aren't a ton of other triggers that Proctor uniquely hits compared to Torpor Orb. Still, taxing noncreature triggers is unique, and potentially quite powerful and disruptive.  Proctor is kind of a mixed bag. I would expect it to be played against DnT and Humans more than by them, and it's not bad in that role. The benefit of doing so is using it as splash damage in a few other matchups.

Next Semester

In addition to the cards I'm specifically calling out, there are a number of interesting role-player cards that might see play if existing decks need a specific niche filled. but these are primarily sideboard cards and so there are more question marks than normal. All in all, Strixhaven is an interesting but not overly powerful Modern set. So long as Lumimancer doesn't turn out like Valki, God of Lies, anyway.

March ’21 Brew Report, Pt. 1: The Usual Suspects

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Despite a glitch in the Matrix which led to less data than usual last month, the March dumps nonetheless did betray a grip of Modern movement both among established archetypes and lesser-played brews. Today, we'll look at a few of the ways two of the format's premier strategies—Omnath and Jund Shadow—have adjusted to the recent bannings. Both were tiered last month, but not by virtue of staying still; there's been plenty of redesigning in both camps to account for Modern's new dimensions!

Out from the Shadows

Jund Shadow is proving itself to be one of the primary benefactors of the recent bannings. Rakdos Prowess and its ilk proved as successful, if not more so, than the Omnath piles which fuelled Wizards's massive ban wave; Shadow and Scourge are just insane together, especially alongside efficient Stage 1 combat creatures like the best-of-breed Monastery Swiftspear. Jund Shadow is cut out to do many of the same things, and with the same threats, but also mixes Tarmogoyf into things, giving it a huge edge in the pseudo-mirror against Prowess.

As we know of Jund Shadow, the deck is also highly reversible, boasting the tools to maneuver effectively in many different matchups. In other words, it's very well-suited to an unsure metagame, and especially to this one: Goyf helps vs. the aggro-leaning strategies generally favored after shake-ups, and both Aether Gust and grave hate are seeing a sharp decline with Uro, Titan of Nature's Wrath finally removed from the format.

Jund Shadow, CHARLY (21st, Challenge #12269131)

Creatures

4 Death's Shadow
4 Monastery Swiftspear
4 Scourge of the Skyclaves
4 Tarmogoyf

Artifacts

4 Mishra's Bauble

Enchantments

1 Seal of Fire

Sorceries

3 Inquisition of Kozilek
4 Thoughtseize

Instants

2 Dismember
4 Fatal Push
1 Kolaghan's Command
4 Lightning Bolt
2 Temur Battle Rage

Lands

3 Blood Crypt
4 Bloodstained Mire
1 Forest
1 Nurturing Peatland
2 Overgrown Tomb
1 Swamp
4 Verdant Catacombs
3 Wooded Foothills

Sideboard

1 Kolaghan's Command
2 Alpine Moon
2 Collective Brutality
2 Deglamer
2 Kozilek's Return
2 Kroxa, Titan of Death's Hunger
1 Lurrus of the Dream-Den
1 Terminate
2 Veil of Summer

Virtually all of the new Jund Shadow decks are running a playset of Monastery Swiftspear in addition to the usual roster of heavy hitters Goyf, Scourge, and Shadow. (Some even dip into Bomat Courier to up the aggression further with an additional Stage 1 creature.) The above list reads to me like a Rakdos Prowess deck explicitly tuned to destroy the mirror. Many elements remain the same, but Goyf is a force to be reckoned with in this kind of mirror, and the maximized number of Bolts and Pushes all but ensures the aggro deck won't bite off an early lead while the slightly slower Jund Shadow comes together.

As far as one-drops go, Swiftspear and Bomat aren't the only ones Jund Shadow is reaching out to. I've seen builds ditching Swiftspear entirely for Hexdrinker, a way of one-upping this new mirror: Jund Shadow vs. Jund Shadow is certain to come down to a grind, making Hex the preferred creature to have. Others still are trying Grim Lavamancer, and one build even employed a 2/2/2 Hexdrinker/Lavamancer/Swiftspear split! All this to say that there are many possible options for this slot in Jund Shadow right now, and while each has its pros and cons, I'm not sure that any is much more virtuous than the others. That means players are free to run the cards they personally prefer, or else choose the best option and seize points against whichever decks they encounter the most.

Jund Shadow, JESSY_SAMEK (22nd, Challenge #12269131)

Creatures

2 Kroxa, Titan of Death's Hunger
4 Death's Shadow
4 Tarmogoyf

Planeswalkers

2 Wrenn and Six

Artifacts

4 Mishra's Bauble
2 Nihil Spellbomb

Sorceries

4 Inquisition of Kozilek
4 Thoughtseize
1 Traverse the Ulvenwald

Instants

1 Abrupt Decay
4 Fatal Push
3 Kolaghan's Command
4 Lightning Bolt
1 Terminate

Lands

2 Blood Crypt
4 Bloodstained Mire
1 Forest
1 Mountain
3 Nurturing Peatland
1 Overgrown Tomb
1 Stomping Ground
1 Swamp
4 Verdant Catacombs
2 Wooded Foothills

Sideboard

2 Nihil Spellbomb
2 Ancient Grudge
2 Engineered Explosives
4 Fulminator Mage
1 Lurrus of the Dream-Den
1 Maelstrom Pulse
2 Temur Battle Rage
1 Unravel the Aether

Of course, not all Jund Shadow decks run Scourge of the Skyclaves. Wait... they don't? I don't know about you, but that's not a development I'd personally have predicted! Scourge's failings as the metagame develops are twofold, however:

  • It's situational in a midrange shell. Scourge is a bit demanding about when players cast it if they are to get a good window—that is, one in which the creature dodges common removal spells like Lightning Bolt. The more interactive the Shadow deck leans, the less able it is to put out damage early, and therefore control its opponent's life points enough to resolve Scourge safely. And against linear combo decks like Tron, there's no guarantee that Scourge can come down to apply pressure at all.
  • It's weak to Fatal Push. So everyone and their son is packing 4 Fatal Push so they can kill each other's Scourges. What do you do? Cut the Scourges, of course! Tarmogoyf gets the nod in this instance since it's far less fussy about when it can be cast for high impact. But running too many ways for opponents to nab your tempo with Push is a liability.

Here, Scourge is replaced by the Pushable, but not really, Kroxa, Titan of Death's Hunger—the latest warhead in the arms race towards midrange-dom. That's a nice Hexdrinker you've got there! Would be a shame if I made you... discard... your land card... so you can't grow it right away....

Om Nath Finished Yet!

Don't count out this big fat... thing! Omnath is still a tremendously pushed card, and while its supporting cast suffered significant blows at the hands of the latest bans, there's no way the Elemental is done showing its ugly... face... in Modern. While the card remains a staple in Niv-Mizzet piles, it's also still helming its own builds. Look no further than the following brews for confirmation!

Omnath Control, ALBERT62 (5-0)

Creatures

3 Snapcaster Mage
2 Omnath, Locus of Creation

Planeswalkers

2 Jace, the Mind Sculptor
2 Teferi, Hero of Dominaria
3 Teferi, Time Raveler
3 Wrenn and Six

Sorceries

1 Supreme Verdict

Instants

1 Aether Gust
3 Cryptic Command
3 Force of Negation
2 Lightning Bolt
2 Lightning Helix
3 Mana Leak
4 Path to Exile
1 Spell Snare

Lands

1 Arid Mesa
1 Breeding Pool
1 Celestial Colonnade
2 Field of Ruin
4 Flooded Strand
1 Forest
1 Hallowed Fountain
1 Island
1 Ketria Triome
1 Lonely Sandbar
1 Misty Rainforest
1 Mountain
1 Plains
1 Raugrin Triome
1 Sacred Foundry
4 Scalding Tarn
1 Snow-Covered Island
1 Steam Vents

Sideboard

2 Aether Gust
2 Anger of the Gods
1 Ashiok, Dream Render
1 Celestial Purge
2 Cleansing Wildfire
2 Dovin's Veto
1 Engineered Explosives
1 Mystical Dispute
1 Timely Reinforcements
2 Veil of Summer

Omnath Control strikes me as the Level 0 going forward. Uro is replaced by an array of planeswalkers, and the core gameplan of grinding out opponents with the help of a certain 4/4 remains intact. This deck is less reliant on the graveyard than Omnath piles were previously, but that's not necessarily a good trade to make, as it's also significantly less powerful and more dependent on the top of its deck to deliver.

Previous iterations were so successful precisely because of the consistency and resilience Uro granted any pilot fortunate enough to dodge graveyard hate. I wouldn't be surprised if this version started to fall off as other value-focused control decks prove themselves better suited for the metagame and Omnath starts to fall more decisively into another shell.

Yorion Omnath, CANADIANNINJA (1st, Challenge #12269131)

Creatures

3 Niv-Mizzet Reborn
4 Omnath, Locus of Creation
1 Valki, God of Lies
2 Birds of Paradise

Planeswalkers

2 Nahiri, the Harbinger
4 Teferi, Time Raveler
4 Wrenn and Six

Sorceries

4 Bring to Light
1 Dreadbore
1 Supreme Verdict
1 Unmoored Ego

Instants

3 Abrupt Decay
1 Assassin's Trophy
4 Kaya's Guile
1 Kolaghan's Command
4 Lightning Helix

Enchantments

4 Abundant Growth
4 Utopia Sprawl

Lands

1 Breeding Pool
1 Forest
1 Godless Shrine
1 Indatha Triome
1 Ketria Triome
3 Misty Rainforest
1 Overgrown Tomb
3 Pillar of the Paruns
4 Prismatic Vista
1 Snow-Covered Forest
1 Snow-Covered Island
1 Snow-Covered Mountain
1 Snow-Covered Plains
1 Snow-Covered Swamp
1 Steam Vents
1 Stomping Ground
1 Temple Garden
2 Verdant Catacombs
3 Windswept Heath
3 Wooded Foothills

Sideboard

1 Crumble to Dust
1 Deafening Clarion
1 Deicide
3 Fatal Push
1 Oath of Kaya
4 Thoughtseize
3 Veil of Summer
1 Yorion, Sky Nomad

One such promising shell is Yorion Omnath, which leans on its namesake companion to fold in that missing consistency. Yorion decks are already big on redundancy, excusing their high card count with plenty of similar four-ofs. So they're also great homes for Niv-Mizzet Reborn, which here compensates for the value void left by Uro. My issue with this build is how reliant it is on resolving certain high-costed spells; a timely Mana Leak could put Yorion Omnath in the unfortunate position of drawing mana every turn and hoping to rip another bomb. Note the Valki: while the cascade interaction was fixed, using Bring to Light to "cheat out" the planeswalker for five mana does work!

Omnath Stoneblade, TCKEGTAPPER (5-0)

Creatures

4 Stoneforge Mystic
4 Spell Queller
1 Birds of Paradise
4 Noble Hierarch
3 Omnath, Locus of Creation
2 Tireless Tracker

Planeswalkers

1 Teferi, Hero of Dominaria
3 Teferi, Time Raveler
3 Wrenn and Six

Instants

4 Mana Leak
4 Path to Exile

Artifacts

1 Batterskull
1 Sword of Feast and Famine
1 Sword of Fire and Ice

Enchantments

2 On Thin Ice

Lands

1 Breeding Pool
1 Hallowed Fountain
1 Horizon Canopy
4 Misty Rainforest
1 Raugrin Triome
3 Snow-Covered Forest
2 Snow-Covered Island
1 Snow-Covered Plains
1 Stomping Ground
1 Temple Garden
4 Windswept Heath
2 Wooded Foothills

Sideboard

2 On Thin Ice
2 Aether Gust
2 Ashiok, Dream Render
1 Celestial Purge
2 Force of Negation
2 Rest in Peace
2 Timely Reinforcements
2 Veil of Summer

Last up is Omnath Stoneblade, or Bant Stoneblade splashing Wrenn and Six and Omnath. Stoneforge Mystic and Spell Queller aren't the worst partners for Omnath, as they plug the two- and three-mana curve holes left by the Elemental. Batterskull happens to be great against aggressive decks, which are sure to show up in droves after a metagame shift. And as for value, Tireless Tracker rounds things out as a mini-Omnath. Don't sleep on the 4 Leaks! This deck is not losing to Yorion anytime soon.

Shake Junt

Jund Shadow? Myriad Omnath piles? Modern may have changed, but it still looks an awful lot like Modern. Join me next week for a look at some of the trend benders emerging from the new format.

Meet the New Boss: March ’21 Metagame Update

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First Tuesday of a new month? Must be time for the metagame update. Yes, I realize that there wasn't one last time, but those were special circumstances. A major ban invalidated more than half of February's data. There's really nothing statistically valid from ten days of results. Of course, March wasn't much better. Thanks to a glitch, Wizards failed to post results for thirteen days. This did affect the data, but I found some work arounds.

I also have a public service announcement: Mythic Event tokens are back on MTGO. For those unaware, these $25 tokens unlock every card on MTGO for a limited time (except a few promos). This will last until April 14 and is an excellent chance to really explore Modern. Play Money Tribal or that weird deck you'd never pay money for just to see how it works. Or jump on the bandwagon and play the best deck. In any case, this is the best chance to brew and mess around with everything Modern can offer. Or be me and fail to learn Vintage. I understand less about it after a week of playing than I did when I started.

The Big Hole

So first of all, I need to address the aforementioned hole. For reasons Wizards never explained, no decks from MTGO were posted from March 11 until March 23. Thirteen days is a huge chunk of data to lose. I was genuinely worried that all of March's data would be lost and I'd have to skip the update just like in February. Even when the glitch was fixed, the gap was large enough to bring validity into question. Fortunately, it didn't come to that, as others were as frustrated as I. u/bamzing on reddit apparently went onto Twitter to track down players from the Challenges to find out their decklists, which I would have never even considered. Their work means that at least some of the lost data has been recovered.

I also went on a stroll through Google results, looking for private MTGO Modern tournaments which were posting results. I found a few that seemed both competitive and open enough to use, and they fleshed out the missing weeks at least somewhat. The overall results are still well down from January, but at least I have enough to feel confident presenting the data. Just keep in mind that this isn't as robust and descriptive data as I'm used to.

Something's Missing

A hole in the data is a big problem in terms of statistical concerns, but it's manageable. What isn't replaceable is the story that the missing Preliminaries would have told. Prior to March 10, Jund Shadow was by far and away the most popular deck in Modern, with Burn and Amulet Titan hot on its heels. Heliod Company had been putting up results in the Challenges, but it was absent from the Preliminaries. It did very well in those Challenges, but there was nothing to indicate that Company was good elsewhere, suggesting it was a metagame deck against the Premier players but not the overall metagame.

All that changed with the gap. With only Challenge results to go on, Heliod Company shot up the rankings (particularly the power rankings). Once the data returned, the Preliminary results began to increasingly mirror the Challenges and with that Company stayed in the upper tier. Thus, I'm left wondering if this shift is the direct result of the gap or a natural metagame evolution. If it's the latter, then I should have seen a gradual increase of Heliod decks in Prelim results. The result is that the current results reflect the "true" metagame as it evolved. If it's the former, then what happened is that players saw Heliod do well in the only available results, assumed that it was the best deck and reacted accordingly. So the results I'm recording for April reflect an "artificial" metagame. In other words, the metagame's gone recursive.

Unless Wizards releases the missing data or I conduct an MTGO-wide survey of Modern players, I'll never know which is correct. I'm bringing this up for players to be aware of as I actually discuss the results so that they can take an appropriate grain of salt before digesting them.

March Metagame

As mentioned, the data's down from January. There were 552 decks in January, but thanks to the gap I only have 420 in March (nice!). This is the smallest data set for a full month I've worked with, which again isn't the end of the world. It just means that there will be more questions this time than in previous updates.

To make the tier list, a given deck has to beat the overall average population for the month. The average is my estimate for how many results a given deck “should” produce on MTGO. To be a tiered deck requires being better than “good enough;” in January the average population was 6.89, meaning a deck needed 7 results to beat the average and make Tier 3. It's odd that this is the same threshold as January's, and is low by the standards of previous months. Then we go one standard deviation above average to set the limit of Tier 3 and cutoff to Tier 2. The STdev was 10.05, so that means Tier 3 runs to 17, and Tier 2 starts with 18 results and runs to 28. Subsequently, to make Tier 1, 29 decks are required.

The Tier Data

Along with the total population being down 132 decks, the individual archetypes are down, though not as much as I'd expected. 61 distinct decks were recorded and 17 crossed the threshold to make the lists. I'm certain that more decks would have qualified without the data hole, but I also doubt that the archetype gap would have closed. Given the typical Preliminary, I'd have needed to see at least one distinct deck in every Prelim to meet January's total, which is a testament to how diverse that meta actually was.

Deck NameTotal #Total %
Tier 1
Jund Death's Shadow5011.90
Heliod Company4911.67
Tier 2
Mono-Green Tron286.67
Amulet Titan266.19
Death and Taxes194.52
Izzet Prowess184.29
Tier 3
Burn174.05
Eldrazi Tron163.81
Jund143.33
Hammer Time133.10
UW Control133.10
Niv 2 Light122.86
Mono-Red Prowess92.14
4-C Omnath92.14
Spirits81.90
Rock81.90
Dredge71.67

Tier 1 is only two decks, and they're leading everyone else by a lot. This does suggest there's a winner's metagame on MTGO, because the rest of the data is fairly normal. Mono-Green Tron just missed the cutoff for Tier 1, and I'm inclined to think that, with more data, both it and Amulet Titan would have made it. I think Burn and Eldrazi Tron are actually Tier 2 instead of Tier 3 for the same reason. Both Infect and Crab Mill just missed making Tier 3, but I'm less certain that either would have made it with more data. Crab Mill had a few results early on then disappeared while Infect just appeared every so often. Mill missing Tier 3 is therefore likely correct (remember, more data changes the thresholds) while Infect is a random bullet so who knows?

It's interesting to note that 4-Color Omnath is still hanging around despite being nuked. Apparently, Money Tribal really is that powerful. What's interesting is that it's standing separate from Niv 2 Light despite a tremendous amount of overlap. I would guess that the reasoning is that Omnath has a (slightly) more stable manabase in exchange for Niv's higher power, but considering that both decks are leaning on Wrenn and Six to make it work, that seems less likely. Maybe inertia is to blame because Niv is so much more powerful than Omnath while sharing the manabase concerns. And Yorion, Sky Nomad forgives many slow-deck sins.

A Winner's Tier 1?

Jund Shadow and Heliod Company are effectively tied for most popular deck. The next-most popular deck posted just over half as many results and missed the cut for Tier 1. There's clear polarization here, especially since lower Tier 2 and Tier 3 are a nice gradual decline. The trend line looks kinda like a reversed asymptote. Which naturally made me ask why, and while I can't say with certainty (as previously noted), I do have a theory: I think this is a Pro's vs Joes scenario and not the "real" metagame. See, I think that there's an element of recursive metagaming and small population dynamics which is warping MTGO. In essence, there's a limited number of consistent Premier level players who are certain that Jund Shadow and Heliod are the best decks, and they're driving the data. If there were paper events or more non-MTGO data, this apparent warp might disappear.

To understand where I'm coming from, first read this article by Frank Karsten. The key thing is that in a Rock, Paper, Scissors metagame where Rock is paramount, the correct deck to pick to make Top 8 is Paper, but the best to win is Scissors. Thus, my decision is not based on which deck is actually the best deck, but on what deck I think I need to win the event. Take that logic and apply it to a metagame with a relatively low population. Right after the bans, red decks were everywhere. This meant that Auriok Champion spiked in popularity and the deck which ran it maindeck surged. In response to this, Jund Shadow changed itself to mitigate Champion while not giving up anything against the Prowess decks. As a result, the top players began to first gravitate then fixate on those two decks, and then anticipated this move and any countermove because that smallerish group of players can (theoretically) keep tabs on what they're doing. Without outsiders to challenge their narrative or provide a contrary point, that narrative reigns and becomes the metagame even if in a more open metagame with a more diverse population it would not be the case.

I believe that the internal metagame of the premier players is driving the data because my observations in League play don't back up the Jund Shadow vs. Heliod vs. Everything Else narrative that the data suggests. I've been playing Heliod Company (thanks to the Mythic token) and playing against it. Heliod's felt good, but not phenomenal. The deck is hard to play online and a lot of lines aren't particularly overpowering. It's the whole being greater combined with some Oops, I Win! combos that make it good. However, I can also see how a more experienced player could improve the deck's win percentage, and why better players would pick up the deck. Thus a self-fulfilling prophecy is born. I can't prove it, of course, but this is the theory I'm working under.

Power Rankings

Tracking the metagame in terms of population is standard practice. However, how do results actually factor in? Better decks should also have better results. In an effort to measure this, I use a power ranking system in addition to the prevalence list. By doing so I measure the relative strengths of each deck within the metagame. The population method gives a decks that consistently just squeaks into Top 32 the same weight as one that Top 8’s. Using a power ranking rewards good results and moves the winningest decks to the top of the pile.

Points are awarded based on the population of the event. Preliminaries award points for record (1 for 3 wins, 2 for 4 wins) and Challenges are scored 3 points for Top 8, 2 for Top 16, 1 for Top 32. For March, the non-Wizards events I found were most similar to Challenges and awarded points accordingly. Super Qualifiers and similar events get an extra point if they’re over 200 players, and another one for over 400. There was only one event that awarded 5 points in March.

The Power Tiers

The total points in March were also down thanks more to the loss of events, from 1017 to 760. The average points were 12.46, so 13 makes Tier 3. The STDev was 19.65, down noticeably from January, so Tier 3 runs to 32 points. Tier 2 starts with 33 points and runs to 46. Tier 1 requires at least 47 points. As is a bit of a tradition, the total number of decks stayed the same but one deck fell off Tier 3 and was replaced.

Deck NameTotal PointsTotal %
Tier 1
Heliod Company10313.55
Jund Death's Shadow9312.10
Amulet Titan506.58
Tier 2
Mono-Green Tron466.05
Death and Taxes445.79
Izzet Prowess374.87
Tier 3
Eldrazi Tron273.55
Niv 2 Light263.42
Burn253.29
Hammer Time233.03
Jund212.76
UW Control212.76
Rock172.24
Spirits162.11
Mono-Red Prowess141.84
4-C Omnath141.84
4-Color Living End131.71

Thanks to some very good Challenge results, 4-Color Living End just made Tier 3 despite being well under the population cutoff. Keep an eye on this deck; it's angling to play spoiler for Heliod Company. Dredge fell off, which is surprising given that graveyard hate is down. Interestingly, Tron is still just below the Tier 1 cutoff while Amulet actually cleared the hurdle. I think this speaks to the dedication of Amulet's player base more than any positioning advantages.

Heliod manages to beat out Jund Shadow for top place, thanks again to above-average Challenge results. I don't think this actuallymeans that Heliod is better performing given the population results and the context of Heliod's points (specifically, Jund Shadow puts up more results on average, but Heliod places higher on average), but I could be wrong. It also tends to reinforce my winner's metagame theory.

Average Power Rankings

Finally, we come to the average power rankings. These are found by taking total points earned and dividing it by total decks, which measures points per deck. I use this to measure strength vs. popularity. Measuring deck strength is hard. Using the power rankings certainly helps, and serves to show how justified a deck’s popularity is.

However, more popular decks will still necessarily earn a lot of points. This is where the averaging comes in. Decks that earn a lot of points because they get a lot of results will do worse than decks that win more events, indicating which deck actually performs better. A higher average indicates lots of high finishes, where low averages result from mediocre performances and high population. Lower-tier decks typically do very well here, likely due to their pilots being enthusiasts. So be careful about reading too much into the results.

The Real Story

When considering the average points, the key is looking at how far-off a deck is from the Baseline stat (the overall average of points/population). The closer a deck’s performance to the Baseline, the more likely it is to be performing close to its “true” potential. A deck that is exactly average would therefore perform exactly as well as expected. The further away the greater the deviation from average, the more a deck under- or over-performs. On the low end, the deck’s placing was mainly due to population rather than power, which suggests it’s overrated. A high-scoring deck is the opposite.

Deck NameAverage PointsTier
4-Color Living End2.63
Death and Taxes2.322
Niv 2 Light2.173
Rock2.133
Heliod Company2.101
Izzet Prowess2.062
Spirits2.003
Amulet Titan1.921
Jund Death's Shadow1.841
Hammer Time1.773
Eldrazi Tron1.693
Mono-Green Tron1.642
Baseline1.61
UW Control1.613
Mono-Red Prowess1.563
4-C Omnath1.563
Jund1.53
Burn1.473

Again, the baseline is quite low, both in absolute and relative terms. The latter is going to happen when I'm awarding more points for high results. The latter is less explainable, especially given that singleton point decks were down quite a bit in March.

As previously mentioned, 4-Color Living End did disproportionately well in a few events which pumped up its average points a lot. Of the more popular decks, Death and Taxes did extremely well and that makes me all warm and fuzzy. Niv 2 Light's significantly outshone 4-C Omnath's here as well, which strongly suggests that those on the "Ignore Blood Moon" plan are likely to move towards just getting all the value soon. Also, congratulations are in order to UW Control players! You performed exactly average in March. That takes talent /s.

And Now, We Watch

With the metagame starting to take shape and a glimmer of hope that in-person events can return soon, we just have to wait and see what happens. Can Heliod prove that it really is the new format boogeyman, or will the metagame unite to drive it off? I'll have the answer with the next update.

Introductory Modern Mechanics: Strixhaven Spoilers Week 1

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Greetings students, and welcome to the first week of Strixhaven spoilers. As this is the first week, I'll be keeping things simple by going through the set's mechanics. I've made this a tradition for all new set spoilers, and it's particularly appropriate this time as the new mechanics are a both surprisingly straightforward and annoyingly indirect. So open your books, and let's begin.

The first thing to note is that the set's full name is Strixhaven: School of Mages. Yes, that last clause is the conceit of my stylistic flourish this article. It is also critical to understand the ecosystem of these mechanics: it's all about non-creature spells. Of course, there will be quite a lot of creatures, and many of these mechanics will be stapled to creatures; Wizards's whole design philosophy is that creatures are central to the game. However, the driver will be the non-creature spells, instants and sorceries primarily. Artifacts and enchantments are getting some love too thanks to the red-white school Lorehold's themes. You should also know that it's an enemy-colored set. So Jund, Burn, and Prowess players will be paying especially close attention to Strixhaven.

Learning Lessons

The signature mechanic is technically a split mechanic. Strixhaven introduces Lessons, which are instants and sorceries with the lesson subtype. This subtype doesn't mean anything on its own, impacting functionality only flavorfully. Rather, the marker is for usage with the learn keyword found on some spells. Learn seems to be used in place of "draw a card" in Strixhaven, as it's just on cards as an additional effect. Said cards are all flavored around the many parts of academic life (I'm feeling very seen by Pop Quiz), but that's the only connection. That said, learn has a lot of potential because it either lets you wish for a Lesson or just cycle (discard a card to draw a card).

Teaching Is Hard

I should specify that learn has potential, but that doesn't make it good. Cycling is a good mechanic, but mainly in the context of Living End. The only other cycling spells that see play are Unearth and Shark Typhoon. While there are interesting implications of Living End getting to cycle creatures without the mechanic, that seems a tad inefficient. Those decks are so streamlined as-is, so why complicate matters?

Outside of Living End, there is certainly utility in discarding dead cards without cycling to draw into new, relevant ones. However, the cards currently spoiled strongly suggest that utility won't be sufficient for learn cards to see play. Frankly, they haven't spoiled a card with learn that's playable on its own. That may change, but it also may not. The closest is Professor of Symbology, and that's mainly because she's white. White doesn't get velocity cards very much, and thus any white velocity card automatically becomes a good white velocity card. This is enhanced by the mana cost and stats. However, there's no deck she fits into, and nothing that you'd ever play her over, which means she'd never actually see play just as a 2/1 velocity generator.

Rather, the potential for Modern comes from the wish. Karn, the Great Creator has shown how valuable wishes, and especially repeated wishes, are in Modern. This isn't a companions situation; it's just more wishes. The catch is that the only targets are Lessons, which means that the value of learn is directly tied to the value of the lessons. Which honestly feels like something a lot of professors need to hear, but I digress. If there are Modern-playable lessons that are also good enough to sacrifice a sideboard slot for, then the Professor will be especially playable. Death and Taxes could potentially gain a ton of value by repeatedly flickering her and wishing for whatever is needed. And at least if you don't have the right Lesson, she can cycle a superfluous Plains.

Lessons Worth Learning?

Of course, the problem is that (again, as of writing) there's only one potentially playable Lesson. The rest are overpriced versions of existing cards and wouldn't see maindeck play, much less taking up a precious sideboard slot. There's no justification for playing an inefficient Attune with Aether or Preordain maindeck, much less in place of a Modern-level sideboard card. Unless that changes, I'll be tuning out of another disappointing class.

The one possible exception is Academic Probation. This card is incredibly niche, but in certain matchups it might be backbreaking. Preventing a single card from being cast for a turn is way too narrow to see real play, and Azorious Arrester already exists and never sees play. However, as a wish target, Probation might be a decent bullet. I can see it being strong against combo decks by naming the right card. I'm seeing Past in Flames or Grapeshot against Storm, Thassa's Oracle against Ad Nauseam, or Living End just to buy the turn needed to finish the game. There's some (questionable) utility in naming Supreme Verdict to again buy time for an aggro deck to close the game too. Were it an instant, it'd be potentially devastating against many combos, which is probably why it's a sorcery in the first place. But when opponents are on the verge of combo-ing off, it reads a lot like Time Walk.

There's at least some potential in fogging a creature, though it's much less practical. Trying to prevent a combo attempt by Heliod Company is only a brief reprieve and a waste of a card. The best I've come up with is blanking Primeval Titan for a turn cycle, which isn't terrible if all you need is that turn cycle to win. However, that's still a pretty weak application, and if Probation is as good as it gets then learn is on the ropes. If there are more niche-but-effective cards, there may be something here.

Magecraft

Next up, and sticking with the instant and sorcery theme, is magecraft. Magecraft is an ability label for any ability which triggers off an instant or sorcery being cast or copied. Which presumably means there will be a fair amount of copying in Strixhaven, though only one way has been spoiled. In any case, this is just for permanents which have a minor effect when you play into the set theme. The value of magecraft will therefore largely be determined by the playability of the underlying card and not the ability. It's not that the abilities are poor, but that they're not good enough to make up for an otherwise unplayable card. At least, there aren't any yet. Archmage Emeritus is close, but not close enough.

Combo Creatures

The one magecraft card that might make it (again, as of writing) is Witherbloom Apprentice. Draining for one point per spell isn't anything special, but this is Modern, and we have Storm.  Two-mana wizards are a staple of the deck, and while Apprentice doesn't fit the color (or creature type) scheme, it halves the storm count necessary for a lethal Grapeshot, which opens up some possibilities. Suddenly, Jund Storm seems possible, as it doesn't need blue's cantrips, cost reducers, or Gifts Ungiven to generate 20 total storm. Instead, there's a chance that red's mana production alongside green land search and black card draw can do the job with only ten spells. I'm not sure that's actually better than traditional Izzet Storm, but it's something to explore.

However, the greatest potential is for some entirely new combo to emerge. Apprentice triggers on any instant or sorcery, or their copies. In Legacy, Apprentice and Chain of Smog targeting yourself is a kill, because Chaining yourself can be done infinitely. There is nothing comparable in Modern, or at least I couldn't find it after hours of looking and asking reddit. The existing options for making lots of copies are both storm cards, specifically Gravestorm and Weather the Storm, and there's no way to generate the necessary storm in a single turn without the red rituals. However, maybe there will be a new card which will enable Apprentice. At minimum, it's one to watch.

Ward

Next is ward. Ward is a new name for a mechanic that I first remember seeing on Frost Titan. Wizards has formally keyworded it so that they don't feel compelled to put hexproof on so many creatures because they want them to matter and have learned that weakening removal too much causes problems. White, blue, and green will be getting variations on the Titan version while black and red get the Terror of the Peaks life payments. There's nothing notable for Modern here, except that hopefully this also means that Wizards won't feel like they have to make everything gain ridiculous amounts of value just by casting it to matter so we never get Uro, Titan of Nature's Wrath again. Hopefully.

The Twins

Finally, MDFC's are back again. That's it. Wizards is trying to mechanically tie their sets together more, and so they've included the same mechanic in three sets. Nothing we haven't seen, and nothing I haven't discussed already.

That could have been the end, mainly because the MDFC's spoiled so far are the college's deans, and none of them are Modern playable. However, also spoiled is the first MDFC planeswalker ever: the twin walkers Will and Rowan Kenrith. Both sides have Goblin Electromancer's cost-reduction ability, and Rowan is cheap enough that I could see her seeing play. Will might too, but he'd be an afterthought at five mana. However, Rowan does have two problems. At three mana, she's more expensive then Electromancer or Baral, Chief of Compliance, which would price her out of Storm. Plus, Storm doesn't always play a full set of either creature, so why play a three-mana version? Secondly, she's fragile, with only two starting loyalty and a +1 ability. Wizards actually learned from War of the Spark, apparently.

However, don't count Rowan out. Her +1 can be a potent finisher when fully powered, and Prowess tends to play a lot of cantrips. I can see certain versions using her as a finisher and enabler with Will as a long game option. In such a deck, Rowan's fragility would be less of an issue, since opposing removal will be strained by the creatures and it's unlikely that creatures would be able to attack her before she can build some loyalty. Even if she does just die, that's removal that didn't hit a creature, which may be good enough for Prowess. Stranger cards have seen play for stranger reasons.

More to Come

So marks the end of this introductory article. I hope everyone now understands how Strixhaven means to continue. Next week is the metagame update, but after that, class will resume with the rest of the spoilers. Plan your studies accordingly. And most importantly, before asking any questions, check the syllabus first. Class dismissed.

The Latest Contender? Analyzing Heliod Company

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And now, back to our regularly scheduled metagame analysis. Let me just take a look at what's been winning... oh. MTGO's reporting system is bugged; there's been no new data since March 10. Huh. Ok, well, let me just see what's happening in the community... wait, really? Heliod Company is considered the best deck now? When did that happen?! The data that Wizards did manage to post clearly shows that Jund Shadow is Modern's best deck. Something's up here.

So, yeah, there's a new data crunch. As of writing, MTGO has not posted any decklists for almost two weeks. We're not totally deprived of data thanks to the work of redditor bamzing working twitter to get the results from Challenge-level events. However, there are no Preliminaries, so we're getting an incomplete metagame picture. Even by the past year's standards. And the narrative that I'm seeing everywhere is that Heliod Company is the best deck, which is a surprising turnaround. That deck has been hanging around Modern since Heliod, Sun-Crowned was printed, frequently though inconsistently in the top tiers. However, its average points were always abysmal, and below the baseline. Something has dramatically changed for it to be considered a bogeyman.

A Reality Check

I have to lead with the disclaimer that all the hype may be nothing. MTGO is a fairly small metagame because most players don't want to buy another collection for the limited payoff of playing online. Thus, the total population is smaller, which makes groupthink and/or circular metagaming easier. It is much easier to level yourself with smaller samples; if you know the likely competitors, know what they play, and plan to beat that, so long as they don't do the same to you. Since the data from the limited source is further choked off, its much easier for weak observations to guide thinking and/or lead players astray. It may be that Heliod Company is the best deck right now. However, it may also be a self-fulfilling prophecy caused by MTGO players believing the hype or overthinking the metagame.

In other words, don't discount the possibility that right now Modern is chasing its own tail. Happened all the time on the Star City Games circuit. And MTGO is even more insular. I see the same names week after week in the Challenge results, and I don't think that's an accident. As such, whatever that group of very dedicated grinders thinks is happening is what will actually manifest in the results. I can't tell if the "real" metagame is actually defined by Heliod Company.  Perusing League uploads suggests that red decks define the metagame. Thus, I'll be approaching this dive on Heliod Company with a critical skepticism.

The Latest Variation

Anyway, on to the deck in question. As mentioned, Heliod Company has been around a few months, and is just the latest variation on the theme of Collected Company Creature Compendium Combo decks which have been around for years. The deck has taken many forms in its history, sometimes as a major contender and sometimes as a forgotten deck. It's always been a deck of acceleration and medium (at best) creatures which intends to win via one of several combos and is held together by Company. And in a great many ways, that's still the case.

Heliod Company, PTarts2win (March NRG Modern Open, 2nd Place)

Creatures

2 Walking Ballista
4 Arbor Elf
1 Noble Hierarch
4 Auriok Champion
4 Conclave Mentor
4 Heliod, Sun-Crowned
4 Ranger Captain of Eos
4 Spike Feeder
3 Skyclave Apparition

Enchantments

4 Utopia Sprawl

Instants

4 Collected Company

Lands

4 Windswept Heath
4 Temple Garden
3 Horizon Canopy
3 Misty Rainforest
3 Forest
2 Plains
2 Prismatic Vista
1 Pendlehaven

Sideboard

3 Damping Sphere
3 Path to Exile
2 Veil of Summer
2 Wheel of Sun and Moon
2 Deicide
1 Skyclave Apparition
1 Burrenton Forge-Tender

1Giant Killer // Chop Down

I'm actually almost glad that paper Magic isn't a thing because of this deck. Whenever Company is good, my LGS is overrun by it, and I don't usually play decks with good Company matchups. Last time it happened, I played Jeskai Control for months instead. It worked, but it's not how I like to play.

About the Deck

Few decks have ever epitomized "the whole is greater than the sum of its parts" more than Company combo decks. While most of these creatures are at least reasonable Modern cards on their own (which is a first for the archetype), there's little to explain how it can hang with the likes of Izzet Prowess or Tron. What a lot of players forget is that Company is primarily a multi-combo deck. These decks contain multiple combo options for infinite life and infinite damage (and once upon a time, infinite mana via Devoted Druid and Vizier of Remedies). The trick is that this time, the combos require fewer parts.

Company started out having to assemble either Melira, Sylvok Outcast, Kitchen Finks/Murderous Redcap and Viscera Seer or sometimes Spike Feeder and Archangel of Thune. Vizier replaced Melira and created the mana combo so that a drawn Walking Ballista or a Duskwatch Recruiter to find the Ballista killed. Chord of Calling and Company were essential to actually make it all happen. The combos in Heliod Company all require just two cards, which is far easier to pull off. With Heliod out, Feeder goes infinite immediately. A Ballista with two counters given lifelink also kills with Heliod.

The biggest advantage is that Heliod is a +1/+1 counter engine by himself. Even if the combos don't happen, there are plenty of options to just use Heliod to build an army and win fairly. Conclave Mentor makes it easier and Company is always around to rebuild a board. Which would suggest that without Heliod, the deck just falls apart.

The Three Keys

However, that's easier said than done. The greatest strength of this iteration of Company is its creatures' survivability. All the critical creatures in previous versions died to Lightning Bolt. And while the non-Heliod combo pieces do still die to Bolt, the critical creatures don't. Even after sideboard, they're hard to answer. These are the true keys to Heliod Company's recent success.

1) Heliod isn't usually a creature

In the library, graveyard, hand, or on the stack, Heliod is a creature. However, on the battlefield, he's only a creature with five devotion to white. Even when he is a creature, he's indestructible. Consequently, there are very few answers to Heliod. The creature removal that works is Path to Exile, and I've noticed Company players being very careful with their devotion in matchups were Path is a consideration. And should that devotion count disappear (say, via Ranger-Captain of Eos being sacrificed), suddenly Path becomes irrelevant, and will fizzle if it was on the stack targeting Heliod. The God is therefore the rare engine card that isn't vulnerable to any commonly played removal. And thanks to indestructible, he's also not vulnerable to the typical sideboard enchantment removal. Heliod then gets to just hang around and threaten to combo off if the conditions are right. The only commonly played answer that unequivocally works is Skyclave Apparition.

2) Maindeck Auriok Champion

You know everything I said about Company being the glue holding the deck together? You can forget that; it applied to the older versions. The second-most important card in Heliod Company is Auriok Champion. The best Soul Sister may not be part of any infinite combo, but she's the best combo piece in the deck. She and Heliod combine to turn any creature (yours or the opponent's) into +1/+1 counters with no further input, growing the battlefield out of control with a speed often attributed to Humans. Plus, Champion has protection from the two main removal colors, which translates into an extremely sticky combo that simultaneously keeps you in the game (by gaining life) and making it harder for the opponent to win (Champion keeps getting counters). It's no quick combo, but its the best long-term plan for when it just isn't coming together.

Champion also makes those combos easier. The Ballista kill requires a total of six mana so that Ballista has two counters when it enters and Heliod can grant lifelink. Champion reduces that to four mana by providing the extra counter. Champion also provides an extra counter for Spike Feeder if Lava Dart is a concern. I'm actually retroactively surprised that Champion was not more integrated into previous versions, since it obviates the need for Kitchen Finks as lifegain.

3) No Easy Sideboard Solutions

Finally, and again unlike previous versions, there's no silver bullet against Heliod Company. All the earlier versions relied on Company, Chord, and persist creatures, which meant that Grafdigger's Cage was backbreaking if left unanswered. Anger of the Gods wrecked the whole board and beat all the recursion Company used to run. With Heliod Company, independent of Apparition answering everything, there's no common sideboard card that's effective. Cage only hits Company; Anger of the Gods (which I loved against older versions) does nothing against Champion and Heliod; Aven Mindcensor only hits Ranger-Captain, which just searches for Ballista. No single card is half as effective against Heliod Company as Cage or Anger were, and that's helping to push up Company's numbers. Deicide, Wild Slash and Blightbeetle are seeing play just to have something against Company; that's how resistant the deck is to hate.

The Right Metagame

The final reason that Heliod has just exploded is that the metagame is ripe for it. Since the bannings, the format has been in flux. However, the red decks were largely unaffected, and having previously been top tier decks which now lacked a predator (Uro, specifically) Burn and Prowess made a play for dominance. And it worked, for a while. The problem is that there was a deck perfectly ready for them with 3-4 maindeck Auriok Champions and an infinite life combo. Toward the end of February (the 25th if Apparition's price history is an indication), Heliod took off, feeding on all the red decks and began to move up the rankings.

And the format continues to be favorable. The data I've collected puts Jund Shadow as the most played deck online (as of right now at least) with Burn at least Tier 2 and Prowess variants looking like strong choices. In fact, prior to the data problem, Company was a middling deck because it didn't show up in Preliminaries; just Challenges. With the only data being said Challenges, Heliod has closed the gap with Jund Shadow, as it puts large numbers in the Top 32. However, that's limited to the Challenges and the few outside events I've scrounged up (NRG series is a big one, but not the only one); the Heliod advantage isn't so clear. It still does well, but the total impact of all the red decks is far higher. In other words, there's ample prey for Company and it's taking advantage, whatever its inherent strengths.

Is There a Threat?

Of course, this being Modern, the question immediately becomes if there's a problem or not. And my answer, as always, is that it's far too soon to say. There's not even clear evidence whether this is a real phenomena or just a quirk of the MTGO competitive crowd. However, if I were to pretend that Company's ascension is no accident or metagame fluctuation, my answer would still be no. Company is the kind of best deck that I like because it isn't just more value than everything else. It needs a lot to go right for it, and can be disrupted. Plus, its combo isn't necessarily game-ending: Tron and Infect don't care about infinite life, and the latter can win before Heliod more reliably. Death's Shadow went from Rakdos to Jund because Tarmogoyf is effective against Champion. Let's wait and see if Heliod survives the likely decline of red decks before breaking out the pitchforks.

The Probable Solution

More importantly, even if Heliod Company is good, it has a natural predator that will hold it back. Remember how I said all the creatures are pretty medium? Company is still very vulnerable to dedicated anti-creature control. Moreso than before in many ways. Without Chord, there's no tutoring for Spellskite or Selfless Spirit, which makes spot removal and sweepers (besides Anger) far more effective than older version. Ranger-Captain may be a tutor, but its choices are mana dorks or Ballista. Not great for grinding. That isn't happening because the control decks seem to be more focused on each other than on killing creatures. If they go back to anti-creature configurations instead, Heliod will have a bad time.

In the meantime, it's important to remember that Heliod is being carried by its namesake and Champion. Planning around those cards will pay more dividends than worrying about the various combos that are much harder to assemble now. Plus, the deck is generally underpowered, and a little slow. The right removal at the right time and a reliable gameplan will work better than trying to outsmart Heliod. I think we've forgotten how to deal with medium decks after the past few years, and that's helping Heliod.

There's Always Another Fish

There's nothing wrong with having a best deck in Modern. There's also nothing hard to indicate that Heliod Company actually is that best deck. For now, it appears that the Premier event metagame is wrapped around Heliod, so plan accordingly. For everyone not playing Premier events, I wouldn't worry. The Leagues still appear to be wide open and undefined.

Remember Me: Forgotten Lessons

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The time after a set release or a major ban is always exciting. The format is in flux, the metagame undefined, and everything seems playable. This is even more true right now, thanks to the ban taking away a metagame pillar. This has in turn renewed interest in Modern, bringing an influx of players and content creators. Which is a good thing: more interest and more players in Modern leads to more attention from Wizards, more competitive play, and also more deckbuilding and innovation. Otherwise, it all goes stale.

However, it can also be infuriating. Watching an inexperienced player make a mistake will always annoy seasoned veterans, no matter what we'd actually admit. Such anger can still be leveraged productively, specifically by channeling it into helping said new players learn and improve. What is far harder to deal with is experienced players making mistakes when they definitely know better. Especially if they've previously lectured others about said mistake. And it gets downright galling when this is a well-known mistake that has been discussed and dissected extensively by the community for years.

And yet, here I've been watching streamers, general content creators, and even competitors in high-level events acting like they've forgotten basic format knowledge. Which is certainly possible, given how distorted Modern's been since Modern Horizons. So today I'll be venting reminding everyone about the most common mistakes and how to avoid them.

What Isn't a Mistake

I feel I need to define what I'm discussing. A decision or line of play that doesn't work out is not inherently a mistake. A lapse in judgement or missed interaction is a mistake, but forgivable. Magic is a game of imperfect information and great complexity. Everyone makes mistakes and I'm not calling anyone out for being human. Sometimes a calculated risk is the only route to victory and you did the math wrong. Mistakes happen; they're nothing to get angry about. All we can do is try to do better next time.

What grinds my gears is lapses in knowledge. This is when a player discusses and/or makes a really dumb play having previously demonstrated that they know better or that they really should know better. There are two scenarios for this, and encountering either triggers me. The first is the equivalent of studying a specific question, writing the correct answer down on a study guide, checking that guide before the test, and walking out of class and commenting on that right answer. And yet when the test comes back you still answered that exact question wrong. There's no explanation or excuse; just brain stop no think good me make oops.

The second, which I find more offensive in many respects, is ignorance. They should know better; they've seen it before, there were resources available from which to learn, and/or they were told to be wary and they just. Didn't. Bother. It's the equivalent of walking into a test completely unprepared and just staring at the questions and guessing. Did you just blow off studying or did you incorrectly think you wouldn't need it? It was all there for the taking, and you punted it away.

These are the situations I'm focusing on. Things that Modern players really should know, but seem to have forgotten. What should be common knowledge because they're all over the internet for the finding. So it falls to me to remind everyone.

Mulligan Correctly

Jordan seems to go over this constantly (he's not the only one, but he specifically asked me to include this one), but most Modern players don't mulligan enough. Admittedly, mulliganing is a very tricky part of the game. Even with the best heuristics, practice, and strategy it's easy to get into grey areas. But that's no excuse. The London Mulligan has reduced the mulligan penalty enough that there's no excuse for keeping a borderline seven when there's a perfectly good six a-waiting. Between general power creep and deck refinement, the difference between most deck's average hands and their best has skyrocketed. As a result, the reward for mulliganing has increased independently of the London Mulligan's benefits. Don't be afraid to go for the big payout.

Unless you are the Jundfather and every card in your deck is as good as every other card in your deck, of course. Then you can (and Reid does) afford to mulligan less game 1. In that specific circumstance, the difference between the best hand (in a vacuum, anyway) and the second best one is small. In turn, that makes an extra card more valuable than the chance for a marginally better one. However, most decks aren't straight Jund or even Jund-like anymore. They're closer in composition and spirit to Grixis Death's Shadow or Izzet Prowess. They're generally powerful, but have certain openers that are far better than others. As a result, a random extra is less valuable than getting the right card early. And so they should try more often to get that better seven.

The problem most players have is their attachment to card advantage. More cards better than fewer is a fundamental lesson and usually the first piece of theory players learn. It's hard to overcome the attachment. But that's no excuse. Modern has never been the place to obsess over card advantage, and the format is getting faster and more powerful. Playing mediocre at best hands is increasingly likely to cost games. It's better to take a shot on a great hand than trudge along with a poor hand. I've struggled with this too, though playing decks that need to mulligan aggressively helped.

The Tron Mistake

What there is no excuse for is not mulliganing enough with a specific-card deck. While this applies to combo decks in general, it is particularly unforgiveable when it comes to Tron. This is the deck that everyone knew benefitted most from the London Mulligan when it was implemented, and yet I still encounter Tron players who don't mulligan for that turn 3 Tron. What makes it so frustrating is that anyone who's played Modern for a decent length of time has lost to Tron after they mulliganed to three. Maybe more than once. And yet plenty of Tron players still settle for hands that can't hit Tron on turn three. Even Jim Davis, who pretty much wrote the book on Tron mulligans, doesn't always follow his own advice (though he does admit his failings).

Now, in fairness, Tron hasn't been consistently popular these past two years. With the influx of players and Tron's relatively low price online, it is possible that many of the Tron players I've hit in Leagues or seen streamers play have been rookies. However, this is too pervasive a problem to shrug off so easily. The internet exists, and a simple search will produce a ton of Tron guides, every one of which will stress how important aggressive mulligans are. This is an easily correctable mistake, but it's one that players refuse to learn. It's time for players to overcome the fear, do their homework, and get to mulliganing correctly. Especially the Tron players.

Correctly Removing Infect

With that Tron bit off my chest, here's the mistake that actually got me on this thread: players have forgotten their removal sequencing against Infect. I realize that it's been five years since Infect was at its height, but it's never left the metagame. Players therefore already have the incentive to keep up their knowledge and skill playing against it. And yet I've seen a number of streamers punt badly against Infect. (No, I can't link a specific one because I can't remember who it was and I've already spent an embarrassing amount of time looking for the vods.) The problem seems to be complacency. Infect doesn't show up as a top tier deck on MTGGoldfish or MTGTop8 and is buried in Tier 3 in our rankings. Thus, players think that Infect isn't a threat and have allowed themselves to forget. This is a terrible mistake.

Players forget that Infect was only top tier in late 2016, not the entire year. It was hit as hard as everyone else by Eldrazi Winter, but up until Blossoming Defense was printed, it was highly volatile. Prior to 2016, and even after Gitaxian Probe was banned, Infect was a metagame call. I recall Todd Anderson winning SCG Cincinnati with Infect and saying after the fact that the only reason he did was that the metagame was primed for an Infect run thanks to players being overly focused on Twin. It was never supposed to be a highly played deck. Instead, it's something you pull out when the moment is ripe. And I've seen it happening.

Correct Counterplay

So here's your reminder: given a choice, don't try and remove an Infect creature on the opponent's turn prior to combat damage. Sometimes all you have is Condemn and sometimes Infect presents lethal, forcing interaction. It happens, and trying not to die is not a mistake. However, if the plan is to Bolt Infect during combat, that plan will only succeed if Infect is in dire straights. Remember, this is a deck that works by pumping up its creatures, and Bolting during combat lets Infect gain extra value from its pump spells. As letting Infect getting value from pump spells quickly translates into a dead you, it is something to strenuously avoid!

And the coast isn't clear for unequivocal removal either. Players forget that Infect runs 6-8 of Vines of Vastwood and Blossoming Defense with a few Snakeskin Veils for good measure. Playing any removal during combat is an invitation to let the opponent not only counter your spell but get in extra, potentially lethal damage. And players complain about Veil of Summer.

The correct time to remove an Infect creature is from the End of Combat step until your End of Turn. Doing so puts the ball in Infect's court to play a pump spell first, limiting their ability to use hexproofing to protect their creatures during combat. Plus, if they do Vines their creature, doing it outside combat means it's just a counterspell, and not a pump spell too. The best thing that players can do is force Infect to use its limited pump when the pump doesn't translate into damage. Also, never wait to remove an Infect creature.  Unlike normal damage, there is no "healing" poison, so you can't get the damage back. Just kill it on your own turn.

Thoughtseize Threat Misevaluation

The final topic for today is a reminder about Thoughtseize and Inquisition of Kozilek: these cards answer everything. Choose their targets accordingly. I realize that this seems obvious, but the number of streamers I've seen talk themselves out of taking the threat they can't otherwise answer for fear of something worse is very large. I'm going to specifically call out Cooper the Red because he is the most recent I saw, but I promise you, look at any Youtube of a Thoughtseize deck and it will happen. In the linked clip, Cooper is Inquisitioning Death and Taxes and sees a nearly ideal hand. Rather than taking either protection creature, he takes Stoneforge Mystic and loses, never casting Scourge of the Skyclaves. Now, he is in a very bad spot in a bad matchup, but his mistake still cost dearly.

The mistake Cooper and all the other streamers have made is a conflation mistake. It's a known correct play to only take a duplicate copy if you can Inquisition again for the other one. Taking a unique card is always the best play, given the choice. When Cooper saw Auriok Champion and Mirran Crusader, he immediately lumped them together as unanswerable protection creatures. Since he couldn't take both, he took the next best card. What he forgot is that he had far more answers to Crusader and Stoneforge than Champion. Crusader dies to Bolt, Seal of Fire, and Kozilek's Return, and he has Assassin's Trophy and Kolaghan's Command for Mystic. Once it lands, only Tarmogoyf and Return answer Champion. Plus, Champion's life gain keeps Scourge from being cast. He needed to take Champion to have a chance, but didn't make the play.

Answer What Kills You

In general, it is better to answer something that will kill you rather than something that might kill you. I frequently see players worry about late-game cards rather than the short and it costs them. Jace, the Mind Sculptor is far more flashy and obviously powerful than Delver of Secrets, but an unanswered Delver kills before Jace matters. I see too many discard players lose to threats they could and should have discarded because they thought they'd draw an answer before it was too late. But they didn't, and so all the card advantage they removed wouldn't have mattered anyway. It's always tempting to hit the card that's strongest in a vacuum, but the correct play is to identify the chief threat given the flow or pattern of the current game.

Learn and Improve

Ok, I'm feeling better. There are definitely more things I could lecture on, but there's only so much time in a day. The main takeaway I want to emphasize is that none of us are ever above study. Getting better is as much learning new lessons as holding on to old ones. The information is out there for the taking. Take it.

Testing Hypergenesis: Qualitative Data and Conclusion

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And now, to wrap things up. I've talked about the setup and the hard data, but that doesn't tell the whole story. It's usually the intangible or at least unquantifiable observations that most inform decisions. I made a number of observations and ancillary impacts during my testing that changed how I see Hypergenesis. Today, I'll be sharing those insights and my conclusions. The data is fairly clear about what to expect from Hypergenesis, but it didn't capture the really troubling aspect.

On Power

So the most obvious question is the power. Is Hypergenesis too strong for Modern? On the one hand, the data clearly showed that Hypergenesis wins more than Neoform. Which isn't saying much; Neoform's been around for years with no real metagame impact, so a better version sounds harmless. Such a conclusion is reinforced by Hypergenesis lacking a truly favorable matchup in my sample. It has a very powerful and fast combo, but gets disrupted left and right. And even against the noninteractive decks, the matchup was even at best.

However, I feel the data is misleading. Not that the data is wrong or untrue, but the experience I gained during the test tells me I misbuilt the deck enough to affect the results. I got a pretty good number of turn 1 kills, but it should have been higher. I frequently had hands where I had everything for an actual turn 1 win except Violent Outburst. Demonic Dread requires a creature to target, which will only happen turn 1 on the play with Forbidden Orchard. The odds aren't great, but it's not the worst problem. The worst is that Ardent Plea cannot kill turn 1 on the play, as there's no way to make 1WU in the deck before turn 2 because cascade prevents it from running Manamorphose or Wild Cantor.

Subsequently, I had to rage at many hands that would have killed with Outburst, and a few with Dread but couldn't thanks to Plea. I've done some testing with the same deck since, and replacing Plea with Bloodbraid Elf appears the right call. Which tells me that I hamstrung Hypergenesis. Consequently, I think the actual win percentage in the test was lower than what it would be if unbanned. There's more power in the shell than I harnessed.

An Important Lesson

And then there's the issue of Tibalt's Trickery. That deck played similarly to Hypergenesis, but only dropped one creature. Subsequently, it was more explosive, but not necessarily more powerful. It wasn't really doing anything in Modern, but it is not and may never be clear if it could have. Tibalt, Cosmic Imposter was so dominant that it may have covered up Trickery's real power. Wizards feared that, anyway, which is why Trickery was banned. However, that debacle does suggest that a similar deck would be too good.

Admittedly, there are more ways to stop Hypergenesis than Trickery. Chalice of the Void for 0 and Containment Priest spring to mind, but a resolved Hypergenesis also lets Ensnaring Bridge hit play and stop the shenanigans. I'm not sure that makes up for the gameplay problems, but it also isn't nothing. I think that Wizards has made its position very clear, but that doesn't mean either Trickery or Hypergenesis are too strong in a vacuum.

The Unexpected Key

That said, Hypergenesis's win rate would unequivocally have been lower if I wasn't running Chancellor of the Annex. From Legacy experience I knew the card would be very good. There's nothing better at defending against a Force of Negation turn 1 than a revealed Chancellor. However, that was only relevant against 4-Color Omnath, and only occasionally. It also protects against turn 1 discard, but that similarly was a niche use in the test. The real benefit is the general disruption. A revealed Annex Mana Tithes everyone's first play, which puts every deck off their curve. While there are work-arounds, including just throwing away a spell, it was a huge benefit and bought significant time against every deck.

What I didn't expect was how devastating Annex was against Amulet Titan specifically. The test list was just over half land, which meant that a typical hand had less than three spells. Additionally, over half the lands in Amulet come into play tapped. As a result, Annex was often unchallenged until turn 3, which meant that Amulet couldn't deploy a Dryad of the Ilysian Grove or Azuza, Lost but Seeking on curve, which then bought Hypergenesis at least one more turn, and usually two, before Valakut came online. This threw Amulet's game off enough that we discussed at length the value of throwing an otherwise essential Summoner's Pact away just so Amulet could actually play. We even considered boarding in another Engineered Explosives just to throw it at the Tithe.

An interesting note is that Scourge Shadow was the second-most impacted deck, but in an unexpected way. It had the best way to dodge thanks to Mishra's Bauble, but that didn't always line up nicely. Squandering the cantrip hurt. However, the real problem was that Scourge is so mana-tight that it usually had no choice but to throw away a meaningful card. If it didn't, it would be perpetually locked out of the game. And that hurt even more.

Time on My Side

While it doesn't really factor in terms of power, I would like to state for the record that this test was by far the easiest one I've done. Most of this was the deck. As mentioned, it was wrong to try to be fancy with Hypergenesis. I just mulliganed for land, cascade spell, and payoff, then jammed it at the first opportunity. I didn't have to think or stress, which was a huge relief considering how tricky Neoform is, both in terms of piloting and the actual combo. Jamming Violent Outburst was a welcome relief compared to trying to assemble all the bits and pieces of Neoform's combo, and attacking with fatties is much easier than keeping track of all the cards you've drawn and trying to assemble them in exactly the right order to win.

Consequently, this test went faster than the others. I started actually recording data in mid-November and was done by early January. The others took four months at minimum. The entire DnT test took two days. While ease of play was a major factor, the nature of the decks also meant that matches were quickly resolved. Either the glass-cannons went off or they were disrupted into defeat. No back-and-forth; no scraping out a win. The only exceptions were a few games against 4-C Omnath and DnT. In those cases, Hypergenesis went off without dropping Emrakul, the Aeons Torn or Progenitus; without the untargetable creatures, Path to Exile was devastating, and bought both decks the time and space they needed to contain whatever was left. However, the vast majority of games only lasted four turns.

A Curious Observation

All that said, I must admit that the most revelatory observation wasn't actually mine. About 60% of the way through testing, the Amulet Titan player observed that Hypergenesis seemed to be winning more on the draw than the play. I hadn't thought about it at all up to that point, but I had noticed that games felt better on the draw than play. Not something quantifiable or even identifiable, I just felt more comfortable on the draw. I checked with the other players, and they confirmed feeling similarly. DnT said they found being on the draw terrifying, and not just because Demonic Dread was more likely to be live. They'd already boarded out Giver of Runes just to make Dread less useful.

With that consensus opinion, I did keep track of subsequent games, and I did win more on the draw than play. Not by a lot, and maybe not enough to statistically evaluate (small overall n of observations). But the bump was definitely present. And felt more decisive than wins on the play. It was late enough in the process that the data doesn't really mean anything, but what data I have and the impressions from the other players does lead me to think that it plausible that Hypergenesis should choose to draw. This is not only completely counterintuitive but also contrary to Neoform's games.

Uncertain Causation

I don't know why drawing appeared to be better for Hypergenesis. I've goldfished a number of times and jammed some test games looking for a reason. It goes against expectations because it's giving up a tempo advantage and giving opponents the opportunity to interact turn 1. However, the impression holds, and I think it's more drastic than expected. The effect is too hard to pin down without significant testing, so I'm not certain that it's statistically provable, but I can't dismiss it either. Current theories include:

A) More Cascade Options

As I've mentioned above, Ardent Plea and Demonic Dread were the weak links in the deck. Plea's mana was wrong for the deck, Dread needs a target and I didn't often open Dread and Forbidden Orchard. Being on the draw helped both problems, the latter most of all. I got more chances to topdeck the Orchard for Dread, plus it gave my opponent the opportunity to play a creature. The latter was helped with mana smoothing and the rare chance when I had the singleton Gemstone Caverns to actually go off turn 1.

B) The Extra Card Is Critical

As much as I praised Annex, the main point of this deck is dropping Emrakul or Progenitus early. There's a reason that having a cascade card, either legend, and mana was a keep regardless of matchup. With no card draw or library manipulation, the extra topdeck is the only way to improve the chances of finding the critical creatures. Barring that, simply having an extra fatty to overwhelm the opponent is pretty good.

C) A Way Around Disruption

Finally, there is something to be said for drawing a card against disruption spells. There's a lot of redundancy in playing 12 cascade spells, and drawing a replacement is huge, particularly against discard.

What About the Ban?

The final thing to discuss is the loss of Simian Spirit Guide. It's a key component because it's half the deck's fast mana. The loss necessarily slows Hypergenesis down, which would make it a far less threatening combo.

Except, what if SSG was just a crutch? What if Hypergenesis isn't actually slowed down? It might have sped up thanks to the ban. Counterintuitive, but it makes sense to me given what I've learned in this test. With a few adjustments, I think that Hypergenesis would be just fine, or maybe better than before.

First, the deck wasn't able to kill as often as it theoretically could because Ardent Plea doesn't mesh with Guide and Chancellor of the Tangle. It was an unsolvable mana conflict. Secondly, the Trickery decks were more explosive but less overwhelming versions of Hypergenesis. However, their cousin, Tibalt Cascade, was the better deck. Thirdly, it appears that Hypergenesis wants to be on the draw.

Putting it Together

The lesson from Tibalt Cascade is what really got me thinking. Toward the end of their reign, the number of Gemstone Caverns were ticking up. The decks needed to go off turn 1 as often as possible, and suddenly it got easier to pull off on the draw. Hypergenesis wants to draw. That should mean that, theoretically, I can replace SSG with a full set of Caverns, plan to draw, and have at least as good odds of going off turn 1 with Cavern, another land, and Tangle. Or maybe better odds because Caverns would be a rainbow land, making it possible to combo off with Ardent Plea turn 1. Exiling a Chancellor you've already revealed mitigates Cavern's card disadvantage, as does the extra topdeck from drawing. There's more risk since Cavern is legendary and useless unless in the opening hand, but maybe the upside is worth it.

My Assessment

I have no problem with Hypergenesis as a fast combo. Modern needs fast and unfair combos to keep slow multicolored sludge decks in check. Unfair combo prevents decks from infinitely durdling and requires decks play interaction, if not maindeck then sideboard, to not just lose to a nontraditional attack. Hypergenesis is better Neoform, and I think Modern can handle better Neoform. Given history, better Neoform is not a high bar.

However, that is true if and only if unfair combo can't win on turn 1 too often. Winning then occasionally is fine, but even Legacy doesn't like consistent turn 1 combos. My data showed that Hypergenesis would win turn 1 more often than Neoform could. I have reason to believe that Hypergenesis' real turn 1 rate should have been higher. And may have increased since the test. My testing also showed that sideboard cards were usually too slow to make or break the matchup. Thus, I believe that unbanning Hypergenesis brings a huge risk to Modern's health. I would recommend keeping it banned out of concern of early wins rather than power level.

Risk Management

Unbans are all about risk vs. reward. Given what I found, I think that the risk posed by Hypergenesis's theoretical speed outweighs the benefit of getting a better Neoform deck. Unless Wizards decides to completely kill off all fast mana in Modern, Hypergenesis is too dangerous to be released.

Friendly Fire: The New Banlist’s Splash Damage

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The latest banlist announcement did a number on Modern's top decks, decimating the Uro piles which week and again would claim top of the heap as well as the new bullies on the block, cascade-powered decks abusing the latest Tibalt cards. In order to solve for these displays of power, though, Wizards took an unconventional route in extending their ban hammer the likes of which we've never seen. The nuke included hits to Simian Spirit Guide, Field of the Dead, and Mystic Sanctuary, all key players in the aforementioned powerhouses. And all ones employed by far tamer tamer decks.

Guide's demise spells doom for Colorless Eldrazi Stompy, the deck I've championed for the last five years. Today, we'll examine more splash damage from the recent ban, and mourn other low-tier decks rolled by the announcement.

Simian Spirit Guide

According to many pundits, Simian Spirit Guide has been on the chopping block more or less since Modern's inception, simply by virtue of providing generic free mana. It does seem like Wizards has finally agreed with this crowd and decided to axe the monkey out of principle; as noted last month, it's not like Guide was fueling anything particularly devastating beyond the already-broken-enough-for-a-ban Tibalt cascade decks. But as much as I personally loved the dimension Guide brought to the format, of say a turn one Chandra being at least possible, others hated it, and are happy to see the monkey go. Balance fans are probably not among them.

As Foretold, HUGOFREITAS1 (5-0)

Creatures

3 Greater Gargadon
1 Brazen Borrower
4 Simian Spirit Guide

Sorceries

3 Ancestral Vision
4 Crashing Footfalls
1 Finale of Promise
4 Restore Balance
4 Serum Visions

Instants

1 Abrade
4 Electrodominance
2 Force of Negation
3 Lightning Bolt
3 Opt
2 Spell Pierce

Enchantments

4 As Foretold

Lands

3 Fiery Islet
1 Mountain
4 Scalding Tarn
1 Snow-Covered Island
4 Spirebluff Canal
3 Steam Vents
1 Stomping Ground

Sideboard

1 Abrade
1 Spell Pierce
2 Anger of the Gods
2 Blood Moon
1 Flusterstorm
4 Leyline of Sanctity
2 Mystical Dispute
2 Threads of Disloyalty

Guide often gets a rap as a combo enabler that lets decks win a turn early. But while lower-tier decks like Neoform and Ad Nauseam do indeed wield it that way, I'd argue that most of its uses are decidedly more fair.

As Foretold's goal is to drop its namesake enchantment as early as possible and then immediately start resolving costless sorceries like Restore Balance, Ancestral Vision, or Crashing Footfalls. None of these spells wins the game; they're just significantly discounted with no time investment, letting AF play the game on another level once its engine comes online.

It's also got Electrodominance as a way to cast these for free. Both avenues were heavily reliant on Guide to generate the board wipes or 4/4s in a timely enough manner that opponents might struggle to overcome such effects. Without that possibility in the mix, I don't see this deck hanging on in its current incarnation as anything more than a nostalgic fallback.

Since it doesn't use cascade, As Foretold could conceivably splash green for mana dorks. Some problems with this strategy include the failure to produce 4/4s on turn one, and dorks being incompatible with Restore Balance, which checks for creatures controlled. Rather, I expect whatever new version of this deck that resurfaces to go back, way back, and include Borderposts to maximize the mana denial aspect of Restore Balance.

Mono-Red Stompy, OTAKKUN (3-1, Preliminary #12247547)

Creatures

4 Goblin Rabblemaster
3 Bonecrusher Giant
4 Magus of the Moon
3 Seasoned Pyromancer
4 Simian Spirit Guide

Planeswalkers

3 Chandra, Torch of Defiance
3 Karn, the Great Creator

Instants

4 Desperate Ritual
1 Pyretic Ritual

Artifacts

4 Chalice of the Void
3 Ensnaring Bridge

Enchantments

4 Blood Moon

Lands

4 Gemstone Caverns
3 Ramunap Ruins
11 Snow-Covered Mountain
2 Zhalfirin Void

Sideboard

1 Ensnaring Bridge
2 Abrade
2 Dismember
1 Gaea's Blessing
4 Legion Warboss
1 Liquimetal Coating
1 Sorcerous Spyglass
1 Tormod's Crypt
1 Trinisphere
1 Walking Ballista

Another fair deck slinging guides is Mono-Red Stompy, which powers out a Chalice or Blood Moon before closing the door with Goblin Rabblemaster. This deck is unpopular enough that I had to pull from a January event to get the list. Without Guide, I doubt staying Mono-Red retains much of its appeal; the deck is likelier to branch out into other colors, such as white, and adopt a more controlling role to compensate for the loss of speed. Planeswalkers like Nahiri, the Harbinger will mesh will with this gameplan, while Stoneforge Mystic seems especially attractive as a turn-two play.

A major decision point for the deck will be whether or not to continue running Chalice. I've found in Colorless Eldrazi Stompy that the card just isn't worth mainboard inclusion without Guide, being dead against some portion of the field no matter how fast it hits the field on one; coming down too late to matter a larger portion of the time makes it too much of a liability. And in red, players have Lightning Bolt to consider. Naturally, we're now talking about a very different 60!

Field of the Dead

Another target of the ban announcement was Field of the Dead, a card banned for "decreasing diversity of gameplay patterns." I'll grant that a swarm of 2/2 Zombies was never too excited to watch assemble, and also that Field seemed suspiciously low-effort for the decks splashing it. But I do wonder whether the card would have continued to leave a bad taste in so many players' mouths without Uro propping it up. Still, Field did make its way into some non-Uro decks:

Lands, FJ_RODMAN (5-0)

Creatures

4 Elvish Reclaimer
4 Dryad of the Ilysian Grove
4 Primeval Titan
1 Skyclave Apparition
1 Springbloom Druid
1 Tangled Florahedron

Sorceries

4 Explore

Instants

4 Eladamri's Call
4 Path to Exile

Lands

1 Blast Zone
1 Bojuka Bog
3 Castle Garenbrig
1 Cavern of Souls
2 Field of the Dead
4 Flagstones of Trokair
2 Forest
1 Ghost Quarter
1 Plains
1 Radiant Fountain
1 Sacred Foundry
1 Selesnya Sanctuary
2 Snow-Covered Forest
1 Snow-Covered Plains
2 Temple Garden
2 Valakut, the Molten Pinnacle
1 Vesuva
4 Windswept Heath
2 Wooded Foothills

Sideboard

1 Aven Mindcensor
3 Boil
4 Celestial Purge
2 Dismember
1 Eidolon of Rhetoric
2 Force of Vigor
1 Knight of Autumn
1 Linvala, Keeper of Silence

I'd call Field a core component of the Elvish Reclaimer-powered Lands deck, which counted on the card as a tutorable win condition. Minus Field, the deck becomes much more reliant on resolving Primeval Titan, which lowers the stock of Reclaimer itself, which used to be both enabler and payoff in this shell.

It also loses much of its long game potential without Dryad in play to ensure those Valakut triggers go off; keep Dryad off the table, and Titan isn't scary at all any more. Heck, a lot of Goyfs just wall it, not to mention Scourge of the Skyclaves. In other words, Field was this deck's lifeblood, and without it, I don't think the core can sustain itself.

Amulet Titan, IDAVEW (3-1, Preliminary #12258786)

Planeswalkers

4 Karn, the Great Creator

Creatures

4 Arboreal Grazer
4 Primeval Titan
3 Dryad of the Ilysian Grove
1 Azusa, Lost but Seeking

Artifacts

4 Amulet of Vigor

Sorceries

3 Ancient Stirrings
4 Explore

Instants

4 Summoner's Pact

Lands

1 Boros Garrison
1 Breeding Pool
2 Castle Garenbrig
2 Cavern of Souls
1 Crumbling Vestige
1 Field of the Dead
2 Forest
1 Golgari Rot Farm
1 Gruul Turf
1 Radiant Fountain
2 Selesnya Sanctuary
4 Simic Growth Chamber
1 Slayers' Stronghold
2 Snow-Covered Forest
1 Sunhome, Fortress of the Legion
2 Tolaria West
1 Valakut, the Molten Pinnacle
1 Vesuva
1 Windswept Heath
1 Wooded Foothills

Sideboard

1 Bojuka Bog
2 Dismember
1 Engineered Explosives
1 Ensnaring Bridge
1 Force of Vigor
1 Ghost Quarter
1 Liquimetal Coating
1 Reclamation Sage
1 Relic of Progenitus
1 Tireless Tracker
1 Tormod's Crypt
1 Uro, Titan of Nature's Wrath
1 Walking Ballista
1 Wurmcoil Engine

Amulet Titan, on the other hand, should hang on. After all, it was a thing before Field of the Dead came to Modern. If anything, I would say Field made the deck even a little too powerful, giving it an alternate win condition that was easy to find and assemble; we didn't get to appreciate its full power because of all the Uro decks playing Field better, although the deck did make our metagame charts last month. Dryad remains an upgrade for the deck, and I'd bet it hovers around the lower-Tier 2 mark without Field and with a neutered Tier 1.

Mystic Sanctuary

Yet another land banned for "decreasing diversity of gameplay patterns," I feel that Mystic Sanctuary may not be the culprit we think. That repetitive pattern we're all thinking of is to loop Cryptic Command, which indeed the Uro decks toting Sanctuary were notorious for. But which other decks ran the card?

UW Miracles, ASPIRINGSPIKE (5-0)

Planeswalkers

3 Jace, the Mind Sculptor
3 Teferi, Time Raveler

Sorceries

1 Entreat the Angels
4 Terminus

Instants

3 Archmage's Charm
2 Cryptic Command
4 Force of Negation
4 Opt
2 Path to Exile
2 Remand
1 Spell Snare

Enchantments

4 Counterbalance
4 Omen of the Sea

Lands

4 Flooded Strand
2 Hallowed Fountain
6 Island
4 Mystic Sanctuary
1 Plains
4 Polluted Delta
1 Prairie Stream
1 Scalding Tarn

Sideboard

1 Teferi, Time Raveler
3 Aether Gust
2 Commandeer
4 Condemn
2 Deafening Silence
1 Pithing Needle
1 Timely Reinforcements
1 Torpor Orb

It turns out precious few, although whether that's because Uro ate all their shares may now never bee seen. UW Miracles, one such deck, could be found running a full four copies of Sanctuary as an all-purpose utility tool with applications throughout the game. Running the full suite like this makes a high count of fetchlands even more advantageous. And notice: this deck only plays 2 Cryptic Command! Archmage's Charm and even Path to Exile are common loop targets for this build.

Mill, MZBLAZER (3-1, Preliminary #12261149)

Creatures

4 Hedron Crab
4 Ruin Crab

Sorceries

4 Glimpse the Unthinkable
4 Maddening Cacophony

Instants

4 Archive Trap
4 Drown in the Loch
4 Fatal Push
4 Surgical Extraction
4 Visions of Beyond

Artifacts

4 Mesmeric Orb

Land (20)

1 Darkslick Shores
4 Field of Ruin
2 Flooded Strand
3 Island
1 Mystic Sanctuary
1 Oboro, Palace in the Clouds
4 Polluted Delta
2 Swamp
2 Watery Grave

Sideboard

2 Aether Gust
2 Bloodchief's Thirst
2 Crypt Incursion
1 Echoing Truth
1 Extirpate
4 Force of Negation
1 Lurrus of the Dream-Den
2 Soul-Guide Lantern

Then there's Mill, which doesn't run Cryptic Command at all! This deck would much rather draw yet another Archive Trap. To Wizards's credit, Mill did fetch for Sanctuary as soon as it became live in most games, which was generally turn 4. And while it's looping different cards, it gives the deck a more linear trajectory.

I still would have liked to see Sanctuary in a non-Uro metagame to witness which other decks, like Mill, found themselves emboldening their gameplan or, like UW Miracles, could repurpose the card as more of a Swiss Army knife.

Settling the Wreckage

My plans for a brew report were dashed in January when the announcement dropped, as the metagame looked absolutely nothing like it was certain to in the very near future. This month, we'll examine that future in detail, and see what innovation grows from the concrete. Until then!

Testing Hypergenesis: Quantitative Data

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Having finished the appetizer, it's time for the main course: the data from my Hypergenesis test. This is the hard, quantitative data, and I've done statistics on them to determine the validity of the test. For the stats people out there, I do a multiple significance test, but will report the z-test here. There's never been disagreement between tests, and I believe that more people will remember the z-test from high school than any others. Also, the Excel readout is cleaner.

Boilerplate Disclaimers

Contained are the results from my experiment. It is entirely possible that repetition will yield different results. This project models the effect that the banned card would have on the metagame as it stood when the experiment began. My result does not seek to be definitive, but rather provide a starting point for discussions on whether the card should be unbanned.

Meaning of Significance

When I refer to statistical significance, I really mean probability; specifically, the probability that the differences between a set of results are the result of the trial, and not of normal variance. Statistical tests are used to evaluate whether normal variance is behind the result, or if the experiment caused a noticeable change in result. This is expressed in confidence intervals determined by the p-value from the statistical test. In other words, statistical testing determines how confident researchers are that their results came from the test and not from chance. The assumption is typically "no change," or a null hypothesis of H=0.

If a test yields p > .10, the test is not significant, as we are less than 90% certain that the result isn't variance. If p < .10, then the result is significant at the 90% level. This is considered weakly significant and insufficiently conclusive by most academic standards; however, it can be acceptable when the n-value of the data set is low. While significant results are possible as few as 30 entries, it takes huge disparities to produce significant results, so sometimes 90% confidence is all that is achievable.

p < .05 is the 95% confidence interval, which is considered a significant result. It means that we are 95% certain that any variation in the data is the result of the experiment. Therefore, this is the threshold for accepting that the experiment is valid and models the real effect of the treatment on reality. Should p < .01, the result is significant at the 99% interval, which is as close to certainty as possible. When looking at the results, check the p-value to see if the data is significant.

Significance is highly dependent on the n-value of the data: in this case, how many matches were recorded. The lower the n, the less likely it is that the result will be significant irrespective of the magnitude of the change. With an n of 30, a 10% change will be much less significant than that same change with n=1000. This is why the individual results frequently aren't significant, even when the overall result is very significant.

Overall Matchup Data

As a reminder and for those who’ve never seen one of these tests before, I played 500 total matches: 50 matches with each experiment deck against each gauntlet deck. I switched decks each match to level out any effect skill gains had on the data. Familiarity and matchup knowledge naturally increase with games played, and since I would be better with both decks by the end, the data could end up skewed. Alternating decks ensures that the increase happens at the same time for both decks. Play/draw alternated each match, so both decks spent the same time on the draw and play. The deck lists for both the gauntlet and test decks can be found here.

  • Total Neoform Match Wins: 77 (30.8%)
  • Total Hypergenesis Match Wins: 122 (48.8%)

The data shows that Hypergenesis won a statistically significant percentage more than Neoform. P is so tiny that it is functionally certain that any variation is the result of the test and not natural variance. In other words, Hypergenesis did better than Neoform by a large enough degree that I can be certain the result is valid.

Honestly, I absolutely expected that Hypergenesis would do better than Neoform. It's been a pretty consistent refrain of mine for years at this point, but Neoform is not and has never been a good deck. It's pretty busted if it works, but very easily disrupted. The test (as far as I was concerned) was not to see if Hypergenesis is a better deck, but by how much. Players tend to grumble about this style of gameplay, but so long as it's inconsistent, it's no problem. Given the fact that Hypergenesis did 18% better than Neoform and in light of the cascade debacle, I think it's safe to conclude that Hypergenesis's data is instructive.

Additional Data

The hard data that a test seeks isn't always the total story. Often it's the surprises along the way that make a test. Sometimes I know what I want to look for, some only appear in exploratory testing. This time, I intended to watch for turn 1 wins. Those are obviously the most problematic aspects of broken combo decks, and since both decks have turn 1 kills, knowing which is more likely to win on turn 1 is instructive for their place in the metagame. I intended to count both actual wins and opponent concessions as wins. The latter was more relevant for Hypergenesis than Neoform, as the former's wins were often unsolvable boards rather than kills.

Actually following through and recording that data was a problem. Because I... *cough*... (mumbles) didn't. No excuses, I straight up forgot to record all the turn 1 wins. There were a number of sessions where it just slipped my mind. In fact, the only data that I'm sure that my numbers are accurate comes from the DnT testing. Which is less than ideal, but better than nothing.

DeckTurn 1 Game Wins vs DnT% of Game Wins vs DnTAverage Win Turn
Neoform1537.52.00
Hypergenesis2030.01.7

Hypergenesis won more games on turn 1, but they represent a lower percentage of the total game wins. This makes sense as Neoform is easily disrupted and relies on that fast kill. And always has. Plus, Hypergenesis won more games, so it would have more turn 1 kills.

However, I was surprised that Hypergenesis's average win turn is higher than Neoform's. It's very clear from the data, but I wasn't expecting that result, which challenges some of my assumptions about both decks. Hypergenesis's win distribution is bowl-shaped: Turn 1 had the highest number of wins, turn 3 was lowest, and there was a spike to turn 4 just below turn 1. Meanwhile, half of Neoform's game wins came on turn 2, there were no turn 3 wins, and a few turn 4's. Neither deck won after turn 4. It suggests that Neoform is more glass-cannon than expected, but perhaps not as broken.

Finding Fizzles

The other thing I watched for was fizzling. It's known that Neoform has a fizzle rate, but I've never seen it quantified. It's also important to define fizzling, and for me it was any time that the decks successfully started comboing, but failed to compile a winning sequence with no input from the opponent. Getting something countered or removed mid-combo and failing is not a "fizzle;" that's just getting disrupted. Failing to finish the combo because of poor draws is. And this never happened to Hypergenesis. If it played a cascade spell, it cast Hypergenesis. That didn't always translate into a win, but that was thanks to opponent's action, not deck failure.

The same could not be said of Neoform. I recorded a fizzle rate of about 3%. These mostly happened due to drawing too few Nourishing Shoals to draw the whole deck or even get more than two Griselbrand activations.

Frequently, Neoform subsequently lost, though not always. Every so often, this was a loss because it took Summoner's Pact to get going. The most memorable fizzle was once I got down to 7 cards in library and 8 life, but couldn't win because I had no blue mana floating and all my Simian Spirit Guides and my last two Manamorphoses were in those 7 cards. I'd used the Wild Cantor to get going, so there was no way to get the mana and turn it blue for Laboratory Maniac without decking. My opponent untapped, Pathed Griselbrand, and won the game.

Deck By Deck

Given that the overall data is statistically significant, the deck-by-deck results may be surprising. Regardless of the overall results, historically, the individual decks haven't always yielded significant results. This is because of the lower number of data points. I only have 50 matches to work with per deck rather than 250 for the overall results, so the threshold for significance increases. So if you see something odd in the data, blame the low n.

The other thing to note is that, unlike other tests, my play didn't change based on my opponent's deck. I always had to mulligan aggressively because there's little opportunity for sculpting either deck. I also always just went for the combo at first opportunity, particularly game 1. They're glass cannon combos without much or any interaction game 1, so there's nothing to gain by waiting. In games 2-3, I would only hold off on comboing if I had Ricochet Trap or Veil of Summer in hand against 4-Color, so that I could protect against counters. This meant that this test went a lot faster than any previous one. And was easier on me because I didn't have to think much.

In the order I finished the matches:

Death and Taxes

Death and Taxes does not interact turn 1 except via Path to Exile. However, each subsequent turn, the number of disruptive spells increases. Thalia is obviously rough for both test decks, but Archon of Emeria was game against Hypergenesis game 1. Both decks could subsequently be Strip Mined into submission. As a result, games didn't go very long and neither combo deck won after turn 4.

  • Total Neoform Match Wins: 12 (24%)
  • Total Hypergenesis Match Wins: 21 (42%)

This result is statistically significant at p<.05. The likelihood that Hypergenesis doesn't outperform Neoform is less than 5%, so we can be confidant in the result.

A big part of this result was that Leonin Arbiter was relevant disruption against Neoform and not Hypergenesis. My opponent planned ahead with the Burrenton Forge-Tenders against my Anger of the Gods. We discussed at length whether against Neoform it was better to Path the Griselbrand immediately or wait for Laboratory Maniac. I wasn't running Pact of Negation maindeck, but my opponent didn't know that but did know that it wasn't always played maindeck anymore. Taking the latter course 100% wins the game against my deck, but is risky otherwise.

4-Color Omnath

Something I didn't realize until this test is that Hypergenesis's text is different than Eureka's. The latter says all permanents, but Hypergenesis excludes planeswalkers. This actually takes it back to Eureka's original functionality, but it's still intriguing that Wizards deliberately made that change right before planeswalker's came out.

  • Total Neoform Match Wins: 17 (34%)
  • Total Hypergenesis Match Wins: 23 (46%)

These results are not significant at p>.10. Thus, we can conclude that Hypergenesis is not statistically better than Neoform in this matchup.

This was the only deck where either deck won later in the game, and the reason is that they could afford to. 4-Color Omnath wins rapidly, but not quickly. Once it actually produces threats, it puts the game away in short order, but that may take awhile. Thus, a single failure didn't spell the end for either deck. Fighting counter walls was hard, but not impossible, post-board. Hypergenesis could, and I sometimes did, overwhelm counter walls even late-game thanks to Trap. Occasionally, planeswalkers spared Omnath immediate death by bouncing a non-hasty Emrakul, but it was rarely enough.

However, longer games also gave Neoform more time to draw both Griselbrands, which could be lethal unless they managed to discard and then Noxious Revival one back and immediately combo off. Teferi, Time Raveler was game over for Hypergenesis, but there only being two copies meant it didn't happen too much. 4-Color getting to Supreme Verdict after sideboard helped a lot, but with only one, it didn't much tip the scale in its favor.

Scourge Shadow

As testing got going, my Scourge pilot got increasingly annoyed. Neoform does very poorly against discard, but Hypergenesis can overcome it thanks to cascade redundancy. Plus, both decks ran sets of Leyline of Sanctity in the sideboard. He frequently wished he was still on Grixis Death's Shadow to have counters as a backup. We tried running Blood Moon, and it was better than the cards we cut, but still wasn't very effective against either deck.

  • Total Neoform Match Wins: 16 (32%)
  • Total Hypergenesis Match Wins: 25 (50%)

This result is statistically significant at p<.05. Thus, we can conclude with confidence that Hypergenesis is statistically better than Neoform in this matchup.

The difference here is Neoform's game 1 weakness to Thoughtseize. Both deck's improve a lot after board while Scourge's options are limited. However, both need to cheese game 1 to beat hate games 2 and 3, and that being so much easier for Hypergenesis was decisive. Take my Violent Outburst? I've got 11 more ways to cascade. Take my fatty? Tons more, and you can't kill any of them. Also, Chancellor of the Annex was especially good here thanks to Scourge's low land count. Mishra's Bauble is a work-around, but doesn't always line up correctly.

Amulet Titan

Amulet's game 1 against combo is a straight race. And unfortunately, it's slower than most combo. There was some hope after board because this deck ran 3 Mystical Dispute, but that's narrow against Neoform and pretty poor against Hypergenesis. The biggest hope against Hypergenesis was to keep Primeval Titan, Dryad of the Illysian Grove, and five lands so that Hypergenesis immediately turned on Valakut, the Molten Pinnacle.

  • Total Neoform Match Wins: 14 (28%)
  • Total Hypergenesis Match Wins: 27 (54%)

This result is strongly significant, p<.01. This is in fact the most strongly significant individual result.

Dispute did a lot of work against the fast Neoforms, bumping up Amulet's win percentage. However, I also recorded more fizzles here than in other matchups. I think that this result is actually more attributable to variance than it appears. Not enough that it would have pushed it out of significance or change the overall conclusion, but enough to alter the stats.

Oops, All Spells

Oops was a lot like Amulet in that game 1, it was a straight-up race. The difference is that, under very rare circumstances, Oops can kill on turn 1 too. Thus it could keep pace with the combos. Casting Hypergenesis against a single-creature combo deck may seem like a liability, but the creatures in Oops lose to the Hypergenesis ones, so it couldn't usually attack for the win. And that's not counting the times that Urabrask the Hidden was disruptive.

  • Total Neoform Match Wins: 18 (30%)
  • Total Hypergenesis Match Wins: 26 (52%)

This result is weakly significant at p<.10. It just missed the 95% interval, likely one positive result away. If this were an academic paper, this is what I'd be writing my Further Research section about.

My combo decks didn't sideboard against Oops. Neither had any graveyard hate, and even then, why bother if we're racing? Oops removed the useless maindeck Leylines for Thoughtseizes, but those are only effective against Neoform, so the general tone of the matchup never changed. I've since wondered how things would have been different if Oops was also running the Belcher option like many do now, but that just wasn't a thing in November.

Half the Story

And that's the hard data. However, it's not the full story of what I found during the test. And it also doesn't address the effect of banning Simian Spirit Guide. For all that and my conclusions, tune in next week.

Testing Hypergenesis: Experimental Setup

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It's been quite a while, but your eyes do not deceive: this is another full banlist test series! It's been almost two years since I did one of these. Not for lack of trying, mind you, but there are only so many viable test subjects in the first place, and I've done a few already. Plus, it's really hard to get a crew together and commit to test these things. But I persevered and finally got another one done. And unexpectedly, it's one I never thought I'd need to test.

For those new to this series, I take a card from the Modern Banned and Restricted List, slot it into the current version of the deck that got it banned in the first place (if possible), then run it through a gauntlet of decks alongside a stock list (serving as the experimental control) to see what impact it might have on Modern if legalized. The intention is to see if the reasons for it being banned are still valid, and what its power level could be in an updated model. I have previously tested Stoneforge Mystic, Jace, the Mind Sculptor, Preordain, Bloodbraid Elf, Green Sun's Zenith, and Punishing Fire. This time, I tested Hypergenesis.

Umezawa's Prelude

I attempted to test Umezawa's Jitte last year, but failed due to logistical issues. It turns out that having nothing to do really eats into people's time. Everything involving lockdown made scheduling testing time so complicated that the test dragged on far too long. It took five months to get to the 1/3 mark; the data was by then hopelessly out of date. That's the problem of testing an interactive card in a slower deck: it takes a long time to finish games.

Jitte is also a more complicated card to fit into a deck than I appreciated. I thought I could cheat by playing a singleton as part of a Stoneforge Mystic package, but it didn't work. I was warping my play around Jitte in order to get the data, but that wasn't the same as Jitte actually being warping. Was my play based on Jitte being good, or because I had to test it? I have no answer. Tutoring for the test card made the whole situation muddier than expected. As a result, I scrapped the test and tried to start over.

However, I still haven't fixed the problems of Jitte. Modern's metagame was such that the most natural home for Jitte was still DnT, and the time commitment was still prohibitive. In other words, time had not fixed all wounds. However, it did provide an outlet. Around the end of October/early November, I started seeing chatter about streamers testing banned cards. And then they starting coming out with their conclusions about Hypergenesis.

They're all up in my house, trying to eat my lunch, and not even bothering to put in half the effort! That could not stand. So I took up the gauntlet. And then wielded my righteous indignation to light a fire under my semi-willing assistants to get the test done. (Which, in retrospect, would prove unnecessary.)

An Odd History

Hypergenesis is one of the strangest cards on Modern's banned list. Not that it looks out of place (Mycosynth Lattice) or requires a lot of context (Second Sunrise), but due to its history and impact on the format. Despite never being officially part of Modern, Hypergenesis had a huge impact on its development. Hypergenesis had some Extended success, but it never made much impact.

When Modern was first invented, Hypergenesis wasn't banned. However, Hypergenesis never saw sanctioned tournament play before being banned. If this appears paradoxical, it's because you don't remember that Wizards beta-tested Modern for the 2011 Community Cup. Which was a good thing, as the Cup proved that the initial banlist was too small. Combo Elves and Dread Return-fueled Dredge killed turn 3, and Hypergenesis could win turn 1. These decks, and Hypergenesis in particular, were so powerful and yet so unfun that it tainted the Cup. So they were all banned as part of Modern's official release. Naturally, PT Philadelphia was busted enough to warrant another massive ban wave.

Since then, Hypergenesis keeps lurking around unbanning discussions, but never seriously. When No Banned List Modern was proposed, it was the presumptive most-busted (and therefore best) deck. The absurdity of Eye of Ugin-powered Eldrazi put rest to that notion, and there hasn't been much on NBL Modern since 2018 for that very reason. As a result, a lot of players are unaware of this history or the potential threat. New players look at Hypergenesis, then back at Living End, and ask themselves: huh?

I strongly suspect that the events of the past month have stifled all such thinking. However, that certainly wasn't the case back in November, when this all got started.

For the Record

I had no foreknowledge about all this Tibalt nonsense. Which should be obvious, but the timing is such that I want there to be no confusion. I started all this in November. I told Jordan back in January I planned to spend February rolling out this test, well before everything blew up. [Editor's note: he did indeed.] I've actually pushed back my schedule because of this dumpster fire. There are a lot of parallels to what I found in this test and what everyone's seen in the past two weeks. I even alluded to that fact already. It is completely coincidental, though it will certainly color everyone's opinion on the matter. Banning Simian Spirit Guide has also impacted things, though not as much as I expected.

Testing Procedure

For those new to this series, the premise is to test banned cards in as close to scientific conditions as are feasible. Speculation is worthless, and small scale testing doesn't generate reliable data. So I take a banned card, fit it into an existing deck that is as close to the deck that got it banned as possible, and run both that and a non-altered deck through a gauntlet of stock decks from the current metagame. I play 50 full matches apiece against each gauntlet deck, record the results, and then statistically analyze the results to see if adding the tested card made a statistically significant change. I also record the overall gameplay experience and any interesting details that come up during testing, because raw data doesn't tell the full story.

This is intended to provide a clear picture of what could happen if the tested card was unbanned. It's not perfect, and a larger sample size would be better. However, such sampling is prohibitive, because I don't farm out the work: I play all the matches as the test and control deck, with various other players I know playing the gauntlet decks. Having other people do it for me means I don't get any insight into the matches. And it's unforgivably lazy. It's also why these tests typically take months to perform, though this time it went incredibly quickly. However, it's worth it to ensure that differing skill levels don't affect the results. Every player is unique; changing out players will affect how matchups play out, and thus the data. Science is about removing variables, not adding them.

Test Deck

All that said, everything I just said about deck selection doesn't apply to Hypergenesis. There is no deck in Modern that I could just slide it into and have a valid deck. It's the first flagship card I've ever tested, which means it's the first deck I've had to build entirely from scratch. I cheated a bit on Green Sun's Zenith because while it was banned for prevalence, Zoo was clearly the deck which benefitted most, and that style of Zoo isn't good anymore... but that was the only exception.  So to Google I went, hoping that whatever's left of the No Banned List crowd would have a deck for me.

I didn't find much. I don't know what I was expecting, really. NBL Modern didn't exactly set Magic on fire, and Hypergenesis is a dog to Chalice of the Void, which is a four-of in NBL Eldrazi. There hadn't been much innovation since the original lists, and 2018 decks looked the same as 2020 ones. While I could have left it there and just grabbed a deck, some quick Googling suggested that the lack of change was due to a lack of interest and success thanks to aforementioned doghood rather than a tuned, solved list existing. Hypergenesis loses to Chalice for zero; Chalice is everywhere, so why bother tuning? I had no choice but to re-work the deck myself:

Hypergenesis, Test Deck

Creatures

4 Chancellor of the Annex
4 Chancellor of the Tangle
4 Simian Spirit Guide
3 Emrakul, The Aeons Torn
3 Progenitus
2 Terastodon
2 Dragonlord Kolaghan
2 Urabrask the Hidden
1 Ashen Rider

Enchantments

4 Ardent Plea

Sorceries

4 Demonic Dread
3 Hypergenesis

Instants

4 Violent Outburst

Lands

4 City of Brass
4 Forbidden Orchard
4 Reflecting Pool
4 Tendo Ice Bridge
3 Gemstone Mine
1 Gemstone Caverns

Sideboard

3 Anger of the Gods
4 Leyline of Sanctity
4 Ricochet Trap
4 Ingot Chewer

The idea was to maximize the chance of a turn 1 combo, so Chancellor of the Tangle and Simian Spirit Guide were necessary. Chancellor of the Annex is a Legacy Reanimator staple for protection against Force of Will. I wanted it against Force of Negation specifically, but also to generally slow my opponents down. I anticipated having to mulligan a lot, which also meant a lot of doing nothing, and enforcing some of that on my opponents at no cost seemed good. Plus, this deck was never not going to be a frustrating experience to play against, I might as well maximize that aspect.

Most lists ran a full set of Terastodon and several Ashen Riders, and I'm not sure why. They didn't do much in exploratory testing, so they were cut down to make room for Annex. I cut back on legends generally because I had multiple copies too often. This despite Emrakul and Progenitus being the main threats. It's also responsible for the split between Urabrask and Dragonlord Kolaghan. Both are mainly there to give everything haste, and having the split meant that I could have both out and protect against Path to Exile.

The sideboard was me spitballing. I took the common cards Living End used to play, maxed them out, and was done. They also happened to be the only common cards in NBL lists, though the numbers were all over the place, but the alternatives seemed too targeted for NBL to consider. And this board worked fine. Not great, but fine. Ingot Chewer didn't end up mattering at all, but I'm not sure what I could have played that would have been better. Sideboarding with a combo deck is an exercise in doing as little as possible, and the other three cards did enough work that the wasted slot wasn't relevant.

Control Deck

Then, I had to choose the comparison deck, a much bigger problem. Again, I couldn't just make a Hypergenesis list and replace Hypergenesis. There is no replacement card, so I had to use an entirely different deck. Which meant replicating the gameplay as closely as possible. Hypergenesis is an all-in, glass cannon, win-early-or-lose combo deck. The only deck that came to mind, or that I could find after poking around the internet, was Neoform.

Neoform, Test Deck

Creatures

1 Wild Cantor
4 Simian Spirit Guide
1 Lab Maniac
4 Chancellor of the Tangle
4 Allosaurus Rider
2 Griselbrand
2 Autochthon Wurm

Sorceries

4 Serum Visions
4 Neoform
4 Eldritch Evolution
4 Turntimber Symbiosis

Instants

4 Summoner's Pact
1 Noxious Revival
1 Veil of Summer
4 Manamorphose
4 Nourishing Shoal

Lands

4 Botanical Sanctum
4 Waterlogged Grove
3 Gemstone Mine
1 Island

Sideboard

4 Pact of Negation
2 Slaughter Pact
3 Repeal
1 Spell Pierce
3 Veil of Summer
2 Firespout

Belcher was also a consideration, but oddly, it was too good. Hypergenesis can only win by resolving the namesake early. Belcher likes that too, but it can also win via Storm or Blood Moon. It also can simply wait, survive aggro thanks to all the incidental burn it plays, and look for the opportune moment. Thus, it has options and can adapt to the opponent, and doesn't have to mulligan aggressively. This is not true of Hypergenesis or Neoform, so the latter was picked.

The Gauntlet

As always, the gauntlet decks are high tiered decks from as wide a range of archetypes as possible. And that I can find willing pilots. Sometimes, I just have to make do, but this time I did get a good selection of highly tiered decks to test against.

4-Color Omnath, Test Deck

Creatures

4 Uro, Titan of Nature's Wrath
3 Omnath, Locus of Creation

Planeswalkers

3 Wrenn and Six
2 Teferi, Time Raveler
1 Jace, the Mind Sculptor

Sorceries

1 Hour of Promise

Instants

4 Path to Exile
3 Lightning Bolt
2 Growth Spiral
2 Mana Leak
3 Force of Negation
3 Cryptic Command

Lands

4 Misty Rainforest
4 Scalding Tarn
2 Flooded Strand
2 Field of Ruin
2 Field of the Dead
1 Breeding Pool
1 Hallowed Fountain
1 Ketria Triome
1 Lonely Sandbar
1 Mystic Sanctuary
1 Raugrin Triome
1 Steam Vents
1 Stomping Ground
1 Temple Garden
1 Vesuva
1 Forest
1 Island
1 Snow-Covered Forest
1 Snow-Covered Island
1 Snow-Covered Plains

Sideboard

2 Engineered Explosives
1 Veil of Summer
2 Aether Gust
1 Celestial Purge
3 Cleansing Wildfire
1 Deflecting Palm
1 Gaea's Blessing
1 Ashiok, Nightmare Render
1 Mystical Dispute
1 Timely Reinforcements
1 Supreme Verdict

It was actually a fight to get this deck. It was The Deck in October/November, but my control guy (who had the deck and was doing well with it online, by the way) didn't actually want to play it. He's been part of every test and wanted to help again, but he wanted to play his pet UW Control deck. Because, in his own words, "I can't show up to MTGO with UW and be taken seriously. Or win." I turned that around on him with "Then I can't use UW in the test and have it taken seriously either, can I?" He relented, whining the entire test about having his arm twisted. I'm retaliating by publicly calling him out.

Death and Taxes. Test Deck

Creatures

4 Giver of Runes
4 Thalia, Guardian of Thraben
4 Leonin Arbiter
4 Stoneforge Mystic
4 Flickerwisp
4 Skyclave Apparition
2 Archon of Emeria

Artifacts

4 Aether Vial
1 Maul of the Skyclaves
1 Sword of Fire and Ice
1 Batterskull

Instants

4 Path to Exile

Lands

4 Field of Ruin
4 Ghost Quarter
4 Horizon Canopy
11 Plains

Sideboard

3 Burrenton Forge-Tender
2 Auriok Champion
2 Phyrexian Revoker
2 Rest in Peace
2 Winds of Abandon
2 Aven Mindcensor
2 Mirran Crusader

I was expecting a fight with this one, as my DnT pilot usually takes great pride in making his own decks. However, he was playing a stock list and was very happy about DnT actually being good.

Scourge Shadow, Test Deck

Creatures

4 Bomat Courier
4 Monastery Swiftspear
4 Death's Shadow
4 Scourge of the Skyclaves

Artifacts

4 Mishra's Bauble

Enchantments

2 Seal of Fire

Sorceries

4 Thoughtseize
3 Inquisition of Kozilek
1 Agadeem's Awakening

Instants

4 Fatal Push
4 Lightning Bolt
2 Temur Battle Rage
2 Dismember

Lands

4 Bloodstained Mire
4 Verdant Catacombs
4 Blood Crypt
2 Polluted Delta
1 Silent Clearing
1 Sunbaked Canyon
1 Mountain
1 Swamp

Sideboard

1 Lurrus of the Dream-Den
3 Soul-Guide Lantern
2 Abrade
2 Kroxa, Titan of Death's Hunger
1 Dreadbore
3 Blood Moon
1 Kolaghan's Command
2 Kozilek's Return

While my usual Death's Shadow guy was happily playing Scourge Shadow at the time, by the end, he wished he'd played Grixis instead. The data will make it clear why.

Amulet Titan, Test Deck

Creatures

4 Arboreal Grazer
4 Dryad of the Ilysian Grove
2 Azusa, Lost but Seeking
4 Primeval Titan

Artifacts

4 Amulet of Vigor
1 Engineered Explosives

Sorceries

3 Explore
3 Turntimber Symbiosis

Instants

4 Summoner's Pact

Lands

4 Gruul Turf
4 Simic Growth Chamber
2 Castle Garenbrig
2 Cavern of Souls
2 Tolaria West
2 Valakut, the Molten Pinnacle
1 Bojuka Bog
1 Breeding Pool
1 Crumbling Vestige
1 Field of the Dead
1 Ghost Quarter
1 Golgari Rot Farm
1 Hanweir Battlements
1 Radiant Fountain
1 Stomping Ground
1 Vesuva
1 Wooded Foothills
2 Forest
2 Snow-Covered Forest

Sideboard

1 Engineered Explosives
1 Field of the Dead
1 Pact of Negation
2 Relic of Progenitus
2 Firespout
1 Reclamation Sage
1 Tireless Tracker
2 Boil
1 Force of Vigor
3 Mystical Dispute

Usually I have Tron for the ramp deck. The Tron player wasn't available, and I didn't know any other regular ramp players. Amulet was going through a weird period in November and there were players willing to test their deck. I randomly found one on Cockatrice willing to fill in and commit to the test. Thank you S3quoia-Ult1ma for the help, whoever you were in December 2020.

Oops, All Spells, Test Deck

Creatures

2 Narcomoeba
4 Simian Spirit Guide
4 Undercity Informer
4 Balustrade Spy
4 Vengevine
1 Salvage Titan
1 Phantasmagorian

Artifacts

4 Pentad Prism
3 Sword of the Meek
4 Talisman of Resilience

Enchantments

3 Leyline of Sanctity

Sorceries

4 Agadeem's Awakening
4 Creeping Chill
4 Emeria's Call
4 Sea Gate Restoration
4 Turntimber Symbiosis
1 Shatterskull Smashing

Instants

4 Hagara Mauling
1 Nexus of Fate

Sideboard

2 Pact of Negation
1 Slaughter Pact
4 Natural State
1 Nature's Claim
3 Thoughtseize
3 Vendetta
1 Leyline of Sanctity

I couldn't get a Storm or Ad Nauseam player for the combo slot. However, a Dredge player I knew offered to run Oops, and it's close enough.

Stage Is Set

Thus, the decks were chosen, and the test was set. Join me next week as I reveal the hard data from the test.

Alien Zoo: Colorless Eldrazi Stompy Post-SSG Ban

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On February 15, 2021, Wizards banned a card near and dear to my heart: Simian Spirit Guide. The Asking-for-It Ape was featured prominently in my go-to Modern deck, Colorless Eldrazi Stompy, which must mutate dramatically if it is to keep pace in the format. With a week of testing under my belt, I'm ready to unveil what that new form may resemble.

What Is Was Colorless Eldrazi Stompy?

Along with the now totally extinct (RIP Gitaxian Probe) Monkey Grow, Colorless Eldrazi Stompy is the deck I'm best known for, and the one I've enjoyed the most success with.

My exploits with the deck include an SCG Classic win, 4th- and 9th-place finishes at SCG Regionals, and an undefeated Modern run at the SCG Invitiational. The decklists I used between events changed very little, adhering to the deck's strict core and always—always—featuring 4 Simian Spirit Guide.

There's little question that even if I manage to piece together a competent 75 from the rubble, as I will spend most of this article attempting, Colorless Eldrazi Stompy (hereafter: CES) as I knew and loved it is gone. Besides tournament reports, I've churned out tons of content on the deck since its humble beginnings, including a comprehensive mini-primer series covering mulligans, sideboarding, and play tips; a side-by-side comparison to Modern's other Eldrazi decks; and deep-dive exposés on key cards like Smuggler's Copter, Zhalfirin Void, and Karn the Great Creator. Some of that content may remain useful to archetype newcomers or obsessive historians. For the most part, though, the world... is very different now.

Pour Out a Little Liquor

Here's the list I'd been on leading up to the ban:

Colorless Eldrazi Stompy, Jordan Boisvert

Creatures

4 Eldrazi Mimic
4 Eternal Scourge
4 Thought-Knot Seer
4 Reality Smasher
4 Simian Spirit Guide

Artifacts

4 Serum Powder
4 Chalice of the Void
2 Smuggler's Copter

Instants

4 Dismember

Lands

4 Eldrazi Temple
3 Gemstone Caverns
4 Zhalfirin Void
3 Mutavault
2 Blinkmoth Nexus
2 Ghost Quarter
4 Blast Zone
2 Wastes
2 Scavenger Grounds

Sideboard

4 Relic of Progenitus
4 Sorcerous Spyglass
1 Crucible of Worlds
2 Damping Sphere
1 Emrakul, the Aeons Torn
2 Gut Shot
1 Surgical Extraction

I actually had an article planned going into the choices here in detail. While the deck looks different without Guide, I think it will be useful to review my recent modifications as a jumping-off point.

Eye on the Pry

The sideboard features a key difference from previous builds in its bid to run a full set of Sorcerous Spyglass. Previously, I'd bounced between employing Spyglass (which gets around Chalice and offers a bit of extra information) and Pithing Needle (which is importantly one mana cheaper) in CES depending on the metagame. Either way, though, the effect never merited more than 2 slots in the sideboard. Things changed with Kaldheim. Suddenly, every deck and its grandmother seemed to feature the power-play of Oko-plus by cascading on turn two or three into Tibalt, Cosmic Imposter.

I soon found that maxing out on Spyglass was the best defense against this new breed of cascade deck. With Tibalt gone, I'm returning to 1-2 copies as a catch-all against decks that happen to have multiple high-value targets like manlands, planeswalkers, utility creatures, and equipment. Similarly, Damping Sphere has game against a heap of Modern decks, but none that we find particularly tough to beat. Except, that is, for Tibalt's Trickery, yet another Kaldheim deck targeted by the recent bannings.

Land Me a Hend

Biggest of all changes here is my move to 26 lands. I abandoned Endless One and Matter Reshaper, cards I long swore by as flex options, when I realized I wanted to be seeing Blast Zone as much as possible. Go-wide creature decks have always been problematic for us to deal with, as have strategies employing tricky permanents like Ensnaring Bridge; against the former, we needed a high density of removal spells, while the latter forced us into freaky sideboard bullets like Ratchet Bomb and for a long time convinced me we needed Karn, the Great Creator in the main 60 so we could fish it out. But Zone deals with both of these.

While previously I'd carefully rationed the number of Zones to maximize mana spent each turn, increase the diversity of effects on board, and avoid clunking out, I've come to see that in the creature matchups we want all the Zones we can get, and in the Bridge-esque matchups we want to maximize the odds of seeing at least one. After testing with the full set, I ditched both Karn and Bomb, which is where the extra sideboard slots came from.

26 lands did strike me as a lot initially, as I tend to go as low as I can with land counts for the decks I design. But I simply didn't want any spells over the lands I was running. With no Karn to find Relic in game 1, I needed Scavenger Grounds back, and none of the other land counts were negotiable: Temple and Void are absolute 4-ofs; 3 Gemstone is the maximum we can run comfortably; 5 manlands has felt like the sweet spot for years; Ghost and Grounds are great at 2 apiece so we can see them a reasonable amount of the time; gotta have them Wastes for Path, Trophy, Quarter, Field, etc. from the other side... and that's 26!

Running so many lands had another positive effect on the deck that I hadn't anticipated, although in hindsight it makes perfect sense. We often get low on cards in the mulligan stage, and having many "spell-lands" in the deck rather than actual spells reduces the pressure on those leaner hands. At 26, we can keep more hands that are light on mana and feel confident the deck will deliver what we need. Plus, there are some matchups where more lands—any landsare preferred over other cards such as Copter or Dismember (Burn, for instance), and we lack the sideboard space to optimize a plan (these matchups tend to be favorable already).

Of course, right when I was sold on the high land count and beginning to feel great about the deck's positioning, Wizards banned one of its main components.

A Dirge for Simian

I get that Simian Spirit Guide wasn't banned for pumping out 3/3s a turn ahead of schedule, even if that's what the card often did for CES. In fact, Guide formed an integral part of this deck's strategic core, playing multiple roles throughout the game and across different matchups.

This Is What He Does

As has become tradition when Wizards kicks my low-tier pet deck in the 'nads, let's review what the card in question actually did for the archetype.

  • Power out Chalice of the Void: The main reason to run Simian Spirit Guide, on account of turn one Chalice single-handedly beating many Modern decks pre-board.
  • Ramp into TKS or Smasher: Firing off that Thoughtseize effect or swinging for tons a turn early could net us close victories against linear decks. Opened or drawn Smashers became a lot more exciting with 4 Guide in the deck, as at any time we could pluck an Ape from the top and suddenly turn the corner; without Guide, plays like slamming Chalice on 2 would have been out of reach against faster combo decks that demanded it, like Storm.
  • Provide general curve fixing: Guide's least exciting function on paper, but a critical one in games, was to plug holes in our mana curve. I've won countless games by simply following Temple, Guide, three-drop into land, three-drop with the usual Eldrazi fanfare.
  • Create blowouts with interactive cards: Some combo decks require us to hold up a Relic pop (Storm, Griselbrand, etc.) or removal spell (Counters Company, CopyCat, etc.) after a certain number of turns have elapsed, lest we tap out and lose to the assembled combo. With Guide in hand, we could spend all our mana each turn, slamming as many threats as possible to put the game away fearlessly. In fact, doing so often gave opponents the go-ahead to try the combo, which almost always led to blowouts: they'd sink their precious resources into what looked like a sure thing only for us to pitch the monkey and dismantle their gameplan. I've even created blowouts by pairing Guide with two untapped mana sources and a Blast Zone!

Having Guide in the deck was, in many situations, as useful as finding it in an opener. Those bursts of free mana certainly added up over the course of a match.

If a Monkey Could Do Your Job...

With Guide's praises good and sung, it's time to focus on the task at hand: replacing it. Naturally, Modern contains no free-mana cards as generically splashable as Simian Spirit Guide, which is exactly why the creature was axed. And it's not like we can keep running Chalice of the Void; there are some decks a Chalice on 1 doesn't beat, and even in the matchups where it shines, the artifact can sometimes be too slow if played on turn two. It's a game 1 liability without Guide. Our only hope is to alter the gameplan and deck makeup.

To be fair, I wasn't totally stabbing around in the dark: I'd actually proposed a Guide-less build in the past, back when Eternal Scourge was released and I rebooted this deck from its storied origins. In those days, Dredge was running around at full power, and the deck's first draft omitted the Guides and Chalices it would come to be known for in exchange for full sets of Relic of Progenitus and Endless One. It made sense to start with those swaps and a little re-tooling to see what might happen. Additional tweaks led me to the list below.

We Are Not the Simian, I Am a Martian

On the surface, CES undergoes some very simple switches to account for the Ape ban: 4 Simian Spirit Guide becomes 4 Endless One, and 4 Chalice of the Void becomes 4 Relic of Progenitus. I've also modified the land base a bit. The reasoning for these switches is more involved, and the implications it has on how CES plays and matches up against Modern's gauntlet even deeper.

Alien Zoo, Jordan Boisvert

Creatures

4 Endless One
4 Eldrazi Mimic
4 Eternal Scourge
4 Thought-Knot Seer
4 Reality Smasher

Artifacts

4 Relic of Progenitus
4 Serum Powder
3 Smuggler's Copter

Instants

4 Dismember

Lands

4 Eldrazi Temple
3 Gemstone Caverns
4 Zhalfirin Void
4 Blast Zone
4 Mutavault
2 Blinkmoth Nexus
2 Ghost Quarter
2 Wastes

Sideboard

4 Chalice of the Void
2 Sorcerous Spyglass
1 Crucible of Worlds
4 Spatial Contortion
2 Gut Shot
1 Surgical Extraction
1 Emrakul, the Aeons Torn

Aggrophobia

The most obvious change in how CES played: it was suddenly much more aggressive. The deck used to insistently mulligan for openers that featured a fast lock piece or a dreamy curve, and then chase that turn one Chalice with big bodies to put away the game quickly. Now, those big bodies follow not a Chalice, but... littler bodies.

Lacking a dedicated "lock piece" per se, CES becomes less of a stompy deck and more of a pure aggro deck, cf. Zoo. While it can do so, the disruptive artifact that replaces Chalice doesn't tend to lock opponents out of the game nearly as often as it generates additional pressure, looping Scourge into an endless stream of Wild Nacatls. As I wrote about Relic in an antiquity evinced by the deck names:

Relic is less of a lock piece and more a very efficient, self-replacing disruptive permanent. But it’s important to remember that combined with Scourge, it can make combat nightmarish for opponents, which is more desirable than Chalice against certain decks (CoCo/Chord, Zoo, Little Kid Abzan, etc.). That’s in addition to butchering Grixis/Jund/Jeskai/Abzan midrange decks and hosing certain strategies (Goryo’s, Dredge) on its own.

To boot, the card that replaced Guide, Endless One, is yet another aggressive body, dropping as a 2/2 on turn one and a fatty down the road. One is fantastic in this build, plugging curve holes in the Temple hands while resolving for as low as one mana to crew Copter in a pinch.

Zoo decks deal themselves plenty of fetch-shock damage and run a mana-centric land base to enable Wild Nacatl, Akoum Hellhound, and the like as reliable, above-rate Stage 1 creatures. Our re-adoption of Endless One sits us closer to Zoo on the aggressiveness spectrum. But imagine: how bonkers would Zoo specifically be if instead of running all those Temple Gardens and Arid Mesas, it could run 4 Mutavault? I haven't looked back since maxing out on the land, a move which further supports our now emphasized aggro bent.

Copping a 'Tude

Another switch I made was to run 3 Smuggler's Copter. (4 can still clog, although I'm not totally opposed to retrying a full set.) The card I once eulogized as a flex spot sees its stock rise significantly sans Simian.

CES always had two kinds of openers to find with its mulligans: nutty Temple hands and turn one Chalice hands. Scourge represented our third "free win" element, but seldom rendered openers keepable by itself; more often, its distinguished presence in exile would simply excuse our mulling to four or below. On the other hand, Copter did wonders for our openers, possessing the unique ability to jump-start our curve without a Temple in sight. For example, a hand with Temple and Scourge access would cast the 3/3 on turn two and swing 3 the following turn; from there, the deals kept coming. The same hand minus Temple can still make Copter on turn two, then pay full price for Scourge, crew the Vehicle, and swing 3 as though Temple was always in the picture.

In other words, running Copter in high numbers gives us back the "second plan" we lost with the removal of turn one Chalice. Demanding Eldrazi Temple from every otherwise balanced opener is unreasonable, even with 4 Serum Powder. But Temple or Copter? Fine. Just like Temple or turn one Chalice was fine. And Temple or Eye of Ugin, for those of you old enough to remember the good ol' days. And while turn one Chalice was more impactful, it required two cards to actually come online: Chalice and Simian. Copter is stand-alone, further reducing pressure on our openers.

That's not to downplay the fact that turn one Chalice put away games by itself. And Smuggler's Copter is no turn one Chalice. But with that out of the way, Smuggler's Copter is nonetheless phenomenal against basically everything. Removal-heavy midrange decks? Bask in the tempo-sucking warmth of the Splinter Twin effect. Tap-out control? Good luck creaming us with a sweeper, let alone sticking a planeswalker. Creature combo? Excuse me while I soar over the board stall and keep the removal flowing. Burn? Uh... okay, Copter still sucks against Burn (we need the blockers). But everywhere else, it's so high-impact that if they're not straight-up losing to it, opponents find themselves awkwardly sinking resources into removing it, spending valuable tools like Abrade or Assassin's Trophy on our end step only for us to stick another one the following turn. We run three, after all!

Another neat thing about Copter is the Eternal Scourge micro-synergy. Pre-Guide ban, this interaction did come up occasionally, but very rarely; now, it's a feasible card advantage engine to get online in certain matchups, even in game 1. How it works: creature crews Copter, Copter discards Scourge, Relic exiles Scourge, Scourge crawls out of exile to crew Copter, and the cycle continues. More commonly, though, the artifact just loots us past extra Gemstones, Powders, and the like so we can draw into business all game.

To Land on Both Feet

I'd also like to touch on the lands and sideboard for this new configuration.

Besides 4 Blast Zone and 4 Mutavault, other changes to the manabase include cutting Scavenger Grounds entirely (we play 4 Relic now) and maintaining Gemstone Caverns at 3. I did try 4, both with a sided copy and a mainboarded one, but found that it was overkill; the legend clause can really bite us with that many (or else I'd max it fa sho), and there are some matchups where starting "on the play" at the cost of a card isn't even worth it unless we happen to have Scourge (e.g. against attrition decks such as Rakdos Midrange). Caverns is at its best against linear combo and aggro decks, where the speed boosts from Simian are most sorely missed.

...With a Side of Hate

The sideboard is always subject to change, but here's a down-and-dirty for the above list:

Chalice takes the place of Relic in the sideboard, still coming in for the matchups that it dominates like Infect, Hammertime, Burn, etc. I also like a couple copies against interactive decks, where it can set up unfadeable Copter attacks but risks clashing with Relic. Crucible has lots of different applications depending on the matchup, and is the main "Karn target" I've decided to keep around, while Spyglass is fine at 2 to hassle combo and the odd Tron deck (between Smasher, Copter, and Muta, planeswalkers are less cumbersome than ever before). And our Mill matchup is indeed favorable, but it's not 100%. I feel like any deck with some breathing room in the sideboard should consider a copy of Emrakul, the Aeons Torn when Mill is a tiered deck.

Reality Check

Simian Spirit Guide powered Colorless Eldrazi Stompy's most impressive openers, leading to utter nonsense like turn one Chalice (common) and turn two Reality Smasher (with some luck). Heck, I've even turn one'd a Smasher!

Those days may be past, but color me optimistic about Colorless Eldrazi. First, this new form closely resembles some of our optimal configurations, such as vs. Jund (we'd board out Chalice and Simian for that matchup). Second, reactive decks cannot and will not ever be comfortable sitting across from Eternal Scourge. And finally, Wizards ain't done printing cards that slot right into this deck. Zhalfirin Void and Blast Zone were major upgrades for us, and the relatively recent Smuggler's Copter makes this build possible at all. Mark my words, there are pushed colorless lands and utility artifacts galore on the horizon. I, for one, am not throwing the spaghetti out with the pasta water!

Nuked From Orbit: The February ’21 Banning

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Wow. There are bannings, and then there are bannings. This was definitely the latter. Wizards looked at non-Standard Constructed, saw that it was poor, and nuked it. All of it, Historic, Pioneer, Legacy, and most importantly, Modern. Vintage also saw an unbanning. Because somebody had to get thrown a bone. Monday morning, Wizards dropped the largest Modern banning since 2011. It's also the largest single announcement since 2004, possibly the largest that didn't involve a format being created. 15 bans across four formats with 14 unique cards with five Modern bans is an unprecedented banning. And that's not even getting into the second power-related rules change in the past year.

For those somehow insulated from the wider community, Field of the Dead, Mystic Sanctuary, Simian Spirit Guide, Uro, Titan of Nature's Wrath, and Tibalt's Trickery are now banned in Modern. Tibalt, Cosmic Imposter was also functionally banned due to a change to cascade's rules text. This announcement will have far-reaching consequences, the least of which being that there will be no metagame update for February. Over half the data is for a format that no longer exists. And the rules change doesn't go into effect until tomorrow. We'll all just have to wait for March's update to show how the metagame is developing.

A Subtle Alteration

I'll begin with the most welcome, but surprising, announcement. It was universally agreed that a change to the rules was the correct solution to the ridiculous dominance of cascade decks over the past two weeks. Being able to cascade into Valki, God of Lies but cast Tibalt, Cosmic Imposter just feels like an exploit, despite being exactly how the rules work. I agreed, but was uncertain whether Wizards had the time to decide on and test such a fix. Apparently, I needn't have worried, as Wizards has rolled out a very subtle tweak, which I'll highlight for emphasis:

Here is the new cascade rule:

702.84a. Cascade is a triggered ability that functions only while the spell with cascade is on the stack. "Cascade" means "When you cast this spell, exile cards from the top of your library until you exile a nonland card whose converted mana cost is less than this spell's converted mana cost. You may cast that spell without paying its mana cost if its converted mana cost is less than this spell's converted mana cost. Then put all cards exiled this way that weren't cast on the bottom of your library in a random order."

Look at the original wording on Bloodbraid Elf; now, look at this new rule. All Wizards did was add a clause. This clause adds another check for legality once the found spell is cast and disqualifies it if anything's changed between cascade and cast. Thus a player could still cascade into Valki, and then decide they want to cast Tibalt instead (which is how MDFC's are supposed to work), but Tibalt would just be shuffled to the bottom of their library. The tweak restores the original intent of cascade and preserves MDFC functionality, which is important since Strixhaven will have more of those. Credit to Wizards' rules team for a simple, elegant fix to a horribly busted interaction. Rejoice; the menace dies! (Tomorrow, after the MTGO downtime.)

Broader Implications

I need to note before moving on that MDFC's are not the only card category affected by this change. Any non-traditional modal card is affected, though this really isn't relevant to Modern (yet, anyway). The split cards are also affected, but that's not relevant anymore. As previously mentioned, split cards were the topic of a similar reworking to make their CMC's make sense almost four years ago. Seeing as none have a CMC below three (as far as I could find), this was never going to be a problem anyway. What is affected, and perhaps relevantly, are Adventures.

This change isn't limited to double-faced cards. It also changes the way cascade works with anything that has a "dominant" set of characteristics, like the Adventurer cards from Throne of Eldraine. For example, if Bloodbraid Elf causes you to exile Fae of Wishes, you may cast Fae of Wishes, but you may not cast Granted.

I don't recall seeing this come up anywhere ever, but it was apparently a thing that could happen. And now it can't. Sorry to whoever was brewing this deck out on the fringe. However, that corner case aside, this is as targeted a solution as it gets without just banning Valki.

Uro & Friends

With that, onto the banned cards. Uro, Titan of Nature's Wrath getting axed is not at all surprising. It's been incredibly dominant for months, a major player for a year, and is simply an overpowered card. It's no surprise that it was banned, though it happened sooner than I thought. What is surprising are the circumstances, as this is the first time I remember Wizards committing to banning a card publicly prior to the announcement. See, Wizards is hawking another set of Secret Lairs for Valentines Day. One of those sets contains Uro, and in the larger-than-fine print, Wizards mentioned that Uro was to be banned in Historic, Pioneer, and Modern. Nice of them to disclose (and dodge potential lawsuits for deceptive sales practices), but it is an unprecedented situation.

However, Uro isn't going down quietly. Two of its best friends, Field of the Dead and Mystic Sanctuary, were also banned. Even in death, Uro just can't stop generating extra value, can it? This was actually quite shocking. As I explained in the comments of the watchlist article, both cards were heavily tied to Uro for their power and playability. I didn't see a way for either to be banned before Uro, and while Field particularly may have warranted a ban, it would come well after Uro. For both to go down with the flagship card warrants digging deeper.

We Lost Our Land

Wizards explanation is very telling, not just about why the lands were banned, but the philosophy of this entire announcement:

Along with Uro, we're also addressing two land cards frequently used by ramp and control strategies that we feel are decreasing diversity of gameplay patterns: Field of the Dead and Mystic Sanctuary. Both lands create repetitive and noninteractive game states in the late game for relatively low deck-building cost. To promote more back and forth gameplay and interaction over win conditions, we're choosing to remove them.

Unlike Field's Standard ban, this wasn't a power-level ban. Field and Sanctuary never represented too much of Modern's metagame and their individual power was probably fine, though always being played alongside the clearly stifling Uro does muddy the waters. Instead, they were banned for being unfun.  And I get it. Losing to Field tokens feels bad, even though you usually only lose to Field after the game was actually lost. And the Cryptic lock is beyond obnoxious, though again you only lose to it once you're not going to win. Both get old very quickly. However, answers to both exist, and I'd have expected Wizards to just ban Uro and then see if anything else had to be done.

Which is where you have to read the subtext. The announcement says "To promote more back and forth gameplay and interaction over win conditions, we're choosing to remove them." This is significant, as it signals that Wizards was not looking to remove a problem from Modern with this ban. This is a hard reset. Wizards, probably seeing a general drop in online tournament attendance, wants to shake everything up significantly. And this means completely eliminating certain decks so that the format can breathe again.

What Now?

4-Color Omnath, which has been the top placing deck in the metagame rankings since October, is gone. It lost its best enabler in Uro, and its late-game power with Field and Sanctuary. The rest of the deck is still potent, but without Uro to forgive all its structural weaknesses while greasing the wheels, I don't think it can function. And even if it could, sans Field, there's no built-in benefit to the high land count. Omnath, Locus of Creation is very powerful, but it can't carry the archetype. There's a reason it was rarely more than a 2-of compared to Uro's locked-in four slots. There will still be multicolored control (if only because the Sultai crowd are persistent), but it will be very different looking.

The effect on the metagame is much harder to say. As the saying goes, "When the cat is away, the mice will play," and I do expect that midrange and control options pushed out by Uro will make a comeback. However, I have to once again mention that the best overall deck of 2020 was Rakdos aggro, which remains a top deck... and one that was completely untouched by the bannings. My a priori assumption is that Scourge Shadow is the new top deck in Modern. Given recent trends, I anticipate Izzet Prowess to be right up there with Shadow. Whether an almost certainly resurgent Jund can hold them down remains to be seen, but I don't think that Modern will simply become the Wild West. Starting Thursday, I'd be ready for a field of red decks.

Bewildered Ape

Alphabetically next, there's the strange case of Simian Spirit Guide being banned. SSG has been so innocuous for so long that I definitely didn't see this coming. And the explanation comes off more as Wizards being vindictive than anything:

Simian Spirit Guide is a card we've had our eye on for some time as an enabler that speeds up fast combo decks.

To slow down that category of combo decks as a whole and give opponents more time to set up interactive plays in the early game, Simian Spirit Guide is banned.

On the surface, this is a fine explanation. Modern's banlist is a fast-mana graveyard, and SSG was the final reliable turn 1 source. It could have been banned purely for consistency's sake, with the justification that Modern shouldn't have fast mana before turn 2. That's a point a lot of players could have gotten behind and would have finally given us some idea of Wizards vision for Modern. And it's not like anyone ever used SSG for anything unequivocally fair.

However, that's not how Wizards justified the ban. Wizards is wrong about SSG. Their justification for banning is that SSG enables too many fast combos. However, that's a very recent phenomena, mostly tied to the cascade disaster. Prior to the MDFCs, the only good deck that ran SSG was Ad Nauseam, and not as an accelerant: Ad Naus needed SSG to pay for the win condition, Lightning Storm, after it had comboed off. Achieving that required six mana and the deck could only spare one SSG, primarily relying on artifact mana. Outside that, SSG only saw play in really fringe combo or prison decks. And SSG was the only reason they were slightly viable.

The Fallout

As a result, this feels like SSG was simply on the chopping block and Wizards finally had an excuse. Maybe it did deserve it from a banlist consistency or format vision perspective, but that's not the reason Wizards gave. Despite hysteria over SSG-powered Neoform combo, there's never been any evidence that fast combo was at all a problem for Modern, the last two weeks notwithstanding. As a result, Wizards is going to kill a lot of decks without substantially slowing anything down.

Ad Naus and Neoform as we knew them are dead. The traditional kill required a minimum of five mana on the kill turn, with a three mana investment in Phyrexian Unlife, and then three mana to cast Storm on turn four. While it's not impossible for Ad Naus to adapt and play more artifact mana, it will make the Storm kill far harder. The alternate kill of Spoils of the Vault into Thassa's Oracle is still intact, so perhaps the deck will rebuild around them and drop the namesake. Neoform has been driven out already, but it had no way to make mana besides SSG, so I don't think it will survive in recognizable form.

Ironically, the deck that seems like it would be harmed most by SSG's ban will probably benefit. SSG was a key part of Belcher, and without it, the turn 1 kill is impossible. However, the turn 2 kill is still viable, because Belcher plays all legal rituals. With Ad Naus at least temporarily gone, Belcher's main competition is Oops, All Spells, which needed SSG more than Belcher. Without SSG, Oops kills turn three at the earliest, because it doesn't run rituals. Oops has seen more play because its more reliable than Belcher, but now that Belcher is the speed king, its stock will rise. And this could potentially lead to a general increase in format speed.

One for the Road

The final ban was Tibalt's Trickery. And that's so much whatever. The card is clearly a mistake, but the deck was harmless. Consistency and power-wise, it was no different than Neoform or Belcher. And wasn't putting up many results, though how much of that is on its own merits and how much is because Valki was busted is unanswerable. It's not the most fun gameplay, but Modern has plenty of innocent high-variance decks. And Wizards acknowledges this fact:

While the overall win rate of the deck hasn't shown to be problematic, we believe it contributes to non-games that make Modern less fun to play. As the goal of this update is to shake up the metagame into a more fun spot, we're concerned that a continued metagame presence of Tibalt's Trickery decks would work against that goal.

Trickery is getting axed out of an abundance of caution and that aforementioned desire to hard-reset Modern. It isn't a problem, but Wizards isn't willing to take the chance it could become one. Which, for the record, there's little reason to think would happen, especially with SSG getting banned. Without SSG around, the turn 1 kill is extremely unlikely, requiring players to open Gemstone Caverns and Chancellor of the Tangle while being on the draw and not getting Thoughtseized or Spell Pierced. The likelihood of that coming together enough to have any metagame impact is remote, but Wizards is worried about the optics of having to ban another Tibalt card in a few months. They're being needlessly cautious.

However, I don't begrudge Wizards. I don't think the ban is necessary, but nothing of value's being lost either. Either Trickery did nothing or was busted, and maybe valuing back-and-forth gameplay over "oops, I win" is good. The first irony of it is that all it takes for Trickery to be an interesting Polymorph variant rather than bannable is to change "Counter target spell" to "Counter target spell an opponent controls." The second, with the reasons given, is that banning Trickery probably obviates the need to ban SSG and vice versa.

A New Modern?

And with that, sometime after tomorrow's MTGO downtime, the new Modern will start to take shape. Or possibly it will just be the old one, minus Uro. Hard to tell. We'll all have to wait and see, and I'll be sure to have that data for the March metagame update.

The Trouble with Tibalt: A Case Study

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It's always interesting to see how spoiler predictions play out. You can have all the experience in the world with which to judge a card, but miss some corner interaction that just blows up. Or there's an application that you never considered. The only constant is that predictions will be off and there will be surprises. The only question is whether they'll be pleasant.

Kaldheim is proving to have quite an effect on Modern. And it's all down to Tibalt. His cards have proved unexpectedly disruptive and dangerous. Which is a major flavor win considering his character. However, it is playing havoc with MTGO's metagame, to increasing discontent. Of course, any time that anything happens on MTGO it spawns discontent, so that's not a reason to get involved. However, there is enough evidence that something's off for a deep dive. And I think that there may be something to the rage.

Tibalt's Trickery's Trials

To start, Tibalt's Trickery has been blowing up recently. This isn't totally surprising, since in my previews I mentioned it as the card to keep an eye on. The initial decks with Shadowborn Apostle have given way to cascade decks, which makes perfect sense. The former had to mulligan into Trickery to have a chance while the latter can find any cascade spell and simply contort themselves so Trickery is the only target, just like Living End used to do. The combo works by playing the cascade spell, hitting Trickery, choosing said cascade spell as Tibalt's target, and then... Spin the Wheel of Emrakul! Hit an Eldrazi, win the game! Hit anything else and... likely lose! The deck takes two forms, as we'll now see.

The Straight Combo

The most straight forward version of Trickery seeks to maximize its odds of hitting something. Emrakul, the Aeons Torn is as always the ideal, but it can also hit various Titans or try again to hit Emrakul with Brilliant Ultimatum. Omniscience is another option to empty a hand full of titans. What I'd consider the definitive version of this strategy comes from Reid Duke, who posted a video of the deck a few days ago. If you have CFBPro, he summarized his thoughts from said video in an article, too. And I agree with his evaluation.

Tibalt's Trickery, Reid Duke

Creatures

4 Ulamog, the Ceaseless Hunger
4 Ulamog, the Infinite Gyre
4 Emrakul, the Aeons Torn
4 Simian Spirit Guide

Sorceries

4 Brilliant Ultimatum

Instants

3 Tibalt's Trickery
4 Violent Outburst

Enchantments

4 Ardent Plea
4 Omniscience

Land

4 Aether Hub
4 Gemstone Caverns
4 Gemstone Mine
4 Mana Confluence
4 Reflecting Pool
4 Tendo Ice Bridge
1 City of Brass

Sideboard

4 Chancellor of the Annex
4 Mindbreak Trap
4 Throes of Chaos
2 Emrakul, the Promised End
1 Forest

Is the deck good? I point to Reid's video and say... "kinda?" When things come together, it is a blistering and hard-to-beat deck. If not? His first game has a turn 2 combo that fizzles by hitting another Trickery. A few games later, he gets a turn 2 Ulamog, the Ceaseless Hunger and loses to Path to Exile. The deck certainly has busted games. However, the totality of possibilities leaves much to be desired.

Then there's the issue of disruption. While discard is of limited utility thanks to redundancy, every other form of spell or hand disruption is quite effective. This quote (which I'm struggling to source) perfectly explains how to beat Trickery: "Remember Living End? It traded losing to graveyard hate for losing to Mindbreak Trap." And it's totally accurate. Counters are potent, but the best answers are permanent-based. Teferi, Time Raveler stops any cascade shenanigans cold, while Damping Sphere also works (backed up by a clock) by charging extra mana for the payoff.

The Artful Dodger

However, at least some pilots are cognizant of this vulnerability, and are trying to dodge. And their solution is very smart. For game 1, they lean heavily into the combo. After sideboard, they transform into a weaker version of Amulet Titan, which is a classic way to avoid hate.

Tibalt's Trickery, avb (Modern Challenge, 16th)

Creatures

4 Emrakul, the Aeons Torn

Instants

1 Tibalt's Trickery
4 Violent Outburst

Lands

4 Scalding Tarn
4 Breeding Pool
4 Castle Garenbrig
4 Steam Vents
4 Stomping Ground
3 Cavern of Souls
3 Field of the Dead
3 Mystic Sanctuary
2 Blast Zone
2 Flooded Strand
2 Forest
2 Polluted Delta
2 Radiant Fountain
2 Snow-Covered Forest
2 Valakut, the Molten Pinnacle
2 Wooded Foothills
1 Bojuka Bog
1 Ghost Quarter
1 Island
1 Khalni Garden
1 Tolaria West
1 Vesuva

Sideboard

4 Summoner's Pact
3 Sakura-Tribe Scout
4 Dryad of the Illysian Grove
4 Primeval Titan

The plan for game 1 is to mulligan into Violent Outburst. If that doesn't happen, the only remaining option is to try and be a Field of the Dead deck but without any of the enablers that make that strategy good. Or wait and hardcast Emrakul, but that will only work if the opponent is dedicated to not winning themselves. Once the deck has Outburst, it casts it to find the only Trickery, which is guaranteed to find Emrakul. That should be enough to win.

However, that is a true all-or-nothing shot. Thus, in the face of counterspells, the plan for game 2 is to transform, taking out the combo package and some lands for the creatures from Amulet Titan to win via Field and Valakut. It's a clever move, but I'm skeptical of how effective it really is. I have seen this version far less than Reid's, and I suspect it's because a transformational sideboard works brilliantly once, and then never again. The lands should make it abundantly clear which version of Trickery you're up against. Against the former, go all in on anti-combo answers. Against the latter, prepare to fight Titan. Once the secret's out, transformations are a huge risk.

The Trouble with Trickery

Kaldheim has been legal online for about a week and a half now, and opinions are already turning against Trickery. Apparently, the Leagues are absolutely flooded with Trickery. I wouldn't know; I haven't seen it in an anomalous amount, and Trickery isn't appearing in the Prelim or Challenge data a worrying amount. Still, the existence of the interaction has hit a nerve. It wins quickly and bypasses a lot of interaction, so there are already calls for a ban.

However, let's have a reality check. Does anyone else remember how everyone reacted when Neoform came out? How the new turn 1 win deck was super busted and could and possibly should be banned? Do you also remember how it just went away? And has completely disappeared now that Oops, All Spells and Belcher are Modern decks? Trickery may well be on a similar trajectory.

Reid noted both in his video and article that Trickery combo is very vulnerable to disruption. These decks are very all-in on their combo, and with no library manipulation, there's a high likelihood there will only be one chance to combo. If it misses the shot, there's nothing left. A successful Force of Negation on the lone Trickery actually beats the second version. Both can theoretically keep making land drops and cast the big bombs, but no opponent who wants to win should ever give combo that much time. And Mindbreak Trap is available to anyone, which is probably why it had a huge price spike last week.

It's not like Trickery can just beat all the hate with sideboard cards. There's very little room to change the deck without making the combo too inconsistent. Reid says you should try to avoid sideboarding as much as possible, which is probably why traditional Living End anti-counter card Ricochet Trap isn't seeing much play. It's a terrible hit for Trickery, despite hitting everything including Mindbreak Trap. As a result, I'd evaluate Trickery as a slightly better Neoform. It's fast and decently consistent, but has a fail rate and can't survive disruption. There's no significant problem here.

The Power of Lies

The same can not be said of Valki, God of Lies. Or rather, Tibalt, Cosmic Imposter. I didn't cover these cards in my previews because there wasn't much chatter surrounding them at the time, and there's only so many cards I can hit per article. Also, at the time, Valki looked fairly innocuous. That appears to have been wrong. Not because the power of the card is different than expected, but because I didn't think that players would take things as far as they have.

Bob's Replacement

It looked initially like Valki was another Jund card which may or may not pan out. Traditionally, Jund relied on Dark Confidant for card advantage. However, the rise of Wrenn and Six has made Bob too vulnerable. Valki looked like a potential replacement. For the same stats, Valki nets at least some value by looking at opposing hands before getting removed. If Valki takes a creature and isn't killed, best-case scenario is Valki becomes a turn 3 Uro. Which is a huge upside when it happens, though mostly it's just a Peek.

However, the real appeal was Tibalt. Tibalt's cost and abilities are very similar to those of Karn Liberated, a Modern staple. However, Tibalt also creates an emblem when it hits play, and that emblem lets you cast anything exiled by Tibalt. Does anyone else remember the Shared Fate deck from a while ago? Tibalt's emblem lets it emulate Fate, but better, because it draws two cards a turn and the emblem never leaves. However, that alone isn't good enough to make it in Modern. Just like Karn, Tibalt's cost is prohibitive and abilities are weak unless accelerated out.

Rules oddity to the rescue! Cascade looks at the CMC of a spell once it's found to see if it can be cast. If the answer at that time is yes, the spell goes onto the stack. When a MDFC is cast for free, the controller gets to decide which side to cast. So choose Tibalt after cascading into Valki and profit! This is the rules working as intended. When that was limited to Bloodbraid Elf in Jund, it all seemed fine. Valki Jund didn't do very much and seemed too inconsistent and slow to be a worry. However, over the past week, all that changed. Because it turns out, getting to draw extra cards every turn is really good.

Taking it Up a Notch

Take the Trickery combo decks from earlier. Now make Valki the target, not Trickery. Add in split cards and adventures so that Valki has protection, and suddenly you have the deck that started gaining traction. I will take a stand here and say that without an early Tibalt, these decks are quite bad in Modern. They're Standard decks, and I'm not sure how good they'd be there either. They're medium midrange decks whose interaction all costs two or more and the threats cost three or more. The only reason it can work is by contorting itself to maximize the chance of an early Tibalt. But it does appear to be working.

Counter Valki, Bayesta_93 (Modern Challenge 2/6 3rd Place)

Creatures

4 Brazen Borrower
4 Valki, God of Lies
4 Simian Spirit Guide
1 Bonecrusher Giant

Planeswalkers

4 Teferi, Time Raveler

Sorceries

3 Supreme Verdict
2 Warrant // Warden

Enchantments

4 Ardent Plea

Instant

3 Commandeer
2 Far // Away
2 Force of Negation
4 Violent Outburst

Lands

4 Flooded Strand
4 Polluted Delta
2 Gemstone Caverns
2 Mana Confluence
1 Breeding Pool
1 Hallowed Fountain
1 Ketria Triome
1 Raugrin Triome
1 Reflecting Pool
1 Savai Triome
1 Snow-Covered Island
1 Snow-Covered Plains
1 Steam Vents
1 Watery Grave
1 Zagoth Triome

Sideboard

4 Leyline of the Void
4 Leyline of Sanctity
3 Mystical Dispute
2 Threads of Disloyalty
1 Commandeer
1 Mindbreak Trap

Maindeck Commandeer is an interesting choice. This particular version appears to be metagamed against a cascade-heavy field, as Commandeer stealing control of Trickery's target is a huge swing. It also protects against a lot of potential answers. However, outside of a particularly warped field, this deck is very all-in on Tibalt. Brazen Borrower is just not going to win the game on its own unless the opponent has no chance of winning. The control elements other than Supreme Verdict are lacking. This particular deck and its ilk are meant to get Tibalt into play and ride him, and if that doesn't happen it's going to really struggle.

The advice I'm giving then is to target Tibalt. Particularly, don't let Tibalt resolve, as the value it might (some hits may be worthless) generate from one activation goes a very long way. Given the number of free counters this deck runs and the trend towards a full set of Teferi, I don't think counters are the way to go. Permanent-based answers are a little risky as they can be bounced, but a diverse suite of answers is very effective. They can't answer everything. For example, going Pithing Needle into Damping Sphere followed by Teferi will completely stop the combo and lead to a lengthy fight to keep all the hate safe from bounce effects.

That said, the actual best way to beat these Turbo-Tibalt decks, regardless of their answer suit, is to just win. Burn in particular has a big advantage in that it just flings its hand at the opponent's face and none of the cards are really good enough to steal. Tibalt is aware of the weakness, hence the full set of Leylines, but the strategy seems effective.

An Escalation

I thought that would be the end of it. However, the data for Sunday's Challenge has thrown it all out the window.

5-Color Cascade, Do0mswitch (Modern Challenge 2/7 1st Place)

Creatures

2 Omnath, Locus of Creation
3 Valki, God of Lies
4 Simian Spirit Guide
4 Uro, Titan of Nature's Wrath
2 Brazen Borrower

Planeswalkers

4 Teferi, Time Raveler

Enchantments

4 Ardent Plea

Instants

4 Force of Negation
4 Violent Outburst
1 Dismember
2 Cryptic Command

Lands

4 Flooded Strand
4 Misty Rainforest
4 Scalding Tarn
2 Mystic Sanctuary
1 Breeding Pool
1 Field of the Dead
1 Gemstone Caverns
1 Hallowed Fountain
1 Ketria Triome
1 Raugrin Triome
1 Snow-Covered Forest
1 Snow-Covered Island
1 Snow-Covered Plains
1 Steam Vents
1 Temple Garden
1 Watery Grave

Sideboard

4 Mystical Dispute
3 Kor Firewalker
2 Ravenous Trap
2 Firespout

1Brazen Borrower

1 Supreme Verdict
1 Dismember
1 Timely Reinforcements

So, yeah. What we have here is a proven, crushing value engine in Uro/Omnath stapled to the new and good-enough-to-warp-a-deck-around engine of Tibalt, Cosmic Imposter. And this appears to be the way things are headed. And, ah... I got nothing. Seriously.

The deck pulls in two directions that require very different answers. If you go after the cascade combo, Uro will just ignore all that, do its thing and get all the value for the win. Targeting Uro hasn't proven to be too effective so far, and if you do go that direction the combo will sneak past. A preponderance of counters appeared to be the most effective answer, but that still wasn't enough. Blood Moon also looks effective given the manabase and mana requirements, but that doesn't appear to have worked.

Maybe I'm missing something because this is my first experience with these decks, but the combination of value engines that require too different answers to fight and just overwhelms overstretched decks seems like A Very Bad Thing.

What's to Be Done

Which begs the question of whether anything is likely to happen. And the answer is that it's too early to tell. Maybe there's a solution that hasn't been found because the Valki decks are too new. However, the discussion is moving toward Wizards taking action, so I'll toss my read into the discussion.

Trickery's Fine

As noted above, it's frustrating to lose to a turbo-Emrakul. However, the evidence for that deck being an actual problem is severely lacking. This isn't the first time someone's cheated out Emrakul, and it won't be the last. There's nothing suggesting anything other than a Neoform-like trajectory for Trickery. Anyone can play Mindbreak Trap, and white aggro decks have lots of relevant cheap disruption (Thalia, Meddling Mage, Archon of Emeria, etc.) to keep the deck in check. There's nothing wrong with having unfair combo decks in Modern, and the deck has enough of a failure rate to justify its fast wins. Leave Tibalt's Trickery alone; you can beat it if you want to.

Tibalt Really Isn't

The cheap value engine is another story. If Tibalt's emblem came from his ultimate, then there wouldn't be a problem. Then he'd just be a color-shifted Karn Liberated. However, that isn't how it works, and as a result Tibalt, Cosmic Imposter draws two cards a turn from the moment he hits the board. We've already had this problem with Oko and Uro; adding another ridiculous cheap engine is not okay.

The most obvious solution is to just change the rules so that cascade can only find the front side of MDFC's. Without that, Tibalt can't be cheated into play early, so problem solved. However, I suspect this is actually the most difficult solution for Wizards. They'll have to decide which rule (cascade or MDFC) to change, then how to change it so that this problem is fixed but no new problems are created, including issues of maintaining their functionality. The split cards underwent a similar rules change once their CMC weirdness started causing problems, but only after 17 years of being simultaneously three different CMC's. Wizards should fix the rules for long-term safety, but I wouldn't be surprised by a banning instead. If only Tibalt is a problem, why make extra work for themselves?

Don't Hate the Ape

I've also heard rumblings of banning Simian Spirit Guide. The logic is that the real problem is that the decks are too fast rather than too powerful, and SSG is the culprit. And they're not wrong; turn 1 kills in Modern aren't really possible without SSG. However, in my opinion, banning SSG is just putting a band-aid on the problem. Cascading into Valki is the problem, and SSG only amplifies that slightly. The number of answers doesn't increase dramatically when the combo turn moves from two to three. As the second deck I mentioned showed, these decks would function the same with or without SSG. At best I see a Bridge from Below situation, so if the decks require bannings, better to just ban the problem cards and be done.

The Waiting Game

However, we have to wait and see. Wizards is finding out about the problem at the same time as us, so it may be a while before they take action. By then, maybe the shock will have worn off and there will be no need for action.

Challenge Accepted: January ’21 Metagame Update

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Hot on the heels of my practical examination last week, it's time to formally close the books on the old metagame. Or at least that expression of the old metagame. Who knows how Kaldheim will actually affect Modern, but regardless, the old metagame will see turmoil and change. I expect whatever emerges from Kaldheim to be similar to the old one, but there's no way to know. So, the only thing I can do is take one last look at the old meta with the January metagame update.

January's data is a little odd. The total decks are down from December, but not by much: January has 552 decks to December's 558. Statistically, that's probably equivalent, but runs counter to my expectations. January included All-Access week and more Premier events than December, so I thought that would bring in more players. It looks like I was wrong. However, the early Preliminaries were especially small, most likely thanks to holiday hangover. A packed last week could have made up for sparse early results. I didn't check; this article requires more than enough data entry as is.

December Metagame

To make the tier list, a given deck has to beat the overall average population for the month. The average is my estimate for how many results a given deck “should” produce on MTGO. To be a tiered deck requires being better than “good enough;” in January the average population was 6.90, meaning a deck needed 7 results to beat the average and make Tier 3. I'll note that this is the lowest threshold I've had so far. Then we go one standard deviation above average to set the limit of Tier 3 and cutoff to Tier 2. The STdev was 11.21, so that means Tier 3 runs to 18, and Tier 2 starts with 19 results and runs to 30. Subsequently, to make Tier 1, 31 decks are required.

It's interesting that the lowest threshold is paired with one of the higher STDev's I've had on this project. I'll tip my hand about what's happening in the data by saying that it does make perfect sense. January's data is polarizing, both in terms of its composition and (I predict) how all of you will react. An above-average number of singleton decks placed in January, which dragged down the average. The top placing deck's stats compared to everything else, then pulled the STDev up. And definitely skewed the data.

The Tier List

As mentioned, there were a lot of singletons in the sample, which means that despite the total population being slightly lower than December, January actually recorded more decks. Ten more, to be precise. Of those 80 decks, 22 beat the threshold to make the Tier list. Which is one fewer deck than in December. Which is a little odd, taken together. Again, it makes sense to me since I can see the entire data set and can see all the singletons. That said, it will make more sense to all the readers when I stop stalling and let them read the metagame table already.

Deck NameTotal # Total %
Tier 1
4-C Omnath6912.50
Hammer Time437.79
Izzet Prowess407.25
Scourge Shadow376.70
Tier 2
Heliod Company285.07
Burn264.71
Tier 3
Spirits162.90
Death and Taxes162.90
Amulet Titan162.90
8-Crab152.72
Rakdos Rock152.72
Ad Nauseam132.36
Sultai Uro122.17
Mono-Red Prowess122.17
Reclaimer Titan111.99
Sultai Rec101.81
Oops, All Spells91.63
Mono-Green Tron91.63
Jund Shadow91.63
Infect91.63
Dredge81.45
Humans81.45

So, yeah. 4-Color Omnath was the best deck. Again. And by a lot. It's up four results from even October, but at least then, Rakdos Prowess was keeping up. This is the largest disparity between the top performing deck and runner up since I started doing these regularly. Considering that it's four STDev's over the Tier 1 threshold, it might be fair to consider it Tier 0, but there's an equal chance that this is an outlier result. Remember, there were All-Access Passes available, and 4-C Omnath is an expensive deck. It is probable that a lot of players that couldn't normally play Omnath jumped at the temporary opportunity. The data recorded an uptick in 4-C Omnath results right after the passes were available, though how much of that is attributable to said passes versus there being more big events (where Omnath always shows up in high numbers) is impossible to say.

However, All-Access may go a long way to explaining why Mono-Red Prowess, a very cheap deck, managed to drop from the middle of Tier 1 to mid Tier 3. Regardless of metagame position, players can play the cheap decks anytime. Playing Money Tribal for only $25 won't happen again (maybe)!

A Consistent Narrative

However, there is one thread that I haven't discussed much, and really need to. Only one deck has been Tier 1 in every full-month update: Rakdos Monastery Swiftspear. Initially, it was Rakdos Prowess, but then in October it became Scourge Shadow. However, the central strategy of discard, burn, and Lurrus of the Dream-Den remains unchanged. It was a high performer before the companion nerf came down too. While Uro, Titan of Nature's Wrath has been getting all the press, rage, and general attention, Rakdos decks have performed better over a longer period. To the point that I'm willing to say that they're the real Best Deck in Modern. 4-C Omnath performs better, but it's clearly being helped by broken cards, and will likely see a ban at some point.

What Rakdos' quiet dominance means for Modern is unclear. This is an eminently beatable deck, and it's never been at the top of the population or power tiers. Nor does it consistently overperform on the average power ranking. But it just hangs in there. In my watchlist, I mentioned that Lurrus/Mishra's Bauble was potentially a problem, and should be scrutinized. The combo is very widespread and was the defining aspect of Modern's metagame in 2020. I don't think that Scourge Shadow warrants a ban any more than Grixis Death's Shadow ever did. However, the fact that it really was the defining deck of 2020 and is continuing to hang in Tier 1 despite 4-C Omnath's power is saying something. Is it too much?

Old Friends Return

On that note, January also saw a lot of decks return. And for no perceivable reason. Izzet Prowess had fallen off massively, going from the top deck of August to mid-Tier 3 in December. Now, it's the third-most played deck in Modern. I can't explain any of that variation. The overall format doesn't look more inviting now than December or August, so maybe players just starting remembering it existed?

Which may also explain why Burn came back. Burn's been banging around the bottom of Tier 3 since the companion nerf, before which it was one of the best decks. And most Burn lists look just like their pre-companion configurations, which is more perplexing. Some do have Lurrus, but only as a free-roll companion. No Baubles, only one Seal of Fire that I've seen. So unless Eidolon of the Great Revel and Skullcrack are suddenly better than they were a month ago (unlikely; the metagame composition is too similar), then I have no idea how it shot up to Tier 2.

Power Rankings

Tracking the metagame in terms of population is standard practice. However, how do results actually factor in? Better decks should also have better results. In an effort to measure this, I use a power ranking system in addition to the prevalence list. By doing so I measure the relative strengths of each deck within the metagame. The population method gives a decks that consistently just squeaks into Top 32 the same weight as one that Top 8's. Using a power ranking rewards good results and moves the winningest decks to the top of the pile.

One problem that's been lingering over the power system finally came to a head in January. I've been almost exclusively working with two event types so far, Preliminaries and Challenges. The system of points for preliminary record and placement for challenges worked well for those events. However, I had to confront all the Super Qualifiers and other Premier events in January. Technically, I've had some before in November, but what nobody clued me into was the size disparity between Challenges and Super Qualifiers. A Challenge rarely has more than 200 players, with under 100 being more typical. The Super Qualifiers were all over 300, and the Showcase events were similar. Saying that Challenges are worth the same as a Super Qualifier is facetious, and I had that driven home by participating in one. So, I've revised the power system.

Starting this month, and with an eye to how I'll make it all work once paper comes back, I'm adding more points to larger events. Preliminaries will still award points for record (1 for 3 wins, 2 for 4 wins) and Challenges will be scored 3 points for Top 8, 2 for Top 16, 1 for Top 32. However, Super Qualifiers and similar events get an extra point if they're over 200 players, and another one for over 400. Thus, we had one event this month award five points and several award 4. This system is entirely provisional, so if you have any suggestions, I'm open to feedback!

The Power Tiers

The first result of this change is that the data looks more like it did in November before Wizards (apparently arbitrarily) cut a round from Preliminaries. The average points in January were up thanks more to extra events happening than the new scoring system, from 873 to 1017. The average points were 12.71, so 13 makes Tier 3. The STDev was 22.37, the highest it's ever been, so Tier 3 runs to 25 points. Tier 2 starts with 26 points and runs to 48. Tier 1 requires at least 49 points. The number of decks expanded from 22 to 24, and that was a true expansion because no deck fell off from the population list.

Deck NameTotal # Total %
Tier 1
4-C Omnath14514.26
Hammer Time848.26
Izzet Prowess807.87
Scourge Shadow686.69
Tier 2
Heliod Company464.52
Burn454.42
Spirits353.44
Amulet Titan302.95
8-Crab302.95
DnT292.85
Ad Nauseam272.65
Tier 3
Mono-Red Prowess212.06
Rakdos Rock201.97
Sultai Uro191.87
Reclaimer Titan191.87
Sultai Rec181.77
Oops, All Spells171.67
Mono-Green Tron161.57
Dredge161.57
Humans161.57
Jund151.47
Jund Shadow141.38
Infect131.28
Belcher131.28

So, yeah. 4-C Omnath absolutely crushed January. It earned far more points than in November, which had more total points, decks, and events. And beat its nearest competition by 61 points, an absurdly large margin. That's a really bad sign for 4-C Omnath's Modern longevity because it reflects 4-C Omnath soaking up all high finishes.

On a more positive note, the overall distribution of points is more level. This means that Tier 2 has tripled in size, and thus reflects the overall picture far better than population did. It also tends to demonstrate that Modern is in a fairly decent place except for that big outlier sitting on top.

Average Power Rankings

Finally, we come to the average power rankings. These are found by taking total points earned and dividing it by total decks, which measures points per deck. I use this to measure strength vs. popularity. Measuring deck strength is hard. Using the power rankings certainly helps, and serves to show how justified a deck’s popularity is.

However, more popular decks will still necessarily earn a lot of points. This is where the averaging comes in. Decks that earn a lot of points because they get a lot of results will do worse than decks that win more events, indicating which deck actually performs better. A higher average indicates lots of high finishes, where low averages result from mediocre performances and high population. Lower-tier decks typically do very well here, likely due to their pilots being enthusiasts. So be careful about reading too much into the results.

The Real Story

When considering the average points, the key is looking at how far-off a deck is from the Baseline stat (the overall average of points/population). The closer a deck’s performance to the Baseline, the more likely it is to be performing close to its “true” potential. A deck that is exactly average would therefore perform exactly as well as expected. The further away the greater the deviation from average, the more a deck under- or over-performs. On the low end, the deck’s placing was mainly due to population rather than power, which suggests it’s overrated. A high-scoring deck is the opposite.

Deck NameAverage PowerPower Tier
Jund2.503
Spirits2.192
Belcher2.173
4-C Omnath2.101
Ad Nauseam2.082
Izzet Prowess2.001
8-Crab2.002
Dredge2.003
Humans2.003
Hammer Time1.951
Oops, All Spells1.893
Amulet Titan1.882
Scourge Shadow1.841
DnT1.812
Sultai Rec1.803
Mono-Green Tron1.783
Mono-Red Prowess1.753
Burn1.732
Reclaimer Titan1.733
Baseline1.71
Heliod Company1.642
Sultai Uro1.583
Jund Shadow1.563
Infect1.443
Rakdos Rock1.333

Baseline was pretty low this time, but that's again a function of the huge number of singleton decks that only showed up as Prelim 3-1s. The addition of extra points pulled everyone up as well. But on that note, Jund and UW Spirits did better than everyone else! And then there's 4-C Omnath hitting a very high mark, thanks to very good results in the Super Qualifiers. Much higher than Tier 1 decks usually do on this chart. And that's troubling.

I keep meaning to mention, but always forget to, that Heliod Company never does well in terms of average power. It's been popular enough to hang onto Tier 1 until now, but it always underperforms. The best it ever did was its first month in Modern, and even then it was just barely above Baseline. It's a very popular deck, but more than any other deck I've dealt with, that doesn't make it a good deck. I think the popularity is a combination of the allure of its combos and ease of play. Because when I've faced it online, my losses feel like I lost, not that my opponent won. And I've beaten Company far more than I've lost. Its fall to Tier 2 may indicate other players catching onto the deck's secret weakness.

On to the New

And now we wait to see how the metagame will shift with Kaldheim. While the set became legal on MTGO last week, Kaldheim cards only starting appearing in the last two events, and thus was never going to have much of an impact. I'm aware of chatter about Tibalt's Trickery being busted, but I haven't seen it yet. I'll determine that with certainty next month. I will say that Trickery being a thing right now is coincidentally very timely, as you'll all see next week.

Holy Moly: Kaldheim Spoiler Review

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Kaldheim is finally here and legal, and there's a lot to unpack in this relatively innocuous set. Among the cards I'm most excited for are a set of juicy effect lands, an intriguing foretell spell, some promising hate cards, and a new cycle of Gods more tailored to Modern than any previous incarnation. Let's dive in!

Landing Strip

Let me just say: we've come a long way from the days of Savannah Lions. White weenies are more pushed than ever, with today's marquee example being Usher of the Fallen, a W-costed 2/1 with relevant typing and a token-generating effect that's sure to come up over the course of a tournament.

While that about does it for pushed creatures, Kaldheim does feature a set of lands that greatly reward players for dipping into multiple colors. It seems Wizards seriously weighed the drawbacks of entering the battlefield tapped and running a multi-color manabase when they designed this cycle, as the effects they provide are probably enough to ensure the uncommons see Modern play.

Port of Karfell

First up is Port of Karfell, a tapland which produces blue mana. Later in the game, so long as players have black mana kicking around, it sacrifices itself to reanimate a creature. Reanimate a creature! On a color-producing land!

Since it enters tapped, Port is probably best-suited to combo-control decks that want to interact heavily but end the game with a reanimation effect. At present, few such decks exist in Modern. But we have decks like Ad Nauseam that happily run taplands (Temples) that advance their combo plan (in that case, by finding pieces), so I would bet Port is more of a "when" card than an "if."

It's not exactly Tier 1, but I do believe the Gyruda, Doom of Depths combo deck full of Clone effects will want this land, since it already misses turns by nature of its companion restriction. Gyruda is an "enters" trigger, and not a "cast" trigger, so even if opponents counter or strip the Kraken, Port offers players another way to access it.

Surtland Frostpyre

Like Port of Karfell, Surtland Frostpyre seems most at home in combo-control decks, but it has a much more forgiving color requirement. 2 damage to each creature is often enough to dismantle a board out of creature combo decks, so once Frostpyre hits the battlefield, opponents are likely to be wary of how they deploy threats. In this way, the land generates a tempo advantage without necessarily being sacrificed, which can compensate for entering tapped.

Then there's scry 2, a useful clause for digging up the right cards. I feel like some decks that might want this are the URx combo-control piles that replaced Splinter Twin, including Through the Breach and Kiki-Exarch. More dedicated combo strategies which lack a control bent, such as Storm, won't be interested.

Gates of Istfell

Next up is Gates of Istfell, more of a mid-game speed boost for control decks than anything. Control decks considered running Blighted Cataract in the past, and Gates gives that land a new spin: it enters tapped, sure, but then produces colored mana, and costs one less to sacrifice (sort of offsetting its primary drawback). Of course, players need to be in UW to wield it, unlike Cataract, but for decks that are, that's no problem. Celestial Colonnade: just how much worse is Gates? And would you run 5+?

Skemfar Elderhall

Skemfar Elderhall has got to be a consideration for Elves going forward. A tapland in Elves? You betcha! The deck certainly floods if its lords are removed, so having lands around to channel into board presence will be greatly appreciated. And it also mulligans into dorks, making Skemfar a good way to claw back into the game.

Most importantly, Elves will benefit greatly from both effects on this card. When it's sacrificed, they make a couple of tokens, which can be potent beaters alongside Lords or an army of buddies. And Skemfar doesn't stop there, giving an opponent's threat -2/-2. Since Elves is something of a combo deck, having the ability to remove annoying hatebears like Aven Mindcensor (which prevents searching) or Phyrexian Revoker (who can hold off an Eladamri alpha-strike) should give the deck a boost in playability.

Foretell Ur Information

The flagship new mechanic in Kaldheim, and mostly serves as a layaway-plan service for pricey spells. At least, given Dream Devourer and the large amount of unexciting three- and four-drops, it seems like that's how Wizards intended it: players can pay 2 mana when they have it, and then "complete" casting the spell at a later date. In some cases, the process leads to landing your four-drop a turn early, but it was still overpaid for in terms of mana (none of these cards have a very impressive rate). The main exception is Behold the Multiverse, a flexible instant sure to surface in the control builds that already run four-mana draw spells.

Right Back Atcha

In terms of missed opportunities, Wizards didn't get too creative with funky casting costs. But they did print a decisively funky foretell spell in Mystic Reflection, which content outlets have compared to being a counterspell, a removal spell, and a combo component all in one, joining Tibalt's Trickery as an oddball instant. Indeed, it can function as all of these things! But getting it to do everything for a deck requires some building around. Any ideas, Nexites?

Hi Hater

There's no Grafdigger's Cage or Ancient Grudge in Kaldheim! But there are a couple of interesting hate cards, and it's great to see Wizards is still exploring new design space with these.

Weathered Runestone

Weathered Runestone does come off as a Cage retrain; it costs an extra mana, which given Damping Sphere seems like the price point Wizards is comfortable with for colorless lock pieces. Still, it's not necessarily strictly worse than grandaddy Cage. While Cage only prevents creature permanents from entering the battlefield from graveyards and libraries, Runestone prevents all nonland permanents, which extends to planeswalkers, artifacts, and enchantments.

Still, I don't think that increase in reach is enough to guarantee much play for Runestone. If it prevented lands it would be a hot commodity, shutting off fetchlands (!!!) as well as utility such as Crucible of Worlds. As things stand, I can't think of many decks that cheat planeswalkers into play from the library, although Lurrus has recurred Wrenn and Six under my watch, and Whir of Invention certainly hates facing down this artifact.

Masked Vandal

Up next is Masked Vandal, a standard two-drop that pops an artifact or enchantment when it enters the fray. Also worth noting is that Vandal exiles the target, which in this day and age is a big upgrade over destroy.

What's truly unique about Vandal is its changeling ability, which lets it potentially fit into any tribal creature strategy. Changeling on a useful bear can be make-or-break, as we saw with the Humans, Merfolk, and Spirits-approved Unsettled Mariner. The only of those decks capable of producing green reliably is Humans, although we've seen the other two splash the color for Collected Company or other random tribesmen. Vandal probably won't have the same impact as Mariner, but it's definitely a card to watch out for, and one that will make its way into a few tribal lists. (Including Elves!)

Gods Forbid

Kaldheim's big selling point is the return of Gods, now in a two-sided package that gives players extra bang for their buck. While Gods have traditionally been expensive haymakers like Keranos, God of Storms, the Kaldheim ones are priced like regular Standard powerhouses, mostly sitting around the 3-4 mana mark. And they've got the added utility of being another spell should players lack even that kind of mana, a trait that makes them much more attractive to Modern decks.

Halvar, God of Battle / Sword of the Realms

Halvar is a four-mana 4/4 that grants double strike to the pilot's equipped or enchanted creatures. As a bonus, it attaches one of those already-attached cards to another creature at the beginning of combat, should players want. While that second ability's nothing to write home about, the first one definitely is, especially considering the equipment that's currently played in Modern.

Stoneforge Mystic's main objective in this format is to search up and cheat out Batterskull, a 4/4 vigilance lifelinker. With double strike, that germ turns a favorable board position into an insurmountable lead.But it's not like players even have to run a random 4/4 to assemble the combo, thanks to Halvar's other side: Sword of the Realms.

Sword is a sort-of playable equipment in its on rite, costing two mana to play or equip, and giving +2/+0 and vigilance to its holder. Even better, it returns the holder to the hand when it dies. That means Sword can be found with Stoneforge, so players only need run a single copy, and it stands to generate quite a bit of value on its own; slap one on your Stoneforge and opponents will be terrified of killing the 3/2, which now returns to the hand so it can search up a Batterskull and then loop itself all over again. In a deck with more creatures, the possibilities expand, as there are surely even better targets to grace with immortality.

Egon, God of Death / Throne of Death

Egon is a three-mana 6/6 with the drawback of taxing players to self-exiles from the grave each upkeep. By itself, Egon would be severely outclassed by Rotting Regisaur, which sees play in Unearth decks for its massive bulk. But if players can't or won't pay the upkeep cost, Egon trades into a new card, potentially even acting as a slow-trip for something more useful in tight situations. These many modes give the card added utility.

If that wasn't enough, though, Egon has a whole second side with Throne of Death, a one-mana artifact that mills pilots 1 on each upkeep. Besides generating velocity, Throne is also a draw engine, as players can pay 2B, tap it, and exile a creature from their graveyards to draw a card. As a one-mana artifact, I wonder if Throne itself doesn't have enough flexibility to make the cut in Urza-powered shells, which would have to go black to accommodate it. The milling fuels Uro and Emry, and Throne can be tapped for mana with Urza in play. Plus, there's the option of just dropping a 6/6 on dudes!

Birgi, God of Storytelling / Harnfel, Horn of Bounty

Birgi, God of Storytelling is the most combo-slanted of the Gods, and both sides seem tailor-made for a deck Wizards is supposedly allergic to: Storm. Birgi is a three-drop that adds R whenever players cast a spell, tying it in with Storm's other ritual creatures, Goblin Electromancer and Baral, Chief of Compliance. While those guys cost two and not three, they only give players an extra mana when a spell costing two or more is cast; conversely, Birgi adds a mana even when cantrips are cast, meaning the third mana spent to resolve it will probably pay for itself pretty fast on a combo turn. Still, players will have to wait an extra turn before going off, which could be a dealbreaker.

On the literal flip side, the five-mana Harnfel, Horn of Bounty gives the card some extra utility where a mana creature would be redundant or less useful. The Horn lets players discard a card to essentially draw 2 on a combo turn; in other words, it greatly reduces chances of fizzling. Having this kind of haymaking back-end may well make Birgi an attractive option over Electromancer and Baral.

Heaven on Earth

Yes, it's true: Kaldheim lacks alarm-raising brokenness, at least at first look. But there's plenty of toys here for Modern players, and it will be fun to watch the set shake itself into the Leagues over the coming weeks!

January ’21 Brew Report, Pt. 1: Drink Challenge

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It's a new year for Modern, and brewers haven't wasted a moment's time. Early January's biggest novel developments were among attacking decks, ranging from basement-low Swiftspear decks to grindier Uro piles while featuring a rare twist that's been murmured about since the format's creation!

Sligh Fox

Let's start from the bottom. Mono-Red Prowess and its offshoots are old news by now, but some newcomers to the Modern card pool and the metagame shifts they bring along seem to be shaking up the hit-'em-fast hierarchy quite a bit.

Mono-Red Pest, XORIAN (5-0)

Creatures

4 Wayward Guide-Beast
4 Goblin Guide
3 Legion Loyalist
4 Monastery Swiftspear
3 Signal Pest
4 Soul-Scar Mage

Artifacts

4 Mishra's Bauble

Sorceries

4 Lava Spike

Instants

3 Burst Lightning
3 Lava Dart
4 Lightning Bolt
4 Mutagenic Growth

Lands

2 Bloodstained Mire
7 Mountain
3 Sunbaked Canyon
4 Wooded Foothills

Sideboard

1 Sunbaked Canyon
4 Light Up the Stage
3 Searing Blaze
1 Searing Blood
4 Smash to Smithereens
2 Soul-Guide Lantern

First up is Mono-Red Pest, a deck that dilutes the Prowess core with more creatures, among them Modern's latest Goblin Guide: Wayward Guide-Beast. But I do mean "dilute," and not "refute"—pure aggro aspirants would still be silly not to include reigning poke champ Monastery Swiftspear, even if it's unlikely to be a hasty Tarmogoyf from turn to turn. Between Swift, Guide, and Guide-Beast, the deck has boasts of hasty pressure just begging for a pump effect.

Here, that role is entrusted to Signal Pest, which grows all attacking creatures on the turn it swings. (Yes, with Mox Opal banned, I really feel like I need to explain what Signal Pest does.) Pest has its own drawbacks, of course; the artifact lacks haste itself, and is extremely frail. But at just a single mana investment for a pump effect that provides around 2-4 extra damage per turn and stacks, it does seem like a bargain, even if XORIAN found themselves running the less-than-optimal Legion Loyalist as an extra pump-able body. Then again, who knows? With Lingering Souls on the rise (don't touch that dial), perhaps token evasion is at last valuable enough to justify this pick by itself!

Gruul Sligh, BOLDY44 (5-0)

Creatures

2 Bloodbraid Elf
2 Bomat Courier
3 Eidolon of the Great Revel
4 Goblin Guide
3 Klothys, God of Destiny
4 Monastery Swiftspear

Sorceries

4 Lava Spike
3 Rift Bolt
3 Skewer the Critics

Instants

4 Atarka's Command
4 Lightning Bolt
2 Searing Blaze
2 Skullcrack

Lands

2 Bloodstained Mire
4 Copperline Gorge
1 Forest
4 Mountain
2 Stomping Ground
3 Sunbaked Canyon
4 Wooded Foothills

Sideboard

1 Searing Blaze
1 Skullcrack
2 Blood Moon
1 Boil
2 Cindervines
1 Damping Sphere
4 Relic of Progenitus
1 Roiling Vortex
2 Smash to Smithereens

Gruul Sligh ditches the disruptive power of Blood Moon and extends into green, gaining a higher-impact creature suite finely tuned to take full advantage of Atarka's Command. Rather than focus on pump effects like the Pest deck, this strategy combines recurring damage sources such as Klothys and Eidolon with bursts of damage from the instant and sorcery suite.

The shift to Klothys and Bloodbraid Elf specifically signal readiness for a metagame raising its count of one-mana removal spells, as one might expect it to with glass-cannon, Infect-style decks such as Hammer Time performing well for the first time ever. Path, Bolt, and Push are great against that deck, but also happen to be great against 4/5 Swiftspears. Dipping into value creatures punishes opponents for leaning too hard on removal spells in their crusade against aggro.

Between the Pest deck, this new Gruul construction, and Burn decks now trying out 2 Roiling Vortex in the mainboard, it seems red-based aggro is again getting a significant this month!

Stuck in the Middle with You

Midrange has always been Modern's calling card as much as aggro, although it rarely takes the heat—indeed, when Splinter Twin was banned, you'd have thought the Library of Alexandria itself had been burned down. Here are some new spins on Mardu and, yes, Temur for the new year.

Mardu Stoneblade, BODINGLE (5-0)

Creatures

2 Rankle, Master of Pranks
4 Bonecrusher Giant
4 Seasoned Pyromancer
4 Stoneforge Mystic

Planeswalkers

1 Chandra, Torch of Defiance

Artifacts

1 Batterskull
1 Embercleave
1 Sword of Feast and Famine

Sorceries

1 Dreadbore
3 Inquisition of Kozilek
2 Lingering Souls
1 Smiting Helix
4 Thoughtseize

Instants

2 Fatal Push
4 Lightning Bolt
2 Terminate

Lands

1 Arid Mesa
3 Blood Crypt
4 Bloodstained Mire
1 Castle Embereth
1 Godless Shrine
1 Graven Cairns
4 Marsh Flats
1 Mountain
1 Needleverge Pathway
1 Plains
1 Sacred Foundry
1 Savai Triome
1 Silent Clearing
2 Swamp

Sideboard

1 Angrath, the Flame-Chained
2 Cleansing Wildfire
1 Feed the Swarm
2 Kaya's Guile
2 Magus of the Moon
2 Pithing Needle
3 Remorseful Cleric
2 Wear // Tear

Jund never really goes away, even though we've heard about the tried-and-true Rock strategy recently converting to Rakdos. But there are proving to be even more viable ways to run Rock this month, including Mardu Stoneblade. Seasoned Pyromancer, Bonecrusher Giant, and Lingering Souls all provide bursts of value as well as prime bodies to hold equipment. But the flashiest tech here is Embercleave.

When it was spoiled, I remember the six-mana equipment being mostly assessed in terms of how easy it would be to reduce its cost with its own ability, and then more or less abandoned. But Stoneforge cheats it out by itself, not to mention tutors it up to begin with. And it turns out double strike and trample is pretty sick on a 4-power creature that already killed an opposing critter with its front half! Even better: attaching Embercleave to Rankle, Master of Pranks. Double strike lets the Faerie draw blood twice, which means stacking its effects for some real fun.

Nightpack Uro, YASHIMORO (3-1, Preliminary #12242654)

Creatures

2 Nightpack Ambusher
3 Snapcaster Mage
3 Uro, Titan of Nature's Wrath

Planeswalkers

1 Jace, the Mind Sculptor
1 Tamiyo, Collector of Tales
3 Wrenn and Six

Sorceries

1 Hour of Promise

Instants

2 Aether Gust
3 Cryptic Command
4 Growth Spiral
3 Lightning Bolt
4 Mana Leak
3 Opt

Lands

1 Breeding Pool
1 Castle Vantress
2 Field of the Dead
1 Forest
2 Island
1 Ketria Triome
1 Lonely Sandbar
4 Misty Rainforest
1 Mountain
2 Mystic Sanctuary
1 Reflecting Pool
3 Scalding Tarn
1 Snow-Covered Forest
2 Snow-Covered Island
1 Steam Vents
1 Stomping Ground
1 Tectonic Edge
1 Wooded Foothills

Sideboard

1 Aether Gust
3 Anger of the Gods
1 Ashiok, Dream Render
4 Cleansing Wildfire
4 Madcap Experiment
1 Platinum Emperion
1 Veil of Summer

It wouldn't be a brew report without some new way to wield the terrifying Uro, Titan of Nature's Wrath. This week, that honor goes to  Nightpack Uro, a typical Temur pile with an unconventional alternate win condition. Nightpack Ambusher is M20's answer to Huntmaster of the Fells, a four-mana Wolf with plenty of applications in reactive blue decks. Among them:

  • Deploying at instant speed so players can keep up mana for countermagic
  • Rewarding players for playing reactively by pumping out tokens, as would Bitterblossom or a planeswalker
  • Providing a sizeable body for both attacking and blocking
  • Flashing in during combat to eat a creature on defense

At its best, Ambusher goes where many Restoration Angels have gone before, "ambushing" an attacker and then providing value. 4/4 are pretty impressive stats to have on a flash creature, and getting the Wolf token every turn on top of that actually gives this creature what it might need to beat out the planeswalkers it competes with.

In metagames where 4/4 isn't likely to feast on much, it's surely worse, just as Huntmaster would be better if players needed to gun down armies of utility creatures that weren't doing much crashing in. In fact, I did notice a similar Temur Uro list running a pair of Huntmasters to fulfil such a modified role. But right now, them swinging Swiftspears sure is looking like a snack!

Like Liquid Gold

Way back when, before Modern was even announced, I was just dabbling in Magic and aimlessly picking up cards I thought looked cool. Among them was a brand-new playset of Liquimetal Coating. There are tons of efficient artifact removal cards, after all, and what a trip it would be to gun down enemy lands with them!

I did try the deck in Modern, as others have, and to decidedly middling results. The card itself did leave a small imprint when Karn, the Great Creator was released and Mycosynth Lattice banned, as Karn's +1 combo'd with Coating to destroy one land per turn. But now, suddenly, Liquimetal Ponza the deck is putting up finishes. And it owes this newfound success to Thieving Skydiver.

Temur Liquimetal, 603LEB (5-0)

Creatures

4 Thieving Skydiver
4 Arbor Elf
1 Birds of Paradise
4 Bloodbraid Elf
4 Seasoned Pyromancer
2 Uro, Titan of Nature's Wrath

Planeswalkers

4 Karn, the Great Creator
1 Wrenn and Six

Artifacts

3 Liquimetal Coating

Enchantments

4 Blood Moon
4 Utopia Sprawl

Instants

3 Abrade
2 Ancient Grudge

Lands

2 Breeding Pool
5 Forest
4 Misty Rainforest
1 Mountain
2 Stomping Ground
2 Windswept Heath
4 Wooded Foothills

Sideboard

1 Liquimetal Coating
2 Boil
1 Engineered Explosives
1 Ensnaring Bridge
1 Grafdigger's Cage
2 Lightning Bolt
1 Pithing Needle
1 Relic of Progenitus
1 Tormod's Crypt
2 Veil of Summer
1 Walking Ballista
1 Wurmcoil Engine

Temur Liquimetal is a turn-two Moon deck with a twist: it turns your permanents into artifacts and then blows them up. Among said permanents are your basic lands, which Thieving Skydiver will happily swipe for a single mana. Destroying a land is nice, but ramping at the same time can quickly spiral out of control, especially with high-impact mana sinks in the picture. With Liquimetal present, this creature can steal any permanent. And even without the Coating, Skydiver can come down and take Colossus Hammer all for itself, equipping it for free to boot.

As for mana sinks, Uro's one, sure, but there's also Karn, the Great Creator, which adds redundancy to Liquimetal Coating... and even tutors it, giving this deck a whopping seven pseudo-copies! This deck isn't even necessarily a fluke, as beyond league finishes, it placed in a Preliminary.

Now, I did say Liquimetal Ponza owed its success to Skydiver. But I wouldn't fault the skeptical for taking one look and attributing its high finishes to the presence of Uro, Titan of Nature's Wrath. That's why we've got one more deck to check out:

Grixis Liquimetal, DAIBLOXSC (5-0)

Creatures

4 Jace, Vryn's Prodigy
3 Thieving Skydiver
2 Lurrus of the Dream-Den

Planeswalkers

4 Karn, the Great Creator

Sorceries

3 Inquisition of Kozilek
2 Thoughtseize

Instants

4 Abrade
1 Cling to Dust
3 Fatal Push
4 Kolaghan's Command
4 Thought Scour

Artifacts

3 Liquimetal Coating
4 Mishra's Bauble

Lands

1 Blood Crypt
2 Bloodstained Mire
2 Darkslick Shores
4 Polluted Delta
2 Scalding Tarn
2 Snow-Covered Island
1 Snow-Covered Mountain
2 Snow-Covered Swamp
1 Steam Vents
2 Watery Grave

Sideboard

1 Liquimetal Coating
1 Thoughtseize
2 Aether Gust
2 Ashiok, Dream Render
1 Batterskull
2 Collective Brutality
1 Damping Sphere
1 Ensnaring Bridge
1 Narset, Parter of Veils
1 Pithing Needle
1 Soul-Guide Lantern
1 Tormod's Crypt

Look, Ma! No Uro! And no Ancient Grudge, either. Grixis Liquimetal instead maxes out both the flexible Abrade and the now-gamebreaking Kolaghan's Command, also running Lurrus of the Dream-Den to recur lost Liquimetals or whatever else, including Skydivers. Then Jace, Vryn's Prodigy sifts through the deck to de-clunk triple-Command hands, while targeted discard buys time for the engines to come online.

Drink Up

It would seem Modern's staying hydrated. Are you? Keep healthy readers, and we'll see you soon for the January wrap-up... and some final thoughts on the new expansion!

Practical Experience: MTGO All-Access Week

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As January comes to a close, it's time to start looking forward to the new Modern. Kaldheim hits shelves next Friday, and while its impact on Modern will be muted, there will be new brews and deck adjustments which will cause some turbulence. The only question is whether there will be a major change, either from a major deck retool or something new emerging. I'm skeptical of the latter, but Modern's cardpool is far too deep to be certain. At least there's no Oko or Uro this time!

Thus we're in that weird period between the death of the old normal and the birth of the new. Next week's update will close the book on that metagame, but until then, we might as well explore the current one. Fortunately, Wizards gave me the perfect opportunity to do exactly that.

Last week was Super Qualifier week on MTGO. These are PTQ level tournaments that award two invites to... whatever they call the Arena version of... Players Tours? (Is that what they're called now? I've lost track.) Anyway, normally this would only mean that my data is going to get a huge boost from a very competitive event. However, for unknown reasons, this round included All-Access passes. Normally associated with Eternal Weekend, the passes are exactly what they sound like, granting access to every non-promo card on MTGO. Meaning you can play whatever deck you actually want for the duration of the pass. Naturally, I scooped one up and went on an MTGO bender. And today I'm sharing what I learned.

Getting a League Up

My All-Access play was centered on Leagues, as my schedule doesn't sync with the rather odd scheduling of preliminaries and challenges. Early morning or late night I understand; it's a global game, and all world citizens should get a chance. Starting in the middle of the afternoon, though? That's just weird! With Leagues, I can squeeze in matches throughout my work day, which is perfect for my odd downtimes. It also gave me the flexibility to explore multiple decks and formats. Understandably, I played more competitive Magic the past week than over the entirety of the pandemic. It's been a long 11 months and 11 days since my last big tournament (local Modern $1K), and I really needed to shake off the rust. And Leagues are great for that.

Naturally, All-Access meant that I also played a wide variety of decks. That's just getting your money's worth. I didn't test every deck, obviously, and in Modern particularly I was looking to test towards the Friday Super Qualifier, the only one I could attend. And I did learn a lot about the decks I tried. However, testing also left me with a lot more questions about the MTGO metagame than before. Here's a rundown on the decks I tested, in order of testing.

Hammer Time

Hammer Time is basically Infect: they have the exact same gameplan. Sometimes, it's literally Infect thanks to Inkmoth Nexus. Unlike Infect, it's actually having metagame impact right now. Also unlike Infect, I'm skeptical that it will maintain much of a presence in Modern. I was underwhelmed by Hammer Time and moved on pretty quickly.

On the one hand, I get why it's getting play. The deck has insane explosive potential. I got my only turn 2 win in competitive Magic ever by dropping Ornithopter and Sigarda's Aid turn one, then two Colossus Hammers against Tron. There's also a very convoluted way to win via Inkmoth on that turn, but it's so unlikely I discount it. There are a lot of ways for Hammer to win turn 3, and in a format where the best deck wants to spend the first few turns establishing its mana, that ridiculous speed is a huge advantage.

However, the longer the deck takes to kill, the worse it gets. Hammer Time's cards are all very weak on their own. Colossus Hammer is unequipable without either Aid or Puresteel Paladin, and Hammer is the main kill condition. If the cheating equip-cost plan fails to materialize, there's nothing left. The threat of a win materializing from nowhere is very powerful, but if the opponent calls that bluff, Hammer Time is sunk. Worse, any non-toughness based removal kills everything. It's more all-in than Infect ever was, because Infect has more actual threats and ways to protect that threat. As a result, Infect can hang in any metagame while I don't think Hammer Time can. Infect has proven ability to fight through removal, but I haven't seen that from Hammer Time.

I genuinely think that Hammer is being propped up by 4-Color Omnath decks being Tier 1 and Lurrus of the Dream-Den as a companion. The first half is crucial because black removal is on the low ebb while red is riding high. As of writing, MTGTop8 says 39% of decks play Lightning Bolt and only 17.4% Fatal Push. Aid lets Hammer play around Bolt, but not Push, and Omnath is keeping black midrange down. It's also a very slow deck, so Hammer has the chance to get those fast wins.

The second is because if anything goes wrong, Lurrus is the only saving grace. And it is Lurrus specifically, not Lurrus plus Mishra's Bauble. It's the only option to push through removal since there are so few real cards in Hammer Time. Smart opponents, given the option, will ignore every card but Hammer and Paladin. Lurrus is a plausible backup plan and is keeping Hammer Time viable. If anything happens to Lurrus or the metagame changes, I don't think Hammer Time can survive.

Death and Taxes

I know Death and Taxes well and felt that it was still a strong deck in the metagame despite losing ground. My testing confirmed that against the non-combo decks it was still a very strong choice. Most of the combo decks can push through Thalia, Guardian of Thraben pretty easily. Archon of Emeria is very strong, but Belcher can beat that too. DnT is fully capable of beating combo decks (that's exactly what my Legacy version was doing all week), but to be good against the overall Modern metagame, I can't play all the anti-combo cards. They take too many sideboard slots and are too narrow in Modern's context. I was debating just pushing forward and hope to dodge combo after a few 4-1 results.

However, I also figured out why DnT had dropped off so much despite being a strong deck. DnT can grind through anything in the current meta (combo aside), but it's not easy. You have to maximize every mana, sequence properly, and know what to play around. This is especially true against Omnath, and while I think DnT is actually favored, it's not favored by much and can still lose easily. Which is how it goes with Legacy DnT, but right now Modern has so many decks with complete free-roll plays that I don't blame anyone trying for easier decks. With my eye back in on DnT, I took the opportunity to try something I actually wanted to play.

UW Spirits

I haven't played Spirits in over a year. Not because I thought it was bad, but because I don't have ~80% of the cards online. And like I've said many times, I don't want to put money into digital cards. However, I've theorized that it would be a very strong deck in the Uro-centric metagame before. From experience, I know that Spirits is very strong against slow decks. Spell Queller is superb against big spells, and Rattlechains lets you play around everything. Remorseful Cleric even gives Spirits maindeckable graveyard hate. With cost no longer being an issue, of course I was going to play Spirits. I didn't know how to build Spirits for the current metagame, so I just copied MTGO Trophy grinder and Spirits specialist DoctorQueller's list. I opted for Auriok Champion over the Burrenton Forge-Tender but made no other changes all week.

And I was rewarded with the only 5-0 of the week. Hooray me. I hold that Spirits is very well-positioned, and anyone looking for disruptive creatures would be amiss not to give it a try. However, I was wrong about why Spirits was good. Queller is too slow in a lot of matchups these days. Rather, the best card in the current metagame is Shacklegeist. Most of the top decks win with a single threat, often heavily boosted. Shacklegeist efficiently neutralizes those threats, and can be used offensively too. I hit a lot of Hammer Time and Scourge Shadow prior to the Super Qualifier and didn't drop a match thanks to Shacklegeist.

Bant Stoneblade

I have a soft spot for Bant decks. I love them and have all the cards. However, I never do well with them. They just don't work when I try them out. So when I saw that Bant Stoneblade was putting up numbers in early January, I was surprised. And when given the chance, I had to try it out. And it didn't go well. Worst results of any tested deck. It might have been my inexperience, or my matchups, but I struggled to win with Bant Stoneblade. The non-Uro threats were too underpowered relative to the meta, and there weren't enough hard answers for the control plan. At the same time, it felt like Uro wasn't supported enough, as though the deck was trying to be too many things. I was significantly disappointed.

Lessons of the Qualifier

Given that my best results was with Spirits, it was natural that I'd run it in the Super Qualifier. I've been dying for some real competitive Modern but again, won't shell out for cards online, so that wasn't an option until the All-Access passes. Humans had not been winning enough for me to try before then. And the tournament was massive: 431 players signed up for 10 rounds. Plus Top 8. For an event starting at 4 PM Mountain. That was up from the previoius Modern Super Qualifier's 375. This has actually led me to rethink how I allocate points for the metagame breakdown, but more on that next week.

The Tournament

My tournament did not go well, and I dropped at 3-3. I knew that 7-3 could make prizes, but was out of Top 16 contention, which was not a deal-breaker. However, I also knew that my tiebreakers had to be terrible, because only the opponent from last round was still playing; assuming tiebreakers work on MTGO as they do in paper, I had to be at the very bottom of the 3-3's. This meant I would most likely be playing off-meta decks I wasn't prepared for, and since that's what I'd lost to, I didn't want to prolong my suffering.

My rust definitely showed and I made a fair number of mistakes, though the play mistakes weren't enough to actually cost me games. What cost me were incorrect keeps in my last two losses. They were okay hands, but didn't work given what my opponent was doing in sideboard games, and I feel that I should have known that. However, again I am too rusty to make a definitive call there. However, despite doing poorly, I was so elated to be playing competitive Modern again that I really didn't care.

First round was a loss to 8-Crab Mill. In game 1, my opponent has three crabs on turn three, and that's not really raceable. Game 2 I'm 1 damage short, and I feel like I missed it somewhere. Alternatively, one more counterspell wins the game. Also, I was very annoyed because I'd been playing a single Gaea's Blessing in DnT for this very deck, but hadn't seen Mill in the Leagues and didn't bother with Spirits. Huge tilt there.

I then got three quick wins against Amulet Titan, the UW Spirits mirror, and Izzet Prowess thanks to Shacklegeist buying lots of turns in the races. The second loss was against Fires of Invention Taking Turns, which won thanks to drawing several Fires to get around my answers games 2 and 3. Then I lost to Grishoalbrand when game 1 saw two combo attempts stopped before Lightning Ax on Queller won the game. Game 2, an accelerated Through the Breach into Emrakul, the Aeons Torn wrapped things up. Spirits is very strong against the metagame decks, but struggles against anything off meta.

Updating Spirits

After the qualifier, I would not run back the same list I played. There were problems with casting my spells and the sideboard needs adjustment.

UW Spirits, Test Deck

Creatures

4 Mausoleum Wanderer
3 Spectral Sailor
4 Rattlechains
4 Shacklegeist
4 Supreme Phantom
3 Selfless Spirit
4 Skyclave Apparation
4 Spell Queller
4 Drogskol Captain
2 Glasspool Mimic

Artifacts

4 Aether Vial

Lands

4 Flooded Strand
4 Seachrome Coast
3 Cavern of Souls
2 Hallowed Fountain
2 Plains
2 Island
1 Moorland Haunt

Sideboard

3 Path to Exile
2 Pithing Needle
3 Auriok Champion
2 Rest in Peace
1 Damping Sphere
1 Remorseful Cleric
1 Selfless Spirit
2 Force of Negation

Spirits always felt like it wanted 20.5 lands, not 20 or 21. Glasspool Mimic makes that a reality. I cut a Selfless Spirit and a Moorland Haunt to fit in two Mimics. Selfless was relevant the least, and the second Haunt is fairly superfluous. It also choked me on colored mana several times and nearly cost me games. I put the Selfless into the sideboard in place of an unneeded Cleric. Damping Sphere isn't so effective against the combo decks that actually see play right now, and big mana is also down, while Pithing Needle was a clean win against Belcher in Leagues will also being effective against a huge number of decks. I'd be much happier running this version of Spirits.

And So It Ends

It was nice getting the freedom to really explore the metagame we currently have right before it changes with Kaldheim incoming. Again, I think the shift will be small, but there's no way to know this earyl. We'll all see in a few weeks.

No Middle Ground: Kaldheim Spoiler Week 2

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It's an odd set where there doesn't appear to be anything amiss. As I'm writing this sentence, there is nothing that even vaguely resembles anything dangerous. Which is not a bad thing. It's just weird, given that we've had the companions, Astrolabe, Uro, Oko, and Hogaak in the past two years busting everything. And that's not even counting shakeups from cards like the MDFC's. A non-Core expansion being fairly meh for Modern is a breath of fresh air. Hopefully, that means Wizards has corrected itself.

Not a lot has changed since last week. There are a number of interesting cards that might find the right niche and see Modern play. And then there are the cards I'm focusing on today, which are either busted in half or unplayable. I don't see a middle ground. The problem is that they're either combo pieces or build-around cards, and those are always extremely hit or miss. As such, I'll be laying out the opportunities and problems for each. However, first I need to update something from last week.

'Snow More To See Here

I previously mentioned that while snow was back, it didn't really mean anything. There was no payoff to having snow lands besides Ice-Fang Coatl, but there was still no harm to playing snow basics. And that continues to be the case. There have been a number of cards that care about having three or more snow permanents spoiled, but none of them are Modern playable. Double whammy of too expensive and too small an effect. There are also a few cards that benefit snow permanents, in particular Jorn, God of Winter. Problem is that Jorn is slow; Modern can already mass-untap permanents, and those effects don't see play. Which makes snow seem like a bust.

At least, the Kaldheim snow permanents seem a bust. One preexisting snow permanent stands to benefit from Kaldheim: Scrying Sheets. For years, Sheets's only purpose was to draw more Snow-Covered Mountains for fringe Skred Red decks. Even at the height of snow's saturation pre-Astrolabe ban, Sheets wasn't seeing play because it missed most of the time. However, that might be changing thanks to Kaldheim adding snow instants and sorceries. There aren't many, and most of them aren't remotely playable, but some are close enough that turning Sheets from... well, Sheets, into a worse Library of Alexandria that may in fact be playable, is becoming a possibility.

Tundra Fumarole

The only snow spell that I'm absolutely certain will see play is Tundra Fumarole. This is not because it is uniquely good for Modern, although it being (technically) a free spell is nothing to sneeze at. No, I know that I will see it because (assuming he comes back when paper comes back) there was a Skred Red Prison player at my LGS and I always played him at FNM. No other tournaments, just FNM. And he will, absolutely will, be playing Fumarole so he can kill something and drop Ensnaring Bridge or Karn, the Great Creator in the same turn. He will do so several times a match because that was just how those matches went. I can already feel my blood boiling with frustration and barely restrained rage.

However, Fumarole might be decent for Red Prison decks just in general, rather than just to torment me. It kills a decent chunk of Modern-playable creatures and planeswalkers without help, and planeswalkers in particular can be a problem for Skred decks. Prison decks also tend to be clunky thanks to relying on 4+ mana planeswalkers and Stormbreath Dragon to do all the heavy lifting, and a free-ish kill spell might act as much-needed wheel grease. For a deck that can't really double-spell under normal circumstances, Fumarole may be a huge boost. It also dodges Chalice of the Void, which is common to those decks. And again, at the bare minimum, Skred decks run Sheets already and Fumarole increases the snow density. I'm interested to see if I'm the only one to have Fumarole pointed at my stuff for that reason.

Graven Lore

Under normal circumstances, a five-mana instant draw spell would not be a consideration. Fact or Fiction is cheaper and in many ways better and sees very little play these days. Which would normally disqualify Graven Lore. However, it has enough upside that it could make the cut. It's a snow card and can be found with Sheets, which granted isn't a huge boost to playability. However, it also synergizes with Sheets. Lore will scry a max of five cards in a snow deck, meaning it can be used to draw the three cards you want/need on the opponent's end step and then set up a Sheets activation. Which is a bit niche but a huge card advantage swing.

However, even without Sheets, Lore is potentially a powerful top-end card. It's scry first then draw, which is extremely powerful (see also: Preordain vs Serum Visions). This suggests that Lore can be used to close the door for a control deck. Either what they need is in the top five cards or they dig eight cards deep, which makes it statistically likely that a key spell is actually found. The issue in Modern is that Lore is competing with Teferi, Hero of Dominaria for that slot, and it isn't easy to beat out a planeswalker. Teferi does more and will keep accruing value for several turns. However, not every control deck has access to white, and many lean heavily on Jace, the Mind Sculptor. In that context, Lore could fulfil the same role of Jace support that Teferi does.

Snow Moon

I'd planned to end it there, but as I was typing the thought occurred: Would Fumarole and Lore see play together? A lot of their playability is being snow and synergizing with Sheets coupled with benefits for slower decks. And there exists a slower UR deck that could use some help. Blue Moon has been hanging around for years and plays primarily basic lands. Is there benefit to going for a hard snow basic manabase with Sheets as a payoff? Previous incarnations of Blue Moon were tempo decks, and they've largely fallen out of Modern. Too low-power, too reliant on counterspells. Perhaps going deeper on Blood Moon and snow would invigorate the archetype. At very least, the removal improves thanks to Skred.

Either Busted or Worthless

There's a minor theme of really swingy combo pieces in Kaldheim. It's not like they're tied to the set themes or mechanics, and to my knowledge, neither Rosewater or Wizards has acknowledged it, but there are a higher than normal number of cards that are either busted combo pieces or bulk rares. It seems like they wanted to print combo pieces for Commander and really went out of their way to limit their potential in constructed. And it worked; the power of these cards will be very hard to access consistently.

These types of cards are very hard to evaluate because it all comes down to the reliability of the shell and the opportunity costs in said deck. There's always potential in these cards, but realizing it is very hard. Or impossible if the opponent interacts at all. So take it under advisement: The three cards I'm going to discuss here might be worthless, but they could be absurd. There's not much middle ground, and I'll be evaluating them as such.

In Search of Greatness

First up, I'm certain that In Search of Greatness will see in play in Modern. Again, it's because I know a very specific player will play it against me assuming I ever see him again. He's tried to make Pioneer-style Green Devotion work in Modern, and I'm certain that he'd try Greatness there, because I see it as fitting that deck: ifyou open with a Leyline (preferably Leyline of Abundance, but any will do) and have Greatness on turn 2, turn three Nissa, Who Shakes the World comes down and the ramp goes quickly out of control. Which he would certainly use for a Genesis Wave but a more sane person would probably just Ugin, the Spirit Dragon. Either way, it'd be very hard for anyone to come back from that start.

That is assuming that everything comes together in the right order. Such a start is not really as Magical Christmasland as one would imagine (I've seen those devotion decks do very nutty things surprisingly often). However, is Greatness an effect that such a deck needs? It's surprisingly easy to ramp into turn three Nissa as is, though doing so precludes also dropping Ugin the same turn. However, all of this is assuming that Greatness would actually ramp the deck. Greatness doesn't count itself, so there's no playing Greatness in a vacuum and getting a three drop. The only way to jump the curve is to have additional permanents besides Greatness, and the opponent will probably have something to say about that. And without permanents in hand at the start of upkeep that qualify, all Greatness does is scry 1. Which isn't nothing, but it's not good enough.

There are so many qualifiers about Greatness being good, that the name becomes very appropriate. There's huge potential when everything goes right, but there are a ton of opportunities for it all to go wrong. And when it isn't just being absurd, it's pretty terrible. It's not reliably a ramp spell, it's something else, and I feel like treating it as ramp won't pan out.

However, maybe it should be seen in a different light. A lot of Greatness's problems (bad without the right spells in hand at the right time, needs a lot of setup) can also be said of Show and Tell, and that's been a Legacy Staple for years. That deck has to cantrip a lot to position itself to make Show good, similar to the effort and investment necessary to make Greatness work. I have no idea how to set it up nor can I figure out it would ever be better than existing options for cheating in big things. But it does seem like this is the way to go.

Pyre of Heroes

Pyre of Heroes was the first non-land card I saw spoiled from Kaldheim. And it looked promising. For half the cost to cast but twice the cost to activate it was a tribal Birthing Pod. And immediately I saw a ton of speculation to exactly that effect. And then nothing. I haven't seen chatter or updates on any brews in over a month. I'm not sure if brewers went silent to hide their tech, everyone gave up, or something else. I don't know. However, I do know why the straightforward approaches fell off.

Why bother with Pyre in a tribal deck? It's a tutor that is neutral on both card advantage and board position. All it does is find a different card up the chain. Humans wouldn't bother. Turning Noble Hierarch into Meddling Mage against a combo deck is decent, but that's as good as it gets. Goblins doesn't need Pyre, they have Goblin Matron. Elementals has Flamekin Harbinger and Risen Reef to burn through their deck. Playing Pyre as a tribal tutor is unnecessary.

However, what about playing it as Pod was in either value or combo form? Combo Pod was capable of turn-three wins, and Value Pod is why the card is banned. And there is potential in either approach. However, the problem is that tribal component. The old Pod chains don't work, and the solution (as far as I could find, anyway) isn't very good. The only way to bridge the gaps in either the value or combo chains is to use changelings. This is a problem because on their own, they're not very good. Which is a huge problem for the value chain and prevents the combo chain from going off in one turn. The extra mana is less prohibitive than I thought, but still a problem too.

If someone figures out how to make the chain work fluidly, there's real promise here. Otherwise, Pyre will join Prime Speaker Vannifar on the pyre of false Pods.

Tibalt's Trickery

And finally, we have the combo piece that Wizards took inordinate lengths to keep as inconsistent and weak as possible. What Tibalt's Trickery's wall of text actually means is that it's a Polymorph for spells, but it's hard to set up. And definitely isn't a break, and it's weird that you think it as, which is why Rosewater seems rather worried about its implications. Trickery counters a spell, mills between 1-3 cards, and then casts the next spell with a different name in the target's library. Any spell. Which could be a better one than was countered, so it will never be used defensively without massive amounts of help. At which point, why not run a normal counterspell?

However, its potential as a Polymorph effect is tantalizing. And it's been suggested, that it can be exploited. The level 0 suggestion is a deck of lands, Trickery, Emrakul, the Aeons Torn, and Shadowborn Apostle. Which is the best way to drop a turn 3 Emrakul I've heard in a while. However, such a deck could only guarentee a 4/7 chance to hit Emrakul, and would 100% lose to Meddling Mage. So I've seen others working on diversifying the threats, which makes the deck have a very Hypergenesis feel. Much like a theoretical Modern Hypergenesis deck, such a Trickery deck would be absurd when it comes together, but easily disrupted and prone to failure. I'd keep my eye on Trickery, but not really worry.

Silent as Snow

It looks like we escaped Kaldheim without another Uro. Or even Mystic Sanctuary. All that's left to do is start working on these cards and find out how well the crystal ball's working.

Snow-Thing to Consider: Kaldheim Spoiler Week 1

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It's time for that quarterly tradition of reviewing the latest spoilers! Which for the past few iterations has been oddly trepidatious. Prior to 2019, Modern never had to worry about a new set coming out. We maybe had one or two cards make lasting impressions, which kept the format stable. Then Wizards seemed to lose the plot. We've seen constant upheaval and disruption since Modern Horizons. And it had been getting tiresome. Which means that I entered this season wondering what fresh horror awaited.

However, the coast is clear. So far. It's always important to remember that Wizards works roughly two years ahead, so the lessons learned from the mistakes of 2019 are just now starting to apply. Though the full effect won't be felt until after 2022. As I'm writing this article, Kaldheim looks very benign. There are a few interesting role players and build-arounds, but no massive card advantage engines, inexplicable ramp, or endlessly recurring creatures. Good sign. As is tradition, I'll lead off by looking at the mechanics of Kaldheim and a card with brew potential.

A Light Flurry

Wizards has made it something of a habit over the past few years to have a number of returning mechanics as well as two new ones. This seems to be the standard for all these stand-alone sets; back when blocks were a thing, 3-4 were typical of a big set. Which means that I can just point back to what I've already said about most of the mechanics. However, this time around it's particularly bad, as there's only one new mechanic with any depth to discuss.

Boast

The first of the new mechanics, boast, probably won't see Modern play. Boast is a creature ability that lets said creature have a spell effect if the cost is paid. Which sounds like a normal activated ability, honestly, and I question making it a whole mechanic. The ability's hook (I guess) is that a creature can only boast if it attacked. And only once per turn. So, it's in every way worse than just an activated ability. However, those restrictions allow boast abilities to be more powerful than a normal activated ability. As we saw with the companions, sufficient power trumps any restrictions, so there is potential for boast.

However, it appears that Wizards was extremely cautious with boast. As of writing, the only boast creature that's vaguely Modern playable is Varragoth, Bloodsky Sire, and that's pretty questionable. A 2/3 deathtouch for three is not Modern playable, and given the current metagame won't meaningfully trade up very often. The ability is very attractive, as Vampiric Tutor is a good card. Losing instant speed and costing double is burdensome, but Modern is so tutoring deficient that it could be worthwhile. However, that doesn't change the fact that Varragoth will probably play as a three mana removal spell that lets you pay another two to Vamp, which doesn't seem playable. There may be something coming down the pipe with boast, but I'm skeptical.

More MDFC's

I get the feeling that there's some internal dissension about getting rid of blocks, on the basis that Kaldheim and Strixhaven both have modal double-face cards just like Zendikar Rising. As they would if it was a block mechanic. Wizards has had a problem of Magic feeling disjoined and the sets being overcrowded since blocks went away, so maybe this is an attempt to fix the problem. Or subtly bring blocks design back, subverting the structure change. I'm keeping my eyes open.

In any case, what was a big deal in the last set is now small potatoes. Zendikar Rising's MDFC's allowed Goblin Charbelcher and Oops, All Spells to become things in Modern. Kaldheim's are a choice between a creature and a non-land permanent (plus finishing the dual land cycle). None of which appear to be good enough at this point. Except for the fact that cascading into the front side allows the back face to be played, which means that Jund could play Bloodbraid Elf, cascade into Valki, God of Lies and choose to play Tibalt, Cosmic Imposter instead. Which seems really gimmicky to me. But might be okay?

Sagas and Changeling

Sagas and changeling are also returning, but neither are especially worth discussing. Changeling isn't good on its own, and no deck ever plays a card just because it's a changeling. Tribal synergies aren't enough, the abilities have to matter, which is why Unsettled Mariner sees play. Realmwalker has some potential, but is quite slow. As a result, it doesn't outright beat a Militia Bugler for Humans and Elves or Elementals don't need another card advantage creature. As for sagas, the only one I've ever seen get played in Modern is The Antiquities War, and only pre-Urza, Lord High Artificer. They're so slow that one's going to have to be very niche or just busted to see play.

It's Snowing Again

And finally, snow is getting back into Standard for the first time since Coldsnap. However, Modern's already been over the implications of snow (specifically, snow-covered lands) back in 2019. And it's worth remembering that since Arcum's Astrolabe was banned, the only non-land snow permanent that sees play is Ice-Fang Coatl. And that's been very limited lately. The bottom line is that there's no harm in playing snow-covered lands, but there's not any payoff either. At least now yet, only a small fraction of the set is spoiled and there could be a snow card (be it a permanent or an instant or sorcery) that justifies the snow theme.

The only exception is the new snow duals. Coldsnap had ETB tapped snow lands, and Kaldheim takes those and makes them dual lands, and thereby fetchable. Which puts them in the same boat as the Ikoria triomes. However, unless there's some snow synergy to exploit, I don't see how any of the snow lands beat out a triome. Two colors are less than three and cycling is a phenomenal mechanic. As fetch targets for a slow two-color deck they're fine, but there are so many better options that I need to see more reason to play snow to bother.

I'm Seeing Potential

That leaves the only one mechanic: foretell. And this one has a lot of promise, so it gets its own section. Foretell is what might happen if morph and suspend had an ugly, yet very smart, baby. Cards with foretell are foretold by paying two generic mana and then exiling the card face-down. On another turn, that exiled spell can be cast for its foretell cost. Which is a weird in terms of sequencing and restrictions (hence the ugly). However, it's also a very elegant mechanic past that point. Just like morph, it's not a net cost reduction mechanic. The foretell cards spoiled so far cost the same or a mana more to foretell as they do to just cast. But foretell being spread out over turns makes it more like an investment mechanic and creates some interesting gameplay potential.

As I see it there are two uses for foretell:

  1. Hiding cards from discard
  2. Saving mana on a critical turn

The first option is admittedly pretty marginal. Discard spells cost one, foretell costs two. Opponents will get more cards from you than can be hidden with foretell. The best use there is simply sandbagging a critical spell for a few turns, which isn't nothing, but it's also not good.

Win the Big Turn

The second one is the most interesting, especially given the currently known foretell cards. Foretold cards can only be interacted with via Riftsweeper and the Eldrazi processors like Wasteland Strangler. Also, remember that they're cheaper to cast via foretell than from hand on the turn they're cast. Which in turn means that foretell can be used in attrition matchups, particularly control mirrors, to overwhelm opposing mana. Casting a cheap(er) payoff and then having mana for more or to defend it seems like a good strategy.

There are two foretell cards that may make this a reality. Behold the Multiverse is Glimmer of Genius but without energy, and I've seen Glimmer played in Modern before, though it was in a ponderous UW deck. At two mana, it suddenly becomes more attractive, especially when sneaking it in on an opponent's end step with counter backup. Not a backbreaking play, but good incremental advantage in a control mirror. Kaldheim also has the foretell counterspell Saw it Coming, which isn't good enough on its own, but a two-mana hard counter down the line is nothing to sneeze at. I'm seeing the potential of using Behold and Coming to out gradually build what's effectively a hand in exile and then wait to spring a trap.

Outside of this very specific application, neither card is really Modern playable. Unless that plan is needed a lot or there are other playable foretell cards, it seems too niche to see play. However, I also know That One Control Player whose eyes rolled back in his head when I mentioned this potential. I'm certain he's working on the problem and I'll fill all you in on his findings when he inevitably (and unwelcomely) gushes my ears off.

Magda, Brazen Outlaw

I am not a combo player. I have played many combo decks before, but I don't have the madness vision to conceive the like of Bubble Hulk or Neobrand. However, I've hung around enough of them to at least glimpse that world, and some parts have rubbed off. Which is why I've been fruitlessly pondering over Magda, Brazen Outlaw. When she was spoiled around Christmas as a teaser, I noted that she has a weird number of abilities, but little more. She's a 2/1 that buffs an uncompetitive tribe and can find a dragon. Clearly destined for commander and nothing else; time to move on.

Except, I didn't move on. There was an itch in the back of my mind, and every time I tried to scratch it, Magda came up. But I didn't know why. There was nothing obviously Modern playable about her. Dwarfs don't see play and there are no good treasure makers to use her tutoring ability. But the thought that Magda was important wouldn't go away. Around New Years, I finally started wondering if she was actually an engine. Which made me reread the card and realize that she triggers on any dwarf being tapped, including her. In turn, I wondered if there was a way to untap her and go infinite. Which led to way too much time with Scryfall before discovering the legendarily bad card Second Wind would do the job. And I finally figured out what my subconscious was trying to tell me: Magda solves the Four Horseman problem.

The Soft-Ban Work Around

Four Horsemen is an unremarkable Legacy combo deck built around Basalt Monolith, which can tap and untap itself indefinitely, and Mesmeric Orb to mill the entire deck. The actual kill was to feed Narcomoeba into Blasting Station (which was previously Sharuum the Hegemon-ed into play after the latter had been Dread Returned) over and over while milling Emrakul, the Aeons Torn to reset the combo. It's complicated and easily disrupted, and so never saw much success.

However, Four Horsemen is a legendary deck because it is one of two decks to be soft-banned. The decks are legal to play, except technically they're not, because they violate the Tournament Rules. Specifically, Four Horsemen violates the slow play rules. The loop is infinitely repeatable, but not deterministic, as there's no way to know when Sharuum will be in the graveyard at the same time as Dread Return with three Nacromoebas in play. And loops that don't advance the board state are slow play, meaning that executing the combo is likely to accrue warnings and penalties, enough to get a player disqualified. For those wondering, the other deck is Battle of Wits. You can't shuffle that monster of a deck in compliance with the randomization rules. And even if you can, your opponent can't, and the judge won't. Nor should they have to.

Magda allows the same loop, but since she generates a treasure each time, she is technically in compliance with the slow play rules. Adding a treasure is advancing the board, albeit lamely. Which means that Four Horsemen can be played in Modern. And it's also easier, since Magda can just tutor up the Station without Sharuum.

Winning with Bad Cards

Except don't do that. Before I had finished writing up that decklist, I asked myself, why? Why bother with that whole rigmarole when Magda could just make infinite mana and tutor up a win? So I did that instead. Except, after another lengthy search, I found that the number of artifacts and dragons that win the game from the battlefield in one shot is very low. Walking Ballista doesn't work; it enters the battlefield as a 0/0. A shortlist consisted of Skarrgan Hellkite, Shivan Hellkite, Welder Automaton, and Goblin Cannon. All amazingly bad cards.

But that's okay, as the rest of the combo is pretty bad, too. None of you remembered that Second Wind existed until I mentioned it five paragraphs ago. The first ability does nothing, actual nothing. And Magda dies to every removal spell. And the win condition is Goblin Cannon. But then, it's a combo deck, and those routinely play terrible cards because the whole is greater than the sum of their parts. And since this combo happens turn three, that might be good enough. It's similar to Splinter Twin, but faster, after all.

But no, it's worse than Twin. I actually started working with it in a Kiki-Twin shell, using Cannon as the kill. And it was so much worse as a result. Magda plays a little better since at least she can attack and make a treasure, but she really throws that deck off. And unlike Twin, Wind does actual nothing without Magda. Don't follow my lead—this combo is terrible!

Urza by Another Name?

But I can't give it up. After failing so abysmally with a dedicated shell, I remembered that treasures are artifacts. And so is Cannon. And that Springleaf Drum could make Magda useful outside of combat. So why not try it in an artifact deck instead?

Magda Whirza, Test Deck

Creatures

2 Goblin Engineer
3 Magda, Brazen Outlaw
4 Urza, Lord High Artificer

Enchantments

2 Second Wind

Instants

2 Galvanic Blast
2 Metalic Rebuke
3 Whir of Invention

Artifacts

4 Witching Well
2 Chromatic Sphere
2 Nihil Spellbomb
1 Springleaf Drum
1 Pithing Needle
4 Thopter Foundry
3 Pentad Prism
2 Sword of the Meek
1 Ensnaring Bridge
1 Goblin Cannon

Lands

4 Island
3 Polluted Delta
3 Spire of Industry
2 Scalding Tarn
2 Darkslick Shores
1 Academy Ruins
1 Glimmervoid
1 Mountain
1 Swamp
1 Spirebluff Canal
1 Steam Vents
1 Watery Grave

To be clear, the deck is still bad. But not so much worse than normal Grixis Whirza as to be immediately rejected. Magda and Drum is just okay, but it's an option to accelerate out Urza and then keep benefitting from the treasures. The Magda combo can facilitate the thopter combo, and Urza can produce the mana for Cannon. However, it still feels wrong, like I have the parts don't fit quite right. I may be onto something here, but I don't know what nor how to fix it, so I'm asking for help. Are there any real combo players out there that can figure out how to make this good?

The Norsemen Come

Kaldheim spoilers have been trickling out for over a month, but the spoiler season has only just begun in earnest. Hopefully there will be a real reason to play snow in the set, but even if not, it's nice to not have an obviously disruptive new addition to worry about.

December ’20 Brew Report, Pt. 2: Loose Ends

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It may well be January, but we're not out of the woods yet—2020 and I have some unfinished bidness to attend to, or specifically, the final brew report of the year! That players are still brewing novel decks bodes well for the new year, as such trends will probably continue.

Creatures Galore

Modern's always been a format defined first and foremost by its creatures, unlike the older formats better known for powerful spells. So of course new brews are going to tap that reservoir!

Death's Domain Zoo, FAISAL (5-0)

Creatures

4 Wild Nacatl
4 Death's Shadow
4 Scourge of the Skyclaves
4 Tarmogoyf
4 Street Wraith

Planeswalkers

3 Wrenn and Six

Sorceries

2 Inquisition of Kozilek
4 Thoughtseize
4 Tribal Flames

Instants

4 Boros Charm
4 Lightning Bolt

Lands

1 Blood Crypt
3 Bloodstained Mire
1 Godless Shrine
1 Marsh Flats
1 Nurturing Peatland
1 Overgrown Tomb
1 Sacred Foundry
1 Stomping Ground
1 Swamp
1 Temple Garden
2 Verdant Catacombs
1 Watery Grave
2 Windswept Heath
2 Wooded Foothills

Sideboard

1 Boil
3 Cleansing Wildfire
1 Grafdigger's Cage
3 Lightning Helix
1 Nihil Spellbomb
2 Path to Exile
2 Pithing Needle
2 Rakdos Charm

Death's Domain Zoo follows a blueprint now well-known: backing up a couple massive threats with a highly efficient Stage 1 combat creature. But a few things are different. For one, there's no Monastery Swiftspear, that role filled by the splash-intensive Wild Nacatl. I'm reminded of my experiments with Counter-Cat, which had me looking to Nacatl after finding Swiftspear decidedly lackluster in a shell more interested in sticking stand-alone threats. Next, there's the extreme density of large creatures; while Death's Shadow Jund traditionally employed just Goyf and Shadow as beaters, and Scourge Shadow hires Scourge and Shadow, DDZ runs all three to keep the pressure on no matter the number of removal spells it walks into. This is not a deck that wants to hit the mid-game!

Playing to that plan is the additional payoff for splashing so much: Tribal Flames. In Counter-Cat, I neglected to run black after realizing that Boros Charm, with its versatility in being able to protect our creatures, was generally better than Flames. Here, both are ran at max, and the extra burn saves pilots from even wanting countermagic. Go ahead and resolve that Ugin; I'll just dome you 9! Tying everything together is Wrenn and Six, a superb enabler in this kind of shell as it lets players fix their mana at their leisure.

Yorion Taxes, FABEE1 (5-0)

Creatures

4 Akoum Warrior
4 Akroma, Angel of Fury
2 Auriok Champion
4 Flickerwisp
4 Giver of Runes
3 Glimmerpoint Stag
4 Leonin Arbiter
4 Magus of the Moon
4 Skyclave Apparition
4 Thalia, Guardian of Thraben
4 Wall of Omens

Artifacts

4 Aether Vial

Instants

4 Ephemerate
4 Path to Exile

Lands

4 Field of Ruin
4 Ghost Quarter
4 Inspiring Vantage
4 Sacred Foundry
1 Snow-Covered Mountain
10 Snow-Covered Plains

Sideboard

3 Archon of Emeria
3 Kor Firewalker
4 Phyrexian Revoker
4 Rest in Peace
1 Yorion, Sky Nomad

If you thought 12 big threats was a lot, wait until you've seen Yorion Taxes! Like most Yorion decks, it's chock-full of guys, although these are less about beating down than applying disruption. Here, the fish-style taxing strategy of Death and Taxes is mashed with a creature suite more about generating value. Since these decks can flounder in the face of removal spells, and such midrange decks are on the rise as Jund Rock converts to Mardu, employing both value creatures and Yorion as a failsafe is a strategy that aims to stick it to the Fatal Pusher while nonetheless boasting game against combo.

To me, the deck seems a bit unfocused; I can see it drawing the wrong half against the wrong deck, and finding itself randomly soft to something like Storm or Belcher. Still, the red splash has got to dig up some points, as Magus of the Moon is no joke this format.

It does boast a very spicy interaction though: Akoum Warrior isn't just here as a sometimes-six-drop. Flickerwisp can blink the land and have it return as a creature!

Yorion Incarnation, DAVIUSMINIMUS (5-0)

Creatures

4 Birds of Paradise
1 Brain Maggot
1 Charming Prince
1 Deputy of Detention
1 Eidolon of Rhetoric
1 Flickerwisp
1 Glasspool Mimic
1 Goblin Cratermaker
1 Huntmaster of the Fells
2 Ice-Fang Coatl
1 Magus of the Moon
1 Meddling Mage
1 Niv-Mizzet Reborn
2 Renegade Rallier
1 Seasoned Pyromancer
2 Skyclave Apparition
1 Spellskite
1 Lurrus of the Dream-Den

Enchantments

4 Abundant Growth
4 Enigmatic Incarnation
3 Lithoform Blight
2 Oath of Kaya
2 Omen of the Forge
4 Omen of the Sea
4 Utopia Sprawl
2 Uro, Titan of Nature's Wrath
1 Yorion, Sky Nomad

Instants

1 Abrupt Decay
1 Assassin's Trophy

Lands

1 Breeding Pool
1 Indatha Triome
1 Ketria Triome
4 Misty Rainforest
1 Overgrown Tomb
4 Prismatic Vista
2 Snow-Covered Forest
1 Snow-Covered Island
1 Snow-Covered Mountain
1 Snow-Covered Plains
1 Snow-Covered Swamp
1 Stomping Ground
1 Temple Garden
4 Verdant Catacombs
4 Windswept Heath

Sideboard

1 Brain Maggot
1 Yorion, Sky Nomad
1 Auriok Champion
2 Dovin's Veto
1 Izzet Staticaster
1 Knight of Autumn
1 Kunoros, Hound of Athreos
4 On Thin Ice
2 Spell Pierce
1 Yixlid Jailer

A second Yorion deck, and the one that's been performing the best this month, is Yorion Incarnation. It looks at first glance like any old 5-0 deck, but as it's placed multiple times, the pile may merit a closer look.

It's Enigmatic Incarnation itself that makes this deck so unique, turning its many ramping enchantments (including the eyebrow-raising Lithoform Blight) into whatever utility creature happens to be the most useful at the time. Since players have already cashed in on their enchantment, which cantrips, throwing it away for a valuable creature is great advantage, especially since the creature in question can be chosen from an impressive roster. Incarnation isn't totally dead in multiples, either, since now it can search up a five-drop like Yorion or Niv-Mizzet.

Combos—Some More!

We've talked at length about how Uro, Titan of Nature's Wrath has come to define the present format, whether or not its numbers place it at the top of the heap. But there are other ways to generate value in Modern, and even other ways to play Simic.

Temur Time Warp, TALOS41 (5-0)

Creatures

4 Ice-Fang Coatl
4 Uro, Titan of Nature's Wrath
4 Arbor Elf

Planeswalkers

3 Jace, the Mind Sculptor
3 Tamiyo, Collector of Tales
3 Wrenn and Six

Enchantments

2 Abundant Growth
4 Utopia Sprawl

Sorceries

4 Time Warp

Instants

4 Lightning Bolt
4 Remand

Lands

1 Breeding Pool
4 Misty Rainforest
4 Prismatic Vista
3 Snow-Covered Forest
3 Snow-Covered Island
1 Snow-Covered Mountain
1 Steam Vents
1 Stomping Ground
3 Wooded Foothills

Sideboard

3 Aether Gust
3 Blood Moon
2 Flame Slash
2 Obstinate Baloth
3 Veil of Summer
2 Wilt

Here's a snowballing-value deck in the same vein as the regular Uro piles, but conspicuously lacking Omnath. Temur Time Warp instead makes use of Tamiyo, Collector of Tales to copy its own Time Warps, setting itself up to generate massive value over the course of multiple free turns wherein it's free to cast and activate different planeswalkers to its heart's content.

But at this deck's own heart is the assumption that in a midrange deck with Wrenn and Six to help hit them land drops, Time Warp might just be a reasonable card to cast for five mana some portion of the time.

Underworld Paradox, BILLSIVE (5-0)

Creatures

4 Emry, Lurker of the Loch
4 Gilded Goose
4 Kinnan, Bonder Prodigy

Planeswalkers

4 Karn, the Great Creator

Artifacts

2 Chromatic Sphere
4 Chromatic Star
3 Grinding Station
4 Mishra's Bauble
4 Mox Amber
3 Paradox Engine

Enchantments

4 Underworld Breach

Lands

2 Breeding Pool
1 Ketria Triome
4 Misty Rainforest
4 Scalding Tarn
1 Snow-Covered Forest
2 Snow-Covered Island
1 Snow-Covered Mountain
1 Steam Vents
1 Stomping Ground
3 Wooded Foothills

Sideboard

1 Grinding Station
1 Paradox Engine
1 Ensnaring Bridge
2 Lightning Bolt
1 Liquimetal Coating
2 Mystical Dispute
2 Nature's Claim
1 Tormod's Crypt
1 Torpor Orb
2 Veil of Summer
1 Walking Ballista

Underworld Paradox takes the word "combo" beyond merely copying a sorcery, and also proves players don't need Uro to be in UGx. This deck looks a lot like the Oko Urza decks from late 2019, but minus the emphasis on playing a fair game with the Artificer. Kinnan, Bonder Prodigy replaces Urza, jump-starting the mana engine so players can resolve Karn, the Great Creator to dig for a combo piece or otherwise go off with what they have.

There are even new variations of this deck in Sultai that do run Urza, as well as Uro, and rely on Thopter-Sword to out-grind players that manage to disrupt it. Based on these developments, will be interesting to see the different directions artifact-based combo-control piles elect to take in 2021 with Mox Opal gone for good.

Rakdos Waste Not, TOYA (5-0)

Creatures

4 Dreadhorde Arcanist
2 Kroxa, Titan of Death's Hunger

Artifacts

4 Mishra's Bauble
1 Necrogen Spellbomb

Enchantments

4 Waste Not

Sorceries

4 Burning Inquiry
4 Inquisition of Kozilek
2 Raven's Crime
3 Thoughtseize

Instants

2 Cling to Dust
4 Fatal Push
2 Kolaghan's Command
3 Lightning Bolt

Lands

2 Arid Mesa
4 Blackcleave Cliffs
3 Blood Crypt
4 Bloodstained Mire
1 Castle Locthwain
2 Marsh Flats
2 Mountain
3 Swamp

Sideboard

1 Lurrus of the Dream-Den
2 Anger of the Gods
1 Crumble to Dust
1 Dreadbore
3 Feed the Swarm
2 Nihil Spellbomb
3 Pillage
2 Surgical Extraction

Combo-control, eh? Who needs Islands and Forests at all? Certainly not Rakdos Waste Not, an update to a fan favorite featuring welcome additions like Kroxa, Titan of Death's Hunger and the Dark Confidant upgrade Dreadhorde Arcanist. Drawing an extra card for life is a lot worse than flashing back your best one every turn, in this case Burning Inquiry or even a Thoughtseize.

Even if this deck shreds everyone's hand without the enchantment in play, it doesn't have to wait for a topdeck to take a lead; Lurrus of the Dream-Den, the sideboard companion, waits in the wings to retrieve whatever Burning Inquiry decides to discard. Alternatively, there's just Kroxa.

Cheers to That

New year, new decks, new fun. Or is it old fun? Modern's always had ample room for brewing and innovation. "The more things change," they say... let's all hope the saying only applies to some aspects of the new year!

So It Ends: December 2020 Metagame Update

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And now, to formally close the books on a terrible year. Yes, it is in fact 2021; time did truly progress, and we're not trapped in a Doctor Who-style loop. However, a new month means a new metagame update, which means that I must remind everyone of the past year. Sorry!

The data set is significantly down for December. November was the largest set I've ever worked with at 681 decks, which would have been hard for any month to top. December didn't even try, yielding are only 558 decks. It's not the smallest total for a full month; August still holds that distinction. However, December also doesn't have August's excuse. Up until October, Wizards wasn't especially consistent about how many events were posted per week, while August and September had a lot of missing Preliminaries and Challenges. December's events were posted like clockwork and completely, as far as I know, but numbers were way down.

After the first week of December, I don't think a single Preliminary posted a 5-0 deck, and often only ~5 decks were listed. Which is not too surprising considering the holidays. Even the most dedicated streamers and grinders have to rest sometime, and I saw a lot of unusual decks crop up as a result. With the sharks away, the minnows will play. It does mean that December's data will be a bit weird.

December Metagame

To make the tier list, a given deck has to beat the overall average population for the month. The average is my estimate for how many results a given deck “should” produce on MTGO. To be a tiered deck requires being better than “good enough;” in December, the average population was 7.97, meaning a deck needed 8 results to beat the average and make Tier 3. Then, we go one standard deviation above average to set the limit of Tier 3 and cutoff to Tier 2. The STdev was 10.20, so that means Tier 3 runs to 18, and Tier 2 starts with 19 results and runs to 29. Subsequently, to make Tier 1, 30 decks are required.

The smaller population meant that both the cutoff and the deviation was lower than normal, though the deviation was still higher than in September. Hard to say if that means anything for the data or results, but it's worth noting, and suggests that September was relatively more stable than every other month.

The Tier List

Just as the total population is down, the number of decks in the sample are down. However, not as down as I'd expect. Despite December dropping 123 results compared to November, it's only down 10 decks to 70. Which says a lot about how many rogue or at least untiered decks continue to place, which in turn says positive things about Modern's health and diversity. Of those 70 decks, 23 made the tier list, which is up one from November. The lower average coupled with a fairly high deviation is likely the reason, but it does go to show how volatile these standings really are.

I'd also like to take a moment to mention that there aren't any aggregate decks here except 4-C Omnath, which keeps getting harder to classify and separate. The true control decks and the ramp-ish versions keep moving closer together, which pressures the other versions to merge. I've resisted so far, but the term Uro Pile is getting harder and harder to argue against.

Deck NameTotal #Total %
Tier 1
4-C Omnath468.24
Scourge Shadow376.63
Heliod Company376.63
Mono-Red Prowess315.56
BR Midrange315.56
Reclaimer Titan315.56
Tier 2
Hammer Time274.84
Tier 3
Mono-Green Tron183.22
Amulet Titan173.05
Ad Nauseam162.87
Izzet Prowess152.69
Sultai Uro142.51
Death and Taxes142.51
Dredge142.51
Crab Mill142.51
Oops, All Spells132.33
Belcher122.15
Storm122.15
Burn111.97
Kiki-Twin101.79
Temur Uro101.79
Ponza91.61
Jund81.43

I meant to bring this up last month and forgot, but Kiki-Twin is a Tier 3 deck. Which is very impressive given its small player base. It turns out that Bolt-Snap-Bolt is still a very powerful line, as is the ability to quickly combo after playing a tempo game. It's not as powerful as true Splinter Twin, but that might be due to lack of polish or metagame woes. Despite everything, it's still a very solid deck. Interesting to note as well, Kiki-Twin is built around Boil, both dodging it and wielding it against 4-C Omnath and Dryad of the Illysian Grove decks. It's not a bad strategy, but fairly ironic that now it's quite soft to Blood Moon, while UR Twin was the Blood Moon deck in Modern for years.

They're Still There

The other thing to note is that 4-Color Omanth is the top deck followed by Scourge Shadow. Again. And also again, they're down from their October heights. This is partially due to the overall population decline and partially due to the metagame gradually adapting to both. Which factor is stronger is impossible to determine. However, the fact that this has been a trend for several months, and reflects earlier examples of Uro decks rising and falling, seems to point to the latter explanation. The question is whether this is what players want, as the method of adaptation appears to be running Blood Moon (as I'll demonstrate below).

Tier 2 Vanishes Again

Once more, there is only a single deck in Tier 2: Hammer Time has done quite well for itself by moving up a tier in a month. However, I wouldn't read too much into that. It's received a lot of attention, which always boosts numbers. The deck is also very well positioned. Much like Infect, Hammer Time wrecks low- or no-interaction decks and runs over slow decks. It suffers greatly against decks with lots of cheap interaction, and those decks have been down recently. Plus, it's able to take advantage of 2020's most consistently good card advantage engine better than most decks. We'll see if it can weather the spotlight, or if the deck is too clunky and anemic when the combo doesn't come together to survive.

As for it being alone, that's just a quirk of the data. December's population being low made the data very skewed and polarized. More of the data is caused by the most invested players, and they're more likely to either play their pet deck or just the best one. This pushes the numbers to either end of the spectrum and away from Tier 2. Therefore, decks that I will argue should be Tier 2 fell outside the bracket. Mono-Red Prowess, Reclaimer Titan, and BR Midrange are just over the line for Tier 1, and Mono-Green Tron is right at the Tier 3 cutoff. In fact, there is a huge gap between Hammer Time and Tron, which I can only chalk up to skewed data. The power rankings back me up.

The Midrange Resurrection

Why do players insist midrange is dead in Uro's world? Every time it looks like Jund is finished, something replaces it. Last month it was Jund Scourge, which was straight Jund but with Scourge of the Skyclaves. This month, it's Rakdos Rock.

Rakdos Rock, Ozymandias17 (MTGO Challenge, 8th Place)

Creatures

4 Magmatic Channeler
3 Kroxa, Titan of Death's Hunger
4 Bonecrusher Giant
4 Seasoned Pyromancer

Planeswalkers

3 Liliana of the Veil

Enchantments

4 Blood Moon

Sorceries

4 Inquisition of Kozilek
4 Thoughtseize
2 Dreadbore

Instants

4 Fatal Push
2 Lightning Bolt

Lands

4 Bloodstained Mire
4 Blackcleave Cliffs
4 Polluted Delta
3 Blood Crypt
5 Swamp
3 Mountain

Sideboard

2 Engineered Explosives
2 Nihil Spellbomb
2 Pithing Needle
2 Soul-Guide Lantern
1 Dragon's Claw
1 Dreadbore
2 Kolaghan's Command
2 Boil
1 Kalitas, Traitor of Ghet

And this deck is just Jund but trading flexibility and power for mana consistency. I'm tempted to just keep calling it Jund, because it plays exactly the same way. And I'm going to, because it annoys certain people I like annoying. By dropping green, Jund is giving up flexible removal in Abrupt Decay, Assassin's Trophy, and sideboard Veil of Summer and raw power in Tarmogoyf and Bloodbraid Elf. In exchange, they get to play Blood Moon, which again, is a very good metagame decision. So long as small creature decks are running around, I expect Jund to remain a player, and so long as 4-C Omnath remains on top, I'd expect two-color Jund over three.

It might look like this version came out of nowhere to make Tier 1, but that isn't the case. A lot of the players who played Jund Scourge in November were on Rakdos in December. Plus, Rakdos Rock has been a deck I've been recording, but didn't make the Tier list for months. This is a case of players changing horses rather than a new deck magically appearing.

Power Rankings

Tracking the metagame in terms of population is standard practice. However, how do results actually factor in? Better decks should also have better results. In an effort to measure this, I use a power ranking system in addition to the prevalence list. And the practice proved particularly relevant this month, as it backed up a lot of what I've said about Tier 2.

A reminder of how it works: as I go through the Preliminary and Challenge results, I mark each deck’s record or placement respectively. Points are then awarded based on those results. Preliminaries report results based on record, so that’s how the points are distributed. 5-0 is three points, 4-1 is two, and 3-2 is one. Challenges are reported in terms of placing, so being Top 8 is worth three points, Top 16 is two, and being reported at all is one. The system is thus weighted to award more points to decks that perform well in Challenges rather than Preliminaries. The reason is simply that Challenges are larger and more competitive events, and the harder the field, the better a deck needs to be.

The Power Tiers

Just like with population, the point total fell in December. And by a higher percentage (18% vs 21%) thanks to the tiny Preliminaries awarding fewer points. The 558 decks earned a total of 873 points in December. The average points were 12.47, so 13 points makes Tier 3. The STdev was 16.23, meaning Tier 2 began at 30 points and Tier 1 is for 47 points or more. There were 23 decks just like the population tiers, but Jund didn't make the cut on points. In its place is Eldrazi Tron, which in turn just missed the population cutoff.

Deck NameTotal Points% Points
Tier 1
4-C Omnath809.16
Scourge Shadow627.10
Heliod Company525.96
Mono-Red Prowess475.38
Tier 2
BR Midrange455.15
Reclaimer Titan455.15
Hammer Time414.70
Tier 3
Mono-Green Tron283.21
Amulet Titan283.21
Ad Nauseam262.98
Crab Mill252.86
Izzet Prowess232.63
Sultai Uro232.63
Dredge222.52
Oops, All Spells212.40
Storm202.29
Death and Taxes192.18
Belcher192.18
Burn192.18
Temur Uro182.29
Kiki-Twin151.72
Ponza141.60
Eldrazi Tron131.49

Rakdos Rock and Reclaimer fell out of Tier 1 when power is considered. As stated earlier, skewed data artificially shrunk Tier 2, and the power rankings correct some of that drift. On the whole, however, it is striking how similar the power rankings are to population this month. Typically, there's a lot of variation, and decks jump around within their tier, so the lists look very dissimilar. But the most notable change this time around is Crab Mill's jump from Tier 3's basement into upper Tier 3. Tier 3 is always the most volatile tier, and decks move around a lot in there, but this time the upper half is in the same order in both lists other than Crab Mill passing Izzet Prowess.

The Millstone

It makes sense that Crab Mill would do well. The metagame being skewed toward 4-C Omnath and Primeval Titan decks is ripe ground for Mill. Essentially, Mill is just an aggro deck using a different life total. By which I mean library size. The slower the deck, the more vulnerable to Mill's attack it becomes. In many cases, because it helps Mill out by drawing cards. In a more aggro metagame, Mill will suffer. Thanks to Archive Trap and all the Crabs, Mill's best hands are faster kills than the typical aggro deck. However, its average hand is a bit slower, and the attack more easily avoided.

The meta also has much better tools for dealing with Mill than aggro. The gold standard of anti-aggro cards is arguably Timely Reinforcements, as it undoes a huge chunk of damage and board advantage. The Rise of the Eldrazi titans and Gaea's Blessing undo all the damage Mill's done, and most can be run as singletons and still have the maximum effect. Depending on build, Leyline of Sanctity may be unbeatable. Mill will always be around, but I have serious doubts that it will be a serious threat for very long; as soon as it gains too much steam, players can elect to beat it blindfolded.

A Unique Problem

However, the power rankings aren't necessarily the most accurate this time. Going back to what I said at the beginning, the opportunity for decks to earn points was diminished and very unequal. The Challenges had exactly 32 listings as always. However, that also means that they awarded the normal spread of points. The Preliminaries only have 4-0's, meaning no 3 point decks, so the power ranking is necessarily skewed towards decks that perform well in Challenges. Normally, the higher number of Preliminaries balances this natural (and deliberate) bias. This is relevant because the Tier 1 decks from population tend to show up more in Challenges than Preliminaries (particularly 4-C Omnath), and thus they were more easily able to maintain their spots than under normal circumstances. I'll be keeping an eye on this for January.

Average Power Rankings

Finally, we come to the average power rankings. These are found by taking total points earned and dividing it by total decks, which measures points per deck. I use this to measure strength vs. popularity. Measuring deck strength is hard. Using the power rankings certainly helps, and serves to show how justified a deck’s popularity is.

However, more popular decks will still necessarily earn a lot of points. This is where the averaging comes in. Decks that earn a lot of points because they get a lot of results will do worse than decks that win more events, indicating which deck actually performs better. A higher average indicates lots of high finishes, where low averages result from mediocre performances and high population. Lower-tier decks typically do very well here, likely due to their pilots being enthusiasts. So be careful about reading too much into the results.

The Real Story

When considering the average points, the key is looking at how far-off a deck is from the Baseline stat (the overall average of points/population). The closer a deck’s performance to the Baseline, the more likely it is to be performing close to its “true” potential. A deck that is exactly average would therefore perform exactly as well as expected. The further away the greater the deviation from average, the more a deck under- or over-performs. On the low end, the deck’s placing was mainly due to population rather than power, which suggests it’s overrated. A high-scoring deck is the opposite.

Deck NameAverage PointsPower Tier
Eldrazi Tron1.863
Temur Uro1.803
Crab Mill1.793
4-C Omnath1.741
Burn1.733
Scourge Shadow1.681
Storm1.673
Amulet Titan1.653
Sultai Uro1.643
Ad Nauseam1.633
Oops, All Spells1.623
Belcher1.583
Dredge1.573
Mono-Green Tron1.563
Ponza1.563
Baseline1.54
Izzet Prowess1.533
Mono-Red Prowess1.521
Hammer Time1.522
Kiki-Twin1.503
BR Midrange1.452
Reclaimer Titan1.452
Heliod Company1.401
Death and Taxes1.363
Jund1.25-

As always, the lower-tiered decks did better in the average ranking thanks to few results spreading out the good results. It might look like a lot more decks did above averagely than normal in December. However, a lot of this is again due to the low turnout. The baseline is the lowest it's ever been at 1.54. The average of the previous months is 1.65, and that obviously changes how I see this data. That 4-C Omnath and decks that prey on it (Crab Mill specifically) are overperforming is beyond dispute. However, how many other decks are overperforming is a greater question.

The Metagame Evolves

There was quite a bit of change over the first five months of the Metagame Update's return. Rakdos Prowess was consistently Tier 1, but nothing else held that distinction. Uro decks have changed significantly, though it's my observation that the rate of change is slowing. However, it's a new year now, and there are more sets incoming to shake things up. We'll all have to see how Kaldheim affects Modern starting next week.

All I Want for New Year’s: 2021 Wishlist

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Whew! What a year it's been. All signs point to 2021 being better than 2020, but how much better? Like, what if we wanted to totally decimate 2020 out of spite? (Big "what if...") I've got a few ideas cooking that would make year a memorable one for me. And after sharing them, I'd love to hear yours!

Power to the Pets

“I just want what’s best for Modern!” What a load of baloney. I know what I like to play, and so do you, so let’s stop kidding ourselves and just admit it already: some spanking-new toys that happen to mesh exceptionally with whatever pet strategy keeps us playing this format in the first place would be A1. In my case, that’s Delver-based, Goyf-featuring thresh decks and Colorless Eldrazi Stompy.

Big Wins for Little Guys

It's not like thresh strategies are allergic to intriguing printings; it seems pretty much every expansion or two, blue-based tempo shells receive new toys to play with. The catch? These toys are almost always threats, and almost always Stage 2 combat creatures at that. So there are a million ways to build thresh, or a couple for each of the million viable thresh clocks—Stormwing Entity, Young Pyromancer, you name it. But each of these shells finds itself limited by the relatively shallow pool of support cards, which are always the same.

Take blue, the classic default color of thresh decks. It earns that title thanks to the tempo-jacking nature of countermagic, but also for the color's frequent excursion into card-selection cantrips. The thing is, there aren't really any good card selection cantrips anymore. Blue's only remaining option is Serum Visions, but even thresh decks that run blue often eschew that card for off-color cantrips that actually impact the game state because "Draw a card. Scry 2." is such an underwhelming sequence of card text.

I say "sequence" because timing is everything. Flip those effects around and you have something at once powerful enough to run and safe enough to have in the format. That's right: I'm breaking my four-year silence (practically to the day!) and again floating an unban for Preordain!

While I won't get so deep into the reasons I do or don't think Preordain would be okay for the format, I'll readily admit that I'd be happy to see it released, even in a trial period. Trial unbannings? Do they even do that? Who cares! They could, and I'd love for them to. What does Wizards have to lose from experimenting a bit, especially if it means potentially freeing cards players love?

But going back to countermagic, there's plenty I'd like to see here, too. I've always dreamed of a Spell Pierce for creatures, for example. And how about finally getting Daze in Modern? Some of the most fun I had playing Magic was at my first and only Legacy tournament, GP New Jersey, where I managed to make Day 2 and cash with a straight port of my Modern Counter-Cat deck—think Canadian Threshold with Wild Nacatl over Nimble Mongoose, a pivot that allowed me to run Treasure Cruise like I did back home. Sure, Brainstorm was a joy to cast, but resolving Daze was my favorite part of the day! The namesake factor of Modern's ubiquitous shock lands would also add an interesting dimension to the instant's drawback not seen in Legacy.

Stocking Smashers

Then there's Colorless Eldrazi Stompy, my other Modern go-to. There's honestly not a lot I can point to right away to improve this deck, but it says something that I get excited every time I see a cheap artifact in the spoilers. Threat-wise, the deck is already crowded full of great options, while Chalice and Dismember provide ample disruption that's best-of-breed.

What's left? Utility, especially for the sideboard, and mana. There are tons of intriguing utility options that have yet to come to Modern, like Null Rod or Tsabo's Web, and these could also be reprinted in alternate forms (oh wait... Stony Silence!). More intriguing still is the prospect of getting another fast-mana land. I think the most likely on this front is Crystal Vein, which can either tap for colorless or sacrifice itself to produce a burst of mana.

Vein would be awesome in Stompy as it would increase the odds of dropping turn one Chalice, or of following a Mimic with a turn two Thought-Knot Seer; those are the kinds of plays that made it all worthwhile to shred our hands via Serum Powder and Simian Spirit Guide. Granted, there's the chance of Vein pushing some combo decks ahead by a critical turn, such as Ad Nauseam... but what's the fun without the risk? And anyway, this is my wishlist!

The Return of the LGS

"It's Not Heaven If You're Not There," blissfuly sang The Winans some 27 years ago. And that's how I feel about the local game store: Modern simply doesn't feel like Modern without it.

Jordan and the LGS: A Love Story

Historically, the LGS has been at the heart of my own Modern experience since I started playing the format at its inception. I loved fine-tuning combinations of my favorite cards to beat the developing metagame around the corner, and finding creative ways to get around the decks my opponents were on, they invariably being tuned to crush me (think mainboard Thrun, the Last Troll in most of the BGx decks—that'll show the little twerp on Delver of Secrets!).

As Modern grew and then exploded in popularity, I found myself more and more fighting the metagame "at large," with swaths of local Spikes picking up whatever deck StarCityGames touted as the hottest after a high-profile event. That caused me to get my kicks throwing together fresh brews each week to see if I could go undefeated with something totally unique and off-the-radar, an exercise that led me to develop some of my favorite decks.

At the same time, newer players added cards to their deck each weak, and despite the lack of focus in their strategies, were more than willing to mess with the structure of their 60 to include crazy hate cards just to beat the guy they'd lost to last Friday. So you had random kids with Choke in their mono-green mainboards occasionally destroying dudes on fully-foiled Celestial Colonnade decks.

Holiday Spirit

All that interplay led to a diverse and thriving environment that I think was Wizards's intention when they created Modern, and a strategic ecosystem that isn't just unsustainable, but totally unfeasible in the cold, percentage-driven world of Magic: Online. And in 2020, we've been robbed of that most critical Modern feature by COVID-19, which caused local game stores the world over to shut their doors indefinitely.

Without the LGS, Modern's spirit is broken. My biggest wish for 2021 is the successful reopening of these community hubs, and with it, some much-needed wind in Modern's sails!

World Peace

You know, world peace! Or: why can’t all the decks just get along and share the meta pie fairly? Well, thanks to our monthly metagame updates and supplied analysis, we get a pretty good idea of the answer every 30 days or so. Wishfully thinking about Modern fixing itself into some imagined configuration overnight isn’t much more than a pipe dream. So make like Tarmogandh and be the change you want to see in the format—play the decks you like, hate out the ones you can’t stand, and encourage your buddies to do the same. Before you know it, that LGS of yours will be looking a little more like paradise. Happy new year, Nexites!

Modern Banlist Watchlist: 2021 Edition

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Final article of the year! Good riddance, 2020. Hopefully, things start to turn around quickly and we can have the gathering part of Magic: The Gathering back again. But, this isn't about a virus or vaccine. Today, I have business that must be finished before 2021 begins. For the third year running, it's time to update my unofficial Modern Banlist Watchlist. Actually, no, it deserves an upgrade. I've kept up my list and have a solid prediction rate. It's also not just a wishlist, both of which are more than can be said of other attempts. Therefore, I'm declaring my list to be the Official Modern Banlist Watchlist! If anyone objects, they should have been putting in the work before now.

And so, it is my pleasure to welcome everyone to the Official Modern Banlist Watchlist. To be perfectly clear, I'm not saying with certainty that any card on this list will be banned nor that it will happen anytime soon. Modern's in a pretty decent place, and Wizards doesn't have much incentive to do anything until paper comes back. Rather, this is the list of cards that I think could be banned if the stars align correctly. It will take the right tipping point to happen, which could be any combination of metagame shifts, new cards, or new decks emerging or metagame stagnation before something actually occurs.

2020 Recap

I was 3/3 for already existing cards in 2019. An auspicious start! I did worse in 2020, with only 2/3. And I missed Arcum's Astrolabe getting axed, though I argue that's a forgivable oversight. Back in December 2019, Astrolabe wasn't doing anything besides facilitating Oko, Thief of Crowns. It took both Oko and Once Upon a Time getting axed (and the Companion nerf) for Astrolabe's power to become obviously and uniquely troublesome. And I'm tempted to give myself partial credit on Urza, Lord High Artificer. Mox Opal and Astrolabe were both critical pieces of Urza decks, resulting in Urza getting nerfed severely. Getting cards around you banned is still a strong indication of a card's power and potential banability.

The Criteria

There's no way to know exactly what, if anything, will get banned in 2021. Where once it was a simple case of violating the Turn 4 rule or general brokenness, Wizards has vastly expanded its scope and now bans more actively and for more reasons. I can't know what new cards will be printed, or if a new deck will finally be discovered. Furthermore, Wizards' exact criteria for banning a card is not known. They've never specifically said anything about how they consider banning a card, and with every ban, the exact reason changes. Over the past year, the only consistent thread has been a 55% non-mirror win rate. Which may or may not be an actual red line for banning, but even if it is, only Wizards has the data to make such a determination. Thus, players can't know if a ban is coming, making it the perfect metric to cite.

As a result, any speculation about what could get banned will necessarily be guesswork. The key: to turn the guesswork into an educated guesstimate. To that end, I have gone back through the Wizards announcements to see how they've justified their bans. There's always a primary reason, but it's often (not always) couched by ancillary reasons. The most common ones with examples are:

  1. Generally broken. (Hogaak, Arisen Necropolis)
  2. Enables brokenness. (Mox Opal, Bridge from Below)
  3. Harms deck diversity. (Splinter Twin)
  4. Homogenizes deck construction. (Oko, Thief of Crowns, Deathrite Shaman)
  5. Creates problematic play patterns. Subcategorized between:
    1. Encourages repetitive gameplay/gamestates. (Once Upon a Time)
    2. Encourages unfun gameplay. (Mycosynth Lattice)
    3. Metagame-warping. (Treasure Cruise, Arcum's Astrolabe
  6. Complicates tournament logistics. (Sensei's Divining Top)
  7. Constrains/threatens future design. (Birthing Pod)
  8. Achieves a 55% non-mirror win rate. (Arcum's Astrolabe)

As the last one is impossible for me to know, I won't consider it. These are the most often cited reasons, and should not be viewed as a comprehensive list. Such a list would require an entire article... so I'll have it be one in the future!

My Approach

I'll be using the Wizards-stated reasons to inform my watchlist. However, there will necessarily be a lot of intuition and speculation. I can't know how the future will play out, nor if Wizards will actually take action. Wizards certainly could have gone after Izzet Phoenix in 2019 for several of the listed reasons, but they never specifically targeted it. The best I or anyone can do is to see what the metagame data says about the format then look for key pressure points and gameplay trends and try to intuit how things could break.

Some key things to remember:

  1. Wizards prefers to ban enablers or engines over payoffs
  2. Bans should target the actual problem, not the symptoms of the problem
  3. There is no hard threshold for what constitutes a problem

With the disclaimers out of the way, I see two potential fracturing points for the current meta and one card that threatens to break again.

Urza, Lord High Artificer

Offenses: generally broken; enables brokenness

Urza, Lord High Artificer makes this list partially as a holdover from 2020, and partially because it remains an absurd card. There are just too many lines of text on that card, and they're all things that consistently prove to be problems. Urza was integral to the Oko decks that dominated late 2019, in some ways more than Oko. Oko was a grindy value engine and the Simic Urza's best threat, but Urza is an artifact payoff, a value play, a threat, a mana engine, and a card advantage engine all in one. Cards that do too much have been the boogeymen of 2020 far more than 2019, and given Urza's potential, it's very easy to envision him being utterly broken.

Why It Won't be Banned

Urza survived 2020 thanks to everyone around him biting the bullet instead. All of Urza's best support cards are banned now, and subsequently Urza has dropped out of the metagame. I still see Whirza decks crop up from time to time, but it's nothing like 2019 or even early 2020. Without the reliable acceleration of Mox Opal, Urza decks can't keep up with the metagame. Without Oko, they can't turn all their weak artifact enablers into actual cards. Astrolabe was the most important loss, as it was not only a source of velocity, but could then become a mana source. It doesn't really matter how busted Urza is in theory if it doesn't actually do anything. Something drastic needs to change for Urza to become a player again, let alone a problem.

How It Could be Banned

That said, it won't take much for Urza to be a major powerhouse again. A shift in the meta away from Uro, Titan of Nature's Wrath-type value decks could let the slower Urza engine come back. A drop in blitz-type Prowess could also do the trick. Don't forget that Urza already goes infinite with Thopter Foundry/Sword of the Meek, or that artifact hate is at an all-time low. Alternatively, Wizards could print some new, cheap artifact that replaces something Urza lost. Given their history, one would expect Wizards to avoid any cheap artifact that might enable Urza. However, while Wizards learns the broad strokes of its mistakes, the specifics often escape them. Artifacts, free cards, and easy mana fixing have bitten them before, and they still made Arcum's Astrolabe.

Likelihood: Low

As it stands, there is very little chance that Urza will be banned in 2021. However, I can envision a number of scenarios wherein Urza could regain its lost power, and at least a few of those push it into dangerous territory. Not something I'd expect, but something to keep an eye on.

Uro, Titan of Nature's Wrath

Offenses: harms deck diversity; creates problematic play patterns: encourages repetitive gameplay, metagame-warping

Genuine question: has any card been complained about more this year then Uro, Titan of Nature's Wrath? It seems like everyone will take any opportunity to moan about the titan. Players are generally tired of Wizards pushing certain cards, particularly Simic-colored ones, after a year of heavy bans. There's also a general sense that Uro is pushing out all other midrange decks because it is too good at everything midrange wants to do. It's lifegain, ramp, and card draw, plus a recursive threat. Again, that's too much text on a single card.

Additionally, Uro is a pretty boring card. It's so much value it shows up everywhere, and not always in grindy midrange decks. This omnipresence is coupled with Uro being a pretty boring card to play with or against. Cast it once for value, then escape it for more value and to win the game. Grind, grind, grind; it just keeps going. This incentivizes a certain style of gameplan and deck that many players are getting tired of seeing. In addition, there are a lot of other annoying cards constantly following in Uro's wake that get a lot of complaints. Veil of Summer, Mystic Sanctuary, Teferi, Time Raveler, and Field of the Dead are all cards with their own issues, but seem to reach their greatest potential when paired with Uro. It's both an enabler and a payoff, creating a lot of irritating gameplay.

Why It Won't be Banned

Gameplay that is proving to be less than dominating. In terms of metagame share, Uro is down from its October high. And that was a huge spike after Uro decks tanked in September. There is very clear evidence that the metagame is adapting and Uro is losing its punch, the poster child being the resurgent Mono-Red Prowess decks maindecking Blood Moon. Uro decks are far more vulnerable to attack than they get credit for, and now that the metagame is catching on, Uro is losing ground. In addition, it's a graveyard creature and this is Modern, so players should be packing the graveyard hate needed to beat the card. Uro's losing its power and is highly answerable, so there's no need to ban it.

How It Could be Banned

The question is whether the environment Uro creates is healthy and desirable, even if it does lose ground. The metagame is adapting by adopting more hate pieces and churning out more combo and glass cannon decks. Modern can handle that easily, but it's not clear that's something the players or Wizards actually want to happen. Then there's the issue of whether, like Splinter Twin, Uro is keeping out other more desirable player patterns and decks.

Likelihood: Medium

There's a lot to dislike about Uro's gameplay and place in the metagame. Even without additional printings, there's a solid case for a banning on the basis of fun and metagame stagnation, but it isn't urgent. I'd be surprised to see Uro survive 2021, and equally surprised to see a ban before summer.

Mishra's Bauble/Lurrus of the Dream-Den

Offenses: homogenizes deck construction; creates problematic play patterns: encourages repetitive gameplay; constrains/threatens future design

This is a tricky one. While Uro is a lightning rod for Wizards making card advantage engines too easy, the combination of Lurrus of the Dream-Den and Mishra's Bauble is the most successful one. It's arguably more defining than Uro, is far more widespread, and has been running around longer. Go back through my metagame articles for this year and there's a constant tread: Rakdos Prowess featuring Mishra's Bauble is top-tier. And once Lurrus was printed, the decks that ran Bauble exploded, a trend which survived the companion nerf. In November's metagame update, Uro decks represented ~10.5% of the metagame. Scourge Shadow and Hammer Time always run Lurrus/Bauble and accounted for 9.4%, which doesn't include various fringe decks and variants of other tiered decks that also run the combo. Uro might endure more player ire, but the Lurrus-Bauble pairing is just as widespread as that single card!

I don't see this discussed anywhere, but Bauble plus Lurrus gives any deck the ability to grind out the late game, and most don't deserve to. Hammer Time is the latest deck to benefit from the combo. On its face, Hammer Time is a pretty inconsistent and fragile glass-cannon combo deck. It should die to a few removal spells played smartly, just like Infect. However, Lurrus ensures that Hammer Time can get back into the game, either by recurring threats or using Bauble to find missing pieces. This is a thread that was first seen in Burn. The combination is giving decks that have never enjoyed draw engines a solid engine, much like Treasure Cruise did. And it is the combination which is the problem, more than the individual cards, to the point that I'd rate this combo as a:

Likelihood: Medium

However, I can't decided which card to target. So I'll deal with each individually.

Why Bauble Won't be Banned

Prior to Lurrus, Bauble was an odd but fine card in Modern. It saw no play until 2017 when it was used as a delirium enabler in Jund Shadow, and then dropped off once Shadow started declining. In 2019 it saw a lot of play in Urza decks, where it turned on Emry, Lurker in the Loch and Mox Opal turn 1, but then did little else but become an Elk. Next, the Prowess decks picked up Bauble as free prowess triggers and cantrips. Bauble is only up for consideration because of its interaction with Lurrus as a build-your-own-cantrip creature. The problem is Lurrus, not Bauble.

How Bauble Could be Banned

However, Bauble has enabled other decks in the past, and could do so again. It's a free artifact and more importantly a cantrip, something that spelled doom for Gitaxian Probe. The risk of a zero-mana cantrip was known all the way back in Ice Age, when Urza's Bauble demanded the creation of the slow-trip ability on Bauble. Urza's still hanging around, and zero-mana cards always have a risk of helping something else get busted.

Likelihood: Low

Bauble is so innocuous a card that I can't help thinking that if there's a problem, Wizards will opt for a target more substantial. However, there's always the chance that a zero-mana cantrip is just something that shouldn't happen. Wizards appears to favor going after free spells and seeing if that's enough (based on Opal's ban), so it makes some sense for them to target Bauble rather than Lurrus. Lurrus is a creature, after all, and more vulnerable to normal answers.

Why Lurrus Won't be Banned

The companion errata severely impacted Lurrus' playability already. At its height, Lurrus was everywhere and in every deck, and not all of them included Bauble. Since the errata, Lurrus has retreated to the types of decks it was always meant to be in. Nonetheless, if there's a problem with Lurrus, it continues to be the companion ability rather than the card itself. Lurrus dies to everything, has pretty unimpressive stats for Modern, and now can be preemptively answered via, say, discard. The only reason to be concerned is the interaction with Bauble rather than the sweep of Lurrus' uses.

How Lurrus Could be Banned

Lurrus was the most busted companion by far, to the point it required the only ban in Vintage in decades. This is entirely down to its interaction with zero-mana artifacts. Granted, in Vintage and Legacy said artifacts made mana, but if there actually is a problem in Modern, it makes more sense to point the ban hammer at the card that's proven to be trouble. Repeatable effects shouldn't be free, and Lurrus being a recursion engine is too good. Additionally, given its companion deckbuilding constraints, graveyard hate isn't an answer. Lurrus goes into aggressive decks, and they never seem to have graveyard interaction outside of Lurrus, making sideboarding hate in against the combo actively bad against the gameplan. When the right answer won't work and the engine is proven to be too good, the answer is a ban.

Likelihood: Medium

I favor going after Lurrus over Bauble. Lurrus has the history on its side, and the companions were clearly mistakes. If an engine gets out of hand once, it's likely to do so again, so better to just nip it in the bud. Additionally, Wizards is working on ways to give white more card drawing, and the existence of Lurrus is likely to conflict with that goal. At minimum, it makes any >2CMC permanent a riskier card than it would otherwise be.

Wait and See

And that's my 2021 banning watch list. I want to reiterate that I don't see any bans in the immediate future, as Modern is overall in a pretty good place. However, you never know with Wizards. We just have to wait and see how the new year develops. Happy new year, Modern Nexus readers!

Fortune Telling: MH2 Speculation, Part 3

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Everything eventually ends. As the year wraps up, it's time for me to bring my Modern Horizons 2 speculation to a close. I need to clear space for the upcoming Kaldheim spoiler season. And hopefully, the return of paper Magic; I've spent considerable time and energy trying to figure out how I'm going to incorporate paper results, and I don't want it all to be in vain.

As a reminder, this series is about existing cards that I think could make it into MH2. There's no way to predict what new cards may come, but I could discuss the cards I'd like to see reprinted. This is not random speculation; I set down rules in the first article, and I'll stick to them:

  1. Don't make Modern into Legacy. Reasonable power levels and it has to make sense in Modern's context.
  2. No hate cards. It's too easy/lazy, and also boring. I have to pick cards that encourage brewing and new gameplay.
  3. No low-hanging fruit. Counterspell is obviously ok for Modern; I'll look deeper and push myself to find hidden gems.

I've gotten through all the mono-colored cards, so today I'll wrap things up. It's time for the gold card, artifact, and land.

Psychatog

The pool of gold cards is surprisingly shallow, reprint-wise. New players may not know this, but prior to Invasion block, multicolored cards weren't really a thing. There were smatterings here and there, but Invasion was the first real multicolor themed set and the first time Wizards figured out how to design multicolored cards in a consistent fashion. Since Invasion, every set's had at least a few gold cards, but there aren't many from before then. Except for slivers. As a result, my pool of possible reprints are cards from Invasion-Onslaught and some early-set weirdness. A surprisingly high percentage of which have either already been reprinted or are now straight outclassed. Which made my selection much easier.

The most interesting and brewable gold card I could remember (or find, after quite a search) is Psychatog. Dr. Teeth was the creature when I was first becoming competitive, and remained as such for years afterward. It terrorized Standard as the win condition of a UB Control deck that won in combo fashion. The beauty of 'Tog is the efficiency: the first ability directly fuels the second, which is bolstered by just playing normal Magic. 'Tog completely controlled the game via tons of counterspells while never missing land drops thanks to Deep Analysis and Fact or Fiction. Eventually, the deck would hit eight mana and could "combo" by floating its mana, clearing the board with Upheaval, then dropping 'Tog with Force Spike backup.

Various iterations of 'Tog remained contenders in Extended, but suffered heavily after 2006. See, Time Spiral brought Sudden Shock, which was quickly adopted by Red Deck Wins and Zoo specifically because it killed Psychatog. 'Tog fought back with Counterbalance, but it was past its prime, and hasn't seen play since rotating out of Extended.

Potential Utility

As before, so again. Dr. Teeth would naturally fit into a card advantaged focused UB control deck. 'Tog's effectively a cannon through through to launch a hand and graveyard at the opponent's face, and control elements play well with this strategy. Counters are especially important, considering that removal for black creatures is significantly better today than back in 2002. It also incentivizes pure control and card advantage over the value acquisition typical of the current brand of UBx control decks. Thus, Psychatog could naturally draw players away from Uro.

The more interesting possibility is as a discard outlet. Wizards learned from Odyssey block, and have endeavored to keep discard outlets less efficient and repeatable than 'Tog, Wild Mongrel, and Aquamoeba. It became something of a priority after dredge was unexpectedly busted. Making Psychatog a Dredge card would require a significant retooling of that deck, and it doesn't particularly fit in other existing graveyard decks. However, it might be decent alongside Life from the Loam and cycling lands, finally fulfilling the promise of those reprints.

The Risk

'Tog is a control kinda combo finisher. The old combo with Upheaval is way too expensive for Modern (maybe even for Standard) these days. It's also harder to keep a full graveyard around than back in 'Tog's heyday. Or even its Extended days. Plus, to really make 'Tog thrive requires a massive amount of support, and it's very hard for a heavy control deck to get broken. Dredge and similar graveyard decks aren't exactly tearing Modern up, and 'Tog doesn't fit into their gameplan anyway. It'd take an as yet unknown deck to really make 'Tog being a discard outlet dangerous, so the inherent risk is low.

Add in that two of 'Tog's favorite partners, Deep Analysis and Circular Logic, aren't Modern legal making the potential shell around 'Tog weaker. Couple that with the known hard counter in Sudden Shock and the actually played Abrupt Decay, and 'Tog's a pretty low risk printing. Something would have to go very wrong with wider UBx control for Psychatog to seriously harm Modern.

Likelihood

Psychatog is a card that a lot of players remember fondly, and seeing it reprinted would generate plenty of nostalgia. It's also a pretty low-risk card, so it's highly reprintable. However, MH2 would need discard synergy for Wizards to actually reprint 'Tog, since they build supplemental sets around Limited play, specifically draft.

Sphere of Resistance

Artifacts were also surprisingly hard. There's a lot more choice out there for one: the second expansion set, Antiquities, was also the first artifact set. For two, a lot of those artifacts are really busted. I wasn't being facetious when I asked not whether but how Kaladesh would be busted; Wizards simply cannot get artifact sets right. Even outside of broken blocks, Magic's history is littered with busted artifact mana, absurd engines, and frustrating prison pieces. However outside of that, there's mostly useless jank and outclassed artifact creatures, even in the Commander sets. I'm not sure Masticore would see play anymore.

I choose Sphere of Resistance because it's the only non-legal artifact that I could think of or find that could see play and wouldn't just be a Karn, the Great Creator bullet, tribal engine, or simply busted. I don't think Cursed Scroll is good enough anymore, and Winter Orb violates rules 1 and 2. Sphere is also requires the most work to build around. Unlike decedent Thorn of Amethyst, there's no work-around to dodge the tax. The flavor text is very accurate. As the only way around Sphere is through, the typical home has been in decks with Ancient Tomb or Mishra's Workshop, using the mana advantage to power past the opponent.

When that isn't an option, as it isn't in Modern, the only other usage is as part of go-under strategies. A deck that drops creatures the first few turns followed by Sphere for disruption and protection would be effective. Such decks are rare in Modern, partially because Delver of Secrets is mediocre and mostly because Prowess is too fast. Prowess can't use Sphere, because it's slowed down a lot by taxes, and so a Sphere could open up the meta.

Potential Utility

In Legacy, Sphere is used in Lands, Cloudpost, and Stax to put the screws to Delver decks. That it also gives them hope against terrible combo matchups is somewhat incidental. They're using their acceleration to power through Sphere as mentioned above and it is theoretically possible that Titan and Tron could wield Sphere too. However, I'm skeptical.

Tron relies on cheap cantrips to survive, far more than any other Modern deck. Subsequently, playing Sphere would be pretty harmful to Tron's gameplan. Why bother with disruption when you can just drop a bomb? As for Titan, it really doesn't have a lot of extra mana to spare in the early turns when Sphere matters. It wants to play a one drop, ramp turn 2, then get out Primeval Titan. Sphere doesn't fit that plan.

A more likely scenario is to pair Sphere with cheap creatures and/or Aether Vial. Delver-style decks suffer heavily against Prowess, but could more easily play under Sphere since it only wants to resolve a spell or two a turn. Prowess needs to play many spells a turn to really do anything, which would give other go-under creature decks more of a chance. Death and Taxes would be a bigger beneficiary thanks to Vial and its much higher land count. Taxes also only plays one spell per turn anyway and only Path on opposing turns, so the impact is muted not by mana but strategy. Sphere also generally plays into the Taxes part of the name quite well.

While Sphere would hit Storm-style combo and Prowess the most, midrange and control aren't immune. Both decks are inherently clunky and slow, with most of the power coming from 3+ mana spells. Against fast decks, any delay in casting Uro, Titan of Nature's Wrath can be catastrophic.

The Risk

If I'm wrong about Tron and Amulet running Sphere it wouldn't be the end of the world, but I'd hardly say that's acceptable. The decks ramp fast enough that Sphere could be potentially backbreaking. There's enough land hate around that it might not be too much of a problem, since taking a turn off to Sphere keeps them from hitting their best curves too. Eldrazi Tron is another worry, but that deck is so inconsistent mana-wise that I'm not sure it's something to consider.

Outside that, there's the overall problem of player frustration. Wizards has stuck with Thorn and Thalia precisely because they feel more fair, and so less obnoxious. They're not, as in practice their effect is decidedly asymmetric, but there's a psychological release value from the creature exemption. Wizards doesn't like players feeling bad, no matter how unjust their feelings are, so they'd shy away from Sphere.

Likelihood

In terms of power, Sphere is perfectly fine. However, the player complaints aspect makes it unlikely. That said, Sphere is the sort of card that could just be dropped into the set if there's a slot to fill, unlike many cards on my list.

Karakas

And finally, on to the final entry. Karakas is the very obvious choice here, but I tried very hard for it not to be Karakas. There's a solid argument for it violating rule 3, as Karakas is the sort of card that could (but never would) be printed in Standard. Also, I think there's more danger here than appreciated. However, a surprising number of old standby lands have been completely outdated. Why bother with Thawing Glaciers when fetchlands or Lotus Field exist? Castle Ardenvale made Kjeldoran Outpost look silly. And that's not getting into the unfun, busted, or just plain weird lands out there. Yes, Wasteland is too good and Rishadan Port is too hateful.

Karakas is a Plains that also bounces legendary creatures. Nothing more, nothing less. That's not really exciting or brew-around, but it open a whole slew of options and possible uses.

Potential Utility

The first thing that always comes to mind when Karakas is mentioned is bouncing Griselbrand. No mana to defeat Neoform is a great deal. This is also Karakas's primary use in Legacy. The secondary is bouncing an Emrakul, the Aeons Torn cheated out by Show and Tell. While Through the Breach is not really a thing anymore, it's nice to have that kind of answer available in a format. There's also utility in stopping Jace, Vryn Prodigy from flipping.

The other use is protecting legends from removal. The legend in question is usually Thalia, Guardian of Thraben in DnT, but Leovold, Emissary of Trest is common too. Legacy being very removal light, this is very strong and in Thalia's case can be close to a soft lock against Delver. Modern could see something similar for DnT, which would have considerable value against the Prowess decks.

The Risk

The problem with Karakas is that the utility is also the risk. Protecting a legend like Thalia is fine, but what about Omnath, Locus of Creation? Suddenly the card becomes an even more absurd value engine, as it can be bounced purposely to draw cards every turn. That's not a great engine, admittedly, and it'd arguably be better to just beat down with Omnath. However, I've seen looping Uro in Legacy successfully grind out players. So long as Wizards insists on making value-generating legends, there's a huge risk that Karakas would just make them more annoying, maybe to the point of becoming oppressive.

Likelihood

As I mentioned, Karakas' power is on a level that I could see being ok in Standard. It might not make much sense in a Standard set, but power-wise Karakas is fine. I think that there's a decent chance of seeing Karakas in Modern at some point, but I'd prefer it be after Wizards finally learns not to give it all away for free.

And Now, We Wait

With my list done, we'll have to wait until summer to see if I called anything. I'll be back next week to finish a piece of outstanding business and finally be done with 2020. To a better 2021!

December ’20 Brew Report, Pt. 1: Flagged!

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The world's on fire, or so it can seem—depending on your news outlet, salvation may well be around the corner. In any case, there's one world that's blooming and flourishing, and that's the world of Magic: Online Modern invention! Today, we'll check out four of the coolest decks I've seen surface in December thus far, including an underplayed tribal strategy, one sacrilegious twist on an old favorite, and a novel package that's both ramp and land hate.

Keeping the Tempo

Tempo has long been my preferred way to play Modern, although I course-corrected to midrange by building Colorless Eldrazi Stompy. Call me a sucker for attacking and disrupting. And I seem to share this passion with others. The next couple decks are spins on ones I've sleeved up myself that bring something new and exciting to Modern.

Dimir Rogues, RROZANSKI (5-0)

Creatures

4 Soaring Thought-Thief
4 Thieves' Guild Enforcer
3 Snapcaster Mage

Artifacts

4 Mishra's Bauble

Sorceries

1 Agadeem's Awakening
2 Bloodchief's Thirst

Instants

2 Cling to Dust
4 Drown in the Loch
4 Fatal Push
4 Into the Story
2 Spell Snare
4 Thought Scour

Lands

2 Creeping Tar Pit
4 Darkslick Shores
1 Field of Ruin
1 Flooded Strand
4 Island
1 Marsh Flats
4 Polluted Delta
1 Sunken Ruins
2 Swamp
2 Watery Grave

Sideboard

1 Lurrus of the Dream-Den
1 Cling to Dust
2 Aether Gust
2 Ceremonious Rejection
2 Collective Brutality
2 Engineered Explosives
2 Mystical Dispute
2 Surgical Extraction
1 Thoughtseize

No bending over backwards to boost Tarmogoyf with Thieves' Fortune—this is Dimir Rogues we're talking about! Goyf still shows up in Modern, but not nearly at the levels it used to, and it's long become antiquated in tribal tempo shells like this one. Indeed, the above list makes it seem like Rogues has everything it needs in blue and black to become a solid lower-tier contender.

Soaring Thought-Thief is a unique lord that advances the gameplan by milling opponents. While doing so can prove dangerous depending on what you face, a heavy reliance on Thieves' Guild Enforcer makes it all worth it: with Thought-Thief active, Enforcer is a one-mana, four-power creature with flash and deathtouch. Bloodchief's Thirst makes an appearance as additional copies of Fatal Push, although these can take out planeswalkers; Drown in the Loch forms the backbone of the interactive suite, handling anything opponents throw at the pilot and keeping with the mill theme.

And speaking of that theme, Into the Story provides a way to gas back up in the mid-game that frequently draws four for four. "Is that even good?" you may ask, to which I'll reply, "I have no idea." But there are four copies here, and the deck at least did something, so I for one am excited to experience firsthand whether Treasure Cruising-plus is as fun as it looks. We'll get to whether it's any good second. But let me leave you with this image: end of turn, Snapcaster, target Story....

Temur No Delver, TUBBYBATMAN (5-0)

Creatures

4 Monastery Swiftspear
4 Tarmogoyf
3 Hooting Mandrills
3 Stormwing Entity

Sorceries

2 Flame Slash
4 Serum Visions

Instants

4 Lightning Bolt
3 Tarfire
4 Manamorphose
4 Stubborn Denial
4 Thought Scour
2 Blossoming Defense
2 Vapor Snag

Lands

1 Botanical Sanctum
1 Breeding Pool
1 Forest
2 Island
4 Misty Rainforest
4 Scalding Tarn
2 Spirebluff Canal
1 Steam Vents
1 Stomping Ground

Sideboard

2 Abrade
2 Aether Gust
3 Cleansing Wildfire
1 Destructive Revelry
2 Feed the Clan
3 Grafdigger's Cage
2 Veil of Summer

Is that old boy Temur Delver? Yes! I mean... no? Where's Delver? Certainly not in Temur No Delver, which drops the staple of this archetype for the more aggressive Monastery Swiftspear. It's true that Bolts, Pushes, and Thirsts have been creeping up in the numbers lately to deal with hyper-aggressive strategies like Mono-Red Prowess. So Delver's not too long for this world. Neither is Swiftspear, but at least the 1/2 can tuck away a few points of damage before it bites the dust; every point counts in a deck like this one, and few Stage 1 creatures are as reliable at outputting pressure. Plus, when you're leaning on Tarmogoyf and Hooting Mandrills to pick up the pieces, the faster your one-drop gets shot, the better! Flying isn't even entirely forsaken, as relative newcomer Stormwing Entity brought its four copies of Manamorphose to the party and is ready to roll.

Mandrills itself is in an interesting spot right now. The card has always been superb in Modern, where it tramples over creatures typically relied upon to chump-block fatties while dodging Fatal Push and Abrupt Decay. With the popularity of Aether Gust, however, I feel like Gurmag Angler and other cost-reduced fatties are finally giving the Ape a run for its bananas. Gust is making waves for its use against Uro, Titan of Nature's Wrath, but Mandrills suffers significant splash damage. Having this thing topped or bottomed stinks more than having a fresh turd flung at your head.

Control's New Cleanse

Control decks are alive and well, and I don't just mean four-color Uro piles. More standard interactive builds have figured out some neat tricks to defeat the Omnath menace, and now they're unveiling the goods.

Jeskai Saheeli, CHUKI322 (5-0)

Creatures

4 Felidar Guardian
3 Snapcaster Mage
1 Sun Titan

Planeswalkers

1 Jace, the Mind Sculptor
4 Saheeli Rai
4 Teferi, Time Raveler

Sorceries

4 Cleansing Wildfire

Instants

1 Force of Negation
3 Lightning Bolt
2 Lightning Helix
4 Opt
3 Path to Exile
4 Remand

Lands

4 Flagstones of Trokair
4 Flooded Strand
1 Hallowed Fountain
1 Raugrin Triome
1 Sacred Foundry
4 Scalding Tarn
3 Snow-Covered Island
1 Snow-Covered Mountain
1 Snow-Covered Plains
2 Steam Vents

Sideboard

1 Lightning Helix
3 Aether Gust
1 Ashiok, Dream Render
1 Ceremonious Rejection
2 Dovin's Veto
3 Mystical Dispute
2 Rest in Peace
1 Supreme Verdict
1 Teferi, Hero of Dominaria

Okay, so it's aggro-combo-control. But at its core, this greenless build of Jeskai Saheeli emphasizes the control, employing a hefty haul of removal spells and interactive planeswalkers to buy itself time before going infinite with Saheeli Rai and Felidar Guardian. That spicy new tech I alluded to above? It's none other than Cleansing Wildfire, mainboarded, maxed out, and paired with a set of Flagstones of Trokair.

Back in the day, players used to pop their own Flagstones using Boom//Bust as a build-your-own, two-mana Stone Rain. Cleansing Wildfire does something similar. If it's not destroying Field of Ruin, Tron lands, or Valakut, the Molten Pinnacle, Wildfire can be pointed at one's own Flagstones of Trokair as a build- your-own, cantripping Rampant Growth. Cantripping Rampant Growth! In Boros colors! Jeskai Saheeli is no stranger to tapping out for planeswalkers and 1/4 Cats, so despite its heavily interactive nature, it doesn't mind casting the sorcery on turn two. Still, thanks to with Teferi, Time Raveler, Wildfire is often cast at instant speed, which makes it kind of absurd. At last, a worthwhile use for Tef's +1 ability!

Jeskai Control, NPIZZOLATO (5-0)

Creatures

4 Snapcaster Mage

Planeswalkers

2 Jace, the Mind Sculptor
2 Teferi, Hero of Dominaria
3 Teferi, Time Raveler

Enchantments

3 Shark Typhoon

Sorceries

4 Cleansing Wildfire

Instants

3 Cryptic Command
3 Force of Negation
3 Lightning Bolt
3 Lightning Helix
2 Path to Exile
4 Remand

Lands

4 Flagstones of Trokair
4 Flooded Strand
1 Hallowed Fountain
3 Island
1 Mountain
2 Mystic Sanctuary
1 Plains
1 Prairie Stream
1 Raugrin Triome
1 Sacred Foundry
4 Scalding Tarn
1 Steam Vents

Sideboard

1 Lightning Bolt
3 Aether Gust
1 Anger of the Gods
2 Ashiok, Dream Render
1 Mystical Dispute
1 Nexus of Fate
2 Supreme Verdict
3 Tale's End
1 Timely Reinforcements

Here's the same package in Jeskai Control, a decidedly more dedicated control deck that stretches out the game before winning with a big Shark Typhoon. The more lands the better since that's the gameplan, and having extra insulation against the land-based combo decks all over Modern right now while serving as a competent ramping plan seems like just what Dr. Jeskai ordered.

The success of Flagstones-Wildfire in these lists led me to wonder if other strategies might want it. It's perhaps worth noting that Splinter Twin's cursed remains, Kiki-Exarch, put up multiple strong finishes this month. That strikes me as a pile that would make great use of the engine, as it's already running Wildfire in its 75 to compete with the land-lovers. The package alone isn't much reason to splash white, but Time Raveller adds protection for the combo... at that point, the question becomes: is Kiki-Exarch less reliable than Copy-Cat?

Going Out with a Bang

Leave it to Modern to keep throwing innovation our way as we press on into the new year. I'd bet the rest of December also fails to disappoint. This New Year's, find me counting down from 10 on all alone in a room scrolling the MTGO dumps!

Wild Speculation: MH2 Speculation, Part 2

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With the metagame update done, that ends the heavy content for 2020. It's time to coast to the finish! I think we've all earned a nice easy December considering how 2020's gone, so going into the new year, let's destress and remember what hope felt like. I miss FNM.

To that end, I'll be picking up where I left off two weeks ago with Modern Horizons 2 speculation. There's no way to predict what new cards may come, but I could discuss the cards I'd like to see reprinted. However, I won't just belch out a list of cards and be done with it. I've got standards, after all. I set down rules in the first article, and I'll stick to them:

  1. Don't make Modern into Legacy. Reasonable power levels and it has to make sense in Modern's context.
  2. No hate cards. It's too easy/lazy, and also boring. I have to pick cards that encourage brewing and new gameplay.
  3. No low-hanging fruit. Counterspell is obviously ok for Modern; I'll look deeper and push myself to find hidden gems.

I led off with white and blue, so today I'll be working through the Jund colors. And they were tougher than expected.

Tainted Pact

Every time someone brings up possible Legacy imports, it seems like black gets the most unreasonable suggestions. Why, oh why, do players think Hymn to Tourach is ok? I thought everyone wanted to play Magic, not randomly ruin someone's day. However, that might be a function of players seeing black as the color of discard and removal more than anything else. Understandable, really, since that is a significant part of what black does these days. What they forget is that black is also about the high-risk, high-reward cards, and that's why my pick is Tainted Pact.

I have very fond memories of Pact from when I was learning to play. The store owner at my first FNM played in the tournament, and was playing Odyssey mono-black control, but ran Pact rather than Demonic Tutor. He may have also had legitimate curve or metagame reasons for doing so, but he definitely kept running Pact because it was fun. Every time he cast Pact, it was a whole production, and for a kid just learning the game, it was awesome to watch. He'd go on like a carnival barker about spinning the wheel of fate, and it never failed to lighten the mood and make the whole store feel fun. This singular experience was largely responsible for drawing me into Magic.

Unlike every other Demonic Consultation variant I can think of, Tainted Pact doesn't guarantee finding a specific card. It just digs into the deck, and you select a random one. The beauty and the balance is that if two of the same card are ever revealed, you get nothing, hence the carnival associations. Pact is an elaborate cantrip that rewards certain deckbuilding choices as well as its caster's understanding of probability. And I'm all about skill-testing cards and encouraging players to branch out in their deckbuilding.

Potential Utility

Also unlike every other Demonic Consultation variant that I can think of, Pact isn't a clear candidate for combo abuse. Outside of some extreme Lutri, the Spellchaser-related shenaniganry, Pact can never exile an entire library à la Spoils of the Vault (no combo with Thassa's Oracle). The fairest use of Spoils I've ever seen was in Esper Death's Shadow back in 2017, where the guy was using it to get a turn 2 Shadow. And instead killed himself two times against me. Otherwise, it's just been used to find Ad Nauseam as far as I know. Pact also doesn't cause loss of life, so it doesn't synergize with Death's Shadow. Plus, even as just a cog in a combo deck, it can't really search for a critical combo piece any better than a normal cantrip. Which will limit Pact's usage to fairer decks.

And that's where the really interesting part lies. I'm not sure what kind of deck would use Pact. I don't think the deck that could use Pact currently exists. Jund-style midrange doesn't need a two-mana cantrip, and there's no black control. An aggressive deck might be risky since they tend to have more four-of's than control, but also run fewer lands. The deck that wants Pact runs a wide range of spells with each one in small numbers, doesn't run many playsets of lands, doesn't mind exiling cards from its library, and is based in black. The 4-Color Omnath decks fit the first two categories, but not the last two, which may open up space for something new. Control players like digging into their decks and generally have some redundancy, so it makes sense for something new to arise and take advantage of Pact.

The Risk

As noted, the odds are pretty low for Pact to suddenly break Modern. I can't even say that Pact is much of a consistency tool, since the outcome is pretty random. There's few ways to stack the top of your library in Modern, so the risk of hitting a duplicate card rises quickly the deeper Pact goes. It's just a slightly odd cantrip, and so I'd say the risk is pretty low.

Likelihood

Wizards isn't exactly fond of Consultation-style cards. I seriously can't think of a variant since Spoils, and couldn't find one after trying. However, Pact is so different from the other options that Wizards might be willing to try again. It doesn't have the same risks as Consultation or Spoils and doesn't see Legacy play, so I'd call Pact a plausible inclusion.

Blood Oath

Red was really hard. For most of Magic's history, red was the color of four things: Land hate, burn, goblins, and janky enchantments. And while I'd love to really punish Uro decks with Price of Progress, it violates rule 2. And may not be healthy for Modern anyway. Modern already has most of the good burn, and Flame Rift is too good with Death's Shadow and Scourge of the Skyclaves. Most of the good-but-not-busted goblins are in Modern already. And jank is jank. I really had to dig deep and remember an obscure card that Extended players often discussed in hushed tones when I was starting out.

Blood Oath is a very strange card. It's straightforward to play, but the threat of it makes opponents play strangely. I heard a story somewhere that during a GP one player split a Fact or Fiction pile of five instants 5-0. Their opponent, being tapped out, saw that said player had four mana open and was playing red. Suspicious of a lethal Blood Oath, the pile of zero was selected. In something of a reversal of my list so far, Oath is an excellent card against slower decks, but not in them. Aggro decks empty their hands quickly, reducing Oath's effectiveness, but would love to punish those who hold cards.

At the same time, Oath is very much a precision tool. It takes a lot of format and deck knowledge to know what to card type to name. Again, I like skill-testing cards, particularly ones that show off how much more knowledgeable you are, and this Oath would benefit from the Modern we currently have.

Potential Utility

Obviously, Oath is meant to punish slow control decks that hold cards in hand. It's theoretically possible that it hammers Life from the Loam decks too, but that's far less likely. In a Modern where grindy value and card accumulation are at an all-time high, Oath would be particularly potent. There's nothing as satisfying as really punishing a durdly deck for tapping out. However, Oath could never be too punishing thanks to planeswalkers taking up a lot of slots that would have gone to sorceries or instants back when it was first printed. The number of card types being greater reduces Oath's impact by making it harder to guess an opponent's hand. Oath would be a threat, but not necessarily a lethal one.

There's additional utility besides attacking midrange and control decks. Combo decks are a great target. Ad Nauseam and Storm style decks are particularly attractive, as they need a critical mass of spells in hand, and those tend to be all instants. An upkeep Oath on the combo turn against Storm sounds like a devastating move. Granted, right now Oops, All Spells is the main combo deck, but it is still weaker than you might think to Oath.

Oops doesn't need a critical mass to go off, just one specific card, so it can't be effectively punished for resource accumulation. However, because Oops has no lands, the Oath call is easier. This is especially the case since Oops is typically 1/3 creatures and 1/3 sorceries. In that matchup, Oath is less of a guessing game than most, and provides an opportunity to really punish a slow combo. Being four mana means that Oath can't really preempt the combos, which incentivizes decks that might want to Oath to have additional disruption.

Oath is not very effective in an aggro matchup. While these decks tend to be very creature-heavy, giving Oath the chance to deal massive damage, they also dump their hands, and Oath costs four mana.

The Risk

The risks of a four-mana instant are naturally low due to Modern's speed. The format can also easily adapt to Oath by changing up deck composition or prioritizing casting their spells rather than sitting on counters.

However, there is a risk of Oath being very punishing alongside other information-gathering cards. If Gitaxian Probe wasn't rightly banned, I could see Oath being too effective. As is, Oath doesn't exactly synergize with Thoughtseize, since discard reduces the targets for Oath. It doesn't necessarily conflict either, since information is still information, and the Oath player can just track how the hand has changed and make reasonable conjectures. Therefore, there is a risk of Oath being a bit too reliable outside its intended use.

Likelihood

This is a very reprintable card. Red gets to deal damage based on opposing permanent types (see Aura Barbs, Cindervines, and Enchanter's Bane), and punisher-type cards get printed all the time. The questions is whether Wizards is ok with red doing that to cards in hand, and Rosewater is pretty quiet on that front. I'd say Blood Oath is plausible.

Quirion Ranger

I had a problem with green, too. A lot of green's good cards from early Magic are ramp spells or mana generators, and Modern definitely doesn't need more of that. Outside that there is lots of artifact destruction and fatties, but those aren't unique or interesting. Sylvan Library is a color-pie break, so it's not happening (and really, does green need more card advantage now?). A lot of other interesting cards don't really make sense in Modern or are pretty busted, like Carpet of Flowers, Natural Order, and Crop Rotation.

This pushed me towards that other green mine, Elves. Many of the best ones are already in Modern or are mana engines, and Elves doesn't need more of that. It came down to Wirewood Symbiote or Quirion Ranger, and I picked Ranger. Symbiote functions too much like ablative armor, which exacerbates Elves's grindy nature. Legacy Elves is a combo deck, but Modern's version is decidedly tribal beatdown, often so filled with 2-for-1's and Collected Company that it's hard to keep up outside sweepers. Symbiote would be another bit of grind, and just adding another tool isn't what I'm looking for.

Ranger is more unique. It trades long-term land development for immediate mana boosting, being a sort of engine despite not actually producing mana. The implications of bouncing a forest are interesting to contemplate, as is actually building a deck to utilize the temporary boost effectively. Again, Symbiote just fits. Plus, Ranger hasn't actually seen a printing since Visions. Not a big price problem for a common, admittedly, but still, it's about time.

Potential Utility

Elves can just slot in Ranger, but to really maximize it will take some major readjustments. Legacy Elves uses Ranger to cheat on lands while gaining mana from Dryad Arbor, which isn't played in Modern. It also untaps elves for additional Heritage Druid activations. The most obviously good use for Ranger in Modern is untapping Elvish Archdruid, which isn't bad, but is hardly the same as accelerating into Natural Order. Does Modern Elves want to go more land-light and cheat drops using Ranger? I don't know, but it would be interesting to find out.

Additionally, maybe there are decks outside Elves that want to replay their forests. I can't think of any, but the option is there. Amulet Titan likes to bounce lands, but those are Simic Growth Chambers. Unless Field of the Dead or Valakut, the Molten Pinnacle want some insurance to hit their triggers.

The Risk

It's a 1/1 elf. Everything kills it, and the risk/reward in its ability makes removal an even more punishing possibility. While there is some chance that Ranger proves an unexpected mana boost and something breaks, it would be easy enough for the format to adapt and clean up the mess.

Likelihood

Wizards doesn't like to just include cards in sets so they can be reprinted, so Ranger would need to fit into a draft theme. Landfall is very popular and we just went back to Zendikar, so if there was ever a time to finally reprint this Legacy staple, Horizons is it. I think it pretty likely.

Speculative Fiction

And that concludes the mono-colored cards. I'll wrap this series up next week with the multicolored card, the artifact, and the land. I'll see you then.

November ’20 Brew Report, Pt. 2: But First, Apéro

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Last month, we took a look at some of the more interesting decks the online dumps provided in November, focusing on the many applications of Scourge of the Skyclaves. It is indeed December now, but what better time to check out the candidates from the last two weeks? With our comprehensive metagame update published and Modern's current bigger players established, let's scrape the barrel for the never-before-done—or, if we're lucky, the next big thing!

As the Sky Keeps Claving

Scourge of the Skyclaves made for a fun exposé, but it seems players have had their fun. In November's second half, they gravitated to its buddy in lore, or so I assume: Skyclave Apparition. When we ran Uro's Spell Spotlight, only Apparition stood between the ubiquitous Titan and Modern's #1 most-played creature slot. But Death and Taxes certainly ain't the only deck packing the little guy. Sure, it's been showing up in the likes of Counters Company (great at finding utility creatures) and UW Spirits (which has betrayed its tribe before with Reflector Mage and Militia Bugler), but also in decks potentially better-poised to take advantage of its versatile disruptive effect.

PrimeTime, _BATUTINHA_ (11th, Modern Challenge #12233116)

Creatures

3 Skyclave Apparition
1 Arboreal Grazer
1 Springbloom Druid
4 Dryad of the Ilysian Grove
4 Elvish Reclaimer
4 Primeval Titan
1 Ramunap Excavator

Sorcerys

2 Hour of Promise

Instants

4 Eladamri's Call
4 Path to Exile

Lands

1 Blast Zone
1 Bojuka Bog
2 Castle Garenbrig
1 Cavern of Souls
2 Field of the Dead
4 Flagstones of Trokair
2 Forest
1 Ghost Quarter
1 Horizon Canopy
1 Plains
1 Radiant Fountain
1 Sacred Foundry
1 Sejiri Steppe
1 Selesnya Sanctuary
1 Snow-Covered Forest
1 Snow-Covered Plains
1 Temple Garden
2 Valakut, the Molten Pinnacle
1 Vesuva
4 Windswept Heath
2 Wooded Foothills

Sideboard

1 Aven Mindcensor
3 Boil
3 Celestial Purge
1 Collector Ouphe
1 Eidolon of Rhetoric
1 Gaddock Teeg
1 Knight of Autumn
2 Relic of Progenitus
1 Tireless Tracker
1 Veil of Summer

Skyclave Apparition seems to have become a staple in PrimeTime, which I've been calling all mish-mashes of land-oriented cards that revolve around Primeval Titan and Dryad of the Ilysian Grove. Here, the card serves multiple functions, helping win a tight race when playing fair while removing troublesome permanents such as Blood Moon (a card we've been seeing more and more of lately).

PrimeTime doesn't always assemble its Field of the Dead or Valakut late-game; sometimes, opponents have just the right answers, or find ways to cripple the engine. In those cases, Apparition helps the deck's namesake 6/6 crash through for lethal. To increase access to both Primeval Titan and Apparition, Eladamri's Call has become an attractive option, letting the deck run a creature toolbox without committing to the combo plan associated with Summoner's Pact.

Bant Ephemerate, SOULSTRONG (10th, Challenge #12233116)

Creatures

2 Eternal Witness
4 Ice-Fang Coatl
4 Skyclave Apparition
3 Uro, Titan of Nature's Wrath
1 Venser, Shaper Savant
3 Wall of Omens

Planeswalkers

3 Teferi, Time Raveler

Sorceries

1 Time Warp

Instants

3 Cryptic Command
4 Ephemerate
3 Force of Negation
2 Path to Exile
3 Remand

Lands

2 Breeding Pool
4 Flooded Strand
1 Hallowed Fountain
4 Misty Rainforest
2 Mystic Gate
1 Mystic Sanctuary
1 Prairie Stream
2 Snow-Covered Forest
3 Snow-Covered Island
2 Snow-Covered Plains
1 Temple Garden
1 Windswept Heath

Sideboard

1 Venser, Shaper Savant
1 Path to Exile
3 Aether Gust
2 Ashiok, Dream Render
3 On Thin Ice
3 Tale's End
2 Veil of Summer

We've covered Ephemerate decks before, back when they ran Yorion (remember those days?). Behold, the instant's new face: a tighter, sleeker Bant Ephemerate deck that heavily incorporates Skyclave Apparition as a high-value blink target. Like with the old Oblivion Ring-style creatures, blinking Apparition in response to the trigger leaves opponents without one payoff for the kill, or pilots with a "free" exile effect for their trouble. And since opponents never get those cards back with Apparition, but just lousy tokens in their place, the combination can threaten to decimate boards.

The rest of the gang's all here: Ice-Fang Coatl, a great card in Ephemerate even if it's hard to splash in most decks without Arcum's Astrolabe hanging around anymore; Eternal Witness to buy back the right cards, including Ephemerate; and, of course, Uro, Titan of Nature's Wrath. Gotta use that graveyard! Gotta draw those cards! Gotta gain that life! In decks like this one, Uro is just too good not to play.

Neoform Ephemerate, SESBEN1111 (5-0)

Creatures

4 Watcher for Tomorrow
1 Blade Splicer
3 Eternal Witness
4 Ice-Fang Coatl
4 Noble Hierarch
1 Reveillark
1 Skyclave Apparition
2 Soulherder
1 Uro, Titan of Nature's Wrath
1 Venser, Shaper Savant

Planeswalkers

3 Teferi, Time Raveler

Sorceries

3 Neoform
1 Time Warp

Instants

4 Ephemerate
3 Force of Negation
3 Path to Exile

Lands

1 Breeding Pool
1 Canopy Vista
3 Flooded Strand
1 Hallowed Fountain
4 Misty Rainforest
3 Prismatic Vista
2 Snow-Covered Forest
2 Snow-Covered Island
1 Snow-Covered Plains
1 Temple Garden
2 Windswept Heath

Sideboard

1 Force of Negation
1 Path to Exile
3 Ashiok, Dream Render
3 Ceremonious Rejection
1 Deputy of Detention
1 Gaea's Blessing
1 Kitchen Finks
1 Knight of Autumn
1 Stonehorn Dignitary
2 Veil of Summer

"What if we took the deck we just saw... and made it... weird?" Well, SESBEN1111, I would love that! Neoform Ephemerate trades most of its Apparitions for a full-blown toolbox and Watcher for Tomorrow, a staple Ephemerate target. This deck's creatures can be tributed to Neoform to pull more menacing beasts out of the deck, yielding rank-ups reminiscent of the Birthing Pod days: that measly Watcher might as well be Venser or Apparition, but the real magic happens when the three-drops become Reveillark!

“Deadguy Ale, FERMTG (5-0)"

Creatures

4 Tidehollow Sculler
4 Stoneforge Mystic
4 Skyclave Apparition

Planeswalkers

3 Liliana of the Veil

Artifacts

1 Batterskull
1 Sword of Feast and Famine
1 Sword of Fire and Ice

Enchantments

3 Bitterblossom

Sorceries

3 Inquisition of Kozilek
2 Lingering Souls
3 Thoughtseize

Instants

2 Cling to Dust
4 Fatal Push
1 Kaya's Guile

Lands

2 Brightclimb Pathway
1 Castle Locthwain
4 Concealed Courtyard
2 Field of Ruin
2 Godless Shrine
4 Marsh Flats
2 Plains
2 Shambling Vent
2 Silent Clearing
3 Swamp

Sideboard

3 Ashiok, Dream Render
2 Collective Brutality
2 Fulminator Mage
1 Gideon, Ally of Zendikar
1 Kaya, Orzhov Usurper
2 Path to Exile
1 Plague Engineer
3 Rest in Peace

Dark Confidant? Never heard of him! Deadguy Ale is an age-old Legacy strategy that gained a little traction in Modern when Stoneforge Mystic came off the banlist. This build trims the fat in the creature suite, axing Confidant, Giver of Runes and more in favor of staples Tidehollow and Stoneforge as well as—who else—Skyclave Apparition! Bitterblossom also constitutes a threat, especially alongside all that equipment. The rest of the deck is full of disruption; this is BW Tokens with a vengeance.

Head Out the Clouds

Skyclave Apparition seems like Modern's latest sauce, but is likely to have a lot more staying power than something like Reflector Mage, which now sees play limited to Humans. Its no-questions-asked "that's just gone" effect is one the format has been clamoring for. But just as there's more to Modern than Uro, there's more to November than Apparition. Here are a couple quick hits from this extremely diverse month.

“Esper Unearth, DAIBLOXSC (3rd, Challenge #12233116)"

Creatures

4 Erayo, Soratami Ascendant
4 Emry, Lurker of the Loch
4 Monastery Mentor
1 Spellskite
1 Tasigur, the Golden Fang
1 Lurrus of the Dream-Den

Planeswalkers

4 Teferi, Time Raveler

Sorceries

3 Unearth

Instants

4 Repeal
3 Thought Scour

Artifacts

1 Aether Spellbomb
2 Engineered Explosives
4 Mishra's Bauble
4 Mox Amber
1 Soul-Guide Lantern

Lands

4 Flooded Strand
1 Godless Shrine
1 Hallowed Fountain
1 Minamo, School at Water's Edge
4 Polluted Delta
1 Silent Clearing
2 Snow-Covered Island
1 Snow-Covered Plains
1 Snow-Covered Swamp
2 Waterlogged Grove
1 Watery Grave

Sideboard

1 Spellskite
2 Soul-Guide Lantern
3 Aether Gust
4 Fatal Push
1 Jace, the Mind Sculptor
4 Thoughtseize

Mox Opal may be banned, but Mox Amber's fate was much kinder, and so players get to keep messing around with Erayo, Soratami Ascendant. That's the case with Esper Unearth, the latest deck to try its hand at breaking the upside-down enchantment. Powering out a flipped Erayo means running lots of cheap artifacts, something Emry, Lurker of the Loch and Monastery Mentor can also appreciate. Behold, a blueprint! Cantrips and light disruption fill out the rest of the shell, with a full set of Teferi, Time Raveler included to put the hurt on the Faerie menace. Or whoever runs instants nowadays.

UW Belcher, ZYX_JERRY (5-0)

Creatures

3 Thassa's Oracle
3 Skyclave Cleric
4 Simian Spirit Guide

Planeswalkers

4 Teferi, Time Raveler

Artifacts

4 Goblin Charbelcher
4 Pentad Prism
4 Talisman of Progress

Sorceries

4 Emeria's Call
4 Sea Gate Restoration
4 Selective Memory
4 Serum Visions

Instants

3 Beyeen Veil
4 Disrupting Shoal
2 Force of Negation
4 Jwari Disruption
4 Silundi Vision
1 Spell Pierce

Sideboard

1 Spell Pierce
1 Echoing Truth
4 Leyline of Sanctity
2 Mystical Dispute
3 Path to Exile
3 Rest in Peace
1 Supreme Verdict

Don't worry combo fans, I didn't forget you! It's true, attacking is lame. But so are those cookie-cutter Gruul Belcher decks, not to mention the Ballustrade builds. Blue Belcher to the rescue! With all those snazzy land-spells, it was a matter of time before someone tried their hand at a more unorthodox Belcher concoction. And if anything, I'd say this deck speaks to the power of Goblin Charbelcher the card; the land-spells don't seem particularly exciting in this color. Rather, the draw to UW seems to be threefold:

  • Access to Serum Visions
  • The ability to disruption-proof the combo by powering out Teferi, Time Raveler
  • An alternate gameplan via Selective Memory

Resolving Selective Memory lets players empty their entire deck of cards, causing Thassa's Oracle to trigger a win upon resolution. As such, the deck boasts an alternate combo dimension similar to that of Inverter Oracle in that it's very difficult to stop if its pieces resolve. Memory-Oracle is also harder to hate out with permanents such as Pithing Needle, which otherwise stop the Belcher combo.

As is always the case with new brews, we'll see if these hang on or just prove flashes in the pan. But either way, it's great to see more nuance in established decks, especially in Belcher (which got old fast) and among Modern's pool of ever-morphing disruptive creature strategies.

Day Dreaming

Many of my buddies have expressed a reduction in Modern interest of late, something I don't doubt has something to do with paper Magic being more or less on hold in most of the world. But don't sleep on this format! It's as diverse as ever, and never stops giving when it comes to new tech.

Ramp Rising: November 2020 Metagame Update

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Alright, no more delays. All the data is finally in, and so it's time to do November's Metagame Update. So far, the metagame has generally been dynamic. The top deck hasn't been consistent between months, though Rakdos Prowess and its descendant Scourge Shadow have been consistently Tier 1 since I started doing these again. Will it continue? Only one way to find out.

November was the largest data set so far, and by quite a large margin. September held the previous record with 611 decks, and November blew that away with 681. There were a few very large Preliminaries, but the increase was mainly due to the Modern Showcase Challenges. So November's data is far more robust and valid than any I've worked with so far, both statistically (more data=more likely to reflect reality) and in terms of accurately measuring competitiveness. For the first time, this data may be an accurate reflection of the metagame.

November Metagame

To make the tier list, a given deck has to beat the overall average population for the month. The average is my estimate for how many results a given deck “should” produce on MTGO. To be a tiered deck requires being better than “good enough;” in November, the average population was 8.51, meaning a deck needed 9 results to beat the average and make Tier 3. Then, we go one standard deviation above average to set the limit of Tier 3 and cutoff to Tier 2. The STdev was 11.95, so that means I add 12 to 9, and Tier 2 starts with 21 results and runs to 32. Subsequently, to make Tier 1, 33 decks are required.

9 has consistently been the starting point for the prevalence tiers. The exact average has been pretty different, but for each full month, the average has been between 8 and 9. I'm not sure why or if it means anything, but it's interesting to note. The standard deviation has been very different each month, which is why the number of decks in each tier, particularly Tier 2, vary so much.

The Tier List

Just as November saw more decks than ever, it had a higher total diversity than ever before. I recorded 80 different decks, and could have had over 90 if I was willing to split hairs over deck types. 4-Color Omnath is the worst offender; there are easily three different versions of midrange and two of control (arguably more), differentiated by their numbers of Hour of Promise, total planeswalkers and the combinations thereof, the number of Omnath, Locus of Creation, and the exact removal composition. I'm not willing to nitpick that hard, nor is any other site. However, I missed there being several versions of Mill and As Foretold running around. Subsequently, their numbers are inflated. While I'm not willing to comb back through the data now to fix this, though I'll keep an eye out in future updates.

22 decks made the tier list, which is one deck more than October but one less than September. That may seem odd, especially given that the starting threshold is the same each month, but it makes sense given my data. There are 19 singletons, and another 14 with only two results. This broadened the data considerably, but that doesn't make it easier to cross the threshold. I also had 6 decks just miss either the prevalence or points thresholds.

Deck NameTotal #Total %
Tier 1
4c Omnath639.25
Scourge Shadow547.93
Reclaimer Titan416.02
Heliod Company405.87
Tier 2
Mono-Red Prowess294.26
Oops, All Spells284.11
Amulet Titan273.96
Jund Scourge263.82
Death and Taxes243.52
Mono-Green Tron243.52
Tier 3
Izzet Prowess172.50
Ad Nauseam172.50
Ponza142.06
Kiki Twin142.06
As Foretold131.91
Eldrazi Tron131.91
Dredge101.47
Crab Mill101.47
Hammer Time101.47
Sultai Uro91.32
Jund91.32
Belcher91.32

The first thing to note is that 4C Omnath and Scourge Shadow are in first and second place again. However, both have declined from October, both percentage-wise and in total numbers. Omnath is only down two decks, which might just be margin of error, but Scourge losing eight decks is definitely not just variance. I suspect this is indicative of the metagame adapting to both.

The second thing is that ramp decks did really well in November. Reclaimer Titan, Amulet Titan, and Tron all jumped up a tier. Amulet Titan has had a pretty volatile year, so its return isn't too notable. However, this happening at the same time as both its fairer variant and Tron made a push is strongly indicative that November was unusually favorable for ramp strategies.

There's an Asterisk at the Top

I know, I've already hedged about Scourge Shadow and especially 4C Omnath twice, but this is something else entirely. Since the tier list is an aggregation, it misses some crucial context about how November played out. Approximately 2/3 of all Shadow and Omnath results came in the first two weeks of November, and Omnath virtually disappeared from the week of November 22. In other words, they both jumped out to enormous early leads, but coasted to the finish. Which suggests they're less dominant than they appear.

I can say with some certainty why this happened. The overall metagame is certainly shifting, and players are getting used to playing against the popular decks, which will cut into win percentage and results. This is has been particularly true for Omanth decks, with Boil coming seemingly from nowhere to take 15th on MTGGoldfish's staples list. Having a big target on one's back means just that.

However, I suspect at least some of that drop off (and rise in the first place) is artificial. Streamers have to keep up with trends and constantly switch decks to maintain interest (and thus their viewership and income). It's logical that there was a mass exodus of influencers from Shadow and Omnath after a few months of interest now that the decks are old hat. Such an event would have shifted results away from both decks and could have dropped the non-influencer user base if players followed suit and stopped playing the decks, regardless of their actual results. I can't prove this happened, but it makes logical sense.

What Happened to Humans?

On that note, where'd all the Humans go? There were 45 results for Humans in October, making it the third-place deck. I think I recorded 3 in November. I can't remember ever seeing so stark a drop-off before, and I have no idea why. It's worse than Ponza's October collapse. There's never been a metagame shift outside of an Eldrazi Winter situation to warrant such cratering. Mono-red Prowess made a comeback, as did ramp, and while they're not great matchups, the overall metagame is not that different from October. Even if it had gotten that hostile, I'd expect a more gradual fall. I mean, Infect didn't just disappear after Gitaxian Probe was banned, and straight Jund is still hanging around. Did the community just agree to stop playing Humans and I missed the memo?

Blood Moon Resurgent

As noted above, the metagame became more hostile towards many colored decks as November wore on. However, Boil was more of an exclamation mark than the reason, as granddaddy Blood Moon came back in a big way. Part of this is the minor resurgence of Ponza, but the primary change was Mono-Red Prowess started maindecking a full set of Moons.

Mono-Red Prowess, Tweedel (1st Place, Modern Challenge 11/29)

Creatures

4 Bomat Courier
4 Monastery Swiftspear
4 Soul-Scar Mage
4 Bonecrusher Giant
4 Seasoned Pyromancer

Enchantments

4 Blood Moon

Sorceries

4 Firebolt
4 Light Up the Stage

Instants

4 Lava Dart
4 Lightning Bolt
1 Burst Lightning

Lands

17 Mountains
1 Fiery Islet
1 Sunbaked Canyon

Sideboard

1 Obosh, the Preypiercer
4 Blast Zone
4 Shattering Spree
4 Surgical Extraction
2 Kozilek's Return

Having argued repeatedly that Blood Moon was highly effective against the top decks and was underplayed, I'm glad that the lesson finally stuck. The question remains whether it is effective enough to stick.

Power Rankings

Tracking the metagame in terms of population is standard practice. However, how do results actually factor in? Better decks should also have better results. In an effort to measure this, I’ve started using a power ranking system in addition to the prevalence list.

A reminder of how it works: as I go through the Preliminary and Challenge results, I mark each deck’s record or placement respectively. Points are then awarded based on those results. Preliminaries report results based on record, so that’s how the points are distributed. 5-0 is three points, 4-1 is two, and 3-2 is one. Challenges are reported in terms of placing, so being Top 8 is worth three points, Top 16 is two, and being reported at all is one. The system is thus weighted to award more points to decks that perform well in Challenges rather than Preliminaries. The reason is simply that Challenges are larger and more competitive events, and the harder the field, the better a deck needs to be.

The Power Tiers

The 681 decks earned a total of 1110 points in November. Interesting to note, this is the largest gap between population and points so far. The average points were 13.88, so 14 points makes Tier 3. The STdev was 19.69, meaning Tier 2 began at 34 points and Tier 1 is for 54 points or more. There were 22 decks just like the population tiers, but Jund didn't make the cut on points. In its place is Counters Company, which in turn missed the population cutoff.

Deck NameTotal Points% Points
Tier 1
4c Omnath1039.28
Scourge Shadow938.38
Heliod Company676.04
Reclaimer Titan655.86
Tier 2
Amulet Titan504.50
Oops, All Spells464.14
Mono-Red Prowess413.69
Death and Taxes403.60
Jund Shadow393.51
Mono-Green Tron363.24
Tier 3
Izzet Prowess302.70
Ad Nauseam282.52
Kiki Twin252.25
Ponza211.89
Eldrazi Tron211.89
Hammer Time201.80
As Foretold171.53
Dredge161.44
Crab Mill151.35
Belcher 151.35
Sultai Uro141.26
Counters Company141.26

Notable this month is that the tier composition didn't change, and only one deck fell from Tier 3. Previous months saw lots of decks change tier from population to power, but not in November. It doesn't mean anything, but it's an interesting curiosity. The other thing to note that Tier 1's power percentage is overall higher than its population share despite both being down from October. There's clear evidence that the metagame broadened in November. Moreover, it's pretty clear to me that I'm justified in not calling Omnath or Scourge Tier 0 decks despite their stats potentially justifying such a decision.

A General Reshuffling

Despite tier composition being largely unchanged, tier positions are drastically different, reinforcing that popularity doesn't indicate actual power. Heliod Company jumped Reclaimer Titan, though the difference between the two is a single 5-0 result. More significant is Amulet Titan switching places with Mono-Red Prowess and all the shifts that happen in Tier 3. It's clear that Modern is a very dynamic place right now, and that the real best-performing decks aren't always the most played.

Average Power Rankings

Finally, we come to the average power rankings. These are found by taking total points earned and dividing it by total decks, which measures points per deck. I use this to measure strength vs. popularity. Measuring deck strength is hard. Using the power rankings certainly helps, and serves to show how justified a deck’s popularity is. However, more popular decks will still necessarily earn a lot of points. This is where the averaging comes in. Decks that earn a lot of points because they get a lot of results will do worse than decks that win more events, indicating which deck actually performs better. A higher average indicates lots of high finishes, where low averages result from mediocre performances and high population. Lower-tier decks typically do very well here, likely due to their pilots being enthusiasts. So be careful about reading too much into the results.

The Real Story

After months of looking, I think this system may be the best that I can do. I just can't find anyone who's tried to do sports-style stats more Magic, nor is there any reason to suspect that they would be appropriate. So, I'll just have to roll with what I have.

When considering the average points, the key is looking at how far-off a deck is from the Baseline stat. The closer a deck's performance to the Baseline (which is the overall average of points/population), the more likely it is to be performing close to its "true" potential. A deck that is exactly average would therefore perform exactly as well as expected. The further away the greater the deviation from average, the more a deck under- or over-performs. On the low end, the deck's placing was mainly due to population rather than power, which suggests it's overrated. A high-scoring deck is the opposite.

I'd like to formalize this more, but the usual trick using standard deviations won't work. Given the small numbers involved, the STdev encompasses the whole data range, meaning you just have to eyeball it to see if the deviation is significant.

Deck NameAverage PointsTier
Hammer Time2.003
Amulet Titan1.852
Kiki Twin1.792
Izzet Prowess1.763
Counters Company1.753
Scourge Shadow1.721
Heliod Company1.681
Death and Taxes1.672
Belcher1.673
Baseline1.66
Ad Nauseam1.653
Oops, All Spells1.642
4c Omnath1.631
Eldrazi Tron1.623
Dredge1.602
Reclaimer Titan1.591
Sultai Uro1.563
Ponza1.503
Mono-Green Tron1.502
Crab Mill1.503
Jund Scourge1.502
Mono-Red Prowess1.412
As Foretold1.313
Jund1.223

The only deck to crack the two-point average this month was Hammer Time, the mono-white Sigarda's Aid/Colossus Hammer deck. Granted, Hammer Time had a very low population but managed a number of impressive results. This is the perfect storm for a high rank, but it doesn't necessarily guarantee good placement in the metagame. It doesn't make it a fluke, either; only time can tell that. Hammer Time is similar to Scourge Shadow in that it has a strong aggro-combo plan, but finds itself lacking in the disruption department. Hammer Time makes up for this weakness by being faster, which moves it more into glass-cannon territory. It's going to do very well in the hands of expert enthusiasts, but I'm skeptical of its staying power.

What's Uro's Deal?

All the Uro decks that made November's tier list landed below the point average. 4-Color Omnath wasn't too far below, so it's probably within the margin of error. However, its being on the low end certainly suggests that its position as top deck is more due to population than performance. That the other Uro deck, Sultai Uro, is well below the average all but confirms that Uro decks suffered in November. Given the above identified trends, it would strongly suggest that Modern is adapting to Uro, and the Titan is losing a lot of its bite. December will be critical in confirming or refuting this idea.

Evolution Endures

At the end of the day, despite all the grumbling, Modern appears to still be in a very good spot. Therefore, I'm thinking Modern may be moving away from needing bans in the immediate future. Of course, I don't know overall win percentages, so I may be surprised come January. Still, given that the top decks appear to be losing ground and the overall metagame keeps churning away, I think Modern's perfectly healthy.

Early Access: MH2 Speculation, Pt. 1

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Welcome to December! At long last, the year known as 2020 is coming to a close. Huzzah! I had planned to kick this off with the traditional metagame update, but that's not to be: Wizards hasn't posted the last few events at time of writing, so the data's incomplete. Even if that wasn't the case, I don't have enough time to do my usual analysis. So that will have to wait until next week. In the meantime, here's some lighter fare.

In case you missed it, Modern Horizons 2 will be out next year. At this point, the only thing I know for sure is that the enemy fetchlands are included. I can safely assume that structurally, MH2 will be like the original, with a mix of new cards and reprints. Hopefully, Wizards learned from their mistakes and we won't have to endure another Hogaak, Arisen Necropolis, but there's no way of knowing. What I can do is wantonly speculate about what potential reprints could make it in. And while speculating on existing staples that desperately need a reprint (Aether Vial's ticking up again), I'm not a finance guy, and that's what such a piece is most useful for. Instead, I'm going to speculate on potential Modern newcomers that are currently legal in Legacy.

Ground Rules

To keep things interesting, and not totally baseless, I'm imposing some rules on myself. Obviously, I'm not going to mention cards that can't be printed thanks to the Reserved List, but this also goes for anything too strong for Modern. Defining a format and giving it an identity separate from other formats is critical for its success (which is something Pioneer has suffered from). Thus, I don't want anything that's going to make Modern feel too much like Legacy. This is going to preclude a lot of cards from Commander and similar sets, as they make perfect sense in Legacy's context, but not Modern. Looking at you, Leovold, Emissary of Trest.

Secondly, this can't be a list of just hate cards. Players complain about Blood Moon, but that's because they've never seen some of the color and nonbasic land hate lurking in Magic's history. The cards I pick need to be interesting and preferably build-around cards to encourage different gameplay or deck design. I'm looking for cards to make Modern better for brewing and diversity, not to reinforce or completely destroy existing decks. Plus, that'd be too easy.

Finally, no low-hanging fruit. There are plenty of Modern-playable and correctly powered cards in Legacy. But I'm requiring myself to stretch as much as possible. Because the obvious stuff has been done to death. For example, Counterspell was considered for Standard in Dominaria. Thus, Wizards must also think that it's fine for Modern. There's nothing to see there, and nothing new to say. Similarly, Innocent Blood is probably fine, but it's just another removal spell. Ho-hum.

With these restrictions in mind, I came up with an interesting and feasible card for each color. Of course, covering all of them in more than cursory fashion would explode my word count, so today I'll only get to the white and blue cards.

Land Tax

This was actually the card that got me thinking about potential reprints. I don't remember the exact context, but sometime last month it was mentioned as a really weird card, and that got my gears turning. Land Tax has the unusual distinction of having been banned in every relevant format for most of its life, but today doesn't really see play outside Commander. Tax was first banned in Legacy (then Type 1.5) in 1996, and stayed that way until 2012; I could only find one deck in the past year that played any.

The reason for Tax's ban was that it was an absurd card advantage engine alongside Scroll Rack and Brainstorm. Every Tax trigger was three lands to exchange for real cards. Better yet, those new cards were far less likely to just be more lands. However, as Legacy evolved and sped up, the utility of this multi-piece engine degraded to the point of unviability. As Modern lacks cheap or repeatable library manipulation, the main use of Tax would be its intended one: helping decks catch back up on land drops.

Potential Utility

The biggest plus to Land Tax in my book is that it encourages different styles of gameplay. I cannot think of any card that rewards going second as much as Land Tax. Even with help from Fieldmist Borderpost et al, Tax can be triggered turn three at the earliest in Modern when on the play. Without fast mana, there's no way to miss a land drop and have turn one Tax. And even then, the deck that could do that is effectively Belcher, so why bother? On the draw, given normal development, a turn one Tax triggers on turn two. This opens the door to decks that actually want to play from behind. The only constructed deck I can think of that has ever wanted that is Manaless Dredge.

Another is the brewing space. Land Tax fixes mana because it searches for any basic land. This makes it plausible for non-green decks to play in that 4-Color space and compete with Uro, Titan of Nature's Wrath. But after the first activation, that job's done; every trigger after the first is just deck thinning. And it won't be infinite thinning. The opponent will start missing land drops either deliberately or because they're not drawing lands every turn. So what does one do with all the lands from a few Tax activations? That opens up a lot of potential for decks trying to use lands for value, and that's not something Modern really has (much to the disappointment of Assault Loam stalwarts).

The Risk

Mana fixing has been under fire this past year, between Uro and Arcum's Astrolabe. Players are becoming frustrated with goodstuff pile decks, and adding another option to make them possible is not attractive. There is also the general risk of cards that generate a lot of card advantage for no additional input. Does Modern really need more card advantage engines?

On the flip side, Land Tax is limited to finding basic lands, which prevents both runaway card advantage and another land-toolbox deck from emerging. The utility of lands (particularly basics) in hand is low, and Modern doesn't have particularly strong ways of turning them into real cards. Tax's restricted trigger potential also limits its utility and the type of deck that could use it. Uro can go anywhere and do its thing, but a deck actually has to work to benefit from the enchantment. So it's very much a build-around card and likely to see more limited play, mitigating the main drawback and pushing Tax in a much fairer direction than Uro.

Likelihood

Despite this, I'd bet the actual odds of seeing Land Tax in MH2 is very low. The lowest chance on my list, in fact. Rosewater is on record saying that white searching for any land is a color pie break. Searching for Plains like Knight of the White Orchid does is fine, but any basic land is supposed to be green's domain. So a straight reprint is extremely unlikely.

However, Rosewater has also repeatedly said on his blog that white needs more card advantage to keep up with the other colors, and that the Land Tax effect feels very white. Wizards could easily print a variation that changes "land cards" to "Plains". This hypothetical card would be far weaker than Land Tax since it couldn't fix colors. However, it would still invite interesting brewing options in white decks and reward going second, and so could still be Modern playable.

Standstill

Blue bears the burden of being a Legacy color of counters and cantrips. Modern can't have too many blue cantrips (especially not Legacy-level ones), and we don't need Force of Will or Daze. In an older time, I'd have argued for Fact or Fiction, but that point is now moot. So instead, I'm going with one of my favorite spells from my first experiences learning Magic, Standstill.

Standstill is a card that encourages both players to do nothing. Otherwise, their opponent gets cards. However, for that very reason, it is a huge gamble to play Standstill. Playing it when behind on board is self-destructive, and I've watched a Legacy Landstill player die to a single unflipped Delver of Secrets chipping away at their lifetotal because they wouldn't crack their own enchantment. It can also be a risk to play it at parity, since Standstill really says that you want the status quo to endure. I've been surprised by how often the belief that the status quo is either even or truly favors one player turns out to be wrong. And when the Standstill player is wrong, they are maximally punished. Thus, I find it a fascinating card, and I like the mental subgame it entails.

Potential Utility

The first benefit is versatility. Standstill is useful in a wide range of decks, and it's hard to truly break the card. I watched as many players in Odyssey Block start with Nimble Mongoose or Basking Rootwalla into Standstill against Psychatog as I saw 'Tog players use it as a mirror breaker. On the aggro side, it was a way to keep up with the control decks (Compost saw a lot of play for the same reason) and to buy time for the clock to work. Control players loved it in the mirror to ensure they would win a counter war over opposing cards. The longer the game went unchanged, the more it tended to favor the Standstill player.

Except sometimes it didn't. You'd be amazed how often the extra cards don't matter because of the tempo hole Standstill digs. Standstill is a two-mana do-nothing card. Opposing players are free to play through, but it strongly disincentivizes its controller from action. You look really silly breaking your own Standstill, no matter how correct it is. Losing is often psychologically better than looking foolish. So sometimes, players just sit behind Standstill and watch the game slip by. Standstill is then a skill testing card, with better players resolving better Standstills than worse players. Knowing when to break the stalemate is an invaluable skill that Standstill rewards.

Also, to really use Standstill requires a lot of building around the card. In Legacy, Landstill is a UW control deck that utilizes creature-lands and now Shark Typhoon to win without cracking their Standstill. As a tool against control or for more reactive decks to regain some equity in the face of proactive value decks like 4C Omnath, there's considerable potential for Standstill.

The Risk

Standstill encourages the kind of game that Field of the Dead wants to play, and players are already sick of Field. Plus, there are a considerable amount of feels-bad moments associated with Standstill. It's not necessarily great fun to sit around and just stare at the opponent, nor is it to let them draw cards as result of your actions.

I think the first problem is minimal. Getting to seven unique card names is a lot harder without help from accelerators, and playing cards doesn't mesh with hiding behind Standstill. The decks that currently abuse Field will struggle to use Standstill well as a result. As for the second, that becomes less of a problem with experience. Versed competitive players learn that the right play is the right play, regardless of anything else, and will get over it. There's also less standing around than it seems, as it is usually correct to break the Standstill right after it's played. Breaking Standstill early is positive tempo, and often the controller can't use the extra cards. Standstill plays a lot better in practice than it does in theory.

Likelihood

The main problem with Standstill is a gameplay one. Wizards doesn't like cards that encourage doing nothing, though as mentioned this is somewhat illusory. Of course, that applies primarily to Standard. If the goal is to slow Modern down and encourage new types of gameplay, doing nothing is not something any top tier deck has wanted to do for some time. Thus, Standstill is reasonably plausible.

And Now, We Wait

So, that's the first two cards out of the way. Next week, I'll have the metagame update ready, and then I'll be spending the rest of December getting through my list. I've got one card for each color, as well as gold, artifacts, and lands. What's your list, and what do you think of my choices for white and blue? Drop a line in the comments.

Alternative Medicine: Modern’s Land Problem

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It's important to consider alternative solutions to any problem. No matter how clear the solution to a given problem may be to you, never discount the possibility of other perspectives offering insight. Or that biases can blind to us to potential solutions. Either way, entertaining alternatives can get the creative juices flowing. Which is why today, we'll consider a relatively unpopular narrative: that the issue with Uro is less about Uro, and more about the lands it tends to accompany.

Last week, I examined the MOCS results and noted that a lot of players keep complaining about Uro. And that the complaints weren't unjustified, even if the much of the problem stems from player mistakes and misreading the matchup. However, at roughly the same time there was a reddit thread arguing that the real problem was Mystic Sanctuary and Field of the Dead. If anything was to be banned, it should be the lands first. Ignoring the lengthy thread about printing Wasteland into Modern (just... no), there were some decent points to address. These two lands are very good, and may be overpowered. However, there's a lot of context that goes into that consideration.

Is there Merit?

It's always important to separate out the wheat from the chaff when answering arguments. I only have so much time and so much space to answer things, after all. The most common complaint I saw in the thread was that Sanctuary and Field aren't fun to play against, and the format would be better off without them. This is personal preference, not an argument, and so can't be evaluated or considered. Fun is inherently subjective. For every player that finds a given gameplay aspect boring, there's someone else who enjoys it. Which is a plausible explanation for why there are still Lantern Control players in the world.

The other argument I'm ignoring is power. I've heard players argue about whether the lands are too powerful and compare them to other cards, both legal and banned. However, power isn't something that can be objectively measured. Looking at Necropotence vs. Goblin Guide, for instance, how does one actually measure their power in a vacuum? I don't think that many competitive players would object to me saying Necropotence is the stronger card, but to reach that conclusion requires considerable knowledge about the card's history. Necro was derided as the worst card in Ice Age back in the day, so power clearly isn't objective. Indeed, attempting to quantify power strikes me as an infinitely regressive and space-consuming ordeal.

For that reason, I'll concentrate on the two arguments that can actually be evaluated: 1) Sanctuary and Field are becoming too saturated, and 2) their deckbuilding restrictions are too low, putting unfair pressure on the opponent's card choices.

Key Figures

There are two ways to look at saturation: by deck, and by individual card. Sanctuary is only found in slower blue decks, of which the Uro Pile is the most common, in all its associated forms. UWx Control also has at least a few. Field is also played in Uro decks, but it started out as a key card in Primeval Titan decks, and that hasn't changed. So, I'll add up the decks playing one card or the other. Last month, the 4c Omnath version of Uro Pile was the top deck in Modern with 11.11%, and Sultai Uro had 2.05%. That's 13.16% of decks that (typically) ran both Sanctuary and Field. Field gets an additional 7.69% from Reclaimer and Amulet Titan for a total of 20.85%. Sanctuary gets 3.42% from Jeskai and UW Control for 16.58%. That's a chunk of the format, certainly, but remember, much of that is coming from a single deck.

The individual card statistics back up my metagame conclusions. As of the day I looked them up, MTGGoldfish puts Field and Sanctuary at the 19th and 20th most played lands in Modern. Both show up in 19% of decks. It's worth noting that Field of Ruin is the highest-placing utility land, at 16th place and 20%. Uro is the 16th most played non-land and appears in 18% of decks. MTGTop8 has Field of the Dead at 16 with 18.3% over the past two months while Sanctuary is at 27th with 16.8%. Uro is 22nd with 18.0% and Field of Ruin is 24th with 17.6%. These are certainly high figures, but is that really format saturation? Oko, Thief of Crowns was pushing 40% before being banned, and Once Upon a Time was at least as prevalent. There's perhaps room for concern, but when Cleansing Wildfire is (currently) in 21% of decks, I'm not too worried.

Deckbuilding Restrictions

The other good argument is about the lands severely taxing the opponent's interaction. Field and Sanctuary are lands, and Wizards doesn't like land destruction. They've had a habit for years of just not making playable land destruction effects, and that really came back to bite them with Field. Wizards had to ban Field first in Standard and then Pioneer because it generated too much value too easily, and there was little viable counterplay. Even with Field of Ruin around, there was little hope of hanging with the Field decks in either format, and they had to go.

Modern has better answers to lands (Blood Moon chief among them), but it also has far better enablers. Hour of Promise, Primeval Titan, and Elvish Reclaimer are legal, and there is an even wider array of lands to fulfil Field's conditions. Standard decks had to get creative to always have seven different names on their lands. Modern features redundancy (i.e. Hallowed Fountain and Prairie Stream) and, more importantly, fetchlands. Thus, it's far easier to actually get Field active, and then keep it active via pals like Wrenn and Six or Life from the Loam. Such engines also negate land destruction, making Field even more robust and limiting Modern's options as badly as Standard's.

Sanctuary has never really done anything in Standard, as far as I know. It's not too hard to get hit four islands, but there aren't many spells worth recouping over and over. The former is even more true of Modern, but Modern also has Cryptic Command, letting players soft-lock opponents. Whether it's fogging combat steps or countering spells, a Cryptic bouncing Sanctuary over and over is a huge burden for the opponent to climb, and is very annoying. This can only happen every other turn without help, but it still buys an inordinate amount of time and value off a fetchable land. These are legitimate criticisms. However, I'm not persuaded.

The Context

Both Sanctuary and Field are late-game cards. I would expect them to gain increasing amounts of value as the game progresses. They're like planeswalkers in that regard. Accumulating absurd value is the entire point! If they didn't generate more and more value as the game went on until it became overwhelming, they'd serve no purpose. The question is whether or not that is being done too easily or quickly. And the follow-up is whether that unacceptable accumulation will always follow Field and Sanctuary around, or if another card is to blame. And I'll argue that Uro is more at fault for Field and Sanctuary's sins than they are.

Convergent Evolution

The first thing to remember is that the current situation has been building for some time, and for the vast majority of that, there was little problem with either Field or Sanctuary in Modern. Field was released July 12, 2019. And it didn't do much initially, mostly just showing up as a one-of in Amulet Titan. The other ramp decks were Tron and Valakut variants; the former couldn't trigger Field, and the latter didn't need to. Field really didn't start seeing much play until February after Theros Beyond Death brought Dryad of the Illysian Grove, letting Amulet Titan run more utility lands than previously possible. At that point, all the non-Tron ramp decks started to merge together. As the year progressed, they increasingly blended into the value decks to create the current version of Uro.

Meanwhile, Mystic Sanctuary arrived with Throne of Eldraine in October, and lived a life separate to Field until Uro arrived in Theros. Sanctuary was widely played in blue midrange and control decks thanks to the Cryptic interaction, but didn't have much impact on the metagame. That changed when Uro arrived, and it's no accident that of the 100 pages of results for Mystic Sanctuary, 83 are for dates after January 24, 2020. The vast majority of results are Uro decks, and a somewhat smaller majority have Field as well.

The Gameplay Reality

The gameplay of both lands, and Field particularly, is very repetitive. They require specific shells to function, and tend to push their decks in certain ways that will produce similar games. These tend to involve lots of non-interactive lands and durdling, which can be boring (if tense) to play against. I get that, but that can also be said for Valakut, the Molten Pinnacle, and (until Dryad of the Illysian Grove, anyway) nobody seemed to have any problem with that card. Once Valakut hits its threshold, the game is likely lost for any fair and/or slow deck. It may even actually be over if it happens via Scapeshift and Valakut combos off.

Once Field is active, the game is often just as over. However, it doesn't feel as over. Field is a far slower grind-out than Valakut, and it always looks like there are ways out. Because there are. Aggro decks can trample over tokens, fly over them, or protection on through. Control can use Cryptic to force attacks to connect or stall to win via Jace, the Mind Sculptor. However, for non-blue, non-evasive, and non-combo decks, there are few good ways to push through the tokens. Which is a fairly narrow set of decks, all things considered, but not so narrow that it isn't worth considering. And it's natural to feel frustrated, but I can't imagine those decks had decent matchups against old-model Valakut either.

Looking at the Lock

As for Sanctuary, and as someone who's played the lock (and even ran Deprive to maximize the utility), I understand how it can be frustrating to play against. It's not fun to get locked. The problem is that if you're actually locked by Sanctuary and Cryptic, the game was already over. The lock is a formality, because the pilot is too far ahead for opponents to come back. If they had to rely on the loop, they were likely struggling to survive.

Speaking from experience, the loop is a massive tempo drain, and very expensive. I first cast Cryptic, bounce Sanctuary, then replay Sanctuary. Thus, every turn I initiate the loop, I lose a land drop. Every time I use Sanctuary, I lose a draw step. If I wasn't already far ahead, I'm about to rapidly fall behind. Then there's the problem that the loop cannot be done every turn without help. Whether it's two Cryptics in hand at the start, fetching up another Sanctuary, or accessing another source of card draw, performing the lock every turn requires other cards in the picture. And if that has come together, control decks probably aren't losing anyway. And finally, constantly running the loop means never advancing the board. Cryptic is expensive; I'm replaying the same land, and every turn, redrawing a Cryptic. That's a really slow gameplan that gives the opponent plenty of time to find an out.

And there are a plethora of outs. I'm going to draw attention to my favorite drum to bang, but that's hardly it. Field of Ruin is highly played, and prevents the lock. Green decks can get through the counter-lock with Veil of Summer. Black has discard. And any deck can just overwhelm a counter wall with patience. Constantly fogging combat is annoying, but Humans can Meddling Mage or Gaddock Teeg to break it up. And Death and Taxes doesn't worry about the loop at all. In addition to land destruction, there's Vialed-in Flickerwisp. Archon of Emeria also breaks it, because the Sanctuary won't enter untapped, and thus won't trigger at all.

The Uro Connection

And that bring me back to my most pressing point: neither Field nor Sanctuary would be real players in the metagame without Uro. Consider my earlier stats, and then also consider that MTGGoldfish says the average number of Uros per deck is 3.3, while Field is 1.9 and Sanctuary is 2.2. MTGTop8 concurs, with Uro at 3.3, Field at 1.8, and Sanctuary at 2.0. The lands are minor parts of their decks compared to Uro. Again, this is to be expected of late-game cards, but clearly the gameplan doesn't revolve around them.

More to the point, players have to survive long enough to get those lands online, and that's what Uro does best. The Titan gets decks to the later stages of the game with less investment or opportunity cost than any other option. Uro draws a card (more likely to find the critical cards), it gains life (more likely to survive into the late game), and grants an extra land drop (progression to the late game), in addition to letting decks that wouldn't otherwise be interested in ramp or lifegain have it all. There is a reason that both Field and Sanctuary were relatively minor players until Uro arrived.

It's Good to Have Land

I get that Field of the Dead and Mystic Sanctuary frustrate some players. However, they're only becoming major players in Modern thanks to Uro. Uro makes it far easier to activate those lands, and its prevalence is pulling up that of these lands. I'd argue that without Uro in the picture, Field, and particularly Sanctuary, would see far less play than they currently do. Plus, Uro is an enabler; the lands are payoffs. Blame-the-enabler is the moral of the Modern ban list.

Spell Spotlight: Uro, Titan of Nature’s Wrath

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My last article was about Scourge of the Skyclaves... and it still opened by acknowledging that Modern's general narrative currently revolves around Uro, Titan of Nature's Wrath. Yes, Uro is everywhere, and Modern players seem up on the fact that it's incredibly strong—if they aren't playing it, they're finding ways to beat it, or more often just losing to it. But how come? Is Uro so broken that Modern can't adapt? Or are players simply skimping on options that will restrain it effectively? In this Spell Spotlight, we'll discuss the elements that make Uro a Modern staple, look into which decks run it, and assess our counterplay options.

Understanding Uro

Just what the heck is Uro, Titan of Nature's Wrath? And what makes it special enough to deserve a Spell Spotlight? To make sense of who's playing Uro, and to figure out how to beat the card, we need to understand the three dimensions that make it so darn good.

Value

Stapled all over Uro are Magic's three magic words: "Draw a card." When players cast Uro from the hand, they draw a card. When they escape Uro from the graveyard, they draw a card. When they turn Uro sideways, they draw a card. (YOU get a fur! YOU get a fur!) If Uro manages to attack a couple of times, we're talking about a pretty insurmountable heap of cards.

But wait, there's more! For each "draw a card" trigger Uro resolves, the Titan also gains pilots 3 life. (YOU get a jet!) This kind of value is less exciting on paper, and perhaps harder to quantify than card advantage, but in some matchups is even preferable to drawing. Take Burn, for instance. That deck wants as many of its cards as possible to deal 3 damage. Against Burn, gaining 3 life is like drawing a card—a great card: a free Counterspell! All that lifegain makes it very difficult for aggro decks, the very strategies generally poised to punish durdly value strategies, to overcome Uro. Additionally, it can be tough to justify fitting lifegain into the mainboard, for the simple reason that there aren't many lifegain cards that are great when the lifegain isn't relevant. Uro is one of them, making life much harder on damage-minded players while it's legal in the format.

As though all that wasn't enough, Uro also dumps lands into play from the hand. This effect is Uro's smallest, and many shells using the creature consider it icing on the cake; perhaps they've opened a land-heavy hand, in which case the incidental ramp gets them closer to making additional plays (which likely include escaping Uro). But ramp is also central to certain play styles, which have gotten a massive boost with Uro in the picture. When the ramp part of the effect is the one that's most desired, you know the card is an utter bomb in your deck.

Bulk

Uro, Titan of Nature's Wrath certainly lives up to its name on the power/toughness side of things: it's massive. 6/6 is bigger than any reasonable creature in Modern, as those tend to cap at 5/5, with larger sizes reserved for six-mana haymakers such as Wurmcoil Engine or the original Titan cycle. And stats are as important in Modern as ever (read: more than in most nonrotating formats). Gurmag Angler? Tarmogoyf? Reality Smasher? We used to fear these big-bodied behemoths, but Uro makes them look like a bunch of chumps. And act like a bunch of chumps, when it comes to blocking. To beat Uro in the red zone, players often have to throw multiple creatures in front of it, compounding its multitude of card advantage dimensions.

Recursion

So you've double-blocked Uro and gotten it off the table. Now what? Elementary, my dear Watson: it just freaking comes back! Escape lets Uro return again and again for more red-zone fun, be that walling all your swingers or punching holes in your defenses. And every time it comes back, it triggers, burying its resistance in cards, life, and maybe lands (and therefore, maybe Zombies—no small quotient of Uro decks pack Field of the Dead). Uro simply cannot be dealt with by regular means; peeling it from an opener with Thoughtseize or Inquisition of Kozilek only accelerates its battlefield terror, while burning removal spells on the 6/6 merely buys a tiny bit of time.

Hella Homes

All that high praise does indeed translate into numbers. At the time of writing, Uro is one of Modern's most-played cards according to MTGGoldfish, and its second-most-played creature, losing out by just 1% to Skyclave Apparition (we said Death and Taxes was coming back—and we meant it!). But the card isn't dominating because a single deck featuring the card is dominating. Rather, Uro finds itself in a plethora of strategies hungry for the raw power it provides.

Wrath Worshippers

By now, Modern boasts its fair share of decks built around Uro, Titan of Nature's Wrath:

These are the big Uro decks, meaning they play very heavily into the Uro plan. When David mentioned going after Uro specifically, these are the decks he had in mind; effectively attacking that angle should cripple each of the above strategies. Leading the pack is Omnath Ramp and its offshoot Omnath Copy-Cat, the latter of which packs a combo to improve its linear matchups. But otherwise, these are straight-up value shells, aiming to two-for-one as much as possible en route to a flashy finish turns after games have been functionally put away.

Package Players

Many other decks simply splash Uro as a package or plan:

In terms of archetypes, the decks that can or want to splash Uro are wildly diverse: we've got midrange, tempo, combo-control, aggro-combo, pure combo, and prison all vying for the Titan's favor. My favorites in this list are Infect, which once ran a set of sideboard Tarmogoyfs as a fair Plan B, and Jund, whose pilot gave in to that old adage, "If you can't beat 'em...." But also note the host of power-crept combo strategies centered around Aetherworks Marvel or Through the Breach, which leverage Uro's sheer strength to win themselves games of Modern in a format that's otherwise outgrown them.

While the above decks fail to make full use of an Uro-centric gameplan, they also do better in the face of hate targeting the creature, as they've got plenty else to do with their time. As such, Uro can often serve as a potent diversion, attacking opponents from a unique angle while the primary gameplan is assembled.

Counterplay

Strategically speaking, it's difficult to hate out Uro with just a gameplan. The aggro-combo strats that have historically kept Modern's durdly decks in check can't quite manage to get under Uro's lifegain and board presence, which buys opponents enough time to stabilize. And there's little hope of out-grinding the Titan, which lets pilots draw multiple cards each turn cycle, in turn filling the graveyard back up via interaction so it can be escaped again and again. If there's no going under it, and no going over it, the best way to deal with Uro is to hate it out with... well, dedicated hate.

Grave Hate

The most effective way to deal with Uro is to hit 'im where it hurts: the graveyard. That crucial zone is a required limbo for Uro to pass from the hand to the battlefield, and while opponents may well break even on cards along the way, doing so still costs them 3 mana. Uro's a lot less menacing if it never gets the chance to act as an engine.

Cling to Dust: The one card here that didn't make "Modern Top 5: Graveyard Hate," on account of it not having been printed yet. While Cling only hits one card in the graveyard, it's a maindeckable option for all its utility; it can gain life or cantrip, and pilots often have the choice. At one mana, that's a bargain for a spell that also grants incidental graveyard hate to multiple decks in Game 1. Hitting Uro with Cling takes it out of the picture for good, forcing opponents to locate another copy of the Legend if they want to bring it out.

Surgical Extraction: What if you want to remove the possibility of encountering Uro from the game entirely? Modern's got a card that makes that happen for the low, low cost of 2 life. Surgical won't work until opponents have gotten Uro into the graveyard, making it somewhat situational; even Cling can be cycled into something more immediately useful should they fail to find the Titan. But Extraction provides a significantly permanent effect, rendering decks built around Uro unable to function close to their usual level.

Grafdigger's Cage: My personal favorite of the three for dealing with Uro, Cage is narrow enough in its effect that it won't necessarily impact players who run their own grave-based effects. That happens to be most of them, as more definite answers to the graveyard like Rest in Peace are becoming increasingly uncommon. Cage still packs a punch against Uro, and also hoses cheat-from-the-deck spells such as Collected Company; with the artifact in play, opponents literally have no hope for escape unless they draw into some very specific removal cards. And with their draw engine hampered, the odds of that happening are even less likely. Cage's best feature, though, is how low-maintenance it is: whenever players have a generic mana to throw around, they can just slam the permanent and watch opponents squirm under its effects.

Non-Binning Removal

Simply removing Uro is all fine and dandy until it's escaped again the next turn. And it still nets pilots a draw, some life, and perhaps one more land drop each time it pops up. That's why players have been turning to removal spells that deal with specifically Uro better than the rest.

Path to Exile: Modern's most no-questions-asked removal spell again gets its time in the sun with Uro around. Players can Path Uro in response to its sacrifice trigger when opponents deploy it on from the hand, giving it no chance to draw a second card or escape from the grave. But hitting Uro once it's escaped can also be preferable in some game states, as now the Titan has cost pilots a whopping seven mana as well as 5 cards in the grave. And for what? Two lousy draws and six life? The key with Path is how flexible it is, as the instant also deals with most recursive/enormous creatures and only costs a single mana. Of course, that mana happens to be in the format's worst color....

Aether Gust: Another popular option is Aether Gust, an unassuming two-drop that frankly deserves its own Spell Spotlight. Gust is superb against Uro because it takes it off the battlefield without plopping it right back into the graveyard, meaning opponents need to invest another 3 mana to prep the Titan for escape, and ensuing battlefield presence. Gust can also hit Uro either pre- or post-escape depending on the game state. While it's less useful than Path in other matchups, it does rock the house against Prowess (often costing them multiple cards' worth of damage) and hold down the fort against Rock (where it tops Tarmogoyf). The ability to hits spells gives it incidental utility in some combo matchups, forcing decks using the likes of Scapeshift, Past in Flames, and Through the Breach to wait one more turn before going off.

Uronly Human

Unlike Oko, which was axed relatively soon after its introduction to Modern, Uro has had time to warp the metagame in subtle and obvious ways alike. Hate it or love it, Uro has now cemented itself as a pillar of the Modern format. Do you run Uro, or play to beat it? Or just sit on the format's sidelines awaiting a ban? Drop your experience in the comments, and don't leave home without your hate!

November ’20 Brew Report, Pt. 1: Saving Scourge

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Uro, Uro, Uro—that's all many Modern players are likely to hear these days, in a certain echo of the Oko, Oko, Oko from around this time last year. But there's plenty more happening under the surface, Modern's saving grace being a wave of innovation triggered by Scourge of the Skyclaves.

The Scourge of Midrange

In fact, Scourge of the Skyclaves is a tremendous boon to midrange strategies, or at least those in black. At a time when value-based Uro decks, most of which eschew black entirely, are dominating the archetype, Scourge's presence as a "second Goyf" for discard decks is something of a saving grace.

No Traverse Shadow, THAHOPPA (5-0)

Creatures

4 Hexdrinker
4 Death's Shadow
4 Scourge of the Skyclaves
4 Tarmogoyf

Planeswalkers

2 Wrenn and Six

Artifacts

4 Mishra's Bauble
1 Nihil Spellbomb

Instants

2 Abrupt Decay
1 Dismember
4 Fatal Push
4 Lightning Bolt

Sorceries

2 Inquisition of Kozilek
4 Thoughtseize

Enchantments

1 Seal of Fire

Lands

2 Blood Crypt
4 Bloodstained Mire
1 Forest
3 Nurturing Peatland
2 Overgrown Tomb
1 Stomping Ground
1 Swamp
4 Verdant Catacombs
1 Wooded Foothills

Sideboard

1 Lurrus of the Dream-Den
1 Abrade
1 Assassin's Trophy
3 Cleansing Wildfire
1 Engineered Explosives
1 Kolaghan's Command
2 Kozilek's Return
3 Soul-Guide Lantern
2 Veil of Summer

No Traverse Shadow takes that Jund Shadow blueprint and dumps its pivotal card, Traverse the Ulvenwald. With Scourge of the Skyclaves in the mix, Traverse's role as additional copies of Shadow and Goyf is less critical; between always charging pilots a mana to use and increasing the deck's reliance on the graveyard, it's good riddance for the cantrip.

While we're adding threats, why not mini-Progenitus Hexdrinker? Boasting an aggressive one-drop lets the deck be less reactive if it needs to be, putting opponents on the backfoot right away. And of course, if it dies, there are few better ways to respond than by slamming a Tarmogoyf.

At this point, though, the deck is starting to look a lot less like Traverse Shadow and a lot more than Golgari Rock, which also popped up in some leagues this month:

Golgari Rock, IBAITOR (5-0)

Creatures

3 Lurrus of the Dream-Den
4 Dark Confidant
2 Scavenging Ooze
3 Hexdrinker
4 Tarmogoyf

Planeswalkers

3 Liliana of the Veil

Artifacts

4 Mishra's Bauble
2 Nihil Spellbomb

Instants

1 Abrupt Decay
3 Assassin's Trophy
3 Fatal Push

Sorceries

4 Inquisition of Kozilek
2 Thoughtseize

Lands

4 Blooming Marsh
2 Forest
3 Ghost Quarter
2 Hissing Quagmire
2 Nurturing Peatland
2 Overgrown Tomb
3 Swamp
4 Verdant Catacombs

Sideboard

1 Ghost Quarter
3 Ashiok, Dream Render
1 Collective Brutality
2 Duress
4 Fulminator Mage
3 Plague Engineer
1 Veil of Summer

Golgari Rock is more focused on maintaining and generating card advantage, trading in the more aggressive Death's Shadow for Dark Confidant and mainboard copies of Lurrus of the Dream-Den. Lightning Bolt, seemingly the main reason to even run red in the Shadow shell, also gets the axe so Golgari can run a more painless manabase and be prepared for longer games.

In "Outside the Box With Scourge of the Skyclaves," I unveiled my personal experiments with Scourge, which also paired it with Tarmogoyf in a shell less linear than the Prowess decks that splash it. That tinkering eventually led me to Jund Scourge, which harnessed the synergy between Scourge and Monastery Swiftspear in a shell nonetheless packed with interaction. One MODO user landed on something similar.

Jund Scourge, _STREAM (3rd, Modern Champs #12223552)

Creatures

2 Brushfire Elemental
4 Death's Shadow
4 Monastery Swiftspear
4 Scourge of the Skyclaves
4 Tarmogoyf

Planeswalkers

2 Wrenn and Six

Sorceries

4 Thoughtseize
2 Inquisition of Kozilek

Instants

1 Dismember
2 Fatal Push
4 Lightning Bolt
2 Temur Battle Rage

Artifacts

4 Mishra's Bauble

Enchantments

2 Seal of Fire

Lands

3 Blood Crypt
4 Bloodstained Mire
1 Mountain
2 Nurturing Peatland
1 Overgrown Tomb
1 Stomping Ground
1 Swamp
4 Verdant Catacombs
2 Wooded Foothills

Sideboard

1 Lurrus of the Dream-Den
1 Fatal Push
3 Boil
2 Kozilek's Return
1 Kroxa, Titan of Death's Hunger
3 Nihil Spellbomb
2 Seal of Primordium
2 Veil of Summer

This build of Jund Scourge skips out on Death's Shadow, which I settled on as my final heavy threat. Instead, _STREAM runs Brushfire Elemental, a Modern newcomer I messed around with when it was spoiled alongside Akoum Hellhound and other landfall beaters. While Elemental possesses 2 toughness a good chunk of the time, meaning opponents will have little trouble picking it off with Lightning Bolt, it swings for 4 most of the time in this deck, making it another hefty threat should opponents lack the removal for it. By sandbagging fetchlands in play, it can even grow to 6/6 to take on an Uro.

Fighting Faster

That does it for our Inquisition of Kozilek segment. Some players are less interested in grinding value as they turn dudes sideways and more into... just the turning dudes sideways. So what's new with aggro in November?

Tribal Zoo, KEYAN926 (5-0)

Creatures

4 Wild Nacatl
4 Kird Ape
4 Steppe Lynx
4 Tarmogoyf
4 Scourge of the Skyclaves
2 Snapcaster Mage

Planeswalkers

1 Wrenn and Six

Instants

4 Lightning Bolt
4 Lightning Helix
4 Path to Exile

Sorceries

4 Tribal Flames

Lands

4 Arid Mesa
4 Wooded Foothills
1 Windswept Heath
1 Marsh Flats
1 Blood Crypt
1 Godless Shrine
1 Hallowed Fountain
1 Overgrown Tomb
1 Sacred Foundry
1 Scalding Tarn
1 Steam Vents
1 Stomping Ground
1 Temple Garden
1 Plains
1 Forest

Sideboard

1 Lurrus of the Dream-Den
3 Cleansing Wildfire
2 Kroxa, Titan of Death's Hunger
3 Lingering Souls
2 Mana Leak
2 Negate
2 Relic of Progenitus

The last time I even mentioned Tribal Zoo on ModernNexus, I was introducing Counter-Cat... a whopping 4 years ago! Yet here it is, an ancient Modern deck (the card tags in that CFB article don't even work anymore) given new life by none other than Scourge of the Skyclaves. Other than Scourge's introduction, the deck's not so different: Bolt/Path/Helix at 4 apiece, the same efficient one-drops, Goyf to back them up, and a couple Snapcasters for extra Tribal Flames resolutions. Since this deck deals itself a ton of damage with its lands and puts a ton of pressure on opponents, both in the red zone and via reach, Scourge seems like a great fit, and something of a Goyf-plus; while the green staple still beats out everything as a turn two play after a creature dies, Scourge becomes better with each passing turn, quickly surpassing its older brother in worth.

In my Spell Spotlight on Monastery Swiftspear, I remarked that Swiftspear was "good enough in its role to be run in every pure aggro deck." But here's a pure aggro deck without it. It's to Scourge's credit that such aggressive strategies can be built without Swiftspear so long as they embrace this new overlord.

Red Eldrazi Stompy, IGORBARBOSA (5-0)

Creatures

4 Eldrazi Obligator
4 Eldrazi Mimic
4 Eternal Scourge
4 Reality Smasher
4 Simian Spirit Guide
4 Thought-Knot Seer

Planeswalkers

2 Chandra, Torch of Defiance

Artifacts

4 Chalice of the Void
4 Serum Powder

Instants

3 Dismember

Lands

2 Blast Zone
4 Eldrazi Temple
2 Gemstone Caverns
1 Ghost Quarter
3 Mountain
4 Prismatic Vista
4 Ramunap Ruins
1 Scavenger Grounds
2 Wastes

Sideboard

1 Chandra, Torch of Defiance
2 Abrade
2 Anger of the Gods
3 Blood Moon
1 Damping Sphere
4 Relic of Progenitus
2 Sorcerous Spyglass

The one deck we'll look at today that doesn't feature Scourge of the Skyclaves is chock full of other huge creatures. Red Eldrazi Stompy is a take on Colorless Eldrazi Stompy that's not exactly new, but may have a niche in this metagame. In the build I've seen before, Eldrazi Obligator usually replaces Eternal Scourge, with more red cards being run over Serum Powder. But this version keeps both, running Obligator instead of the flex spots in my Colorless builds while leaving the core totally intact. Okay, so one Dismember is trimmed, but it's perhaps made up for with all the extra removal: a pair of Chandras, which are pretty mean when Simian Spirit Guide accelerates into them, and of course the pseudo-removal of 4 Obligator.

There's also Blood Moon in the sideboard (why wouldn't there be?), but Obligator is indeed the real reason to go red. While I've never much been sold on the splash in the past, I'll concede that muscling past Uros and Scourges with nothing but a grip of 4/4s and 5/5s is pretty challenging. Obligator's here to take advantage of Modern's huge monsters, of which there are no shortage in the current metagame. And for everything else, there's the Colorless Eldrazi Stompy core—Scourge for control, Mimic and Knot for combo, Smasher for midrange, Chalice for one-drop decks, and the like.

Less Is More...

...at least when it comes to life points. Scourge is incentivizing swaths of Modern players to lower everyone's life total, and the format is more alive than ever as a result. There's more to this format than escaping Uro, and for that, we've got Scourge to thank!

Uro on MTGO: Lessons from the MOCS

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Continuing on with article types that have been vanishingly rare this year, it's time to look at the lessons from a specific tournament. I haven't done this since February because there just haven't been any Modern tournaments. Wizards has neglected every other format in order to push Arena. Which means that other competitive formats have been neglected. I get why they'd push the new kid heavily (gotta make that investment back somehow), but the viewing numbers for non-League Weekends have not been too inspiring. And the event I'm covering today did as well or better than previous Arena events. Maybe it's time to embrace format diversity and use MTGO for Pro-level play, Wizards.

After being delayed almost an entire year, the 2019 Magic Online Championship Series finally took place last weekend. Wizards normally holds those at their headquarters as a big LAN party, but the pandemic made that impossible. Given that the 2020 MOCS season is coming to a close, Wizards couldn't delay any longer. As with everything else in 2020, it happened remotely. I'll admit I haven't been especially plugged into professional Magic this year (Standard isn't my thing), but I didn't know the MOCS was happening until the broadcast started. Wizards really needs to get better at advertising. Anyway, there were 24 competitors playing Modern, Pioneer, and Vintage Cube so I finally have a Modern event to examine.

The Caveat

Every time I cover an invitational event, I need to start off the same disclaimer: do not read into the deck choices. This is an event with a very limited population, and the players know who's going to be there. If there's ever been a metagame to try and metagame against, it's invitationals. In the past, players have admitted doing this for invitationals. I don't know that this actually happened this time, but it could have successfully, unlike at an open event. Thus, deck choices should be viewed as potential reactions to the small population and anticipated opposing decks, rather than an accurate reflection of the Modern metagame at large.

Assuming, of course, there was any thought put into Modern deck selection. Remember, this was a multi-format event. Which I heard but could not verify that participants were only told about two weeks ago. That's not much time to prepare for one format, let alone three. Players could easily have just grabbed whichever deck seemed most powerful. Or more likely, chosen one they were comfortable with regardless of its place in the metagame. Linked to that, final performance is absolutely not indicative of Modern strength. Players had to win in Modern, Pioneer, and Cube, and a mediocre Modern run can be more than made up for in the other two (which worked for Oliver Tiu). The utility of the MOCS Modern is to see where players' heads were and to look at how games played out, not to make metagame predictions.

MOCS Metagame

With that aside, what did show up to play?

Deck NameTotal # Total %
4c Omnath416.67%
Temur Scapeshift28.33%
Temur Uro28.33%
Oops, All Spells28.33%
Scourge Shadow28.33%
Heliod Company28.33%
Eldrazi Tron14.17%
Jund Shadow14.17%
Humans14.17%
Mono-Red Prowess14.17%
Jund14.17%
Amulet Titan14.17%
Burn14.17%
Mono-Green Tron14.17%
Ad Nauseam14.17%
Bant Spirits14.17%

Uro, apparently. Exactly one third of the decks had Uro, Titan of Nature's Wrath. He was paired with Omnath, Locus of Creation half the time. That is impressive, and two Uro players did make the playoff, but don't forget the caveat, especially since one pilot was the aforementioned Oliver Tiu. I'll be discussing Uro in its own section.

Looking through the rest of the results, it strongly looks to me like a number of players didn't extensively test Modern and brought their pet decks. At least that's the only explanation I have for why Joseph Burket brought Eldrazi Tron. Modern is a format for deck mastery, but that only goes so far. The evidence is pretty clear that Eldrazi Tron is not a good choice in the Uro/Scourge of the Skyclaves meta. Similarly, there is a reason Ad Nauseam has plummeted down the metagame tiers. Jamie Schonveld stuck with the deck anyway and didn't have a good time.

Again, this meta is not indicative of reality, but the deck choices do make me think that Modern was an afterthought for many players. They stuck with decks they were playing last year when they actually qualified for the MOCS. Dance with the one that brung ya, after all.

Consulting the Peanut Gallery

Normally, I wouldn't give much consideration to what the Twitch Chat said (Have you seen what goes on in there? I've seen things. Things that can't be unseen). However, I was very surprised to see that Chat was generally happy with the Modern portion. There were a few general grumbles, but none of the vitriol that I was expecting. The viewership was happy to watch something besides Arena, first of all, and appreciated the variety of decks that were featured. The gameplay was entertaining and more importantly the consensus said that the metagame seemed healthy. Even when the Uro decks were being featured, there wasn't a great deal of banning calls or complaining. I was impressed.

The Uro Issue

That said, I would be remiss if I didn't address the one consistent complaint among the complainers: Uro is too good. The complaints were lodged in relation to the 4c Omnath decks (as far as I saw, anyway), but weren't actually against the deck. The problem complainers had were always against Uro, specifically. And I think that they're fair.

Uro is an absurd card. This is especially true when compared to its counterpart, Kroxa, Titan of Death's Hunger. Despite a costing a mana more, Uro is unquestionably more powerful because it does far more. Kroxa either takes a card from the opponent or costs them three life, an outcome opponents have some say in. Uro always draws a card and gains three life. Sometimes, it also ramps. Wizards clearly has a handle on resource denial mechanics, but clearly underestimates resource acquisition.

As a result, that lingering question of banning Uro kept coming up. And this is not just something that Twitch Chat periodically thinks. It's always coming up on reddit too, and even makes it to Youtube channels. And, I get it. It's an annoying card and indicative of several years of questionable design from Wizards. Uro is something of a lightning rod, though it is justified. So I'll bite. Let's discuss whether Uro should be banned in Modern.

Banning Uro: The Case For

A lot of criticism focuses on Uro being very boring to play against. It's a durdly card that goes in durdly deck which really slows the game down. The lifegain makes it hard for aggro to compete and all the value makes it hard for midrange that isn't also Uro-based to keep up on cards. Combine it with Field of the Dead (another lightning rod card) and Omnath, and it's a deck that smothers opponents without ever outplaying them or doing anything particularly interesting. I've certainly felt that same boredom, but it's important to remember that fun is subjective. For every player that's bored to death by the Uro value game, there could well be another that's enjoying playing Uro's value game. I think that Uro does a lot of things that a lot of players like to do, which is why it's very popular. Thus, the fun argument is a wash, and not very persuasive to me.

What is, and the case I'd make, is format prevalence. My data has shown 4c Omnath (which other sites call Uro Piles) taking up increasing metagame percentage. And that's just the headliner deck. Other versions have always been seeded throughout the meta. Together, they make up ~16% of Modern's metagame. Which is nothing compared to Twin's overall share before it was banned, but is reminiscent of both Oko, Thief of Crowns and Once Upon a Time. Overall diversity isn't directly impacted and there is considerable diversity within the "Uro deck" category, but again, that was also true for Oko. There's increasing indication that the metagame is becoming saturated by Uro in a way that has previously warranted a ban, which puts Uro firmly in the crosshairs.

And lets be clear, the unifying piece of all these 3+ color goodstuff decks is Uro. Field and Omnath are played in a subset of the category, and even Omnath sees far more play than Field. Any "problem" with these piles is Uro itself, as everything else is just support for that card. And let me further be clear that the spread in the MOCS is not atypical for the data. November's data so far indicates that 4c Omnath will be on top of Tier 1, and not by a small percentage again. Consistently high metagame percentage is a reason to ban a card, which suggests that Uro's time is limited.

Banning Uro: The Case Against

However, I feel like that's unfair. The data may be pointing towards a ban, but I think it's a little deceptive. Uro doesn't behave like Oko did and simply invalidate huge swaths of cards. Uro pushes the UGx value decks in a similar direction, but not to the extent that Oko did, either. There's a lot more variation between Uro decks than there ever was with Oko. And there are still non-Uro value decks having success, which couldn't really be said for Oko. Burn may struggle against Uro the same way it did against Oko, but Prowess has been phenomenal this year. It feels like the situation is different enough that the data doesn't capture what's really happening. And based on my experience and things I saw during the MOCS, I think Uro gets away with a lot not on its own merits, but because of players not appreciating the deck.

Counterplaying Poorly

I think the biggest problem is players don't really understand how to play against the Uro decks, particularly 4c Omnath. This is not as scathing an indictment as may seem; there is a lot going on in those decks, and it can be very hard to know what's important and focus on what matters. I've also been the beneficiary of Omnath players making enough of the same evaluative mistakes to know that it goes both ways. The deck isn't too hard to pilot; it's understanding the game state and where the match actually stands that's the problem. And since Uro is a powerful card surrounded by powerful cards, its pilot can make more mistakes than opponents can, which translates into ignorance-driven wins.

For example, during the Top 4 match between Oliver Tiu and Logan Nettles, there's a point where Logan attacks Oliver's lands with Fulminator Mages. The fact that Logan is running Fulminators rather than Pillage suggests that he hasn't tested the matchup extensively. Otherwise, he would have known about Veil of Summer protecting against Fulminator, a huge setback. This further suggests that Logan was relying on Jund muscle memory to pull him through, compounded the following turn where the second Fulminator went after Oliver's Triome rather than Field of the Dead. Logan managed to stay in the game despite multiple Uros and Omnath, but could never overcome the Zombies and lost.

I don't know if Logan could have won if he played differently. Jund is a huge underdog to 4c Omnath. However, I know from experience with DnT that after the first few turns, it's better to save land destruction for utility lands (Field, primarily) than to attack Omnath's mana in general. Uro has too many fetchlands for a color screw plan to work. Logan obviously didn't know that, and so went for the color screw rather than Field. He ultimately lost after the Zombies Fogged a number of attacks, so I think that was the critical mistake. None of which may have mattered had he simply had Pillage over Fulminator in the first place. Misunderstanding the dynamics of the match definitely cost Logan.

Forgetting the Deck's Weaknesses

The other thing is that players seriously underestimate Uro's weaknesses. My examples for this come from the Pioneer matches, but they apply equally to Modern. Michael Jacob won in large part thanks to Karn, the Great Creator wishing for Grafdigger's Cage. Logan's entire gameplan at that point hinged on Uro at that point. Sultai Uro couldn't really deal with a constant stream of monsters and 'walkers any other way. Logan had played the game as if he would escape Uro and ride it, but with Cage out, couldn't find his footing again. He didn't have the lands to get Shark Typhoon big enough to overcome Michael's monsters until it was too late. Most Uro decks need Uro to be good because that's their main engine. Graveyard hate remains crippling against the deck.

The other thing is players don't appreciate how fragile the whole deck really is. According to a thread in the chat, Michael had tested Logan's exact Sultai Uro list for Pioneer. Despite being 15-0 in League play, he rejected the deck. It fell behind too easily on the draw, was too vulnerable to graveyard hate, and required too much skill to just pick up in the time he had. This is a key point, because Logan spent a considerable amount of time playing from behind. And despite some very good play, it wasn't enough to overcome the tempo lost from Uro decks just durdling around. And this wasn't unique to Logan's situation; it cost Tiu a game, too. The ideal Uro value curve is overwhelming on the play, but very bad on the draw. I don't think players appreciate how critical it is to keep Uro off it's game in the early turns. Specifically, taking the Uro with discard or countering it. That first Uro trigger is essential to its gameplan the same way that a spark is necessary to make fire. Uro is far from unbeatable, but players don't try to exploit that weakness enough.

Hoping for More

I'm not saying that Uro is safe in Modern. If Wizards sees something they don't like in their far more extensive data, I could definitely see a banning coming down in January. I just don't know that it's as deserved as previous bans. I'm not necessarily any better about it, but it feels like too many players let Uro decks get away with being durdly piles due to misunderstanding the matchup. Hopefully I'm right and improved gameplay fixes the issue, but we'll have to wait and see.

Practical Example: A League Story

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Alright, now. Everybody exhale. Last week is over. We can all try to grind our way through the rest of the year. We've been through enough already. Now it's time for some lighter fare, especially the kind that used to be my bread and butter. Then, the lockdown rendered then impossible. I am of course talking about practical metagame experience, meaning a tournament report.

Or a League one, anyway. Unfortunately, I've not been able to make a Challenge or Prelim on MTGO in a while. That's how it goes. However, in a lot of ways, this works out for my purposes. Actually playing tournaments is the only way to evaluate the accuracy of metagame predictions, and Leagues show a far greater spread of decks than the premier events. This is at least partially thanks to the League postings being curated, but even those curated results have to be the result of the overall population. And more players participate in Leagues than premier events. So by entering Leagues I may not get hit the most competitive lists, but I will get the most accurate look at what everyone is actually playing.

The Deck

It will probably come as no surprise, but I'm currently playing Death and Taxes on MTGO. I mentioned it back when paper Magic went into quarantine, but I don't like putting money into digital cards. Even with the rental services, it's necessary to have a decent collection to readily switch decks, and I don't want to pay for cards that may disappear one day. So I've just been grinding away with the Humans deck I've had since 2017. However, I also play Legacy on MTGO, meaning I had just about everything for DnT already. I just needed to buy the new cards and I was ready to go.

Death and Taxes, David Ernenwein (League 4-1)

Creatures

4 Giver of Runes
4 Leonin Arbiter
4 Thalia, Guardian of Thraben
4 Stoneforge Mystic
4 Flickerwisp
4 Skyclave Apparition
2 Archon of Emeria

Artifacts

4 Aether Vial
1 Sword of Fire and Ice
1 Maul of the Skyclaves
1 Batterskull

Instants

4 Path to Exile

Lands

11 Plains
4 Horizon Canopy
4 Ghost Quarter
4 Field of Ruin

Sideboard

4 Auriok Champion
2 Winds of Abandon
2 Disenchant
2 Phyrexian Revoker
2 Rest in Peace
2 Gideon, Ally of Zendikar
1 Aven Mindcensor

The maindeck is fairly standard. I know I previously said that I liked Restoration Angel over Archon, but the meta's changed towards more non-basics and less removal. The land tax is more important.

As for the sideboard, I've found playing Humans that Champion does so much in so many matchups that it would take a significant shift towards red sweepers to make me want Burrenton Forge-Tender. Winds of Abandon rounds out the anti-creature package. As I've mentioned, if you're going to run artifact destruction, run spells, not creatures. DnT is already vulnerable to Torpor Orb, so don't play into it with Leonin Relic-Warder. I'm starting to sour on Gideon as my grindy matchup curve-topper since red spells are so prevalent, but I haven't found anything better.

The League

For those unaware, MTGO Leagues aren't tournaments per-se. Rather, you queue up and get matched with another player. MTGO says that matches are made based on record, preferably the same or similar ones. I know from experience that the pairings are closer to random because League composition is pretty random and there isn't always someone else in matchmaking with a record even similar to yours. Each player gets 5 matches and earns prizes based on final record.

I joined this League on Nov. 1 and finished Nov. 3. During that time I never had to queue for more than 20 seconds. I'm curious what other player's queue times are: was this good or bad? I genuinely don't know, but it might help indicate how popular Modern actually is on MTGO. Shorter times should equal more players, just like the tournament practice rooms. The first match launched almost immediately after I hit the button.

Match 1: 5-Color Pile (1-0)

As a reminder since it's been awhile, I indicate starting hands in parentheses for each game as well as whether I was on the play or the draw. My starting total is first, then the opponent's.

Game 1, W (Draw, 7-5)

My opponent's first four turns play out as follows: play Indatha Triome, play Raugrin Triome, play Zagoth Triome, then do nothing twice. I have Vial, Thalia plus Vialed Giver, then Archon. The opponent's only impact on the board is to play a Teferi, Time Raveler to bounce my Vial after drawing a Forest. They then continue to do nothing until death.

Sideboarding:

-2 Path to Exile
-2 Thalia, Guardian of Thraben

+2 Gideon, Ally of Zendikar
+2 Rest in Peace

Despite having seen basically nothing from my opponent game 1, I know that they're on an Uro pile of some description. I also know that it was ridiculously tilted towards beating other piles, because at the end of the game my opponent showed me their hand of 4 Aether Gust, 2 Veil of Summer, and a Remand. They must have really expected a League of midrange matches. All the Triomes means it must also be five-color, so I board for a massive grind-fest.

Game 2, W* (Draw, 7-7)

And game two does not disappoint. My opponent has fetchlands for untapped mana, then curves Wrenn and Six into Liliana of the Veil, Teferi, Time Raveler, and Omnath, Locus of Creation. I grind back with Stoneforge and Apparations, answering every card and playing around removal on my Apparitions during combat as much as possible. Eventually my opponent Supreme Verdicts, clearing the board. At this point, they have ~10 lands and six cards in hand with Wrenn and Six on the board. I also have ~10 lands, two Vials, a Maul of the Skyclaves, Rest, and no cards in hand. I'm pretty unlikely to win this game. But so is my opponent, and that's far more relevant here.

See, at this point, my opponent has ~20 cards left in their deck. Due to attrition from the long, hard grind, they can have at most 2 Cryptic Command and 2 Omnath left in their deck. Two each are already exiled. I've killed three T3feris, two Lilianas, a Teferi, Hero of Dominaria, and two Jace, the Mind Sculptors. I've also destroyed two Field of the Deads. This is important because my opponent is playing like they have multiple Uro in hand and like that's their only way to win now. And that's really important because I have 10 minutes left on my clock, while they have less than three. I'm out of Apparations and Paths, so any threat they have will stick. I'll concede to a win condition, but not to nothing. I never get to stick another threat, but they never found a way to make the Uro's live, and they time out. So that's technically a win for me.

Match 2: Jeskai Control (2-1)

Game 1, W (Play, 6-7)

I lead with Vial. Things are looking bad for me when my opponent goes Steam Vents into Sacred Foundry to Bolt my Stoneforge Mystic and the Giver I Vialed in. Jeskai's wall of cheap removal is very hard for a deck like DnT to beat. However, I get lucky. Either my opponent doesn't know the matchup, has actual nothing, or is on autopilot, because they lose after going for Cleansing Wildfire on their Flagstones of Trokair, with mana for my Vialed in Arbiter. Sword of Fire and Ice cleans up afterwards.

Sideboarding:

-4 Skyclave Apparition
-3 Thalia, Guardian of Thraben
-1 Path to Exile

+4 Auriok Champion
+2 Gideon, Ally of Zendikar
+1 Aven Mindcensor
+1 Rest in Peace

I've learned over the years that most creatures are just going to die against Jeskai and Jund. Thus, it's best to bring in creatures that have protection from most of the removal. Thalia's tax isn't too effective, especially when Jeskai tends to board in Flame Slash. Apparition is actually a liability since Jeskai doesn't have many permanents I want to exile, those that do are big enough that the illusion will kill my creatures in combat, and Jeskai always seems to have the removal at the most devastating moment.

Game 2, L (Draw 7-7)

My opponent curves their removal perfectly, lands Teferi, Hero of Dominaria, and never looks back. I have a decent hand, but it lined up exactly perfectly for my opponent to one-for-one me to death.

Game 3, W (Play 7-7)

This time it's my turn to curve out with Vial into Arbiter with Giver followed by Vialed Stoneforge with Arbiter payment. My opponent goes tapped Hallowed Fountain into two fetchlands. Had I ever seen Ghost Quarter, I think that's game. As is, eventually another Fountain is found, letting my opponent Path both Giver and Arbiter to unlock their mana. However, it's too late, and Sword on a Champion runs away with the game. Gideon was hit the board too late to do anything.

Match 3: Scourge Shadow (2-1)

Game 1, L (Draw 7-5)

My blind keep has no Path. This proves fatal, since my opponent curves a perfect turn three kill with Scourge of the Skyclaves and Temur Battle Rage thanks to their opening hand being Monastery Swiftspear, Blood Crypt, and three Mishra's Bauble, with Bolt on the lethal turn. Them's just the breaks sometimes.

Sideboarding

-4 Thalia
-2 Flickerwisp

+4 Auriok Champion
+2 Winds of Abandon

I always reduce my vulnerability to Lava Dart in this matchup. Flickerwisp is has more utility than Thalia, so I keep some of them.

Game 2, W (Play 7-7)

I open with Vial. My opponent Thoughtseizes, taking Stoneforge. I draw and play Champion. My opponent Inquisitions twice, stripping the rest of my hand. I draw and play Sword of Fire and Ice. My opponent misses a land drop and plays two Swiftspears. I then equip the Champion and play another one and my opponent concedes. They must have had the Kozilek's Return in hand, but couldn't cast it.

Game 3, W (Draw 7-6)

My opponent leads with Swiftspear and Bauble. And then another Swiftspear, but no land drop. I get Stoneforge and then a turn 3 Batterskull plus Giver. My opponent finally gets their second land, an Agadeem, the Undercrypt, but it doesn't matter and 'Skull runs away with the game. I think my opponent had a lot of Scourge and Battle Rages based on their not casting anything.

Match 4: Mardu Shadow (0-2)

Game 1, L (Draw 7-7)

Once again, my opponent has the turn 3 Scourge kill, but with Mutagenic Growth for the Swiftspear instead of many Baubles. I didn't have a Path.

Sideboarding

-4 Thalia
-2 Flickerwisp

+4 Auriok Champion
+2 Winds of Abandon

Basically the same matchup demands basically the same sideboard. I know I'm against Mardu thanks to the lands that got played, which makes me wonder about Rest in Peace. However, I haven't seen decks that are as big on the graveyard synergy recently, so I decide against it.

Game 2, L (Play 7-7)

I have a turn 2 Champion. My opponent Thoughtseizes me, taking my only Path. Then I get double-Bolted turn 2. Turn 3 is for another Thoughtseize taking Winds and two Death's Shadows. On turn 4 my opponent plays Agadeem, and attacks with two 6/6 Shadows. I block with my two Champions. My opponent cycles two Street Wraith then double Battle Rages. Just nothing you can do, there.

Match 5: 4-Color Copycat(2-1)

Game 1, W (Play 6-6)

Over the course of this game, my opponent will resolve Oath of Nissa six times. They will hit lands three times, find the first Felidar Guardian, and whiff completely twice. Given the typical composition of that deck, such a result is statistically implausible. Everything just seems to be misfiring for my opponent and I win easily.

Sideboarding

-4 Thalia

+2 Winds of Abandon
+2 Phyrexian Revoker

Being on the draw in this matchup makes Thalia pretty weak thanks to Wrenn and Six. It's also a lot more likely that they'll get Omnath out, so I need the extra removal. Revoker is a necessity in a planeswalker- heavy matchup.

I've thought a lot about bringing in Champion to negate the combo. It has never worked out for me because of T3feri bouncing Champion and Uro value. There's definitely an argument to go for it anyway, but I didn't here.

Game 2, L (Draw 7-6)

My opponent curves out, I assume, ideally: Oath, Wrenn, Uro, Omnath with fetchland into Felidar Guardian flickering Oath and finding Saheeli Rai. I fight back with Vial, Arbiter and Giver, then Path the Guardian when they go to combo and follow up with Apparation on Omnath. The game goes very long as I gain life with Batterskull while my opponent gets every fetchable land from their deck, most of them with a follow-up Omnath out. I have my opponent down to 6 life with lethal several ways next turn thanks to Sword when my opponent draws their last Saheeli Rai to combo for the win.

Sideboarding

-2 Winds

+2 Thalia

I'm on the play, so Thalia can keep Wrenn off the board for a turn. I'm also the aggressor so less sorcery speed removal is better.

Game 3, W (Play 7-6)

For the first time this League, I lock out my opponent. I have Vial turn one, Thalia turn two, and two Arbiters plus Ghost Quarter on a Raugrin Triome to lock my opponent's mana. They die with four fetchlands and a Breeding Pool in play, showing me a hand of Paths and Fiery Justice.

Overall Impressions

If my first match is any indication, there is a perception that Uro piles are dominating the online metagame. However, my experience and the data alike don't back up that conclusion. Players are clearly playing a very wide array of decks and are still brewing around, looking for edges and better options. The format feels very dynamic, which is a good thing.

As for Death and Taxes, the margins have gotten a little smaller over the past month as more players have grown accustomed to the deck. Apparition has also lost some potency as playstyles, though not deck composition, changes. DnT should maintain a place and presence in the metagame, but it will be reduced. And you'll really need to put in the time and effort to make it work. You really can't skimp on practice with a deck that requires extensive format knowledge to play correctly.

Outside the Box With Scourge of the Skyclaves

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Shortly after the card became legal, I ran a piece on Scourge of the Skyclaves that illustrated the many homes it was sure to find (and had already tried out) in Modern. Of those, Rakdos Prowess has risen head-and-shoulders above the rest of the competition, that build now rebranded as Scourge Shadow. Still, as a staunch believer in brewing that which the heart desires, I was left wondering what a Scourge deck might look like that was maybe worse, but certainly more in line with my preferences than the all-out assault of the top performer. Today, I'll unveil what I managed to come up with.

Picking Colors

My first order of business was to decide which colors I wanted to be in, as the best cards in each are fairly obvious; then, it's a matter of picking spells in those colors that plug whichever holes are left in the strategy.

Back in Black

It made sense to start by looking at what was already in-color, and black certainly offers some exciting options to the Scourge shell.

Inquisition of Kozilek/Thoughtseize: Clearing the way for a fatty with one of these spells is Modern at its most classic. That line of play shoves us towards midrange on the archetype spectrum, but when the spells are this versatile, who cares? Thoughtseize does deal us damage for Scourge, but to be fair, it's die-more considering we'll always be fetching. Still, that damage becomse relevant when we look at another possibility....

Death's Shadow: By now, Shadow and Scourge have proven to be the best of buds. After all, they're both undercosted beaters that benefit from similar gamestates, not to mention come with similar strings attached. I wasn't sure I wanted Shadow, because of the kind of playstyle it can force pilots into, but I did want a certain amount of threats.

Cling to Dust: Modern's latest superb cantrip, Cling offers a late-game grinding engine, incidental lifegain, and incidental graveyard hate in Game 1, all on a one-mana draw spell that triggers prowess and fills the graveyard. Talk about versatile.

Fatal Push: Great removal. What's not to like!

Looking over my options, I figured pushing deeper into black than just a splash for Scourge meant adopting a slower, grindier gameplan.

Red the Runes

The next color I looked at was red. Level 0 reasoning when reading Scourge of the Skyclaves says that the card's better when opponents are getting domed, and nothing domes like a burn spell.

Lightning Bolt: Magic's premier burn spell was all but guaranteed inclusion if I opted to dip into this color, but I didn't think it was reason enough to commit on its own. Modern decks these days are well-oiled machines built from synergistic components, and Bolt is... well, just a great card. Splashing the instant was once more commonplace, although often decks that couldn't play it were simply outclassed, but that was before Fatal Push, Aether Gust, and other such compact answers were printed in other colors.

Monastery Swiftspear: Now we're baking! If I do indeed know my way around a Swiftspear, there's no way I'd miss its delicious synergy with Scourge. Since the newcomer relies as much on an opposing life total as on one's own, Swiftspear essentially clears the way for Scourge to come down, no-questions-asked: because of haste, opponents don't even get a chance to draw their first card of the game, play their first land of the game, and kill the Human before they're in range of Scourge being live. Swift also provides bursts of damage down the road, which grows Scourge in the medium-term. For that reason, opponents should kill it right away if they can. The thing is, their doing that means one less removal spell pointed at Scourge, or a Push wasted.

Swiftspear's one-mana-haste-beater-with-upside-later blueprint is so good with Scourge that we've seen Bomat Courier creep into Rakdos Prowess decks this month as four additional copies. Bomat Courier! Remember that guy?

Temur Battle Rage: One of the most alluring aspects of Scourge of the Skyclaves is its combo potential with Temur Battle Rage, which in case you've been quarantining under a rock lets the creature kill from 10 life with opponents at 15. Fitting a couple of these into the shell for a Splinter Twin effect of sorts would increase our aggressiveness quotient, perhaps improving reversibility if the build was trending a little too reactive.

Crash Through: Far from the most exciting card in a deck all but sure to eschew Soul-Scar Mage, Crash is nonetheless a cantrip that does things, and one that plays great with Scourge and other fatties like Tarmogoyf. Its effect proves a tad redundant with Rage, often a better spell for that purpose, but I like that it filters into a new card.

U Blues, U Lose

Or do ya? I was determined to find out!

Stormwing Entity: I've had good fun with this creature since its printing, and wanted to try it alongside Scourge in a 12-Goyf type of shell. Try it I did, and because of Entity's strict conditions—mostly, running a bunch of Manamorphose—I remained unconvinced. I soon came around on Manamorphose the card, but requiring the instant to be around just to slam the bird made the bird far from worth it. The point of Scourge is we don't have to step so far out of the way to run a ganga great two-drops.

Stubborn Denial: Rather, the most obvious candidate in blue was Denial—after all, blue cantrips ain't what they used to be, and permission interacts with certain spells a lot better than targeted discard does, yielding tempo as well as disruption. Alas, without Entity, I just didn't have enough Ferocious enablers to want to dip into the spell, which made blue mostly unappealing.

Aether Gust: One last-ditch note in blue's favor was Aether Gust, a card that's been showing up in sideboard and even mainboards galore. Not only is super-bouncing a Swiftspear or other prowess creature great in the combat step, fading damage while often costing opponents a card or two in the process, Gust is great at dealing with lots of Modern's premier threats at the moment: Uro, Titan of Nature's Wrath, Primeval Titan, and Omnath, Locus of Creation among them. Naturally, though, it wasn't a reason on its own to splash a color.

Mean 'n' Green

Well, we all knew it would come to this...

Tarmogoyf: Ah yes, the reason not just to splash green, but to play Modern, nay, Magic at all. As soon as I saw Scourge, I thought Goyf; here was a creature that similarly rewards pilots for just playing the game, capable of growing freakishly huge very quickly even without much support. And as a longtime champion of Temur decks, I'm also a longtime clamorer for "more Goyfs" to throw into my decks, so naturally I was excited by the prospect of slinging these coupla two-drops together.

By "more Goyfs," I mean strategic redundancy; with eight of the things, it's simpler to build a whole deck that assumes it can drop such a beast on turn two in most games, rather than having to flip a coin between two patently different creatures (as Jund did forever with Dark Confidant). As such, the deck should run smoother. But it's also curious that Goyf and Scourge don't utilize the same resource. While Goyf can be blanked by Rest in Peace, and Scourge dismantled by... uh... random lifegain cards, dealing with a creature suite that employs both of them strains opponents for hate, multiplying the pressure both threats already put on the life total. In other words, they seemed like a match made in heaven, so long as I could figure out what else green had to offer.

Veil of Summer: 2020 was truly a year of superb cantrips, though not all of them remain in the format. Veil of Summer is one that has managed to evade Modern's banhammer, if it wasn't so lucky elsewhere. The hate card Goyf and Scourge both crumble before is Fatal Push, one of Veil's favorite meals. And stopping permission, discard, and other random removal never hurts, either. Sold!

Traverse the Ulvenwald: A Traverse package could be splashed, and I messed around with one a bit. But to what end? If we already have our great threats, I don't think additional graveyard reliance and mana taxing is what our deck wants.

Don't White a Check...

...that your ass can't cash! We've got the honorable Fred Durst to thank for that one. But seriously, that check would bounce. With pretty much just Path to show for itself, white is freaking bad.

Building the Deck

Green was a lock. (Who are we kidding?) And so was red; my tries without it proved too anemic. White was out for sure. I messed around with some four-color variants before realizing blue wasn't adding much and cut it, which gave us Jund.

Here's where I ended up:

Jund Scourge, Jordan Boisvert

Creatures

4 Monastery Swiftspear
4 Death's Shadow
4 Tarmogoyf
4 Scouge of the Skyclaves

Artifacts

4 Mishra's Bauble

Instants

4 Lightning Bolt
3 Cling to Dust
4 Manamorphose
3 Temur Battle Rage

Sorceries

4 Thoughtseize
4 Inquisition of Kozilek
2 Crash Through

Lands

2 Blood Crypt
1 Stomping Ground
4 Verdant Catacombs
1 Swamp
1 Overgrown Tomb
4 Bloodstained Mire
3 Wooded Foothills

Sideboard

1 Lurrus of the Dream-Den
1 Klothys, God of Destiny
3 Veil of Summer
1 Ancient Grudge
3 Fatal Push
2 Searing Blood
3 Collective Brutality
1 Unearth

A few general thoughts:

I ended up going with Shadow to add some bulk to the threat suite, which was missing once I gave up on Stormwing Entity (the other option was trying for a Traverse package, which struck me as kind of frail). We do deal ourselves plenty of damage between the fetchlands and Thoughtseize anyway, and Shadow is something of a trump in the many aggro mirrors. With Shadow in the picture as well as Scourge, I felt comfortable moving to 3 Temur Battle Rage.

Manamorphose stacks with Bauble to give the deck plenty of 0-mana velocity, which is great for Goyf, Swiftspear, and Cling alike. I think it's worthwhile even without Entity, though I could see trimming its numbers a bit if we needed to include something else, such as mainboard Fatal Push (perhaps alluring with Scourge Shadow so high in the Tier rankings).

It still offers an aggressive dimension, but Swiftspear is not a standalone threat in this build: it's more an enabler à la Noble Hierarch, almost hoping to lock in a point of damage and then eat a kill spell right away to clear the way for a superior threat. Of course, if opponents choose to ignore it without developing their own battlefield, Swiftspear will end up piling on a good 3-6 damage in the first few turns, which is fine for the mana investment, but far from the havoc we know it's capable of.

Feeling Nostalgic?

Because of Swift's borderline enabler status here, this deck feels familiar to me, playing somewhat like the Six Shadow deck I trotted out only for Arcum's Astrolabe and Oko, Thief of Crowns to be banned. And building it reminded me of Counter-Cat, a deck whose founding principle is "splash the cards you want." Something of a jog down memory lane, and good lockdown fun, although natch, I couldn't sleeve it up for Friday!

All that to say that maybe our world is deeply altered, but Modern is still Modern—sure, Blood Moons and Swiftspears and Omnaths and Scourges lurk around many corners, but if you find something that takes your breath away, by golly, play it. Life is too short. Until next time, may you swing 15!

Multicolor Monolith: October 2020 Metagame Update

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Happy Election Day, America! May your vote be counted and the voting process as stress-free as mine. Living in a state that's been all mail-in ballots for years has considerable advantages in a pandemic year. And if not, take heart. At minimum, you won't be bombarded by annoying, omnipresent, and pleading political advertising for at least another two years.

October's data came in like clockwork. Not only exactly on time, but also in predictable quantity. Every week there were exactly two Challenges and five Preliminaries. This appears to be the standard for Wizards and what I'll expect going forward. If there are additional premier events, that's just gravy. I've considered adding in non-Wizards MTGO events. MTGGoldfish and MTGTop8 often have other events from international groups and Hareruya, but there are problems. Primarily, I don't know the competitiveness of the events. For all I know, they could be small playgroups with really inbred metagames, not at all comparable to MTGO events. Also, a lot of them report weird quantities of decks, like Top 11's or Top 4's, or 27 total decks. I'm not sure what to do score-wise, so I'm not going to bother. Let's worry about that when paper starts again.

October Metagame

There were 585 total decks this month. Which is down a bit from September, but that's largely thanks to no Modern Championship events this month, meaning fewer Premier events to draw from. Preliminary attendance appeared to be up overall to compensate for the lower event total, and so the data is only down by 26 decks.

To make the tier list, a given deck has to beat the overall average population for the month. The average is my estimate for how many results a given deck "should" produce on MTGO. To be a tiered deck requires being better than "good enough". For October, the average population was 8.47, meaning that a deck needed 9 results to beat the average and make Tier 3. Then, we go one standard deviation above average to set the limit of Tier 3 and cutoff to Tier 2. The STdev was 12.71, so that means add 13 results and Tier 2 starts with 22 results and runs to 34. Thus, to make Tier 1, 35 decks are required.

The Tier List

Deck diversity is down a bit this month, from 73 to 69, which is still a nice amount of variety. Of those, 21 cleared the threshold and made the tier list. The lower numbers are almost certainly a function of the smaller data set, which was caused by there being fewer premier events in October. However, population differences cannot explain how skewed the data is.

Deck NameTotal #Total %
Tier 1
4c Omnath6511.11
Scourge Shadow6210.60
Humans457.70
Death and Taxes355.98
Tier 2
Reclaimer Titan264.44
Tier 3
4c Copycat213.59
Izzet Prowess203.42
Heliod Company203.42
Amulet Titan193.25
Oops, All Spells183.08
Jund183.08
Burn142.39
Dredge132.22
Sultai Uro122.05
Mono-Red Prowess111.88
UW Control101.71
Eldrazi Tron101.71
Jeskai Control101.71
Ponza91.54
Niv 2 Light91.54
Mono-Green Tron91.54

4-Color Omnath piles and Scourge Shadow technically qualified for Tier 0 status (three STdev's above average) in October. That is an absurdly high population. Ponza was just under the cut last month. I'm not going to actually call either deck Tier 0, temptingly click-baity as it may be. Both decks lack the decisive bustedness of a Hogaak or Eye of Ugin Eldrazi, and it's also only the first month this has happened. This could easily be, and I suspect it actually is, a function of variance and popularity rather than a problem.

See, 4-Color Omanth covers a huge variety of decks. Some are Bant Uro decks with a single Omnath, Locus of Creation thrown in. Many are completely retooled to be Omnath first, planeswalkers second, Uro third decks. And everything in between. If I wanted to, I could have broken Omnath into at least three decks. I'm not going to because I hate splitting hairs. But I could have, so don't freak out over the numbers. Meanwhile, Rakdos Prowess has been a popular deck every month so far, and its evolution Scourge Shadow got a lot of attention in October. That boosted its numbers a lot. As the rest of the data showed, this is nothing to worry about.

Where's Tier 2?

There's only one deck in Tier 2: Reclaimer Titan. That's just how the math worked out. For those that don't know, it's basically Amulet-less Titan using Elvish Reclaimer and Flagstones of Trokair for mana fixing, toolboxing, and value. It's the evolution of the toolbox Vial Titan decks that showed up in August, then disappeared. I've never played against them and so have no further commentary, but they did better than typical Amulet Titan, so there's that.

As for its loneliness, I think that's just a quirk. With so much population wrapped up in the top two decks, it's natural and expected that the rest of the standings would be a bit thin. Death and Taxes is literally just over the line for Tier 1, and a number of decks are just under getting out of Tier 3. I don't think there's anything to be worried about metagame-wise as a result.

It does bring up some methodology questions. In the old system, this would never have happened, thanks to the paper data outweighing the MTGO data coupled with the statistical "smoothing" of the weighting system. I strongly believe that 4-Color Copycat, Izzet Prowess, Heliod Company, and Amulet Titan are actually Tier 2 decks in October's metagame, but the high STdev kept them out. I'm not sure there's an acceptable solution to this, as without another data source to serve as a counterweight any smoothing I do would be illegitimate. Weird-looking Tiers may just be something to live with until paper resumes.

What Happened to Ponza?

Meanwhile, I don't think I've seen a crash quite like Ponza's. It went from the best-performing deck in Modern to just barely making Tier 3. Insert tasteless airline joke here. Honestly, I'm perplexed. The metagame overall doesn't look too different from what it was in previous months, and given Omnath's percentage, you'd think that a Blood Moon deck would be ready to pounce. Instead, the deck died. I understand that Ponza has a poor Scourge Shadow matchup, but is it so bad to completely eliminate the deck?

Tron also crashed, but that is far more understandable. Eldrazi Tron has always been a meta deck, specifically a Chalice of the Void meta deck. When Chalice loses power, like when prowess continues to decline (as happened in October) Eldrazi Tron dies off. Mono-Green Tron also collapsed, but this was foreseeable. Cleansing Wildfire is a tailor-made maindeckable anti-Tron card. Not that it's being maindecked as an anti-Tron card, mind you. There are a lot of decks throwing Wildfire at Flagstones of Trokair to make their own, better version of Rampant Growth. They're just incidentally getting to use it for its intended purpose.

Power Rankings

Tracking the metagame in terms of population is standard practice. However, how do results actually factor in? Better decks should also have better results. In an effort to measure this, I've started using a power ranking system in addition to the prevalence list.

A reminder of how it works: as I go through the Preliminary and Challenge results, I mark each deck's record or placement respectively. Points are then awarded based on those results. Preliminaries report results based on record, so that's how the points are distributed. 5-0 is three points, 4-1 is two, and 3-2 is one. Challenges are reported in terms of placing, so being Top 8 is worth three points, Top 16 is two, and being reported at all is one. The system is thus weighted to award more points to decks that perform well in Challenges rather than Preliminaries. The reason is simply that Challenges are larger and more competitive events, and the harder the field, the better a deck needs to be.

The Power Tier

The 585 decks earned a total of 918 points in September. Total decks were down, so it makes sense that points are also down. The average points were 13.30, so 14 points makes Tier 3. The STdev was 20.71, meaning Tier 2 began at 35 points and Tier 1 is for 56 points or more. There were 20 decks in the power tier, down Ponza from the population list. It was not only abandoned, it performed poorly.

Again, the data shows much higher variance than before. Given that the data is linked, it would be far weirder if that wasn't the case. Interestingly, the difference between the average and STdev for points has consistently been double that of the prevalence rankings. That the STdev would be higher makes sense, there's more variation options for ranking power than population. That the relationship has been so consistent is intriguing.

Deck NameTotal PointsTotal %
Tier 1
4c Omnath11612.64
Scourge Shadow899.69
Humans687.41
Death and Taxes566.10
Tier 2
Reclaimer Titan454.90
4c Copycat363.92
Jund363.92
Tier 3
Heliod Company333.59
Izzet Prowess303.27
Amulet Titan303.27
Oops, All Spells283.05
Sultai Uro232.51
Burn202.18
Dredge192.07
Mono-Red Prowess181.96
UW Control151.63
Niv 2 Light151.63
Jeskai Control151.63
Mono-Green Tron151.63
Eldrazi Tron141.53

The top performing decks earned an absurd amount of points this week. To be expected, perhaps, given the population data. However, the Omnath decks really took the cake. They won a lot of events, but that may not be cause for concern. Pilots matter, and if the best players all gravitate to the same deck it will always do better than anything else. I can't prove this is the cause, but it is a plausible explanation. Don't go losing your mind until more data comes in.

More Normal

The advantage of doing power rankings is that some of the population weirdness disappears on its own. Tier 2 has naturally expanded to three decks, though not the ones I expected. Jund shot up from Tier 3 while Heliod, Izzet, and Amulet languished. At very least, it confirms the relative power indicated by the population listings. As does Eldrazi Tron being the lowest scoring deck in the listings.

Average Power Ranking

Finally, we come to the average power rankings. These are found by taking total points earned and dividing it by total decks, which measures points per deck. I use this to measure strength vs. popularity. Measuring deck strength is hard. Using the power rankings certainly helps, and serves to show how justified a deck's popularity is. However, more popular decks will still necessarily earn a lot of points. This is where the averaging comes in. Decks that earn a lot of points because they get a lot of results will do worse than decks that win more events, indicating which deck actually performs better. A higher average indicates lots of high finishes where low averages result from mediocre performances and high population. Lower tier decks typically do very well here, likely due to their pilots being enthusiasts. So be careful about reading too much into the results.

The Real Story

I'm still searching for a more statistical way to quantify how "good" decks are. All the tools from sports statistics deal with individual players on a team, which might work for individual cards, but not deck-to-deck. If anyone has ideas, I'm open to suggestions. Until I find something better, the averaging system is still very instructive. The average average was 1.61 this month. Therefore, any deck that is above that baseline average overperformed while those under it underperformed. Interestingly, 1.6 with some change has been the baseline for every month I've done this so far. No idea what it means, but it is an interesting discovery.

Deck NameAverage PointsPower Tier Placement
Jund2.007
Sultai Uro1.9212
4c Omnath1.781
Reclaimer Titan1.735
4c Copycat1.716
Niv 2 Light1.6717
Mono-Green Tron1.6719
Heliod Company1.658
Mono-Red Prowess1.6415
Baseline1.61
Death and Taxes1.604
Amulet Titan1.5810
Oops, All Spells1.5611
Humans1.513
UW Control1.5016
Izzet Prowess1.509
Jeskai Control1.5018
Dredge1.4614
Scourge Shadow1.442
Burn1.4313
Eldrazi Tron1.4020

There really is no substitute for experience. Jund was the best-performing deck by a solid margin. Supposedly dead thanks to the Uro/Omnath decks, Jund players defied October's long odds to pull a solid 2.00 point average. Jund's gameplan is just too solid and adaptable to really keep down, and it will be interesting to see how November goes for the stalwart.

Developments to Watch

Uro decks account for 4/9 of the overperforming decks, and that's concerning. A popular deck being popular is one thing, but if it wins a disproportionate amount then we're getting into a ban watch. There's enough variation between individual decks that diversity isn't being affected, both between the decks and inside them. It's also weird that it's working so well, given my experience with these decks. It makes me wonder if there's an actual problem in the meta or there's groupthink and self-fulfilling prophecies going on.

Meanwhile, this month's runner up Scourge Shadow decidedly underperformed. The deck is solid, but it very clearly only made Tier 1 due to popularity. This indicates some combination of high variance, poor metagame positioning, and a flawed attack plan. Changes need to be made. Finally, and mostly because I like crowing when a deck I think is bad does poorly, not only was Eldrazi Tron on the bottom of the power rankings, it had the worst average. The deck is badly positioned and clunky now that prowess has fallen off and Chalice of the Void's poorly positioned. Time to put the spaghetti monsters down.

Keep on Keeping on

The metagame has begun stabilizing, which is appropriate as we move into the period that is traditionally the least dynamic for Magic. Competitive play has always wound down November to January in the past. This time will be a bit different I suspect, as the draw-down was for paper, not MTGO. I expect the metagame to just keep plugging along in November, but we'll see what happens.

Shadow of Shadow: Examining Rakdos Prowess

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As October comes to a close, it's time for me to wrap up my look into the new decks from Zendikar Rising. Admittedly, it's mostly been a case of deck evolution rather than outright new decks. Even Belcher had a direct predecessor. And that's a good thing. Modern's been churning non-stop for over a year. It's nice to have time to refine and rebuild rather than adapt to entirely new metagames constantly. It would be even nicer if we had paper Magic to provide some metagame stability and consistency. The online metagame moves incredibly quickly, and decks are emerging and declining with alarming speed. Today I'm looking at a great example.

The one arguably exception to my earlier statement is Oops, All Spells. Nothing like it has ever existed in Modern before, nor was it possible in any fashion (to my knowledge) before Rising. I'd argue back that first, it actually isn't new. Travis Woo tried to make it work in 2015. He didn't succeed, but that's beside the point. The newest version appeared after Belcher starting popping up, largely as a result of players trying to fix the problems Belcher had. Secondly, everything I previously said about Belcher applies to Oops. It's busted when everything comes together, but making that happen is prohibitive. And it's a lot more vulnerable to hate than Belcher is. There's just not enough to say about the deck for a whole article.

Prowess Ascendant

Not so for today's deck, which has already had several articles to its name. During the Rising preview season, I noted that Scourge of the Skyclaves had potential in Modern. The only question was how to lower the opponent's lifetotal fast enough to make Scourge worthwhile, but not so fast that it was easier to just kill the opponent without needing Scourge. I didn't have an answer at the time, and because Prowess was so dominant, I didn't think I'd get one anytime soon. Prowess was so explosive already; what exactly was gained by slowing down for Scourge?

However, as Jordan noted, while there were plenty of homes available for Scourge, Rakdos Prowess made the most sense. It was actually putting up results, had a pedigree, and the Prowess shell did the damage needed to turn on Scourge. More importantly, Scourge filled a hole in Prowess's attack. Jordan knows his way around a Swiftspear more than I do, and that relying on cheap prowess creatures is as much a weakness as a strength. The deck had been crying out for some beef for quite awhile, and Rising dropped the perfect addition. In fact, why stop there? Just go all in on the life-total dependent creatures and run Death's Shadow too. It was a new concept a the end of September, but was already putting up results. And the deck just looked brutal.

Shadow and Scourge

Apparently, the MTGO collective conscience agreed. If you search for Scourge in October, it's basically all Rakdos Shadow. And why not? The deck was surging at the end of September, and given how strong the basic Rakdos Prowess shell had proven, there was no stopping it in October.

Exactly what the deck looks like is a matter of taste. Some lists take an all-in approach, with Street Wraith, Crash Through, and extra Mutagenic Growths. Others plan for a grindier game with Bomat Courier and Kroxa, Titan of Death's Hunger. However, the most common configuration looks exactly like they just took out the non-one-drop creatures to make room for Scourge and Death's Shadow.

Rakdos Shadow, SKK (4-1 Modern Preliminary 10/21)

Creatures

4 Monastery Swiftspear
4 Soul-Scar Mage
4 Death's Shadow
4 Scourge of the Skyclaves

Artifacts

4 Mishra's Bauble

Sorceries

4 Thoughtseize
1 Unearth
1 Agadeem's Awakening

Instants

4 Lava Dart
4 Lightning Bolt
2 Mutagenic Growth
2 Apostle's Blessing
3 Temur Battle Rage
2 Dismember

Lands

4 Bloodstained Mire
4 Blood Crypt
3 Arid Mesa
3 Marsh Flats
1 Mountain
1 Sunbaked Canyon
1 Swamp

Sideboard

1 Lurrus of the Dream-Den
3 Fatal Push
2 Nihil Spellbomb
2 Cleansing Wildfire
2 Feed the Swarm
2 Kroxa, Titan of Death's Hunger
1 Kolaghan's Command
2 Kozilek's Return

I'm only being slightly disingenuous. The spell loadout of this representative deck is nearly identical to the most common Rakdos Prowess decks pre-Zendikar Rising. The main change has been to remove the prowess-critical Manamorphose to fit in Temur Battle Rage and Agadeem's Awakening. The reason (as far as I can determine) is that despite still playing the two best prowess creatures (don't @ me, Sprite Dragon), Rakdos Shadow just doesn't have or want to have the critical mass of spells in a single turn necessary to blow the opponent out of the water. This makes Manamorphose unnecessary air. Instead, it needs to maximize its spells slots to drop both life totals as fast as possible. I'm just thankful there's nothing like Flame Rift in Modern.

Variations on a Theme

In fact, it's worth noting that the combination of one-drop prowess creatures, Thoughtseize, and Lurrus of the Dream-Den (which is always a companion for Rakdos Shadow) has yielded one of, if not the, most successful decks this year. Pre-pandemic, various prowess shells were doing well. I thought the Rakdos version was better against the Primeval Titans running around, but Mono-Red was more common.

That all changed with the pre-errata companions. Whether as Rakdos Prowess, in Jund, or in Burn, Lurrus was the defining card of that era. And the vast majority of Lurrus decks were running Swiftspear and Thoughtseize. It makes perfect sense: Thoughtseize is the perfect disruption for this style of deck, Swiftspear benefits from the cheap spell, and Lurrus provides the card advantage to keep the gas pumping. Rakdos Prowess is just the latest beneficiary of this positive cycle.

A New Twist

The big change, and I suspect the reason for Rakdos Shadow overtaking all other options, is Scourge's combo with Temur Battle Rage. In case you don't know, if the opponent is at 15 life and Scourge's controller is at 10, then Battle Rage on Scourge is lethal: the first hit deals five, and the second deals 10. This is a much easier and lower-work kill than previous Battle Rage decks laid claim to. As Grixis Death's Shadow taught us well in 2017, it is very easy to get one's own life very low very quickly. Getting the opponent low enough only requires one Bolt hit and a Swiftspear. Two-card combos are powerful, and it has proven itself to the satisfaction of many pilots.

An Ugly Reality

The catch is that it doesn't appear to have stuck. The October data is nearly finished, and I can tell you that Rakdos Shadow will be Tier 1, probably at the top of the standings. However, I'm not sure it really deserves that position. Without the last week of data tabulated, I can't be overly definitive. That said, Rakdos Shadow is only pulling 1.44 points per result, and that number has been falling steadily since early October. The usual average of the averages being 1.6, Shadow is definitely performing below average. Additionally, at least half of its results came in the first ten days of October. The rest of the month has been a struggle for Rakdos Prowess, and I'm inclined to think that it's actually worse today that it was in September.

Inherited Flaws

One can always blame these kinds of collapses on changing metagames, adaptation, or popularity shifts, and sometimes it's right to do so. MTGO has long had a reputation for being far more volatile than paper for a reason. However, I think that explanation is inappropriate this time. The lifegain out of the Uro piles is certainly devastating against Rakdos Shadow, but that was a problem it overcame before. If Shadow really was a top tier deck, it would do so again. Meanwhile, popularity swings affect every deck. If a deck is winning enough, it should hold players interest over time. If Shadow did suffer a popularity decline, it is a reflection of doing poorly in the meta rather than player whims.

I think the likely explanation for Shadow's October decline is that in exchange for a boost in explosiveness, it has inherited all the known weaknesses of its predecessor decks. And one unique problem. The primary problem is that, as I mentioned before, Rakdos Shadow is not really a new deck, just the natural heir to 2020's most popular card combination. Players were ready to fight this deck because they'd already had to fight Rakdos Prowess. Sweepers, creature removal, and lifegain are all as effective against both builds.

An offshoot of that is the Path to Exile problem. Between Lurrus, Unearth, and Agadeem's Awakening, Shadow is well set up to beat Fatal Push. None of those cards work against Path, which is the most played removal spell now thanks to Omnath piles and Death and Taxes. Giving up the haste threats and Bedlam Reveler for beef has left Shadow in a position to be run out of threats as they get exiled by Path and Celestial Purge.

A Huge Weakness

The unique problem is that Rakdos Shadow has one card that it is extremely weak to. There have been plenty of decks that lose to a particular type of card, chiefly graveyard hate, in Modern's history. However, I don't think that any deck has ever struggled against a single card the way that Shadow does against Auriok Champion. Protection from both the deck's colors is significant on its own as a brick wall. However, if that were enough, then Paladin en-Vec would see play. What matters is the lifegain. Champion triggers from both player's creatures, so trying to go around the Champion just plays into it. And that means that it becomes harder and harder to cast Scourge. When it does hit, Champion can potentially kill Scourge if there's a flurry of creatures afterward.

Shadow decks are, of course, aware of this weakness. Some run Bonecrusher Giant or Skullcrack and hope to bait a favorable block. Some splash white off Sunbaked Canyon to fit Path themselves. The most common solution is Kozilek's Return, which is arguably best, since a sweeper will also be good against the decks that would run Champion. But 2 damage isn't very effective against Humans, Giver of Runes protects against colorless, and both Humans and DnT run more Champions than Shadow runs Returns. The math decidedly favors Champion, and may explain a recent increase in Humans' numbers.

Compared to the Classic

A more general problem I have with Rakdos Shadow is how it compares to classic Grixis Death's Shadow. Classic GDS has lost a lot of its punch, but its success and longevity hold lessons for Scourge Shadow. GDS had a very similar gameplan of killing quickly with a huge creature being "cheated" out. It used similar tools of cantrips, creature removal, and discard.

However, GDS is more of a tempo or aggro-control deck, where Scourge Shadow is more or less straight aggro with some combo potential. GDS looked to rip-up the opponent's hand with lots of discard spells, play a threat, and then protect it with Stubborn Denial. This gave GDS incredible matchup flexibility and left it a commanding presence in Modern for many years.

Rakdos Shadow is far more linear. With less discard, it can't disrupt opponents as proactively. Its only way to save creatures is Apostle's Blessing, and not every version even plays that. Instead, the plan is to spread the board with cheap creatures and outrace the opponent. The most effective disruption is just winning the game, after all. Shadow is far more linear and single-minded as a result. This is a fine strategy, but it also makes it easier to answer and adapt to. And since Shadow decks at the end of October look so similar to those from September, while everything else has changed their sideboards, I think the Shadow decks may have fallen behind the curve.

For What It's Worth

I think that Rakdos Shadow is a fine deck and has a place in Modern. However, it needs to reevaluate itself and adapt to the changing meta. The holes and opportunities that it exploited early on have closed, and the meta is now prepared. The ball's in your court, Scourge Shadow. Time to make a play.

Omnath Impresses: A Study in Variations

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Zendikar Rising has had a notable effect on Modern, but it's been mostly positive. Whether it's making Death and Taxes finally viable or shaking up the Prowess decks, the new additions seem to be providing the right incentives without being oppressive. However, one card is drawing ire, mostly by association rather than anything it's actually done.

When Omnath, Locus of Creation was banned in Standard, I expected it to surge in Modern. That's usually just how it goes; when something gets banned in Standard, players don't want to give up on their cards, and try them in other formats. Omnath was an easier fit since it had already made some inroads, and with it being banned off Arena there really wasn't any other option. I haven't seen Omnath in Legacy, and Pioneer is... not thriving. That said, I haven't been too impressed by Omnath decks. I can see why players would be drawn to them and appreciate their power. However, they have a fundamental flaw that is easily exploitable.

The Card in Context

Granted, Omnath is far from a bad card. Omnath stands as a monument to ill-considered, all-upside, power-for-free card design that has plagued Magic (and caused an absurd number of Standard bannings) over the past few years. Seriously, did a 4/4 with a ridiculous landfall ability need to draw a card too? However, context is everything, and Omnath's Modern power is much lower than in Standard. Despite being easier to trigger thanks to the fetchlands, Omanth's stats and mana cost aren't anything special in Modern. Niv-Mizzet Reborn is just a mana more for flying, two additional points of power and toughness, and more upfront card advantage. And besides some lower-level league finishes, he's barely done anything in Modern.

The problem is that Standard is far slower than Modern and has worse answers. This let Omnath sit on the board more often and accrue value. Or, even better, take advantage of weak aggro decks and let Omnath hang out in hand until the time was optimal to cast it, play a land to trigger the lifegain, follow up with Fertile Footsteps, trigger the mana ability, then end the game with Escape to the Wilds. Modern's aggro decks kill on turn four and usually have some kind of disruption, so the optimal Omnath line isn't possible. And this isn't counting how much harder four-color decks have it in a format with Blood Moon and freshly divorced from Arcum's Astrolabe.

Thus, Omnath's supporting cast needs to be far better in Modern than Standard. And it certainly looks that way. Fetchlands aside, Uro, Titan of Nature's Wrath is legal, and so is Wrenn and Six to keep the lands flowing. Then there's the much better creature removal to buy time to set Omnath up. On paper, things look promising to the point that some are already saying that Omnath's busted here, too.

Omnath in Practice

However, what's true in theory doesn't matter. Only practice matters, and despite appearances, the Omnath shells aren't impressing me. I've been playing DnT on MTGO, hitting various types of value Omnath decks, and winning fairly easily. I've also proxied up the deck and tested it against Humans and UW Stoneblade, and it doesn't do anything special. It's not awful, but it certainly doesn't seem bannable. For reference, I've been testing against this list:

4-Color Uro, bbotonline (League 5-0)

Creatures

4 Uro, Titan of Nature's Wrath
3 Omnath, Locus of Creation

Planeswalkers

3 Wrenn and Six
2 Teferi, Time Raveler

Enchantments

1 Felidar Retreat

Sorceries

2 Hour of Promise

Instants

4 Path to Exile
2 Lightning Bolt
2 Mana Leak
2 Growth Spiral
3 Force of Negation
3 Cryptic Command

Lands

4 Misty Rainforest
4 Scalding Tarn
2 Flooded Strand
2 Field of the Dead
2 Field of Ruin
1 Breeding Pool
1 Forest
1 Hallowed Fountain
1 Island
1 Ketria Triome
1 Lonely Sandbar
1 Mystic Sanctuary
1 Raugrin Triome
1 Snow-Covered Forest
1 Snow-Covered Island
1 Snow-Covered Plains
1 Steam Vents
1 Stomping Grounds
1 Temple Garden
1 Vesuva

Sideboard

2 Engineered Explosives
1 Veil of Summer
2 Aether Gust
3 Cleansing Wildfire
1 Celestial Purge
1 Deflecting Palm
1 Gaea's Blessing
1 Ashiok, Dream Render
1 Mystical Dispute
1 Timely Reinforcements
1 Supreme Verdict

There is quite a bit of variation between lists, but bbotonline's list is representative. All the value Omnath lists have a full set of Uro with 2-3 Omnath. They tend to have 3 Wrenn and Six, with 2-4 other planeswalkers (4 being most typical). bbotonline switched the Jace, the Mind Sculptor that most lists run for Felidar Retreat, and Teferi, Hero of Dominaria for another Hour of Promise.

The only ramp comes from 2 Growth Spirals. The rest of the spells are interactive, with the only constants being 4 Path to Exile. Everything else is negotiable or a metagame call.

This applies to the sideboard as well. Every value Uro deck that I've seen in October is running 29 lands. This is not, as one might expect, to make it easier to cast all the colored spells. In my experience, it actually has the opposite effect. No, the manabase is entirely bent towards maximizing Field of the Dead. I would go so far as to argue that these decks aren't Uro decks so much as Field ones. Uro's just a great setup card. In that light, bbotonline's Retreat makes more sense than the alternatives, as it serves as a castable Field.

The Essence of Durdle

And this all leads into the data I've collected. I don't have exact numbers for my online play, but I know that I have a very positive record against 4-Color Uro on MTGO. It's pretty devastating for a deck that's all about fetchlands to face Leonin Arbiter, but Thalia is also surprisingly strong. 4c Uro really needs to hit its curve, and Thalia is actually a significant burden (Growth Spiral for 3 mana?). Skyclave Apparition also exiles all the relevant permanents, so it's a very good matchup. As for the testing results, those are also not good for 4-Color Uro. Humans is currently sitting at 16 wins in 18 matches, while Stoneblade is 9 for 15. That's not broken deck territory.

The problem is that the four-color value lists, whether this Field/Uro centric or not, are massively durdly. To the point of actively doing nothing a lot of the time. In testing, Uro's had to mulligan very aggressively for hands that did anything. I'm not even talking about curving well, I literally mean that a lot of hands I've pulled have just done squat, playing a turn 3 Uro at most. Most of the problem is that the deck is exactly 48.3% lands. Most hands will be mostly lands by simple math.

The problem is made worse by so many of the spells being contextual, most prominently the counters. However, almost every permanent is an investment card. Given time, it will pay off, but the immediate impact is low. It's very easy for these 4c Uro decks to run out of gas simply because they don't have much to begin with. Unless they're rolling with Uro chains, there's just no force to them.

Feet of Clay

The manabase problem is actually much worse than just constant flood. As previously mentioned, it's actually quite difficult to cast all the colored spells thanks to the ridiculous curve and all the singleton lands. The ideal goldfish curve, as far as I can tell, is turn 2 Wrenn, turn 3 Uro with land drop, turn 4 Omnath, play fetchland, crack fetchland, use the five mana for Hour of Promise. This requires RG, then 1UG, and WURG, which means that a lot of thought must go into each fetch because, doing it even slightly wrong will severely constrain available mana down the line. And that's not getting into the additional calculations for Cryptic Command and Mystic Sanctuary. This is a deck that wants to and must hit every land drop perfectly.

And that's the problem. Uro plays 10 fetchlands and 2 Field of Ruin for fixing. That's less than half the lands in the deck, which means that it's more likely to end up with a hand without a fetchland unless you mulligan aggressively. Just keeping lands and spells is deadly for this deck because there is an alarmingly high chance that the lands in hand won't actually cast all the spells. Any stability or redundancy in the manabase has been sacrificed to maximize the odds of activating Field of the Dead. If the deck can't fetch for a Triome turn 1, it's already falling behind.

There is a Reason

Given all these problems, it would be tempting to just write the deck off as the latest value-town pile. However, this is tempered by the knowledge of how devastating it is when 4c Uro actually does go turn 2 Wrenn, turn 3 Uro with land drop, turn 4 Omnath, play fetchland, crack fetchland, use the five mana for Hour of Promise. That's an absurd amount of card advantage, board presence, and life swings. Combo as always doesn't care, but it's utterly devastating for any fair deck to try and fight through. It also just feels amazing to pull off and makes you dream about crushing opponents that thoroughly again. Which is my explanation for the deck's popularity; gotta chase that high (variance sequence).

This also frustrates me. The basic sequence of Wrenn, Uro, and Omnath is pretty overwhelming value-wise on its own. Continuing onto Field is crushing, but more akin to piling on. I can't suppress the thought that a lot is being sacrificed to Field when it doesn't need to be. Retreat is a perfectly serviceable analogue that doesn't require contorting the manabase. It constantly feels like the deck is deliberately choosing to lose a lot of fast games in order to dominate the long ones. It's why it's losing badly to Humans and DnT but faring much better against Stoneblade. It takes that perfect curve to keep up with Humans (unless Uro draws all the Paths, and sometimes not even then) but unless Stoneblade has Stoneforge Mystic on turn 2, it has no pressure. This lets Uro durdle to its heart's content, which is how it wins. But again, it feels like it doesn't have to and could be better if it didn't lean into durdling so much.

An Improvement

I'm not the only one who thinks so. Last week, kanister won a challenge playing Copycat with Omnath, and others have followed. The metagame data is inconclusive, but I can say that last week was the best 4-Color Copycat (or even Jeskai Copycat) has had since I started watching MTGO data. It's always had a presence, but never climbed past Tier 3. Since kanister's win, it has starting stealing slots from the typical Uro lists. And I think that it should completely replace them.

Omnath Saheeli, PATXI (League 5-0)

Creatures

4 Felidar Guardian
3 Omnath, Locus of Creation
2 Uro, Titan of Nature's Wrath

Planeswalkers

4 Saheeli Rai
4 Teferi, Time Raveler
4 Wrenn and Six

Enchantments

4 Oath of Nissa
4 Utopia Sprawl

Instants

4 Path to Exile
2 Remand

Lands

1 Breeding Pool
1 Flooded Strand
2 Forest
1 Hallowed Fountain
1 Island
1 Ketria Triome
4 Misty Rainforest
1 Mountain
1 Plains
2 Prismatic Vista
1 Raugrin Triome
1 Stomping Ground
1 Temple Garden
1 Tranquil Thicket
1 Waterlogged Grove
3 Windswept Heath
2 Wooded Foothills

Sideboard

2 Aether Gust
1 Celestial Purge
2 Cleansing Wildfire
1 Dispel
2 Dovin's Veto
1 Fiery Justice
1 Jegantha, the Wellspring
2 Lightning Helix
1 Mystical Dispute
2 Veil of Summer

Jordan's already gone into detail about the deck. The main takeaway is that adding Omnath to 4-Color Copycat has been complimentary. Copycat was already running Wrenn and Uro, but really needed to build into something better than a Felidar Guardian (assuming it didn't just combo). The same value snowball, but with a way to acutally win the game outright? Sounds like a very sweet deal.

The Key

The biggest plus is the manabase. Yes, it is still mostly singletons. But this time there's some slack being cut. With 12 actual fetchlands in a 25-land deck, the fetch density is much higher than in the value Uro deck. Plus, with no colorless utility lands, the deck is far less likely to just splutter out due to unreachable color requirements. Copycat doesn't have to get a Triome first then hit another fetch or die every game! That alone is reason to switch.

Better, the deck can actually solve its in-game manabase woes. In Uro, the only hope for awkward mana was to Wrenn back fetchlands or get a lucky draw. Copycat has 8 ways to fix mana, between Oath of Nissa and Utopia Sprawl. So long as it has a green source, Copycat can actually get out of color screw on purpose, rather than just by randomly drawing the right card. This adds a robustness to the mana which means that in my (so far limited) testing there are far fewer free wins thanks to hopeless color requirements. Making me actually work for wins more often is a huge win in and of itself.

Twin's Shadow

Copycat has always been a very pale shadow of Splinter Twin in Modern. That whole instant-speed combo thing leaves imitators anemic, but Copycat has the additional problem of being more cost-intensive and less interactive than Twin was. This has always made it a fringe deck. In truth, a lot of the problems are still present. Copycat hasn't magically become a Tier 1 powerhouse just by adding Omnath. However, it is better now, and certainly feels more threatening to play against while being less frustrating than other 4-Color Uro/Omnath decks. There's some actual potential here, and I couldn't say that before Omnath. Keep an eye on Copycat.

October ’20 Brew Report, Pt. 1: New Horizons

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Halfway through the month, October seems to be following in September's footsteps, giving us new decks from the new cards and interesting takes on existing archetypes. Today, we'll look at developments in ramp, midrange, fish, and combo. Let's get to it!

Come Om, Come All

Omnath, Locus of Creation is more than just a Standard all-star (and forced-retiree). The creature has been tearing up both Pioneer and Modern in more ways than one. Last week, we looked at Omnath Ramp, the default shell for the Elemental; this week, we'll check out its recent applications with combo and other value elements alike.

But first, who remembers this deck?

Jeskai Saheeli, WTNOF (5-0)

Creatures

3 Snapcaster Mage
4 Felidar Guardian

Planeswalkers

3 Narset, Parter of Veils
4 Saheeli Rai
3 Teferi, Time Raveler

Instants

4 Lightning Bolt
2 Lightning Helix
4 Path to Exile
4 Peek
4 Remand
1 Valakut Awakening

Enchantments

3 Spreading Seas

Lands

4 Arid Mesa
4 Flooded Strand
2 Hallowed Fountain
2 Island
1 Plains
1 Raugrin Triome
2 Sacred Foundry
1 Snow-Covered Mountain
2 Steam Vents
2 Sulfur Falls

Sideboard

1 Abrade
1 Anger of the Gods
1 Ashiok, Dream Render
1 Celestial Purge
2 Dovin's Veto
2 Monastery Mentor
2 Mystical Dispute
2 Rest in Peace
1 Supreme Verdict
2 Timely Reinforcements

Oh yes, that's a finish from Copy-Cat in 2020! But there's more, Copy-Cat fans... what if I told you this deck was due for a makeover?

Omnath Saheeli, PATXI (5-0)

Creatures

4 Felidar Guardian
3 Omnath, Locus of Creation
2 Uro, Titan of Nature's Wrath

Planeswalkers

4 Saheeli Rai
4 Teferi, Time Raveler
4 Wrenn and Six

Enchantments

4 Oath of Nissa
4 Utopia Sprawl

Instants

4 Path to Exile
2 Remand

Lands

1 Breeding Pool
1 Flooded Strand
2 Forest
1 Hallowed Fountain
1 Island
1 Ketria Triome
4 Misty Rainforest
1 Mountain
1 Plains
2 Prismatic Vista
1 Raugrin Triome
1 Stomping Ground
1 Temple Garden
1 Tranquil Thicket
1 Waterlogged Grove
3 Windswept Heath
2 Wooded Foothills

Sideboard

2 Aether Gust
1 Celestial Purge
2 Cleansing Wildfire
1 Dispel
2 Dovin's Veto
1 Fiery Justice
1 Jegantha, the Wellspring
2 Lightning Helix
1 Mystical Dispute
2 Veil of Summer

Omnath Saheeli is a relative newcomer to the format, but it's already taking it by storm. Besides the recent list featured above, the deck has placed in multiple preliminaries and plenty of 5-0 dumps. In light of all these Four-Color Saheeli results, the previously teased Copy-Cat list reveals itself to be something of an anomaly, perhaps just an old-timer returning to an old standby after seeing the combo get some love in the format.

Saheeli Omnath's calling card? Topping off the masterfully grindy Omnath-Uro shell with the Copy-Cat combination, yielding a way-too-hot-for-Standard Modern abomination. To make room for Saheeli, the deck abandons much of its land-ramping magic, and adds interaction in the form of... other planeswalkers.

Remand, once one of Modern's beloved counterspells but now a scourge of trade binders everywhere, even makes a rare appearance here as a way to interact and ramp at the same time: if players manage to sap an opponent's whole turn, perhaps by say, countering their own Omnath, they get to untap, draw, and make a brand new land drop. Remand targeting an escaped Uro is also big game, making the card a trump in the mirror akin to Veil of Summer against targeted discard decks. And it's great against ritual strategies like Charbelcher, too!

When it comes to mashing engines together, though, the following Omnath list really takes the cake.

Yorion Niv-Mizzet Omnath, GOBERN (5-0)

Creatures

3 Niv-Mizzet Reborn
2 Bloodbraid Elf
1 Keranos, God of Storms
4 Omnath, Locus of Creation
1 Renegade Rallier
1 Snapcaster Mage
3 Uro, Titan of Nature's Wrath

Planeswalkers

3 Teferi, Time Raveler
4 Wrenn and Six

Enchantments

4 Abundant Growth
4 Utopia Sprawl

Instants

3 Abrupt Decay
1 Assassin's Trophy
4 Kaya's Guile
1 Kolaghan's Command
4 Lightning Helix

Sorceries

4 Bring to Light
1 Dreadbore
1 Maelstrom Pulse
1 Supreme Verdict

Lands

1 Breeding Pool
1 Godless Shrine
1 Indatha Triome
1 Ketria Triome
4 Misty Rainforest
1 Overgrown Tomb
4 Prismatic Vista
2 Snow-Covered Forest
1 Snow-Covered Island
1 Snow-Covered Mountain
1 Snow-Covered Plains
1 Snow-Covered Swamp
1 Steam Vents
1 Stomping Ground
1 Temple Garden
3 Verdant Catacombs
3 Windswept Heath
2 Wooded Foothills

Sideboard

1 Boil
4 Cleansing Wildfire
1 Crumble to Dust
2 Dovin's Veto
3 Fatal Push
1 Unmoored Ego
2 Veil of Summer
1 Yorion, Sky Nomad

No clever deck titles here -- Yorion Niv-Mizzet Omnath is exactly as you'd expect, with Bloodbraids implied and Bring to Lights... admittedly, serious contenders for being in the name. Otherwise, this deck is pretty straightforward: slam a high-impact five-mana spell and drown opponents in value.

Omnath picks up where Niv can leave off, functioning as a pseudo-five-drop with tons of immediate impact. Players can just cast it, play a fetch, and crack it at their leisure to lock in two landfall triggers. And Bring to Light can search either the Dragon or the Elemental, situation depending, to bury opponents properly.

The sideboard gets to tap into a mini-toolbox featuring Boil (Uro decks), Crumble (Tron), Ego (combo, not least the Charbelcher decks), all-purpose interaction like Veil, Push, and newcomer Cleansing Wildfire, and of course, Yorion, Sky Nomad. Should opponents find ways to stick enough spokes in this deck's wheels, Yorion lurks in the sideboard waiting to bail it out. And all for a paltry 3 mana!

Hey There, Little Guy

Synergy-based creature aggro had a big month, and I don't just mean Prowess.

Aspirant Ballista, NHA37 (10th, Challenge #12216047)

Creatures

4 Luminarch Aspirant
4 Auriok Champion
4 Giver of Runes
1 Hangarback Walker
4 Heliod, Sun-Crowned
2 Ranger of Eos
4 Ranger-Captain of Eos
4 Skyclave Apparition
2 Thalia, Guardian of Thraben
4 Walking Ballista

Artifacts

4 Aether Vial

Lands

4 Cavern of Souls
4 Field of Ruin
1 Horizon Canopy
12 Plains
1 Silent Clearing
1 Sunbaked Canyon

Sideboard

1 Aven Mindcensor
1 Burrenton Forge-Tender
3 Damping Sphere
1 Dawn of Hope
1 Giant Killer
3 Path to Exile
2 Rest in Peace
2 Wheel of Sun and Moon
1 Worship

David wrote a deep-dive exposé on Death and Taxes earlier this week; that deck's enjoying unprecedented success thanks to Skyclave Apparition. Other decks wielding the Spirit are also cropping up, including this curious contraption: Aspirant Ballista.

The deck employs Luminarch Aspirant and Heliod, the Sun-Crowned pump the constructs up to gun down creatures and flood the battlefield with tokens. Ranger-Captain of Eos and Ranger of Eos both can tutor up whichever contruct is needed in a given moment, as well as protection in Giver of Runes.

Eldrazi Company, SEASONOFMISTS (5-0)

Creatures

4 Eldrazi Displacer
4 Skyclave Apparition
4 Birds of Paradise
4 Charming Prince
3 Flickerwisp
4 Giver of Runes
4 Tidehollow Sculler
3 Wasteland Strangler

Artifacts

4 Aether Vial

Instants

4 Collected Company

Lands

2 Brushland
2 Caves of Koilos
1 Concealed Courtyard
4 Eldrazi Temple
1 Forest
2 Horizon Canopy
2 Plains
4 Razorverge Thicket
2 Silent Clearing
1 Swamp
1 Wastes

Sideboard

2 Archon of Emeria
3 Auriok Champion
2 Damping Sphere
2 Gaddock Teeg
1 Gaea's Blessing
2 Qasali Pridemage
3 Relic of Progenitus

Eldrazi Company also packs Skyclave Apparition, indeed a great creature to cheat out with Collected Company. And apparently, so are Displacer and Strangler. No Thought-Knots here, though: the 4 Temples are mostly included to support Displacer's ability, which creates oodles of value with many creatures own but is quite impressive when blinking the Apparition. Apparition also provides a steady stream of targets for Strangler... both ways!

Rules Were Made...

Banned Standard creature? Yep, dutifully slotted into my Modern deck. X creatures minimum alongside Collected Company? Check; I ain't getting got by my own spell. But Magic isn't just for rule-followers, which is why Garfield invented combo. And modern's no stranger to combo, which is why this month brings new developments in the macro-archetype!

Oops! All Spells, GYYBY297 (3-2, Preliminary #12216063)

Creatures

4 Balustrade Spy
2 Narcomoeba
1 Phantasmagorian
1 Salvage Titan
4 Simian Spirit Guide
4 Undercity Informer
4 Vengevine

Artifacts

4 Pentad Prism
3 Sword of the Meek
4 Talisman of Resilience

Enchantments

4 Leyline of Sanctity

Instants

1 Nexus of Fate

Sorceries

4 Agadeem's Awakening
4 Creeping Chill
3 Emeria's Call
4 Pelakka Predation
3 Sea Gate Restoration
2 Shatterskull Smashing
4 Turntimber Symbiosis

Sideboard

4 Goblin Charbelcher
1 Intervention Pact
1 Mountain
4 Nature's Claim
2 Pact of Negation
3 Thoughtseize

Oops! All Spells is the Goblin Charbelcher deck, but in reverse. That is, its Plan B of Ballustrade Spy and Undercity Informer has been made the main attraction. Charbelcher still sits patiently in the sideboard for the right matchup. With this combo, the deck mills itself until the battlefield is flooded with dredge creatures and multiple Creeping Chills have been fired off, then attacks for victory; Nexus of Fate is here to prevent a complete deckout, unlike the Legacy version of the deck, which wants to empty its library.

Eschewing Belcher for game 1 makes the "landless" deck less cold to Karn, the Great Creator, a mainstay in Eldrazi Tron decks. Belcher can come in when opponents inevitable reach for graveyard hate, as the artifact totally ignores that type of interaction. As such, Oops! All Spells is a bit more resilient than Belcher over the course of a match, while the latter may be more consistent.

Enduring Ideal, RINKO (28th, Challenge #12216053)

Sorceries

4 Enduring Ideal

Instants

4 Silence

Artifacts

4 Lotus Bloom

Enchantments

1 Blood Moon
1 Cast Out
1 Dovescape
2 Form of the Dragon
1 Gideon's Intervention
2 Greater Auramancy
4 Leyline of Sanctity
4 Nine Lives
4 On Thin Ice
2 Phyrexian Unlife
4 Solemnity

Lands

1 Boseiju, Who Shelters All
4 Needleverge Pathway
4 Nykthos, Shrine to Nyx
4 Sacred Foundry
9 Snow-Covered Plains

Sideboard

1 Boseiju, Who Shelters All
1 Blood Moon
1 Gideon's Intervention
3 Boil
3 Containment Priest
2 Hushbringer
1 Pithing Needle
1 Torpor Orb
2 Wheel of Sun and Moon

Enduring Ideal is an age-old Modern deck that gets just a little bit better with every few sets or so. New haymaker enchantments are bound to be printed here and there, and the same can be said of effective white disruption. New faces this time around include On Thin Ice, a high-reward removal spell; Nine Lives, time-buyer extraordinaire; and Needleverge Pathway, newest of all.

Nine Lives is a great fit for this deck, since opponents are likely to be locked out before its self-exiling trigger can be reached through conventional means. In the meantime, though, it lets pilots find their other answers to whatever opponents are pressuring them with.

Needleverge finds its stride in a deck like this one, that doesn't fetch but loves painless, flexible lands to smooth out its mana. Thanks to the new land, Ideal has little trouble stretching to splash red, which affords it access to heavy-duty land hate in Blood Moon and Boil.

Cold, Not Cool

While the temperature are beginning to drop in some of our homes, Modern is showing no signs of cooling off, especially not with Omnath roasting everything in sight. Will the Elemental take over yet another format? Tune in at the month's close to find out!

Reaper’s Auditor: Investigating Death and Taxes

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I love it when a deck finally comes together. When all the faith is finally rewarded and the years of suffering and disappointment finally pay off. Mostly because it typically happens to decks that move from mediocre to barely viable. Think of Belcher, Ad Nauseam, the good stuff piles, or Ponza; decks that have been around, but could never find their place... until they could. It's happened to a deck that's near and dear to me, so that's what I'll be covering today.

A History of Taxes

I have been playing and working on Death and Taxes (hereafter: DnT) for years. It's perpetually been a deck that's frustratingly almost there, but never really arrives. The only significant result was back in 2017 at GP Las Vegas. It was perfectly positioned to take apart the Death's Shadow field thanks to their weakness to Thalia, Guardian of Thraben and running the right protection creatures. Since then, there's been the odd blip, but it never really did anything.

The problem, as I and every player that has tinkered with it over the years discovered, is that DnT could be tuned to beat anything, but never everything. It was an exceptionally tunable deck, but never had the raw power needed to dominate a field. All the combo decks? Lock them with Thalia, Eidolon of Rhetoric, and Spirit of the Labyrinth. Jund everywhere? Blade Splicer, Thraben Inspector, Leyline of Sanctity, and Restoration Angel. Tons of Burn? Auriok Champion, Kitchen Finks, Leyline, and Kabira Crossroads. You'd lose to anything else, but if you read the field right, DnT was rewarding.

The Turning Point

I won plenty of local events over the years thanks to correctly anticipating metagames and preparing accordingly. However, whenever I took DnT to wider metas, it just couldn't compete. The power and universality wasn't there. And Humans did a lot of the same things but with a faster clock, so why bother with the pet project? Until 2020, of course. DnT has exploded over the past month thanks to Zendikar Rising. So today I'll be looking at these finally successful builds and breaking down the card choices.

A New World

Surprisingly, there's very little variation in DnT's maindeck. As I'm going through the data for October, there's been a lot of DnT, and they're all built on the model set by Parrit.

Death and Taxes, Parrit (10/4 Challenge, 1st Place)

Creatures

4 Giver of Runes
4 Thalia, Guardian of Thraben
4 Leonin Arbiter
4 Stoneforge Mystic
4 Flickerwisp
4 Skyclave Apparition
2 Archon of Emeria

Artifacts

4 Aether Vial
1 Maul of the Skyclaves
1 Sword of Fire and Ice
1 Batterskull

Instants

4 Path to Exile

Lands

4 Ghost Quarter
2 Field of Ruin
2 Shefet Dunes
1 Eiganjo Castle
1 Horizon Canopy
1 Silent Clearing
1 Sunbaked Canyon
11 Plains

Sideboard

3 Burrenton Forge-Tender
3 Rest in Peace
2 Phyrexian Revoker
1 Leonin Relic-Warder
3 Mirran Crusader
3 Aven Mindcensor

This is Parrit's deck from their best result so far, but honestly, I could have picked any event. Parrit's maindeck hasn't noticeably changed since Rising released online. This player is also personally responsible for close to half of DnT's results so far, so I had choices, but it makes the most sense to go with the best result.

Around 90% of all DnT decks follow Parrit's numbers: Mono-white, 26 creatures, 4 Path, 4 Vial, 3 equipment, 23 lands. The specific choices deviate a bit, and I'll call attention to them, but this formula seems to have been accepted as "correct" for mono-white. Even the deviants and outliers don't stray too far, usually depending on whether or not they're running the Stoneforge package. There have been a few Boros versions and the odd Eldrazi and Taxes, but straight Mono-White DnT is by far and away the most popular. Even excluding Parrit. And digging in, it's not hard to see why.

The Taxes

The key to the deck are the eight disruptive creatures, Thalia, Guardian of Thraben and Leonin Arbiter. I might have seen one list that didn't run full sets of each. Without these speedbumps, DnT cannot keep up with the rest of Modern. Thalia is better than Arbiter in the sense that noncreature spells see more play, and the tax is more consistently disruptive than soft search prevention, but that's balanced by Lava Dart. Arbiter is crippling against unprepared decks and makes Ghost Quarter into Strip Mine while Path to Exile becomes the best removal spell ever.

Both creatures form the heart of the deck. The trick is knowing which one is more relevant. As mentioned above, DnT is very much a deck that requires and rewards format knowledge. Given a choice, it is highly contextual which one to play first: not just the opponent's deck must be considered, but also how your own turns will play out. Playing Arbiter may or may not cripple the opponent's mana development, but it will make it harder to cast Stoneforge for several turns. Thalia may stunt the opponent's gameplan, but will also tax Path. Planning ahead and knowing what's most important in the matchup is key.

Stoneforge Package

Stoneforge Mystic is the card advantage engine in the deck. In the past, it wasn't clear that she was better than the traditional Blade Splicer advantage engine, but every list I've seen so far has been on Stoneforge, so that's no longer the case. Despite reservations, Stoneforge has been a fine addition to the format. White needed the power boost, and it turns out that a turn three Batterskull is still very good. Given the competition after she was initially unbanned, it's taken a while and some metagame changes to break out, and a new printing certainly helped.

Maul of the Skyclaves

I missed Maul in my set review. It was just a big stick, and there are plenty of those already. The evasion was nice, but didn't seem better than the protection of a Sword. And the equip cost is prohibitive. What I missed was that the equip cost is mostly blank text. Equipping on entry is huge by itself, but it also synergizes with Flickerwisp. Thus, it has functions as a combat trick, stalemate breaker, and a normal equipment. A very strong pickup.

Sword of Fire and Ice

Initially the premier choice for Modern was Sword of Feast and Famine. Black and green were the biggest colors at the end of last year, so the Sword that defends against them was the right choice. Discard is also quite good. Times have changed, and now blue and red creatures are everywhere. Extra damage and cards are also always helpful.

Advantage Creatures

The bulk of the creature slots are the advantage creatures, those cards that fulfill some useful niche to support the two-drops and power the deck. I hope I don't have to note why Flickerwisp is good in a deck with Aether Vial by now; it just does everything, with myriad applications on both offense and defense. The other two could use some additional explanation.

Giver of Runes

Giver has always suffered from not being Mother of Runes. Gaining a point of toughness and the ability to protect from colorless cards is solid, but not being able to protect herself really let the side down. In a world where Jund was a big player, it was too easy for Step-Mom of Runes to die uselessly. In Legacy, Bolting an untapped, active Mom ensures a two-for-one since she'll protect herself from the first Bolt. In Modern, it's no risk to Bolt Step-Mom, then Bolt whatever she tries to protect. I kept running Thraben Inspector over Giver as a result.

However, the format, and more importantly DnT, has changed. Protecting key creatures is far more important and far easier thanks to Jund and similar removal-dense decks falling away to make room for Prowess and counter-heavy Uro decks. Every DnT deck I've seen is running a full set, and I can't argue the point.

Skyclave Apparition

For all the talk I could have on format vulnerabilities or metagame positioning, Apparition is ultimately the real reason that DnT is a thing these days. See also everything I said in my preview article. And then amplify it by a factor, because Apparition is far better than expected. Modern seems to be uniquely vulnerable to Apparition thanks to an over-reliance on Uro and cheap planeswalkers. Absolutely a four-of right now.

The Utility Slot

The final two creature slots are the utility slots. There's no consensus on what goes here, and it's entirely about what holes the pilot thinks need filling. The three most popular options I've seen (in order) are Archon of Emeria, Restoration Angel, and Aven Mindcensor. There are advantages to each, and the "right" pick is a matter of personal taste and expected metagame.

Archon of Emeria

Again, take everything from my preview article and copy-paste it here. The current metagame is very favorable to land and spell disruption of this nature. The main problem is that Bolt appears to be on a general uptick thanks to Omnath, Locus of Creation. Thus, it's not quite as effective today as a few weeks ago. Also, while Archon is very effective against Ad Nauseam and Belcher combo, the Venegevine-based Oops All Spells has been getting a lot more attention, and it plays around Rule of Law effectively.

Restoration Angel

Angel is the old standby, and is at her best in a grindy metagame. Blanking even a single removal spell can be backbreaking against Jund or control. Being a 3/4 is also frequently relevant, and when blocking is essential, Resto will always be my pick. Current builds are not the best place for her, as there's no special way to get any value except blinking Apparition. Blocking isn't great right now given Prowess, and true attrition is down. Jund is Tier 2 and Omnath is about drawing lots of cards. The lower removal counts in the Omnath decks do make a single blink far more valuable, but on the whole I think Resto isn't the call, at least this month.

Aven Mindcensor

I have a strained relationship with this card. On the one hand, it is the best hard-counter for search effects in white and phenomenal against Primeval Titan, Scapeshift, and Bring to Light. On the other, Mindcensor has a long history of making promises to me it couldn't keep, dating back to failing to prevent Dragonstorm from going off five times at 2007 Regionals. Mindcensor can't prevent the opponent just having it, and counting on it does just lead to heartbreak. I think that having a few in the 75 is a good idea given how the meta is moving. However, the body is fragile enough and effect narrow enough I'd keep Mindcensor in the sideboard.

The Lands

Every mono-white DnT list I've seen is running 23 lands. A few Boros lists run 21-22 because they're swapping a Field of Ruin or two for Cleansing Wildfire, but they're outliers. The overall breakdown has also very consistently been 11 Plains, 12 utility lands. The utility lands are typically distributed as 4 Horizon lands, 4 Ghost Quarter, 4 Field of Ruin. Again, as of writing, this specific distribution is at least 90% of the lists I've processed, so I'd call it the default. The main deviations are whether to run Horizon Canopy, Silent Clearing, or Sunbaked Canyon, and it really doesn't matter.

As a result, Parrit's list is something of an anomaly, despite being my Ur-example. They've opted to replace 2 Fields with Shefet Dunes and run Eiganjo Castle in place of a Horizon land. I'm not sure why Parrit runs one of every Horizon land; it offers no particular advantage, but there's no disadvantage, either. Maybe it's an availability thing? Or a weird flex? In any case, the unique cards deserve a deeper dive:

Eiganjo Castle

Personally, I can't stand this card. It's not bad, and I don't begrudge anyone running it, but I've never had good results with it. I imagine Parrit is running it to have another non-painful white source with upside, because actually protecting Thalia in Modern is a bit of a pipe dream. Eiganjo does nothing against Lightning Bolt, rarely saves Thalia in combat, and requires two mana to stop a Lava Dart. It's a pale shadow of Karakas and I wouldn't bother.

Shefet Dunes

Dunes is more interesting. It's another white source, and DnT is very hungry for white sources, but it's a painful one. Between the Horizon lands and Dunes, DnT will do 2-5 points of damage to itself in many games. In a race situation, this can be the difference between victory and defeat. Dunes being a temporary Anthem is meant to close out a game. Thus, the damage advantage it gives is often balanced by the damage it gives away. In a field of UW Control, I'd absolutely run Dunes. With Prowess as a top deck, I'd shy away.

In the Sideboard

The beauty of DnT has always been the sideboard flexibility. White has always had the best hate cards and the widest range of sideboard options, so DnT could always tune to answer whatever decks were popular. As a result, the sideboard is very much a matter of personal taste and the current metagame. That said, there are a few cards in Parrit's list that need discussion:

Burrenton Forge-Tender

Forge-Tender is a very good card in a format where specific red spells need to be answered and/or blocked and/or Anger of the Gods is everywhere. This is pretty accurate at the moment. The issue is that Auriok Champion is generally better in more matchups, especially the Scourge of the Skyclaves decks that have started spiking up. Also, given Champion's popularity, a lot of decks are giving up on Anger in favor of Kozilek's Return. Therefore, I'd run Champion as my anti-red card and pack Selfless Spirit for sweepers.

Phyrexian Revoker

Revoker is surprisingly relevant right now. With Belcher decks actually being a thing, DnT needs something to preempt the kill. Revoker is also strong against Tron, creature combo, and any planeswalker Apparition can't hit. Don't cut these, no matter how unimpressive they seem.

Leonin Relic-Warder

On the other hand, absolutely do not play this card. I know the siren call of synergy with Flickerwisp and being a creature in a creature deck. Don't be fooled. Playing Relic-Warder is asking to get hard-locked.

If the only deck that needed Relic-Warder as an answer was Affinity, that would be ok. Exiling a counter-laden creature is very good. However, the main decks with artifacts run Karn, the Great Creator. This lets them wish for Torpor Orb, and most do run a copy. Orb means all the ETB creatures are effectively textless, which means no answers to the Ensnaring Bridge follow-up. For that reason, DnT is better off with Disenchant or Revoke Existence.

Certainties in Life

For those new to the archetype, the advice I'd give is be patient. DnT is not a typical Modern creature deck. It's slower, grindier, and far harder to play than it appears. It takes a lot of format knowledge to be good, and there's no small amount of luck in having everything line up perfectly. If you put in the time, you'll be rewarded. But make sure to get in those reps, because the right line can often be surprising.

Flat Curve: September ’20 Metagame Update

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October is upon us, which means that it's time to do another metagame update. Modern continues to chug along in this paperless world. And better for me, Wizards seems to have finally gotten its act together and is regularly reporting results. Ever since I started caring about MTGO, I've had to deal with really inconsistent reporting. Events would just be randomly missing with no explanation. Apparently, that was a bug that's finally been fixed.

As a result, I could log a minimum two Challenges and five Preliminaries per week. With a few extra premium events thrown in. This resulted in the new largest data set I've ever worked on, with 611 decks in total, or almost 100 more than in August.  While still below the thousand that would be ideal, September's data is still more robust than August's and as valid as currently possible.

It's worth noting that September was also a new set release. In case anyone forgot. This means that there was far more churn in the meta than in August as decks absorbed new cards, new decks emerged, and others fundamentally changed. I'll be sure to point out and assess the main differences.

September Metagame

To make the tier list, a given deck has to beat the overall average population for the month. The average is my estimate for how many results a given deck "should" produce on MTGO. To be a tiered deck requires being better than "good enough". For September, the average population was 8.37, meaning that a deck needed 9 results to beat the average and make Tier 3. Then, we go one standard deviation above average to set the limit of Tier 3 and cutoff to Tier 2. The Stdev was 9.71, so that means add 10 results and Tier 2 starts with 20 results and runs to 30. Another Stdev above that is Tier 1, meaning 31 decks or more.

The Tier List

I counted 73 distinct decks in the data. Only 23 decks made it into the Tier list, coincidentally the same as in August. Interestingly, the number of singletons was down to 15, which is a small drop in absolute terms but a dramatic decrease in terms of percentage. This might mean that the metagame is getting more rigid, but it's more likely a function of the population. I know that several decks posted multiple results due to the same pilot doing well in several events. Such occurrences are to be expected the larger the data grows, so I wouldn't read anything into fewer singletons. Mono-Green Stompy was not in there though, which means it gets to return to its proper position as my whipping boy.

Deck NameTotal #Total %
Tier 1
Ponza416.71
Humans376.06
Rakdos Prowess355.72
Tier 2
Izzet Prowess304.91
Jund274.42
Amulet Titan264.26
Mono-Green Tron254.09
Mono-Red Prowess223.60
4-Color Omnath223.60
Tier 3
Bant Uro182.95
Burn182.95
Ad Nauseam182.95
Grixis Death's Shadow182.95
Toolbox172.78
Temur Uro162.62
Bogles162.62
Sultai Uro152.45
Dredge142.29
Eldrazi Tron142.29
Rakdos Shadow121.96
Sultai Reclamation101.64
Mill 91.47
Death and Taxes91.47

The first thing of note is that Ponza has jumped to the top slot. It should also be noted that with 41 results, Ponza is only up two decks from August. It's also down four decks compared to August's top deck, Izzet Prowess. I think this is down to a broadening of the metagame in September. With 73 distinct decks (and a lot more if I get nitpicky about classification), the number of decks increased by 14% in September. The total results also increased by 18%. With more decks out there, it was harder for any one deck to gobble up results, and so the top deck is less impressive than before. This broadening is also my explanation for Tier 1 only having three decks make the cut off, the smallest I've had so far.

They're Back

On that note, Humans is second place with 37 results after spending August just barely squeaking over the Tier 3 threshold with 8. That's not an increase, that's an explosion, more akin to the deck's arrival in Modern than the return of an established deck. While I can only guess the reason, I suspect that Zendikar Rising was a factor. As I've noted, Humans is very strong against the landless combo decks the set enabled. This shift coupled with Humans already being decently positioned combined to bring the deck back in a big way. We'll see if it's sustained.

Prowess Declining

Parallel to Humans's return is a decline in Prowess. The top two decks of August were Izzet and Rakdos Prowess, and Rakdos was the winningest deck by a large margin. The mighty have fallen. Rakdos Prowess lost six decks in September while Izzet lost fifteen and fell out of Tier 1. Mono-Red did improve itself, moving from Tier 3 to 2 with ten additional results. However, that's still a net loss of eleven decks from the top three prowess decks. And unlike in August, I didn't record any other variants that just didn't make the Tierings.

I think I know what happened with Rakdos Prowess, and I'll get to that in a minute. Izzet's dramatic fall is less certain. Some of it is certainly due to the format adjusting. Izzet was new in July and got established in August. Players have had time to familiarize themselves with the new deck and learn how to beat it. Thus, Izzet's not getting free wins from ignorance and poor responses. This consequently takes a lot of shine off a deck and it will get abandoned. Happens all the time on MTGO, which is relatively cheap compared to paper. However, that doesn't go far enough to explain a drop-off this dramatic. I suspect there's some metagame considerations at play too, and relatively bad matchups are on the rise.

Where's Uro?

On that note, the only deck that (consistently) plays Uro in Tier 1 or 2 is newcomer 4-Color Omnath at the bottom of Tier 2. All the rest are in Tier 3. In fairness, Sultai Uro Control and Temur Reclamation (with Uro) were Tier 3 in August too. However, Bant was a solid Tier 1 deck that fell a long way. I think this fall strongly linked to Jund rising up the Tier 2 rankings and Prowess falling off. As I've noted, Prowess preys on decks Uro is weak to and vice versa. The fall in one is abetting the fall of the other.

It's tempting to say that Uro's lost its bite in Modern. Especially given my history of disdaining the card. However, I wouldn't go that far. Given the stats so far, I think that the non-Bant Uro decks are Tier 3 decks. They're solid, but underwhelming compared to Bant versions. As for said Bant Uro, it underwent a transformation, and the ranking is deceptive.

Deceptive Stats

The numbers never tell the full picture. The Mark Twain quote is famous for a reason. There's no context to numbers, and in September, context is key. There was a new set release, and this meant that decks changed and evolved. For some it was more dramatic than others.

Remember Rakdos Prowess? Those numbers are slightly inflated. Sometime during the week after the set was released the deck evolved to be more midrange by adopting Death's Shadow and Scourge of the Skyclaves alongside Monastery Swiftspear and Soul-Scar Mage. I'm not sure when it happened, because Shadow had made it into Prowess lists before, and the lists looked overall similar. So I just marked them as Rakdos Prowess. However, as the week wore on, it became clear that this was the new form of Rakdos Prowess and that it played very differently than before. So I started separating those decks as Rakdos Shadow. Rakdos Prowess should have fallen more, though I'm not going back through the hundreds of decks to figure out by how many.

Similarly, Bant Uro mutated into 4-Color Omnath. It was very stark. Bant hadn't done much up until set release, and it barely had any afterwards. Instead there was a gap, and the Omnath decks started to appear. And these decks were clearly built off the Bant model, with the same planeswalkers and utility spells. The only additions were Omnath, Locus of Creation and a few burn spells. It's incorrect to just lump Bant Uro and Omnath together in the data because I don't know how many Omnath results are absorption vs. new players, but that was definitely a factor.

Power Rankings

Tracking the metagame in terms of population is standard practice. However, how do results actually factor in? Better decks should also have better results. In an effort to measure this, I've started using a power ranking system in addition to the prevalence list.

A reminder of how it works: as I go through the Preliminary and Challenge results, I mark each deck's record or placement respectively. Points are then awarded based on those results. Preliminaries report results based on record, so that's how the points are distributed. 5-0 is three points, 4-1 is two, and 3-2 is one point. Challenges are reported in terms of placing, so being Top 8 is worth three points, Top 16 is two, and being reported at all is one. The system is thus weighted to award more points to decks that perform well in Challenges rather than Preliminaries. The reason is simply that Challenges are larger and more competitive events, and the harder the field, the better a deck needs to be.

Power Tier List

The 611 decks earned a total of 991 points in September. The average points was 13.57, so 14 points makes Tier 3. The STdev was 15.78, meaning Tier 2 began at 31 points and Tier 1 is for 48 points or more. It was a bit concerning as I started assembling this month's power chart, as it looked like I did a lot of work for no benefit. Fortunately, that quickly changed. Once again, there are 22 decks instead of 23. However, this isn't a clean case of one deck falling out. A number of decks fell out of Tier 3 and several were added in.

Deck NameTotal PointsTotal %
Tier 1
Ponza727.27
Humans585.85
Rakdos Prowess515.15
Tier 2
Izzet Prowess464.64
Amulet Titan444.44
Jund434.34
Ad Nauseam383.83
4-Color Omnath383.83
Mono-Green Tron363.63
Mono-Red Prowess363.63
Grixis Death's Shadow333.33
Toolbox313.13
Tier 3
Temur Uro303.02
Sultai Uro282.83
Bant Uro262.62
Bogles222.22
Burn222.22
Dredge202.02
Eldrazi Tron191.91
Rakdos Shadow171.72
Valakut151.52
UW Spirits141.41

The main deck I want to mention as making the list is UW Spirits. It was just under the cut for the population tiers, but just over for power. This indicates few pilots, but considerable success. I knew that my deck was well positioned, and it's my article, so I'll crow about it if I want too. Valakut was in the same boat. This is my catchall for Primeval Titan decks that clearly aren't Amulet Titan, nor the Toolboxy Vial Titan that showed up last month. Mill, Death and Taxes, and Sultai Reclamation all fell out of Tier 3. They were okay at sneaking into Prelim results, but that's about it.

The other thing to note is that Tier 1 was in the same order as population, and Ponza won by a considerable margin. Turns out that when 3-4 color decks and red aggro are in vogue, a Blood Moon deck with maindeck lifegain is a really good call. After the gap to Humans, there's also a pretty gentle progression through the lower tiers, which indicates a fair overall power distribution.

Tier 2 'Splosion

If Tier 1 was small and static, then it's Tier 2 where everything is happening. The power Tier 2 is larger than the population one, and is very different in rankings, too. This again indicates that power was more evenly distributed in September compared to August, and decks had a harder time outshining each other. I'd also like to draw attention to Ad Nauseam moving up from Tier 3 to being fourth place in Tier 2. The deck was clearly being underestimated in September and was able to rack up the points despite not being popular. Which may help to explain Humans's rise as an anti-combo deck.

The Uro Cluster

An interesting development is the Uro cluster at the top of Tier 3. Given Bant's mutation, its position is not entirely surprising, but Temur and Sultai were lower in population. This indicates to me that all the decks are of similar power, and that Sultai was better positioned than the alternatives given that it was the least popular. In turn, I'd say that all the non-Omnath Uro decks are fairly interchangeable. What matters is not each deck's individual power but personal preference and how well positioned the support cards are at a given tournament.

Average Power Ranking

Finally, we come to the average power rankings. These are found by taking total points earned and dividing it by total decks, which measures points per deck. I use this to measure strength vs. popularity. Measuring deck strength is hard. Using the power rankings certainly helps, and serves to show how justified a deck's popularity is. However, more popular decks will still necessarily earn a lot of points. This is where the averaging comes in. Decks that earn a lot of points because they get a lot of results will do worse than decks that win more events, indicating which deck actually performs better.

Power Over Population

It's not perfect, and ultimately I'm looking for something closer to baseball's Wins Above Replacement, but I haven't found anything that would work as well. If anyone has an idea, do let me know. As for the averages, the closer a deck's average is to 1, the more that it earned its spot purely through population. The closer it is to 3, the more that it was wins which determined the result. I've only done this for two months, so I'm unsure how to evaluate the numbers beyond that. The average rating so far has been 1.6, but I don't have the data to tell if that should actually be my cutoff or not, so I'll keep reevaluating the stats as I go.

It's unfair to do this for all 73 decks in the sample, as singletons that spike an event will beat everyone else, so I stick to just the power-tiered decks.

Deck NameAverage PointsPower Tier Placement
Valakut2.1421
Ad Nauseam2.117
UW Spirits2.0022
Temur Uro1.8713
Sultai Uro1.8714
Grixis Death's Shadow1.8311
Toolbox1.8312
Ponza1.761
4 Color Omnath1.738
Amulet Titan1.695
Mono-Red Prowess1.6410
Jund1.596
Humans1.572
Izzet Prowess1.534
Rakdos Prowess1.463
Mono-Green Tron1.449
Bant Uro1.4415
Dredge1.4318
Rakdos Shadow1.4220
Bogles1.3716
Eldrazi Tron1.3619
Burn1.2217

It's not too surprising that low-tier decks do best in this ranking. With fewer overall results, there are fewer low results to drag down their averages. That Ad Nauseam has the second best average is surprising. And it's well above 2 thanks to a higher-than-average number of Top 8's. This was a severely under-appreciated deck, and it's clear the meta wasn't ready. Correct that mistake in October. It's also worth noting how bad all the Rakdos Prowess suffered compared to August. It looks like the deck's time in the sun is over.

Change Is Coming

The meta is still adjusting to the new cards, but I expect that next time I run the data, that process will be complete. And then we'll know for certain whether Omnath is a diversifying or homogenizing force in Modern. Or whether Prowess can survive close inspection. Until then, pack combo answers, unlike was done last month!

September ’20 Brew Report, Pt. 2: Hard Landings

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The second half of September 2020 brought us swaths of new decks, as Zendikar Rising did more than its fair share in shaking up the Modern metagame. Today, we'll explore new combo options and view the myriad directions ramp strategies are starting to take.

Kombo Krazy

We'll start with Belcher, a deck that recently received an exposé here at Modern Nexus. David found that while the combo itself was broken on multiple metrics, its inherent unfairness didn't necessarily mean it would come to dominate Modern. Indeed, Belcher achieved modest success this month. But any measure of success should count as a victory for the die-hards who have fruitlessly slaved away at making the deck tick for close to a decade. With the new spell-lands, the deck is at least good enough to place in high-level online events in its opening weeks, which bodes well for Goblin Charbelcher's big fans!

Pure Belcher, SEBASTIANSTUECKL (24th, Challenge #12208833)

Creatures

4 Simian Spirit Guide

Artifacts

4 Goblin Charbelcher

Enchantments

3 Vessel of Volatility

Instants

4 Desperate Ritual
4 Manamorphose
4 Pyretic Ritual
4 Spikefield Hazard
4 Valakut Awakening
4 Veil of Summer

Sorceries

4 Bala Ged Recovery
4 Emeria's Call
4 Irencrag Feat
4 Recross the Paths
1 Reforge the Soul
4 Shatterskull Smashing
4 Turntimber Symbiosis

Sideboard

3 Blood Moon
1 Empty the Warrens
1 Goblin Bushwhacker
4 Leyline of Sanctity
1 Mountain
3 Pyroclasm
2 Wilt

This Pure Belcher deck is simple enough: it seeks to make enough mana to cast and activate Goblin Charbelcher, which ends the game. It runs Leyline of Sanctity in the sideboard as protection from targeted discard, a full set of Veil of Summer in the mainboard to hedge against such disruption in game 1. Veil also beats pesky counterspells, allowing pilots to force through their rituals and payoff spells.

Also featured in the sideboard is Blood Moon, a card that, combined with a turn two ritual, can also end games early. Resolving Moon can give pilots enough time to assemble their Belcher combo the hard way (re: through Damping Sphere), or otherwise assemble an alternate win condition like Empty the Warrens with Goblin Bushwhacker.

Some players liked Moon's prison dimension enough to back it up with Chalice of the Void... and mix all of those elements into the mainboard, giving Belcher a two-pronged attack as of the beginning of a match.

Prison Belcher, SKK (9th, Champs #12208810)

Creatures

3 Tangled Florahedron
4 Simian Spirit Guide

Artifacts

4 Chalice of the Void
4 Goblin Charbelcher

Enchantments

4 Blood Moon

Instants

4 Desperate Ritual
4 Manamorphose
4 Pyretic Ritual
4 Spikefield Hazard
4 Valakut Awakening

Sorceries

4 Bala Ged Recovery
4 Irencrag Feat
4 Recross the Paths
1 Reforge the Soul
4 Shatterskull Smashing
4 Turntimber Symbiosis

Sideboard

1 Collected Company
3 Leyline of Sanctity
3 Lightning Bolt
1 Thassa's Oracle
1 Undercity Informer
4 Veil of Summer
2 Wilt

Running Chalice main in Prison Belcher shifts the deck's makeup a bit. Most notably, Veil of Summer has been relegated to sideboard duties. Veil happens to be dead against the aggro strategies that both decimate combo traditionally and struggle to beat Chalice of the Void, especially Infect and Prowess, so perhaps this build is better suited to combat Belcher's strategic predators.

Mill, D00MWAKE (10th, Champs #12208810)

Creatures

4 Hedron Crab
4 Ruin Crab

Artifacts

4 Mesmeric Orb

Enchantments

1 Search for Azcanta

Instants

4 Archive Trap
1 Cling to Dust
4 Drown in the Loch
4 Fatal Push
1 Mission Briefing
4 Surgical Extraction
4 Visions of Beyond

Sorceries

4 Maddening Cacophony

Lands

2 Darkslick Shores
4 Field of Ruin
3 Island
1 Mystic Sanctuary
1 Oboro, Palace in the Clouds
4 Polluted Delta
2 Prismatic Vista
1 Shelldock Isle
2 Swamp
1 Watery Grave

Sideboard

1 Lurrus of the Dream-Den
3 Aether Gust
2 Crypt Incursion
2 Echoing Truth
2 Ensnaring Bridge
2 Extirpate
2 Mystical Dispute
1 Set Adrift

We saw this one coming, too, as Mill was putting up light results even before Ruin Crab was released. Now, though, the deck has undergone some significant changes: gone are clunky once-staples like Glimpse the Unthinkable. Doubling up on the deck's best card lets Mill streamline its strategy like never before, and it'll be interesting to see if tech like Emrakul, the Aeons Torn starts cropping up should Mill sustain its online presence in the coming weeks.

Land Drop & Give Me 50

Belcher doesn't play any "lands," in a sense; to trigger Archive Trap, Mill forces opponents to search up their basics. And on the complete other side of the spectrum lies Ramp, a macro-archetype mostly concerned with making as many land drops as possible. September brought new developments on this front, too, one that had long stagnated around Ponza and Tron.

Uro Gifts, ASPIRINGSPIKE (29th, Modern Challenge #12203374)

Creatures

1 Snapcaster Mage
3 Uro, Titan of Nature's Wrath

Instants

3 Abrupt Decay
1 Assassin's Trophy
1 Cryptic Command
4 Fatal Push
3 Force of Negation
4 Gifts Ungiven
4 Growth Spiral
3 Remand

Sorceries

1 Damnation
1 Hour of Promise
1 Life from the Loam
1 Splendid Reclamation
1 Time Warp

Lands

1 Breeding Pool
2 Field of the Dead
1 Forest
1 Ghost Quarter
2 Island
1 Lonely Sandbar
4 Misty Rainforest
2 Mystic Sanctuary
1 Oboro, Palace in the Clouds
1 Overgrown Tomb
4 Polluted Delta
1 Prismatic Vista
1 Snow-Covered Forest
2 Snow-Covered Island
1 Sunken Hollow
1 Swamp
1 Watery Grave
1 Zagoth Triome

Sideboard

4 Aether Gust
1 Arasta of the Endless Web
3 Ceremonious Rejection
1 Elder Gargaroth
1 Plague Engineer
1 Pulse of Murasa
1 Raven's Crime
2 Veil of Summer
1 Weather the Storm

While Uro decks haven't been tremendously popular as of late, Uro Gifts takes the Titan in a whole new direction. Employing Gifts Ungiven over Fact or Fiction (a common include among Wilderness Reclamation-featuring Uro decks) as an instant-speed card advantage engine lets Uro more selectively dump its escaper, and also sets up the Life from the Loam engine.

The sideboard can also be twisted to get the most out of Gifts, with different packages earning includes alongside the now-requisite full set of Aether Gust.

Omnath Ramp, MCWINSAUCE (6th, Challenge #12208833)

Creatures

4 Uro, Titan of Nature's Wrath
3 Omnath, Locus of Creation

Planeswalkers

2 Teferi, Time Raveler
3 Wrenn and Six

Instants

1 Aether Gust
2 Cryptic Command
3 Force of Negation
2 Growth Spiral
1 Lightning Bolt
2 Mana Leak
4 Path to Exile
1 Remand
1 Spell Snare

Sorceries

2 Hour of Promise
1 Sea Gate Restoration

Lands

1 Breeding Pool
2 Field of Ruin
2 Field of the Dead
3 Flooded Strand
1 Forest
1 Hallowed Fountain
1 Island
1 Ketria Triome
4 Misty Rainforest
2 Mystic Sanctuary
1 Raugrin Triome
3 Scalding Tarn
1 Snow-Covered Forest
1 Snow-Covered Island
1 Snow-Covered Mountain
1 Snow-Covered Plains
1 Steam Vents
1 Temple Garden

Sideboard

2 Aether Gust
1 Lightning Bolt
1 Celestial Purge
3 Cleansing Wildfire
1 Dispel
1 Elder Gargaroth
1 Firespout
1 Kozilek, Butcher of Truth
1 Mystical Dispute
1 Stony Silence
1 Timely Reinforcements
1 Veil of Summer

Modern, meet Omnath Ramp, the deck that's been terrorizing Standard and just got Uro banned in that format. Omnath put multiple copies into that same Challenge Top 8, and has also been spotted this month placing in Champs and Preliminaries alike. So, what's up with this Elemental? Let's break down its heavy card text and find out!

When Omnath, Locus of Creation enters the battlefield, draw a card.

We're already off to a pretty good start; this line of text turned Uro into a format-definer, after all. Four mana isn't so steep in a ramp deck, and locking in self-replacement isn't bad at all for a 4/4 at this rate. Think: Thought-Knot Seer!

Landfall — Whenever a land enters the battlefield under your control, you gain 4 life if this is the first time this ability has resolved this turn.

Now, think: Thragtusk! One mana less for one life less seems like a great trade to me. Or even... Siege Rhino? 4 is less than 6 (Rhino's total swing), but there's more to the story....

If it's the second time, add RGWU.

Triggering two land drops in a turn ain't tough in Modern. Just play and crack a fetchland, and voila! To immediately be rewarded with Omnath's entire casting cost for doing so is a bit ridiculous—that's the payoff of two active Lotus Cobras. And it's not like this deck lacks for things to do with all that mana; it's got walkers, interaction, and more. Still, it's a shame RGWU doesn't cleanly cast Cryptic Command or escape Uro.

If it's the third time, Omnath deals 4 damage to each opponent and each planeswalker you don't control.

Siege Rhino, we meet again! Fulfilling this condition is simpler than first appears. Since the first two drops are fulfilled by playing and cracking a fetch, all that's needed for the third is an Uro escape, Growth Spiral resolution, or Field of Ruin activation. 8-point swings, here we come!

Clearly, Omnath provides Ramp decks with enough juice to stick around awhile, especially backed up by the omnipotent Uro. Will Confounding Conundrum manage to suppress this deck in the coming weeks? For that to happen, after all, players have to actually run it!

Borderpost Mastery, ARTEM_KUHTIN (16th, Challenge #12208833)

Creatures

4 Weathered Wayfarer
4 Auriok Champion
2 Daxos, Blessed by the Sun
1 Elesh Norn, Grand Cenobite
4 Heliod, Sun-Crowned
4 Knight of the White Orchid
4 Walking Ballista

Artifacts

4 Fieldmist Borderpost
3 Wildfield Borderpost

Enchantments

4 Leyline of Sanctity
4 Mastery of the Unseen
3 Runed Halo

Lands

4 Ghost Quarter
4 Nykthos, Shrine to Nyx
11 Snow-Covered Plains

Sideboard

1 Runed Halo
1 Aven Mindcensor
4 Leonin Arbiter
2 Leonin Relic-Warder
2 On Thin Ice
3 Rest in Peace
1 Tectonic Edge
1 Winds of Abandon

Last up today is this beautiful disaster. Players using the Borderposts to bounce their own lands have historically favored game-ending power-plays to break symmetry, such as Restore Balance. We've also seen the curious artifacts support blue-pitching spells like Disrupting Shoal and bolster blue devotion strategies. But now, we have something totally novel.

In Borderpost Mastery, the Borderposts serve to reduce the number of lands pilots have in play without restricting their mana production capabilities. That way, they can extract maximum value from Knight of the White Orchid (a ramping weenie) and Weathered Wayfarer (a land-searching engine-in-a-can). The 1/1 can grab Nykthos, Shrine to Nyx if it hasn't been drawn already, letting the deck make tons of mana with few lands in play. Otherwise, there's nothing like searching up multiple copies of Ghost Quarter and running opponents out of basics—who needs Leonin Arbiter?

Rounding things out are Auriok Champion and Daxos, Blessed by the Sun to hose aggro, Walking Ballista to decimate creature-combo strategies, and Leyline of Sanctity to beat random combo decks and prevent engines from suffering the wrath of Thoughtseize. And oh yeah, some two-mana enchantments: Runed Halo, a pseudo-removal spell which certain decks simply don't beat, and Mastery of the Unseen, a head-scratching value engine I never thought would see the light of Modern day.

In short, there's a lot to love here for novelty fanatics; I'd be elated if this deck, or a twist on it, caught on in the format!

Land Ho!

September was a wild month for land-hates and land-lubbers alike. As such, I might've skipped over a couple more post-Rising gems. Do you have a favorite new brew from this new Modern that I've missed? Let's pay the deck its due in the comments!

Building a Sideboard Redux: 2020’s New Rules

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Time waits for no man, as they say, and Magic is the same for all players. Good advice will always be good advice, but relevance is relative. By the same token, Magic players need advice that is relevant to formats as they actually exist. And that must be re-evaluated periodically.

The second Beginner's Guide article I ever wrote dealt with the differences between Modern and Standard sideboards. Standard was about tuning matches; Modern is about bullets, and countering opposing bullets. That general advice still stands. However, I also included a number of rules to serve as a guide for new players. And those needs to be reexamined. In the four years since that article, Modern has changed a lot. Correctly choosing sideboard cards is more important than ever, and the how is trickier than ever. Thus, I need to update not only the rules themselves, but the reasoning behind them.

The Card Selection Rules

First and foremost are the card selection rules. The original ones read thusly:

1) Sideboard cards should be good no matter when they're drawn
2) Play four of the most important cards

The reasoning was that Modern is very cantrip-poor and features powerful aggro decks. There's no time to durdle around, and even if there was, the available cantrips didn't offer much in the way of card selection. The only one worth mentioning at the time was Serum Visions. More pressingly, a lot of highly played cards were only good at the very start of the game. It was therefore essential to maximize the odds of actually having the card early. Leyline of Sanctity is a beating against Jund if and only if it hits on turn 0. If there's no space for all four, it's better to run cards that are good whenever they're drawn.

Over the course of the series, another rule emerged. Initially, I didn't think of it as a rule, but the larval form of the idea is definitely present in the original article. As I wrote more articles, it became more clearly articulated as:

3) Play widely applicable cards.

Modern is very diverse and it isn't possible to have cards for every single matchup, or even to contemplate all the different decks that might appear at a given tournament. So preparing specific hate or answers is pretty pointless. It's far better to play cards that have a wide range of applications as a result.

I stand strongly behind rule 3, and actually think that it has gained importance over time. As more and more cards enter the format, the number of plausible decks just keeps rising. Decks don't stay tier 1 or even tier 2 for years, as they once did. Flexibility is the name of the sideboarding game in Modern.

London's Influence

The first two rules, on the other hand, have lost a lot of their punch. It's not that Modern's got the cantrips to make digging viable for bullets easier now. Opt is not Ponder, and Modern still isn't Legacy-lite. Rather, a major rules change has made finding sideboard cards sufficiently easier that niche answers are much better today than they were in 2016.

The London Mulligan has had a significant effect on Magic by severely reducing variance in opening hands. I won't get into the math here because that's what linking Frank Karsten is for, but the bottom line is that mulliganing aggressively for specific cards is far more effective now than ever before. Therefore, running more niche sideboard cards or running less than a full set is less punishing, and often correct. Sideboarding guides need to reflect this fact and acknowledge that reactive sideboarding is now at its best.

For proof, look no further than Veil of Summer. The card is absolutely everywhere and a significant beneficiary of the London Mulligan. The similar Autumn's Veil and numerous variants existed prior to 2016, but didn't see much play. Granted, Veil of Summer is significantly more powerful than any other option thanks to cantripping and giving players hexproof too, but that's not the whole story. The most widespread use for Veil in Modern has been to counter Thoughtseize, and that's far harder without London.

To make such a play requires a convergence between two players, and there are a lot more playable targeted discard spells than one-mana counters. Thus, it was more likely for the discard player to see their cards than the Veil player, and so Veil's utility was limited. The only time I remember Autumn's Veil seeing play was to protect Scapeshift from counters. And Boseiju, Who Shelters All was just better. The London Mulligan dramatically improves the odds of having Veil of Summer in a given hand, making it more likely to counter Inquisition of Kozilek, which makes it more powerful a card than Autumn's Veil despite being just as niche.

Card Selection: The New Rules

With that in mind, here are my updated sideboard card selection rules:

1) Play widely applicable cards

Just as I said above, Modern has a huge number of distinct decks. It is impossible to prepare for everything. It's better to be ready for a wide variety of decks. The best achievable goal is still to target specific interactions that see widespread play rather than specific decks. However, even when selecting cards with specific decks in mind, it's best to ensure that they're not for just that deck. Modern remains a format where you can, through no fault of your own, dodge the best and most widely played deck in the room for a whole tournament.

2) Play the best card for the job

Or at least, the best that can fit into your deck. Modern's gotten powerful enough that playing cards that hedge your bets is giving up value. There was a time that good enough was good enough, but there are sufficient options now that every deck should be able to play the most high-impact sideboard cards in their colors. This might sound like it's at odds with the first rule, but they're not mutually exclusive. Much like Veil of Summer has many uses in many matchups, it's also the best option for forcing through spells and protecting them from targeted discard. Players need to look for devastating cards that are useful in multiple matchups.

3) The number of slots should reflect the card's importance

In an age of Karn, the Great Creator incentivizing wishboards, it's easy to forget that sideboard cards aren't all tutor targets. Outside of wish targets, the number of slots a given sideboard card gets should reflect its importance to a matchup. When you really need a specific card, you still need to run a full set. The London Mulligan only goes so far, and trying to mulligan for a one-of bullet is still not strategically favorable.

Humans struggles massively against Prowess without Auriok Champion. With Champion, the matchup is still not great, but it is winnable. This is why Humans has taken to full sets of Champion recently while utility spells like Dismember and Deputy of Detention are two-ofs. They're good in the right situations, but not necessarily essential to victory, unlike Champion, and so can be deemphasized. Champion is also a great example of a card that works in many matchups (Jund, Shadow, Burn, other aggro decks) and is the best card at what it does given Humans's deck restrictions.

The Matchup Rules

Next, there were the guides for specific matchups. I was writing just after the end of Eldrazi Winter, and Modern was still trying to figure itself out. However, there were a few constants that were worth discussing. I said that players should:

1) Not concede to Affinity
2) Not concede to Dredge
3) Win the close matchups
4) Not lose good matchups
5) Only try for bad matchups if they're winnable

The reasoning for the first two: these were strong decks that are easily hated on, making it silly to just ignore them. Those are match points being left on the table. The latter three are the prioritization list for matchups. The close matchups are where sideboarding strategy will be most important, as the maindecks are so closely matched. Next, the good matchup is usually good thanks to some advantage inherent to a deck. Don't let that slip away. Finally, every deck has an unwinnable matchup. Just accept it and move on. It may not matter in a tournament, and turning it around takes too much space. If a small change can turn things around, then by all means. But don't prioritize moving a matchup from 20% to win to 40%. You should be trying for 50% to 60%.

Shifts of the Format

The first two rules are obviously problems for current Modern. Most glaringly, Affinity is no longer a deck. It started to fade away in 2017 before being replaced by Hardened Scales in 2018. Artifact decks in general proliferated after that thanks to Whir of Invention, Arcum's Astrolabe, and Urza, Lord High Artificer, so I could have morphed that point into a general point about artifact decks. However, banning Mox Opal has completely killed artifact aggro, and Astrolabe's ban finished off artifact decks in general. Whirza still pops its head up occasionally, but it's so rare that there's no need to worry anymore.

Dredge has gone the complete opposite direction. Golgari Grave-Troll's unbanning had only recently borne fruit with the printing of Prized Amalgam, and at the time I was considering dropping graveyard hate altogether. Oh, to be that naïve and hopeful again. The intervening years have seen Dredge rise and fall but graveyard-centric decks ramped up their presence. It's more important than ever to be ready for graveyard decks and play the hate.

Keeping Priorities Straight

Meanwhile, the rules about matchup prioritization are still valid, though there's some adjustment needed. With Modern being so diverse, it's more important than ever to be aware of where a deck stands in a given matchup and prepare accordingly. The addition of new cards has also made it easier to plan around known sideboard strategies and answers. Thus, while the priorities have not changed, how players have to deal with those matchups has.

Matches: The New Rules

Here are my revised rules for match selection:

1) Play effective graveyard hate. No exceptions; no excuses

Look, there are lots of graveyard centric decks in Modern, and they consistently do well. Off the top of my head I can think of the compendium of Uro, Titan of Nature's Wrath decks, Jund, Lurrus of the Dream-Den, Death's Shadow, and yes, Dredge is still... (dead?) and kicking. Every deck will hit some other deck that requires hate. There's enough hate that has an additional upside now that there are no excuses for skimping. Stop letting the Zombies off easy!

2) Hate out common, vulnerable decks

You can't be ready for everything. But there is no excuse for not being ready for certain decks. I'm specifically thinking of Amulet Titan and Tron, though Storm and Ad Nauseam are in the same boat. These are common decks that are all hit, and hit hard, by Damping Sphere. Every deck has access to something effective against these decks now-a-days, so don't give them a pass unless the matchup is unlosable or unwinnable for other reasons. This applies to other decks besides the aforementioned; I'm just not listing all of them.

3) Have a specific strategy in mind for targeted matchups

It's not enough to just play effective cards; everybody does that these days! They now need to be deployed in a more strategic manner, as follows.

  • High Priority: Win Close Matchups

This is harder than it used to be, partially because of more and better cards in the pool, and partially because more information on decks is more widely available. Players will be more prepared and are unlikely to straight-up lose to powerful cards. Strategic changes are needed to compliment and enhance the sideboard cards. Players need to prioritize figuring out what matters most after sideboarding, and either target that aspect or dodge it. A classic example of the former is Jund leaning into the attrition of the mirror by boarding out the more situational discard spells for universally useful planeswalkers and card advantage. An example of the latter is ditching the card advantage fight in the control mirror by boarding in Geist of Saint Traft to slide under clunky counterspells and end things quickly.

  • Medium Priority: Don't Lose Good Matchups

You opponent will be more concerned about beating you than you are them. Try to anticipate how they'll try to turn the matchup around and preempt them. This may be directly answering the attack, like playing Wilt for Damping Sphere, or strategically changing your deck like Tron bringing in Thragtusk and Veil of Summer.

  • Low Priority: Improve Winnable Bad Matchups

The only decks that are strong everywhere have the banlist breathing down their necks. If a bad matchup has an obvious weakness that doesn't require inordinate effort to exploit, go for it. Jund is still a dog to Tron in game 1, but thanks to all the land hate printed since 2016, winning games 2-3 is achievable now. And the cards to do so are useful against other decks to boot. Just don't try stretching to beat Bogles as Prowess.

Sideboard with Confidence

This is only a guideline for how to approach sideboarding. Every deck will have to figure out what its priorities are, and if they even need to sideboard in some matchups. That's what testing and experience are for. So always remember to put in the effort to actually earn that win!

Scourge of the Skyclaves Settling Down

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A house is not a home, they say, and what is Modern if not a format that houses some of the baddest cards banned from Standard? Well, it's also got Standard newcomers, be they banned or not. And one among them has had its heart set on turning our beloved format into its own sweet digs.

So, what is Scourge of the Skyclaves? Overhyped cardboard? A "budget" Tarmogoyf? A Goyf fit for the Fatal Push era? Today, I want to let the numbers talk. Let's dive right into the decklists and see where Scourge is setting up shop... and where it could!

Potential Homes

While Scourge has yet to sully these neighborhoods, I fear their time is nigh.

BGx Rock

It's mostly conjecture at this point, as I haven't seen any BGx Rock lists running Scourge. But I do think the creature has a place in the deck... depending on the metagame.

Of the BGx Rock strategies, Jund seems like the best fit, as it's got red for the hasty Bloodbraid Elf, the damage-dealing Kroxa, Titan of Death's Hunger, and of course Lightning Bolt. All of these cards help control the opponent's life total, making Scourge less of a liability against the likes of control decks.

Jund, Reynad (2nd, Modern Champs #12208810)

Creatures

4 Lurrus of the Dream-Den
4 Tarmogoyf
2 Dark Confidant
1 Kroxa, Titan of Death's Hunger

Planeswalkers

4 Liliana of the Veil
3 Wrenn and Six

Artifacts

4 Mishra's Bauble

Enchantments

3 Seal of Fire

Instants

2 Assassin's Trophy
2 Kolaghan's Command
1 Lightning Bolt

Sorceries

4 Inquisition of Kozilek
3 Thoughtseize

Lands

4 Blackcleave Cliffs
1 Blood Crypt
4 Bloodstained Mire
1 Forest
1 Ghost Quarter
2 Nurturing Peatland
1 Overgrown Tomb
1 Raging Ravine
1 Stomping Ground
2 Swamp
4 Verdant Catacombs
1 Wooded Foothills

Sideboard

1 Assassin's Trophy
1 Thoughtseize
1 Wrenn and Six
1 Ashiok, Dream Render
1 Boil
4 Cleansing Wildfire
4 Collective Brutality
1 Klothys, God of Destiny
1 Plague Engineer

However, Scourge still underperforms relative to other two-drops against said decks, and Rock decks walk a precarious line in terms of ceding matchup points. As a slower reactive deck, they don't have much of a choice; Modern is too fast and focused to permit much else. Even against aggressive opponents, Rock might find itself hard-pressed to deal enough damage to make Scourge a defensive wall at all. I wouldn't rule out the creature's eventual appearance in Rock decks, but the time will certainly have to be right for it.

Traverse Shadow, alexmw14 (#2, Modern Challenge #12211164)

Creatures

4 Tarmogoyf
4 Death's Shadow
4 Street Wraith
1 Lurrus of the Dream-Den
1 Grim Flayer

Artifacts

4 Mishra's Bauble

Instants

1 Abrupt Decay
2 Cling to Dust
2 Dismember
4 Fatal Push
2 Temur Battle Rage

Sorceries

2 Bloodchief's Thirst
4 Inquisition of Kozilek
4 Thoughtseize
2 Traverse the Ulvenwald

Lands

2 Blood Crypt
4 Bloodstained Mire
1 Forest
3 Nurturing Peatland
2 Overgrown Tomb
1 Stomping Ground
1 Swamp
4 Verdant Catacombs
1 Wooded Foothills

Sideboard

2 Ashiok, Dream Render
3 Cleansing Wildfire
2 Collective Brutality
2 Kolaghan's Command
2 Liliana of the Veil
2 Nihil Spellbomb
2 Veil of Summer

Traverse Shadow initially struck me as a great home for Scourge of the Skyclaves. Even if the deck didn't want too many copies, it could run as little as one to fetch up when Temur Battle Rage found itself in a mid-game hand or if Scourge would otherwise just be the biggest thing on the battlefield. The opportunity cost of running a single copy in a deck that's already swinging with huge Goyfs still seems quite low to me, but alexmw14 opted not to run any in his 2nd-place Challenge list, which incidentally lost to a set of Scourges in the finals. The jury's out on this one, but as of yet, I have not seen a Traverse Shadow list which welcomes Scourge.

Home Alone

There are also plenty of spots that Scourge has gotten comfy in already. Naysayers: take heed!

Rakdos Prowess

Perhaps the most exciting home for Scourge right now is in Rakdos Prowess, a deck that was already sitting on top of the metagame and our power rankings when the card was released.

Rakdos Prowess, COLIOBEWARE (5-0)

Creatures

4 Monastery Swiftspear
4 Soul-Scar Mage
4 Death's Shadow
4 Scourge of the Skyclaves

Artifacts

4 Mishra's Bauble

Instants

2 Apostle's Blessing
2 Dismember
1 Fatal Push
3 Lava Dart
4 Lightning Bolt
2 Mutagenic Growth
2 Temur Battle Rage

Sorceries

1 Agadeem's Awakening
2 Crash Through
4 Thoughtseize

Lands

4 Blood Crypt
4 Bloodstained Mire
1 Mountain
3 Polluted Delta
3 Scalding Tarn
1 Sunbaked Canyon
1 Swamp

Sideboard

1 Lurrus of the Dream-Den
1 Abrade
1 Boil
4 Cleansing Wildfire
1 Engineered Explosives
3 Feed the Swarm
4 Nihil Spellbomb

Rakdos Prowess being good is hardly news to Modernites, but it perhaps bears stating how great Scourge can be in this shell. With Swiftspear locking in early damage before opponents can even play their first land and Push it, Scourge is all but a lock to come down and wreak havoc, as pilots have plenty of control over their own life points. Crash Through lets the big dummy do just that.

Prowess in general has longed for Goyf enough to splash green, and we've seen Jund builds pop up and enjoy success ever since the widespread adoption of Lurrus of the Dream-Den. Scourge all but renders green obsolete, marking a turning point for the archetype.

Grixis Shadow

Traverse Shadow might be missing the boat on Scourge for the moment, or maybe it's me having a tough time figuring out why they wouldn't want it. But ugly little brother Grixis is buying in.

Grixis Shadow, Istillhaveeczema (5-0)

Creatures

1 Snapcaster Mage
2 Scourge of the Skyclaves
4 Street Wraith
4 Death's Shadow
4 Gurmag Angler

Artifacts

4 Mishra's Bauble

Instants

1 Kolaghan's Command
2 Dismember
2 Temur Battle Rage
2 Fatal Push
3 Lightning Bolt
4 Thought Scour
4 Stubborn Denial

Sorceries

2 Inquisition of Kozilek
4 Thoughtseize

Sideboard (15)

2 Plague Engineer
1 Kolaghan's Command
1 Terminate
2 Ceremonious Rejection
3 Aether Gust
2 Cleansing Wildfire
2 Collective Brutality
1 Nihil Spellbomb
1 Ashiok, Dream Render

Lands

1 Steam Vents
1 Island
1 Swamp
2 Scalding Tarn
2 Blood Crypt
2 Watery Grave
4 Bloodstained Mire
4 Polluted Delta

Scourge seems less appealing in Grixis Shadow, primarily because the deck can't reliably find it. Grixis leans on xerox-style cantrips without selection to get to Scourge when the Scourgin's good, and that makes the creature somewhat awkward; at 4, it'll clog too many early hands, and at 1, pilots may never draw it at all. Either way, it's a bomb in the mid-to-late-game. Istillhaveeczema settled on 2 copies, perhaps to test the creature at all. Whether or not mainboard copies are adopted long-term, I do think it will be great in the Grixis Shadow sideboard as extra insurance against aggro decks when needed.

Death's Shadow Zoo

Of all Modern's old Shadow decks, this one seems best positioned to abuse Scourge:

Death's Shadow Zoo, Kuhb (5-0)

Creatures

4 Akoum Hellhound
4 Death's Shadow
4 Monastery Swiftspear
4 Scourge of the Skyclaves
4 Street Wraith

Instants

2 Become Immense
4 Lightning Bolt
4 Mutagenic Growth
4 Temur Battle Rage

Sorceries

1 Agadeem's Awakening
4 Thoughtseize

Artifacts

4 Mishra's Bauble

Lands

1 Stomping Ground
2 Blood Crypt
2 Overgrown Tomb
4 Bloodstained Mire
4 Verdant Catacombs
4 Wooded Foothills

Sideboard

1 Apostle's Blessing
2 Collector Ouphe
2 Fatal Push
1 Gaea's Blessing
2 Hooting Mandrills
2 Inquisition of Kozilek
2 Nihil Spellbomb
3 Veil of Summer

Oh yes, that's Akoum Hellhound! Death's Shadow Zoo used to splash Steppe Lynx (and Wild Nacatl), and now it doesn't have to. The deck is a natural home for Scourge because of its high aggression, suicidal bent, and tendency to want multiple Temur Battle Rage anyway. The deck has long run Hooting Mandrills in that slot, supplementing it with or subbing it out for Tarmogoyf from the sideboard depending on the matchup; Scourge is a clear upgrade to either creature here, as it outgrows both and comes down more unconditionally.

Rakdos Shadow

I did say "existing" Shadow decks. Since Rakdos Prowess and Death's Shadow Zoo have such similar bottom lines, wouldn't it perhaps make sense to fuse the two into a shell tailor-made for Scourge?

Shadow Prowess, TuggaNaxos (#1, Modern Challenge #12211164)

Creatures

4 Soul-Scar Mage
4 Monastery Swiftspear
4 Death's Shadow
4 Scourge of the Skyclaves

Artifacts

4 Mishra's Bauble

Instants

4 Lava Dart
4 Lightning Bolt
2 Mutagenic Growth
2 Temur Battle Rage
2 Apostle's Blessing
2 Dismember

Sorceries

1 Agadeem's Awakening
2 Crash Through
4 Thoughtseize

Lands

4 Blood Crypt
4 Bloodstained Mire
1 Mountain
3 Polluted Delta
3 Scalding Tarn
1 Sunbaked Canyon
1 Swamp

Sideboard

1 Lurrus of the Dream-Den
4 Fatal Push
2 Feed the Swarm
1 Kolaghan's Command
2 Kozilek's Return
2 Kroxa, Titan of Death's Hunger
3 Tormod's Crypt

This deck looks absolutely brutal, combining the best Rakdos Prowess and the Shadow archetypes have to offer into a blazing-fast aggro-combo behemoth. The sideboard hosts 4 Fatal Push, helping clear enemy boards of other Scourges and breaking up creature combos. But the instant doesn't earn a mainboard slot, presumably because this deck is too fast to need the interaction. 0-mana Tormod's Crypt being selected as graveyard hate is also telling. And should pilots need to go long, Kroxa, Titan of Death's Hunger is the only card in the 75 using the grave as a resource, and is here to put a beating on any card advantage-focused strategy.

From Hell to the Hills

Hopefully, by now, Modern players have woken up to the fact that Scourge is for real, and here to stay. Soon, I'll unveil the directions my own Scourge brewing has led me and dissect what each color splash has to offer the Demon. See you then!

Busted Doesn’t Equal Good: Testing ‘Belcher

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Magic can get weird at times. There are utterly incomprehensible cards like Ice Cauldron. Sometimes it's rules weirdness, like Blood Sun not stopping Urborg, Tomb of Yawgmoth's ability. Other times it's a deck that makes no sense, like Inverter of Truth combo. And sometimes it's because of logical paradoxes and other contradictory truths. Case in point: today I'm going to discuss an utterly busted combo deck. Then, I'm going to conclude that it's nothing to worry about. Because it isn't very good, and it's only worth worrying about good decks in a format as big as Modern.

All this lead in may be pointing to an article about Neoform combo. And, to be fair, I've definitely said that about Neobrand before. It's capable of winning on turn 1, but probably won't, and folds to itself most of the time. No, I'll never pass on an opportunity to give Neobrand a kick in the ribs. However, I'm going to have to retire that deck as my whipping boy. Not because anything has changed my mind about Neobrand, but because I don't think I'll be seeing it as much. There's a new kid on the block. A deck that is very similar to Neobrand, but doesn't fizzle mid-combo and is far less likely to sit there and do nothing. It's still not very good, though.

Excuse You

In case you've been hiding under a rock, there's been a lot of buzz about Zendikar Rising making Goblin Charbelcher viable in Modern for the first time. Not the first time the deck was playable, mind, just that it's actually viable now. The older versions were bizarre Elves piles running around five lands and trying to cheat in mana dorks using Chancellor of the Tangle or Simian Spirit Guide into Aether Vial. They were clunky, fragile, and bad, but could just win out of nowhere in theory. They didn't, of course, and I thought that they'd died off by 2016.

Apparently I was wrong. There existed an entire community dedicated to Modern Belcher the whole time. They never actually fixed the problem with the deck, and all that effort didn't translate to legitimacy, but they were out there. Waiting. For Rising and the MDFC's, apparently. As soon as the combination spell/lands were revealed, speculation about Belcher's viability ran wild. Shatterskull Smashing and its ilk are always the front face, which is a spell, unless being played as a land. Anything that is looking for land won't see Smashing, but anything that allows lands to be played will allow Shatterskull, the Hammer Pass to hit the table. Thus, Belcher can finally run lands without making Goblin Charbelcher ineffective. And so, the Belcher community got to work.

Legacy Lesson

I kept tabs on the goings on, though I didn't participate. I'm always on the lookout for new developments, but I don't know anything about making combo decks. Particularly when it comes to Belcher, the only experience I have is playing against it in Legacy. There, it's an incredibly busted deck that sees almost no play. It either wins on turn 1 or 2, or it doesn't win at all.

Reason being, it's all-in on the combo and if anything goes wrong, it just loses. I play Death and Taxes and don't fear Belcher because there's nothing I can do against a turn 1 kill, but after that, all it takes is one Deafening Silence, Thalia, Guardian of Thraben, or Phyrexian Revoker to completely shut it down. It's a much less precarious matchup than the other combo decks that can win through a single hate piece.

The Modern version is always going to be worse than Legacy's, so I have nothing meaningful to contribute to the discussion. Modern lacks all the fast mana that makes Legacy Belcher possible. More importantly, Burning Wish is illegal, and with that goes win condition flexibility. Legacy Belcher does just win via dropping the namesake, but more often it has to take a longer route, wishing for Empty the Warrens, Reforge the Soul, or Echo of Eons. The Modern version has to play everything maindeck, with far fewer and more expensive rituals and no moxen. I had no clue how it was going to shake out.

The Key

The breakthrough came when someone realized that Recross the Paths, a piece of Morningtide draft chaff, could stack a landless deck. I guess that's the kind of memory and lateral thinking it takes to be a combo player. This typically sets up a combo turn using Reforge the Soul for the perfect hand. However, there is tons of utility to stacking a deck, including sculpting a gameplan to play around the opponent's interaction. With that piece of tech, the Belcher players hit MTGO, trying to make the deck work.

I began to hear about actual results coming in the middle of last week. There had been hyperbolic declarations previously, but actual results can't be dismissed. Admittedly, they were just League results, but that does indicate that there's something to the deck. And that meant that I would have to test the deck. I normally wait for results to come in and then analyze them. However, I had doubts I'd ever get enough data waiting around, so I made my own.

Testing the Brokenness

In fairness, I did have to wait for decklists to come in; I'm not a combo player, I just emulate one on Twitch. About the middle of last week, I saw a list had 5-0'd a League, so I took it as my test platform. It looked like a reasonable deck and much more stable than some of the 4-5 color piles I'd heard about.

Modern Belcher, Sebastian Stückl (MTGO League 5-0)

Creatures

4 Simian Spirit Guide
2 Tangled Florahedron
2 Akoum Warrior

Artifact

4 Goblin Charbelcher

Enchantment

3 Vessel of Volatility

Sorcery

4 Shatterskull Smashing
4 Bala Ged Recovery
4 Recross the Paths
4 Irencrag Feat
1 Reforge the Soul
4 Turntimber Symbiosis

Instant

4 Spikefield Hazard
4 Veil of Summer
4 Desperate Ritual
4 Pyretic Ritual
4 Manamorphose
4 Valakut Awakening

Sideboard

4 Leyline of Sanctity
3 Blood Moon
3 Pyroclasm
2 Wilt
1 Collected Company
1 Thassa's Oracle
1 Undercity Informer

My understanding of this deck and similar is that the goal is to maximize the ability to accelerate into the Belcher kill in game one. To that end, they're playing all the rituals, including Irencrag Feat, which conveniently produces exactly enough mana to cast and activate Goblin Charbelcher. Vessel of Volatility is finally getting some love, too. There's also a full set of Veil of Summer to force the combo through disruption, be it Thoughtseize or Archmage's Charm.

The sideboard is split between answers and a transformational plan. Leyline and Blood Moon are standard faire for red combo, though I was surprised by Pyroclasm. Most combo decks opt for Lightning Bolt or Abrade as the anti-Humans card. I'm unsure what prompted the switch in this case, though sweeping up lots of creatures always seems like a good idea. The transform is for decks with Pithing Needle. The plan is to Recross, stack Collected Company above Oracle and Informer, and make five mana the next turn so that in response to Oracle's trigger, Informer exiles the library and wins the game.

In a Vacuum

First off, I did some goldfishing. I played Storm a few times when I thought I could steal wins, but I'm not naturally a combo player, and needed to learn how this Belcher deck worked. It's also just good policy to try a deck out before testing with it. Especially with a deck as atypical as Modern Belcher.

The primary thing I learned is that the deck is very weird. There are a number of ways for it to win on turn two. There exists a turn one kill too, but I never had that come together. However, if the fast kill doesn't happen, Belcher is actually quite slow. Most of the lands come into play tapped, the sculpting cards cost three, and until you go off, there's not much to do. Storm and Neoform have a lot of play to them because they cast lots of cantrips. I mostly just sat around playing tapped lands until I went off. On that note, the deck only wants to keep hands with at least one Valakut Awakening, Recross the Paths, or Goblin Charbelcher. The only cantrip is Manamorphose, so if the opening doesn't have a payoff, it's unlikely to draw one. As such, aggressive mulligans are crucial.

As for the combo itself, I appreciated that it couldn't fizzle. I know that sounds like I'm damning it with faint praise, but that's not my intention. Playing Storm or Neobrand is an exercise in comboing until the win happens, and both fizzle sometimes. It happens a lot more to Neobrand since it's entirely at the mercy of its library order. Sometimes it never draws Nourishing Shoal in 14 cards or it can't get the Laboratory Maniac to win because it's the last card in the deck. If Charbelcher's ability resolves, the game is over.

A Challenger Appears

Lots of decks seem reasonable in a vacuum; what matters is reality. Thus, I was going to have to test against another deck. And I couldn't find anyone able to do some consistent testing against Belcher in time, so I did it all myself.

It's easy to do: Take 60 random basics. Mark them and sleeve them to make a generic proxy deck. Then, write out a decklist that corresponds to your markings. I use a 15 x 4 grid, with the rows being letters and the columns numbers. Thus, I can look at my hand, see A1, and now that it's a specific card. Keeping information straight and not acting on knowledge of the opposing hand is tricky, but you learn how with practice. It's a great way, from experience, to kill time while on hold or when you're done with work for the day, can't go home, and aren't allowed to surf the internet at work.

The deck that I played against Belcher was Humans, because it's currently the only paper Modern deck I have built and handy. The Belcher lists are more set up against slower blue decks, but I'd already spent a lot of time making the proxy deck, and wasn't about to rebuild Stoneblade. Also, I know how Humans matches up against Neoform and Storm, so it's a good yardstick.

Humans, Test Deck

Creatures

4 Noble Hierarch
4 Champion of the Parish
3 Thalia, Guardian of Thraben
3 Phantasmal Image
3 Meddling Mage
3 Kitesail Freebooter
3 Unsettled Mariner
4 Thalia's Lieutenant
4 Mantis Rider
4 Reflector Mage
2 General Kudro of Drannith

Artifact

4 Aether Vial

Lands

4 Cavern of Souls
4 Ancient Ziggurat
4 Unclaimed Territory
4 Horizon Canopy
1 Waterlogged Grove
1 Plains
1 Island

I only played with the maindecks because I don't know how I'm supposed to set up Belcher post-board. The info and streams I found online were contradictory, so I just moved on.

The Results

I got 36 games in between last Wednesday and writing this sentence. I played 20 games where Belcher was on the play and 16 with it on the draw. And Belcher managed records of 5/20 and 2/16 respectively. 2/5 of the play wins and all the draw wins were thanks to turn two kills when Humans didn't disrupt the combo. The other three were longer games with a very anemic Humans clock and low disruption, usually just Kitesail Freebooter. These results are quite poor, but it bears remembering that Humans is very much an anti-combo deck, so the result isn't entirely surprising. Belcher performed better than Neoform typically does, but much worse than Storm in my experience. And the reasons are revealing about the deck.

Numbing the Numbers

First and foremost is Thalia. She's a legendary anti-combo card, but wasn't always great against Storm because her tax trades with Goblin Electromancer's reduction effect. This certainly makes it harder for Storm to go off, but not impossible. Neoform can't combo against a Thalia. It can certainly tutor up Griselbrand, but won't have the mana to pay for the Shoals and keep going. Manamorphose is also mana-negative against Thalia.

Belcher is between the two decks. It can power through Thalia if it gets out Vessel early, keeps playing lands, and/or plans to go off in over two turns. However, she is a huge wrench in the gears. The rituals become uselessly mana-neutral, while Feat is still somewhat useful.

Meanwhile, Meddling Mage is a huge beating. Storm has multiple combo lines and plays maindeck answers, so Mage is mostly annoying. Neoform scoops to Mage naming Allosaurus Rider, especially game 1. Mage on Belcher is crippling, but not lethal. Most recent versions can only win via resolving Belcher, but they can remove the Mage with Shatterkull Smashing for 4 or more or two Spikefield Hazards. Those aren't impossible to pull off, but the odds aren't great.

Finally, there is a time issue. If Neoform is disrupted at all, it struggles to win. Storm is quite robust, and it takes a lot of disruption to really kill the deck. One is a hiccup; it's the second piece that actually has an effect. Conversely, any disruption of Belcher buys a full turn. However, if it's a momentary thing like Freebooter, that's all that happens. It takes persistent disruption (meaning Thalia) to nail the coffin shut.

The Takeaway

After testing, my conclusion is that Belcher is unlikely to be a format-breaking combo. At least in its current form, it's too clunky and slow to ruin Modern. Humans just eats it, and I doubt it can reliably race other combo decks. There's not enough here to recommend it over the premier combo decks like Ad Nauseam or Storm.

However, I will unequivocally recommend it over Neobrand. It is less all-in, never fizzles mid-combo, has more outs to disruption, and can adapt when it can't just go off. Belcher occupies a middle ground between Storm and Neobrand in all things, and I think that's where it will remain. And the middle combo deck is a fine niche to fill. If Neobrand has been Modern's version of Belcher for the past year, then the new Belcher lists are the best Belcher decks in Modern. Funny how that works out.

September ’20 Brew Report, Pt. 1: Future Flavors

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New sets always inspire brewing and changes of pace, but this month, I was pleased to see that some of the ideas I've had about future metagame developments seem to be more realistic than I'd thought! If these decks have legs now, imagine what they'll look like when Zendikar Rising drops... maybe quite similar, and who knows if they'll truly take off, but imagine!

Not Your Run-of-the-Mill

Yes, they are weird—Mill decks, that is. "Unfair" in the sense that they win through unconventional means, but certainly not in the respect that they dominate events, let alone metagames. While we haven't seen Mill experience anything but fringe success in Modern, that predicament may change with the upcoming expansion, which bears a functional reprint of the deck's best card, Hedron Crab.

So imagine my surprise when various Mill-oriented builds showed up in the dumps a whole month before Ruin Crab reared its little head.

Uro Mill, ZMUNKEYXZ (5-0)

Creatures

3 Uro, Titan of Nature's Wrath
4 Hedron Crab
1 Snapcaster Mage

Artifacts

4 Mesmeric Orb

Enchantments

1 Search for Azcanta

Instants

1 Abrupt Decay
4 Archive Trap
3 Assassin's Trophy
3 Fatal Push
1 Pulse of Murasa
1 Spell Pierce
2 Surgical Extraction
4 Visions of Beyond

Sorceries

4 Glimpse the Unthinkable
2 Damnation

Lands

2 Breeding Pool
3 Field of Ruin
1 Forest
3 Island
2 Misty Rainforest
1 Nurturing Peatland
1 Overgrown Tomb
4 Polluted Delta
1 Shelldock Isle
1 Swamp
2 Watery Grave
1 Zagoth Triome

Sideboard

1 Fatal Push
1 Surgical Extraction
3 Aether Gust
2 Ashiok, Dream Render
1 Bontu's Last Reckoning
2 Ceremonious Rejection
2 Devour Flesh
3 Weather the Storm

Uro Mill is exactly what it sounds like: Mill splashing Uro, Titan of Nature's Wrath as a fair Plan B. The titan can be turned over freely by Mesmiric Orb, gains life, stands in the way of enemy beatdown plans, and of course turns the corner itself should opponents bring Spell Pierce or Emrakul to the party.

Moving closer to midrange with the fair plan encourages adoption of generic removal such as Fatal Push and Abrupt Decay, permission like Spell Pierce, and even sweepers like Damnation.

With these spells in the picture, cheesing a fast victory via multi-Crab or multi-Trap becomes less a necessity, as Uro Mill has the tools to both enter the midgame and also excel there. Maybe a valid strategic innovation, since the deck in its pure form hardly has the tools to out-race Prowess and the like. Or does it?

UB Mill, YU-KI (5-0)

Creatures

3 Manic Scribe
4 Hedron Crab

Artifacts

4 Mesmeric Orb

Instants

4 Archive Trap
1 Crypt Incursion
3 Fatal Push
2 Surgical Extraction
4 Thought Scour
4 Visions of Beyond

Sorceries

4 Scheming Symmetry
4 Glimpse the Unthinkable
1 Mind Funeral

Lands

2 Darkslick Shores
4 Field of Ruin
1 Flooded Strand
1 Misty Rainforest
1 Oboro, Palace in the Clouds
4 Polluted Delta
1 Scalding Tarn
4 Snow-Covered Island
2 Snow-Covered Swamp
2 Watery Grave

Sideboard

2 Crypt Incursion
1 Fatal Push
2 Surgical Extraction
1 Aether Gust
2 Eliminate
1 Lurrus of the Dream-Den
1 Murderous Cut
2 Mystical Dispute
3 Thoughtseize

Here's pure UB Mill with a 5-0, an achievement the deck and its bullied Manic Scribes repeated later in the month. Maybe there's more to this deck than meets the eye! Given these results, I'd definitely have Mill on my radar heading into the post-Ruin Crab metagame.

UroVine, HYERI0418 (7th, Modern Challenge #12203374)

Creatures

4 Vengevine
4 Stitcher's Supplier
4 Hedron Crab
4 Merfolk Secretkeeper
3 Gravecrawler
3 Narcomoeba
3 Prized Amalgam
2 Satyr Wayfinder
3 Silversmote Ghoul
2 Uro, Titan of Nature's Wrath

Sorceries

4 Creeping Chill
4 Glimpse the Unthinkable

Lands

1 Bloodstained Mire
2 Breeding Pool
1 Island
2 Misty Rainforest
3 Overgrown Tomb
4 Polluted Delta
1 Swamp
4 Verdant Catacombs
2 Watery Grave

Sideboard

1 Assassin's Trophy
3 Fatal Push
3 Force of Negation
3 Force of Vigor
2 Surgical Extraction
3 Thoughtseize

The next unholy Uro-Crab fusion is UroVine, a self-mill strategy reminiscent of Hogaak's glory days. Indeed, another set of Crabs seems like a solid improvement over clunkers like Satyr Wayfinder, and it'll be interesting to see if off-kilter decks like this one experience a renaissance soon.

A Pox on Both Your Houses

Another Modern old-timer to get a fresh look this month was Pox.

Mardu Pox, BODINGLE (5-0)

Creatures

4 Rix Maadi Reveler
4 Silversmote Ghoul
2 Vito, Thorn of the Dusk Rose

Planeswalkers

3 Kaya, Orzhov Usurper

Instants

4 Cling to Dust
4 Lightning Bolt
2 Lightning Helix
2 Kaya's Guile
2 Kolaghan's Command

Sorceries

4 Smallpox
4 Thoughtseize
2 Inquisition of Kozilek
2 Lingering Souls

Lands

4 Blackcleave Cliffs
2 Blood Crypt
4 Bloodstained Mire
1 Castle Locthwain
1 Flagstones of Trokair
1 Godless Shrine
4 Marsh Flats
1 Plains
1 Sacred Foundry
1 Swamp
1 Urborg, Tomb of Yawgmoth

Sideboard

2 Ashiok, Dream Render
2 Bedevil
3 Damping Sphere
3 Fatal Push
2 Infernal Reckoning
1 Molten Rain
2 Nihil Spellbomb

Mardu Pox dips into white for Lingering Souls (sure), Lightning Helix (why not?), and Kaya, Orzhov Usurper (the big payoff). Kaya's a great planeswalker in this deck, providing removal, grave interaction, lifegain, and even a win-condition all for three mana. If the board is kept clear, as is Pox's calling card, Kaya should have plenty of time to put the game away, or at least heavily disrupt opponents relative to what she costs.

For its part, red is co-opted for Lightning Bolt (d'ac), Lightning Helix (porquoi pas?), and Rix Maadi Reveler (voila notre raison-d'être!). Rix is great for gassing up via Spectacle, and provides incidental looting otherwise. Kaya. Smallpox, and naturally all that reach help fulfill the Shaman's "lost life this turn" condition. Regularly re-stocking is a great way to pull ahead in a deck full of cards otherwise singularly focused on exchanging resources.

Some other flashy additions to Pox are Silversmote Ghoul, a carryover from Dredge that plays nice with self-discard and Lightning Helix, and Vito, Thorn of the Dusk Rose, in my eyes the most suspect card here—just seems hard to get a lot out of, since it doesn't recur, costs a ton, dies to Bolt, and only synergizes with a handful of cards.

8-Rack, SUPERCOW12653 (5-0)

Creatures

1 Nether Spirit

Planeswalkers

4 Liliana of the Veil

Artifacts

4 The Rack

Enchantments

4 Shrieking Affliction

Instants

1 Cling to Dust
1 Dismember
3 Fatal Push
1 Funeral Charm

Sorceries

4 Inquisition of Kozilek
4 Raven's Crime
4 Smallpox
3 Thoughtseize
3 Wrench Mind

Lands

4 Castle Locthwain
2 Marsh Flats
4 Mutavault
9 Swamp
4 Urborg, Tomb of Yawgmoth

Sideboard

2 Ashiok, Dream Render
1 Bontu's Last Reckoning
2 Collective Brutality
3 Delirium Skeins
1 Murderous Rider
1 Pithing Needle
1 Plague Engineer
2 Ratchet Bomb
2 Rotting Regisaur

True! 8-Rack is not a brew. But it nevertheless stands tall as Modern's most successful Pox variant. Given that we've seen Pox decks occasionally splash Tarmogoyf in the past, I wonder if post-Zenikar Rising, we won't see some such decks dip into Scourge of the Skycleaves.

Scourge strikes me as significantly better than Rotting Regisaur in this style of deck, which taxes both players' life totals, is known to take some hits from aggro decks, can and does integrate different splashes fo specific tech and incurs the requisite damage from fetchlands, and makes a gameplan of stripping away enemy answers. Fatal Push is pretty far from a card players want to leave in their decks against 8-Rack, but Scourge may otherwise take total command of the battlefield; in other cases, there's Smallpox to regain control of what's happening.

A note on Scourge: I realize the creature is something of a wild card at this point, with many players (even here on Modern Nexus) doubting its effectiveness over other options. But I'm quite optimistic about its prospects, and have been impressed in my testing... more to come on that soon!

And a final note on the above Pox decks: both integrate Cling to Dust as a hyper-versatile cantrip that gains life or draws a card depending on what's needed, all while providing incidental graveyard hate and a late-game card advantage engine. The card's increasing prevalence in Prowess decks speaks to how effective it is. Black players: don't be afraid to try one of these in your flex spot!

A Cure for Zentropy

That about wraps up potential developments in Mill and Pox. Are any of you pet decks looking to improve with the new expansion? Which ones? Let me know down below!

A Moment of Zendikar Rising Spoilers, Pt.2

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With the new set fully spoiled, it's my turn to look at the spoilers. Normally, I'd have led off with a look at the new mechanics. It just wasn't applicable this time. Kicker and landfall have been around before, and party isn't really a mechanic. And the Spell lands aren't enough to carry a whole article. Which is actually very nice. Despite its heritageZendikar Rising is a low-power set by Modern standards. Nothing stands out as being obviously broken. When I searched for Uro-style sleepers and deceivers, I came up with nothing. Which frankly is a breath of fresh air after the past year.

A Note on the Spell/Lands

I fully agree with Jordan's assessment of the Modal Double Face Card (MDFC) lands. They're very flexible cards, let down by the fact that Modern doesn't need tap lands and the spells generally aren't too exciting. Emeria's Call is the only one I can see players actually playing as both a land or spell on purpose. And even then, as a one-of at most.

However, this only applies to normal decks. Apparently, there exists a community of Goblin Charbelcher players in Modern. They've been working on that terrible deck for a long time and think that the MDFC's are their salvation. The logic is that the untapped MDFC's replace all the other lands, so there's never any risk of fizzling a Charbelcher activation. MDFC's are front-facing everywhere but on the stack or battlefield, so they're missed when Belching. It also means that these decks can function like normal Magic decks in a pinch.

This actually means that we may be in for a rush of Oops, All Spells-style decks in the near future. Except slightly more reasonable than the predecessor deck because, again, they will actually play lands. Just not ones that Balustrade Spy will recognize. Given that Neoform exists in similar space, has been a deck for some time now, and is bad, I wouldn't worry. But do be aware.

Scourge of the Skyclaves

Prior to 2017, Scourge of the Skyclaves might have received little attention. The kicker is too expensive for Modern, and a creature that requires players to be a certain lifetotal to hit the field is too big an ask. Then Death's Shadow became a thing, took over Modern, and faded away. Now, anything that even vaguely resembles Shadow must be considered a possible Modern card.

And Scourge does resemble Shadow. It's just got a lot more text and conditions attached. Where Shadow is always a 13/13 and has an ability that shrinks it, Scourge's power and toughness is 20 minus the highest life total. Scourge has no evasion, only heft, but it does have a kicker which halves everyone's lifetotal (playing nicely with its P/T condition). Of course, that kicker costs five, which means that Scourge would have to be played for seven. That's an enormous cost in Modern, and most likely means that it's not going to happen. Shadow decks run very low to the ground, so if the plan is to run Scourge as Shadows 5-8, that kicker is out of reach.

However, I don't think that a deck that intends to get the mana necessary to kick Scourge even wants to. Control decks are about preserving their lifetotal. It may be a resource to be traded for time or cards, but in the end, they need to stay alive. Kicking Scourge runs counter to that plan. More importantly, control frequently has the lower life total when it turns the corner and plays a win condition. Losing half of that is a huge risk in the Prowess era.

Out of Control

The catch is that, unlike Shadow, Scourge's controller doesn't totally control its size. The opponent gets a vote.

Scourge of the Skyclaves's power and toughness are each equal to 20 minus the highest life total among players.

Among players. All of them. The opponent's life total also determines Scourge's size. This is a huge problem and why I think it unlikely Scourge will just be Shadow's 5-8 anywhere. It's very easy to control your own life total, especially when the goal is to get it low fast. It's why Shadow was so successful. Doing that while simultaneously dropping the opponent's life is much harder. Prowess is a master of eliminating opposing life totals, but not its own. While it can play extra fetches and shocks with Thoughtseize and Street Wraith, why bother? The attack plan is so fast the opponent will be dead before Prowess's life is low enough.

Then there's the fact that the opponent will object to having their life lowered. Plans never survive contact with the enemy and all that. I read comments that it would work out since Modern's manabase is so painful, opponents will be on 16 or lower quickly. That may have been true once, but I don't think it can be relied on anymore. Tron never does damage to itself. Ponza, Amulet Titan, and Stoneblade don't have to fetch and shock. Humans, Prowess, and Ad Nauseam do very limited damage and only occasionally. Really, I think that players are thinking of Jund. And that's still not universal.

And then there's the Uro, Titan of Nature's Wrath decks. They can do a lot of damage to themselves, but they get it back with Uro. And with Prowess running around, there a lot of lifegain, too. Auriok Champion is a greater enemy of Scourge than of Shadow. The amount of effort necessary to make Scourge work is far greater, and far more precarious, than Shadow. And that's not even mentioning that Scourge is double the cost. That's not how to break into a format.

The Big Draw

That being said, I would still expect Scourge to see play. There are always the optimists who see only the upside without the logistical problems and want the extra Shadows. However, this time, there is a decent payoff to that optimism. Scourge combos with Temur Battle Rage better than Shadow. Killing the opponent from high life requires Shadow players to be quite low themselves. To kill an opponent on 16 life, for example, Shadow must be at least an 8/8, meaning 5 or less life. That's not a small amount of danger in a world filled with Lava Dart and Lightning Bolt.

Scourge needs its controller to be at 10 life and the opponent on 15 to win. A Raged Scourge then deals five on the first strike, becomes a 10/10, and kills on the second. Both life requirements are far easier to attain than for Shadow's kill. Two-card combos are very attractive things (*cough* Twin *snort*) and I fully expect this combo being relatively easier will be enough to draw brewers. The question will not be the strength of the combo, but how well the deck overcomes all the conditionals needed to make Scourge work. And whether that effort just makes a worse Death's Shadow deck.

Nahiri's Lithoforming

If Scourge was a card where I know exactly what it does, but I don't know where it's for, then this next card is one that I know exactly what it's for, but not what it does. On the surface, Nahiri's Lithoforming looks like a variation of Scapeshift, sacrificing lands then replacing them. However, cost notwithstanding, Lithoforming is worse than Scapeshift because it doesn't search for lands. Instead, it draws cards, and its controller may play lands from hand to replaced the sacrificed ones. Assuming they've drawn enough to replace the lost lands. And the new lands enter tapped. Which means that Lithoforming is far less likely to combo kill than Scapeshift.

However, there is a deck that doesn't mind sacrificing lands, doesn't care about comboing with the right ones, and likes to draw cards. Its name is Assault Loam, and it's fringe but always waiting. Every time there's some new land effect or cycler, Assault Loam lurches from the depths as it tries to reclaim the CAL glory days. And then it slinks away when its weaknesses (graveyard hate, dredging away win conditions, being durdly) remain crippling. That being said, this looks promising enough that a frequent Loam hopeful I know figuratively (and I suspect literally) flipped when he saw Lithoforming.

Lithoforming combos with Life from the Loam so well even I saw it immediately. Loam always has lots of land and gets them all back, meaning it will have lots of fuel for Lithoforming and can get the sacrificed lands back. In said hopeful's estimation, this gives Lithoforming combo potential. With a Seismic Assault out, players can float mana for Loam, cast Lithforming, cast Loam, then use all the lands in hand to kill the opponent.

But, What Does It Do?

Then I asked the (I thought obvious) follow up question: "How is all that better than just repeatedly dredging Loam?" And I was meet with a very irritated silence. That has continued until I wrote this sentence. Genuinely, I cannot come up with a way that casting Lithoforming is better than just Loaming for a few turns. Whether in Dredge, Assault Loam, or any weird Scapeshift variant, I haven't come up with a use that is good enough to justify its inclusion. It's only good alongside Loam, but whatever I've gained by adding Lithoforming was win-more at best.

That said, the synergy is so promising and the combination of card draw, land drops, and graveyard filling is so powerful I have to imagine there is a use for Lithoforming. Just look at what Uro's done. Lithoforming just screams combo potential and value. The question is finding a way to make it do something that nothing else is doing and do it better than existing options. I'm not going to find it, but I'll be keeping my eyes open. Perhaps that niche doesn't exist yet and Lithoforming proves to be this set's sleeper.

The Tax Deck Cometh

And finally, Zendikar Rising was a great set for Death and Taxes players. We got two very strong creatures, one of which is good enough that I'm salivating at the prospect of playing it in Legacy. The only problem is that they're both three drops. That slot is already pretty crowded, and so they're not cards that I can just force into any list. Their abilities also fulfill very different niches and thus they want to be in different decks. How that's going to play out is unclear, but I at least will be trying to make them work.

Archon of Emeria

First up is Archon of Emeria. Which is everything I ever wished Thalia, Heretic Cathar could be. Big Thalia's anti-creature ability was never too relevant in my experience. DnT isn't fast enough to really take advantage most of the time, and after that initial hiccup almost everything outclassed Thalia. Having 2 toughness didn't help matters.

Archon flies, which is a huge upside. It will actually swing for damage consistently, unlike Big Thalia, while stalling opposing mana development. 3 toughness is also much better than 2, especially with Lava Dart and Lightning Burst running around.

Critically, Archon swaps the anti-creature ability for Rule of Law. Suddenly, Archon becomes a huge beating against Prowess decks. Unless they have Lightning Bolt the turn Archon comes out, Archon will buy absurd amounts of time to stabilize. Prowess will only get to play one spell, which means there will be no explosion, and few ways to take out the flier. Theoretically, that also means that Archon could profitably block Monastery Swiftspear, but that's only for the brave; blocking a 1/2 then getting the Archon Darted is a bad time. Archon's also devastating against traditional combo decks as a result.

As a result, Archon wants to be more of a hard lockdown-style card. This would put it into shells similar to Legacy DnT with Phyrexian Revoker and Aven Mindcensor. It's the sort of deck that really puts the screws to opponents and then flies over for the win. I haven't seen decks like that in MTGO data, but early testing is proving fruitful.

Skyclave Apparition

On the other hand, Skyclave Apparition looks to fit right into existing decks. Apparition exiles anything with CMC 4 or less. Thus, it is the most versatile removal in white's arsenal. The drawback is that when Apparition leaves play, the exiled card's owner gets an Illusion with P/T equal to said card's CMC. However, this is a very small drawback compared to the fact that the card never comes back. Turning a planeswalker, Uro, or Ensnaring Bridge into a vanilla creature is still amazing. And the drawback only manifests if Apparition leaves the battlefield.

Plus, the ability is formatted like Oblivion Ring, not Banishing Light. So it's exploitable. If Apparition leaves before the first trigger resolves, then the opponent gets no token. Which makes using Apparition alongside flicker and blink effects very exciting, and why I've already penciled it into my Legacy deck (gotta remove Oko somehow). Bant Ephemerate could use Apparition, but that's not what I'm about. Parrit on MTGO has been doing very well playing the flickering version of DnT, and Apparition is a very strong include.

"Flicker DnT, Test Deck

Creatures

4 Thraben Inspector
4 Thalia, Guardian of Thraben
4 Leonin Arbiter
3 Charming Prince
4 Flickerwisp
4 Blade Splicer
2 Skyclave Apparition
4 Restoration Angel

Artifacts

4 Aether Vial

Instants

4 Path to Exile

Lands

4 Ghost Quarter
4 Tectonic Edge
3 Horizon Canopy
2 Shefet Dunes
10 Plains

Apparition is only a 2/2 with no abilities in combat, so I don't want too many or I'll never kill the opponent. However, permanently exiling Jace, the Mind Sculptor, flickering Apparition via Vial, then also exiling Sword of Fire and Ice is an epic beating. And they didn't even get a 4/4 token!

Arisen Anew

All in all, Zendikar Rising looks like a very normal set. Which is a weird thing to celebrate, but it's been a weird time for Magic. Now, with the spoilers done, time to get testing.

Investigating Confounding Conundrum

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Ah, spoiler season. The time when I don't have to stretch myself doing statistical work. Just looking at the new cards, doing some basic analysis, and speculating about whether there's a place in Modern for them. Simple and low-pressure, just what this year's called for. Then, something had to come in a ruin everything: a card that appears tailor-made for Modern, something that a pet deck of mine has longed for, and yet, upon testing, has yielded conflicting data. I'm talking about Confounding Conundrum. And it's a frustrating card. It both does and does not work the way everyone thinks it does.

Hate pieces in general are pretty hard to evaluate. Their value depends on not only the prevalence of whatever they're targeting, but of the counterplay available. Rest in Peace seemed lethal against Hogaak, Arisen Necropolis decks, as they couldn't operate without their graveyards. However, it was useless in context due to Hogaak's speed as well as Force of Vigor. Enchantment removal is generally less played than artifact removal, making it more persistent, but the effects tend to be more narrow.

Confounding Conundrum is not only an enchantment hate piece against many cards and strategies, but a potentially maindeckable one. Which provides far more opportunities, but also exposes a lot of problems. I'll conclude that Conundrum is Modern-playable... asterisk.

About Confounding Conundrum

By now, everyone's seen the card because, at minimum, you see it alongside this paragraph. And there is a lot of text to work through then try and wrap the mind around.

Whenever a land enters the battlefield under an opponent's control, if that player had another land enter the battlefield under their control this turn, they return a land they control to its owner's hand.

Confounding Conundrum is a land hate card. Specifically, it's designed to hate ramp by ensuring that opponent's can only play the single land per turn the rules allow. Every additional land played per turn can only replace a land currently on the battlefield, ensuring equity. I'd expect this type of effect to be white, but blue does have a history of bouncing lands dating back to Boomerang, and the formatting is decidedly blue. Opponent's don't have to return the offending land, just a land. This will be important later.

When Confounding Conundrum enters the battlefield, draw a card.

I'm not being facetious here; Conundrum being a cantrip is very important. We've seen Growth Spiral, Manamorphose, and Veil of Summer, which have mediocre primary effects, become powerhouses thanks to cantripping. At minimum, Conundrum always cycles, which puts it into consideration as a maindeck card. We haven't seen this on a land hate card since Blood Sun, which never quite lived up to expectations. Not because Sun is unplayable, but the meta has never needed that type of effect. That may not be true of Conundrum.

How it Works

Conundrum is counting lands. When it sees more than one land in a turn, it triggers. The trigger will go onto the stack before the opponent can use the land. They're free to tap the land at this point, but can't cast any sorcery speed spells until the trigger resolves. This being a triggered ability, multiple Conundrums mean multiple triggers.

The final note is that triggers go onto the stack active-player-first, so any triggers the opponent may get from the extra land entering the battlefield happen after a land has been bounced by Conundrum. This in turn means that Conundrum effectively answers all the payoffs for all the Primeval Titan decks. Valakut, the Molten Pinnacle and Field of the Dead are looking for certain conditions to be met when they trigger and when they resolve (the intervening "if" clause). Both lands trigger when the conditions are met, then Conundrum's trigger goes on the stack and resolves first. If Conundrum leaves less than 5 other mountains or 7 lands with different names on the battlefield, the abilities fizzle. If they Scapeshift, then all the lands will have to be bounced for a really bad time. By the same token, Amulet must bounce a land before Amulet of Vigor can untap the karoo.

Also worth noting: Conundrum sees fetchlands as the allowed land drop. Cracking them on the same turn will trigger Conundrum. In this way, the enchantment gently hates on almost every deck.

An Exploit

The source of the new land is irrelevant. Two lands hitting in a turn is all that it takes for Conundrum to trigger. So Path to Exile and Field of Ruin count. Field is particularly exciting, as Conundrum turns it into better Dust Bowl. Much like pairing these cards with Leonin Arbiter, there is considerable potential in abusing Conundrum as a taxing piece. And unlike Arbiter, Conundrum isn't symmetrical.

A Problem

There are two problems with all of this. The first is the phrase "fail to find." A player can always fail to find when searching for a specific thing in any zone that is unknown information. They have to do anything else involved in the search (shuffling, mostly), but they never have to pick anything. Thus, a ramp player doesn't have to actually find a land when they search for one. I don't know why they wouldn't, as even though they have to bounce a land afterwards, they've at least ensured they'll have their next land drop. They can also resolve their Search for Tomorrow and not play another land that turn. With only one Conundrum out, this is a bit of a wash, and will only be relevant with several Conundrums out; indeed, fully resolving Search and triggering two Conundrums sets players back on mana development, making a fail preferable.

The second problem is that this isn't too hard to play around for most decks. They just have to not play more than one land on the same turn, and that's not too hard with smart sequencing. Decks with fetchlands can always just not crack them on their turn. This is standard practice for many decks anyway. Creature decks can skip their land drop until after combat in case of a Path. Valakut will crack their Sakura-Tribe Elder or Khalni Heart Expedition on their opponent's turn and ramp away. Plus, every deck misses land drops sometimes. Conundrum isn't going to surprise any opponent as long as they're actually paying attention, so don't assume that it will ever return lands. It's more of a threat than a reality.

On the Legacy subreddit, I saw someone call Conundrum a slow Sphere of Resistance. I agree with the sentiment, but would categorize it more as a slow Damping Sphere. Conundrum does nothing to affect any deck's ability to play spells in a given turn. It affects the subsequent turns. Go ahead and crack a fetch into Conundrum, float the mana, bounce a land, then cast whatever. The next turn is when the tax is applied, because of the bounced land.

In Modern's Context

Being solid in a vacuum is all well and good, but what matters is reality. I can wax speculative all I like, but the real test is when a card is actually tested. So that's exactly what I've been doing. I've decided test the maindeck potential of Confounding Conundrum, and to get the most out of it required a taxes shell. I'm no stranger to UW taxing decks, and have tried to make Spirits and Taxes work a few times. It never really worked out in the past as the deck, was incredibly anemic and fairly schizophrenic due to the Spirits portion not jibing well with the Taxes side, and the mana was always all over the place. However, Xurikk 5-0'd a League with Spirits and Taxes, so I just took that list, arbitrarily replaced the Deputy of Detentions with Conundrum, and got to work.

I'm not going to post a list because, of course, the deck wasn't very good. I went through a few iterations, but no change seemed to improve anything. That said, it was an ideal test platform, and it is from that testing that I can say that Modern has a place for Conundrum.

Testing Results

Conundrum is not good against Prowess decks. This shouldn't be much of a surprise as the tempo-negative Spreading Seas was never good against Burn, even though it usually took out one of their mana sources. Against Izzet and Rakdos, Conundrum hitting fetchlands does slow down the explosive attack. However, Prowess is still free to use fetched mana to play spells, and all I did was spread out the pain. There were a few times Conundrum slowed Prowess down enough to stabilize, but they were far outweighed by the times I lost to playing a do-nothing cantrip instead of a creature.

Additionally, Conundrum does nothing particularly great against the metagame's main ramp deck, Tron. Neither variant ever plays more than one land a turn. It is very dangerous to wait for a land drop before activating Field of Ruin against Mono-Green Tron. It's usually pointless to do so against Eldrazi Tron. There are instances where G-Tron was having a bad day and Conundrum made it worse, but for the most part it was worse than Seas would have been. Ponza was in the same boat.

Against Jund and Wilderness Reclamation decks, Conundrum showed potential. Both decks play lots of fetchlands and like to use all their mana in a turn. Temur also runs acceleration sometimes. This meant that both had to really think about playing into Conundrum and reevaluate their gameplans. It was especially hard for Jund, given its playstyle, and a lot of mana was left on the table. This was not even getting into Path and Field suddenly having no drawbacks. As might be expected, mana disruption is more effective against slower fair decks.

Conundrum was a beating and a third against the various versions of Valakut I tested. There's a whole spectrum from traditional Scapeshift decks to Vial Titan and Conundrum ruins all of them. Titan, Golos, Tireless Pilgrim, and Dryad of the Ilysian Grove are just land selection rather than ramp, while Sakura-Tribe and Elvish Reclaimer must be used on the opponent's turn only. Worse, there's simply way to just win with Valakut and, for once in its existence, it can only be the gradual value engine it was intended to be, and not a combo kill. Just a horrible wrench in the gears.

So, About that Asterisk

Observant readers have noticed that I skipped over Amulet Titan and more importantly Uro, Titan of Nature's Wrath. Conundrum does appear to particularly target Uro. Which is also what most of the hype is about. So, why so cagey?

These are the decks behind my opening-statement asterisk. My testing against both didn't go as expected. Something very strange happened when testing against Amulet that makes me nervous ever playing Conundrum against it again. And as for Uro...

First, It Gets Dangerous

Even if you get out Conundrum on turn 2, I didn't notice it having much effect. Uro decks durdle and are heavy on counterspells. They're fine cracking fetchlands on opponent's turns to not trigger Conundrum. Growth Spiral is an instant too, and is usually played on opponent's end steps anyway, so there's not a ton of disruption happening. I didn't really benefit much playing Conundrum, other than Field activations.

What about against Uro itself? Well, that's where it got complicated. Yes, stopping the ramp was decent. However, even when opponent's declined to put a land into play, Uro was still gaining three life and drawing a card. And preventing Hour of Promise from swamping me wasn't nothing. The problem was as the game went on, Conundrum makes it slightly easier to start looping Mystic Sanctuary. It was frequently correct later in the game to deliberately trigger Conundrum to recycle Sanctuary without burning Cryptic Command. And that felt really bad.

Admittedly, by that time, the game was pretty well lost, and the extra Sanctuary triggers were the door locking rather than closing. However, the fact remains that by lengthening the game, Uro started to benefit from my hate card. That shouldn't happen, and makes me leery of Conundrum in the current metagame.

Then, It Gets Weird

Meanwhile, the Amulet matchup mostly played out as expected. As I said, Conundrum answers Amulet of Vigor. It also hits Azusa, Lost but Seeking. It's a very strong hate piece here, arguably better than Damping Sphere. However, during a test game, something weird happened.

With two Sakura-Tribe Scouts, Azusa, Amulet, and five lands out against my Conundrum, Amulet played Simic Growth Chamber. Then started going off. As in, Summer Bloom going off. Using the Karoo bounce triggers, Amulet kept replaying the Chamber, returning the other lands, and floating the mana for Primeval Titan. Titan found Gemstone Mine and Slayer's Stronghold, let them be bounced, then used a Scout to replay the Stronghold, used floating mana to activate it, and swung. In the end, Titan was a mana short of the Sunhome, Fortress of the Legion kill. And that felt like a sequencing error.

That only happened once. But it did happen. Couple that with the Uro results, and I can't give an unequivocal recommendation for Confounding Conundrum. It has its uses, and in the right metagame it will be devastating. Right now? It's potentially more of a liability.

Positing Positioning

In a world full of Primeval Titan, I think that Conundrum is a slam-dunk sideboard card, possibly making its way into the main to randomly screw fetchlands. But in the current metagame, I'd steer clear.

Zen Again: Zendikar Rising Spoilers, Pt. 1

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Zendikar Rising spoilers are officially underway! That also means summer is ending... but what great outdoor plans did we have that weren't ruined by a global pandemic anyway? There's never been a better time to forget about real-life exploration and lock ourselves inside to peruse new cards at a glowing computer screen!

Flip Top

Rising's marquee mechanic is the flipping cards, which let pilots choose which side to play the card as when they're ready to play either side. One side houses a spell, while the other has a land. On the whole, I don't think these cards will see a whole lot of play in Modern, but I wouldn't count them out entirely.

Lands on Lands

At their most basic, the flipping cards are two-sided lands, giving players the choice of producing one of two colors for a game's entirety (as with Riverglide Pathway). This cycle aims to provide mana fixing, but fixing is already very good in Modern—we've got fastlands of every pair, Horizon lands, and of course the ol' fetch-and-shock. Nonbasic lands need to be quite powerful to merit inclusion in Modern decks, as players open themselves up to hate like Blood Moon and Field of Ruin for running them. I don't think the double-land cards are gonna make it.

Lands n' Spells... At Once

Then there's the spell lands, which enter tapped but can also be cast for an effect. In theory, the idea isn't so splashy, but potentially powerful nonetheless. Having lands that can double as spells lets players functionally play fewer lands in their decks, as it mitigates the risk of flooding. Compare with cycling lands, which do something similar, but still tax pilots mana to draw into another card. Plus, that new card might just be a land, and not a spell!

Whether flip lands beat cycling lands depends mostly on how good the spells on the other side are. And they aren't great. For the most part, these spells are wildly overpriced for their effects, especially since they force players to run taplands.

Take Tangled Florahedron. Here we've got a flexible-looking card: players can use it to ramp into four mana, or they can deploy the card as a land if they're light on sources early on. But then there's each side of the card: never would players want to run taplands in Modern, and no deck wants a generic two-mana Llanowar Elves. This is the format of infinite mana via Devoted Druid, after all!

Splashier spells like Valakut Awakening show more promise. Depending on how the rulings will go, a deck like Dredge could bring back the land with Life from the Loam, then cast Awakening for more Dredge triggers. But even that deck now has better things to do at that stage of the game: recur Blast Zone, for instance, or just cast Ox of Agonas for a similar effect that also impacts the board—and a cheaper one, to boot! This line of thought gets more interesting with other land recursion effects, such as Wrenn and Six, but there's no getting around that the new spells in question leave much to be desired.

A Mythical Implementation

Yet another cycle of flip lands is the most promising. At mythic rare, this final cycle lets players have the spell land enter untapped, but at the cost of 3 life. That might seem like a lot until one considers these cards have three modes: spell, tapped land, and untapped land. That flexibility makes the steep asking price worthwhile and even desirable in many scenarios.

As for the spells, they're a lot more impactful, but mostly finisher-type effects. That means only slower decks will be able to run these. Still, those decks do love a high land count, and not needing to dedicate space to extra finishers—which can be invaluable in grindy mirrors—might merit further exploration.

Let's Double Up

Another exciting development is Rising is the set's plagiarism—that is, its printing of cards that closely resemble existing Modern playables.

Ruin Crab

Hedron Crab? Meet Ruin Crab! Mill decks will love doubling up on their favorite creature, but I think the new Crab's most promising future lies in energizing brews that rely on Hedron Crab for self-mill. What's left of the Hogaak deck will probably want a playset, as well as fringe strategies like Rally the Ancestors.

Akoum Hellhound

Steppe Lynx? Wow, haven't heard that name in a while. That's because Lynx was petty much the only Modern playable landfall creature, and as such, not really worth building around with a high land count: don't draw one of just four copies, and you're playing a Zoo deck full of lands. Yuck!

Well, Akoum Hellhound to the rescue! Lynx will certainly benefit from this canine companion, as it does from another somewhat-recent printing: Wrenn and Six. With Wrenn in the mix, a high land count isn't even a prerequisite, as the walker recycles fetchlands every turn.

It helps, too, that Plated Geopede got a makeover in Rising, ditching lame-brain first strike for the broken haste. Here's what I've been messing around with:

8Lynx Blueprint, Jordan Boisvert

Creatures

4 Steppe Lynx
4 Akoum Hellhound
4 Monastery Swiftspear
4 Tarmogoyf
4 Brushfire Elemental

Planeswalkers

4 Wrenn and Six

Artifacts

4 Mishra's Bauble

Instants

4 Manamorphose
4 Lightning Bolt
2 Path to Exile

Sorceries

4 Light Up the Stage
4 Crash Through

Lands

4 Wooded Foothills
4 Arid Mesa
2 Sacred Foundry
1 Temple Garden
1 Stomping Ground
2 Mountain

Yes, that's Tarmogoyf, who effortlessly grows to 5/6 in this build and backs up our fragile landfall clocks by slamming opponents who Fatal Push them. And Monastery Swiftspear, the attacker too good not to run in an aggro shell these days. Manamorphose, Mishra's Bauble, Crash Through, and Light Up the Stage happen to be pretty great alongside Tarmogoyf, too, and giving our landfall guys trample is the sauce. A common curve: T1 Lynx, T2 Goyf/Wrenn/Lynx-plus-removal and swing 4, T3 Brushfire-plus-Crash and swing for a ton.

Oh, and yeah, 14 lands. That's the smallest amount I was able to hit by pushing my count lower and lower. Wrenn provides unending land drops, and we've got 12 cantrips, so the unbelievable number plays out fine in practice.

Sea Gate Stormcaller

Snapcaster Mage, meet Sea Gate Stormcaller! Except you play Stormcaller before your spell, not after. And on the same turn. And only on your turn. I'll see myself out.

Nonbasic Hate

One positive development in Rising is the presence of nonbasic land hate. We've seen a bit of this push in the past with printings like Damping Sphere, Field of Ruin, and Alpine Moon, all of which were adapted in some quantity to combat Modern's Tron menace. If you ask me, when it comes to nonbasic land hate, the more the merrier!

Confounding Conundrum

Conundrum replaces itself on resolution, making it relatively splashable. And it incidentally hates on fetchlands, giving it further application in different matchups. And it stacks, making for some very nasty plays with Ghost Quarter & co. Besides that, Conundrum seems tailor-made to fight Uro decks specifically, which are all about land ramping. Whether they can quell the Simic menace remains to be seen.

Cleansing Wildfire

Hierarch, Aribter, Wildfire? Who doesn't want a cantripping Stone Rain? But then, what Hierarch-powered Christmasland scenario doesn't look awesome on paper? Cleansing Wildfire might take a bit more work to get going than Conundrum, but giving red a way to Field of Ruin opponents on a cantrip strikes me as a great way to start spreading nonbasic hate into different deck niches.

The Expediting Continues

Between two-sided cards, classics returning in new and exciting forms, and different colors getting extra ways to interact with enemy land strategies, I'm stoked to see what else Zendikar Rising has to offer. We didn't even get into the party mechanic... but you already know I'ma throw one if we get some cool Rogues to invite! Which new cards have you gearing up for an expedition?

August ’20 Brew Report, Pt. 2: Bant from TV

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Earlier in the month, we saw Stoneforge Mystic come to form the backbone not just of popular UW and Stoneblade decks, but of Colossus Hammer combo decks and bulkier flash strategies. Blue aggro-control decks also had an interesting month, with Arclight Phoenix making a comeback and Devotion to Blue rearing its head. The latter trend continues into the end of August, with blue decks dipping into white and green for support. The kicker? Not all of these decks even play Uro!

...But a Lot of Them Play Do Uro

I mean, it'd be almost wrong not to, right? We'll start by looking at the more traditional Uro-style shells that experimented with new tech this month.

Uro Hour, TOASTXP (19th, Challenge #12195644)

Creatures

4 Uro, Titan of Nature's Wrath

Planeswalkers

1 Jace, the Mind Sculptor
3 Teferi, Time Raveler

Instants

3 Cryptic Command
3 Force of Negation
4 Growth Spiral
4 Path to Exile
4 Remand

Sorceries

4 Hour of Promise
1 Supreme Verdict

Lands

2 Breeding Pool
2 Field of Ruin
2 Field of the Dead
4 Flooded Strand
1 Hallowed Fountain
1 Irrigated Farmland
2 Island
4 Misty Rainforest
2 Mystic Sanctuary
2 Polluted Delta
1 Prismatic Vista
1 Scalding Tarn
1 Snow-Covered Forest
2 Snow-Covered Island
1 Snow-Covered Plains
1 Temple Garden

Sideboard

1 Supreme Verdict
4 Aether Gust
2 Ashiok, Dream Render
2 Ceremonious Rejection
1 Dovin's Veto
1 Elder Gargaroth
1 Soul-Guide Lantern
1 Timely Reinforcements
2 Veil of Summer

We've seen midrange decks lean on other plans but still rely on 4 Hour of Promise before, most notably the Jund Field deck we covered in May. That was during the companions' reign over Modern, although the same concept still applies.

Uro Hour plays a controlling game with blue-chip countermagic and Uro itself, but should opponents find a way to deal with the Titan—via grave hate, perhaps—Hour provides an independent alternative, generating hordes of Zombies with Field of the Dead. It's especially nice that Growth Spiral, a staple in Uro shells, also contributes significantly to the Field plan, even though the two strategies require totally different answers: Uro demands grave hate and heavy-duty removal while drawing cards and going tall, while Field requires nonbasic land hate and damage-based sweepers while going wide.

Bant Moss, DARZYN (5-0)

Creatures

3 Scavenging Ooze
4 Birds of Paradise
4 Noble Hierarch
3 Stoneforge Mystic
4 Uro, Titan of Nature's Wrath

Planeswalkers

4 Teferi, Time Raveler
4 Karn, the Great Creator

Instants

4 Path to Exile

Artifacts

1 Batterskull
1 Sword of Fire and Ice

Sorceries

4 Mwonvuli Acid-Moss

Lands

2 Breeding Pool
1 Flooded Strand
4 Forest
3 Ghost Quarter
1 Hallowed Fountain
2 Island
4 Misty Rainforest
1 Plains
2 Temple Garden
4 Windswept Heath

Sideboard

4 Aether Gust
2 Ashiok, Dream Render
1 Crucible of Worlds
1 Damping Sphere
1 Ensnaring Bridge
1 Knowledge Pool
1 Liquimetal Coating
1 Pithing Needle
2 Shadow of Doubt
1 Skysovereign, Consul Flagship

I first picked up on Bant Moss early this month (see list above). While the deck looked interesting, I found myself scratching my head at the prospect of running 4 Mwonvuli Acid-Moss in a Modern midrange deck. I mean, it's a land destruction spell that costs four mana! Was that not too much for a type of card typically used to deny opponents mana early on?

It turns out that in Uro mirrors, ramping yourself while de-ramping opponents is the sauce, even if that's not to happen until the mid-game. Indeed, Bant Moss nabbed 4-1 in a preliminary at the end of the month, a testament to its potential viability. And the deck has more going on than first met my eye.

For one, there's the creature suite: Uro is backed up by Scavenging Ooze, something of an Uro-slayer in the mirror; it can out-grow 6/6 and handily removes Titans from an opponent's graveyard. Similarly, bouncing Uro with Teferi, Time Raveler provides a massive tempo swing, and cutting Uro decks off their permission is also the sauce. Then there's Stoneforge Mystic to cheese wins against aggro and have a grave-independent angle of attack. Sword of Fire and Ice gets the nod for insulating creatures against Uro, sure, but also Aether Gust, fast becoming one of Modern's premier hate cards.

tl;dr: meet the Uro deck that wins the mirror.

Going Dude

Uro decks tend to be creature-light, since the recurring behemoth is at its best when it makes up the bulk of a red-zone attack. So more creature-centric Bant decks trim its numbers. Still, I think it's great news that such decks exist; this scenario illustrates that Uro is not dominating the UGx color quotient as it once may have.

Bant Rashmi, BBOTONLINE (5-0)

Creatures

3 Rashmi, Eternities Crafter
1 Birds of Paradise
3 Brazen Borrower
3 Elder Gargaroth
4 Frilled Mystic
4 Ice-Fang Coatl
4 Noble Hierarch
2 Prophet of Kruphix
2 Restoration Angel
4 Spell Queller
2 Uro, Titan of Nature's Wrath

Planeswalkers

3 Teferi, Time Raveler

Instants

3 Force of Negation

Lands

2 Breeding Pool
3 Flooded Strand
1 Hallowed Fountain
1 Horizon Canopy
4 Misty Rainforest
3 Snow-Covered Forest
2 Snow-Covered Island
1 Snow-Covered Plains
1 Temple Garden
1 Waterlogged Grove
3 Windswept Heath

Sideboard

2 Aether Gust
2 Ashiok, Dream Render
2 Ceremonious Rejection
2 Knight of Autumn
1 Lyra Dawnbringer
1 Mystical Dispute
1 Stony Silence
2 Veil of Summer
2 Weather the Storm

Rashmi, Eternities Crafter was hardly singled out as a Modern-playable upon its release, costing enough to emerge on the turn many decks end the game by and refusing to trigger until the next turn. But Bant Rashimi wouldn't take no for an answer, employing the Druid alongside a suite of useful flash creatures to get the most out of it.

Hitting all those cascade triggers is sure to get out of hand quickly, and Force of Negation holds things together by protecting Rashmi while players are tapped out after deploying him. For future turns, Spell Queller does that job, also combo-ing with Teferi to lock opponents' spells away for good. And both Force and Queller trigger Rashmi for even more pseudo-cascades!

Reclaimer Toolbox, HOUSEOFMANAMTG (23rd, Challenge #12195644)

Creatures

4 Elvish Reclaimer
4 Dryad of the Ilysian Grove
3 Thalia, Guardian of Thraben
2 Courser of Kruphix
2 Sakura-Tribe Elder
2 Tireless Tracker
2 Primeval Titan
1 Arasta of the Endless Web
1 Elder Gargaroth
1 Eternal Witness
2 Golos, Tireless Pilgrim
1 Knight of the Reliquary
1 Nylea, Keen-Eyed
1 Ramunap Excavator

Artifacts

4 Aether Vial

Instants

2 Eladamri's Call

Lands

1 Blast Zone
1 Bojuka Bog
1 Castle Garenbrig
2 Field of the Dead
4 Flagstones of Trokair
3 Forest
1 Ghost Quarter
1 Plains
1 Radiant Fountain
1 Selesnya Sanctuary
2 Snow-Covered Forest
1 Snow-Covered Plains
2 Temple Garden
2 Valakut, the Molten Pinnacle
1 Vesuva
3 Windswept Heath

Sideboard

1 Arasta of the Endless Web
2 Aven Mindcensor
2 Celestial Purge
3 Damping Sphere
2 Eidolon of Rhetoric
2 Knight of Autumn
3 Path to Exile

Didn't I tell ya? No Uro! Instead, Reclaimer Toolbox maxes out on Elvish Reclaimer to enable both a beatdown plan and a packed land toolbox suite; it's got Blast Zone for removal, Flagstones for ramping, Bog for graveyard interaction, Quarter for land hate, Field for midrange games, and Valakut for... a combo kill?! The deck's other 4-of creature is Dryad of the Ilysian Grove, giving it a dedicated combo plan ready to fire at any moment should the window present itself.

The creatures, too, form a toolbox, with Eladamri's Call fishing up goodies like the spell-hosing Arasta of the Endless Web and Ponza's favorite new stabilizer, Elder Gargaroth. Primeval Titan supports the Valakut plan, while Eternal Witness buys back lost pieces. And Aether Vial cheats everything into play!

After its Challenge placing, Reclaimer Toolbox went on to 5-0, boding well for the deck's longevity; it certainly seems to come with a steep learning curve, featuring packages upon packages for the uninitiated to wrap their skulls around. It also looks like there's something in here for everyone, so I wonder if enough players will give it a whirl that it catches on.

I Can't Get in the Club

We haven't seen Bant at these levels since the lockdown began, and I'm sure UGW mages worldwide are rejoicing. Hopefully other shards and wedges get some love in the coming months and their respective fanbases can also celebrate. For now, though, I guess we can enjoy this Titan's party!

Spell Spotlight: Monastery Swiftspear

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With all the talk of generalities, such as metagame numbers and new decks, it's easy to overlook the specifics. So let's talk about Monastery Swiftspear. Indeed one of the most pushed combat creatures ever, Swiftspear reigns supreme among Stage 1 beaters and has come to define the majority of Modern aggro decks. If you want to get 'em dead fast in the red zone, there are currently few reasons to forego the Monk.

In Spell Spotlight, we'll go deep on a specific card in the Modern pool. How much play does it see?  Who plays it? Why do they play it? What are the alternatives? Read on to find out!

Card Breakdown

Here's a blurb I've written defining Stage 1 creatures:

Stage 1 creatures always come down on turn one. Their role is to put opponents on the back foot, either slowing down their development as they deal with the threat or contributing to a blossoming board advantage that will end the game quickly. They tend to care little about removal because they all trade at mana parity or better with available options. Lightning BoltFatal PushGut Shot, and Collective Brutality are commonly run to answer Stage 1 creatures; the first two kill every Stage 1 creature, while the last two narrow their sights to provide other benefits.

Indeed one of the most pushed combat creatures ever, Monastery Swiftspear reigns supreme among Stage 1 beaters and has come to define the majority of Modern aggro decks. If you want to get 'em dead fast in the red zone, there are currently few reasons to forego the Monk.

At one mana, Swiftspear is as cheap as players can expect to pay for a combat creature. It also has 2 toughness, letting it evade common removal options like Lava Dart and Wrenn and Six. That extra point also makes a world of difference when prowess is being employed to out-grow damage-based disruption. Thanks to the scalability of prowess, Swiftspear has applications in both aggro and aggro-combo strategies, the latter of which would have little use for static-power beaters like Goblin Guide.

The real clincher, though, is haste. The best of Magic's evergreen mechanics, haste is Time Walk on a creature, and compensates for Swift's low starting power. Even without any prowess boosts, Swiftspear has dealt 2 damage by the end of its second turn on the battlefield--the same amount as something like Savannah Lions. (Of course, it often deals much more.)

Haste also gives additional insurance against removal: opponents can shoot down Swiftspear on their own turn, but they've already taken a point of damage. In this instance, Swiftspear essentially went up on the exchange, as it was able to cash in value despite trading at mana parity. Finally, haste greatly mitigates a traditional failing of Stage 1 combat creatures: their decreased relevance in the late-game. Slamming Liliana of the Veil into an aggro opponent's one-creature board is a great move from midrange players; now they've got a planeswalker ticking back up into another removal spell. But Swiftspear flips the script, as it can just come down and revenge-kill the walker immediately.

Wassup Homes

As mentioned, Swiftspear can be found in just about every aggro deck (click on for decklists):

Here's UR Prowess, the latest shell to prominently feature the creature.

UR Prowess, TUBBYBATMAN (3-2, Modern Preliminary #12176966)

Creatures

4 Stormwing Entity
2 Sprite Dragon
4 Monastery Swiftspear
4 Soul-Scar Mage

Sorceries

4 Serum Visions

Instants

4 Gut Shot
4 Lava Dart
4 Lightning Bolt
4 Manamorphose
4 Mutagenic Growth
4 Peek

Lands

4 Arid Mesa
4 Fiery Islet
2 Mountain
4 Spirebluff Canal
4 Steam Vents

Sideboard

3 Abrade
2 Dragon's Claw
4 Spell Pierce
3 Surgical Extraction
3 Vapor Snag

Omitting Swift are the "bigger" builds of each deck, which trend more reactive along the archetype spectrum. While Prowess and Burn don't really have midrange-slanted versions, Rakdos Unearth is happy to rely on Seasoned Pyromancer and Rotting Regisaur to dominate the mid-game, and Death's Shadow is best known for its two midrange shells, Grixis and Delirium. While all of those aggro-control decks win primarily through combat, none of them are pure aggro decks, which is why they have little use for the 1/2 haste; they are attack-and-disrupt decks. It seems that the less interactive an aggro deck becomes, the likelier it is to run 4 Monastery Swiftspear.

Drawing Cat-Parisons

If I were to ask a given group of Modern players which cards should be banned from the format, I'd be extremely surprised to hear Swiftspear among them. But I think there's a compelling parallel to be drawn between Swiftspear now and Wild Nacatl back when the 3/3 was banned. Here's what Wizards had to say on the Cat:

We looked at our Modern tournaments and previous Extended tournaments to find when the attacking decks were fairly diverse, and when they were dominated by Zoo.

[…]

The problem is that other decks try to use synergy to get rewards, but those rewards aren’t any better than the Wild Nacatl. For example, the Doran decks use Treefolk Harbinger to find Doran. When it all works, the Harbinger is effectively a 3/3 for Green Mana. With shock lands, Wild Nacatl is a 3/3, and doesn’t let you down when your opponent kills your Doran. With some effort, Student of Warfare becomes a 3/3 first strike creature, but that isn’t a sufficient reward for the effort compared with Wild Nacatl. This creature is so efficient it is keeping too many other creature decks from being competitive. So, in the interest of diversity, the DCI is banning Wild Nacatl.

Natch, Treefolk Harbinger wasn't much of a staple at the time this announcement was made. And similarly, I can't think of many lesser one-drops trying and failing to break into Modern, as since they're failing, they aren't necessarily on my radar. The reason in 2011? People just played Nacatl instead. And now? They play Swiftspear.

Splashing Swift

While I think Swiftspear is just as pervasive in attacking decks as Nacatl used to be, the comparison isn't perfect. One might argue that Nacatl could be easily enabled by splashing colors with fetchlands, just as Swiftspear can be easily enabled with free cantrips like Manamorphose and Mishra's Bauble. But I think these cantrips pose much less of a barrier, allowing more decks to run Swiftspear than they could Nacatl.

That's playing out in the numbers, too; most Nacatl decks were simply Zoo decks, with very little difference in composition. By contrast, Swiftspear is splashable enough to find its way to multiple aggro strategies, often with diverse means of achieving their shared goal of reducing opponents to 0 life.

See the list of decks above: Burn seeks to assemble a critical mass of damage-dealing spells; Prowess soups up its creatures with cantrips and flashback cards before giving them trample with Crash Through; Rakdos Unearth employs graveyard synergies and a disruptive plan with Kroxa, Titan of Death's Hunger; Death's Shadow Zoo abuses its own life total and diversifies its card types to make a big attack using Temur Battle Rage. Four distinct archetypes that wouldn't leave home without the best one-mana beater in Modern. A world of difference from the samey universe of Nacatl into Pridemage into Knight of the Reliquary!

External Variables

Then there's the issue of Punishing Fire. I've long held that Wild Nacatl was an unneeded Modern ban, caught in the crossfires of a larger issue: the Punishing Fire-Grove of the Burnwillows combination. These cards together, coupled with the slower speed of the format a decade back, made it difficult for any aggro deck relying on x/1s or x/2s to break into the tournament scene. Nacatl was so important for aggro decks not only because it was very efficient, the reason given for its banning, but because it was the only Stage 1 creature immune to Punishing Fire. It's my belief that only banning Fire would have greatly decreased Nacatl's share among aggro decks by virtue of the move letting other x/1s and x/2s into the fold.

So what's Modern's current "Punishing Fire?" By which I mean, are there any external factors contributing to Swiftspear's status as top pick for aggro decks? Honestly, I'd say no. Swiftspear sees the play that it does not because it fulfills some special role in the Modern ecosystem, but because it really is the most efficient attacker at its price point, bar none.

Another Glass of Red

To summarize this celebration of Monastery Swiftspear:

  • Swiftspear is Modern's best Stage 1 attacker
  • Its popularity is based not on external variables, but its own efficiency
  • The creature is good enough in its role to be run in every pure aggro deck
  • Since it's so easy to splash, Swiftspear ends up in many different aggro decks, lending to diversity

Fill 'er up; it's swingin' time!

Jordan Boisvert

Jordan is Assistant Director of Content at Quiet Speculation and a longtime contributor to Modern Nexus. Best known for his innovations in Temur Delver and Colorless Eldrazi, Jordan favors highly reversible aggro-control decks and is always striving to embrace his biases when playing or brewing.

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Choosing The Right Bullet: A Beginner’s Guide

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It's time, once again, for a return to The Beginner's Guide to Modern. This my long-running but periodic series where I cover the fundamentals of Modern for those new to the format. Though, as happens with a series that's four years old at this point, I've already covered all the fundamentals and obvious misconceptions long ago. Which is why I don't write these too often anymore. However, when I do see players making what I consider significant mistakes, or simply misunderstanding decks, you can be sure that I'll have an article ready.

This one is particularly timely given what I said about Merfolk last week. I praised MissTrigger's deck for correctly understanding what mattered against Prowess and playing the right cards both maindeck and sideboard to win a Challenge. I've been stewing on this topic for a while, but what MissTrigger did is quite rare. It is far more common for players to attack decks incorrectly and/or sideboard the wrong hate cards. Why this happens depends case by case, but generally it comes down to failing to understand what's important, either to the targeted deck or to the overall matchup.

The former problem is almost always a case of mistaken causality. Humans are generally very bad at distinguishing correlation from causation because we're predisposed to fixating on the obvious thing as a survival mechanism. Some impressive thing happens in a match, and the loser's mind naturally assumes that thing determined the outcome of the match. But you should only ever focus on what matters. The failing is not knowing what matters, and when. I can't completely solve this problem, but I can outline common mistakes and provide advice to get around them.

The Sideboard Problem

While either mistake can happen at any time during a match, I find the more avoidable ones occur during sideboarding. It's not that game 1 is immune from players misunderstanding matchups. Rather, game 1, everyone has limited information and is thus prone to mistakes in identifying what's important. The only solution is extensive format knowledge, but even then you'll get surprised by rogue decks, weird card choices, and familiar decks played unexpected ways. It happens even to the best.

After game 1, players should have enough information to make informed decisions. However, there is a tendency for misidentification problems to manifest more in sideboarding than game 1. This usually comes down to fixating on certain "good" cards or interactions in a matchup while missing the actual context of that matchup. Consequently, I frequently see players misboard or worse, play the wrong type of hate in the first place. And it always costs them. The classic mistake is just playing the wrong card. I've shared this exchange before:

Me: Just in case what?

Them: If I hit Storm I need graveyard removal, so I have Surgical Extraction.

Me: I just saw you Extract Storm three times and you still lost handily.

Them: Yeah, Storm is a terrible matchup.

Me: Functionally unwinnable or unfavorable?

Them: Haven't won a match in weeks.

Me: Why are you using sideboard slots to try if it's unwinnable in the best case scenario?

Them: I need something against Storm.

This was a conversation I had with a Grixis Control player right before he left for an SCG tournament (2018 Regionals, I think). His deck was soul crushing against anything fair, but just couldn't beat combo. His problem was that, for all his answers, he could not win the game quickly. If memory serves, he won via Snapcaster Mage, Jace the Mind Sculptor, and Creeping Tar Pit. Nothing else. Storm was unbeatable for him not because he couldn't stop the combo, but because he couldn't win before Storm could rebuild from all his disruption. His solution was to play more answers for a specific aspect of Storm's attack, completely missing his actual problem in the matchup. A pair of Gurmag Anglers would have been better for the job.

I've recommended shifts like this for control players before. I always have Geist of Saint Traft and Vendilion Clique when I play control for this very reason. Time matters in combo matchups, not card advantage. I recall winning on my Grixis player giving up Extraction, but I couldn't convince him to replace them with Anglers or indeed any other creatures for fear of diluting his control game. He didn't do well at his tournament after facing more combo than expected. You have to target the right interactions to win.

I realize that this sounds familiar to regular Beginner's Guide readers. However, what I'm specifically looking at is when you are targeting the right interaction, but still miss the mark. If you've fallen for correlation over causation or failed to understand a matchup, you may be playing relevant hate cards in the right matchup and still losing. This isn't because they're actually bad, but because you've missed something.

Target Misidentified

I'll explain this using something I did. Going to an early Modern PTQ in 2013-2014, I was locked into playing UW Sun Titan control. I knew that Twin was a hard matchup and needed to sideboard hate to win. I could deal with the overall deck on its own merits, but doing so left me vulnerable to being combo'd out, so I wanted something to stop that which didn't require a mana investment. My options were Suppression Field or Torpor Orb.  Orb affected my value-creature plan, but completely shut down Twin. Meanwhile, the only cards that Field hit in my deck were Flooded Strand and Celestial Colonnade while hitting Twin's combo, fetchlands, and planeswalkers. It seemed like a much better plan to go with Field.

I was wrong. A more experienced player warned me before the tournament that I was, and should play Orb instead. I'd already lent out my Orbs, so I forged ahead and suffered. See, I'd fallen into the causality trap where I correlated the combo with losing. I was fixated on losing after fighting Twin to a stalemate and then getting combo'd out of nowhere. I was looking only to attack that angle. It didn't work because that's not the real reason I was losing. Twin was a tempo creature deck. It was heavily if not entirely dependent on its creatures actually gaining value when they hit. It's not like a 1/4, 2/1, or 2/1 flier is very impressive on its own. Especially against my 3/2's, 3/4 flier, or 6/6.

I successfully hated out the combo, but not the deck. Twin was able to just keep doing its thing, which was get under my slower control deck and then tempo me out. I did win a single game where a turn 2 Field locked out my opponent (only one non-fetchland), but I would have won many more if I'd played Orb and broken Twin's value engine. I had a much better medium-beatdown game than Twin. Because I missed what was really going on in the matchup, I played a hate card that let Twin escape. This is the lesson of this article: If you're going to play a hate card, make sure it actually hates out the target. Don't just kinda hate or be annoying. HATE THEM TO DEATH!

The Great Tron Problem

Over the years, this has been the great paradox of Modern Tron. Players have always complained about Tron, and have constantly proposed ways to fight against it. It never worked, until very recently. And it comes down to the incorrect target problem.

Tron wins by getting seven mana on turn three, then dropping big colorless bombs. Always has. This has led many to conclude that the key to beating the deck was to target the lands. The problem is that land destruction costs three or more. Which means that Tron can only be kept from hitting its mana when that Fulminator Mage comes down on curve on the play. Otherwise, there will be a Karn to deal with in addition to the lands. Players searched for years for a solution, but ultimately just always had to deal with the fact that Tron would hit its lands and drop bombs.

When Assassin's Trophy and Damping Sphere were printed, it was hailed as the end of Tron. Finally, there were effective answers that would definitely preempt Tron being assembled. However, that was far from the case. Tron kept powering on. It had to adapt by being mono-green and playing more basics, but it still just kept being Tron. The fact that this happened made many very unhappy.

Mooned Out

However, it shouldn't have been surprising given a well-known piece of advice: Blood Moon isn't good against Tron. It will just win through the Moon. Which is a very odd thought, seeing that Moon is the best land hate card available. It's devastating against Primeval Titan decks and unprepared three color decks. How could it be poor against Tron?

The answer was that Tron lands aren't the problem with Tron. Yes, they're the whole namesake of the deck, but the problem isn't that Tron ramps. The problem is that Tron drops big colorless monsters early. I realize that the former problem enables the other, but dealing with the former won't solve the latter. Too many players thought Moon was a solution to Tron, not realizing that Tron doesn't actually need colorless mana. Just generic mana, meaning red is just as good. Yes, Moon means that Tron can't hit those monsters early anymore, but there's nothing stopping Tron from hitting them later. And Karn Liberated is still a huge threat on turn seven. The problem isn't the Tron lands, the problem is Tron's threats.

Players have finally started to catch on, and are adopting better strategies against Tron. Traditionally, blue control struggled against Tron, just like Jund. However, these days, control is playing more counters to actually answer Tron's answers on-curve. More importantly, Field of Ruin gives them a way to slow Tron down while fixing their own mana. This strategy has proven at least as effective as more dedicated strategies, and doesn't yield the heartbreak of land destruction not working. Except when Veil of Summer is involved.

Avoid the Monsters

On that note, stop boarding Damping Sphere against Eldrazi Tron! This is the most egregious example of players not understanding a matchup I know. E-Tron rarely hits Tron early. Frequently, it never has any acceleration at all. Playing Sphere protects against corner-case blowout games and nothing else. The reason that E-Tron works is that Chalice is a powerful card and the Eldrazi are big creatures. Far more than against Tron, attacking the lands is missing the point of the deck. Blood Moon is more effective here because E-Tron does need colorless mana, but that still won't help against a Waste. Only bring in hate cards that matter.

How Prowess Dodges Taxes

The second problem is missing the matchup context. Last week I mentioned that Thalia, Guardian of Thraben is poor against Prowess. This is not because her effect is bad against the deck; it can be utterly crippling when Prowess is mana-light. However, she's not effective because Lava Dart perfectly answers her. And can be flashed back later. Siding in Thalia is missing the important context of that matchup.

Worse is when players bring in Damping Sphere. The first spell isn't taxed, meaning that Prowess still gets to play its game. Not as much of it, and Sphere is still effective at preventing the explosive turns. As I learned against Izzet Phoenix, a smart player will be judicious with their spells so as to maximize their value and play around and through the Sphere. Unless you can really take advantage of it, the time that Sphere will buy is meaningless.

That same sideboard slot could go to Dragon's Claw and be more effective. Prowess plays a lot of red cards that don't directly deal damage. Getting an extra cushion of life buys more time than the ineffective taxing. It's not perfect, and Prowess absolutely will win through a Claw, but not quite as easily as a Sphere. Plus, Claw will never make it hard for its controller to cast multiple spells. While not the most effective Prowess hate (that would be Trinisphere), Claw's going after a more intrinsic part of the deck and is more effective than Sphere or any other taxing effect.

Storm's Dilemma

This brings up the question of taxing against any combo deck. And it is a complicated one. Taxing does generally work against these decks, but you can't rely on it. Storm plays cost reducer creatures, each of which undoes a Thalia or Thorn of Amethyst. This doesn't mean that Storm is suddenly free, since Modern Storm needs the cost reduction. However, it does mean that relying on taxing against Storm is risky. It's good as part of a wider attack (as Humans proved), but this isn't Legacy. If you want to really hate Storm, Deafening Silence or Trinisphere over Thorn.

Don't Overthink it

All that being said, don't overthink sideboard hate. It's possible to get too cute and level yourself. Basically, if a lengthy explanation/justification is necessary to explain why a card is effective, then it's better to opt for a simpler solution.

For a long time, I ran Plague Engineer in Humans. It made sense as a very powerful effect, and I'd been high on the card when it was spoiled. The problem was that Engineer is awkward to cast. The mana base is geared to only cast Humans, and I either had to save an Unclaimed Territory or draw Ancient Ziggurat/Aether Vial to actually play the thing. I've recently switched to Izzet Staticaster, and while it's not as powerful, it has been more effective because I cast it more often and easily. Theoretical power is meaningless if it's too hard to cast.

Similarly, the classics are classics for a reason. Sometimes it's best to just stick to normal cards rather than a powerful bullet or hate piece. Disenchant is the quintessential sideboard card. There are numerous more powerful, though narrow, options for the same effect. However, sometimes Disenchant is the best option. I've learned this the hard way in Legacy. Leonin Relic-Warden is a very strong card, especially when it answers Chalice of the Void, then gets flickered to take something else. However, it's linearly playing into Death and Taxes' ETB creature plan. This means that I've lost to Torpor Orb playing the Leonin when a simple Disenchant would win the game. Context is everything.

The Key

Sideboard space is a precious resource. Maximizing individual card impact is critical. However, so is ensuring that every card actually does the job it needs to do. Don't play a card because it seems good on paper. It must actually do the thing you're expecting to be worthwhile.

A Positioning Gift: Metagamed Merfolk

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Decks come, and decks go. The metagame has no sacred cows. A deck must find its niche and then hold it to maintain relevance. Strength in a vacuum doesn't matter, nor does the dedication of the player base. Three years ago, Grixis Death's Shadow was an absolute monster of a deck, to the point that some called for its banning. Today, the metagame has moved on, and GDS is Tier 3 at best. One might be dismissive and say that it's all survival of the fittest, but that's not necessarily true. Just ask Mono-Green Tron, a deck that has fluctuated between Tier 1 and unplayable over the years. Relevance is relative, and so long as they inhabit a valid niche, a Modern deck is never truly gone.

Which is an elaborate way of introducing the fact that for the first time in years, I'm going to discuss Merfolk today. While I've always thought the deck was underrated, I had to admit that Spirits and Humans were doing Merfolk's thing a lot better, and set my baby aside. However, everything changes, and due to a quirk of the current metagame, Merfolk is better positioned than it has been in years. Whether this translates into a more permanent role in Modern remains to be seen, but the current version is a textbook example of correct metagaming and positioning. And much better than other so-called metagame solutions.

Merfolk's Return

Whenever I hear chatter about a deck's return, I'm always skeptical. Modern is very much an enthusiast format, and players like to play their deck. This is a good thing, as Modern also rewards mastery of your deck. However, I'm not so blind as to think that means that any deck is actually good. Because I used to fall for that very trap. I've played Merfolk in the face of some very broken decks out of a combination of stubbornness and genuine belief in its potential. And I was mostly let down. I thought I was out for good. And then I saw something that drew me back in.

UW Merfolk, MissTrigger (1st Place, MTGO Challenge 8/10)

Creatures

3 Benthic Biomancer
4 Harbinger of the Tides
4 Lord of Atlantis
4 Master of the Pearl Trident
4 Merfolk Trickster
4 Silvergill Adept
4 Unsettled Mariner

Artifacts

4 Aether Vial

Enchantments

3 Spreading Seas

Instants

3 Force of Negation
3 Dismember

Lands

4 Wanderwine Hub
3 Seachrome Coast
3 Mutavault
2 Cavern of Souls
8 Island

Sideboard

3 Chalice of the Void
2 Relic of Progenitus
3 Tidebinder Mage
1 Spreading Seas
2 Echoing Truth
2 Mana Leak
1 Force of Negation
1 Lurrus of the Dream-Den

Merfolk hasn't been completely absent from Modern since I stopped playing it. However, it's never put up decent results or had much of a metagame impact. This is despite some aggressive printings in Ixalan. Yes, it does often appear in League data, but that means nothing; anything can go 5-0 in a League. The bottom line was always that the deck has a very strong linear attack, but without the disruption of Humans, Merfolk struggled to hang with the combo and control decks. What piques my interest now is that MissTrigger won a Challenge---the whole thing. That's a strong signal of quality, and worth looking into.

I've Got History; Also, Bias

I will admit that at least part of this is simply that I'm me. I've been playing Merfolk a long time. It very convincingly won me the PTQ that took me to my only Pro Tour. I had lots of solid results with the deck over the years. And I was always playing UW and extolling the virtues of the deck in the face of everyone else jamming mono-blue. To see my pet deck getting results is certainly going to draw my eye more than most.

That Said...

It also means that I understand what the deck is going for and why it worked. And the fact that MissTrigger won that Challenge is no accident. Merfolk, particularly that version of Merfolk, was expertly positioned for a field well represented by the Top 32. Whenever the format moves towards slow blue decks, I expect Merfolk to see more play thanks to islandwalk. However, MissTrigger's version was prepared for a field of not only UWx decks but Prowess, Eldrazi, and Ponza. The only question is how they got past all the Toolbox decks.

The metagame is dominated by (in order) Prowess, Eldrazi Tron, and GRx midrange decks. Stoneblade is up there, too. Given that Humans has always been strong against Eldrazi and taxing effects are strong against velocity decks, I thought I'd be shouting about the virtues of Humans in this meta. That isn't happening, and the problem is Prowess.

Simply put, Thalia, Guardian of Thraben isn't good in that matchup. The problem is not that taxing effects aren't good against Prowess. They are. The problem is that Thalia is too fragile. Prowess universally runs Lava Dart maindeck, and most have a few Gut Shots between maindeck and sideboard. A turn two Thalia is barely a speed bump, and without that delay, Humans struggles to keep up. In fact, most Humans die to a single Dart hit, and there's not much Humans can do about that.

Doing the Right Thing...

And this is the first place that Merfolk shines. Unlike Humans, the vast majority of Merfolk's creatures have 2 toughness. Thus, Dart's effectiveness is muted from the get go. Then, MissTrigger replaces Thalia with Unsettled Mariner. Mariner is generally much weaker than Thalia since it only taxes spells that target. However, that is almost everything in typical Prowess decks. Coupled with the above mentioned resistance to Dart, Mariner is far more effective and breaking up the big Prowess turns than Thalia.

...With the Right Tools

The next critical adaptation is relevant interaction. Humans has getting enormous and Reflector Mage as maindeck answers for creatures. Merfolk can also get big, though lords are more fragile than counters. There is the advantage that Prowess has islands and does a lot of damage to itself, but that's minor compared to Merfolk's other advantages. See, Mage is very good, but it costs three. And Noble Hierarch only lives past the first turn in games Humans is never going to lose against Prowess. Thus, Mage is too slow most of the time.

Merfolk has more interaction, but it's also all the right interaction for the matchup. Merfolk vs Prowess is very much about tempo, and the interactive Merfolk creatures offer far stronger tempo plays. Back when I played Merfolk, I was always skeptical of Harbinger of the Tides. It was a good card, but the old metagame was more about attrition or combo than racing, meaning Harbinger was mediocre. Prowess is another story. Tapping Stormwing Entity with Merfolk Trickster or bouncing it during combat with Harbinger is a huge swing. There's the tempo of getting a your creature down and bouncing theirs, but there's also card advantage, since Prowess pumps so many spells into its creatures. They're actual spells, not cantrips, so Prowess does run out of gas. Plus, the Merfolk also only cost two, so they'll see play early enough to make a difference.

Bring a Spare

Finally, there's the sideboard. Chalice of the Void is obviously huge game against a deck that's mostly one-mana spells. It's the main reason that Eldrazi Tron's been relevant so long. Add to this Merfolk not playing many one-mana spells, and it's a huge beating. And Chalice is also good elsewhere.

However, the real genius is running Tidebinder Mage. I also never ran Mage back in the day because Jund doesn't care if it can't block for a turn and Elves just hemorrhaged too much stuff for icing one creature to matter. But against Prowess, Mage becomes a Time Walk. Prowess must kill Mage the turn it's played, or they lose an entire turn killing the Mage, and not attacking. And doing anything on the opponent's turn is bad because it gives up prowess triggers. Trickster can fog a single attack, but Mage represents multiple combats lost and can attack itself. Merfolk thus has the right tools to really kick Prowess around.

Splash Damage

However, if the only criteria to being a good deck was a strong matchup against the top deck, then Soul Sisters would see more play. Modern is too broad and diverse to target the top deck and achieve success. Fortunately, Merfolk has a number of strong matchups, many of which are top decks right now. Merfolk has always been decent to very good against Eldrazi decks: you just swamp the board and swim past because Chalice is too slow and Merfolk plays Cavern of Souls. Blue decks, particularly ones without sweepers are similarly good. That Merfolk is good against Ponza was a real surprise to me.

Ponza is an accelerated beatdown deck. Its creatures are enormous, and it has plenty of removal between Bolt, Bonecrusher Giant, Glorybringer, and Chandra, Torch of Defiance. The mana from Utopia Sprawl and Arbor Elf let this ostensibly midrange deck play more like an aggro deck and just outmuscle Merfolk... in theory. But there's a reason we play the game, and it turns out that the matchup is a lot better than I thought.

See, without that acceleration, Ponza just starts clunking. And Merfolk uniquely attacks Ponza's mana. Dismember on Elf is obvious, but the real killer is Spreading Seas. Sprawl is an "enchant forest" card, and should Seas flood that forest, Sprawl falls off. Thus, Merfolk can attack both parts of Ponza's main advantage while largely ignoring Blood Moon. This makes Ponza play more like its older, and far worse, incarnations, which were good matchups back in the day. It's hardly a cake walk especially after board, but much better than expected.

That Pernicious Metagame Deck

Ultimately, that's the key to a good metagame deck. You have to hit the deck you're targeting without losing sight of the rest of the metagame. Not only that, a metagame deck needs to be reasonable on its own within the Modern ecosystem. Again, Modern is too diverse to really target a single deck, and if a deck's gameplan is only good against a single type of deck (or just one specific deck), it is doomed to fail.

I've warned against trying to metagame a lot. The problem is that players tend to tunnel vision on one aspect of the format and forget about the rest. On top of that, they often fixate on specific interactions that they think are good and miss the wider context. Or worse, they miss the actual reason that a deck or interaction is good, and miss their target. MissTrigger's deck is a case study in how to do it right: have a generally good gameplan; hit the right things about the deck(s) you're targeting; hit other good decks too; and most critically, don't play into the gameplan of the deck you're targeting. They wanted to live in that world for a reason; do you really think you can come into their house and do it better?

Theoretically Correct...

The worst offender for this is BW Tokens. Practically since the dawn of Modern, players have tried to make the deck work, and it hasn't ever been a metagame force. Or even worth considering. Every few years, I see it getting attention as a metagame deck and it's frequently called a Jund killer. The argument is that Jund can't win an attrition fight against a token deck. Jund has to trade a full card of removal for a token, which is only part of a card. The sheer volume of tokens then overwhelms Jund while discard rips up Jund's hand. After all, Lingering Souls is a major reason that Junk is favored over Jund, so more of that is better. Right?

The answer is a flat no. The reason that Souls is good against Jund is that it mutes Liliana of the Veil. Discarding Souls to Liliana is still positive value, and the tokens provide ablative armor against her downtick. Thus, Junk dodged Jund's best card while getting full value from its Liliana. It wasn't the tokens but their context that mattered. Yes, trading a Bolt for a Spirit token is poor value. However, that doesn't make it no value. It also ignores that the tokens are 1/1s facing huge Tarmogoyfs and Scavenging Oozes.

When Jund was big at my LGS back in 2015-2016, I made BW tokens and was continually disappointed by how mediocre my Jund matchup was. Unless I hit my planeswalkers, my tokens could not race any reasonable board state. My creatures were too small, and if I had to start blocking, I probably couldn't stop. And that's not mentioning the impact of sideboard sweepers. Worse, discard was very good against tokens. The underpowered discard deck fighting a powerful discard deck is disadvantaged.

...But Flawed in Reality

Which is a lengthy set-up to me warning against playing the Mono-White Tokens deck that appeared at the end of July.

Mono-W Tokens, Marxelo (7-2, Modern Champs)

Creatures

4 Venerated Loxodon

Enchantments

4 Legion's Landing
4 Intangible Virtue
4 Force of Virtue

Instants

4 Path to Exile
4 Raise the Alarm
1 Unbreakable Formation

Sorceries

4 Gather the Townsfolk
2 Servo Exhibition
4 Spectral Procession
3 Battle Screech

Lands

3 Shefet Dunes
2 Horizon Canopy
2 Silent Clearing
2 Sunbaked Canyon
2 Windbrisk Heights
11 Plains

Sideboard

4 Auriok Champion
3 Damping Sphere
3 Rest in Peace
1 Unbreakable Formation
2 Conclave Tribunal
2 Worship

This deck is touted as a new and potent metagame deck. The idea is to race Prowess by chumping while beating in the air, especially now that Crash Through sees little play, while going wide and tall with all the anthem effects against everything else. After testing it myself (and watching a lot of Youtube while researching this article), I've come to realize that it's fallen into the same pitfalls as the old BW deck.

The token makers all cost a lot of mana. There's no acceleration, just various ways to pump the tokens. Thus, its speed is more like that of a beatdown deck. When it all comes together and the tokens get a few pumps, the deck looks good. But Force of Virtue is hard to use, Venerated Loxodon is not good tempo, and when tokens starts to fall behind, it stays behind. There's no reset buttons or other ways to catch up; you just make more tokens and hope. Thus, as the linked Jim Davis video shows, Tokens is great at snowballing, but if a single thread comes loose, the whole sweater shreds. He didn't even beat Prowess because, again, Dart is great against x/1s.

The Lesson of Good Metagaming

Metagaming is hard. It's really easy to fall into a trap and miss the subtleties of a deck or a particular matchup and focus on the wrong thing. The new tokens deck is making the same mistakes as the old tokens deck in thinking that going wide with 1/1s is enough to beat attrition decks. It isn't, and never has been. Token decks snowball well, but the ball  breaks apart easily, and catching up is very hard. The mono-white version has an advantage in that it can get explosive with anthem effects, but that doesn't excuse the underlying weakness of needing to draw the right cards in the right order.

Be more like MissTrigger and have a good gameplan that targets the right parts of the matchup. I don't know if Merfolk is going to remain a force in Modern, but as long as the metagame remains as it is, there is a chance.

August ’20 Brew Report, Pt. 1: Batter Skull Emoji

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August seems like the Month of Stoneforge, with recent format adjustments suddenly favoring the once-banned underdog. At the same time, blue mages lacking a taste for steel are finding their way in this shuffled metagame. Read on to explore the more exciting developments in Modern this month!

Blade Runner 2020

As David noted last week, Stoneblade is performing very strongly online, with the forerunner being UW. Up next is Bant, a deck he posits may have some distinct advantages over the two-color build. But something I've been observing is that if players are winning more with UW, that's not necessarily because they're afraid to try anything else; indeed, a plethora of Stoneforge Mystic options seem viable. Here, we'll consider some of the most promising.

Flashblade, OCELOT823 (5-0)

Creatures

2 Restoration Angel
3 Brazen Borrower
4 Brineborn Cutthroat
2 Snapcaster Mage
3 Spell Queller
4 Stoneforge Mystic
2 Vendilion Clique

Planeswalkers

1 Teferi, Hero of Dominaria

Artifacts

1 Batterskull
1 Sword of Feast and Famine
1 Sword of Fire and Ice

Instants

1 Cryptic Command
3 Force of Negation
4 Opt
3 Path to Exile
3 Spell Pierce

Lands

1 Celestial Colonnade
4 Field of Ruin
4 Flooded Strand
1 Glacial Fortress
3 Hallowed Fountain
5 Island
2 Plains
2 Polluted Delta

Sideboard

4 Aether Gust
1 Celestial Purge
2 Ceremonious Rejection
1 Disenchant
1 Dismember
1 Gideon, Ally of Zendikar
2 Kitchen Finks
3 Rest in Peace

Flashblade revives an age-old Modern archetype in UWx Flash, slotting in Stoneforge to supplement its primary plan of deploying creatures at instant speed should opponnents offer little in the way of juicy counterspell targets on their own turn. While Mystic itself lacks flash, the equipments it can dig up tend to be stellar in this kind of shell, which often leans on mid-game evasive clocks to apply pressure.

Stoneforge also gives a juicy turn two option, and a proactive one at that, for a deck that's historically lacked such options; in the past, UW Flash has slammed creatures as unappealing as Wall of Omens (provides card draw down the road with Restoration Angel, maybe) or otherwise hoped opponents give them something to Mana Leak or Remand. Since neither of those counterspells are particularly alluring in a deck that likes going long, Stoneforge lets Flash decks totally omit them in favor of a question rather than an answer---many decks, still, will lose to Batterskull if they can't immediately take out the Kor. Wielding that threat allows the deck to attack from a novel angle.

Not all Flash decks are on board, and yes, I said Flash decks! UW Flash has shown up multiple times in the dumps this month, and the deck often chooses not to run Stoneforge. In the creature's place is... well, Wall of Omens! Given the aggression we've seen in Modern over the past few months, wanting to hedge more reliably against Monastery Swiftspear & co. doesn't seem like the worst possible idea. As these builds trend more controlling, they also omit Brineborn Cutthroat.

Puresteel Hammer, CRUSHERBOTBG (5-0)

Creatures

4 Puresteel Paladin
4 Memnite
4 Ornithopter
4 Stoneforge Mystic

Artifacts

1 Batterskull
3 Colossus Hammer
2 Cranial Plating
3 Mishra's Bauble
2 Paradise Mantle
1 Shadowspear
1 Sword of Feast and Famine
1 Sword of Fire and Ice
2 Welding Jar

Enchantments

1 On Thin Ice
4 Sigarda's Aid

Sorceries

4 Steelshaper's Gift

Lands

1 Castle Ardenvale
4 Inkmoth Nexus
4 Silent Clearing
10 Snow-Covered Plains

Sideboard

2 On Thin Ice
3 Burrenton Forge-Tender
2 Damping Sphere
3 Disenchant
3 Pithing Needle
2 Relic of Progenitus

Puresteel Hammer is an update to the Cheeri0s deck that generated a wave of interest back in 2017. With Mox Opal gone, its turn-two combo potential has shrunken significantly, but the strategy is still capable of explosive plays.

Slamming Puresteel Palladin and then a series of 0-cost equipment not only refills a pilot's hand, but allows them to suit up Palladin to survive Lightning Bolt and the like. Alternatively, equipment can go to the evasive Ornithopter, itself especially fond of Cranial Plating. Still, the star of the artifact show is Colossus Hammer, a cheap weapon that benefits greatly from Palladin's cost reduction; while the trinket generally costs a whopping 8 mana to attach, in this deck doing so often costs 0, letting players toss it around freely between their 0-drop creatures until opponents run out of Fatal Pushes. Even though it energized Cheeri0s the first time around, Sram, Senior Edificer dodges inclusion here, as it doesn't synergize well with Hammer; instead, Sigarda's Edge is employed to add consistency to the Hammer plan via more cost reduction.

In this deck, Stoneforge Mystic serves as a piece of glue, digging up Hammer or Cranial Plating to facilitate big attacks. Naturally, it can also get Batterskull, giving the deck an elegant plan in the face of faster aggro decks.

Boros Hammer, THE_GINGERBRUTE (5-0)

Creatures

1 Swiftblade Vindicator
4 Giver of Runes
4 Kor Duelist
4 Kor Outfitter
4 Spellskite
4 Stoneforge Mystic

Artifacts

4 Colossus Hammer
2 Shadowspear

Enchantments

4 Sigarda's Aid

Instants

4 Magnetic Theft

Sorceries

4 Steelshaper's Gift

Sideboards

2 Burrenton Forge-Tender
2 Grand Abolisher
3 Kor Firewalker
1 Lurrus of the Dream-Den
3 Path to Exile
2 Tormod's Crypt
2 Wear // Tear

Lands

4 Inkmoth Nexus
4 Inspiring Vantage
5 Plains
4 Sacred Foundry
4 Sunbaked Canyon

Boros Hammer x is much more tunnel-visioned around the Hammer plan, aiming to give the equipment to double-strike creatures and close out games very quickly. Giver of Runes and Spellskite are both maxed to make going all-in more palatable, and the deck lacks quite options to tutor with Stoneforge or Gift, going so far as to exclude Batterskull.

Space is so tight because of the combo components in play; Aid makes a return, but Palladin is replaced by Magnetic Theft. As an instant, Theft can save creatures from toughness-based removal, but its juiciest application is to end the game as early as turn two: Kor Duelist into Hammer and Theft yields a cool 20 damage. Inkmoth Nexus also threatens instant death when it hits with a Hammer, if not before turn three.

Of course, these plans won't come together every game, explaining Kor Outfitter; this creature usually serves as the deck's Tarmogoyf, or mess-cleaner, coming down and immediately picking up the Hammer to threaten massive damage (specially with the protection granted by Giver and Skite). Alternatively, Outfitter can equip a creature that isn't still sick from summoning.

A couple more techs here merit discussion, chief among them Shadowspear. Without Batterskull in the picture, lifelink on an equipment is at a premium, and fortunately for Boros Hammer, this unassuming legend slots in nicley with its game plans. Lifelink on a 12/12 is eyebrow-raising enough, but it's the trample that makes it actually good; with Spear, pilots need not worry about chump blockers sticking sticks in their spokes. Still, given the deck's eight search effects, I would much prefer to see the reliable Batterskull replace the second Spear and increase Mystic's stock in the list.

Then there's Lurrus, which continues to see play in Modern despite the companion nerf. Some of its proponents run it in the mainboard, but Boros actually uses Lurrus as a companion; while three is a steep price to pay in some games, in grindier ones the lands can add up, and reviving a stripped Hammer or gunned-down Giver each turn can put massive pressure on opponents.

Blue-Pers

Most Stoneforge decks are blue, but as we've seen, not all! By that same token, not all blue decks are Stoneforge decks. While they don't especially fit the narrative of this article, I'd like to briefly discuss a couple interesting blue decks emerging in the leagues.

Stormwing Phoenix, MONKEYANG (5-0)

Creatures

4 Stormwing Entity
4 Arclight Phoenix
3 Bedlam Reveler
2 Merchant of the Vale
2 Ox of Agonas

Instants

4 Dream Twist
2 Izzet Charm
2 Lava Dart
3 Lightning Axe
4 Lightning Bolt
4 Manamorphose
4 Thought Scour

Sorceries

4 Serum Visions
1 Shenanigans

Lands

3 Island
2 Mountain
4 Scalding Tarn
2 Shivan Reef
4 Spirebluff Canal
2 Steam Vents

Sideboard

1 Shenanigans
2 Blood Moon
4 Crackling Drake
3 Dragon's Claw
1 Firespout
1 Startling Development
3 Surgical Extraction

What's better than four great three-power fliers? Why, eight, of course! And this time, I'm not talking about Delver of Secrets. Stormwing Phoenix combines the best blue and red have to offer the skies, and given both the proven strength of Stormwing and the card's palpable synergy with the once-feared Arclight plan, there may be something to the fusion.

Both creatures roughly ask the same thing of pilots: that they cast instants and sorceries during their turns. And while Phoenix is robust in that it comes back from the graveyard each turn, Stormwing is by virtue of resisting Lightning Bolt (with an instant), Fatal Push, and Inquisition of Kozilek. It helps, too, that the graveyard hate frequently employed to deal with Arclight, such as Grafdiggers' Cage and Surgical Extraction, does absolutely nothing to Entity, a feature the Elemental shares with Thing in the Ice---that said, conditionally disrupting opponents with Thing and still dying to Push seems a lot worse than just getting them dead with Stormwing while staying strong against more disruption.

Without Looting, Merchant of the Vale, Izzet Charm, and Dream Twist are selected to enable Phoenix, but only the latter demands a full four copies. Milling Phoenix is draw-a-card plus, and it helps that Twist can be recast from the grave as the second spell for the red bird. Ox of Agonas and Bedlam Reveler are also tapped to make full use of the milling and let the underwhelming-on-paper Twist be worth its cost.

Devotion to Blue, BISHARK (5-0)

Creatures

3 Thassa, God of the Sea
1 Thassa, Deep-Dwelling
4 Thassa's Oracle
3 Gadwick, the Wizened
4 Harbinger of the Tides
3 Master of Waves

Enchantments

4 Leyline of Anticipation
4 Omen of the Sea
2 Sea's Claim
4 Spreading Seas

Instants

2 Dismember

Artifacts

2 Mistvein Borderpost
4 Witching Well

Lands

1 Cavern of Souls
14 Island
1 Minamo, School at Water's Edge
4 Nykthos, Shrine to Nyx

Sideboard

2 Dismember
2 Chalice of the Void
4 Force of Negation
2 Relic of Progenitus
3 Tidebinder Mage
2 Wrath of Marit Lage

Devotion to Blue, AKA Thassa Tribal, wears its names well, smacking like something out of a lost Standard. Thassa's Oracle specifically has made quite a a splash in Modern, where it enables decks like Ad Nauseam and Dimir Inverter. The card's playability is the main reason for this deck to take form, as previously, anyone looking to play Devotion to Blue in Modern lacked a compelling enabler.

Other surprising hold-togethers include Omen of the Sea, a devotion-pumping Preordain; Spreading Seas, some incidental land hate; and Witching Well, which quickly pays for itself thanks to Nykthos, Shrine to Nyx and lets players gas back up in the mid-game.

Body and Mind

That's what we're seeing in Modern---as COVID-19 rages on (admittedly, more in certain parts of the world than others), Modern playes are staying strong and putting their brains to the brew. What's next to come from the quarantined hive mind in August?

Switchblade Combat: UW vs Bant Stoneblade

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In case you haven't noticed, Magic can be weird. I'm not just talking about cards or mechanics, though mutate, Goblin Game, and Raging River are certainly out there. I'm talking about how counter-intuitive the game can be. Again, not in the Urborg, Tomb of Yawgmoth still works under Blood Sun sense (though that absolutely qualifies). I mean how things can seem good on paper, and yet prove to be poor in practice. In theory, Neoform combo is utterly busted and should be banned. In reality, it's garbage and taking it to tournaments is a declaration that yes, you do feel lucky today.

Which is really a long-winded way of me saying that I'm still a bit mystified about my own tier list. It's not that I have doubts about the conclusions nor that I think I got it wrong. Rather, I'm really confused about which decks made it and where they stand. That Ponza, a deck that's been niche at best for years, is now Tier 1 is shocking, as is the fall of Amulet Titan. In a vacuum, Amulet is more explosively busted, which would seem to translate into a better metagame position. This is of course the very thing that makes studying the metagame worthwhile in the first place. If apparent power determined actual power, everything could be determined just by reading decklists. As we know, that's not how Magic (let alone Modern) works.

The Problem with Stoneforge

I also found it shocking that UW Stoneblade was tied for second place in Tier 2. It's not that it looks particularly out of place, but because of personal history. I have a history with Stoneforge Mystic dating back to Standard's Cawblade era. And have been frustrated to no end with UW Stonebade since Stoneforge was unbanned. The deck has never performed well for me. Which is not to say that it's ever been a bad deck, but I could never get any consistency. The deck swings wildly between snowballing domination and flailing, floundering, and ultimately drowning under its own strategic plan. My experience, backed up by watching better players try the deck, was that UW Stoneblade is a tempo deck that can't reclaim any tempo that it's lost.

A Proven Deck

I started working on Stoneforge decks right after it was unbanned, and I never really went anywhere with the deck. I built a deck, and even played it to good results in local tournaments. It did well at FNM, and I even took it to a few small cash tournaments and made money. I just never liked the deck. I went through a few iterations during the window between unbanning and Oko, Thief of Crowns making relying on big artifacts unplayable, and this was my final version:

UW Stoneblade, 2019 Test Deck

Creatures

4 Spell Queller
4 Stoneforge Mystic
4 Snapcaster Mage

Planeswalkers

3 Teferi, Time Raveler
2 Jace, the Mind Sculptor

Artifacts

1 Sword of Feast and Famine
1 Batterskull

Instants

4 Opt
4 Path to Exile
2 Spell Snare
2 Mana Leak
3 Pact of Negation
2 Cryptic Command

Lands

4 Flooded Strand
4 Field of Ruin
2 Celestial Colonnade
2 Mystic Sanctuary
2 Hallowed Fountain
1 Polluted Delta
1 Prismatic Vista
6 Snow-Covered Island
2 Snow-Covered Plains

Sideboard

2 Stony Silence
1 Disenchant
2 Rest in Peace
2 Ashiok, Dream Render
1 Sword of Fire and Ice
2 Timely Reinforcements
2 Winds of Abandon
1 Damping Sphere
1 Aether Gust

I should note that the split of Polluted Delta and Prismatic Vista was due to a local upsurge in Blood Moon making me prioritize basics.

The deck was fine, and even now you can find very similar decks going 5-0 in Leagues or finishing well in Prelims. Shark Typhoon has been replacing Queller recently, but it's not clear if that's a good metagame decision, flavor of the week, or trading up. Of course, I am a sucker for Spell Queller, so that my just be bias. Still, the fact that players have stuck to the formula for so long indicates that it must be a strong deck. Right?

My Experience

Well, kinda. The power is and has always been there. However, it never felt good. I know how that sounds, but that was ultimately the problem that made me shy away from Stoneblade before Throne of Eldraine made me drop the deck entirely. There were games where I simply dominated. Sitting behind a Batterskull or equipped Sword and T3feri with fist-full of countermagic is a wonderful thing. But more often it felt like I was always playing from behind (regardless of how the game was actually progressing). It was always a very precarious feeling, knowing that you're only ahead because you've snagged something with Queller, and that if they kill Queller before I have T3feri for protection, I'm suddenly losing. Constant stress is not a great selling point.

And then there were the games where I actually was behind. I've experience hopeless matchups before because I've lived through Eldrazi Winter and Hogaak Summer. However, it's rare to realize that there's no way for you to catch back up in a matchup that on paper you're favored in. The only way to interact with the board in a typical Stoneblade deck is Path to Exile, blocking, and planeswalkers. And that's great against small numbers of creatures. However, in any aggro matchup, if I didn't curve out with Batterskull I just got swamped. The only way of catching back up, especially game 1, is to stall with looping Cryptic Command and Mystic Sanctuary until you can find a threat to close the game. Which is slow and fragile, and those loses were just the worst.

A Lesson from History

This is made worse for me by my own history. I played Jeskai Tempo back in late 2017-mid 2018 and I loved that deck. It was the same strategy in principle: play counters and board control, then get a threat down and ride it to victory. Geist of Saint Traft is a great threat when you have burn to clear the road, which was the key to that deck. It was so mana-efficient that it just pushed through every other deck. If it fell behind, the burn would hold the line and Snapcaster Mage cleaned up. Jace was legal by that point, but I wasn't playing it because it cut into the highly proactive gameplan. The opponent was never safe from being burned out and struggled to gain traction. Thus Jeskai still ended up playing from behind, but it could do that and still win.

In contrast, Stoneblade is only proactive if it sticks a turn-two Stoneforge Mystic. At all other times, it's reactive. Stoneblade is primarily counters, and if those don't line up correctly, it's just finished. Path-Snap-Path then start blocking is the only way to fight out from a creature swarm, a line that fares poorly against swaths of tougher beaters. Stoneblade leans heavily on Batterskull holding the ground. And it's very good at that, but that won't always work. Or opponent's will kill the 'Skull, and there goes the whole plan. The deck just struggles when its cards don't line up, which is far more likely thanks to being more reactive. Thus, I can't stand playing the deck and am surprised when it does well.

The Alternative

This is especially confusing when I think there's a better version out there. It's certainly seen more play since Stoneforge was unbanned. And I enjoy playing it more than UW. I am, of course, talking about Bant Snowblade.

Bant Snowblade, GabbaGandalf (MTGO League 5-0)

Creatures

3 Uro, Titan of Nature's Wrath
4 Ice-Fang Coatl
4 Stoneforge Mystic
1 Vendilion Clique

Planeswalkers

2 Teferi, Time Raveler
1 Jace, the Mind Sculptor
1 Teferi, Hero of Dominaria

Artifacts

1 Batterskull
1 Sword of Feast and Famine

Sorceries

2 Supreme Verdict

Instants

4 Opt
4 Path to Exile
2 Mana Leak
2 Force of Negation
1 Archmage's Charm
2 Cryptic Command

Lands

4 Misty Rainforest
4 Flooded Strand
2 Windswept Heath
2 Breeding Pool
2 Hallowed Fountain
2 Field of Ruin
1 Temple Garden
1 Mystic Sanctuary
2 Snow-Covered Forest
1 Snow-Covered Plains
4 Snow-Covered Island

Sideboard

2 Ceremonious Rejection
2 Veil of Summer
4 Aether Gust
2 Celestial Purge
1 Dovin's Veto
2 Ashiok, Dream Render
2 Timely Reinforcements

In my estimation, this deck plays far better than UW Stoneblade. All of the threats can be played proactively for value, which means Bant actually advances its gameplan more often and more consistently than UW does. Ice-Fang Coatl continues to be a very solid card, and in non-aggro games can end up putting in a surprising amount of pressure. Uro being recurrable means that Bant can play more fearlessly into open blue mana than UW will, and what this means is that Bant plays more like Jeskai did. And when I'm testing with the deck, I have a lot more fun than sweating through UW.

The real bonus as far as I'm concerned is the aggro matchup. While the main interaction is still Path, Bant runs Supreme Verdict which is a literal lifesaver. Bant can get overwhelmed just like UW, though activated Ice-Fang helps considerably. The difference is that Bant has Verdict as an actual out and a means to regain a lost board. Add in Uro's lifegain and games against Prowess, Dredge, and Ponza feel infinitely better.

The final plus for Bant is in sideboarding. All the best hate is in white and shared between decks, but green gives Bant access to Veil of Summer. It's still the best anti-Jund card out there, though mass adoption of Aether Gust makes it less effective in UWx mirrors.

The Problem

Given that Prowess is storming to the top of the metagame, and in my experience Bant feels better in that matchup, it would make sense for Bant to still be tiering highly. Definitely not as high as it was with Arcum's Astrolabe, but I expected it to still be a metagame presence. However, that clearly isn't the case, as no Bant deck made the Tier list at all. Meanwhile, UW just kept racking up results. And I'm left wondering how it all happened.

The blow from losing Astrolabe was heavy, I'll admit. Ice-Fang is a removal spell far less often, and the deck can't just spend all its time cantripping anymore. Thus, there's been a small consistency hit. However, that loss can't explain the dramatic decline because the core of the deck's power (Uro and counters) is still intact. It's possible, though completely undeterminable, that players are simply walking away because the nostalgia is too great. Much like my lament for Jeskai Tempo, pre-ban Bant players see just how much better the deck used to be and the disparity between the heyday and now is too much to bear. Perhaps the popularity has fallen off despite the power hit being non-fatal. That sounds likely to me, but I'll never be able to measure it, much less prove it.

Another explanation may be deck-of-the-week syndrome. Again, Shark Typhoon is seeing a surge of play in UW, and players are always more excited to try the new thing rather than stick to old standbys. This may account for some of UW's increase, but there's nothing stopping Bant from doing it too. I don't see how or why Bant wouldn't adopt Typhoon if it's really that good when UW can. In point of fact, I don't see Bant adopting Typhoon as frequently as UW, but I don't know why that's happening and don't think it's intrinsic to either deck.

The Usual Suspect

One thing I can measure is the manabase. Bant's is far more painful than UW, and in a world full of Prowess, that may be the killer. This is not unique to this era of Bant; it was just as painful pre-Astrolabe. The thing is that Bant has to actually feel the pain more often. Astrolabe fixed mana both directly (changing one color to another) and indirectly (being a cantrip). This meant that Bant didn't have to fetch and shock as often, giving it a manabase on net as painless and stable as UW. Now that it has to be reasonable again, players must be deciding that the extra power isn't worth the life, even though I hold that Uro makes up for the life loss. Given my testing showing that Bant is as well positioned or better than UW, that pain is the only explanation I can come up with.

That's How It Is

Sometimes it's the little things that matter most. Power isn't everything in Magic, and even a tiny edge can mean everything. Despite feeling a lot worse to me both in goldfish terms and in many matchups, the greater Modern community has determined that UW Stoneblade is superior to Bant Snowblade. At least for now, well see what August's data says.

Good Fortune: Thieves’ Guild Enforcer in Rogues

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I'm a firm believer in playing what you love in Modern, and in Magic. For me, that often means Tarmogoyf, although I do occasionally try other flavors. Among my Goyf-related pet projects is Rogues, a longstanding deckbuilding challenge with a simple rule: run 4 copies each of Thieves' Fortune and Tarmogoyf.

Creating and holding to such restrictive exercises can do wonders for both personal and format exploration, no matter the overall strength of a resulting deck and even if the excursion eventually leads to something outside its own parameters. Lately, the release of Thieves' Guild Enforcer led me to revisit Rogues, a deck that has long clamored for additional one-drops with which to enable Thieves' Fortune.

Rogues Through the Ages

Rogues started out in a Temur shell running Humble Defector and employing a Splinter Twin package. With the enchantment's banning, it adopted Traverse the Ulvenwald and Kiki-Jiki, the latter providing a clunky combo that wasn't really what I wanted to be doing in the first place. Rogues lay dead in the water until Fatal Push and Fourth Bridge Prowler baited a switch to black from red as interactive colors. And I touched again on Rogues with the release of Robber of the Rich and the unbanning of Stoneforge Mystic, the pairing of which stretched the deck thin color-wise.

Out in Force

While Prowler was great in matchups featuring x/1s, it was far from the one-drop Rogues needed, which would be closer to Delver of Secrets but on-tribe; an aggressive creature with some form of evasion that clocked adequately in a pinch. Then came Thieves' Guild Enforcer, a card compact enough to apparently merit inclusion in some actual Delver decks: CHERRYXMAN maxed out on the Human to enable Vantress Gargoyle, so why shouldn't we use it for Thieves' Fortune?

Enforcer has a number of legs up on Prowler. Once the eight-card condition is met, it swings like a flipped Delver, and with deathtouch to scare off blockers. Deathtouch is great on defense too, especially combined with flash; we can drop it into combat to take out a pesky fatty. Flash also gives us the choice between instants like Fatal Push or other options such as Spellstutter Sprite on an opponent's turn, rather than committing to playing a Rogue on our turn. Turn one Rogue can be nice to set up Fortune, but what if opponents then play Noble Hierarch? In that case, Push into Goyf tends to be a much sleeker line, and Enforcer gives us the most possible time to decide.

Sultai Rogues (Full Force Remix)

Here's where I landed:

Sultai Rogues, Jordan Boisvert

Creatures

4 Tarmogoyf
4 Thieves' Guild Enforcer
4 Faerie Miscreant
1 Fourth Bridge Prowler
1 Faerie Impostor
1 Spellstutter Sprite
1 Snapcaster Mage
1 Scavenging Ooze
1 Brazen Borrower
1 Lurrus of the Dream-Den

Artifacts

3 Cloak and Dagger
4 Mishra's Bauble

Instants

4 Thieves' Fortune
4 Fatal Push
1 Spell Pierce

Sorceries

4 Traverse the Ulvenwald
1 Unearth
1 Collective Brutality

Lands

1 Island
1 Swamp
1 Overgrown Tomb
4 Blooming Marsh
4 Misty Rainforest
4 Polluted Delta
2 Watery Grave
1 Breeding Pool
1 Verdant Catacombs

Sideboard

4 Veil of Summer
2 Collective Brutality
2 Ceremonious Rejection
1 Grafdigger's Cage
1 Damping Sphere
1 Faerie Macabre
1 Yixlid Jailer
1 Spell Pierce
1 Mystical Dispute
1 Bojuka Bog

The Toolbox

With all that digging and tutoring, it pays to have a fleshed out toolbox.

Fourth Bridge Prowler: A card that reinvigorated my Rogues project when it was spoiled, Prowler has indeed been demoted to bullet thanks to Thieves' Guild Enforcer, a far superior enabler for the deck. The card can still be a decent one-drop for some openers, but truly shines as a tutor target, where it shows up after blocks to finish off weakened Goyfs or pops out of the deck to handle Dark Confidant, Grim Lavamancer, mana dorks, and other troublesome x/1s.

Faerie Impostor: I always liked two copies of Impostor in this deck, since when it's good, it's very good. That being said, it's certainly clunky when it's not good, and this build is tight enough for space that I went down to one. Still, re-using ETB effects is great here, and slamming Impostor with Cloak in play creates an impressive clock at the same time.

Spellstutter Sprite: While not a Rogue, Spellstutter synergizes with a key enabler in Faerie Miscreant and gives us precious stack interaction. Grabbing Sprite for value in the mid-game is a great way to secure a lead.

Snapcaster Mage: We don't have that many instants and sorceries to hit with Snapcaster. When drawn naturally, the creature usually serves as an extra Traverse or Fatal Push. But in the deck as a Traverse target, Snap lets us re-use the bullets we dig for with Thieves' Fortune, which grants it tons of utility.

Scavenging Ooze: A late-game powerhouse and incidental grave hate for all stages of the game. Some decks absolutely have to remove this card to do their thing. Ooze hoses Uro, Snapcaster, other delirium decks and more.

Brazen Borrower: Another excellent newcomer for the archetype, Borrower is itself a Rogue with flash, lending itself well to enabling Fortune. At the same time, it's a searchable bounce spell and multiple spells rolled into one card.

Lurrus of the Dream-Den: The sleeper best creature in the deck, and a major draw to Traverse strategies in black. Having access to a multi-use Snapcaster for permanents helps us win wars of attrition in the late-game, and we're already on 4 Bauble. Of course, that makes Lurrus better suited to shells like Jund Rock, but those lists are rarely equipped to run a Traverse package. That means we can benefit from Lurrus in those matchups.

Noncreature Bullets

Traverse the Ulvenwald won't find these bad boys, but thanks to Thieves' Fortune, they're never too far out of reach. As mentioned, boasting Snapcaster lets us semi-reliably use a key spell twice in a game.

Spell Pierce: Pierce is just so good in Modern. The noncreature-heavy decks walk into it at all points of the game, be it with big planeswalkers or just generally big turns, and a naturally-drawn Pierce beaks up early plans like nobody's business. It's mostly just bad against Zoo-style decks, which are more or less nonexistent right now. Against Prowess, the format's closest analogue, countering Manamorphose or Light Up the Stage is the truth.

Unearth: Similar to Snapcaster, with some downsides and upsides: it can't be searched, but it provides a tempo boost. Also excellent with Snapcaster, not to mention Lurrus. Unearth represents a lot of options in the mid-game.

Collective Brutality: Early enabler or all-around role player, as needed. Extra copies in the side help us turn on lightning-fast in the matchups where Brutality dominates, like Burn.

Situating in Modern

Not too long after I started messing around with Rogues again, Stormwing Entity came to be, which prompted a change of course that currently has me singing its praises in a different Traverse the Ulvenwald deck. The lesson from Rogues this time around is similar to the lesson from Rogues the first: the better deck tends to abuse the better card better.

That fact of life has me second-guessing Delirium Delver—is the deck necessarily on an even keel with Traverse Shadow, Modern's other delirium exploiter? Natch, the only way to find out is to keep on grinding! How are your piles holding up, and what have you learned about your favorite cards in isolation? Let's keep the conversation going in the comments.

July ’20 Metagame Update: Post-Astrolabe Ban

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Another month gone in quarantine. At least, I think it's been a month. Time is steadily losing all meaning to me. What even is this year, and what was I talking about? Oh yeah, it's August now, so I need to take another look at Modern's metagame. Fire up the spreadsheets and break out the data; let's see what's changing!

The banning of Arcum's Astrolabe means that I can't use the totality of July's data. Anything from before July 13 reflects a Modern that no longer exists. Therefore, I'm only going to sample post-ban results, meaning everything from July 13 until July 31. I also can only sample those events that have actually had their data published, which I think is obvious, but it's not every event that has happened. I've checked: more Preliminaries and Challenges happen every week than Wizards reports. I don't know if this is Wizards refusing to publish everything or if events are failing to fire. In any case, a craftsman must work with the tools he has.

July Metagame

In a departure from my usual method, I'm doing as close as is actually possible to our earlier-style metagame update. I can't actually do an update exactly like we did in the early days for several reasons. However, I've adapted it to the current realities and am going to keep refining the method. It's not perfect, but it's a more statistical method than I have been using.

The first and primary reason is that the old system simply isn't needed right now. It used a points-based weighting system in effort to smooth out the discrepancies between paper and online Magic. Paper results were given extra weight because they were more reliable. MTGO may be more accessible, but it also has a smaller player base. Millions play Magic, but only a small fraction are willing to maintain a digital collection. Those that do play MTGO tend to play lots of events and show up in results more often, leading to more outlier results. That just didn't happen in paper, so we added weight to the more accurate results. There are no paper events happening, just MTGO events. Thus the weighting system is meaningless.

The second reason is that even if I were to use the system, it wouldn't accomplish anything. Tiers were determined using a points system, rewarding decks that placed highly rather than those that were simply popular. That points system was designed for a world with Grand Prix and Pro Tours. We don't have those now, and coupled with a lack of paper results, the pointing system didn't actually change anything. When I did June's metagame, I tried the points and it was the same as doing it by prevalence. So I dumped the points to save myself some work and readers some confusion.

The Tier List

That said, the statistical method of determining Tiers is still valid. Take the average result, and anything that does at least twice the standard deviation above that is Tier 1. Between one and two deviations is Tier 2. From one deviation to the average is Tier 3. I recorded 55 different decks in my sample range, representing 350 results. The average number of results was ~6, with a standard deviation of  ~7. So any deck with at least six results made the tier list. 13 results makes Tier 2 and 20 or more is Tier 1. I'm doing the entire list in one table because Tier 1 is very small.

Deck NameTotal #Total %
Tier 1
Eldrazi Tron3610.28
Izzet Prowess298.28
Ponza236.57
Jund226.28
Tier 2
Mono-Green Tron195.43
Dredge174.86
UW Stoneblade174.86
Snoop Goblins144
Tier 3
UW Control113.14
Rakdos Prowess113.14
Storm102.86
Burn102.86
Temur Shift102.86
Humans92.57
Mono-Red Prowess92.57
Temur Rec72
GDS72
Amulet Titan72

Four decks crossed my threshold to make Tier 1. Eldrazi Tron is sitting atop the metagame by a comfortable margin. This is followed by newcomer Izzet Prowess, which has blue for primarily Sprite Dragon and Stormwing Entity. Old standby Ponza and a resurgent Jund round out the top. The old guard may celebrate, for Jund is apparently Tier 1 again.

Mono-Green Tron is also back, just missing the Tier 1 cutoff. It's joined by Dredge, UW Stoneblade, and Goblins in Tier 2. It's interesting and convenient that there are only four decks apiece in the top two tiers, but that's how the data fell. UW Control and Rakdos Prowess lead a very diverse Tier 3, filled with old stalwarts and Temur decks. There's a lot to consider here, so let's pull it apart for easy digestion.

Bant 'Snow-More

First and foremost, Bant generally and Bant Snow specifically are gone. No bant decks made my Tier list. In fact, Temur Reclamation and Scapeshift are the only Tiered decks that played snow-basics and Ice-Fang Coatl. And that wasn't universal. Along with snow's decline, Uro, Titan of Nature's Wrath has taken a beating. Again, the Temur decks still ran him, but the metagame as a whole has moved on. I think it safe to say that banning Arcum's Astrolabe worked. Snow isn't completely dead, however, and both Bant and Sultai Snow did put up results. Not enough to be Tier decks, but enough to tell me that they're still reasonably competitive. Sultai did slightly better, likely thanks to Dead of Winter; without Astrolabe, players need another compelling reason to play Snow to make the spin worth it.

On the same note, the metagame has been throughly shaken up. Eldrazi Tron and Ponza are the only decks still in top tier slots from before. Big threats, acceleration, and disruption are a good combination. This isn't entirely surprising in context. Before the ban, Snow midrange decks reigned and got all the press. Eldrazi and Ponza are both decks that are good at out-muscling midrange. This may also be a factor in Mono-Green Tron's resurgence. It's a master of going over the top of decks, but struggles against counterspells. The main counterspell deck took a hit, so now Tron's back.

Colorless Menace?

On that note, Eldrazi Tron has a very commanding metagame percentage relative to everything else. This shouldn't be too surprising for the above-mentioned reasons, but there is something else to consider: Eldrazi is cheap online. Eldrazi Tron has been one of the cheapest good decks on MTGO for years. It's not the cheapest, but it's never too far out of contention, making it a very solid investment. Thus, it always sees a lot of play and does well online, which is a big asterisk on its results. However, this time I think E-Tron's position is justifiable thanks to the next entry.

...Or Red's Prowess?

An unexpected entry is Izzet Prowess. Prowess doing well is no surprise; 2020 has been a good year for tiny hasty red people. That Izzet supplanted Mono-Red to such a degree is surprising. At least some of that can be put down to deck-of-the-month syndrome. It's new and plays new cards, so there's excitement for the deck and higher adoption as a result. However, Dragon and Entity genuinely seem like upgrades to the deck, so this might be no accident.

Still, to link back to E-Tron, Prowess is simply the most popular archetype on MTGO right now. I recorded 53 different Prowess decks, the most popular being Izzet and Rakdos. That means Prowess represents 15% of the metagame, far surpassing any other strategy. This in turn helps explain E-Tron's prevalence. Prowess is explosive thanks to all its one-drops. Etron is really a Chalice of the Void deck, and Chalice is a nightmare for Prowess. Izzet can fight Chalice better thanks to Dragon's buffs being permanent, but like any velocity deck when the motor spins down, Prowess just sputters. So long as this Prowess saturation continues, Etron will be very well positioned.

Also, UW Control is Back

The final thing to note is that UW is back. It has been hanging around for some time, but the Bant decks kept overshadowing everyone else thanks to all the now-banned cards. With Bant finally suppressed, UW is rising again. Not only that, there's a choice of strategies. UW Stoneblade was the more popular deck in July, but straight UW Control was a fine choice. Worth noting, if I'd combined the two, then UW would be Tier 1. Don't sleep on this deck.

Worth noting: UW Control has a pretty narrow range of spells, while Stoneblade is all over the place. There is a standard package of Cryptic Command, Path to Exile, Mana Leak, Opt, Jace, the Mind Sculptor, and Teferi, Time Raveler across all flavors of UW. The distinction is win conditions. Control tends to have few creatures and relies on planeswalkers to win. Stoneblade, naturally, plays more creatures, but there's no consistency. Some are closer to UW Tempo with Restoration Angel and value creatures. Some are closer to control and use Shark Typhoon. The central interaction package is proving to be very flexible for however you choose to play UW.

The Weekly Discrepancy

However, this metagame only emerges when you look at the aggregate data. On a weekly basis, things are not so clear. And E-Tron starts to look like an outlier. And other decks start to look more like real contenders. This is the problem with only using MTGO results: there are wild fluctuations, and flavor of the week is very, very real. As a result I want to reiterate that my results only apply to MTGO, and there is no "real" Modern metagame right now. When paper eventually comes back, there will be more stability and reliability to the metagame results.

Week 1

Case in point: consider how things looked during the first week post-Astrolabe. There was no data to go on, and so it reflects the rawest take on the new Modern. And the top tier was figured out, even if nothing else was. I'm going to include the full list of every deck for each week. This is partially to settle any questions about where X deck ended up, but also so that everyone can see the raw data I created the tier list from. And if they want to challenge my work, they have the data to do it with.

Deck NameTotal #
Jund8
Eldrazi Tron7
Izzet Prowess7
Ponza7
Burn5
Mono-G Tron5
Storm4
GDS4
Snoop Goblins4
Prowess3
UW Control3
Infect3
Rakdos Prowess3
UW Stoneblade3
Sultai Snow3
Amulet Titan2
Rakdos Midrange2
Neoform2
Toolbox2
Humans2
Sultai Rec2
Dredge2
Crabvine1
Ad Nauseam1
Bogles1
Izzet Delver1
Bant Valakut1
Copycat1
Elementals1
Sliver1

The top four decks the first week are July's Tier 1. They're not in the same order, but they're all there. And on top by a decent margin considering the overall sample size. Past that, the whole of Modern is in flux. The mid-level decks are nothing like the final Tier 2, and there's a wild assortment of singletons. Which is about what I'd expect of a brewers metagame post-ban.

Week 2

The week of July 19 was the week that made E-Tron the top deck in July. However, it did so in a way that makes it look like an anomaly.

Deck NameTotal #
Eldrazi Tron21
Jund9
Izzet Prowess9
Mono-G Tron8
UW Stoneblade8
Ponza8
Snoop Goblins7
Dredge7
Jund Shadow5
Storm5
Ad Naus5
Temur Shift5
UW Control5
Mono-R Prowess4
Amulet Titan4
Burn4
BR Prowess4
Humans3
Bant Snow3
GR Prowess3
Temur Reclamation2
Sultai Reclamation2
GDS2
Infect2
Bant Reclamation1
Toolbox1
Sultai Snow1
EnT1
As Foretold1
Hardened Scales1
Mono-W Tokens1
U Tron1
Jund Prowess1
Pox1
Neoform1
4 C Shadow1
UB Tempo1
Crabvine1
Niv 2 Light1
Whirza1
Titan Shift1
Slivers1
Bant Control1
Temur Control1

That is a huge spike in placings, from 7 to 21. Especially when looking at the other decks, which are all doing about the same as they did the previous week. Week 2 had more results reported than the other weeks, but that doesn't seem to have been a factor in E-Tron tripling its presence. I don't have a means of explaining this spike. Mono-Green Tron was also up, so it may have been a good week for Big Mana. The catch is that Amulet Titan plummeted from 4 to 1, so if it was Big Mana's time, it was only for the colorless crowd. This smells like a popularity-driven spike, and therefore an outlier and not indicative of anything. However, I have no way to verify if that's true.

Week 3

That week 2 spike looks especially suspect when moving to last week's results. And then adds more side-eye to the conversation when looking at Izzet Prowess.

Deck NameTotal #
Izzet Prowess13
Eldrazi Tron8
Dredge8
Ponza8
UW Stoneblade6
Mono-G Tron6
Temur Shift5
Jund5
Temur Rec5
Rakdos Prowess4
Humans4
Bant Snow3
Snoop Goblins3
UW Control3
Copycat2
Hammer Bros2
Burn2
DnT2
Mono-R Prowess2
Niv 2 Light2
Sultai Rec2
GDS1
Jund Shadow1
As Foretold1
Storm1
Crabvine1
Amulet Titan1
Izzet Breach1
Dimir Control1
Temur Control1
Gruul Eldrazi1

E-Tron is back to previous levels, while it was Izzet Prowess specifically that spiked. No other Prowess deck spiked, so it was something to do with the Izzet version that week. The spiking of the two decks that ended up being the top of the metagame is particularly suspect when looking through the rest of the data. Everything else that eventually made Tiers 1-2 was very consistent. Were it not for those spikes, the top 2 decks wouldn't have been on top by the margins they were and Tier 1 would have been a very level playing field. Thus, I regard the top decks with suspicion.

What it Means

There's no bones about it, Prowess variants were the most popular decks in July, followed by Eldrazi Tron. E-Tron is suspect for many reasons, but I can be unequivocal about Prowess. Even without Izzet's spike, the archetype would have beaten everything else by a good margin. That's what I would prepare against first and foremost. Outside of that, Modern looks like it's in a good, diverse place again. However, we'll see how it develops.

July ’20 Brew Report, Vol. 2: Bird in the Bush

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Last week I unveiled Delirium Delver, my latest pile featuring Tarmogoyf and Serum Visions. It was Stormwing Delver that got me brewing again, and apparently I wasn't alone. Today, we'll explore Modern's latest spell-attack renaissance by looking at what the tempo heads are slinging online. Clearly, there's no shortage of options!

Flipping the Table

That's right, I'm still not out of "flip" idioms! Nor is Modern out of ways to make a 3/2 go.

Temur Jolrael Delver, SONKERZ (5-0)

Creatures

3 Jolrael, Mwonvuli Recluse
4 Young Pyromancer
4 Delver of Secrets
3 Snapcaster Mage

Instants

3 Archmage's Charm
2 Deprive
2 Force of Negation
1 Izzet Charm
4 Lightning Bolt
1 Magmatic Sinkhole
4 Opt
1 Spell Snare

Sorceries

1 Flame Slash
3 Of One Mind
4 Serum Visions

Lands

2 Breeding Pool
4 Island
1 Ketria Triome
4 Misty Rainforest
2 Mystic Sanctuary
4 Scalding Tarn
3 Steam Vents

Sideboard

1 Abrade
2 Aether Gust
2 Ashiok, Dream Render
2 Ceremonious Rejection
1 Huntmaster of the Fells
2 Narset, Parter of Veils
1 Relic of Progenitus
2 Veil of Summer
2 Weather the Storm

Temur Jolrael Delver doesn't bother with Hooting Mandrills or Stormwing Entity, preferring to employ Jolrael, Mwonvuli Recluse as additional copies of Young Pyromancer. While it's a weaker beater on its own and more difficult to trigger, requiring cantrips rather than literally any instant or sorcery, Jolrael rewards players for their patience by churning out 2/2s, which are twice as big as Pyro's Elementals. Still, Jolrael produces but one token per turn.

The real reason to run a functional seven Pyromancers is an increased ability to abuse Of One Mind. Cheaply gassing up is incredibly good in Delver shells, since they have so many efficient spells to deploy quickly; Jolrael Temur Delver is built enough with the sorcery in mind to run three copies.

Jeskai Delver, NHA37 (3-2, Modern Preliminary #12182513)

Creatures

4 Sprite Dragon
4 Stormwing Entity
4 Delver of Secrets
4 Snapcaster Mage

Artifacts

4 Mishra's Bauble

Instants

2 Gut Shot
4 Lightning Bolt
4 Lightning Helix
4 Manamorphose
4 Opt
2 Path to Exile
2 Surgical Extraction

Lands

2 Flooded Strand
2 Hallowed Fountain
1 Island
1 Mountain
1 Sacred Foundry
4 Scalding Tarn
2 Seachrome Coast
4 Spirebluff Canal
1 Steam Vents

Sideboard

2 Lurrus of the Dream-Den
2 Path to Exile
1 Surgical Extraction
2 Alpine Moon
2 Kor Firewalker
2 Seasoned Pyromancer
2 Tormod's Crypt
2 Wear // Tear

Jeskai Delver, too, opts for a less-than-common threat suite. Both Sprite Dragon and Stormwing are run at max numbers here, giving the deck a more pronounced prowess direction. The deck's "glue" is truly Manamorphose, which increases instant/sorcery count for Delver, rushes out Stormwing, triggers both the Elemental and the Dragon, and can even be flashed back with Snapcaster Mage in a pinch. Morphose also casts Lightning Helix off an Island, something I know must come up since I've come to rely on it to enable basic Forest in a deck that often casts all red or blue one-drops in a turn.

Especially thanks to Stormwing, but also independent of the newcomer, I'm becoming increasingly enamored with Manamorphose in Delver shells for this reason. It's just so damn versatile! The cantrip's biggest drawback in Delver has always been its awkwardness with countermagic: if we draw into Mana Leak on our main phase, we lose out on the two mana held up on an opponent's turn. But as my recent builds haven't featured Mana Leak (or other permission spells more expensive than Stubborn Denial), that hasn't been much of an issue, and the instant's greasing oil has been felt profoundly within the machine.

Vantress Delver, CHERRYXMAN (5-0)

Creatures

4 Thieves' Guild Enforcer
4 Delver of Secrets
3 Vantress Gargoyle
3 Snapcaster Mage
1 Brazen Borrower

Instants

4 Drown in the Loch
1 Force of Negation
1 Into the Story
2 Kolaghan's Command
4 Lightning Bolt
2 Mana Leak
1 Spell Pierce
1 Spell Snare
4 Thought Scour

Sorceries

3 Inquisition of Kozilek
4 Serum Visions
1 Thoughtseize

Lands

1 Blood Crypt
1 Mystic Sanctuary
4 Polluted Delta
4 Scalding Tarn
1 Snow-Covered Island
1 Snow-Covered Swamp
2 Steam Vents
3 Watery Grave

Sideboard

1 Spell Snare
2 Bitterblossom
2 Ceremonious Rejection
3 Collective Brutality
2 Fatal Push
2 Mystical Dispute
3 Surgical Extraction

Flying totally off the rails is Vantress Delver, a deck brought to us by column regular CHERRYXMAN. VD is a spin on my old brew, UB Trap, that aimed to set off Archive Trap and then flood the skies with huge beaters in Jace's Phantasm and the namesake Vantress Gargoyle. Of course, that deck had the issue of not always starting with Archive Trap.

VD declines to run Trap altogether, instead investing in a one-drop Plan B made possible by Thieves' Guild Enforcer. Together with Delver, Enforcer fronts early pressure and baits opponents into interacting, which fills their graveyards. Of course, Enforcer also does some milling, some of it maybe triggered by the Rogue Brazen Borrower.

Filling out the disruption suite, which otherwise features staples in Inquisition and Bolt, is Drown in the Loch. Provided players fulfill its condition, Drown does it all, and here it takes care of enemy synergies and roadblocks while patrolling the stack.

Bird Eats the Bug

None of the above Delver decks featured Stormwing Entity, the card that made me excited again to sleeve up the Human Insect. But Entity's far from a sleeper this month, turbo-charging Modern's latest bumpin' archetype: UR Prowess. It seems like an Entity-fueled blue splash is everything the dwindling Prowess archetype needed to remain relevant.

A sample list, from none other than our buddy TUBBYBATMAN:

UR Prowess, TUBBYBATMAN (3-2, Modern Preliminary #12176966)

Creatures

4 Stormwing Entity
2 Sprite Dragon
4 Monastery Swiftspear
4 Soul-Scar Mage

Sorceries

4 Serum Visions

Instants

4 Gut Shot
4 Lava Dart
4 Lightning Bolt
4 Manamorphose
4 Mutagenic Growth
4 Peek

Lands

4 Arid Mesa
4 Fiery Islet
2 Mountain
4 Spirebluff Canal
4 Steam Vents

Sideboard

3 Abrade
2 Dragon's Claw
4 Spell Pierce
3 Surgical Extraction
3 Vapor Snag

UR Prowess was absolutely the story of the month in online events. Besides the above preliminary, the deck appeared in four others, and dominated the 5-0s. Stormwing is a natural fit for the deck other than its color, but as splashing one color is trivial in Modern, especially for decks already in Blood Moon's color, it ain't no thang to toss in a set of Islets.

Different builds are also emerging, with some running Bedlam Reveler for late-game oomph and others still dipping into Of One Mind. As with Delver, a low-curve, high-efficiency strat like UR Prowess makes great use of a one-mana draw-two. What tickles me about Mind is how fairly it's being applied: these are decks that literally run some Humans and some non-Humans, and here they are planning on drawing and resolving each normally before firing it off. It feels like Standard! But it also speaks to the cantrip's power, and its potential explosiveness alongside effective enablers. After all, if the card can make Young Pyromancer playable again....

A Spell Over Modern

I've long held that a format with successful tempo and midrange decks is one exhibiting strong signs of health. That's where Modern's at currently, at least judging by these dumps, and I hope its diversity continues into August. See you then!

Underestimation Escalation: Umezawa’s Jitte

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There are many old sayings about plans going awry. Even when it seems like everything lines up perfectly, there's always a chance for something to go wrong. Throw in a global health crisis, and everything goes out the window. The shutdown seemed like the perfect time to run another banlist test.

It's been over a year since my last banlist test. It turns out that lengthy time commitments get harder to keep the deeper you go into adulting. However, I had thought that quarantine would be the perfect time to start another one. More time on everyone's hands we could knock this test out quickly.

That didn't happen, because the pandemic is truly a force of chaos. Previous tests took 3-4 months to complete. It's been almost five months since this one started, and I have less than 1/3 of the data. By now, my test decks are out of date, and I've learned enough to know that I misunderstood my test card, Umezawa's Jitte, at the outset. Thus, I'm going to have to throw out the data and start over at some point. But we still have some insights to cover.

Background

It's a stark reminder of how long I've been in this game when I type that Kamigawa Block Constructed was the second PTQ season I participated in. That was 15 years ago; I was such a wee lad. And as a result, most readers won't remember Jitte's heyday. I barely do. So, time for a history lesson.

Kamigawa Block Constructed was a dipolar format. To be competitive, you either played Gifts Ungiven or Umezawa's Jitte. The first pole, Gifts, was a combo-control deck. It used Gifts to find Hana Kami, two reanimation spells, and a payoff card to set up endless loops of Kagemaro, First to Suffer against aggro and Cranial Extraction against everything else. Gifts was generally considered the top deck, though not uncontested, and I also remember the lists being very similar.

The most common Jitte deck was White Weenie (which I played), but Jitte decks ran the full spectrum. There were midrange red decks with Godo, Bandit Warlord, Simic tempo-control decks, various black aggro decks, you name it. They all played Jitte. This was not just because Jitte was that good, but because you needed your own Jitte to answer opposing ones: the old legend rule said that a second copy of a legendary permanent from either player destroyed the first, so the best way to answer opposing Jittes was to resolve your own.

Later On

After that, Jitte was fairly omnipresent, though never dominating. It stuck around throughout its Standard run, and saw considerable Extended play. However, it was never as popular as in Block. This was primarily due to overshadowing from Tron in Standard and then Loam decks in Extended. That said, it remained viable until the end of legality.

Meanwhile, Jitte has been an inconsistent part of Legacy. At the start, Legacy was mainly combo decks and Landstill. Jitte saw some play, but proved very niche. When Delver was printed, Jitte suddenly gained traction. Since then, its stock has risen and fallen, but Death & Taxes always maindecks one and most creature decks have a couple in their 75. Remembering this long history, Wizards put Jitte on Modern's initial banlist.

Hypothesis

Thus, the question of Modern viability. Jitte's been banned nine years, and Magic's changed a lot. Creatures are significantly better and the overall power level is much higher. Size up Jitte against Oko and there's little comparison, or so the argument goes. The argument for unbanning says that Jitte's time has passed. Getting Jitte online requires four mana and an attack, not to mention a removal dodge along the way. You then have three options that are a bit mediocre, making it inefficient and underpowered by modern standards. And so every time there's a list of unbannable cards, Jitte comes up either as part of the list or in subsequent discussion.

Meanwhile, there are dinosaurs like me remembering how warping Jitte was back in Standard and being very nervous that Jitte doesn't destroy Jitte anymore. Games always revolved around the Jitte, and barring very bad variance, whoever had their Jitte online longer always won. I'm also always thinking about Legacy, where Jitte is critical for Death & Taxes. It's the only hope of victory against Elves (especially game 1), and very strong in every creature matchup. Again, if you have active Jitte for a few turns, it will take some very poor luck to lose. Or lots of True-Name Nemesis. Which makes Jitte mirrors some of the most frustrating games I've ever played.

Thus, I set out to find out if Modern can handle Jitte. My assumption, as always, was that adding Jitte to Death & Taxes would have no effect on the win percentages. I tested against Humans, a Counters Company variant, Burn, Bant Snow control, and Ad Nauseam, as this was coming together in early March. As mentioned, I didn't get far enough in my testing to fully evaluate my hypothesis. But I did play enough to become more skeptical of Jitte's unban potential in Modern.

Deck of Not-So-Choice

The first thing I learned was that I'd made a mistake in test platform. My policy's always been to play the banned card in (as close to) the deck that got them banned. However, that doesn't apply to Jitte, since it was a speculative ban and has never been Modern legal. I had to instead fall back on my experience with the card. That meant Legacy Death & Taxes, and since I've worked on that deck in Modern too, it seemed like a perfect fit.

Death & Taxes, Test Deck

Creatures

4 Giver of Runes
1 Thraben Inspector
4 Thalia, Guardian of Thraben
4 Leonin Arbiter
4 Stoneforge Mystic
4 Flickerwisp
3 Blade Splicer
3 Restoration Angel

Artifacts

4 Aether Vial
1 Batterskull
1 Umezawa's Jitte
1 Sword of Fire and Ice

Instants

4 Path to Exile

Lands

4 Ghost Quarter
4 Field of Ruin
4 Horizon Canopy
10 Snow-Covered Plains

Sideboard

2 Kor Firewalker
2 Rest in Peace
2 Winds of Abandon
2 Leonin Relic-Warder
2 Mirran Crusader
2 Phyrexian Revoker
2 Gideon, Ally of Zendikar
1 Celestial Purge

The control deck had Jitte switched for Sword of Light and Shadow. I choose this deck because it was very similar to the last time I'd played D&T in Modern.

An additional benefit was that I'd be playing Jitte as part of a Stoneforge package. Normally I play my test card as a four-of because it's the whole point of the exercise, but having Jitte be tutorable meant that I really had five copies. Besides, I figured that Jitte would primarily be played as a Stoneforge target, which meant that this test would be more indicative of a real-world scenairo. On paper, it was perfect.

Better Option

In a sense, I was correct, and Jitte was a great Stoneforge target. The problem was that I ended up tutoring for Jitte most of the time, and not just because it was the testing target. The situations where it was as or more relevant than other options were unexpectedly common. However, the main problem was that I actually feel that treating it just as a tutor target actually nerfed Jitte. I had forgotten how powerful Jitte was in the right matchups, and particularly early Jittes. I should have played more copies.

Speed-readers will see the next section title and correctly deduce that Jitte was very relevant in creature matchups. There, the earlier Jitte came out, the better it was. I only had a few games where I equipped Jitte on turn three, because I only played one. I won every time, and the wins were absurdly one-sided. In the future, I need to test Jitte in a more raw form, which means I will need to play at least three, and probably four. I'm thinking a one-drop-heavy deck to maximize the odds of early activation, but I'm not sure. Replacing Humans's Reflector Mage with Jitte has shown some promise, though Prowess and Goblins are also on the table.

Creature Breaker

So, Jitte is still backbreaking in the creature matchups. It gets more overwhelming the earlier it resolves. I was prioritizing finding Jitte more and more as testing went on, and started mulliganing aggressively for Mystic, especially against Humans, which is the matchup I played the most. And my opponent agreed with me. To the point that we spent an inordinate amount of time debating the merits of sideboarding in Collector Ouphe in addition to Deputy of Detention to answer Jitte.

Normally, D&T is the control deck vs. Humans, and it's tough. Humans can go very tall, very quickly, and that's overwhelming. When that doesn't happen, it's a close game, requiring D&T to be judicious with its Path to Exiles and Flickerwisps. Jitte changed the dynamic. With that card out, unless Humans went tall quickly with Thalia's Lieutenant, Jitte would gradually smother Humans. It wasn't that the initial impact was overwhelming, but how things changed over time.

Once Jitte has counters on it, combat becomes a nightmare for the opponent. Jitte can only pump the equipped creature, but it can shrink any creature. It's often wrong to pick off the one-toughness creatures because it's better to block a stronger one and then shrink it so your creature survives. This makes combat math very hard for opponents. And if they don't force the issue, it just gets worse as the counters start piling up.

Thalia, Guardian of Thraben was a critical card for D&T because of first strike. It was right to attack Thalia into bigger creatures because it charges the Jitte before regular damage, letting you finish off the creature before Thalia was harmed. And if they didn't block, I could just stockpile counters. Or pump my creature to win the race. The matchup had become about Jitte, just as it had in Block and does in Legacy.

Toolbox, Too

Against Counters, the effect was still present, though less pronounced. As a creature deck with mana dorks, Counters Company can win too quickly for D&T to do anything. When that doesn't happen, Jitte becomes a chainsaw, since so many creatures are x/2 or smaller. This was tempered by Counters having tutors to find Reclamation Sage, but doing so pulled attention from the Rest in Peaces and Phyrexian Revokers that were keeping the combos down in the first place. I don't know how this matchup would have played out, but I do know that the dynamic had been shifted as a result of Jitte.

Then, There's Burn

The Burn matchup was also affected, but more subtly. Jitte was also good here, but mostly because gaining life is good. D&T's creatures match or beat Burn's straight up anyway, so Jitte killing them is irrelevant. Pumping creatures to shorten the clock is also good, but that was marginal at best. It's better to just sandbag the counters to gain life as necessary.

The question then becomes if that's better than Batterskull, and I think the answer's mostly no. Skull's attacks actively shift the game away from Burn, while Jitte is more of a sandbag. The only time Jitte's better is against Skullcrack since you can gain life in response, which does come up. I'm not sure how this would have gone.

Bant was Beaten

The most surprising result was against Bant Snow. Jitte is normally just a pump spell against control, and useful mostly as a "combo kill" with Mirran Crusader in Legacy. Sometimes you get to pick off Monastery Mentor, but that's rare. However, Bant relies heavily on Ice-Fang Coatl in creature matchups. A single hit from Jitte answers two Coatls, and that put a huge amount of red-zone pressure on Bant.

Normally, Bant just ignores equipment and focuses on creatures, but that wasn't possible here. The control player lamented that he often had to use Teferi, Time Raveler on an equipment rather than a creature as he fell behind. Otherwise, he'd never have any non-planeswalker threats on the board, and it wouldn't matter how big those got, as a single charged Jitte could kill them. Even Uro wasn't safe, because Jitte pumps right through it without costing a card. I expected Jitte to be good because I knew about the Coatl problem. I didn't think my opponent would end up regarding it as an existential threat.

Combo Question

I tested against Ad Nauseam the least, but Jitte didn't seem to be having an effect. With the adoption of Thassa's Oracle, life is basically irrelevant against that deck, and they don't need creatures on the field to win. Thus, the only relevant text was the +2/+2, which helps race. And Batterskull is more efficient if that's all Jitte's doing, since it's a creature too. Given how the Counters matchup went, I think that Jitte could be relevant against Storm, but I can't say for certain.

Bottom Line

Umezawa's Jitte is definitely Modern-playable. There's a joke that Deathrite Shaman is actually a one-mana planeswalker thanks to all its abilities. I think Jitte is in the same boat. It's a four-mana planeswalker, with abilities that are more relevant than I thought. It has a planeswalker-like effect of gradually building an overwhelming amount of virtual and real card advantage until it overtakes the opponent. Unlike real walkers, after all, Jitte activates multiple times per turn and at instant speed. Two mana to cast (or Stoneforge in) and then two mana to equip is not that bad of a rate for the versatility that Jitte actually provides.

While creatures are certainly better now than in 2005, they're not so much better that -2/-2 or +4/+4 are irrelevant. Also, the March metagame was relatively slow and cared about card advantage (relative to Modern's norm), giving Jitte the time to really build value. I thought that Jitte's power would be limited to the aggressive matchups, but it had a wider net than anticipated. How this might translate into real Modern I don't know. I do know that dismissing this card is wrong. It's still powerful, and that fact is a testament to how busted it was originally.

Never Assume

As I'm writing this article Sunday night 7/27, four of MTGGoldfish's list of most played Modern creatures die cleanly to Jitte's -1/-1 ability off a single charge. They are Lurrus of the Dream-Den, Ice-Fang Coatl, Plague Engineer, and Snapcaster Mage. Walking Ballista, Monastery Swiftspear, and Scavenging Ooze can also die under some conditions. Thought Knot-Seer, Uro, and Wurmcoil Engine round out the list, and they'll die in combat to a double pump.

I didn't answer the question of Jitte being unbannable. I do think I can put to bet any question of it being Modern playable. Don't underestimate Umezawa's Jitte! Still, the question remains... can it come off?

Exploring Delirium Delver with Stormwing Entity

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A trend I'm seeing in the published results from July is a marked uptick in spell-based aggro-control strategies. Most of those are of the UR Prowess variety, but plenty of Delver of Secrets decks are making the rounds, too. We'll cover those more academically next week. Today, I'd like to unveil the build I'm currently working on, which reworks Stormwing Temur Delver around Traverse the Ulvenwald.

On June 30, TUBBYBATMAN scored a 5-0 with a Temur Delver list almost identical to the Stormwing list I'd posted a week prior. He'd changed the two flex spots, and cut a pair of Opts for Flame Slashes. Finally, Mutagenic Growth was cut for Blossoming Defense.

While I remain skeptical of the Muta swap, I hear dude on snipping the Opts. These decks certainly walk a fine line when it comes to interacting versus cantripping, and mustn't spend too much time treading water; at their bests, our cantrips should fuel our gameplans, not overshadow them. I may have overestimated Stormwing's vulnerability without instant-speed cantrips protecting it at all times; many Modern decks don't run 4 Lightning Bolt.

Tracking down TUBBYBATMAN to pick his brain also led me to his latest Temur Delver build, which maxes out on both Stormwing Entity and Traverse the Ulvenwald. A few quick games with the list and I was hooked on the duo's incredible synergy. I've spent the last week working on such a list.

I Get Delirious... Again

Traverse the Ulvenwald grabbed my attention the day it was spoiled, revealing itself to work exactly the same way as my all-time favorite creature, Tarmogoyf. I'd go on to feature the sorcery in different aggro-control builds and finally slot it into Temur Delver, yielding a build I was very confident in and took down a PPTQ with. When Gitaxian Probe was banned, I turned to Traverse to save the shell, a task that proved too demanding for the humble spell—by which I mean the deck's threat suite had become too graveyard-centric for such a plan to work in Modern.

"Traverse for Stormwing"

Enter Stormwing Entity, a creature that's wonderful alongside Traverse as well as totally grave-independent; no Rest in Peace will shoot down this duck. Entity is a sweet creature to Traverse for because the act of doing so fulfils its condition, essentially turning every delirious Traverse into a three-mana Stormwing.

So is the creature worth three mana? Absolutely, just as Tarmogoyf is—er, was. I mean, who are we kidding? Traverse Shadow is all about three-mana Goyf, even post-Push. But a huge benefit of grabbing Stormwing instead is its "scry 2" clause. In many of my games, Traverse-Stormwing sets up more cantrips which lead to more Traversing, creating a chain of sorts.

Of course, running Traverse means abandoning the Hooting Mandrills-Thought Scour package, which cannibalizes delirium. But I think such a move could be well worth points against graveyard hate, as well as the option of better abusing the graveyard in lieu of any.

Delirium Delver, Jordan Boisvert

Creatures

4 Delver of Secrets
4 Tarmogoyf
4 Stormwing Entity
1 Hooting Mandrills
1 Snapcaster Mage
1 Brazen Borrower

Artifacts

4 Mishra's Bauble

Instants

4 Manamorphose
4 Lightning Bolt
3 Tarfire
3 Stubborn Denial
1 Mutagenic Growth
1 Blitz of the Thunder Raptor

Sorceries

4 Serum Visions
4 Traverse the Ulvenwald
1 Spite of Mogis

Lands

4 Misty Rainforest
4 Scalding Tarn
2 Steam Vents
1 Breeding Pool
1 Stomping Ground
1 Wooded Foothills
2 Island
1 Forest

Sideboard

2 Grafdigger's Cage
2 Feed the Clan
2 Mana Leak
2 Veil of Summer
1 Snapcaster Mage
1 Magus of the Moon
1 Huntmaster of the Fells
1 Klothys, God of Destiny
1 Stubborn Denial
1 Surgical Extraction
1 Ancient Grudge

U Trippin... Slow

Allow me a moment to extoll the virtues of Mishra's Bauble. In my first Stormwing Delver build, I omitted the artifact, fearful of running too many non-instants or sorceries lest I'd have trouble powering out the bird. But Bauble and Stormwing actually play very nice together.

For one, the issue of having Baubles and needing to pump out a Stormwing almost never occurs, as Bauble freely cycles into a new card. Sure, we'll have to wait until next turn to have a go at Stormwing, but we tend to have other things to do with our mana on such a low land count.

Then there's Bauble's palpable synergy with Stormwing. As it does with Delver of Secrets, which Bauble helps flip when the two are paired, the trinket is actually great alongside Entity. Cast with Stormwing in play, Bauble provides a free prowess trigger, as the many new jacks on UR Prowess know all too well. But its most attractive dimension is setting up a pseudo-Preordain. Stormwing comes down to scry 2, and Bauble is free to fire off looking at the opponent's top card, only to draw a stacked Denial or Bolt for the opponent's turn. Or if we really need a specific instant and fail to see it with Stormwing, we can bottom-bottom and have one more chance to draw it. Just like the real thing!

Of course, Bauble is all but a necessity in decks built around quickly reaching delirium. It's not uncommon for us to find ourselves with three card types on turn three, but lack the fourth, be it sorcery or creature. Bauble, and also Tarfire, alleviate this pressure.

More Than a Flex

When it comes to one-ofs and bullets in general, I think this deck is poised to take advantage of a wealth of options. Between Serum, Bauble, and Traverse-chaining Entities, we have access to plenty of library manipulation, making it quite achievable to find niche answers as needed.

Flex Spots

1 Spite of Mogis
1 Blitz of the Thunder Raptor
1 Mutagenic Growth

Spite and Blitz serve to remove big creatures in the late-game. Both have their benefits: Spite costs one, scries one, and adds a sorcery to the graveyard; Blitz hits planeswalkers, removes pesky recursive creatures, and fires at instant speed. At first, I preferred Spite alongside Stormwing specifically, since it's meant to be cast in the main phase and therefore lends itself to reducing the creature's cost. But the ability to grow Stormwing with Blitz in response to an enemy Bolt is also relevant. As of now, I like a split of these to supplement the removal suite of 4 Bolt, 3 Tarfire.

Mutagenic Growth is a holdover from my original Stormwing Delver build. While it was phenomenal with Hooting Mandrills, it's still great with Stormwing and Goyf, and I really like the ability to dig for it with a landed Stormwing and a Serum, Manamorphose, or Bauble to beat Bolts.

I definitely think a fourth Tarfire or Stubborn can be run in these slots; in fact, I started with full sets of each. But I found them a little situational for game 1, where Tarfire would clog against creature decks and Stubborn floundered without a beater in play. Compared with Stormwing, Mandrills is a lot easier to slide out on turn two, especially with Denial backup, in Traverse-less Thought Scour builds.

Traverse Bullets

1 Hooting Mandrills
1 Snapcaster Mage
1 Brazen Borrower

Some early runs with the deck made me wonder if we couldn't support one Hooting Mandrills naturally, meaning without Thought Scour. Sure, it eats delirium, but a lot of the time that turn two Mandrills with Denial backup will just win the game. Besides, having just one lets us Traverse for and then cast it if we're light on mana or want to hold up interaction, a line I've employed multiple times so far. Snapcaster often functions as a Demonic Tutor of sorts, and since it can be scooped up by Traverse, having one in the deck gives us massive utility in the mid-game... especially alongside the slew of one-ofs we already run and can flash back!

I'd call Borrower the most off-the-wall of these options, and will admit that so far in my testing, it hasn't been superb; on just 16 lands, we are far from optimized to wield the Faerie as a primary plan, unlike other Temur Delver shells. What Borrower does for us, though, is insulate against a range of random strategies in Modern's lower tiers that can nonetheless show up and ruin our game 1: prison decks, enchantment-based combos, etc. Not to mention big planeswalkers or huge creatures. It just outs anything. While Borrower isn't much of a head-turner on its own, having a two-mana bounce effect to search with Traverse makes the sorcery that much more pliable.

Flipping the Script

I'll say this: Stormwing Entity has me more excited about actually playing Modern than I have been in quite a while. The last deck I built that really jived with me, or so I felt, was Six Shadow, which barely lasted a month before some bans neutered it. The cards I'm throwing around now feel decidedly safe on that front, and are a blast to cast; the question remains whether I can cobble together a mix that's consistently beating the top decks. When the work is enjoyable, though, anything is possible! Join me next week for an exposé on the other ways Delver is making its comeback this month.

Twin’s Alive: Modern Dimir Inverter

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The greatest problem I face as an article writer is finding something to write about. Inspiration is fickle, as motivation can also be. This is made especially difficult by the pandemic choking off my easiest content source: actual Modern tournaments. Without much happening in greater Modern to discuss and limited source material, I find myself struggling at times. Thus, I sometimes must resort to stirring up arguments to find content. If you're ever bored to tears, try kicking over a hornet's nest; you're guaranteed to not be bored anymore.

I know a lot of players, many of whom are reading this now. And some among them can be mined for content with a simple trollish jab. At the end of last week's article, I made a fairly trolly statement of support for bringing back Splinter Twin just to break its stalwarts' hearts. Cue the hornets: I was met with an angry DM complaining about how unfair it is that there are plenty of two-card combos in Modern these days, yet Twin is unavailable. I asked, why not just play one of those? The answer: "They all suck!"

So today we'll look at some of those combos, particularly the one closest to Twin, and examine why they're just not on the UR behemoth's level.

The Reincarnations...

When Twin was banned it threw Modern for a loop. Since then, there have been many attempts to claim Twin's throne. None have succeeded, primarily because Modern isn't constant year-to-year anymore. Decks can no longer simply sit atop the metagame for years, and this is probably a good thing. Decks have to evolve more often now, and each Modern season has been wildly different from the preceding one. I'd argue that Modern is in far better shape as a dynamic format than it was when Twin was always the deck to beat.

And it isn't like Modern is short on combo decks. They're mostly fringe these days, but Storm, Ad Nauseam, and Toolbox combo decks are all viable. However, I know full well that what the Twin stalwarts are looking for are two-card A+B combos. Look at any Toolbox deck, particularly pre-Lurrus of the Dream-Den, and you'll see plenty such combos, from Heliod, Sun-Crowned and Walking Ballista to Spike Feeder and Archangel of Thune to Devoted Druid combo. However, these decks are primarily combo decks, and don't scratch the itch for Twin players looking for an incidental "I Win" combo.

However, those exist too. The most recent addition is Conspicuous Snoop and Boggart Harbinger, which I've already covered.

However, well before that, the first attempt to replace Twin was just to replace Twin with Kiki-Jiki, Mirror Breaker. I remember a number of Twin players at the time desperately holding onto their decks by replacing the banned Twin with Kiki. And it kinda works. Then there's Copycat. Following its emergency banning in Standard, players have tried to make Saheeli Rai and Felidar Guardian a thing in Modern. Which also sort of works.

...Are Flawed

The problem is, as my associate so boldly declared, these decks aren't very good in Modern. I realize that I just linked to fairly lengthy results pages, but the vast majority of said results are MTGO League results, and anything can 5-0 a League. Even Mono-Green Stompy. The real measure of strength is paper success, and that has been very limited. Yes, Snoop doesn't count; it can't have paper results because paper's shut down. Snoop is seeing lots of play online, and even having success. That said, it is also the new kid on the block, and seeing lots of play on the basis of being new and exciting rather than necessarily good. Time will tell if Snoop was just a flavor of the month or the real deal.

As for the other decks, the best example is Copycat. Subject of only the second emergency ban in Magic's history, it has had no measurable impact on Modern. If this be an heir to the mighty Twin, a pale and callow shadow it be at best. And even if that weren't the case, it's not actually a Twin deck. Twin was an interactive deck that played a hybrid control-tempo game and then incidentally won via combo. As they said of Trix, the best control decks have to be combos. There's no room for real win conditions. Copycat and Snoop Goblins are creature decks first and foremost. They have little, if any, interaction. Their success isn't worthy of Twin's name and they don't even act like the legend. Thus, Twin doesn't have a direct lineage in Modern anymore.

One Exception

Or so it appeared. Until players remembered that there is a monster in another format. A monster that closely resembles Twin's combo and gameplan. The monster from Pioneer named Dimir Inverter. I will argue that Dimir Inverter is the closest deck Modern has to Twin, even if the combos work differently. Consider this fairly standard Twin list from its heyday:

UR Twin, Gabriel Fehr (GP Puerto Alegre)

Creatures

4 Snapcaster Mage
4 Deceiver Exarch
2 Pestermite
2 Vendilion Clique

Enchantments

4 Splinter Twin

Instants

4 Lightning Bolt
3 Dispel
2 Spell Snare
4 Remand
2 Electrolyze
2 Cryptic Command

Sorceries

4 Serum Visions

Lands

4 Misty Rainforest
4 Scalding Tarn
3 Steam Vents
3 Sulfur Falls
2 Desolate Lighthouse
1 Stomping Ground
5 Island
1 Mountain

Sideboard

1 Grim Lavamancer
3 Ancient Grudge
2 Pyroclasm
2 Roast
1 Negate
2 Blood Moon
2 Jace, Architect of Thought
2 Keranos, God of Storms

Ah, memories. Now consider Inverter. Incidentally, when I was looking through the available decklists, I discovered that Modern Inverter is a fairly new creation. And it's only in the past month that they've taken a leaf from the Pioneer version. Before June, all the decks seem to have been trying to be pure combo decks with Angel's Grace and Spoils of the Vault. After the switch, there are far more results, and they're clustered together, indicating that embracing Inverter's innate Twinness was a strong call.

Dimir Inverter, wefald (MTGO League 5-0, 7/14)

Creatures

4 Thassa's Oracle
4 Inverter of Truth

Planeswalkers

3 Jace, Wielder of Mysteries

Artifacts

3 Relic of Progenitus

Enchantments

4 Omen of the Sea

Instants

4 Fatal Push
4 Opt
1 Cling to Dust
4 Remand
1 Murderous Cut

Sorceries

3 Inquisition of Kozilek
3 Thoughtseize

Lands

4 Darkslick Shores
4 River of Tears
4 Watery Grave
3 Drowned Catacombs
3 Eldrazi Temple
2 Polluted Delta
1 Snow-Covered Island
1 Snow-Covered Swamp

Sideboard

3 Aether Gust
2 Ashiok, Dream Render
2 Collective Brutality
1 Disdainful Stroke
2 Flusterstorm
1 Liliana, the Last Hope
2 Mystical Dispute
2 Spreading Seas

A True Inheritor...

Ignoring the superficial differences in color and combo, the gameplan is the same for both decks. Both Twin and Inverter are interaction-heavy control-combo hybrids playing a tempo game. Twin's is entirely reactive, focusing on counterspells, while Inverter has proactive discard, but their purpose is the same: break up the opponent's gameplan until the combo is assembled. These are primarily interactive decks; they just win via combos, rather than finisher-type creatures like Baneslayer Angel.

Secondly, both decks can treat the combo as incidental. Twin's greatest defense has always been that the combo was an afterthought. The primary route to victory was attrition, tempo, and Bolt-Snap-Bolt. Sideboard games were about being a true control deck, as they often sided out most of the Twins. Inverter plays a similar game, controlling the game and then landing the Inverter of Truth to win the game. Inverter is actually a decent threat on its own, and many games never involve winning via Thassa's Oracle. I actually know of attempts to use Inverter as intended: filling the graveyard with only useful spells, playing Inverter, and winning with a small, but stacked, library.

This is in stark contrast to Copycat decks, which are piles of value creatures, cantrips, and planeswalkers more reminiscent of Ephemerate decks than Twin. Or consider Snoop Goblins, which is just a Goblin deck with the combo added. There are plenty of two card combo decks in Modern, but only one of which share's Twin's genetics. Thus, if you really want to play Twin again, why not pick up Inverter?

...In Another Format

Probably because Inverter is not replicating Twin's success in Modern. Granted, it is fairly new and is picking up more results, but most of those are League 5-0s. Compare Inverter to an established combo like Storm over the same timeframe: far more results, far more impressive tournaments. For some reason, this style of deck just isn't working in Modern. Perhaps the playerbase just isn't there, or maybe it actually isn't good enough.

This is especially strange given that Inverter is king in Pioneer. To the point that it's the default Best Deck. And those actually invested in the format hate it. And is probably the main factor driving players away from Pioneer. I actually started thinking about Modern Inverter with the expectation that Modern would see an influx of players following an Inverter ban last week. Obviously that hasn't happened, but even if it had, the evidence seems to indicate that nothing would have changed regarding Inverter's viability.

Where's the Problem?

While I think the decks are viable and reasonable in Modern, the evidence does back up that "They all suck!" assessment from earlier, at least in comparison to what Twin used to be. The most common explanation I hear is that Modern has moved on. The other answers and threats are so much better now than in Twin's heyday that its style of Magic is simply outclassed. Fatal Push, Assassin's Trophy, and Uro, Titan of Nature's Wrath didn't exist back then. This line of thought seems to conveniently ignore that Teferi, Time Raveler and Veil of Summer also didn't exist in 2015.

In Comparison

However, the fact that the answers are better doesn't explain Inverter's lack of success. The counters and discard aren't much better now than in 2015, and those are the only relevant answers to Inverter combo. The combo is creature-based, sure, but happens due to ETB triggers. Removal doesn't matter, and can't break up the combo. Once Inverter empties the library (often helped by Relic of Progenitus), the only thing that matters is resolving Oracle. If that happens, Inverter wins, end of story. It's a far more robust combo than Twin in that sense.

Which adds to the mystery of Inverter's poor Modern performance compared to Pioneer. Yes, there are better answers in Modern, but the answers relevant to Inverter aren't that much better. It's not about removal; it's about preventing the pieces from resolving. There are better counterspells in Modern, but they're played in smaller numbers than in Pioneer. Thoughseizesees extensive Pioneer play as a four-of, and it doesn't in Modern. Inquisition isn't Pioneer legal but Thought Erasure is and sees lots of play. Both formats have the same threat powercreep. It may be true that Modern is more powerful, but it isn't relevantly more powerful to keep out Twin's successor.

The Key

I think the problem is format speed. Pioneer is not a very fast format. Mono-Red is a good deck there, but it's got nothing on Modern Burn or Prowess. Humans regularly kills on turn four, and every combo deck is at least that fast. Inverter can hit on turn three with Eldrazi Temple, setting up a turn four Oracle, but that requires a lot to go right. It's more common to go for the combo on turn five or later in Modern. In Pioneer, there's far more time to get set up, and so this more ponderous combo is more threatening.

Moreover, players can see Inverter coming. This is also true of the other A+B non-Company combos in Modern. To go off requires playing one creature/planeswalker one turn, then the other piece the following turn. That's a clear signal that you're in danger. That was never the case with Twin. Exarch and Pestermite got flashed in on end-step for a surprise win. I've been over this before, but the power of Twin was never in the combo. Twin's advantage was being a tempo thief and keeping opponent's off their gameplan via fear. That is missing from every other deck, and that's the real reason they haven't found success.

A Lesson

There are a lot of very powerful and successful decks in Modern. There are some that ape arguably the most successful deck ever. None can match its success because they cannot take advantage of the opponent in the same way. To be successful, they're going to have to find a way on their own merits.

July ’20 Brew Report, Pt. 1: Claws & Fins

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Well, I've dutifully done my snooping, and am proud to present some of Modern's new directions in a Snow-less world! Chomping at the bit for more? Ready the sails... if you dare!

Nuthin' But a "G" Thang

"One, two, three and to the four / Boggart Harbinger and Conspicuous Snoop is at the door." In fact, this dynamic duo has long gotten past the door, and they ain't leavin' til six in the morning. If July 2020 is remembered for one thing, let it be Snoop Gobbs's impressive debut.

Snoop Gobbs, KARATEDOM (3-2, Modern Preliminary #12176966)

Creatures

4 Boggart Harbinger
4 Conspicuous Snoop
4 Goblin Matron
4 Goblin Ringleader
1 Goblin Warchief
1 Kiki-Jiki, Mirror Breaker
1 Krenko, Mob Boss
4 Mogg War Marshal
4 Munitions Expert
1 Pashalik Mons
2 Skirk Prospector
2 Sling-Gang Lieutenant

Artifacts

4 Aether Vial

Instants

1 Tarfire

Lands

4 Auntie's Hovel
4 Blackcleave Cliffs
2 Blood Crypt
4 Bloodstained Mire
4 Cavern of Souls
1 Fiery Islet
2 Mountain
1 Swamp
1 Unclaimed Territory

Sideboard

1 Tarfire
2 Blood Moon
1 Goblin Chainwhirler
1 Goblin Cratermaker
1 Goblin Trashmaster
3 Leyline of the Void
3 Plague Engineer
3 Thoughtseize

The above build of Snoop Gobbs has been tearing it up online this month, to the extent that I considered omitting it from the "Brew" report at all. But the development nonetheless represents the first foot forward in tuning and refining a brand-new archetype. Besides the above Preliminary list, the first July build I came across, I found similar builds in four other Preliminaries (including one that went 5-0), three Challenges (with one making Top 8), and four regular ol' leagues—in other words, almost every data set I worked with.

The deck and its ilk are built similarly to David's experiment with Snoop early in spoiler season, with the combo shoehorned into an otherwise unremarkable Vial Goblins strategy. Apparently, boasting access to the combo plan plugs gaping holes previously unfixable for Goblins, an archetype we haven't ever seen experience this level of success in Modern.

There are, of course, slight variations between the above lists, mostly coming down to amounts of interaction (some decks run multiple Tarfire, others main Fatal Push, and others still forego noncreature removal entirely) and whether or not Goblin Ringleader is played. Ringleader cemented itself as a Goblins staple as soon as it came to Modern, but it's worth noting that these Snoop-less versions of Goblins still struggled to find footing. As a card that primarily helps overwhelm interactive opponents, it makes sense that Ringleader might under-perform in certain matchups, and therefore predicted metagames.

I also spotted some Goblins decks that diverged from the core more significantly.

Putrid Gobbs, MASTERA (23rd, Modern Challenge #12176992)

Creatures

4 Putrid Goblin
4 Boggart Harbinger
4 Conspicuous Snoop
4 Goblin Matron
1 Grumgully, the Generous
1 Kiki-Jiki, Mirror Breaker
4 Metallic Mimic
2 Munitions Expert
1 Murderous Redcap
3 Skirk Prospector
3 Sling-Gang Lieutenant

Artifacts

3 Aether Vial

Sorceries

2 Inquisition of Kozilek
2 Thoughtseize

Lands

4 Auntie's Hovel
4 Blackcleave Cliffs
1 Blood Crypt
4 Bloodstained Mire
4 Cavern of Souls
2 Mountain
1 Stomping Ground
1 Swamp
1 Verdant Catacombs

Sideboard

2 Blood Moon
2 Boil
1 Goblin Trashmaster
4 Plague Engineer
4 Relic of Progenitus
2 Tarfire

This version of Putrid Gobbs maxes out on Skirk Prospector, usually a two-of, to make use of its mana-making synergy with Putrid Goblin. Mogg War Marshall already provides multiple mana with Prospector, but Putrid takes things a step further with Metallic Mimic in the picture, which lets Goblins go infinite and chain together all the Ringleaders, Matrons, or Kiki-Jiki clones it wants. Sling-Gang Lieutenant pays off the digging by providing a damage-dealing sac outlet that kills opponents on the spot.

While adding a second combo to an already shaky tribal aggro core might seem precarious, it helps that none of these pieces play that poorly with the strategy at hand. Mimic is really just another lord, and Putrid's built-in card advantage can help against the types of decks Goblins naturally struggles against: those loaded with cheap removal spells.

Snoop Unearth, B4NN3D22 (5-0)

Creatures

4 Dark Confidant
4 Goblin Matron
4 Boggart Harbinger
4 Conspicuous Snoop
1 Goblin Cratermaker
1 Goblin Rabblemaster
2 Kiki-Jiki, Mirror Breaker
2 Sling-Gang Lieutenant

Instants

2 Tarfire

Sorceries

4 Inquisition of Kozilek
4 Thoughtseize
4 Unearth
1 Warren Weirding

Lands

4 Auntie's Hovel
4 Blackcleave Cliffs
4 Blood Crypt
4 Bloodstained Mire
2 Fiery Islet
2 Mountain
2 Polluted Delta
1 Swamp

Sideboard

1 Tarfire
1 Warren Weirding
2 Collective Brutality
3 Damping Sphere
4 Fatal Push
4 Nihil Spellbomb

Snoop Unearth switches things up even more drastically, focusing single-mindedly on the combo and employing Dark Confidant both to dig for pieces and overwhelm opponents light on interaction. Should the other side happen to have Bolt or Push for the 2/1, a whopping four copies of Unearth form this deck's backbone, reanimating the draw engine or literally any of its combo pieces throughout the game. Inquisition of Kozilek and Thoughtseize each join Unearth at 4 to prevent opponents from messing with the deck's plans.

This deck, too, has established pedigree this month, earning another 5-0 and netting one player Top 16 in a Challenge. Whether these results speak to the viability of Snoop Unearth as a build or just to the Snoop combo's own merits in Modern remains to be seen.

Swimming with the Sharks

The Goblin tribe may have enjoyed an explosive month, but Goblins have been in Magic parlance since the game's inception. Another, more slept-on creature type also had its day in July, rising out of obscurity to sink its hundreds of teeth into Modern.

Dimir Sharks, MECHINT (5-0)

Enchantments

4 Shark Typhoon

Creatures

4 Snapcaster Mage

Instants

3 Archmage's Charm
2 Cling to Dust
3 Cryptic Command
3 Drown in the Loch
4 Fatal Push
2 Force of Negation
4 Frantic Inventory
1 Logic Knot
1 Shadow of Doubt
2 Spell Snare
4 Thought Scour

Lands

1 Field of Ruin
6 Island
1 Misty Rainforest
3 Mystic Sanctuary
4 Polluted Delta
4 Scalding Tarn
1 Sunken Hollow
1 Swamp
2 Watery Grave

Sideboard

4 Aether Gust
2 Flusterstorm
1 Kalitas, Traitor of Ghet
2 Narset, Parter of Veils
3 Plague Engineer
3 Yixlid Jailer

Behold Dimir Sharks, a fins-to-the-shins control deck that wins by cycling, and perhaps even casting, Shark Typhoon. As cycling can't be countered and is available at instant speed, it's an attractive option for control decks if the right card presents itself—and on a finisher, players can simply cycle the card early in a pinch, confident they'll find more copies down the road. Decree of Justice once saw play in control decks for exactly this reason, although Decree also had the benefit of triggering Astral Slide. No such synergy here, although Typhoon is significantly easier to cycle.

Among the decks sleeving up Shark Typhoon are Sultai Snow (RIP) and UW Control, but I did find one other pile maxing out on the thing.

Izzet Sharks, ASPIRINGSPIKE (17th, Modern Challenge #12176998)

Creatures

4 Snapcaster Mage

Planeswalkers

2 Narset, Parter of Veils

Enchantments

4 Shark Typhoon

Instants

1 Abrade
3 Archmage's Charm
3 Cryptic Command
3 Force of Negation
4 Lightning Bolt
3 Mana Leak
4 Opt
2 Remand
1 Shadow of Doubt
2 Spell Snare

Sorceries

1 Flame Slash

Lands

4 Cascade Bluffs
2 Fiery Islet
1 Minamo, School at Water's Edge
2 Mountain
1 Oboro, Palace in the Clouds
4 Reflecting Pool
1 River of Tears
4 Spirebluff Canal
4 Temple of Epiphany

Sideboard

4 Aether Gust
3 Boil
2 Flusterstorm
3 Izzet Staticaster
3 Relic of Progenitus

Behold, Izzet Sharks! ASPIRINGSPIKE is no stranger to the Brew Report column, so of course dude had to deliver a twist to the tornado. In fact, he's already on to the next whirlwind, having trophied with an abomination dubbed "UW Sharkblade."

Just When You Thought It Was Safe...

With Arcum's Astrolabe banned, Modern's waters are indeed a-churning. Join me next week for an exposé on July's non-Goblins breakout deck.

Late Summer Thaw: Arcum’s Astrolabe Banned

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But for copyright concerns, I would have led off this article with the lyrics to "Another One Bites the Dust." I hope perfectly reasonable intellectual property law is happy with itself. There's been another B&R Announcement. This time something actually is banned in Modern. So that's nice. Even if it does moot a number of articles that I was planning. Fortunately, some of that work is relevant to the bannings, as we'll soon see.

While Modern is seeing a significant banning, the bigger story is what didn't happen: absolutely everyone was expecting a big change for Pioneer. Various combo decks are dominating the format, and players are bored. For evidence, I had been tracking match firing rates in the Tournament Practice Rooms on MTGO. Modern fired a minimum 3x more often than Pioneer, usually 5x or more. Thus, Pioneer players hoped for a big ban to open up the field. That didn't happen. Instead, Wizards unbanned Oath of Nissa to revive the green devotion decks. I've always been ambivalent towards Pioneer: On the one hand, I had a lot of Pioneer decks laying around by happenstance; on the other, I think a format of Wizards' Greatest Standard Mistakes is doomed to either collapse or be turned into Modern-lite.

However, this unban makes me care again. Not to play Pioneer, but to watch it as a researcher. There's been an argument that instead of banning cards, Wizards should prioritize unbanning cards to fix problems. Unbanning Deathrite Shaman to fix Hogaak stands out. Now, there's an opportunity to see in practice whether the argument works in theory. Or if the unban crowd should shut up.

The Banning

Arcum's Astrolabe is banned. It's exactly what I thought would happen when the announcement came out. A few hours after my article, which was discussing something relevant to the decision, went up. Just like with the companion rules change. I'm starting to think they're doing it deliberately.

Astrolabe was the logical target for a ban, having found its way into a lot of decks and being the object of many player's hatred. But I was surprised that Wizards felt the need to ban anything in Modern. My data indicated that the metagame was overall healthy. Furthermore, Snow decks in general, and Bant Snow specifically, had been hammered in the standings. It looked to me that Modern was self-correcting. Once over the surprise that Wizards felt differently, I immediately went to Astrolabe, and never felt that anything else was probable.

The Decision

However, Wizards has the totality of the data available, while I only have access to the Challenge and Preliminary results. Thus, they saw something that I couldn't, specifically win rates:

...we have seen a rise in popularity and win rate of multicolor decks using Arcum's Astrolabe, with some variants approaching 55% non-mirror match win rate.

Once again, we see 55% across the board win-rate as the critical threshold. However, it's important again to note that Snow variants weren't actually at the threshold, but merely approaching it. Given their mediocre performance in the Challenges and Preliminaries, I'm very surprised that Snow was anywhere close to that level. Snow must have really been tearing it up in the Leagues for that statistic to be true. However, that wasn't the only consideration. Wizards' primary ones were non-statistic factors and premonitions of looming problems:

While there’s nothing intrinsically bad about multicolor “good stuff” decks having a place in the metagame, their power and flexibility is usually counterbalanced by making concessions in their mana bases...

Arcum's Astrolabe makes this tradeoff come at too low of a cost...

Arcum's Astrolabe leads to other synergy by virtue of being a cheap artifact permanent, and it can be blinked or recurred for card advantage. In short, Arcum's Astrolabe adds too much to these decks for too little cost, resulting in win rates that are unhealthy and unsustainable for the metagame.

Ultimately, it wasn't Snow's win percentage that did Astrolabe in, but the environment it created. It was too efficient, had too low of an opportunity cost, and had too big an impact to be healthy. As far as Wizards was concerned, Snow was trending strongly enough towards needing a ban eventually. With players unhappy and a ban decision coming, Wizards chose to nip Snow in the bud.

My Reaction

This is a weird banning. I don't disagree that Astrolabe is too good. Mana should be a sticking point for good stuff decks, and Astrolabe facilitated some otherwise suspect manabases being highly successful. That said, it's extremely rare for a card to be pre-emptively banned. The initial list doesn't count. Mycosynth Lattice leaps to mind as the only other example. It was very un-fun, but wasn't really having an impact when it got axed. Once Upon a Time had reached fairly ridiculous saturation levels when it was axed. Faithless Looting was a known offender, as Wizards argued Mox Opal was.

With some luck, this signals that Wizards is finally willing to head off developing problems rather than wait until they've got no remaining choice. If this is the case, we may never have to suffer through a Hogaak Summer or Eldrazi Winter again. Of course, this could be entirely down to Magic play being down across the board with paper on hold and Wizards needing to reinject life into formats. I'd prefer Wizards more active than passive, but we need to wait and see if this is actually a policy change or purely circumstantial.

What it Means

I'd actually been testing Bant Snow without Astrolabe prior to the announcement. Not because I suspected a banning, but because I was trying to quantify its impact on various matchups. I took a stock Bant Snow control list, subbed out Astrolabe for Serum Visions, and started testing against various gauntlet decks to see how Astrolabe affected the matchups. I'd only done Ponza and Humans when the announcement came down, so I'll only speak to those matchups.

Losing Astrolabe will not significantly impact Snow's matchup against Ponza. As mentioned, Ponza has a good matchup against Bant Snow because of its impressive threats combined with Blood Moon effects. A turn 2 Moon is killer with or without Astrolabe. Reason being: number of fetches mattered more than what was being fetched. Regardless of whether Snow sees Astrolabe, an early Moon will stall development and constrain mana. That's all it takes. If Ponza can capitalize, it wins. Without early Moon and lots of pressure, Snow eventually pulls itself out thanks to all the basics and cantrips and comes back. Snow has too many basics to be locked out completely, so it's a question of how much time it has, which Astrolabe didn't really affect.

As for Humans, I thought that Astrolabe's mana fixing wouldn't matter much. Unless Humans is running Magus of the Moon, it can't attack Snow's mana. However, Astrolabe's fixing was very important here because Humans punishes stumbles. Snow needed more fetchable shocklands more often to hit its color requirements. Astrolabe's largest contribution was Ice-Fang Coatl; despite being a control deck, Bant has very little removal. It leans on counterspells and Coatl to cover this weakness. With Astrolabe, Coatl's a removal spell starting turn 2. Without, it's turn three at best. This extra turn moved the matchup in Humans' favor.

Snow's Future

The snow strategies, as we knew them, are dead. Bant, Sultai, or Temur midrange are not. The reason is that the Snow manabase isn't going to work without Astrolabe. I know that I said Astrolabe didn't affect the Ponza matchup, but that's because of Blood Moon. The mana base is, unsurprisingly, very well tuned for that specific matchup. However, the strains of having a basic-heavy manabase in a three-color deck, especially with such intense color requirements, definitely showed in the Humans testing. Without Astrolabe, the risk of going for just basics makes itself known. In longer games, mana problems are mitigated thanks to the cantrips and Field of Ruin. That same manabase can't achieve the same impact in a shorter game, and will need retooling. It may be drastic, or it may be limited, but it will need to happen.

Along with that retooling, Ice-Fang's stock will change. As noted, there's no way to cheat on Coatl's deathtouch anymore with Astrolabe. That will have to be earned the hard way with Snow basics, and that is a risk. Fetching three basics over shocklands was always the right call. Now, there's a risk of fetching into mana problems. A deck with Bant's intense color requirements will struggle to both cast its spells and turn on Coatl more often, meaning it can't lean as heavily on it as removal. Thus, the spell suite must be retooled as well.

That said, the UGx strategy should still be viable. The strategy of Coatl, Archmage's Charm, Uro, Titan of Nature's Wrath, and planeswalkers is powerful enough to survive. I can't guess at the form it will take (though I suspect that Temur Uro will be discarded because that's how it usually goes), but there should still be a viable UGx midrange deck in Modern.

How's Urza?

As for the Urza decks, I'm not sure. There are still lots of one-mana artifacts that cantrip in Modern. However, none of them draw as an ETB. Urza loved Astrolabe because it sat around to be used for mana. Thus, I have doubts that the midrange value Urza decks will be successful. However, older prison-style Whirza decks should be unaffected. Astrolabe was just bulk and not critical to anything they were doing. Urza has too many lines of text to just drop out of Modern, but he's losing so many tools that he's starting to approach fair territory.

The Winners

I put aggro decks as the biggest winners of the banning. Coatl getting nerfed really is a huge deal. This is particularly true for Spirits, which should have a great matchup against Snow, or any durdly deck full of expensive cards which care about card advantage. Coatl props up UGx, and Spirits doesn't have good answers. It's particularly bad when critical Spirits with hexproof get sniped. Humans will also appreciate having Mantis Rider picked off at advantage less often.

The next winner is Jund. Jund's fallen out of the meta, and Snow was at least partially to blame (though I think Ponza's a bigger factor). Jund wants to 1-for-1 with value until opponents lack the resources needed to win. That strategy doesn't work against a deck as full of 2-for-1s like UGx. I've seen Jund knock Bant down to no cards in hand and nothing on the board while attacking with Kroxa, Titan of Death's Hunger and still lose to topdecked Uro. With UGx taken down a peg, Jund has a chance to reclaim some ground.

What Didn't Happen

While everyone took it as given that Astrolabe would be banned, there was additional speculation that more could be banned. Mystic Sanctuary and Uro (the two most frequently cited other targets) are really repetitive, but pretty easy to answer because PLAY GRAVEYARD HATE IN MODERN! I don't get why this is such a problem, especially with General Kudro and Scavenging Ooze available as maindeck options. Just do it already. Plus, I'm glad Sanctuary didn't get axed for entirely selfish reasons. I know three players utterly enamored of their 4-Color Snow goodstuff decks and their whining about Astrolabe and Modern doomsaying is already melting my DM inbox. I can't imagine the anguished lamentations if their other baby, Sanctuary, got hit too.

The other thing was no unbannings. This is also not unexpected; there's little left that isn't clearly absurd and/or didn't earn its place in actual Modern tournaments. That didn't stop the wild speculation, but the bar keeps rising on unbannings, so I wouldn't get my hopes up. Though I am opening up to a Splinter Twin unban. Not because I think it's fine in Modern, but because doing so will be a lose-lose for the stalwarts who won't give Twin up. Either it's still too good (as I think) and will be rebanned, breaking their hearts, or they're right and the format has moved on enough that Twin's not actually good anymore; then, they get their hearts broken that their love's gone forever. And we can all just move on. I win either way!

Onward!

Another ban, another Modern shakeup. And another time to see how the metagame will start settling. I don't expect huge changes given that nothing's explicitly non-viable anymore, but I am certain that the brewer's paradise will continue for a while longer.

The Little Goyf That Couldn’t: Ponza vs. GRx Moon

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Earlier this week, David dissected RG Ponza, the format's sleeper centralizer that may well overtake other Modern decks in the numbers soon. The deck exploits a peculiar vulnerability of Modern manabases: their softness to turn two Blood Moon. Of course, reliably powering out Moon effects isn't something any old deck can do with great consistency. But it just so happens to be a plan I've spent years developing. Today, we'll compare Ponza to my own GRx Moon builds and see what the big man on campus has that we don't.

"Many Moons" Ago...

It was my love of Tarmogoyf that drew me to Blood Moon shells, but I'd be lying if I said I didn't always have a soft spot for Blood Moon, too. Either way, many reps with Temur Delver had convinced me of the enchantment's power, but also left me hungry for a way to cheat in Moon a critical turn early. Savvy opponents could simply fetch around Moon most of the time when they saw it coming. The premise of GRx Moon was simple: use a mana dork to ramp into Moon early and then turn up the heat with Tarmogoyf. If the dork dies, turn up the heat with Tarmogoyf.

I reinvented the shell countless times over the next five years to accomodate for metagame changes and integrate new toys. And now, RG Ponza seems to be settling on top of the heap. Of course, Ponza doesn't run Tarmogoyf, so it's not for me. I still put in the reps to see if a Goyf-featuring shell could learn from that more successful version and put up results.

GRx Moon vs. RG Ponza

I actually compared GRx Moon to RG Ponza before, back in 2016; at the time, Ponza was gaining traction in Modern for the first time. Here's what I had to say:

When I introduced GRx Moon to Modern Nexus, the deck didn’t have a proper analog in Modern. I’d adapted the deck from Skred Red after having adding green to that deck for Tarmogoyf. Today, another deck exists that plays similarly: RG Ponza.

Ponza is a Stone Rain deck that rides mana advantages from Arbor Elf and Utopia Sprawl to power out Inferno Titan and Stormbreath Dragons, all with a turn two Moon in play. I don’t like how soft these decks are to Bolt effects, and especially to sweepers—if Arbor Elf gets taken out, it takes the Ponza deck five to six actual mana cards (be they lands or Utopia Sprawls) to start casting threats. Mana Leak also ends the deck.

GRx Moon has great insurance for dead dorks in Tarmogoyf, and stops its curve at four mana for threats. Extra mana sources (or disruption) can be cycled into more threats with Looting effects, or just played to get around taxing permission.

How much of that holds up now? Ponza has switched its top-end to the superior Glorybringer, and combines Utopia Sprawl with the London Mulligan to loosely patch up its enemy-Bolt problem. It's still clunky in the face of effective removal, but compensates by running more smoothly overall.

The Juggernaut

Here's RG Ponza, in all its "glory:"

RG Ponza, PTarts2win (2nd, Challenge 7/5)

Creatures

4 Glorybringer
4 Arbor Elf
2 Scavenging Ooze
3 Klothys, God of Destiny
4 Magus of the Moon
4 Seasoned Pyromancer
2 Bonecrusher Giant
4 Bloodbraid Elf

Instants

4 Lightning Bolt

Enchantments

4 Utopia Sprawl

Sorceries

3 Pillage

Planeswalkers

2 Chandra, Torch of Defiance

Lands

4 Windswept Heath
4 Wooded Foothills
4 Stomping Ground
6 Forest
2 Mountain

Sideboard

4 Relic of Progenitus
3 Choke
2 Cindervines
2 Anger of the Gods
2 Obstinate Baloth
2 Weather the Storm

What It's Missing

Elephant in the room: Goyf! But why would this deck want Goyf? Not only is the creature far softer than it used to be, Ponza has other things to do with its two-mana slot. There's Bonecrusher Giant, a versatile bump in card advantage; Scavenging Ooze, a late-game mana-sink and incidental graveyard hate; and nothing else. This deck is very intent on its dork surviving.

Naturally, half of them will; Utopia Sprawl is awfully hard to remove on turn one. That full playset and a few choice two-drops plug the curve hole left by the odd Arbor Elf eating Lightning Bolt. That being said, neither of those two-drops are cards players badly want to cast on turn two in lieu of something more powerful, and both fail to apply early pressure the way Goyf can when it's replacing a fallen soldier.

Sprawl can still be plucked from the hand by Inquisition of Kozilek, and I think the recent downtick in targeted discard is part of what makes this deck appealing. With those back in high numbers, Tarmogoyf becomes more of a solid crutch.

What It's Got

In my eyes, the single biggest addition to Ponza is Seasoned Pyromancer. Without this creature, the deck was truly all over the place, and suffered major mid- to late-game consistency issues. GRx Moon always sidestepped the issue with a lower curve, which would never exceed 4 CMC. That way, excess lands could be pitched to Faithless Looting. When we lost the sorcery, the appeal of "going cheap" plummeted similarly, giving an edge to Moon decks looking to hire bigger gats, such as Glorybringer.

Another major boon to the deck is Pillage. Back in 2015, when I experimented with faster mana and Goblin Rabblemaster in GRx Moon, I dreamed about "some magical Pillage reprint down the line;" lamenting Stone Rain the following year, as I strove to include a Lotus Cobra package, I wrote, "Without a Pillage reprint, Modern has always lacked a land destruction card flexible enough to warrant mainboard inclusion." Well, guess what? We got Pillage! And it's amazing! Pillage is the gold standard of three-mana land destruction for the same reason Kolaghan's Command and even Oko, Thief of Crowns were such big hits: incidental artifact hate is super powerful in Modern.

The Hopeful

And Goyf Moon, tweaked to more closely resemble its newfound big bro:

Goyf Moon, Jordan Boisvert

Creatures

4 Tarmogoyf
4 Arbor Elf
4 Seasoned Pyromancer
2 Magus of the Moon
3 Klothys, God of Destiny
3 Bonecrusher Giant
4 Bloodbraid Elf

Planeswalkers

4 Wrenn and Six

Enchantments

4 Utopia Sprawl
3 Blood Moon

Instants

4 Lightning Bolt

Sorceries

2 Pillage

Lands

4 Wooded Foothills
4 Misty Rainforest
2 Verdant Catacombs
2 Stomping Ground
2 Forest
2 Mountain
2 Forgotten Cave
1 Dryad Arbor

Sideboard

2 Grafdigger's Cage
2 Collector Ouphe
2 Choke
2 Cindervines
3 Veil of Summer
1 Ancient Grudge
1 Feed the Clan
2 Anger of the Gods

What It's Missing

Gone are the five-drops of Ponza, in part because I'm allergic to high land counts. We've still got mana sinks mostly, the back-ends on Pyromancer and Bonecrusher. But it's more of a backup than an inevitability. That's because GRx Moon wants to keep the hits coming, whether it's turn two Moon or some speedy attackers, and end the game a little earlier.

Granted, in some matchups, that can be harder without Glorybringer. The Dragon is great against creature decks, clocking effectively while gunning down even beefy threats. Chandra, Torch of Defiance is also out of here, replaced by a cheaper card-advantage generator in Wrenn and Six.

What It's Got

The aggressive bump gained from deploying Goyf early pairs nicely with Bloodbraid and Klothys, which sneak in plenty of extra damage. Backup plans for disruption are extremely reliable in this deck because Goyf is joined by Wrenn and Six. The planeswalker wowed me in GRx Moon when it was spoiled, but certainly becomes less potent without Looting in the picture. It's still good: Wrenn lets us keep one-land hands with a dork and still make land drops all game, which feels pretty great when it happens.

As such, the land count is very light, at a functional 16; Forgotten Cave is splashed in high numbers to let us relive the glory days with Wrenn, turning the card into a draw engine, and Dryad Arbor, an eternal blocker. I'm not totally sold on either of these plans at the moment—Cave is sometimes clunky and impossible to get out of the deck when needed, while blocking all the time isn't something I've necessarily wanted in most of my games—and could see cutting 2 or more of these lands for other spells. Either way, Wrenn would need to stay at 4 copies to enable such a low count.

Really, this build's strength relative to RG Ponza is its resilience to Lightning Bolt specifically. For them, Magic is easy mush for the instant, and losing turn one Arbor Elf is all but a death sentence. We've got actual Blood Moons to ensure the effect sticks and a gang of ways to trump Bolt on turn two. As such, I think this build will improve slightly as Bold decks start to pick up steam... which thy should, as running Bolt is a great way to beat Ponza. Not only does it stop many of its lines and plans cold, it forces red, which is still produceable under Blood Moon!

Goyf's Return... NOT!

Will the metagame winds suddenly blow favorable for Tarmogoyf? My guess is not, Borat voice. What's more likely is both GRx Moon and RG Ponza will, after the latter spikes a bit in terms of wins over the next month or so, again become less viable as the metagame adapts. And adapt it shall: should Ponza maintain its shares, players will figure out how to build manabases that don't fold to turn two Moon. If Counter-Cat could do it, so can everything else. Until then, may you tap for two!

Blood Moon’s Zenith: The New Police

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Tracking events and collecting and then presenting data is all well and good. It's how observations are turned into good science and how we analyze Magic's metagame ecosystem. However, saying that Bant Snow and Eldrazi Tron are tied for most played deck is only half the story. Why this is happening is a far harder, but more interesting question to answer. A question that I'm going to tackle this week.

The knee-jerk response will always be "They're the best decks." However, that still invites the question of why? And also glosses over the rest of Modern's incredible diversity. Why aren't former heavyweights like Grixis Death's Shadow or Amulet Titan dominating? I believe that the answer lies with an unexpected deck. My hypothesis is that Ponza is actually driving the metagame trends because it's wielding the card that is actually defining Modern right now. And with most players focusing on snow, it's going unchallenged.

Examining the Metagame

As a reminder, the June metagame looked like this:

Deck NameTotal #Metagame %
Other5518.7
Bant Snow289.5
Eldrazi Tron289.5
Ponza279.2
Burn227.5
Humans165.4
Storm134.4
Toolbox134.4
Dredge124.1
Amulet Titan124.1
Sultai Snow113.7
Whirza103.4
Temur Urza82.7
Prowess72.4
Temur Snow51.7
Mono-Green Tron51.7
Infect41.4
Neobrand31
Sultai Reclamation31
Izzet Tempo31
Unearth 31
Ad Nauseam31
Niv 2 Light31

The top five decks are Bant Snow variants, Eldrazi Tron, RG Ponza, Burn, and Humans. This means that Tier 1 is skewed towards the midrange, as 3/5 of the decks are on the slower side. Below them lies a range of combo decks, Amulet Titan, and artifact decks. This Tier 2 would tend to back up the conclusions about Tier 1, as combo tends to rise in response to grindy value. The artifact decks are on the midrange end, and given their higher exposure to hate, it makes sense that they're in a lower tier than Bant Snow.

As for why this happened, the simplistic answer is blaming Snow. After all, for months Bant Snow has apparently been everywhere, and was the deck to beat before companions ruined everything. Following then, Sultai Snow has seen a lot of play to the point that Gabriel Nassif at one point said "You are literally hemorrhaging equity if you're not playing this rn." He's in the Hall of Fame, so he knows what he's talking about. If the best decks are UGx Snow, and then the metagame is being defined by matchups against snow decks.

On the surface, the data would support this conclusion. Burn is faster than all the midrange decks and so consistent that opposing stumbles are mercilessly punished.  Humans excels against decks with low removal variety, few threats, and many non-creature cards. Eldrazi Tron has Chalice of the Void to shut off Path to Exile and giant monsters to win. And Ponza preys on snow decks, so of course it's doing well with Snow doing well.

A Twist

However, that's not the full picture. Remember, the data doesn't back up Bant Snow being the best deck. Bant's metagame share just plummeted through June, and but for that amazing first week, it wouldn't have been top tier. Sultai and Temur Snow were also nothing special in the overall data: Sultai had one good week then dropped off; Temur was mediocre at best throughout. You'd think that a busted, clear best deck would simply dominate in every expression, but that hasn't been the case.

And then there's Ponza. There's no question that Ponza is a rough matchup for snow decks. I've claimed, as the data suggests, that Ponza preys on Snow. Anti-decks will struggle against decks that are bad against the deck they're targeting, and therefore tend to be lower tier. Thus, the simple fact that Ponza is well positioned against the possibly overrated snow decks can't explain its metagame position.

Then there's that lingering question of why Ponza is well positioned in the first place. It's a beatdown deck with Blood Moon/Magus of the Moon. Nothing to see here against decks with tons of basics and Arcum's Astrolabe. After that, it's a pile of green and red creatures. Which should be simple for answer decks to overcome, but that isn't happening. And that's because I think that Blood Moon is the actual defining piece of the current metagame. Ponza just happens to be the best shell for Moon effects, and the metagame's vulnerability to those is driving Ponza's stock up.

What is Ponza?

Ponza is not a new deck. The name and the deck have existed since 1997, making it one of the oldest archetypes in Magic. And an idea that almost everyone has tried when learning the game. And yet the thing is named after some food Brian Kowal likes, I don't get it. In any case, as it has always been, the deck is just ramp beatdown with some land destruction for disruption.

RG Ponza, PTarts2win (2nd, Challenge 7/5)

Creatures

4 Arbor Elf
2 Scavenging Ooze
3 Klothys, God of Destiny
4 Magus of the Moon
4 Seasoned Pyromancer
2 Bonecrusher Giant
4 Bloodbraid Elf
4 Glorybringer

Instants

4 Lightning Bolt

Enchantments

4 Utopia Sprawl

Sorceries

3 Pillage

Planeswalkers

2 Chandra, Torch of Defiance

Lands

4 Windswept Heath
4 Wooded Foothills
4 Stomping Ground
6 Forest
2 Mountain

Sideboard

4 Relic of Progenitus
3 Choke
2 Cindervines
2 Anger of the Gods
2 Obstinate Baloth
2 Weather the Storm

Thing is, regardless of iteration, it's never really been good. More of a joke really.

In ages past, it was the red deck with bad and uncastable spells. During the Mirrodin Block Constructed season, I remember some author (I have looked EVERYWHERE for that article!) saying that the only time Ponza gets turn one Slith Firewalker and turns two and three Molten Rain are the games it will lose anyway. That was literally the perfect hand for that deck. I've hit various versions of this deck over the years and always won easily and/or watched it fail. Usually against supposedly favorable matchups with perfect curves.

And then, over the past few months, something changed. Ponza has been doing well, even making it high into the standings. Typically it was only happening when the decks it preyed on, Bant Snow mainly, were doing well, but during the companion era it still hung on. And now it's actively doing well. To the point that I dread the matchup playing Humans, which has never happened before. Something is different, and it can't just be that Ponza's cheap online. It's comparatively cheap, but not the cheapest of the top tier decks.

Theros to the Rescue

The first change was Klothys, God of Destiny. In my preview article, I posited that Klothys would find a niche as an anti-control card in Jund. That didn't happen, and even when I reexamined my predictions, I glossed over her new role in what would become the current Ponza decks. Frankly, that Ponza could actually be good is not a thought I entertain regularly. It would seem I was wrong.

Klothys has become critical to the deck in a way I didn't appreciate. Yes, it is an inexorable clock against control, particularly Bant Snow decks. Those decks fill up their graveyards compulsively, and Klothy's just drains them down. And nerfs, if not defeats, their main win condition in Uro. However, Klothys is also part of the acceleration plan against everything else. Ponza is just a pile of beef and a Moon effect. To beat "better" decks requires dumping all that beef fast. Ponza generates lots of mana thanks to Utopia Sprawl and Arbor Elf, but that's not always enough. And once their job's done, Elf and Sprawl are kinda bad. Klothys is not bad once acceleration is unnecessary, making the rest of the shell more cohesive.

The Moon Rises

However, Ponza would still be Ponza were it not for Blood Moon effects being supremely well positioned. I hypothesize, and am doing testing to support, that Blood Moon is what's actually defining Modern right now. As I mentioned above, Ponza is doing well right now because it is the best Blood Moon deck. Not being burdened by Moon is a big part of that, but not the real story.

Ponza is an accelerated Moon deck. I realize that accelerating out Moon isn't a new idea, probably dating back to the original printing, and forms the basis of a successful Legacy deck. However, before now, a lot of that was on the back of ritual effects or Ancient Tomb[/mtg_card. The former is unreliable and the latter isn't legal. A deck which could reliably, efficiently, and economically hit turn two Moon is new and powerful. And this is the key to Ponza being successful. Modern has always been vulnerable to [mtg_card]Blood Moon. However, it wasn't early enough to really lock out most decks. Now it can, and Modern as a whole is still operating like it isn't a thing.

Consider the Rivals

I've been on the receiving end of this change more than I care to admit. Humans is extremely weak to Blood Moon thanks to its five-color manabase. Aether Vial is only helpful when given time, and Noble Hierarch gets Bolted a lot. Previously, this wasn't much of a problem because Moon was unlikely to hit early enough to prevent Humans from getting a board started with its nonbasic lands. Now I'm finding myself actually getting locked out more and a matchup that is, on paper, favorable is in practice very hard. Humans is generally too fast for low-removal decks to stop and has Reflector Mage and Mantis Rider, letting it zoom past land disruption. Now, it's locking in too fast.

However, I think Eldrazi Tron's matchup against Ponza is the most instructive. Moon was never that effective against normal Tron because its spells are truly colorless. The Eldrazi, on the other hand, need colorless mana. Thus, it should be a pushover for a Moon deck. However, that's not exactly the case.

Eldrazi Tron, Bullz0eye (1st Place, Modern Challenge 7/5)

Creatures

4 Matter Reshaper
4 Thought-Knot Seer
4 Reality Smasher
1 Endbringer
3 Walking Ballista

Artifacts

4 Chalice of the Void
4 Expedition Map
3 Mazemind Tome
1 Mind Stone

Instants

2 Dismember

Planeswalkers

4 Karn, the Great Creator
2 Ugin, the Ineffable

Lands

4 Urza's Mine
4 Urza's Power Plant
4 Urza's Tower
4 Eldrazi Temple
2 Cavern of Souls
2 Ghost Quarter
1 Blast Zone
1 Scavenging Grounds
2 Waste

Sideboard

2 Relic of Progenitus
2 Spatial Contortion
1 Walking Ballista
1 Grafdigger's Cage
1 Mystic Forge
1 Sorcerous Spyglass
1 Sundering Titan
1 Wurmcoil Engine
1 Ensnaring Bridge
1 Liquidmetal Coating
1 Ratchet Bomb
1 Skysovereign, Consul Flagship
1 Tormod's Crypt

E-Tron looks very vulnerable to Ponza, especially with many lists cutting Mind Stone. And it is, though it's not as bad as it looks. Expedition Map for Wastes breaks the lock. Walking Ballista deals with the Magus of the Moon. And Karn, the Great Creator's toolbox fixes everything. The key is that these all take time, and previous Ponza decks tended to have relatively anemic clocks.

No longer. Klothys into Glorybringer is a phenomenal curve and clock in this matchup. Seasoned Pyromancer goes wide and finds more beef. Bloodbraid Elf can swing games from nowhere. This was all possible before, but older versions had more land destruction, which often meant dead draws, and had higher curves. The new wave of Ponza has learned from the deck's unfortunate past, prioritizing faster clocks and more widespread disruption. This actually constricts the opponent's time to recover rather than leaving everyone spinning their wheels destroying and playing lands. Ponza has closed the gap in its attack and is finally a scary deck.

Blood on the Snow

Which at last brings us to Snow. On paper, snow decks of all stripes shouldn't be vulnerable to Moon. They're playing color fixing Arcum's Astrolabe and have a lot of basics. Moon's only real purpose is shutting off Mystic Sanctuary. Which isn't nothing, but could be done just as easily with Relic of Progenitus. However, that is over simplified. Consider this representative deck:

Bant Snow, Zyuryo (5th Place, Modern Challenge 7/5)

Creatures

4 Ice-Fang Coatl
2 Snapcaster Mage
3 Uro, Titan of Nature's Wrath

Artifacts

4 Arcum's Astrolabe

Instants

4 Path to Exile
1 Spell Snare
2 Mana Leak
1 Dovin's Veto
3 Force of Negation
2 Archmage's Charm
2 Cryptic Command

Sorceries

2 Supreme Verdict
1 Timely Reinforcements

Planeswalkers

2 Teferi, Time Raveler
2 Jace, the Mind Sculptor
1 Teferi, Hero of Dominaria

Lands

4 Misty Rainforest
4 Flooded Strand
4 Field of Ruin
1 Breeding Pool
1 Hallowed Fountain
1 Temple Garden
1 Mystic Sanctuary
5 Snow-Covered Island
2 Snow-Covered Plains
1 Snow-Covered Forest

Sideboard

2 Veil of Summer
2 Celestial Purge
2 Surgical Extraction
2 Ashiok, Dream Render
2 Aether Gust
1 Timely Reinforcements
1 Containment Priest
1 Monastery Mentor
1 Disdainful Stroke
1 Mystical Dispute

This deck has eight basic lands, the vast majority being Islands. It uses this manabase to cast double-white Supreme Verdict, triple-blue spells, and double-green Uro. The key is that snow decks have lots of fetchlands to make it happen, and Field of Ruin to make the opponent's mana worse while fixing their own. The snow manabase is strong, but brittle. It's surprisingly effective and flexible, but hit those search effects and the whole thing starts to fall apart.

This is where Ponza shines. That fast Moon will shut off the fetchlands before Bant can find the basics or Astrolabe. This isn't fatal, as Bant will likely draw basics, but not necessarily the right ones. And Ponza can exacerbate that with Pillage. All while having a lot of mana to advance its clock. And what a clock! As mentioned, Klothys is a house, and as long as devotion stays low the only way Bant can avoid being drained out is to bounce, then counter, the God. However, the other creatures net value too, which lets Ponza keep up with Bant's 2-for-1's, particularly Ice-Fang Coatl.

The real benefit, however, is how those threats line up against Bant. The main plan is Ice-Fang, which stacks up poorly against Lightning Bolt or Stomp. Force of Negation and Dovin's Veto are pretty poor. Sideboard Choke is even worse for snow than Moon, particularly when Force and Veto are getting cut. Ponza has found Snow's weak points, and by sheer luck, they're the exact points that Ponza targets anyway.

The New Sheriff

I've been down this road before. Three years ago, Jund mysteriously disappeared from the metagame standings. I posited that a metagame shift that wasn't reflected in the data was a fault. The data over that summer backed me up. We'll see how things go this time.

June ’20 Brew Report, Pt. 2: Cheater’s Paradise

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Earlier this month, we saw the early effects of the companion nerf, especially as they affected Yorion decks. Players have since transitioned away from companions for the most part, with some exceptions, as we'll get to. Today, we'll look at ten more spicy strategies to emerge from Modern's rebuilding.

Deck-to-Table

Grassroots as brewing can be, it’s always been but a matter of time until grown-local die-hards tried their hand at the process. Hence the following couple decks, which skirt over the sort of mass-production arguably responsible for this year’s pandemic and dump their fresh meat all over the playmat.

RG Company, ANAMIKA (5-0)

Creatures

3 Ahn-Crop Crasher
3 Birds of Paradise
1 Bonecrusher Giant
1 Gallia of the Endless Dance
3 Goblin Chieftain
4 Goblin Rabblemaster
3 Hexdrinker
4 Legion Warboss
4 Noble Hierarch
3 Scavenging Ooze
1 Seasoned Pyromancer

Instants

1 Abrade
4 Collected Company
3 Lightning Bolt

Lands

1 Bloodstained Mire
1 Breeding Pool
3 Forest
2 Kessig Wolf Run
1 Mountain
1 Sacred Foundry
3 Stomping Ground
2 Verdant Catacombs
4 Windswept Heath
4 Wooded Foothills

Sideboard

2 Blood Moon
2 Damping Sphere
1 Engineered Explosives
1 Izzet Staticaster
2 Magus of the Moon
2 Mana Leak
3 Path to Exile
2 Rest in Peace

RG Company is a fresh take on Collected Company, moving away from combo in favor of an all-out assault fueled by Legion Warboss and Goblin Rabblemaster. Ahn-Crop Crasher joins the Rabblers in the red zone, exerting to prevent opponents from simply trading with such fragile beaters. In a metagame light on creatures, opponents are unlikely to have many blockers held back, and just the one looks pretty silly when Ahn-Crop comes off a lucky company to shut it down for the turn. That one big-damage hit may be all RG Company needs to put the game away beyond hope.

Eldritch Winota, SORA1248 (32nd, Challenge #12165548)

Creatures

4 Winota, Joiner of Forces
4 Angrath's Marauders
3 Arbor Elf
4 Birds of Paradise
1 Eternal Witness
1 Magus of the Moon
4 Seasoned Pyromancer
4 Strangleroot Geist
3 Voice of Resurgence

Artifacts

2 Smuggler's Copter

Instants

3 Lightning Bolt

Sorceries

4 Eldritch Evolution

Lands

1 Cavern of Souls
4 Copperline Gorge
1 Razorverge Thicket
2 Snow-Covered Forest
1 Snow-Covered Mountain
3 Stomping Ground
3 Temple Garden
4 Windswept Heath
4 Wooded Foothills

Sideboard

1 Lightning Bolt
2 Avalanche Riders
1 Choke
1 Gaddock Teeg
1 Huntmaster of the Fells
2 Knight of Autumn
1 Linvala, Keeper of Silence
3 Rest in Peace
3 Timely Reinforcements

Eldritch Winota takes advantage of Winota, Joiner of Forces, an overlooked mythic rare from Ikoria. Winota has already proven itself in other formats, and has found surprising symbiotes in Modern’s Seasoned Pyromancer and Birds of Paradise. The former loots through clunkier combo pieces to create 1/1 Elementals, which swing under Winota and cheat in more Pyromancers, Magus of the Moon, or even Angrath's Marauders, the deck’s primary payoff.

Magus can also be tutored by Eldritch Evolution, a card that likewise grabs Winota straight from the deck. If it’s tributing Strangelroot Geist, the undying Spirit gets to swing right away with haste and trigger Winota on the same turn! And Birds both ramps into Eldritch/Winota and attacks to trigger it.

This deck can create an insurmountable board quickly if Winota sticks, and being immune to Abrupt Decay and Lightning Bolt makes the creature relatively sturdy. But a timely counterspell on Eldritch or Winota itself can cripple the strategy, which otherwise is a sub-par beatdown deck. I expect it to either adopt some sustainable Plan B’s in the coming months or to fall by the wayside as Modern regains its composure after the shake-ups.

Power Trip

In case there was any doubt, 2020 brought home the fact that great power lies in cantripping. This month, two older cantrip decks hinted at potential comebacks.

Thing Ascension, ZEEKERY (21st, Challenge #12171462)

Creatures

4 Thing in the Ice

Enchantments

4 Pyromancer Ascension

Instants

2 Force of Negation
4 Lightning Bolt
4 Lightning Helix
4 Manamorphose
4 Opt
2 Path to Exile
2 Remand
4 Thought Scour

Sorceries

4 Serum Visions
4 Sleight of Hand

Sideboards

1 Lurrus of the Dream-Den
2 Sprite Dragon
2 Aether Gust
2 Anger of the Gods
1 Blessed Alliance
2 Mystical Dispute
2 Pillage
2 Surgical Extraction
1 Wear // Tear

Lands

1 Fiery Islet
3 Flooded Strand
1 Hallowed Fountain
1 Raugrin Triome
1 Sacred Foundry
4 Scalding Tarn
2 Snow-Covered Island
1 Snow-Covered Mountain
2 Spirebluff Canal
2 Steam Vents

Thing Ascension is a whopping four years old, and indeed, we haven't heard much from this deck in the interim. It's quite the pile, featuring the best Jeskai has to offer in cantrips and burn, backed up by the greatest available payoffs. Those are apparently the same as they were close to half a decade ago: Pyromancer Ascension and Thing in the Ice.

The enchantment skirts creature removal, but relies on the graveyard, while the creature bites the dust to Fatal Push but ignores Rest in Peace. As such, these two threats reward pilots for chaining together draw and burn in ways that compliment each other without tension when faced with enemy hate.

In a Push-heavy metagame light on sweepers, Young Pyromancer could maybe get the nod over Thing. But more compelling still is a creature that makes the sideboard this time around: Sprite Dragon. Sprite can lock in damage the turn it comes down thanks to Haste, giving the deck's critical turn more immediacy.

Lurrus of the Dream-Den is another interesting sideboard card; since the deck often plays reactively, reaching companion mana isn't particularly hard in many matchups, and re-buying a stripped-away Ascension or Thing can spell doom for opponents. Realistically, though, I doubt Lurrus makes an appearance in more games, and is mostly a free-roll since the deck has no use for high-costed permanents anyway.

Izzet Phoenix, CAMR0N_1 (5-0)

Creatures

4 Arclight Phoenix
4 Merchant of the Vale
4 Thing in the Ice
1 Bedlam Reveler

Instants

2 Izzet Charm
2 Lightning Axe
4 Lightning Bolt
4 Manamorphose
4 Opt
4 Thought Scour

Sorceries

2 Chart a Course
2 Finale of Promise
4 Serum Visions
1 Sleight of Hand

Lands

1 Fiery Islet
3 Island
2 Misty Rainforest
2 Mountain
4 Scalding Tarn
4 Spirebluff Canal
2 Steam Vents

Sideboard

2 Abrade
2 Aether Gust
2 Aria of Flame
2 Blood Moon
2 Force of Negation
1 Jace, the Mind Sculptor
3 Mystical Dispute
1 Surgical Extraction

I know you remember this one! Izzet Phoenix dominated the Modern conversation last year, only dying down once Faithless Looting met the banlist.

Replacing the star sorcery is Merchant of the Veil, a significant downgrade that loots less but nonetheless dumps Phoenix from the hand into the graveyard while counting towards its revival condition. Vale also provides card advantage in a pinch, something that comes in handy should opponents manage to Surgical Extraction an Arclight Phoenix.

Lurrus Losing Out

That's a steep drop from "U Laugh, U Lurrus," but here we are. The card is still quite powerful, acting as a Snapcaster Mage for permanents, but it's far from overpowered post-nerf. Players need to get creative to keep running Lurrus of the Dream-Den, and that's exactly what some are doing.

Crackbane, WAMBOCOMBO2020 (5-0)

Creatures

2 Chevill, Bane of Monsters
3 Kroxa, Titan of Death's Hunger

Planeswalkers

3 Wrenn and Six

Artifacts

4 Arcum's Astrolabe
4 Mishra's Bauble
1 Nihil Spellbomb

Enchantments

3 Seal of Fire

Instants

4 Fatal Push

Sorceries

4 Crack the Earth
4 Inquisition of Kozilek
4 Smallpox
1 Thoughtseize
2 Unearth

Lands

1 Barren Moor
2 Blood Crypt
4 Bloodstained Mire
1 Overgrown Tomb
2 Prismatic Vista
1 Snow-Covered Forest
1 Snow-Covered Mountain
1 Snow-Covered Swamp
1 Stomping Ground
4 Verdant Catacombs
3 Wooded Foothills

Sideboard

1 Lurrus of the Dream-Den
1 Nihil Spellbomb
2 Boil
1 Cindervines
3 Collective Brutality
2 Engineered Explosives
3 Pillage
1 Veil of Summer
1 Weather the Storm

Crackbane is a unique take on Pox that plays Lurrus as intended: from the sideboard. Chevill, Bane of Monsters rewards the sacrifice synergies, serving as a draw engine and damage outlet as opponents gradually lose their board. For its part, Crack the Earth bolsters the Smallpox plan by serving up one-mana land destruction alongside cantripping permanents like Arcum's Astrolabe.

With Wrenn and Six keeping the drops coming, sacrificing an actual land here and there isn’t the end of the world, either. Then there’s Kroxa, which loves being fed to Smallpox from the player’s hand, and Seal of Fire, which will do as a Crack offering in a pinch.

BW Return, ARISTOCRATS (5-0)

Creatures

4 Blood Artist
4 Carrion Feeder
4 Cruel Celebrant
4 Doomed Traveler
1 Hunted Witness
4 Priest of Forgotten Gods
4 Stitcher's Supplier
2 Thalia, Guardian of Thraben
4 Tidehollow Sculler
2 Tithe Taker
3 Viscera Seer

Sorceries

4 Return to the Ranks

Lands

1 Caves of Koilos
4 Concealed Courtyard
4 Godless Shrine
4 Marsh Flats
3 Plains
2 Silent Clearing
2 Swamp

Sideboard

1 Lurrus of the Dream-Den
1 Thalia, Guardian of Thraben
3 Burrenton Forge-Tender
1 Collective Brutality
2 Fatal Push
3 Judge's Familiar
4 Leonin Relic-Warder

BW Return throws its creatures around left and right, turbo-stocking the graveyard with Stitcher's Supplier, as it builds towards a huge Return to the Ranks. With sacrifice outlets like Viscera Seer, the deck can turn its Blood Artists into instant win conditions should opponents find themselves light on grave hate. Priest of Forgotten Gods turns up the synergy while adding disruptive and ramping elements should it live long enough to tap.

This deck, too, runs Lurrus in the sideboard. Once retrived, the card can get the ball rolling again with Stitcher's Supplier (two more triggers!) or just help play a fair game by recurring some token-generating bodies for more value.

Grixis Lurrus, ASPIRINGSPIKE (5-0)

Creatures

3 Lurrus of the Dream-Den
3 Snapcaster Mage
4 Sprite Dragon

Artifacts

4 Mishra's Bauble

Enchantments

1 Seal of Fire

Instants

3 Archmage's Charm
1 Cling to Dust
2 Drown in the Loch
4 Force of Negation
4 Lightning Bolt
2 Mana Leak
2 Spell Snare
4 Thought Scour

Sorceries

2 Unearth

Lands

1 Blood Crypt
3 Darkslick Shores
2 Island
4 Polluted Delta
4 Scalding Tarn
2 Spirebluff Canal
2 Steam Vents
3 Watery Grave

Sideboard

2 Seal of Fire
1 Unearth
3 Aether Gust
3 Collective Brutality
1 Fatal Push
2 Flusterstorm
1 Nihil Spellbomb
2 Tormod's Crypt

Unlike the last two decks, Grixis Lurrus is in fact totally built around Lurrus! Well, not totally, since there isn’t one in the sideboard; running Lurrus main prevents players from achieving its companion condition. Here, Lurrus can be cheated out with Unearth after getting flipped by Thought Scour, providing flashes of the mana-efficient tide-swinging Lurrus once gave Modern players. Once in play, it recurs Mishra's Bauble, Snapcaster Mage, or main win condition Sprite Dragon over and over. Post-board, players gain access to tools like Tormod's Crypt and Nihil Spellbomb, giving Lurrus a disruptive angle.

Control Freaks

Slow down, you're moving too fast! That's a criticism some may well have with the new Modern, and one a certain style of player was all but bound to take literally.

Kinnan Yourorza, MANACYMBAL (32nd, Challenge #12171462)

Creatures

4 Kinnan, Bonder Prodigy
4 Gilded Goose
4 Emry, Lurker of the Loch
4 Uro, Titan of Nature's Wrath
4 Urza, Lord High Artificer
3 Trinket Mage
1 Ox of Agonas
1 Walking Ballista

Planeswalkers

2 Ashiok, Dream Render
1 Jace, the Mind Sculptor
4 Karn, the Great Creator
4 Wrenn and Six

Artifacts

4 Arcum's Astrolabe
1 Engineered Explosives
4 Mishra's Bauble
4 Mox Amber
1 Pithing Needle
1 Shadowspear
1 Soul-Guide Lantern
4 Springleaf Drum

Enchantments

1 Song of Creation

Lands

1 Breeding Pool
1 Minamo, School at Water's Edge
4 Misty Rainforest
4 Prismatic Vista
4 Scalding Tarn
2 Snow-Covered Forest
4 Snow-Covered Island
1 Snow-Covered Mountain
1 Steam Vents
1 Stomping Ground

Sideboard

1 Yorion, Sky Nomad
1 Walking Ballista
1 Engineered Explosives
1 Damping Sphere
1 Ensnaring Bridge
3 Galvanic Blast
1 Liquimetal Coating
1 Skysovereign, Consul Flagship
1 Sorcerous Spyglass
1 Tormod's Crypt
3 Veil of Summer

Perhaps the wildest deck we'll cover today is Kinnan Yourorza, an unholy fusion of plans and packages not terribly unlike the Yorion Snow decks we were seeing in companion's heyday. Except there's no snow package here; just Arcum's Astrolabe, one of Modern's best available cantrips, alongside Veil of Summer, another.

Among the included packages are:

  • Trinket Mage, a toolboxer that at worst slow-trips with Mishra's Bauble
  • Wrenn and Six, to ensure all land drops are made
  • Karn, the Great Creator, a late-game mana-sink, Swiss Army knife, and tide-turner
  • Springleaf Drum, which combines with Gilded Goose, Kinnan, Bonder Prodigy, and Emry, Lurker of the Loch to dump out hands and ramp into haymakers Affinity-style

The Kinnan-Springleaf interaction is particularly exciting: tapping Kinnan to Springleaf provides two mana, fully paying for the creature while locking in a colored Sol Ring for future turns. Add in Gilded Goose and Mox Amber (the latter of which is turned on by Kinnan as well) and the ramp potential becomes even more eyebrow-raising, rendering plans like Karn, Urza, and Uro eminently affordable.

Miracles, MUSSIE99 (5-0)

Planeswalkers

3 Jace, the Mind Sculptor
2 Teferi, Time Raveler

Enchantments

4 Counterbalance
3 Omen of the Sea

Instants

3 Archmage's Charm
3 Cryptic Command
3 Force of Negation
2 Logic Knot
4 Opt
4 Path to Exile
1 Spell Snare

Sorceries

1 Entreat the Angels
1 Serum Visions
3 Terminus

Lands

4 Flooded Strand
3 Hallowed Fountain
6 Island
1 Misty Rainforest
3 Mystic Sanctuary
1 Plains
4 Polluted Delta
1 Prairie Stream

Sideboard

2 Aether Gust
2 Ashiok, Dream Render
2 Celestial Purge
2 Ceremonious Rejection
2 Flusterstorm
2 Monastery Mentor
1 Teferi, Hero of Dominaria
2 Timely Reinforcements

In the midst of companion panic, one might’ve thought it would take a miracle to restore Modern to its former playability. Well, how about a couple? In Miracles, Omen of the Sea does enough of a Sensei's Divining Top impersonation to justify Counterbalance, hitting nostalgia notes even for Legacy aficionados that grieve their trinket. Mystic Sanctuary helps, too, letting players “fetch” a one-drop (or other CMC card) to the top in response to an enemy spell. Whether or not this shell holds, I’d keep an eye on Counterbalance this year.

Pitch Blue, TUBBYBATMAN (3-2, Preliminary #12173961)

Creatures

3 Notion Thief
4 Thing in the Ice
2 Vendilion Clique

Planeswalkers

4 Narset, Parter of Veils

Artifacts

4 Mistvein Borderpost

Instants

2 Commandeer
4 Disrupting Shoal
1 Drown in the Loch
1 Engulf the Shore
2 Force of Negation
2 Remand
2 Snapback
3 Spell Pierce
2 Spell Snare
1 Vapor Snag

Sorceries

4 Day's Undoing
1 Commit // Memory

Lands

2 Geier Reach Sanitarium
1 Mikokoro, Center of the Sea
4 Polluted Delta
9 Snow-Covered Island
2 Watery Grave

Sideboard

2 Commandeer
2 Ashiok, Dream Render
2 Blast Zone
2 Dead of Winter
2 Field of Ruin
2 Tyrant's Scorn
3 Unmoored Ego

There was a time when building an entire Modern deck around Notion Thief was nuts. But Narset, Parter of Veils gave the card some redundancy, and combined with the format-breaking Day's Undoing, a new deck was born in Pitch Blue. Of course, the original versions from last year stayed in one color; my testing with those shells left me craving both a more realized Plan B and more consist outlets to realize the full power of Day's Undoing, as the deck’s main draw engine floundered without Narset in play. So when I tried rebuilding it, I dipped into white and green for the snow package and Teferi, whose instant-speed plus effect gave Undoing added utility.

Here, Pitch Blue splashes black instead, which allows Notion Thief to enter the arena and double up on ways to turn casting Undoing into a patently broken move. Black also affords the deck Unmoored Ego to hose other single-card-focused combo decks.

No Cheating!

Okay, so players are still cheating creatures into play, cheating on draw spell restrictions, and cheating on symmetrical effects. But isn't cheating what Magic is about? I guess not when it came to companions, which even Wizards agreed were a little busted! Modern does feel less "cheaty" with the rule change in place, and it'll be interesting to see where the format lands once players have had a few more months of tuning their "good-cheating" decks into streamlined machines. I'll see you then!

Trending Away: Modern’s Metagame Muddle

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It's the end of June. Normally that wouldn't feel weird to say, but this is a rather unusual year. Where has it gone, and simultaneously why does it feel like it never goes at all? Without paper events as a guide and work disrupted, time is losing meaning to me. Fortunately, I keep being reminded of time as a side effect of tracking metagame changes and data. And therefore it's time to take a look at the overall metagame and try to see where it's heading.

I want to make it clear that I'm not doing a classic-style metagame update. The first reason is that those used a weighting system to reflect the differences between paper and online Magic, which is not applicable right now. Thus, I don't have to do the calculations. The second, and more primary reason, is data points. I only have 295 total decks in my sample, and while that seems like a lot, a good sample for this scale of inquiry should have at least 500 entries, and ideally at least 1000. So when I actually tried to do the stats work, I got a tier list that made no sense. I'm contemplating how to work around this problem for the future, but in the meantime, we still have plenty of juicy data to dive into!

Week of 6/21

I'll begin where I left off last week. I started tracking the weekly results to determine the impact that companions were having on Modern. It ended on a pretty grim note. I kept going to see if the nerf worked. It had, and since it's clear that companions are now just Magic cards, I'm done sorting them out of results. Nothing worth seeing anymore. A consequence of all that inquiry was that I watched how the metagame changed week to week, and observed that since the nerf, Modern had gotten very volatile. The additional week of data confirms that observation.

Deck NameTotal #
Other13
Eldrazi Tron8
Burn6
Ponza5
Bant Snow4
Humans4
Sultai Snow4
Toolbox3
Amulet Titan3
Storm3
Mono-Green Tron3
Izzet Tempo2
Whirza2
Kinnan Combo2
Infect2
Winota2
Grixis Death's Shadow2
Temur Rec2
Dredge2
Prowess2

The first thing I have to address is the numbers. This week, only one Challenge was reported, and the five Preliminaries were pretty small, so I only have 74 results. I suspect that release events for Core 2021 are at fault.

The second thing is the volatility. Ponza fell to third, Burn rose to second, and all the snow decks lost percentage. Amulet Titan reappeared while Whirza collapsed. Other, made up of all the singleton decks, remains the most populous category by a good margin. What this suggests is that there's no clear best deck in this metagame. Players are seeing success with wide ranges of decks each week. The question will be how sustainable this volatility is.

As a case in point, this week saw two decks built around Kinnan, Bonder Prodigy. I was tempted to lump them in with the Toolbox decks, but these decks weren't built around their tutors. In fact, I think each only had Eldritch Evolution. The same is true for the two Winota, Joiner of Forces decks. This isn't the first time Winota has been in the data, but previous decks had more tutors, and so were classified as Toolbox. These new versions are Zoo decks with a card that's arguably busted, which means they're a different archetype.

June's Aggregate Metagame

If the week-by-week results are unclear, then what about the overall metagame? There's a very clear answer, but it's not what I expected. For this section I combined the results from all the weekly metagame updates. After I calculated the metagame percentages, I lumped all the 2-of decks into Other with the singletons because they were less than 1% of the metagame.

Deck NameTotal #Metagame %
Other5518.7
Bant Snow289.5
Eldrazi Tron289.5
Ponza279.2
Burn227.5
Humans165.4
Storm134.4
Toolbox134.4
Dredge124.1
Amulet Titan124.1
Sultai Snow113.7
Whirza103.4
Temur Urza82.7
Prowess72.4
Temur Snow51.7
Mono-Green Tron51.7
Infect41.4
Neobrand31
Sultai Reclamation31
Izzet Tempo31
Unearth 31
Ad Nauseam31
Niv 2 Light31

Other is the most popular category by far. To be clear, there were 20 decks with two results, so even if I hadn't put them in Other, it would still be the largest category. This strongly indicates that there is great diversity in the metagame and that brewers are finding success with offbeat decks. That fact normally indicates overall metagame health.

As for the individual decks, there are some stark divisions in the data. Four decks posted 22+ results in June, and then there's a sheer drop off to Humans with 16. If you were to twist my arm for a tier list, I would put Bant Snow, Eldrazi Tron, Ponza, and Burn in Tier 1. Humans would be Tier 1.5 in my book, with all the decks with 10-13 results constituting Tier 2. I'm saying this rather than giving a mathematical answer because my calculation put Tier 1 at only the top 3 decks and Tier 2 was Burn, Humans, Storm, and Toolbox. I haven't had time to figure out if this is a function of the methodology being inappropriate or if I messed up somewhere.

In either case, the metagame has definitely slowed down without companions. June's metagame was similar to, though not exactly the same as, the pre-companion metagame. Slower decks had the advantage while aggro and combo were looking for a way into the metagame. What that means for July is unclear.

Where's it Going?

I know this heading title sounds like a rhetorical question, but I'm being genuine. As I was putting this all together, it became clear that Modern is now in wild flux. The power rankings don't accurately reflect the reality of the metagame. This makes perfect sense, as they're an aggregation meant to show the overall trend rather than reflect dynamic reality. Looking at the specifics of the data raises a lot of questions about those aggregate results. Take this graph showing the top five decks from the power rankings by weekly metagame percentage.

As shown, every deck's been up and down. None more than Bant Snow, which simply collapsed after week 1. Were it not for that exceptional first week, it would not be tied for first place. In fact, that week 1 result is so out of line with what Bant Snow managed in subsequent weeks that I'm inclined to think of it as an outlier. That ~15% was likely not a function of Bant Snow's positioning or metagame but rather population based. The fact that Snow as a whole declined in week 3 along with supposed predator Ponza supports this theory.

It's equally possible that the small sample size of week 3 impacted the results. However, that wouldn't change the overall picture of a very volatile metagame. As previously noted, players are seeing success with many different decks. The Other category is filled with decks that put up results once, then disappeared again. New decks have decent individual weeks, disappear, then reappear. And the top deck changes wildly between weeks. This tells me that there really isn't a metagame yet. Players are still trying to figure out what's good now, and that answer remains elusive.

What it Means

Right now is the time for brewing. If you've got the cards online, I'd recommend trying out that whacky idea you've been sitting on for awhile. It can't be weirder than the decks that have actually made the data. They've run the gauntlet from Toolbox decks that I can't find their combo kills to strange configurations of Mill to a straight port of Pioneer Inverter of Truth combo. Seriously, the only difference I remember is fetchlands. The best part is that everyone else is experimenting and looking for the new best decks, so even if your idea is half-baked, it's no less wonky than everything else.

Looking Ahead

However, nothing lasts forever. This Wild West will have to come to an end eventually. I don't know how it will end, but I am certain that Eldrazi Tron will hold a niche in that new world. Eldrazi have always been a significant part of the online metagame, even though they're inconsistent at best in paper. Furthermore, it looks like Chalice of the Void is a decent card again. The Eldrazi have lost a lot of their bite over the years, but Eldrazi Tron is always the best Chalice deck. When Chalice is good, so is E-Tron. I don't know if that's actually the case given the overall volatility, but players clearly think it's true. We'll have to keep watch.

The second observation is that targeted discard is at an all-time low in Modern. Jund and Grixis Death's Shadow are nowhere to be found. Sultai Snow doesn't always run Inquisition of Kozilek or Thoughseize maindeck, and is a small part of the metagame anyway. I suspect Snow decks being mainly 2-for-1's is a significant factor, as is Inquisition being bad against Eldrazi. Plus, Veil of Summer, anyone? Now is the time to break out decks that are weak to discard.

The third thing is that Big Mana is retreating. Eldrazi Tron doesn't count as it can't get big mana consistently. It's a beatdown deck with acceleration. Amulet Titan has fallen from the top of the metagame, and is now where I think it has always actually been. However, I've never considered normal Tron to be overrated or badly positioned. And yet it's just gone. Snow decks have upped their counters and run Field of Ruin, but they're a very small part of the metagame, so I'm mystified by Tron's fall.

Where I'm Heading

These trends are pushing me to actually put some money into MTGO and get a new deck. I already had Humans from years of playing MTGO drafts when the lockdown happened and paper Magic stopped. Not wanting to put money into digital cards, I've just been playing Humans. And it hasn't gone well recently. I was very surprised to see Humans as the fifth-place deck in the standings because I've had terrible results recently.

Part of that has been on me. I play sloppier online than in paper. I'm not sure why, though the anonymity plays a part. In paper, if I mess up, I'll hear about it for weeks. Online, nobody knows you, so it's easy to just move on. I'm also doing nothing else when playing paper, and so focus more. I got a lot of other stuff distracting me on my computer. I've also had a run of terrible luck. Lots and lots of flood-outs and runs of terrible-but-fringe matchup after terrible-but-fringe matchup. Culminating in a League where I hit five Soul Sisters decks, flooded to death in each, and they hit multiple Path to Exile every game.

More importantly, but less cathartically, Humans has felt poorly positioned to me. A lot of the appeal of the deck is its fast clock and disruption. This makes it very strong against combo and control decks with limited sweepers. Which is exactly the metagame that we had until recently. Meddling Mage is very good against Amulet Titan. However, Humans is not and has never been very good against waves of spot removal, and that's what's seeing more play. Sultai Snow is very Jund-like, and the various Izzet decks that are creeping in have full sets of Lightning Bolt and Lava Dart. However, this meta is looking favorable for an old friend.

Updating Spirits

I quit playing Spirits when Big Mana and discard decks took off in the last third of last year. Spirits' clock was too slow to contend with Amulet Titan, even with Damping Sphere, and discard is a nightmare for a deck that wants to hold cards in hand until the time is right. Humans dodges both problems and so was the better deck. Now that everything's shifting, I'm looking back at my old standby.

UW Spirits, Test Deck

Creatures

4 Mausoleum Wanderer
2 Spectral Sailor
4 Selfless Spirit
4 Rattlechains
4 Supreme Phantom
2 Brazen Borrower
4 Spell Queller
4 Drogskol Captain

Planeswalkers

3 Teferi, Time Raveler

Instants

4 Path to Exile

Artifacts

4 Aether Vial

Lands

4 Flooded Strand
4 Hallowed Fountain
2 Cavern of Souls
2 Moorland Haunt
2 Mutavault
1 Seachrome Coast
3 Island
3 Plains

I'm on Moorland Haunt and Mutavault over Field of Ruin thanks to the aforementioned fall off in Tron. Haunt is an exceptional tool in grindy matchups, and key to forcing my way through Ice-Fang Coatl. It's even better since I'm not running Rest in Peace at the moment. Without Jund or Dredge, the need for long term persistent graveyard hate is down. Grafdigger's Cage is far more useful in more matchups. I'm still testing, but Spirits loves a meta full of durdle, and Spell Queller targets.

Take Advantage

The June meta clearly shows that Modern is in flux. This cannot last, but since Wizards attention is focused solely on Arena (and I'm not sure it's working out) Modern will have more breathing room than normal. Without the spotlight, there's time to experiment. We'll see how this affects July's metagame in a month.

Performance Review: Companion Errata Checkup

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Alright, no more distractions. It's time to find out if the companion rules change actually worked. When the change came down, I hypothesized that there would be a general drop-off in playability, but companions would remain a factor in Modern. Lurrus of the Dream-Den would take the biggest hit, while Obosh, the Preypiercer would be unaffected. Now it's time to see if I was clairvoyant.

Companions will go down as a great "what if?" in Magic. They became legal, rose, and then fell at a point when only online play was possible. The online metagame has always been a bit weird and distorted compared to paper, and thus it's natural to wonder if the complete takeover seen online would have played out in paper. Online has always been more fluid and prone to follow-the-trend groupthink thanks to a lower barrier to entry and deck switching, so it's possible that more players would have resisted companions rather than join them under normal circumstances. I suspect little would have changed, since companion's opportunity cost proved too low. But it could have!

Methodology

The purpose of this inquiry is to find out if companions were provably nerfed. To investigate, I'm taking all the posted results from non-League events, tabulating the overall data (because we might as well look at where the metagame is heading, too), and then separating out the companions. I had intended to then do some statistics on the data, but as you'll see, that isn't necessary. The answer proved to be far more obvious than I expected. I also kept track of which decks were still playing companions.

The data is from the two full weeks since the announcement. This is partially so there was enough time for players to experiment and test their decks; taking a sample right after implementing the change would reflect the confusion, chaos, and conversion of the transition, yielding muddied data. That is, muddied unless tracking the evolution from the old to the new version of a deck is the point. I wanted to see where players' heads were once they'd had time to adapt. I've lumped all the singleton decks together as Other.

The other reason is that I'm not sure when the rules change actually hit MTGO. When the announcement went up, I remember it saying that the rules change would be implemented June 4 for MTGO. Later, it was changed to June 3. However, in one matchup I played on June 4, my opponent was still able to play their companion as before, though that didn't happen June 5. Technology is wonderful, isn't it? Regardless of anything else, I'm going to sample after the point I'm sure the rules were successfully updated online.

Week of 6/7

As a reminder, right before the change went in, Prowess was on top of the metagame by a wide margin. GBx and Eldrazi Tron were second and third respectively. Lurrus was the most played companion by far, and was present in roughly 50% of all decks. Yorion, the Sky Nomad was in second, representing 13.6%. Attendance had also declined over the course of companion's domination. It is even lower now, with only 108 decks in my sample. However, that fact doesn't necessarily mean anything. My source only recorded three Preliminaries each week, and two premier events week 2.

Deck NameTotal #
Other18
Bant Snow16
Eldrazi Tron11
Burn9
Ponza8
Toolbox8
Amulet Titan8
Humans7
Storm5
Dredge4
Temur Urza3
Prowess3
Neobrand2
Sultai Reclamation2
4-C Snow2
Temur Snow2

That is a very through shaking up of the metagame. Prowess has utterly collapsed, while Bant Snow decks have surged. In many ways, they've switched places in the standings. Eldrazi has held its numbers, which in this sample let it move up a place to second. Toolbox is in the same boat. BGx has simply disappeared; I didn't record a single placement for this week. There's no definite reason for this drop-off, but I do have a theory.

There's an impulse to claim that the metagame just reverted to its pre-companion configuration. This isn't true. This metagame data now looks like what players thought the metagame was like before Ikoria, not what it was actually like. The narrative centered on Bant Snow, Urza decks, and Amulet Titan being the best decks in Modern. In reality, RG Ponza was on top of MTGO, and by a wide margin. Ponza had the right disruption and clock to knock all those durdly decks around, and was rewarded accordingly.

My guess as to this deviation is that players went back to lists they knew or believed were good in wake of the change. The various varieties of snow decks were easier to tweak, and powerful choices on their own. Thus, they were the default choice. Everyone else was behind the snow players in terms of the learning curve and didn't correctly anticipate the metagame.

The Companions

As for the real crux of this investigation, I think the companion data speaks for itself.

NameTotal #Total Metagame %
Lurrus65.55
Yorion54.63
Jegantha21.85

They're just gone! Fallen from ~76% to ~12% of the overall metagame. Lurrus remains the most popular, but only by one deck. Where once I saw six or more companions per week, now there are three, who also happened to be the most prevalent three from before. One set of data isn't definitive, but it very strongly suggests that the nerf was successful, and that companions are something to be earned rather than the default.

Week of 6/14

One data set is insufficient to draw meaningful conclusions. So now it's time for last week's data. This sample, despite being one event lighter than the previous week, was up to 113 decks. I can't see this as anything other than an uptick in participation. This further suggests that the companions were affecting event attendance negatively. In turn, this interpretation would corroborate all the Twitter chatter indicated about players getting burnt out. Hopefully, this population uptick continues.

Deck NameTotal #
Other19
Ponza14
Eldrazi Tron9
Bant Snow8
Sultai Snow7
Burn7
Whirza7
Dredge6
Storm5
Humans5
Temur Urza4
Temur Snow3
Unearth3
Infect2
Mono-G Tron2
Prowess2
WG Eldrazi2
Ad Nauseam2
Niv 2 Light2
Bogles2
Toolbox2

To further drive home the point, this week looks nothing like the last. Bant Snow took a beating, while Ponza surged to the top. I suspect these changes are linked, since again, Ponza appears to prey on Snow decks. Sultai Snow has come out of nowhere on the back of recommendations from high level players. Eldrazi Tron is just slogging along, though that shouldn't be surprising. It's been putting in strong online showings for a long time, though that rarely translates into paper.

Prowess continues to languish at the bottom of the heap, but notably, Amulet Titan has also bottomed out. There was only one Amulet deck in the sample. I've always thought the deck was overrated, but still reasonable, so this disappearance is something of a mystery. This is especially true in light of it holding its ground during the companion era and being a solid deck beforehand. Given how strong Blood Moon is against the deck, it's tempting to lay the blame on Ponza's rise, but remember that Titan was solid when Ponza was really dominating over a month ago. There's another variable I'm not seeing here.

The Companions

On the subject of confirming results, let's move onto the companion data. And again, I think it speaks for itself.

NameTotal #Total Metagame %
Lurrus54.42
Yorion54.42
Obosh10.88

Companion participation on Modern has fallen again, both in numerical and percentage terms. Now down from 13 companions and ~12% down to 11 and 9.72%, it is evident that the companion era is well and truly over. Once mighty Lurrus is now tied with Yorion. Obosh is the lone other companion. I was skeptical that Jegantha would keep seeing play due to its cost, and it looks like I was right. That there's only one Obosh left is significant.

Taking Stock

I don't think there can be any doubt, and therefore no need for any statistical analysis: the companion rules change successfully nerfed the companions. It would be cliché and blithe to add "a little too well," but this is the outcome that was intended, and I think it's justified. The way that Wizards talked about companions indicated that they were meant to be a fun but rare treat for constructed, not the omnipresent force they became. Having plummeted in metagame saturation and continuing to fall, the data clearly shows that companions are now Just Another Thing in Magic.

As for the overall metagame, it is far too soon to tell. Again, it's obvious just by looking at the standings that the metagame is far out of equilibrium and is trying to sort itself out. The only clear trends so far are GBx and Prowess disappearing: I have exactly one Jund deck in either sample.

I'm not sure how to explain the fall of BGx. Some blame a poor Snow matchup, but Jund was a fine deck before Ikoria, and Snow was far more present there. If Snow is the explanation, it must be a self-fulfilling prophecy, in which players inordinately fear the matchup enough to just not play the deck. Another suggestion, which I have no way to verify but does make sense, is that a lot of online Jund players sold part of their deck to pay for the Lurrus package. They need time to reassemble their decks. I know players that do this, so it's plausible, but again cannot be verified.

Prowess disappearing is more intuitive. It's effectively been exploiting the metagame this year, and now the hole has closed. Early on, it took advantage of Amulet Titan's non-interactivity. As Titan fell off, so did Prowess. Prowess made the best use of Lurrus, and was rewarded with the top spot in that world. Now the party's over, and interaction is more common.

My Predictions

Since I mentioned my predictions at the start of the article, Checkov's Gun demands that I reexamine them.

Lurrus

I noted that Lurrus was the most impacted, and in terms of its decline, that is definitely true. Prowess, as predicted, had to abandon Lurrus. Of the five Prowess decks I saw, only one had the nightmare cat. The rest resembled older versions. GBx took a much bigger hit than I expected. While I can't directly attribute that to companions falling off, the only Jund list neglected to run Lurrus. With both the card itself and the decks that fully embraced it suffering greatly, I'm claiming success on this prediction.

Obosh

Oh boy, was I ever wrong here. I thought that Obosh Ponza would just keep on keeping on. Instead, only one deck kept the companion. I don't need to guess; I know why I was wrong. I thought the only card lost to Obosh was Chandra, Torch of Defiance, and that's not too burdensome. I forgot that Ponza ran Bloodbraid Elf before companions. Elf's a good card, yeah? And far better than a clunky companion these days.

Yorion

I'm not sure how to call this one. Which is appropriate, considering that I thought Yorion would be ambiguous. The same types of decks still run Yorion, but it's more infrequent. I think I got the effect on Yorion correct, but the decks are still up in the air.

Reaching Into the Kit

As a note, the only archetype that still heavily relies on companions is Toolbox. Of the 10 Toolbox decks I recorded, 7 ran companions (6 Lurrus, 1 Yorion). This makes some sense, as cutting the three-mana creatures still leaves lots of combos available. And with infinite mana, tutoring for Lurrus is no burden. Another interesting note is that three of 16 Burn decks still have an incidental Lurrus. No Mishra's Baubles anymore, just the Lurrus. Because they can, without trouble.

Where Next?

The companion nerf has worked exactly as prescribed. This has left the metagame to readjust. Which it will continue to do for some time thanks to another set incoming. I think that Core 2021's impact will be relatively muted, but there will still be churn added to the existing readjustment. We'll have to wait and see what emerges.

It’s A-Brewing: Stormwing Entity in Temur Delver

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M21 spoilers have wrapped up, and as David predicted, most of the Modern goodies were revealed early on. But there is one particular card that caught my eye from the outset, and that I've been working on implementing into Delver shells ever since.

Stormwing Entity, at best, is a flying Tarmogoyf that resists Fatal Push. (At worst, it just sits in your hand.) So can it work in Delver, or are its hoops too small? Today, we'll size up Entity against comparable beaters and take a look at potential implementation in Temur Delver.

What's in a Bird?

In "Tough as Nails: Combat, Removal, and Stats," we sorted Modern's combat creatures into four stages depending on which point in a game they were meant to be deployed. Stage 1 creatures were to be cast on turn one, their role being "to put opponents on the back foot, either slowing down their development as they deal with the threat or contributing to a blossoming board advantage that will end the game quickly." By contrast, Stage 2 creatures emerge on turns two-three, aiming "to establish a clock after opponents have been lightly disrupted, to clean up the mess once opponents deal with a Stage 1 creature, or to contribute to a game-winning board state."

Clearly, Stormwing Entity is Stage 2, joining the ranks of Death’s ShadowTarmogoyfYoung PyromancerMantis RiderVengevineHollow OneHooting MandrillsTasigur, the Golden FangGurmag Angler, and others. So how does Entity stack up against its competition?

Removal Immunity

Unlike Stage 1 creatures, which are happy to trade at parity with removal, Stage 2 threats ask too much investment to incentivize such an exchange. As such, all of Modern's played Stage 2 beaters have built-in ways to sidestep Modern's most centralizing removal spell, if not card: Lightning Bolt.

The toughest among them simply outsize it: Shadow, Goyf, Hollow One, and the Delve creatures all fall under this umbrella. Others provide a burst of value: Young Pyromancer leaves behind some tokens; Mantis Rider offers 3 damage for your trouble, and Vengevine crawls right back out of the grave.

Stormwing Entity combines a little bit of both. "Scry 2" is locked in, but is certainly among the weaker tacked-on effects among Stage 2 combat creatures; unlike producing tokens or dealing 3 damage, it's not even worth a card, as evinced by Serum Visions and Mystic Speculation. Entity compensates for this shortcoming by also being immune to Bolt... sometimes! Should players feel like keeping a land untapped, they can threaten to "counter" the instant by simply casting a cantrip, hurling opponents into a mind game: do they risk losing their Bolt for a shot at killing Entity before its controller draws more instants? Or hold out for a tap-down moment? And as for those, "free" spells like Gut Shot can buff Entity even without mana available.

Most Stage 2 creatures completely dodge Fatal Push, too, with only Tarmogoyf and Death's Shadow crumbling to the black instant. Those threats make up for this shortcoming by out-growing everything else on the list, something Entity too can achieve in the right circumstances.

Early- to Late-Game Relevance

Even ignoring removal, 3/3 is not great stats for a Stage 2 creature. And while Entity can play defense in a pinch, needing to throw spells around every enemy combat step to have more than a Wild Nacatl to work with isn't exactly reliable. Rather, Entity shines on offense, where it clocks better than most Stage 2 creatures.

Reaching 4 power is much more manageable on one's own turn, since prowess counts not just sorceries, but artifacts, enchantments, and planeswalkers. The mechanic also lends itself to combo-esque turns where Entity swings for crazy amounts of damage. When the spells aren't churning, Entity is perfectly reasonable as a hard-to-kill Delver-plus. But it doesn't take much to turn the Elemental into a flying Goyf or better should the land drops start coming, the cantrips start chaining, or opponents happen to be at low enough life that holding up interaction mana isn't necessary anymore.

Also contributing to Entity's offensive standing is its evergreen keyword. Currently, Monastery Swiftspear, Soul-Scar Mage, and Bedlam Reveler are the prowess creatures played in Modern, and none of them have flying. But flying makes a world of difference! Those creatures are all played despite the fact that a chump block throws into question the string of spells cast before combat, requiring players to dip into Crash Through to make prowess worthwhile. That's not a great plan simply because it's not very reliable, but indeed, prowess and evasion are superb together. In essence, Entity comes pre-packaged with a Crash Through for every turn, as few blockers fly, and those that do are easily shot down with burn or other removal. When was the last time you saw a Lingering Souls?

The Pay-to-Play

And now, mid-lockdown, I'm happy to recreate for you readers the feeling we all miss most: that of finishing a delectable dinner only to turn our attention to the bill. No meal is free, and like every Stage 2 creature, Stormwing Entity requires certain conditions be met if it's to provide its services.

For starters, there's ensuring Entity consistently comes out on the right side of the exchange when it faces off against Lightning Bolt, which is often—opponents have a big stake in getting this thing off the table. Its best friends on this front are instant-speed cantrips, the most obvious being Opt and Thought Scour. Opt is a very-slightly-worse Sleight of Hand, which is perfectly defensible to max out on in a Stormwing deck. Scour helps fill the graveyard, which Stormwing itself doesn't care about, but isn't hard to find uses for in Modern. And finally, there's Lightning Bolt, which isn't a cantrip but still does it all. Throwing Bolt at an opponent when they Bolt our Entity is like casting a one-mana Undermine, and zapping their creature instead is even better.

More critically, players need to cast an instant or sorcery on their turn to cast Stormwing for 1U. On its face, that would make the creature cost a functional three mana, since Modern's cheapest instants and sorceries cost 1. But there are some free options to consider (RIP Gitaxian Probe). Best of all is Manamorphose, which replaces itself while happily popping out Stormwing on turn two. I think any deck running 3+ Stormwing will want a full set of these. Phyrexian mana spells can also work, but they're much more conditional; burning Gut Shot with no creature target is less-than-ideal, for instance, although shooting a mana dork and following up with Stormwing is the dream for sure.

To be worthwhile, then, Entity needs a shell that wants to be casting cheap instants and sorceries on its turn anyway. In other words, Serum Visions. But which Serum Visions decks are in the market for a Stage 2 beater?

Enter the Delver

Why, Delver, of course! Okay, so the strategy isn't exactly starved for Stage 2 beaters—Temur has Tarmogoyf, and the Grixis strains we saw rear their heads when Lurrus was free and broken employed Sprite Dragon. Then there's the delve threats, Hooting Mandrills and Gurmag Angler. And finally, Snapcaster Mage, which isn't a combat creature but nonetheless occupies that slot on the deck's strategic curve for builds that want to slant more midrange.

Nonetheless, Stormwing Entity has three big perks I think will help it see some amount of play in Delver decks:

  • It doesn't rely on the graveyard (cf. Tarmogoyf, delve creatures)
  • It doesn't die to Fatal Push (cf. Tarmogoyf, Sprite Dragon, Delver of Secrets, Young Pyromancer)
  • It's blue

Rest in Peace has long been a nightmare for Temur decks, which lean more graveyard-heavy than most aggro strategies thanks to a reliance on Tarmogoyf. And Goyf itself saw its value plummet after the printing of Fatal Push, a card that also terrorizes many other threats employed by Delver decks, including their namesake.

Since Entity is the same color as Delver, though, players don't need to splash for it. That means Entity can slot into Temur, Grixis, Izzet, or frankly whatever Delver deck happens to want additional points vs. grave hate or Push. Such versatility all but ensures Stormwing will be a player in Delver decks, whether they're explicitly built around it or not (the line I'll draw is whether they feature Manamorphose), as it might in other blue tempo shells.

Here's where my testing has led me:

Temur Stormwing, Jordan Boisvert

Creatures

4 Delver of Secrets
4 Hooting Mandrills
3 Stormwing Entity
3 Tarmogoyf
1 Snapcaster Mage

Instants

4 Thought Scour
4 Opt
4 Manamorphose
4 Lightning Bolt
3 Stubborn Denial
2 Force of Negation
2 Mutagenic Growth
1 Vapor Snag

Sorceries

4 Serum Visions

Lands

3 Spirebluff Canal
4 Scalding Tarn
2 Snow-Covered Island
4 Misty Rainforest
2 Steam Vents
1 Stomping Ground
1 Breeding Pool

Sideboard

3 Surgical Extraction
2 Gut Shot
2 Veil of Summer
1 Grafdigger's Cage
1 Klothys, God of Destiny
1 Ancient Grudge
1 Mystical Dispute
1 Feed the Clan
1 Disdainful Stroke
1 Mana Leak
1 Flame Slash

Green 4 Life

I went with green over black as a third color for a few reasons. First, I think Mandrills is better than Angler or Tasigur in this type of deck. Second, Tarmogoyf is my favorite creature. Third, I have far more experience with Temur Delver than with Grixis. And fourth, I'll make any excuse to sleeve up Veil of Summer these days!

This deck actually started without Tarmogoyf, as I wanted to test Entity at 4 copies in that slot on the curve. Green was still splashed for Hooting Mandrills to make use of the cards milled by Thought Scour and some sideboard options. I was interested in seeing how the deck would fare with almost no valuable targets for enemy Fatal Pushes.

But there's something to be said for how no-questions-asked Tarmogoyf is, plopping down on turn two pretty much no matter what and starting to apply pressure. Besides, not all decks play Fatal Push! I started with one copy, moved up to two, and recently trimmed the fourth Entity for Goyf #3. I'd finally felt like enough reps had been achieved that I didn't need to keep Entity at 4 for the sole purpose of grinding numbers with it, and I think the deck runs smoother with fewer birds; otherwise, they can clog in the early game, unlike Tarmogoyf.

Other Choices

One thing I really like about Entity is how it triggers ferocious for Stubborn Denial, a feature that plays nice with Monkey Grow's other traditional threats. My earlier builds had more copies of Force of Negation, Modern's shiny new (-ish) Negate, but I found myself often wanting Denial instead, so the pendulum swung in its favor. Force is still pretty nice to have on-hand in certain matchups, and is flexible enough to earn slots in the mainboard rather than the side, but I do trim it a lot, even when Denial stays in. While the deck's early incarnations famously ran Disrupting Shoal, this deck is content to keep stack interaction mostly to noncreature spells. Between size and evasion, its threats do a great job of negating enemy board positions.

Being able to rely on scry 2 triggers from Entity, as well as the filtering offered by all those cantrips, makes the deck apt at running surgical bullets. In the main, I limited these to a Vapor Snag and a Snapcaster Mage, but the sideboard is full of one-ofs with varying degrees of relevance depending on the situation.

Speaking of the sideboard, Surgical Extraction and Gut Shot make appearances in uncharacteristically high numbers for their synergy with Stormwing Entity. Additional copies of Manamorphose would be excellent in this deck to help push out the bird, and in Games 2 and 3, Surgical and Gut can be cast at near-ideal times to similar effect; targeting a Life from the Loam in the graveyard, for instance, or a Noble Hierarch on the board.

The one Phyrexian spell that does make the mainboard is Mutagenic Growth. In a pinch, Growth can target an enemy creature (or our own Delver) to rush out Stormwing. But more often, the instant protects the Stormwing we tapped out for from Lightning Bolt. It does the same for a flipped Delver. In non-Bolt matchups, Bolt's not entirely dead, either; when growing a swinging Stormwing, it's Lava Spike, and can otherwise accelerate into Hooting Mandrills when we're trying to build a board against linear combo or help win combat against big creatures.

Eye of the Storm

Stormwing Entity probably won't radically redefine the Delver archetype, nor will it propel the strategy back into the spotlight it briefly enjoyed under Lurrus. But it does give Aberration aficionados yet another option to work with when building decks and considering metagames, which is more than I was expecting from M21. Did your pet decks get a boost?

Conspicuous Snoop: The Goblins’ Twin?

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Spoiler season is rolling on. However, my prediction at the end of last week's article has been holding: Core 2021 spoiled the obviously Modern-playable cards early. Sure, there have been plenty of interesting cards, but they're all role-players or interesting build-arounds rather than massive shake-ups. And that's rather welcome, considering how often Modern's been churned up over the past year. A set with low impact is actually becoming novel.

I was planning to spend this week focusing on how the metagame has developed. And then Conspicuous Snoop was spoiled. I have a bit of a history brewing with Goblins in Modern, so it immediately drew my attention. It turned out I was a little late to the party. Snoop has a lot of potential due to an interesting interaction, and has set the world slightly abrew. I was not immune and have been working on making Snoop work in Modern Goblins. Jim Davis actually beat me to publication this time, made worse by us both thinking in similar threads. However, our conclusions are very different. Where's he's hopeful, I'm far more skeptical. Snoop itself is a decent card. Making it work in a good shell has been a problem.

The Snoop Scoop

If you haven't been following the hype around Snoop, my discussing the card is surprising. It doesn't look like much in a vacuum. For double red, Snoop is 2/2 with no combat abilities. Instead, it reveals the top card of the library. When that card is a goblin, it can be cast. Therefore, Snoop is built as a card advantage engine. Courser of Kruphix has shown that netting specific cards off the top of the library can be powerful. However, there is a world of difference between getting a land drop and casting spells and an even greater one, especially in Modern, between 2/2 and 2/4. Besides, Goblins also already has lots of card advantage.

And if that was all to Snoop, I'd have thrown it in with the other interesting, but likely unviable, cards. However, for reasons known only to Wizards, Snoop has a third effect which turns it from a mediocre beatdown creature into a combo piece. Snoop gets the activated abilities of any goblin on top of the library (and just the activated abilities--don't make the same initial mistake I did). And there is one specific goblin with an activated ability that goes infinite. And another goblin that sets up Snoop.

The Combo

  1.  Play Snoop.
  2.  Play Boggart Harbinger, finding Kiki-Jiki, Mirror Breaker.

Since Snoop isn't legendary it can copy itself, the tokens have haste, so they keep copying themselves until you have an arbitrarily large number of Snoops.

3. The last Snoop then copies Harbinger to find Sling-Gang Lieutenant.
4. Throw Snoops at your opponent's face until they die.

It's clean, simple, and can happen on turn three.

The combo can't be assembled instantly because Snoop doesn't have haste. Thus, Snoop must either be played the turn before going off, or something must give it haste. These are not deal-breakers or barriers to playability. Rather, I expect it to be a common mistake that players should be aware of and try to avoid, as with Devoted Druid combo or Splinter Twin.

Required Obvious Comparison

Which means I must, wearily, compare Snoop combo to Twin and Counters combo. On the surface, this is a fair comparison. All these combos require two cards to pull off, classic A+B brokenness pioneered by Trix. However, only Twin is truly two cards. Deceiver Exarch or Pestermite plus Splinter Twin equals an actual win. Counters combo consists of Druid plus Vizier of Remedies, but winning requires at least one more card. The combo just makes infinite mana.

Snoop also combos off with one other card, but it doesn't win the game on its own. Kinda. There has to be a Kiki-Jiki on top to combo and a Lieutenant on top to win, meaning both have to be in your deck. That's not as demanding as needing to find then cast Walking Ballista, but also still not as clean as Twin. If Twin is a true 2-card combo and Druid is 3+ cards, then I'd say Snoop is a 2.5 card combo. Still, that's very good, and going off on turn three rather than Twin's four would suggest that Snoop is a new and potentially better version of Twin.

Evaluating the Combo

But I don't think that's actually the case. There are a lot of minor inefficiencies and some awkwardness associated with Snoop that I think makes it far worse than Twin. The glaring one is that it's very much a right-pieces-at-the-right-time combo deck. The play has to be Snoop, then Harbinger; going reverse-order means requiring another Harbinger. In the same vein, drawing Kiki-Jiki is a disaster. There is no combo without Kiki-Jiki exactly on top of the library. In my test decks, I never wanted to play mulitple Kikis, but had to as a hedge. It also meant I had to trim Goblin Ringleaders or risk mooting my own combo. That never happens with Twin or Druid, and in fact drawing extra combo pieces is good for them.

Then there's the issue of the cards themselves. Boggart Harbinger is not a good card. If it was, it would have seen play before Goblin Matron was reprinted. Demonic Tutor is far more powerful than Vampiric Tutor for a reason. Harbinger's only advantage is the extra point of power and the combo. Twin is also not a very good card in a vacuum, but at least it has some unique utility with any creature rather than being a worse version of another card.

Snoop combo may cost five mana compared to Twin's seven, but Snoop necessitates playing multiple five-mana cards in the deck, where Twin's doesn't. Snoop is just an aggro creature, where Deceiver Exarch is mildly disruptive. Snoop also dies to more removal than Exarch. And finally, since half of the Twin combo can be deployed at instant speed, pilots had the immense luxury of choosing whether to interact or go for it each turn cycle.

The bigger issue is the deck itself. Twin slotted perfectly into a reasonable midrange shell. The natural home of Snoop is a fine, but unsuccessful, midrange beatdown deck, which already has several options to combo off. Both contextually and in a vacuum, I'd therefore rate Snoop combo below Twin. The primary advantage of Snoop is a faster goldfish, while deckbuilding constraints make it a more awkward deck. And the fact that it's not banned is a plus.

Finding a Home

However, slightly-worse-Twin is not an indictment. When it comes together, it's phenomenal. And plugs a strategic hole in Goblins. Whether in Modern or Legacy, Goblins is strong against slow decks, but folds to combo. Goblins's clock is surprisingly slow and can only really race with multiple Goblin Piledrivers. Instead, Goblins grinds with Mogg War Marshall, Goblin Matron, and Goblin Ringleader. My previous efforts incorporated combo kills to plug this gap. However, they were too complicated and expensive to really threaten Storm. Requiring one fewer card in play, costing less mana, and being faster should improve the deck's combo matchups while not impacting the midrange and control. Should.

Incidental Combo

I started the same place I imagine everyone did and just plugged the combo into tribal Goblins. It's the obvious place and I thought it would be easy. It wasn't, and I'd definitely counsel against trying this unfinished build in a tournament setting.

Tribal Goblins, Test Deck

Creatures

4 Skirk Prospector
2 Goblin Piledriver
3 Mogg War Marshal
4 Conspicuous Snoop
3 Munitions Expert
4 Goblin Matron
3 Goblin Chieftain
4 Boggart Harbinger
2 Sling-Gang Lieutenant
3 Goblin Ringleader
2 Kiki-Jiki, Mirror Breaker

Artifacts

4 Aether Vial

Lands

4 Wooded Foothills
4 Bloodstained Mire
4 Cavern of Souls
4 Blood Crypt
2 Auntie's Hovel
4 Mountains

This version forced the combo and played full sets of Snoop and Harbinger. This was not a great idea on my part. Snoop is a fine beater, and sometimes an army in a can. Testing against Miracles led to several late-game wins following Terminus where I Vialed in Snoop, then cast multiple Chieftans into Ringleader and attacked for the win. Going forward, I'd cut a mountain for another fetchland for another shuffle to help find goblins to cast, but to me Snoop has proven itself to be a staple in at least some capacity.

As for the combo, Harbinger was as poor as previously described. And also worse because it was clogging up my hand a lot. Goblins is already a top-heavy deck, and Harbinger made it worse. Not just by also costing three, but by making the card flow worse. Since Matron tutors to hand, it is actually card advantage, and more importantly leaves the chance to draw something you need open. Harbinger isn't card advantage, just delayed selection, and dictates your draw step. This isn't inherently bad unless you need to find a string of cards to get back in the game. Harbinger can be actively harmful in those instances. And shaving a Ringleader to stop drawing all my Kiki-Jiki's was a huge mistake.

Fitting in the combo diluted the deck's aggro capacity. This meant that in testing, the Jund matchup was closer, because I had to work harder for the win more often. However, it didn't feel like the combo was adding much overall. Goblins doesn't have the cantrips to make the early combo happen consistently, so the combo matchups didn't improve very much. This deck is an aggro-combo deck where the glue isn't quite strong enough. I think there's potential here if you cut down on the combo and treat it as a "whoops, I win" plan rather than anything integral. I'll shave on Harbinger but keep the Snoops in the future.

Dedicated Combo

If the aggro deck didn't quite work, what about the more dedicated combo version? This was an easier deck to work with, mostly because addition tutor effects are decent in combo decks but also because I didn't have to jump through hoops or worry about the deck's identity as I was making it. Just shave a few other pieces and voila!

Combo Goblins, Test Deck

Creatures

3 Goblin Ringleader
4 Skirk Prospector
4 Conspicuous Snoop
3 Mogg War Marshal
3 Metallic Mimic
2 Putrid Goblin
3 Munitions Expert
4 Goblin Matron
3 Goblin Warchief
4 Boggart Harbinger
2 Sling-Gang Lieutenant
2 Murderous Redcap
2 Kiki-Jiki, Mirror Breaker

Lands

4 Wooded Foothills
4 Bloodstained Mire
4 Cavern of Souls
4 Blood Crypt
3 Auntie's Hovel
4 Mountains

I stuck with Metallic Mimic for my persist combo piece rather play Grumgully, the Generous. Part of that was fitting the green proved tricky. Goblin decks are mana-hungry, and I was really straining the color balance and life total to make it happen. The primary reason was curve. Again, Goblins has a lot of three drops as is, and hands can get clogged when they're not just clunky. Even when I ran Vial, there were lots of hands that just didn't do anything because of all the threes. Grumgully is very good because it can be tutored, but until the curve problems get worked out, I'm staying away.

The combo worked better here, unsurprisingly. However, this deck felt worse than more aggro versions. The main reason is this version is much harder to play. With so many combos that don't really overlap and those combos being easy to break up, knowing what to Matron for and when proved vexing. I was also frequently in positions where I'd gone the combo route and then failed. Had I instead ignored the combo for value, I would have done better, if not won. Snoop was a bit worse on its own because the higher average cost and additional land meant I got fewer goblins, but with some refinement this could work. I just don't know that it's actually better than normal Goblins.

The Twin Route

I didn't think of taking Snoop out of a tribal shell until Davis' article. The idea is that, much like Splinter Twin, the combo doesn't take up an entire deck and doesn't necessarily need to be built around, allowing you to run an interactive shell. I took Davis' list and started tweaking it, ending with this:

Splinter Snoop, Test Deck

Creatures

4 Young Pyromancer
3 Seasoned Pyromancer
4 Conspicuous Snoop
4 Boggart Harbinger
2 Sling-Gang Lieutenant
2 Kiki-Jiki Mirror Breaker

Instants

4 Lightning Bolt
4 Fatal Push
3 Kolaghan's Command

Sorceries

2 Unearth
3 Thoughtseize
4 Inquisition of Kozilek

Lands

4 Bloodstained Mire
4 Wooded Foothills
4 Blood Crypt
4 Blackcleave Cliffs
3 Mountain
3 Swamp

This was not a good deck. It didn't have enough interaction to shut down opposing decks, and the threats were too weak to push through. It had to combo to win most of the time, and that didn't happen consistently enough. The problem is that outside the tribal shell, Snoop is just a 2/2 that can combo. It's far too anemic to be a threat on its own, and the goblin density is too low to consistently hit anything in a typical game. Harbinger is in the same boat. Perhaps in a Grixis list with cantrips it could work, but I can't imagine that deck being better than Death's Shadow.

You Got Snooped

Conspicuous Snoop is a good card, and will be played in tribal Goblins strategies. I don't know that the combo is good enough for these or other decks. Harbinger is such a poor card on its own, and the deck is already so top-heavy, that adding in another three-drop makes it clunk out more than I like. There's some consistency tool missing. If that can be found, then Snoop combo will be good. Until then, I'm sticking with the tribal beatdown version.

June ’20 Brew Report, Pt. 1: Yorion, Un-Yeeted

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Last week, I wrote about the possible directions companions go in Modern now that their rules have been changed. It seems there has been plenty of stretching to make companion work despite the nerf, and today, we’ll take a look at some of the breakout decks wielding Yorion, Sky Nomad.

Here’s a quote from my last piece:

With Yorion Uroza being neutered, I expect some less-competitive Yorion decks to gain traction in the metagame. While they won’t climb to Tier 1, I’d be surprised if previously fringe choices such as UW Blink and green-based value creature decks didn’t take up some of the shares left vacant by the de-powered Yorion decks of old.

It definitely seems like the Yorion deck we’d see over and over again pre-nerf has broken up into many small factions, among them value creature decks, focused blink strategies, distinct strands of combo, and even draw-go control. Read on to see how players are integrating the companion!

Tempo-Tations

Yorion decks all play with tempo in some way: they tend to try delaying the game until they can cast and resolve Yorion, Sky Nomad and reap the value of blinking their cantripping permanents, not to mention the sudden board boost of a 4/5 flier. Then, they often continue using disruptive tactics to help their clock get there.

Still, some Yorion decks toe the tempo line more closely than others. The following couple decks show us how tempo-centric Yorion can go, running bloated suites of value creatures in the fish tradition.

Yorion Urza, RANDOMOCTOPUS (5-0)

Creatures

4 Urza, Lord High Artificer
4 Emry, Lurker of the Loch
4 Gilded Goose
4 Ice-Fang Coatl
4 Thraben Inspector
3 Uro, Titan of Nature's Wrath
3 Wall of Blossoms

Artifacts

4 Arcum's Astrolabe
2 Engineered Explosives
4 Mishra's Bauble
2 Soul-Guide Lantern

Instants

4 Cryptic Command
3 Ephemerate
4 Metallic Rebuke
3 Path to Exile

Lands

2 Breeding Pool
4 Flooded Strand
1 Hallowed Fountain
4 Misty Rainforest
4 Mystic Sanctuary
4 Polluted Delta
1 Snow-Covered Forest
7 Snow-Covered Island
1 Snow-Covered Plains

Sideboard

1 Yorion, Sky Nomad
3 Aether Gust
2 Ashiok, Dream Render
2 Celestial Purge
2 Ceremonious Rejection
2 Damping Sphere
1 Supreme Verdict
2 Teferi, Time Raveler

While Urza established itself as the top Yorion deck back when companion was free, it didn’t look like this—here, Yorion Urza stocks up on cantrip and ETB effects like Wall of Blossoms and Thraben Inspector. If it’s going to invest more heavily into the Yorion plan, the deck wants to have more of a payoff for its trouble, and netting 1-3 additional effects with a cast of the companion seems like it’s worth the extra three mana. Besides, Wall of Blossoms happens to be great at blocking small attackers, so the card may also be filling a niche in combatting the high-performing Prowess decks while the metagame readjusts.

Yorion Vial, CFTSOC3 (8th, Modern Challenge #12165548)

Creatures

1 Soulherder
4 Eternal Witness
4 Ice-Fang Coatl
1 Knight of Autumn
2 Meddling Mage
4 Noble Hierarch
4 Stoneforge Mystic
1 Stonehorn Dignitary
1 Thassa, Deep-Dwelling
3 Uro, Titan of Nature's Wrath
1 Venser, Shaper Savant

Artifacts

4 Aether Vial
1 Batterskull
1 Sword of Feast and Famine
1 Sword of Fire and Ice

Instants

3 Cryptic Command
4 Eladamri's Call
4 Ephemerate
4 Path to Exile
3 Remand

Lands

1 Breeding Pool
1 Canopy Vista
4 Flooded Strand
1 Hallowed Fountain
4 Misty Rainforest
2 Mystic Sanctuary
2 Polluted Delta
1 Prairie Stream
3 Snow-Covered Forest
3 Snow-Covered Island
2 Snow-Covered Plains
1 Temple Garden
4 Windswept Heath

Sideboard

1 Yorion, Sky Nomad
4 Aether Gust
3 Ashiok, Dream Render
1 Burrenton Forge-Tender
1 Collector Ouphe
1 Deputy of Detention
2 Disdainful Stroke
1 Gaddock Teeg
1 Lavinia of the Tenth

Yorion Vial flashes in the likes of Ice-Fang Coatl, Stoneforge Mystic, and Eternal Witness for instant-speed value with its namesake artifact, adding to its embarrassment of resources by blinking the whole lot of them with Ephemerate. When Yorion was first spoiled, this is the kind of shell I envisioned in my head, although it ended up taking us a whole metagame of cookie-cutter Urza lists for an all-in value creature plan to actually prove worthwhile!

This 8th-place finish for Yorion Vial doesn’t mark the deck’s first success in this new metagame. CFTSOC3 previously brought the deck to 3-2 in a Modern Preliminary. The pilot’s back-to-back finishes with their creation (I couldn’t spot any similar Yorion Vial lists in the 5-0 dumps until after this high-profile finish) suggests that rather than putting up a single 5-0 and then disappearing, Yorion Vial may have legs—and more importantly, that if players carefully tweak a build and stick with it, payoffs may abound.

Companion Control

Tempo is a breed of aggro-control. But something that has always differentiated Yorion shells from their non-companion midrange counterparts is how close to the control end of the spectrum they could sometimes fall. The next two decks employ Yorion as a control finisher of sorts in shells that certainly don’t plan on winning early.

Yorion Control, NAHUEL10 (5-0)

Creatures

4 Ice-Fang Coatl
4 Uro, Titan of Nature's Wrath

Planeswalkers

2 Jace, the Mind Sculptor
2 Teferi, Hero of Dominaria

Instants

2 Abrupt Decay
3 Archmage's Charm
2 Assassin's Trophy
3 Cryptic Command
1 Dovin's Veto
2 Fatal Push
3 Force of Negation
3 Kaya's Guile
4 Path to Exile

Sorceries

2 Supreme Verdict

Artifacts

4 Arcum's Astrolabe

Enchantments

4 Abundant Growth
2 Omen of the Sea

Lands

2 Breeding Pool
3 Field of Ruin
3 Flooded Strand
1 Hallowed Fountain
3 Misty Rainforest
2 Mystic Sanctuary
2 Polluted Delta
4 Prismatic Vista
1 Snow-Covered Forest
6 Snow-Covered Island
2 Snow-Covered Plains
1 Snow-Covered Swamp
1 Temple Garden
1 Watery Grave
1 Zagoth Triome

Sideboard

1 Yorion, Sky Nomad
1 Dovin's Veto
3 Ashiok, Dream Render
2 Disdainful Stroke
2 Timely Reinforcements
3 Unmoored Ego
3 Veil of Summer

This Yorion Control deck is a little different than most Yorion shells, which end up being control-slanted relative to the metagame at large, in that it splashes black into the Bant core for additional control options. Abrupt Decay and Assassin's Trophy provide flexible permanent removal, why Kaya’s Guile attacks graveyard interactions. Unmoored Ego also makes the sideboard, dismantling specific-card combo decks.

All that splashing comes at little cost thanks to Arcum's Astrolabe and Abundant Growth, which make running extra colors rather painless; both are cantrips players want to pack for their benefits with Yorion anyway. Should Yorion strategies find themselves longing after off-color spells, going four-color isn’t the worst idea—those spells also help reach the 80-card mark for Yorion’s companion condition. I imagine we’ll see experiments dipping into red or even red-black, perhaps at the expense of white, in the near future.

Yorion Stoneblade, PBARRRGH (5-0)

Creatures

4 Stoneforge Mystic
4 Ice-Fang Coatl
4 Uro, Titan of Nature's Wrath

Planeswalkers

2 Teferi, Hero of Dominaria
4 Teferi, Time Raveler

Artifacts

4 Arcum's Astrolabe
1 Batterskull
1 Sword of Feast and Famine
1 Sword of Fire and Ice

Enchantments

4 Abundant Growth

Instants

2 Aether Gust
1 Archmage's Charm
4 Cryptic Command
4 Force of Negation
2 Mana Leak
4 Path to Exile

Sorceries

2 Supreme Verdict

Lands

2 Breeding Pool
2 Field of Ruin
4 Flooded Strand
2 Hallowed Fountain
4 Misty Rainforest
3 Mystic Sanctuary
1 Prismatic Vista
2 Scalding Tarn
2 Snow-Covered Forest
5 Snow-Covered Island
2 Snow-Covered Plains
1 Temple Garden
2 Windswept Heath

Sideboard

1 Yorion, Sky Nomad
2 Aether Gust
2 Celestial Purge
2 Dovin's Veto
3 On Thin Ice
3 Timely Reinforcements
2 Veil of Summer

Yorion Stoneblade runs Stoneforge Mystic as a reversible win condition that can create a board presence early and also generates value with Yorion. Even the Batterskull fished up by Stoneforge can be blinked to make a new Germ!

While Stoneforge fetching Skull helps against aggro, PBARRRGH doesn’t cut any corners when it comes to winning the control mirror, packing a full set of Teferi, Time Raveler and even 2 Dovin's Veto in the sideboard.

Blink and You'll Miss the Combo

Landing Yorion can feel like achieving the “big turn” definitive of so many combo decks, lending the deck a combo dimension. But the rest of the decks we’ll look at today take the companion’s combo potential to new heights.

Yorion Turns, TIMEWALKINONSUNSHINE (5-0)

Creatures

2 Snapcaster Mage
3 Ice-Fang Coatl
3 Uro, Titan of Nature's Wrath

Planeswalkers

2 Chandra, Torch of Defiance
2 Jace, the Mind Sculptor
4 Wrenn and Six

Artifacts

4 Arcum's Astrolabe

Instants

2 Cryptic Command
2 Force of Negation
4 Growth Spiral
2 Lightning Bolt
4 Opt
3 Remand

Sorceries

2 Exhaustion
4 Time Warp
1 Walk the Aeons

Lands

2 Breeding Pool
4 Flooded Strand
2 Gemstone Caverns
2 Ketria Triome
2 Lonely Sandbar
4 Misty Rainforest
4 Mystic Sanctuary
3 Polluted Delta
4 Scalding Tarn
2 Snow-Covered Forest
3 Snow-Covered Island
1 Snow-Covered Mountain
2 Steam Vents
1 Tranquil Thicket

Sideboard

1 Yorion, Sky Nomad
3 Aether Gust
3 Anger of the Gods
2 Ashiok, Dream Render
3 Bonecrusher Giant
1 Mystical Dispute
2 Weather the Storm

Like the Time Warp decks of Modern past, Yorion Turns seeks to take extra turns and extract as much value from them as possible. That doesn’t usually mean combat steps, although the free draws from Uro are quite alluring; most of the deck’s value lies in repeating planeswalker activations and reusing all its mana. Wrenn and Six is run at four copies to maximize the deck’s ability to make its land drops, a key reason to be taking extra turns, as there’s no shortage of ways to spend a lot in this build.

Yorion Wilderness, VIOLENT_OUTBURST (4-1, Modern Preliminary #12165562)

Enchantments

4 Wilderness Reclamation
3 Abundant Growth

Creatures

4 Ice-Fang Coatl
3 Uro, Titan of Nature's Wrath

Artifacts

4 Arcum's Astrolabe

Instants

4 Archmage's Charm
4 Cryptic Command
4 Fact or Fiction
2 Force of Negation
4 Growth Spiral
4 Lightning Bolt
1 Nexus of Fate
4 Remand
2 Spell Snare

Lands

2 Breeding Pool
4 Flooded Strand
1 Ketria Triome
4 Misty Rainforest
4 Mystic Sanctuary
4 Polluted Delta
4 Scalding Tarn
2 Snow-Covered Forest
7 Snow-Covered Island
1 Steam Vents

Sideboard

1 Yorion, Sky Nomad
2 Force of Negation
2 Aether Gust
3 Blood Moon
2 Pyroclasm
1 Radiant Flames
3 Veil of Summer
1 Weather the Storm

Yorion Wilderness sees the new companion rule and says: 3 mana? What's 3 mana? Indeed, with Wilderness Reclamation in the picture, 3 mana does seem trivial. But the deck’s goal isn’t just to grab Yorion on the cheap—it’s built to abuse the mana created by the enchantment, featuring plenty of card draw in the form of Fact or Fiction and everyone’s (least) favorite Wilderness interaction, Nexus of Fate. Helping fill out the card count are Growth Spiral and Remand, on-plan cantrips that respectively accelerate the pilot or disrupt opponents.

Yorion Scapeshift, LLABMONKEY (5-0)

Creatures

4 Ice-Fang Coatl
3 Uro, Titan of Nature's Wrath

Planeswalkers

3 Wrenn and Six

Artifacts

4 Arcum's Astrolabe

Enchantments

4 Abundant Growth

Instants

3 Cryptic Command
4 Force of Negation
4 Growth Spiral
4 Lightning Bolt
2 Mana Leak
4 Remand

Sorceries

2 Flame Slash
3 Scapeshift
4 Search for Tomorrow

Lands

1 Breeding Pool
3 Ketria Triome
4 Misty Rainforest
1 Mystic Sanctuary
1 Prismatic Vista
4 Scalding Tarn
2 Sheltered Thicket
2 Snow-Covered Forest
4 Snow-Covered Island
2 Snow-Covered Mountain
4 Steam Vents
2 Stomping Ground
2 Valakut, the Molten Pinnacle

Sideboard

1 Yorion, Sky Nomad
1 Flame Slash
2 Aether Gust
4 Anger of the Gods
2 Mystical Dispute
3 Veil of Summer
2 Weather the Storm

Reclamation isn’t the only strategy that can make use of some land-ramping, and Yorion Scapeshift also seeks to fill out its 80 cards with Growth Spiral, Remand, and Uro. It seems like this deck plays similarly to Modern's older Scapeshift decks in that it ramps to seven lands while delaying opponents as much as possible and then casts its namesake sorcery for the win. Yorion gives it an attractive Plan B, drowning opponents in value should they try to disrupt the build’s more linear strategy.

More to Come...

The other companions are settling into new homes, too. Tune in at the end of the month to see the other developments Modern underwent in June!

Situation Contained: Core 2021 Early Spoilers

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In these uncertain times, it is only natural to seek stability and comfort in the familiar and predictable. Which is a convoluted way of saying that the world may be burning, but spoiler season has returned on schedule. It's not much relative to everything else, but even small comforts are important. In the past, Core sets hadn't been particularly exciting; Core 2020 turned that on its head with standouts like Veil of Summer, Elvish Reclaimer, and Lotus Field. Core 2021 is looking to continue that legacy.

The first thing of note is a non-functional but important change: putting the top card(s) of a library into a graveyard, which everyone has referred to as milling since Millstone, has been keyworded. It's now called "mill." I know. Apparently, Wizards has been trying for years to come up with a more evocative and flavorful version. They've finally just given up and done the thing that we were already doing, and probably would have kept doing even if Wizards had found a word they liked. Nothing is actually changing, but it's nice to have it made official.

Containment Priest

With that, onto the spoiled cards, and I'm starting with the headliner. At time of writing, there is no card more obviously Modern-playable than Containment Priest. I was quietly hoping that it would be in Modern Horizons, but that didn't happen. Priest is a card that is both appropriate power-wise and contextually. I'm glad that Priest is showing up at last, even though I'm also left wondering why it's happening now. Much the same way Tomik, Distinguished Advokist heralded the printing of Lotus Field, I'm suspicious of what's coming that Wizards feels Standard needs Priest for.

Priest will see play in Modern because it has already seen play in Legacy and Vintage. In both formats, Priest is a huge beating against Dredge and nothing else, leaving decks free to exploit their own graveyards while hosing the most linear of zone abusers. Modern has historically been more graveyard-centric than either Eternal format, and Dredge is still around. However, I think it will be Priest's other impacts which will be most relevant.

A note before going on: Had Priest been printed in Horizons, little would have changed. Priest is very potent against Arclight Phoenix, but it's easy to forget that Hogaak, Arisen Necropolis gets cast, dodging Priest. The combo version would have been unaffected. The second wave would have been hit, but remember that it was too fast for Rest in Peace. Priest wouldn't have prevented Hogaak Summer, and subsequently wouldn't have saved Faithless Looting. I've seen this thread before, so just want to nip it in the bud!

Oh, the Humanity

The obvious home for Priest is Humans. The creature type was probably a giveaway, but could be a surprise given that Priest shuts down Aether Vial. However, the effect on Humans is the same as Collector Ouphe's, and that card's moving toward staple territory. I'll be siding out two Vials for Priests in relevant matchups.

Beyond belonging for its cost and creature-type, Priest is also a substantial upgrade for Humans's current options. Rest in Peace is the best graveyard hate option, but it can't fit everywhere. In Humans' case, Surgical Extraction has never been good, as general hate and Ravenous Trap is only useful against Dredge. Grafdigger's Cage has thus become the default, and Priest has sufficient advantages over Cage that I'd call it an upgrade. Cage and Priest both stop Bloodghast, Collected Company, and Chord of Calling. Cage hits noncreature spells; Priest stops cheating in creatures. Cage costs one, Priest two, but the latter can also attack. They're pretty even.

However, Cage provides virtual card advantage where Priest provides actual. Cage prevents the creatures from entering from the graveyard or library. No player is going to cast Collected Company into Cage, as it's a waste of a card. Cage has to be played proactively, so opponents know not to Company. Therefore, it just sits in their hand until Reclamation Sage is naturally drawn and everything gets unlocked. Priest can be proactive, but is better reactively: casting Priest in response to Company or Chord effectively counters that spell. Priest in response to Prized Amalgam triggers exiles the threat permanently. No risk of a big turn if Priest is removed; it already got something.

Oh, Also Yorion

However, those are just the obvious uses. Priest is far more versatile because it doesn't specify zones. Any creature entering the battlefield without being cast will be exiled by Priest. This includes any cheating from hand into play (namely Through the Breach), but also flicker effects. Thus Priest does what Cage cannot and answer Bant Ephemerate and Yorion decks. From experience, Humans struggles against those decks because unending value is hard to beat. It's rather niche since Ephemerate has largely vanished and Yorion decks were trending away from creatures when the change came down, but utility is utility.

Uh, the Eldrazi?

By the same token, Priest can be used to proactively exile opposing creatures. Flickerwisping a creature then flashing in Priest will permanently exile the creature. Where once there was temporary disruption, now there's actual removal. Thus, the natural and logical extension is combining Priest with Eldrazi Displacer to snipe every opposing creature. Just never, ever, try to flicker your own creatures (except for Priest).

However, before everyone runs out to buy Eldrazi and Taxes, the combo isn't quite as good as it seems. I play both Humans and Death and Taxes in Legacy and have been on the receiving end of that combo numerous times. And it's just okay. The problem is that I've never been in a situation where the combo cost me the game. Legacy Eldazi decks are already advantaged because of bigger creatures and Chalice of the Void. If I can't win quickly, I'm going to lose a long game anyway. The combo just speeds that up. Also worth noting is that Legacy has Ancient Tomb and City of Traitors in addition to Eldrazi Temple to make the combo more efficient. Trying to go all in on that combo is likely to cause disappointment.

Teferi, Master of Time

The next contender is yet another Teferi with a static ability. Because everyone just loves Teferi, Time Raveler. In fairness, this new one is not at all as obviously onerous as "T3feri," and was made before Wizards realized their mistake.

The new Teferi's static lets you use his abilities as instants. Meaning, unless I'm way off on the rules, "Te4ri" can be used twice a turn cycle. This is a huge first for planeswalkers and could easily get out of control. Fortunately, between his mana cost and abilities, that seems unlikely. Like a good planeswalker, his ultimate should win the game. If it doesn't, you never had a chance. The +1 has potential and is the big draw here. Looting in Modern is very good. The -3 is phasing. Which requires me to explain phasing.

Phasing In

Unless you're a much older old-timer than I, you've never seen phasing in a Modern legal set. Unless you know That-One-Guy (*accompanying fist shake*) in Commander and/or have seen/played Teferi's Protection in Legacy (guilty), you've never seen phasing at all. And that's because way back in Mirage it was mainly a drawback, and one that's been through some rules wierdness. The new wording makes a lot of old cards make no sense, but the ability makes more sense. It's still tricky to explain, but very easy to gif:

See the source image

A permanent that phases out never leaves the battlefield. It disappears. Everything attached to it stays on and disappears too. As far as the card's concerned, nothing has changed. It has everything it had before, and tokens still exist while phased out. However, from the perspective of everything else, it's in another world. It doesn't affect anything still in play, and can't be affected by either player. It's just gone. Any "until end of turn" effects still end.

At the start of its controller's untap step, when normally nothing happens and no player has priority, it phases in, unless otherwise specified. It's not entering the battlefield because it never left, so no triggers happen. It simply "exists" again. Wizards is explicitly experimenting with phasing for the first time in years because they've realized that they've made ETB effects too good, and now bounce effects are significantly worse. If players can deal with phasing, then we may see it become a permanent feature to work around cards like Uro, Titan of Nature's Wrath and Primeval Titan.

On Te4ri, I don't know how good the ability is. He's cast, then loots, then on the opponent's turn can phase out a creature or loot again. The best use of the phasing ability is against Primeval Titan to prevent an attack. However, that's a temporary answer, and doesn't require any more mana investment for the opponent. I think it's very interesting to consider, but I don't know if its actually good.

Not a Miracle

This is complicated by Te4ri's potential niche. When he was spoiled, the discussion started with Miracles. Te4ri draws a card on the opponent's turn for no mana. Thus, players were having visions of looting away Terminus on their turn, putting on top with Mystic Sanctuary, then wiping the board on the opponent's attack step. And that can happen, but I skeptically ask how that's in any way better than just playing Jace, the Mind Sculptor?

Jace and Te4ri compete for the same mana slot and I don't think a deck can run both. And Te4ri is neither as powerful nor as efficient as Jace. Brainstorm is better (normally) than Careful Study, -1 is more manageable than -3 and can be used more often. In order to miracle an already drawn Terminus, Jace just needs to Brainstorm it to the top of the library, ready to flip on turn five. Te4ri needs Sanctuary's help, which can only happen by turn five with mana acceleration. Then there's the issue that after triggering miracle, you still need to discard a card for Te4ri. I can't see a way a control deck wants this card at all, much less over Jace.

Looting's Pretty Good...

However, outside of control decks, there is real potential. Getting to Careful Study over the course of a turn cycle is still very strong. And doing so gives Te4ri five loyalty to boot. I could easily see a velocity- or tempo-centric deck using Te4ri as a top end engine to help power them through the mid-game. It's nowhere near as good as Faithless Looting and so I don't think that Izzet Phoenix will suddenly return. However, something in a similar vein using Thing in the Ice and Crackling Drake is more plausible.

...And Has a Friend

This is bolstered by another spoiled card. See the Truth is a sorcery-speed Anticipate. Anticipate doesn't see much if any Modern play as-is, so a worse card version should have no chance. However, See has a second mode. When cast from anywhere other than hand (read: exile, library, or graveyard), it draws three. Ancestral Recall is still a bargain at two mana. The trick is making it happen.

The obvious way is Snapcaster Mage. Flashback has plenty of utility already, and Snapcaster decks generally like drawing cards. The problem is that sorcery speed. Control decks like playing Snapcaster and drawing cards, they don't like spending an entire turn of mana on their own turn doing it. I don't think the payoff is high enough to justify a control deck first playing a mediocre version of a mediocre-at-best cantrip and then spending lots of mana to draw three cards. That's definitely an option, but why do that? Why not expend the same effort and mana on a planeswalker? There's less up-front advantage, but also less cost.

But Where?

However, what about decks that already want to spend lots of mana on their own turn? Storm doesn't really need See, though it could run it. Cast See to help find Past in Flames, then draw a bunch of fuel. The catch is that flashing back Storm's cantrips are usually enough fuel as is, so I don't think See adds much. It doesn't hurt much either. I'd have to test, but intuitively I think See is too win-more to make an impact on Storm.

However, Prowess is a more intriguing option. Light Up the Stage already sees play, and activates See's true potential. Prowess likes playing spells on its own turn, and especially cantrips. Therefore, I could see an Izzet Prowess deck with Snapcaster for some long game being a thing. It wouldn't be as explosive as current mono-red versions, but it also wouldn't be so vulnerable to hate. It could also incorporate T4feri over Bedlam Reveler or similar cards.

Next Time

Spoiler season has just begun, but recent sets have tended to tip their hand early. Modern playables are almost always in the first wave of cards, and there's just potential role-players afterward. Join me next week as we begin measuring the impact of the companion change.

Still I Rise: Modern’s Companions Post-Nerf

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In the wake of the companion nerf, in which Wizards announced the creatures would cost an additional 3 mana to tutor from the sideboard, David penned a piece discussing the pros and cons of keeping companions as companions given their hefty new price tag. Today, I'll expand upon that idea, looking more closely at where I expect Lurrus, Yorion, and the other companions to end up in Modern.

In Your Dreams!

No companion has rocked competitive Magic like Lurrus of the Dream-Den. The card's metagame shares are bound to plummet with the companion nerf, but I nonetheless envision Lurrus retaining relevance in a few archetypes, including some that were already running it.

Lurrus in Burn

Lurrus's inclusion in Burn represents perhaps the most straightforward path for any companion post-nerf. Just as Burn was able to free-roll the companion with no mainboard changes, I imagine Lurrus will continue to occupy a permanent slot in the Burn sideboard as a last-ditch plan in the face of stabilizing opponents. The costs of running Lurrus are quite minimal, only asking a sideboard slot. And while six total mana is heaps for Burn decks, I think having guaranteed access to Lurrus for two-to-three games every match will prove eminently more useful than that fifteenth sideboard option.

Burn, LORD_BEERUS (3-2, Modern Preliminary #12165559)

Creatures

4 Eidolon of the Great Revel
4 Goblin Guide
4 Monastery Swiftspear

Instants

4 Boros Charm
4 Lightning Bolt
2 Lightning Helix
4 Searing Blaze
2 Skullcrack

Sorceries

4 Lava Spike
4 Rift Bolt
4 Skewer the Critics

Lands

2 Arid Mesa
1 Bloodstained Mire
1 Fiery Islet
4 Inspiring Vantage
2 Sacred Foundry
2 Scalding Tarn
3 Snow-Covered Mountain
4 Sunbaked Canyon
1 Wooded Foothills

Sideboard

1 Lurrus of the Dream Den
2 Skullcrack
1 Exquisite Firecraft
3 Kor Firewalker
3 Path to Exile
2 Rest in Peace
3 Smash to Smithereens

We saw some Burn decks adjust their mainboard composition to further enable Lurrus, slotting in Mishra's Bauble or Seal of Fire. I expect this trend to end, with the exception of Grim Lavamancer, already a mainboard staple for some metagames, to slightly tick up in relevance. Not only is Lavamancer a playable Burn creature in its own rite, its status as a recurring source non-combat damage makes it a uniquely attractive Burn creature to recur with Lurrus. After all, Lurrus should only resolve in games going long enough that opponents have the red zone covered.

Lurrus in Jund

While Lurrus has found its way into plenty of Modern decks, Jund has been one of its more high-profile adopters, eschewing long-time staples Liliana of the Veil and Bloodbraid Elf for cheaper haymakers such as Kroxa, Titan of Death's Hunger and a full set of Mishra's Bauble. The days of Jund playing Lurrus in the sideboard are probably over. But I expect the card to make a splash in the main for many a build of BGx.

Once opponents dealt with the first Lurrus, BGx would turn to Unearth to give the Nightmare Cat another of its nine lives and keep the value train rolling. This Unearth-Lurrus package is appealing in BGx for the same reason that Snapcaster Mage has always tempted Golgari mages with a blue splash, except that bringing back permanents tends to be more high-impact than recovering instants and sorceries. Without the companion restriction, mainboard Lurrus boasts an even higher ceiling, letting players recast the likes of Bloodbraid and Liliana.

I expect that at first, some black midrange decks will employ Lurrus as a primary gameplan, running 4 Bauble, mainboard copies of Lurrus, and perhaps even a companion copy. At least early on, there should be a split of companion-featuring and non-companion builds of different black midrange strategies. Ones that already play Bauble, such as Traverse Shadow, may look into adopting Lurrus for the long haul. Otherwise, Mishra's Bauble will probably be retired by black midrange. Rather, Lurrus is likelier to end up a one- or two-of where we've seen Liliana of the Veil and other utility options.

Lurrus Elsewhere

Prowess decks without high-costed permanents will definitely want to run Lurrus in the sideboard, just as the Burn decks will. But there's less of a reason to go that route post-nerf, and Bedlam Reveler should make a compelling comeback in the coming weeks. In any case, while Mono-Red Prowess should remain a top-tier deck, I do believe the strategy's Lurrus-fueled domination is over.

But I do anticipate Lurrus's widespread adoption among lower-tier decks, again as a mainboard plan. The deck best-positioned to take advantage of a permanent-based Snapcaster on legs is Rakdos Unearth, a strategy already in the business of reanimating busy three-drops as it churns through cards with Seasoned Pyromancer. This and other Lurrus-heavy decks probably will want to run a set of Baubles. Heck, BR Unearth was an early adopter of the card even pre-companion.

Devoted Combo, PIETROSAS (3-2, Modern Preliminary #12165559)

Creatures

4 Birds of Paradise
4 Devoted Druid
3 Duskwatch Recruiter
4 Giver of Runes
4 Noble Hierarch
1 Spellskite
4 Vizier of Remedies
2 Walking Ballista

Instants

2 Chord of Calling
4 Eladamri's Call

Sorceries

4 Finale of Devastation
3 Postmortem Lunge

Lands

2 Forest
4 Horizon Canopy
2 Nurturing Peatland
1 Plains
4 Razorverge Thicket
2 Temple Garden
4 Windswept Heath
2 Wooded Foothills

Sideboard

1 Lurrus of the Dream Den
4 Burrenton Forge-Tender
1 Caustic Caterpillar
2 Kor Firewalker
3 Path to Exile
4 Veil of Summer

Lurrus could also serve a noble companion function in many lower-tier decks, such as Devoted Combo or tribal Aether Vial strategies like Zombies or Merfolk. Many of these critical-mass creature decks, be they aggro- or combo-aligned, already happen to fulfill the companion requirement. And while Devoted Druid-fueled ramping can handily pay the companion tax, Aether Vial instead casts Lurrus for free, with each case helping mitigate the nerf.

Yorion's Belt

Don't worry, 80-card enthusiasts: Yorion, Sky Nomad isn't going anywhere, either! But the nerf should significantly loosen the card's stranglehold on blue-based midrange.

Yorion Uroza

80-card piles featuring the same Temur-informed core of snow permanents and cantrips have been the primary employers of Yorion, and I don't think these decks are going anywhere. As David predicted, while Yorion is no longer a turn-five value drop that buries opponents in cards, it's still a feasible late-game plan for a deck that would rather not commit any of its mainboard slots to closers of such magnitude.

Yorion Uroza, VIOLENT_OUTBURST (4-1, Modern Preliminary #12165559)

Creatures

4 Ice-Fang Coatl
3 Uro, Titan of Nature's Wrath

Instants

4 Archmage's Charm
4 Cryptic Command
4 Fact or Fiction
2 Force of Negation
4 Growth Spiral
4 Lightning Bolt
1 Nexus of Fate
4 Remand
2 Spell Snare

Artifacts

4 Arcum's Astrolabe

Enchantments

3 Abundant Growth
4 Wilderness Reclamation

Lands

2 Breeding Pool
4 Flooded Strand
1 Ketria Triome
4 Misty Rainforest
4 Mystic Sanctuary
4 Polluted Delta
4 Scalding Tarn
2 Snow-Covered Forest
7 Snow-Covered Island
1 Steam Vents

Sideboard

1 Yorion, Sky Nomad
2 Force of Negation
2 Aether Gust
3 Blood Moon
2 Pyroclasm
1 Radiant Flames
3 Veil of Summer
1 Weather the Storm

These decks may change very little, but Yorion is nonetheless a less attractive plan than it used to be. As it costs more mana, it's not as flexible as it once was, which should draw some players back to Snow Control. Pre-companion, UGx Snow flavors occupied a dominant place in the midrange hierarchy. But after, there was little reason not to convert these disparate Astrolabe decks into the same 80-card deck, its bulk filled out not by unique packages, but a cookie-cutter set of cantripping permanents congruous with the Yorion payoff. In other words, blue midrange is about to be a party once again.

Yorion Everything

With Yorion Uroza being neutered, I expect some less-competitive Yorion decks to gain traction in the metagame. While they won't climb to Tier 1, I'd be surprised if previously fringe choices such as UW Blink and green-based value creature decks didn't take up some of the shares left vacant by the de-powered Yorion decks of old.

Other Companions

Lurrus and Yorion may have occupied much of the discourse surrounding companions in Modern, but other such creatures were in fact printed! I expect these to suffer varying fates.

Zirda, the Dawnwaker

Zirda, the Dawnwaker decks may just keep on truckin'. Take Zirda Abundance, a combo deck so reliant on the Elemental Fox as to run three copies in the mainboard. This deck was never interested in running any nonland permanents lacking activation costs, so I doubt the companion leaves its sideboard. That is, if the deck survives at all.

Another such Zirda Company deck is built around the Heliod, Sun-Crowned and Spike Feeder interaction. Here, Zirda is far from essential to the combo, but nonetheless nice enough to have that it can be run in the main.

Obosh, the Preypiercer

Obosh, the Preypiercer found its way into the Gruul and Naya beatdown decks that informed April's aggro-control metagame. Those decks did have to make some concessions to the Hellion Horror, usually trimming either Bloodbraid Elf or Stoneforge Mystic. Will this compromise continue to be worth it now that Obosh costs extra mana to deploy?

My guess: sometimes. The new breed of beatdown decks that had been built around Obosh certainly had little use for even-costed spells. But there may well be some that players would rather have than the companion. Still, it bears remembering, and considering that Arbor Elf plus Utopia Sprawl is more than capable of producing the payment Obosh requires.

Nerfed, But Not Foresaken

Modern has certainly not seen the last of the companions, which will remain competitive fixtures in the format... probably forever. So don't sell that out just yet! Instead, tell us: how are you planning on wielding companions post-nerf?

Errant Errata: June B&R Reaction

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Here we are again: another set, another set of problems, and another banning... oh wait, nothing's getting banned in Modern. Awkward. And more to the point, a waste of a perfectly good rant setup. Why am I even bothering... oh right, something else happened this time around. And it is consequential. Though not in the way that I was expecting.

I said in last week's article that I was done talking about companions. It was getting boring for everyone, and I had run out of new insight anyway. That was completely thrown out the window a few hours later when Wizards announced another Banned and Restricted update. There would be no actual changes to Modern, just Standard and Historic. Because Arena is the new, expensive, and special child, and must be protected.

Instead, Wizards issued functional errata as a nerf to companion as a whole. Wizards often changes cards to either fix oversights or update cards as the rules change. However, fixing power level via rules changes is something Wizards avoids these days, largely because of the ridiculous saga of Time Vault. That it had to happen this time speaks to the fundamentally different nature of the problem.

The Decision

Everyone knew that something had to happen about companion. The data had become unequivocal. The problem (in Modern anyway) wasn't that one deck was dominating or that a particular card was obviously broken; it was saturation. Despite the deck and archetype diversity remaining high, companions were omnipresent. The same principle justified banning Once Upon a Time. Companion saturation had reached 76% of MTGO results, with the uptick being spread out amongst many different companions. Therefore, the only way to deal with the problem by normal means would be ineffective, as Wizards acknowledged:

This trend represents a long-term problem for the health and diversity of all formats. Rather than go down the path of making several individual adjustments to the banned list for each format, we feel the better solution is to reduce the advantage gained from using a companion across the board.

While the move to rework an entire mechanic after release is unprecedented, it wasn't completely out of left-field. As early as May 11, Mark Rosewater had signaled unhappiness with companion. And in the May 18 banning, Wizards mentioned:

If we see signs of long-term health issues resulting from high metagame share of companion decks, we're willing to take steps up to or including changing how the companion mechanic works.

Rosewater confirmed that extraordinary action may be incoming later that same day. There were plenty of suggestions from players about a mechanical fix, but Wizards went their own way.

The Calculus

The other thing to note is how the decision was reached. Lurrus of the Dream-Den was banned in Legacy and Vintage for being demonstrably too powerful. Wizards justified not taking action on the other formats because:

Currently, these formats are shifting too quickly for data to indicate what, if any, card or archetype poses a problem.

...we're not currently seeing problematic win rates in Standard, Pioneer, or Modern from decks using companions...

The data I collected at that time didn't back up the latter quote, but the former, yes. Modern had greatly shifted and changed over the three weeks I surveyed. It started settling the following week, and became clear last week. Apparently, things were worse than I knew:

As a group, decks using companions have too high of win rates and metagame share in Standard, Pioneer, and Modern, and have already necessitated bans in Legacy and Vintage. This trend represents a long-term problem for the health and diversity of all formats. Rather than go down the path of making several individual adjustments to the banned list for each format, we feel the better solution is to reduce the advantage gained from using a companion across the board.

This section reaffirms that Wizards prioritizes win rates. More importantly, the line appears to have crystalized. In previous announcements, a 55% win rate in non-mirror matches was the cited red-line. Here, it continues to be so, constituting our best indication of typical banning criteria:

Over the course of the last several weeks, Fires of Invention decks have risen to have a dominant win rate and metagame presence in Standard, achieving a 55% win rate and having even or favorable matchups against each of the other top ten archetypes. This indicates that metagame forces alone aren't sufficient to keep the deck in check.

The Change

Which brings us to the actual change. And it's a surprisingly simple one.

Once per game, any time you could cast a sorcery (during your main phase when the stack is empty), you can pay 3 generic mana to put your companion from your sideboard into your hand. This is a special action, not an activated ability.

Companion is now a tutoring mechanic. Rather than directly cast a companion from exile, players must tutor it for three mana. Therefore, it's no longer a complete freeroll, and significantly impacts playability.

A note on special actions: these are abilities like turning face-up a morphed creature or paying for Leonin Arbiter. Special actions don't use the stack. Just pay the cost and do the thing; there's no way to respond and a player can do it whenever they have priority. Once priority changes, then opponents may respond. Therefore, I can't respond to my opponent tutoring for Lurrus and immediately casting it. Similarly, special actions aren't triggered abilities, so Pithing Needle and the like don't affect them.

Paradigm Shift

There are two immediate impacts of this rule change. The first is counterplay. The companion must be tutored into hand as a sorcery, making it vulnerable to discard spells. This is huge, because prior to now, the only way to answer a companion was to counter it or kill it after it had hit board and probably gained value. Killing a companion is often necessary, but feels bad, and not many decks can run counterspells. This change affords counterplay options to more decks and makes companions more like normal cards.

The second is playability. The big draw, and the big problem, to companions was how easily they slotted into decks and provided power boosts: give up a sideboard slot; pay the mana-cost; get a decent creature with a strong ability. Now there's a tempo cost. Three mana is a high price for drawing a single card. Having to do so at sorcery speed means sacrificing the ability to do anything else while telegraphing next turn's play. Doing all of that in one turn requires at least six mana, which few Modern decks want or expect to have.

As a result, the opportunity cost of companions is much higher. However, not so high as to make them all unplayable. Those decks that were maximizing the utility of the companions beforehand will be doing a lot of soul-searching. That tempo hole will be hard to climb out of, and the payoff is definitely lower than that of being a normal, companion-less deck. Whether the guaranteed card is worthwhile remains unclear.

The Outliers

Interestingly, it's the incidental companions that are least affected. Burn ran Lurrus because there was no deckbuilding cost, and there still isn't. It wasn't very good, but it was generally better than not having Lurrus. The only thing Lurrus did for Burn was mitigate flooding out. Lurrus is less efficient now, but it does still give Burn something to do when it has no burn. Therefore, I'd expect Burn decks to soldier on as if nothing's changed. Storm and Humans may keep running Jegantha, the Wellspring for similar reasons. However, Jegantha being so much more expensive than Lurrus makes that outcome less likely, as these decks were casting the 5/5 far less often than Burn would Lurrus.

I can't imagine UW Control sticking with Kaheera, the Orphanguard. Snapcaster Mage has never been that good in straight UW, so it was an easy cut. In exchange, UW got more room for control spells and a three mana win condition that didn't take up deckspace. That basic calculus hasn't changed. However, now they have to pay six mana for a 3/3. For that price they could have Elspeth, Sun's Champion, not to mention the option of 1-2 Snaps in the main and a sideboard slot, something more precious for slow, interactive decks like control. Kaheera is getting harder to justify.

Lurrus is Nerfed

In terms of affected cards, Lurrus is the most affected. It was the most widely played, and arguably the most efficient companion. On turn 3, Lurrus was a 3/2 lifelinker that drew a card with Mishra's Bauble. Assuming Lurrus survived, it started snowballing card advantage every turn thereafter. That cannot happen anymore. For the typical low-land Prowess or GBx decks (Lurrus's primary homes), this means that Lurrus has been delayed by a turn. They can tutor on turn three and play Lurrus on four. Of course, spending turn three tutoring is far from the gameplan of either deck.

Even if they decide to hold off playing Lurrus until later, options are still severely constrained. "Waiting until the time is ripe" is well within GBx's wheelhouse, but still presents a problem. Jund in particular turned Lurrus into a Swiss Army Knife using Seal of Fire and Kroxa, Titan of Death's Hunger in addition to Bauble. That was easy when Lurrus only cost three. Now that it costs six, those late-game option will be more restricted. As a result, the Lurrus-dependent decks have to be reevaluated.

Prowess Must Change

Red-based Prowess was screaming to the top of the metagame on Lurrus' back. Some of that is definitely due to Prowess being a cheap deck online, but in this context, Prowess also got the most out of Lurrus compared to other decks. Recycling Bauble meant not just card advantage but also prowess triggers, which translated into wins. Cracking Bauble, playing Lurrus, then replaying the Bauble was two cards and a threat for most decks. Prowess got all that plus 1-2 extra damage per prowess creature. That's a special level of efficiency, in a deck that's all about maximizing efficiency.

Which is a huge problem now. In order to get any use out of Lurrus, Prowess must spend an entire turn doing nothing but tutoring. Without a single trigger. That's anathema to its gameplan. If Prowess isn't churning through spells and attacking, it's losing, and considering how velocity-dependent it is, that lost turn can be fatal.

So, what are the pros and cons of keeping Lurrus for Prowess?

Pros

  • Guaranteed prowess triggers every turn Lurrus is in play with upsides
  • Long-game threat recursion
  • Additional threat
  • Flood insurance
  • Requires no mainboard concessions (Bedlam Reveler doesn't fit into Lurrus builds anyway)

Cons

  • Requires multiple turns of mana to cast
  • Delays lethal attack
  • Tutoring generates no prowess trigger
  • Reduced damage-per-turn output

What About Jund?

Jund specifically and GBx in general is a much harder call. Before, Lurrus Jund had proven itself to be unequivocally better than normal Jund. Despite having an objectively worse maindeck, Lurrus' power, efficiency, and utility more than made up for dropping Bloodbraid Elf and Liliana of the Veil. Lurrus's power hasn't been diminished, but its efficiency has significantly, and with that its utility also falls. Thus, the upside of giving up Bloodbraid and Liliana is lower. The decision isn't clear to me, but I'm certain that the pros and cons are much closer than before.

Pros

  • Guaranteed threat which plays well in attrition strategy
  • Additional utility from card types for Tarmogoyf
  • Deckbuilding constraint rewards preexisting mana utilization strategy
  • Extra information from Bauble can be utilized in midrange decks

Cons

  • Individual card power is lower (no Liliana or Bloodbraid)
  • More vulnerable to graveyard hate
  • Additional mana reduces recursion utility
  • Engine card now more vulnerable to disruption

Obosh is Unaffected

On the opposite side, I don't think Ponza will really notice Obosh, the Preypiercer getting worse. Obosh wasn't excatly integral but neither was it an incidental companion. It was more of a combo piece, being cast to ensure lethal and/or awaken Klothys, God of Destiny. This is harder to make happen than before, but the catch is that Ponza can make it work. Between mana dorks, Utopia Sprawl, and Klothys, Ponza often ends up with lots of extra mana and nothing to do. Obosh's additional cost will therefore be less burdensome in context than Lurrus.

Yorion is Ambiguous

The final widely played companion is the most difficult to evaluate. Most commentary says that Yorion will be unaffected by the errata. Yorion is a late-game card already, and being played slightly later won't really affect its utility to control decks. After all, control deck hate win conditions taking up room that could be used for answers, and Yorion is still a win condition that doesn't take up maindeck slots. Therefore, there's little reason for Yorion to fall off.

At least as long as analysis is limited to Standard. in Modern, Yorion was frequently not a late-game win condition, but a mid-game stabilization tool. Yorion decks would spend their first few turns playing cantrip permanents and using leftover mana to interact. On turn 4-5 they'd play Yorion, draw cards and/or gain life and have a big blocker against aggressive decks.

Now, they'll have to take a turn off of buildup/interaction to tutor up the Yorion. This means they're much more vulnerable to being overrun by aggro than before. In turn, the statistical weakness from playing more than 60 cards will become more pronounced. The advantages against non-aggro are still intact, so I think that Yorion's value will be decided by the metagame rather than its own merits.

Pros

  • Deck's late-game remains intact

Cons

  • Increased vulnerability to aggro
  • Mid-game power diminished

Where Does Modern Go?

Companions are still around, much to the chagrin of their most vocal critics. However, now there are actual decisions to be made about their inclusion. How this will shake out will take time to determine. The rule change doesn't go into effect until tomorrow, so I won't have data to work with for several weeks. Then the impact will become clear.

May ’20 Brew Report, Pt. 2: Comp-letely Nuts

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"Comp-letely Nuts," or the apparent consensus surrounding Ikoria's flagship mechanic. Two weeks back, we looked at the interesting new decks popping up using companion, because why wouldn't they? Today, we'll explore the rest of May's entrants in a final goodbye to companion in Modern as we know it.

Mo' Mana, Mo' Problems

You of anyone should know that, Modern! Regardless, the next two decks found new, companion-centric ways to produce and enjoy heaps of mana.

Jund Field, XAKX47X (5-0)

Creatures

4 Dark Confidant
2 Gilded Goose

Planeswalkers

4 Wrenn and Six

Artifacts

4 Mishra's Bauble
1 Nihil Spellbomb

Enchantments

1 Seal of Fire

Instants

4 Assassin's Trophy
4 Fatal Push
1 Kolaghan's Command

Sorceries

4 Hour of Promise
4 Inquisition of Kozilek
2 Thoughtseize

Lands

1 Blood Crypt
2 Bloodstained Mire
1 Bojuka Bog
3 Field of the Dead
1 Forest
1 Ghost Quarter
2 Nurturing Peatland
2 Overgrown Tomb
1 Snow-Covered Forest
1 Snow-Covered Mountain
1 Snow-Covered Swamp
1 Stomping Ground
1 Swamp
4 Verdant Catacombs
1 Westvale Abbey
2 Wooded Foothills

Sideboard

1 Lurrus of the Dream Den
2 Nihil Spellbomb
1 Seal of Fire
2 Boil
4 Collective Brutality
2 Damping Sphere
1 Engineered Explosives
2 Veil of Summer

"If you print it, they will built it," or however that old adage goes from Field of Dream-Den. Nowhere does it ring truer than in Jund Field, a deck built around the too-good-for-Pioneer Field of the Dead, albeit in an unconventional way: no Primeval Titan shenanigans here. Instead, the cheaper, one-time Hour of Promise gets the nod, with caution thrown to the wind re: Confidant flips, a move enabling everyone's favorite companion.

As for Confidant itself, the creature serves to immediately pressure (via card advantage) the counterspell-packing interactive decks, namely UGx, that would otherwise have a field day against someone looking to resolves five-mana sorceries. So does Wrenn and Six, another two-drop that plusses every turn upon resolution and guarantees the land drops needed to hit Hour on-curve.

In the meantime, the more surgical Fatal Push and Inquisition of Kozilek, as well as the more general Assassin's Trophy and Thoughtseize, are all included in high numbers to give the deck a fighting chance against whatever faster thing opponents happen to be doing.

Zirda Abundance, PP8_ (5-0)

Creatures

3 Zirda, the Dawnwaker
4 Devoted Druid
4 Birds of Paradise
4 Elvish Mystic
4 Llanowar Elves
4 Noble Hierarch
4 Stoneforge Mystic

Artifacts

4 Umbral Mantle
1 Batterskull
1 Sword of Fire and Ice

Enchantments

4 Leyline of Abundance

Instants

4 Collected Company

Lands

1 Forest
4 Horizon Canopy
4 Razorverge Thicket
4 Temple Garden
4 Windswept Heath
2 Wooded Foothills

Sideboard

1 Zirda, the Dawnwaker
2 Life Goes On
4 Path to Exile
4 Ranger-Captain of Eos
4 Veil of Summer

Zirda Abundance employs a simple philosophy: run 4 of everything and get to the combo as quickly as possible. The combo? Zirda, the Dawnwaker and Umbral Mantle, a no-frills package that turns any number of un-sick mana creatures into lumbering death machines. Lending that artificer's touch is Stoneforge Mystic, which not only tutors half the combo (the other half, of course, awaits patiently in the sideboard if it can't just be found by Collected Company) but provides an alternate gameplan with Batterskull.

In a deck full of mana dorks, why not run Leyline of Abundance? Provided it starts in the opener, the enchantment turns every dork into two, yet another interaction that was deemed a little crazy for Pioneer and only recently caught on in Modern.

The sideboard is also full of four-ofs; Path to Exile disrupts other creature decks, Ranger of Eos adds grinding potential and a more reasonable combat plan, and Veil of Summer stops anyone from messing with the Plan A.

Just Swingin' Thru

Don't be fooled by all that big-mana bombasticism---Moden's still plenty friendly to attackers. After all, Mono-Red Prowess sits stubbornly on top of the metagame. But of course, not even the top dawg is immune to the spirit innovation.

Grixis Prowess, BLUEDRAGON123 (5-0)

Creatures

4 Sprite Dragon
3 Abbot of Keral Keep
4 Monastery Swiftspear
4 Soul-Scar Mage

Artifacts

4 Mishra's Bauble

Enchantments

4 Seal of Fire

Instants

2 Cling to Dust
1 Kolaghan's Command
4 Lava Dart
4 Lightning Bolt
2 Manamorphose
2 Mutagenic Growth

Sorceries

1 Crash Through
2 Unearth

Lands

4 Blackcleave Cliffs
2 Blood Crypt
4 Bloodstained Mire
2 Mountain
4 Scalding Tarn
3 Steam Vents

Sideboard

1 Lurrus of the Dream Den
2 Abrade
2 Collective Brutality
2 Fatal Push
2 Nihil Spellbomb
1 Surgical Extraction
4 Thoughtseize
1 Tormod's Crypt

Prowess is accommodating Lurrus at any price; usually, that means splashing black, as seen in BR and Jund versions. Grixis Prowess continues the trend, with black for Lurrus (and, it supposes, Unearth/Fatal Push) and now blue for Sprite Dragon. No other blue stuff here. But if we're comfortable stretching into green for just Tarmogoyf, why not stretch into another color for a different beater?

Sprite offers a few perks over Goyf---the haste; the evasion. And it doesn't use the graveyard. Not that people are bringing in grave hate just to combat Lurrus, but the companion's presence has certainly exacerbated the amount of incidental hate floating around, not to mention that Lurrus itself boasts palpable synergy with Nihil Spellbomb. It's at least nice that Sprite is a threat that can't be incidentally shrunken mid-combat by a mainboard Spellbomb.

Jeskai Prowess, PONCHONATER55 (6th, Modern Challenge #12152345)

Creatures

4 Seeker of the Way
4 Abbot of Keral Keep
4 Monastery Swiftspear
4 Soul-Scar Mage

Artifacts

4 Mishra's Bauble
1 Pyrite Spellbomb

Enchantments

4 Seal of Fire

Sorceries

4 Light Up the Stage

Instants

4 Lava Dart
4 Lightning Bolt
4 Path to Exile

Lands

2 Bloodstained Mire
4 Inspiring Vantage
3 Mountain
4 Sacred Foundry
4 Sunbaked Canyon
2 Wooded Foothills

Sideboard

1 Lurrus of the Dream Den
4 Angel's Grace
4 Kor Firewalker
2 Soul-Guide Lantern
4 Wear // Tear

Splashing black into Prowess isn’t the only way to run Lurrus. The card’s hybrid mana symbols also allow white to be chosen as the splash of choice, a move that comes with Seeker of the Way for a lifelinking edge in the aggro mirror and Path to Exile for Modern’s notoriously chunky creatures.

UB Slitherwisp, WOTC_COVERAGE_DAMONA (5-0)

Creatures

4 Slitherwisp
2 Brazen Borrower
4 Brineborn Cutthroat
3 Snapcaster Mage
2 Spectral Sailor

Sorceries

4 Thoughtseize

Instants

1 Deprive
1 Drown in the Loch
4 Fatal Push
3 Force of Negation
1 Logic Knot
1 Neutralize
1 Opt
3 Spell Pierce
1 Spell Snare

Artifacts

1 Nihil Spellbomb

Enchantments

1 Omen of the Dead
2 Omen of the Sea

Lands

1 Creeping Tar Pit
3 Flooded Strand
5 Island
1 Mystic Sanctuary
4 Polluted Delta
2 Sunken Ruins
1 Swamp
4 Watery Grave
60 Cards

Sideboard

3 Nihil Spellbomb
3 Aether Gust
1 Ceremonious Rejection
2 Collective Brutality
2 Disdainful Stroke
1 Flusterstorm
2 Mystical Dispute
1 Shadow of Doubt

Here to diversify the aggro section is UB Slitherwisp, a deck built around the mostly shrugged-at creature from Ikoria. So long as players deploy a flash spell each turn, Slither does a fine Dark Confidant impression. While it's practically as fragile and a full mana more expensive than Bob, Slither also dangles the possibility of more cards in front of pilots, and this deck is built to draw 2-3 off the Nightmare per turn cycle. Of course, more draws means more flash cards, which keeps the wheels turning. Most impressively, UB Slitherwisp doesn't feature any companions!

(Full disclosure: this deck is not as good as Prowess.)

Companion-scade

Companions are strong. What if they also had cascade? Well, one of them does, and it's starting to make a name for itself in Modern.

Gyruda Combo, MASHMALOVSKY (5-0)

Creatures

3 Gyruda, Doom of Depths
2 Ashen Rider
1 Obstinate Baloth
1 Phyrexian Metamorph
4 Primeval Titan
4 Restoration Angel
4 Sakura-Tribe Elder
4 Sylvan Caryatid
1 Wurmcoil Engine

Sorceries

4 Farseek
4 Mwonvuli Acid-Moss

Lands

1 Blast Zone
1 Castle Garenbrig
4 Cavern of Souls
2 Field of the Dead
2 Forest
4 Gemstone Caverns
1 Ghost Quarter
1 Godless Shrine
3 Overgrown Tomb
1 Plains
1 Snow-Covered Forest
1 Snow-Covered Swamp
1 Swamp
1 Temple Garden
3 Verdant Catacombs
1 Windswept Heath

Sideboard

1 Gyruda, Doom of Depths
1 Bojuka Bog
1 Broken Bond
3 Chalice of the Void
1 Collective Brutality
2 Damping Sphere
2 Engineered Explosives
3 Gaddock Teeg
1 Winds of Abandon

The standard Gyruda Combo attempts to cast the Demon Kraken from the sideboard or otherwise by reaching six mana on turn four through even-mana'd means including Sakura-Tribe Elder and Sylvan Caryatid. Then, the deck starts cascading, with Restoration Angel and Phyrexian Metamorph copying Gyruda for additional triggers. It eventually hits a fatty such as Ashen Rider, which breaks the chain once the deck has hopefully generated a huge board.

Primeval Titan is one such fatty, and can be cheated out early via Castle Garenbrig. The Modern stalwart allows for a Plan B featuring Field of the Dead.

Madcap Gyruda, DANNY_BAMBINO (5-0)

Creatures

2 Platinum Emperion
3 Gyruda, Doom of Depths
1 Dragonlord Kolaghan
1 Inferno Titan
4 Kozilek, Butcher of Truth
4 Primeval Titan
1 Ruric Thar, the Unbowed
4 Sakura-Tribe Elder
4 Sylvan Caryatid

Enchantments

2 Khalni Heart Expedition

Sorceries

4 Farseek
2 Madcap Experiment

Lands

1 Blast Zone
1 Bojuka Bog
1 Castle Garenbrig
3 Cavern of Souls
2 Field of the Dead
2 Forest
3 Gemstone Caverns
1 Mountain
1 Nurturing Peatland
1 Overgrown Tomb
1 Radiant Fountain
2 Snow-Covered Forest
1 Snow-Covered Mountain
1 Snow-Covered Swamp
1 Stomping Ground
1 Swamp
4 Verdant Catacombs
1 Wooded Foothills

Sideboard

1 Gyruda, Doom of Depths
1 Cavern of Souls
1 Radiant Fountain
1 Abrupt Decay
2 Boil
2 Collective Brutality
1 Damnation
2 Damping Sphere
1 Massacre Wurm
1 Obstinate Baloth
2 Slaughter Games

Madcap Gyruda follows a similar principle, but dips into Madcap Experiment to attack opponents from yet another angle. Khalni Heart Expedition is also employed here to help with ramping, while Dragonlord Kolaghan aids in ending games on the combo turn.

Big Green Gyruda, YPRINCIPE (5-0)

Creatures

3 Terastodon
3 Gyruda, Doom of Depths
4 Primeval Titan
4 Sakura-Tribe Elder
4 Sylvan Caryatid
2 Ulamog, the Ceaseless Hunger
4 Wurmcoil Engine

Artifacts

4 Chalice of the Void

Sorceries

4 Farseek

Lands

1 Blast Zone
1 Bojuka Bog
4 Castle Garenbrig
4 Cavern of Souls
2 Field of the Dead
2 Forest
4 Gemstone Caverns
2 Overgrown Tomb
1 Snow-Covered Forest
1 Snow-Covered Swamp
2 Stomping Ground
2 Swamp
2 Verdant Catacombs

Sideboard

1 Gyruda, Doom of Depths
3 Boil
2 Chandra, Awakened Inferno
3 Damping Sphere
3 Slaughter Games
3 Ugin, the Spirit Dragon

Big Green Gyruda takes the Primeval package featured in the previous two decks and makes it a central focus of the strategy, maxing on Castle Garenbrig and supplementing Titan with other big green dudes like Terrastrodon. Wurmcoil Engine becomes especially attractive given Castle, which builds cleanly into six mana. The artifact is great at stabilizing an aggressive board before going for the combo.

Take It All In

Love 'em or hate 'em, companions are probably not going to stick around in this capacity for much longer. Wizards' announcement in a couple days should put an end to their reign of terror in Modern. As always, we'll have the scoop on that once the news drops. So stay tuned, and in the meantime, cast as many Dream-Den-dwellers as you can this weekend!

Companion Modern: Consistency vs. Certainty

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Another week of data, another update to the Ikoria metagame. The trends had been moving towards companion stabilizing in Modern. Last week, the individual companion cards seemed volatile in terms of usage, but the mechanic itself appeared to have achieved saturation. We observed some signs suggesting that companions might be been fading in Modern, which would award success to targeted solutions---by which I mean just banning Lurrus and Yorion.

This week was the make-or-break week for companion's future. In the last banning announcement, Wizards made it clear they were watching trends in the data. Companion was having an unprecedented cross-format impact on Magic and all options were on the table, including a complete rules reworking. The obvious implication was that Wizards saw the same volatility I did, though more completely since their data is better, and were hoping to avoid taking drastic action. This week's data needs to show a reduction in companion saturation for there to be hope for an easy solution.

Week 5: 5/17-5/23

The first thing to note about last week is the population. I only recorded 147 decks in week 5, down from 167 in week 4. I don't know of any outside factors to explain this drop.

Deck NameTotal #Total %
Prowess2718.37
Other1711.56
GBx Midrange1610.88
Eldrazi Tron106.80
Burn85.44
Toolbox85.44
UGx Shift74.76
Ponza74.76
Gx Tron74.76
UW Control64.08
Niv to Light64.08
Bogles64.08
Amulet Titan64.08
Ad Nauseam42.72
UGx Reclamation32.04
Jund Shadow32.04
As Foretold32.04
Hardened Scales32.04

The other noteworthy development is that Eldrazi Tron has spiked. And massively. In week 4 it had a 4.2% metagame share, but jumped 6.6% week 5. I suspect that's linked to Prowess's continuous sitting on top of the metagame. Chalice of the Void is very strong in that matchup, and it's reasonable to think that E-Tron is preying on Prowess.

A Caveat

Prowess has a very high metagame share this week. Astute readers will note its rise both in absolute and relative numbers from the previous week; 26 decks and 15.6% to 27 and 18.4% respectively. The increase suggests that it is starting to dominate, and may be a uniquely dangerous deck in the current metagame; Prowess gets more utility from Lurrus of the Dream Den returning Mishra's Bauble than any other deck. However, the numbers are deceptive: Prowess jumped 8% in week 4, from 7.6% to 15.6%. The 2.8% jump this week is small potatoes in comparison and doesn't necessarily indicate much.

Secondly, the category is somewhat deceptive. The Prowess deck is showing considerable variation, some of which are close to entirely different decks. I've been categorizing decks based on their strategic characteristics and not stressing deck composition variance as long as decks share a recognizable gameplan. This is why Jund and Rock are lumped together as GBx Midrange while Temur Urza and Temur Reclamation are separated. The Prowess decks had been mono-red and distinguished from Burn by Soul-Scar Mage, and I've kept that definition going. The end of week 4 saw divergence as some Prowess decks started running black for discard spells. This week, there was a more even mix of BR and Mono Red, but they're still too strategically similar to separate.

However, a new Jund Prowess deck has started showing up. It is more midrange than aggro, and could be a new deck. The distinction isn't quite clear enough to actually make that call, but it's getting close. Depending on how things shake out I may need to separate it from the other Prowess decks in future updates. Thus, that Prowess category isn't as monolithic or dominant as it appears.

Companion Stats

And now the big one. Companion had been stable between Weeks 3 and 4. The drop in population Week 5 appears to have affected companion saturation levels.

CompanionTotal #Total Metagame %
Lurrus7349.66
Yorion2013.60
Jegantha85.44
Obosh74.76
Kaheera21.36
Zirda21.36

Lurrus is trending back up. However, that is as much a function of Prowess being up as anything else. Companion has overall increased to 76% of the metagame, though again this could be an outlier effect from a smaller sample size. Still, it shows that the metagame is adapting to companion not by answering them and keeping them in check but by adopting them. I think the only discussion about them happening at Wizards now is how severe the solution needs to be.

What's the Problem?

The numbers are fairly clear. There remains not only deck diversity but strategic diversity. Unlike in previous banning situations, I cannot easily point to a clear problem. One deck is not utterly dominating events, winning too much, and/or winning too quickly as Hogaak, Arisen Necropolis did. And archetypes aren't homogenizing in the way inspired by Oko, Thief of Crowns.

Oko rewarded and in some ways required players to run a common core of artifacts to get the most value from him, which gradually pushed all interactive decks into a samey, artifact-heavy midrange soup even before they'd leaned combo or aggro. Lurrus decks running Bauble is not the same thing, so long as the rest of the deck is strategically different.

The problem is simple saturation. Companions are everywhere, and players are getting tired of it. The closest analogue to companions is Once Upon a Time. The effect proved too good, but the final straw was universality. Once colorless Eldrazi Tron started adopting Once, the trigger got pulled. We're getting to that point with companions. They're hanging around 70% of the metagame.

This is the chart for total decks in my sample each week. I'm not including the first week because it was shorter and the population was necessarily smaller. There have been three Premier events and four Preliminaries each week, and each Premier reports exactly 32 decks. Thus, the variation in population is directly down to the preliminary attendance. Prelims report every deck that goes 3-2 or better, and so the more in the initial tournament, the more decks should hit that mark. And over the past two weeks, the population in my samples has fallen. This suggests that overall Modern attendance has fallen, and Modern has been the most popular format until recently (looking at MTGTop8's format population data). It's reasonable to conclude that online tournament attendance is overall down as a result.

Accounting for Data Sources

It's possible, too, that my data is the problem. Wizards is pushing Arena like crazy, which may also be drawing away players from MTGO and Modern. However, given the wider community reaction to companions, I think that's unlikely to be the cause of the falloff. There's a sense of weariness and ennui everywhere. Players have soured on constructed Magic because it has become unfun.

Fun is admittedly very subjective, and the only way to quantify this is with starting tournament population data that I don't have. However, given that most larger voices are saying the same thing, and even Mark Rosewater appears to have soured on companions, I think there's clear evidence that Modern's players and developers alike are not feeling the new mechanic.

Given that Commander is the most popular form of Magic and companions are fairly obviously bringing commanders to constructed, how did this happen? I chalk it up to the difference between consistency and certainty.

Consistency

For Magic purposes, consistency this refers to a deck's ability to play out its gameplan reliably. Burn is a very consistent deck because it has many cards that do similar things. It can't play the exact same way every game, but it is able to play one out that is very similar, recognizable, or predictable. Lightning Bolt and Rift Bolt are very different cards, but do close enough to the same job in context that they let Burn players effectively play more than four copies of a card. This gives their gameplan far more consistency than something like the singleton-filled Niv to Light.

Certainty

Dictionary.com defines certainty as "an assured fact." In other words, if something is certain, it will happen. Few things are ever truly certain in constructed Magic. The best players loses to newbs, Ad Nauseam sometimes beats Infect, and variance plays a huge role. There is no guarantee of seeing any four-of in a deck in a given game. It may never be drawn, and even if tutoring is available, it may be incorrect to choose that card. Thus, certainty has never had a place in constructed, only consistency.

At least, that was true until the companions came along. There is certainty that they will appear, since they must be revealed at the start of the game. Should the game make it to the point they could be played, there is certainty that they will at some point. And that threshold (reaching a certain turn) is extremely low in a turn four format; far easier to meet than that of drawing a four-of and having a good reason to cast it. After all, companions are frequently the best option on-hand for players who are ready to cast them. This is a very Commander mechanic, and the community seems to agree that it is unwelcome in constructed.

The Commander Problem

This makes perfect sense if the nature of Commander is considered (and makes me think that Wizards doesn't get why Commander is popular). There is no consistency in Commander. The deck is 100 cards, and every nonbasic land is a singleton. Games can be, and usually are, wildly different from each other for that reason. This is a large part of the appeal. However, this also means that the risk of non-games are higher. Low consistency means high variance and high variance means more risk of non-games. Commander is, more than any other format, about fun, and so there are allowances made (e.g. free mulligans).

This is where the commanders themselves come in. They provide certainty in an inconsistent world, and thus improve gameplay. There's no way of knowing if your deck will do what it's supposed to in a game of Commander, and that's no even talking about the other players. However, the fact that the commander is always available (mana willing) means that there is always a chance for it to come together. The uncertainty and inconsistency of the maindeck is made more fun thanks to the certainty of the commander.

A Misunderstanding

By porting commanders to constructed via companion, Wizards shows they didn't really appreciate the consistency issue. Constructed decks are necessarily more consistent than Commander decks because the restriction is four of a card, not one (see again: Burn). Adding certainty to consistency means that games play out far more similarly than before, which a lot of players find monotonous.

This was a lot of the problem with Cawblade nine years ago. There was very little variance between games, and from personal experience, the better player always won. The games took on the appearance of predestined outcomes, and while that's fine for a game like chess, it has proven to be very bad for Magic.

In hindsight, perhaps Wizards should have known that adding Commander elements to more competitive formats wouldn't work. Some of their reference points include the problems they've had with Brawl, but a survey of the Commander community would have also been instructive. At the last Magicfest I went to (remember when that was a thing? Good times) the Command Zone was divided by how competitive the decks were. There was a spectrum from wonky, weird, and wild decks that didn't really work all the way to singleton Vintage. From what I saw, the players were concentrated on the more casual side. I saw that at my LGS all the time pre-lockdown (good times). There were many Commander groups, but the more casual the group, the more regularly it met, and the larger it was.

Refinement Is Necessary

Wizards doesn't seem to have understood what made Commander so popular. They latched on to the most obvious superficial aspect with no understanding of the role it actually played. It's no wonder a direct port of its marquee mechanic to constructed has proven aggressively unpopular, and will have to either be banned or changed in the not-so-distant future.

However, it doesn't have to be that way. Players like self-expression, which is a large part of what makes Commander great. Had the companions been made with that in mind, it may have been a success. Compare Lutri, the Spell Chaser to Yorion, Sky Nomad. The former requires considerable sacrifice, turning a consistent constructed deck into an inconsistent Commander deck. In return, there's a certainty boost. This makes Lutri a fun reward for outside-the-box deckbuilding and adds spice and variety to formats.

Yorion's requirement is too low, and so it boosts decks linearly. All the Arcum's Astrolabe decks have had to do is add more cantrip permanents and lands to their deck and convert their many 3-ofs to 4-ofs. In exchange, they get the certainty of not only a 4/5 flyer, but a mass flicker for more card advantage to make up for the slight consistency hit they took by playing 80 cards. That increased deck size has been found to be fun by some, but the power of Yorion has been too high. Had Wizards made more Lutris and fewer Yorions or Lurruses, I think companion may have been well received.

What to Expect

I'm with Jordan: talking about companion constantly is as boring as running into them every game. Next week, tune in for something unrelated I've been meaning to do for some time.

A Banlist Visitation: Scraping the Barrel

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Discussing the Modern banlist has always been a favorite pastime of the format's aficionados. In times like these (and I don't mean COVID-19, but that other c-word), player attention is turned towards what needs to be banned; pundits have suggested all the companions eat the bullet, or that Wizards implement sweeping errata. But personally, I've grown a bit tired of every article (here and elsewhere) being a Lurrus Luncheon. So today, we'll look at some of the interesting cards Modern still has locked away and consider the implications of releasing them into the format.

For what felt like an eternity, a few select cards were mentioned again and again when it came to unbanning chatter. Those cards, Bloodbraid Elf, Jace, the Mind Sculptor, and Stoneforge Mystic, have all been made available to Modern, and the format handles them just fine. The remaining cards might be less obvious, but I wonder if they don't also deserve a spot in the conversation.

Bridge from Below

The older the format, the more broken Bridge from Below seems to become. Moden has been unseated as the freshest non-rotating format by now, but I still think its graveyard enablers and payoffs are sparse enough to warrant a return for this enchantment.

Why It Was Banned

Bridge was banned to combat Hogaak, Arisen Necropolis. At the time, Hogaak Bridgevine boasted a commanding 60% Game-1 win-rate and had grown to utterly dominate competitive Modern. Of course, post-ban, Hogaak itself continued on its tear and was banned a month later.

Hogaak Dredge, pepeisra (2nd, MTGO Modern MCQ)

Creatures

4 Hogaak, Arisen Necropolis
3 Bloodghast
4 Carrion Feeder
2 Cryptbreaker
4 Gravecrawler
4 Insolent Neonate
4 Stitcher's Supplier
4 Vengevine

Artifacts

4 Altar of Dementia

Enchantments

4 Bridge from Below

Sorceries

4 Faithless Looting

Lands

4 Blackcleave Cliffs
3 Blood Crypt
2 Bloodstained Mire
2 Marsh Flats
2 Overgrown Tomb
4 Polluted Delta
1 Swamp
1 Verdant Catacombs

Sideboard

2 Assassin's Trophy
2 Cryptbreaker
4 Fatal Push
4 Leyline of the Void
3 Nature's Claim

With Hogaak gone, though, Bridge remained on the banlist, even though it was banned to weaken the now-demolished Hogaak deck. Some justification from Wizards does hold up: Bridge was selected over other options because of its standing as the card "most likely to cause metagame imbalance again in the future." However, as a believer in cards being freed if their current threat potential is low, I'd rather see a guilty-until-proven-innocent approach employed. After all, we don't see Wizards banning cards because they might one day ruin the format. Take their justification for not touching Ancient Stirrings or Mox Opal back in January 2019:

Bear in mind that this is based on the current state of the metagame, and that Ancient Stirrings and Mox Opal are not being given a free pass in perpetuity. While we have no current plans to take action against these two cards, we'll continue to monitor the health of the environment and the strength of decks that use them. If the metagame reaches a point where we determine these cards are doing more to suppress archetype diversity than enable it, we will certainly revisit this discussion.

What It Would Do Now

I do think Bridge would see play if unbanned, specifically in Dredge. But I also don't think Dredge would suddenly become broken. The deck was fine pre-Hogaak, and would certainly be fine now; the deck has all but vanished from the current metagame anyway, even with supposed upgrade Ox of Agonas in the mix.

Potential Risks

It seems to me that graveyard cards need to be pretty busted to actually make Bridge from Below good. Wizards isn't exactly in the habit of printing Bazaar of Baghdad-level cards anymore, which is why the enchantment spent much of Modern's lifespan on the sidelines. I think unbanning Bridge is significantly low-risk, and if another superb enabler is printed that appears to break it, that card may warrant a closer look.

Punishing Fire

In conjunction with Grove of the Burnwillows, Punishing Fire essentially gives players the ability to pay 2R each turn to point 2 damage at something. The combination remains potent in Legacy decks light on battlefield interaction, such as Lands.

Why It Was Banned

According to Wizards:

This pair of cards is commonly used, and is devastating to creature decks relying on creatures with less than 2 toughness. It also is a very slow and reliable win condition, netting 1 life for 3 mana. Tribal decks relying on 2 toughness "lords" see very little play, and this is a major barrier to their success.

Wizards wanted more Lord decks, or really, more aggro decks of any variety besides Zoo. What they got was a format whose aggro niche was mostly occupied by Affinity, a deck that stayed a powerful aggro option in Modern until the months leading up to a Mox Opal ban.

Punishing Zoo, Jamie Hannah (2nd, Worlds)

Creatures

4 Wild Nacatl
2 Kird Ape
4 Knight of the Reliquary
4 Noble Hierarch
2 Qasali Pridemage
4 Tarmogoyf

Planeswalkers

3 Elspeth, Knight-Errant
1 Gideon Jura

Instants

3 Bant Charm
4 Lightning Bolt
3 Path to Exile
3 Punishing Fire

Lands

4 Arid Mesa
1 Forest
3 Grove of the Burnwillows
1 Hallowed Fountain
1 Horizon Canopy
1 Marsh Flats
4 Misty Rainforest
1 Mountain
1 Plains
2 Sacred Foundry
1 Steam Vents
1 Stomping Ground
1 Tectonic Edge
1 Temple Garden

Sideboard

1 Ancient Grudge
1 Combust
1 Gideon Jura
2 Kitchen Finks
2 Mana Leak
1 Mindbreak Trap
1 Nature's Claim
1 Path to Exile
1 Rule of Law
2 Spell Pierce
2 Sun Titan

As part of the campaign to diversify aggro, Fire was banned alongside Wild Nacatl, which has since been unbanned.

What It Would Do Now

Fire was axed to lend a helping hand to tribal aggro decks featuring stat-buffing lords. In today's Modern world, Humans is the closest analogue, but that deck's main purpose is not to increase board presence using lords; it's to disrupt opponents with powerful enters and static effects.

Tearing Fire away with Kitesail Freebooter, or crippling the engine with taxing effects the likes of Thalia, Guardian of Thraben or Unsettled Mariner, are some of the options the deck has already built-in to its mainboard to weather that kind of attack from opponents. Those cards have long been integral to stopping more streamlined versions of such an attack from Push, Bolt, and other efficient removal spells, and are what competitively sets Humans apart from other Modern fish decks.

Most other decks with x/1s and x/2s are fast enough to overwhelm the engine, but I can see Fire becoming something of a common tech for midrange mirrors; it keeps Bloodbraid Elf, Dark Confidant, and Lurrus off the table, I supposed. Even then, I expect its applications to prove slim, or far from polarizing.

Krark-Clan Ironworks

Next up is an artifact that slumbered in Modern's annals for most of the format's history, only to be broken wide-open late 2018.

Why It Was Banned

Ironworks was banned for a few reasons, chief among them placing in too many GP Top 8s.

Krark-Clan Ironworks decks have risen to prominence at the Grand Prix level of play, posting more individual-play Modern Grand Prix Top 8 finishes than any other archetype, despite being only a modest portion of the field. [...] With no signs of the Ironworks deck's dominance at the GP level slowing down, we've decided to take action by banning the card Krark-Clan Ironworks.

Wizards believed the deck's standing as Modern's top deck would only solidify as more players learned the strategy's ins-and-outs, concluding that "Ironworks [posed] a long-term threat to the health of competitive Modern play."

Ironworks Combo, Abe Corrigan (1st, SCG Team Open Columbus)

Creatures

4 Scrap Trawler
1 Myr Retriever
1 Sai, Master Thopterist

Artifacts

3 Chromatic Sphere
4 Chromatic Star
3 Engineered Explosives
4 Ichor Wellspring
4 Krark-Clan Ironworks
4 Mind Stone
4 Mox Opal
1 Pyrite Spellbomb
1 Spine of Ish Sah
4 Terrarion

Sorceries

4 Ancient Stirrings

Lands

2 Buried Ruin
4 Darksteel Citadel
2 Forest
4 Grove of the Burnwillows
2 Inventors' Fair
1 Island
3 Yavimaya Coast

Sideboard

1 Firespout
2 Galvanic Blast
2 Lightning Bolt
4 Nature's Claim
2 Negate
2 Sai, Master Thopterist
1 Swan Song
1 Tormod's Crypt

Critically, other cards Wizards considered for the ban were Ancient Stirrings and Mox Opal, the latter of which was the most important to Ironworks Combo---it accelerated the deck by an extra turn, giving it the speed needed to compete in Modern.

While Stirrings still exists and could help players string together a gameplan, Opal is gone, making the deck significantly less threatening. Unlike with Bridge from Below, the question of whether banning Opal would render Ironworks manageable was never really asked by Wizards. Rather, they elected to axe Ironworks for fear of badly damaging other strategies.

What It Would Do Now

Ironworks would again spearhead its own deck, but that deck would prove extremely fringe; to give a reference point, I think it would wind up in the competitive bracket occupied by Norin Soul Sisters, Doran Rock, and other outdated Modern decks from the format's earlier years. That's just what Ironworks is now, an outdated deck---without Opal giving it the speed it got by on, the strat would be DOA in Modern.

I will concede that David's take on the deck while it was legal was quite different from mine. In his view, that extra turn of speed was not what made Ironworks so potent; that honor went to Engineered Explosives. He went on to argue that banning Opal would not do much to stop the Ironworks deck.

Potential Risks

Which brings us to the risk: what if Ironworks did prove problematic? That's the worst-case scenario, but my solution here is simple: just re-ban it.

Re-ban it?! You mean create another Golgari Grave-Troll fiasco? Yes, that's exactly what I mean! Modern may be non-rotating, but it's far from unchanging, as the last two years have beaten us over the head with. Reintroducing Ironworks and then removing it doesn't sound bad to me at all. I appreciate when Wizards gets hands-on with Modern and displays an appetite for experimentation.

And the ensuing "fallout" wouldn't be unprecedented by any means---in my eyes, the situation is quite similar to Once Upon a Time's, or Oko's, or soon, Lurrus's (let's just be real Dej Loaf voice). In other words, we get that "fiasco" all the time, but Modern remains a player favorite.

A Conclusion... For Now

There are other cards on the banlist I think could maybe come back to Modern, or are worth thinking about returning even as a thought experiment. And yes, those cards include Splinter Twin!

Which cards do you think are safe? Or is it even responsible to entertain such a pursuit with Lurrus tearing up the metagame? As always, and perhaps more than ever in this era of isolation, I'd love to hear your thoughts in the comments!

Companion of the Week: Metagame Breakdown

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When working with data, scale is everything. Just as an area looks very different when using Google Streetview versus Google Maps, the context, meaning, trends, and ultimately the conclusions reached from the data will depend heavily on the scale it's examined on. This is the reason that economics is split between micro and macro level analysis: the former is a zoomed-in study of individual behavior, while the latter is a zoomed-out study of aggregate behavior. We have explored the macro-level analysis of companions in Modern. This week, we'll dive into the micro story.

At the conclusion of last week's article, I mentioned that I saw possible trends developing, and that I wanted to keep monitoring them. As shown in that data, the metagame has been substantially changed by the addition of companions. However, the nature of that change is continuing to evolve.

Early indications and assumptions were that Lurrus of the Dream-Den would be the companion for Modern. This has largely proven true, but the picture is growing complicated. Looking at the data on a micro level asks a lot of questions about the effect the companions are having on Modern. And the impact is less clear than before.

The Big Picture

Companions hit Modern in a very big way. The old metagame was focused on midrange decks, particularly those built around Uro, Titan of Nature's Wrath. After Ikoria hit MTGO, the non-black midrange decks fell away and were replaced by Lurrus decks. Specifically, Burn, GBx midrange, Prowess, and Toolbox decks were the top four individual decks by a decent margin. All of them ran Lurrus, though Toolbox sometimes had Zirda instead. Burn and GBx had been tier 1 decks prior to Ikoria, while Prowess was low-Tier 2 and Toolbox was effectively untiered. They create a strong argument that Lurrus is affecting deck viability, and the fact that 66% of decks in the sample used a companion indicated that it was better to have companions than to not. Only Amulet Titan never ran a companion and still placed highly.

If one was to just look at that picture, it would be easy to conclude that Lurrus has taken over Modern and is too powerful. However, there's a big caveat to that conclusion: the decks that are doing well with Lurrus now are primarily decks that were already good. Therefore, a more detailed examination is required to see what, if anything, is the actual problem.

Week 1: 4/20-4/25

To do this, I'm going to examine the week-by-week metagame data. My source is the official Wizards MTGO decklist posts. I'm using all the non-League data, since Wizards doesn't curate the event lists. Wizards also doesn't reliably post all of the events, so I'm definitely missing a few datapoints. However, there's no guarantee that other sources, namely MTGGoldfish, will have those missing lists, either. The total completeness of the data being slightly less important than source consistency, I'm sticking with Wizards.

Also, as with last week, I have grouped some of the results into Other. There are too many decklists to effectively work with otherwise, and the Other category is a good indicator of rogue deck populations. Because I'm working with smaller individual data sets, the Other bar was moved down. With the hundreds of entries in the macro data, five was a good cutoff. Now that each week has less than 200, the line falls down to three. A deck will be listed individually if it has three or more entries in a week and below that it's an Other.

I'll also remind everyone to focus on the metagame percentages rather than the raw numbers. Each week had different populations so the total numbers aren't comparable. Relative populations are comparable, and so that's what I'll be discussing. Also note that the percentages aren't perfect in all cases due to rounding.

Deck NameTotal #Total %
Other2923.2
Burn2217.6
GBx Midrange1713.6
Toolbox97.2
Grixis Delver86.4
Prowess75.6
Humans75.6
Hardened Scales64.8
Amulet Titan54
Temur Urza32.4
Dredge32.4
Neoform32.4
Bant Snow32.4
UW Control32.4

Week 1 is the starting position. By itself it doesn't really mean much, other than to show where players' heads were at the start of the metagame. And clearly, players were thinking fiery thoughts. Burn is the most-played individual deck by a fairly wide margin. GBx, which is primarily Jund with some Rock, is in second, with Toolbox a distant third. This is notable particularly because Toolbox wasn't a deck before this week. The Other category is very large, indicating a large amount of experimentation.

Companion Stats

However, it's the companions that we're all actually here for. I recorded every companion that was actually played as a companion (Lurrus saw some maindeck play) as I went through the decklists. I'm also including each companion's metagame share, measured by dividing its total population by the total decks in the weekly sample.

CompanionTotal #Total Metagame %
Lurrus6451.2
Jegantha75.6
Yorion32.4
Umori10.8
Zirda10.8

Roughly 60% of decks had a companion, and for most of them, that companion was Lurrus. When one card is present in half the decks in a sample, there's arguably a problem. On the other hand, this was the first week and Lurrus was the obvious card; it's unclear if this saturation is indicative of actual power, or popularity. I'd expect new cards to see heavy play the first week. It's the trends over the subsequent weeks that actually determine power.

Week 2: 4/26-5/2

Which is an excellent segue into Week 2. With more time to refine and experiment, players had a more accurate picture of Ikoria's actual power and began to adapt accordingly. A note on the data: the Other category dropped significantly in Week 2 and stayed down. However, this isn't an indication of metagame narrowing. Rather, more decks started to cross my threshold, likely due to fluctuations in the weekly populations. The metagame was at least as open as Week 1, and possibly more.

Deck NameTotal #Total %
Other2212.9
Burn1810.5
GBx Midrange137.6
Prowess137.6
Bant Snow116.4
Toolbox116.4
Amulet Titan105.8
Ponza105.8
Temur Urza84.7
Humans84.7
Hardened Scales84.7
Ad Nauseam84.7
Eldrazi Tron52.9
Neoform52.9
4C Snow42.3
Niv 2 Light42.3
Gx Valakut42.3
Infect42.3
UB Control31.7
Dredge31.7
Grixis Death's Shadow31.7

While Burn is still the most played deck, its margin has fallen significantly. As the ~7% drop is far greater than Prowess' 2% gain, this change cannot be a function of players switching decks. I conclude that it instead represents an actual change in deck viability. This is further suggested in GBx losing 6% while still holding second place. The metagame was broadening in Week 2.

Companion Stats

This is reinforced by the companion data. In Week 1, Lurrus was the top cat-like thing and it wasn't close. In Week 2, Lurrus was still the big cat, but not quite so big.

Deck NameTotal #Total Metagame %
Lurrus7443.3
Yorion2112.3
Obosh105.8
Zirda42.3
Jegantha31.7
Gyruda21.2

While companions as an overall share of the metagame have increased to ~66.7%, Lurrus' share has fallen by ~8%. The broadening of the metagame on a deck level is reflected in a diversification of companions. It took a week, but the UGx players figured out that they could run Yorion, Sky Nomad just by adding more cantrips, which helps their math problem. Meanwhile, Obosh, Preypiercer was leading a Ponza revival.

Week 3: 5/3-5/9

Week 3 is where trends can actually start to be established. And the general pattern from Week 2 does hold. The metagame continued to broaden relative to Week 1. Other was up by ~3%, though there is one fewer listed deck.

Deck NameTotal #Total %
Other2915.8
Toolbox189.8
GBx168.7
Prowess147.6
Amulet Titan126.1
Bant Snow126.1
Temur Urza126.1
Burn126.1
Ponza84.4
4C Snow73.8
Gx Valakut52.7
Humans52.7
Grixis Death's Shadow52.7
Ad Nauseam52.7
Eldrazi Tron42.2
Hardened Scales42.2
Mono Green Tron42.2
UB Control42.2
Infect42.2
Hammer Time31.6

Burn's descent continues. It's no longer top deck, instead tied for 4th place with resurgent UGx decks and Amulet Titan. In its place, Toolbox shot up 3.4%, the largest increase by any deck. GBx has also stabilized and recovered some ground from Week 2. Prowess too held its ground, both relatively and absolutely. It was third with 7.6% in Week 2, and still third with 7.6% in Week 3.

Companion Stats

As seen in Week 2, the companion picture continued to broaden. Lurrus had lost favor relative to the other companions and continued to do so while the overall companion saturation grew. But only slightly.

Deck NameTotal #Total Metagame %
Lurrus7641.5
Yorion3318.0
Obosh73.8
Jegantha73.8
Zirda21.1
Umori10.5
Lutri10.5

Companions now represent 69.2% of the metagame, with Lurrus in a mere 41.5% of all decks. However, the rate of change has decreased to ~2% in both cases. This indicates that an equilibrium is being reached and confirming that trend was a primary reason I didn't do the micro analysis before. I wanted to see if the trends continued into Week 4.

Week 4: 5/10-5/16

And then everything got weird. Some trends continued as expected, while a number of others went haywire. Far from indicating that the metagame had started to settle, the Week 4 data suggested greater volatility.

Deck NameTotal #Total %
Prowess2615.6
Other2012.0
GBx1911.4
Ponza127.2
Amulet Titan106.0
Burn84.8
Mono G Tron84.8
UW Control74.2
Gx Valakut74.2
Eldrazi Tron74.2
Bogles63.6
UGx Reclamation53.0
4C Snow53.0
Storm53.0
Temur Shfit53.0
Ad Nauseam53.0
Bant Snow42.4
Hardened Scales42.4
Toolbox31.8

While Burn has continued its steady decline, Prowess has shot up to the top of the metagame, gaining 8% in a week. At the same time, Toolbox has crashed, losing 8%. While I have no proof, I can't help feeling that the two are linked. Many Prowess decks run Gut Shot, and Toolbox is full of X/1 creatures it needs to get the ball rolling. Prowess was able to effectively disrupt the top deck and race it. It's a logical conclusion, but I have no evidence to prove it.

Meanwhile, the UGx decks that were looking to recover from their week-one pounding have crashed again, with Temur Urza failing to appear. Some of this may be changing decks. There were a number of Temur Scapeshift decks using Urza to fill out their lists to run Yorion. These lists are strategically distinct from Temur Urza lists, and even if I did count them, their numbers are still far below the previous week's. Some of this could be linked to the rise of Ponza, which had been preying on UGx in the old meta and has gained ~3% in a week.

Companion Stats

The companion picture, meanwhile, is getting more complex.

Companion Total #Total Metagame %
Lurrus7243.1
Yorion1810.8
Obosh127.2
Jegantha84.8
Kaheera21.2
Gyruda10.6
Zirda10.6

The trend appears to have reversed. Lurrus is up 1.6% from the previous week, but companions overall are down by ~1%. This is a very small fluctuation and may represent normal variance rather than a genuine change, but it does still suggest that companions have achieved their maximum saturation. Yorion fell off by ~7% while Obosh surged by ~3%, which suggests that players are continuing to experiment with their decks and the metagame.

The number of represented companions remains seven, but the composition has changed. Kaheera, the Orphanguard makes its debut, but not as a lord; instead, several UW decks decided to go creatureless so that they always have Kaheera as a threat. I question whether this will be a sustained trend or just a flavor of the week.

Trending Now

It can be daunting to try and deduce anything meaningful from tables of data. To that end, here's the visuals on companion in the Modern meta.

Companion started out with a very high metagame percentage, as Lurrus was expected to be very strong. The set was just out, but only one copy of Lurrus was needed per deck. Thus, once the supply issues were overcome, Lurrus was and has been readily available.

What's significant is that its overall gain has been muted. Companions have gained ~8% metagame share over the sample time, which would be very significant had it started out low. However, when ~51% of the field was running Lurrus from the get go, the increase is less impressive. This is complicated when looking at the individual companions.

Who's My Best Buddy?

Again, Lurrus was billed and expected to be the premier companion. And it has been. However, what that means has changed dramatically. Initially, Lurrus was the companion in Modern, and it looked like it was necessary to have Lurrus specifically to win in Modern. That narrative has weakened, and now it looks like Lurrus is merely the best companion rather than the paragon.

It's no exaggeration to say Lurrus has fallen off. It's down 8.1% from Week 1 despite a small rebound in Week 4. Some of the fall off must be linked to the rise in other companion decks. Part may be that Lurrus isn't quite as impressive as billed for many players. And then there's metagame adaptation.

Lurrus being a Modern card was fairly obvious, but the other companions weren't so clear-cut, and now they're rising. The only companion that hasn't shown up in the data so far is Keruga, the Macrosage. This isn't a format where decks can just not play anything for the first few turns. The only way around this restriction is cycling decks, and Living End isn't exactly tearing it up. However, of the other non-Lurrus companions, only some are having a real impact. And the picture that emerges when considering only those decks that consistently show up week-by-week and have appreciable metagame impacts is very cloudy.

All of the non-Lurrus companions  have gained metagame share since 4/20. However, the only one that isn't down from its peak is Obosh, the Preypiercer. And Zirda is just above its starting position. Yorion fell off significantly last week while Obosh was rising. Again, this may a predator/prey relationship if the old metagame dynamics are to be believed. In any case, it seems that outside Lurrus, players are still figuring out the companions and it isn't clear what, if any, place they have.

Top Tier Evolution

Meanwhile, the actual tier list isn't any clearer. I identified Burn, GBx, Prowess, UGx, Amulet Titan and Ponza as the big decks previously. That picture is obvious when taken all together, but when looked at on an individual level, there's far more happening that I'd anticipated.

Burn has been on a steep decline since 4/20. GBx has shown a steady recovery since 4/26, while Prowess has skyrocketed into top tier. In other words, there is no consistency in results for the Lurrus decks. Having the companion isn't a predictor of success, and the old metagame forces are still active. This is further demonstrated when considering the non-Lurrus decks.

The only companionless deck is Amulet Titan, and it just keeps chugging along. All the other decks show high volatility. Temur Urza has crashed out, Bant Snow is back where it started, and Ponza had a great week. There is little to indicate that the companions themselves are affecting viability. Given the high variance in the high-placing decks (including the Lurrus decks) the question of correlation or causation remains murky.

Companion Viability

To examine that question, I looked at the decks I consider companion-dependent. These are decks with either actually none or no appreciable (>1%) impact on the pre-Ikoria metagame, but did show up in the post-Ikoria data. The argument they make is for correlation, not causation.

Every single deck is down from its peak. Last week, Toolbox fell precipitously, while Grixis Death's Shadow disappeared. Grixis Delver failed to place Week 3 and just snuck into Week 4. Hardened Scales is sticking around, but the evidence does not support it being a serious contender in the overall metagame.

None of these decks held any sort of metagame share before companions. Adopting companions did make them considerations, but they haven't remained as such. My takeaway from this result is that companion does not change deck viability. A power or consistency boost doesn't necessarily improve a fundamentally weak strategy enough to compete with the proven decks.

A Complicated World

Companions are saturating the Modern metagame. There's early indication that the saturation has peaked. There is evidence that companions are best used in otherwise strong and highly-tiered decks and that they aren't affecting overall metagame diversity. However, the metagame remains highly volatile, and is therefore still developing.

I think this last point is why Wizards hasn't taken action on companions in Modern yet. With all the volatility, I can't point to any one deck, or even conclusively point to Lurrus, as being an actual problem. It's the overall environment that looks unhealthy. By the traditional metrics, Modern is perfectly fine. There's no one deck that is overpowering or warping the format. Diversity is similarly unaffected. The saturation of the companion mechanic is the concern.

Given what was said in the banning announcement, I believe that Wizards is hoping that companion can be salvaged. A lot of effort went into the cards, and as a flagship mechanic, they don't want to simply throw it away. They're looking at the data and seeing the format volatility, and they also have actual win rates, waiting for stronger trends to emerge. The hope is that the data justifies a targeted ban on a single companion or card. I'm growing increasingly skeptical of the possibility in light of my data showing that companion representation is diversifying. I think we're looking at either a sweeping ban or a complete rules reworking in the next month.

May ’20 Brew Report, Pt. 1: Comp-repared

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Okay, so companions are everywhere. But looking past that acknowledged reality, I see a Modern bursting with possibilities, and even applying the different companions in brilliant, unpredictable ways. Let’s take a look at what May’s first half has had to offer us in terms of Modern ingenuity!

One Tribe... Or Two

One unexpected (at least, on my end) result of companions being printed is the resurgence of long-forgotten tribal aggro decks. Take this Faeries build pumped up by Yorion, Sky Nomad:

Yorion Faeries, MOMSBASEMENTSTREAMS (5-0)

Creatures

4 Faerie Seer
4 Spellstutter Sprite
4 Stoneforge Mystic
3 Snapcaster Mage
2 Spell Queller
1 Brazen Borrower

Planeswalkers

4 Teferi, Time Raveler

Artifacts

4 Arcum's Astrolabe
2 Batterskull
1 Sword of Feast and Famine

Enchantments

4 Bitterblossom

Instants

4 Cryptic Command
4 Drown in the Loch
2 Fatal Push
3 Force of Negation
3 Path to Exile
3 Thought Scour

Lands

1 Creeping Tar Pit
4 Flooded Strand
1 Godless Shrine
2 Hallowed Fountain
1 Misty Rainforest
1 Mutavault
3 Mystic Sanctuary
4 Polluted Delta
2 Scalding Tarn
5 Snow-Covered Island
1 Snow-Covered Plains
1 Snow-Covered Swamp
2 Watery Grave

Sideboard

1 Fatal Push
1 Path to Exile
3 Aether Gust
2 Collective Brutality
2 Rest in Peace
2 Supreme Verdict
1 Sword of Fire and Ice
2 Timely Reinforcements
1 Yorion, Sky Nomad

Yorion's companion condition raised eyebrows upon spoiling: it requires pilots to actively make their mainboards worse via dilution. Yorion Faeries taps into an elegant way out of the creature's requirement by splashing an extra color. Here, white joins the traditionally blue-black Faerie core. Path to Exile provides extra redundancy and flexibility when it comes to one-mana removal spells, while Stoneforge Mystic gives the deck an offensive edge it had previously lacked.

Then there's Spell Queller, which plays nicely with the Faeries gameplan of instant-speed disruption on bodies, and Teferi, Time Raveler. Teferi pairs well with Queller and Spellstutter by limiting opposing actions on the stack, and with Stoneforge by affording unmolested equip-swings. Critically, Teferi also provides a cantrip upon resolution; packing a deck full of cantrips greatly reduces its redundancy, as evinced by the ubiquity of Arcum's Astrolabe.

BW Zombies, RCMERRIAM (5-0)

Creatures

4 Carrion Feeder
4 Gravecrawler
4 Stitcher's Supplier
4 Bloodghast
2 Tidehollow Sculler

Artifacts

1 Nihil Spellbomb
4 Smuggler's Copter

Instants

4 Fatal Push

Sorceries

2 Collective Brutality
3 Inquisition of Kozilek
3 Lingering Souls
2 Thoughtseize
1 Unearth

Lands

1 Bloodstained Mire
4 Concealed Courtyard
2 Godless Shrine
4 Marsh Flats
2 Mutavault
1 Plains
1 Polluted Delta
2 Silent Clearing
3 Swamp
2 Urborg, Tomb of Yawgmoth
60 Cards

Sideboard

1 Collective Brutality
2 Nihil Spellbomb
1 Anguished Unmaking
1 Bitterblossom
2 Burrenton Forge-Tender
3 Damping Sphere
1 Disenchant
1 Lurrus of the Dream Den
3 Path to Exile

Then there's BW Zombies, a strategy that claimed fringe success in Modern on the shoulders of Smuggler's Copter. Recurring Zombies keep a stream of pilots entering the vehicle, which diversifies its attacking plans by soaring over the battlefield and providing pseudo-haste, all while keeping the grave stocked with fresh meat. But the deck proved too low-power to keep up with format shake-ups. Until now, that is; the on-theme Lurrus of the Dream-Den brings even Smuggler's Copter back from the dead, breathing new life into any board state opponents manage to deal with.

This build belongs to Ross Merriam, who went on to place 17th in a Challenge with Zombies shortly after his 5-0 was posted. Whether Zombies proves to be another flash in the pan in the hands of a die-hard or the real deal remains to be seen.

More Disruption, Please!

Tribal aggro decks aren't exactly known for their disruptive capabilities, but decks more firmly walking the aggro-control line are also doing well this month.

Obosh Beatdown, SIGNBLINDMAN (12th, Modern Challenge #12148176)

Creatures

4 Arbor Elf
3 Bonecrusher Giant
2 Burning-Tree Shaman
1 Emrakul, the Aeons Torn
2 Hexdrinker
3 Kitchen Finks
3 Klothys, God of Destiny
4 Magus of the Moon
4 Seasoned Pyromancer

Planeswalkers

4 Lukka, Coppercoat Outcast

Instants

4 Lightning Bolt

Enchantments

2 Seal of Fire
4 Utopia Sprawl

Lands

5 Forest
1 Mountain
4 Stomping Ground
3 Verdant Catacombs
3 Windswept Heath
4 Wooded Foothills

Sideboard

1 Obosh, the Preypiercer
1 Anger of the Gods
3 Choke
2 Life Goes On
2 Nature's Claim
3 Pillage
3 Relic of Progenitus

Obosh Beatdown sees the Naya Beatdown decks featured last month are cutting white ,splashed for the two-drop Stoneforge Mystic, in favor of a Gruul constuction and the companion Obosh, the Preypiercer.

A problem these decks can have is that of running out of steam—they can produce plenty of mana when Arbor Elf and Utopia Sprawl line up just right, but without a five-drop to cast, they’ve got nothing to show for it. Enter Obosh, a companion tailor-made for the strategy. Bloodbraid Elf, something the Naya decks were previously using to keep the beats coming, understandably gets the cut with Stoneforge to accomodate Obosh’s companion condition.

This transition became a trend among GRx beatdown decks. SIGNBLINDMAN also took 22nd in a Qualifier, and a similar deck won a Modern Premier. The strategy’s newest strains are maxing out on Lukka, Coppercoat Outcast and running Emrakul, the Aeons Torn; minusing on Obosh or another five-drop drops the Eldrazi right onto the battlefield. With enough mana available, the plan is only as out of reach as Lukka itself, yielding a one-card combo akin to the now-banned Karn, the Great Creator and Mycosynth Lattice.

Abzan Rock, LILIANAOFTHEVESS (5-0)

Creatures

4 Dark Confidant
4 Tarmogoyf

Artifacts

4 Arcum's Astrolabe
4 Mishra's Bauble
1 Nihil Spellbomb
1 Sunbeam Spellbomb

Enchantments

2 Dead Weight

Instants

3 Abrupt Decay
2 Fatal Push

Sorceries

1 Collective Brutality
4 Inquisition of Kozilek
4 Lingering Souls
2 Thoughtseize
2 Unearth

Lands

2 Godless Shrine
4 Marsh Flats
2 Overgrown Tomb
1 Snow-Covered Forest
1 Snow-Covered Plains
5 Snow-Covered Swamp
1 Urborg, Tomb of Yawgmoth
4 Verdant Catacombs
2 Witch's Cottage

Sideboard

2 Collective Brutality
2 Nihil Spellbomb
1 Sunbeam Spellbomb
2 Assassin's Trophy
2 Damping Sphere
2 Dead of Winter
2 Empty the Pits
1 Lurrus of the Dream Den
1 Maelstrom Pulse

Who remembers Abzan Rock? Between Wrenn and Six, Kroxa, Titan of Death's Hunger, and Bloodbraid Elf all super-powering Jund, the deck can feel more like a childhood nightmare than a Modern contender. But Lurrus has revitalized this archetype, too.

Dead Weight’s appearance as a recurrable, Goyf-growing removal spell isn’t even the hottest tech here—that honor goes to Witch's Cottage, a fetchable way to get Lurrus back for more value plays once the Cat’s been shot down. Nine lives, indeed!

+1/+1 Until End of Turn

It turns out Prowess was due for an update, and these new twists suggest some very alluring directions.

Jund Prowess, GIOVANIMF (5-0)

Creatures

4 Tarmogoyf
4 Monastery Swiftspear
4 Soul-Scar Mage
3 Abbot of Keral Keep

Artifacts

4 Mishra's Bauble

Enchantments

4 Seal of Fire

Sorceries

4 Light Up the Stage
2 Unearth

Instants

4 Lava Dart
4 Lightning Bolt
3 Fatal Push

Lands

1 Arid Mesa
4 Blackcleave Cliffs
2 Blood Crypt
4 Bloodstained Mire
2 Mountain
3 Stomping Ground
4 Wooded Foothills

Sideboard

1 Lurrus of the Dream Den
4 Thoughtseize
2 Collective Brutality
2 Pyrite Spellbomb
2 Seal of Primordium
3 Soul-Guide Lantern
1 Weather the Storm

Last week, I tried my hand at splashing Lurrus into the up-and-coming GR Prowess shell, to not-great results. One of my biggest plaints was how hard it was to cast Lurrus in, you know, a Gruul deck. One now-obvious solution: bite the bullet in the mana department and just splash a color to fit the companion.

That’s the traction-gaining idea behind Jund Prowess, which not only recruits Tarmogoyf to fill Arclight and Bedlam’s shoes, but Abbot of Keral Keep. In a world full of black midrange decks, stapling cantrips to bodies seems like a good idea, so much so that Mono-Red builds are also picking it up. And that holds double when said bodies can be Lurrus’d back from the grave… or just Unearthed! Black’s benefits don’t stop at those two cards: there’s also Fatal Push, the most graceful solution to Gruul’s Goyf problem Modern has ever seen.

BR Prowess, HEYNONGMAN (19th, Modern Challenge #12148176)

Creatures

3 Kroxa, Titan of Death's Hunger
4 Dark Confidant
4 Monastery Swiftspear
4 Abbot of Keral Keep

Artifacts

4 Mishra's Bauble
2 Nihil Spellbomb

Enchantments

1 Seal of Fire

Instants

3 Fatal Push
2 Kolaghan's Command
4 Lightning Bolt

Sorceries

2 Dreadbore
3 Inquisition of Kozilek
2 Thoughtseize
2 Unearth

Lands

2 Arid Mesa
4 Blackcleave Cliffs
2 Blood Crypt
4 Bloodstained Mire
3 Marsh Flats
2 Mountain
3 Swamp

Sideboard

1 Fatal Push
2 Bitterblossom
3 Collective Brutality
2 Damping Sphere
2 Engineered Explosives
1 Lurrus of the Dream Den
3 Pillage
1 Tormod's Crypt

BR Prowess looks more like a midrange deck than an aggro one, but it still keeps a lot of the elements that make up the Prowess shell. There’s plenty of overlap, of course; Mishra's Bauble and Seal of Fire are cards common to both Prowess and Lurrus-packing midrange strategies. Then there’s the midrange suite of Kroxa, Confidant, removal, and discard against the Prowess one of Monastery, Abbot, and Bolt.

This build is more proactive than your average Thoughtseize deck, giving it extra strength against the current crop combo. But it can just as well board into a straight-up midrange strategy, and even runs Pillage in the side for when blowing up lands (or artifacts) has a place in the gameplan.

Lutri Control

David mentioned it, so of course we had to delve a bit deeper: oh yes, that's Lutri, the Spellchaser in Modern! But by my count, there are two distinct control shells packing the Otter.

Jeskai Lutri, WOTC_COVERAGE_DAMONA (5-0)

Creatures

1 Yidaro, Wandering Monster
1 Bonecrusher Giant
1 Brazen Borrower
1 Crackling Drake
1 Snapcaster Mage

Planeswalkers

1 Jace, the Mind Sculptor
1 Narset, Parter of Veils
1 Ral, Izzet Viceroy

Artifacts

1 Soul-Guide Lantern

Enchantments

1 Blood Moon

Instants

1 Abrade
1 Archmage's Charm
1 Burst Lightning
1 Censor
1 Condescend
1 Cryptic Command
1 Deprive
1 Electrolyze
1 Fire Prophecy
1 Force of Negation
1 Hieroglyphic Illumination
1 Izzet Charm
1 Lightning Bolt
1 Logic Knot
1 Magma Jet
1 Magmatic Sinkhole
1 Mana Leak
1 Neutralize
1 Opt
1 Remand
1 Sinister Sabotage
1 Spell Pierce
1 Spell Snare

Sorceries

1 Ancestral Vision
1 Forked Bolt
1 Serum Visions
1 Sleight of Hand

Sideboard (15)

1 Aether Gust
1 Anger of the Gods
1 Ashiok, Dream Render
1 Ceremonious Rejection
1 Chandra, Awakened Inferno
1 Dragon's Claw
1 Fry
1 Grafdigger's Cage
1 Kozilek's Return
1 Lutri, the Spellchaser
1 Magus of the Moon
1 Mystical Dispute
1 Relic of Progenitus
1 Teferi, Mage of Zhalfir
1 Tormod's Crypt

Lands

4 Flooded Strand
7 Island
1 Mountain
3 Mystic Sanctuary
4 Scalding Tarn
4 Steam Vents

Feast your eyes on Izzet Lutri, which certainly does "look like an Izzet Commander deck." Does such a highlander pile speak to the power of companion as an ability? Or to this particular pilot's great draws and savvy deckbuilding?

Grixis Lutri, CHERRYXMAN (5-0)

Creatures

1 Kess, Dissident Mage
1 Bonecrusher Giant
1 Brazen Borrower
1 Snapcaster Mage

Planeswalkers

1 Ashiok, Nightmare Muse
1 Jace, the Mind Sculptor
1 Narset, Parter of Veils
1 Ral, Izzet Viceroy
1 The Royal Scions

Artifacts

1 Arcum's Astrolabe

Enchantments

1 Search for Azcanta

Instants

1 Abrade
1 Archmage's Charm
1 Cryptic Command
1 Deprive
1 Drown in the Loch
1 Fact or Fiction
1 Fatal Push
1 Force of Negation
1 Into the Story
1 Kolaghan's Command
1 Lightning Bolt
1 Magma Spray
1 Mana Leak
1 Opt
1 Remand
1 Spell Snare
1 Terminate
1 Thought Scour

Sorceries

1 Angrath's Rampage
1 Damnation
1 Dreadbore
1 Inquisition of Kozilek
1 Serum Visions
1 Sleight of Hand
1 Thoughtseize

Lands

1 Blood Crypt
1 Creeping Tar Pit
3 Mystic Sanctuary
4 Polluted Delta
4 Scalding Tarn
4 Snow-Covered Island
1 Snow-Covered Mountain
1 Snow-Covered Swamp
2 Steam Vents
3 Watery Grave

Sideboard

1 Aether Gust
1 Anger of the Gods
1 Ashiok, Dream Render
1 Cling to Dust
1 Collective Brutality
1 Disdainful Stroke
1 Dragon's Claw
1 Engineered Explosives
1 Fulminator Mage
1 Grafdigger's Cage
1 Kalitas, Traitor of Ghet
1 Lutri, the Spellchaser
1 Mystical Dispute
1 Pillage
1 Plague Engineer

Maybe Grixis Lutri can help us answer that question. Thinking about it, I’d actually like to see Teferi, Time Raveler in this deck. And with it, Path to Exile, Spell Queller, Stoneforge Mystic and a single Batterskull… why not?

For interactive decks, there are plenty of options available, and the “wow” factor of Lutri makes me think we’ll be seeing different builds featuring the Otter pop up here and there for a very long time.

Comp(anion) REL?

The success of these rogue strategies gives some insight into Wizards' potential though process when it comes to companion and Modern. I don't think it's far-fetched to believe the company had some notion of older, power-crept decks benefiting from the different companion restrictions in unforeseen ways. And, indeed, Modern appears extremely diverse when it comes to archetype balance and deck composition. The only homogenizing factor is the sustained presence of the companions, and especially the strongest ones.

If, as with planeswalkers, Wizards plans to continuously introduce companions in their future expansions, it will certainly change competitive Magic, just as planeswalkers did. But I'm not sure that change is for the worse. If, however, companions are more a one-off in Ikoria and won't be revisited in the near future, I feel as though the play patterns generated by its standout entrants introduce too many identical play patterns across too many decks. The more viable companions enter the card pool, the less stale games featuring the card type will feel.

The Companion Effect: Metagame Update

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In the absence of data, speculation and rumor thrive. It's time to correct that problem with a deep data dive. I have been collecting metagame data for the past month, and today I'm going to share my findings. The rhetoric about companions has been flying thick since they were revealed, but their actual impact was hard to measure. My data was collected and analyzed with an eye towards determining the impact of companions on Modern. The data is pretty clear on this point, but also brings up more questions to investigate.

Methodology

To build this data set, I've been collecting every MTGO result that's posted to the official MTGO decklist page since April 20. I picked that day as the starting point because of card availability. While the MTGO release date was April 16, it was in short supply for constructed purposes. This is understandable and typical, because the online sellers have to get their cards the same way everyone else does, unlike real stores that can load up on stock prior to release. All of the new cards weren't consistently available from the big bots until the 20th, so it's reasonable to assume that prior to that day many players that would have used the new cards couldn't, yielding spotty representation. The data would have therefore been unreliable.

I then recorded every deck in every listed premier Modern event. This was not only the challenges, Super Qualifiers, and PTQs, but also the preliminaries. Prelims are actual tournaments, unlike Leagues, and so provide more reliable data. I recorded not only the deck, but which, if any, companion it was running.

I then recorded the same data for the pre-Ikoria metagame, running from March 23 to April 11. The overall timeframe needed to be the same as with the Ikoria metagame so as to compare like-to-like as best as possible. I also wanted to avoid including release week because again, I wasn't sure when the new cards would actually become available, and release week is always a weird time for constructed. Some decks always seem to be overrepresented, and I wanted to avoid any weirdness skewing the data.

Curating the Data

Once I had the data, it was clear that some curation would be necessary. The first problem was scale. The Ikoria metagame included ~77 different decks (It depends on how the line is drawn). The pre-Ikoria metagame had 69. That's too many individual decks to deal with, and the sheer number of rogue decks skewed the data. The first thing I did was combine decks that shared a strategic archetype and play pattern. In practice, this meant I lumped all the creature combo decks together as Toolbox. On a macro level, they're all creature decks that rely on tutors to function and combos to win with creature beatdown as a backup. Similarly, I lumped in Stoneblade decks with their pure control equivalents.

Jund and The Rock are together under BGx. They're essentially the same attrition deck, with the only real distinction being Lightning Bolt and Kolaghan's Command. Sultai decks were listed separately, as the addition of blue significantly changes how the deck plays. For the same reason, both straightforward GR Valakut and the Amulet-less Titan decks are together under Gx Valakut. Not every Valakut deck has red, and the Amulet-less decks play more similarly to Valakut decks than to Amulet Titan.

The list was further narrowed when I lumped the lowest-population decks together under Other. I chose five entries as my lower limit; anything with fewer than five decks in the data was an Other. The choice was arbitrary, as any such cut is going to be. Five just seemed like the place. This pared the data down to a more manageable 32 decks pre-Ikoria. I used those 32 decks as the basis for my comparison between the two eras. I needed to evaluate similar as possible data sets, so I needed to pick one set to be my baseline. I'm evaluating the impact that the companions have had, so comparing the new to the old makes the most sense.

The Pre-Ikoria Metagame

I should also note that I recorded only those events that had been posted as of 11:59 PM on 5/9. The cut off was because I needed to write this article. Subsequently, not every event that actually happened is present in the data. I know with certainty that one Super Qualifier from the third week is missing, and I'd wager there are several other missing events. As every event had an equal chance of not being posted by Wizards in my sampled timeframe, the data is still valid.

811 decks were posted in the Pre-Ikoria timeframe. Some of this may be that all of the events had finally been posted, some of it is definitely several very large preliminaries. This data represents the early part of the pandemic lockdown, and I imagine MTGO was the only thing for many players to do.

Deck NameTotal #% of Total
GR Ponza8510.48
Bant Snow688.38
Other678.26
Burn637.77
Temur Urza546.66
GBx Midrange496.04
Dredge425.18
Humans384.69
Mono-Green Tron384.69
Eldrazi Tron374.56
Amulet Titan374.56
Prowess303.70
Niv to Light242.96
Gx Valakut232.84
Infect222.71
Zoo172.10
Whirza172.10
Storm101.23
Jund Death's Shadow101.23
Toolbox80.99
Ad Nauseam80.99
Neoform80.99
Eldrazi and Taxes70.86
4C Snow60.74
Copycat60.74
Silvers6.74
Mardu Midrange60.74
As Foretold50.62
UW Control50.62
Bogles50.62
Underworld Breach50.62
Temur Snow50.62

The first thing I want to note is that Bant Snow was not the best deck in the old metagame. That honor goes to GR Ponza, and it isn't close. I was always skeptical of Bant Snow, so it's nice to be vindicated. Why Ponza is best isn't clear. Some of that is likely cost. It's very cheap online to make that deck, and I imagine that many paper players like me didn't want to spend money on MTGO. Another may be positioning. Ponza is a turbo Blood Moon deck, unlike the land destruction of old. Moon effects were particularly devastating due to all the 3+ color manabases. Many were snow decks and had many basics, but they were reliant on fetchlands to make it work. Accelerating out a Moon before it all came together is devastating.

The second thing is that this metagame was strategically diverse. It's a bit tilted toward midrange decks, but aggro and ramp are still present.

Current Metagame

As of my cutoff, 479 decks from the Ikoria metagame had been posted. Again, I know some events are missing to explain the different sample size n values. Also, there were no monster prelims pushing up the numbers.

Deck NameTotal #% of Total
Other8317.33
Burn5210.86
GBx Midrange469.60
Toolbox387.93
Prowess296.05
Amulet Titan275.64
Bant Snow245.01
Temur Urza234.80
Humans204.18
GR Ponza193.97
4C Snow153.13
Ad Nauseam142.92
Gx Valakut112.30
Eldrazi Tron102.09
Infect102.09
Neoform91.88
Mono Green Tron81.67
Niv to Light81.67
Dredge61.25
Bogles51.04
UW Control40.83
Storm30.63
Eldrazi and Taxes30.63
Copycat20.42
As Foretold20.42
Jund Death's Shadow20.42
Underworld Breach20.42
Temur Snow20.42
Zoo10.21
Whirza10.21
Silvers00
Mardu Midrange00

The mighty have fallen! Ponza and Bant Snow have been firmly kicked from the top slots. Now, Burn and BGx are king. It is worth noting that both are companion-heavy decks. All the Jund lists and nearly all the Rock decks ran Lurrus of the Dream-Den. Nearly all the Burn decks also had Lurrus. No deck archetype in this data that had companions did so universally. Every Hardened Scales list did have Lurrus, but since there were no Scales lists at all pre-Ikoria, I'm not considering them for analysis (yet).

Worth noting that strategic diversity has increased from pre-Ikoria looking at the Other category. I will attest that the number of off-the-wall rogue decks was much higher in the new meta, meaning more singleton results. There were also a higher number of decks that didn't quite make the cut-off. Modern's diversity is still strong, even in a companion-heavy world.

In Comparison

The metagame has definitely shifted. Dredge was a major player in the old metagame and is just gone now. To quantify that change, here's how the samples metagame shares have changed.

Deck NamePre-Ikoria %Post-Ikoria %Change in %
GR Ponza10.483.97-6.51
Bant Snow8.385.01-3.37
Other8.2617.33+9.07
Burn7.7710.86+3.09
Temur Urza6.664.80-1.86
GBx Midrange6.049.60+3.56
Dredge5.181.25-3.93
Humans4.694.18-0.51
Mono-Green Tron4.691.67-3.02
Eldrazi Tron4.562.09-2.47
Amulet Titan4.565.64+1.08
Prowess3.706.05+2.35
Niv to Light2.961.67-1.29
Gx Valakut2.842.30-0.54
Infect2.712.09-0.62
Zoo2.100.21-1.89
Whirza2.100.21-1.89
Storm1.230.63-0.60
Jund Death's Shadow1.230.41-0.82
Toolbox0.997.93+6.94
Ad Nauseam0.992.92+1.93
Neoform0.991.88+0.89
Eldrazi and Taxes0.860.63-0.23
4C Snow0.743.13+2.39
Copycat0.740.42-0.32
Slivers0.740-0.74
Mardu Midrange0.740-0.74
As Foretold0.620.42-0.20
UW Control0.620.83+0.21
Bogles0.621.04+0.42
Underworld Breach0.620.42-0.20
Temur Snow0.620.42-0.20

Ponza has fallen precipitously, mirrored by Toolbox's rise. The old midrange decks are all suffering to make room for Lurrus decks. It is significant that with the exception of Dredge, all the old good decks are still decent choices in the new metagame. This set doesn't show it, but Ponza was actually making a comeback during the week of 5/3.

The Companions

And now it's the data that everyone's actually here for: the companion data. While recording data, I noted every companion that was being played as a companion. I make this distinction because a few decks had maindeck Lurrus. The companions are far from universal, but they are endemic now.

CompanionTotal #% of Total Population
Lurrus21444.68
Yorion5711.90
Obosh173.55
Jegantha173.55
Zirda71.46
Umori20.41
Gyruda20.41
Lutri10.21
Total31766.17

First things first: No, your eyes do not deceive; someone did manage to place using a Lutri, the Spellchaser singleton deck. I don't know how, but it happened. I'm going to assume that's attributable to favorable variance and confused opponents. The deck looked like an Izzet Commander deck, so let no one ever say that the companions didn't do what Wizards wanted them to do.

The Umori, the Collector decks were both mono-creature decks, which makes perfect sense. One was a Toolbox deck and the other was Elves. The Elves deck was unremarkable except for the companion, while the Toolbox deck was an odd mishmash of creature combo decks and GW Hatebears. They were in separate weeks, so I'm chalking them up to luck. Similarly, the Gyruda, Doom of Depths combo decks came from the same event. I wouldn't read too much into them; anything can place once.

Zirda, the Dawnwalker was exclusively played in Toolbox decks, but only occasionally. As I noted in my companion article, it's surprisingly hard to eliminate all the combos that don't use triggered abilities. While it worked, the fact that Zirda only appeared in ~45% of Toolbox decks is telling. Similarly, Obosh, the Preypiercer was only played in Ponza decks. The only notable card that was cut from the older lists was Chandra, Torch of Defiance, so I'm guessing that this is a case of "why not?" more than of Obosh being actively good.

The Big Question

More importantly, decks running companions account for two-thirds of the total decks in the sample. No bones about it: they are saturating Modern. This level of saturation by an individual card is very similar to what happened with Oko, Thief of Crowns and Once Upon a Time. However, the effect is different. Once and Oko were warping the colors of the format towards green and blurring the distinction between decks while companion decks still have distinct identities. Oko pushed decks towards being UGx artifact decks. Once got the otherwise colorless Eldrazi Tron to splash green.

While companions, particularly Yorion and Lurrus, are pushing decks in similar directions, the impact isn't homogenizing archetypes. Yes, a lot of Lurrus decks are running a set of Mishra's Bauble. However, this is only a homogenizing force in the same way that many decks running Lightning Bolt is. Jund, Burn, and Toolbox decks are all still distinct. Compare this to the blurred lines between Bant Snowblade and the various flavors of Urza Oko decks. There's no evidence of harm to overall metagame diversity. The post-Ikoria Other category was largest by far and rivaled pre-Ikoria Ponza for raw numbers. Thus, the banning discussion shouldn't focus on harm to strategic diversity. This is a question of format saturation and power level.

The Dilemma

And those metrics are not clear-cut. The problem is that there's no way to determine if the companions metagame share reflects correlation or causation. Burn and BGx have risen to the top, but they were already very strong decks. Their ascension coincides, and thus correlates, with adoption of Lurrus of the Dream-Den. Lurrus clearly did not cause them to become good decks. There's no way with this data to determine if Lurrus made them the best decks in the metagame. It might be that Burn and BGx are just taking advantage of the fall of Bant Snow and Ponza, and that development may be unrelated to the companions. It's equally possible that companions gave Burn and BGx the power boost they needed to claim the throne. There's no clear answer.

Argument: It's Causal

One argument that there is a causal relationship is made by Toolbox. Before the companions, the collective compendium of creature combos and tutors was a complete non-factor in the metagame. Despite getting a new toy in the form of Heliod, Sun-Crowned, Toolbox just wasn't getting any traction. The archetype could only muster eight results across multiple decks, accounting for only ~1% of the metagame. Previously, this may have been dismissed as "Toolbox can't be played online due to lack of shortcuts and timing out." However, with online being the only venue to play Magic right now, players are forced to make it work.

And clearly they have, as with the companions, Toolbox surged to being the third-best deck with an ~8% metagame share. The vast majority did have a companion, usually Lurrus. Jegantha, Umori, and Zirda were all options. The decks running Lurrus were as evenly distributed as the Zirda ones, which suggests one isn't better than the other in this context. As Toolbox wasn't a deck before companions but became one afterward, and the boost isn't tied to a single companion, the boost could have been the inherent power of the companions themselves. Thus, the companions are boosting decks that have them over decks that don't, and the relationship is causal.

As further proof, look at Prowess. The deck had fallen off significantly from the start of the year and was only 3.7% of the metagame. After adopting Lurrus, it has surged to fourth place and 6.05%, almost double its previous level., Having a companion is strictly better than not.

Argument: It's Casual

Humans was in eighth place pre-Ikoria. Humans is in eighth place post-Ikoria. There is a negligible difference between their metagame shares, indicating that Humans has neither gained nor lost viability in this metagame. The only companion Humans can run is Jegantha, and it does so less than half the time. When Humans does run Jegantha, it doesn't do measurably better than otherwise. The only reason Humans is running Jegantha is for the power boost of having a 5/5 "in hand" at all times, but at this time, there is no indication that this benefit translates to more wins. Similarly, Amulet Titan does not play companions at all, and has moved from eleventh place with 4.56% to fifth with 5.64%. It doesn't take a companion to win, it takes a good deck.

Furthermore, other decks with companions are doing worse now than before. Temur Urza was the fourth-best deck pre-Ikoria with a %6.66 metagame share. It is currently at 4.8% and fell to seventh place. It was an early and near-universal adopter of Yorion, Sky Nomad, and is a very logical and natural home for the card; it's a deck full of cantrip permanents and other enters-the-battlefield effects, and wins via overwhelming value. Emry, Lurker of the Loch plays especially well with Yorion, as the larger deck size means she's less likely to mill over cards like Urza, Lord High Artificer while still digging towards him.

If a deck that fully integrates its companion has not seen its fortunes improve but instead fall, then companions are not intrinsically overpowering. The rise of companion decks in the new meta is a function of popularity and good positioning and not the companions themselves, so it's just correlation.

A World Redone

The bottom line is that companions have had a significant effect on Modern. The top 4 decks are (mostly) companion decks and account for ~52% of the total companion decks in Modern. For better or worse, players must be ready to face companion decks, and odds are it will be a Lurrus deck.

However, the overall metagame shift may not be the companions' fault. The old best decks have fallen off dramatically, and a new order has risen. It is possible that the power boosts from the companions allowed BGx and Burn to dethrone Bant Snow and Ponza. It is equally possible that natural ebbs and flows in the metagame made Modern less favorable for those decks and their decline was the result of losing competitive edge as deck popularity changed and players adapted. There is no other option at the moment that to take the metagame as it is and prepare accordingly.

But Wait!

There's more, but this article is already running long. I've noticed trends in the current metagame based on the weekly data that complicate the impact of the companions. I'm continuing to collect data to see if these trends are sustained, but it appears that as Modern adapts to the companions, the impact and value of certain companions is changing. So come back next week, when I look at the weekly decks and companion prevalence.

Dream-Den’s Alurr: Lurrus in RG Prowess

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Days before the impact of companion on Modern was impressed upon me, I came across an article over at Good Grief Games by Kenan Diab on his RG Prowess deck. The idea was simple: take the persistently successful Mono-Red Prowess deck and cover for some of its glaring weaknesses by accommodating green creatures, in this case a couple of my own favorites in Tarmogoyf and Hooting Mandrills. Today, I'll give my impressions on the deck and discuss some adaptions it can make to accommodate companion.

For starters, here's Kenan's list and a paragraph about the concept.

RG Prowess, Kenan Diab

Creatures

2 Hooting Mandrills
4 Tarmogoyf
4 Monastery Swiftspear
4 Soul-Scar Mage

Artifacts

4 Mishra's Bauble

Enchantments

4 Seal of Fire

Instants

4 Lava Dart
4 Lightning Bolt
4 Manamorphose
1 Tarfire

Sorceries

4 Light Up the Stage
3 Lava Spike

Lands

4 Scalding Tarn
3 Stomping Ground
4 Bloodstained Mire
3 Copperline Gorge
4 Mountain

Sideboard

3 Alpine Moon
2 Surgical Extraction
2 Eidolon of the Great Revel
1 Deglamer
1 Destructive Revelry
2 Dismember
1 Choke
1 Kari Zev's Expertise
2 Klothys, God of Destiny

Goyf and Mandrills are adequately sized for Modern, and attack opponents from different angles than the rest of the deck. Both also provide effective backup plans should opponents swiftly answer the deck's one-drops, in the same way Arclight Phoenix did while Faithless Looting was legal, and that Bedlam Reveler attempts to in Mono-Red. Some differences between the green threats and Reveler: the former break the pseudo-mirror wide open, likewise prove trumps against Ponza, and more explicitly play to the deck's damage-doling Plan A in the face of removal, whereas Reveler forces pilots into a slower, more card-advantage-centric route.

Right away, the deck set off my pleasure sensors. Here was Hooting Mandrills in a deck without black, not to mention a decisive commitment to fueling Tarmogoyf. And the deck is clearly aggressive with ample board interaction, another direction I favor. But there were a couple elements I didn't like: inflexible reach spells like Lava Spike, for instance, which I'd come to consider an unfortunate reality of running Monastery Swiftspear. So I read the article to see if I could somehow finagle my way out of running Spike.

The Tweaks

It turns out Spike was one of Kenan's least favorite cards in the list, or to use his words, "just filler." He also expressed disdain for bae Tarfire. I was more than happy to trim the Spikes right away, but actually gave one of those slots to another Tarfire---not out of spite, but out of purpose. I want to see Tarfire every game because I'm here to grow Tarmogoyfs!

Filling In the Blanks

The other two spots went to Crash Through and Flame Jab. Crash has been excelling not just in Mono-Red Prowess, where it helps the deck's smaller creatures (and also Bedlam Reveler) penetrate fields of blockers, but in newer iterations of Death's Shadow Zoo (which I motion we all start calling Death's Shadow Prowess; the deck doesn't even play Wild Nacatl anymore!). Swiftspear, Goyf, and Shadow are all prime candidates for making use of the sorcery, and I figured the same held true here, even though Mandrills already features the keyword.

As for Flame Jab, I sometimes would find myself flooding out on lands, something Kenan acknowledged could come up without Reveler in the picture. Jab is a repeatable prowess trigger in those situations and can also gun down weaker creatures as does Lava Spike. Jab replaced what had started as a second Crash.

Laughing Out Lurrus

A couple nights of grinding revealed Modern's current obsession with Lurrus of the Dream-Den, and that's when the FOMO set in. These decks were splashing Mishra's Bauble and Seal of Fire just to extract additional value from the companion, and here I was playing those cards anyway. Perhaps the Nightmare Cat's strongest suitor was Jund, a deck that could regain heaps of value by casting Lurrus and recouping Tarmogoyf. Hey, I ran that card, too!

There was one major reason: Lurrus is black, white, or both, while RG Prowess is... well, RG. And another reason: a big draw to splashing green at all was Hooting Mandrills, which is incompatible with the companion's condition.

Of course, I was able to rationalize my way out of these pitfalls. It wouldn't be prowess without a full set of Manamorphose, and those can cast Lurrus. In some games, this functionality would mean sandbagging Manamorphose until turn three or four; in others, Lurrus would just be an incidental burst of value when Manamorphose was drawn. I figured that Manamorphose would become a split card: on one end, it merely cycled for free, enabling prowess or Tarmogoyf synergies along the way. And later in the game, Manamorphose would become Lurrus and whatever juicy target existed in the graveyard.

The question then became whether imbuing Manamorphose with this additional split-card power was worth cutting Hooting Mandrills. The Ape could still be run in the sideboard and brought in for every Game 2 and 3, but we'd be starting without it. In my mind, this gave us slightly more of a Game 1 advantage against grindy decks at the expense of our linear matchups, which I understood to already be pretty solid given such an aggressive strategy.

Evil Wins Again

Like the rest of Modern's weak-willed meta sheep, I couldn't resist the companion's allure, and elected to at least try it. Here's where I landed:

RG Lurrus Prowess, Jordan Boisvert

Creatures

4 Tarmogoyf
4 Monastery Swiftspear
4 Soul-Scar Mage

Artifacts

4 Mishra's Bauble

Enchantments

4 Seal of Fire

Instants

4 Lava Dart
4 Lightning Bolt
4 Manamorphose
2 Tarfire
2 Mutagenic Growth

Sorceries

4 Light Up the Stage
1 Crash Through
1 Flame Jab

Lands

4 Bloodstained Mire
4 Scalding Tarn
3 Copperline Gorge
3 Stomping Ground
4 Mountain

Sideboard

1 Lurrus of the Dream Den
2 Hooting Mandrills
2 Klothys, God of Destiny
2 Eidolon of the Great Revel
2 Alpine Moon
2 Choke
2 Surgical Extraction
2 Deglamer

Additional Tweaks

Something had to come in for the two Mandrills, and I went for another old favorite: Mutagenic Growth. Growth has a lot of value in Lightning Bolt matchups, where it acts as Mental Misstep if opponents try to shoot our prowess creature. Heck, it even saves Lurrus from the ubiquitous burn spell! Growth also wins Goyf wars and can be especially nasty with Mandrills when the pair exists in a single construction. Finally, Growth improves another of my additions, Crash Through.

As is always wise to do when taking a refined list and jamming a bunch of your pet cards, I also messed with the sideboard. My first order of business was to add Lurrus and Mandrills; at Kenan's suggestion, gone was Dismember. Kari Zev's Expertise seemed from his article like Kenan's most experimental card, so that also got the axe. But I added one more Choke because I wasn't really trying to not-Choke those Uro decks.

What Lives in the Dream-Den...

...Stays in the Dream-Den. At least, that's how it felt. Even when Lurrus resolved, It rarely won me the game.

For one, it wasn't a cakewalk to cast. Lurrus would have been great in some games, but I found myself going full Yugi at the top of my deck, praying for Manamorphose to show up (it rarely did). Part of what makes companion so great is the creature's sustained presence in every game; we need to draw Manamorphose before ever casting the 3/2. Even though we'll break even on card advantage thanks to the cantrip, losing out on unrestricted access is a major drawback.

Then there's my impression that Lurrus does not actually improve the grindy matchups I thought it would. A chief reason: those decks are also playing Lurrus---or, if not, Yorion. By building my deck in a way that allowed me to benefit from the companion, I slowed it down somewhat, which gives those decks more opportunities to cast their own. And if there's one thing Prowess does not want to stare down, it's a lifelinker... let alone one that brings back Tarmogoyf. By contrast, Hooting Mandrills laughs in the 3/2's face, critically shrinks opposing Goyfs, and applies immediate pressure rather than vaguely threaten opponents with "I'll draw some more cards, and maybe those will kill you!"

If it's lackluster against grindy removal-spell decks, and clearly bad against faster, linear decks, Lurrus simply doesn't have a role in any matchup for RG Prowess. A difference between the companion here and in a similarly aggro-aligned deck, Burn, is that Burn can just free-roll Lurrus by virtue of already running Inspiring Vantage; we can't. Which brings us to running companions just because.

On Forcing Companions

So Lurrus had my head in the clouds. Given how rarely I ended up casting it, and my certainty that Hooting Mandrills is better in Kenan's finely-crafted deck than uh, Mutagenic Growth, I doubt here is the home for the card. Interestingly enough, before adding Lurrus to the shell, I kept track during my games of how often I reached five mana---I'd wanted to see if Jegantha, the Wellspring merited a slot in the sideboard. Unlike Lurrus, Jegantha was always castable color-wise, and what aggro deck doesn't like a free 5/5? After all, we've all had those games where we happen to have way too many lands and would love something to do with them.

I continued tracking the numbers after adding Lurrus, and ended up reaching five mana in about 8% of my games. In case that number seems like a lot, I'll add that in many of those games, casting a 5/5 from the sideboard would not have done much for my position. Games that go so long for Prowess are ones in which opponents find ways to stabilize.

These takeaways bolster David's proposal that the hubbub about companions (in Modern, that is) may be overblown. It's very possible that players are currently over-forcing them, and that some decks stand to gain more value over the course of a tournament from an extra sideboard bullet than from a too-situational "eighth-card" creature. I'm very excited to see theories develop on the benefits of forcing each companion in decks that strategically don't much care for them, but fear we'll have to wait for more data to come in before we get anything truly juicy.

Dream On

As much as I enjoyed my excursion with RG Prowess, Lurrus and otherwise, the deck doesn't offer exactly what I'm after; it lacks stack interaction, for one, and I always feel like a chump casting Soul-Scar Mage. My search for the perfect Modern deck continues. On the bright side, I've got no shortage of time to devote to this noble cause! Here's hoping you readers are at least holed up in quarantine with a Modern deck you love.

On Fire: Lurrus Burn

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Modern is on fire. I've come to expect this declaration every time there's a noticeable shift in the format. Sometimes it's justified. Sometimes it isn't. And sometimes its semi-literal. Burn appears to be dominating Modern at the moment. Red decks have been doing well since Oko, Thief of Crowns was banned, but it was Prowess leading the charge. This trend appears to have reversed, and a resurgent Burn is making up for lost time.

Of course, this may be nothing special. It's expected that Burn will be a top deck right after a significant shakeup. As always, it's a very straightforward deck and it doesn't take much metagame knowledge to do well. The deck thrives in the volatile chaos of a shake-up. A bigger advantage this time was that Burn was a ready home for Lurrus of the Dream-Den. Burn could adopt the companion without any changes, though it wasn't clear that Burn actually would. However, the ease of adopting the new card and the potential payoff of doing so successfully did lead to Lurrus being adopted.

The Starting Point

And it did so quickly. As soon as Ikoria became available online players were jamming it everywhere. The hype was real. When it came to Burn, I expected there to be no significant changes. At most, just a sideboard slot would be sacrificed to the Cat Nightmare because the standard maindeck already met its requirements. Why change anything else? Burn's premise is to be as linearly efficient as possible, and it was already running all the best burn. I thought there was nothing to be gained by shaking up the deck beyond the hard to define advantage of having a tutored 8th card "in hand." Imagine my surprise when the first available results looked like this:

Burn, Coert (League 5-0)

Creatures

2 Grim Lavamancer
4 Goblin Guide
4 Monastery Swiftspear
4 Eidolon of the Great Revel

Enchantments

4 Seal of Fire

Sorceries

4 Lava Spike

Instants

4 Lightning Bolt
4 Boros Charm
4 Lightning Helix
4 Searing Blaze
2 Skullcrack

Lands

4 Inspiring Vantage
4 Sunbaked Canyon
3 Mountain
2 Bloodstained Mire
2 Arid Mesa
2 Wooded Foothills
2 Sacred Foundry
1 Fiery Islet

Sideboard

4 Kor Firewalker
3 Path to Exile
3 Smash to Smithereens
2 Skullcrack
2 Tormod's Crypt
1 Lurrus of the Dream-Den

Coert and other Burn players immediately jumped to feeding Lurrus. Seal of Fire is not a very good Burn card. Typically, if Seal saw play, it was as Tarmogoyf/Traverse the Ulvenwald food or in Prowess decks. A one-time shock is not good enough for regular Burn, especially when Grim Lavamancer is an option. However, Lurrus has a way of making less efficient options more attractive. Seal is still well below par for a typical Burn spell, but with Lurrus in play, it suddenly becomes a source of guaranteed late-game Burn which will eventually overwhelm even the best counterspell wall.

Sacrifices have to be made when making changes to a deck, as nothing is without opportunity cost. In this case, that cost was Skewer the Critics and Rift Bolt. Coert apparently came to the conclusion that instant is greater than sorcery so he kept all his instants. He then concluded that repeatable damage is better than single shots. Thus, he kept Grim Lavamancer maindeck to compliment Lurrus and Seal. While not universal, this line of thinking was largely present in the early results.

An Evolution

That began to change after the initial weekend. I'm not entirely surprised that Seal fell from favor, since it does cost mana to reuse. The enchantment became something of a tempo drag, especially in comparison to previous builds. Instead, Burn jumped on the freebie bandwagon and adopted Mishra's Bauble, as had most other Lurrus decks.

Burn, Gigy (League 5-0)

Creatures

4 Eidolon of the Great Revel
4 Goblin Guide
4 Monastery Swiftspear

Artifacts

4 Mishra's Bauble

Sorceries

4 Lava Spike
4 Rift Bolt
4 Skewer the Critics

Instants

4 Lightning Bolt
4 Lightning Helix
4 Boros Charm

Lands

4 Bloodstained Mire
4 Inspiring Vantage
4 Sunbaked Canyon
3 Sacred Foundry
3 Wooded Foothills
2 Mountain

Sideboard

1 Lurrus of the Dream-Den
4 Skullcrack
3 Searing Blaze
3 Kor Firewalker
2 Smash to Smithereens
2 Tormod's Crypt

Given the trends, I thought this was the logical way to go with Lurrus Burn. Players like drawing cards. Players like free stuff. There's a perception that companions are now required for competitive decks. Combine all of that and Lurrus rebuying Bauble is everything every player has ever wanted. It just made sense.

At least, in a sense. Again, my problem with Lurrus in Burn was always that really making it work would involve taking something away from the central strategy. And I was not alone thinking that. In his primer on Lurrus Burn, Martin Juza noted that Bauble doesn't fit with the central strategy of Burn. It's not a highly efficient source of damage, and by playing it, you're not playing the burn spell that may finish off the opponent. However, in the context of Lurrus, that inefficiency is worthwhile as a source of long-run gas. Rather than being a burn spell itself, the argument went that replayed Baubles represented an investment in multiple burn spells over time.

This argument appeared to be the accepted consensus because for the second week of Ikoria's legality, Bauble Burn was the most common variant. Seal just wasn't good enough compared to Bauble, and it looked like Bauble Burn would be the new default. I personally hoped that this decklist would become the standard version, as it wasn't packing maindeck Searing Blaze, and I exclusively play Humans online. There also isn't room for Searing Blood in the sideboard. This gives Humans a big edge Game 1, and I was doing pretty well in the Leagues.

The End Point...

Then the weekend of April 22 happened. I don't know why, but for some reason that weekend saw a surge of weird decks. Yorion, Sky Nomad appeared to be getting popular, which explained some of it, but even amongst the relatively established decks, there seemed to be a push towards the speculative and janky. I don't know, maybe a change in the winds brought all the brewers out of the woodwork. In any case, Burn in particular saw considerable change over that weekend, starting with this list:

Burn, Sunofnothing (3-2 Modern Prelim 4/22)

Creatures

4 Monastery Swiftspear
4 Goblin Guide

Artifacts

4 Mishra's Bauble

Enchantments

4 Seal of Fire

Sorceries

4 Lava Spike
4 Rift Bolt
4 Skewer the Critics

Instants

4 Lightning Bolt
4 Searing Blaze
4 Boros Charm

Lands

4 Arid Mesa
4 Sunbaked Canyon
4 Inspiring Vantage
3 Mountain
2 Bloodstained Mire
2 Sacred Foundry
1 Fiery Islet

Sideboard

1 Lurrus of the Dream-Den
4 Kor Firewalker
4 Skullcrack
3 Tormod's Crypt
2 Path to Exile
1 Pyrite Spellbomb

Sunofnothing really leaned into Lurrus with this deck. Cutting Eidolon of the Great Revel makes Burn pretty cold to combo, but doing so here was either a clever metagame call or simply necessary. The plan here is to maximize the recursive power of Lurrus, and that means a lot of extra damage off Eidolon which Sunofnothing decided they couldn't afford. Lurrus is guaranteed on turn three, but having something to replay is not. This deck represented a concerted effort to maximize Lurrus, and it seemed like an extreme push to do so. It even has Pyrite Spellbomb sideboard to beat the omnipresent Kor Firewalker.

And then I jumped onto MTGO myself. All that weekend, I was seeing bizarre hybrids of Burn and Prowess. And weirder, including a Mardu Pyromancer/Elementals/Burn mashup that I imagine was a pet deck taken to extremes by Lurrus. The relatively normal versions were using the Prowess creature base and Burn's spells. This normally doesn't work because Burn can't just dump its hand or play cantrips to fuel big prowess turns. Recycled Baubles made it plausible, and I certainly lost to them.

...Or Not?

I had planned for that to be the exclamation point on this whole discussion, and then to move on to discussing the merits of deck hybridization as the metagame repositioned. The hybrid Prowess/Burn decks didn't fully displace Bauble Burn as far as I could tell, but it was maintaining position in the metagame and sneaking into the data. It looked like this might be the new way of Burn. Given the narrative on companions in general and Lurrus in particular, it was plausible, and the data appeared to support the observations. After all, it was similar to what had already happened with Jund. I'm drawing attention to this thought process because as I began writing this article, the data started contradicting this conclusion.

While collecting the weekend's data for the upcoming metagame article, I discovered that the previously observed Burn trend had reversed. There were still decks that fully embraced Mishra's Bauble, but they made up a minority of last weekend's results. Most had shifted back toward pre-Ikoria configurations. Some, like my example list, still had something for Lurrus to do, but many were just running Lurrus for the sake of running Lurrus.

Burn, Eresopacaso (4-1 Modern Prelim. 5/1)

Creatures

4 Goblin Guide
4 Monastery Swiftspear
4 Eidolon of the Great Revel

Enchantment

1 Seal of Fire

Sorceries

4 Lava Spike
3 Rift Bolt
4 Skewer the Critics

Instants

4 Lightning Bolt
4 Boros Charm
4 Searing Blaze
2 Lightning Helix
2 Skullcrack

Sideboard

1 Lurrus of the Dream-Den
4 Kor Firewalker
3 Path to Exile
3 Smash to Smithereens
2 Tormod's Crypt
2 Skullcrack

This deck could have plausibly existed before Ikoria. And it may have, as the singleton Seal is the only deviation from typical Burn. Seal isn't even too out of place as a metagame call or utility spell. I've lost to maindeck Shrine of Burning Rage out of Burn before. And Eresopacaso's list is indicative of the overall data from last weekend. For some reason, players generally abandoned Bauble and refused to make concessions for Lurrus. Lurrus was not actually abandoned, as every Burn deck I've seen continues to run the companion, but it's becoming an incidental thing.

The main thing to note is that this is where I expected Burn to start with Lurrus; it makes more sense for a card to see incidental play than be fully integrated and built around. Last weekend showcased the exact opposite effect. This is a much more significant development than even the pushed decks from the weekend before and requires closer investigation.

What Does it Mean?

The latest data as I'm finishing this article generally backs up the weekend results. Bauble Burn is still around, but has lost its presumptive position. The incidental-Lurrus decks are putting up more and generally better results than the older versions. This suggests that Burn is actually moving away from Lurrus as a strategy, though not as a card to play.

I should note that it is possible that this is simply a case of outliers shining through. The metagame is a vast, churning sea of player and decks. Anything can get chucked up to the surface for me to observe. However, when similar decks keep getting churned up over time then it becomes indicative of reality. The data is getting close to that threshold, but is not there yet. So assuming that this latest development is not an outlier, the question is what does it mean? I see two scenarios.

1) A Reevaluation

Last week, I argued that deck that the only reason that Lurrus Jund was doing well was Lurrus itself. In order to play Lurrus as a companion, Jund had to make itself worse compared to its normal configuration. No Jund deck would give up Liliana of the Veil and Bloodbraid Elf for Mishra's Bauble under normal circumstances. However, Lurrus' power is high enough that the efficiency and power loss was made up in aggregate by the extra card advantage. However, this didn't change the fact that the deck itself was bad, and made me question its longevity.

This is what is happening with Burn. The Bauble Burn and hybrid Burn/Prowess decks are worse in a measurable way than normal Burn. The inefficiency relative to baseline has started catching up with pilots, particularly as other players adapt to them. Thus there's no longer time for, nor any advantage to, messing around with Baubles. They're streamlining themselves to regain Burn's normal competitive edge.

2) An Adaptation

Alternatively, this is a response to metagame changes external to Lurrus. Bant Yorion decks are getting more popular, and that presents a challenge for Bauble Burn; there's no winning a long game against a deck full of cantrips and lifegain that has a guaranteed way to flicker all of them. The advantage of recurring Bauble is meaningless against Bant's tsunami of card advantage. Instead, the advantage is shifting towards speed and Skullcrack. Lurrus packages are being cut for space as a result, with Lurrus itself being preserved as incidental value against black midrange decks.

Trust the Data

I don't know which scenario is correct, but the data will tell. Next week, I'll have a comprehensive review of the past month, which should help further shape our understandings what's actually going on with the companions.

April ’20 Brew Report, Pt. 2: U Laugh, U Lurrus

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Things have certainly changed since the last brew report, which reflected April's decklists pre-companion. Post-, it would appear that Lurrus of the Dream Den is Modern's new poster-boy, and alongside it Mishra's Bauble, which is seeing widespread play in everything from Delver to Rock to UW Control. Today, we'll look at some of the wild new strategies abusing the companion and its colleagues.

Don't Call It a Comeback

Or do, because Delver has been markedly absent from Modern for quite some time now. Lurrus seems to be buoying its return, as resting a gameplan on a fragile flier isn't so bad when you can guaranteed get it back in the mid-game.

Grixis Delver, DM95 (5-0)

Creatures

4 Sprite Dragon
4 Delver of Secrets
2 Snapcaster Mage

Artifacts

4 Mishra's Bauble

Instants

1 Archmage's Charm
1 Cling to Dust
2 Drown in the Loch
4 Force of Negation
3 Lightning Bolt
2 Mana Leak
4 Opt

Sorceries

1 Inquisition of Kozilek
4 Serum Visions
2 Thoughtseize
2 Unearth

Lands

1 Blood Crypt
4 Darkslick Shores
2 Island
4 Polluted Delta
4 Scalding Tarn
1 Spirebluff Canal
2 Steam Vents
2 Watery Grave

Sideboard

3 Collective Brutality
2 Fatal Push
1 Flusterstorm
2 Grim Lavamancer
1 Lurrus of the Dream Den
3 Mystical Dispute
1 Nihil Spellbomb
2 Tormod's Crypt

Grixis Delver is the favorite out of the gate, with the deck going on to enjoy multiple placings in Preliminaries. The deck makes great use of Bauble not only by flipping Delver, but by growing Sprite Dragon the turn it lands, which turns the flier I found lackluster in my own experiments into a potent threat. Like Bauble and Delver, Sprite can be bought back with Lurrus. And so can Snapcaster Mage, which makes for quite a value train!

A critical innovation here is Unearth, which not only revives the deck's threats, but puts Lurrus back onto the battlefield once its companion cast has been completed. Topdecking into a late-game Snapcaster can also generate a ton of value, as Snap can Unearth Lurrus, which then plays another Snap to recur an additional instant or sorcery. Then, Lurrus is left standing to add more value in future turns if opponents can't answer it. This plan is significantly more potent than Grixis Delver's old reliance on Tasigur, the Golden Fang, whose activation requirement was significantly mana-intensive and didn't impact the board at all.

Dimir Delver, TSPJENDREK (3-2, Modern Preliminary #12138075)

Creatures

1 Jace, Vryn's Prodigy
4 Delver of Secrets
3 Snapcaster Mage

Artifacts

4 Mishra's Bauble
1 Nihil Spellbomb

Instants

3 Archmage's Charm
2 Deprive
1 Drown in the Loch
4 Fatal Push
4 Force of Negation
1 Mana Leak
2 Opt
1 Tyrant's Scorn

Sorceries

2 Inquisition of Kozilek
4 Serum Visions
2 Unearth

Lands

3 Darkslick Shores
3 Island
1 Misty Rainforest
2 Mystic Sanctuary
4 Polluted Delta
4 Scalding Tarn
1 Swamp
3 Watery Grave

Sideboard

1 Jace, Vryn's Prodigy
1 Nihil Spellbomb
1 Aether Gust
2 Bitterblossom
2 Collective Brutality
2 Engineered Explosives
1 Lurrus of the Dream Den
2 Mystical Dispute
1 Rain of Tears
2 Tormod's Crypt

Then there's Dimir Delver, which scraps Sprite Dragon and Lightning Bolt in exchange for better mana and access to the versatileArchmage's Charm. We saw Charm support a soft surge of Delver decks when it was first released, but the archetype has since floundered; in any case, there's pedigree for the instant's potency here. Jace, Vryn's Prodigy is another juicy creature for Lurrus to reanimate, and can recur Unearth to reboot the engine.

With its proven early-game and now some serious late-game prowess, not to mention other relatively new toys like Force of Negation and Sprite Dragon, Delver is positioned to be a force in the new metagame.

A Grueling Game

It can feel overwhelming to keep up with new changes after a set drops. For instance, what the heck is going on with Jund? Are they keeping Lurrus, or reverting to their Bloodbraid Elf ways? Maybe David was right and it's simply not an awesome fit in that shell. So some of Modern's storied brewers have decided to build their BGx decks around the Nightmare Cat more decisively.

Golgari Lurrus, EDEL (4-1, Modern Preliminary #12138025)

Creatures

2 Cabal Therapist
4 Grim Flayer
4 Hexdrinker
3 Scavenging Ooze
4 Tarmogoyf

Artifacts

4 Mishra's Bauble
2 Nihil Spellbomb

Instants

4 Assassin's Trophy
4 Fatal Push

Sorceries

4 Inquisition of Kozilek
1 Maelstrom Pulse
2 Thoughtseize
2 Unearth

Lands

2 Bloodstained Mire
4 Blooming Marsh
2 Forest
2 Nurturing Peatland
2 Overgrown Tomb
3 Swamp
1 Twilight Mire
4 Verdant Catacombs

Sideboard

1 Maelstrom Pulse
2 Abrupt Decay
3 Collective Brutality
1 Dead Weight
1 Engineered Explosives
2 Grafdigger's Cage
1 Lurrus of the Dream Den
3 Rain of Tears
1 Tormod's Crypt

You read that right. Willy Edel, or as I know him The Guy That Brought Us Abzan Midrange Splashing Treasure Cruise, running Cabal Therapist in Modern! Therapist was one of the earliest Modern Horizons cards spoiled, and format die-hards were unimpressed with its design. Edel apparently ran Therapist for the Amulet matchup and didn't see them enough to form a great impression, so the jury's still out on that one! Given his record, though, the rest of the core must have treated him well.

Golgari Lurrus, EXOTICHERMAN (4-1, Modern Preliminary #12143003)

Creatures

4 Hexdrinker
4 Grim Flayer
3 Scavenging Ooze
4 Tarmogoyf

Instants

4 Assassin's Trophy
4 Fatal Push

Sorceries

4 Inquisition of Kozilek
1 Maelstrom Pulse
3 Thoughtseize
2 Unearth

Artifacts

4 Mishra's Bauble
2 Nihil Spellbomb

Lands

2 Bloodstained Mire
4 Blooming Marsh
2 Forest
2 Nurturing Peatland
2 Overgrown Tomb
3 Swamp
1 Treetop Village
1 Twilight Mire
4 Verdant Catacombs

Sideboard

1 Nihil Spellbomb
2 Abrupt Decay
3 Collective Brutality
1 Dead Weight
2 Engineered Explosives
1 Lurrus of the Dream Den
3 Rain of Tears
2 Veil of Summer

No Therapist here, but this build of Golgari Lurrus runs with the same concept: aggressive, resilient creatures in black-green backed up by the best disruption in Modern. These builds both seem to lean heavily on Hexdrinker, a potential liability if Jund is running around casting Wrenn and Six (a planeswalker common to both the Lurrus and non-Lurrus versions). With some special sequencing, though, Hex can come down and immediately grow out of range. Golgari is also giving Grim Flayer some time in the sun.

Easy Fits

There are some shells in Modern that require very little change to accomodate Lurrus, or in some cases build a gameplan around it. Both are seeing newfound success.

Abbot Prowess, MHAYASHI (5-0)

Creatures

4 Abbot of Keral Keep
4 Goblin Guide
4 Monastery Swiftspear
4 Soul-Scar Mage

Artifacts

4 Mishra's Bauble

Enchantments

4 Seal of Fire

Instants

4 Burst Lightning
4 Lava Dart
4 Lightning Bolt

Sorceries

4 Light Up the Stage

Lands

2 Fiery Islet
4 Inspiring Vantage
6 Mountain
4 Sacred Foundry
4 Sunbaked Canyon

Sideboard

1 Bloodstained Mire
1 Lurrus of the Dream Den
4 Path to Exile
4 Tormod's Crypt
4 Wear // Tear
1 Wooded Foothills

Abbot Prowess was last seen around the time Abbot of Keral Keep was released. It's always loved Mishra's Bauble, a card that both triggers it and can be cast for free as of turn two. And now it loves Lurrus of the Dream Den, which provides a prowess trigger by recurring a used Bauble, potentially every turn. The upgrade has proved significant for the deck, which posted back-to-back preliminary finishes.

Rather than dip into green or green-black as previous builds have, Abbot Prowess is basically mono-red, splashing white just for Lurrus and some sideboard cards. Another benefit of the second color at all is access to Canopy lands, specifically Sunbaked Canyon. This deck wants to play plenty of those to avoid flooding, and even runs Fiery Islet despite having nothing blue to cast.

Ozolith Scales, ELVIN7 (5-0)

Creatures

4 Arcbound Ravager
4 Arcbound Worker
4 Hangarback Walker
4 Sparring Construct
4 Steel Overseer
4 Walking Ballista

Artifacts

3 The Ozolith
4 Welding Jar

Enchantments

4 Hardened Scales

Instants

3 Manamorphose

Sorceries

4 Ancient Stirrings

Lands

4 Blooming Marsh
5 Forest
4 Inkmoth Nexus
4 Nurturing Peatland
1 Snow-Covered Swamp

Sideboard

3 Damping Sphere
2 Dismember
1 Fatal Push
4 Grafdigger's Cage
1 Lurrus of the Dream Den
4 Veil of Summer

Ozolith Scales marks the return of Hardened Scales, and the deck is back with a vengeance. For one, it's got Lurrus, which re-buys any destroyed artifact or creature sacrificed to its synergies, including the powerful Steel Overseer or Arcbound Ravager. It can even retrieve a copy of Hardened Scales stripped by Inquisition of Kozilek. The deck is usually mono-green, so Manamorphose is employed to cast the companion.

Next, it's got The Ozolith, which serves as an extra Hardened Scales when it comes to sacrificed modular creatures. Sparring Construct then becomes an attractive option.

And finally, Veil of Summer joins the fray, making it frustrating for opponents on blue or black to disrupt the deck's gameplan via discard, removal, or counters. Scales has always been at its worse against swaths of cheap removal spells, and Fatal Push epitomizes those, making Veil a welcome addition to the suite.

All these plusses have benefited the deck greatly, with Scales placing in two preliminaries.

What About Me?

There are, of course, other companions in Ikoria. One such companion made my introductory list, but I didn't feel up to figuring out its combos myself. Thankfully, SMDSTER has me covered!

Zirda Company, SMDSTER (5-0)

Creatures

2 Zirda, the Dawnwaker
4 Birds of Paradise
4 Duskwatch Recruiter
2 Eldrazi Displacer
4 Giver of Runes
4 Heliod, Sun-Crowned
4 Noble Hierarch
4 Ranger-Captain of Eos
4 Spike Feeder
3 Walking Ballista

Instants

4 Collected Company

Lands

4 Brushland
2 Forest
1 Horizon Canopy
1 Plains
3 Razorverge Thicket
2 Temple Garden
4 Windswept Heath
4 Wooded Bastion

Sideboard

1 Zirda, the Dawnwaker
2 Dromoka's Command
4 Path to Exile
3 Qasali Pridemage
2 Relic of Progenitus
3 Veil of Summer

As far as I know, Zirda Company is the first Modern deck to run its companion both in the sideboard (as a companion) and in the main (as a regular-old, I-want-to-draw-this-for-real spell). That's because with this many synergies, it's a great creature to hit with Collected Company. Zirda makes Walking Ballista, Eldrazi Displacer, and Duskwatch Recruiter into powerhouses, helping pilots stabilize the battlefield or dig deeper for the Heliod-Feeder combo. Best of all, since Zirda can be cast from the sideboard at any time, just having one of those creatures in play puts a lot of pressure on opponents.

A Future Accompanied

David may be down on the companions, but I think they are seriously great in Modern and other constructed formats, especially Lurrus. So long as it sticks around, which it definitely will for the time being, the Nightmare Cat should remain a fixture of many a competitive deck. I'm even brewing my own with it! Which companion is by your side?

Probing Companionship: Investigating Lurrus

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And so, the devastation of Modern continues. At least, if you listen to most social media where companions are concerned. I remind everyone again that meaningful data on the matter is currently non-existent; all anyone has to go on are their personal observations. And then the echo chamber will come into play as those observations get passed around until that's all anyone can hear. There's little room for dissent, or even reality, in such an environment. In a time of ambiguity, this perception will thrive. With no data, there can be no pushback.

I don't know what the truth of the companions' power really is. I have my own observations, but they're no more valid than anyone else's. A definitive answer will be found once I have an actual data set. With paper Magic shut down, this means collecting the data from MTGO. The problem has been Wizards failing to upload all the results.

Eventually, I intend to use the Challenges, Preliminaries, and Super Qualifier data to build a metagame picture. I'll then contrast the new with the old to see what's changed. I just have to wait until first there's enough data for the set to be meaningful. In the meantime, I continue to struggle with my experiences not reflecting the overall narrative and being underwhelmed by Lurrus of the Dream-Den.

Power Problems

Following up on what I said last week, I'm not having the same experiences with Lurrus that I keep hearing others have. Part of that is random chance. I'm just not seeing as many companion decks as other players. I also may be seeing atypical games. This is equally true of other observers. However, I'm more inclined to believe my own observations, because when I'm working with Lurrus in more laboratory conditions I'm getting similar results.

The fact that Lurrus slots into decks with small creatures is blindingly obvious. However, from there everything diverged. Some thought that Lurrus was best in Zoo style decks. Others were high on Lurrus bringing Aristocrats into Modern. I thought that Counters Company was the right move. I was wrong, and that set me on my path to doubting the Cat Nightmare because the deckbuilding opportunity costs proved unexpectedly high. This suggested to me that I couldn't slot in Lurrus anywhere, and it needed to be built around. However, that never worked out. The theorized Aristocrats-styled deck has yet to materialize, and my efforts haven't yielded much better.

I'm primarily an aggro/tempo player, and focused my brewing on the Zoo end of the spectrum. I never really got anywhere. The closest I came to a good deck was this take on Death and Taxes.

Lurrus and Taxes, Test Deck

Creatures

4 Giver of Runes
4 Thraben Inspector
4 Thalia, Guardian of Thraben
4 Leonin Arbiter
3 Charming Prince
3 Anafenza, Kin-Tree Spirit
2 Serra Avenger
2 Selfless Spirit

Artifacts

4 Mishra's Bauble
4 Aether Vial
2 Smuggler's Copter

Instants

4 Path to Exile

Companion

1 Lurrus of the Dream-Den

Lands

8 Snow-Covered Plains
4 Tectonic Edge
4 Ghost Quarter
4 Horizon Canopy

If I posted this maindeck in a vacuum, the most likely comment I'd receive is that it's severely underpowered and bad. And it is, whether compared to versions that I've tried in the past or ones found online. It lacks long-game power, the threats are anemic and cannot effectively flood the board or evade, and I'm all-in on a few avenues of disruption. What even is the point of Mishra's Bauble in this deck?

Amplification

However, when Lurrus is added into the equation, the deck makes more sense. I'm running a value engine and set up for a longer fight. However, that doesn't change the underlying problems with this deck. Rather than a mana-taxing deck with lots of anemic creatures, it's a mana-taxing deck full of anemic creatures that relies on a value-recursion engine to be effective. An engine, that I must add, is a single card. That I can't get back if it dies. Trying to fix that weakness actually made the deck clunkier, and ultimately wasn't worthwhile. Lurrus couldn't make a bad deck good.

What I learned is that Lurrus isn't a really a build-around card. If not for companion, I doubt Lurrus card would see any Modern play. With companion, it can serve as a consistency amplifier. Companion makes it readily available in every game. Add in a bunch of other consistency boosts and suddenly the deck runs far smoother, just like normal cantrips.

However, unless the housing shell was already good, Lurrus won't do enough. Greater consistency is necessarily more powerful than less, but it will never be as strong as raw power. A deck with lots of tiny threats will always struggle against more powerful cards unless everything lines up perfectly. There's a reason that Death and Taxes has always struggled compared to the higher-powered Humans.

Adaptation

And it appears that the community is generally on my side. The most recent results as of this writing are almost entirely known good decks. There are some rogues here and there, but I didn't spot any truly new companion-centric decks. Those decks that do have companions have just adjusted accordingly. The biggest changes are Yorion decks, out of necessity; playing 80 cards will severely distort a deck, but that level of redesign isn't happening for Lurrus. It's been relatively small adjustments.

Of course, it's not even necessary to adjust at all. Looking at the raw data is showing that decks with and without companions are doing comparably well. Despite what the most hyperbolic might claim, there's no indication that companions are necessary to win. I'm seeing plenty of decks right now that look the same as they did before Ikoria. And even those decks that have twisted themselves into knots accommodating a companion are recognizable evolutions from their pre-Ikoria counterparts. Or, in a few cases, are the same deck with only a sideboard slot changed.

Leaving aside the eighth card argument, the actual impact that companions have on deck power is hard to determine. As my experiments have shown, they don't suddenly make a bad deck good. They also don't appear to necessarily give one deck a leg up on another. The power is more contextual, and I think that's the key.

Introducing Inefficiency

Still, even the decks that fit into my above criteria seem to be sacrificing a lot, and I haven't seen the benefit. The degree of adaptation required is twisting decks into shapes that under other circumstances would be recognized as suboptimal. Consider how Jund is incorporating Lurrus:

Lurrus Jund, Bosserman (League 5-0)

Creatures

4 Tarmogoyf
3 Kroxa, Titan of Death's Hunger
3 Dark Confidant
2 Scavenging Ooze

Artifacts

4 Mishra's Bauble

Planeswalkers

3 Wrenn and Six

Enchantments

1 Seal of Fire

Sorceries

3 Inquisition of Kozilek
3 Thoughtseize
1 Angrath's Rampage
1 Maelstrom Pulse

Instants

3 Lightning Bolt
1 Fatal Push
2 Abrupt Decay
1 Assassin's Trophy
3 Kolaghan's Command

Lands

4 Verdant Catacombs
3 Blackcleave Cliffs
3 Bloodstained Mire
2 Overgrown Tomb
2 Raging Ravine
2 Swamp
1 Blood Crypt
1 Nurturing Peatland
1 Stomping Ground
1 Mountain
1 Forest
1 Wooded Foothills

Sideboard

1 Lurrus of the Dream-Den
4 Nihil Spellbomb
2 Veil of Summer
2 Pillage
1 Collected Brutality
1 Weather the Storm
1 Engineered Explosives
1 Ancient Grudge
1 Damping Sphere
1 Assassin's Trophy

Compared to the standard model, this list is extremely inefficient, both despite and because of it being lower to the ground. If efficiency is defined as mana utilization per turn, then this deck is no less efficient than before. However, I think of efficiency as utility-based. It's not how much, but how valuable the output is that matters. Using a definition of the ratio of useful work to inputs, Lurrus Jund requires pilots to jump through more hoops to reach similar ends than previous Jund versions have.

Playing Lurrus in Jund means giving up Liliana of the Veil and Bloodbraid Elf maindeck, and Tireless Tracker out of the sideboard. Liliana can kill creatures and/or deplete hands, which is not only a significant source of card advantage, both real and virtual, but also represents a disruption engine for three mana total. That's a very efficient investment-to-utility ratio. The equivalent system in Lurrus Jund is to rebuy Seal of Fire and Kroxa with Lurrus. This is a far more mana-intensive system than just running Liliana: Lurrus costs three up front, and then each turn, Jund has to pay an additional 1-2 mana. Just to create in aggregate what it had in Liliana. That's not efficient.

In a similar vein, where previous versions relied on Bloodbraid Elf and sideboard Tireless Tracker as a card advantage boost, the plan here is to recur Mishra's Bauble with Lurrus repeatedly. To play Lurrus, the old engines had to be cut, leaving me to wonder if their absence is worthwhile. Bloodbraid is a source of not only card advantage, but tempo. Cascade both draws a spell and casts it for free.

Bauble just... draws a random card. Being free makes Bauble an efficient cantrip, but it's never a two-for-one. And any spells that it draws will have to be paid for with actual mana. The only way that Bauble is better at card advantage than Tracker or Bloodbraid is with Lurrus in play. And then, Bauble needs to be chosen over the other options to make it happen. Before, Liliana, Tracker, and Bloodbraid coexisted peacefully and could all be played the same turn.

It's also worth noting that Liliana, Tracker, and Bloodbraid are all fine cards when facing graveyard hate. Lurrus Jund is far more vulnerable to Rest in Peace than normal Jund.

Peer Pressure

Or is it? I don't know, as I don't have the data to evaluate the situation. It worked out for Bosserman, but anything can 5-0 a League. The deck dumps are curated to highlight as many different decks as possible, not to reveal the metagame. Thus, League decks are great for seeing what is possible, but should not be used as a metric of strength.

With that out of the way, why might this version of Jund be preferred over the older one? Part of it is certainly the Allure of Shiny New Things. Every time something new comes out, players leap onto the new hottest thing. No matter the decks' power in a vacuum or the overall metagame, players are excited and want to play with the new cards. The first week of legality will always have lots of new decks. Their viability can only be assessed in subsequent weeks and months as players adapt.

In that world, Lurrus Jund makes perfect sense. When every deck is falling over itself to have a companion, then decks can get away with being less-than-optimal, because everyone is doing it. Don't you want to be popular? When power level is overall down, it's fine to mess around with cool engines and prioritize card advantage. Going deep on drawing extra cards also makes up for any inefficiency, so the Lurrus/Bauble engine makes some sense.

However, this is putting everything on a single point of failure. Without Lurrus in play, the deck is unequivocally worse than normal Jund. Players are aware of this fact, and are playing more Kolaghan's Command to rebuy Lurrus. However, the experience I've had over the past week says that's not enough. Meddling Mage continues to be the most disruptive card in Humans. In offline testing, Path to Exile on Lurrus was devastating. Lurrus can only be cast from outside the game, not exile, and only one Lurrus can be played at all if it's a companion. Thus, there's no redundancy. It is certainly true that right now Lurrus is everywhere, but its ubiquity is creating vulnerabilities that I imagine will be exploited down the line.

What Might be Done

I want to make clear that I don't know if companion is a problem or not. I haven't seen convincing evidence that it is, but I cannot prove that it isn't. That will have to wait on a reasonable data set, which should come together in the next week or two (assuming Wizards actually posts its results).

That said, if there is a problem, then I'd rather see this fixed via rules changes than bannings. I've seen nothing to indicate, and I haven't seen anyone argue, that the companions are broken cards. If a 3/2 lifelinker with value recursion for three mana was playable in Modern, then Renegade Rallier would see play. Rather, the problem is being a pre-tutored eighth card in the opening hand. Therefore, I'd rather see Wizards issue errata to fix the problem. Whether that's errata on how companion works or a ruling that companion can't be played in constructed, I don't know, but that would fix the actual problem, and players could still play with their cards in a fair manner. However, again, we need to wait and see if there is a problem at all.

Uncertain Associates: The Companion Problem

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With the new set fully available online, players can finally verify if all the speculation was correct. It's one thing to assess cards in a vacuum than in reality, after all. Usually, assessments are too far-off, and a consensus quickly develops around the new cards in every format. This opinion is then developed and refined into reality and the viable cards find their homes.

Clearly, something else is happening regarding Ikoria, Lair of Behemoths. The companions are proving polarizing, and the more I look into them, the muddier the picture becomes. There's no hard evidence yet, and the circumstantial evidence is contradictory. This requires a deep look at the phenomenon in question.

We've been down this road before. When Hogaak first emerged, I was skeptical of the deck while the greater Magic community was apoplectic. The available data didn't back up the claims. I explained this discrepancy as the result of Hogaak's variance skewing experimental data. As the deck became more refined and consistent, the data caught up to the claims, and justified them. Previously, similar claims had been made about Izzet Phoenix, and were ultimately unjustified.

Something similar is happening right now. Players are operating on very little experimental data, having very different results, and are forming conclusions on that basis. The truth of the matter will take time to develop, but for now, I will look into the claims and relate my own experience.

Accessory to Rage

That companion is controversial shouldn't be controversial. You can't really look at anything Magic related without some discussion of how overpowered/bad for Magic/ill-conceived the ten companions are. And there may be a point there. Companion is functionally an eighth card in the starting hand, and not a random one, either. Drawing extra cards is powerful, and so is tutoring, so on-face, the mechanic itself is bonkers. Some have effectively no drawback, and are therefore free value. This naturally is driving the community into a froth, though some of that is certainly just echo chamber effect.

Normally, the solution to this problem is to fall back on the data. However, the data is very thin. All we have to work with are online results, which Wizards is not great about publishing.

The recent League data showed 29/78 (~37%) decks running companions. That doesn't mean anything, as any deck can win a League, and the data is curated and therefore not a valid sample. The few Preliminaries and the Challenge that Wizards has posted at time of writing don't give me much to go on, either. For some reason, Ikoria cards were really scarce on MTGO until about April 20, so I don't want to draw conclusions from anything before then. The most recent data had a lot of normal decks with a value companion just because. There's no way to draw conclusions from such a small data set.

To make matters worse, what data there is suggests that some companions are actually busted in certain formats. Gyruda, Doom of Depths turns Lion's Eye Diamond into Black Lotus; fill the deck with Clone effects and mill the opponent out on turn one. Pioneer and Standard may lack Legacy's acceleration and clone density, but Gyruda is still tearing it up with absurd combo turns. Lurrus of the Dream Den is "free" with Black Lotus in Vintage. There, players are panic-inserting companions into decks just to stay competitive. Even if the data doesn't agree, the perception is firmly that companions are overpowered and necessary. I don't agree.

My Experience

I have played more MTGO in the past month than I had in the previous four years. Having the option to play Modern in paper 3+ times a week obviated any desire to play online. Which means for once I'm reviewing the same data sources as the doomsayers. And I'm not seeing the same problems they are; in Modern, anyway, as Pioneer and Legacy are separate matters, and I'm more on-board with that kerfuffle. Gyruda is not reasonable alongside Legacy's fast mana or Pioneer's poor answers. But Modern seems fine. There's a lot of upheaval from Ikoria, and I haven't seen it actually be good, to the point I'm struggling to justify running Ikoria cards in my 75.

Part of this may simply be that I am me, and I default to skepticism. I require very clear evidence and tend to focus on the opportunity costs and other hurdles to playability rather than the upside to a card. This is why I didn't leap onto Ox of Agonas in Dredge and remain skeptical of Uro, Titan of Nature's Wrath. They're both cards that can be easily answered by hate players should all be playing. I see their success as a failure to adapt rather than any inherent power issue.

Another part is my deck. I've been grinding Leagues with Humans for weeks. I already had the deck, and don't like putting money into digital cards. Prior to Ikoria, I was finishing between 2-3 and 4-1, and I still am. In aggregate, nothing has changed for me. I haven't hit decks with companions any more often than any other type of deck, nor have those seemed better or worse than the previous versions of those decks. For reference, this is the version of Humans that I played in the last League before writing this article, to a 3-2 record.

Humans, League Deck

Creatures

4 Noble Hierarch
4 Champion of the Parish
4 Kitesail Freebooter
4 Meddling Mage
4 Thalia's Lieutenant
3 Thalia, Guardian of Thraben
3 Phantasmal Image
2 Drannith Magistrate
4 Mantis Rider
4 Reflector Mage
1 General Kudro of Drannith

Artifacts

4 Aether Vial

Lands

4 Cavern of Souls
4 Unclaimed Territory
4 Ancient Ziggurat
4 Horizon Canopy
1 Snow-Covered Island
1 Snow-Covered Plains
1 Waterlogged Grove

Sideboard

2 Grafdigger's Cage
3 Auriok Champion
2 Collector Ouphe
2 Militia Bugler
2 Dismember
2 Magus of the Moon
2 Plague Engineer

I've been trying out the new Humans, and they've been pretty underwhelming. General Kudro is fine as a lord and a beater, but he doesn't excite. I've never been in a situation where throwing two Humans at a monster would have improved my position, although I can visualize it happening. Meanwhile, the graveyard hate is very good in relevant matchups, but I haven't hit many of them.

I was expecting a lot from Drannith Magistrate. Again, I thought that companions, being the hyped and the Hot New Thing, would be everywhere. I also expected combo to see a boost with players trying to dodge companion fights. Combined with Uro's already observed prevalence, I thought that Magistrate would really stand out and surprise me. And it did, but not in the good way. I've played against decks where Magistrate did something about ~25% of the time, and most of those times, it was the same job Kudro would have done. I'm seriously thinking of cutting Magistrate altogether, because each time I've been against a companion, the match was decided without the companion mattering. Except for times where I punted into my face.

Looking at Lurrus

This disillusionment has been largely a product of matches against Lurrus decks. Most of the terror and wailing over Modern's fate was directed at Lurrus, which almost certainly colors my opinion. I just haven't seen Lurrus live up to the hype. It's a fine card, and there is a definite advantage to having an 8th card in hand. However, Lurrus itself and decks built around Lurrus in general, haven't performed uniquely well in my eyes. In fact, in many ways, they've performed worse than their traditional alternatives.

I think this can be demonstrated by my experience against Lurrus Jund. I've heard players claim that it is an enormous improvement over classic Jund. From my perspective, it's worse. Jund is not a good matchup for Humans. Jund's a pile of removal and value, while Humans is a deck of small, synergistic creatures. The Lurrus version plays out similarly, but it lacks Liliana of the Veil. Instead, it's looking to rebuy Kroxa, Titan of Death's Hunger each turn. This is better for Humans, as Liliana's downtick is very strong. Three damage from Kroxa per turn is less worrying than another removal spell, since my hand is usually empty by that point anyway and I need threats. Plus, Lurrus Jund can't run Plague Engineer. It's still not a good matchup, but it feels improved. Plus, I've won matches because my opponent spent so much time durdling with Lurrus they timed out. From Humans's perspective, Lurrus has harmed Jund.

More generally, decks built around Lurrus haven't worked because making the fit is artificial, contrived, and inefficient... or the underlying deck was just bad. The exception has been Hardened Scales. Lurrus recasting Walking Ballista or Hangerback Walker is indeed backbreaking. And that's not considering comboing with The Ozolith or Hardened Scales. The catch is that I have repeatedly punted into my face against this deck. I've done it all, from ruining turns mistapping mana to misclicks and just bad decisions. I don't know what's up, but I just can't play well against this deck. I wouldn't necessarily have won every game if I'd played well, but I could have neutralized Lurrus each time.

Yeeting Yorion

My problem with Yorion, Sky Nomad is not the card itself. Blinking permanents for value is incredibly powerful, and doing so en masse is absurd. Just ask Bant Ephemerate. The problem is the companion restriction.

All the companions require sacrifice, but only Yorion requires making the deck mathematically worse. Jamie Wakefield's acolytes aside, there is a very good reason that for the past 21 years the correct choice has been to play the minimum required deck size. The math on this matter is very clear. If you want an optimized deck, it needs to see its best cards reliably, and as the number of cards approaches infinity, the odds of seeing any card approach zero.

My experience playing against Bant Yorion decks falls in line with the mathematical predictions. I can remember ten matches against the deck, and I've lost none. I've dropped individual games, but not to Yorion specifically. In those games, I lost to Ice-Fang Coatl and Reflector Mage being repeatedly blinked and/or rebought with Eternal Witness. Yorion just closed the door. In other words, when Yorion Ephemerate plays like Bant Ephemerate, I lose as hard as I usually did to Bant Ephemerate.

Of course, that doesn't happen consistently. Most of the time, Yorion has to keep a hand with a payoff or two and some acceleration into Yorion. Humans can spread the board and push through a single instance of value gain. Or worse (for them), I can just name Yorion with Meddling Mage and the deck becomes a literal pile. Humans just does better when I know what to name, and the companions are huge telegraphs. Which will be coming up again down the page.

Other Companions

I've seen a number of decks, from Tron to Humans, running Jegantha, the Wellspring. Not because it does anything special for them, but simply because they could. I asked. The fact that they had access to Jegantha didn't matter at all. Generating mana is nice, but all the players who responded flatly told me that it's just a 5/5 for five.  And the Humans player was cold on Jegantha, since he couldn't run Auriok Champion. One Tron player said casting Jegantha is a desperation move in attrition matchups.

For Humans to lose to a mostly vanilla 5/5, I'd have to be doomed anyway. The one time that it would have mattered was against Niv-to-Light where I'd just landed Magus of the Moon. It didn't, because I just needed to delay my opponent by one turn to win. And I already had, so I did.

As for Gyruda, I haven't seen the deck actually work in Modern. I've only actually seen it in action three times, but I also haven't heard anyone talking about the deck. Which may be why I can't find a decklist to link. In Legacy, Gyruda is a turn-one combo with Lion's Eye Diamond. Pioneer and Standard are slow enough to permit casting a six mana card normally or by ramping and then gaining value even if it doesn't go off, which is overwhelming in removal poor formats.

Modern has neither conditions, and Gyruda may be fine here. It's slow by combo deck standards, and clunky by graveyard deck standards. The only way it beats just playing Dredge is when it goes off and mills out the opponent. It's also only better than Tron as a ramp deck if it goes off completely; otherwise, a 6/6 and change isn't very threatening. I've played seven games against Gyruda, and it managed to successfully combo me out once. Once it could have, but was shut down by Grafdigger's Cage. Another time, it fizzled. The other four games, I just blew past them and/or Meddling Maged them out of the game.

What Does it Mean?

My personal experience and the overall narrative regarding the companions are not compatible. One of these observations is wrong, and likely an outlier. Echo chamber, doomsaying, and reviews gives the busted camp a leg up on me and others taking more moderate approaches. The truth will only become clear with more data. At minimum, Modern appears to be handling Gyruda better than the other formats. We'll see if that lasts.

April ’20 Brew Report, Pt. 1: Mag-Safe

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"I don't know what this world is coming to," once hollered The Soul Children. Indeed, society as we once knew it is becoming increasingly unrecognizable. Is the solution to succumb to our basest animal instincts, or to put mind over matter in a true triumph of human spirit?

Today's brew report encapsulates that struggle, as many Modern players have happily lumbered back into the jungle while others see this time as a moment to reflect on what sets them apart from other species. Either way, all seem united under the looming Moon of an existential threat.

Living in a Zoo

Fast aggro is no stranger to Modern, and we've been seeing plenty of Crash Through decks over the last few months. Now, the blitz tide is turning to favor creatures over spells.

Bushwhacker, TW33TY (5-0, MODERN PRELIMINARY #12117293)

Creatures

4 Reckless Bushwhacker
4 Narnam Renegade
4 Wild Nacatl
4 Goblin Guide
4 Burning-Tree Emissary
4 Hidden Herbalists
3 Gallia of the Endless Dance
2 Tarmogoyf
2 Ghor-Clan Rampager
1 Klothys, God of Destiny

Instants

4 Atarka's Command
4 Lightning Bolt
1 Tarfire

Lands

2 Arid Mesa
1 Dryad Arbor
1 Forest
1 Mountain
1 Sacred Foundry
1 Stomping Ground
1 Temple Garden
3 Verdant Catacombs
4 Windswept Heath
4 Wooded Foothills

Sideboard

4 Dragon's Claw
2 Magus of the Moon
3 Path to Exile
2 Thalia, Guardian of Thraben
4 Tormod's Crypt

Bushwhacker has exploded onto the Modern scene, seating three copies at the top tables of this Modern Preliminary alone and winning plenty more tournaments over the course of the month. It provides a more creature-centric alternative to the extremely popular (and successful) spell-based Mono-Red Prowess, recruiting instants only for the most efficient sources of damage: Atarka's Command and Lightning Bolt.

The pivot has two major strategic advantages. For one, it challenges the metagame to react with different kinds of hate; Chalice of the Void on one and Thalia, Guardian of Thraben won't be putting many dents in this shell (other than physically, via first strike, but even then the method only works against a handful of creatures and is blown out by Atarka's Command). Second, it seeks to overload the removal equilibrium reached by interactive decks that lets them effectively weather Mono-Red Prowess's creature assault. Since Prowess only plays around 12 creatures, flooding on removal can be a death sentence; Bushwhacker, however, rewards opponents for keeping full grips of it.

Almost every Bushwhacker build plays 1 Tarfire, an all-but-guaranteed way to grow Tarmogoyf an extra point. Almost no opponents will have tribal cards in their decks, after all! But I'm still surprised the tech is so universally accepted; there are just two Goyfs in the mainboard, and some builds seem to omit the other two even from the sideboard.

Tarmogoyf sitting at just two copies is emblematic of the shift in role the creature has undergone post-Fatal Push, when it became less of a plan splashed by literally everyone and more of a role-player in specific shells. Here, Goyf's role is to follow a shot-down one-drop, effectively doubling the removed power to make up for a lost turn of attacks. It's far less impressive against opponents that don't interact, which is when the shell plays as aggressively as possible; Tarfire helps breathe life into the creature for those games.

While significantly less relevant, the Goblin-centric 8-Whack still exists in some capacity and posted one result this month.

Zoo, QBTURTLE15 (4-1, Modern Preliminary #12124703)

Creatures

4 Wild Nacatl
4 Kird Ape
4 Goblin Guide
4 Tarmogoyf
4 Eidolon of the Great Revel
1 Ghor-Clan Rampager

Instants

4 Lightning Bolt
4 Atarka's Command
3 Lightning Helix
1 Char
1 Tarfire

Sorceries

3 Rift Bolt
3 Skewer the Critics

Lands

4 Arid Mesa
1 Forest
1 Mountain
2 Sacred Foundry
2 Stomping Ground
1 Sunbaked Canyon
1 Temple Garden
4 Windswept Heath
4 Wooded Foothills

Sideboard

2 Choke
2 Destructive Revelry
1 Flame Slash
2 Grafdigger's Cage
4 Kor Firewalker
2 Molten Rain
2 Tormod's Crypt

On the more interactive side of things, Zoo also seeks to ramp up aggression with creatures. The difference is that much of Bushwhacker's lightning-fast synergy is traded in for stand-alone beaters that operate just fine against removal-heavy opponents. Adopting Lightning Helix, Rift Bolt, Skewer the Critics, and even Char makes the deck heavily favored against Bushwhacker and gives it extra reach should opponents find a way to take over the board, either through removal or with their own Goyfs.

We haven't seen Zoo in Modern for quite some time, but the addition of Skewer certainly helps its case. The deck has long wanted additional Lightning Bolt analogues, as much of its strength is derived from the classic Bolt-Goyf paring that gives it so much flexibility in a range of matchups. Additionally, running both Goyf and Eidolon provides Zoo with ample options given an opponent's reaction time. Creature dies? Slam Goyf. Creature lives? Slam Eidolon, and lock in even more damage.

We're Only Human

Creature-based aggro? What about Humans, the format's premier creature-based aggro strategy? That deck is still alive and well, and new tweaks on the strategy are starting to rear their heads to deal with the crazy critters cropping up.

Boros Humans, WORDY333 (3-2, Modern Preliminary #12124684)

Creatures

4 Avalanche Riders
4 Champion of the Parish
4 Charming Prince
4 Magus of the Moon
4 Ranger-Captain of Eos
4 Thalia, Guardian of Thraben
4 Thalia's Lieutenant
4 Thraben Inspector

Artifacts

4 Aether Vial

Instants

4 Ephemerate

Lands

4 Arid Mesa
4 Cavern of Souls
1 Flooded Strand
1 Marsh Flats
1 Mountain
3 Plains
2 Sacred Foundry
3 Sunbaked Canyon
1 Windswept Heath

Sideboard

3 Auriok Champion
2 Blood Moon
1 Burrenton Forge-Tender
1 Giant Killer
1 Path to Exile
3 Rest in Peace
3 Stony Silence
1 Winds of Abandon

Boros Humans differs from the classical rainbow build in its employment of Ephemerate, which serves a few purposes here. For one, the creature suite warps itself around the card, featuring more enters-the-battlefield effects than ever.

That means maxing on Charming Prince, Thalia's Lieutenant, and Ranger-Captain of Eos, as well as for the first time hiring Avalanche Riders to give the deck a more solid mana-denial plan. The plan is bolstered by Magus of the Moon, who makes the cut at four copies.

It's not all synergy, though. Ephemerate has a far more obvious use in blanking enemy removal spells, which should make Magus particularly troublesome for those decks that do value their nonbasics, as well as keep the hits comin'. The same goes for velocity-dependent decks like Storm, which only feature so many ways to get Thalia, Guardian of Thraben off the table.

Death & Taxes, MUCKMUCK_DC5 (5-0)

Creatures

4 Hanged Executioner
2 Aven Mindcensor
2 Charming Prince
2 Flickerwisp
4 Giver of Runes
4 Leonin Arbiter
2 Serra Avenger
4 Stoneforge Mystic
3 Thalia, Guardian of Thraben

Artifacts

4 Aether Vial

Instants

4 Path to Exile
1 Batterskull
1 Sword of Feast and Famine
1 Sword of Fire and Ice

Lands

4 Field of Ruin
4 Ghost Quarter
2 Horizon Canopy
2 Silent Clearing
10 Snow-Covered Plains

Sideboard

2 Auriok Champion
2 Burrenton Forge-Tender
2 Eidolon of Rhetoric
2 Hushbringer
2 Leonin Relic-Warder
2 On Thin Ice
1 Phyrexian Revoker
2 Rest in Peace

Death & Taxes also gets a significant update this month, not only with its universal adoption of Stoneforge Mystic, but its recent discovering of Hanged Executioner.

The Spirit acts as a Lingering Souls of sorts, providing a pair of flying bodies right away for 2W and some added utility down the road. For Lingering, that means two more bodies at a discount; for Executioner, it means tributing one of the fliers for an instant-speed exile effect. In a world full of 6/6 Titans, and especially given that this is an aggro deck with plenty of grounded attackers, I can see the latter being preferable.

As Red as Blood

The month's biggest story, though, is the rise of Magus of the Moon, exemplified by the resounding success of mana-denial strategies anchored by the Arbor Elf-Utopia Sprawl interaction.

Magus Ponza, BERSERKER_BOB (4-1, Modern Preliminary #12124703)

Creatures

4 Magus of the Moon
4 Arbor Elf
4 Bloodbraid Elf
2 Bonecrusher Giant
4 Glorybringer
3 Klothys, God of Destiny
2 Scavenging Ooze
4 Seasoned Pyromancer

Planeswalkers

2 Chandra, Torch of Defiance

Enchantments

4 Utopia Sprawl

Instants

4 Lightning Bolt

Sorceries

3 Pillage

Lands

6 Forest
2 Mountain
4 Stomping Ground
4 Windswept Heath
4 Wooded Foothills
60 Cards

Sideboard

2 Anger of the Gods
2 Choke
2 Cindervines
2 Collector Ouphe
1 Grafdigger's Cage
3 Obstinate Baloth
2 Relic of Progenitus
1 Weather the Storm

Remember when Ponza was about sticking Blood Moon and casting Stone Rain?  Magus Ponza lets us know those days are far behind us, with Magus of the Moon antiquating the enchantment and the versatile Pillage doing the same for Rain. Okay, so some builds still sport Moon mainboard, but never at more copies than Magus, which edges it out of the 75 entirely in most cases.

Why the sudden switch? Magus has long been thought of as less resilient than Moon on account of its dying to Lightning Bolt. But Bolts are finding themselves in shorter and shorter supply these days as midrange transitions to UGx configurations such as Bant and Sultai. And with fair decks overwhelmingly riding Arcum's Astrolabe, Moon effects exist primarily to nail the still-kicking Dryad of the Ilysian Grove decks. You know, the decks that run 4 Pact of Negation and Reclamation Sage, and 0 Lightning Bolt.

All that makes Magus uniquely positioned to wreak havoc in Modern, which is exactly what it's doing for many Tier 2-or-lower decks, some explored in this very article. Go ahead and search "Magus of the Moon!" Even Mono-Red Prowess has got its hands on the Wizard.

Naya Beatdown, MILKK (3-2, Modern Preliminary #12124703)

Creatures

3 Glorybringer
4 Arbor Elf
2 Birds of Paradise
4 Bloodbraid Elf
2 Bonecrusher Giant
1 Klothys, God of Destiny
4 Magus of the Moon
4 Seasoned Pyromancer
4 Stoneforge Mystic

Planeswalkers

1 Chandra, Torch of Defiance

Artifacts

1 Batterskull
1 Embercleave
1 Sword of Feast and Famine

Enchantments

4 Utopia Sprawl

Instants

4 Lightning Bolt

Lands

2 Arid Mesa
1 Sacred Foundry
4 Snow-Covered Forest
1 Snow-Covered Mountain
1 Snow-Covered Plains
2 Stomping Ground
1 Temple Garden
4 Windswept Heath
4 Wooded Foothills

Sideboard

1 Boil
1 Chandra, Awakened Inferno
3 Choke
3 Knight of Autumn
1 Obstinate Baloth
3 Pillage
3 Rest in Peace

With less of an emphasis on land destruction, but plenty appetite for the mana generated by Arbor-Sprawl, Naya Beatdown is also making a name for itself in the metagame. Take this Preliminary, which features multiple Naya Beatdown placings and even variations: Stoneforge Mystic, Bonecrusher Giant, and Questing Beast all seem to be viable options for filling out the list. Still, Glorybringer reigns as the preferred top-end threat, while Pillage remains an attractive plan from the sideboard.

Total Eclipse of the Brew

All this harping on Magus of the Moon has cast a pale shadow over the other strokes of innovation Modern is experiencing online. Join me next week for a foray into what else April had to offer!

Here Be Questions: Ikoria Spoilers, Week 2

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Well, that was fast. Normally we have three full weeks of spoilers, but Wizards has really rushed out Ikoria. I'm guessing the quarantine is a factor here and they're in a bit of a scramble. In any case, the entire set is now out. And it's a little mediocre, Modern-wise. As I mentioned last week, this set is not really meant for us, and that's okay. Not getting format-changing cards every set is a good thing. We've had enough of that over the past year. There are a number of playable cards in Ikoria, Lair of Behemoths, but their impact is going to be more subtle.

To start off, the overarching thread of this article is that nothing's completely free. Even if there's no up-front cost to something, there will be an opportunity cost. It's why in economics, we teach that there's no such thing as a free lunch. Just because you didn't have to pay for lunch doesn't mean there wasn't some cost attached. In a college context, to get that free pizza, you have to hear a presentation or lecture. Maybe it means paying with a favor down the line. Or getting the free lunch meant giving up another, arguably better, dining option. When a choice is made, it eliminates alternative choices, and the next best option is the opportunity cost. In Magic, every card in your deck has an opportunity cost attached, since it is being chosen over something else. The question is whether the benefit justifies the cost.

Triassic Park

On that note, Ikoria offers manabases a boost with a significant downside. Stand aside, dual lands; Magic has tri lands now. Tricycle, as I think about it, in the same vein as the Amonket bicycle lands. For the first time ever, there are fetchable three-color lands for each Tarkir shard. Which always come into play tapped, and cycle for three. The only bicycler that has really seen play is Sheltered Thicket thanks to Scapeshift. Given that Modern's manabase has always been built around dual lands which can enter untapped, the bicyclers weren't needed. The tricycles are another story. There's never been a way to fetchably fix three-color mana.

The cost of coming into play tapped is a steep one, but mostly in the mid-game. Control decks don't often do anything turn one, so fetching a tapped land is common. Late-game, the mana is likely to be unnecessary, so the cycling option comes into play. It's in the mid-game when control is being established that tapped lands and tempo matter. Thus, I don't think any tricyclers are going to be four-ofs, but as a one- or two-of, they're extremely potent. For a Tarkir-shard midrange or control deck, their tricycle land is the best first land available.

Brittle Crust

Which is rather timely, considering that UGx midrange is kind of a big deal at the moment. There are many flavors, but for this discussion, the only relevant ones are Sultai and Temur Snow. Both get a tricycler, and so get the boost. Sultai snow has never really been a deck, while Temur variants are everywhere, which would suggest that Ketria Triome will see a lot of play. I don't think that will actually happen. The play patterns of the snow decks don't play to the Triome's strength. Snow decks tend to fetch basics early to play Arcum's Astrolabe and turn on Ice-Fang Coatl. I don't think it's optimal or necessary to break up this pattern for Ketria's sake, which pushes it towards the mid-game, where it's at its worst.

Instead, we need to look at those shards that haven't been doing well. Specifically, I've been thinking about Jeskai and Raugrin Triome. Jeskai isn't in the best spot at the moment, having been displaced by straight UW Control, then UGx Uro. The value of its burn spells has fallen, so the deck is losing out to card advantage powerhouses. However, I think that with some adjustment, Jeskai may be the solution to UGx.

Breaking Through

The trick is to look at how UGx beats other midrange decks. It is true, but very simplistic, to say that UGx wins via velocity. Drawing cards with value is a great way to grind, after all. However, going deeper, all the UGx decks are very well set up to win a midrange fight. Their primary threat is recursive and benefits from attrition, they've got a lot of counters for opposing answers, and they certainly don't lack card advantage. It's hard to gain advantage maindeck, and then it gets worse after sideboard, when UGx brings in additional counters and Veil of Summer to defeat the typical anti-control strategy of discard and counters.

Jeskai sidesteps this problem by running cheap red and white answers. In a sense, Jeskai's running a maindeck counterboard strategy against UGx. It gets deeper when options like Teferi, Time Raveler and Spell Queller are in the mix. As a plus, Lightning Bolt is good at trading for the Coatls, Snapcaster Mages, and Emrys that fill out UGx decks. The problem has been actually wielding that advantage.

Jeskai Ascending?

I've tried a number of different decks and so far, and going for a counter-light, board-control-focused tempo deck has worked best against UGx. It's easier to dodge the typical sideboard cards and spread their relevant answers when all the answers are one-mana. Also, UGx assumes that their overpowered threats will hide their lack of hard answers beside counters, which gives Jeskai's cheap answers an opening. I would not recommend this decklist for a tournament, but as a proof of concept, it has worked beautifully.

Jeskai Tempo, Test Deck

Creatures

4 Snapcaster Mage
4 Spell Queller
3 Stoneforge Mystic

Planeswalkers

4 Teferi, Time Raveler

Artifacts

1 Batterskull
1 Sword of Feast and Famine

Instants

4 Lightning Bolt
4 Path to Exile
4 Opt
3 Lightning Helix
2 Electrolyze

Sorceries

2 Winds of Abandon

Land

4 Flooded Strand
4 Scalding Tarn
2 Arid Mesa
2 Hallowed Fountain
2 Steam Vents
2 Raugrin Triome
1 Sacred Foundry
4 Snow-Covered Island
2 Snow-Covered Plains
1 Snow-Covered Mountain

Testing has borne out my initial suspicions. First, the Triomes are as good as anticipated and are a fine replacement for Celestial Colonnade. Secondly, the matchup has worked as I expected. UGx midrange decks struggle against the more mana-efficient answers from Jeskai and their sideboards are poorly prepared for the fight. Resolving Path to Exile on Uro, Titan of Nature's Wrath is surprisingly backbreaking, while riding a Teferi is less-surprisingly backbreaking.

The issue has been making it all come together consistently. Jeskai can't make up for any missteps or inefficiencies with cantrips like UGx, making the margins tighter than a metagame deck should have. The principle works and there's margin to be gained here, but I'm not there yet.

The Dreamers

The other big talking point are the companions. As Jordan covered in detail Tuesday, they read as an attempt to bring Commander gameplay to Modern. A copy in your sideboard can be declared as a companion and played from outside the game once. Which really just means bringing it into the game, similar to a wish. Thus, companions are extra cards in exchange for a sideboard slot and deckbuilding restrictions. The cost/benefit of giving up a sideboard slot is hard to evaluate. Players have asked for more sideboard slots before, so slots are valuable. I don't know how to evaluate if they're more valuable than an extra card functionally in hand.

While some had been spoiled when I was writing last week, I dismissed them. Keruga, the Macrosage could only see play as a win-more card in Living End, while Lutri, the Spellchaser makes decks inefficient. The idea was interesting, but didn't seem playable.

Then, Lurrus of the Dream-Den was spoiled. Suddenly, this mechanic looked actually playable. Kaheera, the Orphanguard was spoiled at about the same time, but I'm not concerned. While Elementals is already a deck, it's not very good, and adding a semi-tutorable lord isn't changing things. Lurrus on the other hand looked potentially busted. Modern mana costs tend to be low-to-the-ground as is, and so it seemed like Lurrus would just go everywhere. Having more cards is always going to be better than fewer, and thus Lurrus would spread throughout the format.

Abrupt Awakening

Or at least, that's what I thought. Then I actually starting looking through decklists and trying to make Lurrus happen. As it turns out, Lurrus is a much harder fit than expected. As in, it didn't really fit anywhere without a lot of work. Work that was increasingly hard to justify.

Most Modern decks rely on 3 CMC or greater permanents, from planeswalkers to value engines and combo pieces. To the point that they're not easily replaced, and even when it's possible, it isn't necessarily desirable. My initial thought was that Lurrus fit into Collected Company combo quite competently. Devoted Company was already just mana dorks and two-drops, I thought. It should house Lurrus without any problems and I could write a nice, easy section about giving the fragile combo deck a grinding plan.

However, upon bothering to actually check Company decklists, I was reminded that the most popular version requires Heliod, Sun-Crowned. Which was very annoying, as I'd discussed this deck recently and should have known better. They're also leaning heavily on Ranger-Captain of Eos. Thinking that I was confusing Heliod Company with an earlier iteration, I did a deck search.

It turned out there had never actually been a time when Company's combos or value creature plan was all two-drops or cheaper. Early Devoted Company decks were close, but they always had at least a few Eternal Witnesses or Shalai, Voice of All, and later versions often had Kitchen Finks.

This means that for Lurrus to be Company's companion would require a deck redesign. Frankly, I don't think anyone will be taking apart Heliod Company for Lurrus. The combo potential and tutoring of Ranger-Captain is too good to cut, even for an eighth card in hand. Straight Devoted Company from past years could do it more easily, but over their lifetimes, those decks started moving up the curve. Finks and Witness are really good cards, apparently. It turns out that Lurrus's opportunity cost of companionship is not just a sideboard slot, but multiple maindeck ones, as well. As a result, I don't think Lurrus will see play in Company decks because lowering the curve is not desirable.

Fleeting Dreams

So, where does Lurrus belong? After an exhaustive look through upper tier decks, I conclude: nowhere. There are low-tier Zoo-type decks that can absolutely run Lurrus right now, but the top decks are filled with three cost creatures and/or planeswalkers. I was on the same wavelength as Jordan and next went to Traverse Shadow, also thinking that it just entailed replacing Liliana of the Veil with Kroxa, Titan of Death's Hunger. Then I had another awkward duh moment seeing Street Wraith. Which, despite being used as such, is not actually a Phyrexian mana cantrip but a five-mana creature. And is rather integral to the strategy. Which means Lurrus was out and it was time to move on.

However, after several hours combing databases, the only decks that consistently met the companion requirement were Burn and Infect. It turns out that 3-drop permanents are surprisingly common. Infect was right out since almost every decklist I saw was straight Simic. The white splash is being dropped, and Lurrus isn't a strong enough reason to start stretching again. Meanwhile, Burn could run Lurrus, but why would it want to? It's expensive by Burn standards, and doesn't have haste. Also, white is more of a splash, which can make double white tricky. And Burn's version of grinding is throwing fire to the face. Thus, Lurrus is not a natural fit in Burn. It could happen if Burn really needs the extra card. But again, does Burn really want it?

Reframing the Dream

However, that may not be it for companions. As Jordan noted, Zirda, the Dawnwalker has a relevant static ability and fits into decks already. The catch is that, again, there's not much reason to do so outside of having a companion. Temur Urza decks draw enough cards that I don't think an eighth is really necessary. It will only hurt if the value of another threat is lower than the missing sideboard card, which I can't really evaluate.

As for actually building with Zirda, Company decks aren't making it easy. On the one hand, Zirda doesn't fit in Company any better than Lurrus. Again, a lot of the combos need creatures without activated abilities. These range from Vizier of Remedies to Kitchen Finks. The only combo which is only activated abilities is Heliod and Walking Ballista. Company could pare down to that combo, but that's not what Company players have signed on for, so probably not happening. Company also ruined any chance of making a deck that actually wanted Zirda by being more efficient. Every permanent based combo or even value deck I tried was just a worse version of Company.

Ultimately, I have to conclude that the only real appeal of the companion cards is the opportunity to have a guaranteed extra card every game. However, actually building decks that make it happen is harder than I thought. Decks could be built around them, but if these decks weren't good enough on their own before the companions, I'm skeptical they would be now. Subsequently, and in defiance of Zvi Moshowitz and Sam Black, I'm doubtful that they'll see much play in Modern.

Tread Quietly

There's still a lot of work to be done on the new cards, and its possible there's something I missed or that dedicated shells will make the companions shine. Which Ikoria cards have you the most excited? Have our readers experienced any luck brewing around the companions? Let us know in the comments!

Compelling Companions: Five New Friends

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A major cycle in Ikoria is that of companions, which are essentially opt-in Commanders for sanctioned constructed formats like our own. If a certain deckbuilding condition is met, companions may be cast once from outside the game. Except there's no Commander Zone in Modern, meaning they'll have to take up a sideboard slot unless they are somehow exiled from the mainboard.

Many of the companions seem to have some niche, owing in large part to the mechanic's novelty—being pre-tutored as well as letting players functionally start each game with an extra card are enormous benefits that will almost always outweigh the lost sideboard card, and every once in a while justify the imposted deckbuilding restriction. I imagine at least five companions will see some degree of play in Modern, even if some seem more destined for the fringe.

Companions: Cost-Benefit Analysis
The creatures themselves aren't that jaw-dropping. Rather, I think they'll prove popular because of the strength of companion itself. To understand the gravity of introducing a commander element into other constructed formats, it has helped me to think about the mechanic's costs and benefits.

Costs

  • One sideboard slot. This cost is quite marginal.
  • Building around the stated requirement. This one is tougher to dismiss.

Some Modern decks will want unlimited access to a companion's effect bad enough that they warp their construction to fulfill its requirement. But for the most part, I think Modern decks will run companions simply because they already fulfill those requirements, and it's tough to pass on the benefits.

Benefits

  • Locked-in tutoring. The companion is cast-able as of the game's outset; there's no need to find it.
  • Locked-in card advantage. Not only do players start with a certain card, they start with an extra card at all.

Companions allow Modern players to start every game with an extra card. Since the card never changes, consistency is also added. Have you ever played a friendly game and mulled to five, only to have your buddy allow you to draw back up to seven, only to draw two more blanks and have to mulligan anyway? With companion, the extra card is always the same one, easing requirements of openers in a way we haven't seen since... well, Once Upon a Time.

Companions cost three or more mana, meaning most of them provide value plans or bursts in the mid-game. In this regard, they're a lot like cheap planeswalkers. Having those plans guaranteed, rather than needing to draw into them at the right time (and not at the wrong time, such as in the first couple turns of a game), is absolutely game-altering.

Meet the Meat
With the preamble out of the way, let's introduce five companions I think are sure to see tabletop action in Modern.

Jegantha, the Wellspring

First up is Jegantha, the Wellspring, which already has an obvious home: 5-Color Niv Mizzet. These decks aim to keep opponents at bay with splashy spells until they can resolve their namesake dragon, draw plenty of cards, and leverage their newfound card advantage into a win. Jegantha looks like it will be very comfortable in the sideboard, from where it provides an attractive Plan B in lieu of Niv Mizzet Reborn, or even to bait out countermagic before going for the Dragon.

Once it's in play, Jegantha threatens opponents in a couple of ways. Most obviously, it's 5/5, which is large enough in Modern to have granted Gurmag Angler premier status as a beater. But more importantly, it taps to create up to five mana, a resource the Niv Mizzet decks are quite hungry for. There are, of course, ways to beat the deck once it has resolved the Dragon; pilots can only cast so many of the clunky sorceries, instants, and planeswalkers each turn. But Jegantha stands to double that amount, making it a must-remove creature that conveniently resists most forms of damage-based removal.

Kaheera, the Orphanguard

Next is Kaheera, the Orphanguard. While its condition is easily met in any tribal deck centered around Cats, Elementals, Nightmares, Dinosaurs, or Beasts, none of those tribal decks exist in Modern, and I doubt any are on the precipice of a breakthrough. But Kaheera's most interesting aspect lies in what isn't explicitly stated on the card: a deck without any creatures also fulfills its companion condition. In other words, any creatureless deck so inclined can run a Kaheera in the sideboard and run it out at their leisure.

Of course, what such a deck would want to do with a 3/2 is less clear. Cards like Polymorph do exist, which reward players for playing without creatures but nonetheless necessitate one payoff fatty to eventually flip with the spell; cheating in Morophon, the Boundless isn't exactly a sound course of action such a robust format. Still, we could get some sort of card down the line that exploits Kaheera's incidental versatility, so I'd keep an eye on this one.

Yorion, Sky Nomad

Yorion, Sky Nomad asks a steep price of its players: they are to run 80 or more cards if they want the Bird Serpent as a companion. While many Magic players may balk at the idea, to me, running 80 cards seems like a small price to pay for the effect at hand.

When Yorion enters, it casts Ghostway, a powerful effect that once helmed its own low-tier deck. Ghostway sought to gum up the board with enters-the-battlefield value creatures, and then blink them all to go up on cards, life, or mana. Nowadays, Ghostway-type strategies have all but been supplanted by Eldrazi Displacer mini-synergies and game-ending Collected Company combos. I think a couple major reasons behind the sorcery's never taking off in Modern is that it was unsearchable and took up a precious creature slot in a creatures-matter deck.

Not so with Yorion, which thanks to companion is both is pre-searched and free in terms of card economy. Sure, it's more expensive than Ghostway, but it also leaves behind a 4/5 flying body.

A key break from Ghostway is that Yorion blinks not just creatures, but permanents—including one of Modern's latest breakouts, Arcum's Astrolabe. The artifact, which adds velocity, filters mana, and synergizes with the companion, would be an obvious include, as would similar permanent-grounded cantrips, however rare they may be. Astrolabe even turns on Ice-Fang Coatl, a significant upgrade over the Elvish Reclaimers of Ghostway decks past. Perhaps Oath of Nissa could find a home in such a deck, too.

As for running 80 cards, I don't think the requirement is the end of the world for the kinds of decks Yorion wants to support. These decks enjoy tremendous redundancy in Modern when it comes to the effects they prefer: mana dorks, value creatures, and the like. I do think Charming Prince would have an important role in the deck for helping get to the right pieces for a given matchup, but other than that, the increased deck size may even open precious slots for added utility. I fully expect Yorion to become a mid-tier contender in Modern post-Ikoria.

Lurrus of the Dream-Den

Another companion I think will see immediate play is Lurrus of the Dream-Den. Modern is home to a top-tier deck that almost fulfills its companion requirement: Traverse Shadow. The deck's only permanent exceeding CMC 2 is Liliana of the Veil, generally played as a two-of. So the question becomes: is it worth trimming those two Lilianas to run a Lurrus in the sideboard? Or, put another way, to start every game with access to Lurrus as an additional card in hand?

I think the answer is a definite yes. While Liliana is great in certain matchups, it's dead weight in others, and since companion says "starting deck," the planeswalker can even be brought in from the sideboard where applicable.

Like Liliana, Lurrus comes down for three mana and begins generating value; while it's a tad lower-impact right away, probably just recurring Mishra's Bauble the turn it resolves, in the mid-game or on subsequent turns it starts bringing back Tarmogoyf and Death's Shadow. These recurs put it far above Liliana in terms of instant impact.

Since Lurrus can be cast from the sideboard, though, it already comes with an extra draw attachedthat Liliana would have taken up a slot in the opener or as a turn draw. I think this aspect may be overlooked by some players, but Lurrus indeed provides a burst of value by sheer virtue of the companion mechanic. Let's say it comes down for three mana, recurs Mishra's Bauble, and immediately eats a Lightning Bolt. That's a huge exchange for the Shadow player: Lurrus traded for Bolt, and Bauble put the pilot ahead by a card. But since Lurrus came from the sideboard and not the hand, it was also free in terms of card economy, making the play a plus two... like Treasure Cruise!

Finally, Lurrus has applications in other decks, too. Many strategies in Modern meet its requirement. Burn is no stranger to splashing white, and freely recurring Goblin Guide or Grim Lavamancer when the spells start to dwindle is just what the doctor ordered in that deck. Similarly, Bogles tends to run Leyline of Sanctity, but ditching that playset is probably better if it means plucking that Bogle out of the trash after it gets pinched by Inquisition of Kozilek. And Lurrus has lifelink, making it incidental Game 1 protection against faster decks.

Zirda, the Dawnwalker

Last on our list is Zirda, the Dawnwaker. Zirda is a walking Training Grounds, but in different colors. And while Training Grounds was annoying for being tough to find, Zirda is always available thanks to companion!

Its condition isn't so hard to meet, either. For starters, any deck of just instants, sorceries, and lands fits the bill. Planeswalkers are also acceptable. So are creatures like Stoneforge Mystic, and artifacts like equipment. Modern decks already exist that can run and cast Zirda as a companion without making a single change, such as Temur Urza.

Granted, in that Urza build, Zirda doesn't do anything but reduce the activation costs of Urza and Engineered Explosives, which are indeed poor payoffs. But it's still a body, and it still has applications in combat. Either way, I imagine it won't be too tricky to build Modern shells that loosely support Zirda enough to get some mileage out of the Elemental Fox, and am open to hearing your combos in the comments.
Never Alone Again
Companions have arrived, and they aren't going anywhere. I have a feeling Modern in 2020 will feel a lot more like Commander, except minus the big playgroups. Either way, while we may be self-isolating, we apparently needn't worry about having no company!

Here be Monsters: Ikoria Spoilers Week 1

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Alright Magic world, it's time to screech to even more of a halt: it's spoiler time again. That means you, Timmy and Tammy! Particularly you, since this set is tailor made to your preferences, they being giant monsters and the making thereof. The pickings are a bit thinner for Spike this time around, but that's fine he's still a bit bloated from everything 2019 gave him. So get over here and dig in!

I'm being totally facetious with this opening. I mean, the set is named Ikoria, Lair of Behemoths. Underlined for emphasis. This set more clearly and obviously aimed at fans of big monsters than even Rise of the Eldrazi. Given that Modern already has Titans of both the Primeval and the Eldrazi persuasions, I have serious doubts that any of the monsters we're getting will be Modern-worthy on their own. And that's fine. It's good to have a set for the fans of big boom-booms once in a while, and frankly, given how overpowered the past few sets have been, I'm fine with fewer Modern-plausible cards. Not that it's going to be a problem. As of when I'm writing this Sunday night, there is one solidly playable cards alongside some context sensitive contenders.

Strange Mutations

The first thing to discuss is Ikoria's headline mechanic. To be honest, I think that mutate is a desperate attempt to make auras more appealing. I'm not sure it worked, as mutate is a wordy mechanic. A creature with mutate can be cast for its mutate cost targeting a non-Human creature. Because this is Godzilla World, not X-Men. If the targeted creature dies before resolution, then the mutate creature isn't countered because it was always a creature, not an aura, and can still resolve to the best of its ability. If the mutation successfully resolves, the card is placed over or beneath the target. The overall creature is the top card plus all the abilities of the bottom cards as well as any counters or actual auras it had before it mutated. It's the same creature, just with new abilities. If it dies, everything attached also dies.

All this sounds like a more elaborate and confusing, though less risky version of auras. And I'm pretty sure that's the point. Thus, it also seems like a good way to make Bogles less of a glass cannon. Rather than mulliganing aggressively for one of the ~12 creatures in the deck, Bogles could just play out its modifier cards instead. Such a deck would have the Bogles primarily as a way to gain hexproof, then focus on making an ability-laden fatty. And if the Bogles don't come, just play the fatties instead.

The Catch

However, there's a very big flaw with this plan. As of this moment, there are no Modern-worthy mutate creatures. Don't get me wrong, there are a number with very attractive mutation ability triggers. However, they all cost three or more to mutate, and at least that to cast normally. A Bogles-style deck really isn't possible. A lot of the multicolored mutators are close to Modern-playable cost-wise. However, to really be worthwhile, they need to successfully mutate, and that could be a tall order. I think that the mana cost to power ratios of the known cards, coupled with the risks of mutation, will keep all but the most aggressive cards out of Modern.

Vadrok, Apex of Thunder could see some play, but if so, it would be because a deck wants a 3/3 flying first strike creature for three. Playing spells from the graveyard for free is powerful, but doing so means paying more and giving up a threat to make an already-resolved one somewhat better. Thus, I would anticipate mutate being an incidental ability played for value sometimes rather than the main selling point. For example, normally extra legendary creatures like Vadrok just sit in hand uselessly. Mutating Vadrok with another Vadrok isn't exactly efficient or ideal, but it's better than doing nothing.

Izzet Good Enough?

However, Vadrok may also find a home alongside the first definitively Modern playable cards in Ikoria. And it's not a typcial kind of monster. Sprite Dragon doesn't start out as much. Sprite is a more fragile Stormchaser Mage, a card that has been fringe playable when Izzet Prowess has been a deck. What separates Sprite is that the prowess buffs are permanent. Thus, it becomes a grow card in addition to the more common prowess creatures we've become accustomed to.

The natural home for Sprite is an Izzet Phoenix style deck. However, Izzet Phoenix itself has basically disappeared since Faithless Looting was banned. Lacking the ability to dump two Arclight Phoenix into the graveyard turn one has been effectively fatal. Still, mono-red Prowess had been doing very well until recently. The problem has been a shift toward midrange, or removal-heavy decks. It's easier to blitz past Amulet Titan than Jund. Adding blue provides the option for more cantrips to help velocity past Jund while growing a big threat, similar to how Legacy Izzet Delver operates.

Alternatively, why not just reinvigorate Izzet Phoenix? Delver of Secrets is not and has never been Tier 1 in Modern because it can't flip reliably. When Izzet colored decks have been good they've been focused on pure card velocity rather than deck manipulation. Pure velocity doesn't help Delver, and it's a poor payoff compared to Thing in the Ice, Young Pyromancer, or Aria of Flame. Sprite fits right into that strategy as its Delver-style threat. Phoenix isn't reliable anymore, but Sprite will always work so long as the cards keep flowing. Spite naturally fits into a decent shell already so I will be very surprised if it doesn't see play.

Combo Potential

While on the subject of Izzet cards, Rielle, the Everwise strikes me as a card with combo potential. The intended fair usage of a high-power threat that makes up for Wizards's insistence that blue can only filter cards, not draw them, is not good enough at three mana. However, for a more combo-oriented deck, she looks like a strong boost of card advantage. It will only work once per turn, so it would need to be a big one to be worthwhile. Resolving Wheel of Fate and drawing 14 cards sounds absurd. However, I have no idea what such a deck would look like, and I'm not sure that any Izzet combo would want a three-mana do-nothing-on-its-own card like Rielle. I am certain, however, that someone will try to make it work. The upside is too high.

Still Dead

Ikoria is a set with cycling. It is a set with creatures that cycle. Large ones. Thus, the Living End stalwarts have emerged from their rocks to proclaim their return to Tier 1 status. And I will admit, the thought of facing down multiples of Titanoth Rex is terrifying. Wizards has never made cycling creatures this massive before. The biggest cycler that sees play as regularly is Desert Cerodon at 6/4, so upgrading to an 11/11 trampler is a big deal. The last time the Enders were this noticeable was when Archfiend of Ifnir was printed.

However, much like Archfiend, the new beasties are not going to make Living End good again. All the currently spoiled monsters that are at least as good as current options are actually worse because their cycling cost is higher. To make the deck good, Living End must cycle multiple creatures a turn, explaining its preference for the one-mana cyclers from Alara block. It matters little how powerful the creatures actually are; the key to the deck is lots of above-averagely sized creatures and drawing through the deck to find the cascade cards. Thus, the cycling cost puts a damper on playability.

More to the point, lack of good threats is not Living End's problem. The format has evolved so it isn't as good a combo as it used to be. Graveyard hate is (and should be even more) widespread now, defeating the combo up front. Worse, with Bant rising, counterspells are everywhere. And then there's Teferi, Time Raveler. Teferi completely defeats the combo and punts away the hard-cast creatures. Until something comes along to help with those problems, Living End will remain an outsider.

Alternative Application

That said, there is one cycling monster that could see play on its own merits. Yidaro, Wandering Monster could prove an Arclight Phoenix-style threat, albeit for a very different deck. I don't think anyone would ever seriously plan to cast Yidaro. Instead, it's a velocity cantrip with upside. Just like Green Sun's Zenith, Yidaro replaces another card in the deck each time it is cycled, making it more likely to find another Yidaro. Once Yidaro has cycled four times, that velocity cantrip suddenly turns into an 8/8 trampling haste creature. And it will continue happening until every Yidaro is dead.

I don't think that a true Izzet Phoenix-style deck would bother with Yidaro. It's an expensive cantrip and doesn't trigger Sprite Dragon. However, it may be a control card. Control decks need to burn through their deck to find answers and hate it when win conditions get stuck in hand. Yidaro alleviates that problem with a cantrip upside. Granted, it does actually have to be in the graveyard for the trigger to happen, which makes it vulnerable to all graveyard hate. However, that may be an acceptable risk for a huge win condition.

Oh, the Humanity

On the thematic flipside, there are Ikoria's humans. Wizards appears to be aware of the tribe's risks, given Modern's 5-Color Humans and has been limiting potential entries to the deck. The only recent contender has been Charming Prince. The spoiled humans are in a similar vein in that they're not obviously better than any currently existing options and don't really fit the disruptive creature aggro mold. That doesn't mean they're not Modern playable, just that they're not in the Humans deck we're acquainted with.

Instead, the Ikoria humans make an argument for an entirely new deck. With the printing of General Kudro of Drannith, I count Humans having two traditional lords, and a third including Thalia's Lieutenant. Mayor of Avabruck has seen Modern play before, but he doesn't fit into the 5-Color Humans attack plan. Kudro, Mayor, and Lieutenant make a compelling case for a more traditional Human tribal beatdown deck. Given Kudro's Reprisal ability, it would make sense to play token makers in such a deck. This points to a midrange value-beatdown deck, which is appropriate given other cards like Dire Tactics.

Drannith in the Rough

There is one expection: Drannith Magistrate could easily find a home in 5-C Humans. Many lists have run Yixlid Jailer against graveyard combo and Dredge before. Magistrate isn't as directly hateful as Jailer, but it has far more applications.

First of all, Magistrate isn't symmetrical, so there's potential he sees play outside of Humans as a graveyard mirror-breaker. Secondly, Magistrate isn't just an anti-graveyard card. It synergizes with Spell Queller, stops Underworld Breach, ruins flashback, cascade, suspend, Uro, and Urza's free spells. Magistrate doesn't do much against Dredge except block Conflagrate, but the far more wide-ranging ability may make up for that weakness. It's certainly something to watch.

It Finally Happened

My final contender is the closest Modern is likely to get to True-Name Nemesis. I was worried that such a card would exist when Modern Horizons was announced, though nothing came to pass. Instead we got Hogaak, Arisen Necropolis. Lucky us. Apparently that's because Wizards was saving the contextually unsolvable creature for Ikoria in the form of Lavabrink Venturer. Protection from an entire swath of mana costs is potentially very strong, though it's also limited enough that I don't think Venturer is as dangerous as True-Name.

The obvious cost to name is "odd," because all Modern's best spot removal is odd. Lightning Bolt, Fatal Push, Path to Exile, Reflector Mage, Deputy of Detention, and Teferi, Time Raveler would all be negated. Death's Shadow dreads this card. Also, Venturer could swing through Uro, Titan of Nature's Wrath, or block it eternally. This safety comes at the cost of never being able to carry a Sword of Fire and Ice.

Choosing "even" protects against Abrupt Decay and Assassin's Trophy as well as Tarmogoyf and Ice-Fang Coatl—not-insignificant upsides in the right matchup. The correct choice is entirely matchup-contextual, which is good for balance and format health. I think the default decision is to name odd, but savvy players will be rewarded for making the actual correct choice.

But does Venturer have a home? Humans would never pick it over Mantis Rider, and the tension with equipment makes Stoneblade questionable. The Abzan Humans deck I theorized may work, but the three-drop slot may be overcrowded. The appeal of protection from opposing interaction is so attractive that I can't image Adventurer doesn't get tried, I just don't know if it survives the brewing process.

Lurking Monsters

This spoiler season is just beginning, though we'll have to wait longer than normal to actually play with the physical cards. Accursed virus. There are still plenty of cards to go, so we'll just have to see what else fits into Modern.

Spoiler Scouring: Two New Ikoria Brews

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As starved as many are for distractions in this day and age, distractions also abound, and got the better of me this time. Like a silent, scaled predator, this set crept up on me. I had to double-check if Ikoria, Lair of Behemoths was even slated to be sanctioned in Modern. Wait a minute... Behemoths? These creatures aren't doing much sneaking. But to my credit, it's not the creatures themselves I'm excited about.

With any new set come new experiments, and Ikoria is no exception. Today, we'll look at a couple shells I've been tinkering with that feature Modern's next arrivals.

Izzet Really Happening?

The first card to get my gears whirring was Sprite Dragon. Dragon brings a number of existing designs to the limit, combining Quirion Dryad and Stormchaser Mage into one pushed beatstick. Dryad was never menacing the turn it resolved, which Sprite patches up with haste; Stormchaser required multiple mini-combo turns from its pilots to output damage consistently, a requirement relaxed by Sprite's using +1/+1 counters.

While the card doesn't necessarily powercreep either predecessor—it's a different color than Dryad, and unlike Mage, won't outgrow Lightning Bolt after just one activation or support Wizard's Lightning—I imagine it will see more play in Modern than both combined (granted, a low bar).

Of the Sprite Dragon decks I built, I spent the most time tuning a fast Izzet shell.

UR Sprite, Jordan Boisvert

Creatures

4 Delver of Secrets
4 Monastery Swiftspear
4 Sprite Dragon
4 Bedlam Reveler

Instants

4 Lightning Bolt
2 Vapor Snag
4 Thought Scour
4 Opt
4 Manamorphose
4 Force of Negation

Sorceries

4 Serum Visions

Lands

4 Scalding Tarn
3 Misty Rainforest
4 Spirebluff Canal
2 Fiery Islet
2 Steam Vents
2 Snow-Covered Island
1 Snow-Covered Mountain

Sideboard

3 Grafdigger's Cage
2 Damping Sphere
2 Dragon's Claw
2 Blood Moon
3 Aether Gust
3 Mystical Dispute

Concept

UR Sprite is far from novel, or fancy, in its approach. The idea is to land a cheap threat early and pick at opponents while disrupting them. With cards like Manamorphose and Vapor Snag backing up Monastery Swiftspear, it's decidedly more aggressive than the Delver decks I tend to favor, which aim more to set up a resilient threat and win over a series of attacks. Sprite Dragon encourages this faster plan, as making it Bolt-proof as quickly as possible inherently lends itself to the more combo-oriented nature of aggro decks like Mono-Red Prowess.

Tech

An important draw to Sprite is its color—being blue enables Force of Negation, which here serves as our premier interactive card. Force lets us tap out for Sprite or for big cantrip turns to fuel a strong attack, but still lock in another hit with our creatures. It also compliments the rest of our disruptive suite, which is more board-focused to get Monastery Swiftspear past troublesome roadblocks like Tarmogoyf.

Our best proactive card, though, is Manamorphose. The instant flips Delver, grows Swiftspear and Sprite, and helps us rush out Bedlam Reveler. While it's sometimes advantageous to sandbag Manamorphose until a benefitting threat comes along, I've found it useful in the early game to just chain them into each other. Reveler is so forgiving with its draw-3 that haemorrhaging resources along the way doesn't matter so much.

The sideboard is home to plenty of tech, too. Leading the charge is Grafdigger's Cage, a potent hoser in today's metagame that deals with Uro and Snapcaster out of fair decks and plenty more from combo opponents. While we tap the graveyard as a resource with Reveler, we are totally unaffected by Cage. It even triggers prowess and Sprite Dragon!

A couple of recent blue instants also make the cut. Aether Gust and Mystical Dispute have both proven invaluable in dealing with Uro, Titan of Nature's Wrath, which can otherwise get in the way of our grounded attackers while drawing and gaining life for opponents—not exactly a slope we want to end up sliding down. The former also deals with Tarmogoyf, Scavenging Ooze, and the like, as well as red removal spells; in this deck, Memory Lapse is often good enough. And Dispute has really impressed me its range, which I initially doubted.

Prospects

I enjoyed Sprite Dragon's ability to put a flying, attacking Goyf on the field out of nowhere during the mid-game. But more often, the creature was pricey enough that I'd wait until later to cast it, and by then had little to grow it with. As far as following up a deceased one-drop, the plan only excelled when opponents lacked a second removal spell, making Sprite worse than Goyf in that role.

All in all, Sprite felt more tangential than anything, its slot on the strategic curve better fulfilled by Bedlam Reveler. Despite looking exciting on paper, I'm now doubtful the card will have much of an impact in Modern; too many conditions must be met for Sprite to earn its worth.

With all that said, I am interested in seeing how a Sprite-less version of this deck would perform. The question then becomes which problems, if any, Force of Negation solves for the already-successful Mono-Red Prowess.

Delirium

Among the shells I tried with Sprite Dragon were some Tarmogoyf-featuring ones (duh) that ran Mishra's Bauble as a cog that buffed all our threats. It turned out that supporting Goyf while maintaining a high enough noncreature spell count for Sprite generated plenty of tension, not to mention the awkwardness of stretching into a third color and the fact that, again, Bedlam Reveler was just a better graveyard abuser in that kind of shell than Tarmogoyf. Still, I was curious about branching into green for Veil of Summer and also Uro, Titan of Nature's Wrath, which even starry-eyed me knew had no business alongside Sprite.

It took the spoiling of Footfall Crater for me to turn my attention fully to Tarmogoyf. For years, I've been awaiting an easy-to-bin enchantment to help in my unending quest to grow Goyf as large as possible. Could this be the one? Goyf itself is the perfect candidate to receive haste and trample, especially when it's 8/9, and Uro ain't a bad target either.

I started with some Temur shells but found myself lacking creatures that benefitted greatly from Crater. Eventually, I spread into black, giving up my precious Lightning Bolts for a more all-in delirium plan.

4-Color Delirium, Jordan Boisvert

Creatures

4 Grim Flayer
4 Tarmogoyf
4 Uro, Titan of Nature's Wrath
1 Snapcaster Mage

Planeswalkers

4 Wrenn and Six

Artifacts

4 Arcum's Astrolabe
4 Mishra's Bauble

Enchantments

2 Footfall Crater

Instants

4 Thought Scour
2 Fatal Push
2 Tarfire
2 Stubborn Denial

Sorceries

3 Inquisition of Kozilek
2 Traverse the Ulvenwald

Lands

4 Wooded Foothills
3 Verdant Catacombs
2 Scalding Tarn
2 Misty Rainforest
1 Steam Vents
1 Overgrown Tomb
1 Blood Crypt
1 Breeding Pool
1 Stomping Ground
1 Snow-Covered Forest
1 Snow-Covered Swamp

Sideboard

3 Veil of Summer
2 Mystical Dispute
2 Ceremonious Rejection
2 Stubborn Denial
2 Fatal Push
2 Surgical Extraction
1 Feed the Clan
1 Ancient Grudge

Concept

Flayer and Goyf are great with haste and trample. Goyf is bigger, but Flayer's ability to hit and then set up our second-main-phase cantrip draw, thin the deck of lands with Wrenn out, or pseudo-tutor by finding and dumping Uro makes the deck's sleeper MVP.

Thought Scour greases the wheels, rewarding us immensely for hitting the Titan and making our searchable one-of Snapcaster more like Demonic Tutor on a body than anything else. Bauble provides a great amount of selection between Wrenn, fetchlands, and our many cantrips. Joining it in quickly activating delirium for Flayer are Tarfire and Footfall Crater, which is notably able to enchant fetchlands in the late-game.

Naturally, this deck is much more reliant on the graveyard than UR Sprite. A resolved Rest in Peace neuters all of our threats and all but guarantees a loss. Fortunately, nobody is really playing Rest in Peace right now. The linear combo decks that run hosers out of the sideboard all rely on their graveyards, and the white midrange and control decks enjoying the most success are too invested in Uro to want the enchantment themselves.

We end up being okay against most other graveyard hate. While Grafdigger's Cage and Surgical Extraction deal with Uro, they do nothing in the face of Flayer or Goyf; similarly, Nihil Spellbomb and Tormod's Crypt can shrink our beaters, but a single Thought Scour is enough to get us back on track.

Tech

Our "Manamorphose" is Thought Scour. The blue cantrip does it all, growing Flayer and Goyf at instant speed; fixing Bauble looks or getting us the seen card right away; dumping Uro for backbreaking value. Scour's high chance of binning a copy of Astrolabe during a medium-length game made me think about abandoning Bauble, but I decided the card was too important for Flayer.

There are only two copies of Traverse the Ulvenwald here, mostly because Uro does something similar, but much better, and even works if hit by Scour. Still, Traverse can find Uro in a pinch, or Goyf or Flayer with a Crater in play. Most often, it finds Snapcaster Mage, setting up a Stubborn Denial or Fatal Push when needed. The manabase was built so that one-landers with Traverse and Wrenn can be kept; otherwise, I wouldn't include Stomping Ground.

Grafdigger's Cage isn't really an option for us since we're also an Uro deck. So I defaulted to Surgical Extraction as my grave hate of choice. Surgical is awesome at winning Uro wars, especially since those decks tend to invest heavily in Snapcaster as well. It's also good with Traverse-Snap.

Prospects

As with Sprite Dragon, the new card ended up feeling a tad underwhelming. And for the same reason: it was too niche. In the early- and even mid-game, keeping up velocity and finding the components needed is more important than setting up a hasty trampler, so we're likely to cycle Footfall Crater. Later in the game, we're in top-deck mode, so it also gets cycled. Crater is pretty much only good when we're at a game stage in which we have Uro in the graveyard and are ready to start recurring it every turn. But in those cases, how bad do things really look without Crater in the picture?

Compared to Arcum's Astrolabe and Veil of Summer, Crater is a lot worse for the reason that it forces us to choose between getting an effect and cantripping. The former two tack a cantrip onto an already good effect, but still at one mana. In other words, Crater is a bit underpowered when measured against Modern's new cantrips.

Nonetheless, I think this shell is okay. I think pretty much any Uro-Astrolabe shell is okay. It's probably wiser to complete the core with Ice-Fang Coatl than to extend into silly diversions such as Goyf, Flayer, and Wrenn, but a man's gotta play what a man likes to play.

The Wait Is (Still) On

As everyone who can patiently waits out the pandemic at home, us Modern players continue to wait on stimulating spoilers with a chance of shaking things up for the better. But then, maybe I'm just projecting my own disappointment onto everyone else. Surely not all our readers love Tarmogoyf as much as I do. So, which Ikoria newcomers have you buzzing?

Thawing Late: A Bant Snow World

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I cannot escape. As a Denver resident, I am used to unusually unseasonal weather usurping usual undertakings. Why, as a lad I suffered snow at summer camp more than once. Even in July. And an unrelated time, it snowed in August. While thinking of snow on the pines is pleasant and all, it has little to do with Modern. Except that's not true, because snow is everywhere. Not just because it actually did snow here yesterday, but because, for some reason, Bant Snow is becoming omnipresent. Or appears to be, anyway. Those I encounter online further the complaint and decry their observation that they can never escape Snow, especially when Uro constantly does.

The question that must then be considered is why. Why is always the most important question. Is the Snow shell really impermeable? Is Modern due for an ice age? Or is it simply that Snow is visible and successful because it is popular? The definitive, absolutely incontestable answer is yes. Snow is a good deck and will be a strong contender in Modern for the foreseeable future, and indeed will remain so until Wizards prints something to make snow a drawback. However, that is a minor consideration compared to the inescapable fact that players just want to play in the snow. Popular adoption, regardless of actual power, ensures that a deck will perform in the metagame. Modern will have Snow for a long time thanks to power and popularity. Ultimately, the haters need to chill. Snow is good, but only because it's getting help.

Snow Over Everything

That the Bant Snow shell (Acrum's Astrolabe, Ice-Fang Coatl, Uro, Titan of Nature's Wrath) is robust, adaptable, and adoptable shouldn't be controversial at this point. Hang anything off that shell, and it's pretty much guaranteed to function. This appears to be the crux of player dissatisfaction with the deck, though it should be noted many players are simply never happy.

In this specific case, I do sympathize. Snow carries a lower opportunity cost than anticipated. Astrolabe is a far better card simply because I didn't realize how well it integrated snow into decks. Mana-fixing artifacts don't generally see play outside of artifact combo decks because they're tempo-negative and the Modern manabase makes playing many colors relatively easy. Prophetic Prism sees play in Pauper Tron, but that's about it. What I failed to grasp was Ice-Fang Coatl's appeal is so great that any price is worthwhile. The only way to have enough snow permanents to make Coatl good is to run lots of basic lands, which runs counter to how midrange/control decks are built. Astrolabe being one mana and a cantrip greatly reduces burdens on the manabase, and makes everything else possible.

In fact, this point about opportunity cost is the real benefit and problem with snow. All the pieces are cantrips, and cantrips make every deck they're in run better. While Ponder-style cantrips provide card selection and are obviously powerful (just ask Legacy), Coatl and Astrolabe simply increase velocity. This doesn't mean much in a vacuum, but when a large portion of the deck boosts velocity, the deck is just runs smoother. The churning cards, especially when there's additional benefit to playing them, simply push the deck along and, eventually, through the opposition. Just as a glacier gradually shapes the land, Snow's cantrips-with-upside shape the deck.

Case in Point

Let us consider an example. Jund is a deck built to grind by maximizing the impact of each card. Jund doesn't win via quantity, but quality, and so doesn't have many cantrips. Bant Snow has many good cards, but many are only good in context. Stoneforge Mystic is only really worthwhile when the equipment is also great and vice versa. However, the matchup is far easier for the Bant player than the Jund ones. I wouldn't say that it's favorable, but that there's more forgiveness for Bant. And that's the critical factor.

S'no Reason to Panic

Consider this game that I observed a bit over a month ago. The Jund player, who I shall call Edward to prevent public humiliation (though not private; he knows what he did), was playing against Bant online, and despite having multiple opportunities to win the game, failed to do so. His opponent didn't do much better on that front, and was in some ways worse about sealing the deal. It didn't matter because Edward's deck punished him, where the opponent's was forgiving. The culprit: cantrips healing all wounds.

Going into turn three, the game was fairly even. Bant had out Astrolabe, with a fetchland, Teferi, Time Raveler, and Coatl in the graveyard, and was at 14 life from fetching and being hit by a 5/6 Tarmogoyf. Bant played their third land and Uro'd back to 17, dropped a tapped Breeding Pool, and passed. Edward had gone first, Inquistioned away the Teferi, then played Goyf, had Pushed the Coatl during the last attack, and then played Wrenn and Six. In other words, he held a solid lead.

On his turn four, he was faced with the choice of either playing a freshly-drawn Scavenging Ooze and eating Uro or playing Bloodbraid Elf. Ooze is less pressure and card advantage, but ensures that Uro is gone. Elf is more mana-efficient and provides a burst of card advantage. He chose Elf and cascaded into Liliana of the Veil. After upticking and attacking for 8, he passed, confidant of victory.

However, his opponent drew another fetchland and then had enough fodder to escape Uro, and was left with two untapped lands after the ability resolved. Edward downticked Liliana on his turn and finally played the Ooze, only to have it Spell Snared. Goyf got Pathed, and the opponent untapped into Teferi, Hero of Dominaria. Over a turn cycle, he'd gone from well ahead to falling behind because where he was maximizing individual value, his opponent's cantrips let him maximize long-run value. And all could have been avoided if he'd just eaten the Uro. Instead, his opponent Uronated until Edward couldn't take anymore.

It Gets Worse

In the subsequent game, Edward suffered further indignities as he ground as hard as possible with his opponent, but could never get ahead. When every card trades with every other card, but one side gets to draw an extra one, they're going to come out on top. Lightning Bolt trades favorably on mana with Coatl, but in this context, only cards matter.

However, Edward had chances to put the game away with either a better Liliana ultimate than he did, or by not playing into a telegraphed Supreme Verdict. I even yelled that the Verdict was incoming, but he didn't believe me. On the other side, the opponent threw away a lot of value by mistiming Veil of Summer and Archmage's Charm, exposing Teferis (both kinds) to attack, and not swinging when the opportunity arose. It didn't matter. The number of cards that the opponent churned through made up for all that hemorrhaged value. Thus, he left Edward Snowed-in, trapped in the Russian winter.

Skating Through Modern

I believe this forgiveness is the beauty, appeal, and rage-target concerning Bant Snow. It's not that the deck is inherently easy to play thanks to all the cantrips. Rather, the type of cantrips in Bant help smooth everything over. Legacy is a format about cantrips, and it's not an easy format. Card selection means players have more decisions to make. This gives them more opportunities to outplay the opponent. Or screw up. However, either doesn't feel unfair. Losing because the opponent was just better or you messed up is something players can respect.

However, velocity cantrips aren't card selection. There's no decision to make beyond playing the card. Play Astrolabe, draw a card; simple. They therefore feel lower-skill. This impression is compounded by velocity cantrips being functionally deck grease. Brainstorm is like engineering new tracks, but Coatl simply greases the existing tracks, making the train more efficient. The deck becomes more forgiving of mistakes because its velocity translates into momentum, which can plow through hiccups that would derail a less-forgiving deck.

In my earlier example, Edward and his opponent were making roughly comparable mistakes. However, Edward only had the cards he drew each draw step to work with, whereas his opponent kept cantripping. This amplified each of Edward's mistakes until he was max-punished by losing the match. Jund is unforgiving, and even masters can't overcome this problem. By contrast, in the Bant shell, Astrolabe smooths out sub-optimal mana, Coatl forgives slow draws, and Uro forgives throwing away cards. This generosity engenders bitterness from players whose decks are not so benevolent.

Remember to Have Fun

And this brings up the real reason that snow appears to be everywhere: it's fun. Playing a forgiving deck is a lot more fun than the alternative. Ravager Affinity was the most objectively powerful deck of its era, but it was also a very forgiving deck. Arcbound Ravager was known as the Fairy Godmother because it was make every dream come true, no matter how undeserving the godchild actually was. Keep a suboptimal hand or fail to get full value out of everything? Just draw and cast Ravager and everything is well again.

Jund is a deck that many players aspire to because it feels awesome to just Jund-out an opponent. But that is tempered by the heartache of learning the deck. Tarmogoyf is not as forgiving as Ravager used to be, and can't solve all problems. Jund can be a temperamental prima donna, and requires consistently high-level play. If pilots don't maximize value at all times, sequence correctly, or really believe, Jund's not going to sing for them.

Meanwhile, the Bant Snow shell is more mellow. It fits in anywhere, lets players do what they want, and then helps them accomplish it even when they can't really do it themselves. Add to that players generally liking gaining value, playing big spells, durdling, and winning via crushing the opponent. Of course Bant's numbers are inflated.

Uro Doing It Wrong

The final problem is that players don't seem to understand the deck. The general goal of decks running the Bant shell is to snow opponents under with value. Uro is a critical part of that plan, and for the most part is the primary win condition. At the more extreme end, it's the only win condition. It's getting to the point of Uroversality. Again, it combines a lot of things that players love in one place. It's natural to gravitate towards the new and powerful thing that gives you everything you want, and a win. But there are ways to neuter the strategy.

As I keep harping, Uro is worthless against graveyard hate. A single Surgical Extraction can render Temur Snow Control decks unable to win. However, for reasons that I bitterly cannot understand, players won't play graveyard hate in sufficient quantity, and allow Uro players to get away with this weakness. Uro is a house of a card, but the problem with a house of cards is fragility.

Perhaps they're getting away with this weakness because opponents undervalue Uro. Failing to deal with Uro via hate is the most obvious example, but more generally, players just let Uro crush them. I have seen lots of players refuse to use removal, be it counterspells or creature removal, on Uro because of their fear of giving up "value" to escape. As a result, they just sit there and drown under a stream of damage, lifegain, and cards while Uro does its thing. It's critical to choke the stream so the opponent's deck bursts under its own weight. Yes, Uro can come back, but not for a turn or more, and it's better for opponents to have Uro returning from the graveyard than attacking them. Just use the removal.

Uro-versal Constant

Despite the frustrating wailing of players, there's little chance that the snow will thaw, or that Modern will flush Uro out of its system any time soon. There's too much that players like about the snow shell and Uro specifically, and it's not like there isn't counterplay. Players need to get over the fear and deal with the problem before Modern becomes an inflamed Uronary tract.

March ’20 Brew Report: Bobbing for Brews

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Stuck at home? No better time to play Magic Online! At least, that's what a lot of great minds are thinking alike. Today, we'll see what can come of such a think tank!

Midrange, in Black

Black, you say? Why, that's the defining color of midrange! And for much of Modern's history, you may have been right. But in 2020, Simic-based midrange decks have taken over as the midrange flavors of choice. Tarmogoyf is as potent as ever in such shells, but it's Uro, Titan of Nature's Wrath that has realigned the midrange paradigm so severely. It has seemed for the last couple months like the only black midrange deck in Modern was Jund, with Bant, Simic, and Temur decks claiming most of the archetype's results.

So yeah, I'm personally a little excited to see Inquisition of Kozilek again!

Sultai Delirium, EXOTICHERMAN (5-0)

Creatures

4 Grim Flayer
4 Tarmogoyf
4 Uro, Titan of Nature's Wrath
1 Scavenging Ooze

Artifacts

4 Mishra's Bauble

Planeswalkers

3 Liliana of the Veil

Instants

2 Abrupt Decay
1 Assassin's Trophy
4 Fatal Push
2 Stubborn Denial

Sorceries

4 Inquisition of Kozilek
2 Thoughtseize
3 Traverse the Ulvenwald

Lands

1 Blooming Marsh
1 Botanical Sanctum
1 Breeding Pool
2 Darkslick Shores
2 Forest
1 Island
2 Misty Rainforest
1 Nurturing Peatland
2 Overgrown Tomb
3 Polluted Delta
1 Swamp
4 Verdant Catacombs
1 Watery Grave

Sideboard

1 Assassin's Trophy
2 Ashiok, Dream Render
2 Choke
2 Collective Brutality
1 Collector Ouphe
2 Disdainful Stroke
2 Nihil Spellbomb
1 Plague Engineer
2 Veil of Summer

Sultai Delirium proposes the best of both worlds, splicing the Simic Uro core into the age-old BGx shell. Traverse the Ulvenwald ensures that Uro hits when it's supposed to, all while functionally doubling up on heavy-hitters like Goyf and Flayer and providing surgical access to Scavenging Ooze, Collector Ouphe, and Plague Engineer during a match.

Inquisition, Thoughtseize, and Denial keep the crippling Rest in Peace from resolving while answering whatever opponents might be bringing to the fray, and are joined by Brutality and Stroke post-siding for additional off-board disruption.

Another interesting tech is Choke, which might steal an edge in the Uro mirror; these rely on Snow-Covered Island, whereas Sultai Delirium is content to draw blue from fastlands. Still, Choke isn't a totally free include. Since Uro decks tend to run Arcum's Astrolabe, the enchantment's role is more to slow an opponent's mana development than to cut them off a color permanently.

Potential mirror applications aside, Choke is especially great against Tronless big-mana builds of all flavors, which have universally adopted Dryad of the Ilysian Grove—that's with or without Primeval Titan, Amulet of Vigor, or Scapeshift. Choke makes it so players controlling a Dryad can never untap their lands!

Notably absent are two cards almost always seen alongside Uro in contemporary midrange shells: Ice-Fang Coatl and Arcum's Astrolabe. The omission of this "snow package" bodes well for Uro's applications outside of the decks we've seen it helm the most; we've already seen Sultai Delirium place in a Modern Preliminary since its initial 5-0 showing.

Rakdos Unearth, SOIMBA_AIRWAVE (5-0)

Creatures

4 Rotting Regisaur
4 Seasoned Pyromancer
3 Lightning Skelemental
3 Dark Confidant
3 Kroxa, Titan of Death's Hunger

Artifacts

3 Mishra's Bauble

Instants

2 Fatal Push
4 Lightning Bolt

Sorceries

2 Collective Brutality
4 Inquisition of Kozilek
2 Thoughtseize
4 Unearth

Lands

3 Arid Mesa
4 Blackcleave Cliffs
3 Blood Crypt
4 Bloodstained Mire
3 Marsh Flats
2 Mountain
1 Sunbaked Canyon
2 Swamp

Sideboard

1 Boil
1 Dreadbore
2 Fulminator Mage
1 Kolaghan's Command
2 Liliana of the Veil
2 Magus of the Moon
2 Nihil Spellbomb
1 Plague Engineer
2 Rakdos Charm
1 Vampiric Link

Rakdos Unearth makes a case for midrange without Uro. Its secret? Splashy synergies! We saw Unearth decks explode onto the scene post-Modern Horizons, but they were more or less abandoned as better graveyard decks like Hogaak and Dredge took center stage.

Here, SOIMBA_AIRWAVE fully invests in two of the sorcery's most potent targets, Seasoned Pyromancer and Rotting Regisaur. The former digs through the deck and dumps other targets, while Regisaur applies a ton of ground pressure and also helps put creatures into the graveyard. Collective Brutality helps get the party started without Faithless Looting here to turbo-charge the engine (and buff other decks enough that Unearth isn't even viable in the first place).

Other players are Dark Confidant, a way to overwhelm the durdly Bant decks lacking Lightning Bolt or Fatal Push, and Kroxa, Titan of Death's Hunger, another piece borrowed from Jund to hassle midrange. Then there's Boil in the side, a Choke analogue that beats up on Uro and Titan decks alike.

In Good Company

Okay, so we can't have people over. At least we've got Collected Company to simulate the experience.

Company Humans, THEGAMEROOMPRO (5-0)

Creatures

4 Charming Prince
4 Dark Confidant
4 Eternal Witness
4 Kessig Malcontents
4 Noble Hierarch
4 Phantasmal Image
4 Seasoned Pyromancer
4 Thalia's Lieutenant

Artifacts

4 Aether Vial

Instants

4 Collected Company

Lands

2 Aether Hub
4 Cavern of Souls
2 Forest
4 Mana Confluence
4 Reflecting Pool
4 Unclaimed Territory

Sideboard

2 Anafenza, the Foremost
1 Kambal, Consul of Allocation
2 Knight of Autumn
4 Magus of the Moon
2 Phyrexian Revoker
4 Reflector Mage

Company Humans boasts no infinite combos or mana-ramp shenanigans. It's good, clean, Aether Vial-powered fun, making use of Company to cheat in perfectly fair creatures like damage-dealing 3/2's. Look me in the eye and tell me you've never had a great time casting any of these creatures!

Collected Coralhelm, LOLLYGAGGER12 (5-0)

Creatures

4 Knight of the Reliquary
2 Aven Mindcensor
3 Birds of Paradise
4 Courser of Kruphix
3 Dryad of the Ilysian Grove
3 Hushbringer
4 Noble Hierarch
1 Qasali Pridemage
3 Ramunap Excavator
2 Tireless Tracker

Enchantments

1 Retreat to Coralhelm

Instants

4 Collected Company
3 Path to Exile

Lands

1 Blast Zone
1 Bojuka Bog
1 Breeding Pool
1 Canopy Vista
1 Field of the Dead
2 Forest
1 Gavony Township
1 Ghost Quarter
1 Horizon Canopy
1 Kessig Wolf Run
1 Plains
1 Radiant Fountain
1 Snow-Covered Forest
1 Snow-Covered Plains
1 Stomping Ground
1 Temple Garden
1 Valakut, the Molten Pinnacle
4 Windswept Heath
1 Wooded Foothills

Sideboard

1 Collector Ouphe
1 Damping Sphere
1 Eidolon of Rhetoric
1 Leyline of Sanctity
2 Leyline of the Void
1 Pithing Needle
1 Prowling Serpopard
1 Settle the Wreckage
1 Spellskite
1 Stony Silence
1 Torpor Orb
1 Veil of Summer
1 Weather the Storm
1 Worship

This take on Collected Coralhelm runs Dryad of the Ilysian Grove itself, acknowledging the card's potency alongside the old Knight of the Reliquary and Retreat to Coralhelm combo. The interaction also works fairly, dealing lethal over a matter of turns, but the enchantment accelerates the process. Of note, Dryad can't be found with Company, making this build seem somewhat clunky.

The Dregs

Before we go, I'd like to touch on a few more decks showcasing that restrictions really do breed creativity.

Vial Goblins, THEHYDRA (5-0)

Creatures

3 Grumgully, the Generous
2 Dragon's Herald
1 Goblin Chieftain
1 Goblin Cratermaker
4 Goblin Matron
4 Goblin Ringleader
1 Hellkite Overlord
3 Munitions Expert
1 Murderous Redcap
1 Pashalik Mons
4 Putrid Goblin
4 Skirk Prospector
2 Sling-Gang Lieutenant
3 Vexing Shusher

Artifacts

4 Aether Vial

Lands

3 Arid Mesa
4 Auntie's Hovel
2 Blood Crypt
4 Bloodstained Mire
4 Cavern of Souls
3 Mountain
2 Stomping Ground

Sideboard

2 Goblin Cratermaker
1 Munitions Expert
2 Chalice of the Void
2 Damping Sphere
1 Earwig Squad
1 Goblin Chainwhirler
1 Goblin Trashmaster
2 Icon of Ancestry
3 Leyline of the Void

If you had to re-read a bunch of those Goblins, you're not alone. Vial Goblins ports an outdated Legacy deck to Modern in a seriously unconventional way. Between Grumgully, Shusher, Sling-Gang, Expert, and more, Vial Goblins features plenty of black and green creatures. Enough, it turns out, to support Dragon's Herald.

Herald gives the deck a combo dimension previously lacking from beatdown builds of Goblins. I imagine the very threat of having an 8/8 appear out of nowhere will keep opponents on their toes enough to prioritize removing Herald over other creatures, making the creature similar to another heavily played removal-magnet, Giver of Runes. That Herald is an on-tribe one-drop that benefits from everything else happening in the deck is also huge for its playability; imagine how nuts it would be in those decks if Giver was a Merfolk or a Human.

It's nonetheless interesting that THEHYDRA didn't fully invest in Herald, opting to only run 2 copies despite apparently stocking the deck with black and green creatures to make it menacing. I imagine the other creature slots had to be pulling more weight individually, and there was only room for a pair of Heralds in the final build. Which of course begs the question... is Herald worth it?

Superfriends, ASPIRINGSPIKE (5-0)

Creatures

4 Arbor Elf
2 Birds of Paradise
4 Simian Spirit Guide

Planeswalkers

2 Ashiok, Dream Render
3 Dovin, Hand of Control
2 Jace, the Mind Sculptor
4 Karn, the Great Creator
2 Narset, Parter of Veils
4 Teferi, Time Raveler
1 Vraska, Golgari Queen
3 Wrenn and Six

Enchantments

4 Oath of Nissa
4 Utopia Sprawl

Lands

2 Breeding Pool
4 Forest
4 Interplanar Beacon
4 Misty Rainforest
1 Overgrown Tomb
1 Stomping Ground
1 Temple Garden
4 Windswept Heath

Sideboard

1 Chalice of the Void
1 Damping Sphere
3 Ensnaring Bridge
1 God-Pharaoh's Statue
1 Grafdigger's Cage
1 Heart of Kiran
1 Knowledge Pool
1 Liquimetal Coating
1 Pithing Needle
1 Teferi's Puzzle Box
1 Tormod's Crypt
1 Torpor Orb
1 Wurmcoil Engine

Next up is Superfriends, a deck that has traditionally been very slow and needed to dip into more creatures to hold its own. Naturally, then, it hasn't seen much play in Modern. But with the arrival of many cheap planeswalkers, the "pure" strategy is perhaps viable for the first time.

My favorite thing about this deck is that Oath of Nissa becomes Ponder-plus, including both halves of the card (the selection and the shuffle) and only missing Utopia Sprawl (not that players would be likely to choose that one anyway). I experimented with Oath as a pseudo-Ponder before, but was left underwhelmed; Superfriends, though, seems like its perfect home!

Temur Breach, GERSCHI (5-0)

Creatures

4 Emrakul, the Aeons Torn
4 Ice-Fang Coatl
1 Snapcaster Mage
2 Uro, Titan of Nature's Wrath

Artifacts

4 Arcum's Astrolabe

Enchantments

2 Blood Moon

Instants

2 Archmage's Charm
3 Cryptic Command
2 Force of Negation
4 Remand
4 Skred
4 Through the Breach

Lands

2 Breeding Pool
2 Flooded Strand
4 Misty Rainforest
2 Mystic Sanctuary
4 Scalding Tarn
1 Snow-Covered Forest
6 Snow-Covered Island
1 Snow-Covered Mountain
2 Steam Vents

Sideboard

1 Snapcaster Mage
1 Blood Moon
2 Abrade
2 Aether Gust
2 Anger of the Gods
2 Mystical Dispute
2 Surgical Extraction
2 Veil of Summer
1 Weather the Storm

Last up is Temur Breach, or Not Another Simic Uro Deck. It's another one, alright, but not your grandma's—rather than go all-in on the beatdown plan by backing up Uro with Goyf, or swinging full control with more removal and permission, Temur Breach leans combo, including the Breach-Emrakul pairing that has supported so many Blue Moon decks. This build comes to us from Immanuel Gerschenson, a Temur aficionado so enamored by the wedge as to have won GP "Treasure Cruise" Madrid with a set of Tarmogoyfs.

The strategy seems to work given its multiple placings, and even UR Breach is showing up—with a full set of Brazen Borrower!

The Brews Before the Storm

That does it for May's brews. As we now enter a month of full pandemic lockdown for many countries, we're bound to see even wilder strategies show up on Magic Online. I'll see you on the other side!

Online Only: MTGO Metagame

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*Sigh* Oh, Magic Online. It is only now, with paper Magic shut down, that I am forced to regularly use you. And remember that I love/hate you. The ability to pick up and play my preferred format anytime, and against anyone in the world, is a true joy. Having to navigate your stubbornly obtuse command schemes and a frequently salty playerbase is a nightmare. However, you are what I have to work with, so I will make due.

While paper Magic languishes under pandemic lockdown, the online world is thriving. Wizards even added another category of events called Super Qualifiers to keep up with surging demand. Which means that there's more valid (read: non-curated) data coming out of MTGO than we've seen in years. It's still not enough to build a robust and statistically useful data set, but the premier events are large enough that they are reasonable stand-ins for the paper events I have been working with.

There is one minor problem that nonetheless leaves a big asterisk over this data: repeat players. Given that MTGO is online and the entry fees are low, and considering that a lot of people are currently quarantined, there's an incentive for individuals to just grind events. When I was going through events, I saw a decent number of result that were from the same gamer handles on the same deck, which inflates the numbers. Perspective dictates whether the results are then any less valid, but this scenario does happen more frequently online.

3/14 MTGO Challenge

As a result, I have data for the week running from March 14 to March 21. Or at least, I have all the data from the results that had been posted when I started this article. It's always possible that I've missed something or another event has been posted since I started working; Wizards can be weird about posting decklists. I'll be going through them in (roughly) chronological order, beginning with the Modern Challenge's Top 32.

Deck NameTotal #
Bant Snow Control4
Mono Red Prowess4
Bant Snowblade2
Eldrazi and Taxes2
Mono Green Tron2
Izzet Control2
Dredge2
Jund1
Amulet Titan1
Simic Urza1
Eldrazi Tron1
Niv to Light1
Temur Urza1
Humans1
UW Control1
Mono Blue Tron1
Heliod Company1
UW Stoneblade1
4c Snow Control1
Infect1
The Rock1

As there haven't been paper events since the banning, I'm regarding the metagame as a blank slate. Once Upon a Time saw widespread play, and though it wasn't critical to anything, did change the format enough that I don't think the previously defined metagame is valid anymore. I will be using that Titan/Prowess-pillared format as the baseline against which to compare the new data.

With that in mind, the format has definitely changed. There is only a single Amulet deck, which is very down even by the standards of non-SCG events. In its place, Tron appears to be rising. Tron had been down from its usual place during the past few months, though I'm not sure why. I suspect that Amulet was a tricky matchup, but I never heard anyone discuss it nor did I personally see how it played out. Prowess is still holding on to a top slot, though it's not running away with them, unlike previous results.

Instead, Prowess is level with Bant Snow Control. However, I could have really lumped Snow Control in with Bant Snowblade. Both decks are built on the same core of Arcum's Astrolabe, Uro, Titan of Nature's Wrath, Ice-Fang Coatl, and countermagic. The difference is the number of counters and the support cards. Bant Snow is finally coming into its own in this event, marking a trend to watch.

There are no Company combo decks in the Challenge, though that isn't surprising. Collected Company decks are rarely well-represented online because there's no way to shortcut the combo and truly go infinite. Besides, Company combos have a lot of moving pieces. This means lots of opportunities to mis-click or time-out, so their online presence is suppressed. Their actual metagame place therefore remains unclear.

3/15 MTGO PTQ

Next up is the MTGO PTQ. A PTQ is a PTQ, so I'm assuming that it is similar population-wise to the paper PTQs I'm familiar with. In other words, this is likely to be the most competitive event, and therefore most indicative of the metagame. It was also eight rounds, yielding a relatively large population for a very random sample. Once again, Wizards released the Top 32.

Deck NameTotal #
Bant Snow Control3
Eldarzi Tron2
Temur Urza1
Dredge1
Mono Green Tron1
Jund1
Humans1
Dredge1
Izzet Delver1
BR Unearth1
4c Snow Control1
UW Urza1
Jeskai Whirza1

Bant Snow Control is the top deck again, but not by much. Eldrazi Tron is a close second. I've always wondered about E-Tron's online popularity, as it never does that well in paper; cost and deck loyalty are frequent explanations, but that doesn't stop paper players from switching decks. Certainly, I don't see anything indicating E-Tron is suddenly better-positioned to explain its numbers. Of course, this may simply be par for the course, since I don't track online results typically.

The more interesting results are the non-results. Neither Amulet Titan nor Prowess appear in this data. Amulet's absence isn't very surprising to me, but Prowess actually had legs and results in the previous meta. The fact that it isn't in this data is something of a mystery.

Snow may be the most-represented archetype, but not by enough for Uro's lifegain to be holding Prowess at bay. Also, even if Uro is a problem for Prowess, Bant has so little removal that the matchup shouldn't be unwinnable for red. The overall Top 32 is not particularly hostile either. I was led to believe that Prowess was popular online because it's cheap, too, so this is another result to watch.

A Plethora of Prelims

The next category is the preliminaries. There were five reported in the surveyed period, here lumped together for convenience. There should be more, as the schedule said there's one per day. However, I didn't see them when I looked for the results. It should also be noted that these are the events with more repeat players and decks. However, this is the best survey I have of where competitive players' heads were over the course of the week.

Deck NameTotal #
Eldrazi Tron10
Mono Green Tron10
Temur Urza9
Bant Snow Control8
Jund8
Amulet Titan6
Mono Red Prowess5
Humans4
Dredge3
Bant Scapeshift3
5c Niv to Light2
Titanshift2
Bant Snowblade2
Ad Nauseam2
Gifts Storm2
UW Whirza2
Amuletless Titan1
Ponza1
Dimir Whirza1
RG Zoo1
Bogles1
Blue Moon1
Restore Balance1
Jeskai Whirza1
Golos Tron1
As Foretold1
4c Kiki Chord1
4c Underworld Breach1
Simic Urza1
Infect1
Temur Snow Midrange1
Grixis Shadow1
Burn1
UG Titan1
RB Unearth1
Izzet Control1
Shadow Zoo1

In a twist from the previous results, Snow Control is not the top deck. It's actually tied for fourth with Jund. Instead, the two Tron variants tie for first. Normal Tron has been good for so long that its position is not particularly surprising. In a shifting metagame, it makes sense that a powerful standby would do well. The same might be said for E-Tron, but I would dispute that in light of generally only ever being as good as Chalice of the Void is at a given time. I'm not seeing anything in the data to indicate that is true. I could be under-appreciating the simple power of big, under-costed creatures, but if that was enough, why hasn't the deck sustained a presence since 2017? Yet another thing to watch!

Temur Urza is in third, and this is the sort of deck I was worried about when Mox Opal was banned. Prior to the banning, the essential core of Urza lists—Whir of Invention or no—had nothing to do with Opal. Rather, they utilized Urza and Emry as artifact value engines. The card advantage engines were the problem more than the speed of the deck, and banning Opal didn't affect that at all. Now, Urza lists are just leaning on that value aspect, adding in Uro because frankly, why not? There are few decks that fill their graveyards like Urza decks do now.

Amulet Titan and Prowess had reasonable showings in these events, but nothing indicating that last month they were the presumptive best decks. I think it fair to say they've been knocked off their pedestals.

3/21 Super Qualifier

The final event is the newest one, and I don't just mean chronologically. Super Qualifiers are something new that Wizards has added to make up for the cancelled paper qualifiers. The main difference, as far as I can tell, is that there's an additional qualification for second place. In any case, it's another highly competitive event that released a Top 32.

Deck NameTotal #
Humans3
Amulet Titan3
Bant Snow Control3
Mono-Red Prowess3
Eldarzi Tron3
Dredge2
Burn2
Mono Green Tron2
Titanshift2
Temur Turns1
Temur Superfriends1
Jund1
Temur Urza1
Dimir Whirza1
Jeskai Snow Control1
Infect1
Ponza1
BR Unearth1

In a twist, no one deck stands out from the pack. There's a very even metagame, which Humans won, with a five-way tie for first.

Humans has been present in all the data I've looked at over the past few months, but it's never stood out. I was never sure why, as there have been a lot of decks vulnerable to Meddling Mage. Oko was hard, but not unbeatable, and Amulet had severely cut its removal. I suppose that the influx of Jund may be to blame, but Jund hasn't been doing much better than Humans. I suppose it's just fallen out of favor.

There are a surprising number of rogue decks in this event; more than in previous single events. That they're not all exploiting the same cards and interactions is a signal of format health. When any deck can enter an event and do well, it indicates that the power of the format is relatively even and there's room to metagame, explore, and thrive. Hopefully the data continues to reflect this openness.

Metagame in Aggregate

Taking all these events together, there are a few trends that stand out. The first is that there is not a clear front-runner. Bant Snow and variants thereof are doing very well overall. However, they're not doing much better than any other deck. At the beginning of the week, Bant Snow was the most successful deck. However, as the week rolled on, that narrative faltered. Snow did well in the preliminaries and the Super Qualifier, but proved middle-of-the-pack in the former and just part of the crowd in the latter. There's power in the new deck, but nothing yet indicating that it's anything special.

However, there is a clear trend towards midrange decks. There's only a few combo decks in the entirety of these results, and aggro is clearly slacking relative to slower decks. The lack of aggro may be a holdover from the previous meta, where Prowess pushed a lot of other decks out. However, the rise of Jund and Bant Snow is making life harder for aggro. I believe that this can be overcome with strategic adaptation and better sideboarding, but we will need to see how things develop. As for combo, there may be bias against certain ones on MTGO, as previously mentioned, but Breach Station was touted as the new menace and it's not particularly hard to play online. I think evidence is mounting that it's just not as good as advertised.

An Issue of Uro

The Bant core has gained ground, and the usual suspects are moaning already. I can appreciate some of the complaints, as Arcum's Astrolabe has a far lower opportunity cost than I expected and as a result is a bit too good at its job. Whether it's too good for Modern is another story. Again, the evidence for snow being good is there, but it's not noticeably better than anything else. Now, I've mentioned that Uro is unexpectedly good. I'd even give Uro credit for making the UGx decks competitors. Coatl is a good card, but it's not enough to win the game. Uro's body is another story, especially when coupled with recursive value. This naturally is drawing ire.

In a general sense, I think that UGx deserves a chance to be a deck in Modern for a while. Midrange decks not only being good, but not being Jund, is pretty rare in Modern. Long-suffering Simic enthusiasts have earned their day. Uro has proven to be above the curve, but again, I don't think that's the whole story. I keep banging on this point, but Uro does nothing against graveyard hate. And when sampling decks, there's a general lack of hate.

The decks that do have hate tend to have a reasonable amount, but not every deck is ready. Jund decks are running lots of hate in the sideboard, but they've cut on maindeck Scavenging Ooze. As a result, they're struggling more in Game 1 than they should against all the graveyard decks. I think a lot of the resentment for Uro is misplaced. Players aren't angry at Uro so much as frustrated that Modern still requires a lot of graveyard hate.

Still in Transition

That said, this is just the first look I've gotten at the overall metagame. One data point, even one built over the course of a week, is not defining. If the trends continue during my next look, that will be a clear argument about the metagame. However, we just have to wait and see.

Guess Who’s Back: Titan and Phoenix New Looks

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The more things change, the more they stay the same. Despite recent bannings, the targeted decks are rising up again, reinventing themselves in novel ways.

Axing Once Upon a Time from the format heralded an imminent paradigm shift for Amulet Titan, an enduring archetype that had redesigned itself around the free cantrip so drastically as to begin omitting its namesake artifact. Similarly, the Faithless Looting ban was thought to utterly antiquate UR Phoenix, a deck that dominated competitive Modern for months on end.

Variations of each deck are now cropping up online. Today, we'll examine the alterations and compromises they've made to stay in the game.

Landing on Both Feet

All the talk about Uro, Titan of Nature's Wrath shouldn't distract us from the reality of Primeval Titan, which is very much still a Magic card post-ban. Amulet Titan had transitioned from a land-combo game-ender to a land-toolbox value engine. Now, it's splitting into four distinct shells, with the pivotal card not Titan itself, but Dryad of the Ilysian Grove.

Value Titan, GLEICIANO (5-0)

Creatures

4 Arboreal Grazer
3 Dryad of the Ilysian Grove
3 Oracle of Mul Daya
4 Primeval Titan
4 Sakura-Tribe Elder

Instants

4 Summoner's Pact

Sorceries

4 Explore
2 Scapeshift

Lands

1 Bojuka Bog
4 Castle Garenbrig
1 Cavern of Souls
1 Cinder Glade
2 Field of the Dead
2 Forest
1 Misty Rainforest
2 Mountain
1 Radiant Fountain
2 Snow-Covered Forest
3 Snow-Covered Mountain
4 Stomping Ground
3 Valakut, the Molten Pinnacle
1 Vesuva
4 Wooded Foothills

Sideboard

2 Anger of the Gods
2 Beast Within
2 Force of Vigor
2 Fry
2 Obstinate Baloth
1 Reclamation Sage
4 Veil of Summer

Value Titan picks up where recent shells left off. Amulet is still absent. Instead of reinstating it, the deck makes use of Castle Garenbrig to ramp into early Titans; Dryad acts as a Pact-able Prismatic Omen and land deployer all in one.

Once Titan resolves, its triggered ability grabs a pair of Valakuts and gives the deck a turbo-charged Field of the Dead plan, in that it ignores any removal spells opponents might have on-hand for the Titan. Should Dryad also bite the dust, Field too makes an appearance here.

Amulet Titan, DIA83 (5-0)

Creatures

2 Azusa, Lost but Seeking
4 Dryad of the Ilysian Grove
4 Primeval Titan
4 Sakura-Tribe Scout

Artifacts

4 Amulet of Vigor

Instants

1 Pact of Negation
4 Summoner's Pact

Sorceries

4 Ancient Stirrings
2 Explore

Lands

1 Bojuka Bog
1 Breeding Pool
4 Castle Garenbrig
2 Cavern of Souls
1 Field of the Dead
2 Forest
1 Gemstone Mine
1 Ghost Quarter
1 Golgari Rot Farm
3 Gruul Turf
1 Hanweir Battlements
1 Radiant Fountain
4 Simic Growth Chamber
2 Snow-Covered Forest
2 Tolaria West
2 Valakut, the Molten Pinnacle
1 Vesuva
1 Wooded Foothills

Sideboard

3 Beast Within
3 Dismember
1 Engineered Explosives
1 Force of Vigor
1 Grafdigger's Cage
3 Mystical Dispute
1 Reclamation Sage
1 Tireless Tracker
1 Uro, Titan of Nature's Wrath

Now, here's a familiar face! Amulet Titan was a competent Modern deck even before Once Upon a Time was printed, and here returns to its roots while accommodating a few proven techs. First up is Dryad, of course, but then there's Castle and even Explore. The consistency provided by blue cantrips Sleight of Hand or Serum Visions, standbys in older builds, has been deemed unnecessary compared to the on-color utility of newer arrivals.

Simic Scapeshift, WOTC_ANDREWB (5-0

Creatures

4 Ice-Fang Coatl
4 Sakura-Tribe Elder
4 Dryad of the Ilysian Grove
2 Uro, Titan of Nature's Wrath

Instants

4 Archmage's Charm
4 Cryptic Command
4 Growth Spiral
2 Remand

Sorceries

3 Scapeshift

Enchantments

1 Prismatic Omen

Lands

2 Breeding Pool
1 Field of the Dead
1 Flooded Grove
1 Flooded Strand
4 Misty Rainforest
2 Mystic Sanctuary
1 Polluted Delta
4 Prismatic Vista
2 Snow-Covered Forest
6 Snow-Covered Island
4 Valakut, the Molten Pinnacle

Sideboard

3 Aether Gust
2 Dismember
2 Grafdigger's Cage
2 Mystical Dispute
2 Spell Snare
2 Tireless Tracker
2 Veil of Summer

In the olden days, Scapeshift was a Temur deck packed with interaction that aimed to suppress opponents long enough to make seven land drops and cast the sorcery for lethal Valakut damage. Simic Scapeshift, which has posted two results, mirrors that plan but does away with the red splash entirely, preserving only Valakut among red-producing lands. The reason? Blue-green happens to be a competent interactive combination for the first time since ever.

Ice-Fang Coatl and Uro, Titan of Nature's Wrath have carved out an undeniable niche as a midrange package, but they tend to be featured alongside Arcum's Astrolabe. Simic Scapeshift has no room for that kind of air, using its early-game to deploy tapped lands, cast Growth Spiral-style ramp effects, and interact with the stack. Uro pulls double-duty here as a ramp spell that also provides a fair Plan B, just as Tarmogoyf sometimes did for the deck's early iterations.

Bring to Light Scapeshift, SUNGJIN (4-1, Modern Preliminary #12106076)

Creatures

4 Sakura-Tribe Elder
2 Dryad of the Ilysian Grove
2 Uro, Titan of Nature's Wrath

Planeswalkers

1 Jace, the Mind Sculptor
2 Teferi, Time Raveler

Instants

3 Cryptic Command
4 Path to Exile
4 Remand

Sorceries

4 Bring to Light
2 Scapeshift
4 Search for Tomorrow
1 Supreme Verdict

Lands

2 Breeding Pool
1 Hallowed Fountain
4 Misty Rainforest
1 Mystic Sanctuary
2 Snow-Covered Forest
3 Snow-Covered Island
2 Snow-Covered Mountain
1 Snow-Covered Plains
4 Steam Vents
4 Stomping Ground
1 Temple Garden
2 Valakut, the Molten Pinnacle

Sideboard

2 Aether Gust
1 Anger of the Gods
1 Exhaustion
2 Force of Negation
1 Force of Vigor
2 Grafdigger's Cage
1 Mwonvuli Acid-Moss
2 Mystical Dispute
1 Timely Reinforcements
2 Veil of Summer

Bring to Light Scapeshift is another archetype we've had in Modern for a fair bit—specifically, since Bring was first released. But who are we to deny it the latest goodies for land and ramp decks? In go Uro and Dryad, as well as Mystic Sanctuary; the land can be fetched to put Scapeshift back on top of the deck for another combo attempt.

Passing With Flying Colors

Titan didn't have much time since the ban, but it's already bouncing back in a few ways. The same can't really be said of Arclight Phoenix, which went AWOL after losing Looting. Until now, that is; players are figuring out how to leverage their Looting replacements in a world unhindered by off-theme, off-color cantrips.

UR Phoenix, DRACONIC1 (3-2, Modern Preliminary #12110946

Creatures

4 Thing in the Ice
4 Arclight Phoenix
2 Merchant of the Vale
3 Ox of Agonas

Enchantments

1 Aria of Flame

Instants

2 Gut Shot
4 Izzet Charm
2 Lightning Axe
4 Lightning Bolt
4 Manamorphose
4 Opt
4 Thought Scour

Sorceries

4 Serum Visions

Lands

1 Fiery Islet
2 Flooded Strand
2 Island
2 Mountain
4 Scalding Tarn
4 Spirebluff Canal
3 Steam Vents

Sideboard

2 Aria of Flame
3 Abrade
2 Aether Gust
1 Ashiok, Dream Render
3 Blood Moon
1 Dismember
3 Mystical Dispute

We'll kick things off with the classic UR Phoenix. This deck has made some serious adjustments, adding Merchant of the Veil to support Izzet Charm in cheaply getting Phoenix from the deck to the hand to the graveyard.

Ox of Agonas also joins the deck's payoffs, equally serving as an enabler; players with enough mana can chain together a few cantrips and then escape Ox to discard any drawn Phoenixes and set up a big combat step. Because Ox is a threat in its own rite, Aria of Flame finds itself with just one copy in the main, although it remains an alluring sideboard plan for when opponents bring in Rest in Peace or Grafdigger's Cage.

Hollow Phoenix, CORONTHEMORON (5-0

Creatures

4 Flameblade Adept
3 Flamewake Phoenix
4 Hollow One
3 Ox of Agonas
4 Runaway Steam-Kin
4 Street Wraith

Enchantments

3 Underworld Breach

Instants

4 Lightning Bolt
2 Manamorphose
1 Pyretic Ritual

Sorceries

4 Burning Inquiry
4 Goblin Lore
1 Cathartic Reunion

Lands

2 Bloodstained Mire
2 Fiery Islet
2 Forgotten Cave
13 Mountain

Sideboard

4 Blood Moon
1 Boil
3 Dragon's Claw
1 Kozilek's Return
4 Leyline of the Void
1 Shadowspear
1 Shenanigans

Yet another blast from the past, Hollow Phoenix combines the Arclight package with the Hollow One package to generate tons of board pressure as quickly as possible. Faithless Looting once fueled both plans at once, making it the deck's de facto engine grease. Without it, some new packages have been implemented.

There's Ox of Agonas again, doing also for Hollow what it does for Arclight. Reason being it can be cast from the graveyard given an active Underworld Breach. In other words, ending a looting chain with Breach gives the deck Dredge-like levels of recursion, making it difficult for attrition decks to keep up without heavy-duty grave hate.

Hollow Hearld, PSBARO (5-0

Creatures

4 Storm Herald
4 Flameblade Adept
4 Flamewake Phoenix
4 Hollow One
3 Ox of Agonas
4 Street Wraith

Enchantments

4 Eldrazi Conscription

Instants

2 Lightning Axe
1 Lightning Bolt

Sorceries

4 Burning Inquiry
3 Cathartic Reunion
4 Goblin Lore

Lands

2 Forgotten Cave
11 Mountain
4 Scalding Tarn
2 Wooded Foothills

Sideboard

3 Lightning Bolt
2 Blood Moon
4 Dragon's Claw
1 Shenanigans
2 Shrine of Burning Rage
3 Tormod's Crypt

Adding another twist to the strategy, Hollow Herald employs Storm Herald to slap a looted-away Eldrazi Conscription onto an attacking creature. The plan is just as grave-reliant and far tougher to pull off (a timely removal spell ends the interaction decisively), but it's probably quite wild to witness!

As the World Turns

It appears that despite the craziness going on in the world around us, Modern's brewers are not a bunch to be outdone. Tune in next week for a closer look at some of the month's more under-the-radar strategies.

Fighting Jund: A Beginner’s Guide

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Well, this is rather unfortunate. I was intending to start building a new metagame dataset with SCG Baltimore this week. However, COVID-19 has led to basically everything for the next month being cancelled. Which means I'll need to rely on online data for the foreseeable future. The problem is there isn't enough non-League data to draw any meaningful conclusions. Therefore, this week, I'll be covering something I've had on the back burner for some time: how to beat Jund.

A few weeks ago, I wrote a tech piece about sideboarding against the then-top decks. However, despite calling it out as a top deck, I didn't discuss Jund. Jund's not like most decks in that sideboard cards aren't exactly the key to gaining an edge in the matchup. The key to beating Jund is to know how Jund has Junded its way through Modern and Magic to become the deck players think about when talking midrange decks.

For those new around here, The Beginner's Guide is my article series on the fundamental principles of Modern. Three years ago, I covered playing against fair decks, holding up Jund as a paragon of fairness. However, I only obliquely discussed it. Today, I am going in depth on how Jund leverages its fairness into victory. To be clear, though, this isn't intended as a guide to playing Jund, because I'm not Reid Duke. Instead, this article is about how to avoid just getting Junded out.

What is "Junding Them Out"?

I've thrown around the phrase "Jund them out" a lot over the years. Nobody's ever questioned me about it, nor have I ever questioned it myself. It's one of those things that just makes sense. We've all played against Jund, and had that feeling of games slipping away as Jund just does its thing. It just feels like A Thing which has always been A Thing and we all kind of know what's going on, despite a lack of explicit explanation.

That's fine in everyday life, but not here on Modern Nexus, so I did some digging. It turns out that the origin is actually the Friday Nights YouTube series. For those who can't watch the whole video, in the words of the phrase's originator, "Junding someone out...it's more a state of mind." He goes on to elaborate,

...the characteristic qualities of the Jund shard is aggro, dome, and value...the quintessence of Junding somebody out is you just get 'em!

...the perfect example of a sick Jund line is cascading a Bloodbraid Elf into Blightning. I mean, you just get 'em. Especially if you blow up their Jace with the Blightning, it's just off to the shower room.

The discussion goes on to discuss the fact that Junding is more a philosophy based around being the better attrition deck. Jund's not about anything else, really. It's all about getting the better of the opponent at every step of the game and constantly piling on the value until the opponent is out of the game.

While I would contest some of the details (Bloodbraid into Blightning was a blowout back then), the principle does stand. Junding someone out is to simply dominate the game. There's plenty of Magic being played, but one player is clearly pulling ahead. It's not so much that they have more cards, are ahead on board, or are winning a race. But they are ahead.

How Jund Wins

To put it more analytically, Jund is an attrition strategy. It is designed to trade cards in such a way that it always comes out ahead. Actual two-for-ones or card advantage can be part of that plan, but they're not critical. Jund simply wants to trade advantageously until the game shifts in Jund's favor. Consider this decklist from Regionals:

Jund, Phillip Stanley (SCG Regionals Albany, 1st Place)

Creatures

4 Tarmogoyf
2 Scavenging Ooze
2 Kroxa, Titan of Death's Hunger
4 Bloodbraid Elf

Planeswalkers

3 Wrenn and Six
4 Liliana of the Veil

Sorceries

4 Inquisition of Kozilek
2 Thoughtseize
1 Maelstrom Pulse

Instants

4 Lightning Bolt
2 Fatal Push
2 Assassin's Trophy
1 Abrupt Decay
2 Kolaghan's Command

Lands

4 Verdant Catacombs
4 Blackcleave Cliffs
3 Bloodstained Mire
2 Raging Ravine
2 Overgrown Tomb
2 Swamp
1 Wooded Foothills
1 Barren Moor
1 Blood Crypt
1 Stomping Grouind
1 Nuturing Peatland
1 Forest
1 Mountain

Sideboard

2 Grafdigger's Cage
2 Collective Brutality
2 Weather the Storm
2 Ashiok, Dream Render
2 Fulminator Mage
2 Pillage
2 Plague Engineer
1 Huntmaster of the Fells

Jund has long been characterized as a pile of good cards. Looking at this list, that's an understandable belief. However, it's also an oversimplification. Jund isn't just a pile of good cards, it's a pile of good attrition cards. Jund is a pile of the best interaction, planeswalkers, and creatures at every mana cost. It wants to trade its cards with the opponent's cards, each time ending up better off.

Frequently, it isn't obvious how Jund's winning each exchange, because the trades are one-for-ones. When UW Stoneblade counters Primeval Titan with Cryptic Command, the advantage is obvious; Stoneblade traded up on mana, countered the spell, and drew a card. When Jund takes a Path to Exile with Inquisition of Kozilek, the trade is equivalent in every way. Except that it wasn't. Jund was advancing its gameplan while making its opponent's just a little bit worse.

Jund is fine with trading card for card, so long as it's gaining some value every time. It doesn't have to be actual card advantage, or even mana advantage. Jund can gain from trading up in card quality, in strategic utility, in gameplan viability, or just in board positioning. The plan is to trade up until Jund has the last card standing and win.

The Tempo Trap

As a result, trying to fight Jund on the tempo axis is a trap. Jund may not be a tempo deck in the traditional sense, but it mostly plays in that same mana-maximizing space. The above Jund list has an average mana cost of 2.14. Part of Jund's advantage is that it maximizes its mana like few decks can, ovrerwhelming the opponent with card quality and efficiency.

Jund will use as much of its available mana as possible at every opportunity. However, if it doesn't, that's fine, because it means Jund has more cards down the line to use once there's a need. Jund is fully capable of matching tempo with any deck. So trying to win the tempo game is playing into Jund's gameplan. To beat Jund this way, opponents need to help out by stumbling, or the tempo deck needs to truly dominate the mana game.

Cases in Point

Allow me to demonstrate. I'll take the above example Jund list and draw the following starting hand: Thoughtseize, Inquisition of Kozilek, Lightning Bolt, Tarmogoyf, Blackcleave Cliffs, Overgrown Tomb, Stomping Ground. I will play three turns against two tempo-centric decks: Humans and Mono-Red Prowess. Jund will play second and draw the same three cards (Raging Ravine, Abrupt Decay, Wrenn and Six). I'm also going to Inquisition turn one every time. We'll then consider the relative positions of all three decks at the end of the three turns.

Humans

Humans Turn 1: Play Cavern of Souls naming human, cast Noble Hierarch.

Jund Turn 1: Play Blackcleave Cliffs, Inquisition seeing Thalia, Guardian of Thraben, Thalia's Lieutenant, Mantis Rider, Reflector Mage, Horizon Canopy; take Rider.

Humans Turn 2: Play Canopy, cast Thalia with Canopy, attack for 1. (19, 19)

Jund Turn 2: Shock in Overgrown Tomb, Bolt Thalia. (19, 17)

Humans Turn 3: Play Thalia's Lieutenant, attack for 2. (18, 15)

Jund Turn 3: Shock in Stomping Ground, Thoughtseize seeing another Lieutenant and two Mages. Take Lieutenant, cast Wrenn, and downtick to kill Lieutenant. (18, 11)

Prowess

Prowess Turn 1: Play Mountian, cast Soul-Scar Mage.

Jund Turn 1: Play Blackcleave Cliffs, Inquisition seeing Swiftspear, Soul-Scar Mage, Manamorphose, Burst Lightning, Lava Dart; take Swiftspear.

Prowess Turn 2: Play Mage, attack for 1. (20, 19)

Jund Turn 2: Shock in Tomb, Bolt a Mage, Thoughtseize seeing another Manamorphose and take it. (20, 17)

Prowess Turn 3: Play Mountain, cast Manamorphose, cast Swiftspear, cast Dart, attack for 5 (20, 11).

Jund Turn 3: Play tapped Ravine, hold up Decay.

While Jund has a much lower life total against Humans, it is in a far better position to win the game. The worst that can happen is a topdecked Mantis Rider, which Jund will Decay the following turn. Humans will likely have to attack Wrenn, buying Jund an additional turn. It's not a great position since Tarmogoyf is contained by the Mages, but Jund still has the Decay to hold the line a few more draw steps until more removal or creatures arrive.

Meanwhile, Jund could just die to Prowess in a turn. Prowess will have two creatures to attack with, and with Burst Lightning in hand and Dart in the graveyard. There's a minimum of 6 damage coming Jund's way. After Decaying Mage, Jund's only relevant spell is Tarmogoyf. Given the likelihood of Prowess drawing more spells, Jund has to topdeck very well or it will lose.

Both tempo decks are using their mana to their best ability, but Humans is losing because Jund is matching its tempo by keeping up with card deployment. Prowess is casting more cards than Jund, and has pulled ahead.

To Survive, Thrive

The real key to defeating Jund is not to try and outpace it. Jund's the best at what it does. The longstanding strategy has been to vastly overpower Jund, which is why Tron has always been a good deck. However, that level of going over the top isn't available to most decks. For everyone who isn't Tron, the key is to outlast Jund.

Again, consider the example list. Jund's plan is to win once everyone's hand is exhausted. The only means it has to actually draw extra cards going long is to recur Barren Moor or Nurtured Peatland with Wrenn and Six, which is fairly slow, and in the case of Peatland a tempo hole. Bloodbraid Elf, Kolaghan's Command, and arguably Kroxa are all two-for-ones, but they're the equivalent of a burst of nitrous into the engine rather than a fuel refill. It's the price Jund has paid in dropping Dark Confidant for the more versatile and robust Wrenn.

Therefore, the best way to beat Jund is to just not lose to attrition. Which I realize sounds incredibly tautological, but it's true. Jund can absolutely shred an opening hand with discard, removal, and Liliana of the Veil; what it can't really protect against is the opponent topdecking their way out. This is the crux of Jund's weakness against combo: Jund can absolutely prevent the initial combo attempt, but its clock is pretty slow. This gives combo the time to draw more cards and reassemble.

Alternatively, Jund can just lose to itself. It has a lot of cards, but many are contextual. Discard is great early, dead late. It also has a lot of lands. Despite appearances, Jund often loses topdeck wars to drawing irrelevant lands and spells. This means that resilient decks that never have dead cards can beat Jund at its own game.

On paper, Humans should never beat Jund. Jund's a pile of removal and everything is smaller than Tarmogoyf. In practice, the matchup is fairly close, as Humans is so threat-dense that Jund is never really out of the woods. In my above thought experiment, Jund was definitely ahead, but not out of the woods, because it can't stabilize with Tarmogoyf thanks to Reflector Mage. This is also why Burn is a very tricky matchup. Jund can easily overcome Burn's starting hand, but it's never safe from Burn just drawing and casting Bolts every turn.

Card Advantage

Deck resilience is good, but it pays to weight the proverbial scales. A deck might not be particularly dense on paper, but drawing lots of extra cards can make it so. The most obvious and proven way to combat Jund is simply to swamp it with card advantage. This was where a lot of the hype around Ancestral Vision getting unbanned was headed. Suspend Vision turn 1, get hit by Jund's discard for four turns, then refill after Jund has used up its resources. Any card that provides a steady stream of cards is going to eventually snow Jund under.

I have seen Jund successfully grind its opponent down to no cards and no board, only to lose the game by having nothing to follow up. A few weeks ago I was at a Modern cash tournament and watched as a Jund deck, up multiple threats (including Kroxa) and cards against Bant Snow just lose to Uro, Titan of Nature's Wrath recursion because Jund couldn't dig for Scavenging Ooze. Jund's attrition plan cannot survive in the face of extra resources. At that point, it has to rely on raw card power, which is not its chief strength.

Virtual Card Advantage

Actually drawing cards in sufficient quantity isn't necessary, or even available for most decks. What is available to everyone is virtual card advantage. I'm not sure what the right word to describe Jund is, because linear has the right sentiment but wrong connotations while straightforward isn't accurate. Jund's primary line of attack is targeted discard, while its value engine and clock is heavily dependent on its graveyard. Attacking either can simply gut Jund's gameplan by rendering most of Jund's cards dead. An attrition deck with dead cards is doomed.

Jund may not be a true graveyard deck in the way that Dredge is, but it really needs a graveyard for many of its cards to be good. Against Rest in Peace, Tarmogoyf is just a 0/1, Ooze is a 2/2, Kroxa is a bad Raven's Crime, and Wrenn can only downtick for any value. Sure, Jund can Trophy Rest and rebuild from there, but it will have expended resources to do so, and it's not like Jund can instantly refill that graveyard. Besides, Jund may be unable to remove the Rest because it can't afford to use the removal spell on the enchantment. By squeezing Jund strategically, decks generate a lot of virtual card advantage, which swallows up Jund's value generation engine.

Similarly, Leyline of Sanctity is very strong against Jund, if somewhat inconsistent. It doesn't impact the board, but it leaves Jund's main disruption useless. Discard has no target, Liliana can't downtick, and suddenly Jund can't meaningfully interact. Unable to do that, Jund must act as a straightforward beat down deck with removal and while Tarmogoyf's a legendary card, it can't do everything on its own.

Counterboard

The final option is to plan ahead and anticipate Jund. Jund's a very well known deck at this point. Players should know their own decks and where they're weak. Therefore, they should know what cards Jund is going to have and how Jund will sideboard in the matchup, and subsequently how to correctly counterboard. Even in bad matchups, knowing how Jund will attack and preparing against that attack can tip the scales.

For example, playing Humans against Jund, I know that post-board Jund will have more cheap removal and more importantly Plague Engineer, but at this point sweepers are very rare. So I will take out my very easily Wrenned-to-death Thalias and Phantasmal Images in favor of more robust creatures and Dismembers. The plan: endure Jund's removal, build a board even under Engineer, and win through Jund's attack.

The fact that my example Jund list runs Pillage in its sideboard demonstrates the power of counterboarding. Mono-Green Tron and Amulet Titan are very hard matchups for Jund, and so Jund has always sidboarded heavily against them. Jund's typical strategy was to run Fulminator Mage and recur it with Kolaghan's Command, backed up with Alpine Moon or Damping Sphere. Tron and Titan were running Veil of Summer because it's an insane card against counterspells and Jund's discard. However, big mana figured out that Veil is a much bigger blowout against Fulminator Mage, and starting crafting their gameplan accordingly. This very successful counterboard and strategic adaptation has forced Jund to abandon the old plan and move towards Pillage to get around Veil.

To Jund or Not To Jund

Jund is a fixture in Modern, so it's time for players to actually understand how the deck works. As it is very hard to overcome Jund with tempo, it is critical to go for the value. Swamping Jund with more cards is great if the option is available, but any kind of card advantage works. Don't try and beat Jund at its own game; Jund's too good at that game. Instead, make the plan work against Jund.

To Be Continued: Post-Ban Snapshot

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It's been just over a week since Once Upon a Time got the boot in Modern, so we don't have a lot of information with which to decisively answer the question on everyone's mind: where does the format go from here? We do, however, have some data points. Today, we'll look at a few decks from Modern Preliminary #12102042, the very first Wizards-published online event since the ban. While the info therein is unlikely to accurately shape our understanding of the coming months, it does offer us:

  • a window into strategies being picked up early to accommodate the new metagame
  • an idea of the changing landscape
  • reassembled builds of decks directly affected by the ban
  • some lighthearted reading in this surreal time of social distancing

Modern Preliminary #12102042

I know very little about this tournament other than its name and its decklists. But it seems like some things have definitely changed in Modern since the Once Upon a Time ban. The following four decks exemplify some of these changes.

Bant Snow

Last week, we heralded the dominant UGx Midrange super-archetype: a collection of splashy effects floated by a core of Arcum's Astrolabe, Ice-Fang Coatl, and Uro, Titan of Nature's Wrath. We also focused on nonwhite decks, as most Bant decks were electing to run Stoneforge Mystic over the Uro package. Since the Once Upon a Time ban, that trend has been bucked.

Bant Snow, ZYURYO (5-0, Modern Preliminary #12102042)

Creatures

4 Ice-Fang Coatl
3 Snapcaster Mage
2 Uro, Titan of Nature's Wrath

Planeswalkers

2 Jace, the Mind Sculptor
2 Teferi, Hero of Dominaria
2 Teferi, Time Raveler

Instants

2 Archmage's Charm
2 Cryptic Command
1 Dovin's Veto
3 Force of Negation
2 Mana Leak
4 Path to Exile

Sorceries

2 Supreme Verdict
1 Winds of Abandon

Artifacts

4 Arcum's Astrolabe

Lands

1 Breeding Pool
4 Field of Ruin
4 Flooded Strand
1 Hallowed Fountain
4 Misty Rainforest
1 Mystic Sanctuary
1 Snow-Covered Forest
5 Snow-Covered Island
2 Snow-Covered Plains
1 Temple Garden

Sideboard

1 Dovin's Veto
2 Aether Gust
2 Ashiok, Dream Render
1 Celestial Purge
1 Crucible of Worlds
1 Engineered Explosives
1 Mystical Dispute
1 Pithing Needle
1 Questing Beast
2 Surgical Extraction
2 Veil of Summer

Bant Snow was the only deck to 5-0 this preliminary; a similar build also achieved the same result. But the deck was immensely popular by any metric. Of the 14 UGx decks present in the preliminary, a whopping 12 were Bant, with two of those running Stoneforge Mystic and three packing Urza, Lord High Artificer. The non-Urza decks played Supreme Verdict, pegging that card as the shard's apparent draw.

Another benefit of white, though, is the unmatched effectiveness of Path to Exile as an answer to opposing Uros. In the UGx mirror, having the option to not only remove the 6/6 from the battlefield, but prevent it from ever re-escaping, is surely game-winning. Path can even be cast in response to escape's sacrifice trigger, gaining a small edge in the value war—opponents subsequently lose the option to escape Uro for the extra cantrip down the road.

Traverse Shadow

Traverse Shadow rarely ran Once at the full four copies, but nonetheless adored the instant. In this shell, Once was like a zero-mana, zero-setup Traverse the Ulvenwald, and casting it even turbo-charged delirium for actual copies of Traverse down the road.

Traverse Shadow, JLED (4-1, Modern Preliminary #12102042)

Creatures

4 Death's Shadow
1 Grim Flayer
4 Street Wraith
4 Tarmogoyf
1 Windcaller Aven

Planeswalkers

1 The Royal Scions

Artifacts

4 Mishra's Bauble

Instants

1 Assassin's Trophy
1 Delay
2 Dismember
3 Fatal Push
3 Stubborn Denial
2 Temur Battle Rage

Sorceries

3 Inquisition of Kozilek
4 Thoughtseize
4 Traverse the Ulvenwald

Lands

1 Blood Crypt
2 Bloodstained Mire
1 Breeding Pool
2 Nurturing Peatland
1 Overgrown Tomb
4 Polluted Delta
1 Stomping Ground
1 Swamp
4 Verdant Catacombs
1 Watery Grave

Sideboard

1 Assassin's Trophy
1 Fatal Push
1 Stubborn Denial
1 Collective Brutality
1 Disdainful Stroke
1 Grafdigger's Cage
1 Jace, Vryn's Prodigy
1 Kolaghan's Command
1 Liliana, the Last Hope
1 Mystical Dispute
1 Nihil Spellbomb
1 Pithing Needle
1 Plague Engineer
2 Veil of Summer

The slots leftover from removing Once are filled with more interaction, including the elusive Delay; since Shadow decks enjoy an aggro-combo dimension with Temur Battle Rage, giving enemy spells suspend is often the same as countering them, as opponents won't ever get a chance to resolve that critical spell. Overall, though, the deck's composition remains unchanged.

Eldrazi Tron

A major benefactor of Once Upon a Time, Eldrazi Tron used the cantrip to locate its major mana producers and beefy threats alike. But the deck's core is apparently too legit to call it quits post-ban.

Eldrazi Tron, CHERRYXMAN (4-1, Modern Preliminary #12102042)

Creatures

2 Endbringer
4 Matter Reshaper
4 Reality Smasher
4 Thought-Knot Seer
3 Walking Ballista

Planeswalkers

4 Karn, the Great Creator
2 Ugin, the Ineffable

Instants

2 Dismember

Sorceries

1 All Is Dust

Artifacts

4 Chalice of the Void
4 Expedition Map
2 Mind Stone

Lands

2 Blast Zone
1 Cavern of Souls
4 Eldrazi Temple
1 Ghost Quarter
1 Scavenger Grounds
1 Tectonic Edge
4 Urza's Mine
4 Urza's Power Plant
4 Urza's Tower
2 Wastes

Sideboard

1 Walking Ballista
1 Ensnaring Bridge
1 Grafdigger's Cage
3 Leyline of the Void
1 Liquimetal Coating
1 Mystic Forge
1 Skysovereign, Consul Flagship
1 Sorcerous Spyglass
2 Spatial Contortion
1 Tormod's Crypt
1 Torpor Orb
1 Wurmcoil Engine

Without Once, the deck can happily return to being fully colorless, although Once didn't warp its mana terribly; indeed, the deck had been content to run a single Forest findable by Expedition Map, aiming to cast Once for free most of the time anyway. So it's a return to business-as-usual for this old Modern stalwart, whose continued relevance will surely be met with a resurgence in Tron decks powered by the suddenly-good-again Ancient Stirrings (which, unlike Once, is still not good enough for Eldrazi Tron).

Red the Runes

Mono-Red Prowess was a sure-fire short-term winner following the ban announcement. Aggressive red decks are always decently positioned after a format shake-up, and Mono-Red Prowess had already been been enjoying high success in a metagame light on removal.

Mono-Red Prowess, RIICKITUN (3-2, Modern Preliminary #12102042)

Creatures

3 Kiln Fiend
4 Bedlam Reveler
4 Monastery Swiftspear
4 Soul-Scar Mage

Instants

2 Burst Lightning
4 Lava Dart
4 Lightning Bolt
4 Manamorphose

Sorceries

4 Crash Through
1 Forked Bolt
4 Lava Spike
4 Light Up the Stage

Lands

4 Fiery Islet
13 Mountain
1 Sunbaked Canyon

Sideboard

3 Abrade
3 Blood Moon
2 Dismember
3 Dragon's Claw
4 Leyline of the Void

With the format shifting towards midrange, though, Burn seemed like it might again have its day; count-to-20-style strategies such as these aren't interested in trading resources with opponents, and Lava Spike is a lot harder to effectively one-for-one than Monastery Swiftspear.

Instead, Prowess is hanging on thanks to Bedlam Reveler, a way to refuel against disruption-heavy opponents. The midrange decks in question aren't usually interested in running heavy-duty graveyard hate like Rest in Peace, as they they themselves tend to rely on Uro, Titan of Nature's Wrath. Besides, Mono-Red Prowess as an archetype boasts the perfect strategic positioning to get the most out of Reveler when it comes to sideboard battles; Rest in Peace and the like prove quite useless against the rest of the deck, pulling opponents in multiple angles by attacking them in different ways.

A newer arrival is Kiln Fiend, which heavily pressures opponents trying to string together a value engine. Once Uro gets going, it can be hard for Burn-style decks to content with; the Titan walls everything, hits like a brick, digs pilots into more interaction, and even gains life! But it's also slow, leaving a window for Fiend to "Crash Through" and dent opponents enough that they can't recover.

A New Chapter

It seems that for most decks in Modern, Life Goes On post-Once Upon a Time. The decks that ran it aren't changing much but are still clocking results, at least for the time being. And the aggressive strategies that attacked the card's largest benefactor, Simic Titan, are also chugging right along.

All that's left is Titan itself, which may need a major redesign if it wants to stay in the format. While some players may return to the Amulet Titan deck not too distant in Simic's heritage, I expect others still will tweak the new deck into something usable, if fringe; the two Titan decks will then coexist in Modern, living on happily ever after. Like any good story, though, there's bound to be a sequel—where do you think Modern's headed minus its most splashable card?

One Time at Banned Camp: The March ’20 Ban

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Well that was fast. It's only been two months since Oko, Thief of Crowns was banned. It's pretty rare for Wizards to issue Modern bans in consecutive announcements, except for during emergencies like Hogaak, Arisen Necropolis's reign of terror. So I wasn't actually expecting anything to happen in Modern. However, last Thursday, that changed; I learned that the guy who always finished decks right before they get banned had just finished Simic Urza with a full set of Once Upon a Time, all but guaranteeing that something would be axed this time around..

When Wizards announced the coming announcement, everyone assumed it was for Pioneer. It turned out to be everyone but Pioneer. I'm guessing that not being instant-speed makes Inverter of Truth combo weaker enough than Splinter Twin to be acceptable there. Of course, an unfortunate result may be Modern's Twin die-hards upping the voracity of their calls for unbanning the enchantment.

The Announcement

As of today, Once Upon a Time is banned in Modern. One could look at this outcome as an inevitability, since Once had already been axed in Standard and Pioneer. While I considered this fact when making my watchlist a few months back, it wasn't my primary concern. I thought that Once would boost high-variance decks enough to become a problem. Those decks already didn't mind playing high-ceiling, high-floor games, and Once is very much a high-ceiling, high-floor card. The odds of opening with Once are only ~40%, and when that happens, Once is an amazing cantrip. When that doesn't happen, it's not a Modern-playable effect. I only thought it would appeal to decks that were already high variance.

I did call that Once would be banned, so that's two down with one to go for this year's watchlist. However, what I failed to predict was that Once would gradually be adopted everywhere. Back in December, Once was really only replacing Ancient Stirrings in Amulet Titan, and had made some moves in Infect. Since then, Simic decks have gained ample traction, and Once has come to permeate the metagame. Ubiquity isn't enough to get a card banned (see also: Opt; Thoughtseize; Lightning Bolt), but being free is, so Wizards has decided to pull the trigger before the Modern GPs get going.

The Logic

Wizards was fairly brief with their reasoning this time, penning barely a paragraph of explanation. The passage still proves illuminating, especially its mid-section:

The consistency provided by Once Upon a Time allows these decks to much more reliably enact their early-game plan compared to other archetypes in the metagame, leading to less divergent gameplay paths.

Wizards is clearly aware of the effects cantrips have on game homogenization, or the reason they banned Preordain and Ponder in Modern. However, I don't think that they've ever spelled out the reasoning quite so clearly before. Wizards isn't worried about how the overall game is playing out; it's the early turns that matter: "leading to less divergent gameplay paths." Wizards apparently doesn't mind games playing out similarly, so long as they feature convergences during gameplay. But all that same-ness so early was too much.

Casting Once reduced the variety of opening turns to the point that games were looking too similar to each other. Again, Wizards has mentioned this as a reason to ban Preordain and Ponder, but those hits also came about due to other problems relating to Storm decks. All Once did was reduce variance, which apparently made games unacceptably stale.

As usual, Wizards cites data that we're unable to see. My data indicated that Once decks, particularly Amulet Titan, were very popular, but they weren't really performing that well; Amulet consistently put high numbers into Day 2 of SCG events, but such showings never translated to event wins or even top-heavy result distributions. Golgari Yawgmoth had some good results too, but nothing to indicate it was anything special (Except for it winning in Modern with Young Wolf). However, Wizards saw something different.

Over the past months, Once Upon a Time has become one of the most played cards in Modern, contributing to several of the most popular and highest winning decks.

The online meta data, which only Wizards has, must show that Amulet is both very popular and wins out of proportion to that popularity. I can only verify Amulet's popularity because again, my data shows the opposite as true. It is possible that Wizards is looking at the results across the board, but the deck data that I have access to doesn't back up that narrative. Simic decks were doing well, but not all of them ran Once. The overall League data must have been troubling.

Was Now the Time?

That being said, I do approve of this ban. Wizards has always known they got the card wrong, it's nice to see them acknowledging that fact. The data doesn't explicitly call for banning Once right now, but there are strong indicators that it was eventually going to be necessary. While you can reach that conclusion going through the hard data and watching Once's ubiquity tick up (34% on MTGGoldfish as of today, and 33% on MTGTop8), I think this deck is far clearer evidence:

Eldrazi Tron, Just_Roll (2nd Place, MTGO Modern Showcase 2/29)

Creatures

4 Matter Reshaper
4 Thought-Knot Seer
4 Reality Smasher
3 Walking Ballista

Planeswalkers

4 Karn, the Great Creator
2 Karn Liberated
1 Ugin, the Ineffable

Artifacts

4 Chalice of the Void
4 Expedition Map

Instants

4 Once Upon a Time
2 Dismember

Lands

4 Eldrazi Temple
4 Urza's Mine
4 Urza's Powerplant
4 Urza's Tower
2 Blast Zone
1 Cavern of Souls
1 Field of Ruin
1 Scavenger Grounds
1 Tectonic Edge
1 Waste
1 Forest

Sideboard

3 Grafdigger's Cage
2 Spatial Contortion
1 Ensnaring Bridge
1 Liquidmetal Coating
1 Mystic Forge
1 Skysoverign, Consul Flagship
1 Sorcerous Spyglass
1 Sundering Titan
1 Tormod's Crypt
1 Torpor Orb
1 Walking Ballista
1 Wurmcoil Engine

When an otherwise entirely colorless deck like Eldrazi Tron is splashing a single Forest so it can actually pay for Once Upon a Time, the card's benefits are made plain compared to its opportunity cost. In my preview article, I was skeptical of Once since that the upside (of a free cantrip) was pretty low-odds. Seek the Wilds has almost the same effect as a cast Once, and it wasn't playable.

Apparently, Seek was closer to playable than I knew, because all it's taken is a low-odds upside for Once to trend towards universal, and then get banned. Consistency is powerful, and getting a boost for free, sometimes, is fantastic on a card that's already almost good enough.

Impact of the Ban

Without Once, the consistency of land- and creature-based green decks will fall. I'm specifically looking at Collected Company and Primeval Titan decks, but the principle applies across the board. The next-best green cantrip is Ancient Stirrings, and it's not as universally useful as Once (although the card should now recover from its slump). The decks that were running Once but never ran Stirrings could run Seek the Wilds instead, but that seems unlikely; if they weren't doing so before, I can't imagine they'd do so now. Always costing two mana and seeing one fewer card are significant power reductions.

The overall impact on the metagame is hard to say. Once was a widely played spell, but it wasn't necessarily a lynchpin card. The overall composition of the metagame is unlikely to change. However, the specifics of that metagame almost certainly will. Decks may not have needed Once in the strictest sense, but they were relying on it to be what they were.

Before Once, Titan decks were built around the Tolaria West/Summoner's Pact engine. Post-Once, they were more heavily creature-based. Tron decks, too, were more about non-creatures last year; recently, they've adopted Once in addition to Stirrings and subsequently play more creatures. Then there's the notion of Once reducing how many lands should be played in a deck to ensure competent openers. So while no decks should be outright killed by the ban, some major retoolings will be in order.

What Now?

I would expect the metagame to continue its general trajectory. I don't expect any decks to be outright killed, and Once hasn't been around long enough to leave a gaping hole in its wake. The trend towards midrange decks evident in recent results should continue.

For that reason, I predict that Jund and Ux Stoneblade will be the big winners of this banning. How big that win shall be is a different question. They're not directly affected by the ban, and have actually won events. Meanwhile, their ostensible big-mana predators did run Once, so will be somewhat nerfed, and haven't been winning events. Amulet stands at a crossroads, while Tron should recover nicely; it had access to tons of cantrips already, and had just shaved some numbers to run Once.

This trend towards midrange may facilitate a trend towards more traditional combo, too. Rock decks tend to stave off Humans and similar combo killers via removal and card advantage. However, they tend to struggle against combo, since most of their answers are proactive and board-based while their clock is slower compared with aggro. Combo then has time to claw back into the game after eating a string of Thoughtseizes. I've already heard some murmuring about Ad Nauseam's return, and it's worth remembering that Veil of Summer, another high-power cantrip of recent times, is still legal.

Titan's Fall?

Which brings us to the fate of Amulet Titan. It would be one-dimensional to dismiss the ban's impact and say that Titan will just return to Stirrings. Adopting Once allowed Titan to build in a very different direction from previous incarnations, and the new decks cannot easily switch over. Consider this list from last year:

Amulet Titan, Andyscwilson (MTGO MOCS 5/13/19, 1st Place)

Creatures

4 Sakura-Tribe Scout
4 Azusa, Lost but Seeking
4 Primeval Titan
1 Hornet Queen

Artifacts

1 Engineered Explosives
4 Amulet of Vigor
2 Coalition Relic

Planeswalkers

3 Karn, the Great Creator

Sorceries

4 Ancient Stirrings

Instants

4 Summoner's Pact
1 Pact of Negation

Lands

4 Simic Growth Chamber
4 Selesnya Sacnctuary
4 Gemstone Mine
3 Tolaria West
3 Forest
2 Cavern of Souls
1 Bojuka Bog
1 Boros Garrison
1 Ghost Quarter
1 Kabira Crossroads
1 Khalni Garden
1 Slayer's Stronghold
1 Sunhome, Fortress of the Legion
1 Vesuva

Sideboard

3 Path to Exile
2 Spell Pierce
2 Engineered Explosives
1 Emrakul, the Promised End
1 Mycosynth Lattice
1 Negate
1 Reclamation Sage
1 Thragtusk
1 Tormod's Crypt
1 Walking Ballista
1 Wurmcoil Engine

...compared to this more contemporary list:

Amulet Titan, John Hack (SCG Indianapolis Classic, 3rd Place)

Creatures

4 Primeval Titan
4 Dryad of the Ilysan Grove
4 Sakura-Tribe Scout
3 Azusa, Lost but Seeking

Artifact

4 Amulet of Vigor
1 Engineered Explosives

Instants

4 Summoner's Pact
1 Pact of Negation
4 Once Upon a Time

Lands

4 Simic Growth Chamber
4 Castle Garenburg
2 Breeding Pool
2 Forest
2 Tolaria West
1 Bojuka Bog
2 Cavern of Souls
1 Crumbling Vestige
1 Field of the Dead
1 Hanweir Battlements
1 Ghost Quarter
1 Golgari Rot Farm
2 Gruul Turf
1 Radiant Fountain
2 Snow-Covered Forest
2 Valakut, the Molten Pinnacle
1 Vesuva
1 Verdant Catacombs

Sideboard

3 Aether Gust
3 Dismember
3 Mystical Dispute
1 Beast Within
1 Field of the Dead
1 Force of Vigor
1 Radiant Fountain
1 Reclamation Sage
1 Tireless Tracker

Dryad of the Ilysian Grove turned Amulet from a land combo deck into a land toolbox deck. Losing the bouncelands made space for more utility lands, and Dryad lets Valakut kill much easier than Slayer's Stronghold and Sunhome, Fortress of the Legion. Once Upon a Time dug for Dryad, which had become the lynchpin of new Titan decks, making this new strategy faster and more consistent than the older version.

Stirrings is no replacement for Once. The latter finds creatures and lands, while Stirrings only finds lands and Amulet of Vigor. The one way Stirrings can help make the combo happen is by finding Tolaria West, which finds Summoner's Pact, when then finds the needed Dryad or Primeval Titan. To continue entirely unchanged, these decks will have to replace Once with Seek the Wilds, which again is far worse.

If Seek isn't good enough, then I'm not certain what kind of lot Amulet will make out with. It could easily revert to its classical style, but I don't think it wants to. The land-value/Valakut plan is far harder to pull off with the older version, but is likely more powerful on its own merits, as evinced by the archetype's gradual transition. Amulet Titan has been part of Modern since 2015, but it's always been pretty niche. The barrier to entry was fairly high, since the tutoring lines made going off complicated. The enthusiasts will be fine, but I don't know if the players that have come to Amulet Titan recently will be willing to put in the time to learn the more complicated deck and keep its metagame presence high.

Keep Moving Forward

Overall, I think that banning Once Upon a Time sooner rather than later was a good decision. It may have been fine at the moment, but there were signs that it would eventually have taken over to a dangerous degree. Modern will chug on largely intact, though the question of how to replace Once will redefine decks. It also means that the Regionals data is for a dead format, so I'll have to start over with the data collection.

To Goyf or Not To Goyf: UGx Midrange in 2020

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While putting together brew reports since the Oko ban, I picked up on an interesting trend: UGx midrange seems to be catching on. And by UGx midrange, I don't mean a single deck, à la Jund Rock. I mean the archetype at large, which has opened itself up to a myriad of different plans, packages, and peculiarities.

Before we start, I've got a little bit of housekeeping to do! Due to some schedule shifts, I'll be publishing my articles on Mondays from now on, instead of on Fridays.

The Players

Bant decks have mostly coalesced around Stoneforge Mystic at this point, which significantly limits their wiggle-room in terms of deck composition; mana dorks and other fliers like Spell Queller are prized highly by Stoneblade decks, rendering these piles more or less indiscernible from one another. Nonetheless, some Bant players are dropping Stoneforge and going the route we'll discuss at length in this piece.

The bigger nuance lies with Sultai and Temur, both combinations that long struggled to find footing in Modern on account of their shaky removal options; once Fatal Push arrived to remedy the issue for Sultai, the deck still proved outclassed by Jund or more controlling blue shells such as UW. And while Temur has always boasted access to Lightning Bolt, its inability to deal with larger threats than its own limited the wedge to niche tempo builds and worse-version Blue Moon spinoffs.

A Titan Walks Among Us

All of which begs the question, why now? And the answer: Uro! Uro, Titan of Nature's Wrath is a lot like Oko, Thief of Crowns; the cards share a mana cost, and both slot effortlessly into most decks running UG. Strategically, each provides a standalone win condition while threatening to snowball value.

A key difference is that while Oko forced decks outside of UG to adopt it, and also upheld one single deck as a clear "best home," Uro is finding its use limited to Simic-based strategies. Still, becaue the card provides so much inevitability, it's enabling a new breed of midrange and control decks happy to trade off resources with opponents in the early game, knowing they'll have the upper hand down the road.

The Decks

With the stage set, let's dive into some recent decklists. We'll start with Sultai builds, transition to Temur builds, and then see what these UGx midrange decks have in common.

Sultai

The first deck on our list wears the "control" moniker well, looking to disrupt opponents, drown them in value, and win with a bang once they've lost hope. The plan sounds straightforward until we see the deck packs 4 Gifts Ungiven, a card we haven't seen in Modern midrange since the days of Solar Flare!

Sultai Gifts, Monochrome09 (5-0)

Creatures

1 Eternal Witness
1 Snapcaster Mage
3 Uro, Titan of Nature's Wrath
4 Ice-Fang Coatl

Artifacts

4 Arcum's Astrolabe

Instants

1 Abrupt Decay
1 Assassin's Trophy
1 Cryptic Command
2 Drown in the Loch
3 Fatal Push
4 Gifts Ungiven
2 Mana Leak
2 Remand
1 Sultai Charm

Sorceries

1 Dead of Winter
3 Inquisition of Kozilek
1 Maelstrom Pulse
2 Thoughtseize

Lands

1 Breeding Pool
2 Creeping Tar Pit
2 Misty Rainforest
1 Mystic Sanctuary
1 Overgrown Tomb
3 Polluted Delta
4 Prismatic Vista
2 Snow-Covered Forest
4 Snow-Covered Island
2 Snow-Covered Swamp
1 Watery Grave

Sideboard

2 Ashiok, Dream Render
2 Collector Ouphe
2 Damping Sphere
2 Mystical Dispute
1 Nihil Spellbomb
2 Unmoored Ego
2 Veil of Summer
1 Vendilion Clique
1 Weather the Storm

Sultai Gifts is creature-light enough to make great use of Dead of Winter, and Gifts lets it run a plethora of package enhancers in the sideboard. It does strike me as ambitious for this deck to reach the Gifts-for-Sultai-Charm stage of the game against the likes of Amulet Titan, but I suppose that's what good ol' Mana Leak and Remand are here for.

Gifts is notable as a value-generator because that role is generally filled much more elegantly in midrange decks by cheap planeswalkers, such as Wrenn and Six or Teferi, Time Raveler. Sultai, though, has access to none of these cards; its other option is to abandon the control route and become a more creature-centric midrange deck. The deck could just as well jam a set of Goyfs, as we'll soon see. To the instant's credit, choosing Uro puts opponents into a tough position, since pilots are guaranteed a heap of value either way, mana allowing.

Which brings us to the Sultai midrange decks, of which we'll examine two varieties.

Sultai Cloud, yamakiller (5-0)

Creatures

1 Scavenging Ooze
4 Tarmogoyf
4 Ice-Fang Coatl
3 Uro, Titan of Nature's Wrath
1 Tireless Tracker

Planeswalkers

4 Liliana of the Veil

Artifacts

4 Arcum's Astrolabe

Instants

2 Assassin's Trophy
3 Fatal Push
4 Once Upon a Time

Sorceries

2 Death Cloud
3 Inquisition of Kozilek
2 Thoughtseize

Lands

1 Breeding Pool
4 Misty Rainforest
1 Nurturing Peatland
1 Overgrown Tomb
4 Snow-Covered Forest
3 Snow-Covered Island
3 Snow-Covered Swamp
1 Urborg, Tomb of Yawgmoth
4 Verdant Catacombs
1 Watery Grave

Sideboard

2 Collective Brutality
2 Damping Sphere
2 Dead of Winter
2 Kalitas, Traitor of Ghet
2 Kitchen Finks
3 Leyline of the Void
2 Liliana, the Last Hope

First up is Sultai Cloud, which looks like a cookie-cutter Jund deck (minus the red) but for its namesake sorcery, itself showing up in otherwise standard midrange builds exactly never.

Sultai Cloud is creature-light enough, boasting just a set of Goyfs and the grave-dwelling Uro for beatdown, while Ice-Fang pops up to trade with attackers. So Death Cloud shouldn't cause it to sacrifice creatures too often. Rather, the card aims to abuse Uro's additional land drop dimension. Having more lands not only ramps into bigger Clouds, but ensures opponents are more stunted on mana post-resolution. Besides, discarding your hand matters little with Uro ready to escape using the stocked grave.

Next-Level BUG, clockzombie (5-0)

Creatures

4 Ice-Fang Coatl
4 Tarmogoyf
3 Uro, Titan of Nature's Wrath

Artifacts

4 Arcum's Astrolabe

Instants

1 Abrupt Decay
2 Archmage's Charm
2 Assassin's Trophy
3 Cryptic Command
2 Drown in the Loch
4 Fatal Push
4 Thought Scour

Sorceries

1 Inquisition of Kozilek
2 Thoughtseize

Lands

2 Breeding Pool
1 Field of Ruin
4 Misty Rainforest
3 Mystic Sanctuary
1 Overgrown Tomb
4 Polluted Delta
1 Snow-Covered Forest
6 Snow-Covered Island
1 Snow-Covered Swamp
1 Watery Grave

Sideboard

2 Aether Gust
2 Ashiok, Dream Render
1 Dead of Winter
1 Disdainful Stroke
1 Mystical Dispute
1 Plague Engineer
2 Surgical Extraction
1 Thoughtseize
2 Veil of Summer
2 Weather the Storm

Recalling the Next-Level Blue decks of old, Next-Level BUG flies high the flag of reactive disruption backed by mid-game Goyfs. Drown in the Loch proves versatile as the stack-oriented Assassin's Trophy, answering just about anything, but in Dimir colors. Of course, this Sultai deck gets to run both cards, and fits Mystic Sanctuary as a way to recur the most appropriate piece for a given time. The Simic cards, as ever, ensure the cards keep flowing.

Temur

We've got even more Temur decks to look at than Sultai ones, marking a promising shift for one of Modern's most snubbed color combinations. First up is Temur Control, which prominently features a notable Temur staple in Blood Moon.

Temur Control, wisnudel (5-0)

Creatures

3 Snapcaster Mage
4 Ice-Fang Coatl
2 Uro, Titan of Nature's Wrath

Planeswalkers

2 Jace, the Mind Sculptor

Artifacts

3 Arcum's Astrolabe

Enchantments

2 Blood Moon
3 Omen of the Sea

Instants

3 Cryptic Command
4 Lightning Bolt
1 Magmatic Sinkhole
2 Mana Leak
4 Opt
1 Spell Snare
2 Thirst for Meaning

Lands

2 Breeding Pool
1 Field of Ruin
4 Misty Rainforest
2 Mystic Sanctuary
3 Scalding Tarn
1 Snow-Covered Forest
6 Snow-Covered Island
1 Snow-Covered Mountain
2 Steam Vents
1 Stomping Ground
1 Sulfur Falls

Sideboard

2 Anger of the Gods
3 Damping Sphere
1 Disdainful Stroke
1 Magmatic Sinkhole
2 Mystical Dispute
1 Pulse of Murasa
2 Relic of Progenitus
2 Veil of Summer
1 Weather the Storm

Temur Control is highly reactive, boasting just Uro, Moon, and the game-winning Jace, the Mind Sculptor as tap-out plays. Moon is now a potent proactive tool used to shut out opponents on the even more proactive side, especially those on decks like Amulet Titan; as we've seen, the card does little to other midrange decks these days, as those tend to run Arcum's Astrolabe or even splash Moon themselves.

Something I find intriguing about this deck is its volume of expensive library manipulation. Omen of the Sea, a two-mana Preordain, clocks in at three copies; Thirst for Meaning, which loots away Omens or spare Moons at its best, takes two. It would have been unthinkable even a year ago for three-color reactive decks with attacking plans to fit this kind of cantrip, showing us just how much the format has slowed down. Ice-Fang and Moon, too, stunt the game enough that pilots have time to resolve these cards and look for ways to create an insurmountable advantage.

Temur Control, pbarrrgh (4-1, Modern Preliminary #12098122)

Creatures

3 Uro, Titan of Nature's Wrath
4 Ice-Fang Coatl

Planeswalkers

3 Wrenn and Six

Artifacts

4 Arcum's Astrolabe

Instants

4 Archmage's Charm
4 Cryptic Command
4 Growth Spiral
4 Lightning Bolt
1 Magmatic Sinkhole
4 Thought Scour

Lands

2 Breeding Pool
1 Ghost Quarter
1 Lonely Sandbar
4 Misty Rainforest
3 Mystic Sanctuary
2 Polluted Delta
4 Scalding Tarn
1 Snow-Covered Forest
5 Snow-Covered Island
2 Steam Vents

Sideboard

4 Aether Gust
1 Ashiok, Dream Render
1 Blood Moon
2 Mystical Dispute
2 Surgical Extraction
2 Tireless Tracker
2 Veil of Summer
1 Weather the Storm

Then there's the even more reactive side of things. This build of Temur Control has no shame in its game, registering 4 Cryptic Command and 4 Archmage's Charm. Wrenn and Six appears as an additional way to generate value and pressure opponents, and Growth Spiral makes a surprising splash as a one-time Uro effect. This land-heavy deck is already quite interested in making extra land drops while digging through its cards, and it's so likely to hold up mana for the opponent's turn that Spiral is often free. Opponents will want to swing to race the inevitability generated by Spiral and Uro, not to mention the triple-blue instants, but acting too hastily so opens them up to Ice-Fang blocks.

Temur has classically been a midrange wedge in Modern, and the format's latest developments make it easy for the combination to reclaim that title.

Temur Midrange, Jake Flaczinski (5th, SCG Modern IQ Williamsport)

Creatures

1 Brazen Borrower
4 Ice-Fang Coatl
1 Klothys, God of Destiny
2 Snapcaster Mage
4 Tarmogoyf
2 Uro, Titan of Nature's Wrath

Planeswalkers

3 Wrenn and Six

Artifacts

4 Arcum's Astrolabe

Enchantments

3 Blood Moon

Instants

2 Force of Negation
4 Lightning Bolt
2 Mana Leak
2 Skred
1 Spell Pierce
2 Thought Scour

Sorceries

2 Serum Visions

Lands

1 Breeding Pool
1 Fiery Islet
1 Lonely Sandbar
4 Misty Rainforest
2 Scalding Tarn
2 Snow-Covered Forest
5 Snow-Covered Island
1 Snow-Covered Mountain
1 Steam Vents
1 Stomping Ground
2 Wooded Foothills

Sideboard

1 Abrade
1 Ancient Grudge
2 Anger of the Gods
2 Ashiok, Dream Render
1 Damping Sphere
2 Disdainful Stroke
1 Grafdigger's Cage
1 Huntmaster of the Fells
1 Mystical Dispute
2 Veil of Summer
1 Weather the Storm

Midrange, you say? Bring out the Goyfs! Temur Midrange ditches Magmatic Sinkhole, which cannibalizes Uro, and invests in Skred as heavy-duty removal. Between Coatl, Astrolabe, and its many basics, the deck has little problem keeping up with opposing threats as the game unfolds. Moon is perfect for this kind of deck, which likes tapping out and applying pressure, and has plenty of basics at its disposal.

Temur Snow, Cherryxman (5-0)

Creatures

2 Bloodbraid Elf
4 Ice-Fang Coatl
2 Snapcaster Mage
4 Tarmogoyf
3 Uro, Titan of Nature's Wrath

Planeswalkers

1 Garruk Relentless
3 Wrenn and Six

Enchantments

3 Blood Moon

Artifacts

4 Arcum's Astrolabe

Instants

4 Lightning Bolt
4 Once Upon a Time
2 Remand
4 Skred

Lands

4 Misty Rainforest
4 Prismatic Vista
1 Scalding Tarn
3 Snow-Covered Forest
2 Snow-Covered Island
2 Snow-Covered Mountain
1 Steam Vents
1 Stomping Ground
2 Wooded Foothills

Sideboard

1 Blood Moon
1 Ceremonious Rejection
4 Grafdigger's Cage
1 Spell Snare
3 Tireless Tracker
3 Veil of Summer
2 Weather the Storm

After Spark Double Skred and Control Polymorph, Cherryxman returns with Temur Snow, painting the brewer as one of the format's premier innovators this season. This deck features such faux-pas as running cheap counterspells along side Bloodbraid Elf, not to mention the risk of cascading into uh, Once Upon a Time! Except hitting Once isn't even bad; just unexciting. These cascades are offset by the blowout potential of finding Wrenn, Moon, Goyf, or Oko with the Elf, or Tireless Tracker post-board.

Temur Snow, EngulfingSlagwurm (5-0)

Creatures

2 Tireless Tracker
4 Bloodbraid Elf
4 Ice-Fang Coatl
3 Uro, Titan of Nature's Wrath

Planeswalkers

1 The Royal Scions
3 Wrenn and Six

Artifacts

4 Arcum's Astrolabe

Enchantments

2 Blood Moon

Instants

3 Cryptic Command
2 Electrolyze
4 Lightning Bolt
2 Pulse of Murasa
2 Skred

Lands

1 Breeding Pool
1 Cinder Glade
2 Lonely Sandbar
4 Misty Rainforest
2 Mystic Sanctuary
2 Prismatic Vista
4 Scalding Tarn
2 Snow-Covered Forest
4 Snow-Covered Island
1 Snow-Covered Mountain
1 Steam Vents

Sideboard

2 Aether Gust
2 Alpine Moon
2 Anger of the Gods
1 Ashiok, Dream Render
1 Disdainful Stroke
1 Flusterstorm
1 Grafdigger's Cage
1 Negate
2 Veil of Summer
2 Weather the Storm

This build of Temur Snow goes even more all-in on the Bloodbraid plan, ramping up to four copies and featuring Tireless Tracker and Pulse of Murasa as potential hits. While these cards cost three mana, I'm not sure how valuable they are in a deck with Uro, which seems to me like a better value-producing mana-sink. Tracker has its uses out of the sideboard, as it plusses through graveyard hate, but I'm not a huge fan for Game 1.

Sultemurai

A major benefit of Arcum's Astrolabe is how insanely good it makes your mana. Some pilots are riding that wave all the way, combining Temur and Sultai into best-of-both-worlds shells jam-packed with heavy-duty action.

Snow Control, TBagTom (5-0)

Creatures

1 Abominable Treefolk
4 Ice-Fang Coatl
2 Snapcaster Mage
2 Uro, Titan of Nature's Wrath

Planeswalkers

2 Jace, the Mind Sculptor
1 The Royal Scions
4 Wrenn and Six

Artifacts

4 Arcum's Astrolabe

Instants

4 Assassin's Trophy
1 Cryptic Command
3 Drown in the Loch
3 Force of Negation
1 Kolaghan's Command

Sorceries

4 Dead of Winter
1 Raven's Crime

Lands

4 Fabled Passage
4 Field of Ruin
1 Lonely Sandbar
4 Prismatic Vista
3 Snow-Covered Forest
4 Snow-Covered Island
1 Snow-Covered Mountain
2 Snow-Covered Swamp

Sideboard

2 Abrupt Decay
2 Ashiok, Dream Render
3 Fatal Push
1 Force of Negation
4 Leyline of the Void
1 Maelstrom Pulse
2 Weather the Storm

With all those great black and red cards to run, you'd think Snow Control would have options at its disposal trumping the humble Abominable Treefolk. Here, though, the creature plays the role of fatty finisher, all while disrupting opponents looking to get down with their own Tarmogoyf or even Primeval Titan. Raven's Crime cameos as a one-card package alongside Wrenn and Six to dismantle control decks, while a full set of Assassin's Trophy keep enemies from setting up any kind of shenanigans on-board.

4-Color Uro, JRDC14 (5-0)

Creatures

4 Tarmogoyf
2 Tireless Tracker
3 Bloodbraid Elf
3 Snapcaster Mage
4 Uro, Titan of Nature's Wrath

Planeswalkers

3 Wrenn and Six

Artifacts

4 Arcum's Astrolabe

Instants

2 Assassin's Trophy
2 Fatal Push
2 Kolaghan's Command
2 Lightning Bolt
1 Terminate

Sorceries

3 Inquisition of Kozilek
2 Thoughtseize

Lands

1 Blood Crypt
1 Breeding Pool
2 Misty Rainforest
2 Overgrown Tomb
3 Prismatic Vista
2 Snow-Covered Forest
1 Snow-Covered Island
1 Snow-Covered Mountain
2 Snow-Covered Swamp
1 Steam Vents
1 Stomping Ground
3 Verdant Catacombs
1 Watery Grave
2 Wooded Foothills

Sideboard

2 Alpine Moon
2 Anger of the Gods
3 Ashiok, Dream Render
2 Collector Ouphe
1 Kalitas, Traitor of Ghet
3 Nihil Spellbomb
2 Plague Engineer

On the aggressive end of things, 4-Color Uro maxes the Titan and asks itself which cards best support it. We end up with a mish-mash of the Temur decks covered here and Jund, with Kolaghan's Command and targeted discard taking up a respectable share of the deck's composition. The sideboard has a whopping three copies of Ashiok to cascade into, as well as Anger of the Gods and Plague Engineer, all haymakers against the right deck.

This deck is the only one covered today that omits Ice-Fang Coatl. It's simply too aggressive and proactive to accommodate such a reactive card, and is strapped for space with its four colors.

A New Midrange Core: Astro, Ice, and Uro

Nonblack midrange decks, without Thoughtseize and Inquisition of Kozilek, have always lacked effective turn-one plays. Using mana dorks exposes them in the removal-spell mirror; using filtering cantrips like Serum Visions still requires good guessing about an opponent's gameplan. Neither play disrupts opponents, which is what midrange decks need to do early in the game; as such, Temur for instance has always been dependent on opponents laying a one-drop they could Bolt. Arcum's Astrolabe flips the script as an extremely appealing turn-one play—it all but guarantees perfect mana for the rest of the game! It also jump-starts Ice-Fang Coatl, the next card present in all the above decks.

Ice-Fang Coatl bridges the gap into the mid-game, fixing midrange's turns 2-5. Reactive decks can struggle if they run out of removal for their opponent's creatures before their game-winners come online, but Coatl acts as a removal spell while digging them into more gas. It also trades with literally anything, giving a wedge like Temur that could never deal with huge creatures in the past a way to trade up.

In the late-game, Uro has us covered. The Titan is a card-advantage engine while also being the most imposing body on the battlefield, making it perfect as a win-con—Uro is even useful along the way, drawing and developing the manabase from the hand.

Unlike Once Upon a Time, which inhabits just two of them, this three-card core is present in every deck covered today (barring the last one), and I think it sets the standard for non-Jund midrange decks going forward. Jund itself is managing to keep up with Kroxa for the time being, but as I see things, Astro-Ice-Uro is where reactive attacking decks want to be in 2020. As for whether to Goyf, the question depends on how much attacking vs. countering players feel like doing—and it seems like any amount of either can be viable!

Beyond Hindsight: Theros Spoilers Re-Examined

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As a new sets come out, the entire Magic writing world speculates on the spoilers. Why wouldn't we? There's not always much else going on during spoiler season, and brewing with new cards and ideas is a significant part of the game's appeal. Plus, if Wizards is going to hand us easy content, it would be rude not to jump at the opportunity. That said, writers don't often look back on their speculations after the set has fully incorporated into their meta. Today, I'm going to revisit my Theros: Beyond Death preview articles, checking on what I got right, where I over- or under-estimated cards, and a notable oversight.

Made It After All

Theros: Beyond Death has been legal for a little over a month. This is enough time for most of the plausible new cards to have been tested, and they should have at least been putting up results. In my two preview articles, I identified eight cards that seemed like reasonable Modern cards. Five have found homes, one is fringe, and the other two haven't got there yet. The five that have made it did so by warping decks around themselves rather than just slotting in.

Dryad of the Ilysian Grove

I've already (fairly extensively) covered Dryad of the Ilysian Grove, so I'm not going into much detail today. I predicted that Dryad would find a home in Valakut decks, though it would be a little awkward. Dryad has actually worked out in an unexpected way. I never expected those Valakut decks to be re-built versions of Amulet Titan. I'm forgiving my oversight with the very plausible excuse that Lands Toolbox had never really been a Modern deck before. It's possible to predict which cards will see play, but I never know how deep players will actually go. And Titan players went very deep on Dryad.

Thassa's Oracle

As for Oracle's utility, I hit the nail on the head. It's a combo win condition, and it is being adopted by the very deck I thought it would, Ad Nauseam. What I didn't appreciate was how good it actually was. I definitely never expected Thassa's Oracle to be a four-of in Ad Nauseam. In retrospect, it seems obvious, since it provides another avenue to combo. With a resolved Angel's Grace or Phyrexian Unlife, Ad Naus can cast Spoils of the Vault for a card not in their deck, then cast Oracle for the win. This was never possible with Laboratory Maniac. Part of this was due to costing more up front, but it was mostly because Maniac could be killed in response to the victorious card draw; if Oracle resolves, it wins on the spot.

The other thing I missed was Oracle's wider appeal. Oracle is seeing play in far more decks than I anticipated. Some of this interest is spillover from Pioneer, where the combo with Inverter of Truth is incredibly powerful (even crossing over into Modern). However, I think it fair to say I underestimated Oracle. The question remains if Oracle will usher in a new combo era, or remain a minor role player. So far, the evidence is lacking, but Oracle's future may be heavily linked to the next card.

Underworld Breach

Underworld Breach is another obvious combo card, and it even had a very obvious home waiting. Then Mox Opal was banned, and said combo never came to be. As I predicted, this left Breach out in the cold (in Modern, anyway) because it doesn't fit into Storm or other combo decks better than existing options. To be better than Past in Flames, Breach necessitated a very specific deck composition, and it looked like that wasn't possible anymore.

So I was very surprised last week when that the supposedly dead Breach/Grinding Station combo showed up to SCG Indy, followed by Pascal Maynard hyping a very similar deck on twitter. The combo is functionally the same as the banned version would have been, even using the expected win condition of Thassa's Oracle. It isn't as fast without Opal, but the combo is consistent enough that some players are acting like it's the return of Krark-Clan Ironworks. I wouldn't go that far, but given that Breach is seeing the play I expected in the way I anticipated, I'd say I got it right.

Heliod, Sun-Crowned

I knew that Heliod, Sun-Crowned would see play. It's a combo piece that can be found with Collected Company; why wouldn't that creature combo pile run it? Heliod joins Walking Ballista as an on-plan win condition. Company can even add in Spike Feeder in place of a Kitchen Finks for another combo. It's Company; the more combos, the merrier.

However, I thought that Heliod would be a one-of supplementary combo to the main Devoted Druid plan. I definitely didn't see him as a four-of, nor to be seeing widespread success. But the Company decks are completely rebuilding themselves around Heliod, even de-prioritizing Druid combo. Heliod does boast more applications in fair matchups, as lifelinking beaters is a great way to win a race.

Ox of Agonas

Similarly, Ox of Agonas is seeing the play I thought it would, but in far greater quantity. My analysis was that Ox was a payoff card masquerading as Cathartic Reunion. The set up required to escape Ox meant that it would only ever be a midgame card. Thus, it could only help Dredge once the engine would either be established or the game was already lost, making it redundant there.

However, Dredge players have all but universally adopted the Ox. I have seen older lists occasionally, but for the most part all Dredge decks are running Ox. However, Ox is at most a two-of. This indicates that while Ox is actually worthwhile, it is mostly so as a payoff card. According to testimony from a local Dredge player, Ox is the best way to restart a stalled engine, especially with an empty hand. It's quite easy for Dredge to struggle to cast topdecked Cathartic Reunion, where Ox doesn't require discarded cards to cast. Also, just being a big red threat that can be cast is huge.

The Wannabes

Next up are those cards that I speculated could be played if things came together for them. They had power and utility if it proved worthwhile, but I was skeptical that the stars would align. One card is slotting into a fringe deck, one has turned out to not work in Modern, and the last is a victim of its archetype.

The Other Gods

Klothys, God of Destiny got a look because graveyard hate is good in Modern, and hard-to-kill clocks are great against slower decks. I thought that it would be a decent card against Jund in decks that need sticky threats, and that the triggered ability would be the only draw.

It turns out that a lot of Klothys' utility so far has been attacking. She's not seeing play in Jund, nor as a sideboard card. Instead, she's been a two-of in Utopia Sprawl decks. There, Klothys is intended to be a creature most of the time. She's not the most impressive threat, but continuously attacking graveyards while threatening a big, devotion-fueled swing isn't terrible.

Meanwhile, Purphoros, Bronze-Blooded is going nowhere. Purphoros is too inefficient compared to Through the Breach to be worthwhile, even if he could sneak in Emrakul. Through the Breach isn't really doing much in the first place, so why would a more mana-intensive version be better? Repeatability is rarely a draw in the kind of deck that runs Breach.

Setessan Champion

I thought that Setessan Champion would shake up Bogles by challenging Kor Spiritdancer. That hasn't happened. This is not for a lack of power, because I'm not the only one who thinks Setessan Champion is Modern playable; it has caught on in Legacy Enchantress. What I failed to account for is that Bogles is a very metagame-specific deck, and we are not seeing the type of metagame where Bogles can survive. I don't know of anyone trying to make Bogles work, and the most recent result for Bogles comes from January. The door is closed for Bogles right now, let alone for innovation or tweaking within that shell.

A Titanic Miss

The gaping hole in my predictions was the Titans: Kroxa, Titan of Death's Hunger and Uro, Titan of Nature's Wrath. I didn't mention them at all in my preview articles, because I had dismissed them outright. The discussion at the time surrounding the two cards centered on using Hushbringer to get around the drawback. The whole plan was to get a 6/6 in play for cheap and start attacking, a gameplan unworthy of Modern. As a sideboard bonus in particular matchups it's fine, but if playing under-costed fatties with no ETB trigger was good enough, Mono-Green Stompy would be competitive. Then there was the issue of graveyard hate defeating both cards. They just didn't look good enough.

In fact, they are more than good enough. Reid Duke declared that Kroxa belonged in Jund, and then Jund won SCG Indianapolis' Modern Classic with Kroxa: as the Jundfather speaks, so it shall be. Meanwhile, every UGx deck appears to be forcing Uro like it's Oko, Thief of Crowns. Players like value, and tapping the graveyard as a resource has impressive precedent in Modern. Uro and Kroxa combine both, and trigger on attacks, evoking Primeval Titan. Snowballing value while attacking with a 6/6 is a great way to win a game, and that appears to be exactly what both Titans are doing.

However...

All that being said, I still don't think either Titan is as good as their hype suggests. The fundamental problem with Uro and Kroxa is that for them to actually be creatures, they have to escape. There's no work-around. Evoke is clearly the genesis of the Titans, and they're meant to work in a similar fashion. However, Mulldrifter can be rescued from being sacrificed with flicker effects; flickering a Titan kills it. Spell Queller an evoked creature, and the creature lives if recast. Quell an escaped Uro, and it dies with the Spirit.

I also have to bang the drum of graveyard hate completely nerfing both Titans. Against Rest in Peace, Uro and Kroxa are more expensive Growth Spiral and Raven's Crime, respectively. Even Scavenging Ooze wrecks their value. Going through decklists, particularly the Uro lists, indicates that these are decks that should have graveyard hate brought in anyway.

Finally, I suspect that a lot of value for both cards comes from players not understanding how they work. I had a Legacy player gush to me about Uro winning him an otherwise lost match thanks to multiple escapes. Upon further questioning, it came out that the opponent had been destroying Uro with Pyroblast. They'd forgotten or simply didn't know that escaping Uro isn't like unearthing Hellspark Elemental. The former casts the card while the latter puts in directly into play. Had the opponent understood that and countered Uro rather than destroying it, they might have won the game rather than being grinded out.

Case In Point

Last week at a weekly Modern event at my LGS, Mythic Games, there were several UGx Uro decks. The Temur Uro deck and Sultai Uro deck hit each other Round 2 and went to time, with the Temur deck winning. At various points in every game, one deck would be poised to win before the other started escaping Uro to gradually grind their way back in. The life cushion was very valuable, but more importantly, a 6/6 traded with everything on either side of the board. The final game came down to the Temur deck having slightly more threats than the Sultai deck. As far as I could tell, neither deck ran any graveyard hate.

This was relevant because neither deck won when graveyard hate was cast. While Temur won our event, it did so because the Jund deck it faced the next round misplayed into terrible draws to lose Game 3. In Game 2, Temur lost hard to Inquisition of Kozilek into turn three Scavenging Ooze to eat Uro. With the only way to break parity with Jund eliminated, Temur stood no chance. I hit the Sultai deck round four, playing Humans, and I won Game 3 thanks to Grafdigger's Cage nuking both Uro and Snapcaster Mage. I'd lost Game 1 to a wall of removal, and Game 2 I Reflector Maged my way through multiple Uros. When the Titans get rolling, they're avalanches. But getting them going is surprisingly hard, and nigh impossible through the right kind of hate.

You Never Know

Overall, the only card that I'd say I got exactly right was Underworld Breach; I was in the ballpark for the rest. As for the Titans, there are so many asterisks over their future that I'm still skeptical they'll stick around in Modern. But hey, I was wrong the first time!

Wizards has announced that there will be a Banned and Restricted Announcement next Monday. All the schtick about announcing an announcement aside, it is nice to receive a head's-up. I'd be very surprised if anything happened in Modern given the huge shakeup a few months ago, but anything is possible. If something were to go, I suspect it would be the ubiquitous Once Upon a Time, given its present share of 33% across all decks according to MTGGoldfish. Again, I think it's too soon, but we'll all find out next week.

Feb ’20 Brew Report, Pt. 2: Combo Cannoli

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Nothing screams "Modern" like a bunch of crazy combos. And that's exactly what February's second half had in store for us. Turns out there are some decks that don't run Arcum's Astrolabe, after all: the ones that kill out of nowhere!

"I Was Inverted"

A the "Top" of our list is an inside-out version of Ad Nauseam.

Inverter Oracle, MINT_ (5-0)

Creatures

4 Inverter of Truth
4 Thassa's Oracle

Planeswalkers

4 Jace, Wielder of Mysteries

Artifacts

4 Pentad Prism
3 Talisman of Dominance
3 Wishclaw Talisman

Enchantments

4 Phyrexian Unlife

Instants

4 Angel's Grace
3 Pact of Negation
4 Spoils of the Vault

Sorceries

4 Serum Visions

Lands

4 City of Brass
2 Darkslick Shores
4 Gemstone Mine
3 Seachrome Coast
4 Shelldock Isle
1 Snow-Covered Swamp
1 Temple of Enlightenment

Sideboard

1 Echoing Truth
1 Hurkyl's Recall
4 Leyline of Sanctity
2 Path to Exile
1 Slaughter Pact
3 Thoughtseize
3 Veil of Summer

Already a breakout deck in Pioneer, Modern's take on Inverter Oracle plays many of the same cards as Ad Nauseam: Serum Visions and Spoils of the Vault to find its combo; Angel's Grace and Phyrexian Unlife to keep from outright losing to its own devices; Pact of Negation to force through a win.

And how does it win? By emptying its library with Inverter to trigger Thassa's Oracle! Jace, Wielder of Mysteries also wins with an empty library. But both sources require players to get rid of their "new" library, the graveyard repurposed by Inverter; something like Spoils of the Vault, which can name "Faithless Looting" to empty what's left without necessarily dealing pilots 40 damage.

At a glance, the combo struck me as much more difficult to pull off than Ad Nauseam's. But it does have a bit more to it. With Unlife or Grace online, Inverter is no longer necessary; Spoils can empty the library by itself. And Shelldock Isle casts an Oracle straight from the library (or, The Artist Previously Known as the Graveyard) post-Inversion. Besides, Jace, Grace, and Unlife are okay disruptive cards on their own merits. Finally, while I doubt it happens very often, Inverter's 6/6 body can put the game away by itself in a pinch.

Best of all, Inverter Oracle is exceedingly difficult to disrupt. Its components are creatures, which can't be stopped by Force of Negation or Stubborn Denial; they have enters-the-battlefield effects, which care little about efficient removal. Graveyard hate in fact bolsters the deck's strategy, and Extraction effects are no match for the deck's multiple interchangeable combo pieces or Talisman's ability to yank one out of exile. So the deck needs to just stay alive long enough to actually cast its cards, which I imagine is around five turns; in other words, many slower decks may struggle to actually beat it.

Jolly Green Giants

Into the forest we go, where Once Upon a Time is as enabling of degeneracy as ever.

Turbo Heliod, B1GDAN (5-0)

Creatures

4 Heliod, Sun-Crowned
4 Spike Feeder
1 Eternal Witness
3 Gilded Goose
3 Giver of Runes
4 Ice-Fang Coatl
4 Noble Hierarch
4 Ranger-Captain of Eos
1 Walking Ballista

Planeswalkers

4 Teferi, Time Raveler

Instants

4 Collected Company
4 Once Upon a Time

Lands

1 Breeding Pool
4 Flooded Strand
1 Hallowed Fountain
4 Misty Rainforest
1 Prismatic Vista
3 Snow-Covered Forest
2 Snow-Covered Island
3 Snow-Covered Plains
1 Temple Garden

Sideboard

2 Ashiok, Dream Render
2 Damping Sphere
2 Mystical Dispute
2 Path to Exile
2 Rest in Peace
3 Veil of Summer
2 Weather the Storm

David covered Company decks merely splashing the Heliod-Feeder combo, but Turbo Heliod takes the strategy to its logical extreme. Being able to Collected Company into both combo pieces and instantly gain infinite life at instant speed is big game against a lot of Modern decks (incidentally, not Inverter Oracle). This deck is set up to achieve that goal as fast as possible, after which it should have plenty of time to find Walking Ballista and win from there. Teferi, Time Raveler prevents opponets from interacting on the turns that count. So far, the 4 Heliod / 4 Feeder core has surfaced in additional Company decks.

Green Devotion, RPANGRIFF (5-0)

Creatures

4 Gilded Goose
4 Arbor Elf
4 Burning-Tree Emissary
2 Eternal Witness
3 Genesis Hydra

Planeswalkers

4 Garruk Wildspeaker
4 Karn, the Great Creator

Artifacts

2 Trinisphere

Enchantments

3 Oath of Nissa
4 Utopia Sprawl

Sorceries

4 Mwonvuli Acid-Moss

Instants

4 Once Upon a Time

Lands

4 Nykthos, Shrine to Nyx
9 Snow-Covered Forest
1 Stomping Ground
4 Windswept Heath

Sideboard

1 Trinisphere
3 Blood Moon
1 Damping Sphere
1 Engineered Explosives
1 Ensnaring Bridge
1 Grafdigger's Cage
1 Liquimetal Coating
1 Pithing Needle
1 Tormod's Crypt
3 Veil of Summer
1 Walking Ballista

Green Devotion is not a new Modern deck, its history dating back to the format's creation. But RPANGRIFF's latest build, which now has multiple 5-0 trophies to its name, features plenty of brand-new tech. Here's Karn, a big mana favorite; Gilded Goose, the freshest mana dork on the block; and Once Upon a Time, cornerstone of any... uh... Modern deck.

What strikes me most about this build compared to the deck's earlier iterations is how streamlined it is. There's no fussing around with random fatties, Craterhoof Behemoth, Genesis Wave, or—God forbid—Wistful Selkie. Genesis Hydra compliments Karn as a sleek mana sink, while Eternal Witness and the efficient Burning-Tree Emissary hold down the fort as devotion hubs. Between the main and the sideboard, Devotion also packs plenty of three-mana hosers to shut out opponents who fail to answer the mana dork.

Pollywannacracka

The breakout combo card of the month, though, was Polymorph—another age-old Modern reject. Like Green Devotion, this strategy has also received some major boosts lately.

Farseek Polymorph, ORIM67 (8th, Modern Challenge #12081604)

Creatures

2 Emrakul, the Aeons Torn

Planeswalkers

4 Teferi, Time Raveler

Instants

4 Abrade
4 Lightning Bolt
4 Manamorphose
4 Remand
4 Silence

Sorceries

4 Farseek
4 Indomitable Creativity
4 Polymorph

Lands

4 Arid Mesa
3 Bloodstained Mire
4 Dwarven Mine
1 Mountain
2 Sacred Foundry
4 Scalding Tarn
2 Steam Vents
2 Stomping Ground

Sideboard

2 Emrakul, the Aeons Torn
1 Ancient Grudge
4 Leyline of Sanctity
4 Rest in Peace
4 Through the Breach

First up is Farseek Polymorph, the apparent originator of the new build, which went on to enjoy multiple 5-0 finishes in February alone. Farseek ramps players into four mana by turn three, which is enough for the deck's namesake card to cheat in an Emrakul. In the meantime, Silence and Lightning Bolt can keep proactive opponents off their critical early plays, and should pilots fail to open the Farseek, Teferi, Time Raveler can come down on-curve for extra disruption and combo protection all in one (Polymorph is notoriously easy to kneecap; just shoot the targeted creature and the whole spell fizzles). Silence can also be used on the combo turn as a one-shot Teferi effect.  Remand occupies the same spot on the curve as Farseek, pushing the game back a turn while digging for combo pieces.

As far as those go, Polymorph finds itself joined by relative newcomer Indomitable Creativity. The sorcery costs a whopping triple red, but does come with some benefits, most notably the ability to pop opposing artifacts that hold back the combo (such as Grafdigger's Cage, a card David identified as exceptional against the format's top decks).

While older Polymorph decks had to run token generators or manlands, the former of which cost mana and a card and the latter of which ran the risk of extreme blowouts, Farseek Polymorph makes great use of a new land, Dwarven Mine. Mine can be fetched, as could Arbor, but it can't be shot by Lightning Bolt before players get a chance to untap with it. Even Farseek can grab it, making having a creature in play for the sorceries even more reliable.

Control Polymorph, CHERRYXMAN (3-2, Modern Preliminary #12086251)

Planeswalkers

4 Teferi, Time Raveler

Creatures

2 Emrakul, the Aeons Torn

Instants

2 Abrade
4 Lightning Bolt
3 Mana Leak
2 Path to Exile
4 Remand
4 Silence
2 Thrill of Possibility

Sorceries

4 Indomitable Creativity
4 Polymorph

Lands

4 Arid Mesa
3 Bloodstained Mire
4 Dwarven Mine
2 Mountain
3 Sacred Foundry
4 Scalding Tarn
3 Steam Vents
2 Wooded Foothills

Sideboard

2 Emrakul, the Aeons Torn
1 Aether Gust
4 Leyline of Sanctity
4 Rest in Peace
4 Through the Breach

CHERRYXMAN whipped up this control build of Polymorph in a league posted after the ORIM67 list's, then continued to post results with it throughout the month. It's less all-in than the Farseek build, as there's no ramping. CHERRYXMAN therefore expects to survive a full turn longer than ORIM67 does in many games. To compensate, the control build drops Silence and ramps up on board interaction, including the flexible Abrade and all-purpose Path to Exile.

A plan both builds share is Through the Breach from the sideboard, which gets around Grafdigger's Cage and the like and effectively attacks opponents from a new angle while using the same huge monster. Additional Emrakuls come in to increase the reliability of this plan. Rest in Peace and Leyline of Sanctity, both low-investment, high-reward hosers, are also maxed out by both decks.

1+1=20

As ever, combo is alive and well in Modern. And the format seems to be positively bursting with possibilities! Join me next week for an exposé what I consider to be a midrange renaissance. Until then, may you open the right pair of cards... or just Once Upon a Time!

Adaptation and Acclimation: Metagame Adjustments

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Another event, another set of data, another reexamination of the Modern metagame. As the time of actual Modern Opens and Grand Prix approaches, Modern players are increasingly seeking to find the new rules for the format and whatever edge they can. I'll be tracking those changes as the data comes in, looking for developments and indications of where the metagame is heading.

SCG Indy Classic

The first thing is to update the metagame data. So long as Star City continues to have events, there will be Modern Classics to examine. I'm reasonably certain that SCG events aren't great indications of the overall metagame since their population is fairly insular. That said, SCG is the most prolific creator of reliable paper results. Thus, I intend to use the latest Classic to examine how the SCG meta has changed since the bannings. I'll be looking at how generally applicable they are later on.

Deck NameTotal #
Amulet Titan2
Mono-Red Prowess2
Jund1
Jund Death's Shadow1
Grixis Whirza Breach1
Heliod Company1
Selesnya Titan1
Titanshift1
Burn1
Devoted Devastation1
Bant Snowblade1
The Rock1
Simic Titan1
Dimir Whirza1

The first thing I want to do is ask if anyone knows Michael Bischoff so they can ask about his deck. Right now SCG is listing Lightning Elemental in his decklist, and I can't believe that's correct. Lightning Skelemental I'd believe, but the question remains why he's running it in the first place (assuming that's the correct card). Skelemental isn't a bad card by itself, and coupled with Unearth, can be a plan. However, three mana is a lot for a gameplan that emphasizes peak efficiency via mana maximization and card power. Even if I look at Skelemental as fodder for Kroxa, Titan of Death's Hunger, it's still not particularly efficient. It obviously worked, but I'd like to know why.

Secondly, it should be noted that a fairly standard Jund list actually won the Open. Never underestimate the power of power. I say "fairly standard" because the Kroxas are a recent addition. I'm skeptical, since graveyard hate was already effective against Jund, and unless Kroxa escapes it's just a worse Raven's Crime. However, Reid Duke thinks otherwise, and I'd never recommend my word over his on a question of Jund.

The final deck I want to highlight is the third-place Grixis Urza Breach deck. As we've seen in previous data sets, Urza decks are returning as a force now that pilots have stopped mourning Mox Opal. I knew the ban wouldn't kill Urza. However, I did expect it to kill the Underworld Breach/Grinding Station, combo since there was no reliable mana generator anymore. Ryan Bennett found work arounds.

With an Urza or Emry in play, Mox Amber works just as well during the combo, letting Ryan mill his deck out and win with Thassa's Oracle. Alternatively, he can use Sly Requisitioner to generate the tokens he needs to feed the station to mill out his opponents instead. It looks a little clunky and I suspect Ryan got a lot of value from opponents being confused, but this is a deck to watch.

Titan Rising?

There are a lot of Primeval Titan decks in this data: two Amulet Titan decks, two Amulet-less Titan decks, and then Titan Shift. Given the previously established hype surrounding Titan as the best deck in Modern and its relative lack of showing in previous Classics, this development could be seen as a prophecy at last fulfilled.

I wouldn't go so far. This is the first data point with lots of Titan results. It could easily be a fluke. Indeed, Titan Shift has randomly appeared in results regardless of positioning for as long as we've been tracking event data. That it made top 16 here doesn't mean anything in light of that history. It's just That Deck that sometimes does well, and is not a reflection on the other Titan decks.

Furthermore, there are confounding factors with this data. With only 8 rounds, the Classic was more like a large PTQ, so there's more chance for local distortions to happen. Additionally, the SCG team events have all been overrun by Titan players, despite their mediocre overall performance. Since Indy was a Pioneer Open, it wouldn't surprise me if a lot of Amulet players attended just for the Modern Classic, so the starting population could have been higher. If Classics continue to have high amounts of Titan decks, that could be indicative. As of right now, don't get excited.

There's also a lot of variation between the Titan decks, possibly explaining how they maneuvered through the tournament. While all five decks are running the same general core of Primeval Titan, Dryad of the Ilysian Grove, Sakura-Tribe Elder, Once Upon a Time, and Summoner's Pact, they're positioning themselves very differently. The Amulet decks are sideboarding more like combo decks, with lots of defensive measures and anti-hate cards. The Amulet-Less decks have more cards against the mirror and become land-value decks. Titan Shift packs more sweepers and hate cards, indicating that it's trending towards midrange. The varying approaches indicate that the pilots were prepared for metagame attacks and were able to correctly respond rather than smash through. Successful adaptation is not a sign of being overpowered.

Metagame Adjustments

The other notable change is an absence: Mono-Red Prowess is down by half compared to the previous two Classics. Amulet Titan is also down compared to the Richmond Classic, but it's up relative to Philadelphia.

I'm not surprised that Prowess fell off. Right after the bannings, I noted that red decks are always strong at the start of a new metagame, but they also always peter out. They're solid choices regardless of the metagame, but after a major shakeup, are particularly well-positioned.

When the metagame is being redefined, red decks are particularly strong thanks to their simplistic, concentrated approach. Everyone else is trying to figure out what they're doing and what they care about, and red decks just go for the face. As the metagame settles, the inefficiencies in other decks diminish, and the relative advantage of red's simple plan erodes. It's not that their power or positioning has weakened in absolute terms, but rather that other decks are catching up. Given its cheap price, I'd expect Prowess to remain a factor in Modern, but it will move out of the limelight and become one of the pack.

Speaking of which, the metagame underneath Prowess and Titan has shown no sign of settling. The composition of the many singleton decks in each SCG Classic is constantly shifting, indicating a very open metagame. The only consistent presences are Dimir Whirza and Heliod Company. The former is down from its initial position, but keeps making Top 16. I'm not surprised, I knew that deck would adapt and thrive despite the ban. Whether Urza's wall of text alone is enough to keep the deck top-tier remains to be seen, but it's making a compelling argument. Company's position also makes sense. It's a deck of many combos that plays a lot of tutors. In a linear format, it can find the right combo for the right situation. With players focused on Titan and Prowess, the spot removal that tears the deck apart isn't seeing enough play.

The fact that Prowess and Titan continue to headline Classic results makes a strong case for them being top-tier decks. The consistency of Company and Whirza is suggestive of promise, but not really indicative. We need more data. As for the rest of the format, the only thing I can conclude is that it remains wide open. There are a lot of strong decks in Modern, but for the most part, they're not that much stronger than any other. Knowing your deck and having a good sideboard remain the deciding factors.

Metagame Adaptation

In a more general sense, what the Indianapolis SCG Classic results indicate is that the metagame has absorbed the recent shockwaves from the bannings and is adapting to the presumptive best decks. Much like the MCM Paris results, the Indy Classic's decklists reveal that players are more than aware of Amulet Titan's reputation, but they're ready. Ashiok, Dream Render is in most sideboards, and Aether Gust is also a frequent include. The former is solid against Titan itself, though not the best since can still win through Ashiok if it draws the payoff lands. The later is useful not only in buying a turn before Titan hits, but in removing Dryad in response to Valakut triggers. Interestingly, the Titan decks are running the most anti-Titan cards, clearly anticipating a Titan-heavy metagame. Based on the data I have, it looks like overkill, but again SCG has been unnaturally Titan-heavy so far. At least Gust isn't terrible against red decks, so the space isn't completely wasted.

After Titan, the next target is Prowess. There are a lot of Kitchen Finks and Collective Brutalitys in this Classic. Neither are the best anti-Prowess cards, but they do work, and are helping keep Prowess's numbers down. In fact, the presence of all the hate and depressed numbers of the targeted decks suggests that the hate is working, providing a strong argument that the metagame is simply acclimating to its new equilibrium state. The metagame is too broad for specialized hate, so players are sticking to broader cards. To me, this can only mean that the metagame is healthy, and once the adjustment period is through Titan and Prowess will just be part of the scenery. They'll be more prominent decks, certainly, but not necessarily oppressive.

Alternative View

Of course, that may only apply to the SCG Tour. I need more varied data to actually predict the metagame. Unfortunately, I couldn't find any big Modern events from this past weekend to compare, but I can use the online meta again. As with my first investigation, I'm drawing on the data from MTGGoldfish and MTGTop8, since they're doing all the work aggregating all the MTGO events.

I did encounter an issue with the timescale. MTGTop8's more reliable data is their two-month horizon, which at this time includes pre-banning results. They haven't updated the Decks to Beat for February, so I'm going with the data for the past two weeks, as it's free of Oko. It's also worth noting that Top8 likes to amalgamate similar decks under one banner. Goldfish's data doesn't appear to include Oko, though I'm not certain how far back it actually goes. In any case, I'm using them together as a comparison against the observed SCG metagame rather than looking at them in a vacuum.

Since both sites list too many decks to do a full ranking, I set cutoff points for their top decks. Due to the nature of their data, Top8's was 6% and Goldfish's was 3%.

MTGTop8 Top DecksMetagame %MTGGoldfish Top DecksMetagame %
Death's Shadow13Amulet Titan7.39
Amulet Titan12Mono-Red Prowess6.37
Creature's Toolbox7%Jund4.75
Red Deck Wins7Eldrazi Tron3.82
Jund7Dimir Whirza3.57
Humans6Bant Snowblade3.48
Urza6

What all three sources agree on is that Amulet Titan is a popular deck. However, it's relative positioning is not clear. SCG and Goldfish give it a narrow lead over other decks, where Top8 has it well ahead of its rivals but behind Death's Shadow variants. Prowess is middle of the pack in Top8 (and would be lower without Burn's help) where it's second elsewhere. Part of this is definitely Top8's aggregations, but more generally, it backs up the narrative that has emerged from the actual data I've worked with. Prowess and Amulet Titan are the presumptive best decks, but if they are at all it's not by that much. Modern is well on its way to adapting and normalizing both, and there's no indication of an unhealthy metagame.

The only caveat is the consistent Titan core I mentioned above. It's present throughout the online data too, and the same core being used in multiple decks and in different metagame positions is a potential problem. There's no justification in the data for doing so, but Wizards has made bans in the past for diversity's sake. I suspect that if they do, Once will be the target, as free spells are more bannable than the alternatives. However, again, I wouldn't expect that to happen for some time if at all.

Metagame Maturity

The increasing adoption of common cards within maindeck strategies typically indicates a metagame maturing. The wild brewing period is over, and the technological chaff is being separated from the wheat. Further, the early front-runners are beginning to fall off as everyone else catches up and adapts. That the overall format looks quite healthy bodes well for the an enjoyable GP and Open season. Though, of course, more data may change my conclusions.

2020 Visions: Modern Cantrips, Part 2

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Back when Opt was spoiled, I wrote "Opting In: Modern Cantrips," a piece dissecting the intricacies of and nuances between Serum Visions, Sleight of Hand, and other Modern draw-a-cards. Two years and some change later, Modern is all but crawling with cantrips, albeit not even the ones we had access to in 2017. Today, we'll look at all the most popular cantrips in Modern, draw some conclusions, and ask some questions.

As of today, here are the cantripping cards listed as the most-played according to MTGGoldfish:

  1. Once Upon a Time
  2. Veil of Summer
  3. Arcum's Astrolabe
  4. Manamorphose
  5. Mishra's Bauble
  6. Opt
  7. Cryptic Command
  8. Serum Visions
  9. Light Up the Stage
  10. Remand
  11. Crash Through
  12. Archmage's Charm
  13. Teferi, Time Raveler
  14. Explore
  15. Jace, the Mind Sculptor

I've bolded the cantrips printed in the last couple years, starting with Opt. Over half the list consists of these new cantrips, including the three most-played cantrips in Modern. 8/15 is a significant number; in Modern, where the card pool is vast and stretches back many years, it should be harder for new cards to break in.

Does the strong presence of newer cards indicate that cantrips are experiencing a power creep, and getting stronger over time? Or that Modern decks ask different things of their cantrips than they used to, and that this transition is reflected by the current era of card design? I think we're looking at a combination of both factors, and will split up the list to discuss the types of cantrips we're dealing with, the decks they're featured in, and how they relate to one another.

Built-In or Tacked-On?

As I see things, there are two overarching types of cantrips in Magic. In this section, we'll compare the two types and see how many of each make the Top 15.

Cantrips, Type A: Added Effect

The first are added effects: "draw a card" stapled to another spell to make it more powerful.

From our list, this type of cantrip includes:

2. Veil of Summer
3. Arcum's Astrolabe
7. Cryptic Command
10. Remand
11. Crash Through
12. Archmage's Charm
13. Teferi, Time Raveler
14. Explore
15. Jace, the Mind Sculptor

Nine cards, or a little more than half the list. So both types of cantrip are prevalent in Modern.

All of these cards are played for their primary effects. Their "cantrip" dimension merely buffs the card, as a decrease in mana cost would, or as an evergreen keyword like trample or haste does on a creature. I think it can be helpful to think of these cards not as being cantrips, but as featuring them. Of note, almost all of these cards were released post-Opt, revealing that Wizards is more interested than ever in pushing cards this way.

Cantrips, Type B: Filtering/Thinning

Most of the time, when we think of cantrips, we think of spells played primarily for the consistency or velocity they lend a strategy. Here, consistency refers to the ability of a given strategy to find the right cards at the right time and properly execute its gameplan; velocity describes the speed at which decks move cards from one zone to the next, such as from the deck to the graveyard or from the graveyard to the hand. Thought Scour, for example, is a card that provides tons of velocity, while Ancient Stirrings represents a consistency ideal. But neither card made the cut this time around.

1. Once Upon a Time
4. Manamorphose
5. Mishra's Bauble
6. Opt
8. Serum Visions
9. Light Up the Stage

Of our six entrants, only two arrived post-Opt, including Opt itself. In other words, this is the type of cantrip Wizards has been wary of printing too many of. Their fear is, at least, precedented—some of the most ubiquitous cards in constructed Magic are consistency cantrips, from Legacy's darling Brainstorm to Modern's now-axed Faithless Looting to Ponder and Preordain, the latter two having been on the banlist for as long as most players remember.

The Making of a Modern Cantrip

Based on what made the lists above, I get the impression that Modern is asking different things of its cantrips than it used to.

Turbo Xerox, Rescinded

The Turbo Xerox rule essentially states that for every two 0-1 mana cantrips in a deck, players can shave a land without having to worry too much about mana-screw. The principle assumes that players are comfortable spending their early turns paying for cantrips to ensure they find their lands; down the road, then, these cantrips can be used to increase the volume of "gas," or nonland cards, as mana-producers are scried to the bottom in favor of spells.

As such, I think Turbo Xerox is relatively outdated when it comes to Modern. Many decks in this blazing-fast format simply do not have mana to spend on Serum Visions and its ilk in the early-game; that precious resource needs to impact the board right away, be it through removal spells (e.g. Fatal Push), creatures (e.g. Monastery Swiftspear), or other permanents such as artifacts (e.g. Aether Vial); it must disrupt opponents aiming to rapidly assemble some bone-crushing combination, via again, removal spells, or perhaps through targeted discard or permission (e.g. Thoughtseize; Stubborn Denial). Turbo Xerox doesn't apply so gracefully to Modern because it's predicated on the faulty idea of players having the luxury of early-game mana to spend hitting their land drops.

By the same token, spells that have developing/disrupting effects but don't tax players mana are of extreme value in Modern. Force of Negation and Mox Opal immediately spring to mind, as does the format's most played, polarizing, and powerful cantrip: Once Upon a Time.

More, More, More

Looking at the first group of cantrips, only Veil of Summer and Arcum's Astrolabe made the overall Top 5, with the next-most-played added-effect cantrip being Cryptic Command in 7th. I think that's because Veil and Astrolabe are dirt-cheap: they offer unique, relevant effects at an already affordable rate, and then throw a cantrip on top of that.

Compare with Cryptic, which adds "draw a card" to its versatile suite of other effects but costs a whopping 4 mana. Counter-draw is probably Cryptic's most-chosen mode, and it's one that Veil of Summer imitates convincingly for 25% of the cost.

As for Astrolabe, the artifact does something no card in Modern ever has: it cures all color woes. Our readers last week had a laugh about how Astrolabe enables decks to run GGUU-, 1UUU-, and 1WWU-costed spells and nonetheless count on Blood Moon as a go-to plan after sideboarding. The level of fixing Astrolabe provides is unprecedented, but it carries a slew of other benefits, too: bolstering artifact synergies, which led to Mox Opal's recent banning, and growing Tarmogoyf, a quirk reflective of the has-been's recent surge in popularity.

Added-effect cantrips have to do more than ever to make big waves in Modern. Veil and Astrolabe happen to be the heaviest lifters available. Having these cards in the format also puts pressure on other cards to do a lot for their mana costs; for instance, it's way riskier to cast Cryptic Command now that opponents can Cryptic you back for a single green mana.

Less, Less, Less

Which brings us to Type B, or filtering and deck-thinning cantrips. How crazy is it that Ancient Stirrings is nowhere to be seen? The card placed 1st in "Modern Top 5: Enablers," an article which permitted all enablers, not just cantrips; it's been the target of banlist discussion the web over for years. But Stirrings just doesn't meet the bar anymore.

Three different Type B cantrips made the Top 5, and they all share one commonality: they are free. Manamorphose gives players an instant-rebate, and Bauble costs a literal 0 mana. But while those two cantrips ensure velocity, they offer little in the way of deck manipulation, if a smidgeon when paired with scry effects or fetchlands. Once Upon a Time breaks the mold, offering players a costless, Ancient Stirrings-deep dig with fewer selection restrictions, but a major time barrier: it needs to be the first spell cast in a game to drop its price tag.

Recent dumps and higher-level results have made abundantly clear how minor Once's drawback actually is next to its two major benefits: its spashability (one mustn't necessarily be playing a colorless deck to benefit from Once, although such decks still do) and the fact that it doesn't cannibalize other turn-one plays. For decks like Gx Tron, this latter benefit means playing turn-one Map and cracking it to reach turn-three Tron, but still getting that Ancient Stirrings effect. And for pretty much everyone else, it means also having this zero-mana Stirrings in their deck, but without warping it around colorless cards.

It's true that Serum Visions, Opt, and other costed consistency cantrips made the cut, but they all show up after 5th place. High-tier cantrips of this group, in this day and age, need to be free to keep up with the format's speed.

As with the first group, the presence of free Type B cantrips puts added pressure on other such cantrips, as well as on the format as a whole. These draw spells used to increase consistency, but slow down the game in terms of personal board development; casting Serum on turn one takes the entire turn, meaning one less creature on the battlefield or removal spell interacting with opponents. When almost everyone can access a free Ancient Stirrings, the game speeds up in pace, but with no loss to consistency—on the contrary, Once provides far more consistency than Serum!

A Question of Faith

One card we haven't touched on yet is Faithless Looting, whose power level is certainly on par with that of the newcomers. Sure, it costs mana. But Looting is miles ahead of Serum or Opt because it allows players to proactively piece together a gameplan all while generating consistency. In other words, it's got Type A and Type B features working together: Dredge and related graveyard decks are actively searching for cards that let them put their engine cards into the graveyard from their hand, and everyone can benefit from a little added consistency. I have no doubt that if this card were still legal, it would rank within the Top 5 somewhere.

Once and Forever

The "big 3" new cantrips discussed in this article—Once Upon a Time, Arcum's Astrolabe, and Veil of Summer—boast a power level so far above what Modern has seen for cantrips that they aren't just here to stay, but are carving out niches as must-respect (if not must-run) deckbuilding components. What's the next step? Should these cards be banned? Or maybe it's finally time for Preordain to show its face and reintroduce the concept of taking time off from board development to set up the library? Let me know your thoughts in the comments!

Right Tools for the Job: Top-Tier Tech

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The metagame is beginning to take form, and now is the time for players to start adapting. This could mean adjusting which decks they play, how they play them, or what cards they play. Now is naturally a time for experimentation, but no such transitional period is free from common mistakes. Whether it's misunderstanding how a deck actually plays to what actually matters in the matchup, there's a lot of strategic ground being misevaluated and conceded. Today, I'll cover and correct the more questionable choices being made.

I've been watching the metagame slowly develop for the past several weeks. The initial assumption, based primarily on MTGO data, was that Amulet Titan, Mono-Red Prowess, Dredge, Jund, and Burn were the top dogs. Since then, Prowess has performed up to expectations, Amulet Titan has not, Dredge has disappeared, Burn has been eclipsed by Prowess, Company decks have surged, and Jund just "Junds along," as ever. I'll focus on Titan, Prowess, and Company decks today; what works, what doesn't, and what to play for some blowout spice in your life.

Answering the Titans

There was a time when Amulet Titan was a fairly straightforward land-combo deck. Play Amulet of Vigor, find Primeval Titan, find Sunhome, Fortress of the Legion, deal absurd damage. In this simpler era, the correct choice was to attack the Titans. Thanks to Field of the Dead and Dryad of the Ilysian Grove, that strategy is no longer effective. Titan is still the heart of the deck, but removing doesn't guarantee a win. Now, it's critical to target Amulet of Vigor.

What I'd Use

This section is for those cards that are proven effective against the deck in question. By either attacking the critical resource or answering the right problem, these cards are my first choice against the deck in question. Against Amulet, removing Titan or neutering it aren't enough without additional plans or adequate pressure. The cards I'll be highlighting are damaging enough that Titan has to answer them.

Blood Moon

There was a time when Blood Moon was considered a clean kill against Amulet Titan. Then, Titan upped its basic count, and while Moon was still crippling, it was no longer deadly. We've come full circle: Moon is increasingly devastating against Titan. To make room for all the new nonbasic toys Wizards has made, Titan decks have been cutting Forests. Because of timestamps, Moon overrides a previously-played Dryad, and even if Dryad came second, all those special lands still lose their non-mana producing effects.

Damping Sphere

Despite being (typically) one-sided, Sphere is weaker than Blood Moon, though still a solid card. Like Moon, it shuts down Amulet's special acceleration and significantly delays (if not just prevents) casting Titan. The Karoo lands and Castle Garenbrig are pretty anemic as Wastes. However, Sphere does nothing against Valakut or Field. Sphere is therefore weaker than Moon, though it's a fine card for decks that can't accommodate the enchantment.

What Not to Use

There are some cards that just aren't effective, but I've seen lots of players try anyway (prompting this article in the first place). Either they don't attack correctly, are too narrow, or are too easily overcome by the target deck. In Amulet's case, the problem is that a lot of players approach the deck from its older roots or treat it like another big-mana deck. This ignores the reality of the new Amulet mana base and gameplay.

Alpine Moon

Alpine Moon is decent at shutting off one critical land, particularly if that land is named Valakut, the Molten Pinnacle. When Amulet was just comboing lands with Titan, Moon was similarly fine. However, Amulet now has multiple critical lands. Regardless of which land is named, there's another to take its place. Name Castle Garenbrig, Amulet plays Simic Growth Chamber. Name Field of the Dead, and Amulet fetches up Valakut. Couple with all the extra land drops, and shutting off the special text without eliminating useful mana doesn't work against Amulet any more.

Fulminator Mage

Mage and other one-shot destruction effects are not effective against Amulet. Field of Ruin was a beating for previous versions and made the matchup reasonable for UW Control, but Amulet has changed. Sakura-Tribe Scout always represents a chance to bounce the targeted land with Simic Growth Chamber, especially since Castle Garenbrig obviates the need to actually use Chamber for mana. Mage was previously critical for keeping Amulet off six mana, but now Amulet has too many land drops to keep it down forever. Garenbrig reduces the number of necessary lands for a Titan cast anyway, meaning clever sequencing by the Amulet player usually just dodges one-shots.The plan can still work by looping Mage with Thunderkin Awakener and Incandescent Soulstoke, but such a plan is by no means splashable.

Unmoored Ego

Extraction effects are only good when they're extracting critical cards from a fragile deck. This used to apply to Amulet, and naming Primeval Titan with Ego or Lost Legacy was usually game over. Field of the Dead and Valakut have gutted this strategy. Titan makes those kills much easier, but Amulet can make it happen without Titan now. These lands are also only one- or two-ofs, so Ego can't effectively neuter Amulet either. Thus, the cards end up being tempo-negative and ineffective.

The Spicy Tech

This is where we get to have some fun. Cards in this category aren't necessarily reliable or tournament-winning, but they also cards the opponent is unlikely to consider or plan to play around. So their blowout potential is staggering.

Choke/Boil

If you've ever wondered how good players can fall to Ponza's darkside, cast Boil in response to a Dryad of the Ilysian Grove-fueled Valakut kill with Field of the Dead triggers. It's the greatest blow-out high you can experience in Magic and you will start thinking that Ponza is a good deck. Doing so after they Summoner's Pacted for Primeval Titan for said win is like [analogy censored].

Similarly, Choke is less costly and already sees sideboard play against blue decks. Choke is less decisive than Boil since it can be destroyed, but as a response to a big (and hopefully Pact-fueled turn) turn, Choke can still be devastating. It's not a plan that will work out consistently since it depends on the opponent playing Dryad first, but as a one-of blow out, Choke and Boil are almost better than [analogy EXTREMELY censored].

Surviving the Rush

Mono-Red Prowess has been supplanting Burn as the premier red aggro deck in Modern. It's had very strong showings on the SCG Tour. It has a somewhat better matchup against Amulet Titan because it frontloads its damage, making it harder for Titan to stabilize with Radiant Fountain. Prowess also plays a more flexible sideboard, which includes Blood Moon. However, another potentially significant factor is cost. According to pricing information from MTGGoldfish's buying guide, purchasing Prowess in paper costs ~$270, which is a pittance in Modern. Burn, meanwhile, will run to $450 or more. Either through good positioning or being more accessible, Prowess is the deck to prepare against.

What I'd Use

While it is tempting to simply cross-apply all the Burn hate to Prowess, doing so is incorrect. While derived from the same strategic premise, their methodology diverges enough that hate doesn't function perfectly. Burn's creatures are really just glorified burn spells, while Prowess is all about massive, velocity-fueled attacks. This gives Prowess a speed advantage at the cost of lowered inevitability, or a harder time closing if the creatures don't connect; that failing should be exploited by players looking to beat the deck.

mtg_card]Kor Firewalker[/mtg_card]

Kor Firewalker is frequently overplayed against regular Burn. Protection is nice to roadblock creatures or dodging Searing Blaze, but the lifegain is just buying time. Firewalker essentially prevents one damage from each burn spell, which isn't awful, but won't totally prevent fiery death. Prowess's burn spells are fewer and frequently smaller, so the lifegain is more significant. Prowess also plays non-burn red spells, so Firewalker can actually plus on life. The additional creatures mean that blocking is more important. Just watch out for Shrine of Burning Rage, which sidesteps Firewalker entirely.

Circle of Protection: Red

Similarly, Circle: Red is not effective against Burn. It's a huge tempo hole, and Burn will just wait until it can overwhelm Circle on mana. Or worse, Skullcracking first renders Circle dead cardboard. However, Prowess doesn't play Skullcrack, and its actual burn count is lower. Thus, it's easier to be strategic with prevention shields. It's not necessary to stop attacks every turn; just when the creatures have been pumped several times. Therefore, more mana is available to advance the board and actually stabilize.

What You Shouldn't Use

Timely Reinforcements

Timely is one of the best anti-Burn cards around, leading many to think it is equally effective against Prowess. The mistake is that Timely is great against Burn because the lifegain trades with two burn spells and the tokens represent at least another 3 life from chump blocks. Burn is very good at dealing 20; getting more is asking a lot. Because Prowess runs more creatures and thus more persistent sources of damage, they can overcome lifegain more easily. Adding insult to injury is Crash Through. Where it can take Burn multiple turns to erase a single Timely Reinforcements, a couple Prowess creatures, a Crash, and any other spell erase Timely immediately, rendering it a minor speed bump at best.

Collective Brutality

Brutality is phenomenal against Burn for similar reasons. A fully-escalated Brutality kills a Goblin Guide, discards a burn spell, and drains to nullify most of another spell. This is a huge tempo swing against Burn. While making Prowess discard cards is fine, the rest of Brutality doesn't do enough. There is no guarantee Brutality will kill anything thanks to prowess, and even if it does, there will be more creatures. As mentioned, Prowess excels at dealing chunks of damage, so a drain can't provide the same cushion. All that's left is the discard, leaving Brutality as an overpriced Duress. The tempo swing is too low for Brutality to be a main plan against Prowess.

The Spicy Tech

The hate for red decks looks to be fairly established at this point. However, Prowess's all-in approach leaves the door open for some exploitation from a forgotten source.

Luminesce

Normally, Fog effects aren't good in Constructed unless they're played in bulk, and even then they're not good against burn. However, Luminesce, which I forgot existed until doing the research for this article, is an exception in this instance. It doesn't prevent combat damage, it prevents damage from all red (or black) sources. For an entire turn. Played in response to a burn spell, it counters not only the spell, but all the prowess triggers they've built up that turn. This can often be a huge tempo and card advantage swing, gaining upwards of 10 life for one mana, and with good follow-up, it becomes game winning. As a bonus, Luminesce is a good answer to all of Storm's win conditions.

Breaking the Toolbox

Golgari Yawgmoth has received a lot of attention thanks to Aaron Barich's performance at SCG Knoxville. However, it's been Devoted Company decks, now running Heliod, Sun-Crowned, that are actually putting up results.

I'm not surprised that Yawgmoth is getting attention, nor that it's not putting up results. It's effectively a My First Aggro deck with a sneaky combo kill that makes it good. Because seriously, Young Wolf? In Modern? Devoted Company's been around awhile, and now there's a new reason to try out the deck. It's a proven core with something new to try, so of course it's doing well with more players picking it up. While their gameplans are ultimately very different, they share the same exploitable vulnerabilities, so I'll be treating them the same.

What I'd Use

Grafdigger's Cage

Cage is far and away the best card against these decks. The tutors are what make the decks and Cage blanks Collected Company, Chord of Calling, Eldritch Evolution, and Finale of Devastation. It also stops the graveyard-based combos, meaning Young Wolf is as terrible as Young Wolf is supposed to be. It's not utterly final, as it does little against naturally-drawn combos from the Devoted decks, but there is no other single card as devastating against these decks as Cage.

Anger of the Gods

The second-place card is Anger. Both decks are filled with lots of tiny creatures and lack ways to protect them. Anger exiles all it kills, rendering undying meaningless. Given that both decks can run Eternal Witness, normal sweepers tend to suffer. Anger is the best individual removal spell against both decks and is most effective at stabilizing the board. Just beware Burrenton Forge-Tender from Company's board.

What You Shouldn't Use

Ashiok, Mind Render

Given what I said about Grafdigger's Cage, Ashiok, Mind Render seems like a very good pick. After all, Ashiok also hits Ranger-Captain of Eos and has applications against Titan decks.

The problems here are twofold. The first is that Ashiok does nothing against Collected Company. Chord is common in Devoted decks but not universally played, where every version of either deck I've seen has 4 Company. Ashiok also can't answer the undying creatures.

Finally, as a three-mana planeswalker, Ashiok is too slow and vulnerable. Cage is good because it requires specific answers and costs one mana. Ashiok may hit too late to stop the critical tutor, and can just be attacked to death. Ashiok is decent against the land search decks, but too slow against creature search ones.

Pithing Needle

Pithing Needle shuts down the critical combo pieces of both decks. However, it doesn't stop the search engine, and that's a problem when both decks can just search up Reclamation Sage and break out. Worse, both have sufficient Plan B's to just play through Needle. Name Heliod, lose to Devoted Druid. Name Druid, lose to Viscera Seer. Name Yawgmoth, Thran Physician, just get swung at. Needle ends up too narrow and fragile.

The Spicy Tech

Suppression Field

Hey, those are nice infinite combos there. Be a real shame if someone were to tax them all. Field shuts down all the combos by ensuring they can't go infinite and also taxes both decks' fetch-heavy manabase. It is vulnerable to Reclamation Sage, but the mana taxing slightly mitigates this problem. Linvala, Keeper of Silence is of course more robust against these decks, but she's also a harder fit for most lists and more expensive.

What's To Come?

As the metagame continues to develop, I expect to see more decks being mis-sideboarded against. Are there some you'd like me to cover? Let me know in the comments.

Feb ’20 Brew Report: Together Forever

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Happy Valentine's Day, Nexus readers! While I know this holiday can be a controversial one, today I'll invite you to set aside your differences (or crippling loneliness, or whatever) and join me in celebrating the strong bonds between some of the most eligible decks of the year. As Modern again finds its footing, the format is playing home to a myriad of novel strategies and neat twists on old favorites. Behold, the betrothed!

Does Every Rose Have Its Thorn?

Bant Stoneblade is one of the unlikely winners after Modern's recent shakeups, its niche opened up now that Simic Urza no longer executes its overarching midrange gameplan more effectively and reliably.

Bant Stoneblade, SWARM_OF_MATS (4-1, Modern Preliminary #12081600)

Creatures

4 Ice-Fang Coatl
2 Snapcaster Mage
4 Stoneforge Mystic
1 Uro, Titan of Nature's Wrath

Planeswalkers

1 Elspeth, Sun's Nemesis
2 Jace, the Mind Sculptor
2 Teferi, Time Raveler

Artifacts

4 Arcum's Astrolabe
1 Batterskull
1 Sword of Feast and Famine

Instants

1 Archmage's Charm
2 Cryptic Command
3 Force of Negation
2 Mana Leak
4 Path to Exile
1 Spell Snare

Sorceries

2 Supreme Verdict

Lands

1 Breeding Pool
3 Field of Ruin
4 Flooded Strand
1 Hallowed Fountain
4 Misty Rainforest
1 Mystic Sanctuary
1 Snow-Covered Forest
4 Snow-Covered Island
2 Snow-Covered Plains
1 Steam Vents
1 Temple Garden

Sideboard

2 Ashiok, Dream Render
2 Blood Moon
2 Disdainful Stroke
2 Kor Firewalker
1 Mystical Dispute
2 Rest in Peace
2 Timely Reinforcements
2 Veil of Summer

This build seems to be where most players are settling, with namesake Stoneforge Mystic the proverbial "thorn" in an otherwise unremarkable Bant midrange deck. Ice-Fang Coatl is a flexible role-player enabled by Arcum's Astrolabe, able to trade with menacing threats while cantripping or just carry a Sword to victory itself. And since Astrolabe makes the mana so good, palpitation-inducing packages like Blood Moon are available from the sideboard.

Bant Bladeless, SOULSTRONG (3-2, Modern Preliminary #12081619)

Creatures

3 Uro, Titan of Nature's Wrath
4 Ice-Fang Coatl
2 Snapcaster Mage

Planeswalkers

2 Jace, the Mind Sculptor
1 Teferi, Hero of Dominaria
2 Teferi, Time Raveler

Artifacts

4 Arcum's Astrolabe

Instants

2 Cryptic Command
3 Force of Negation
3 Mana Leak
3 Opt
4 Path to Exile

Sorceries

2 Supreme Verdict
1 Timely Reinforcements

Lands

2 Breeding Pool
3 Field of Ruin
4 Flooded Strand
1 Hallowed Fountain
4 Misty Rainforest
1 Mystic Sanctuary
1 Snow-Covered Forest
5 Snow-Covered Island
1 Snow-Covered Plains
1 Steam Vents
1 Temple Garden

Sideboard

1 Timely Reinforcements
2 Ashiok, Dream Render
2 Blood Moon
1 Celestial Purge
2 Disdainful Stroke
1 Kor Firewalker
1 Mystical Dispute
2 Rest in Peace
2 Veil of Summer
1 Wrath of God

And here's the same deck, minus the Stoneforge! SOULSTRONG told himself the Ice-Fangs and Astrolabes were great, but was less impressed by the deck's corest component. So in come extra copies of Uro, Titan of Nature's Wrath. 6/6 is no joke in Modern, and plenty of decks this month have discovered that the slightly overpriced front-side of this Titan is well worth the Big Late-Game Energy it furnishes down the road. We haven't seen the last of this primordial cupid....

Confection Collection

Collected Company has long been paired with another instant or sorcery in a deck otherwise stocked full of creatures—Chord of Calling, Eldritch Evolution, and others have all seen their day. As players' love for the four-drop seems to know no bounds, today we'll welcome a couple of its newer mistresses into the fold.

Once Collected, XAKX47X (3-2, Modern Preliminary #12081600)

Creatures

3 Anafenza, Kin-Tree Spirit
3 Birds of Paradise
4 Giver of Runes
4 Heliod, Sun-Crowned
4 Kitchen Finks
4 Noble Hierarch
4 Ranger-Captain of Eos
4 Spike Feeder
1 Viscera Seer
1 Walking Ballista

Instants

4 Collected Company
4 Once Upon a Time

Lands

1 Forest
1 Godless Shrine
2 Horizon Canopy
2 Marsh Flats
1 Overgrown Tomb
2 Plains
3 Razorverge Thicket
2 Temple Garden
2 Verdant Catacombs
4 Windswept Heath

Sideboard

2 Auriok Champion
2 Damping Sphere
1 Gideon, Ally of Zendikar
2 Mirran Crusader
3 Path to Exile
3 Thoughtseize
2 Veil of Summer

Once Collected, Forever Protected, as the saying goes. XAKX47X took this just-invented expression to heart, complimenting his trusty set of Companies with the cantrip that's got every faithful Modern die-hard gazing after it longingly as the dallying dude from that meme, including yours truly. Once ensures early-game curves loaded up with the right mix of mana dorks and payoffs, a balance now supremely tweak-able depending on the opponent—in postboard games against Jund, for instance, pilots can dig for extra dorks to replace the first one, which is almost certainly dead on arrival, or just Giver of Runes, a one-mana handful for any spot-removal deck.

Collected Blink, ANTOINE57437 (1st, Modern Challenge #ANTOINE57437)

Creatures

1 Charming Prince
3 Eternal Witness
1 Fiend Hunter
4 Flickerwisp
3 Giver of Runes
2 Kitesail Freebooter
2 Knight of the Reliquary
1 Scavenging Ooze
4 Tidehollow Sculler
2 Wall of Omens
4 Wasteland Strangler

Artifacts

4 Aether Vial

Instants

4 Collected Company
4 Ephemerate
1 Once Upon a Time

Lands

1 Bojuka Bog
1 Field of Ruin
1 Godless Shrine
1 Horizon Canopy
3 Marsh Flats
1 Overgrown Tomb
1 Razorverge Thicket
1 Snow-Covered Forest
2 Snow-Covered Plains
1 Snow-Covered Swamp
1 Temple Garden
2 Verdant Catacombs
4 Windswept Heath

Sideboard

2 Auriok Champion
2 Aven Mindcensor
1 Collector Ouphe
1 Eldritch Evolution
2 Gaddock Teeg
1 Kambal, Consul of Allocation
1 Phyrexian Revoker
2 Plague Engineer
1 Sin Collector
2 Veil of Summer

Modern Challenge winner ANTOINE57437 skipped over Once in favor of Ephemerate in Collected Blink. Well, not entirely; the card may well be too good not to include, as evinced by the single copy that did make the cut! More of a Blink deck that splashes Company, Collected Blink features the usual Blink suspects, including the Wasteland Strangler and Tidehollow Sculler package and a staple, recurring Black Lotus effect in Aether Vial. Even when it's scooping up the deck's one- and two-drops, Collected Company finds plenty of high-value targets in this build, including hosers like Kambal, Consul of Allocation and Gaddock Teeg after siding.

Flirting With Death

It wouldn't be a Modern Brew Report without a couple of graveyard decks, and February is certainly delivering on that front.

Hollow Ox, KANM_H (5-0)

Creatures

4 Flameblade Adept
4 Flamewake Phoenix
1 Goblin Bushwhacker
4 Hollow One
3 Ox of Agonas
3 Runaway Steam-Kin
4 Street Wraith

Enchantments

3 Underworld Breach

Instants

4 Lightning Bolt

Sorceries

4 Burning Inquiry
3 Cathartic Reunion
4 Goblin Lore

Lands

4 Forgotten Cave
13 Mountain
2 Snow-Covered Mountain

Sideboard

1 Anger of the Gods
3 Blood Moon
3 Dragon's Claw
4 Leyline of the Void
2 Rampaging Ferocidon
2 Shattering Spree

Faithless Looting may be gone, but Hollow Ox has a plan regarding how to revitalize the neutered Hollow Phoenix decks of old. First up is Ox of Agonas, replacing Bedlam Reveler as a restocking top-end threat; Ox cares not for the type of card in the graveyard, rewarding "bad" Burning Inquiry loots and turning the card into a velocity granter extraordinaire. It's also exactly the card pilots want in the graveyard, since that's where it can be cast from for escape.

Fueling Ox best is Underworld Breach, a Yawgmoth's Will of sorts for the deck's draw power. Topdecking Breach in the mid-game lets pilots recast their Inquiries and Reunions at will, helping locate and bin Ox only to drop it in play for even more card advantage. Rampaging Ferocidon from the sideboard joins Flameblade Adept and Runaway Steam-Kin as plans that persevere in sickness, health, and through Rest in Peace.

Assault Loam, LANTEROR (28th, Modern Challenge #12086268)

Creatures

4 Elvish Reclaimer
3 Simian Spirit Guide

Planeswalkers

4 Wrenn and Six

Artifacts

4 Ensnaring Bridge

Enchantments

1 Molten Vortex
4 Seismic Assault

Instants

2 Abrade
2 Magmatic Sinkhole

Sorceries

3 Anger of the Gods
3 Life from the Loam

Lands

4 Arid Mesa
1 Blast Zone
2 Field of Ruin
1 Field of the Dead
1 Forest
4 Forgotten Cave
1 Ghost Quarter
6 Mountain
1 Sheltered Thicket
1 Snow-Covered Forest
1 Snow-Covered Mountain
3 Stomping Ground
4 Wooded Foothills

Sideboard

1 Magmatic Sinkhole
2 Chandra, Awakened Inferno
3 Collector Ouphe
2 Force of Vigor
3 Ravenous Trap
1 Sorcerous Spyglass
3 Tireless Tracker

Then there's this unique take on Assault Loam, which seems cognizant of the deck's positioning as a tad too slow to play the game it wants to in Modern. The solution? A playset of Ensnaring Bridge to slow down those faster aggro-combo strategies if not beat them outright. Sped into via Simian Spirit Guide, Bridge can stop assaults in their tracks as early as turn two. Wrenn and Six and Elvish Reclaimer are on-theme Plan B's should opponents find ways of quelling the Assault-Loam strategy, such as with Surgical Extraction; Tireless Tracker and Chandra, Awakened Inferno also make appearances as totally new angles of attack.

The Fairly Odd Couple

The next two decks share only their quirkiness, which us high school graduates know can be more than enough to excuse a courtship.

Spark Double Skred, CHERRYXMAN (5-0)

Creatures

4 Spark Double
4 Tarmogoyf
4 Ice-Fang Coatl
2 Uro, Titan of Nature's Wrath

Planeswalkers

4 Garruk Relentless
3 Wrenn and Six

Artifacts

4 Arcum's Astrolabe

Enchantments

2 Blood Moon

Instants

4 Lightning Bolt
3 Once Upon a Time
1 Shadow of Doubt
4 Skred

Sorceries

1 Repudiate // Replicate

Lands

4 Misty Rainforest
4 Prismatic Vista
2 Scalding Tarn
2 Snow-Covered Forest
2 Snow-Covered Island
1 Snow-Covered Mountain
1 Steam Vents
1 Stomping Ground
3 Wooded Foothills

Sideboard

1 Uro, Titan of Nature's Wrath
2 Blood Moon
4 Grafdigger's Cage
1 Spell Snare
3 Tireless Tracker
3 Veil of Summer
1 Weather the Storm

It may cost twice as much as Phantasmal Image, but Spark Double has the benefit of being able to copy planeswalkers and get around the legend rule. Although this nuance has never led to its play before, Spark Double Skred makes great use of the four-drop by flexing just how impactful it can be to have two of the same planeswalker on board ticking up or down with shared goals. Once the mana's online, it can't even be so bad to copy the lowly Ice-Fang Coatl, which nonetheless cantrips and leaves behind a deathly blocker for our trouble, or just fat-ass Tarmogoyf, who appears to be experiencing a resurgence this month with all the wonky card types running around.

Similarly, Tireless Tracker appears ever-popular as a boarded Plan B these days, with Veil of Summer also claiming hella spots across the board as an all-purpose answer to "your stuff" in the majority of interactive matchups.

Lazav Titans, LANNYNYNY (5-0)

Creatures

4 Lazav, the Multifarious
4 Kroxa, Titan of Death's Hunger
2 Uro, Titan of Nature's Wrath

Planeswalkers

2 Liliana of the Veil

Artifacts

4 Arcum's Astrolabe

Instants

4 Once Upon a Time
1 Assassin's Trophy
4 Fatal Push
1 Kolaghan's Command
2 Stubborn Denial
4 Thought Scour

Sorceries

3 Inquisition of Kozilek
3 Thoughtseize

Lands

1 Blood Crypt
2 Overgrown Tomb
4 Polluted Delta
2 Scalding Tarn
1 Snow-Covered Forest
1 Snow-Covered Island
1 Snow-Covered Mountain
1 Snow-Covered Swamp
1 Steam Vents
1 Stomping Ground
2 Verdant Catacombs
2 Watery Grave
3 Wooded Foothills

Sideboard

1 Stubborn Denial
2 Ancient Grudge
1 Ashiok, Dream Render
1 Damping Sphere
4 Leyline of the Void
1 Lightning Axe
2 Mystical Dispute
1 Unmoored Ego
2 Veil of Summer

I told you we hadn't seen the last of Uro, Titan of Nature's Wrath! Both these decks run it, but neither as deliberately as Lazav Titans, whose creature suite paints a plain picture of its devious aspirations: front-end or otherwise put a Titan into the graveyard (such as with Scour, Liliana, or Lazav's random mill), then copy it for its "cheating" price with Lazav, the Multifarious. Once Lazav is big and strong, Stubborn Denial can protect it from removal as it lays the smack down, Project Pat voice.

There's no way to start any fairytale romance like Once Upon a Time, which naturally slots in here as a way to find Lazav or one of its Titan role models and set up the gameplan quickly. In the meantime, though, Jund's classic discard suite of 3 Inquisition, 3 Thoughtseize, coupled with a full 4 Fatal Push, should keep enemies at bay.

Valentine's is often a snowy holiday here in Montreal; Lazav Titan is ready for summer, though, running not a single snow synergy to go along with Arcum's Astrolabe. Rather, the egg earns its place purely based on its color-converting capabilities, which speaks to how incredibly strong it is even as a mana filter. And in the sideboard, again with the Tracker-Veil-Moon package! Blood Moon seems mostly employed right now as a way to mess with Amulet Titan, even by color-intensive decks, although as David noted earlier this week, Ashiok, Dream Render (which too makes an appearance in the sideboard) is starting to catch on as a more deliberate Primeval Titan answer.

My Heart Still Beats On

Modern's future has been uncertain as of late, with many potential threats to its continued existence causing players to question the format's long-term viability. But if these lists are any indication, its pulse remains Kimye-strong. Tune in soon to find out what else won my affection this month!

Titanic Whimper: The Meta Develops

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Last week, we made a forecast about Modern in 2020. And with a starting point established, we can now begin tracking developments!

I previously concluded that the SCG circuit was overplaying Amulet Titan, and that Modern players were forgetting to pack their graveyard hate. This week, I will be adding to the data with additional events. There's another SCG Classic to tackle, and an unexpected new source of data. The meta is still in its early stages, but it appears that the lessons from last week were at least heard. Whether they're actually going to be internalized for the long run remains to be seen.

SCG Philadelphia

SCG Philadelphia was another team event, so everything I said last week about the problems of such events analytically still applies. However, Philly's data is more useful than Richmond's was because it was a follow-up event. Richmond was the first major Modern tournament since the bannings (even if it was only partially Modern), and so it happened in a vacuum: there was no other data to draw on, so Richmond reflected player assumptions rather than reality. Amulet Titan's absurd population demonstrated this succinctly. The teams in Philly appear to have learned from Richmond, and the Day 2 metagame has adjusted.

Deck NameTotal #
Amulet Titan7
Heliod Company5
Dimir Whirza2
Gifts Storm2
Azorius Control2
Golgari Yagmoth1
Grixis Death's Shadow1
Mono-Red Prowess1
Infect1
Azorius Stoneblade1

Amulet Titan is down to half its Richmond total, and Mono-Red Prowess has also dropped. Heliod Company sees a slight increase over last week, while Gifts Storm holds steady. This suggests that players shied away from the big two.

Of course, the overall field is much narrower than Richmond's, so the starting population may be a factor. However, I've been told before that larger SCG events often yield smaller Day 2's due to cleaner tiebreakers. If the former scenario is true, the results aren't necessarily indicative of much. This is possibly true regardless, given how team events work, but I would still expect Day 2 data to reflect the relative population from Day 1, thus indicating not necessarily deck strength but at least player choices.

If the latter is true, then this is a watershed moment. It would indicate that players abandoned Titan, which had been their mainstay, in droves from one event to the next. As I noted last week, Titan had an outsized presence in Day 2, but that didn't translate into better results. The same is true here. If players picked up on this fact, they may have switched to something they think is better-positioned. Or at least less overhyped, in hopes of dodging sideboard hate.

The Classic

The real data is as always from individual open events, and so the real test of my hypothesis is the Modern Classic's Top 16. It's not as large a starting population as an Open or GP, so it's not as random (and thus valid) as I'd like. However, it is an individual event, and large enough to be instructive. I'll be using the Philly Classic to study changes from Richmond. Philly should provide a more refined take on the new Modern and is more likely to be accurate to the hypothetical real metagame.

Deck NameTotal #
Mono-Red Prowess4
Ad Nauseam1
Mardu Pyromancer1
Heliod Company1
Dimir Whirza1
Mono-Green Tron1
Azorius Stoneblade1
Neobrand1
Dimir Mill1
Infect1
Mono-Green Devotion1
Amulet Titan1
Dredge1

Prowess continues to be the most popular deck, even putting up the same numbers as in Richmond. However, no other deck managed more than one copy.

Prowess also won again, though it's far more surprising this time. Traditionally, Ad Nauseam laughs at red decks. Besides its own goldfish speed, Phyrexian Unlife is 10+ life, and like many combo decks Ad Nauseam always packs Leyline of Sanctity. William Moody's deck doesn't look atypical, and Lucas Molho isn't playing any anti-combo cards, so Ad Nauseam losing is a bit of a mystery to me; that said, no deck is 100% favored against anything. The best guess I have is Moody got very unlucky, while Molho curved perfectly.

If Titan was the menace that it's made out to be, it should have at least put more decks into the Top 16. It didn't, and was instead just another member of the pack. This is consistent with what non-SCG data I've had suggests. Titan didn't appear in last week's PTQ data, and while it's a top deck in the online data, it isn't The Deck in absolute or relative terms. Outside of the most blitzy aggro deck doing well, the data is indicating a wide-open and non-polarized metagame that is trying to figure itself out. The Philly classic runs the gamut from old standby Tron to fringe players Dimir Mill and Neobrand. It's an open metagame, and players should be ready for anything.

SCG's Tail Chasing

If the data consistently fails to back the hype, why does the hype persist? Star City is so convinced that Amulet Titan is the best deck in Modern they asked the Philly Top 4 how to beat it. The responses indicated that, despite not all of them playing Titan, they did all agree that Titan as the best deck and that beating it is a struggle.

Again, there's no evidence that Amulet is any better than any other deck, and diving both the Open and Classic deckists failed to produce an inordinate amount of anti-Titan hate. Titan just isn't living up to the hype that the SCG Tour keeps building, which indicates that SCG is chasing its own tail. They think Amulet Titan is best because of their own Amulet Titan hype, regardless of whether that hype checks out.

I can't definitively say how this happened, but I believe two scenarios are plausible. The first, I call The Wannabe. Titan has never been an especially popular deck, but it has remained a solid one since 2015. Thus, it has a very dedicated fanbase and a long list of players that have been impressed by the deck, even if they don't actually play it. That core of admirers has been boosted by recent developments, specifically the adoption of Castle Garenbrig, Field of the Dead, and Dryad of the Ilysian Grove. It makes sense that a very solid deck that receives a boost would be better. Given that Amulet did well before Oko was banned, folks are loudly proclaiming it to be best; in lieu of convincing arguments in the face of Amulet Titan appearing more powerful, everyone is going along with the narrative.

The second is The Self-Defeating Prophecy. Again, Amulet was a good deck even under Oko's reign. It was boosted, and so the prophets declared it the New Best Deck. It had been good before, and a major threat had been eliminated, so what could be left to stop it? However, by proclaiming it the New Best Deck, pundits reminded players of the threat. Either through better playtesting and strategic play or changing their sideboarding strategy, players adapted to a more powerful Amulet Titan. The deck now finds itself in a prepared metagame, which means it no longer has any special advantage, and so never actually becomes the New Best Deck.

Cardmarket Paris Series

I thought that Star City was unique in having its own Magic tour, completely ignorant that Cardmarket was doing exactly that but for Europe until I saw a reddit post about the Top 8. They get no coverage in the States, so I only knew Cardmarket as a PT team. Another source of Open events for the data set is a godsend with the advantage of wider geography for more diverse data. And that data paints a very different picture of Modern than SCG's.

Deck NameTotal #
Azorius Stoneblade2
Amulet Titan1
Eldrazi & Taxes1
Bant Stoneblade1
Abzan Ephemerate1
Jund1
Humans1

Where SCG is overrun by Prowess and Titan, MKM appears to be all about Stoneblade, both UW and Bant. This is shocking to me, as Stoneblade hasn't done anything notable stateside. I've played almost the exactly same list as winner Arnaud Hocquemiller many times, and mostly been frustrated. I have no idea if it's a case of a very different, and ostensibly more favorable, metagame in Europe than America, or if Arnaud simply knows the deck better, but at minimum it means I'll be reexamining the deck again soon.

Again, Amulet Titan is just another deck in this Top 8, but everyone is aware of the deck. Ashiok, Dream Render is in most sideboards, and while Ashiok does remove graveyards, its main draw nowadays is stopping deck searches. Primeval Titan isn't a Modern card when reduced to just a 6/6 with trample.

A more interesting adoption is Magus of the Moon in Humans. Initially, Blood Moon was game-ending against Amulet Bloom, but over the years players adapted and ran more basics to compensate. Dryad of the Ilysian Grove gives Amulet an out, but it isn't perfect. The main draw of new Amulet is the value from Field of the Dead and Valakut, the Molten Pinnacle. Even if Moon effects can't lock Amulet out anymore, Moon still guts Amulet's gameplan. Dropping Magus hurts Humans too, but Aether Vial and Noble Hierarch help a lot, and Magus only needs to buy a turn or two for Humans to win.

A Counterpoint

By itself, the MKM Paris Top 8 provides a strong counterpoint to everything from the SCG Tours. Midrange decks are the power in Europe while Prowess is ruling in America. I don't have enough information about either metagame to guess as to why, but the discrepancy does further support that the SCG Tour is not the definitive word on the Modern metagame.

More interesting to me are the views of Amulet Titan. It's obvious that SCG simply accepts that Amulet is best and will happily live in that reality, but MKM is actively fighting Titan, and apparently winning. To listen to SCG players and commentary is to believe that it's "play Amulet or be wrong." MKM seems to argue that while Amulet is a rising deck, it's just something else to prepare for. They're more concerned with the red decks, specifically Prowess; but again, not in terms of it being The Best Deck, but as something to be wary of and prepare for. Frankly, I find the latter a more healthy and productive attitude.

Alternative Metagame

Another advantage of looking at the MKM data is that they released the metagame data for their Modern event. It appears that this is the overall starting metagame. Either way, this is the first look at true open event data we have, and further reinforces the metagame I've been building with the Classic and PTQ data.

Deck NameTotal %
Other29.4
Mono-Red Prowess6.6
Burn6.1
WUx Control6.1
Tron6.1
Stoneblade5.6
Dredge5.1
Death's Shadow4.6
Amulet Titan4.6
Valakut4.1
Jund4.1
Humans4.1
Devoted Company4.1
Eldrazi4.1
Urza3.0
Infect2.5

Red decks are the top decks here, with Prowess continuing to beat out Burn, though not by much. Amulet Titan continues to be in the middle of the pack, beaten very handily by Stoneblade variants. This fact makes me wonder just how badly wrong I've been playing Stoneblade, as again I'd never have put it as that strong a contender. The Other category continues to be the highest by quite a margin, which I've long considered a sign of overall health in Modern. Given the usual trends for post-ban metagames, my conclusion is that Modern is still settling and the format is wide open.

Titan's Fall?

It is tempting at this point to say that Titan has fallen from grace. However, I think that a bit premature. The deck hasn't fallen from anything; it hadn't risen in the first place! Amulet Titan was assumed to be the best deck in Modern. That the assumption hasn't been demonstrated true says more about the assumptions themselves than the deck.

The metagame is still young, and there is time for Titan to rise as high as the hype machine claims it will (or has). However, the data from open individual events argues that being prepared is sufficient to beat Amulet. The data indicates that Amulet Titan is a strong deck and may be highly tiered. But, it's much too early to be proclaiming metagame winners. More data is still necessary.

Bans, Pioneer, Arena, and the Death of Modern

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Modern is at a crossroads right now. Between changes in banlist philosophy, the arrival and surging popularity of Pioneer, and the breakout success of Magic: Arena, doomsayers are out in force and quick to declare Modern passé. Today, we'll explore each of the supposed challenges Modern faces and measure its staying power.

Sporadic Banlists

Towards the end of the year, Wizards made an announcement that sent shockwaves through the Modern community: they resolved to stop releasing banlists on a predetermined schedule.

Going forward, we'll no longer be making a commitment in advance to when the next B&R update will be. While we still expect changes to come in a similar pace, and will always announce changes on a Monday, we'll be allowing some flexibility in the exact week of changes.

The article went on to discuss the benefits of Wizards allowing itself more flexibility in timing its banlists, chief among them avoiding tournaments with "unhealthy" metagames. That advantage, says the company, will translate to more players actually participating in tournaments, as nobody wants to travel to an event just to play a broken format.

Players I've spoken with about the change seemed more skeptical. Arguments against sporadic banlists tend to focus on the fact that players won't know for a long while when a banlist is coming, which could have adverse effects on card pricing and render players even more unsure about which tournaments to make travel arrangements around.

Peeking Into the Shadow Realm

Which brings us to Yu-Gi-Oh!, a game that's had sporadic banlists for over five years. Indeed, the online community is constantly raging at the structure in place: Konami willfully allows Tier 0 decks to dominate for months on end, mass-reprints the broken product, and then issues bans once players have their hands on the cheaper versions, only to usher in a new Tier 0 format fueled by whatever new expansion has just released.

The banlists, for their part, are always offered with no explanation and feature this message: "The next update after this will be no sooner than March 30, 2020" (or other arbitrary future date). So players are told for how long they can definitely play their new decks for, but not how long after that point they'll be able to. In some cases, such as was the case a couple years ago, the banlist has taken upwards of 10 months past the listed date to be announced, out of the blue as always, after months of players complaining.

If that sounds overblown or hellish to you, Magic reader, consider how good we have things on this side. Wizards is certainly taking one step in the direction of Konami's banlist policy. But one step will still leave us pretty far-off from Yu-Gi-Oh!'s Tier 0 dystopia.

There's also the fact to consider that Konami maintains their banlist policy despite online vitriol. At the end of the day, they're not going to want to implement a structure that players hate enough to stop playing; they have the numbers, and are probably happy with the way things are going financially. By that same token, Wizards has the numbers on its side, and I'm confident whatever change they make to Magic will be done so with the aims of drawing new players and keeping old ones. I for one am grateful that a vocal internet minority does not dictate the way they do things at corporate.

Price of Success

I do expect this change to dramatically affect secondary market prices, which have always been a hot topic for Modern players.

With scheduled banlist updates, the prices of banned cards would always creep upwards near the announcement; the prices of Jace, the Mind Sculptor, Stoneforge Mystic, and Bloodbraid Elf saw wild rides every announcement years before they ever saw the light of day in Modern. Similarly, with an announcement on the horizon, the prices of staples played in high-tier decks would trend downwards, and players proved more hesitant to buy into popular decks like Phoenix and Hogaak around that time.

Modern prices are notoriously high and volatile for a number of reasons, scheduled banlist announcements being just one of them. But if anything, this change should alleviate some amount of pricing pressure on secondary market singles.

The Rise of Pioneer

Something a bit more concerning for Modern is the new format on the block, Pioneer. Multiple local game stores I know of have noticed a sharp decline in Modern attendance lately, coupled with a steady uptick in Pioneer interest. I attribute Pioneer's popularity to a few factors and think it poses a threat to Modern numbers-wise, but not necessarily in the long-run.

New God Flow

Novelty gets the juices flowing. Heck, it's what prompted the creation of Modern Nexus in the first place. There's no feeling quite like carving out niches in a brand-new format. And while Modern continues to home countless tech innovations, the developments we're seeing in this format can't compare to those of a brand-new landscape.

A major factor in Pioneer's appeal is its newness, but on the flip side of the coin, the format lacks a stable identity. As soon as it gains one, Wizards corrects the skew with a ban. That process is more or less normal at this stage, but it means too that as Pioneer ages, its novelty will wear off and be replaced with reliable format pillars. Whether those pillars are fun for players to play with remains to be seen, and will help decide the level of Pioneer's popularity down the road.

Why Modern Sucks in 96

Besides the allure of something new, Pioneer is also buoyed by content creators hungry for new material. I'll even admit that it can be tough to come up with Modern-related articles week after week when so much of the Magic community has its attention focused on where the action is!

Additionally, many of Magic's content juggernauts are also card stores, giving their writers a direct financial incentive to talk up Pioneer: old, dead stock becomes valuable overnight if a promising brew features them. Modern went through a phase like this, too, but now its time is up; cards skyrocket in price when speculators buy them out, something that mostly happens when breakthrough likelihood (or perceived interest in a given strategy) is high. The bar is already so elevated for cards and strategies to break into Modern that many have become disillusioned with new ideas here; in Pioneer, the opposite is true, and cards that haven't moved in years are tripling in price.

Forever Little Brother

With all that said, I don't think Pioneer is set to replace Modern, now or ever. In fact, I think once the hype dies down, the format will be living in Modern's shadow.

The pivotal factor distinguishing Modern and Pioneer from Legacy and Vintage is the Reserved List, which prevents certain cards from ever being reprinted. In practice, the two newer formats are identical: they include all cards from a certain point on and feature their own unique banlists. In other words, they share the same niche as nonrotating, non-Reserved-List formats; Pioneer just has a smaller card pool, and as such will rapidly gain an enduring reputation as "Modern-lite."

Even once Pioneer has established its own format identity and developed a cohesive metagame, its players are likely to see it as a stepping stone into Modern. Indeed, it's in Wizards' financial interest to continue pushing Modern that way. The format was once touted as a place for rotating Standard cards to continue seeing play; nowadays, the bar is too high for many of those cards to enter the picture. So they can transition first to Pioneer, which replaces Modern as a just-out-of-Standard option. And Modern, with its storied history, enormous card pool, and shared lack of a reserved list, awaits the next graduation of Standard-cum-Pioneer players into its arms.

It may well happen that eventually, Wizards sees the need for another power reboot, or a nonrotating, non-Reserved-List format with an even later cutoff date than Pioneer's. Should that happen, I believe Modern will hang on as the older format of choice, while Pioneer fades into the background entirely as a holdover format.

Step Into the Arena

While the Level 0 is to assume Arena replaces Magic Online, each platform has its purpose going forward: the former is for Standard and limited, and the latter is for competitively playing nonrotating constructed formats. But yes, for draft and Standard formats, it does seem like Arena has supplanted Magic Online; it's sleek, flashy, easy to use, and features plenty of quality-of-life upgrades (less queuing, easier collection management, etc.). Which begs the question: how does Arena affect Modern?

Tempting Our Faithful

Modern's reputation as a hub of innovation and discovery attracted players keen on the idea of putting something new together and expressing themselves through deckbuilding. Now that the format is more solved, it's harder to break through with a new strategy than it used to be, giving these players less of a home here. The fresher Pioneer format affords more such opportunities, as does draft format.

Another draw to Modern is one shared by most constructed formats: the idea that once a deck is purchased, players can use it forever. Conversely, getting into limited formats instead means coughing up $15 every tournament for a few booster packs. Not so on Arena, which lets players draft for free; plus, the "my deck is safe" mentality has all but evaporated in the wake of Modern shake-ups and bannings.

These elements provide incentive for somewhat dissatisfied or frustrated Modern players to turn towards Arena. Part of the Modern attendance dip being reported is probably attributable to Arena's poaching of these players.

Burning Paper

Forget about the death of Modern---what about the death of paper Magic altogether? Wizards is pushing the brand in a digital direction, but I don't find this argument so compelling. There's no evidence that a totally digital brand is their end-game. Looking back at Yu-Gi-Oh!, Konami too went digital with their own Arena-style alt-game in Duel Links (itself hugely successful) and nonetheless sells plenty of cardboard. I'd imagine it's better for the company's bottom line to have its paws on as many markets as possible than to deliberately cut itself off an existing market.

Wings of Hope

Pioneer is likely coming to Arena, which makes sense for a couple key reasons: it sells more new product than Modern, and has more buzz behind it. I don't think that paper-wise, and in the long-run, it will ever overtake Modern. But I'd brace for the format lull to continue as Pioneer finds its footing.

In my eyes, Modern remains a safe format to invest in. Some cards may drop in price, sure, but the format's pace grinding to a halt outside of small communities, as has Legacy's, seems extremely remote to me. Modern simply doesn't have the logistical hurdles that Legacy does; the format was even created to avoid such pitfalls. As long as we play it, it's here to stay!

And So It Begins: Metagame Starting Point

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Everything has to begin somewhere. The Modern metagame is no exception, and last week I used the MTGO metagame as a bellwether for the emerging format. The five decks I examined have done well online. However, as I noted, the data isn't necessarily accurate or indicative of what players will encounter at a Modern event. It's time to start testing the data against observed reality.

The main tournament stage is currently reserved for Pioneer. Wizards and players have spent the past few months effectively beta-testing the format, and now it's having actual events. Hopefully, this will finally answer the question of whether the format is good or fatally flawed. In any case, Modern-wise, we'll have to wait until March for true, open-tournament results to analyze. However, there is some smaller-scale data being generated, and I'll be using that to start building a picture of the current Modern metagame.

SCG Richmond

The Modern played at SCG Richmond last weekend is not the kind suited for our data set. SCG Richmond was a team event, obscuring the results: two of three players on a team need to win to secure the match, which means a deck's final standings aren't necessarily based on its own merits. I've been to a few team events where one player on a team could not win a game to save his life, but still finished high thanks to his teammates' records. Therefore, the final standings convey how well the team did, not a given deck's individual strength. While the data isn't a reliable measure of the meta, it does indicate what players thought was good. This in turn is informative about the SCG Tour's playerbase.

Deck NameTotal #
Amulet Titan13
Heliod Company4
Mono-Red Prowess4
Gifts Storm2
Burn1
Humans1
Golgari Yawgmoth1
Devoted Devastation1
Mono-Green Tron1
Charge Tron1
UW Control1
Dimir Whirza1
Titanshift1
Jund1
Jund Conscription1
Jund Death's Shadow1
4-C Death's Shadow1
Infect1

Frankly, that is an absurd amount of Amulet Titan. I suppose this should come as no surprise, as SCG events have been swamped with Amulet decks since Hogaak, Arisen Necropolis was banned. However, what's inexplicable is how this keeps happening without corresponding payoff. While Oko was still legal, Amulet Titan always did well in the Day 2 metagame standings, but that success didn't translate into Top 32 placings. This time Titan made up 35% of the Modern Day 2 population and put two copies into the Top 4, a decent outcome until the entirety of the standings are considered. If Amulet was as good as its ubiquity indicates, its population should be more clustered in the upper standings. But it's not; Titan decks are peppered throughout.

Again, the standings are not necessarily indicative of actual deck power. Still, nothing I've seen so far proves that Titan is worthy of its popularity. That said, it's clear that the SCG Tour believes that Amulet Titan is the best deck in Modern, and it's behaving accordingly. Were I going to an SCG event, my primary concern would be preparing for Titan decks.

Classic Results

The individual SCG Classics that accompany the Opens do provide useful data, though it's harder to draw conclusions from them than from the individual Opens; Classics generally have lower starting populations, and the only data released is the Top 16. It's hard to judge deck performance in a vacuum, or without at least Day 2 population numbers. Typically, I've assumed that the starting populations for side events are cast-offs from the main event. This is unlikely to be perfectly true all the time, and especially here, since Richmond was a team event. Therefore, I'm going to deal with the results as they stand as a starting point for the developing metagame. Besides, the Richmond Classic presents another problem for Titan's assumed strength.

Deck NameTotal #
Mono-Red Prowess4
Amulet Titan3
Dimir Whirza2
Golgari Yawgmoth1
UW Control1
Grixis Death's Shadow1
Heliod Company1
Burn1
Titanshift1
Ad Nauseam1

Mono-Red Prowess was the most successful deck in the Classic by population and result. It had four placings to Amulet's three, and Prowess closed out the finals. The best-placing Amulet deck took 6th, and another sneaked in at 16th. This indicates that Titan isn't any better than Prowess. Amulet may not be better than the 3rd-place Dimir Whirza, which placed ahead of Titan at 5th and 11th places. Whether Prowess and Whirza are better than Titan or simply very well-positioned is impossible to say at this point, but the bottom line is I continue to not find evidence supporting the proposition that Amulet Titan is the best deck in Modern.

Considering the rest of the field, Modern looks quite open. We find an even mix of old stalwarts and new hotness, including the Heliod, Sun-Crowned combo. Of course, in this version, Heliod is a one-of and backup plan for the typical Devoted Druid combo. More interesting is the decision to invest more heavily in a toolbox plan with Ranger-Captain of Eos. Ranger-Captain means Company decks can tutor for Walking Ballista or Viscera Seer and then protect against interaction to combo off. If necessary, Company decks could also triple-down on protection by searching up Giver of Runes.

Implications

It is painfully clear at this point that the SCG Tour believes Amulet Titan is the best deck in Modern. Its consistently played in large quantities, and it always shows up in force for Day 2. However, Titan hasn't been rewarding its faithful with success. Both during the Oko era and now, the huge numbers in Day 2 are not reflected by Titan's final results. Thus, I would prepare heavily against Amulet Titan were I going to play an SCG Event. Simultaneously, I wouldn't recommend actually playing Titan. The deck has not demonstrated above-average power in months, and players will be targeting the deck.

Secondly, Prowess looks to be extending its lead over Burn. I noted last week that red decks do well in unstable, developing metagames, and it wasn't clear which was better. It appears that Prowess gets the decisive nod in SCG's Titan-heavy metagame thanks to how it can front-load damage. Burn's damage is spread out because it's literally throwing burn at an opponent's head every turn; Prowess is about dumping its hand and turning all that velocity into damage in a turn or two. This concentrated assault makes it harder to stabilize against Prowess, but comes at the cost of Burn's inevitability. Given how Titan plays, this seems a worthy sacrifice.

Finally, it's clear that Urza's back. Dimir Whirza (which is just Grixis Whirza minus Galvanic Blast and Goblin Engineer) won the Open and did well in the Classic. I predicted that banning Mox Opal wouldn't keep Urza down because it would just fall back to Whirza. Apparently, Grixis isn't reliable enough without the color-fixing Mox Opal, but the core strategy of prison pieces and Thopter Foundry combo kills has remained intact and is as powerful as ever. The only reason it ever went away was that Oko, Thief of Crowns was better. I'd keep my eye on Dimir Whirza, as I expect that this deck, not Amulet Titan, is the real next Big Thing.

PT Weekend PTQs

The next source of data is from the Players Tours that also took place last weekend. Yes, those events were Pioneer, but they had Grand Prix tournaments accompanying them. These were also Pioneer, but their PTQs were Modern. My understanding was that both Brussels and Nagoya would have two Modern PTQ's, but I've only seen the two results from Brussels posted anywhere. The pair of events nonetheless form a metagame picture that is distinct from Richmond's.

Deck NameTotal #
4C Death's Shadow2
Eldrazi Tron2
Mono-Red Prowess2
Dredge2
Burn1
Sultai Whirza1
Infect1
Devoted Devastation1
UB Mill1
Crabvine1
Heliod Company1

These PTQs are as Titan-devoid as SCG events are Amulet Titan heavy. Instead, there is a very even spread of decks. This further pegs Amulet's prevalence as a function of SCG-circuit popularity, and not due to any real metagame strength. The observable field doesn't look significantly different than what is seen in the SCG data, so I can't point to a uniquely hostile metagame as the cause. Still, more evidence from non-SCG sources is necessary to confirm the hypothesis that Titan just isn't that much better than other good Modern decks.

Prowess just piped Burn as the most played red-deck, but Burn took home the blue envelope. Again, if my theory about why Prowess was better in Richmond is correct, then Burn doing better in Brussels makes perfect sense. Looking around, I'm seeing decks that are in various stages of adjustment. While they're called 4-Color Shadow decks, in reality they're Sultai Shadow splashing red for Temur Battle Rage. I suspect this is a space issue, since they're running both Traverse the Ulvenwald and Once Upon a Time. Similarly, the Whirza list from Brussels is only technically Sultai. Maindeck, it features just 2 Abrupt Decay; green is mainly there for sideboard cards, specifically Weather the Storm to beat red decks.

The More Things Change...

Graveyard decks are back in force. Dredge won a PTQ and is part of the four-way tie for most popular deck. Both decks look comparable to the post-ban Dredge lists, except for 2 Ox of Agonas. As I read things, Dredge is still a metagame force, while Ox is mainly an excuse to pick up the deck.

Crabvine also made Top 8. While it's fallen a long way since the days of Hogaak, Crabvine can still produce a ridiculous amount of power very quickly. It's just not as reliable or consistent as Dredge. Its biggest advantage is that in a pinch, it can switch to being a mill deck (and UB Mill also made Top 8). In a nutshell, the old boogeymen of Modern are still here, and players need to be ready for them.

...The More the Lesson Stays the Same

Graveyard hate is still essential in Modern. Dredge isn't going away, and pilots now have an excuse to pick it back up. Furthermore, there are plenty of other decks using graveyard synergies. Faithless Looting's banning nerfed the graveyard decks and made them less prevalent, but it didn't kill them. Be ready!

The other redundant lesson is that Modern remains wide open. Outside of SCG events, there's no clear best deck, although red decks continue to be very prevalent. There's still considerable room to innovate and experiment, and so players need to be ready for anything.

Where is Modern Going?

As more events occur and data arrives, the picture will become clearer. I'm hopeful that Modern remains wide-open this year. The past few have seen warps from extremely popular or overpowered decks which are great for metagaming, but not for diversity. We'll have to wait and see.

Jan ’20 Brew Report: Amberning Up

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It's a whole new Modern, but we've got some unfinished business to take care of. Sure, some of the following lists are from after the Oko ban. Others, before. But all of them are from this month, which saw some really neat developments!

Simic Urza

Don't call it a comeback! Simic Urza may have lost its key payoff in Oko, and its key enabler in Mox Opal, but it's apparently still viable.

Simic Urza, LUCABIRESKUSKU (3-2, Modern Preliminary #12076840)

Creatures

4 Uro, Titan of Nature's Wrath
4 Emry, Lurker of the Loch
4 Gilded Goose
4 Ice-Fang Coatl
4 Urza, Lord High Artificer

Artifacts

4 Arcum's Astrolabe
3 Engineered Explosives
4 Mishra's Bauble
2 Mox Amber
1 Tormod's Crypt

Instants

3 Cryptic Command
3 Metallic Rebuke

Lands

2 Breeding Pool
4 Flooded Strand
4 Misty Rainforest
2 Mystic Sanctuary
1 Scalding Tarn
1 Snow-Covered Forest
5 Snow-Covered Island
1 Steam Vents

Sideboard

2 Tormod's Crypt
3 Blood Moon
2 Ceremonious Rejection
3 Galvanic Blast
2 Mystical Dispute
1 Questing Beast
2 Veil of Summer

I have to say I was quite surprised to see Simic Urza putting up any kind of result after the bans. As I understood the deck, it began splashing green only to fit Oko, Thief of Crowns, the card it was more or less built around. But while the components have shifted a bit, Simic Urza appears to be following a similar gameplan: ramp into strong three- and four-mana plays and secure the advantage with permission.

The new cards here are Uro, Titan of Nature's Wrath and Mox Amber, which respectively replace the identically-costed Oko and Opal. Uro is a passable value play that becomes more threatening later on. It of course can't wear Oko's many hats, but it still provides some velocity up-front and gets pilots closer to Urza, Lord High Artificer while being more flexible than a regular cantrip. 6/6 is kind of huge in Modern, where the strongest toughness-matters removal stops at 5.

As for Mox Amber, the only card activating it quickly is Emry, Lurker of the Loch. And the pair has notable synergy, as Mox gives Emry affinity, and can then tap for mana once the legend resolves. But without Emry, it's just an artifact for the battlefield, similar to Mishra's Bauble, another cog pilots are hesitant to crack early on.

Both changes are significant downgrades, but the Urza core seems strong potent to make things work.

Temur Urza, DANKCONFIDANT (5-0)

Creatures

4 Emry, Lurker of the Loch
4 Urza, Lord High Artificer
2 Uro, Titan of Nature's Wrath

Planeswalkers

3 Wrenn and Six

Artifacts

4 Arcum's Astrolabe
2 Engineered Explosives
4 Mishra's Bauble
4 Mox Amber
1 Pithing Needle
1 Aether Spellbomb

Enchantments

2 Blood Moon

Instants

2 Cryptic Command
3 Galvanic Blast
2 Metallic Rebuke

Lands

1 Breeding Pool
1 Fiery Islet
1 Ghost Quarter
1 Lonely Sandbar
4 Misty Rainforest
2 Mystic Sanctuary
3 Polluted Delta
2 Scalding Tarn
1 Snow-Covered Forest
5 Snow-Covered Island
1 Steam Vents

Sideboard

1 Galvanic Blast
2 Ashiok, Dream Render
2 Damping Sphere
1 Dismember
1 Ghirapur Aether Grid
1 Grafdigger's Cage
2 Magus of the Moon
2 Mystical Dispute
1 Nature's Claim
2 Weather the Storm

Then we have Temur Urza, which splashes red for high-power plays like Wrenn and Six and Blood Moon. Wrenn plugs a curve hole as does Tarmogoyf in mana-dork decks, punishing opponents for removing a first-turn mana generator and attacking from a unique angle besides. Moon also penalizes tap-outs, the very threat of its existence slowing opponents down.

Splash aside, this build goes harder on Mox Amber, including a full set. It's Uro which finds itself in slimmer numbers, trimmed to accommodate the red payoff cards.

While my own playstyle biases make me partial to how this deck looks, I can't help but wonder if it isn't stretched too thin. The red plan it splashes for has no overlap with the artifact plan forming the deck's backbone, and a major draw to Simic Urza decks pre-ban was the cohesion between its pieces: while Oko stood alone as a win condition, it was only enhanced by an abundance of Baubles and Astrolabes in a way that Wrenn and Moon aren't. Either way, though, I find this development for midrange-trending Urza decks interesting and even refreshing, as most Urza decks post-ban have naturally reverted to prison-style Whirza decks.

Dats a Combo

Simic Urza was great at unfolding its gameplan while disrupting opponents, but it also proved soft to the kind of disruption that has historically wreaked havoc on combo decks. During its reign, sleeving up any form of combo seemed like a a shaky choice. These decks are starting to crawl out of the shadows.

Coretapper, CHERRYXMAN (5-0)

Creatures

4 Coretapper
2 Walking Ballista

Planeswalkers

4 Karn, the Great Creator
4 Ugin, the Ineffable

Artifacts

4 Astral Cornucopia
4 Chalice of the Void
4 Everflowing Chalice
4 Expedition Map
4 Mystic Forge
2 Paradox Engine
4 Surge Node

Instants

1 Once Upon a Time

Lands

2 Blast Zone
1 Ghost Quarter
1 Inventors' Fair
1 Sea Gate Wreckage
1 Snow-Covered Forest
4 Urza's Mine
4 Urza's Power Plant
4 Urza's Tower
1 Wastes

Sideboard

1 Walking Ballista
1 Paradox Engine
1 Crucible of Worlds
1 Ensnaring Bridge
2 Grafdigger's Cage
1 Liquimetal Coating
3 Spatial Contortion
3 Thought-Knot Seer
1 Tormod's Crypt
1 Witchbane Orb

Coretapper suffered doubly under Simic Urza's reign, as it simply cannot function under Collector Ouphe, a card popular for incidentally cramping Urza's artifact engine. The deck isn't entirely new to Modern, but it has gained an interesting tool lately in Once Upon a Time. The exact number of copies to run remains a mystery; still, Once pulls double-duty here by both finding Tron lands and locating Coretapper, an integral component of the deck's mana engine. And like the dedicated Tron decks themselves, losing Mycosynth Lattice doesn't appear to make Karn, the Great Creator any less of a staple in decks that produce a lot of mana.

Oracle Ad Nauseam, SLYDANIEL (5-0)

Creatures

4 Thassa's Oracle
4 Simian Spirit Guide

Artifacts

4 Lotus Bloom
4 Pentad Prism

Enchantments

4 Phyrexian Unlife

Instants

4 Ad Nauseam
4 Angel's Grace
1 Lightning Storm
3 Pact of Negation
4 Spoils of the Vault

Sorceries

4 Serum Visions

Lands

3 City of Brass
4 Darkslick Shores
3 Gemstone Mine
2 Plains
3 Seachrome Coast
3 Temple of Deceit
2 Temple of Enlightenment

Sideboard

1 Pact of Negation
2 Bontu's Last Reckoning
2 Grafdigger's Cage
4 Leyline of Sanctity
1 Meddling Mage
1 Path to Exile
2 Teferi, Time Raveler
2 Wear // Tear

Oracle Ad Nauseam runs not one, not two, but four copies of Oracle of Thassa. David explored the card's potential in this deck a couple weeks ago, but he hadn't expected Oracle to surface in such a quantity! It turns out that blocking and scrying along the road to six mana is closely aligned with Ad Nauseam's Plan A in addition to offering a straight upgrade to the once-run Laboratory Maniac.

Christmas Beatings

Speaking of my predilections, nothing feels more Magic to me than turning dudes sideways. And I'm not alone in my pursuit of combat!

GR Aggro, PSYCHOPHOBIC (5-0)

Creatures

4 Bonecrusher Giant
4 Arbor Elf
2 Birds of Paradise
4 Bloodbraid Elf
4 Glorybringer
4 Gruul Spellbreaker
4 Magus of the Moon
2 Obstinate Baloth
4 Vengevine

Planeswalkers

1 Domri, Anarch of Bolas
2 Kiora, Behemoth Beckoner

Enchantments

4 Utopia Sprawl

Lands

8 Forest
1 Kessig Wolf Run
1 Mountain
3 Stomping Ground
4 Windswept Heath
4 Wooded Foothills
60 Cards

Sideboard

2 Obstinate Baloth
2 Ancient Grudge
3 Anger of the Gods
2 Cindervines
2 Ruric Thar, the Unbowed
2 Trinisphere
2 Wheel of Sun and Moon

This build of GR Aggro follows a simple credo: cast a three-drop on turn two. I mean, it worked for Oko decks, right? An abundance of four- and five-drops turns extra dorks (and incidental mana garnered from the Arbor-Sprawl interaction) into real threats, including the recursive Vengevine. Vine boasts little synergy with any element of the deck other than it plays a lot of creatures, making this list perhaps the most fair usage of the 4/3 I've ever seen in Modern.

Here too is Bonecrusher Giant, a card gaining steam as a versatile modal spell that locks in value for longer games. Between Giant in aggro strategies, Brazen Borrower in Ux tempo decks, and Merchant of the Vale in graveyard-based ones, the adventure mechanic has shaped up to be quite strong in Modern.

GR Aggro, KILLAGERM (32nd, Modern Champs #12061198)

Creatures

4 Arbor Elf
4 Bloodbraid Elf
3 Goblin Rabblemaster
2 Hexdrinker
2 Magus of the Moon

Planeswalkers

1 Chandra, Awakened Inferno
4 Karn, the Great Creator
3 Wrenn and Six

Enchantments

4 Utopia Sprawl

Instants

1 Dismember
4 Lightning Bolt
3 Once Upon a Time

Sorceries

4 Pillage

Lands

5 Forest
1 Ghost Quarter
2 Horizon Canopy
2 Mountain
4 Stomping Ground
3 Windswept Heath
4 Wooded Foothills

Sideboard

2 Anger of the Gods
2 Cindervines
1 Ensnaring Bridge
1 Liquimetal Coating
1 Mycosynth Lattice
2 Shifting Ceratops
1 Trinisphere
2 Veil of Summer
1 Walking Ballista
2 Weather the Storm

This build of GR Aggro focuses less on three-drops, featuring something to do should opponents actually have a Lightning Bolt. It's more midrange-leaning too, with a higher curve epitomized by 4 Karn, the Great Creator. I don't see this package hanging on with Lattice gone, as it's no longer a win condition, but I'm still tickled by the idea of an aggro deck adopting such a strategy so decisively. Once Upon a Time is also cool here, as it finds Arbor Elf for Sprawl shenanigans or Rabble, Hex, or Magus depending on the matchup (hence the split between those creatures).

One notable is that Tarmogoyf is absent from both decklists. Even though it hits like a ton of bricks and covers for shot-down one-drops, the above deckbuilders evidently found that the once-ubiquitous beater had little to contribute to their ecosystems: PSYCHOPHOBIC's deck refuses to indulge even a single two-drop, while KILLAGERM's prefers Wrenn (and Once) in those precious few slots. My, how the mighty have fallen!

Year of the Brew

That's it for today's installation. If you happen to come across any sneaky-scary Modern brews, don't hesitate to rat them out!

Season’s Greetings: Early Metagame Indicators

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That Modern is changing should be obvious: there's a lower-power set coming out and we just had a major banning. But how Modern is changing is an open question. The only major Modern events for the next month are SCG Classics and Team Opens, which aren't the most reliable sources for data. So we'll have to get creative to figure out the bigger picture.

Methodology

Given the lag in large event data, I have to use less-reliable sources. I play a lot of Modern, both online and in paper, and have made plenty of observations about what is going on in both. However, I am just one data source, and can only observe a small slice of metagame activity. My experiences provide color, context, and commentary, but should not be regarded as hard data.

The only place where there are enough Modern events going on to develop a good data set is online. The problem with MTGO is that the data isn't entirely accurate. Wizards doesn't report the totality of League results, only curated lists. Cherry-picked data isn't valid because it reflects the choices of the surveyor, not reality. To circumvent this bias, MTGGoldfish adds in the results from Challenges and Preliminaries. MTGTop8 adds in whatever paper results get uploaded, which adds credibility and bulk to their data.

The two sites do not agree with each other in terms of metagame rankings, a result of their their differing data sets. My experience more closely reflects what Goldfish is reporting, specifically their at-time-of-writing top five decks (in order: Mono-Red Prowess, Jund, Burn, Amulet Titan, and Dredge). All these decks appear in MTGTop8's January decks to beat, but not in that order. In any case, we'll focus on those five decks today.

Burn's Back

MTGGoldfish lists Mono-Red Prowess and Burn as different decks, with Prowess being more popular. MTGTop8 makes no distinction, lumping them together as Red Deck Wins, but again, right now Prowess has more entries than Burn.

Regardless of the deck, it makes sense that a red deck would be on top right now. Burn generally does well after major metagame shakeups. This is primarily because in a time of uncertainty, people gravitate towards what they know: when they're not sure what to play because they don't know what's best anymore, they'll just play Burn. Which is never a bad decision because Burn is a good deck, and it will take major changes in how Magic works for it not to always be.

Fiery Twins

However, Burn isn't the most popular red deck at the moment; Prowess is. That's not to say that Prowess necessarily threatens Burn in the long-term.

Prowess is currently benefitting from Oko-era holdovers. Burn can deal with some amount of incidental lifegain. However, a constant stream of food is lethal. Sacrificing a food is functionally the same as countering a Lava Spike, and Oko, Thief of Crowns prevented Burn from progressing its gameplan. Meanwhile, Prowess kills with big chunky turns of damage, a strategy that pushes through streams of food. Coupled with Light Up the Stage and Bedlam Reveler, Prowess had the gas it needed to stomach the feast, and was more successful.

With that being said, Burn is historically favored in an open meta. Every spell is live for Burn late-game, whereas Lava Dart is pretty pathetic unless it's powering up several prowess creatures. Prowess is also weaker against combo decks since it can't maindeck Eidolon of the Great Revel.

More generally, Prowess relies more on creatures than Burn, and that makes it easier to answer. Jund is well-built for killing a number of one mana creatures and then racing with big Tarmogoyfs. It's much harder to race 3-4 to the face every turn after clearing a board. Which red deck emerges supreme will depend heavily on how everything else shakes out.

Place in the Sun

I expect both decks to fall off as the metagame develops regardless of their positioning, as typically happens. As the metagame becomes more defined and tuned, there are fewer inefficiencies and clunky decks for the streamlined red decks to exploit. Other pilots also remember that Burn exists and go back to running sideboard hate.

While I wouldn't expect a red deck to stay on top for that long, they will secure a long-term place in the metagame. Being the fastest aggro deck is never a bad strategy, and so long as Modern's manabase is based on fetch and shocklands, there will be room for Burn. I don't understand why players never respect Burn only to end up eating their words, but it happens constantly. Red Deck Wins will remain a high-tier deck in the immediate future, and one that must at least be accounted for in the foreseeable future.

They're Back... Again

Dredge is sitting on the low end of both sites' lists, which I find very surprising. I've barely seen the deck in months, and the only times it did well was against unprepared opponents. After Faithless Looting was axed, it looked like Dredge was dead. There were some attempts to keep the deck relevant afterwards, but Dredge looked dead for good during the Oko era.

However, that's always an illusion. There's a reason my sideboarding rules include "Don't Just Lose to Dredge." As soon as players start cutting the hate, the deck comes back, as it is now.

Ox-ing Around

Every Dredge player I've asked has been raving about Ox of Agonas. However, I'm unconvinced, as every conversation has gone roughly as follows:

Me: Why is Dredge suddenly good now?

Them: Ox is insane! When I get it out turn 2 via Haggle turn 1 it just wrecks my opponent.

Me: How?

Them: I have a 5/3 at minimum, and I can dredge three times on turn two!

Me: Couldn't you have done that with Cathartic Reunion?

Them: Yeah, but this way I get a threat guaranteed. No spinning the roulette wheel.

Me: Only if you have an Ox to escape. And your whole deck is a roulette wheel anyway. Also, why are you Haggling the Ox? Why not just do that with a dredger?

Them: If I don't there's no guarantee I'll hit an Ox to escape.

Me: Yeah, but then you got started dredging, and possibly got to dredge on your opponent's end step, your draw step, and then three times with Cathartic.

Them: *Awkward silence/muddled spluttering*

I'll admit that I could be missing something, but every line I've seen involving early Ox has been worse than just getting the dredge engine online. Every Ox turn in the mid-game has ended up in the same place as if it had been Cathartic instead. Ox hasn't shown me anything that makes Dredge actually better: it still loses to the same cards, wins the same way, and generally plays identically to how it always has, if slower now that Looting is gone.

As I see it, Ox hasn't really made dredge any better or worse than before. Instead, it's incentivized players to pick Dredge back up, which does technically mean that it is a major factor in Dredge's return. Technically.

Going Tall

The other big deck is the biggest one: it has a Giant. Amulet Titan has become the big mana deck according to MTGGoldfish. Tron and Valakut retain places in MTGTop8's rankings thanks to strong showings in paper, but Titan is gaining on them.

During the Oko era, Amulet was consistently putting up strong showings in Day 2 results, but those never translated into high Top 32 placements. At the time, I thought that Amulet was simply overhyped and the StarCity circuit was chasing its own hype and tail.

When I saw twitter threads and reddit discussions claiming that Titan was the Next Big Thing, I was dismissive. But I've since been impressed by the deck's showings, and believe that its recent meandering may have been the result of a transitional phase in deckbuilding.

Untapping a New Form

Since its coming out party, Amulet Titan has remained relatively unchanged. It's a land combo deck based on using the unique abilities of Simic Growth Chamber and its ilk, along with extra land drops and Amulet of Vigor, to generate absurd amounts of mana, drop Primeval Titan, then kill with Slayer's Stronghold and Sunhome, Fortress of the Legion. While the deck composition has shifted with the metagame over the years, the overall gameplan hasn't.

Amulet Titan, Andyscwilson (MTGO MOCS 5/13/19, 1st Place)

Creatures

4 Sakura-Tribe Scout
4 Azusa, Lost but Seeking
4 Primeval Titan
1 Hornet Queen

Artifacts

1 Engineered Explosives
4 Amulet of Vigor
2 Coalition Relic

Planeswalkers

3 Karn, the Great Creator

Sorceries

4 Ancient Stirrings

Instants

4 Summoner's Pact
1 Pact of Negation

Lands

4 Simic Growth Chamber
4 Selesnya Sacnctuary
4 Gemstone Mine
3 Tolaria West
3 Forest
2 Cavern of Souls
1 Bojuka Bog
1 Boros Garrison
1 Ghost Quarter
1 Kabira Crossroads
1 Khalni Garden
1 Slayer's Stronghold
1 Sunhome, Fortress of the Legion
1 Vesuva

Sideboard

3 Path to Exile
2 Spell Pierce
2 Engineered Explosives
1 Emrakul, the Promised End
1 Mycosynth Lattice
1 Negate
1 Reclamation Sage
1 Thragtusk
1 Tormod's Crypt
1 Walking Ballista
1 Wurmcoil Engine

Everything began to change with Throne of Eldraine. Specifically, the change started with Castle Garenburg. Castle generates the mana to play Titan a turn earlier than previously possible for non-ramp decks. There's no real cost to running it, since it's not legendary and taps for green. Amulet players began favoring Castle over karoo lands.

Amulet Titan, Ouranos139 (MTGO PTQ 12/10/19, 1st Place)

Creatures

4 Azusa, Lost but Seeking
4 Sakura-Tribe Scout
4 Primeval Titan

Artifacts

4 Amulet of Vigor
1 Engineered Explosives

Planeswalkers

2 Oko, Thief of Crowns

Instants

4 Summoner's Pact
1 Pact of Negation
4 Once Upon a Time

Sorceries

3 Ancient Stirrings

Land

4 Simic Growth Chamber
3 Tolaria West
2 Snow-Covered Forest
2 Forest
2 Breeding Pool
2 Gemstone Mine
2 Castle Garenburg
1 Boros Garrison
1 Cavern of Souls
1 Field of the Dead
1 Ghost Quarter
1 Golgari Rot Farm
1 Gruul Turf
1 Khalni Garden
1 Radiant Fountain
1 Selesnya Sanctuary
1 Slayer's Stronghold
1 Sunhome, Fortress of the Legion
1 Vesuva

Sideboard

2 Engineered Explosives
2 Dismember
2 Disdainful Stroke
1 Bojuka Bog
1 Cavern of Souls
1 Chameleon Colossus
1 Field of the Dead
1 Force of Vigor
1 Obstinate Baloth
1 Oko, Thief of Crowns
1 Ramunap Excavator
1 Reclamation Sage

Oko, Thief of Crowns facilitated this change. Not only was a manabase reworking necessary to accommodate Oko, the walker's existence also made the Amulet itself less valuable, as opponents could turn it into an Elk. Besides, pilots now had a functional gameplan in their own Oko.

As Amulet of Vigor became less central, the need for Ancient Stirrings was lessened. Instead, the sometimes-free Once Upon a Time was adopted, allowing for more utility lands. But since Theros: Beyond Death, Amulet has undergone yet another growth spurt.

Amulet Titan, egadd2894 (MTGO Preliminary 1/25/20, 2nd Place)

Creatures

4 Primeval Titan
4 Dryad of the Ilysan Grove
4 Sakura-Tribe Scout
4 Azusa, Lost but Seeking

Artifact

4 Amulet of Vigor
1 Engineered Explosives

Instants

4 Summoner's Pact
1 Pact of Negation
4 Once Upon a Time

Lands

4 Simic Growth Chamber
4 Castle Garenburg
2 Breeding Pool
2 Forest
2 Tolaria West
1 Bojuka Bog
1 Boros Garrison
1 Cavern of Souls
1 Field of the Dead
1 Gemstone Mine
1 Ghost Quarter
1 Golgari Rot Farm
1 Gruul Turf
1 Radiant Fountain
1 Selesnya Sanctuary
1 Slayer's Stronghold
1 Snow-Covered Forest
1 Sunhome, Fortress of the Legion
1 Valakut, the Molten Pinnacle
1 Vesuva
1 Windswept Heath

Sideboard

3 Dismember
2 Mystical Dispute
1 Cavern of Souls
1 Engineered Explosives
1 Field of the Dead
1 Force of Vigor
1 Radiant Fountain
1 Ramunap Excavator
1 Reclamation Sage
1 Tectonic Edge
1 Tireless Tracker
1 Valakut, the Molten Pinnacle

Dryad of the Ilysian Grove means never having to worry about mana balancing and no reason not to play Valakut, the Molten Pinnacle. More creatures means more Garenburgs and no need for Stirrings. Amulet Titan is morphing from a land combo deck into a land value engine.

I've even seen decks cutting Amulet of Vigor entirely, which I don't quite know what to make of. Without Amulet pumping out Titans early, the deck strikes me as a worse Valakut.

Meanwhile, in Jund Land...

As if out of spite, Jund remains constant in the face of all that innovation. There's little need for players to substantially change the deck's gameplan or the overall configuration, though I've seen a few players with slightly tweaked threat packages, primarily featuring Hexdrinkers.

Some are also trying Klothys, God of Destiny as a mirror breaker and anti-control card, as I predicted they might. However, the feedback I've received indicates that Klothys is only relevant in really, really grindy games, making its future uncertain.

Jund's resurgence is in line with that of the red decks. With the format in disarray, players feel comfortable digging out their proven midrange deck without fear of being poorly positioned. And they no longer have to worry about the Mox-powered Simic Urza beating them at their own game. Jund is and has always been just a very solid deck, and without something obviously broken around, it's time to grind again.

The Once and Future Metagame

As the saying goes, the more things change, the more they stay the same. Jund and red decks are as Jund-and-red-decks as ever, while Amulet becomes more unrecognizable by the day. Which metagame developments have you intrigued?

Delver Delivers: Flipping Out in 2020

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A scratching at the window. A fluttering of tiny wings. A grating of jagged teeth. Does anyone else hear what I hear? Perhaps 2020 is Delver's year!

Okay, so maybe I'm jumping the gun a bit. But there sure is a lot of Delver in the recent dumps. Today, we'll look at the different varieties and see how the archetype is evolving without Oko to fall back on.

UR Delver

We'll begin with UR, historically among the most aggressive of Delver builds.

UR Delver, ANOMALOUST (5-0)

Creatures

4 Young Pyromancer
4 Delver of Secrets
4 Snapcaster Mage

Instants

4 Archmage's Charm
2 Deprive
4 Force of Negation
4 Lightning Bolt
2 Magmatic Sinkhole
2 Mana Leak
4 Opt
2 Spell Snare

Sorceries

4 Serum Visions

Lands

1 Fiery Islet
3 Flooded Strand
2 Mystic Sanctuary
4 Polluted Delta
4 Snow-Covered Island
2 Spirebluff Canal
4 Steam Vents

Sideboard

2 Abrade
1 Beacon Bolt
2 Blood Moon
3 Dragon's Claw
2 Grim Lavamancer
2 Mystical Dispute
2 Surgical Extraction
1 The Royal Scions

This iteration of UR Delver has been around in some capacity since Modern Horizons, but finally appears to be out in force. Its main draw is the high reversibility enjoyed by melding the aggressive potential of Delver and Pyromancer with the mid-game applications of Snapcaster Mage. That threat suite is complimented by Archmage's Charm, the deck's lynchpin.

With Oko Urza gone from Modern, UR Delver is positioning itself to be Charm's premier utilizer. The card does quite a bit for protect-the-queen strategies: it double-cantrips, offering an answer to attrition plans; it steals nasty creatures, including Death's Shadow and Giver of Runes; and it counters spells, securing a lead while ahead. In other words, it's good at all stages of the game, something a deck as role-restless as Delver appreciates greatly.

Archmage Charm's main drawback is its manacost, which can, of course, be accommodated for. But not by all strategies, which is why we don't see much more of it; the spell is narrow in terms of which decks supports, as many can't swing the triple blue.

As a bonus, being locked into UR doesn't mean the deck fails to utilize its graveyard. Magmatic Sinkhole is a grave-sink so potent even Temur builds accommodate it from time to time, as we'll soon see!

What About Swinging?

Charm's reactive nature prevents the deck from being too aggressive, which is why we don't see Monastery Swiftspear & co. make the cut. Such cheap, red threats proved popular in the blitz-focused, Wizard's Lightning-reliant UR Delver builds from 2018, but UR now prefers to utilize Archmage's Charm and assume the more controlling role shared by equally outdated Spellstutter Sprite variants.

Indeed, the aggressive niche once championed by UR Delver now seems monopolized by Mono-Red Prowess, a deck that's abandoned Arclight Phoenix in light of the Faithless Looting ban but nonetheless retains its power.

And Stripping?

Which brings us to another friend of Insectile Aberration and Young Pyromancer: Inquisition of Kozilek. This combination, too, seems to have become extinct. As far as I can tell, the black spells aren't worth giving up Archmage's Charm when it comes to permission-based decks, and discard-fueled starts are better suited to Mardu Pyromancer or other midrange-leaning strategies.

Temur Delver

Let's shift gears and explore Temur Delver, which we'll focus on for the remainder of the article. I noticed a couple of interesting pre-ban builds from this month while perusing the 5-0 dumps, as well as a juicy updated version from one of the shard's veteran brewers.

Casting a Hex

Temur Hex Delver, THEIMPOSSIBLEEMU (5-0)

Creatures

4 Hexdrinker
4 Delver of Secrets
4 Tarmogoyf

Planeswalkers

2 Oko, Thief of Crowns
2 The Royal Scions

Instants

4 Force of Negation
4 Lightning Bolt
2 Magmatic Sinkhole
4 Mana Leak
4 Opt
1 Spell Pierce
1 Spell Snare
2 Stubborn Denial

Sorceries

4 Serum Visions

Lands

1 Breeding Pool
4 Misty Rainforest
4 Scalding Tarn
1 Snow-Covered Forest
3 Snow-Covered Island
1 Snow-Covered Mountain
2 Steam Vents
1 Stomping Ground
1 Wooded Foothills

Sideboard

1 Ancient Grudge
2 Ashiok, Dream Render
3 Blood Moon
2 Collector Ouphe
1 Engineered Explosives
2 Firespout
1 Huntmaster of the Fells
1 Saheeli, Sublime Artificer
2 Weather the Storm

For starters, here's Temur Hex Delver, which doubles up on one-drops via Hexdrinker. The idea of supplementing Delver with pushed green one-drops dates back to Canadian Threshold, but never exactly took off in Modern; the closest I came myself was with Counter-Cat, which splashed white to enable Wild Nacatl. Rather than run Hooting Mandrills, the deck fills out its top-end with planeswalkers, a strategy I tried (and briefly enjoyed) in Six Shadow (a Delver deck at its theoretical origin).

I've picked up on some dissent in the Delver community regarding whether Hexdrinker is even worthwhile in a format crawling with Wrenn and Six, but the consensus among diehards appears to be to treat Hex as a four-drop when faced with these decks. It's mostly slower strategies such as Jund that employ the walker, giving Temur more time to make its land drops and a reasonable mid- to late-game threat they can peel as a topdeck.

True to its Modern origins, Temur Hex Delver features a light midrange package in the sideboard to overwhelm opposing creature decks and gain equity against other disruption-heavy aggro decks.

We Hardly Knew Ye

Temur Oko Delver, CHAUGHEY (5-0)

Creatures

3 Noble Hierarch
4 Delver of Secrets
4 Tarmogoyf
4 Hooting Mandrills

Planeswalkers

4 Oko, Thief of Crowns

Sorceries

4 Serum Visions
3 Flame Slash

Instants

2 Force of Negation
4 Lightning Bolt
4 Mana Leak
4 Once Upon a Time
2 Stubborn Denial
4 Thought Scour

Lands

2 Breeding Pool
1 Island
4 Misty Rainforest
4 Scalding Tarn
1 Steam Vents
1 Stomping Ground
1 Wooded Foothills

Sideboard

1 Force of Negation
1 Stubborn Denial
3 Alpine Moon
1 Ancient Grudge
2 Collector Ouphe
1 Dismember
2 Forked Bolt
2 Grafdigger's Cage
2 Veil of Summer

As rapidly as it materialized, Temur Oko Delver has now folded back into aether; without its namesake planeswalker, this particular build becomes defunct. But I still want to draw attention to it, as it nonetheless was putting up results earlier this month as the format struggled under the oppressive force of Simic Urza.

To make the most of Oko, Temur Oko Delver runs the off-plan Noble Hierarch; while less reliable than the full package of Gilded Goose, Mox Opal, and Once Upon a Time, the dork nevertheless ensures Oko comes down ahead of curve some of the time, which as we now know categorically puts an enormous strain on opponents.

Once itself does make the cut here, too, which increases the odds of starting with Hierarch while also lowering the chances of drawing it later (with Once in the picture, the dork only needs to appear at 3 copies but still has a high likelihood of being opened). Beyond helping with fast Okos, it makes Delver much better at its Plan A by drastically upping the odds of beginning with an Aberration. Once is also an instant, so it transforms the creature as well; as a free spell, it's even fast juice for Hooting Mandrills or Tarmogoyf. Going forward, Once seems especially potent for the archetype.

On Borrowed Time

Temur Borrower Delver, CHAUGHEY (5-0)

Creatures

4 Brazen Borrower
4 Delver of Secrets
4 Tarmogoyf
4 Hooting Mandrills

Sorceries

2 Flame Slash
4 Serum Visions
1 Sleight of Hand

Instants

4 Lightning Bolt
2 Tarfire
4 Mana Leak
4 Once Upon a Time
3 Stubborn Denial
4 Thought Scour

Lands

2 Breeding Pool
1 Forest
1 Island
4 Misty Rainforest
4 Scalding Tarn
1 Steam Vents
1 Stomping Ground
2 Wooded Foothills

Sideboard

1 Stubborn Denial
2 Ancient Grudge
3 Damping Sphere
1 Dismember
3 Feed the Clan
3 Grafdigger's Cage
2 Pillar of Flame

In truth, it was Oko who was living on borrowed time, but there are only so many idioms featuring "borrow!" Temur Borrower Delveris the latest Delver list we've seen succeed online, and it comes to us from none other than CHAUGHEY---the guy behind Temur Oko Delver above, and countless other Temur iterations dating back at least a year.

Without Oko, the deck gets a makeover, immediately trading Noble Hierarch for Brazen Borrower. Delver decks of Modern's past have traditionally appreciated Vendilion Clique primarily for its status as a pre-flipped Insectile Aberration with flash, no joke in a permission-based thresh deck. While the additional effect was icing on the cake, it pales in comparison to Borrower's benefits: the flashy new Faerie doubles as a critical mode of Simic Charm, bouncing not just creatures but any opposing nonland permanent to disrupt a myriad of possible combos. What's more, its adventure typeline negates the card disadvantage of running bounce effects and gives the deck a reliable late-game mana sink: Once finding Borrower being cast as an adventure and then again from exile taxes pilots a whopping 7 mana! All that late-game energy makes it justifiable to skip out on running dedicated midrange cards in the sideboard, further playing to the deck's bottom line.

That Once can find Borrower also greatly improves the card. Strong openers that feature land and threats can functionally pick up a bounce spell by casting Once, rounding out their plan and helping the card look more like an all-purpose cantrip than its text box suggests. After the game starts, Once can be cast on an opponent's end step should they elect to play around Mana Leak, and then let pilots choose from a variety of potential options. After all, Borrower itself offers three possible modes: the bounce line, the creature line, and both!

Also making the cut is Flame Slash, a card that looks extremely appealing in the current metagame. With Thought-Knot Seer, Urza, Lord High Artificer, and other x/4s running around, not to mention the weaker enablers that have formed Modern's backbone forever, Slash has a ton of high-value targets.

Flipping the Script

Oko, Oko, Oko---that's all the Magic community has been hearing about since the planeswalker showed up and decimated a bunch of constructed formats. But the message I'm getting the most from the January dumps is Delver, Delver, Delver. While I doubt the Insect comes to dominate the format in any capacity resembling Oko's, I'm excited to see new developments surrounding one of my all-time favorite creatures and hope Delver's string of successes stretches into the future!

Beyond First Impressions: Theros Review

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With the Prerelease out of the way the actual work of exploring Theros: Beyond Death has begun. As Jordan previously noted, there are a number of interesting role players in Theros. However, there don't appear to be any unequivocal home runs. Considering how 2019 went, that's a very nice change; I'd like a chance to finally catch my breath in the wake of Hogaak, Arisen Necropolis and Oko, Thief of Crowns.

With that in mind, I've already looked at some standout cards, and couldn't find one that didn't have massive setbacks regarding Modern playability. That spirit continues this week, as I examine some more cards that have Modern potential, but may end up not actually being worth the effort. Based on what I've seen from my own efforts and those of others, Theros isn't a block that will unequivocally shake up Modern, but it should disrupt some stagnant decks. And that's more than good enough for me.

Dryad of the Ilysian Grove

Dryad of the Ilysian Grove is Prismatic Omen mixed with Exploration, given legs and with better stats than (but for the same price as) Azusa, Lost but Seeking. A lot of the chatter I've seen on the card has been for Pioneer, where despite multiple bannings, Mono-Green Devotion remains a top deck. We have Mono-Green Devotion in Modern too, but Leyline of Abundance is still legal here, so it's not interested in a 2/4 enchantment creature.

I initially saw a few players talking about Dryad as an answer to Blood Moon. But just like with Omen, Dryad and Moon operate on the same layer, so timestamps determine which effect applies. Thus, a Dryad cast after Moon unlocks mana, but cannot preempt the enchantment. And again, Modern already has Prismatic Omen for this purpose.

Even if Dryad did play well against Blood Moon, it wouldn't be played for that purpose. Amulet Titan runs Azusa, and Dryad being more robust makes it appear more attractive. However, Azusa gives two land drops to Dryad's one, and in Amulet that's all that matters. Amulet doesn't care about land types, so Dryad's second ability is superfluous. The deck that actually wants Dryad must not only want additional land drops but care about basic land types.

Dryad Struggles to Belong

Both conditions apply to Valakut. Some pilots were already running Prismatic Omen to make Scapeshift kills faster, so Dryad's chances look good up front; with Omen out, a Scapeshift for six is all that's needed for 18 damage, compared to the seven lands normally required. Ramp spells and additional land drops are functionally the same, and with 28 lands on average, Valakut should theoretically be able to make good use of Dryad.

Unfortunately, Dryad sits in an odd place on Valakut's curve. The deck's usual line is turn one suspending Search for Tomorrow, turn two ramping with Farseek or Sakura-Tribe Elder, hitting five mana on turn three, and dropping Primeval Titan turn four; the Scapeshift kill requires Omen on turn three to kill on turn four. Dryad doesn't much alter either line. Valakut also empties its hand quickly, so the extra land drop will lose impact if not exactly on-curve. And Dryad doesn't find more land or Valakut, making it questionable whether it's better than Omen.

Still, several actual Valakut players I know lost their minds over Dryad, and their investigation is at least suggestive.

Dryad Valakut, Test Deck

Creatures

4 Sakura-Tribe Elder
4 Dryad of the Ilysian Grove
4 Primeval Titan

Instants

4 Veil of Summer

Sorceries

4 Farseek
2 Explore
4 Search for Tomorrow
4 Scapeshift
2 Hour of Promise

Lands

4 Wooded Foothills
4 Valakut, the Molten Pinnacle
4 Stomping Ground
3 Snow-Covered Mountain
3 Mountain
2 Cinder Glade
2 Forest
1 Snow-Covered Forest
1 Sheltered Thicket
1 Castle Garenburg
1 Field of the Dead
1 Verdant Catacombs
1 Windswept Heath

Their idea is to treat Dryad as a combination ramp spell and Omen, which frees up some slots now used for Veil of Summer. This configuration is closer to pure combo than to a ramp deck with a combo kill. They've had some success in testing, but part of that is due to other decks still adjusting to the bans.

Valakut's Odd Child

As far as can be determined so far, Dryad is a fine card, but not exceptional in Valakut. Because of how the deck curves out, the kill speed over Omen hasn't noticeably changed. Valakut doesn't have card draw, so Dryad only actually grants one extra land drop before Valakut runs out of cards in hand (maybe two). In terms of actually going off, Dryad is a wash.

However, Dryad is having an unexpected positive impact on the Humans matchup, and to some extent against midrange thanks simply to being an affordable 2/4. Dryad is a solid wall against Humans that nets some value when resolved. Humans can very narrowly goldfish Valakut since its kill speed is similar, so a persistent road block significantly alters the race. Meddling Mage can still be backbreaking, especially for this Bolt-less version, which means the sideboard is geared against Humans. Against UW decks, Dryad attacks planeswalkers and frequently slips through Jund's discard to put some pressure down or absorb an edict effect to protect Titan.

I don't think that Dryad will find a home in Valakut based solely on its text box. If pilot want an Omen effect, Dryad can be played in that slot with little effort or change to the gameplan. However, given a need for an actual creature to deal or absorb damage, Dryad is far better than Azusa.

Setessan Champion

In terms of potential archetype churn, there may be no deck more affected by Theros than Bogles. After all, the set's about auras, and Bogles is an aura deck. However, that didn't happen last time we visited Theros. Bogles is a very stagnant deck, and has been throughout Modern's history. Once Wizards realized that hexproof is broken compared to shroud, they stopped printing cheap hexproof creatures, and no aura has approached Ethereal Armor or the Umbra enchantments in power. The most dramatic change I've ever seen the deck make is moving Leyline of Sanctity to the maindeck.

But Setessan Champion may deeply impact the archetype: it doesn't challenge any of the actual one-drop threats, but rather Kor Spiritdancer. Spiritdancer is the card that Bogles likes to cast but never actually enchant. Lacking hexproof, it's actually vulnerable to removal. The only times I've seen it enchanted is when Bogles has no Bogles, or when it's up against combo and needs to accelerate the kill. Spiritdancer is played because it draws cards as a cast trigger; Bogles usually has to mulligan aggressively to find a threat and some good auras, so that card advantage is essential.

Champion has some drawbacks compared with Spiritdancer: a higher mana cost and the card draw effect being an enters rather than a cast trigger. Counterspells become stronger and the deck slightly clunkier as a result. However, Champion offers some compensating factors; primarily, it actually does something when not enchanted. Spiritdancer is 0/2 while Champion is 1/3, a stat upgrade substantial in that the Warrior can plausibly attack and block. And unlike Spiritdancer, Champion grows just by playing auras. Bogles can keep loading up its hexproof creatures and still grow Champion. +1/+1 counters will also survive if all the auras get destroyed, leaving behind a real gameplan should Engineered Explosives go off.

Restored to... Glory?

I think that Champion is close enough to Spiritdancer that it's worth reexamining Bogles, especially in light of Theros also bringing Staggering Insight to the table. Bogles asks a lot of its current two-mana enchantments and tries to ride its GW manabase for all its worth, but I've seen Keen Sense in Bogles before. Adding lifelink and +1/+1 is enough of an upgrade to include it, especially in a churning Modern where Burn will be prominent.

Bant Bogles, Test Deck

Creatures

4 Slippery Bogle
4 Gladecover Scout
4 Setessan Champion

Enchantments

4 Ethereal Armor
4 Spider Umbra
4 Rancor
2 Gryff's Boon
2 Hyena Umbra
2 Spirit Mantle
2 Staggering Insight
4 Daybreak Coronet
4 Leyline of Sanctity

Lands

1 Dryad Arbor
3 Horizon Canopy
3 Waterlogged Grove
3 Misty Rainforest
3 Windswept Heath
3 Temple Garden
2 Breeding Pool
2 Hallowed Fountain

The mana is still very reliable, and adding blue grants more sideboard options. I haven't noticed much actual impact on matchups during testing, but that may be because I'm sticking close the classic formula. I've seen some Bogles decks online that are barely recognizable. In any case, I haven't felt any negative impact from adding Theros cards and blue, so I'm going to keep working on the deck.

Thassa's Oracle

On the surface, Oracle isn't so flashy; manipulating the top of the library without drawing a card is only playable occasionally in combo decks or when repeatable. But of all the Theros cards I've examined, Thassa's Oracle has the most clear home.

The second part of Oracle's text turns it into a win condition, albeit a tough one to trigger. Assuming, of course, that the condition is being met the "correct way," with lots of blue permanents in play. It's much easier to just Oracle with an empty library. And there happens to already be a deck in Modern that does exactly that.

Ad Nauseam, Test Deck

Creatures

1 Thassa's Oracle
4 Simian Spirit Guide

Artifacts

4 Lotus Bloom
4 Pentad Prism

Enchantments

4 Phyrexian Unlife

Instants

4 Angel's Grace
4 Spoils of the Vault
1 Lightning Storm
4 Ad Nauseam
4 Pact of Negation

Sorceries

4 Serum Visions
2 Sleight of Hand

Lands

4 City of Brass
4 Darkslick Shores
3 Temple of Enlightenment
3 Temple of Deceit
2 Seachrome Coast
2 Gemstone Mine
1 Island
1 Plains

Ad Nauseam decks have traditionally run Laboratory Maniac as an alternative to Lightning Storm, though some have recently opted for Jace, Wielder of Mysteries. In either case, since Ad Nauseam draws its entire deck, playing Maniac and Serum Visions or using Jace's +1 won the game. While a decent way around Leyline of Sanctity, these options cost a minimum of four mana on the combo turn. Oracle does the same job, only requires one card, and is two mana. Thus, Oracle is a straight upgrade and replacement for the previous options.

An Answer with More Questions

A singleton upgrade for a fairly niche deck might not be enough to warrant much discussion. But the more general application of a self-contained Laboratory Maniac is.

At the beginning of spoiler season, it looked like Underworld Breach would the Modern card. Breach, Grinding Station, and any 0-CMC artifact mills the entire library. Escaping Mox Opal repeatedly generated mana, building into either Grapeshot or Banefire on turn three. Of course, Opal was banned immediately thereafter, making that deck dead-on-arrival.

However, the combo still mills a whole library. And it costs less than Ad Nauseam, even if it is spread out over two cards. As Dredge has repeatedly shown, milling an entire library is very powerful. I have been trying to find a use for the combo, and Thassa's Oracle is the obvious win condition. As a bonus it can also scry towards missing pieces and block if necessary. Just make sure to have one in hand before comboing off. The main problem has been that to get everything together consistently and quickly I've been building decks that are effectively more elaborate versions of traditional Ad Nauseam. And more elaborate combos is not where a combo deck wants to be. I think this is solvable by thinking more outside the box with card choices, so it's worth pursuing.

The potentially fatal problem for the deck is the combo itself. This is an all or nothing combo with a very narrow usage. All the milled cards have to be exiled to keep the loop going, so typical graveyard shenanigans don't work. Firing off a full set of Creeping Chills sounds good, but if triggered then they can't be exiled to pay for escape. Same with creatures like Narcomoeba. To get value from milling my deck, I need to stock the graveyard with fodder first, which defeats the point of the combo. It doesn't generate any mana either, so there's no way to combo off except with Oracle. Ad Nauseum technically does, because it finds Simian Spirit Guide. The combo is built to exile the library, and does so efficiently, but it can't do anything else.

But What Does it Mean?

Everything I've found so far has been more intriguing than obviously good, and none of it has clearly won a place in Modern. However, I can't dismiss these cards, either. It's like there are pieces that I can't quite grasp when solving this puzzle. I intend to keep working on the solutions, but if you've had any success, please share in the comments.

Fool Me Once: Introducing GR Eldrazi Stompy

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Just when I figure out an Oko shell I like, Wizards drops the hammer on the card I'd built around! Not that I think Oko was particularly balanced in Modern; I did endorse the walker as my candidate of choice as face of the 2020 metagame, after all. Fortunately for me, plenty more Modern game-changers have been released in recent months, and it didn't take long to occupy myself with a different idea: integrating Once Upon a Time into Colorless Eldrazi Stompy. Today, we'll see where that experiment has led the deck and weigh the benefits of different color splashes.

For starters, the deck:

GR Eldrazi Stompy, Jordan Boisvert

Creatures

4 Eldrazi Mimic
4 Eternal Scourge
4 Thought-Knot Seer
4 Reality Smasher
2 Endless One
4 Simian Spirit Guide

Artifacts

4 Serum Powder
4 Chalice of the Void
2 Smuggler's Copter

Instants

4 Once Upon a Time
4 Dismember

Lands

4 Eldrazi Temple
4 Karplusan Forest
2 Gemstone Caverns
2 Ghost Quarter
2 Blast Zone
2 Mutavault
2 Blinkmoth Nexus
1 Wastes
1 Forest

Sideboard

4 Relic of Progenitus
1 Surgical Extraction
4 Abrade
1 Gut Shot
2 Ratchet Bomb
2 Damping Sphere
1 Sorcerous Spyglass

Thanks to my experiments with Gx Eldrazi shells and continued testing of Once Upon a Time alongside Serum Powder since coming across Once a Powder Tron in a 5-0 dump, I've become a believer in what the controversial cantrip does for the cannoli carnivores.

Landing on Both Feet

A critical area of focus in redesigning the deck was the manabase. I considered Hashep Oasis as a green source that also produced colorless, but the upside of its activated ability seemed incredibly marginal; barring a lucky Gemstone Caverns or being Path to Exiled, I'd have to draw and play a whopping three copies before even thinking about paying four mana for a sorcery-speed Giant Growth. So I turned to the painlands, which at four copies grant us a second color splash more or less free of charge.

No Pain, No Gain

The go-to in that case was Karplusan Forest. There weren't really any colored cards besides Once I was interested in running main, but Karplusan nonetheless taps for Simian Spirit Guide, giving the creature a significant utility boost throughout the game. Red is also among the deck's most useful splashes, and I've lamented not having access to red sideboard cards in the past.

Naturally, running a full set of painlands hurts our action-packed manabase, which draws its strength from how much the lands themselves do for us when cards start to run dry. In theory, the early-game boost and actual card filtering from Once, increased relevance of mid-game Guides, and actual land filtering of Once itself should help on this front, covering for the card they directly replace: Zhalfirin Void. But I'd be hesitant to add too many color sources for fear of further watering down our land effects.

Less Is More

I also trimmed a Wastes for a Forest, which turns on cantrips stranded in hand if opponents Path or Quarter us, and trimmed the land count to just 20, as we function fine with just a couple in the opener and lack mana-sinks late-game. Specifically, the cuts were a Ghost Quarter (as we pressure big mana decks like Tron and Amulet more reliably) and Blast Zone (which we lack the mana to support at three copies).

Ghetty Green

The main reason for splashing at all is Once Upon a Time. Between this cantrip and Serum Powder, Eldrazi Stompy gains an unmatched capability to execute its Plan A, bringing the deck even closer to its Eye of Ugin-fueled prime.

While the potpourri of Once a Powder Tron eschewed Simian Spirit Guide in favor of Urza land enabler Expedition Map, an early play replacing the dreaded turn-one Chalice, I actually love the Ape alongside Once. Turn-one Chalice is all the more reliable when Once can grab our choice of an Eldrazi, a land, or a functional Lotus Petal out of our top five cards.

Omissions

Ancient Stirrings and Noble Hierarch are absent from the deck despite making my core for Gx Eldrazi strategies. This is still Colorless Eldrazi Stompy at heart, meaning we don't want to spend precious early-game mana futzing around setting up our plays; at that stage of the game, we're already looking to establish a clock or lock opponents out of the game.

A notable omission in the sideboard is Collector Ouphe, which I'd previously praised in Once-powered Eldrazi decks. With the recent bans to Oko and Opal, though, I expect a significant lull in artifact-themed decks barring Whirza. The most threatening course of action Whirza has against us is to search up Ensnaring Bridge, which Ouphe does little to stop.

One card I considered for the side was Veil of Summer, a tool against the Bx and Ux decks looking to grind us out. It's no secret I'm partial to the stick-a-threat-and-counter-spells playstyle, Veil is simply too at-odds with our consistent Plan A to be of much use in this deck, and Relic already hassles interactive opponents enough in the one-mana slot besides having many other applications. Still, it's nice to know we have access to Veil should a counterspell-heavy deck that does pose issues for us arise down the road.

Better Red

Just as green is reserved for the mainboard, red finds itself mostly in the side. An exception to this principle is Simian Spirit Guide, which is now easier to cast than ever and choosable off Once in a pinch.

As far as the sideboard goes, though, Abrade seems like a significant improvement to Spatial Contortion. Like Relic, it's extremely potent in its role compression, so I'm comfortable with a full set: against creature decks, we can never have enough Pyrophobia; against prison, we can never have enough Shatter. The latter has historically menaced Eldrazi Stompy to the point that Karn, the Great Creator fishing up Ratchet Bomb to tick into a Bridge-breaking activation, clunky as the plan reads on paper, was a godsend for the strategy.

Colorless Contrasts

There are also some notable colorless cards filling in for the usual suspects.

Good Cop, Bad Cop

First on our list is Smuggler's Copter, a card I've lauded in CES for giving us a Splinter Twin-style pressure effect while soaring over opponents gumming up the battlefield with value creatures.

Copter is all the better in this build, making excellent pilots of those newly-castable Simian Guides and spare Endless Ones. And with a full eight mulligan-helpers in the deck and the notable absence of the once-convenient Zhalfirin Void, Copter assuages the burden of drawing too many enablers or lands. When we mulligan especially low, or opponents throw a wrench into our plans with a fast Damping Sphere or Ghost Quarter, Copter can turn a clunky hand into an acceptable plan, so it acts as an insurance policy as well.

Something I don't like about Copter is that it can't be found by Once. I also tried Karn, the Great Creator in this slot, but never wanted them together for this reason. Karn's utility is still high, especially its ability to grab Relic of Progenitus against midrange and start recurring Scourge as of Game 1. But it strains the sideboard and is quite expensive at four mana given our Once-affected manabase. Abrade also covers for many of Karn's biggest draws in helping us defeat artifact-based prison.

It Don't Matter to Me

The final change in this version is my total forsaking of Matter Reshaper. I've elected to relegate the grinding plan to the sideboard for Game 2, where it takes the form of a set of Relics. I think those will prove enough, at least as the metagame settles; we now have more anti-aggro tools with Abrade, and I find shaken-up metagames often default to aggro in their early stages. Reshaper, too, was appealing for role-compression purposes, but we may have those bases covered with Abrade; besides, Reshaper was always garbage against linear combo and other fast archetypes.

Endless One remains, as the card is more potent alongside Once Upon a Time and a pair of Copters. I frequently cast the Eldrazi for 1 just to have a pilot, and late-game, it can be found with the cantrip to create a big attack with Eldrazi Mimics or just register a large body. Endless plays nice with our Plan A, benefits from an increased ability to find Temple, and is highly adaptable to different situations. Of course, it's never tremendously impactful for its price, especially compared with Seer and Smasher; I can see going back to Reshaper if Fatal Push or Wild Nacatl decks start giving us trouble, but I'm not holding my breath.

New Horizons

I was indeed excited to start tuning Six Shadow, a deck that's been killed along with many others by the recent bans. Still, Once Upon a Time has got me bursting with ideas too, and I can't wait to see if it fits into my pettest of decks. How goes everyone else's new-year brewing?

N’Oko: Parsing the January Bans

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Well, everyone should have seen another ban coming. There was no way that Wizards wasn't going to let their last scheduled banned and restricted announcement go by without doing something about Oko, Thief of Crowns. However, I didn't expect it to go this far. Three cards banned would be a fairly substantial shift by itself, but considering what is getting banned, I'm calling it a seismic shift. Another year, another entirely new Modern.

What should not be surprising is the lack of compensating unbans. As I've previously noted, there aren't many plausible candidates. My opinion on Splinter Twin seems to fall in line with Wizards'. And not unbanning the artifact lands makes sense in that Wizards is specifically trying to power down artifact decks.

Oko, Thief of Crowns

Everyone was expecting Oko to get banned. There didn't seem to be any other option, and Wizards' announcement reflects this fact:

Oko, Thief of Crowns has become the most played card in competitive Modern, with an inclusion rate approaching 40% of decks in recent league play and tabletop tournaments. In additional to having a high overall power level, Oko has proven to reduce metagame diversity and diversity of game play patterns in Modern.

The last few months of 2019 saw him shoot to the top of the format and just sit there. There was no opportunity cost to playing Oko. He made fodder for all his abilities. He never needed to downtick to do something. His starting loyalty was absurd, particularly for a three-mana planeswalker. Wizards admitted that Oko had just slipped through the cracks and they hadn't tested him enough, its high loyalty stemming from a broader issue of overestimating planeswalker vulnerability. Last weekend was the final straw, as GP Austin saw a Day 1 that was dominated by Oko...

Deck NameTotal #
Urza Decks82
Death's Shadow Decks61
Eldrazi Tron48
Tron41
Burn35
Titan Field35
Infect34
Jund 33
Snow Control31
Snowblade28
Mono-Red Prowess25
Humans24

...which would eventually translate into a Top 8 of primarily Oko decks. All the props in the world to Ian Birrell getting 4th with a completely stock Jund list, but he was the only player who wasn't riding a stream of food. Once a Top 8 has 26 of 32 (81%) possible Okos present, there's clearly something amiss. The pattern was repeating over at SCG Knoxville, where the Day 2 Metagame was dominated by various Oko decks:

Deck NameTotal #
Temur Urza10
Mono-Red Prowess9
Eldrazi Tron6
Infect6
Bant Snowblade5
Sultai Urza4
Burn4
Mono-Green Tron4
4-C Whirza3
Amulet Titan3
Humans3
Gifts Storm3
Devoted Devastation3
Simic Urza2
Urza Prison2
Oko Jund2
Jund2
Crabvine2
Titanshift2

An explicitly Oko-oriented deck was the most played, with lots of other decks running Oko as a package. Simply put, with little opportunity cost to doing so and the substantial upside of snowballing out of control, it was wrong for decks not to run Oko. Some decks splashing Oko included Infect, Amulet Titan, Death's Shadow, and Jund, as reflected in the Top 32:

Deck NameTotal #
Temur Urza7
Sultai Urza4
Bant Snowblade3
4-C Whirza3
Amulet Titan2
Mono-Red Prowess2
Infect 2
Golgari Yawgmoth1
Mono-Green Devotion1
Humans1
Oko Jund1
RG Eldrazi1
UR Kiki-Jiki1
Eldrazi Tron1
Crabvine1
Mono-Green Tron1

Oko dodged the finals not for lack of effort. Decks that went over Oko's top did very well, but that's likely because the SCG meta saw the impact of Oko first, and had more time to adjust. Perhaps Modern overall would have ended up in a similar spot, but with Oko already banned in multiple formats, Wizards elected to take one on the chin and ban the planeswalker.

Post-Oko Winners

The format as a whole wins, as gameplay and deck strategy should diversify. No longer will it be a version of Standard's snowball-value gameplay. There's also no longer a power card for every single deck to play, which will incentivize innovation in deck configuration.

Any deck that was looking to actually do something with non-ETB artifacts and creatures also wins. Oko rendered big creatures and splashy artifacts useless by making them 3/3 Elk. Death's Shadow was initially seen as an answer to Urza, but Oko pilots have since turned plenty of 11/11s into Wild Nacatls. Death's Shadow is an obvious beneficiary as a result. Primeval Titan was very strong even with Oko around, but Oko made it far less threatening; the Titan is unleashed now, too. On a more somber note, prison pieces will come back into vogue. It didn't matter if Ensnaring Bridge was in play when it was just going to become an Elk, and the same follows for any artifact that wasn't part of the 0-1 CMC value engine common among Urza decks.

The largest individual winner is Stoneforge Mystic. Mystic hasn't yet had the chance to take off in Modern, and Oko tucked it further away. Fair cards with many possible homes take time to catch on, as did Jace, the Mind Sculptor. Oko forestalled the brewing process by rendering equipment ridiculous. Without it, Mystic may finally have a chance to spread her wings.

Post-Oko Losers

All the decks that were playing Oko take a hit. However, the loss won't be felt equally. UGx Urza decks will almost certainly disappear; the reasons to play green were Oko and Gilded Goose, the latter present mainly to pump Oko out faster. Simic Urza should revert to Grixis Whriza, which may actually benefit considerably for the same reasons I mentioned about artifact decks above.

Oddly, I think the biggest loser will be Bant Snowblade. Snowblade was starting to gain some traction as an anti-Urza deck in the run-up to SCG Knoxville, and didn't do too badly in Austin either. However, this was based on it being a better Oko deck rather than its own merits as a deck. Snowblade had more ways to accelerate into Oko while playing less air than a typical Urza deck. Playing fewer artifacts meant dodging typical hate.

The deck also enjoyed turning its mana dorks into actual threats. Also, Elking a friendly Spell Queller and then bouncing Queller with Jace or Teferi meant that the Quelled card would stay exiled forever. With Oko gone, Bant is back to being filled with dinky creatures and uninspiring payoffs, as it was before Throne of Eldraine. Stoneblade will still be around, but its shell needs an overhaul.

The other big loser is Infect. Ever since Gitaxian Probe was banned, Infect has struggled. The deck never goes away completely, but without the information advantage of Probe, it just can't maneuver past all the removal and discard in Modern. Oko gave Infect new legs via an alternate win condition immune to typical Infect hate by virtue of its focus on value and stretching of enemy resources. Infect will now default back to its uninspiring pre-Eldraine configuration.

Mox Opal

While some have speculated on Mox Opal getting banned for years, I've always disagreed. The problem was never Opal itself, as evidenced by Affinity. Opal needed a lot of setup and was frequently bad on its own. It was in the presence of overpowered engine cards that Opal became unfair. Even without Opal around, Ironworks would have been too good thanks to how absurd a mana engine it is. Meanwhile, there's no reason to play Affinity or similar artifact decks without the acceleration of Opal. They're too fragile easy to hate out otherwise. However, Wizards decided that Opal being a main component of Oko decks was the final straw:

As a source of fast mana in the early game, Mox Opal has long contributed to strategies that seek to end the game quickly and suddenly, whether with explosive attacks, one-turn win combos, or by locking out the opponent with “prison” elements. While none of these decks previously warranted a ban of Mox Opal, it has historically been a part of decks that approached problematic impact on the metagame or did indeed necessitate other bans.

Wizards is concerned about Urza just coming back. They're even more worried that Opal will be a greater problem in the future.

As the strongest enabler in the recent Urza artifact decks, and a card that has been concerning in the past and would likely cause balance issues in the future, Mox Opal is banned in Modern.

Reading between the lines, Wizards is concerned about future cards proving unsustainable alongside Opal, and wanted to get ahead of the problem. I think that means they're worried about Underworld Breach combo, a deck which is almost certainly dead before it ever got a chance to live. It may also imply another set with pushed artifacts in the pipeline.

Affinity is Dead

And with that, Affinity is finally dead. It hasn't done well for quite some time, but losing Opal is the final nail in the coffin. There's simply no reason to play an aggro deck that dies to not only Supreme Verdict but to Stony Silence, especially when it's no faster than other aggro decks. Humans sounded the knell by being a very similar deck that was more disruptive and resilient, but Affinity stuck around in some capacity as a metagame deck. Hardened Scales may remain, since it has green acceleration, but it's a tough sell. It will take some very pushed artifact creatures or synergies to make construct aggro a thing again.

Many fringe artifact decks also look significantly worse. Lantern (thankfully) died years ago, but this also means Cheeri0s is gone. The combo only generated mana by looping Opal, and trying to make Mox Amber work in its place takes Cheeri0s into a very different combo space.

Long Live Urza

Given that artifact decks are taking such a huge hit, the hope is that the targeted deck will also go. But I don't think that banning Opal will hurt Urza that much. He'll just roll with the punches and adapt. According to Wizards:

We considered options that would further weaken Urza-based artifact decks, while still allowing for decks based around that general strategy. Ultimately, we determined that banning Mox Opal was the correct option.

However, Urza, Lord High Artificer doesn't need Opal. Simic Urza decks did, because they were all about getting out a powerful engine quickly, be it Emry, Urza, Oko, or Karn. Gilded Goose coupled with Opal was the key to getting them online before opponents could respond, which was the key to Simic's success.

However, Grixis Whirza was already slower than Simic. Its main plan was as a prison deck, and all it needed to do was get out the right lock piece eventually. It can also combo win from nowhere. Earlier is obviously better than later, but it isn't necessary; Opal's greatest contribution was how efficiently it helped Urza empty its hand for Ensnaring Bridge, which is only relevant against hyper-aggressive decks. Against everything else, Whirza was playing a slower reactionary game anyway, so the Opals were primarily replacing lands. Whirza will just run an extra land or two and use the extra slots for either another artifact or some more interaction. Urza is still an absurd card, so I predict that all Wizards is dong is kicking the can down the road.

Mycosynth Lattice

Finally, there's the truly unexpected banning. I couldn't find any writers calling for banning Lattice before today, didn't see any discussion threads about it, and would never have expected such a ban to happen even if there were said calls. Mycosynth Lattice just doesn't do anything. The only reason for banning it is Karn, the Great Creator's non-symmetrical effect. However, Wizards thought lowly enough of the combination to pull the trigger.

This combination, popular in Eldrazi and other Tron decks, can completely lock the opponent out from casting further spells. While decks featuring this combination often win in other ways, the deckbuilding cost to include this interaction is low, causing it to show up more often than is fun in competitive play.

I don't disagree with the reasoning. Getting locked out of the game is horrible, but the deterministic nature of the Lattice lock is much worse. Against typical prison locks, you're only truly out of the game when you have no answers left in your deck. Lattice lock offers a one-time window to answer. Once Karn and Lattice are on the board, the only source of mana the opponent could have is Simian Spirit Guide. Unless enough creatures are on the board to kill Karn, that's the end.

I did not think that fact was enough for Wizards to ever take action. I suspect that, due to the Simic Oko decks, Wizards was seeing the lock come up far too much. With Oko leaving the format, the lock would have necessarily become far less frequent since his deck is going away. However, Wizards decided that they wanted to be sure. On Twitter, LSV called the Lattice ban "forward-looking." I see the point, and it is better to strike while the iron is hot. That said, I don't think I've ever been more surprised by a banning before. Even the Twin ban was less surprising, despite the reactions at the time.

Modern Moves On

With a major pillar removed and several recent distortions gone, Modern is once again wide open. The incoming set will further muddy the waters. We'll just have to wait and see how this all plays out.

U Mirin’: Theros Beyond Death Spoilers, Pt. 2

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Theros: Beyond Death spoilers are well underway. David covered the heavy-hitters earlier this week, but more cards have been revealed, and the set seems packed full of low-level goodies that stand to very marginally improve some of Modern's many strategies. Let's take a look at at some of the most underrated tech in the new set!

A House Is Not a Home

The following cards may already have homes in Modern, however fringe. I can see these spells slotting into existing archetypes right away, albeit with a little tweaking.

Gallia of the Endless Dance

"Other Satyrs you control get +1/+1 and have haste." Yawn! It's the rest of the text on Gallia that makes it interesting. Attacking with three creatures is par for the course in hyper-aggressive Zoo strains like 8-Whack, and that's exactly where I expect Gallia to end up. Even there, it's not realistically triggering until turn three. I still think that's enough to merit inclusion, as the looting effect is just bonkers in a deck that peters out so quickly.

Icing on the cake: if we do ever happen to get a Satyr on the level of pushed beaters like Hexdrinker or Grim Flayer, Gallia will start to look appealing as a build-around card.

Whirlwind Denial

Our first control card, Whirlwind Denial sets the bar high for stack wars, functioning as Flusterstorm that also hits creatures and, critically, planeswalkers—that's the type of card blue mages duke it out over. Three mana is a heck of a lot for a stack war, but considering Denial's other fringe applications (such as dealing with storm), I can see it making the cut as a tech choice in sideboards.

Thassa's Intervention

Yet another control card, Thassa's Intervention doesn't do one thing particularly well. But it offers players a choice between two extremely relevant effects. In a topdeck war, when opponents have little going on, or should players badly need an answer locked away within the deck, digging mode does an okay Dig Through Time impression. And otherwise, with a planeswalker on deck ticking up, counterspell mode says "no" and enables the snowball. Intervention offers enough utility for control mages to consider in the main.

Dream Trawler

And, I'd argue, Dream Trawler offers enough raw power to reshape how control players build their decks. Trawler is the Morphling Modern never had; a Baneslayer Angel that draws extra cards and can give itself hexproof at will, both without any mana investment. Six mana is a ton, but if players are happy to tap out for Lyra Dawnbringer, I don't see why they wouldn't be happy to invest in this guy. The drawing alone gives this thing a tool against attrition and control decks as gamebreaking as lifelink is for aggro ones.

Kroxa, Titan of Death's Hunger

It's not all control cards I'm excited about. This escape cycle of fatties seems promising, too. Especially Kroxa, Titan of Death's Hunger, who I think fits pretty smoothly into Smallpox decks. We've seen these strategies have middling success in Modern, most recently with Rankle Pox. If they're up for splashing red, Kroxa provides inevitability and card neutrality while tapping the graveyard, a resource Pox players have otherwise struggled to capitalize on.

Utility Belt

My favorite kinds of spoilers are ones for cards that don't necessarily turn archetypes on their heads or spawn new strategies. I prefer cards with specific, niche applications; ones that either replace or simply provide alternatives to existing role-players. The more novel the design philosophy in a given set, the likelier we are to see such spells, and Theros: Beyond Death has already given us five.

Mire Triton

First up is Mire Triton, which packs a ton of potentially relevant text into one sleek design. Triton gains pilots life, self-mills, swings for a passable 2 damage, and provides a deathtouch body on defense. On top of all that, it's a Zombie Merfolk, supporting two beloved tribes.

If Triton ends up belonging to either clan, it should be to Zombies; that's a deck that appreciates self-mill and is already in black to begin with. Two mana's not a great rate for 2/1s in Modern, but this little guy does enough stuff to perhaps make the cut somewhere anyway.

Omen of the Sea

Speaking of two-drops, let's dive into escape, Magic's latest take on flashback. Omen of the Sea costs one more than the banned Preordain, but offers pilots flash; in instant-speed decks, spending mana on enemy turns can be quite similar to getting it for free. Additionally, Sea's extra effect lets pilots squeeze value out of the enchantment down the road, and its card type plays nice with certain mechanics (delirium, constellation, etc.).

I'm especially interested in how players will stack Sea's two abilities. With five mana available, pilots can cast Sea and respond to its enters-the-battlefield trigger by cracking it, yielding scry 2, scry 2, draw a card. This enchantment has a lot of modes and may be flying under the radar right now.

Escape Velocity

Anger might not be legal in Modern, but Escape Velocity gives players the possibility of having haste on all their guys thanks to a card in the graveyard. Sure, it costs mana to activate, and two can be a lot when a creature is also being cast that turn. But exiling just two cards is hardly a cost, meaning Escape Velocity will probably sit in the grave and threaten haste throughout a game. Plus, as an enchantment, the power boost lasts, and should add up over multiple attaches.

Cling to Dust

The last escape card we'll see today is my favorite design thus far. Early on, Cling to Dust provides cantripping (or life-gaining) grave disruption; on paper, it eventually morphs into a card advantage engine. Realistically, though, the spell sits somewhere in the middle, fronting a burst of value and then ensuring another one or two down the road. Escaping more than twice in a game should prove difficult with a five-card requirement.

Cantrips on passable effects are nothing to sneeze at, and neither is versatility. I love that Cling can function as lifegain or simply a cantrip in a pinch, but also blow opponents out in certain situations as well as just post a speed bump for anyone gently interacting with the graveyard (think Snapcaster Mage, Emry, Lurker of the Loch, or Unearth). This card's high floor and ceiling make it a winner in my book, even with with gold standards like Surgical Extraction legal.

Soul-Guide Lantern

This lamp isn't playing when it comes to the graveyard, either. An update to Scrabbling Claws, Soul-Guide Lantern also offers players plenty of options. It immediately removes a card, threatens a grave nuke at any time, and can be cashed in for a card as needed. The artifact reminds me too of Nihil Spellbomb, but more generic in that nonblack decks can play it. I wonder if it's generic enough to see mainboard use alongside Mox Opal and the rest of the artifact core propelling Oko decks to the top of the format.

There's No Escape!

From spoilers, that is! And as long as they keep flowing, we'll keep hot-taking. Which Theros: Beyond Death cards have you brewing?

Heroes Arise: Theros Beyond Death Spoilers

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Happy New Year! I'll be kicking off 2020 by leaping into spoiler season. Spoilers for Theros: Beyond Death began trickling in while everyone was on holiday break. Now, with our holiday hangovers but a painful memory, the flood has begun. There appears to be considerable potential for Modern cards, and given how 2019 went, I'm perhaps even underestimating their power.

As I was writing this article, I realized there was a thread running through the piece. Specifically, I was making the same point over and over again. I've therefore decided to lead off with that point so I don't have to mention it ad infinitum:

Graveyard hate is very important in Modern.

Many cards in Theros: Beyond Death care about the graveyard (appropriately enough). Particularly, they need large quantities of graveyard cards to work. Players packing mass graveyard removal will have more success against the new cards than those relying on Surgical Extraction. In fact, Rest in Peace is so effective against most of these new cards that my analyses carry this asterisk: They don't work against a Rest in Peace.

New Mechanic: Escape

First up is the only new mechanic, escape. Escape allows cards to be cast from the graveyard by paying a cost, then exiling some number of other graveyard cards. In effect, by trying to avoid just redoing flashback, Wizards has hybridized flashback with retrace. Modern has historically been a graveyard-centric format, so it makes sense that escape would have a home in Modern. At time of writing, there are two cards with potential, though both have problems beyond my above asterisk that make me wonder if they'll actually make it.

Underworld Breach

The big story so far is Underworld Breach. Breach is a two-mana enchantment that only stays in play for one turn and gives everything escape; a broader Past in Flames, but for half the mana cost. Cheating on mana is everything for combo decks, framing Breach as a strict upgrade to Past.

In practice, it's maybe not an improvement at all. Escape requires fodder, and current storm lists don't make enough to go around. From personal experience, the typical Past-fueled kill flashes back a minimum of four cards to successfully Grapeshot for the win. If you need to find a win-condition, it's much more. A minimum Storm-off would therefore need to exile 12+ cards from the graveyard to win. The typical Storm list doesn't run fetchlands or Thought Scour to just fill up the graveyard, so the exiled cards would have to be already-played cantrips and rituals... which are what pilots want to be replaying in the first place. It is possible that looping Manamorphose with Goblin Electromancer in play makes exiling everything else acceptable, but that seems precarious. Perhaps a drastic Storm redesign is in order, but Breach looks to me like a proverbial "six-of-one, half-dozen of the other" situation.

To really make Breach shine requires building around it, and the obvious combo has already been found: Grinding Station activations provide the right number of cards to feed each escape. Combine with any 0-CMC artifact to mill the entire deck. With Mox Opal being the looped card, mana is generated every escape, which then builds until Grapeshot or Banefire is lethal. It's a simple, straightforward combo (asterisk).

Storm has plenty of options to adapt against disruption and still combo off, while the early Grinding lists are very linear and vulnerable to attack. A Grinding Station combo deck will be vulnerable to all the Storm hate plus artifact hate. I think the combo will be worse Storm, but cheap artifacts often surprise.

Ox of Agonas

The other escape card is Ox of Agonas. Reason being, it has the same critical text as Bedlam Reveler, and drawing three cards is very good. It's also beneficial to have Ox in hand when the first one is cast, thanks to escape. However, anyone planning to cast Ox is going to be disappointed. Reveler being a 3/4 prowess creature is better at the same rate, but more importantly, Reveler can be as cheap as two red. The only reason to play Ox is to always escape it for two red. As a bonus, the Ox will then be a better 5/3 creature.

This restriction naturally points towards Dredge, the deck that most wants creatures popping out of its graveyard. Skipping over the question of how to fit Ox into a list as tight as Dredge, the card looks like a fit. As Cathartic Reunion showed, Dredge really likes discarding its hand as a cost to draw cards and activate its namesake mechanic. Dredging is also the fastest way to get the necessary eight cards in the graveyard to actually escape Ox; normal dredging finds Ox and provides the fodder, then Ox creates more dredges and a big threat.

Everything I've said so far is indicative of a payoff card, not an enabler. Ox needs a full graveyard and to be in there itself to be worthwhile. This means that Dredge would have executed its gameplan before Ox does anything, which makes Ox seem superfluous. Also, eight cards is a lot to exile, and there's not a lot that Dredge wants to exile from its own graveyard. Even the lands are important for setting up late-game Conflagrates.

Dredge doesn't need more payoff cards; it needs something to replace Faithless Looting. Given that other decks that could set up Ox could also run Reveler without jumping through hoops, I don't think Ox will make it.

Returning Characters: Gods

The other big category are the new Gods. The only God to have a noticeable impact on Modern from our first trip to Theros was Keranos, God of Storms. I ran him as a finisher in Jeskai Control decks, but a more common role was in UR Twin as a mirror card. Twin mirrors tended to become counterspell wars, and the combo was often completely dropped. Therefore, Dispel and Negate were paramount cards. Keranos being a creature everywhere but in play let it slip through Negate walls and then grind to victory. I haven't seen Keranos or any other Theros god see serious play since. However, there are three new ones with potential, primarily of the combo variety.

Heliod, Sun-Crowned

Heliod is notable only because he is an infinite combo piece. His fair usage is the same as that of Ajani's Pridemate, which lets him nicely slot into Soul Sisters, but not much else. Heliod would be a Thalia's Lieutenant-type effect in that deck, but if team-pumps were what Sisters was missing before now, they've already had access to everything from Honor of the Pure to Force of Virtue. The deck's anemic creatures and lack of disruption remain its primary problems.

The simplest combo with Heliod is infinite life with Spike Feeder. It's almost as if Heliod was designed with this combo in mind. Even better, this combo is findable off Collected Company. While this is a simple and effective combo, I don't think Company decks will bother. Infinite life via Kitchen Finks, Melira, Sylvok Outcast, and Viscera Seer used to be their main combo, but infinite mana with Devoted Druid and Vizier of Remedies has replaced it, as Tron could beat infinite life by restarting the game withKarn Liberated.

Winning outright with Heliod is more clunky. This combo needs a Walking Ballista with at least two counters and two mana to give Ballista lifelink; then, Ballista goes infinite. I don't think that any deck will plan around this combo. It requires Heliod to be in play and then six mana to kill in a single turn. It is possible to cheapen the mana cost with Hardened Scales, but that trades off with the additional setup work necessary. I could see this combo being an incidental one in a deck that already runs Heliod and Ballista, but I don't think any deck would do so. This fact likely limits Heliod only to Company decks, which may mean this combo never occurs in Modern.

Klothys, God of Destiny

Next is an entirely new god. I seen some chatter about Klothys being an anti-control card similar to Keranos, but much cheaper, and incidentally hateful against Snapcaster Mage. As a three-mana creature, Klothys is a bit too slow to manage graveyard decks like Dredge or Grixis Death's Shadow. The former should have plenty of dredgers in the 'yard; the latter will have fed their 'yard to Gurmag Angler by then. However, if all that's needed is to prevent small numbers of specific cards from being reused later on, Klothys is more resilient than Scavenging Ooze.

But if all that's required is an inexorable clock against a control deck or Jund, she's not unreasonable. There will be plenty of non-land cards in a typical attrition match to guarantee two damage a turn for the whole game. I actually think that Klothys is better against Jund than against blue-based control, as the only way for Jund to kill Klothys is to discard her. UWx has counters and Detention Sphere and can always bounce Klothys with either Teferi.

Still, I can't think of a deck that actually wants to use her. Zoo is better off with Domri Rade, and GR Ramp doesn't need help against Jund or UW control. While Jund can't remove a resolved Klothys, I don't think they'd need to in a mirror match; she's not racing a Tarmogoyf or Tireless Tracker. Being a sticky, cheap value engine is fine, but I think Klothys is too slow and limited in its applications right now.

Purphoros, Bronze-Blooded

For the same cost as Through the Breach, the new Purphoros is a more inefficient and restrictive Sneak Attack. Which is fair; Sneak is a Legacy staple for a reason, and is why these effects are quite rare. Considering that Breach has had its moments in Modern and Sneak is pretty busted, Purphoros has a high bar to clear.

Purphoros won't be cheating in Griselbrand or Emrakul, the Aeons Torn, but there are plenty of red or artifact creatures available which are serviceable. Blightsteel Colossus is the best for winning immediately, while Combustible Gearhulk looks like the best option for card advantage; Darigaaz Reincarnated has meme value. Sundering Titan is also an interesting option for decks more interested in disruption, though I don't know how it beats immediately winning.

The question is if this is something Modern wants to do. The Legacy version is all about cantrips and Sol lands. Modern's cantrips are comparatively weak, and Eldrazi Temple is as close as we get to Ancient Tomb. The closest analogue to Show and Tell is Through the Breach, which sees considerable play but hasn't had much of a metagame impact for over a year. Given that Breach and Purphoros are five-mana cards, I can't see a deck for them that doesn't have acceleration, which most likely means green. And when going for green and ramping, why not just play Primeval Titan and be a Valakut deck?

Never-Ending Story

Theros: Beyond Death features many interesting build-around cards. I'm skeptical that they will make it in Modern given their limitations. However, like Underworld Breach, these cards will force reexamination of a stagnant archetypes and matchups. This is arguably as valuable as actually making the final deck; without new challenges, there's no growth, and the format becomes stagnant. I'm all for novel cards getting the juices flowing, even if they prove underwhelming in the end.

December Brew Report: A Story to Tell

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Full bellies? Droopy eyes? Scrolling and clicking? It's the new year, all right! But why focus on the future when we could dwell on the past? Read on for an after-holiday treat: the spiciest brews to come out of 2019's death throes.

Technologic

Urza and Oko might be hogging the spotlight, but artifacts have a lot more to offer than those two dominators of the card type might have us believe.

Kethis 8Mox, TWISTEDWOMBAT (5-0)

Creatures

4 Kethis, the Hidden Hand
4 Emry, Lurker of the Loch
3 Hope of Ghirapur
2 Sai, Master Thopterist

Planeswalkers

2 Teferi, Time Raveler
1 Jace, Wielder of Mysteries

Artifacts

4 Arcum's Astrolabe
4 Mishra's Bauble
4 Mox Opal
2 Engineered Explosives
4 Mox Amber
4 Grinding Station
1 Wishclaw Talisman

Sorceries

3 Unearth

Lands

1 Eiganjo Castle
1 Hallowed Fountain
1 Minamo, School at Water's Edge
1 Misty Rainforest
1 Overgrown Tomb
1 Polluted Delta
3 Prismatic Vista
1 Snow-Covered Forest
1 Snow-Covered Island
1 Snow-Covered Plains
1 Snow-Covered Swamp
1 Temple Garden
1 Urborg, Tomb of Yawgmoth
2 Verdant Catacombs
1 Watery Grave

Sideboard

2 Ashiok, Dream Render
2 Assassin's Trophy
3 Fatal Push
2 Oko, Thief of Crowns
2 Urza, Lord High Artificer
2 Veil of Summer
2 Weather the Storm

First up is Kethis 8Mox, a deck that taps Simic Urza's most ridiculous element: the free mana generated by Mox Opal. Here, though, Mox Amber is added into the mix, supplementing the usual Simic Urza Mox package of Mox, Bauble, Astrolabe, and Engineered Explosives with a suite of cheap legends.

Emry, Lurker of the Loch has already proven itself alongside these enablers, generating infinite mana with a couple Moxen (an occurrence twice as likely with more cogs in the mix). Grinding Station rounds out the combo, threatening to mill opponents it comes together against. New to the party is Kethis, the Hidden Hand, who gives the deck inevitability against anyone trying to disrupt the combo over a series of turns. In the mid-game, pilots can simply slam Kethis, replay Moxen and Emry out of their graveyards, and go off that way. Unearth even functions as a Kethis should opponents strip it with Thoughtseize, and further bulletproofs the plan.

That plan, though, is still soft to all kinds of graveyard hate, as well as the ubiquitous Collector Ouphe. 8Mox acknowledges these shortcomings by including both Urza and Oko in the sideboard to attack prepared opponents from a more robust and decidedly proven angle.

Glitter Affinity, OHN (5-0)

Creatures

4 Gingerbrute
4 Arcbound Ravager
2 Memnite
4 Ornithopter
4 Signal Pest
4 Steel Overseer
4 Vault Skirge

Artifacts

4 Cranial Plating
4 Mox Opal
4 Springleaf Drum

Enchantments

4 All That Glitters

Instants

2 Galvanic Blast

Lands

3 Blinkmoth Nexus
4 Darksteel Citadel
2 Glimmervoid
4 Inkmoth Nexus
1 Plains
2 Spire of Industry

Sideboard

2 Blood Moon
1 Dispatch
2 Etched Champion
1 Experimental Frenzy
2 Ghirapur Aether Grid
1 Grafdigger's Cage
1 Spell Pierce
1 Stubborn Denial
2 Thoughtseize
1 Torpor Orb 1 Wear // Tear

Who said Affinity was dead? The archetype suffered significant dips in the shadow of Hardened Scales, but with that deck now AWOL, faster shells reminiscent of the onetime giant's former self have started to surface. Glitter Affinity is one such shell, leaning on All That Glitters to functionally increase the number of its best card, Cranial Plating.

The rest of the mainboard should look quite familiar, but I'd like to draw attention to Gingerbrute, an innocuous one-drop that's been prying its way into artifact-based aggro shells by virtue of its sheer versatility. Brute gains life, enables Affinity's mana engines, and turns sideways right away for Signal Pest—or, more importantly, Plating.

Fighting Fit

Much as one-mana haste creatures might get your war drums beating, to me, nothing says "aggro" like a set of Lightning Bolts. And Modern still affords us a million ways to cast its best spell.

Season Zoo, OLAVOJUSMTM (5-0)

Creatures

4 Noble Hierarch
4 Monastery Swiftspear
4 Tarmogoyf
3 Eidolon of the Great Revel
1 Bloodbraid Elf

Artifacts

3 Mishra's Bauble

Enchantments

4 Season of Growth
2 Rancor

Instants

4 Lightning Bolt
4 Mutagenic Growth
3 Temur Battle Rage
2 Manamorphose
2 Become Immense
1 Tarfire

Lands

4 Arid Mesa
2 Horizon Canopy
2 Mountain
1 Snow-Covered Forest
4 Stomping Ground
2 Sunbaked Canyon
4 Wooded Foothills

Sideboard

1 Bloodbraid Elf
1 Abrade
3 Alpine Moon
2 Chandra, Acolyte of Flame
3 Cindervines
1 Huntmaster of the Fells
1 Pillage
3 Scavenging Ooze

Season Zoo contains some of my favorite cards and synergies. Huge Goyfs? Got 'em. Mutagenic Growth to Mental Misstep enemy Bolts and win combat? Oh yeah. But this deck takes things one step further, abusing an unlikely enchantment called Season of Growth (had to hover? Me too).

Growth turns all those Mutagenic Growths we (well, I) would've played anyway into cantrips, but its real strength in this build is what it does for Rancor. The storied enchantment has never seen much play in Modern, as it nonetheless opens casters up to two-for-ones while on the stack and tends to lack huge creatures to enchant. Not here, where Goyf towers over the battlefield. Season makes sure Rancor replaces itself right away, and combines with the aura into a card advantage engine should opponents lack instant-speed interaction. Besides, +2/+0 and trample just doesn't suck in a Zoo deck—Swiftspear and Hierarchs suddenly hit like Goyfs themselves.

Mono-Red Prowess, MHAYASHI (5-0)

Creatures

4 Bedlam Reveler
4 Monastery Swiftspear
4 Soul-Scar Mage

Instants

4 Lava Dart
4 Lightning Bolt
4 Manamorphose

Sorceries

4 Crash Through
4 Firebolt
4 Light Up the Stage
4 Warlord's Fury

Artifacts

4 Mishra's Bauble

Lands

16 Mountain

Sideboard

4 Bonecrusher Giant
4 Kiln Fiend
3 Leyline of the Void
4 Smash to Smithereens

Upping the aggression quotient is Mono-Red Prowess, a deck that's no stranger to Modern. Its Phoenix-free variants, though, are breaking out in force for the first time now that Faithless Looting is banned.

This particular build has a lot that pushes my buttons. I love the notion of balancing tension between the full set of Baubles (prowess triggers) and Bedlam Reveler (who could care less), and have tried that mix before (to middling results). Crash Through seems like the greatest card ever in this deck, forcing its damage disher-outters past whatever blockers opponents might be counting on. Same deal with Warlord's Fury, which actually has great synergy with Crash.

Another cool dimension at work is Mono-Red's transformative sideboard. Against linear decks, Kiln Fiend pushes it further up the spectrum towards aggression, while Bonecrusher Giant gives the deck some oomph against interactive opponents. Leyline and Smash are just great pieces of interaction for those few faster strategies.

Sickness & Spaghetti

These last two decks don't exactly lump together, hence my cheesy topic line. But they are pretty sweet!

Rankle Pox, SEPOMON (5-0)

Creatures

2 Rankle, Master of Pranks
3 Haakon, Stromgald Scourge
4 Bloodghast

Planeswalkers

4 Liliana of the Veil

Artifacts

1 Crucible of Worlds

Instants

2 Fatal Push
2 Nameless Inversion

Sorceries

4 Collective Brutality
3 Inquisition of Kozilek
4 Lingering Souls
4 Smallpox
3 Thoughtseize

Lands

1 Castle Locthwain
2 Fetid Heath
3 Flagstones of Trokair
3 Ghost Quarter
2 Godless Shrine
2 Marsh Flats
1 Plains
2 Shambling Vent
2 Silent Clearing
3 Snow-Covered Swamp
3 Urborg, Tomb of Yawgmoth

Sideboard

2 Cry of the Carnarium
2 Damnation
2 Disenchant
4 Leyline of the Void
1 Murderous Rider
2 Stony Silence
2 Surgical Extraction

Rankle, Master of Pranks is the new face of Pox, at least according to Rankle Pox. After disrupting opponents for a few turns, the Faerie aims to come down on-curve (perhaps a modified curve thanks to Smallpox) and seal the deal with a stream of "symmetrical" effects, each of which should break synergy.

The first mode denies answers to the 3/3, the second gasses up the turn player while feeding opponents tools that are unlikely to matter, and the third deals with problem creatures, freely with Bloodghast in the picture. I'd been hoping we'd see a home for Rankle in Modern since it was spoiled, and it seems like this could be it.

Once a Powder Tron, BAIBURQUENO (5-0)

Creatures

4 Eternal Scourge
4 Reality Smasher
4 Thought-Knot Seer
3 Walking Ballista

Planeswalkers

4 Karn, the Great Creator

Artifacts

4 Chalice of the Void
4 Expedition Map
3 Serum Powder

Instants

2 Dismember
4 Once Upon a Time

Lands

2 Blast Zone
4 Eldrazi Temple
1 Forest
2 Gemstone Caverns
1 Hashep Oasis
4 Urza's Mine
4 Urza's Power Plant
4 Urza's Tower
2 Wastes

Sideboard

1 Walking Ballista
2 Dismember
1 Ensnaring Bridge
1 Grafdigger's Cage
3 Leyline of the Void
1 Liquimetal Coating
1 Mycosynth Lattice
1 Pithing Needle
1 Spatial Contortion
1 Tormod's Crypt
1 Torpor Orb
1 Wurmcoil Engine

I think my old standby Colorless Eldrazi Stompy is still playable, in a loose sense of the word, but outclassed; Once Upon a Time does for all creature and land decks what Serum Powder once did for us and only us. I messed around with the instant in Eldrazi shells after it was spoiled, and was blown away by the consistency Once afforded. I've always categorized post-Eye-ban Eldrazi decks as approaching their prime in different ways: Bant via Hierarch, Tron via Tron lands, Colorless via Powder, and lately, Gx via Once. Something I hadn't considered is what would happen if multiple modes were combined.

Which brings us to Once a Powder Tron, an Eldrazi Stompy deck splashing green for Once to give it maximal control over its openers, and subsequently over its Temple draws. The Tron package is also included here, offering as many ways as possible to reach an absurd amount of mana early. Only the most critical Eldrazi make the cut: Scourge for its Powder synergies and control abuse, Thought-Knot for its all-around utility and bulk, and Smasher for its aptitude at sealing the deal. The other threats are Walking Ballista and Karn, the Great Creator, both standbys of the Eldrazi Tron deck itself making a comeback lately.

As for disruption, the deck preserves Chalice of the Void, but forgoes Simian Spirit Guide. Rather, Expedition Map and Dismember are the deck's turn one plays, while Chalice is reserved for turn two and the heavy-hitters come out reliably as of turn three.

I can imagine this build struggling at the exact stages where Colorless Eldrazi Stompy has the most fun: in the early-mid-game. Should opponents find a way to deal with its mana advantage, say, via Damping Sphere or Blood Moon, Once Upon a Tron is left drawing Powder and Once and Map and lacking plays that put the pressure on. And there's no room for Zhalfirin Void to smooth out the draws. But I'm excited to see whether its explosiveness can adequately compensate for its unreliability.

Happy Brew Year

These decks might be from 2019, but I'm sure the coming year holds plenty of innovation for us to slice into. Happy new year once again from Modern Nexus!

Best of 2019: Twin’s Role in Modern

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Editor's Note: The Twin ban remained highly controversial into 2019, especially among what I assume to be an extremely vocal minority of Modern die-hards. That sentiment pushed David to revisit Twin's previous role in the format with a thorough, data-driven approach. Also included in this re-run are David's thoughts headed into 2020, which deal with responses to the initial article and consider the metagame shifts we've seen over the last few months. We'll be back to our regularly scheduled programming this Friday; until then, happy new year from Modern Nexus! -J.B.

Assumptions and collectively-held beliefs are fickle and powerful things. They can affect perception and, in a way, become reality if unchallenged. Therefore, it is critical for the skeptical mind to evaluate and investigate these ideas for validity, especially in the wake of recent bannings. After being challenged on long-held beliefs about Splinter Twin's effect on Modern, I've decided to investigate them. Did Twin in fact regulate Modern successfully? My research has only made me more skeptical.

Initial Assumption

Twin's reputation as of January 2016 was one of format policeman. When the unexpected banning happened, many players panicked. We'd never lived in a Twinless format before, and the fear was that Modern would explode with fast linear decks. We all knew that Twin forced decks to play interaction to not die to the consistent combo on turn 4, so absent that pressure, why bother interacting? And yet, Wizards killed the deck for winning too much. Fair enough: Twin did seem to win everything. Despite this, Modern players continue to pine for Twin's return to reign in more linear decks.

The Question

However, would Twin even do that? I was explaining the many calls for Twin's unbanning to some newer players a few months ago, and one of them commented that Twin just seemed busted. Another asked why one deck mandating interaction was seen as acceptable instead of format-warping, a common argument against unbanning Twin. All were dubious that forcing interaction slowed decks down, and wondered if decks wouldn't just try and race Twin. My answer was that racing wasn't really an option, as Infect was the only deck that could, and doing so still proved a a long shot (especially given Twin's available tools at the time).

This conversation reminded me of how many cards in the linear/fast decks that get complained about didn't exist back in Twin's day. The power cards in Humans (Thalia's Lieutenant, Kitesail Freebooter, etc.), Cathartic Reunion, Arclight Phoenix, Spell Queller, Hollow One, Scrap Trawler, Search for Azcanta, and many others have all only existed in a Twinless world. Could Twin regulate them? For that matter, did Twin actually need to keep these kinds of decks out of Modern? Is there evidence of Twin regulating the format?

Year-by-Year Analysis

The logical place to start is by diving into the available data. Fortunately, MTGTop8 has been keeping stats for the Modern metagame forever, so I pulled their yearly data for the four full years that Twin was legal in Modern. I then collected data from top-performing unfair linear decks from the time of the Twin ban, some perfectly fair decks, and Birthing Pod. Note that Amulet Titan didn't have any reported metagame presence in 2012 and that Pod was banned in 2015.

Also, I'm aggregating all the Twin decks and all the GBx decks together in their respective mega-archetypes. This is mostly because my source grouped all Twin decks under the same banner, and frequently mixes Abzan and four-color lists in with straight Jund, but also to make the graph's I'm using less crowded.

Deck Name2012201320142015
URx Twin681011
Pod91111-
Amulet Bloom-125
Infect3224
GR Tron71066
Affinity11799
GBx1515813
UWx Midrange5753

Amulet and Infect enjoyed high points in their metagame shares while Twin was also at its peak. The other decks in the sample were below their peaks, but were relatively stable. Meanwhile, Twin had been rising prior to Pod's ban, and didn't affect Pod's share. In fact, only UWx declined between 2014 and 2015.

No Evidence Yet

The fact that Amulet Bloom and Infect increased their metagame share during Twin's 2014-2015 joyride pokes a hole in the Twin-as-regulator narrative. Twin had a pretty good matchup against both decks, so logically, they would fall off as Twin ascended. However, this is also a very zoomed-out view of things, and there are very few data points. Confounding variables and other metagame considerations could have affected the results, so I continued my investigation with a deeper dive.

Monthly Data Dive

Fortunately for me, 2015 was the year that Modern Nexus got started. Thus, I went back and gathered the Metagame Breakdowns for that year (oh, for Wizards to release that kind of data again) and pulled the decks that were available from my original investigation.

Deck Name2/16-3/163/1-4/14/1-5/15/1-6/16/1-7/17/1-8/18/1-8/319/1-9/3010/1-10/3111/1-11/3012/1-12/31
URx Twin12.311.811.811.312.512.59.57.510.211.112.5
Infect764.53.63.53.44.14.55.343.7
GR Tron2.933.13.85.34.23.55.15.56.26.9
Affinity7.877.15.88.58.46.9119.38.68.3
GBx13.417.413.114.512.412.410.312.912.511.611,8
Amulet Bloom2.72.72.93.24.13.41.73.74.15.24.2

Every deck shows volatility in the sample. Twin and Affinity finished the year meaninglessly higher than they started; Infect is very down; both Tron and Amulet Bloom are well above their starting positions. Again, this doesn't fit with the narrative about Twin. Also again, this isn't definitive.

I don't have enough individual data points for valid statistical analysis, so instead I have to rely on judging the observable trends in the data. However, this isn't arbitrary guesswork or Magic Eye interpretation. Specifically, if the belief that Twin regulated unfair or linear decks is true, then I should see a predator-prey relationship in the data. This would look like offset lines; in other words, the peak of the predator's line should match the midpoint of the decline of the prey's line, and vice-versa. This would clearly demonstrate that policing effect Twin was said to have.

This graph certainly doesn't look like the classic graph. There doesn't appear to be any real pattern in the data except for the dip every non-Infect deck in August and September, from which they all rebound. This was the period when Grixis Control was suddenly, though only briefly, a thing, but I can't be 100% certain this or any single deck or event were the cause. Again, this isn't helping Twin's case, but the graph is also busy enough that I separated the results to look for that predator-prey graph.

Deck by Deck

First up is Infect. Twin was favored, and as a result, Infect was considered a metagame call for when Twin was out of favor. Thus, I expected to see see Infect ascending where Twin was low.

There may be evidence in Twin's favor here. Infect is overall on a downward trend while Twin was effectively a flat line for February-May. Between May and July they both flatlined, then for the rest of the summer, Twin was in the summer slump while Infect was up. Once that was over and Twin rose again, there was a delayed decline for Infect, which is consistent with predator-prey. However, this was only demonstrated for part of the year, so I'm calling the relationship present, but weak.

For Twin vs Tron, there really isn't predator-prey type correlation. They're almost symmetrical and parallel lines. Tron is on an overall upward trend for 2015, but has a local peak the same time as Twin does in June. Tron recovers from the slump first and then follows Twin in recovery, ending well above its previous metagame share. This is more a lockstep kind of correlation, so this data doesn't support Twin policing Tron.

Affinity is very interesting. Up until August, Affinity and Twin are practically parallel, rising and falling at the same time (though not to the same degree). Afterwards, Affinity achieves its local peak at the same time as Twin's local trough. For the rest of the year, Affinity declines while Twin rises. This is consistent with both predator-prey and the metagaming cycle. Given that it's not true for about half the year, I'm saying on net it's weak evidence for Twin policing it.

Twin vs GBx and Jund in particular was generally seen as an even matchup. Jund could beat the Twin combo with Abrupt Decay and there was little Twin could do, so it turned into an attrition game. Their metagame percentages seem to reflect this analysis; Jund shows a lot of early volatility, while Twin is almost perfectly stable. They both feel the late-summer droop, but GBx recovers first, and they end the year equal. I don't think this provides any evidence in Twin's favor. Even if it does, it's very weak.

Twin was known to have a good Bloom matchup from Bloom's coming out party. The data does show signs of predator-prey, with Twin falling and recovering after Bloom. The early months see Bloom slowly rising, which is odd since Twin is fairly stable. Twin may have policed this deck.

Out of curiosity and as a comparison, I compared GBx to Infect and Amulet Bloom. I was surprised to see similarly weak predator-prey correlation. It makes sense that GBx would prey on Infect thanks to the discard and spot removal. However, midrange decks generally struggle against big mana, and Bloom had plenty of ways to get around discard. I'm not sure what to make of this.

Coincidental at Best

My monthly-data dive showed several possible instances of Twin preying on decks, as the model predicts. One was quite a solid example, while the others are questionable. This is complicated by there being a general decline in non-Infect decks in late summer, which may simply be a coincidence. The drop is integral to the predator-prey relationship being observably real, but again, I can't confirm that this wasn't some outside distortion making it look correct.

The overall picture indicates that Twin was not keeping Infect, Affinity, Tron, or Amulet Bloom down, as each gained metagame share while Twin was at its peak. The more detailed look suggests that Twin preying on these decks is at least plausible. This is neither evidence for or against the hypothesis that Twin regulated Modern, complicating a firm conclusion.

Beyond Twin in 2016

The other option is to look at the consequences of the Twin banning. In the aftermath, it was assumed that linear decks would dominate. Then Oath of the Gatewatch happened, and Modern went down the tubes for several months. This makes evaluating 2016, the year most free from the printings that supercharged a lot of linear decks in 2017, difficult. Once again, I'm using our metagame breakdown data from 2016, which is a bit fragmented since the January and March data was ruined and mooted by bannings with October and November lost to logistical problems.

Deck Name2/5-3/64/8-5/15/1-5/316/1-6/307/1-7/318/1-8/319/1-9/3012/1-12/31
Eldrazi34.91.62.82.84.56.39.24.3
Infect3.85.66.38.55.75.97.610.2
GR Tron2.13.67.65.43.83.13.53.8
GBx412.810.911.61213.710.511.2
Affinity8.95.84.75.76.26.57.55.3

Remember how bad Eldrazi Winter was? I didn't, until I started pulling up the data. I know there are those that believe that Twin would have kept Eldrazi in check for the same reasons it allegedly kept other decks down. While it is theoretically possible, the fact that Colorless Eldrazi dominated the No Banned List Modern Open makes that claim suspect. Maybe Eldrazi Winter wouldn't have been as bad, but I seriously doubt that Twin could have stood up to the spaghetti monsters.

Infect clearly ends the year as the highest performing stand-alone deck. This would suggest that once free of Twin and Eldrazi, it was the best deck in Modern, which supports the Twin-as-moderator argument. However, Affinity started the year strong having lost a bad matchup, then failed to maintain its position and fell quite a bit, which is contrary to the expectations. Tron also ends higher than it started, but on the same level as it was post-Eldrazi Winter. Jund recovered from its beating and did quite well, while Eldrazi turned into Bant Eldrazi and had a good September before falling off.

There's no real pattern to the data indicating that losing Twin unleashed a swath of linear decks. It is also worth remembering that the spike in Infect late in the year coincided with Blossoming Defense's printing.

Claims Unproven

After considering all the data I gathered, I cannot definitively say that Twin did in fact keep any linear deck in check. Since my assumption was that Twin was a policing agent, the ambiguity of the data is the more important result. If Twin was having a direct effect on the existing unfair decks by forcing them to interact, slowing down their kills, and therefore making them worse, I can't see it in the data.

Whether Twin was keeping out otherwise viable non-interactive decks is similarly impossible to say. However, I doubt it. There wasn't a huge burst of diversity post-Eye of Ugin ban, and the metagame looked pretty similar to pre-Twin ban Modern. A lot of critical cards for the current linear decks were printed after January 2016. The only deck that could have existed then and didn't is Grixis Death's Shadow, but as that deck developed from Traverse Shadow, I doubt it would have. This leaves the pro-Twin claim on shakey ground.

Specific Examples

Since the overall data doesn't clearly answer the question, I've also looked at how specific decks reacted to the banning. This has only served to further weaken the case for Twin's police powers.

First, consider Amulet Bloom, arguably the poster child for broken linear decks. As demonstrated at the Pro Tour, the deck was insanely powerful and capable of winning on turn 2. However, it had an appallingly bad Twin matchup, to the point that Justin Cohen didn't consider it winnable by anything other than luck. Despite this and how well Twin did in 2015, Amulet still increased its metagame share over the year. That's impressive, especially considering how intimidating the deck was to pick up.

The second, and I think more damning, study was to compare Twin-era linears to their post-Twin counterparts. If they had removed interaction in favor of faster kills, there might be something to the notion of Twin forcing interaction.

However, I didn't find that proof. Infect decks from the end of Twin era are virtually identical to decks from the eve of Gitaxian Probe's banning: no more or less interaction between the maindeck and sideboard. Spellskite and Wild Defiance got bumped from the maindeck to the sideboard to make room for Blossoming Defense, while the overall number of counters and Dismembers remained the same.

Perhaps the most devastating evidence against Twin's supposed policeman effect is Affinity. The latest traditional Affinity deck (as of writing) is virtually unchanged from the Affinity decks of 2015. Even Galvanic Blast is still a mainboard four-of, while a few counters or Thoughtseize remain in the sideboard. I'm not seeing proof that Twin forced interaction as much as proof that decks that want some interaction play some, regardless of the metagame.

Perception Becomes Reality

If Twin had no provable tangible effect on the viability of linear decks in Modern, why was that such a widespread belief? I suspect and will argue conventional wisdom. It makes perfect sense that Twin would have such an effect. It was a consistent turn four kill that had to be respected at all times. That was the speed limit, and there really weren't decks that consistently beat Twin in a footrace. It made logical sense for it to be true, and with everyone repeating the line for years, it became accepted as truth.

In this scenario, Twin was a format regulator through perception. The belief that a deck that would just lose to turn four Twin being unviable served as the format's gatekeeper. In other words, the conventional wisdom of Twin's effect produced a psychological barrier that had the effect of making the effect true, regardless of what was factually true.

Unbanning Complications

If the truth of Twin's regulatory powers were primarily psychological in the first place, it seems unlikely that it could be so again. Decks now have the means and likely the willingness to challenge Twin when this arguably wasn't true previously. Given how Modern's changed since January 2016, I believe such a challenge would be successful. Many of the linear decks that Twin's champions claim will be regulated were not viable in 2015 because the cards that made them decks didn't exist. Given the speed of decks like Hollow One, I have serious doubts that Twin would effectively regulate them.

The only certain impact of unbanning Splinter Twin would be the unleashing of a combo-control deck. This deck is capable of winning on turn four in a way that requires players to leave mana open or simply die. How healthy or desirable is this effect?

Finally, there's the diversity question. Back in Twin's day, the card pool was smaller, so fewer decks were viable. However, this was also a time when the best decks held 10% or more of the metagame year after year. In 2017 and 2018, only Death's Shadow was that high, a statistic that did not persist. Twin, Pod, and Affinity were at the top of the metagame every year from Modern's inception until relevant bannings took place. 2017 and 2018 saw huge shakeups in the top tiers. Whether the actual strategic diversity has changed is unclear, but it is clear that there is no longer a presumptive best deck year after year, and that increases competitive diversity.

My Bottom Line

I suspect that if Twin is unbanned and is still good (which is unknowable), it would draw in significant metagame share. After all, why play any other deck? Why play Arclight Phoenix or Storm when Twin is a more reliable combo than storm and can incorporate most of Phoenix's tools? Would Twin just coopt Thing in the Ice to easily outclass anything in its colors?

Twin also resists hate. There was no sideboard card or deck that knocked Twin off its perch prior to the ban, and if Twin is still good I have no reason to think one would today. Torpor Orb, Suppression Field, and Ghostly Prison were all effective against the combo, but weren't enough then, and there's nothing better now. Fatal Push requires a revolt trigger to kill Exarch or Pestermite. Twin can also play into this, because it's extremely hard to be prepared for both the combo and control plans; if there's going to be hate, just sideboard around it and still win.

Right now, there are good reasons to pick any deck and to switch off decks as the metagame shifts. Is that something worth risking?

Addendum: Interactivity in Modern

Since this article was originally published, I've been challenged by a number of players about Modern's interactivity being relativley unchanged since Twin was banned. Their claim is that it was never about Twin actually making players play interactive spells, but instead, that it made players consider and care about opposing decks. With Twin around, players couldn't just goldfish opponents but had to be aware of what they could do, and this slowed the format down. It is hard to argue that Modern saw a high point in goldfishing right after the Twin ban, and Hogaak Summer didn't help. Therefore, the notion goes that having Twin back could punish goldfishing and improve the format.

Again, there is no evidence that this was ever true. Cohen knew what Twin was capable of, but it didn't matter to him. He was going to execute his gameplan regardless of what Twin did, which is goldfishing. Affinity and Infect demonstrated similar gameplans then, and continue to do so now. The evidence is clear that decks that want to interact will do so regardless of what an opponent is planning. It's impossible to predict which decks will be at a Modern tournament, so why bother trying? It's just better to do something well and place the onus of interaction on the opponent. No one deck is going to change that.

What is Interaction?

I think a significant part of the resistance I've encountered is disagreement over what it means to be interactive. If players are looking for interactive games in terms of trading cardboard and the last threat standing wins, à la Jund mirrors, then yes; there's very little of that type of Magic in Modern. It's actually fairly rare to have that style of Magic at all, outside of some Legacy matchups. If interactive instead means caring about and interfering with opposing gameplans, then Modern is often highly interactive.

Under the former definition, Humans is uninteractive. Under the latter, the opposite is true. Humans doesn't trade cardboard, but instead seeks to disrupt the opponent's gameplan on-board: Meddling Mage, Thalia, Guardian of Thraben, Reflector Mage, and Kitesail Freebooter explicitly care about what the opponent is doing, and are therefore interactive. I think that those pining for Twin to make Modern an interactive haven are using too narrow a definition.

What Do you Want?

On that basis, I'd argue that the metagame in 2019 was (on the whole) more interactive than in 2015. In 2015, Twin had 11% of the meta, followed by Affinity with 9%. Twin is defined as being interactive because it played a lot of counterspells and some burn spells to supplement its combo kill, which let it sometimes win via midrange-style attrition. The primary purpose of the interaction was to protect the combo, but it could become the primary plan depending on the situation. Affinity is very much a linear attack deck despite having some interactive elements.

In 2019, there's a three-way tie at 7% between Burn, Izzet Phoenix, and Dredge for best deck. Dredge is similar to Affinity interactively (and is being boosted by Hogaak decks), but Burn and Izzet Phoenix are more like Twin. They have linear attack plans, but also have elements than can be used to interact if necessary. Thing in the Ice is functionally a sweeper, while Grim Lavamancer isn't played to go for the face. They're not as good at switching gears as Twin was, but it is something that can happen, and some Izzet players embraced the role.

Looking down the listings, 2019 saw Humans, Tron, Grixis Death's Shadow, Jund, and UW Control do very well. 2015 had GBx, Tron, Burn, Delver, Amulet, and Infect in similar positions. I count 4 interactive decks in 2019 compared to 3 in 2015, and the metagame is noticeably more diverse in 2019. Thus I conclude that the thinking on what interaction means is too reductive and is hiding the fact that most decks in Modern care about opposing strategies.

Murky Waters

I cannot say definitively if Twin actually policed Modern because I cannot prove it with data. Thus, I cannot extrapolate whether it would do so now. Absence of evidence is not evidence of absence, but the fact that data did not support the policing claim strongly suggests the claim is untrue. The only effect that I can say unbanning Twin would have is to return that turn-four combo deck to Modern. Given that there are serious concerns about the gameplay the deck encourages, I don't think it's something Modern needs. Krark-Clan Ironworks being banned for similar gameplay demands makes a Twin unban look even more remote.

If Twin doesn't actually police Modern, but is just another busted combo deck that sucks up everyone else's metagame share, is it worth having? If it does police Modern, is the way it does so good for format health and player enjoyment? The thought I can't shake after this data dive: quis custodiet ipsos custodes?

My 2020 Racehorse: Simic Urza

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With the new year just days away, every Modern player's got something on their mind: which new goodies will we get next? What's the deal with Pioneer? How are winning grinders tweaking their decks going into 2020? While we'll cover all that in the coming weeks, today I want to focus in on the format boogeyman, Simic Urza, drawing special attention to what I think is the deck's most promising build yet.

For starters, here's the list:

Urza Control, TOASTXP (1st, Modern Challenge#12049241)

Creatures

4 Urza, Lord High Artificer
4 Gilded Goose
4 Ice-Fang Coatl

Planeswalkers

4 Oko, Thief of Crowns

Artifacts

4 Arcum's Astrolabe
4 Mishra's Bauble
4 Mox Opal
3 Engineered Explosives

Instants

4 Archmage's Charm
3 Cryptic Command
2 Metallic Rebuke

Lands

1 Breeding Pool
1 Flooded Strand
1 Hallowed Fountain
4 Misty Rainforest
2 Mystic Sanctuary
4 Polluted Delta
2 Scalding Tarn
1 Snow-Covered Forest
4 Snow-Covered Island

Sideboard

2 Ashiok, Dream Render
4 Damping Sphere
4 Path to Exile
2 Pithing Needle
1 Teferi, Time Raveler
2 Veil of Summer

Today, we'll look at how the deck's latest iteration calls back to the Death's Shadow archetype's own storied history and at the potential for Simic Urza to similarly homogenize midrange.

The Death's-Shadow-fication of Urza

Back in November, David provided detailed coverage of the different Urza builds we'd seen so far. The final build in that grouping was the first iteration of Simic Urza, or Oko Urza, a 60 that splashed green for the infamous/ubiquitous three-mana planeswalker.

A month and some change later, that draft seems especially limited; it clung to the Whir of Invention package to keep Thopter-Sword, and was generally light on interaction. Rather, Emry, Lurker of the Loch featured prominently to give the deck three distinct angles of attack: Urza, Emry, and Oko, with all of them synergizing to various degrees. Regarded through this lens, Thopter-Sword feels excessive.

A Looming Shadow

The deck's major predator coming out of SCG Atlanta was Grixis Shadow. That strategy packs everything combo decks fear: high consistency, quick clocks, and ample, relevant disruption. Simic Urza had little hope of interacting with the likes of Gurmag Angler and Death's Shadow other than turning them into Elk, a plan Stubborn Denial, Inquisition of Kozilek, and Thoughtseize had more than covered. It was also especially soft to the tools Grixis Shadow wielded both in and out of the sideboard, relying on both individual playmakers (opening it up to discard) and graveyard loops (to Surgical Extraction).

If You Can't Beat 'Em...

I find it fitting, then, that Urza's response to such a gatekeeper was to take a similar path to Shadow's. Shadow decks were originally hyper-streamlined versions of Jund Rock; they kept only the strongest, most dedicated beaters and splashed every which color to benefit from the most impactful, efficient disruption.

Simic Urza, too, is trimming the fat; gone is the Emry package, and the Whir package. In their place? More disruption, notably full sets of Archmage's Charm and Ice-Fang Coatl. The former counters spells, draws cards, and even steals Death's Shadow; the latter blocks Shadow and everything else at a card-positive rate for the caster.

Since all eight of these disruption pieces also dig through the deck, I find this trajectory similar to Shadow's; after gutting their Jund Rock prototype, those decks had some space to fill, and they did so with cantrips ranging from Street Wraith and Mishra's Bauble (now longstanding staples there) to Traverse the Ulvenwald (still a necessity in green versions) to Manamorphose (more of a blip) to Once Upon a Time (which seems to have antiquated Manamorphose).

One major difference between the development of each deck is their motivation. Boiling Jund down to its bare strategic essentials with Death's Shadow increased deck consistency and proactivity, but at the cost of accepting some fragility; Jund Rock is much more robust than Shadow in the face of, say, Rest in Peace or Chalice of the Void. Urza seems to be vying for the opposite. It's now less explosive against combo, but significantly sturdier when met with enemy disruption, as it's suddenly loaded with two-for-one exchanges (including even Urza and Oko themselves).

Simic Central

One question the shift has raised for me is how similar Simic Urza ends up to other midrange decks. David has pointed to both Urza and Oko as some of the most decisive midrange plays in the format, and recognized that each is most at home in this sort of shell. With the shell itself transitioning even further away from its old combo focus, I wonder whether other midrange decks have much of a niche in Modern, especially when they're running some of the same components.

Consider this Bant Midrange list:

Bant Midrange, SPIRITMONGER17 (5-0)

Creatures

2 Brazen Borrower
4 Gilded Goose
4 Ice-Fang Coatl
4 Noble Hierarch
4 Spell Queller

Planeswalkers

2 Jace, the Mind Sculptor
4 Oko, Thief of Crowns
3 Teferi, Time Raveler

Artifacts

2 Arcum's Astrolabe

Instants

4 Path to Exile
2 Cryptic Command
2 Force of Negation
1 Settle the Wreckage

Lands

2 Breeding Pool
3 Flooded Strand
2 Hallowed Fountain
4 Misty Rainforest
1 Mystic Sanctuary
3 Snow-Covered Forest
3 Snow-Covered Island
1 Snow-Covered Plains
1 Temple Garden
2 Waterlogged Grove

Sideboard

1 Settle the Wreckage
2 Ashiok, Dream Render
2 Ceremonious Rejection
1 Dovin's Veto
1 Lyra Dawnbringer
2 Mystical Dispute
2 Rest in Peace
2 Stony Silence
2 Veil of Summer

Or this Temur Midrange one:

Temur Midrange, YAMAYAMA (5-0)

Creatures

4 Snapcaster Mage
4 Ice-Fang Coatl

Planeswalkers

1 Jace, the Mind Sculptor
1 Narset, Parter of Veils
3 Oko, Thief of Crowns
2 Wrenn and Six

Artifacts

4 Arcum's Astrolabe

Enchantments

1 Blood Moon

Instants

2 Archmage's Charm
2 Cryptic Command
2 Force of Negation
4 Lightning Bolt
1 Magmatic Sinkhole
3 Opt
3 Remand

Lands

1 Breeding Pool
1 Flooded Strand
1 Lonely Sandbar
4 Misty Rainforest
1 Mystic Sanctuary
4 Scalding Tarn
2 Snow-Covered Forest
6 Snow-Covered Island
1 Snow-Covered Mountain
1 Steam Vents
1 Stomping Ground

Sideboard

1 Blood Moon
1 Force of Negation
1 Magmatic Sinkhole
3 Anger of the Gods
1 Ashiok, Dream Render
1 Ceremonious Rejection
1 Collector Ouphe
1 Flame Slash
2 Mystical Dispute
2 Veil of Summer
1 Weather the Storm

Both decks were published in 5-0 dumps this month, and each strikes me as significantly worse than Simic Urza. They're both doing the midrange thing: interacting with opponents and then closing the game with bigger threats or added-up chip damage from value-stocked utility creatures like Snapcaster Mage. Oko is a worse payoff here than in Simic Urza, but it's still the best payoff available, as there's no Urza, Lord High Artificer.

Gone is the flexibility of Engineered Explosives, and with it, the critical artifact package; not only does that package enable Oko to shine (and Urza to be featured at all), but it turns on Mox Opal, allowing the threats to consistently drop a turn early. Perhaps the benefits of Jace, the Mind Sculptor over Urza, Lord High Artificer can be argued, but I'm not so willing to entertain a debate about whether or not it's good to run a Mox in a deck centered around three- and four-drops.

All these concessions add up to very large shoes non-Simic Urza decks must fill. And if recent innovation is any indication, the deck has plenty of forms. Lots of combo in the metagame? Back to Emry. Something of a mix? Nothing wrong with splits. Missing Thoughtseize and Fatal Push? With the Goose-Mox mana package, splashing is trivial.

Like Death's Shadow before it, the deck is bursting with possibilities, especially now that the "control version" has been discovered. Where players want to fall along the spectrum is up to them, bolstering the importance of metagame reads. Also like Death's Shadow, I expect Simic Urza to have a centralizing effect on midrange over the next few months before the Next Big Thing arrives and relegates it to mere format stalwart.

Galloping Into the '20s

That's why my money's on Simic Urza for the new year. Let me know where you're placing your bets, and we'll see you in 2020!

Best of 2019: Evaluating One-Mana Beaters

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Editor's note: 2019 was perhaps Modern's wildest year ever, featuring such meta-defining decks as UR Phoenix, Hogaak, and Whirza thanks to monumental shakeups in the form of Modern Horizons and other expansions. That chaos wasn't without its constants, including one critical element of new spoilers: card evaluation. In this re-run of my favorite self-published article this year, we'll review how to tell the good from the bad among efficient damage machines. Happy holidays, and here's hoping we get plenty of Delver analogues in the new year!

Core Set 2020 spoilers are under way, and a couple cards have already caught my attention. The one we'll discuss today is Elvish Reclaimer, a potential 3/4 for one mana... with upside! But can its drawbacks be mitigated effectively? Let's find out by comparing Reclaimer to Modern's other one-mana combat creatures, seeing in the process what the format necessitates for these cards to succeed.

While my previous work on combat creatures has included aggro standbys like Goblin Guide and Monastery Swiftspear, this article focuses solely on the beefiest one-drops: the ones that both attack and block with gusto (read: the magic number 3). Sorry, Kird Ape!

Cost vs. Reward: The Former

This article's about one-drops, or creatures that cost a single mana. But truly proficient combat creatures this cheap are tough to come by in Modern, a format defined by the bulk of its beaters. While they may all cost one mana, the threats discussed here tax pilots in other ways—either when it comes to casting them or maximizing them.

Resources Needed

Magic is a game of resources, of which boundary-pushing card design ensures there are plenty of. Mana is but one such resource, if the most obvious; others include cards in the graveyard (Nimble Mongoose), land types in play (Wild Nacatl), life not had below a certain number (Death's Shadow), or number of cards discarded this turn (Hollow One).

Resources needed refers to the resources players must have available to deploy a given threat, as with mana; a one-mana spell, for instance, requires one land in play to cast. That land is not consumed by the spell, and can be tapped again next turn.

Resources Used

By contrast, resources used refers to the resources players must expend to deploy a given threat. In this case, the land is indeed spent, as by Scythe Tiger. This steep cost has always prevented Scythe Tiger from seeing Modern play in any capacity.

An apt comparison exists between Nimble Mongoose, which needs cards in the graveyard to become 3/3, and Hooting Mandrills, which spends cards in the graveyard. Multiple Mongeese can be dropped into play with seven cards in the graveyard; with just five, players may cast only one Mandrills for one mana.

Casting Time

A subtler contributor to playability is casting time, or flexibility regarding when players must invest mana into their creature. Consider Hooting Mandrills, a threat that requires five cards in the graveyard to be cast for one mana. Playing Mandrills on turn one is not really feasible in Modern. Doing so on turn two is much easier, especially given something like Thought Scour. Assuming two land drops, both fetches, even Gurmag Angler is castable turn two with a Scour. Grixis Shadow decks aren't interested in taking chances, though, and like to have mana up for Stubborn Denial when possible, so they've come to include Mishra's Bauble to mitigate the casting time requirement of their delve threat.

Grixis Shadow, by Rayton Espiritu (8th, SCG Louisville Classic)

Creatures

4 Death's Shadow
4 Gurmag Angler
3 Snapcaster Mage
4 Street Wraith
1 Jace, Vryn's Prodigy

Artifacts

3 Mishra's Bauble

Instants

4 Thought Scour
4 Stubborn Denial
4 Fatal Push
2 Temur Battle Rage
2 Dismember
1 Kolaghan's Command

Sorceries

4 Thoughtseize
2 Inquisition of Kozilek
1 Faithless Looting

Lands

4 Bloodstained Mire
4 Polluted Delta
2 Scalding Tarn
2 Blood Crypt
2 Watery Grave
1 Steam Vents
1 Island
1 Swamp

Sideboard

1 Engineered Explosives
1 Nihil Spellbomb
1 Grim Lavamancer
1 Ceremonious Rejection
2 Disdainful Stroke
1 Kolaghan's Command
1 Lightning Bolt
2 Surgical Extraction
1 Jace, Vryn's Prodigy
1 Jace, the Mind Sculptor
2 Liliana, the Last Hope
1 Collective Brutality

Grixis Shadow employs a similar strategy with Death's Shadow, its namesake one-mana beater. Shadow can't be cast on turn one, either; pilots must first drop themselves to below 13 life. Hence the deck's painful manabase and use of additional enablers like Street Wraith—and all to increase casting time flexibility. Looking at the opposite end of the spectrum, Champion of the Parish is another build-around one-drop that must be cast at a specific time to achieve its potential: in this case, before other creature spells, or as early as possible. Similarly, Hollow One prices players into spending mana on the Golem during turns they discard spells, even if they've drawn another juicy castable off their Goblin Lore (say, Fatal Push). In lieu of another looting spell, they may otherwise miss out on the chance to cast their creature at all.

Like Gurmag Angler, Nimble Mongoose asks for a certain number of cards in the graveyard before it assumes its final form for one mana. Granted, Mongoose solicits more cards than Mandrills or Angler; players will be hard-pressed even to have Mongoose swinging for 3 on turn two. But Mongoose beats the delvers on casting time, as pilots can cast Mongoose as of turn one.

In "Tough as Nails: Combat, Removal, and Stats," I conceptualized this principle by sorting creatures into stages—that is, the part of the game they become live. More flexible creatures, like Mongoose, fall into earlier stages. Other Stage 1 creatures include Wild Nacatl and now Elvish Reclaimer; besides the missed combat steps shared by all late-cast creatures, and the fact that late-game boards may prove more hostile to smaller threats, these beaters don't lose or gain anything from being cast at a certain time or not. Their casters then enjoy more choice about how to invest their mana, enabling lines like two-mana follow-up plays.

Cost vs. Reward: The Latter

On to our spoils, or what we get for casting the creature at all.

Stats

Stats tend to be the single most important factor when determining the playability of combat creatures. No way Hollow One would headline a deck at 3/4, or that Wild Nacatl would have ever eaten a ban at 3/2. That's why the most-played one-mana combat creatures are the biggest ones: Gurmag Angler; Death's Shadow; Hollow One.

Abilities

There are three types of abilities creatures can have: evasion, utility, and static. Evasion abilities, such as trample on Hooting Mandrills, let them penetrate enemy defenses. Utility effects provide some additional benefit to the caster, like Tasigur's activated ability. And static ones vary from creature to creature: the main draw to Nimble Mongoose, for instance, is its shroud keyword, which protects it from enemy removal; Death's Shadow, on the other hand, has the ability to grow larger at will when pilots are sitting behind a fetchland, or perhaps gripping a Street Wraith.

Evasion keywords are becoming increasingly common on cheap combat creatures, but they often replace raw stats, a bad trade for our purposes. Hooting Mandrills and Delver of Secrets are the only one-drops in Modern with 3 or more power and an evasion ability.

Utility is even rarer on a one-mana combat creature, as these are already pushed to begin with. But they do exist; a solid recent example is Hexdrinker, which arrives as a just-okay 2/1 but boasts the ability to grow larger should players have extra mana sitting around. Such abilities again tend to cannibalize stats—creatures can only do so much for one mana.

Static abilities on one-drop combat creatures often take the form of drawbacks, lowering the overall reward for producing the threat in question; the aforementioned Mongoose and Shadow theoretically provide exceptions to this rule, but both of them also contain static-ability text that limits their reliability as large beaters.

Durability

The final factor to assess is durability, or the odds of a threat staying on the battlefield to do combat once resolved. Protective keywords like Mongoose's shroud contribute favorably to this metric, but don't quell the threat of damage-based sweepers such as Anger of the Gods. Stats do, though, and every point matters, especially with Gut Shot, Collective Brutality, Lightning Bolt, Flame Slash, and Lightning Axe all co-existing at Modern's top tables.

Of course, some removal spells slaughter beaters regardless of toughness, which is where converted mana cost enters the equation. Fatal Push may have damaged the rep of Modern's premier combat creature, but it can't touch Hollow One or the delve creatures, making such threats attractive ways to punish opponents looking to chop up Goyfs on the cheap.

Another element of durability lies with a threat's reliability over time. Turn-two Hooting Mandrills could care less about a subsequent Rest in Peace, but copies in hand are functionally blanked by the enchantment resolving. And Nimble Mongoose is rendered an eternal 1/1 no matter where it finds itself when Rest comes down. In this sense, delve creatures are more robust than those that check the graveyard from the battlefield, as ones quickly deployed can sidestep the hate.

Evaluating Elvish Reclaimer

With the metrics for playability among one-mana beaters clearly outlined, we can apply this theory to existing creatures in Modern. In terms of cost, Nimble Mongoose is potentially a 3/3 with shroud that leaves used resources intact and can be played at any time. So why doesn't it see any action? Because of its low reward: Mongoose is slower than Mandrills or Angler at getting in for full damage, always soft to the common practice of graveyard nuking, vulnerable to popular sweepers despite the shroud, and with no evasion, outclassed by many of Modern's creatures. Let's apply these same principles to newcomer Elvish Reclaimer and see how the Warrior ranks.

Cost

Resources needed: Reclaimer asks for three lands in the graveyard. Fetch, fetch, fetch, done! But in this case, a turn-one Reclaimer can't attack for 3 until turn three, and that's only if players make three consecutive land drops... all of them fetches. Players looking to get aggressive early will need some other engine to get the gears moving. Faithless Looting and Thought Scour seem like natural enablers, but neither guarantees a "flip," and neither is free, functionally increasing the Elf's mana demands.

Resources used: None. Flying colors on this one.

Casting time: Reclaimer is clearly a Stage 1 threat. In fact, Reclaimer outshines most other Stage 1 creatures in terms of sheer potential—of its ilk, only Mongoose also dodges Lightning Bolt. Still, every Stage 2 creature dwarfs Reclaimer in combat, as they do other Stage 1 creatures.

Reward

Stats: We've seen better at 4/4, 4/5, 5/5, and 12/12, but Reclaimer plays nice with other copies of itself, a feat claimed among the larger beaters only by the ever-fickle Hollow One and the tightrope-walking Death's Shadow. And at 3/3 or less, the smaller guys really are smaller. An additional point of toughness lets Reclaimer tangle with most everything at its price point and a little higher.

Abilities: Icing on the cake, really, since players will mostly want Reclaimer for its body. But Modern is certainly full of powerful lands. Blast Zone springs to mind, although I think Bojuka Bog will end up a likelier sideboard bullet—it enters tapped anyway, and threatens to instant-speed empty enemy graves as early as turn two.

Durability: As a 3/4, Reclaimer beats most toughness-based removal spells, best of all the ubiquitous Lightning Bolt. Still, Rest in Peace and even one-time nukes like Nihil Spellbomb stand to defang the Elf quite decisively. In my preliminary testing, I've found it difficult to "reclaim" the lost stats after losing the graveyard.

Takeaways

As is a common theme of my writing, I find myself sizing up Elvish Reclaimer against Tarmogoyf, once the only cheap beater in Modern that resisted Lightning Bolt. Here's yet another, and for half the mana. But do its ensuing drawbacks offset that up-front reduction?

Like Goyf, Reclaimer promises to reach bigger-than-Bolt stats just by virtue of our playing the game—we were fetching lands anyway. Additional setup is only necessary if we want it to grow up early. Which, of course, we do; a one-mana 3/4 wows on turns 1-3, but ends up underpowered next to most Stage 2 creatures (unlike Goyf, which keeps pace by getting even larger). So that promise of +2/+2 for doing nothing mostly ends up ringing hollow.

I have yet to be blown away by Reclaimer in Temur Delver, the shell I spent yesterday testing it in. But the Elf did have its moments. I'm up to 4 Scour, 4 Looting now in a bid to accelerate its development; so far, the additional cogs smooth things out considerably. They've also left me wondering if there's not a better creature to spend all that effort enabling; Pteramander again, maybe, or just Arclight Phoenix.

And the Beat Goes On

In any case, M20 spoilers have only just begun. Here's hoping we get another promising one-mana combat creature to put through the evaluation ringer. In the meantime, have any new cards tickled your aggro-deck brewing bone?

Christmas Comes Early: A Tournament Report

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The competitive season has come to an end, but that doesn't mean that Magic just stops in December. Local tournaments and MTGO never end. And some competitive scenes don't have official Wizards support or the backing of a massive store. Some are built by and for the local players. The Colorado Magic scene, deprived of Star City events, has been trying to get its own series going. I was at the latest attempt last weekend, and will be reporting how it when and the metagame I witnessed.

First things first: Monday was B&R Announcement Day. Given that there haven't been many Modern events and aren't many coming up soon, I wasn't expecting anything to happen. This sentiment was validated by the unclear evidence from the available paper events; it'd take a massive MTGO warp for anything to happen in the off season. However, this announcement is still significant because it appears to be the last scheduled one. Wizards seems to have deemed months of broken formats unacceptable, and will therefore take action as necessary. This presumably means that we'll never know when a ban will happen, but there also shouldn't be another Hogaak Summer or Eldrazi Winter. On net, this should be a positive change, but the proof is in the proverbial pudding.

The Backstory

Longtime readers may remember that I played a local cash tournament last year in preparation for a GP I didn't end up attending. The idea had been for local stores to create events similar to SCG Invitational Qualifiers to keep up our competitive scene. However, they petered out over 2018. The problem was that the stores that were participating were somewhat remote and failed to sustain player interest enough to make the tournaments worth putting on. It was exacerbated by many stores insisting on running Standard events while Standard was suffering.

However, the idea lingers on. Several stores have been running their own tournament series for various prizes. My local store Mythic Games (formerly known as Black Gold) was convinced by interested players to restart the cash tournaments, focusing on Modern and Pioneer. Mythic's first event was last weekend and it was Modern, so of course I was there.

The Deck

It may be odd considering my history, but I haven't been on Spirits for months. Part of this has been a desire to investigate Stoneforge Mystic, but it's more about Spirits being ill-positioned in the local metagame. Jund got very popular after Hogaak was banned, and that isn't a horrible Spirits matchup. However, Jund's rise brought in a lot of Amulet Titan, combo decks, and Mono-Red Prowess decks, all of which are. Also, the other players had started gaming their sideboards against Spirits.

Azorius Stoneblade is a fine deck, but is also tricky to play, very opener--dependent, and not something I wanted to run at a long tournament. Thus, I've been preparing a far better-positioned deck.

Humans, David Ernenwein (6th Place, Mythic Games Modern Championship)

Creatures

4 Noble Hierarch
4 Champion of the Parish
4 Thalia, Guardian of Thraben
4 Thalia's Lieutenant
4 Kitesail Freebooter
4 Meddling Mage
4 Mantis Rider
4 Reflector Mage
3 Phantasmal Image
2 Charming Prince

Artifacts

4 Aether Vial

Lands

4 Ancient Ziggurat
4 Unclaimed Territory
4 Cavern of Souls
4 Horizon Canopy
1 Waterlogged Grove
1 Plains
1 Island

Sideboard

2 Plague Engineer
2 Gaddock Teeg
2 Damping Sphere
2 Collector Ouphe
2 Dismember
2 Auriok Champion
2 Militia Bugler
1 Deputy of Detention

Humans doing well in the bigger tournaments drew me to the deck when I learned that the cash tournaments were returning. It's also been performing admirably against the usual local field. When Urza was Whirza, I was maindecking 2 Deputy of Detention over Charming Prince. However, Whirza has disappeared, and the need to remove Ensnaring Bridge is low enough that I went for the grindier Prince.

The Tournament

Due to space limitations, the event was capped at 64 players. A few months ago, Mythic Games hosted a charity tournament and capped out at 64. I was player 65, and left before the decision was made to add more seating. This time I preregistered, and we didn't hit the cap. However, 57 players had arrived, which meant there'd be 6 rounds of Swiss followed by Top 8 playoff. Everyone who placed above 32nd would prize, though the cash was reserved for Top 8.

I arrived on site, made sure the staff knew I was there so they didn't forget to put me in, and then got to scouting. The Denver competitive crowd tends to favor Burn and Jund, with whatever flavor of the month deck is visibly winning being third. I was therefore surprised to see tons of Eldrazi Temples being registered. Eldrazi Tron was the most common configuration, but not by much. I've heard of GW and GU Eldrazi seeing play online, but never in person before Saturday. There were also a number of players on the older GR Eldrazi decks. Apparently, lots of players assumed that Jund and Urza would be popular and opted for the deck that supposedly fed on them.

Considering its status as the supposed best deck, there wasn't much Simic Urza, or even Urza in general. Only a few players had been running the deck locally, and those had not been very successful, so this development wasn't entirely left-field. However, a large crew from Wyoming was also present. I didn't know what to expect from them, but I'd have thought at least some would be on Urza. That none were proved very surprising.

The Swiss

For Round 1, I'm on the play against Mono-Red Prison. I have him dead on the next attack when he topdecks Ensnaring Bridge, Anger of the Gods, and Karn, the Great Creator in that order to shut me down. In Game 2, I mulligan for Aether Vial and am rewarded when he dumps his resources into an early Blood Moon. I draw my Plains so my development is unaffected and win easily.

Game 3 is absurd; I again mulligan for Vial, and he again goes for turn two Magus of the Moon, but this time it's followed by Bridge. I Vial in Reflector Mage on Magus, then trap it with Meddling Mage, and have Freebooter to plink away for 8 turns while he does nothing. Eventually, he Angers my board away, but can't finish me off. I rebuild, find Deputy for his Bridges, and knock him to 4. Naturally, he topdecks the Abrade. However, I have the time to get the two Mages out again followed by Freebooter for the win.

Round 2, I'm on the draw against turn one Gilded Goose, turn two Oko, Thief of Crowns. However, my opponent doesn't do anything else, so I'm free to kill Oko and then my opponent. Given that he seemed very concerned about my Meddling Mage naming Urza, I assume he's Simic Urza and sideboard accordingly. So I was surprised to lose Game 2 to Blood Moon. Hes got me: my opponent's actually Temur Snoko. With no Vial I'm trapped. I fix my sideboarding for Game 3, and win after grinding my way through Oko, Wrenn and Six, and Jace the Mind Sculptor.

Round 3, I'm on the draw against UW Control. Game 1 my opponent double mulligans, I have Vial into Thalia and Mantis Rider, and Oust is his only interaction. Game 2 I have a Kitesail-heavy hand, which over the game gives me perfect information. This lets me craft my gameplay around his four Path to Exiles. However, I'm helped by my opponent being reluctant to actually use them. I think he was playing for a sweeper and saving his removal for cleanup, but the plan never comes together. He also me get value off Charming Prince protecting a Freebooter from one Path thanks to Vial. He'd Vendilion Cliqued me already and knew about the Prince, so I don't understand his thinking. My opponent still had two Paths in hand when he died to my massive board.

The fourth round starts auspiciously with a re-pair. I'm then matched with a local player who's normally on Jund, but switches to Burn when he thinks the field is favorable. This was one such time, but he admits he doesn't know how to play against Humans. The inexperience means him keeping a poor hand against Humans for Game 1 and being forced to use a lot of burn on my creatures just to survive, but I'm never in danger. Game 2, he has double Goblin Guide, but only one land. I win off triple Rider at three life because my opponent can only cast one spell a turn. If he'd had the second land, I wouldn't have stood a chance.

There are only four undefeated players left, so we double-draw rounds five and six to guarantee Top 8 placement.

Top 8

The Top 8 consists of me, the Temur Snoko player from Round 2, Mardu Shadow, Mono-Green Devotion, Crabvine, Affinity, Mono-Red Prowess, and Sultai Midrange. The decklists are here. I'm in 5th place with the best tiebreakers of the undefeated players, behind all the 5-1's.

As a result, for the Quarterfinals, I'm on the draw against Mardu Shadow, which is a terrible matchup that I expect to lose and do, only winning the one game where I play first. The matchup is extremely tempo-oriented thanks to Mardu disruption being far better on curve and on the play than not.

Tidehollow Sculler is a very important card for the deck, and had I been able to preempt it coming down, my superior curve may have won me the game.  As it was, I had to race from the back foot and couldn't quite get there. It was a close race Game 3, but he drew slightly better than I.

Metagame Observations

If there's any problem in Modern's metagame, I didn't see it this weekend. The field was extremely diverse, with Merfolk, GW Hatebears, and a number of brews vying for the last Top 8 slots in round 6. Despite concern over Urza and Oko, there was no sign that there were any overpowered decks, and the overall diversity of the field was very high. The Eldrazi players performed disappointingly, and I didn't see many after round 3.

It was an odd field for Denver. Years ago, a third or more of every constructed tournament, regardless of format, would have been Burn. Those days seem to be over, and now it's all about brewing. This makes my choice of Humans particularly apt, since it's great at steamrolling unoptimized decks, though knowing what to call with Meddling Mage can be troublesome. I was also one of the few aggro players there at all, which is odd. Aggro was very common last PPTQ season, making me wonder if there's some undercurrent that I'm not picking up on.

On the Controversial Duo

As for Urza and Oko, they had a very poor weekend. The best an actual Simic Urza player did was a single 4-2, and that came about thanks to Oko. He hit several Burn players in a row, mulliganed for turn 2 Oko, and just buried them under food tokens. As predicted, food is very strong against Burn. However, it wasn't very good elsewhere.

Most decks in Modern don't give opponents the time to durdle around turning food into elk. Lacking anything approaching Whirza's I Win combos or prison plans, Simic has to grind, and that's not where Modern lives. I grew a huge board and swamped Oko Round 2; elsewhere, he was dying immediately to Abrupt Decay, being ignored by Storm, or proving irrelevant against swarm decks. The only times that Oko was actively good, apart from in Burn games, were when the opposing deck was very slow and misfiring.

Urza was a complete non-factor. As mentioned, his decks were few, but even in those decks that were present, he didn't do anything meaningful. I saw a few forlorn tries to spin Urza's wheel and find an answer, but Urza mostly just made a construct to finish off beaten opponents. I can't believe that this is the best use for him, and based on conversations I overheard, expect Whirza to tick back up locally. Whether this also happens in the wider metagame is uncertain. The poor showing at this tournament makes me strongly wonder how the Simic Urza decks have been doing well out east. Urza and Oko are very powerful cards, don't get me wrong (Oko enough to get banned yet again) and I stand by my watchlist. I simply question if their current home is actually the best one.

Cashing In

With a nice boost to my holiday budget, I'll be signing off for 2019. It's time for me to head off for family gatherings. Have a very fun and safe holiday season, and I'll see you in 2020.

Modern Top 5 (Christmas Edition): Green Cards

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Ho, ho, ho! Welcome to another edition of Modern Top 5, this one held together by tinsel-thin Christmas allusions. Although it's no "illusion" which color's on top at this year's end! Today, we'll break down the format's piniest players.

Trimming the Tree

Our first gift is actually a hand-me-down: an older Modern Top 5 metric explanation! We'll be using the same set of rules for green cards as we did for black, so feel free to skip this section if you're familiar with power, flexiblity, and splashability.

No Modern Top 5 would be complete without a metric. Since the top cards in a given color can include any type of spell—planeswalkerhatebeater—we’ll aim to use the most general metrics possible. I think those happen to be the ones established in the series’s first entry, Modern Top 5: Utility Cards. Here they are again.

  • Power: The degree of impact the card tends to have for its cost.
  • Flexibility: The card’s usefulness across diverse situations and game states.
  • Splashability: The ease with which Modern decks can accommodate the card.

Power and flexibility will be rated by considering both a card’s floor (the least it will do) and its ceiling (its best-case scenario). For example, Lightning Bolt‘s power floor is higher than Fatal Push‘s, as Push is dead when opponents have no creatures while Bolt can go to the face.

Splashability will be rated by considering how many existing Modern decks can accommodate the card and whether they’ll want it. For example, despite its lack of a color identity, Ghost Quarter doesn’t fit into BGx midrange decks. These decks can easily run Fulminator Mage as mana disruption instead, and prefer not to miss a land drop if they don’t have to.

Each metric will be rated out of 5, giving cards a total rating out of 15. As ever, the usual disclaimer stands: just because a card scores low or doesn’t make the list means little in terms of its overall playability. After all, splashability is a metric. Some of the strongest cards in the format in terms of raw tournament wins are themselves rather limited in terms of which decks can employ them.

Now that the chimney's swept and the cookies are by the tree, let's skip ahead to 6:00 AM and check out the greatest green's got to offer!

#5: Ancient Stirrings

Overall: 9/15

Power: 5

"Not a creature was stirring, not even a mouse," the poem goes. But despite Modern's ever-shifting focus this year, Tron and Eldrazi players have indeed been Stirring up a storm, and they won't stop anytime soon. Stirrings is indeed an absurd card in its right decks, trumping the banned Ponder and Preordain by digging a whopping five cards deep for one mana.

Flexibility: 3

That cheapness keeps Stirrings relevant the entire game, giving it a high flexibility score. Only its necessary colorless limitation knocks it down from 5; sometimes, players really need to grab that Primeval Titan or Thragtusk.

Splashability: 1

Splashability is where Stirrings really takes a hit. Last time I graded it on this metric, the sorcery scored a 2. I then wrote that decks using Stirrings must fulfill the following conditions:

- Have colorless cards they benefit greatly from finding at certain points in a game

- Be composed primarily of colorless cards

- Be able to utilize available colorless disruption from the sideboard (i.e. Relic of ProgenitusEngineered Explosives)

All of that is still true. What's changed is Modern. As David wrote last week, 2019 saw a huge influx of spells into the cardpool, and some of them have straight-up power-crept Ancient Stirrings (keep reading!). In other news, every artifact deck no longer necessarily wants the cantrip; Oko Urza, the format's supposed top deck and certainly its best artifact one, forgoes it entirely, as its payoffs are largely colored. Stirrings still does a lot, but for a more specific niche of decks than ever.

#4: Collector Ouphe

Overall: 10/15

Power: 4

There are two kinds of gift-givers: those who look for the hottest new trinkets to bestow upon friends and family, and those who furnish whatever's on sale so they can horde the real deals themselves. Ouphe falls into the latter category.

Stony Silence on legs is both better and worse than the enchantment; Collector Ouphe can tap to beat up on floodgated opponents, but it's also susceptible to a larger swath of removal, e.g. Galvanic Blast. In any case, two mana for this effect is a bargain in Modern, and one that once earned Stony itself the #1 spot in "Modern Top 5: Hosers," a piece about the effective disruption of metagames past.

Flexibility: 2

The only thing saving Ouphe from a 1 in this category is the fact that it can turn sideways for some damage or block a creature. Therein lies the inherent flexibility of the card type. But yeah, its effect, however superb in the right scenario, is quite narrow, mostly dooming Ouphe to sideboards.

Splashability: 4

Just like Stony, Ouphe is quite lax with its requirements: pilots just need tangential access to the right color of mana and not to be on the decks they plan to hate out, standard fare for most hosers. But I do think Ouphe is a bit more splashable thanks to its typing—getting scooped by Collected Company, Chord of Calling and the like makes it especially appealing for decks running similar cards.

#3: Veil of Summer

Overall: 11/15

Power: 5

I've made no secret my love of one-mana Cryptic Commands over the last five years, and Veil of Summer is by far the best one-mana Cryptic Modern (Magic?) has ever seen. It's no wonder Wizards has banned it from both Standard and Pioneer at this point.

Flexibility: 2

One-mana Cryptic is always incredibly powerful, but it tends to lose out on these next two metrics. Veil is still more flexible than many of its forebears: it hits blue and black spells, tagging permission, removal, and targeting effects like those of Thoughtseize and Surgical Extraction. But it still only works on the stack, and when opponents bring those kinds of effects to the table. This sort of card is inherently narrow in its applications.

Splashability: 4

At last, the turnaround! At a measly one green mana, Veil proves eminently splashable. Best of all are the many roles it plays in different decks. Fair strategies use it to bolster their gameplan in midrange mirrors or against control, but aggro-combo and pure combination decks wield Veil as insurance against opponents trying to slow their gameplan. That versatility makes Veil strategically splashable as well as color-wise.

#2: Once Upon a Time

Overall: 12/15

Power: 5

If we're power-creeping Ancient Stirrings, we're certainly scoring perfect marks on this metric. You thought Stirrings was cheap at one mana? Once is as free as a Christmas carol! Okay, so it's only free on turn one (good luck finding carolers about on the 26th), but that's for the other metrics to worry about. This card is so played because it's free when it counts the most: at the stage of the game where neither player has any mana.

Flexibility: 3

Just as free is infinitely better than one mana, two mana is much steeper. That's where Once takes a hit relative to Stirrings. But grabbing creatures tends to trump grabbing lands and artifacts, especially since many payoffs these days, even for artifact decks, fall into the former category. And Once is an instant, so players don't even have to fork over mana on their own turn.

Splashability: 4

Early access to green mana isn't even a requirement for this card to see play. So long as a given deck can eventually produce green, Once is a supportable inclusion; after all, it's to be cast right away for zero mana, and then again much later, after players have exhausted their hands of board-impacting plays and are searching out more gas. To me, the biggest showcase of this card's splashability was its inclusion in Traverse Shadow, where it supplants Manamorphose as a quick instant for the graveyard while also often acting as a delirium-ready Traverse the Ulvenwald out of the gate.

#1: Oko, Thief of Crowns

Overall: 13/15

Power: 5

Two weeks. Two Modern Top 5s. Two 1st-place finishes. But Santa's baddest little elf (er, Faerie) really is that good, leading the charge of cheap, warping walkers.

Flexibility: 5

To be fair, there are more impactful spells at this price point. Oko's real draw is the sheer amount of options he affords pilots. Players give themselves total autonomy when casting the planeswalker, at once an effective disrupter and army-in-a-can win-button. In other words, Oko's commanders enjoy a sizable boost in reversibility once the walker resolves: they suddenly get to choose when to interact and when to proact, all while drawing enemy resources onto one card that may or may not distract from other plans.

Splashability: 3

Oko's been popping up everywhere, sure, but not literally everywhere. While his effects are desirable enough to merit consideration in most types of decks, only those capable of producing blue and green mana can actually afford to run Oko as an engine or tech.

More to Unwrap

The year isn't over just yet. In the coming weeks, we'll see how the Festive Five fare in online dumps as we examine the last brews of 2019, and whether a certain grinch has it in for them after not making my "nice" list!

A Year in Modern: 2019 Metagame Review

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The saying goes that those who fail to learn from history are doomed to repeat it. In Modern, those who do not observe the metagame are doomed to be passed by. Applied to Magic, such proverbs encourage every player to duly note how the metagame evolves and develops over a competitive year. Having spent the year tracking those twists and turns, it's now time to recap and learn from them.

Just like last year, today I'll be looking back on 2019's metagame. Part of the process involves charting the ups and downs of a wild year in Modern. Another part consists of identifying trends that may influence the 2020 metagame. The future is impossible to predict, but can be guessed at given current trends; today, we'll search for those that appear to persist despite the metagame's churn.

From the Scrapheap

2019 kicked off with the metagame being disrupted by an unexpected banning. Krark-Clan Ironworks had tremendous success in the hands of Matt Nass early in 2018, and Wizards was concerned about its non-interactivity and resilience eventually taking over Modern. The deck had started showing up in quantity at events despite a relative drought, and was beating hate despite its weaknesses being known. There was also the problem of Ironworks being really boring to watch. Therefore, they decided to preemptively nuke Ironworks, the presumptive best deck; the metagame then largely reverted to its 2018 state.

Firebird's Ascent

With Ironworks gone, the metagame began to coalesce around Arclight Phoenix. Izzet Phoenix's high velocity let it play a very consistent gameplan while Manamorphose and Faithless Looting allowed it to blitz any deck that couldn't disrupt its engine. Thing in the Ice proved to be a house against creature decks and a surprisingly robust threat in its own rite. Phoenix took over as Modern's most successful deck judging by Top 8s and Day 2 presence during March 2019.

However, in April, the tide began to turn. Players had caught on that the key to fighting Phoenix wasn't actually going after Phoenix itself, but the cantrips that fueled the engine. By the end of the month, Humans had situated itself as a clear challenger to Phoenix. Of the options, Humans made the most sense in that role, since Thalia, Guardian of Thraben, the natural enemy of velocity, was an integral piece of the deck. Reflector Mage is also very strong in a matchup where opponents rely on the bounce-able Thing in the Ice as board interaction. At the start of May, it looked like Phoenix's reign was coming to an end, as predation had kicked in and the metagame was adapting.

Outside Phoenix, the metagame looked rather unremarkable. The usual players from 2018 continued to put up numbers and see success, none more than Dredge. Ironically for a graveyard deck, Dredge was able to piggyback off Phoenix's success thanks to Phoenix diluting anti-grave sideboard cards. Dredge is very resilient to one-shot hate, but struggles against persistent hate. The only reason to attack Phoenix's graveyard is Phoenix itself, and so players relied on Surgical Extraction, to my consternation. Dredge was able to sneak through the cracks and continue to find success until the end of the month.

The Great Churn

Beginning in May, the middle of the year saw what I'm going to call the Great Churn. Three sets were released in three months, which is an absurd influx of cards. This was exacerbated by one being Modern Horizons, a set with exceptionally high power compared to Standard-ready expansions. Naturally, this threw Modern's metagame into a chaotic state of flux all summer. Even when it appeared to have stabilized, there would be constant churn beneath the surface. In many ways, this churn is ongoing; many promising cards that failed to gain traction during the summer are gradually being rediscovered. Meanwhile, the churn has been added to thanks to Throne of Eldraine.

War of the Spark

May opened with the release of War of the Spark, and Magic was flooded with cheap planeswalkers. While Narset, Parter of Veils and Teferi, Time Raveler gave control players dreams of Modern dominance, the reality was that Karn, the Great Creator has been the standout planeswalker from War.While initially just seen as a Tron card (being colorless), Karn has found homes in every artifact deck imaginable.

The initial excitement centered on Karn locking out opponents by wishing for Mycosynth Lattice, which gave the plodding ramp deck its first I Win button since Emrakul, the Aeons Torn. However, it has since become clear that Lattice is the most optimistic target, and the real value is that repeatable wishes are very good. This has allowed Karn to remain a relevant force in the metagame as it continues shifting and the Lattice lock becomes less needed. There were few events during this period, so players were still experimenting when Wizards dropped a bomb on Modern.

Modern Horizons

The much anticipated Modern Horizons released in June. How Hogaak, Arisen Necropolis slipped through Wizards' net I cannot understand, but it was bad news from the get-go. Modern was already flush with graveyard enablers, and Hogaak proved to be the ultimate payoff. It took the dangerously explosive but inconsistent BridgeVine deck and supercharged it, combining with Altar of Dementia to infinitely mill out first itself, then the opponent. The deck was so ridiculous that it shunted aside all the other interesting cards in Horizons, and after less than a month, Wizards decided to nerf Hogaakvine ahead of the next set release and a string of Modern GPs.

Core 2020

For a short period, it looked like the nerf worked. July saw Core 2020 released, and during the early weeks, Hogaak was a non-issue in the metagame. Core 2020 contained plenty of interesting cards, including one now banned in multiple formats, but its low power compared to Horizons has rendered Core relatively unimpressive for Modern. The cooldown gave Modern the opportunity to finally try to understand just what had happened with Horizons. However, this grace period was not to last. It turned out that Hogaak had merely been metamorphosing. Like a caterpillar turning into a butterfly, Hogaak was about to find its final form.

August was Modern season on the competitive circuit, and it was dominated by this new wave of Hogaak decks. July ended with Hogaak dominating at the Mythic Championship weekend and the concurrent SCG open. Hogaak then continued to crush events despite every deck piling on the graveyard hate. The deck was too powerful, too consistent, and too hard to fight for any other deck to reliably beat. In the end, Wizards was forced to kill Hogaak for good. However, they also went a step further. Graveyard decks had defined Modern for years, and despite a previous banning, Dredge was still a force in Modern. The time had come to end an era, and to keep the graveyard decks down, Faithless Looting was axed too.

A Whole New World

The best graveyard enabler was gone, the obviously-broken deck was dead, and the format still didn't know what to do with all the cards that had flooded in. However, despite some continuing Dredge presence, Phoenix had died and nothing similar has emerged. September was spent brewing and experimenting as Throne of Eldraine also brought new cards into Modern. The metagame began to take actual shape in October, as Modern returned to the competitive calendar.

It quickly became clear that Urza, Lord High Artificer was the new Next Thing, but what that thing actually is remains elusive; over the past few months, Urza decks have taken numerous forms. The deck is built around a solid core of free-to-cheap artifacts, but the payoffs have swung between combo, prison, or value. The most recent events indicate that riding the value engine of Oko, Thief of Crowns is winning the popularity contest... at least, for the time being.

Metagame Trends

It is strange to think that 2019 has ended much as it began. The year started with Ironworks, a deck built around free-to-cheap artifacts, being the apparent deck to beat. And it's ending with Simic Urza, another such deck, in that same role. The more things change, as the saying goes. However, it is critical to look deeper, as the truth is that beyond the "best deck," the metagame continues to display remarkable diversity: Tron is consistently showing up to punish the ponderous decks; Humans is beating up on the cheap-spell decks; Grixis Death's Shadow is returning to take on Urza. Modern continues to be a play-what-you-want format despite the apparent domination of certain decks.

Gravely Departing

Decks that synergize with the graveyard will always be in Modern. There are too many synergies and powerful graveyard cards for that not to be the case. However, it is probable that the era of graveyard dominance is over. Faithless Looting made it extremely easy for decks to make controlled dumps into their graveyard while simultaneously improving their hands. Thus Looting turned graveyards into an extension of the hand for one mana. And could do so again thanks to flashback. Without a clear replacement, few decks will effectively utilize their graveyards effectively anymore.

There are plenty of spells that dump cards en masse like Stitcher's Supplier, but they're random, and thus inconsistent. No fine tuning, just brute force. Haggle is as close as Modern is likely to get for the foreseeable future, and it is a hollow shadow of Looting. Whatever becomes of Modern moving forward, it is likely to be tangential to the graveyard, rather than utilize it intrinsically.

Laying Eggs

Similarly, the cheap artifact shell will remain relevant. The combination of Arcum's Astrolabe, Mox Opal, Mishra's Bauble, and Engineered Explosives first (mostly) wielded by Ironworks has proven itself adaptable enough to anchor multiple strategies. It's unlikely that anything from that core itself will ever be banned.

Its main draw is that it's cheap as free. Other options like Everflowing Chalice or Witching Well aren't as individually powerful as Explosives or Astrolabe, but they don't need to be. The shell's purpose is to be free more than anything, and free is a very powerful enabler. Therefore, the shell will be with Modern for some time.

Which payoffs use this shell is not clear. Right now Oko, Thief of Crowns and Urza, Lord High Artificer hold the title, but they're both on my banning watchlist for good reason. Outside of Oko and Urza, the proven artifact payoff is Arcbound Ravager, but I doubt Affinity is the right home. Affinity does play a lot of free-to-cheap artifacts, but those must contribute to an aggro plan; that deck wants Memnite and Signal Pest, not Bauble and Astrolabe. The alternative shell would need to be more midrange- or combo-focused to turn the durdly artifacts into something useful. So long as Oko and Urza survive, they're better than the other options, so there's little reason to scope out alternatives. Regardless, much like this year did, 2020 will begin with an artifact deck looming over Modern.

Look to the Future

With the start of a new competitive cycle and more sets for Modern to struggle to absorb, 2020 looks to be a dynamic year. Hopefully not as extreme as 2019, though; I don't know if I'm ready for another Eldrazi Winter or Hogaak Summer. The original Theros block didn't do much for Modern, so perhaps the trend will continue when we return to Theros in January. Only time will tell.

Modern Top 5: Best of 2019

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With the new year fast approaching, I figured I'd follow in Spotify's footsteps and call out the biggest cards of 2019. We've got many possible entrants between Throne of Eldraine and Modern Horizons. Read on for hot takes on the year's greatest and how they might fare in 2020!

You Are Now Rocking With the Best

The Modern Top 5 series aims to establish a set of three metrics and apply them to individual cards, yielding a ranking with selections and placements somewhat less arbitrary than your average Buzzfeed collection. Subjectivity nonetheless plays a role—the chosen metrics, as well as the ascribing of values to each metric, are based on my personal impression. That's where the article format comes into play: I have space to defend my decisions, and readers have the comments to dispute them!

Each metric will be rated out of 5, giving cards a total rating out of 15. The three metrics are as follows:

Meta Relevance

In my eyes, a card's power is closely tied to how "best" it is. Meta relevance refers to its standing in the metagame: copies logged, tournaments won, etc. Since such data often proves elusive, these numbers may not perfectly mirror the objective reality.

Iconicity

When players thought "Modern" in August, they thought "Hogaak." "Modern" back in March? "Phoenix." Whether or not those cards were the format's most-played at that time, they're certainly the ones that stuck in players' minds, and the ones that dictated Modern's identity. Thus, we'll consider how iconic each card is.

Staying Power

It wouldn't be an end-of-the-year list without some looking into the future. Staying power gives my take on how well the card will fare in 2020, based on recent results and trends. If you're sick of seeing one card or another on this list, hope for a low score in this category!

#5: Ranger-Captain of Eos

Overall: 8/15

Meta Relevance: 3

Ranger-Captain of Eos, a value-loaded three-drop from Modern Horizons, found its way into multiple Modern decks this year, including different builds of Zoo and wacky brews like Esper Shadow. But Mardu Shadow was its true forever home, and it brought that strategy to the forefront of the Shadow movement for a time.

Having enough key threats has always been a problem for Shadow decks, and one they've tried to remedy with the likes of cantrips, Traverse the Ulvenwald, and lesser beaters such as Tarmogoyf. Ranger-Captain is among the archetype's most graceful options, yanking a namesake Avatar directly from the deck and providing an impressive body to boot. Best of all is Ranger's synergy with Unearth, turning the black sorcery into an incredible one-mana play.

Iconicity: 1

Of course, Unearth got all the credit. After Horizons dropped, plenty of giddy players tried their hands at breaking the sorcery, and not all builds featured Ranger-Captain: many preferred flashy Elemental creatures or members of the Pyromancer family. Which leaves us with a 3/3 whose name I had to double-check before typing it.

Staying Power: 4

Unearth, by now, has all but gone the way of the Dodo. Mardu Shadow still plays it, but without the splashable Faithless Looting engine, almost nobody else can make it work. On the other hand, Ranger-Captain seems exceptionally promising for the new year, as it tutors for any one-drop. That list includes ranges from lowly mana dorks to protection like Giver of Runes to closers such as Serra Ascendent. I think plenty of strategies can make use of Ranger-Captain and we'll see its shares rise in 2020.

#4: Wrenn and Six

Overall: 11/15

Meta Relevance: 3

While Wrenn and Six warped Legacy enough to merit a ban in the high-powered format, its reception was mostly lukewarm in Modern. Sure, it put Jund back on the map, but nobody else really played it. With that said, heavily leaning on 1/1s became a lot scarier this year.

Iconicity: 3

Wrenn seemed to turn heads among Modernites mostly for how expensive it is, or for how many Jund players were suddenly flooding their LGS. Once the hype had died down, I barely heard the walker's name mentioned; there were simply flashier cards to discuss.

Staying Power: 5

Here's where Wrenn catches up. I think the card is utterly crazy, and building with it (and the London mulligan) has totally changed the way I approach deck design. In a fetch-heavy deck, it's perfectly reasonable to keep a one- or two-land hand that can nonetheless generate Wrenn as fast as possible, letting land counts in non-blue decks run as low as 16. I think more players will catch on to this in 2020, and we'll start to see Wrenn pop up in a variety of archetypes.

#3: Once Upon a Time

Overall: 12/15

Meta Relevance: 4

Once Upon a Time has had a larger effect on Modern than Wrenn so far. The card has been everywhere: Infect; Devoted Combo; Simic Eldrazi; Neobrand; Death's Shadow; Amulet Titan. In many of those decks, it plugs crucial holes; in others still, it simply props up an already competent gameplan.

Iconicity: 4

The buzz from Once still hasn't entirely died down, in no small part due to its nature as a free spell. Being banned from Standard and Pioneer has also upped its pedigree. But mostly, interacting with mulligans is not an especially prevalent mechanic in Magic. A card that does so well, in this case better than the Leylines or even Serum Powder, is bound to attract attention.

Staying Power: 4

As I was building the above list of Once decks, I noticed plenty I'd never seen: Green Devotion; Affinity; GR Prowess; Sultai Delirium. If these new converts are any indication, Once has plenty of life in it yet, and we'll continue to see it support and enable new decks down the road.

#2: Urza, Lord High Artificer

Overall: 13/15

Meta Relevance: 5

Different flavors of Urza decks gave Modern its first dominant-looking archetype since Hogaak's demise. In the end, Urza wasn't quite as broken as the 8/8, finding a natural foil in Grixis Shadow. The arrival on the scene of such a predator caused Urza to abandon its combo origins and cross over into midrange using Oko, Thief of Crowns.

Iconicity: 5

From the Hogaak ban to now, most of what I've heard regarding Modern has to do with Urza. Heck, David even penned a piece on how to beat the darn thing! If Modern had a face this winter, Urza was it.

Staying Power: 3

I'm with David in thinking the deck won't necessarily last, at least not at its current representation levels. Sure, Urza will continue to exist in Modern. But without the combo element so present, its namesake card is just another value bomb. This value bomb happens to cost one more mana than Oko, Thief of Crowns, which is proving itself to be the true MVP of the Simic builds. It's very possible that 2020 sees a form less invested in artifacts that abandons Urza, Lord High Artificer entirely.

#1: Oko, Thief of Crowns

Overall: 14/15

Meta Relevance: 5

Which brings us to Oko, Thief of Crowns himself. Oko scores a 5 here just as Urza did; while he's been around for less time, he's been in more decks, including Urza's. I'd peg Oko as spearheading Modern's recent shift towards cheap planeswalkers, and believe his power level trumps even that of Liliana of the Veil. While Liliana plays multiple roles, she only really fits into decks playing toward attrition; Oko has made his mark on aggro, combo, and control by offering many gameplans and synergies.

Iconicity: 5

It feels impossible to wander into just about any online Magic discussion group and not be inundated by Elk memes. However many of their posters are Standard or Pioneer players, the fact remains that the community at large has Oko on the brain. I'm for him (pro-ko?), but understand that many consider the gameplay of smashing 3/3s against each other less interesting. Which side of the fence do you fall on?

Staying Power: 4

Oko should maintain traction as a solid Plan B for decks all over the archetype spectrum. We may also have a new Oko-focused deck emerged to replace Simic Urza. But I doubt we'll get more than one of those, meaning Oko's status will mirror that of Tarmogoyf, Thing in the Ice, and the like as a fair Plan B.

Dropping the Ball

And that wraps up this year's review of the top cards in Modern. Any I missed or mixed up? Let me know your thoughts below and we can hash it out over bubbly!

Modern Banlist Watchlist: 2020 Edition

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The competitive year has come to a close for Modern, and now it's time to look ahead. This means it's time once more to informedly speculate on the future of Modern's banlist. It's been a wild year for the list, and while I always hope that the metagame can adapt to new decks, I don't have illusions that new bans are always possible. There is no official watchlist, so I'll be making my own speculative list... with some additional considerations.

To be perfectly clear, I'm not saying with certainty that any card on this list will be banned nor that it will happen anytime soon. This is the list of cards that I think could be banned if the stars align correctly. It will take a combination of the right pervasiveness tipping point, metagame shifts, or new decks emerging to make it happen.

Prediction Recap

I was surprised when I went back and reviewed last year's list. I was 3/3 for cards getting banned. I was even right about why Bridge from Below would get axed. I didn't know that Hogaak, Arisen Necropolis was coming, but I did call that all Bridgevine needed was a consistency boost, and it definitely got one. I'm taking full points on Bridge.

Wizards pulled the trigger on Ironworks before it could become a problem. They were worried that it would be adopted in the numbers I thought it needed before Ironworks actually had them. As it seemed like a preemptive ban for fear of reasons in my prediction, so I'm claiming partial credit.

I thought it would take an actual broken deck built around Looting to get it banned. Technically, that was true, but the announcement made it clear that Hogaak was just the final straw. Wizards wanted Modern to move away from being the graveyard format, and Looting was the reason it trended that way in the first place. So I was right about the card, wrong about the reason.

I stand by what I said about Mox Opal and Ancient Stirrings in that article. Mox is never the best card in any deck it sees play in, nor is it the problem. Stirrings decks haven't done anything meaningful this year, so there's no need for action. This list will be about new cards.

The Ban Watchlist

My criteria from last year still holds:

When considering what could or should be banned in Modern, it's important to remember Wizards' goals. They want a fun and diverse format to provide long-term value for Standard collections. As far as metagame speculation and competitive players are concerned, the important goals are diversity and speed. Wizards wants as many decks to be competitive as possible, and doesn't like non-interactive, consistent kills before turn four.

It is also important to note that Wizards tends to focus bans on enablers and engine cards rather than on payoffs. I don't think this has ever been explicitly stated, but a look through the history of bannings certainly lends credence. They also appear to prefer targeted bans against specific problem decks whenever possible, though that frequently isn't possible, as many problem cards happen to be splashed into multiple decks.

The only thing I'd add is that on the basis of the Faithless Looting ban, format ubiquity should also be considered. From that announcement:

By our data gathered from Magic Online and tabletop tournament results, over the past year the winningest Modern deck at any given point in time has usually been a Faithless Looting deck.

As new card designs are released that deal with the graveyard, discarding cards, and casting cheap spells, the power of Faithless Looting's efficient hand and graveyard manipulation continues to scale upward.

In other words, even if a card is arguably promoting deck diversity, it can't represent so much of the meta that it excludes other strategies. Looting made Modern a graveyard-centric format, and Wizards had had enough. So deck diversity isn't enough; Modern also needs strategic diversity. If a card is inhibiting that, it's potentially on the chopping block.

Urza, Lord High Artificer

The past few months have seen Urza, Lord High Artificer become the most talked about deck in Modern. Urza has an insane amount of text, and he is a mana engine dangerously close to the now banned Krark-Clan Ironworks. The deck offers numerous angles of attack, from card advantage engines to midrange beatdown to infinite combos, and can be tricky to fight. Such are hallmarks of a format-defining deck like Splinter Twin, which was banned to promote strategic diversity. Given the problems of cards that do too much while making mana, Urza can look like a mistake that needs to be expunged.

Why it Won't be Banned

Right now, Urza has won exactly GP Columbus. It is putting up decent Day 2 and Top 8 numbers, but so did Izzet Phoenix. Furthermore, Urza wasn't the best card in the GP-winning deck. With the list still in such a state of flux, it may come to pass that Urza is completely unnecessary in the Simic shell. The heart of the deck are the 0-1 CMC artifacts, and not the combos and tutoring engines that Urza uniquely supercharges. It is possible that Urza won't even be played in his namesake deck in 2020.

How it Could be Banned

On the other hand, it is possible that the Simic Urza decks are an aberration. There is considerable dissent about the right build of Urza decks, with Team Lotus Box being the primary proponents of the Simic verison. Their being SCG mainstays gives their decisions a strong influence on my data. The Simic list is very good at dodging common hate targeting Whirza lists, namely graveyard hate and Stony Silence. However, it did so by going into full grind mode and foreswearing any ability to win from nowhere. This may have been a good move in context, but once Modern moves back onto the GP circuit, it may prove poor.

Likelihood: Medium

If you'd asked me a month ago about Urza's chances, I'd have said there's no way he'd survive the year. I'm not so sure anymore given the Simic Urza lists, so I'll give him an average chance of surviving.

Oko, Thief of Crowns

Fresh off the heel of getting banned in Standard, Oko is slowing making himself known in Modern. The ability to turn threatening creatures into Elk or make an army is incredibly powerful. He's primarily been played in the Urza shell where he turns all the air into Elks, but is also cropping up everywhere. Decks with lots of small creatures like improving them; ones with bigger creatures like shrinking anything that can trade. Oko's even making a splash in Legacy. Given his history and Legacy-level power, Oko may prove too oppressive and homogenizing for Modern. Who wants to play the Elk grind round after round?

Why it Won't be Banned

Outside of Urza lists, Oko shows up in very low numbers, and typically out of the sideboard as a backup plan—not the hallmark of an oppressive card. The Urza decks are set up to maximize Oko in ways the rest of Modern isn't. Additionally, Modern has a lot of answers to cheap planeswalkers and even more decks that can just ignore him (Tron and Storm, anyone?). Oko needs a huge boost in adoption to actually threaten Modern.

How it Could be Banned

Said adoption is possible, but I think it more likely that Oko gets banned for being boring. Wizards and players like it when many different creatures of many different sizes see play. The same is true of artifacts. Oko makes them all irrelevant, which is why he was banned. Oko may or may not be too powerful for any format, but it's now a demonstrable fact that he kills fun.

Likelihood: Medium

A week ago, I would have said Oko had a low risk. However, given GP Bologna, I think the risk of Oko being too powerful and too widespread is very real.

Once Upon a Time

Here we have another Eldraine card. And one that's banned in multiple formats. Free spells can be absurdly powerful, especially when they're cantrips. Once Upon a Time is particularly egregious since it looks five cards deep. It is tempered by only being free once, but that is apparently enough. The card was initially only seen in Amulet Titan decks and speculated on for Neobrand, but it is expanding its territory.

Infect adopting Once is particularly concerning, as Gotcha! decks are frustrating to play against, and not entirely healthy format-wise. Infect threatens turn-two kills, an ability tempered by its low number of critical creatures. Gitaxian Probe was banned primarily to slow down Infect and make it less consistent. If the deck is overcoming that limitation, then the consistency tool should again be the thing to go.

Why it Won't be Banned

The Amulet decks have been a disappointment, and Infect hasn't actually done anything. If being a cantrip in a lot of decks was all it took to get banned, then Opt would be axed.

How it Could get Banned

Aaron Forsythe has acknowledged that Once was a mistake. Wizards wanted a card that would be the first spell in the game, and apparently ran out of time to get it right. Thus, they made a free spell. The appeal of Once being free is apparently enough to overcome the poor odds of it actually happening, and when deck consistency gets too high, then power problems arrive alongside redundant games.

Likelihood: Low

There is no evidence right now that Once is a problem. However, if it successfully boosts Infect-like decks, then it may become one. Given that it's easy to see that future, I consider Once a potential ban candidate.

The Unban Watchlist

Bans are not the only thing to watch out for. Unbans are also possible, particularly considering Stoneforge Mystic being unbanned earlier than expected: given Wizards' history, the unbanning was due in 2020. However, Wizards pulled the trigger early as an apology over the whole Hogaak affair, which indicates that the two-year gap isn't a hard rule. It is therefore reasonable to look at potential unban candidates, although I don't expect anything to actually be unbanned this time around. The metagame is still churning, and Wizards tends to unban to shake things up. There's no need right now.

To be honest, there's not much left to consider. Almost everything has demonstratively earned its place. The remainder of the original banned list are too ridiculous to consider (*cough* Chrome Mox). However, this year's events have made one surprising candidate more plausible.

Artifact Lands

When the original Modern banned list was conceived, Ravager Affinity's Standard dominance was still on Wizards' mind. Fearing a repeat of those days, the artifact lands were preemptively banned. Wizards didn't want to risk full-powered Affinity rendering Modern dead-on-arrival. They wanted to keep Arcbound Ravager quiet. Nerfing other artifact synergy decks was a bonus.

Reason to Unban

However, Wizards failed. Affinity was a powerhouse Modern deck for years. Rather than actually use the namesake mechanic and function as a synergistic aggro-combo deck, it embraced Inkmoth and Blinkmoth Nexus, becoming a power card aggro deck.

It is unlikely that Affinity would abandon this strategy if the artifact lands were unbanned. The creature-lands provide a considerable amount of resilience, and Inkmoth yields a shorter path to victory. Going back to classic Ravager Affinity allows for more combo potential and explosiveness, but it also means being more vulnerable to Stony Silence, Collector Ouphe, and Shatterstorm.

Also of note: Krark-Clan Ironworks is now banned. Ironworks was the other obvious home for the lands, and probably the more dangerous of the two. The deck proved pretty impressive with only Darksteel Citadel around. With Ironworks gone and there being no similar mana engine to really take advantage, the risk of Seat of the Synod boosting combo is severely reduced. Seat and company technically synergize with Urza, but not by much, since they already make mana.

The Risk

I've tried to find an artifact engine that can replace Ironworks and failed. However, that doesn't mean one doesn't exist, nor that Wizards won't creating another one. They may be leery of artifact sets, having been burned so many times now, but they're not going to give up. When another one comes around, if there's some artifacts-matter engine, the lands may push it towards brokenness.

Verdict: Plausible

The banning of Ironworks and the fact that Affinity could use some help being relevant in Modern again make the artifact lands more plausible to unban now than any other time in Modern's history. There's not insignificant risk involved, but for the moment, nothing on the horizon makes me too concerned.

Second Sunrise

Another victim of Ironworks, Second Sunrise was banned thanks to Eggs. Brian Kibler F6ed on camera while Eggs was trying to go off (at one point leaving the table for several minutes) and Stanislav Cifka took too long to win PT Return to Ravnica. Wizards needed to make the durdly and non-deterministic deck go away, but they didn't want to kill artifact combo. Thus, Sunrise was axed in hopes of making the combo more expensive to pull off.

Reason to Unban

With Ironworks banned, one reason that Sunrise was banned is gone. While it is possible to build a deck that continuously cracks various eggs to draw cards, that deck lacks a mana engine. Constantly cycling Terarrions, Chromatic Stars, and Golden Egg can dig through a deck to find a win condition, but without a constant source of mana, there's no way to actually build toward an end, and the risk of choking on mana is very real. The best way to gain mana I can think of is by looping Moxen, but that's already in Modern via Emry, Lurker of the Loch and Jeskai Ascendancy.

Rather, Sunrise opens the door for Aristocrats-style combo decks. Instead of artifacts it can return creatures, which should kill faster and more deterministically (thanks to Eternal Witness looping Sunrise) than the old Eggs deck. Modern has no shortage of graveyard hate to keep such a deck in check, and given how much effort Wizards has made to push Aristocrats cards recently, Sunrise's return seems like a net win.

The Risk

That being said, the gameplay of Sunrise combo may not be desirable. Constantly looping cards is fairly boring to watch, no matter how fast it is. Wizards made as much clear in their reasoning for banning Ironworks. Also, just like the artifact lands, there's a risk of another artifact deck emerging just as boring as Eggs was.

Verdict: Plausible

Similar to the artifact lands, the banning of Ironworks removes the reason to keep Sunrise banned. However, I'm unaware of any calls to do so, and there's risk of it enabling an equally torturous combo deck.

Lower Expectations

After 2019's ups and downs, I'm hoping for a less eventful 2020. Perpetual churn, new cards, and lots of banning has been very dynamic, but didn't make for great metagaming or format stability. Overall, I'm not expecting action from Wizards anytime soon, but it's probably best to keep an eye on the cards mentioned here.

November Brew Report: Icy-Fresh Brews

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The metagame is settling down, and players are learning how to attack the top dogs. So November was a slower month for brews. It still possessed Modern's telltale spark of ingenuity, though. Today, we'll look at the most exciting online winners from this month.

New Takes on Aggro Standbys

Playing Ol' Faithful's all well and good, but sometimes, life needs a spice-up. Luckily, we've got these lists to check out for novel tweaks on regular decks.

One-Delver Burn, JUSTBURN420 (5-0)

Creatures

1 Delver of Secrets
4 Goblin Guide
4 Monastery Swiftspear

Instants

4 Atarka's Command
4 Boros Charm
4 Lightning Bolt
3 Searing Blaze

Sorceries

4 Bump in the Night
4 Lava Spike
4 Rift Bolt
4 Skewer the Critics

Lands

1 Blood Crypt
1 Bloodstained Mire
4 City of Brass
4 Gemstone Mine
4 Mana Confluence
1 Sacred Foundry
1 Scalding Tarn
2 Snow-Covered Mountain
1 Stomping Ground
1 Wooded Foothills

Sideboard

1 Searing Blaze
1 Cindervines
3 Deflecting Palm
2 Destructive Revelry
4 Eidolon of the Great Revel
2 Path to Exile
2 Searing Blood

One Delver? I'll show you One Delver! Hence One-Delver Burn, a pile I initially dismissed as a joke or lost bet. But it boasts some key differences over more stock Burn lists. It's got Atarka's Command despite only playing nine creatures, reasoning that often getting four damage for two mana is good enough. That makes Boros Charm a no-brainer, too. And then there's Bump in the Night, bringing the list to five colors and maximizing the number of impactful burn spells: all 12 sorceries deal three for one.

The catch is the rainbow manabase, which also eliminates Grim Lavamancer as a sideboard option. But that's where Eidolon goes anyway (less efficient than the sorceries, it's been relegated to hoser status), as well as some of Burn's best sideboard options (Revelry and Path).

Bringing us to the one Delver: since our lands make any color mana, why not run a single copy? If it gets removed, so would our more reliable damage creatures. And if not, it's a chance at a one-mana, freely-casting Isochron Scepter with Lightning Bolt. Multiple Delvers could prove clunky, but keeping the number low prevents any clog. The future of Burn? Maybe not, but I wouldn't call this build unplayable.

OUAT Merfolk, BERNARDODG (5-0)

Creatures

4 Kumena's Speaker
4 Lord of Atlantis
4 Master of the Pearl Trident
4 Merfolk Mistbinder
4 Merfolk Trickster
4 Silvergill Adept

Planeswalkers

2 Oko, Thief of Crowns

Artifacts

4 Aether Vial

Enchantments

4 Spreading Seas

Instants

4 Force of Negation
4 Once Upon a Time

Lands

4 Botanical Sanctum
2 Breeding Pool
4 Island
2 Misty Rainforest
2 Mutavault
4 Waterlogged Grove

Sideboard

4 Chalice of the Void
4 Collector Ouphe
3 Grafdigger's Cage
4 Veil of Summer

My favorite list from today jams all the busted green cards recently gutted from Standard into Merfolk, a deck that otherwise accesses some green support, but previously had little reason to want it. All it takes is a handful of great cards to reverse such a stance, and OUAT Merfolk packs those in spades.

Oko, Thief of Crowns: Oko lowers the need for Dismember and Vapor Snag by handling large creatures; Merfolk grows far bigger than 3/3, and often have islandwalk to boot, making the chump irrelevant. It's also a plan in itself, and can turn Aether Vial into Wild Nacatl. Plus, Oko's blue for Force pitching.

Once Upon a Time: Gets the party started right, finding a one-drop, lord, or land as needed. Once joins Vial as a card that makes a hand keepable, and is also awesome in a hand already featuring Vial: I imagine this deck keeps plenty of no-landers thanks to their interaction, and should a hand be heavy on mana, Once serves as another creature to flash in.

Veil of Summer: Maxed at 4 in the side, Veil is a one-mana Cryptic Command against Modern's blue- and black-based interactive decks. With Fatal Push overshadowing Lightning Bolt and Merfolk struggling to beat a critical mass of cheap removal, the Veil package seems like an elegant answer to midrange.

Collector Ouphe: Okay, so this one wasn't banned from Standard. But it's great against artifact decks, and those are the talk of the town in Modern. All in all, Ouphe's another giant gain for Merfolk, especially with Once to find it.

Combo Wackiness

While Urza decks transition away from combo elements in favor of a value-based midrange plan, these players are brewing up combo decks of their own. Got 'em?

Gruul Loam, HJEDMONDSON (5-0)

Creatures

4 Bloodbraid Elf
4 Countryside Crusher
3 Merchant of the Vale
4 Tarmogoyf

Enchantments

3 Seismic Assault

Instants

4 Lightning Bolt
2 Magmatic Sinkhole

Sorceries

3 Flame Jab
4 Life from the Loam
2 Pillage

Lands

4 Copperline Gorge
2 Fire-Lit Thicket
2 Forest
2 Forgotten Cave
4 Ghost Quarter
2 Mountain
2 Raging Ravine
2 Stomping Ground
2 Tranquil Thicket
1 Treetop Village
4 Wooded Foothills

Sideboard

3 Ancient Grudge
3 Anger of the Gods
1 Crumble to Dust
3 Nature's Claim
2 Obstinate Baloth
3 Shatterstorm

David tested out Life from the Loam-fueled value decks way back when the two-mana cycling lands were spoiled, to middling results; he concluded the deck needed one-mana cyclers to make it. Later, Wizards blessed us with just that, but the deck still seemed a bit soft to hate for Modern. Such decks still have success occasionally, and this Gruul Loam posting marks the first bit of luck it's sign in quite a while.

Of note are the removal of Wrenn & Six, a grindy card in a grindy deck, and the addition of Tarmogoyf as a way to quickly close the game against opponents building into something urestrainable. Merchant of the Veil also joins the fun to replace Faithless Looting.

Torbran Red, XENOWAN (5-0)

Creatures

4 Torbran, Thane of Red Fell
4 Bonecrusher Giant
4 Eidolon of the Great Revel
4 Goblin Rabblemaster
4 Legion Warboss
4 Simian Spirit Guide
3 Harsh Mentor
2 Magus of the Moon

Enchantments

1 Seal of Fire

Instants

2 Abrade
2 Lava Dart
4 Lightning Bolt

Lands

2 Castle Embereth
3 Gemstone Caverns
15 Mountain
2 Ramunap Ruins

Sideboard

2 Magus of the Moon
1 Blood Moon
1 Goblin Chainwhirler
2 Hazoret the Fervent
3 Leyline of Combustion
4 Leyline of the Void
2 Smash to Smithereens

Last week, I mentioned the relative lack of Lightning Bolts in Modern's current metagame. As that trend continues, we inch closer to prison plans like Torbran's: Simian Spirit Guide accelerating into Magus of the Moon, without a similar enchantment anywhere in sight. Bolt-weary creatures such as Harsh Mentor and Goblin Rabblemaster also get a chance to shine within that environment, with the latter fronting plenty of combat damage and the former piling on the reach against certain strategies, Oko Urza included.

Which brings us to Torbran, Thane of Red Fell himself. With the Dwarf in the picture, Mentor and Rabblemaster go from understandable metagame techs to absurd damagers; every Mentor ping, and each 1/1 Goblin hit, is multiplied two- or three-fold. Torbran might cost a lot for a Modern creature, but since the early turns are spent setting up red damage sources, it's more of a win condition than a threat, cf. Urza, Lord High Artificer in the Urza deck's earlier, more combo-oriented stages.

Rakdos Engineer, MELTIIN (5-0)

Creatures

4 Goblin Engineer

Planeswalkers

4 Karn, the Great Creator
4 Liliana of the Veil
1 Liliana, the Last Hope

Artifacts

4 Arcum's Astrolabe
3 Ensnaring Bridge
3 Nihil Spellbomb
2 Pithing Needle
1 Wishclaw Talisman

Sorceries

4 Collective Brutality
2 Damnation
4 Inquisition of Kozilek

Lands

4 Blast Zone
1 Blood Crypt
4 Bloodstained Mire
2 Dragonskull Summit
3 Field of Ruin
2 Prismatic Vista
1 Snow-Covered Mountain
7 Snow-Covered Swamp

Sideboard

1 Ensnaring Bridge
1 Pithing Needle
1 Alpine Moon
1 Ashiok, Dream Render
1 Damping Sphere
1 Grafdigger's Cage
1 Hex Parasite
1 Mycosynth Lattice
1 Night of Souls' Betrayal
1 Shatter Assumptions
1 Snare Thopter
1 Spellskite
1 Torpor Orb
1 Welding Jar
1 Witchbane Orb

Rakdos Engineer goes all-in on the Engineer plan popping up in certain strands of red stompy decks. Given enough time, the deck is set up to tutor anything it needs out of the 75: Engineer can dump and revive Wishclaw Talisman, which in turn finds even Karn to grab a sideboard bullet. Of course, time is of the essence in Modern, so the deck runs plenty of hyper-efficient ways to interact: one-mana discard, a-lot-for-two-mana Collective Brutality, and Blast Zone all make the cut at four copies apiece. Holding it all together is Arcum's Astrolabe, which makes Engineer a value engine at worst and filters colorless mana to hit double-black.

Midrange Meddlers

Last on the agenda are a group of midrange decks showcasing that playing fair ain't dead... and that it doesn't even have to be playing Jund!

Temur Snow, LYNNCHALICE (5-0)

Creatures

4 Ice-Fang Coatl
4 Tarmogoyf
2 Snapcaster Mage
1 Tireless Tracker
1 Vendilion Clique

Planeswalkers

1 Jace, the Mind Sculptor
3 Oko, Thief of Crowns
1 The Royal Scions

Artifacts

4 Arcum's Astrolabe

Instants

1 Force of Negation
4 Lightning Bolt
4 Remand
4 Skred
1 Spell Snare

Sorceries

4 Serum Visions

Lands

1 Breeding Pool
2 Misty Rainforest
3 Prismatic Vista
3 Scalding Tarn
3 Snow-Covered Forest
3 Snow-Covered Island
2 Snow-Covered Mountain
2 Steam Vents
2 Wooded Foothills

Sideboard

1 Tireless Tracker
2 Ancient Grudge
2 Anger of the Gods
2 Blood Moon
2 Ceremonious Rejection
1 Disdainful Stroke
1 Mystical Dispute
1 Negate
2 Veil of Summer
1 Weather the Storm

First up is Temur Snow, a mostly Temur midrange shell (to the extent that those can be). The twist: Skred, which compliments Ice-Fang to plug the wedge's hole in viable removal options. Midrange decks were already interested in splashing a snow package for Fang, so it makes sense that red ones might want to go the extra mile for Skred. It makes equal sense to reach for Oko, as many in Modern seem to be doing these days. LYNNCHALICE posted multiple 5-0s with this build in November.

Temur Cascade, ROFELOS (5-0)

Creatures

4 Gilded Goose
4 Ice-Fang Coatl
4 Tarmogoyf
4 Bloodbraid Elf

Planeswalkers

4 Oko, Thief of Crowns
1 The Royal Scions
3 Wrenn and Six

Artifacts

4 Arcum's Astrolabe

Enchantments

2 Blood Moon

Instants

4 Lightning Bolt
1 Magmatic Sinkhole
1 Skred

Sorceries

3 Serum Visions

Lands

1 Breeding Pool
1 Lonely Sandbar
4 Misty Rainforest
4 Prismatic Vista
2 Scalding Tarn
3 Snow-Covered Forest
3 Snow-Covered Island
1 Snow-Covered Mountain
1 Steam Vents
1 Stomping Ground

Sideboard

2 Ancient Grudge
2 Ashiok, Dream Render
2 Collector Ouphe
2 Disdainful Stroke
2 Force of Negation
1 Huntmaster of the Fells
1 Mystical Dispute
1 Vendilion Clique
2 Weather the Storm

In keeping with the RUG theme, here's Temur Cascade, a deck that ramps into Bloodbraid Elf with Gilded Goose and then rolls Oko for the win. If Goose dies, there's Goyf to follow up. And while Astrolabe is a less-than-exciting cascade hit, ROFELOS was able to ride the wave to a couple 5-0s with this build.

I like that Goose is catching on as the best mana dork this side of Noble Hierarch. When it immediately gets shot, it still leaves behind a little value; in this fast format, that perk seems mostly preferable to having reliable mana tapping each turn it's alive. There's also the bonus that in a mana-heavy gamestate, Goose can just lay some eggs and maybe swing a damage race.

Sultai Snow, GABBAGANDALF (5-0)

Creatures

4 Ice-Fang Coatl
4 Tarmogoyf

Planeswalkers

4 Karn, the Great Creator
4 Liliana of the Veil
3 Oko, Thief of Crowns

Artifacts

3 Arcum's Astrolabe

Enchantments

4 Utopia Sprawl

Instants

2 Abrupt Decay
4 Fatal Push

Sorceries

3 Inquisition of Kozilek
3 Thoughtseize

Lands

3 Field of Ruin
4 Misty Rainforest
2 Overgrown Tomb
3 Snow-Covered Forest
1 Snow-Covered Island
3 Snow-Covered Swamp
4 Verdant Catacombs
2 Watery Grave

Sideboard

2 Ashiok, Dream Render
1 Damping Sphere
2 Dead of Winter
2 Disdainful Stroke
1 Ensnaring Bridge
1 Grafdigger's Cage
1 Jace, the Mind Sculptor
1 Liquimetal Coating
1 Mycosynth Lattice
1 Pithing Needle
1 Tormod's Crypt
1 Wurmcoil Engine

Sultai Snow leans more heavily on planeswalkers than the last couple decks, but it nonetheless relies on Tarmogoyf to close out many games. Combined with the Loam finish above, these results indicate a return to using Goyf as an self-sufficient Plan B, a trend that fell way off with the introduction of Fatal Push. It's been two years since that happened, and I, of course, hope Goyf continues to climb back up through the Modern ranks!

Blue Jund, ALTNICCOLO (3rd, Modern Challenge #12021807)

Creatures

4 Bloodbraid Elf
4 Tarmogoyf

Planeswalkers

4 Liliana of the Veil
3 Oko, Thief of Crowns
3 Wrenn and Six

Instants

4 Assassin's Trophy
3 Kolaghan's Command
4 Lightning Bolt

Sorceries

4 Inquisition of Kozilek
4 Thoughtseize

Lands

3 Blackcleave Cliffs
1 Blood Crypt
4 Bloodstained Mire
2 Nurturing Peatland
2 Overgrown Tomb
2 Raging Ravine
1 Snow-Covered Forest
1 Snow-Covered Mountain
1 Snow-Covered Swamp
1 Stomping Ground
4 Verdant Catacombs
1 Watery Grave
60 Cards

Sideboard

3 Ashiok, Dream Render
3 Collector Ouphe
3 Damping Sphere
3 Leyline of the Void
3 Plague Engineer

Jund=good, right? Oko=good? Well, GG Modern!

Seriously though, I think the principles at work in this list are similar to the ones I employed last week for Six Shadow. There are very few beaters present because the planeswalkers are also threats. Elf gets the nod over Shadow for its high roll potential with Oko in the picture, not to mention the many juicy hits in the sideboard. Congrats to ALTNICCOLO for topping the challenge with this spicy deck after 5-0ing in the leagues!

Freezing Cold

As the temperatures drop, so too has Modern's frantic summer pace relaxed---November didn't reveal the sheer amount of league brews that less recent months have. In any case, I hope there's no correlation, and we end up with a frenetic winter!

Metagame’s End: GP Columbus Analysis

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The end of the year is approaching, and with it a slowdown in competitive Magic. In fact, GP Columbus was the last Modern event of the year. As such, it is the final opportunity to look at the metagame before 2020's SCG Columbus, so GP Columbus provides extremely important data. It not only defines the metagame for more than a month, but could influence Wizards' December 16 banning announcement.

Still, even if the data shows that there really is a problem in Modern, I wouldn't expect Wizards to take action anytime soon. Wizards prefers to wait and see with Modern (see also: Hogaak), and without major events in December, I doubt there's any reason for them to change things up. If something is getting axed, I'd expect it to happen in February at the earliest.

Conversion Conversation

This analysis is going to be different from previous ones. ChannelFireball's given us both more and less data than StarCity's usual. There's more in that I have some Day 1 data to work with, allowing me to more accurately judge how well each deck did over the course of the tournament. However, only 10 decks were reported for Day 1, which limits how much I can do. The Day 2 data was also that limited initially, though more was provided later.

Deck NameDay 1 TotalDay 1 %Day 2 TotalDay 2 %Day 1-2 % DifferenceConversion Rate %
Eldrazi Tron385.701210.084.3831.58
Sultai Whirza6710.101613.443.3423.88
Mono-Green Tron385.7097.561.8623.68
Humans274.0065.041.0422.22
Grixis Death's Shadow487.20108.401.2020.83
Sultai Death's Shadow253.754.20.5020.00
UW Control263.9054.20.3019.23
Jund406.0075.88-.1217.5
Burn548.1075.88-2.2212.96
Amulet Titan284.2032.52-1.6810.71

Since I haven't dealt with conversion rates before, I will explain the table. All the reported Day 1 and Day 2 populations and percentages are the first four columns. I then took the Day 2 percentage and subtracted the Day 1 to get the fifth data column. This column may be seen as the change in proportionate representation. Dividing each deck's total Day 2 population by their Day 1 share yields the conversion rate.

Conversion rate doesn't really mean anything in a vacuum. There are many ways to look at the data, and the conclusions reached depend on how it is done. The table shows that Jund had a conversion rate of 17.5%. That number offers a starting point for assessment purposes, but necessitates context. For instance, If Jund's expected conversion rate was only 5%, then Jund overperformed; if instead 20% was expected, Jund slightly underperformed.

I can't directly compare the observed conversion rates to previous events, but ChannelFireball has provided a workaround. The overall conversion rate for GP Columbus was reported as 18.9%, with an expected conversion rate for any deck being 15%. We can therefore use these as benchmarks for performance.

I've provided the fifth column as an alternate viewpoint. Rather than rely on outside information, it measures each deck against itself. If every deck is equal, then each deck should have an equal chance to appear in the actual sample in proportion to its population, per statistical sampling. Thus, if a deck started out at 5% of the overall metagame, the expectation is that 5% of that population would make Day 2. I'll measure the scale of deviation from that expectation.

Significance: A Win for Eldrazi Tron

By any metric, Eldrazi Tron overperformed. It had a very high percentage deviation and conversion rate, and is well above either expected conversion rate. Using the overall conversion rate, Eldrazi Tron was 12.68% over. If using the expected rate, it's 16.58% over expectation. That Eldrazi Tron did well makes sense, given Death's Shadow's return and Chalice of the Void's impact on Urza decks. It appears to have been the best choice to make Day 2 given the field, which indicates that it is well positioned in the metagame.

Sultai Whirza has a much lower conversion rate than Eldrazi Tron (just 4.98% above tournament average and 8.88% over baseline), but there's no statistical difference between Sultai's rate and Gx Tron's rate. Whirza did better in the proportionate ranking, but that's not surprising. It's the supposed best deck in Modern, if previous results are any indication, and I expect that many of the best players were on the deck. Just like in Atlanta, win rates are boosted by pilot quality. Given the hype around Urza decks, the fact that Urza statistically overperformed isn't really news. The fact that it didn't by much is, however.

Sultai Death's Shadow, UW Control variants, and Jund all have proportional scores small enough that I'd call it even. Their Day 2 population was in line with their Day 1. If you look at their conversion rates, the picture darkens. Sultai and UW are just above the line for me to say they overperformed, but it's narrow enough that I wouldn't say that with confidence. Jund underperforms compared to tournament average and over compared to baseline. I'd explain these results as middle-of-the-road decks having middle-of-the-road results. They're winning proportionate to their merits, and not any particular positioning advantage.

All that being said, there's no way to see Amulet Titan's result as anything but poor. It was not the most popular starting deck, but it nonetheless limped into Day 2. Considering how popular it has been in the SCG Day 2's, this is a very significant result. I had speculated that Amulet was just a popular deck on the SCG circuit, not a good one, and this poor showing at a non-SCG event backs up that speculation. The volume of Damping Spheres may be to blame, but Whirza decks had been tutoring for those previously, and Amulet did well. (Burn also did poorly, but that's a very typical result, so I wouldn't read too much into it.)

Limitations

Now it's time to doubt the data. The first source should be the population size. GP Columbus only had about 650 players, which is about half of what GP Dallas saw earlier in the year. While I can't definitively explain this drop, I suspect timing is to blame. It was set on the weekend before Thanksgiving, and I can't imagine many Americans wanted to travel for a GP only to travel for the holiday immediately afterwards. There was also snow that weekend, which could have kept players home.

The other problem is with conversion rates themselves. I've never cared for conversion rates before, because they don't always tell the full story. The rates are just successful outcomes over total population, and in Magic, those successes are subject to factors outside the control of those involved. Skill level, in-game variance, and matchup pairings all factor into win rates. When evenly distributed, they don't affect the outcome, which is presumably true for variance and pairings. However, skill is definitely not evenly or randomly distributed throughout the sample, with the higher-skill players gravitating towards the presumed best decks. Luis Scott-Vargas is far more likely to sleeve up Simic Urza than mono-Green Stompy, a choice that in turn boosts Urza's win rate and skews the data.

The final problem is that of context-light conversion rates. I've pointed to Eldrazi Tron's rate being 12.68% over the event average and 16.58% over the baseline, but what that means in the wider context is unknown. All these rates could be identical to Atlanta's or wildly divergent, but there's no way to know. If the former, there's nothing to see here. If the later, then these are very significant results. Since there's no data to compare, the results should be treated with skepticism, and the conversion rates shouldn't be taken as necessarily indicative of the whole metagame.

Top 32

Only the Top 8 is listed on the official coverage page, and it included two copies each of Sultai Whirza, Burn, Humans, and Tron. That's a rounded and symmetrical Top 8, but there's nothing analytical to be done with only eight results. Channelfireball did eventually post more decks so that I can do some analysis. On their Twitter. In picture form. Which is great for those looking to copy decks, but made it a little harder for me to classify them.

Deck NameTotal #
Sultai Whirza6
Burn4
Humans3
Eldrazi Tron3
Mono Green Tron2
Bant Control2
Bant Snowblade1
Devoted Devastation1
Crabvine1
Landfall Zoo1
UW Control1
Dredge1
Jund Death's Shadow1
4-Color Death's Shadow1
Grixis Death's Shadow1
Merfolk1
Infect1
TitanShift1

For the first time since becoming a deck, Urza actually won the GP. However, I'm not sure that's accurate anymore. The new wave of Sultai Urza decks behave nothing like the original Whirza decks. Where Whirza is a hybrid midrange/prison/combo deck, the Sultai Urza decks of Columbus are midrange-leaning value-engine decks. Brian Coval and his compatriots don't bother with the Thopter-Sword combo or any maindeck prison pieces. They don't even have Whir of Invention (which makes ChannelFireball's decision to classify them as Whirza decks slightly baffling).

Instead, the deck has the same core of cheap artifacts and multiple engines built around them. Brian can win by infinite card advantage via looping Mishra's Bauble with Emry, Lurker of the Loch, locking opponents down with Mycosynth Lattice and Karn, the Great Creator, or going full Standard Food with Oko and Gilded Goose. Urza's the least efficient card advantage source in all that, useful mostly for his construct token.

Therefore, I'm inclined to rename these decks to Simic Oko. Oko, Thief of Crowns is the main reason that there were so many Sultai decks running around. The Bant control decks are Bant primarily for Oko. Ice-Fang Coatl is just a bonus. Death's Shadow decks are stretching primarily for Oko with Once Upon a Time a near second. The appeal of such a flexible +1 ability seems to be enough to justify the stretched mana in decks that otherwise don't need to.

How it All Stands

Despite having the best conversion rate, Eldrazi Tron is nothing special in this Top 32. Calculating Top 32 conversion, it has a 25% rate compared to Humans's 50%. And Humans had two decks Top 8. Burn, meanwhile, did shockingly well compared to its poor Day 2 conversion (57.1%) and put two decks into the quarterfinals. Meanwhile, Sultai Whriza, the most popular deck on both days, also has the most decks in Top 32 for a conversion rate of 37.5%. Better than E-Tron; worse than Humans and Burn. That's another reason to be leery of conversion rates: they don't predict the final results.

With Sultai Whirza being the apparent deck to beat from previous events, the fact that it isn't doing that much better than the other decks is significant. While I'd previously heard talk of Urza having Hogaak's level power, these results expose such reactions as wild exaggerations. The more general results that Urza is putting up (high Day 2 populations and Top 8s, but sparse wins) are reminiscent of Izzet Phoenix this time last year. So the deck may be good and very competitive in the metagame, but it's not oppressive or warping. There's no evidence yet that anything needs to be done, as the metagame is changing to accommodate the new cards and establish a new equilibrium.

PTQ Complications

Modern being fine is further reinforced by the other events from GP Columbus. For SCG events I normally also look at the Classic results. For GP Columbus, I also have three Modern PTQ's. If this keeps up, I will keep using them in the future.

Deck NameTotal #
Sultai Whirza5
Jund3
Dredge 3
Burn3
Grixis Death's Shadow2
Affinity1
Sultai Death's Shadow1
Infect1
Storm1
Temur Midrange1
Elves1
Humans1
Green Devotion1

Sultai Whriza may be the most popular deck in this sample, just like in the main event, but it wasn't so successful. The three PTQs were won, in chronological order, by Jund, Burn, and Dredge, and being runner-up for a PTQ is a failure in my eyes. Other than Whirza's popularity, this data bears little resemblance to the main event. Burn remains popular, but Jund had the success that I thought it should and Dredge came out of nowhere. The metagame seems to remain wide open despite the attention on Urza decks.

Bottom Line

While Urza, Lord High Artificer has previously been their focus, I think that the card is becoming increasingly unnecessary in its namesake decks. By moving away from Thopter Foundry and Sword of the Meek, Urza decks have lost their ability to go infinite and to turn mana into threats. Instead, they've moved to a more resilient value-grinding plan. The presumed best deck is evolving to counter the hate being thrown its way, which means that the rest of the metagame will have to evolve as well.

I consider this development is a positive sign. If the Whirza decks from two months ago were still the default deck and largely unchanged, that would signify that Whirza intrinsically preempts attempts to counter it, which is oppressive and dangerous. If the trend continues, then there is no problem, and a ban is unlikely. However, once successful decklists start calcifying for months, that's a clear sign that the metagame is failing to adapt, which is ultimately why Faithless Looting had to go.

That Oko is starting to appear in more and more decks is cause for concern. If he becomes too prevalent, we'll be in a situation similar to Standard's. Modern has the tools to contain cheap planeswalkers or outright ignore them, which will hopefully be enough.

What the Future Holds

And that's it for the metagame for this year. It's been a wild one. I hope that 2020 will be less volatile, and less prone to bans. But we won't know until we get there.

The Cycle’s Sick: Introducing Six Shadow

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The concept of personal preference heavily influences how I see the world, and subsequently, Magic. So I'm no stranger to writing about playing what you love. Nonetheless, I have felt a bit lost in Modern for the last few months: my colored pet decks lost a key card in Faithless Looting, and the second coming of Eldrazi Tron threatens my colorless one. I've wanted to brew with powerful new engines such as Oko, but for a time, everything I landed on struck me as worse than Urza decks.

After creating multiple lists from scratch, running them into the ground online, and starting over once I'd realized they weren't doing what I felt like doing in the first place, I finally figured out a 75 that ticks my boxes.

The Requirements

#1: Bolt and Goyf

In "Eat My Dust: Blowing Smoke With BUG Faeries," I posited that interactive Modern decks simply couldn't compete if they lacked Lightning Bolt or Tarmogoyf. That article is now four years old, and I'm not entirely sure how true the argument even was at the time. What's for certain is that my love for those two cards knows no bounds. When deciding what to run in a deck of favorites, they were no-brainers.

With cheap planeswalkers running amok, Bolt is particularly versatile, and this metagame is relatively light on copies. That's why decks that normally struggle against the red instant are cropping up in spades, making it all the better to have on-hand.

As for Goyf, it's certainly fallen far from its previous position at Modern's helm. But it still packs a punch, and punches enough of my preference buttons that I won't leave home packing less than four myself.

#2: Wrenn and Oko

Experimenting with Wrenn and Six in TURBOGOYF and Counter-Cat has drastically altered the way I play Modern. Most of the changes take place at the very start of the game: during mulligans. Later builds of TURBOGOYF had me trimming the land count to as low as 16 and riding on finding Wrenn and a mana source; once the walker's in play, I'd rather not draw another land for the rest of the game. Faithless Looting helped that plan a lot, and without the sorcery, the land count will need to climb above 16. But still, I was married to Wrenn before deciding what else I wanted to play.

The "what else" ended up being Oko, Thief of Crowns. I'd been hearing about this card endlessly from other players, on discussion boards, and in my newsfeed by the time it was finally banned from Standard. As the allure of playing freshly-made-Modern-exclusives once spurred me to build around Smuggler's Copter for a couple weeks, so too I couldn't wait to wield Oko in the format.

On its surface, the card solves some problems I've run into with Temur over the years: its lack of hard removal and lack of effective go-wide strategies. But getting the most out of Oko put additional pressures on the deck. For one, I'd require access to creatures large enough to invalidate 3/3s; Tarmogoyf was a good start, but I wanted a second fatty. Additionally, the presence of cheap, self-replacing artifacts like Arcum's Astrolabe is part of what makes Oko such a competent plan out of the Urza decks, so I sought to run some Astrolabes myself. As a bonus, the artifact feeds Goyf once opponents answer it.

Rounding Out the Core

I tried the above cards in a multitude of shells, spending the most time with Blood Moon and Delver of Secrets variants. The former proved too clunky without acceleration, which I was committed to not running; otherwise, I'd just be building TURBOGOYF again, and I wanted more of a spell-based aggro-control deck this time around. As for Delver, it was simply never flipping with all the noncreature permanents in the deck.

While Temur colors support themselves well enough to frequently house Blood Moon, adding a fourth color to the mix can make a Modern deck's manabase especially squishy. Not so with Astrolabe in the picture. The natural choice for a fourth color was black, which offered some very juicy possibilities:

  • Thoughtseize/Inquisition of Kozilek: Some of Modern's best interaction, and a swell pairing with Tarmogoyf. Wrenn and Six, as well as other planeswalkers, benefit from early hand stripping for a similar reason.
  • Fatal Push: The gold standard for early-to-mid-game battlefield cleanup.
  • Collective Brutality; Plague Engineer: High-impact sideboard cards.

Best of all, though, was the black card that named the deck: Death's Shadow. Shadow, too, shines alongside targeted discard, giving my threat suite cohesion; it also attacks players from a non-nongraveyard angle. Shadow helps provide the density of ferocious bodies necessary for Stubborn Denial, and it also opens up room for another planeswalker: The Royal Scions.

The aforementioned late-stage TURBOGOYF builds ended up splashing blue for Scions alone, a card that supplemented Faithless Looting while pressuring opponents significantly as of the second or third turn. The walker's at its best when working with Wrenn and Six, the latter providing ample raw materials to loot away, and large creatures like Tarmogoyf. Those not only block to protect Scions, but can turn sideways, making full use of the walker's pseudo-Temur Battle Rage +1. Shadow benefits similarly from the pairing, as we've already seen in some online finishes.

From there, I added a few copies of Snapcaster Mage for extra utility and began testing. The numbers were eventually adjusted (Snapcaster went down to two copies; some interaction was trimmed for Sleight of Hand), and I landed here:

Six Shadow, Jordan Boisvert

Creatures

4 Death's Shadow
4 Tarmogoyf
2 Snapcaster Mage

Planeswalkers

4 Wrenn and Six
3 Oko, Thief of Crowns
3 The Royal Scions

Artifacts

4 Arcum's Astrolabe

Instants

2 Fatal Push
3 Lightning Bolt
3 Stubborn Denial

Sorceries

4 Thoughtseize
3 Inquisition of Kozilek
3 Sleight of Hand

Lands

4 Verdant Catacombs
3 Misty Rainforest
3 Bloodstained Mire
1 Overgrown Tomb
1 Blood Crypt
1 Breeding Pool
1 Steam Vents
1 Stomping Ground
1 Watery Grave
1 Snow-Covered Forest
1 Snow-Covered Swamp

Sideboard

3 Damping Sphere
2 Plague Engineer
2 Dismember
2 Surgical Extraction
2 Collective Brutality
1 Veil of Summer
1 Stubborn Denial
1 Disdainful Stroke
1 Ancient Grudge

The Sideboard, Explained

While it's a bit early to propose an optimized sideboard, I can explain my current picks.

  • Damping Sphere: Among Modern's most flexible enablers, Sphere handles big mana, spell-based velocity decks, and various strands of combo all by itself (well, with the help of a clock).
  • Plague Engineer: Acard I've found invaluable against small creature decks, Engineer's at its best when it comes down and immediately kills something. It's not bad in the Shadow mirror, either, where it demands an answer in a board stall.
  • Dismember: Significantly buffs Shadow while interacting on the cheap. But it's a bit narrow for the main considering the removal suite we already have.
  • Surgical Extraction: Grave hate (or not). Great with Snapcaster.
  • Collective Brutality: Mostly here for Burn, but comes in against combo and creatures, too. Extremely versatile, but pricey in Game 1.
  • Veil of Summer: Not necessarily needed for the interactive matchups, since the walkers give us lots of play there. But man is it fun to resolve.
  • Stubborn Denial: In some matchups, there's no such thing as too much permission.
  • Disdainful Stroke: Counters Tron payoffs, Titan payoffs, and... Urza!
  • Ancient Grudge: Hard to build a deck in these colors and forget about this guy.

Sizing Up

Of course, combining Goyf, Shadow, and discard is nothing new to Modern: the card first made waves in that very core, supported by Traverse the Ulvenwald. So how does Six Shadow measure up against similar decks?

Six drops Traverse for regular cantrips, a trick I employed in my first BURG-colored Shadow deck two years ago. Sleight of Hand is obviously less consistent than Traverse the Ulvenwald, but it resists Rest in Peace and can find instants, sorceries, or planeswalkers.

Those planeswalkers also make up for the threat density lost to abandoning Traverse. Any of our three wins the game unchecked, and are significantly tougher to remove than creatures. Grixis Shadow aims to beat removal via the Push-resisting Gurmag Angler and Stubborn Denial, but I think leaning on walkers, while less explosive, is more robust, especially considering our creature-based Plan A.

Forgot About Rock

Dipping so hungrily into the card type makes us resemble not only Traverse and Grixis Shadow, but good ol' Jund Rock, Modern's reigning Wrenn and Six pile. My problem with Jund right now is its softness to Urza and Tron. Not that it's dead in the water against either deck, but Jund lacks Shadow's reversibility, making it harder to transition to an aggressive role when it needs to. Conversely, Shadow decks can dome themselves for a bunch and then one- or two-shot their disrupted opponents, Infect-style, if enemy answers are unlikely, making them the favorite against combo.

As for Jund's benefits, it's superior at shredding small creature decks; still, Snapcaster and the one-mana removal helps on that front. It's also historically harder to disrupt than Shadow, although I think the planeswalkers go a long way on that front. With its many threats, I suspect Jund has the upper hand against us in a head-to-head, though I haven't been able to confirm this yet for lack of running into it.

Six's Company

After a couple months of looking around, it feels great to have a deck to settle into. With its "Goyfish" superiority as a turn-two play, Wrenn and Six has categorically become my favorite card from Modern Horizons, and I don't doubt it finds its way into my next brew. But maybe I'm counting my eggs before the Toxicitry lays them—here's hoping Six Shadow lasts me awhile! What have you been playing in this high-powered Modern?

Inviting Change: SCG Invitational Analysis

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An analysist goes to work with the data he's given. With Modern on the competitive backburner for the past few weeks, I've lacked the means to properly dig into the metagame ahead of GP Columbus this weekend. As a result, I am looking a bit further afield into events that I normally wouldn't analyze. Fortunately, the results are consistent enough with previous events that I feel confident using them.

First thing's first: there was another Banned and Restricted Announcement this week. Despite the Standard bloodbath, there were no changes to Modern, as I'd expected. While there are always lots of MTGO data for Wizards to peruse, paper events have been sparse. They will continue to be sparse into next year, so it makes sense to wait and see how things play out. Even if Wizards was inclined to look at Modern, it's not clear that they needed to; despite huge turnouts, Urza decks haven't done that well compared to the overall metagame. The meta may be well on its way to absorbing Urza into the ecosystem, which is suggested by the results from the SCG Invitational.

Invitational Day 2

As always, we'll start with the broadest data and move inward. The Invitational had 488 players with 168 making into Day 2. This is a much smaller starting population than the typical Open or Grand Prix, but on par for Day 2 populations, which helps the data's validity.

Deck NameTotal #
Simic Urza24
Amulet Titan18
Grixis Death's Shadow18
Other 14
Mono-Green Tron12
Burn11
Eldrazi Tron11
Humans6
Devoted Devastation5
Four-Color Whirza4
Infect4
Jund Death's Shadow4
Simic Eldrazi3
Urza Outcome3
UW Control2
Crabvine2
Four-Color Death's Shadow2
Gifts Storm2
Jund2
Mono-Green Devotion2
Mono-Red Prowess2

For the sake of a smaller table, I lumped all the singleton decks together under "Other". It is interesting, though unsurprising, that it's not the largest category like at most Grand Prix. Since they had to qualify, Invitational players tend to be sharky Spikes and will gravitate toward known decks. This is particularly true when one deck is perceived as the best deck at the moment.

Just like in Atlanta, Simic Urza (meaning Urza, Lord High Artificer with Oko, Thief of Crowns) was the most popular deck, followed by Amulet Titan. However, this time Titan tied with Grixis Death's Shadow. It makes sense for GDS to be popular in the wake of its win in Atlanta and its winning history. Its performance was further boosted by Simic Urza being the type of deck GDS traditionally preys on. Simic Urza has very few cards that actually win the game, they being primarily the aforementioned Urza and Oko. GDS is packed with hand destruction to rip out all the real cards, leaving only the air, counters for topdecks, and a very rapid clock. They've even worked to speed it up by readopting Temur Battle Rage, which is also great for breaking through Thopters.

However, a bigger story is the relative lack of Urza in this Day 2. I realize that sounds weird given Simic Urza being the most popular deck, but the overall representation is down because there is a huge drop-off from Simic's 24 pilots to 4-Color Whirza's mere four, marking a huge reversal from Atlanta: there, they were very close together, with additional versions lower down the standings. There are only three Urza variants this time, which is a proportional decrease. Whether this development is a function of Simic's breakout popularity or indicative of a general move away from the other versions is impossible to say at this point.

The Big Asterisk

There are two problems with this data. The first is that this is an Invitational. It is therefore a curated data set rather than a random one. Randomness is critical for validity, since it ensures that every member of the population had a chance to be counted. Qualifying required winning a separate tournament, generating a random sample, but from a very small population. The qualifiers were also relatively small and represent smaller areas, which allows outliers and biases to more strongly influence the data.

Adding further complication, the Invitational is an SCG event. I'm informed that these are very team-orientated, and the metagames prove somewhat inbred as a result. I can't confirm this is true, but the impact of Simic Urza being a team deck in Atlanta was very strongly felt. As a result, I'm inclined to be skeptical of the overall applicability to the metagame, despite the similarities to previous events.

Top 16

While previous events reported a Top 32, the smaller overall size of the tournament led to only the Top 16 being reported.

Deck NameTotal #
Grixis Death's Shadow5
Eldrazi Tron2
Simic Urza2
Humans1
Mono-Green Tron1
Amulet Titan1
CrabVine1
Infect1
Burn1
Devoted Devastation1

Death's Shadow dominated this Top 16 like it was 2017. That Simic Urza managed to get in two copies also makes sense given the starting population. Despite all the predation, a high starting population ensures that some will evade and thrive.

More interesting is the huge falloff in Amulet Titan. Titan's consistently been one of the most popular decks at the SCG events, but that popularity doesn't appear to translate into success. This may be down to GDS' return, as the only card that really matters in Titan is Primeval Titan and again, GDS is very good at dismantling strategies that rely on small numbers of cards.

However, Big Mana was also a sound strategy against GDS in 2017, which may explain why Eldrazi Tron put as many copies in Top 16 as Simic Urza. E-Tron is great in particular thanks to Chalice of the Void. GDS is primarily made up of one-mana spells, and Urza relies on zero-mana spells, making Chalice very effective in this metagame.

A Bigger Asterisk

Despite this result falling within expectations, I wouldn't read too much into the Top 16. While everything I've already said about the tournament as a whole applies here, that's not the only reason to be skeptical. The Invitational is a multi-format event, split between Pioneer and Modern. Thus, the standings don't accurately reflect Modern successes. I'm inclined to regard them as the decks the most successful individual players played rather than the actual best decks.

7-1 Decks

Therefore, to see which decks were actually the best, we need to know which ones had the best Modern record. Fortunately, Star City is aware of this, and provides access to the 7-1 or better decklists. What follows is not a particularly long list, but it is instructive.

Deck NameTotal #
Simic Urza2
4 Color Death's Shadow1
Mono-Red Prowess1
Infect 1
Grixis Death's Shadow1
Devoted Devastation1
Mono-Green Tron1

This result reinforces that which the Top 16 suggests. Russell Lee, playing 4-Color Death's Shadow, had one of the better Modern records, but did not appear in the Top 16. Similarly, Invitational winner Chris Barone isn't on this list, having done much better in Pioneer than in Modern.

Simic Urza performed proportionately better here than it did in the overall standings. Whether this is down to the starting population or actual metagame power and positioning is a tough call to make, though it is worth mentioning that if Oko slips through the net, he's very good against Death's Shadow.

On that note, GDS was nothing special here, but Death's Shadow strategies nonetheless tied with Simic Urza. Back in 2017, GDS pushed every other version out with its superior consistency. The introduction of Once Upon a Time has reignited the discussion. For a deck built around velocity and mana efficiency, a potentially free cantrip is incredibly exciting. Traverse the Ulvenwald does a better job finding creatures or lands, but only with delirium. However, from experience, the 4-color Shadow decks have always suffered from being much less forgiving than GDS, so I'm curious whether the potential power of extra colors is actually worthwhile this time.

Reading the Tea Leaves

That players should be prepared for Urza, especially Simic Urza, is a given. This trend toward Urza has been building for some time now and should continue considering its recent visibility.

Beyond that, the picture gets murky. I've only been analyzing SCG events recently, so I can't say with certainty that what I've observed is accurate picture of the entire metagame. Nor can I confirm allegations of metagame insularity or teamthink affecting the metagame, SCG Atlanta notwithstanding. Even within the SCG world, the picture is very complicated. However, everyone else is in the same boat, so conjectures based on the SCG data will at least inform player decisions for the coming Modern season.

Metagame Predictions

Looking past Urza decks, Shadow should be the next deck on everyone's mind. The perception that it's an Urza-killer, which may be correct, is one factor, but I think a stronger one is emotional attachment. GDS was very popular for over a year, and a lot of competitive players own the deck. It went away thanks first to metagame shifts, and then Izzet Phoenix. With the graveyard decks out of the picture and the pressure off, plenty of old adherents may be returning to their old deck anyway. That it may be well positioned is a bonus.

The other big deck is the category of Big Mana. Tron and Amulet Titan have consistently been popular in these analyses since Hogaak was banned. But Eldrazi Tron may be creeping back in now that its old frenemy GDS is back, too. Still, it isn't clear that any of these decks are actually good. Titan and Tron haven't been doing that well despite the numbers they bring to Day 2. Titan came second in Indianapolis, and had okay-but-not-spectacular results in Atlanta. Tron hasn't done anything remarkable other than be popular, which it always is and is likely to always be. Tron just does its Tron thing and sees if you can cope. Eldrazi Tron's only had the Invitational Top 16 result to put it above other options. Thus, I expect Big Mana to be popular, but not necessarily successful.

As for the rest of the metagame, the other successful decks in the 7-1 data were Gotcha!-style. Infect is the classic example, but Mono-Red Prowess is in the same boat, and I will argue that so is Devoted Druid combo. They're taking advantage of a lull in Lightning Bolts and cheap interaction in general caused by the Big Mana and Urza upswing.

What I'd Play

For those who don't want to play the presumptive best decks, the choice is hard. You can never be strong everywhere, and there are factors pulling in multiple directions. I think that straight Jund would be my choice. It's generally weak to Big Mana, but the other metagame forces make me think that may not be as much of a problem.

Jund has solid matchups against Urza and Death's Shadow thanks to removal density. In particular, Jund has the same amount of discard as GDS, but a wider array of removal spells to deal with everything the two decks can throw at it. It also has access to excellent sideboard cards against both decks: Abrupt Decay and Plague Engineer are notable standouts.

Big Mana isn't unwinnable, but it is a struggle. However, going by the 7-1 data, Infect is coming back to prey on them, which will keep those bad matchups down. Such cheap creature decks are good matchups for Jund, especially with Wrenn and Six in the mix, which should be a net positive.

On the Horizon

The Modern GPs around the corner should finally provide some truly random data to work with, yielding a more accurate picture of the metagame. Hopefully, that picture sees Modern adapting to Urza with no intervention necessary. However, the guy at my LGS who always seems to pick up decks that get banned just finished building Simic Urza, so I'm feeling skeptical.

Should the London Mulligan Be Banned?

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The London mulligan has been with us now for four months, and players are speaking up on what they think of it. As a lover of the London mulligan and of mulligans in general, I've followed this topic with particular interest. One piece that recently caught my attention was Zvi Mowshowitz's article "Ban the London Mulligan" from earlier this week (guess how he feels about the rules change!). Zvi's sentiments reflect different arguments I've heard from players since the rule was first suggested by Wizards.

While Zvi's article was written chiefly with Standard in mind, he mentions that his arguments hold for constructed play generally. Today, I'll address his concerns one-by-one and reveal the degree to which I think they do or don't apply to Modern.

The Theory of Messed-Up Relativity

Early on in his piece, Zvi establishes the power dynamic at work between cards of differing quality.

You are not going to succeed in Standard, for a long time, no matter what is banned, without building around at least one messed up [sic] Magic card from Throne of Eldraine. If design does not make large adjustments, and likely even if they do, every good Standard deck for a long time is going to have a key messed up Magic card.

"Messed-up" is a stand-in for "broken," "busted," "warping," or any preferred buzzword. I find that such terminology can be useful so long as it's clearly defined; otherwise, it remains a buzzword. One aspect these words all share: they cannot exist without context (or, to use another buzzy phrase, "in a vacuum"). Even "good" and "bad" cards are only so because of their power relative to the other options. For instance, if every creature was a two-mana 1/1, the first-ever one-mana 1/1 would indeed be broken. There was indeed a time in Magic's history when Ironclaw Orcs was to Sligh decks what Goblin Guide is now.

"Messed-Up" as Goodstuff

In this case, the adjective "messed-up" is applied to the noun "cards." So we're not only talking about powerful things happening, but powerful things happening by virtue of a single card resolving or being drawn. In Magic lingo, we can summarize this concept as "goodstuff," the alternative being "synergy" (or when multiple cards come together to yield a powerful effect).

Modern used to be more goodstuff-oriented than it is currently. For a time, players were sleeving up Tarmogoyf or Lightning Bolt or just losing; the cards were better than everything else by a degree that invalidated most strategies trying to string together some other gameplan. Now, things have changed. In one sense, the arrival of Fatal Push both drastically decreased Goyf's relative strength and diversified playable removal options. But more pertinently, Modern's rich card pool has benefited from recent printings; the format's available synergies are now far stronger than the individual power level of its most "messed-up" cards.

"Messed-Up" as Synergy

Another interpretation of the term does away with the notion of cards holding their own independently. When it comes to synergy, we're working with enablers and payoffs. A "messed-up" card could very well be an extremely efficient enabler (in Modern's case, something like Faithless Looting), or payoff (think Urza, Lord High Artificer).

Zvi seems to grasp this concept:

Even more than a single messed up Magic card, these decks have central play patterns.

A goodstuff deck, like Jund, is content to slam whatever individually powerful cards it draws and hope they're good enough. But the more a deck trends towards the synergy end of the spectrum, the more it becomes reliant on central play patterns. Such patterns can be as explicit as assembling a two-card combo (e.g. Sword of the Meek and Thopter Foundry) or as mundane as curving out properly (e.g. Gilded Goose into Oko, Thief of Crowns).

One Game? I'll Show You One Game!

Put another way, I detect a tension between Zvi's railing against "messed-up cards" and his identification of powerful synergies as driving players to mulligan so much. It seems that goodstuff cards are the fall guy here; it's the allure of synergy that keeps players going back for new hands. And his thesis is that the London mulligan makes those powerful synergies too consistent.

Every game looks the same. Both players do their thing, or else one player fails to do it, is likely also down cards, and never has a chance. Lots of time is spent shuffling, and going through the same motions over and over again.

"Looks the same" is—you guessed it!—relative. But in any case, the more consistent the game gets, the more alike games come to look. This particular complaint is one often leveraged against Yu-Gi-Oh!, a manaless game I've written about before that's leaps and bounds more consistent than Magic. There, extremely lenient combo requirements (or in brickier decks, one-card starters) all but ensure that players successfully "do their thing" on turn one, leaving it up to opponents to "break the board." And since that board-breaking card may well be sitting on top of the deck, pilots can't really concede to their opponents, since they technically have a chance to win. They're forced to sit through 5-10 minutes of enemy combos before checking to see if they can clear the field of what are basically walking counterspells and do their own thing.

That description may sound horrible to you, in which case I'd advise against ever playing Yu-Gi-Oh! But it's fine with the game's many players, including myself. And Magic, even with the London mulligan, is much, much less consistent than Yu-Gi-Oh!

My experience playing that game has taught me that such happenings are due to not individually powerful cards, but synergy. Whenever Yu-Gi-Oh! bans a combo starter, other, slightly-less-efficient ones take its place; if payoffs are banned, other, slightly-less-impactful ones rear their heads.

Death of the (Planned) Plan B

When a deck fails to assemble its core components in the right way, and therefore to execute its key play pattern, it falls back on a secondary path to victory, or "Plan B." That plan can be as cohesive as going wide with 3/3 Elks or as strung-together as beating down with an exalted Birds of Paradise. Zvi seems to be lamenting the loss of the former, more deliberate Plan B that occurs when a game becomes more consistent; as he notes, there's little reason to invest precious deckbuilding space in a Plan B when the Plan A comes together so reliably, which then makes the deck more anemic in the rare instances that it doesn't.

Magic is great because it continuously presents unique situations to its players. Decks and players are forced to be flexible and roll with the punches, to plan for not having access to their key cards. When instead decks and players are rewarded for relying on their central repetitive play patterns, because fallback sequences would lose anyway, Magic loses much of its appeal.

Although I can't speak for Standard, I'd argue that Plan Bs are actually alive and well in Modern. That's one reason Oko has enjoyed so much popularity here, even in decks where he just barely contributes to the Plan A—he offers players novel angles of attack, an attractive option in a world with hate cards so efficient that Modern players expect to be disrupted. Here, leaning too heavily on one gameplan is asking for trouble, as opponents are well-versed in how to disrupt linear strategies. "So Wrong It's Right: Accepting Tension" covers this idea in depth, suggesting that Modern players have much to gain from diversifying their strategy.

If anything, the London mulligan contributes to that line of defense. Players can run fewer copies of each hoser, and therefore a more diverse array of bullets, with the understanding that they can better find those cards at the beginning of a game. Granted, if the hoser in question doesn't exist in a certain format (as in Standard), all that falls apart.

Living in the Past

The "theory of messed-up relativity" fleshed out above also applies to synergy, the now-established culprit behind excessive mulliganing.

Thus, the first player is forced to mulligan hands that look perfectly good, but which cannot pull off their key play pattern.

If everyone is pulling off their key plays with greater consistency, a hand that cannot do so is, relative to most other hands, bad. So why does this bad hand "look perfectly good?" Perhaps because it contains a payoff or an enabler, and either of those may be perceived as "messed-up" based on how efficient they are in that role relative to other cards legal in the format. But as we've touched on, opening one of those cards doesn't guarantee victory; decks must combine both payoffs and enablers to successfully assemble synergy.

While it's theoretically possible that Zvi wants to keep every awful hand featuring Oko and feels bitter about shipping them back, I think a more realistic assessment is that the hands he's describing fulfill now-outdated requirements of playability, i.e. they contain "lands and spells." In contemporary Magic, though, those hands aren't good enough. If they "look perfectly good," maybe we just need more practice; losing with those hands enough times should teach us, brute-force style, that our perception is skewed. Identifying when a "good-looking hand" will actually win us the game has been a cornerstone of mulligan decisions since the system was invented, and while the London changes the parameters of what constitutes a good hand, it doesn't change the fact that mulligans are about doing that kind of assessment.

A Question of Taste

Which brings us to the agenda on the table. Why should a hand that may be fine by antiquated standards, but unplayable by current standards, need to work now? As I see it, Zvi's argument is akin to expecting Modern Red Deck Wins decks to run Ironclaw Orcs. Naturally, they can't, as there are much stronger options. But does that mean Wizards has mismanaged the game, or simply drive home that outdated standards don't necessarily apply past their expiration date? That question is for every player to answer for themselves, the reason being that as power cannot exist in a vacuum, taste cannot be universalized. It's personal.

Let's review the points laid out and dissected with Modern in mind.

  • London increases reliance on messed-up cards: FICTION. It increases the reliability of synergy-based deckbuilding, which leads more players to build and play with those synergies in mind.
  • Every game looks the same: FACT, in that games look more similar to each other now than they did pre-London, since everyone is doing their respective thing more often.
  • Plan Bs are dead: FICTION, at least in Modern. The hate cards are just too strong and prevalent for decks to go all-in on one strategy unless they're broken in their own rite (think Hogaak). This issue has less to do with the London mulligan and more to do with which disruptive cards are legal in a different format.
  • We have to mulligan hands that we shouldn't have to mulligan: FICTION. We have to learn to mulligan effectively under the new system, and refine our impressions of what constitutes a keepable hand, as players have done since the mulligan's introduction to Magic.

With the logic parsed, Zvi's only Modern-relevant argument for banning the London Mulligan is the same as the one for keeping Preordain out of the format: it adds too much consistency to the game for his tastes. As a lover of consistency in Magic (to the extent that I ran Serum Powder in my GP Detroit Eldrazi deck) and longtime advocate for freeing Preordain, I feel the opposite way, and quite like what the London has done for Modern deckbuilding. As I understand it, whether you are for or against the London at this point depends on your preferences in Magic, which I'm all about players developing.

So how consistent do you like your games? Which effects of the mulligan do you most relish or resent? Let me know in the comments!

Profile of a Thief: Oko in Modern

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It's been an odd year for Magic. Modern struggled through a series of bans while Standard was doing well. Once things started looking up for Modern, Standard began its collapse under the weight of Throne of Eldraine. Some of those effects are now leaking into Modern, with uncertain implications.

Urza may be the talk of the town in this format, but Oko, Thief of Crowns is the talk of Magic. He's been ruling Standard since Eldraine was sanctioned, and dominated the last Mythic Championship to such an extent he'll almost certainly be banned next week. Thus far, his impact on Modern has been negligible, but that may not continue. A number of decks are attempting to make Oko work either as a primary plan or a backup. The results so far are intriguing, but it's not clear that any will actually work out. Today, I'll be examining Oko and the decks trying to wield him in closer detail.

The Thief in Detail

Cheap planeswalkers are always worth considering for Modern, but Oko doesn't look like much on face. Food really doesn't do anything Modern-worthy, 3/3's aren't so impressive here, and stealing creatures isn't a thing in Modern. There are plenty of options that have seen play like Threads of Disloyalty and Vedalken Shackles, but they've been too inefficient or easily answered to see more than fringe play. However, Oko is far more than the sum of his parts, and in the right context he's an incredibly powerful planeswalker. The only catch: this sort of power isn't very common in Magic, and definitely not in Modern. Oko's abilities take on unique properties depending on whether players are playing as the beatdown or the control in a given game.

Oko on Offense

While Oko has high loyalty and a +2 ability, they're not what makes him playable. In Standard the main way to kill planeswalkers is to attack them, but Modern has Abrupt Decay and similar removal. Making food is okay against Burn, but a bit slow. This ability should be regarded as the backup plan for when there aren't targets for the +1.

The primary purpose of Oko is to make 3/3 Elks. We've seen many ways to make noncreature artifacts into creatures, with Tezzert the Seeker, Karn, the Great Creator, and March of the Machines being the most prominent. However, they're either much slower or only make the creatures as strong as their CMC. That's not great for a deck built around 0-1-cost artifacts. Since Oko comes out fast, permanently alters the target, and can just keep going, he is an army in a can. The fact that the ability is a +1 is key here: there's no limit to Oko's Elk-making, which is means there's never a trade-off or a risk of running out of activations.

I've only seen Oko's -5 used to steal mana dorks, and even then only twice. Modern just doesn't have many cheap, weak creatures that a deck would want to steal. Those that do often have ways to pump them. In a pinch, this ability could certainly be used to clear a path for attackers, but that is niche at best. The times I've observed it in action, the Oko deck was mana starved and slightly desperate, so I consider it a minor bonus rather than a primary consideration.

Thief in Retreat

However, I'll argue that Oko's real power is turning opposing creatures and artifacts into Elk. There have been many ways to shrink creatures and/or make them lose their abilities, with Humility being the most famous and Lignify being Modern accessible. However, these methods tend to be temporary, and I couldn't find an instance of artifacts being affected. Again, Oko's transformation persists if he's removed, which is unprecedented. This means that Oko is a near-universal answer to an opposing board, a fact Wizards apparently didn't notice.

Turning Wurmcoil Engine or Death's Shadow into 3/3 vanilla Elk is incredibly powerful. So is "Elking" Drokskol Captain or Devoted Druid. Decks with creatures bigger than 3/3 don't tend to have many of them, so transforming them ends up being quite similar to outright removing them. Meanwhile, those with smaller creatures play ones with tribal synergies or abilities where removing their creature types and/or abilities is worth the stat upgrade.

However, the real power is hitting opposing artifacts. Specifically, Oko wrecks prison cards by stripping away their abilities. Ensnaring Bridge can't stop creatures when its an Elk; Mind Stone won't make mana; Amulet of Vigor doesn't untap lands. Thus, Oko becomes not only disruptive to opposing plans, but a counter to opposing answers.

One Gameplan

With a strong offensive plan and the option to switch seamlessly to defense and back, Oko has the same entire-deck-in-one-card power as Urza, Lord High Artificer. But Oko isn't on the same power level as Urza, since he's not a combo piece. Instead, Oko is a disruptive planeswalker that can actually win the game as well. Liliana of the Veil is far more obviously disruptive and can shut out opponents, but she can't actually turn the corner. Oko sniping critical creatures or artifacts and then re-growing a board can be tremendously potent.

A Primary Plan

The problem with adopting Oko as a primary plan is that there's really only one way to go, and it's been done. In Standard he's everywhere because Standard's gameplay is about snowballing advantage until it overwhelms the opponent. Oko naturally fits in by generating several types of advantage for its controller and taking some away from opponents. That style of gameplay hasn't worked so well in Modern, as the answers and threats are better; take Tron, for instance. There isn't the time or space for decks to quietly build up and crash down like a tsunami. However, there does exist one deck that was already blitzing out raw material, featured acceleration, and really needed something else to do with it all.

Oko Urza, Jeremy Bertarioni (3rd Place, SCG Atlanta)

Creatures

4 Gilded Goose
4 Emry, Lurker of the Loch
4 Urza, Lord High Artificer

Instants

2 Metallic Rebuke
2 Whir of Invention
3 Cryptic Command

Planeswalkers

4 Oko, Thief of Crowns

Artifacts

4 Mishra's Bauble
4 Mox Opal
3 Engineered Explosives
4 Arcum's Astrolabe
1 Aether Spellbomb
1 Sword of the Meek
1 Thopter Foundry

Lands

4 Misty Rainforest
2 Polluted Delta
2 Scalding Tarn
2 Mystic Sanctuary
1 Breeding Pool
1 Watery Grave
4 Snow-Covered Island
1 Snow-Covered Forest

Sideboard

3 Damping Sphere
2 Fatal Push
2 Thoughtseize
2 Nihil Spellbomb
1 Assassin's Trophy
1 Collective Brutality
1 Drown in the Loch
1 Ensnaring Bridge
1 Pithing Needle
1 Plague Engineer

Oko Urza is not the only version of this deck that could exist. However, I can't imagine that any deck with Oko as a primary plan would do much differently. Urza already floods the board with do-nothing artifacts, hoping to turn them into a win with Urza. It's also very likely to have prison cards played against it, which gives Oko's defensive utility a chance to shine. The walker also dodges graveyard and artifact hate. Oko is slower, but nonetheless synergizes with the main plan perfectly, all while not being dead to otherwise relevant hate.

An interesting case is Eldrazi decks running maindeck Oko. Sure, Reality Smasher is much better than a 3/3 Elk. However, Smasher isn't better than Ensnaring Bridge or Wurmcoil. From what I can tell, Oko makes up most of the interaction and disruption present in these decks, while the rest of the deck commits to beatdown. Anything that can potentially stop the Eldrazi attack gets shrunken out of the way (it's not like a 3/3 can stand up to Eldrazi creatures). Oko can also turn mana dorks and Scion tokens into Wild Nacatls.

This Oko plan performed admirably in its debut, but whether that was due to the deck or the pilots is up in the air. I haven't seen it do especially well online or in paper since then, but most of Magic's focus has been on Standard recently. Oko's viability as a primary strategy is therefore unlikely to be decided until next year.

The Fallback Plan

I'm skeptical that Oko will prove to be a true keystone of Modern like Primeval Titan or Liliana of the Veil. The sacrifices needed to make him a deck's lynchpin seem steep, and the decks that would make them are of the type that attract bans. There's also the issue of the non-Oko and Urza components not doing anything. Mishra's Bauble and Moxen are great and creating a critical mass of artifacts, but they don't do anything to actually win the game. Without Urza or Oko to give them meaning, all the artifacts in the deck are just air.

Instead, I think that Oko will endure as a backup plan. The most common non-Urza home appears to be Bant creature decks. These decks, from Ephemerate-based builds to Counters Company, are filled with extremely anemic creatures and mana dorks. If the primary value/combo plan is disrupted, the creatures do nothing. Oko offers an alternative, turning those useless dorks or defunct combo pieces into more useful Elks.

Some decks employing this strategy have Oko maindeck, and others sided. The former are acknowledging their inherent weakness and assuming something will go wrong, while the latter plan to only use Oko against control and Jund. I favor maindecking Oko if going this route. The flaws in these decks are well-known, and it's not like Value-Creatures.dec is tearing up Modern. So why not plan to get the enters-the-battlefield value and then make those spell-carriers into reasonable threats? As a particular bonus for Bant Ephemerate, there's no need to keep the Elk. Coiling Oracle is a pathetic creature in combat. So, turn it into an elk for an attack step. Afterward, flicker it with Soulherder and get value again.

Counter-Counter-Tribal

The most intriguing application of Oko as a secondary plan has been in tribal decks. I've seen Merfolk running Oko maindeck, and while I don't agree, I understand. I've played a lot of tribal decks and I know as well as anyone how weak the creatures are individually or in the face of removal. Thus, the idea is to use Oko to turn the remaining 2/2 dorks into superior 3/3 dorks and keep up the pressure.

The route isn't a bad idea against removal-heavy decks when lords are unlikely to survive. The problem I have is that Oko is counterproductive to the main point of the deck once he gets going. Yes, a 3/3 is better than a 2/2. However, taking away the tribe from the 2/2 means that when you those synergy cards are drawn, the new creatures are also just 2/2's. This creates a downward spiral of the deck not working as intended. Making food into elk is again a fine backup plan, but if all that's missing is token generation, there are lots of ways to do that on-theme like Deeproot Waters for Merfolk or Moorland Haunt for Spirits.

Oko's a useful way to answer Plague Engineer, but I don't think he'll catch on in tribal decks; he's just too medium as an offensive option.

Changing the Battlefield

The other option is to use Oko to shift gears altogether. I've mostly seen this happen out of the sideboard for decks that have strong Game 1s, but are very vulnerable to sideboard cards. Oko provides a completely different angle of attack for these decks and negates the opponent's plan. Consider Infect: there are few things more terrifying than Glistener Elf on the play. However, it's still a 1/1 that dies to everything, especially once all the removal is brought in game two. Instead of fighting this, Infect is leaning in, letting opponents board for the Infect fight and then playing the go-wide game with Oko.

If All Else Fails, Audible to Standard

Amulet Titan appears to be increasingly embracing this use, and going somewhat beyond. Titan has always had a very solid Game 1, but could struggle post-sideboard as opponents shifted to fight big creatures. A common answer was to sideboard out of the pure combo version into more creatures and go wide. Increasingly, decks are adopting Oko as part of that strategy. The change adds a value engine and option to turn dead artifacts and Sakura-Tribe Scouts, as well as food into an army, trumping the anti-Primeval Titan hate.

However, that's a surface-level change. I'm increasingly seeing Amulet decks go deep with Oko. In a sense, they're starting to change formats: Field of the Dead alongside Oko dominated Mythic Championship 5, and Titan decks are starting to resemble those Standard decks. Plenty of Modern players are well-prepared to fight a Titan. They're not necessarily ready for an endless stream of Zombie tokens, and especially for them to be 3/3s. It's a brilliant example of repositioning.

The Fae's Place

There's a lot of utility and power attached to Oko. The question is whether Modern can wield it effectively. I'm certain that Oko has a place as a sideboard card and as a way to circumvent hate. Time will tell whether he can carry an archetype or maintain his current momentum.

October Brew Report, Pt. 1: Melting Pot

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Why do I write a Brew Report every month? Because Modern is brimming with innovation every month! While many of the decks featured in this column may not go on to win a GP, or even to carve out a sustainable metagame share, they all performed well at least once; it’s not always a cakewalk to 5-0 a competitive online league in this knowledge-rewarding format. And that success, however brief, can often serve as a launching pad for further iterations. So let’s get down to business and see which tech slapped the hardest in October.

Lil' Splashes

Of the many existing decks seamlessly integrating new tech, the following pair stood out to me most.

Gwixis Shadow, BENCHSUMMER (5-0)

Creatures

4 Death's Shadow
2 Giver of Runes
4 Ranger-Captain of Eos
3 Snapcaster Mage
4 Tidehollow Sculler

Planeswalkers

2 The Royal Scions

Sorceries

2 Inquisition of Kozilek
4 Thoughtseize
2 Unearth

Instants

1 Dismember
3 Drown in the Loch
2 Fatal Push
2 Path to Exile
1 Temur Battle Rage
4 Thought Scour

Lands

1 Arid Mesa
1 Blood Crypt
2 Godless Shrine
1 Hallowed Fountain
4 Marsh Flats
1 Plains
3 Polluted Delta
3 Silent Clearing
1 Steam Vents
1 Swamp
2 Watery Grave

Sideboard

1 Ashiok, Dream Render
1 Celestial Purge
2 Ceremonious Rejection
2 Collective Brutality
3 Fulminator Mage
2 Geist of Saint Traft
2 Kaya's Guile
2 Plague Engineer

Gwixis Shadow gets its name from my own failed experiments in the color combination, in which I ran Delver of Secrets alongside Monastery Swiftspear and Lingering Souls. This Shadow list, though, doesn't try to reinvent the wheel, nor does it seem to favor either the existing Grixis or Mardu Shadow decks over the other. Rather, it seamlessly integrates aspects of both.

Here’s Ranger-Captain of Eos, the Mardu all-star that tutors the deck’s namesake and turns Unearth into a heap of value; there’s Drown in the Loch and The Royal Scions, new and promising adoptions of Grixis. Tying it all together is Tidehollow Sculler, which increases hand disruption density to ensure the deck has ample disruption to stop opponents in their tracks and enough protection to push its own plays.

Faeburrow Reborn, NUKELAUNCH (5-0)

Creatures

4 Faeburrow Elder
3 Birds of Paradise
2 Bloodbraid Elf
3 Niv-Mizzet Reborn
4 Tidehollow Sculler

Planeswalkers

2 Oko, Thief of Crowns
1 Teferi, Time Raveler
1 The Royal Scions
2 Wrenn and Six

Artifacts

4 Arcum's Astrolabe

Instants

2 Assassin's Trophy
1 Kolaghan's Command
4 Lightning Helix

Sorceries

2 Bring to Light
2 Safewright Quest

Lands

1 Breeding Pool
1 Irrigated Farmland
1 Overgrown Tomb
4 Pillar of the Paruns
4 Prismatic Vista
1 Sacred Foundry
1 Snow-Covered Forest
1 Snow-Covered Island
1 Snow-Covered Mountain
1 Snow-Covered Plains
1 Snow-Covered Swamp
1 Stomping Ground
4 Windswept Heath
1 Wooded Foothills

Sideboard

1 Alpine Moon
1 Ashiok, Dream Render
1 Crumble to Dust
1 Dovin's Veto
1 Fracturing Gust
1 Kambal, Consul of Allocation
1 Kaya's Guile
1 Knight of Autumn
2 Lavinia, Azorius Renegade
3 Rest in Peace
1 Supreme Verdict
1 Unmoored Ego

Faeburrow Reborn offers a novel take on the five-color Niv-Mizzet Reborn lists that have become commonplace in Modern since Arcum's Astrolabe turned the color pie on its head.

My main qualm with that deck is that once up to ten cards are drawn with the Dragon, pilots sometimes have trouble casting everything in time to not lose; in other words, early-game clunk finds itself multiplied in the game’s later stages. Faeburrow Elder, while growing to impressive size itself, mitigates this problem by functioning as an Aether Vial of sorts; players can tap it for 2-5 mana and cast whatever they want, Dragons included. Difficult as planeswalkers are to remove, Faeburrow is likely to have many colors to draw from after players untap with it.

One Is Always Enough

Also significant this month were the mono-colored strategies putting up results with the help of some Throne goodies.

Mono-White Titan, FINCOWN (5-0)

Creatures

4 Charming Prince
4 Wall of Omens
4 Thraben Inspector
1 Kami of False Hope
4 Flickerwisp
4 Ranger-Captain of Eos
3 Sun Titan

Artifacts

1 Crucible of Worlds

Instants

3 Brought Back
4 Path to Exile

Sorceries

2 Winds of Abandon
2 Wrath of God

Lands

1 Arid Mesa
1 Blast Zone
3 Emeria, the Sky Ruin
4 Field of Ruin
1 Flooded Strand
1 Marsh Flats
3 Prismatic Vista
9 Snow-Covered Plains
1 Windswept Heath
60 Cards

Sideboard

1 Burrenton Forge-Tender
2 Cleansing Nova
2 Damping Sphere
2 Generous Gift
1 Ghost Quarter
4 Remorseful Cleric
1 Sorcerous Spyglass
2 Stony Silence

During spoiler season, David doubted Charming Prince’s staple status in Blink, Humans, and Death & Taxes. Neither of us predicted the Noble would up and create his own archetype. Mono-White Titan combines a slew of restricted reanimation effects to get the most out of Prince and its ilk, which include the searchable, blinking-unfriendly Kami of False Hope as well as a full four pre-Princes in Wall of Omens. At the top of the curve rests Sun Titan, a recursive reborn effect that buries opponents in value.

Mono-Green Stompy, FLUFFYWOLF2 (5-0)

Creatures

4 Pelt Collector
4 Experiment One
4 Hexdrinker
4 Noble Hierarch
4 Avatar of the Resolute
4 Strangleroot Geist
4 Steel Leaf Champion
2 Questing Beast

Instants

4 Aspect of Hydra
1 Blossoming Defense
4 Vines of Vastwood

Lands

13 Forest
4 Nurturing Peatland
2 Treetop Village
2 Waterlogged Grove

Sideboard

1 Choke
3 Collector Ouphe
4 Damping Sphere
2 Dismember
2 Reclamation Sage
3 Scavenging Ooze

Mono-Green Stompy has received a number of buffs in the last year: Pelt Collector increases the consistency of explosive starts, while Steel-Leaf Champion and Hexdrinker improve the late-game. Payoffs like Avatar of the Resolute remain constant. The deck’s newest addition comes in the form of Questing Beast, a value-charged beater even making waves in Jund. In a metagame full of cheap planeswalkers, including the ubiquitous Oko, powerful haste creatures are a deckbuilding godsend, and this one seems tailor-made for sniping the card type.

Midrange Never Dies

Nor does it apparently ever stop regrouping. These three decks employ the timeless "disrupt, then commit" strategy in ways we've seldom seen.

Bant Mentor, ALTNICCOLO (5-0)

Creatures

4 Monastery Mentor
4 Ice-Fang Coatl
4 Snapcaster Mage

Planeswalkers

2 Jace, the Mind Sculptor
3 Oko, Thief of Crowns
3 Teferi, Time Raveler

Artifacts

4 Arcum's Astrolabe

Instants

4 Force of Negation
4 Opt
4 Path to Exile

Sorceries

4 Serum Visions

Lands

1 Breeding Pool
3 Flooded Strand
1 Hallowed Fountain
3 Misty Rainforest
3 Prismatic Vista
1 Snow-Covered Forest
6 Snow-Covered Island
1 Snow-Covered Plains
1 Temple Garden

Sideboard

2 Celestial Purge
3 Disdainful Stroke
3 Rest in Peace
3 Spell Queller
2 Supreme Verdict
2 Timely Reinforcements

Speaking of cheap planeswalkers, Bant Mentor packs plenty; Oko aids the shard’s previously untenable trouble with creatures, for which they once only had Path to Exile, while Teferi, Time Raveler lets the deck untap, slam Mentor, and “go off” with an army-causing cantrip chain (Force of Negation also plays to this gameplan by fronting a turn’s worth of protection for the squishy creature). As for Jace, its role seems mainly to ensure a secondary win condition: should opponents answer the Mentor Plan A, they’ll still have the blue juggernaut’s card advantage waterfall to deal with.

The sideboard is jam-packed with effective answers, ranging from catch-all floodgates Rest in Peace and Damping Sphere to macro-archetype-hosers like Spell Queller and Supreme Verdict.

BUG Ninjas, CAVEDAN (5-0)

Creatures

4 Faerie Seer
3 Gilded Goose
2 Birds of Paradise
1 Brazen Borrower
4 Ice-Fang Coatl
4 Ingenious Infiltrator
4 Spellstutter Sprite
2 Vendilion Clique

Planeswalkers

3 Oko, Thief of Crowns

Enchantments

2 Bitterblossom

Instants

1 Cryptic Command
1 Drown in the Loch
4 Fatal Push
2 Force of Negation
1 Spell Snare

Lands

3 Botanical Sanctum
1 Breeding Pool
4 Misty Rainforest
1 Overgrown Tomb
4 Polluted Delta
1 Prismatic Vista
1 Snow-Covered Forest
3 Snow-Covered Island
1 Snow-Covered Swamp
2 Verdant Catacombs
1 Watery Grave

Sideboard

2 Drown in the Loch
1 Spell Snare
1 Assassin's Trophy
2 Collective Brutality
2 Collector Ouphe
2 Damping Sphere
1 Disdainful Stroke
1 Grafdigger's Cage
1 Plague Engineer
1 Surgical Extraction
1 Thoughtseize

BUG Ninjas is yet another Oko-touter. The walker’s partner-in-crime, Gilded Goose, also makes an unlikely appearance for its synergy with the ninjutsu mechanic. BUG Ninjas is without a doubt the most creature-heavy I’ve ever seen the tribe get, and I have to admit I like where it’s headed. Only two Bitterblossoms? What’s to hate?

GRx Walker Moon, CAVEDAN (5-0)

Creatures

4 Arbor Elf
4 Birds of Paradise
4 Tireless Tracker
4 Bonecrusher Giant
4 Glorybringer
1 Gruul Spellbreaker
1 Questing Beast
1 Stormbreath Dragon

Planeswalkers

1 Domri, Anarch of Bolas
3 Kiora, Behemoth Beckoner
3 Oko, Thief of Crowns
1 The Royal Scions

Enchantments

2 Blood Moon
4 Utopia Sprawl

Instants

2 Lightning Bolt

Lands

1 Breeding Pool
4 Misty Rainforest
7 Snow-Covered Forest
1 Snow-Covered Island
1 Snow-Covered Mountain
1 Steam Vents
2 Stomping Ground
4 Wooded Foothills

Sideboard

1 Blood Moon
2 Abrade
2 Ancient Grudge
1 Anger of the Gods
1 Chameleon Colossus
1 Crumble to Dust
1 Grafdigger's Cage
3 Obstinate Baloth
2 Scavenging Ooze
1 Shatterstorm

CAVEDAN's second straight list in this feature, GRx Walker Moon, also makes use of Oko. This deck is similar in construction to GRx Moon builds I’ve flag-flown for over the last however many years, but there’s no Tarmogoyf; rather, it goes all-in on the mana dork survivng, and replaces Goyf with Tireless Tracker. Blood Moon also has its numbers slashed, this time in favor of cheap planeswalkers. Resolving these a turn early indeed puts the game away versus many opponents.

Combo's Other Twist

Modern's combo decks seem to be enjoying the new cards as well.

Copy-Cat, SPIDERSPACE (5-0)

Creatures

4 Felidar Guardian
4 Arbor Elf
4 Ice-Fang Coatl

Planeswalkers

4 Karn, the Great Creator
4 Saheeli Rai
3 Teferi, Time Raveler
2 Wrenn and Six

Artifacts

4 Arcum's Astrolabe

Enchantments

4 Oath of Nissa
4 Utopia Sprawl

Instants

3 Once Upon a Time

Lands

1 Breeding Pool
1 Hallowed Fountain
4 Misty Rainforest
4 Prismatic Vista
3 Snow-Covered Forest
1 Snow-Covered Island
1 Snow-Covered Mountain
1 Snow-Covered Plains
1 Steam Vents
1 Stomping Ground
1 Temple Garden
1 Tranquil Thicket

Sideboard

2 Collector Ouphe
1 Damping Sphere
1 Engineered Explosives
1 Ensnaring Bridge
2 Knight of Autumn
1 Mycosynth Lattice
1 Pithing Needle
1 Thragtusk
1 Tormod's Crypt
3 Veil of Summer
1 Wurmcoil Engine

Copy-Cat has existed in Modern since its ban-addressed stint in Standard. But it's never looked like this. Saheeli Rai now has plenty of company as a strategy-appropriate planeswalker; so much so, in fact, that Oko doesn't even make the cut. Rather, it's Karn, the Great Creator who comes out in numbers, offering a standalone Plan B to the combo dimension the deck is named for and giving players something to funnel their Arbor-Sprawl mana into.

Time Raveler also earns its stripes here by protecting the combo, as does Wrenn for helping build towards Felidar's four-mana price tag. Ice Fang Coatl is also a significant upgrade for the deck; while it can be blinked for cards like Wall of Omens, the Snake plays double-duty as critical defensive against Modern’s huge creatures.

Lazav Urza, HAUBIDTRAN (5-0)

Creatures

2 Lazav, the Multifarious
4 Emry, Lurker of the Loch
4 Urza, Lord High Artificer
2 Sai, Master Thopterist

Artifacts

4 Arcum's Astrolabe
2 Chromatic Sphere
4 Chromatic Star
4 Mox Amber
4 Mox Opal
1 Pithing Needle
2 Sword of the Meek
4 Thopter Foundry
2 Welding Jar
4 Wishclaw Talisman

Lands

3 Darksteel Citadel
4 Polluted Delta
5 Snow-Covered Island
2 Snow-Covered Swamp
2 Spire of Industry
1 Watery Grave

Sideboard

2 Ashiok, Dream Render
4 Collective Brutality
2 Damping Sphere
3 Fatal Push
2 Tezzeret, Agent of Bolas
2 Thoughtseize

In "Dismantling the Bomb: How to Fight Urza," David commented on the archetype’s different builds and their respective strenghts and weaknesses. One feature the decks shared was their inability to do anything with an Emry or Urza that wound up in the graveyard. Lazav Urza seeks to change that predicament with its namesake legend. Not only does Lazav turn on Mox Amber early in lieu of another creature and gently dig for combo pieces, the Shapeshifter can become a copy of any creature opponents have already killed or pilots have incidentally milled.

In the scope of David’s article, relying on Lazav further exposes Urza to graveyard hate, though I’d assume not to the extent of a full Goblin Engineer package.

Tempo Twin, KAHLUAH777 (5-0)

Creatures

4 Brineborn Cutthroat
4 Snapcaster Mage
4 Pestermite
2 Kiki-Jiki, Mirror Breaker
2 Brazen Borrower

Instants

3 Cryptic Command
2 Force of Negation
4 Lightning Bolt
1 Magmatic Sinkhole
4 Opt
2 Peek
4 Remand
2 Spell Snare

Lands

1 Cascade Bluffs
1 Fiery Islet
5 Island
4 Misty Rainforest
1 Mountain
1 Mystic Sanctuary
4 Scalding Tarn
3 Steam Vents
2 Sulfur Falls

Sideboard

1 Force of Negation
1 Magmatic Sinkhole
2 Abrade
3 Anger of the Gods
2 Blood Moon
3 Crackling Drake
2 Spell Pierce
1 Vendilion Clique

Rounding things out today is Tempo-Twin, an oldie-but-goodie declared dead after the banning of its namesake enchantment. Twin-in-spirit decks employing the Kiki-Exarch combination have cropped up in Modern from time to time since then, but they’ve always been on the metagame’s fringes, and they’ve never returned to packing Tarmogoyf to bolster the aggro-control plan.

This build of Tempo Twin also refuses to dip into green, but nonetheless ascribes to the older deck’s philosophy via Brineborn Cutthroat. Brineborn’s flash plays to the deck’s predilection for end-step threat deployment, but its counters clause doesn’t sacrifice the potential for bulk. Brazen Borrower makes yet another appearance in this dump, reinforcing its worth as a utility option, while Blood Moon and Crackling Drake provide secondary plans from the sideboard.

And the Month Rolls On

That does it for the first half of October, a month that features as diverse a set of Modern innovations as ever. Join me next week as we flesh out the rest of the decklists.

Dismantling the Bomb: How to Fight Urza

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Urza is everywhere. As the latest it deck in Modern, it's getting most of the attention when eyes can be torn away from Magic's new baby, Pioneer. The deck's impressive results do recall the banned Krark-Clan Ironworks deck. Today we'll examining how to fight Urza, starting with the overall archetype and then looking at specific tactics against the various versions.

Why Urza?

Compared to other Modern decks, the Urza family of decks isn't very impressive on paper. They're primarily made up of cheap, do-nothing artifacts which can draw cards and make mana, but durdling isn't viable in Modern. The Thopter-Sword combo is better here than in any other shell, but that's not really saying much. Even with Saheeli, Sublime Artificer and Sai, Master Thopterist to make the air useful, it all looks too slow and empty to be a force in Modern.

The lynchpin is Urza, Lord High Artificer. Simply put, he features a huge amount of absurdly powerful text, which may be appropriate flavor-wise given his importance to Magic's history and storyline, but does nothing for game balance. Urza generates a threat upon entering the battlefield, makes every artifact into Mox Saphire, and offers a card advantage engine for good measure. It's a chilling thought, but if Urza had Tolarian Academy's ability rather than his current mana ability, he'd be far less powerful, since he could only generate mana once. As-is, his mana generation is on par with that of Krark-Clan Ironworks, and he doesn't need outside help to find more artifacts to keep it all rolling. Urza can just keep flipping random cards off the top. He also goes infinite with Thopter-Sword.

To summarize, the addition of a self-contained engine has supercharged an otherwise mediocre archetype into a very powerful force in Modern. This is made worse by Urza decks lacking genuinely bad matchups. Thanks to tutoring engines and intrinsic lifegain, Urza has the means to overcome most decks given the time. However, since its cards are lackluster on their own, it doesn't have any truly great matchups either. Rather, Urza decks aim to execute their powerful plan and see if the opponent can stop them... which sounds very familiar, and provides a strong clue for fighting the deck.

What to Do

My philosophy is to treat Urza decks like they're Splinter Twin, but worse. Like Twin, Urza presents a turn four-ish win based on a four-mana spell. It has alternative routes to victory that are cheaper, but the main threat of the deck costs four and is sorcery-speed. However, Twin was built to be a tempo deck with a combo kill, and played mostly at instant speed. Urza decks are built like sorcery speed artifact combo decks first, and have non-combo elements secondary, if at all. Thus, it is highly effective to just target Urza, Lord High Artificer and let the deck fall apart on its own. As previously mentioned, that one card is what makes the archetype viable at all. As against Twin, if you can't race, then you must interact.

Another tip is to never, ever, get complacent. No matter how thoroughly Urza's hand has been shredded, or how many threats have been countered, so long as a single Urza is left in the deck, you can just lose. On that note, it is imperative to start pressuring Urza as quickly as possible. Sitting back will not win the game. Pure control isn't doing so well because Urza plays counters, Teferi, Time Raveler, and sometimes Veil of Summer out of the sideboard, negating counterspell walls; control lacks the early clock necessary to lay the smack down while Urza is kept off its win conditions.

The final strategy I'll mention is employing graveyard hate. All Urza decks rely on their graveyards. Exactly why and how shifts from deck to deck, but they all get worse when denied that resource. Lasting hate like Leyline of the Void, Rest in Peace, and Scavenging Ooze are better than one shots like Tormod's Crypt and Surgical Extraction, since Urza players are aware of the their weakness and have adapted their play to mitigate one-shot effects.

What to Avoid

My emphasis on targeting Urza may make it seem like Surgical Extraction is a good plan against Urza. But I don't think it is. Every deck has Mox Opal, and most now have Mox Amber, too. In other words, Urza drops the same turn or sooner than the fastest proactive extraction effect, Lost Legacy, frequently rendering that sort of card moot. If Urza comes out slowly, it is unlikely savvy opponents will have lost in the first place. Thoughtseize into Surgical is fast enough, but is not consistent. Killing Urza then Extracting is viable, but runs the risk of Urza generating value first. I won't begrudge using Surgical if there's nothing better available, but it will leave players wanting as a primary plan.

In terms of hate, artifact destruction is similarly mediocre against Urza decks. The only worthwhile targets are prison pieces and Thopter Foundry, each a dwindling part of the strategy. Abrade and company are still valuable in that respect, but should be regarded as speed bumps rather than an actual solution. In that vein, Stony Silence and Collector Ouphe are decent, but not exceptional; shutting down the Thopter-Sword combo is good, and turning off Engineered Explosives negates their main interaction, but most of the artifacts are just setting up the non-artifact spells. Urza cares about the quantity, not the utility, of its artifacts. Going deep in attacking artifacts is a good way to die with a hand full of dead cards.

Prison cards, particularly Chalice of the Void, are extremely volatile. Certain hate proves very effective against some versions and utterly dead versus others. I regard Chalice as a high-risk, high-reward card against Urza. Blood Moon is an odd case. Urza decks play a lot of basics and Arcum's Astrolabe, which in theory moots Moon. However, every deck is very dependent on fetchlands to make it all work. They need many colors but primarily play Island and thus need to aggressively fetch to hit their color requirements. As a result an accelerated Blood Moon can be lethal where an on curve one is wasted mana.

Classic Whirza

At the start of the year, pure Whir Prison was the talk of the town. As time wore on, it fell from favor; players learned how to fight back, and the deck's inherent weaknesses became prominent. The additions of Goblin Engineer and Urza, Lord High Artificer reinvigorated the deck.

Urza Thopter-Sword, Sean Belisle (1st Place, Modern PTQ GP Atlanta)

Creatures

3 Goblin Engineer
1 Sai, Master Thopterist
4 Urza, Lord High Artificer

Instants

2 Galvanic Blast
3 Whir of Invention

Artifacts

4 Mishra's Bauble
4 Mox Opal
1 Welding Jar
4 Arcum's Astrolabe
2 Chromatic Star
1 Nihil Spellbomb
1 Pithing Needle
1 Pyrite Spellbomb
1 Damping Sphere
1 Ichor Wellspring
2 Sword of the Meek
4 Thopter Foundry
1 Ensnaring Bridge

Lands

4 Polluted Delta
4 Scalding Tarn
1 Steam Vents
1 Inventor's Fair
1 Breeding Pool
1 Watery Grave
1 Hallowed Fountain
5 Snow-Covered Island
1 Snow-Covered Swamp
1 Snow-Covered Mountain

Sideboard

3 Thoughtseize
2 Collective Brutality
2 Tezzeret, Agent of Bolas
2 Assassin's Trophy
2 Tireless Tracker
1 Ashok, Dream Render
1 Dead of Winter
1 Fatal Push
1 Magus of the Moon

No longer restricted to pure prison, Whirza is a hybrid prison/toolbox/combo deck with a beatdown backup plan courtesy of the construct token. Additional tutoring means the prison package can be streamlined in favor of more ways to actually win the game and space for extra disruption post-board.

Strengths

Whirza's greatest strength is its flexibility. It has the ability to assume any role in any matchup, and to quickly switch gears thanks to the numerous interlocking plans in its maindeck. There's also the fact that sometimes Ensnaring Bridge just wins games. Goblin Engineer is not only a tutor, but it can act as a card-draw engine with Mishra's Bauble and a mana accelerant. It's also relatively easy to assemble Thopter-Sword on turn three thanks to Engineer.

Weaknesses

Whirza is particularly vulnerable to graveyard hate thanks to Goblin Engineer. Having additional tutors is a solid Game 1 plan, but Game 2, Engineer is unlikely to pan out; opponents will specifically target the graveyard, which doubly hurts, as Whirza depends on its tutors more than other versions. Hate also neuters the Thopter-Sword combo, which Whirza is especially invested in. Thopter Foundry isn't entirely dead without a graveyard, but it's very hard to keep enough artifacts flowing to turn them into a win, especially in the face of pressure. Relying on Foundry also means that Whirza can't run Engineered Explosives, increasing its vulnerability to creature decks and hate cards.

This build also runs the risk of clunking out. Part of that is the higher land count, but it's mostly a trade-off of the deck. Being a toolbox deck means having an answer for anything. That doesn't mean the tools are useful for everything. Silver bullets are narrow by nature, and drawing one means not drawing a more generally useful card.

Whirza plays more tutors than the other versions so it can fix its frequently awkward draws. A frequent problem for Whirza is needing to find both a combo piece and a way to survive the turn cycle while only having one tutor. I've seen lots of Whirza players fight mightily to not die, only to subsequently durdle to the grave in lieu of Lord High Artificer.

Urza Ascendancy

The next deck to make waves was the pure combo version. When Emry, Lurker of the Loch was printed, players quickly realized that she went infinite looping legendary Moxen with Jeskai Ascendancy in play: every Mox cast via Emry triggers Ascendancy, then replaces the current version, which in turn can be recast an arbitrary number of times. Players then win by attacking with a huge Emry or with a combo of their choice.

Urza Ascendancy, Robert Hayes (Top 8, SCG Regionals Columbus)

Creatures

4 Emry, Lurker of the Loch
1 Sai, Master Thopterist
4 Urza, Lord High Artificer

Instants

3 Paradoxical Outcome

Planeswalkers

2 Saheeli, Sublime Artificer
1 Oko, Thief of Crowns

Enchantments

4 Jeskai Ascendancy
1 Mirrodin Beseiged

Artifacts

4 Engineered Explosives
4 Mishra's Bauble
4 Mox Opal
3 Mox Amber
4 Arcum's Astrolabe
3 Witching Well

Lands

4 Flooded Strand
4 Scalding Tarn
1 Prismatic Vista
1 Breeding Pool
1 Sacred Foundry
1 Steam Vents
4 Snow-Covered Island
1 Snow-Covered Mountain
1 Snow-Covered Plains

Sideboard

3 Mystical Dispute
2 Galvanic Blast
2 Lavinia, Azorius Renegade
2 Oko, Thief of Crowns
2 Teferi, Time Raveler
2 Veil of Summer
1 Weather the Storm
1 Path to Exile

It's the dream that so many have had since Jeskai Ascendancy first became a thing in Modern. The best part is that Chalice doesn't stop anything. Ascendancy doesn't care if spells resolve, just that they're cast.

Strengths

I don't think this deck has special strengths or better matchups than the other versions. Instead it has busted hands. Turn one Emry followed by turn two Ascendancy is a seriously fast kill, and more reliable than Neobrand thanks to the Moxen. Ascendancy is a more pure combo deck than the other versions, and is thus far less vulnerable to being disrupted or raced.

Weaknesses

As a combo deck, Urza Ascendency is more vulnerable to anti-Storm hate and taxing, as well as crumbling when the plan doesn't combo together. Jeskai Ascendancy, Mirrodin Besieged, and Urza, Lord High Artificer can't be tutored for or brought back if Emry mills them. Witching Well goes a long way, but can be excruciatingly slow, which erodes any advantage it had over more reliable versions in the first place. Having to run all the non-artifacts also increases the likelihood of too many payoffs, too few enablers. As expensive payoffs, those cards also contribute to clunky hands.

This problem is exacerbated by how finicky the combo is. The pieces must be assembled in the right order, and if one is out of place, there is no combo. Without exactly Emry on the field, Jeskai Ascendancy doesn't combo off (though it can potentially generate a lot of value). Without Mirrodin Besieged, there is no instant win. It is possible to make the pieces decent on their own, but if Emry gets Bolted before Ascendancy lands, the combo fails.

When the combo kill doesn't come together, Urza Ascendancy is kind of stuck. It has the means to generate a massive board with Sai and Saheeli like the other versions, but Ascendancy plays fewer copies of those threats, making it harder to pull off. The enchantment itself can make huge creatures, but won't generate mana without Urza around. It's also hard to cast the card early without a fast Emry to turn on Amber. And there's no room for Thopter-Sword. The problems of actually pulling off the included combo appear to have turned players off this pure combo version, and it has dropped off recently.

Paradoxical Urza

The Paradoxical Outcome version of Urza looks and plays startlingly similarly to Vintage Outcome. I began noticing this deck after Ascendancy starting making waves, and at the time, it was billed as a more reliable version of that deck.

Paradoxical Urza, Luis Scott-Vargas (Test Deck)

Creatures

2 Sai, Master Thopterist
3 Emry, Lurker of the Loch
4 Urza, Lord High Artificer

Planeswalkers

2 Saheeli, Sublime Artificer
1 Jace, the Mind Sculptor

Instants

4 Paradoxical Outcome

Artifacts

4 Engineered Explosives
4 Mishra's Bauble
4 Mox Opal
4 Mox Amber
1 Everflowing Chalice
4 Arcum's Astrolabe
3 Witching Well
1 Pithing Needle
1 Blasting Station

Lands

4 Prismatic Vista
3 Polluted Delta
1 Hallowed Fountain
1 Watery Grave
7 Snow-Covered Island
1 Snow-Covered Plains
1 Snow-Covered Swamp

Sideboard

1 Timely Reinforcements
2 Mystical Dispute
1 Ceremonious Rejection
1 Spell Pierce
4 Fatal Push
2 Thoughtseize
2 Teferi, Time Raveler
2 Tezzeret, Agent of Bolas

Strengths

Unlike Ascendancy, Outcome doesn't need to draw the right spells in the right order, have anything in particular on the battlefield, or do any special setup at all. All that needs to happen is for the board to be full of artifacts when Paradoxical Outcome resolves. From there, it's just a matter of getting enough mana out to resolve Urza and/or a win condition. There's no real need to actually combo off: just drawing lots of cards is enough. Therefore, it's far simpler to pilot.

This decks is also less vulnerable to graveyard hate than the other versions.

Weaknesses

This deck has a lot of four-mana spells that it must resolve to do anything special. It doesn't have room for any maindeck protection for those spells. Thus, it is more vulnerable to disruption than other versions. Outcome has also given up on Thopter-Sword to make room; like Ascendancy, its backup plan is subsequently unimpressive.

Oko Urza

The final and newest version is still a bit of a mystery in Modern. With only one event's data to work with, I don't know how it fits into the wider picture of the metagame or the Urza family. It feels very weird both to play against and to pilot.

Oko Urza, Jeremy Bertarioni (3rd Place, SCG Atlanta)

Creatures

4 Gilded Goose
4 Emry, Lurker of the Loch
4 Urza, Lord High Artificer

Instants

2 Metallic Rebuke
2 Whir of Invention
3 Cryptic Command

Planeswalkers

4 Oko, Thief of Crowns

Artifacts

4 Mishra's Bauble
4 Mox Opal
3 Engineered Explosives
4 Arcum's Astrolabe
1 Aether Spellbomb
1 Sword of the Meek
1 Thopter Foundry

Lands

4 Misty Rainforest
2 Polluted Delta
2 Scalding Tarn
2 Mystic Sanctuary
1 Breeding Pool
1 Watery Grave
4 Snow-Covered Island
1 Snow-Covered Forest

Sideboard

3 Damping Sphere
2 Fatal Push
2 Thoughtseize
2 Nihil Spellbomb
1 Assassin's Trophy
1 Collective Brutality
1 Drown in the Loch
1 Ensnaring Bridge
1 Pithing Needle
1 Plague Engineer

Oko Urza doesn't try to be anything other than an artifact deck, and endeavors to make the artifacts as good as they can be. It plays more mainboard protection than other versions, and fewer artifacts. To make up for this change, it generates a constant stream of food with Oko and Gilded Goose, hoping to bury the opponent under life and Elks. Thopter-Sword is still present, but fairly incidental. The deck feels more midrange than anything else, but without most of the hallmarks of classic midrange.

Strengths

At time of writing, the greatest strength is that this deck is new. Players aren't experienced enough to understand how to attack Oko Urza, boosting its win rate. Additionally, it attacks from a weird angle and doesn't feel like a typical Modern deck. Oko is also a significantly undercosted planeswalker and easily takes over games. Leaving Urza himself aside, the unique part of the deck is Oko generating a constant stream of food and/or elk, which are individually unimpressive in Modern. However, the utility of each activation snowballs and a tipping point is reached where the game just slips away. It's Standard style gameplay that's viable in Modern for the first time and hard to fight if you're not ready for it.

Weaknesses

In a flip of the script, I'm not sure this deck does anything without Oko, to the point I'd target him over Urza. There's even less utility for the enabler artifacts than a typical Urza deck without Oko around. Urza has far more artifacts to work with, but without Oko around to turn that into an army, the Artificer is stuck generating purposeless value. A single Foundry as additional token generation leaves no wiggle room should something go wrong. Despite feeling like a midrange deck, Oko Urza is soft to disruption like a combo deck.

Where Goes Modern?

Unless Urza eats a ban, which is unlikely anytime soon given the recent spate of bannings and the relatively few Modern events for the next few months, the Urza archetype is here to stay. What form it will actually take is unclear. The combo versions have more weaknesses than the other versions. However, it isn't clear whether Oko or Whirza is the way forward. There may even be other versions to come. I think that Whirza's flexibility is a greater asset than Oko's value, but I wouldn't count out a forthcoming hybrid version that melds the best of both worlds.

How Cheap Planeswalkers Are Warping Modern

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To me, the breakout Modern development of 2019 wasn't the long-awaited Stoneforge Mystic unban, the rise and fall of Arclight Phoenix, or the frightening flash of Hogaak, Arisen Necropolis. Rather, it was the introduction of cheap planeswalkers on a massive scale. Beginning with War of the Spark, Wizards unleashed on the format gameplay the likes of which we'd never seen: matches decided by hard-to-answer value machines with relevant static abilities resolving, sticking, and grinding opponents to a halt.

The trend continued with Modern Horizons, whose printing of Wrenn and Six single-handedly revived Jund while enabling a host of lesser decks; now, the cheap-walker tradition extends to Throne of Eldraine, which brings Oko, Thief of Crowns to the fray.

Today, we'll look at how cheap walkers came to define the format.

Pre-Game: Liliana of the Veil

Of course, cheap walkers weren't entirely new to Modern when War rolled around; Liliana of the Veil had spent many years representing for the card type. But it was pretty much just her. These days, despite still ranking as one of the format's better black cards, the walker has quite the competition.

As a standalone card, Liliana interacted with the board at an unprecedented rate, not only offering players a then-unprinted Edict effect but an upticking value machine that promised even more removal down the road, all while heavily disrupting critical-mass and control-slanted decks.

Planeswalkers as a card type reward players boasting enough interaction to resolve and protect them; in other words, midrange decks. Liliana's double-black requirement joined with Thoughtseize's color identity to make black-based midrange the dominant flavor throughout the format's history. Fatal Push proved the nail in the coffin for that battle—while we do occasionally see, say, Temur-colored midrange decks rear their heads, the strategy is overwhelmingly black-dominated, something I don't expect to change any time soon.

With that being said, printing cheap walkers in other colors is a definitive first step to diversifying the color profiles of midrange strategies.

First Wave: War of the Spark

War brought numerous three-mana walkers into Modern, shaking Liliana's standing as one of the format's lynchpins.

Narset, Parter of Veils

Narset, Parter of Veils was an early hit from War thanks to the then-stifling presence of Arclight Phoenix. The walker's static ability shut down not just Phoenix, but other Faithless Looting decks, completely debilitating cantrip-heavy strategies while simply peeving less-reliant shells.

Format effects: gives blue-heavy decks a mainboardable way to hose velocity strategies

Winners: UW Control, blue-based aggro-control

Even against decks without cantrips, though, Narset won her weight as a card, immediately digging for a spell and then doing so again the following turn should she not eat a Bolt. That super-Divination would leave behind the static ability. Even if she was answered in the following turn cycle, Narset ended up plussing, as her removal still cost opponents a card if they didn't have threats ready to swing at her. UW Control, a deck great at keeping the board clear, ended up being Narset's forever home.

UW Control, by Patrick Wu (5th, Face to Face Quebec Open

Creatures

4 Snapcaster Mage

Planeswalkers

3 Narset, Parter of Veils
1 Teferi, Hero of Dominaria
2 Teferi, Time Raveler
3 Jace, the Mind Sculptor

Instants

1 Shadow of Doubt
3 Cryptic Command
3 Force of Negation
4 Opt
4 Path to Exile
1 Logic Knot
3 Mana Leak

Sorceries

2 Supreme Verdict
1 Timely Reinforcements

Sideboard (15)

2 Ashiok, Dream Render
2 Celestial Purge
2 Disdainful Stroke
1 Dovin's Veto
1 Gideon, Ally of Zendikar
1 Hour of Revelation
2 Mystical Dispute
1 Surgical Extraction
2 Timely Reinforcements
1 Vendilion Clique

Lands

2 Celestial Colonnade
4 Field of Ruin
4 Flooded Strand
1 Geier Reach Sanitarium
2 Hallowed Fountain
5 Island
1 Misty Rainforest
1 Mystic Gate
2 Mystic Sanctuary
2 Plains
1 Prairie Stream

Teferi, Time Raveler

Another UW standby, Teferi, Time Raveler offers similar benefits: the walker presents a card advantage engine as it disrupts opponents with a static ability. While great at pushing through threats in control mirrors, Teferi's found more success as a self-replacing piece of soft-disruption in tribal aggro strategies like Spirits, or a wall of insulation against enemy disruption in combo decks such as the ubiquitous Urza.

Format effects: lets combo-based decks happy to splash it employ a proactive floodgate plan against instant-speed disruption, all while staying even on cards

Winners: Urza, Infect, Spirits

Jeskai Urza, by Jidden (5-0)

Creatures

4 Emry, Lurker of the Loch
4 Urza, Lord High Artificer
3 Goblin Engineer
1 Sai, Master Thopterist

Planeswalkers

2 Saheeli, Sublime Artificer
2 Teferi, Time Raveler

Artifacts

4 Arcum's Astrolabe
2 Chromatic Star
4 Mishra's Bauble
3 Mox Amber
4 Mox Opal
1 Pyrite Spellbomb
1 Sword of the Meek
3 Thopter Foundry

Enchantments

4 Jeskai Ascendancy

Lands

4 Flooded Strand
1 Hallowed Fountain
1 Sacred Foundry
4 Scalding Tarn
5 Snow-Covered Island
1 Snow-Covered Mountain
1 Snow-Covered Plains
1 Steam Vents

Sideboard

1 Damping Sphere
2 Galvanic Blast
2 Lightning Helix
3 Metallic Rebuke
2 Monastery Mentor
1 Pithing Needle
2 Timely Reinforcements
1 Tormod's Crypt
1 Wear / Tear

Saheeli, Sublime Artificer

Continuing the daisy chain is Saheeli, Sublime Artificer, another player in Urza decks. Saheeli provides a Plan B to anyone casting noncreature spells, be they artifacts or instants and sorceries—indeed, we've seen this walker make a splash in decks as diverse as Mardu Midrange and Arclight Phoenix.

Format effects: forces opponents of blue or red decks with access to Saheeli to remember their sweepers after sideboard

Winners: Mardu, Phoenix, Delver, Urza

Ashiok, Dream Render

Finally, we land on Ashiok, Dream Render, the last of War's walkers to make a lasting impact. Ashiok has by and large been a sideboard card since its printing, but it remains one of the top-played walkers in the format for the many types of hate it provides. Between nuking the graveyard, preventing enemy searches, and potentially removing key cards from the opponent's deck, Ashiok poses a nightmare for plenty of strategies. As it doesn't impact the board, though, it's often too risky to run in the maindeck; nobody wants to be aggro food!

Format effects: Makes search-heavy and grave-synergy decks more cautious against blue and black midrange decks

Winners: Ux and Bx midrange/control strategies

Shakeup: Modern Horizons

Horizons isn't known for its planeswalkers per se, but it did drop into circulation what I'd call the most powerful planeswalker in Modern: Wrenn and Six. At just two mana, Wrenn promises to snowball card advantage for any fetch-heavy deck (read: most of them) if not dealt with posthaste. And rapidly killing a 4-loyalty walker isn't very easy for anyone to do, making Wrenn an ideal follow-up to a deceased mana dork or other play on an empty board.

Format effects: Adds an early-game dimension to games featuring x/1s, incidentally hating on those decks, and provides players with a Dark Confidant-esque card-advantage engine during the early stages

Winners: multicolor midrange decks

That's not to mention Wrenn's -1 ability, which I'd argue has impacted the kinds of creatures Modernites can safely sleeve up. x/1s now need to pass an even higher bar to meet playability standards. Gone are the days of futzing around with synergy-creating 1/1s; Wrenn plays like a super-Liliana when it comes to dealing with those. Here it is in Jund:

Jund, by Manoah (2nd, Modern PTQ #11995292)

Creatures

4 Tarmogoyf
4 Bloodbraid Elf
2 Dark Confidant
2 Scavenging Ooze

Planeswalkers

4 Liliana of the Veil
3 Wrenn and Six

Instants

1 Abrupt Decay
2 Fatal Push
3 Kolaghan's Command
4 Lightning Bolt

Sorceryies

4 Inquisition of Kozilek
1 Maelstrom Pulse
2 Thoughtseize

Lands

1 Barren Moor
3 Blackcleave Cliffs
1 Blood Crypt
4 Bloodstained Mire
1 Forest
1 Mountain
1 Nurturing Peatland
2 Overgrown Tomb
2 Raging Ravine
1 Stomping Ground
2 Swamp
1 Treetop Village
4 Verdant Catacombs

Sideboard

2 Alpine Moon
1 Ancient Grudge
2 Collective Brutality
1 Collector Ouphe
3 Fulminator Mage
1 Huntmaster of the Fells
3 Leyline of the Void
2 Plague Engineer

Wrenn has also enabled plenty of multi-colored decks, including the 4-Color Snow lists wielding Arcum's Astrolabe. Hitting a land drop each turn, and especially a fetchland, ensures that these decks have the colors they need, and in the right amount.

4-Color Snow, by Peter Strauch (1st, Eternal Series: Modern)

Creatures

4 Ice-Fang Coatl
4 Snapcaster Mage
1 Tasigur, the Golden Fang

Planeswalkers

2 Jace, the Mind Sculptor
3 Wrenn and Six

Artifacts

4 Arcum's Astrolabe

Instants

2 Assassin's Trophy
1 Cryptic Command
2 Fatal Push
3 Force of Negation
3 Kolaghan's Command
2 Lightning Bolt
2 Opt
2 Spell Snare
3 Thought Scour

Lands

1 Blood Crypt
1 Breeding Pool
1 Field of Ruin
1 Lonely Sandbar
2 Misty Rainforest
1 Overgrown Tomb
2 Polluted Delta
2 Prismatic Vista
3 Scalding Tarn
1 Snow-Covered Forest
3 Snow-Covered Island
1 Snow-Covered Mountain
1 Snow-Covered Swamp
1 Steam Vents
1 Watery Grave

Sideboard

2 Alpine Moon
2 Ancient Grudge
1 Ashiok, Dream Render
2 Collective Brutality
3 Disdainful Stroke
1 Engineered Explosives
1 Huntmaster of the Fells
2 Plague Engineer
1 Weather the Storm

Belle of the Ball: Throne of Eldraine

Our last stop is Throne of Eldraine, Magic's newest expansion. Throne has already begun to significantly impact Modern, not least of all because of one, maybe-Standard-bannable planeswalker: Oko, Thief of Crowns.

Oko gives the Simic combination something it's never had access to in a solid removal option. While turning fatties into Elks doesn't exactly remove them, it might as well when it comes to abilities. Besides, a 3/3 is much easier to deal with than, say, a 6/6. After just one full turn cycle on the battlefield, Oko can also steal enemy creatures with its ultimate, trading away a nigh-useless Food token for whatever Goyf opponents are hiding behind.

This combination of abilities makes Oko attractive even in low-curve strategies such as Traverse Shadow. We're also seeing it in Bant Company, a deck beginning to enjoy an abundance of attack angles thanks to its other recent addition in Stoneforge Mystic. Heck, even UG Merfolk is making a comeback with Oko in its ranks, and UG Eldrazi don't look too shabby, either.

Format effects: Grants UGx decks a solid, on-color removal plan doubling as a value train

Winners: Anything in those colors

Traverse Shadow, by jled (5-0)

Creatures

4 Death's Shadow
1 Snapcaster Mage
4 Street Wraith
4 Tarmogoyf
2 Windcaller Aven

Planeswalkers

2 Oko, Thief of Crowns

Artifacts

4 Mishra's Bauble

Instants

1 Assassin's Trophy
1 Dismember
3 Fatal Push
3 Once Upon a Time
4 Stubborn Denial

Sorceries

4 Thoughtseize
2 Inquisition of Kozilek
4 Traverse the Ulvenwald

Lands

1 Breeding Pool
1 Island
2 Nurturing Peatland
2 Overgrown Tomb
4 Polluted Delta
1 Swamp
4 Verdant Catacombs
2 Watery Grave

Sideboard

1 Assassin's Trophy
1 Ceremonious Rejection
2 Collective Brutality
1 Collector Ouphe
2 Disdainful Stroke
1 Duress
1 Fatal Push
1 Jace, Vryn's Prodigy
1 Plague Engineer
1 Spell Snare
2 Veil of Summer
1 Yixlid Jailer

But these uses aren't what's got most of the format's attention right now. That honor goes to Oko's newfound role alongside Urza, Lord High Artificer. With Emry, Lurker of the Loch looping cheap artifacts and Oko turning them into 3/3s, the deck is beginning to resemble Hogaak in its ability to pump out bodies nonstop and resist targeted hate (in this case, Collector Ouphe).

It seems a bit early to tell if Oko Urza will retain its title as the go-to Urza build in the future, but it is a force to be reckoned with currently.

Now What?

Wizards's apparent willingness to print great, cheap walkers bodes well for Modern's future. Walkers are unique enough in their individual design that most cheap ones with decent abilities should find a home somewhere, keeping the format from getting too stale. But if the company does decide to ban Oko from Standard, perhaps they'll decide (also informed by Teferi's performance) to tone back the power level of these permanents. They are indeed divisive, with Jon Finkel going so far as to claim planeswalkers in general ruined Magic.

Either way, I wonder if surgical answers like Abrupt Decay and Fry will start seeing more play now that cheap walkers have become a cornerstone of Modern. How are you beating the Elks?

Forming the Meta: Regionals and Atlanta

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It has been a frustrating year for analyzing the Modern metagame, as multiple bannings and an influx of new cards have churned its natural state. Things are finally starting to stabilize, which means that a reasonable picture is forming. We've got a burst of new data to thank for that quieting down.

Nonetheless, the new data isn't perfect; its most questionable factor is its source. All the events I'm working with, and most of what's on the horizon, are Star City Tour events, which aren't the best indicators of the overall metagame for a couple reasons.

The tour is limited to the eastern US and is dominated by eastern teams; it doesn't actually represent the global player base, nor the metagame as a whole. Its results must be taken with a grain of salt.

Regionals Metagame

I'd intended to analyze Regionals last week, but the results weren't in yet. The wait ended up providing a strong contrast for Atlanta's results. As usual, since Regionals is not a singular event but spread out events on the same day, it is more likely to indicate the overall metagame than any individual event. The starting population is more likely to be reflective of the overall population the larger it is, and spreading it out helps alleviate local bias. Therefore, Regionals is more likely to represent an accurate view of the overall US metagame than SCG Atlanta.

Deck NameTotal #
Amulet Titan12
Mono-Green Tron9
Jund7
Dredge6
Grixis Death's Shadow4
Bant Snowblade3
Mono-Red Prowess3
Burn3
Titanshift3
Jund Death's Shadow3
UW Control3
Humans2
Esper Control2
Whirza2
UW Stoneblade2
Infect2
GW Eldrazi2
Eldrazi Tron2
Jeskai Control1
Gifts Storm1
Urza Ascendancy1
Slivers1
Gruul Ponza1
Naya Stoneblade1
Hardened Scales1
Urza Outcome1
Niv-Mizzet Reborn1
Esper Stoneblade1
Urza Midrange1
Counters Company1
Ad Nauseam1
Sultai Death's Shadow1
Izzet Control1
Crabvine1
Blue Moon1
Sultai Midrange1

The top decks are remarkably similar to what we saw in Indy, with the exception of very little Urza. That archetype didn't even crack the top 10 decks. Why isn't immediately clear, but it's worth remembering that this is not an uncommon result. Some decks perform better in long events than in shorter ones, and it is possible that Urza is one such deck.

Decks having different win rates based on tournament length is hard to observe or quantify, but in my experience it typically occurs due to the players and decks that show up to bigger events being more mainstream than smaller ones, and thus easier to prepare for. However, in some cases, the result comes down to variance. Decks with higher good variance have more opportunity to do so the longer the tournament and make up for any bad variance. Meanwhile stable variance decks will be favored in shorter tournaments. They may also get relatively easier to play as fatigue sets in.

It is also possible that Urza was a bad call for Regionals. Despite Indy suggesting Urza's potential to dominate, the deck leans heavily on its namesake card; perhaps players were aware and ready. A sampling of all the reported decks shows a high concentration of artifact hate and Torpor Orbs, which shuts down both the Thopter Combo and Urza's enters ability.

Also, Dredge did well. There wasn't much graveyard hate in the decklists. These facts are linked.

Atlanta Day 2

And then we have the sharp contrast of SCG Atlanta. Everything that I speculated about the data from Regionals is strongly contradicted, to the point that it makes one question my sanity in making said speculations.

Deck NameTotal #
Simic Whirza10
Amulet Titan9
4-Color Whirza7
Mono-Green Tron7
Burn7
Crabvine6
Titanshift5
Grixis Death's Shadow5
Eldrazi Tron5
Jund Shadow4
Jund4
Infect3
UW Control3
Affinity3
4-Color Death's Shadow2
Urza Midrange2
Urza Outcome2
Dredge2
Temur Snow2
Mono-Red Prowess2
Sultai Death's Shadow1
Jeskai Saheeli1
Merfolk1
Counters Company1
UW Stoneblade1
BW Stoneblade1
Bant Stoneblade1
Devoted Devastation1
Lantern Control1
Niv-Mizzet Reborn1
Humans1
Gruul Karn1
NeoBrand1
4-Color Soulherder1
Bant Eldrazi1
Urza Ascendancy1
Zoo1
Gruul Aggro1
Mono-Green Aggro1

For reasons unknown, StarCityGames didn't lump the singleton decks together as "Other." Such would be the largest category if they had, as per usual.

However, the story is the Simic Whirza deck that sits atop the standings. 4-Color Whirza is the third best deck with a scattering of other versions present, making Urza the most popular archetype in Atlanta. I'd actually hesitate to differentiate the Simic and 4-Color decks, as most of the latter feature the exact same gameplan as the Simic decks: the idea is to use Emry, Lurker of the Loch to loop Mishra's Bauble for card advantage, play as many artifacts as possible, and make them into 3/3 Elks with Oko, Thief of Crowns. Few decks can withstand planeswalker upticking to produce Wild Nacatls. The pure Simic decks go in on food generation with Gilded Goose, while the 4-Color decks have Goblin Engineer and sideboard black cards.

Amulet Titan continues to be the best-performing non-Urza deck by a mile, followed by Tron tied with Burn. It's hard to say why Amulet is doing so well, but I suspect that player focus on beating Urza is a significant factor.

Atlanta Top 32

For all its domination in the standings, Urza didn't win the Open. That honor went to Grixis Death's Shadow; Thoughtseize into Gurmag Angler with Stubborn Denial backup is just as strong as it ever was against decks with few relevant cards and fewer answers.

Deck NameDeck Title
Simic Whirza9
4-Color Whirza5
Amulet Titan3
CrabVine2
Grixis Death's Shadow2
Devoted Devastation1
Eldrazi Tron1
Humans1
UW Stoneblade1
4-Color Shadow1
Gruul Karn1
Urza Outcome1
Urza Midrange1
Jeskai Saheeli1
Infect1
Jund1

For all the thought that Shadow kept Urza in check, the Artificer still put by far the most decks into the Top 32. And five Simic decks into the Top 8. Amulet was a distant third, as might be expected given its starting population. The rest of the Top 32 is full of interesting decks, indicating a dynamic and healthy Modern, but it's hard to ignore the 14 decks packing Urza.

Classic Correlation

Normally at this point, I'd have a "wait!" and show that the Classic wildly contradicts the Open and muddies the picture. Today's report diverts from this tradition.

Deck NameTotal #
Simic Whirza 4
Grixis Death's Shadow2
Izzet Delver1
Jund Goblins1
Mono-Green Tron1
Amulet Titan1
Jund1
Burn1
Four-Color Outcome1
CrabVine1
UW Control1
Infect1

Just like the Open, the Classic was dominated by Simic Whirza. Also just like the Open, Whirza didn't actually win. Instead, Izzet Delver took the day, and I suspect for similar reasons to Death's Shadow's win. It may also explain why Shadow had the second best performance in the Classic. Like Shadow, Delver backs up a reasonable clock with counterspells... in this case, a lot of counterspells. I imagine Whirza struggled to resolve anything against Russell Lee the whole tournament. Mystical Dispute from the sideboard must have put the nail in the coffin for that matchup.

Confounding Variables

It would be easy to knee-jerk that Simic Whirza is clearly the best deck and that it is inherently busted. Atlanta's results and the community's reaction indeed suggest that at first glance. However, the data is deceptive.

The shocking amount of Simic Whirza is no accident, nor indicative of an actual metagame shift. Apparently, it was a team deck. Team Lotus Box were almost entirely on Simic Whirza and evidently spread the word, if not directly then via their Twitter and Discord. As previously mentioned, most of the 4-Color decks appear to be built off the Simic deck, so Lotus Box may have influenced those, too. Having an entire team on the same deck necessarily boosted its numbers and resulting visibility. Their being high-level players meant that they did very well, as they may have with any deck.

The other challenge in analyzing Simic Whirza is the deck's newness. There was no indication that Oko and Urza were a thing until Atlanta. Some players probably weren't fully prepared, made incorrect evaluations and decisions, and boosted Whirza's win rate. The true test is yet to come: if Simic Whirza is actually as good as it seems, then it will gradually absorb other Urza decks and maintain strong results. If it only worked thanks to surprise, it will fade, just as the Jeskai Ascendancy decks have.

Beyond the Team Deck

Looking past the Simic flood in Atlanta, big mana is the story. At Regionals, Amulet Titan followed by Tron were the best decks, and were the most popular non-Urza decks in Atlanta's Day 2, in keeping with Indianapolis's results. It is also worth noting that the Urza decks have definitively shifted away from the combo versions and towards midrange since Indy. Interestingly, Jund was third at Regionals, as it was in Indy's Day 2, but it had no impact in Atlanta.

Instead, there's Burn and Crabvine. Burn makes sense, as Urza can't go nuts against Eidolon of Rhetoric and ramp strategies struggle to either race or interact with burn spells. Crabvine is an attempt to relive the Hogaak glory days using Hedron Crab and Merfolk Secretkeeper to fill the graveyard and go ham with reanimating creatures. The deck is very powerful, but also pretty dead to graveyard hate. Luckily for Crabvine, Modern players have gotten complacent and are skimping on hate.

Developing Trends

Urza, Jund, and Burn winning things isn't particularly surprising. However, it does beg the question of why it's happening. After all, banning Faithless Looting and unbanning Stoneforge Mystic was supposed to usher in a more midrange-based format. Part of this may be that the problems associated with actually using Stoneforge are preventing the expected shift. It could also be that with graveyard decks out of the way, ramp becomes the natural apex predator. The real reason is almost certainly not so simple. I see two possibilities:

The first scenario is that Urza decks are defining the metagame, and big-mana decks are the benefactors. Urza, Lord High Artificer is an absurd card: a mana engine, card advantage engine, and threat, all in one. His power in midrange/combo decks is so high that there isn't room for any other blue deck. The deck combos out turns 3-4, has Engineered Explosives, and can run counterspells and discard to protect itself and push through other midrange decks. A strong lead doesn't matter: if Urza ever hits the board, many decks just lose. Jund is the only midrange deck with the discard spells, removal, artifact hate, graveyard hate, and clock to challenge Urza, and takes the remaining space for midrange decks while suppressing aggro. Jund is also quite good against the fast combo and Humans decks that Urza struggles against, which in turn beat ramp. With big mana thriving, Burn gets a boost.

The second flips the causality, proposing that Jund is actually defining the metagame and Urza is the benefactor. Jund has always been a staple of Modern and received a lot of good cards recently, bringing old adherents back and adding new converts. Jund has excellent matchups against any deck relying on small creatures, particularly Humans now that Wrenn and Six exists. These decks can swarm and/or disrupt the Urza decks that keep Jund in check. Jund also has an advantage over other midrange decks in its discard and stronger, cheaper planeswalkers.

In either case, we are in for a lot more top-heavy Magic for the foreseeable future. Wizards almost certainly doesn't have enough data to make a banning decision yet, and will be more focused on Standard anyway. This means that decks will need to find a way to break through the Urza-Jund-Tron wall to find success.

Trouble Brewing

I don't like what I'm seeing. I really hope that Simic Whirza isn't the way of the future. A combo deck filled with do-nothing artifacts is fine. However, a planeswalker turning them all into 3/3 Elks forever is extremely format-limiting. Modern isn't Standard, and I hope that the deeper cardpool has the answers. We need to wait and see.

Modern Top 5 (Halloween Edition): Black Cards

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Happy halloween, everyone! By the time my next article rolls around, we'll all have Kit-Katted (or in my case, Coffee Crisped) ourselves into a spooky stupor. So what better time than now to head off a Modern Top 5 series focusing on Magic's five colors? Naturally, we'll start with the scariest, so yank your head out of the apple barrel and flick on the nightlight!

Fairness has never favored the color pie, no matter the format; in Magic's early days, blue reigned supreme above the rest, endowed with the game-defining Counterspell in addition to the Power Nine's only colored entries. Since then, players of all sorts have made arguments for other colors as worthy of the ultimate title. In Modern, though, the discussion historically favors green and black; the former boasting the washed-out Tarmogoyf and Modern's most reliable card selection now that Faithless Looting has passed the torch, and the latter fronting... well, everything: hand disruption, top-notch removal, and menacing threats.

Carving Out the Criteri-o'-Lantern

No Modern Top 5 would be complete without a metric. Since the top cards in a given color can include any type of spell—planeswalker, hate, beater—we'll aim to use the most general metrics possible. I think those happen to be the ones established in the series's first entry, Modern Top 5: Utility Cards. Here they are again.

  • Power: The degree of impact the card tends to have for its cost.
  • Flexibility: The card’s usefulness across diverse situations and game states.
  • Splashability: The ease with which Modern decks can accommodate the card.

Power and flexibility will be rated by considering both a card’s floor (the least it will do) and its ceiling (its best-case scenario). For example, Lightning Bolt‘s power floor is higher than Fatal Push‘s, as Push is dead when opponents have no creatures while Bolt can go to the face.

Splashability will be rated by considering how many existing Modern decks can accommodate the card and whether they’ll want it. For example, despite its lack of a color identity, Ghost Quarter doesn’t fit into BGx midrange decks. These decks can easily run Fulminator Mage as mana disruption instead, and prefer not to miss a land drop if they don’t have to.

Each metric will be rated out of 5, giving cards a total rating out of 15. As ever, the usual disclaimer stands: just because a card scores low or doesn't make the list means little in terms of its overall playability. After all, splashability is a metric. Some of the strongest cards in the format in terms of raw tournament wins are themselves rather limited in terms of which decks can employ them.

#5: Plague Engineer

Overall: 10/15

Power: 3

Plague Engineer is what we call a blowout card—one that might have little impact, but also has the potential to single-handedly swing games. As such, it lands right in the middle of the power metric at 3 points, as well as in the middle of most black sideboards. Threboaste mana seems like a fair price to pay for this effect, if a little on the steep side; still, players probably won't want to slam a sweeper until after opponents have deployed a couple creatures. With a 2/2 attached, Engineer beats its namesake Engineered Plague on raw rate.

Flexibility: 3

The Carrier mostly exists for one purpose, but it has a couple additional applications. For one, it's got deathtouch, allowing it to trade with the biggest, baddest fatty on the table. And it's a creature, giving it extra dimensions over other permanent hosers. Engineer's typing makes it more vulnerable to enemy disruption; most removal spells will kill it. But the decks it's brought in against are usually of the tribal aggro variety, and those don't feature much in the way of creature interaction. Often, Engineer's 2/2 body is a boon, letting pilots turn the corner on infected opponents or block their shrunken guys.

In terms of the -1/-1 ability, it's to Engineer's credit that any creature type can be called. Having the ability to name, say, Human against an Eldrazi deck with multiple Noble Hierarchs on the board gives the card some extra play and makes decisions involving the call more dense.

Splashability: 4

With just one black mana in its cost, Engineer is plenty splashable. Modern is known for its great mana, so pretty much anyone looking to cast Plague out of the sideboard is able to. As a sideboard card, its splashability is increased, as Games 2 and 3 tend to be longer than Game 1; players have more time to find their colors and bullets.

#4: Liliana of the Veil

Overall: 11/15

Power and Flexibility: 4

As covered in Modern Top 5: Planeswalkers, Liliana applies heaps of non-damage pressure against anyone from critical-mass combo like Ad Nauseam or Valakut to fellow midrange and control decks like Jund or Stoneblade.

Splashability: 3

I've previously given Liliana a 4 on splashability, reasoning that any black deck can cast her. While that may be true, not any deck can cast her, and the double-black cost is prohibitive for all but the most dedicated of Temur decks. So, I take it back—Liliana, welcome to the bottom half of the Top 5. How the mighty have fallen!

#3: Collective Brutality

Overall: 12/15

Power: 4

Collective Brutality is our second and last card to return from a previous edition of Modern Top 5, having placed 2nd in Utility Cards. While none of its abilities are all that strong on their own, they combine to let the card do an insane amount of work for just two mana. The "cost" of discarding can even be a benefit in decks that need certain pieces of their engines in the graveyard to function, such as Dredge, Phoenix, and reanimation strategies.

Flexibility: 4

As for those abilities, they all draw from different parts of black's wheelhouse: losing life; gaining life; shrinking creatures; killing creatures; discarding cards. While Brutality can prove a lackluster draw at times, there's nary an instance in which it's totally dead.

Splashability: 4

As with most cards on this list, Brutality costs only one black mana, making it an attractive consideration for anyone dipping into the color.

#2: Fatal Push

Overall: 13/15

Power: 5

On to the real winners. In the number two spot we have Fatal Push, a card that redefined Modern removal, and by extension the benchmark for creature playability. At just one mana, Push kills an overwhelming majority of the most-played creatures in Modern, no matter which month you check the list (as of today, only Primeval Titan is safe from its grasp). Hitting many of those leads to a tempo boost similar to that offered by the much-narrower Spell Snare, once a Modern staple in pre-Push times. Thanks to fetchlands, revolt is live very often.

Flexibility: 4

Push is about as flexible as possible for a removal spell. I'd give Path to Exile a 5 here because it can take out literally anything, including creatures with persist or undying; I've given Bolt a 4, as while it kills less creatures than Push, it can also go to the face. In any case, I think Push is now the yardstick by which we measure what any removal spell can do.

Splashability: 4

While Push is as splashable as the rest of these one-color cards, it's rarely dipped into as an off-color sideboard option. Rather, its numbers fluctuate between 1 and 4 in decks maining black for other reasons. That's not to say Push isn't one of the main draws to the color. Like red (for Lightning Bolt) and white (for Path to Exile), the card makes black one of the necessary splashes for blue or green decks looking to interact.

#1: Thoughtseize

Overall: 14/15

Power: 5

The big winner should come as little surprise. Thoughtseize charges 2 life for one of the most powerful abilities in Magic: to strip any nonland card from an opponents' hand. To this day, no other card has been printed that executes that task as reliably and unconditionally as Thoughtseize, though its many imitators have seen plenty of tournament-level play; Inquisition of Kozilek, Duress, and the aforementioned Collective Brutality all spring to mind.

Flexibility: 5

True, discard spells do nothing when opponents have no cards in hand. But played carefully, Thoughtseize is never dead. It can be held until opponents do find cards, and then leveraged to push nasty plays through hidden permission or removal. Conversely, Seize excels at breaking up enemy synergies, ridding opponents of cards before they have the chance to come down and generate value. I'd say the main factors keeping Thoughtseize at bay are aggro's metagame presence and the fact that replacements get the job done often enough to warrant a split.

Splashability: 4

Not only is Thoughtseize quite splashable, it is frequently splashed—along with Push as a deck's interactive backbone, or as part of a sideboard strategy to provide insulation against synergy-dependent decks. Most often, though, it's featured as the former, best exemplified by Jund, the midrange king now returned to its throne by Wrenn and Six.

Boo-m!

That rounds out our first color-based Modern Top 5. Notably, all the cards in this list but Liliana of the Veil will be legal in Pioneer, Wizards's newest format; black seems poised to be very strong there. And it's certainly not going anywhere in Modern, where I'd say it still holds the title after all these years. Disagree? Fight me... in costume!

Balance and Blades: Honing Stoneforge Mystic

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Unbannings always trigger a surge of interest, articles, and brewing. When the card's utility and thus its home is obvious, the cards is quickly adopted, as was the case for Bloodbraid Elf. For those whose power is tougher to unlock, interest and visibility wanes while the hard work is done. Such is the case for Stoneforge Mystic.

I've been working with Stoneforge Mystic since the unban, and getting the Kor to consistently perform has proved surprisingly frustrating. Today, I'll be explaining my results and discussing why it's so hard to actually wield Stoneforge in Modern.

A Note on Pioneer

The additional announcement of the Pioneer format was interesting, but there's not much to say at this point. Wizards didn't say much in the announcement other than that it exists and the fetchlands are banned. All this tells me is that they're worried that it will go the way of Frontier, which is understandable. The fetchlands and Battle for Zendikar duels and lack of punishment for greedy mana meant that 4-5 color good stuff dominated everything. Lack of metagame shifts or diversity killed existing interest while lack of support prevented growth. Whether banning fetchlands saves Pioneer from the same fate is impossible to say right now. If it does, then this would functionally push Modern into Legacy's niche. If Pioneer fails then the status quo will remain. We just have to wait and see.

The Bladesmith's Forge

After weeks of testing, my overwhelming impression of Stoneforge Mystic is confusion. I don't understand what is going on with the Mystic package in relation to the rest of Modern. Results, both in pure testing and in tournament settings, have indicated opposing forces and effects at work. On the one hand, Stoneforge is a very strong value card as well as a game-winning threat. On the other, it is a very awkward, slot-intensive package that isn't very good if drawn out of order. Swords and Batterskull didn't see play before Stoneforge for a reason, and if you've drawn them, Stoneforge becomes a very bad threat. The whole is greater than the sum of the parts, but when the parts come individually, they're terrible. Playing with Stoneforge therefore has a very schizophrenic feel.

Game-Changing...

The strongest argument in Stoneforge's favor is that it is game-warping. Once Mystic is in play, the opponent always has to pause and reevaluate their entire gameplan. Unanswered, Batterskull is a five-turn clock that makes it significantly harder for many decks to kill the artifact's controller. Active Swords can be more threatening if the protection or triggers are particularly relevant, like Sword of Feast and Famine against a combo deck. Thus the game becomes about the Mystic. If you can kill her, it is almost always correct to do so immediately. If not, then the only option is to find a way around the Batterskull. This is easier said than done, since a 4/4 vigilance creature is a significant body in almost every matchup.

Worse, you have to destroy the artifact to remove the threat, and not many decks can do that in Game 1. Control will get grinded out, while aggro and combo will have to race. As my original testing suggested and subsequent testing has shown, this is very hard. Ground-based aggro like Humans can't really punch through 'Skull. Meanwhile, even evasive aggro struggles. While Spirits just flies over the Germ, it still has to deal four extra damage every turn to actually make progress. This lengthened clock in turn incentivizes aggro to overextend to try to win the race, leaving them vulnerable to sweepers. In addition to being a solid threat, Stoneforge has a disruptive effect by warping opposing gameplans and demanding answers that in a vacuum aren't useful in the overall matchup.

...But Not Meta-Shifting

Despite its effects on individual games, Stoneforge has made little measurable impact on the metagame at large. We are still in a turbulent time, and the metagame has only begun to settle, but there is no widespread adoption of blue-based midrange going on. This is understandable, since just as with Jace, the Mind Sculptor beforehand, it is very hard to incorporate new cards into fair decks.

There's a lot more need to balance and tweak something fair than something busted. The former needs the right balance of supportand power cards, the latter mostly needs enablers. Even when the right balance is found, the actual effect of the fair card may be worthwhile, but too subtle to independently detect. Another factor may be the overall metagame being hostile. Amulet and Tron did very well in Indy, which is very bad news for blue decks.

Bottom Line

Stoneforge's advantages seem to be balanced by its weaknesses. The game-warping power is balanced by clunkiness; the increased pressure on aggro by reduced answers for other decks. Therefore, on net, Stoneforge is currently an ambiguous addition to Modern. It's certainly playable, but additional work is needed to make it great. That work may best be left in the hands of others, as all the avenues I've explored have led to frustration.

Stoneblade Meandering

When the unbanning happened, some joked that the change provided a great opportunity for Legacy Stoneblade players to 5-4 Modern events. I've come to understand the reasoning behind this joke. Stoneblade is not putting up impressive results, and every deck I've tested felt poor for different reasons.

The devil is in the details. A control deck can just slap more powerful answers or card advantage on its problems, but Stoneblade has to balance the answers against its threats. The need to hit Stoneforge on-curve also makes the manabase trickier: there's a lot of tension over how many Celestial Colonnades can be run before the deck fails to curve out or has to kill itself with shocklands to make it work. More refinement may be all that Stoneblade needs for a major breakout, but it feels like there's also raw power missing, and I'm not sure if it's on the answer or threat side.

Jeskai

I stated where most of the metagame started, Jeskai Stoneblade. On paper it seemed like the perfect home. Lots of answers to clear the road for threats, solid protection, and the option to burn the opponent out is a very solid strategy, and making the threats even better seemed legit. Stoneforge stood to be especially potent here since Sword of Feast and Famine is exceptional in a deck that needs to tap out for threats but is also packed with counterspells. However, despite hype and expectations leading up to SCG Dallas, nothing happened. In fact, the only big result was a Top 4 in Ghent.

Based on my experience testing the deck, I think it comes down to the metagame. Jeskai thrives on picking apart small creature decks and out-tempoing slow decks, and that's not the metagame we seem to have. I initially tried to simply turn my Jeskai tempo deck from 2018 into Stoneblade, but quickly discovered that even with a Sword, Geist wasn't good enough. I had to cut too many answers to fit in all the creatures and the Stoneforge package, so Geist had to go. Then, despite constant tweaks to that answer package, I never found the right mix to both keep me alive and clear the road. There's too much Jund, Urza combo, and Amulet Titan pulling me in too many directions to make Jeskai a sane deck. If things settle towards the middle or move toward creatures then Jeskai is definitely where I want to be.

Jeskai Stoneblade, David Ernenwein (Test Deck)

Creatures

4 Spell Queller
4 Snapcaster Mage
4 Stoneforge Mystic

Planeswalkers

2 Teferi, Time Raveler
1 Jace, the Mind Sculptor

Artifacts

1 Batterskull
1 Sword of Feast and Famine

Instants

4 Opt
4 Lightning Bolt
4 Path to Exile
3 Lightning Helix
2 Mana Leak
3 Cryptic Command

Lands

4 Flooded Strand
4 Scalding Tarn
2 Steam Vents
3 Hallowed Fountain
2 Sacred Foundry
1 Sulfur Falls
1 Glacial Fortress
3 Snow-Covered Island
2 Snow-Covered Plains
1 Snow-Covered Mountain

Esper

The other control option was Esper Stoneblade. Considering his history of whining and being wrong about Modern control and general disdain for the format, I hate to agree with Shaheen Soorani. However, he's right that Esper Stoneblade is the right vercion for a combo- or even control-heavy metagame. Thoughtseize is the answer to everything, and just better at ensuring the road will be clear than any other option. The removal is also much more decisive, and Drown in the Loch is an extremely powerful Game 1 card. I also frequently board it out because this is the kind of deck that opponents absolutely will bring in graveyard hate against.

Esper Stoneblade, David Ernenwein (Test Deck)

Creatures

4 Snapcaster Mage
4 Stoneforge Mystic

Planeswalkers

2 Teferi, Time Raveler
2 Jace, the Mind Sculptor

Artifacts

1 Batterskull
1 Sword of Feast and Famine

Sorceries

4 Thoughtseize
3 Lingering Souls

Instants

4 Opt
3 Path to Exile
3 Fatal Push
2 Drown in the Loch
2 Cryptic Command
2 Force of Negation

Lands

4 Polluted Delta
4 Flooded Strand
3 Field of Ruin
2 Hallowed Fountain
2 Watery Grave
2 Godless Shrine
3 Snow-Covered Island
2 Snow-Covered Plains
1 Snow-Covered Swamp

The problem is that the deck is very dependant on Stoneforge. Lingering Souls is a very strong card against control and Jund, and the overall answer package can get there, but it's really hoping that it doesn't have to. There's just not a lot of closing power unless Stoneforge has survived, and that means the comparatively thin answer package can be overwhelmed. That's not as big an issue if combo is popular, and the deck can easily be tuned to pick control apart, but doing that and maintaining the staying power to beat aggro or Tron is very hard. I think this is a better pick than Jeskai right now, but I'm still unhappy with it.

Azorius

Azorius Stoneblade has more results than the other versions, but it's also the version that I like the least. The idea is to take the less painful manabase, add utility lands and Spell Snare, and prey on all the other midrange decks. This is not bad in theory, but I've consistently found it to be a triumph of hope over reality. There's nothing about UW Stoneblade that feels better than the alternatives, and it frequently feels like playing bad UW Control. Running the Stoneforge package means cutting planeswalkers and answers, and those have always been the main advantages of UW. Stoneblade must get by on situational counters and Path to Exile. In practice, I always feel behind against everything and struggled to catch up unless turn-three Batterskull goes unanswered. At least with control I knew when I was actually winning.

Some lists have taken to running Mystic Sanctuary to create a Cryptic Command soft-lock. While it can be powerful, it is not a cure-all. If you're looping Cryptic, you can't do anything else; you don't draw a new card for the turn, so your board is effectively locked. It gets worse if you need to loop Cryptic to not die to creatures, since now the opponent can simply find an answer or a planeswalker, resolve it, and power through. The only way to make the loop good is if you have an additional constant source of card advantage or a clock  in play, and as mentioned, such can prove a tall order for Stoneblade decks. I'd run straight UW Control with Sanctuary rather than Stoneblade.

Aggro Rising?

I haven't seen Stoneforge in aggro decks very much. Then again, I haven't been seeing that many results for aggro in the first place. I'd blame the heady combination of Jund and Urza currently dominating. The former is generally good against aggro thanks to waves of removal, and the latter is hard-to-disrupt combo. Given that Humans can't run Stoneforge due to mana issues, it makes some sense that Stoneforge hasn't seen much play in creature decks.

However, that doesn't mean that it won't work. I took UW Spiritblade to an MCQ last month and it performed well, although I missed Top 8 on tiebreakers. The Stoneforge package, specifically Sword of Light and Shadow, was critical to wins over Jund and Esper Control. As a grinding tool, I've never found anything better that works consistently in aggressive decks. The problem is that you need to be doing a lot of grinding for it to really matter, as the aforementioned awkwardness is palpable in an aggressive deck. Over longer games, the initially dead cards become more relevant and playable, and what had been awkward bricks change to game winners. However, my meta shifted away from control and towards combo and big mana, so I cut the package.

That said, I'm confident that in a different meta or build, Stoneforge will excel. Having a threat that demands answers and is at least a cantrip is very rare for the aggro, and the threat of turning into an unsolvable threat can be potent. The question of how to do that remains, and I don't have answers. Spirits and synergy-based decks aren't the answer, mainly due to the lack of cohesion: Spiritblade really felt the pinch when I wasn't triggering Mausoleum Wanderer or couldn't flash in Mystic with Rattlechains. A more goodstuff-oriented shell is necessary for Stoneforge to excel.

Death and Taxes

Legacy's best Stoneforge Mystic deck is still struggling in Modern. I've tried a number of different builds with Stoneforge, and they haven't impressed me, mostly due to the weakness of Death and Taxes in general. The deck has always been underpowered compared to other decks. In Legacy, Thalia, Guardian of Thraben is a house, and most creatures are on the small-and-cheap side. But in Modern, size matters far more. Every DnT deck I've ever tried has felt anemic compared to other decks, particularly other creature decks. Going the Eldrazi route helps somewhat , but adds mana issues. Additionally, when the disruption doesn't line up, the deck flounders.

Mystic helps with the power problem, though not quite enough. The bonus from Swords is very welcome, particularly when the protection is relevant. However, it is rather slow and vulnerable to removal in response to equipping creatures. It's also not that hard for certain decks to answer the equipment itself, setting pilots back to square one. Batterskull is a decent threat, but often outclassed on the ground. As a recurring threat or when equipped to a flier it can swing games, but it can also be so clunky that it never gets going.

What I've found is that the threat of the equipment is far greater than its reality, and opponents alter their play patterns to my advantage. Jund will hold onto Kolaghan's Command or Assassin's Trophy rather than just using it to stabilize. That threat can be leveraged into considerable tempo and incremental value, which can then turn into game wins. For that reason, I feel that moving away from disruption and towards card advantage is the right call in a vacuum. However, given that Urza combos seem to be rising that seems like a very poor idea. My guts says that DnT is very close now to being a real deck, the problem is finding exactly the right mix of relevant disruption and power to make it work.

Outside Shots

I've also heard chatter about other Stoneforge aggro decks, but that hasn't turned into anything concrete. Right after the unbanning, players were trying to make Stoneforge Zoo work. Zoo is a goodstuff aggressive deck focused on bigger creatures. In theory, this solves DnT's power problem. However, I haven't actually seen results. Zoo's problem is that it's too medium in Modern's metagame, and Stoneforge doesn't sufficiently fill in the gaps.

Meanwhile, there are rumblings that Mardu Stoneblade is a thing. The theory is that if you pack all the removal alongside Seasoned Pyromancer, then Batterskull- or Sword-wielding spirit tokens can cruise to victory. I'm skeptical that it will given Mardu's history, but anything is possible.

Too Stoned

I predicted that it would take time for Stoneforge to actually find a home in Modern, but I may have underestimated how much. I've spent a while looking already, and feel like I'm going in circles. Here's hoping someone cracks the code soon

Make It Happen: Modern’s New Enablers

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2019 may well go down in the books as the Year of Enablers. Between the Faithless Looting-fueled Phoenix decks and the Stitcher's Supplier-abusing Hogaak menace, Modern was defined this year by pushed cards locating, buffing, and ultimately breaking engines and payoffs. Of course, both Phoenix and Hogaak have left us by now. Without Looting in the picture, players have turned to new strategies—and new enablers. Today we'll look at the three biggest players powering the format's new school of competitive decks.

Arcum's Astrolabe

This unassuming artifact is first on our list, and has already popped up in decks ranging from totally fair to completely crazy.

Taste the Rainbow

On paper, Astrolabe serves one main purpose: filtering mana. It replaces itself in terms of card economy, only charging pilots a single mana for game-long access to colors of their preference. And boy, does the extra filtering go a long way! We've already seen four- and five-colored control decks rear their heads, as well as this behemoth, which continues to put up results against all odds:

Niv-Mizzet Reborn, by Dan Schriever (3rd, SCG IQ Danbury)

Creatures

3 Niv-Mizzet Reborn
1 Tolsimir, Friend to Wolves
1 Huntmaster of the Fells
1 Ice-Fang Coatl

Planeswalkers

3 Teferi, Time Raveler
1 Kaya, Orzhov Usurper
1 Wrenn and Six

Artifacts

4 Arcum's Astrolabe

Enchantments

4 Utopia Sprawl

Instants

3 Assassin's Trophy
1 Drown in the Loch
1 Izzet Charm
2 Kaya's Guile
1 Kolaghan's Command
4 Lightning Helix

Sorceries

3 Bring to Light
1 Dreadbore
1 Supreme Verdict
1 Unmoored Ego

Lands

1 Breeding Pool
1 Misty Rainforest
1 Overgrown Tomb
4 Pillar of the Paruns
4 Prismatic Vista
2 Snow-Covered Forest
1 Snow-Covered Island
1 Snow-Covered Mountain
1 Snow-Covered Plains
1 Snow-Covered Swamp
1 Stomping Ground
1 Temple Garden
1 Verdant Catacombs
2 Windswept Heath
1 Wooded Foothills

Sideboard

1 Abrupt Decay
2 Ashiok, Dream Render
1 Crumble to Dust
1 Dovin's Veto
1 Fulminator Mage
1 Izzet Staticaster
1 Kambal, Consul of Allocation
1 Kess, Dissident Mage
1 Knight of Autumn
1 Lavinia, Azorius Renegade
3 Rest in Peace
1 Unmoored Ego

Niv-Mizzet Reborn proves that even full of clunky-looking spells, drawing that many cards is as good a combo turn as any. The spells in question actually play much smoother than first appears thanks to Astrolabe, which lets the deck curve Assassin's Trophy into Teferi, Time Raveler into Huntmaster of the Fells quite smoothly. Indeed, it feels as though Astrolabe's filtering capabilities are unmatched in Modern.

Filtering, though, is less of a story right now than Astrolabe's other function: super-charging artifact decks. The best-performing of these strategies is Whirza, an aggro-control-combo hybrid that attacks opponents from a myriad of angles and has proven quite difficult to disrupt for all but the most disruption-heavy decks (AKA Jund).

Whirza, by Mason Grode (3rd, SCG Classic)

Creatures

4 Emry, Lurker of the Loch
2 Sai, Master Thopterist
4 Urza, Lord High Artificer

Planeswalkers

2 Saheeli, Sublime Artificer

Enchantments

3 Jeskai Ascendancy
1 Search for Azcanta

Instants

4 Paradoxical Outcome

Sorceries

1 Nexus of Fate

Artifacts

4 Engineered Explosives
3 Everflowing Chalice
4 Mishra's Bauble
2 Mox Amber
4 Mox Opal
4 Arcum's Astrolabe

Lands

8 Snow-Covered Island
1 Snow-Covered Mountain
1 Snow-Covered Plains
2 Flooded Strand
1 Hallowed Fountain
3 Prismatic Vista
1 Scalding Tarn
1 Steam Vents

Sideboard

4 Chalice of the Void
4 Engineered Explosives
2 Ceremonious Rejection
2 Galvanic Blast
3 Generous Gift
2 Path to Exile
2 Teferi, Time Raveler

Jeskai Ascendency is a recent addition to these decks, and comes alongside the freshly-printed Emry, Lurker of the Loch. Between Mox Opal and Astrolabe, how to accommodate the enchantment's supposedly steep color requirement was never much of a concern.

Once Upon a Time

Next up is Throne of Eldraine wave-maker Once Upon a Time. The unique cantrip seems to be redefining the way green-based Modern decks are built. Its success in big-mana strategies like Tron, Valakut, Eldrazi, and Amulet is old news now. But Time continues to impress in less-likely archetypes.

Traverse Shadow, by Ole Spree (4th, MCQ Utrecht)

Creatures

4 Death's Shadow
1 Murderous Rider
1 Plague Engineer
4 Street Wraith
4 Tarmogoyf

Artifacts

4 Mishra's Bauble

Instants

2 Assassin's Trophy
1 Dismember
4 Fatal Push
1 Kolaghan's Command
3 Once Upon a Time
2 Temur Battle Rage

Sorceries

4 Inquisition of Kozilek
4 Thoughtseize
4 Traverse the Ulvenwald

Lands

1 Blood Crypt
4 Bloodstained Mire
1 Forest
2 Nurturing Peatland
2 Overgrown Tomb
1 Stomping Ground
1 Swamp
4 Verdant Catacombs
1 Wooded Foothills

Sideboard

2 Alpine Moon
4 Collective Brutality
1 Collector Ouphe
1 Embereth Shieldbreaker
3 Fulminator Mage
1 Kolaghan's Command
1 Plague Engineer
2 Veil of Summer

Traverse Shadow employs Traverse the Ulvenwald as additional copies of its precious few threats, some of the best beaters in Modern. But the sorcery doesn't come online until delirium is set up, which can take up to a few turns. Enter Once Upon a Time, which locates Shadow or Goyf early on without fussing about graveyard requirements.

A topdecked Time won't find anything, naturally. But previously occupying this spot was the now-banned Faithless Looting, which helped turn on delirium fast enough for Traverse to dig up threats in a timely manner. Time fills a similar purpose, sculpting early plays while boasting an instant typeline; pre-Time, players would run enablers as lackluster as Manamorphose to ensure access to the card type.

Dredge, by Julian Hecker (6th, MCQ Utrecht)

Creatures

2 Golgari Thug
3 Merchant of the Vale
4 Bloodghast
4 Narcomoeba
4 Prized Amalgam
4 Stinkweed Imp

Artifacts

4 Shriekhorn

Instants

1 Darkblast
1 Once Upon a Time

Sorceries

2 Conflagrate
4 Cathartic Reunion
4 Creeping Chill
4 Life from the Loam

Lands

1 Blast Zone
1 Blood Crypt
1 City of Brass
1 Mountain
2 Bloodstained Mire
2 Forgotten Cave
2 Gemstone Mine
2 Stomping Ground
3 Copperline Gorge
4 Wooded Foothills

Sideboard

1 Leyline of the Void
3 Ancient Grudge
3 Lightning Axe
3 Nature's Claim
2 Thoughtseize
1 Haunted Dead
1 Ghost Quarter
1 Shenanigans

In the same Top 8, Julian Hecker's Dredge deck also makes use of Once Upon a Time, if just at one copy. By now, plenty of math has been issued on how to best abuse the cantrip, and one copy apparently makes sense depending on a deckbuilder's goals. It will be interesting to see this card appear at varying numbers in a variety of lists over the coming years.

Giver of Runes

Our last feature is Giver of Runes, a card whose future seemed unsure when Modern Horizons was spoiled. Fortune has certainly smiled upon the Kor, who now co-stars in multiple creature decks. It turns out many are in the market for a one-mana Spellskite.

Mardu Shadow, by VOLOLLO (1st, Modern PTQ #11965105)

Creatures

4 Death's Shadow
4 Giver of Runes
1 Hex Parasite
4 Tidehollow Sculler
4 Ranger-Captain of Eos
4 Street Wraith

Instants

4 Fatal Push
2 Kolaghan's Command
2 Lightning Bolt
2 Temur Battle Rage

Sorceries

3 Inquisition of Kozilek
4 Thoughtseize
2 Unearth

Lands

2 Arid Mesa
2 Blood Crypt
4 Marsh Flats
3 Bloodstained Mire
2 Godless Shrine
1 Sacred Foundry
4 Silent Clearing
1 Plains
1 Swamp

Sideboard

1 Ashiok, Dream Render
1 Celestial Purge
1 Collective Brutality
3 Fulminator Mage
1 Kaya's Guile
1 Liliana of the Veil
1 Liliana, the Last Hope
1 Lingering Souls
1 Path to Exile
1 Pithing Needle
1 Plague Engineer
2 Wear // Tear

Mardu Shadow is my favorite of the Giver decks, using the creature as an all-purpose utility play. Here, Giver does it all: it draws removal away from Shadow, as do targeted discard spells; it pushes damage through blockers, as does Temur Battle Rage. And it helps block, as does Death's Shadow. That it's searchable by Ranger-Captain of Eos is the icing on the cake.

GW Eldrazi, by Tanner Bromer

Creatures

4 Eldrazi Displacer
4 Giver of Runes
4 Noble Hierarch
4 Ranger-Captain of Eos
4 Reality Smasher
4 Stoneforge Mystic
4 Thought-Knot Seer
1 Walking Ballista

Artifacts

1 Batterskull
1 Sword of Light and Shadow

Instants

4 Once Upon a Time
4 Path to Exile

Lands

4 Brushland
4 Cavern of Souls
4 Eldrazi Temple
1 Forest
2 Plains
2 Temple Garden
4 Windswept Heath

Sideboard

2 Blessed Alliance
2 Collector Ouphe
2 Damping Sphere
1 Hexdrinker
2 Nature's Chant
2 Rest in Peace
2 Thalia, Guardian of Thraben
2 Veil of Summer

While I haven't tested the above build of GW Eldrazi personally, archetype aficionado Tanner Bromer stands by this build as a viable alternative to more conventional Knotblade decks we've been seeing. The big difference? Gone is Ancient Stirrings, once a cornerstone of the strategy, to make room for Giver of Runes. The core of Once Upon a Time, Giver, Eldrazi Temple, Hierarch, and the strongest colorless creatures does seem potent, and I'm excited to take this Stir-free build for a spin.

Custom Brews Enabled

We'll no doubt see a new league of enablers emerge as the defining bunch of 2020, but Astrolabe, Time, and Giver are already setting the bar pretty high. Which role-player do you think is next to blow up?

Metagame’s First Look: SCG Indianapolis Analysis

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With a few weeks of online events and an SCG Team Event, the metagame is finally taking shape. It's nowhere near enough for any real analysis to take place, but it is a good starting point. With SCG Indianapolis in the books it's time to start pulling apart the data and contextualizing it.

Modern has been incredibly volatile this past year: Faithless Looting's ban knocked out a longstanding pillar, Hogaak, Arisen Necropolis warped the format, and we've been spoiled for new cards. So much has changed that I don't think it fair to compare the new metagame to the pre-Modern Horizons one. Therefore, I'm treating the new meta like a blank slate. I don't know what the metagame "should" look like anymore, so I won't judge and will continue to be open minded but skeptical until more data comes in.

Day 2 Meta

As has become tradition, I'll start with the broadest data and then get more specific. Prior to the tournament, the expectation was for Urza, Lord High Artificer-based decks to dominate. The deck appeared to be solid and the addition of Emry, Lurker of the Loch stood to supercharge the deck. Of course, this was all speculation, so let's see what really happened.

Deck NameTotal #
Other 28
Amulet Titan12
Urza Ascendancy12
Jund12
Mono-Green Tron11
Burn11
Urza Outcome8
Grixis Death's Shadow6
Eldrazi Tron5
5-C Whirza5
Humans4
UW Control4
Titanshift4
Jund Death's Shadow3
Dredge3
UW Stoneblade3
Bant Stoneblade3
Devoted Devastation2
Abzan Company2

I'll give the prophets partial credit: if you aggregate all the various types of Urza decks, they would be the best represented deck in Indy's Day 2. Even if you only lump the combo versions together, they'd be the most popular deck. They'd still be behind the other category, but this is Modern, so that fact doesn't really count. That I have to aggregate at all is one mark against the predictions. There's also the question of it being a self-fulfilling prophecy; as always, hyped decks show up in great numbers and then do well, so it's hard to say if the result is meaningful.

Jund is tied for first place among individual decks, which is surprising given the quantity of big mana decks (aka Jund's worst matchups). It would be easy to attribute this result to Wrenn and Six, and the ensuing hope all Jund players seem to have, but this may be legit. The power of Jund has always been playing slightly-better cards than the opponent, and more of them. Now Jund never has to miss a land drop end enjoys a consistency upgrade. I hope to see this result sustained.

Top 32 Results

Now to move onto the Top 32. I know I ususally only do the Top 16 in these articles, but I saw the results initially posted as the Top 32, and just rolled with it. (For those curious, the data for all Day 2 decks has now been released.)

Deck NameTotal #
Amulet Titan4
Urza Ascendancy3
Mono-Green Tron3
Burn2
Humans2
Grixis Death's Shadow2
Jund2
Urza Outcome2
Gifts Storm1
Jund Death's Shadow1
GW Eldrazi1
Dredge1
Devoted Devastation1
UW Stoneblade1
Esper Goryos's 1
Four-Color Whirza1
Boaryo's Vengence1
Elves1
Abzan Company1
Bant Snowblade1

Gifts Storm won the event, though that makes perfect sense given the bracket. The only Top 8 decks with relevant game 1 interaction were GW Eldrazi and Jund Shadow, and the only way Drake Sasser could have hit them was in the finals. Instead, Drake was fed a steady diet of other combo decks and just won the footrace each time. Storm is relatively easy for other decks to disrupt, but it is usually the faster and more reliable combo. From what I saw, Drake benefitted from his opponents' more complicated decks clunking to varying degrees.

The rest of the sample is a host of big mana and combo decks. I count 8 midrange or slower interactive decks, 5 aggro decks, 12 combo decks, and 7 big mana decks. The three most-played decks all fall in the latter categories. Why this happened is hard to say, though the low Humans turnout is likely a factor; Humans was initially built to thrash Storm, and the clock-plus-disruption strategy is the classic way to defeat any combo. It can also race most big mana decks and has considerable sideboard options against them. The lack of control is likely a combination of lots of bad matchups against big mana and uncertainty over how to build the decks. Between a developing metagame and difficulty making Stoneforge Mystic work, I'd wager they're just not ready for the big time yet.

Classic Complication

Finally, it's time to look at the frequently contradictory data, the Modern Classic. The Classic posts very different results from the main event so often that I can't imagine it's a coincidence. My theory has been that the Classic is composed of Day 1 drop-outs, and so reflects the starting population. However, it's been reasonably argued to me that some decks do better in shorter tournaments rather than long. I may never know the reason for the deviation, but it happened again.

Deck NameTotal #
Urza Outcome4
Amulet Titan2
Dredge2
Jund2
UW Control1
Izzet Kiki1
Burn1
Abzan Company1
Jund Death's Shadow1
Eldrazi Tron1

Only one version of Urza deck appeared, and it dominates the data. Amulet is alphabetically second, but tied with Dredge and Jund. The only version of Tron is Eldrazi Tron, which appears at copy. This is more in line with the aforementioned predictions and expectations and to an extent defies the Open. Again, I'm not sure what to make of it or how it relates, but it does provide an interesting data point for further investigation.

Bottom Line

Combo decks had a very good week, winning both events. Big mana was the next-biggest category, while the fair decks suffered. Given matchup expectations, I'd argue that players expected fair decks to be out in force and came with their predators. This suggests that in future weeks, anti-combo decks will be the metagame call.

Dangerous Outcome?

Urza, Lord High Artificer decks were clearly the most popular decks last weekend. There has been considerable attention on the deck, and a lot of high-level players claim it's the best deck in Modern. There haven't been many Modern events since Hogaak, Arisen Necropolis was banned, but Urza decks have done very well. Naturally, this has led the internet to start the usual banning speculation, as happens whenever a new deck does well. Normally I'd just ignore the calls, but there's a wrinkle this time.

Last week, Wizards suddenly announced that they were moving up the date of the next banned and restricted announcement from November 18 to October 21. This has naturally led to speculation that the new kid on the block was getting axed. This is almost certainly false. Given the timing of the announcement and the competitive schedule, it's more likely a Standard ban is coming.

The announcement came as decks were being submitted for this weekend's Standard Arena Mythic Championship, and Golos, Tireless Pilgrim decks were overwhelmingly popular. Prior to then, they were widely considered the best deck, and fairly oppressive since Standard lacks answers to Field of the Dead. Given that it looks like Field will dominate this weekend and there's another Standard MC next month, the land itself is the likely target. As a result, it is very unlikely that anything will happen in other formats.

Historical Precedent

That doesn't mean it is impossible for Modern to see another ban, just that it's not why the announcement was changed. If there is to be a ban, the only possible target would be the Urza decks. Nothing else appears to be as successful or (theoretically) dangerous. However unlikely I believe it is, there is a reasonable argument for why another ban could happen: simply put, the Urza combo decks look to be another round of Krark-Clan Ironworks, and can play out similarly to the previously-banned Eggs. These precedents make it more plausible for a ban should Urza cause enough problems.

The main problem is logistical. If observations from the weekend are to be believed, it may not be power or dominance that makes Wizards take action, but the repetitiveness. The linked clip was from Autumn Burchett taking nearly twenty minutes to combo off with Paradoxical Urza. While that is an absurd time to spend on one turn, I'm told Autumn has a reputation as a slow, delibrate player, and that turn was not unusual. The only reason this could translate into a ban is if these lengthy combo turns are universal, which I can't verify.

A linked problem is that the combo isn't deterministic: the combo decks don't necessarily have a combo kill. Singleton Aetherflux Reservoir is the closest I've seen to an immediate combo kill. Whether they're running Jeskai Ascendancy or not, these decks intend to win by making an absurd amount of Thopter or Servo tokens and maybe have Nexus of Fate for a combo kill delayed by one turn (until the tokens can attack). Tokens are fairly easy to interact with, and Plague Engineer can undo a great deal of comboing. All these factors result in dull gameplay for viewers and opponents.

Given that these problem are why Ironworks got banned, it's not impossible that something could get banned from Urza. If that happens, I expect it would be Urza himself, as it's generally preferred to ban engine cards. The Emry combo is less reliable and can also be shortcutted to victory.

Reliably Unreliable

I strongly doubt that anything will happen in Modern next Monday. Wizards just had a major banning, and therefore it's too early to be making proclamations about the metagame. We're just getting the first look at actual metagame data, and the picture is unclear.

Urza is very popular and is getting a lot of hype. This necessarily translates into metagame presence. As previously discussed, the hype says that Urza is busted, and decks featuring him are far better than anything else in Modern. Whether this is actually true hasn't been shown in results, but it's too early to be certain. It would take a very clear tale of Urza decks dominating MTGO, which only Wizards knows, for any action to be taken.

Going beyond the data, I'm also not certain on a qualitative level that anything needs to happen. I've been helping a friend test the Urza decks, and he's described it as the most frustrating deck in the world to test. When the Jeskai Ascendancy or Paradoxical Outcome versions are running well, it's the closest we'll ever come to playing paper Vintage. PO Urza's combo kill is basically a Black Lotus away from Vintage Outcome. However, when it doesn't, it feels like complete garbage. The deck is mainly air and needs a critical mass of artifacts to do anything.

Fearful Commitment

The problem has been that a given hand might be the former or the latter, and there's no way of knowing until you play out the game. On many occasions, we've kept turn-one Emry hands, completely whiffed on the mill, and then drawn only payoff cards without anything to make them good. The exact same hand with a mediocre-or-better Emry mill wins within a couple turns. The Ascendancy version is slightly better in that redundant enchantments stack and trigger each other when cast, so there's a chance to dig into gas; however, a Lightning Bolt on Emry can kill any chance that version has to win.

Testing the combo version has also turned my friend off the more reliable Whirza combo/prison decks. Having a reliable gameplan is great, but it feels anemic in comparison to the combos. The data disagrees, but he says it feels so much worse. Then there's the overarching issue with all these decks: they're very poor if Urza himself never resolves.

Just the Start

SCG Indianapolis is the first data point of this new Modern. As always, it will take quite a bit more data before any determinations or predictions can be made. Still, it is exciting to see Modern's rapid shift from this time last year.

Start This Party Right: Brewing Gx Eldrazi

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With Throne of Eldraine released, it's only a matter of time until the set's real players make themselves known. But despite the lack of data we've got at this stage, certain candidates are already hogging the conversation. Perhaps the most polarizing card in the set is Once Upon a Time. The instant has all the makings of a Modern playable: it's fast; it's free; it's powerful. But since "Leyline of Given Spell" has never been Modern-legal before, Time's true potential, or lack thereof, remains up for debate.

For my part, I've been especially happy with Once Upon a Time in green Eldrazi shells. Black pushes the deck too far into midrange territory to occupy its own niche; here, it's overshadowed by Jund. And blue doesn't really offer much to the strategy. That leaves white and red, two splashes my testing has indicated are super legit.

The Gx Eldrazi Core

In "Weird Science: Dissecting Modern's Eldrazi Decks," I compared the draws to Colorless Eldrazi Stompy, Eldrazi Tron, and Bant Eldrazi, delving into how each deck sought to fill the fast-mana void left by Eye of Ugin's banning. Stompy ran Serum Powder to quickly locate Temple; Tron packed Urza lands as an additional mana engine that, while off-theme, was more explosive. And Bant ran Noble Hierarch, a card that buffed Eldrazi creatures via exalted, further improved Temple draws by leading to dreaded turn-two Thought-Knot Seers, and compensated for hands without Temple by nonetheless reaching one turn higher on the mana curve. While Hierarch cost players a mana and opened Eldrazi pilots up to disruption in the form of ubiquitous small-creature removal, it also let them run Ancient Stirrings, one of Modern's strongest enablers.

These decks all still exist in Modern, in one form or another. But it's the Gx builds of Eldrazi that improve directly from Throne of Eldraine, which grants them Once Upon a Time. Time is similar to Serum Powder in that it fixes opening hands, but dissimilar in that it makes for a pretty big topdeck in a deck that's already interested in making its land drops and sort of prone to flooding. In other words, Time is pretty much all upside.

Gx Eldrazi Core, by Jordan Boisvert

Creatures

4 Noble Hierarch
4 Thought-Knot Seer
4 Reality Smasher

Instants

4 Once Upon a Time

Sorceries

4 Ancient Stirrings

Featured here are the best-of-breed Eldrazi creatures, Noble Hierarch, and a suite of eight heavy-duty green cantrips. Between Time and Stirrings, both of which find Temple and Thought-Knot, resolving the four-drop a couple turns early should be par for the course in most games.

Where the deck goes from here depends on whether white or red is splashed.

Splashing White

Some of white's perks include:

  • An obvious additional Eldrazi creature in Eldrazi Displacer
  • An alternate gameplan in Stoneforge Mystic
  • Blue-chip removal in Path to Exile
  • Powerful sideboard hosers, namely Rest in Peace

The above benefits are ranked from most important to least. While Rest is backbreaking for opponents in some metagames, it's by no means necessary. Similarly, there are other removal options available to this strategy, such as Dismember. But I think Stoneforge gives the deck a very potent angle of attack against other creature decks. Best of all is Displacer, which is a hoser in its own right against certain decks (Infect for instance) as well as a must-answer threat for attrition and aggro-control strategies alike.

GW Eldrazi, by Jordan Boisvert

Creatures

4 Eldrazi Displacer
4 Thought-Knot Seer
4 Reality Smasher
4 Noble Hierarch
4 Stoneforge Mystic

Planeswalkers

3 Karn, the Great Creator

Artifacts

1 Batterskull
1 Sword of Feast and Famine
1 Sword of Light and Shadow

Instants

4 Once Upon a Time
4 Path to Exile

Sorceries

4 Ancient Stirrings

Lands

4 Brushland
2 Cavern of Souls
4 Eldrazi Temple
2 Forest
3 Horizon Canopy
2 Plains
4 Prismatic Vista
1 Wastes

Sideboard

2 Damping Sphere
1 Dismember
1 Ensnaring Bridge
1 Grafdigger's Cage
2 Knight of Autumn
2 Collector Ouphe
1 Liquimetal Coating
1 Mycosynth Lattice
1 Phyrexian Revoker
1 Basilisk Collar
1 Walking Ballista
1 Weather the Storm

This list is based on Ally Warfield's suggested build from last month. To make room for Once Upon a Time, I've cut a Karn and the Talismen. Once should help find Temple often enough that the additional ramp isn't so necessary; in the late game, it finds closers like Reality Smasher, making the need for Karn less pressing. I have left the number of lands intact, though, reasoning that the Karn package does benefit from pilots making their land drops.

Splashing Red

I think red's allure is a little subtler than white's, but I'm overall more excited by this splash.

  • A card advantage, utility engine, and curve-fixer in Wrenn and Six.
  • An all-purpose removal spell in Lightning Bolt.
  • A free-win dimension granted by Magus of the Moon.
  • Some juicy role-players: a conditional tide-swinger in Eldrazi Obligator and a hoser for small aggro in Grim Lavamancer.

Something something Lightning Bolt good something. But Modern's best card isn't the best reason to go red. That honor goes to Wrenn and Six, the planeswalker that has revitalized Jund and even rendered wedges as suspect as Temur playable.

In this deck, Wrenn combines with fetchlands to ensure we hit our land drops, which has some serious implications for the deck's construction. For example, we can now top out the curve with World Breaker, giving us mainboard outs to Modern's available prison plans. Making land drops also helps pay for mid-game Times, which we can more easily chase with whichever fatty we rip off the top of our library.

Wrenn also gives us some utility dimensions. Dryad Arbor makes the cut as a fetchable, repeatable blocker, or even attacker in the right situation. And Tranquil Thicket turns Wrenn's plus into an actual plus. Finally, we can't really lose to land destruction anymore, eliminating a common pathway for opponents to deny us our gameplan.

Magus of the Moon is another exciting addition to the red build, and it comes with a couple Birds of Paradise. Time finds either creature, which lets us set up "Magus hands" with some ease, and lock opponents out of the game as early as turn two. Not everyone can answer a Magus; having access to that plan Game 1 without needing to commit to a bloated Blood Moon package is a huge boon.

One factor to address in GR is the absence of Eldrazi Displacer. We still need another Eldrazi to round out the curve and make Temple worthwhile. I'm currently on Matter Reshaper, with Obligator relegated to the sideboard. While the 3/1 haste has certainly put up numbers for the strategy in the past, I feel that with so much aggro and midrange in the format right now, Reshaper earns its slots. Obligator is high-impact, but also high-variance, only proving relevant in certain matchups. Additionally, it's more of a four-drop than a three-drop, and its ability requires a colorless source besides the first Eldrazi Temple. I didn't want to be locked into fetching Wastes every pre-board game.

Joining Obligator in the sideboard is Grim Lavamancer, which has proven a house against small creature decks. GR is fully capable of stuffing its graveyard, and with Time in the picture, we can open the little guy quite easily.

GR Eldrazi, by Jordan Boisvert

Creatures

4 Matter Reshaper
4 Thought-Knot Seer
4 Reality Smasher
4 Noble Hierarch
2 Birds of Paradise
2 Magus of the Moon
2 World Breaker

Planeswalkers

4 Wrenn and Six

Instants

4 Lightning Bolt
4 Once Upon a Time

Sorceries

4 Ancient Stirrings

Lands

4 Wooded Foothills
4 Prismatic Vista
4 Eldrazi Temple
2 Stomping Ground
2 Tranquil Thicket
1 Dryad Arbor
3 Forest
1 Mountain
1 Wastes

Sideboard

3 Collector Ouphe
3 Eldrazi Obligator
3 Grim Lavamancer
2 Damping Sphere
1 Grafdigger's Cage
1 Torpor Orb
2 Ancient Grudge

As far as the sideboard goes, Ancient Grudge is the only non-searchable card here. But I think it's too strong in this metagame not to include in a GR deck. The 3 Collector Ouphe may raise some flags, so let my mission statement be clear: I'm through losing to Whirza!

Christmas Come Early

Is GR the future of Eldrazi? Or will the just-released Stoneforge Mystic finish by proving its worth in this ultimate test? Let me know your thoughts in the comments. Until then, may you assemble the nut!

Cool Stories, Bro: Testing Throne of Eldraine

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Throne of Eldraine is officially out, and that means that data is slowly trickling in. Very slowly, to the point that I can't draw conclusions yet. It will take a few more weeks of events and brewing before things settle enough to get an accurate view of the new metagame. Now is the perfect time to try out the wilder and weirder ideas. Or just get in lots of testing with more sober ideas. I've been doing a lot of the latter, and today I'm sharing my results.

Mr. Charisma

I'll start the article where I started testing. Charming Prince stood out more than the other Eldraine spoilers. It's not the flashiest card nor the most obviously powerful, but it was the one that most looked like it needed to be worked on. There wasn't an obvious kingdom for the prince, and it wasn't clear that existing decks wanted him at all. After considerable work, I can confirm that there is, though not in a way I expected.

He Only Belongs...

I have tried Prince in a lot of Bant Ephemerate shells along with Death and Taxes, and as predicted, the results have been resoundingly meh. Getting value from creatures is good, and getting to reuse the best abilities is great. However, Prince is fairly awkward. His own value abilities are a little marginal, which is fine because flexibility makes up for weak power (see also: Collective Brutality).

However, the fact that Prince only flickers is a problem. Flickering means returning the exiled creature at the beginning of the end step like Flickerwisp rather than an immediate return like the blink of Restoration Angel. Having to wait for value and being limited in targets meant that it didn't really fit into Bant or DnT. The former wants blink effects because it's all about chaining value continuously in a single turn, which Prince can't really contribute to. The later needs something more impressive or evasive than a 2/2. However, that doesn't mean that Prince isn't a Modern card. He just needs the right deck.

...Among His People

In my set review, I was somewhat skeptical that Prince could find a home in Humans. The deck is tightly constructed and the metagame context made me think that a flexible, but not exceptional, card like Prince couldn't make the cut. It turned out that I was thinking too linearly.

While I've always appreciated its utility, I've never actually liked Phantasmal Image, in Humans or otherwise. The card does nothing on its own by design; its value is dependent on how the game has played out up to the point it resolves. Thus, it tends to make good hands and situations great, and bad ones worse. Getting extra copies of Thalia's Lieutenant or Mantis Rider in a turn is the recipe for an instant kill. Alternatively, anything beats copying a tapped Noble Hierarch after everything else got removed. Prince gave me an excuse to replace the Images, and it has been working out well for me.

Untitled Deck

Creatures

4 Noble Hierarch
4 Champion of the Parish
4 Thalia, Guardian of Thraben
4 Thalia's Lieutenant
4 Meddling Mage
4 Kitesail Freebooter
3 Charming Prince
4 Mantis Rider
4 Reflector Mage
2 Deputy of Detention

Artifacts

4 Aether Vial

Lands

4 Ancient Ziggurat
4 Cavern of Souls
4 Unclaimed Territory
4 Horizon Canopy
1 Plains
1 Island
1 Silent Clearing

Sideboard

2 Grafdigger's Cage
2 Gaddock Teeg
2 Collector Ouphe
2 Auriok Champion
2 Dismember
2 Plague Engineer
2 Militia Bugler
1 Deputy of Detention

I swapped out the usual Waterlogged Grove for Silent Clearing, figuring that since I was playing more white cards, I would need the white mana. Periodically paying one less life for Dismember was also a consideration. I have no idea if this is a good change because it has yet to be relevant. I've never had any more or less trouble casting spells. That's the problem with testing one-ofs that aren't tutoring targets: the odds of drawing them are low enough that you're more likely to be in situations where they are average rather than good or bad, rendering them tough to evaluate.

What He Does...

The main reason I've replaced Image with Prince is that I've been playing against a lot of Jund and UWx Control, and Prince is much better against them. There's a lot of Burn too, but the impact Prince has is mainly felt Game 1 and is fairly small. Humans has a lot of sideboard options against Burn, and the matchup is already pretty good. However, in the grindy matchups, particularly with Vial in play, Prince's flickering is a house. Vialing-in Prince saves a creature from targeted removal and presents another threat, yielding a 2-for-1. Image just replaced the targeted creature; a 1-for-1. That it's a flickering effect also means that in the event of a sweeper, Prince can exchange himself with a more impactful creature like Mantis Rider. There's also the utility of netting extra enters-the-battlefield triggers.

However, the biggest advantage is that Prince is never a dead card. Given the density of removal in Jund particularly, it is very possible that Image will struggle to find anything to copy, stranding it in hand. A dedicated attack on both the hand and board can easily leave Humans desperately hoping to topdeck something to copy just to be rid of the Image. Meanwhile, Prince is always 2/2, and on an empty board scrys 2 towards the next threat, which in attrition matchups is sometimes game-winning.

There's also the issue of Image's fragility. The card is terrible against Jund, not only because of the aforementioned risk of no targets, but because Wrenn and Six just kills it. Image already died to everything anyway, true, but Wrenn's downtick means Image is dying while the opponent gets to keep their removal spells for other creatures. That advantage snowballs in the tight Jund matchup. Also, Prince is a Human, which means he benefits from Cavern of Souls against UWx. In other words, more blanked cards for the opponent and more threats for Humans.

...And What He Doesn't

However, Prince hasn't been universally better than Image. The fact that Prince flickers rather than blinks creatures makes the ability far more defensive than Humans wants to be, and that can impact tempo-relevant matchups. I really wish he flickered opposing creatures. For example: I have a board of random dorks including Reflector Mage being walled off by a Tarmogoyf and no Aether Vial. Drawing Image means copying the Mage and clearing the road for two turns. Prince can flicker Mage, but the road won't open until Mage returns on end step, leaving just a one-turn opening. Prince has cost me games against Zoo and Affinity as a result.

The other problem alluded to above is that Prince lengthens Humans's clock. With a Vial, Image, and Mantis Rider Humans can swing for 6+ damage (board depending) on turn three. Replace Image with Prince, and only 3 damage is locked in. Given that Humans' niche is fast, disruptive aggression from not-especially-robust creatures, that damage difference may prove fatal. I've already lost games because I couldn't quite race Valakut, but would have with Image. However, this factor has proven relevant fewer times than Image's fragility costing me games against Jund and UWx.

Overall, whether Humans should adopt Prince over Image comes down to how the metagame develops. In a non-interactive field of Tron, combo decks, and other creature decks, Image is the pick, since tempo is more important than value. If the meta shapes up as my experience indicates with Burn, UWx, and Jund dominating, then Prince is the pick, because life and grinding value matter more than tempo. I will be sticking with Prince due to my metagame, but with the overall meta still fluctuating, this may not last.

Wild Tonal Swings

The other topic is fan-favorite Once Upon a Time. When the card was first spoiled, the hype machine ran wild, and everyone assumed that it would be everywhere, ushering in a new faster era of creature combo. Once the card had been more thoroughly examined, the hype started to die down. That a swingy cantrip isn't appropriate in every deck is a lesson that needs to be relearned periodically. However, the potential is enough that Once can't be written off, and testing has shown that it can work in Modern, within reason.

Flat Note

First of all, I haven't seen anything to suggest that Neobrand is anymore of a deck now than before. When I first experimented with Neoform I found the deck to be swingy, explosive, and bad. With Once in the picture, Neobrand was still swingy, explosive, and bad. I just felt compelled to keep more speculative hands because I had Once to try and fix things. The deck's fundamental problem is its fragility since it is a multipart combo with very specialized pieces. Once helped a bit with finding Allosaurus Rider or a missing land, but those weren't really the problem anyway. The real struggle was finding and resolving a tutor, which Once can't help.

Wild Note

However, playing Once in more robust decks felt pretty good. Specifically, I tested RG Valakut and Amulet Titan, and Once was a reasonable card in both. I tried a lot of decks out, but only Valakut and Amulet actually made Once feel good. The main advantage those two deck have is that the lands are all they really need. Hitting Valakut, the Molten Pinnacle or Tolaria West isn't as obviously good as hitting Primeval Titan, but they can still outright win the game on their own (technically).

It was also far more reasonable to play Once either as the first spell or at any other time for these two decks. I keep hammering this point, but the main appeal of Once is getting played for free. Nobody would run the effect otherwise. Both Valakut and Amulet do run similar effects already, and as big mana decks, Once's cost isn't a problem. It actually felt just as good to pay full price as it did to cast Once for free. Free copies are generally speculative, finding what I think I need, where paid-for Once finds what I actually need. As a result, I was very satisfied with Once. Then I checked over my notes and realized something wasn't right.

Deceptive Noise?

Despite the positive effects I was noticing in-game, when I looked at my win-rate data, there was no noticeable improvement. In any matchup, for either deck. While I can't definitively explain this effect, my working theory is that the trade-offs made to run Once are steeper than expected. In Amulet, I had to cut on utility cards, particularly Engineered Explosives, while Valakut trimmed ramp spells. This meant that while my early game felt better, the mid-game was slightly worse. In Amulet, the lessened interaction meant that any hiccup in the gameplan was magnified. In Valakut, it became slightly harder to hit the last few land drops. These effects are certainly marginal, but so are the odds of casting Once for free.

There's also the issue of mulligan ambiguity. Do you keep an otherwise unkeepable hand on the promise that Once fixes everything? Once isn't Land Grant, and keeping hoping to find that critical missing piece is a dice-roll. There were instances in testing where I kept, hoping to hit a land, and saw only creatures. Or I needed a specific land (a non-karoo in Amulet; a green source in Valakut) to turn a garbage hand into a phenomenal one, then whiffed on Once and lost. I kept track of this data, and it worked out 13 times to 24 disasters. I'm therefore inclined to think that Once is a trap. Solidly playable, but an opening-hand trap. I need to further explore this disconnect between the quantitative and qualitative data.

First Draft

These are just the early results, and metagame swings and adjustments may change my evaluations. Also, I have a lot of work to go on a lot of other cards. How's your testing going? Let me know in the comments.

September Brew Report, Pt. 2: Creature Feature

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Last week, we kicked off the September Brew Report, covering some of the juiciest decks to emerge from recent 5-0 dumps. As the format continues to find its footing after the Hogaak ban, the possibilities seem endless. Today we'll discuss the other newcomers.

Fair Enough

We'll kick things off with Modern's unsung heroes: the decks that play it fair against all odds.

Temur Midrange, by C4N7O (5-0)

Creatures

4 Tarmogoyf
4 Ice-Fang Coatl
4 Snapcaster Mage
1 Tireless Tracker

Planeswalkers

1 Jace, the Mind Sculptor
3 Wrenn and Six

Instants

2 Abrade
2 Cryptic Command
3 Force of Negation
4 Lightning Bolt
1 Magmatic Sinkhole
2 Mana Leak
2 Opt
2 Spell Snare

Sorceries

3 Serum Visions

Lands

1 Breeding Pool
1 Field of Ruin
1 Fiery Islet
1 Ghost Quarter
1 Lonely Sandbar
1 Lumbering Falls
2 Misty Rainforest
2 Prismatic Vista
3 Scalding Tarn
1 Snow-Covered Forest
4 Snow-Covered Island
2 Snow-Covered Mountain
1 Steam Vents
1 Stomping Ground

Sideboard

1 Alpine Moon
1 Ancient Grudge
1 Anger of the Gods
2 Ashiok, Dream Render
2 Damping Sphere
1 Engineered Explosives
1 Flame Slash
1 Fry
1 Keranos, God of Storms
1 Pyroclasm
1 Surgical Extraction
2 Weather the Storm

Temur Midrange has never been a deck in Modern, though that hasn't stopped players from trying time and again to crack the code. It simply lacks the heavy-duty removal options of black and white, as well as proactive non-creature plays with which to develop its position. Jund loses out on the ability to run counterspells, but gains targeted discard and Liliana of the Veil, draws that Temur could never match.

Until, perhaps, now. Joining the wedge's ranks are Wrenn and Six, a proven powerhouse in and out of Jund that offers Temur an on-plan way to satisfy its hungry mana requirements. Also new is Ice-Fang Coatl, a pseudo-removal spell with its condition met. Temur is already in the business of fetching basics, so the snow creature does a fine Baleful Strix impersonation for the deck.

Whether such developments turn the combination around remains to be seen, but color me doubtful for the time being. Discard spells greatly enhance this kind of nickel-and-diming playstyle, and Jund is a force to be reckoned with right now for that reason.

BR Claim, by IVAN_CATANDUVA_BR (5-0)

Creatures

4 Pestilent Spirit
4 Rix Maadi Reveler
2 Rotting Regisaur
4 Seasoned Pyromancer

Planeswalkers

1 Chandra, Acolyte of Flame
3 Liliana of the Veil

Instants

4 Gut Shot
3 Kolaghan's Command
4 Lightning Bolt

Sorceries

3 Claim // Fame
3 Inquisition of Kozilek
3 Thoughtseize

Lands

1 Barren Moor
3 Blackcleave Cliffs
1 Blood Crypt
3 Bloodstained Mire
2 Field of Ruin
1 Marsh Flats
3 Mountain
3 Swamp
4 Verdant Catacombs
1 Wooded Foothills

Sideboard

2 Anger of the Gods
1 Chandra, Torch of Defiance
3 Collective Brutality
4 Pillage
2 Plague Engineer
1 Shadow of Doubt
2 Surgical Extraction

BR Claim follows in the footsteps of a breakout deck post-Horizons, BR Unearth. That strategy aimed to abuse Unearth by reanimating juicy targets like Seasoned Pyromancer. Variations have dipped into three drops as diverse as Lightning Skelemental, Jace, Vryn's Prodigy, and Monastery Mentor. This deck runs the staple Seasoned Pyromancer and Rotting Regisaur. But it doesn't run Unearth; only Claim // Fame, which targets neither of those creatures.

Claim can only bring back one creature in the list: Rix Maadi Reveler. As such, it serves as a mini-velocity engine to power through the deck. But it's much less efficient at doing that than reanimating Pyromancer. Rather, the draw to Claim lies in its other half, Fame. With the aftermath spell in the graveyard, opponents need to be wary at every turn, as a 7-power Regisaur could emerge out of nowhere and take a bite out of their life points.

With all that said, I sincerely don't understand why this deck doesn't have any Unearths in it and would dearly appreciate any guidance in the comments!

Fishing for a New Religion

Fish-style tempo decks have taken many forms in Modern, and the strategy continues to emerge in unique constructions as new cards are released.

Deadguy Ale, by BENNYHILLZ (5-0)

Creatures

4 Dark Confidant
4 Giver of Runes
4 Thraben Inspector
4 Stoneforge Mystic
4 Kitesail Freebooter

Instants

1 Cast Down
4 Fatal Push
1 Slaughter Pact

Sorceries

1 Collective Brutality
4 Inquisition of Kozilek
3 Lingering Souls
3 Thoughtseize

Artifacts

1 Batterskull
1 Elbrus, the Binding Blade
1 Sword of Fire and Ice

Lands

4 Concealed Courtyard
2 Flooded Strand
2 Godless Shrine
4 Marsh Flats
1 Plains
2 Polluted Delta
2 Snow-Covered Plains
3 Swamp

Sideboard

2 Collective Brutality
1 Lingering Souls
3 Fulminator Mage
2 Kalitas, Traitor of Ghet
2 Liliana of the Veil
1 Liliana, the Last Hope
1 Manriki-Gusari
3 Rest in Peace

Deadguy Ale is a black-white fish deck with more midrange elements than your typical Death & Taxes, such as Dark Confidant and Inquisition of Kozilek. It's long been native to Legacy, but as Stoneforge has just arrived in Modern, the strategy is a newcomer here.

BENNYHILLZ did us the favor of breaking it in, employing Giver of Runes and Thraben Inspector to generate a beautiful curve without the need for Aether Vial. Lingering Souls plays exceedingly well with Sword of Fire and Ice, and Elbrus turns any flying creature (there are plenty) into a serious threat. A full set of Fatal Pushes round out this elegant list.

Trending away from synergy is rare in Modern, but as a lover of all-purpose disruption, I'm excited to see if such developments continue.

Company Hatebears, by POC (5-0)

Creatures

2 Knight of Autumn
2 Collector Ouphe
1 Eternal Witness
4 Giver of Runes
4 Leonin Arbiter
4 Noble Hierarch
4 Stoneforge Mystic
4 Thalia, Guardian of Thraben
2 Thalia, Heretic Cathar

Instants

4 Collected Company
1 Mana Tithe
4 Path to Exile

Artifacts

2 Batterskull

Lands

4 Field of Ruin
4 Ghost Quarter
4 Horizon Canopy
4 Razorverge Thicket
1 Snow-Covered Forest
2 Snow-Covered Plains
3 Temple Garden

Sideboard

2 Collector Ouphe
1 Knight of Autumn
1 Burrenton Forge-Tender
2 Phyrexian Revoker
1 Ramunap Excavator
2 Ranger-Captain of Eos
3 Rest in Peace
3 Tocatli Honor Guard

Speaking of moving away from synergy, Company Hatebears pulls a Naya Zoo in using its titular instant for non-combo purposes. When you're fishing out the best two-drops in Modern, among them Stoneforge and Thalia, who needs to go infinite?

A big factor allowing this deck to exist is Collector Ouphe, which gives it superb interaction against artifact strategies the likes of Whirza. That deck certainly isn't going anywhere, and Ouphe's stock should only rise as Emry makes a splash alongside Jeskai Ascendency come Throne.

Pride of the Pack

Of course, Modern is still home to plenty of synergy, and much of it has to do with creatures. These decks put innovative spins on that old concept.

Bant Pride, by INTERNETSURFER09 (5-0)

Creatures

4 Pride of the Clouds
2 Aven Mimeomancer
4 Birds of Paradise
3 Deputy of Detention
4 Empyrean Eagle
4 Mantis Rider
4 Mausoleum Wanderer
2 Noble Hierarch
3 Selfless Spirit
4 Unsettled Mariner

Instants

3 Collected Company
2 Force of Negation

Lands

2 Botanical Sanctum
1 Breeding Pool
1 Fiery Islet
4 Flooded Strand
1 Hallowed Fountain
2 Horizon Canopy
1 Island
1 Misty Rainforest
1 Plains
2 Razorverge Thicket
1 Sacred Foundry
1 Steam Vents
1 Temple Garden
1 Waterlogged Grove
1 Windswept Heath

Sideboard

1 Selfless Spirit
1 Collected Company
1 Force of Negation
2 Blessed Alliance
2 Celestial Purge
3 Collector Ouphe
1 Disdainful Stroke
3 Life Goes On
1 Reflector Mage

Behold Bant Pride, AKA flying tribal. But hasn't this deck been done before? Like, with Spirits? Well, kind of. Spirits has better lords, to be sure. But it doesn't have the grind game enabled by the forecast mechanic. Or durdle game?

Balancing out that snail-slow plan is Mantis Rider, the game's-now-over closer from Humans. Growing Rider above 3/3 is an interesting premise, and one I've spent many hours trying to implement well myself. The format's changed a lot since those days; perhaps it's the 4/4 or 5/5 Rider's day to shine outside its original tribal deck and alongside some straight-up draft cards.

Company Hatebears, by POC (5-0)

Creatures

4 Yawgmoth, Thran Physician
1 Acidic Slime
4 Birds of Paradise
1 Blood Artist
4 Geralf's Messenger
1 Kitchen Finks
1 Scavenging Ooze
4 Strangleroot Geist
1 Thragtusk
4 Wall of Roots
4 Young Wolf

Instants

3 Chord of Calling

Sorceries

4 Eldritch Evolution

Lands

4 Blooming Marsh
2 Forest
3 Khalni Garden
3 Overgrown Tomb
2 Swamp
4 Twilight Mire
1 Urborg, Tomb of Yawgmoth
4 Verdant Catacombs
1 Windswept Heath

Sideboard

2 Collective Brutality
2 Collector Ouphe
3 Damping Sphere
1 Dosan the Falling Leaf
4 Leyline of the Void
1 Obstinate Baloth
1 Reclamation Sage
1 Shriekmaw

Yawgmoth Undying might not play Collected Company, but it's got the other green creature-finders, Eldritch Evolution and Chord of Calling. That's because it's not looking for a critical mass of beaters or disruptors so much as one specific card: Yawgmoth, Thran Physician.

With the Cleric in play, Young Wolf and its undying buddies get a new lease on life, not from the graveyard this time, but from the bulk bin. Yawgmoth's -1/-1 counter cancels out the +1/+1 counter from undying, letting pilots draw cards at will. They only have 20 life, of course, but Geralf's Messenger races that clock by dealing twice as much damage each sacrifice, and recruiting Blood Artist first goes infinite. It's likely that players mid-combo will find a way to grab Artist in their next 10-or-so cards.

A Month in the Books

September has been very exciting for Modern, and the fun's just beginning: Throne of Eldraine is about to become legal! Which brews stand out to you the most? What kinds of decks do you hope to see emerge from the new expansion? Let's keep the discussion going in the comments.

Dem Boyz Is Here: Assembling Modern Goblins

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There's an odd lull in Magic right before the set release. There's no point discussing spoilers anymore; the set's known and being tested. However, those testing results are questionable. There hasn't been enough time to process the new cards and produce results, nor has the metagame adjusted to reflect these new cards. This means content tends to be more speculative. Today's article bucks that trend, instead focusing on some old, well-tested business that I've never gotten around to discussing: Modern Goblins.

Over a year ago, I dug into Modern GoblinsDominaria had just been released, and with it came Goblin Warchief and Skirk Prospector. It looked like a new era had dawned for the little red men. However, it wasn't meant to be. In my testing, whichever version of Goblins I tried proved anemic compared to alternative aggro decks. Goblins was very good at executing its gameplan, but it couldn't deal with disruption. It was mostly 1/1's and lacked card advantage, so any misstep spelled doom. I didn't see any future without Goblin Matron and Goblin Ringleader.

And then it happened. Modern Horizons brought not only Matron, but a replacement for Gempalm Incinerator in Munitions Expert. Then Core 2020 saw Ringleader reprinted. It looked like all the pieces now existed for a Goblins rebirth in Modern. Now, with months of testing under my belt, I can unveil my findings.

The Obvious Route: Pure Tribal

I started the same place I imagine everyone else did, with tribal Goblins. RB Goblin Bidding from Onslaught block is the deck most recent iterations aspire to, and with Goblins being one of Magic's original tribes, it just makes sense. The question is how to actually build the deck, and there's no single answer; it's extremely customizable. The core Goblins are Skirk Prospector, Mogg War Marshal, Goblin Matron, and Goblin Ringleader. Every other Goblin is negotiable depending on the metagame and what pilots wants from the deck. This does incentivize building a toolbox version, and my testing showed that it can be quite strong if the toolbox is built right.

That proved hard for me to consistently do, and given my existing bias towards aggro decks, I opted for a straight tribal aggro deck.

Tribal Goblins, Test Deck

Creatures

4 Skirk Prospector
3 Goblin Piledriver
4 Mogg War Marshal
4 Metallic Mimic
4 Munitions Expert
4 Goblin Matron
4 Goblin Chieftain
3 Sling-Gang Lieutenant
4 Goblin Ringleader

Artifacts

4 Aether Vial

Instants

2 Tarfire

Lands

4 Wooded Foothills
4 Bloodstained Mire
4 Cavern of Souls
4 Blood Crypt
4 Mountains

I borrowed the Tarfire from Legacy Goblins, and I ended up tutoring for it so much I put in an extra. There's a surprising amount of tension in building the deck because so many of the best cards cost three or greater. I'm running Goblin Chieftain in this version, but Goblin Chainwhirler, Goblin King, Goblin Warchief, and Goblin Rabblemaster are all valid additions. Were I feeling more adventurous I might run a mix, but I prioritized reliability over raw power.

It's often said that Goblins isn't an aggro deck. The creatures are lackluster on their own, and curving Goblin Piledriver into Goblin Warchief isn't so impressive anymore. Therefore, it's better to take a controlling role, making Goblins a board-control beatdown deck. This is true of most versions, but it doesn't have to be. My version is 100% an aggro deck with the option to sideboard into something more controlling. The truth is that Goblins can be made to fulfil whichever role it needs to in the situation.

The Multicolored Question

One note is that when going the tribal route Goblins really should be red-black. Sling-Gang Lieutenant is an excellent finisher and sometimes the only route to victory. But Munitions Expert is the real all-star of the deck, and I recommend a full set. Modern being Modern, creature decks are everywhere, and Expert is instant-speed removal that synergizes with the deck. What pushes it over the top is the ability to kill planeswalkers. War of the Spark is casting a very long shadow, and not having to attack walkers away is extremely valuable. I had some good times in testing killing Karn, the Great Creator in response to Mycosynth Lattice, then attacking for lethal. Being RB also means that Gobins can run Thoughtseize if necessary.

Control's Nightmare

As mentioned in my previous articles, Legacy Goblins is a nightmare for control decks, particularly straight UW. The traditional route to victory for control isn't to actually win the game, but to make opponents concede once all hope is lost. Between Matron, Ringleader, and token makers, it is almost impossible to adequately exhaust Goblins.

Cavern of Souls and Aether Vial moot a good chunk of control's best interaction. Stoneforge Mystic is trouble mostly because it's a 1/2 and thus blocks well, but the equipment isn't worrying thanks to the maindeckable Goblin Cratermaker and Goblin Trashmaster. Between Expert able to kill all control's win conditions and the sheer volume of cards Goblins can pull from, the matchup can be moved towards un-losable quite easily.

I found siding in Warren Weirding and Earwig Squad very effective for my deck, though it's not a strategy that works for every deck. Weirding's primary job is taking out the Baneslayer Angel's that control likes to bring in against creature decks, but in this deck it can also keep my board full when I'm throwing creatures away for damage. Squad exists to steal the few sweepers in UW, but can also take their win conditions in a pinch. This strategy works because I'm fully embracing being a go-wide aggro deck, and the slower toolbox builds can't throw away creatures as readily as I can.

Goblin's Nightmare

That said, I eventually abandoned tribal Goblins and started testing other decks. I had decent results, but never good enough to make me stay. A significant part of the problem is the metagame. The slower control decks that Goblins really beats on aren't an overwhelming metagame presence, and the overall picture hasn't been clear enough to metagame against. Goblins is a more like a creature-based control deck than a true beatdown deck, and that's a hard thing to make work in a shifting field.

A far bigger problem for me was Jund. I could never find a reliable way to overcome the deck no matter how I tweaked Goblins, and the BGx stalwart is regaining popularity. Jund has always been solid against small creatures, but its fortunes improve further with access to Wrenn and Six. Worse, Plague Engineer is a card that kills almost everything in Goblins. The lords help some, but savvy Jund players prioritize removing those. In fact, Plague is such a house against Tribal Goblins that I found myself siding in more Tarfires, which are mediocre against Jund as a whole, and arguably a liability since they grow Tarmogoyf. However, I desperately needed reliable answers to Engineer, and Tarfire was better than anything else. Trying to sandbag around Engineer or go for critical-mass turns was also risky thanks to Jund's discard element.

Thanks to the volatile metagame and the apparently unwinnable Jund matchup, I shelved the deck. There's a lot of potential, especially for experienced toolbox tuners, but the inherent weakness to Engineer made me look elsewhere.

Throw Away the Key

The next place I went was to a prison version, similar to Legacy Goblin Prison. The conceit is to use the prison elements to make up for the inherent weakness of the creatures; locking the opponent out of the game long enough for your medium beats to steal the game. In theory, the plan is very solid, and the deck works better than I initially gave it credit.

Prison Goblins, Test Deck

Creatures

4 Goblin Rabblemaster
4 Skirk Prospector
4 Mogg War Marshal
4 Goblin Piledriver
4 Goblin Matron
4 Goblin Ringleader
2 Siege-Gang Commander

Artifacts

4 Chalice of the Void
4 Aether Vial
2 Trinisphere

Enchantments

4 Blood Moon

Lands

4 Cavern of Souls
4 Bloodstained Mire
4 Wooded Foothills
8 Mountain

Being a Blood Moon deck I had to cut the black, and so had to make do with the pricier Siege-Gang Commander. Rather than lords, I took a page from Mono-Red Prison and ran a full set of Rabblemaster, which is a very good clock when protected by Chalice. I speculatively went with Trinisphere as my last maindeck prison piece. I had begun work on this deck before Faithless Looting was banned, and Sphere was incredible back then. It still has its moments, especially when accelerated into, but I'm thinking maindeck Ensnaring Bridge is better now.

Solid Locks...

For my money, Blood Moon is highly underplayed. While it isn't very effective against Tron, there are vast swaths of the meta that behave like the card no longer exists. Jund, Humans, Death's Shadow, and Eldrazi decks are supremely vulnerable to the enchantment. Even decks with many basic lands like UW Control, Whirza, or Bant Blink heavily rely on their utility lands and fetchlands and can fail without them. In fact, I've found Blink decks to be so dependent on their fetchlands that they actually die to Moon.

...Weak Doors

The problem is that Modern Prison isn't as potent as Legacy prison. Chalice for 1 invalidates the typical Delver deck, but almost every deck relies heavily on Brainstorm and Ponder to function. Modern decks aren't so restricted on mana cost, and thus are far harder to actually lock out of the game. This means that prison cards may be irritating, but they're not an end by themselves. There's a reason Whirza is moving towards straight combo and Lantern Control isn't a deck anymore.

Still an Improvement

That being said, I liked this deck better than the typical mono-Red Prison deck. Those decks have a lot more lock pieces and interaction, and can frequently get them out turns 1-2. However, they also have to. Without a relevant lock piece on the board, Mono-Red Prison becomes a fairly clunky Mono-Red Control deck, and there's a reason Skred Red is a fringe strategy. I stress relevant because sometimes they go all-in on the wrong piece, like Blood Moon against a mono-colored deck or Ensnaring Bridge against Tron. The decks have the capacity to completely lock out other decks, but if they fail to do so, they're massive underdogs.

The other issue is the clock. Prison decks have some impressive threats like Hazoret the Fervent and Stormbreath Dragon, but there aren't many of them. It's not uncommon for the deck to use most of its opener pumping out a lock piece and then have to win with a single Chandra, Torch of Defiance and some lucky topdecks. If that one threat is answered, the opponent receives plenty of time to draw out of the prison. Modern isn't Legacy: Decks play more basic lands and a variety of mana costs.

The Goblins version is not as good a prison deck and can't always lock opponents out quickly enough. It also doesn't have to. Goblin Prison isn't exceptional at any one thing, but it is above average as a combined prison-and-beatdown, or stompy, deck. It doesn't have to worry as much about drawing the wrong half of its deck as Red Prison, nor mulligan as aggressively as Colorless Eldrazi. Both of its competitors have better best hands, but Goblins has slightly better average hands, and that's preferable for me.

This transforms it into something surprisingly effective. The creature beatdown plan is perfectly serviceable on its own. When executed in conjunction with the prison pieces it tends to play like a decent tempo deck. The Goblins easily flood the board and close the game while the opponent is working around a Chalice or restricted by Moon. There is increased risk of whiffing with Ringleader and sometimes you draw too many prison pieces and just die, but I'd play Goblin Prison over Mono-Red Prison any day.

Just Kill 'em

The other option is the combo route. I abandoned anything like Dirty Kitty early in testing. It was fun to run an odd Storm deck and confuse my opponents to no end, but even with Matron and Ringleader, the deck was never consistent enough to be worthwhile. Modern combo decks need to be far leaner and more efficient than Fecundity decks can possibly be. Going for Abzan Company-style Murderous Redcap combos proved more fruitful. However, there was a lot of tension in splashing green for Collected Company and Rhythm of the Wild. In the end, I decided that staying RB and using Metallic Mimic was just as effective.

Combo Goblins, Test Deck

Creatures

2 Pashalik Mons
4 Skirk Prospector
2 Goblin Piledriver
4 Mogg War Marshal
4 Metallic Mimic
4 Putrid Goblin
3 Munitions Expert
4 Goblin Matron
4 Goblin Warchief
3 Sling-Gang Lieutenant
4 Goblin Ringleader
2 Murderous Redcap

Lands

4 Wooded Foothills
4 Bloodstained Mire
4 Cavern of Souls
4 Blood Crypt
4 Mountains

This deck may look like the tribal deck, but it's actually home to a number of different combos. I have Goblin Warchief primarily as a cost reducer to make comboing off easier since the pieces are fairly expensive. In addition to Redcap, a sacrifice outlet, and Metallic Mimic, there's Putrid Goblin to feed Sling-Gang Lieutenant. Pashalik Mons is an alternative kill condition for any loop and a decent value play by himself.

Easy, But Hard

This was a very weird combo deck for me. It's almost alarmingly simple to find all the combo pieces, and often spares, thanks to Ringleader and Matron. Mimic is the sticking point, but Pashalik Mons alongside Lieutenant and Putrid Goblin frequently obviate the need for the full combo. Two damage triggers per sacrifice is very good, and given how often Goblins just floods the board, it has the same effect as the infinite combos. Multiple ways to achieve the combo combined with lots of ways to find the pieces meant that I could reliably get my pieces.

The problem was then getting them together on board. Without Vial, I was constantly choked on mana, and often Prospector couldn't make up the shortfall long enough to assemble the combo.

An Odd Hybrid

Ultimately, Combo Goblins didn't thrill me. It never felt necessary in light of Goblins' standard beatdown plan, which was still largely intact. In fact, it arguably hampered the beatdown strategy. I was tutoring to put the combo together rather than just killing my opponent by the shortest route possible, and while having something resistant to removal was sometimes nice, Putrid Goblin just didn't belong. I think Goblins is better off not trying for combo kills.

WAAAAAAAAGH

Were I to revisit Goblins in the future, I would definitely start with the combo version, but tune it in a beatdown direction. The Redcaps and combo aren't that impressive, but having the option to kill out of nowhere with Mons and Sling-Gang is too good to pass up. However, I'd need to see a large metagame shift to retake the plunge. Specifically, I'd need to see more control and non-Jund midrange than fast aggro or Whirza. Given how Modern is still catching up with everything that happened over the summer and a new set is coming out, Goblins will need to keep waiting.

September Brew Report, Pt. 1: Reading the Runes

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A lot has happened since my last Brew Report back in August. So much, in fact, that I didn't even get to write a Part 2! This month, I'd like to rectify that hiccup with two juicy metagame reports, as always focusing on the countless innovating decklists published by Wizards every few weeks. Today, we'll consider whether Modern standbys have adapted to the new format and how things are shaking out for tribal aggro.

Modern Vets Step It Up

We'll start with the old faithfuls. These decks have existed in Modern for some time already, but not like this. Recent developments among winning builds earn them a closer look.

Mardu Shadow, by VOLOLLO (1st, Modern PTQ #11965105)

Creatures

4 Death's Shadow
4 Giver of Runes
1 Hex Parasite
4 Tidehollow Sculler
4 Ranger-Captain of Eos
4 Street Wraith

Instants

4 Fatal Push
2 Kolaghan's Command
2 Lightning Bolt
2 Temur Battle Rage

Sorceries

3 Inquisition of Kozilek
4 Thoughtseize
2 Unearth

Lands

2 Arid Mesa
2 Blood Crypt
4 Marsh Flats
3 Bloodstained Mire
2 Godless Shrine
1 Sacred Foundry
4 Silent Clearing
1 Plains
1 Swamp

Sideboard

1 Ashiok, Dream Render
1 Celestial Purge
1 Collective Brutality
3 Fulminator Mage
1 Kaya's Guile
1 Liliana of the Veil
1 Liliana, the Last Hope
1 Lingering Souls
1 Path to Exile
1 Pithing Needle
1 Plague Engineer
2 Wear // Tear

Mardu Shadow emerged unscathed from the bans, but seems to be adjusting nonetheless. While Shadow is traditionally a threat-light archetype, VOLOLLO's 1st-place PTQ list invites plenty of critters into the fray. Hex Parasite has been played as a planeswalker-sniping bullet ever since Ranger-Captain of Eos jettisoned Mardu Shadow to Modern relevance. The same can't be said for Tidehollow Sculler, a Thoughtseize on legs that lets the deck run more than eight targeted discard effects, or Giver of Runes, the Horizons update to Mother of Runes that's found itself everywhere from Company to Infect.

Giver specifically is hugely interesting for Shadow. Many decks struggle against protection effects, as we're now discovering with the elemental Swords back in the picture. Giver not only draws removal away from Shadow, but clears a path, preventing enemy blocks and allowing the massive Avatar to crash in for heaps of damage. Searching up additional copies of Giver is as easy as targeting Ranger-Captain with Unearth, so if pilots are clogging on Shadows, those Ranger-Captains still generate terrific value plays.

Vengevine, by DARTHNIUS (10th, Modern PTQ #11965105)

Creatures

4 Stitcher's Supplier
2 Bloodghast
3 Carrion Feeder
4 Gravecrawler
4 Hedron Crab
4 Narcomoeba
4 Prized Amalgam
4 Vengevine

Sorceries

4 Creeping Chill
4 Glimpse the Unthinkable
3 Memory Sluice

Lands

4 Bloodstained Mire
3 Marsh Flats
3 Overgrown Tomb
4 Polluted Delta
2 Swamp
4 Watery Grave

Sideboard

2 Assassin's Trophy
1 Damping Sphere
4 Fatal Push
4 Force of Negation
1 Gnaw to the Bone
1 Leyline of the Void
2 Thoughtseize

Who said Vengevine was dead? Well, a lot of folks, and they weren't totally wrong; the deck isn't about to return to its former glory without Hogaak, Arisen Necropolis. But even with Faithless Looting and Bridge from Below also banned, the deck is proving to have some legs after all, with this version placing 10th in the same PTQ.

Vengevine's new incarnation combines multiple enabling engines with Stitcher's Supplier, here trending away from the pricey Satyr Wayfinder and towards Hedron Crab. Crab mills more, and faster; while Wayfinder provided Hogaak with explosive starts by also tapping for the 8/8, Crab gives the deck more of a turn two or three. Another blue one-drop, Memory Sluice, contributes to the count by milling four right off the bat, à la Wayfinder. The difference is Sluice can be copied by tapping controlled creatures, making it mill a potential eight cards. Rounding things out is Glimpse the Unthinkable, a no-nonsense mill-10.

The win conditions also get an overhaul, with Prized Amalgam joining Vengevine's usual supporting cast. Amalgam's an all-star in Dredge, and here has little synergy with the deck's namesake card; it's kind of a Vengevine-light, rewarding pilots for animating creatures, but more slowly and with lax requirements.

This deck looks to me like a hodgepodge of apparently relevant cards, so I'd be surprised to see it continue putting up numbers. New strategies often demand a certain grace period from the metagame before players realize how to beat them. But it has some things going on that I like; milling out opponents seems like a reasonable Plan B depending on the matchup, and having access to Force of Negation from the sideboard is also big game.

UR Phoenix, by ASPIRINGSPIKE (5-0)

Creatures

4 Arclight Phoenix
4 Thing in the Ice

Enchantments

3 Aria of Flame

Instants

3 Force of Negation
4 Izzet Charm
1 Lightning Axe
4 Lightning Bolt
1 Magmatic Sinkhole
4 Manamorphose
4 Thought Scour

Sorceries

2 Chart a Course
4 Serum Visions
4 Sleight of Hand

Lands

2 Fiery Islet
3 Flooded Strand
3 Island
1 Mountain
2 Scalding Tarn
4 Spirebluff Canal
3 Steam Vents

Sideboard

1 Abrade
2 Alpine Moon
2 Anger of the Gods
3 Dragon's Claw
2 Narset, Parter of Veils
1 Shenanigans
2 Spell Pierce
2 Surgical Extraction

UR Phoenix was perhaps last metagame's most controversial deck. A poster-child for Looting abuse and velocity strategies in general, Phoenix was the best deck in the room at most tournaments, but never put up numbers the likes of Hogaak. As such, the Modern population seemed divided about whether the deck was too strong. In any case, it's come down some without Looting around; the above build isn't from the PTQ, but a regular ol' Competitive League, and it's the only Phoenix deck I could find.

Still, the strategy looks fine on paper, with Izzet Charm replacing Looting as a much slower, but also more flexible, Swiss army knife. Chart a Course also rears its head as a discard outlet for Phoenix that can put players up on cards should the matchup call for it. I think Phoenix's glory days are firmly behind us, but am pleased the deck can remain a valid low-tier option.

One with the Tribe

The month also brought its fair share of tribal strategies.

Elementals, by WHITNEN (5-0)

Creatures

4 Flamekin Harbinger
3 Flickerwisp
4 Lightning Skelemental
1 Omnath, Locus of the Roil
4 Phantasmal Image
4 Risen Reef
4 Thunderkin Awakener
4 Unsettled Mariner
4 Vesperlark
4 Voice of Resurgence

Artifacts

4 Aether Vial

Lands

4 Ancient Ziggurat
4 Cavern of Souls
1 Mountain
1 Plains
4 Primal Beyond
2 Reflecting Pool
4 Unclaimed Territory

Sideboard

2 Dismember
4 Fulminator Mage
2 Healer of the Glade
1 Ingot Chewer
4 Leyline of the Void
1 Shriekmaw
1 Wispmare

Elementals isn't a deck totally new to this column. Last month, I covered a similar Elementals deck, with Aether Vial and all. But it didn't look, or feel, serious. Now, the deck has changed a bit: Unsettled Mariner disrupts opponents; Phantasmal Image copies the best Elementals; Smokebraider gets the axe for being way too inefficient. And this new build is all over MODO, grabbing 5-0s in most dumps and even placing 10th in a Modern Challenge. It would appear the value Risen Reef once promised indeed exists in spades.

4-Color Ninjas, by VINNIED (5-0)

Creatures

3 Fallen Shinobi
4 Ice-Fang Coatl
1 Jace, Vryn's Prodigy
2 Scavenging Ooze
3 Spell Queller
4 Tarmogoyf

Planeswalkers

1 Jace, the Mind Sculptor
3 Teferi, Time Raveler

Artifacts

3 Arcum's Astrolabe

Instants

1 Abrupt Decay
1 Assassin's Trophy
3 Fatal Push
2 Path to Exile

Sorceries

4 Inquisition of Kozilek
1 Lingering Souls
2 Thoughtseize

Lands

1 Celestial Colonnade
1 Godless Shrine
4 Misty Rainforest
1 Overgrown Tomb
4 Polluted Delta
2 Snow-Covered Forest
1 Snow-Covered Island
1 Snow-Covered Plains
2 Snow-Covered Swamp
1 Temple Garden
3 Verdant Catacombs
1 Watery Grave

Sideboard

1 Lingering Souls
1 Path to Exile
2 Ashiok, Dream Render
1 Kaya's Guile
3 Nihil Spellbomb
1 Obstinate Baloth
3 Stony Silence
1 Tireless Tracker
2 Unmoored Ego

Okay, so there's only one actual Ninja in 4-Color Ninjas. But it's all the Ninja this deck will ever need. Fallen Shinobi apparently helms plenty of midrange decks these days, all thanks to easy-bounce creatures and Teferi, Time Raveler. My own experiments with ninjutsu proved fruitless, but that was before we could easily lock opponents out of interacting on our turn; with that landmine dodged, the deck can be stuffed full of high-impact disruption.

As for Shinobi's effect, it's certainly better than that of Ninja of the Deep Hours. Casting the cards for free means heaps of tempo, helping recoup Shinobi's hefty four-mana price tag. Its relevance varies depending on the opponent, but against high-curve decks like Tron, one hit from the Ninja can spell game over.

Holding everything together is Arcum's Astrolabe, which filters mana and turns on Ice-Fang Coatl. Astrolabe is behind many multicolor control-style decks these days and is proving to be one of the most critical cards from Modern Horizons.

UW Faeries, by WAFFLER (5-0)

Creatures

3 Faerie Seer
4 Giver of Runes
4 Spellstutter Sprite
4 Stoneforge Mystic
4 Unsettled Mariner
2 Deputy of Detention
1 Nimble Obstructionist
4 Spell Queller
2 Thalia, Guardian of Thraben
1 Vendilion Clique

Artifacts

4 Aether Vial
1 Batterskull
1 Sword of Fire and Ice

Instants

3 Path to Exile

Lands

3 Flooded Strand
3 Hallowed Fountain
3 Horizon Canopy
2 Island
1 Moorland Haunt
1 Mutavault
3 Plains
4 Seachrome Coast
1 Waterlogged Grove
1 Windswept Heath

Sideboard

1 Deputy of Detention
2 Nimble Obstructionist
1 Burrenton Forge-Tender
1 Ceremonious Rejection
2 Damping Sphere
1 Disdainful Stroke
2 Disenchant
1 Geist of Saint Traft
2 Negate
2 Stony Silence

UW Faeries doesn't exactly epitomize what we've come to expect from the tribe. It's more of a straight-up fish deck than a control deck, even wielding Giver of Runes and the ground-pounding Unsettled Mariner among its hefty creature suite. Stoneforge Mystic gives UW an oomph play on the level of Bitterblossom, or perhaps more impactful; not only does the deck then gain points against anyone hurting in the face of a Batterskull, the many cheap fliers carry Sword of Fire and Ice exceptionally well. Spell Queller is another goodstuff creature with no tribal affiliation, but plenty of strategic relevance to the deck's gameplan.

Cooling Down

Temperatures may be dropping outside, but things are heating up for Modern. Between the new bannings, the fresh format, and Throne of Eldraine just a couple weeks away, who knows what the future holds? Just September was full enough of surprises that we'll look at the rest of the new decks next Friday. Until then, bundle up!

Happy Endings for Throne of Eldraine Spoilers

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All good stories must come to an end. Hopefully, they'll be paced better than Game of Thrones's was. The Throne of Eldraine prerelease is this weekend and the spoiler is finished, so it's time to wrap up my set review. There haven't been many interesting individual cards spoiled since my last article, but a number of minor themes have gotten cards. Today we'll examine some of these themes for potential viability.

Artificer's Enchanted

Food hasn't really panned out as Modern playable. I was somewhat skeptical that it could in the first place, given its power compared to clue tokens. There isn't an efficient way to continuously generate them, and the payoffs don't payoff enough. Witch's Oven is good at making tokens, but there are better ways to sacrifice creatures and better effects for doing so. If Feasting Troll King made tokens whenever it entered the battlefield, it would also be playable. Having to cast it means that won't happen. Savvy Hunter remains the best food producer and consumer, but she's too much worse than Tireless Tracker to earn a place.

However, that's not all there is to Eldraine's artifacts. There is a minor artifact and enchantment theme running through the set (which is very appropriate) and some of those cards may make it. I've already covered the flagship card Emry, Lurker of the Loch, but there's another card that may revive a dead archetype. And a sting of others that are traps.

They're Alive!

I can't decide if Dance of the Manse is a reference to Sword in the Stone or Beauty and the Beast. I'm picking Sword since it's the less popular movie. Dance harkens back to Eggs, and could potentially revive the archetype. The front side is considerably worse than Open the Vaults or Faith's Reward, but the upside is that Dance is also such a deck's win condition, which potentially increases the combo's consistency and frees up deck space. Considering that there's now an actual Golden Egg, it seems like an Eggs deck could exist in Modern again.

However, it remains a long shot. The cheap enablers, card drawing, and recursion are all there and have proven power, but there's no engine; Eggs continues to lack a sacrifice outlet or mana generator within sight of the banned Krak-Clan Ironworks, which has always been the key card for the strategy. Lacking that card, it is very hard to generate the mana or critical mass of in-grave artifacts to make such a combo work. The best I've come up with is to continuously cycle Terrarion and other eggs, spinning the wheels and hoping to just keep cantripping into a lethal Grapeshot. The deck tested worse than Storm.

Nonetheless, I'm not willing to give up on the idea. The core of the deck is strong enough that it may be worth stretching to find the mana to make it work. Urza lands are the best option for making mana for artifacts, but there's nothing to keep the mana flowing during a combo turn. Wizards has been leery of mass land untapping since Candelabra of Tawnos. The best option I could find is Early Harvest, which could only generate the necessary mana alongside Heartbeat of Spring, and at that point the combo looses its artifact identity. Paradox Engine alongside signets and Mystic Forge can generate the mana and velocity, but they can't get the critical mass of artifacts into the graveyard for Dance to animate. There wasn't enough deck space. I feel like the deck is within my grasp but not my sight. Here's how far I've gotten:

Dancing Eggs, Test Deck

Artifacts

3 Paradox Engine
4 Mox Opal
4 Chromatic Star
4 Chromatic Sphere
4 Golden Egg
3 Azorius Signet
3 Selesnya Signet
3 Simic Signet
3 Mind Stone
3 Mystic Forge

Sorceries

4 Ancient Stirrings
4 Dance of the Manse

Lands

4 Urza's Tower
4 Urza's Mine
4 Urza's Power Plant
4 Breeding Pool
2 Temple Garden

When I've gotten perfect hands, the deck has gone off on turn three. The problem then is that the combo then wins the next turn. Playing a longer game lets you slowly build up artifacts and "Dance off" naturally, but that's not a winning strategy against aggro decks. The problem might be that Dance just isn't the right win condition, but it feels so close that I won't give up yet.

Crown Jewels

The other big artifacts are the cycle of story-relevant legends. I've covered Embercleave already, and its playability hinges entirely on Stoneforge Mystic. The Circle of Loyalty is also plausible in the unlikely event knight tribal is playable. Anthem effects are always decent, but Circle would be particularly good because it makes more Knights, and in several ways. However, the remaining three are traps to avoid.

It's not that their effects aren't powerful or desirable. The problem lies in the setup. All these cards are too expensive alone, and need their cost reduction online to be playable. The Magic Mirror and The Cauldron of Eternity are easiest to enable, since blue and black are the colors of self-mill. With Thought Scour or dredge, it's not that hard to fill a graveyard by turn three. It's not a guarantee given that lands could be the only hits, but it's highly plausible.

But why would you want to spend a turn and play either spell? Cauldron fits into Dredge's strategy of dumping creatures into the graveyard, but the relevant creatures are already getting reanimated, and Dredge doesn't want to put them back into the deck. Mirror does nothing the turn it comes down and is slow to get going, which is not what velocity decks want. Control wants a steady stream of cards and is willing to wait, but it could also just play Teferi, Hero of Dominaria or Jace, the Mind Sculptor to accomplish that task and more. I can't see why any deck that could enable these cards would want to.

If The Great Henge counted total power among controlled creatures, it could be a bomb for Elves. It still may be if a very combo oriented version comes along that needs pump effects and velocity. As-is, the abilities tend to come online after they're relevant. Getting out a 7/x creature early is hard. The deck that's best at it is Death's Shadow, and it doesn't want to be gaining life when it taps Henge for mana. Additionally, no version plays that many creatures, so once Henge is out the second ability is pretty weak. Other decks don't have the means to drastically reduce the price without using up all their cards, so I don't see much use for Henge in Modern.

The Fair Folk

The other big disappointment goes to Faeries. There just isn't anything that will help UB Faeries recapture its glory days. Brazen Borrower, Hypnotic Sprite, and Stolen by the Fae are close, but slightly too costly and narrow. I imagine that this was intentional. Given how long Bitterblossom was banned in Modern, Wizards is still very cautious not to print pushed Faeries. The enthusiasts apparently still have to pay for their dominance all those years ago.

The Quiet One

Adding insult to poverty, the best faerie in the set is completely at odds with the Lorwyn-introduced Faerie strategy. When first spoiled, I thought Hushbringer's art was a placeholder. I thought it might be an unused design from Pan's Labyinth. Or from anything by David Cronenberg. However, once past the creep factor, this is an upgraded Hushwing Gryff, and a promising sideboard card.

Gryff has never had an impact in Modern. Torpor Orb sees a little play as a Whir of Invention target, but giving it wings didn't make it more playable. The increased vulnerability of creatures is a factor, but the the primary problem is that Gryff is a creature. Creature decks are frequently packed with abilities Gryff shuts down, so it's risky to run Gryff even if their opponent may be hurt more. Control decks generally want the harder-hitting and more versatile Vendilion Clique as a three-mana flier. If they really need the effect, they can just run the Orb. Tocatli Honor Guard is another option, but a 1/3 ground creature needs to be phenomenal to see play.

Hushbringer is better than Gryff. 1/2 looks worse than 2/1 on paper, but Modern has a lot of Wrenn and Six running around. Hushbringer also gets extra text. Lifelink on a 1/2 may not do much, but against Burn, a few points is all it takes. The Faerie also stops death triggers unlike Gryff and Orb. While a nice addition, I can't think of much utility for that ability. Most creature death abilities are activated, leaving persist and Protean Hulk. The real kicker is that Hushbringer is two mana. Gryff is too slow at three to really stop Humans or Bant Blink.

Silent Resurgence

With all that said, Hushbringer still doesn't really have a home. Every white deck is packed with ETB abilities. They're not going to run a card that shuts their own deck down this effectively. Humans is pathetic when Thalia's Lieutenant is just a 1/1, or Kitesail Freebooter a 1/2 flier. It should be noted that Meddling Mageand Phantasmal Image aren't affected because they're "as this enters" and not "when this enters" abilities, which Orb, Gryff, and Bringer don't affect. Given the power of creatures with ETB abilities and the number of decks that rely on them (Bant Ephemerate being the most egregious), I can't imagine many creature decks using Hushbringer.

However, the effect is so powerful at two mana that I wouldn't write Hushbringer off. Again, she neuters Humans, Spirits, and Faeries to a lesser extent, and cripples Bant Ephemerate. Sword of the Meek, Stoneforge Mystic, and Urza, Lord High Artificer are also affected. This is too much of the metagame for Hushbringer not to see play. The only deck that could really benefit from the effect is UW Control, which doesn't have great matchups against any of these decks, doesn't play many creatures, and has lost metagame share to Stoneblade variants. Given that Burn is also a deck, I could see Hushbringer making it in control's maindeck.

Hushbringer Control, Test Deck

Creatures

2 Snapcaster Mage
4 Hushbringer

Planeswalkers

2 Narset, Parter of Veils
3 Teferi, Time Raveler
3 Jace, the Mind Sculptor

Instants

4 Opt
4 Path to Exile
2 Spell Snare
3 Logic Knot
2 Force of Negation
3 Cryptic Command

Sorceries

2 Oust
2 Supreme Verdict

Lands

4 Flooded Strand
4 Celestial Colonnade
4 Field of Ruin
4 Hallowed Fountain
6 Island
2 Plains

Whether that deck would actually be better in the metagame than Stoneblade is uncertain, but I imagine it would have a significant advantage against Stoneblade. Their Squire-with-upside is just Squire against the flying squire with upside, and given the rest of the card advantage, should be enough to overwhelm Stoneblade.

Trickster Faerie

The other playable faerie has an obvious use, though I'm not sure it's so useful. Fae of Wishes is another adventure creature where the appeal is (mostly) the attached sorcery, Granted. This is the third wish in Modern, and on face, it's not particularly playable. Mastermind's Acquisition already exists, and while slightly harder to cast, it also finds creatures. Looking across Magic, only the cheap wishes have seen consistent play. Especially difficult for Fae is that at the same price, blue combo runs Gifts Ungiven. Gifts will be more powerful more of the time due to Past in Flames and finding multiple cards.

What makes Granted more appealing is that it can be repeated, although not for cheap; you could Gifts three times for the price of two wishes. However, this repeatability opens up a new angle for combo decks. Rather than looking at Fae as a slow Cunning Wish, think of it as a value engine. Combo decks generally don't sideboard heavily, especially tight combos like Storm. Fae of Wishes gives Storm the option to fill the sideboard with wish targets, never actually sideboard, and still have post-board angles covered. They'd also be able to wish for missing pieces of the combo. Flexibility is rare for combo, and there's a lot of potential of a stream of value wishes. It's just a question of if the time it takes to make it work is a dealbreaker.

Engines of Discovery

The final topic is a theme that Wizards has been quietly sneaking into blue and red for the past several sets. They're trying to make drawing cards that trigger off drawing multiple cards in a turn important. There have been a few cards here and there as Wizards tests the waters, and they're finally taking the plunge in Eldraine. The previous iterations have been Limited-only, and the new cards aren't busted on their own. However, they could be exceptional in the right deck.

The Odd Couple

Specifically, Improbable Alliance has the potential to be better than Bitterblossom. However, Blossom just sits there generating tokens where Alliance requires you to draw two cards a turn. No more: it only triggers for the second card. Thus, Alliance is no Young Pyromancer. However, flying Faeries are better than walking Elementals, and two bodies per turn cycle beats Blossom's one for a life. Alliance will also never be a liability against Burn.

Eldraine seems intent on making Alliance work. The Royal Scions naturally curve out from Alliance and ensure a steady stream of Faeries.

There's also the strict upgrade to Tormenting Voice, Thrill of Discovery, which seems specifically designed to get a second trigger from Alliance. Given that Modern also has Thought Scour, Opt, and Think Twice, it shouldn't be that hard to get two tokens per turn cycle and slowly bury the opponent.

The question is whether that's actually good enough. The velocity decks that are capable of making Alliance good haven't done much since Faithless Looting was banned. I'm unclear if this is because they're actually non-viable or if the metagame shift makes them unappealing. If it's the latter, Alliance may reignite interest. However, it will face stiff competition from faster game-winners Aria of Flame and Pyromancer Ascension. A control deck could make better use of the tokens, but it's also less likely to have the time or mana to make multiple a turn.

Fantastic Conclusion

Thone of Eldraine looks to be an excellent brewers set. There's nothing obviously overpowered, but tons of options for those looking for an edge. With the metagame still trying to absorb Modern Horizons, now is the time for the weirder decks to make themselves known. Maybe one of them will be the next Cinderella story.

Goyfs That Fly: Brewing UB Trap

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In his assessment of the latest spoilers, David commended Throne of Eldraine for bringing the brewing fun back to Modern with its innovative, flavorful design. Restrictions breed creativity, they say, and I agree that after the format-crushing power of Modern Horizons, it's refreshing to have a Standard-power-level set to tinker with.

Today's article focuses on one such restriction-based creature: Vantress Gargoyle. A lover of undercosted beaters and cantrip-heavy aggro decks, I've long had an eye on Jace's Phantasm, for which the stars have never aligned. With Gargoyle in the picture, brewing with Phantasm turns from pipe dream to possibly doable—we may now have enough payoffs to justify running the necessary enablers.

Animating the Gargoyle

On their surface, Phantasm and Gargoyle are as good as opponents make them. Against decks like Dredge and Phoenix, opponents grow the creatures for us; other strategies will require us to do the heavy lifting. A deck featuring them as primary win conditions must then have the ability to execute such a task reliably, but nonetheless not clog on pieces once "reverse-threshold" is achieved.

Maximizing Phantasm, or Gargoyle, is a simple as resolving a single Archive Trap—or Glimpse the Unthinkable, or whatever. In other words, pilots will need to hemorrhage a card, and a specific one. They'll also need to expend however much mana that spell costs.

So are these creatures worth it? In "Beat This: Evaluating One-Mana Beaters," I established a metric to answer this sort of question. Jace's Phantasm is a Stage 1 combat creature that requires a unique resource: cards in opponents' graveyards. Since getting cards into enemy yards may well require mana (Thought Scour) or card economy (Archive Trap), these spent resources also enter the equation. Gargoyle follows suit, except it's more of a Stage 2 creature thanks to its cost, but is better on defense before we've met its condition.

With eight creatures in the deck and not four, running enablers en masse at least makes sense. The best one is certainly Archive Trap, which is frequently live for its alternate cost of 0 mana thanks to Modern's fetch-centric manabases. Not costing anything to cast lets us spend mana on actual spells, so all we're losing is the card economy, which isn't such a big deal in this tempo-focused format.

Another promising enabler is Thought Scour. While it doesn't immediately activate our beaters like Glimpse, Scour critically costs half as much and replaces itself, preventing clog. If opponents are putting cards into their own graveyards, which they often are regardless of the deck, Scour helps hit that magic number so we can start applying serious pressure. Just as players are comfortable running Scour to power out Tasigur, the Golden Fang and other grave-reliant creatures, we can point it at opponents to build our own threats—Scour doesn't count itself in this instance, though, and these creatures have tougher requirements than the delve ones.

When it comes to incremental millers like Scour, every card matters, giving Vantress Gargoyle the advantage over Phantasm early on. Gargoyle also blocks creatures before we meet its graveyard condition. But Phantasm still costs just one mana, has an additional point of toughness, and isn't an artifact, making it preferable in pretty much any game state where opponents have a heavy graveyard.

Version 1: Mono Blue

In truth, the first build I put together splashed red for Lightning Bolt, a tempo deck's best friend. But I fast found the instant to be superfluous; 5-power fliers don't really nickle-and-dime opponents, they just kill them. And it's not like we need to clear the ground for Phantasm and Vantress to get their hits in. As cheap interaction, I chose Force of Negation and Disrupting Shoal. These free spells let us spend mana sculpting a gameplan, protect our threats for a couple crucial beatdown turns, destabilize opponents while we attack them, and rid our hand of additional enablers.

Removing Bolt made Snapcaster Mage less appealing, although I did like it alongside Thought Scour. But I soon swapped out the 2/1 for Mission Briefing. While Briefing lacks the tempo bonuses Snap brings to the table, it can retrieve a larger number of spells, since not using the flashback keyword forgives alternate casting costs. Archive Trap, Force of Negation, and Disrupting Shoal can all be cast for free from the grave with Briefing. Surveil also helps us piece together a gameplan.

I still felt the need for more threats in the first version, so took a page out of the Bennyhillz Book of Beaters with Thing in the Ice. Straight blue lacks board interaction, and Thing keeps creatures at bay all while attacking opponents from an angle not reliant on the graveyard. Thing required a heavy suite of cantrips, leading to the inclusions of Opt and Serum Visions alongside Thought Scour. Also featured is Visions of Beyond, another way to turn extra enablers into relevant spells and a bonkers mid- to late-game card with a fine floor.

The final mainboard inclusion was Ghost Quarter. Quarter doesn't really cast any of our spells, so I didn't count it as a land. Rather, its purpose is to turn on Archive Trap against decks that don't run fetchlands.

Mono-Blue Trap, by Jordan Boisvert

Creatures

4 Thing in the Ice
4 Jace's Phantasm
4 Vantress Gargoyle

Instants

4 Thought Scour
4 Opt
4 Visions of Beyond
4 Mission Briefing
4 Disrupting Shoal
4 Force of Negation
4 Archive Trap

Sorceries

4 Serum Visions

Lands

14 Island
2 Ghost Quarter

Sideboard

2 Damping Sphere
2 Vedalken Shackles
2 Vendilion Clique
2 Stubborn Denial
2 Ceremonious Rejection
1 Dismember
3 Surgical Extraction
1 Ghost Quarter

Out of the sideboard, Vedalken Shackles and Vendilion Clique served as extra plans. I did win a fair number of games with Shackles, but opponents would bring in artifact removal anyway after seeing Vantress Gargoyle, so this plan ended up being hit-or-miss.

As for the mainboard, it had its fair share of problems, chief among them consistency. When things went according to plan, the deck felt unbeatable, as with turn one Phantasm into Trap into Vantress into Force of Negation. But success hinged on whether we could resolve Archive Trap early or not. In lieu of the titular instant, Thought Scour just didn't mill enough cards unless opponents were feeding graveyard synergies themselves. (It did, however, often combine with Trap to put opponents over the 20-card threshold for Visions of Beyond by the mid-game.)

I went so far as to try Serum Powder to locate Archive Trap more reliably, but Powder requires decks to play far more lands, as it necessitates pilots to be comfortable going to 5 or less looking for their dream card. Since Trap isn't a land, finding that card alongside a land or two and some payoffs was too much to ask of my mulligans. Powder also clashed with Thing in the Ice, which prefers blue consistency tools.

And when I'd open or draw Archive Trap naturally, it still wouldn't fire 100% of the time. If opponents wouldn't search their libraries, I had no way of casting it. That's where Ghost Quarter comes into play, except Quarter was so bad the rest of the time its inclusion was hardly worthwhile; I started with 4 copies and finally had to trim to 2 and just kind of hope opponents fetched. When I had the "combo," spending a land drop and going -1 to turn on Trap felt awful. I needed another way to force opponents to search.

In any case, other niche options for increasing Trap's functional numbers included the pricey Trapmaker's Snare and the Shoal-unfriendly Chancellor of the Spires. But I didn't have a chance to test these cards, as one was spoiled that deeply altered the deck's course.

Version 2: Blue-Black

That card was Drown in the Loch. Drown could act as removal or permission, giving it utility in every matchup on top of its clear synergy with our Plan A. Having a card that so dependably slowed the game's pace increased consistency in its own rite, since the longer the game goes on, the more cards hit the bin to feed our creatures. But dipping into black at all provided me with another missing link.

Unlike the blue cantrips, Scheming Symmetry is a pure tutor, letting us pull Archive Trap right out of the deck. With any blue cantrip in hand, Symmetry is essentially a modal Glimpse the Unthinkable: we pay B for Symmetry and go -1 on card economy, putting Trap on top of the deck; pay U for our cantrip, drawing the Trap; then pay 0 for Trap since we've forced a search this turn, milling 13 of our opponent's cards. And Symmetry only improves the more options we have. Should we draw the tutor alongside Trap, we can just put whatever card we most want on top and Trap opponents off their own choice. Similarly, Thought Scour interacts favorably with Symmetry, milling the opponent's card while immediately drawing us our own. An active Gargoyle can also tap to remove an opponent's searched-up card after we've drawn our own.

UB Trap, by Jordan Boisvert

Creatures

4 Jace's Phantasm
4 Vantress Gargoyle

Instants

4 Thought Scour
4 Opt
4 Visions of Beyond
4 Drown in the Loch
3 Mission Briefing
4 Force of Negation
4 Archive Trap

Sorceries

4 Serum Visions
4 Scheming Symmetry
1 Temporal Mastery

Lands

4 Polluted Delta
4 Flooded Strand
2 Watery Grave
1 Mystic Sanctuary
5 Island

Sideboard

2 Damping Sphere
1 Torpor Orb
2 Vendilion Clique
2 Fatal Push
2 Stubborn Denial
3 Surgical Extraction
1 Disdainful Stroke
1 Ceremonious Rejection
1 Fumble

Mission Briefing and Archive Trap had provided a makeshift mill plan in the mono-blue deck, but with more reliable Traps and tutoring functionality, UB is better at achieving that plan should we need to. We therefore have more ways to close, as well as more removal thanks to Drown; these changes rendered Thing in the Ice superfluous.

A couple of newer tech choices are Mystic Sanctuary (spoiled yesterday) and Temporal Mastery. Mastery can be searched up with Symmetry when we plan on not drawing the card this turn, such as to Trap opponents immediately. It's a great find when we've got a beater in play, as it significantly increases our clock. It can also be cast with an instant-speed cantrip on our opponent's turn.

But milling Mastery with Scour or Briefing is usually preferable to having it in the deck, where it can be accidentally drawn by something like either Visions (far from the end of the world thanks to Force of Negation, but still not ideal). With Mastery in the grave, though, we can crack a fetch for Sanctuary and put it right back on top of the deck. Doing so lets us set up and execute an attack even from an empty board position (first turn deploy threat, second turn swing), or double up on hits (turning one creature into 10 damage, or a pair of them into 20!).

The land can also be used to get back the best instant in the graveyard at a given time. That's sometimes Drown in the Loch or Force of Negation, both of which protect us from enemy topdecks; more often, it's Visions of Beyond, which chains into other copies of itself as did Treasure Cruise. Because of Sanctuary's Island requirement, I went from 4 to 2 to 0 Darkslick Shores.

Touching again on the sideboard, black opens up Fatal Push, a critical tool for disrupting small creature strategies. I added Fumble after struggling to deal with Batterskull; the card is a bullet to search with Symmetry, and seems to me like the best option for quickly dismantling the lifelinker.

Proceed with Caution

Drown was only just spoiled this week, so things are still up in the air. This weekend, I'll be testing a UB build that runs Chancellor in addition to Trap to turbo out threats, and when I do, Mission Briefing will be the first cut. The prospect of Chancellor and Trap doubling up in openers to immediately turn on Beyond is very alluring, and those extra draws make up for the functional disadvantage of drawing 7-drops late, especially with Negation in the picture.

I'm excited to see what other goodies Throne holds. Overwhelmed Apprentice and Merfolk Secretkeeper kind of miss the mark for this deck, but the intent is there. Still, I doubt we'll get payoffs on the level of Gargoyle or Drown, the latter of which looks to be a playable Modern card even in non-mill decks, as does Sanctuary. But hey, I'll take more all-around Modern playables, too!

Tall Tales: Throne of Eldraine Spoilers, Week 2

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Thrones of Eldraine spoilers are rolling on, and I'm having more fun watching them than any other set I can remember. That's not to say that  Modern Horizons was boring nor War of the Spark lacking content. Rather, there are more opportunites to make your own fun with Eldraine than the other sets. Rosewater showed how the cards are designed to tell stories, and it does work quite well. However, because I'm an insufferable intellectual, I prefer to point out which fairy tales and fables are being referenced. And then wax pedagogical about them. Fun for everyone!

Last week, few cards had been spoiled, so I focused on the mechanics themselves and speculated to fill in the gaps. With plenty of cards available, this week will be all about the cards. At time of writing, there continue to be no playable adamant cards nor adventures for which you mainly want the creature. I also haven't seen anything that would faeries good again. However, plenty of other decks stand to considerably gain from Eldraine, presented in alphabetical order.

Charming Prince

Kicking things off, Prince Charming is both a great pun and an extremely attractive card. Cheap creatures with abilities and relevant creature types always have at least a chance of making it in Modern, and the Prince is starting off at an advantage, as befits his station. His three abilities (a callback to the charms, i.e. Azorius Charm) are all incredibly relevant, valuable, and potentially incredibly powerful. Gaining three life isn't the most powerful ability, but with Burn being a major player it is certainly welcome. Kitchen Finks was a staple for years. Charming gives more life upfront and that alone may be enough.

But enough won't satisfy royalty. Charming's most powerful ability (in a vacuum anyway) is his first: scry 2. It doesn't look like much, but white doesn't get card draw or library manipulation very often. Even when it does, it's usually about enchantments (see Idyllic Tutor) or much worse than other colors' options (see Thraben Inspector). Charming is very similar to Serum Visions, but being a creature gives him greater flexibility. Charming could help close the variance gap between white and other colors.

The final, and most contextually powerful, ability is flickering your own creatures. The Prince is no Flickerwisp, and cannot be used to directly disrupt the opponent or to give you mana back flickering by your land. All he does is save creatures with Aether Vial or recycle ETB effects. As the rise of Bant Ephemerate decks shows, creature-based value generation is incredibly powerful. Add in that Charming's a Human, and the card suggests the makings of a Modern staple.

Quest for the Kingdom

However, much like actual royalty, Charming's value may not be needed. Value for value's sake is frequently a trap. It has to be useful in context, or it's just durdling. There needs to be a deck where Charming can not only fit but be good within the deck, and it's not clear that such a deck exists.

Consider Humans. That list is so tight there may not be room for extra value. The flex slot is currently Deputy of Detention, and given Whirza's popularity I can't imagine that changing. Therefore, something from the main Humans package has to go, but cutting on disruption dilutes the main appeal of Humans and reduces the chances to gain value. Charming also can't reset Phantasmal Image. I don't know if that's acceptable or a deal breaker.

Outside of Humans, I'm not sure what deck wants the Prince around. He is only a 2/2 ground pounder, and white decks have no shortage of those. Death and Taxes has Flickerwisp and wouldn't cut them for Charming. Frequently, as good as getting value flickering your creatures is, it's better to flicker an opposing creature or equipment during combat. Wisp also kills tokens, steals a land drop, resets planeswalkers, and can break up combos. Add in flying and Charming can't replace Flickerwisp.

As both a value creature and a flicker, Charming's a natural fit into Bant Ephemerate. However, that deck doesn't actually need more of either effect. The deck's packed with small value creatures, Soulherder, and Ephemerate itself. The deck doesn't really need more value; it needs some punch for when value isn't enough.

Color Hosers

Eldraine features a new twist on the color hosers. Rather than another round of Celestial Purge-type hate, it's Glare of Heresy-style. The new cards have some effect that gets better if you target the same color as them. Obviously intended to allow these cards to see maindeck play, I don't think they're entirely successful. The two cards that could see Modern play will only be sideboard cards. They may prove very good sideboard cards, but that will depend on how the metagame moves.

Mystical Dispute

There was a saying back in the day that whoever drew the blue half of their UW Control deck won the mirror. Before planeswalkers, blue provided all the card advantage and interaction that was actually relevant in the control mirror, where white was just creature removal. While this isn't as true anymore, blue's planeswalkers and counters are still more relevant than Path to Exile in the mirror. Mystical Dispute threatens to upend this strategic truism.

Gainsay used to see some play, and at one mana, Dispute is better. Countering a Teferi, Time Raveler is obviously good, but unlike Gainsay, Dispute can target any spell. This means it's never actually dead if your opponent pivots away from planeswalkers and card advantage and toward Monastery Mentor. I suspect Dispel is better in an actual control mirror, but for Stoneblade or other tempo decks, Dispute's flexibility may be more valuable. The card can safely come in against nonblue decks that demand countermagic from opponents.

Specter's Shriek

Replace the word "exile" in all instances with "discard" and Specter's Shriek is maindeckable, and possibly busted. As-is, exiling opposing spells is very good because denying graveyard synergies is very good, even with Hogaak gone. However, imagine if Intrusion was discard a card instead. In that case it's disruption and an enabler, and one of the best cards in Magic. I'm thinking of Dredge removing opposing hate and then discarding Stinkweed Imp. Which, I'm sure, is why it exiles.

Exiling a card for targeting a nonblack spell is a very high price. Yes, if you're hellbent, then there's no drawback, and Shriek is better than Thoughtseize. However, in that scenario, it's unlikely that you wanted a discard spell at all. The only way to utilize the drawback  is with Eternal Scourge or Misthollow Griffin. Otherwise, Shriek is card disadvantage. Against a mono-black deck this is better than any other discard spell. Against everything else, I can't imagine the price is worthwhile when Thoughtseize's drawback is marginal at most.

Embercleave

With Stoneforge Mystic in Modern, any potentially playable equipment deserves another look. Of course, the bar is still very high, but it's not insurmountable. On its face, Embercleave can't compete with swords or Batterskull. The stat boost is worse, though trample and double strike partially make up for that, they're not better than protection. That it has flash and cost-reduction is nice, but not enough to make it in Modern.

What might be enough is attaching for free. It can only happen once, but that might be all it takes. Temur Battle Rage sees play with Death's Shadow, and if Embercleave enters via Mystic, it's better at the same price. Yes, it's likely unplayable if Mystic dies, but in a swarm deck that might not be relevant. Definitely worth testing.

Fires of Invention

I don't know if this card is good, but it seems like it could be. Free spells are frequently broken. However, Fires only allows for two spells, and only on your own turn. It's intended to be a weakened As Foretold, and can only really be used in a combo deck. It can't just go off like Experimental Frenzy or Mystic Forge. However, there's no risk of clunking out from a string of lands. You also don't really benefit from cheating it out, since those free spells are tied to your land count. There's no real point in cheating out 1-2 mana spells with a four mana enchantment. I have no idea what deck could use Fires or in what capacity, but I'm sure one exists.

Emry, Lurker of the Loch

The Lady of the Lake is here to offer Excalibur to Urza, Lord High Artificer. Metaphorically and in theory, anyway. In Whirza, she can easily be played turn one to dig towards Sword of the Meek and Thopter Foundry, then allow Foundry to be cast from the graveyard. It is important to note that she doesn't cheat cards into play, just allows them to be recast. Thus, she's a bit worse than Goblin Engineer.

Whirza's Friend...

As in the legends, the Lady is here to help her chosen champion. Whirza is a deck filled with enablers and a few cards that matter. It is imperative that Whirza has Sword in the graveyard and Foundry in play, and the Lady helps on all accounts. Yes, she's worse than Engineer. However, her upside is that she can keep functioning after Shatterstorm. Unless there's another artifact ready to go, Engineer becomes a dead card where Emry will bring back whatever Urza needs to get going again. She also works in the face of Ancient Grudge and is only limited by available mana, not a cost restriction. Emry may not be as reliable as Engineer, but she does enough that Whirza can make use of her boons.

...And Enemy

However, as the Lady giveth, the Lady can taketh away. (And in some retellings, imprison within a tree after a foreseen betrayal.) The Lady reduces Whirza's vulnerability to Shatterstorm and targeted removal, but not to graveyard hate or Stony Silence. In fact, she arguably increases Whirza's weakness to Rest in Peace.

Just like Engineer, she does nothing without a graveyard. This may not be a problem by itself, but when Emry enters play, she mills four random cards. In the best case, they're all artifacts that can be cast. In the worst, they're just Urza. Without Whir and Urza, Whirza is extremely anemic. The question is whether that risk outweighs the reward.

Following from that, Emry uniquely makes Whirza more vulnerable to Surgical Extraction. In practical terms, Whirza has the Thopter-Sword combo and Urza to win the game. By flipping cards into the graveyard, Emry gives Surgical targets. Potentially crippling targets. Normally Surgical is mediocre at best, but there are so few real cards in Whirza that it is a concern. As an additional problem, Emry is not an artifact herself and will take up at least a few artifact slots, reducing the redundancy and synergy of the deck.

Glass Casket

On a similar note, Glass Casket may be the card that actually pushes Whirza over the edge. Normally, Journey to Nowhere effects aren't Modern-playable except as niche cards in Enduring Ideal. However, unlike its forbearers, Glass Casket is an artifact. That means it's findable with Whir of Invention, the supercharger that guarantees Casket sees play.

Deputy of Detention, Collector Ouphe, and Plague Engineer are all strong cards against Whirza, and now they can be answered at instant speed. Yes, Casket is vulnerable to Knight of Autumn or Disenchant, but that may not be relevant. If the hate creature is off the board even for an instant, that may be all Whirza needs to combo off.

Once Upon A Time...

This card is not Land Grant. I want that to be perfectly clear. Grant replaces lands because (assuming it resolves) it's guaranteed to find one. It is also free anytime that you don't have a land in hand. The risk of whiffing with Grant is non-existent, and any deck that needs/wants very few lands in their deck can safely run Grant.

Once cannot do that. Frank Karsten did the math for Once, and the odds of hitting with Once change drastically as you reduce the desired hits. The odds are still decently high, but there's no guarantee. There's also no control over which potential hit you actually do. Grant let you choose, which is relevant if you need a specific color to get going. There's also the fact that for Once to be free, it has to be the first spell played. Thus it presumably has to be in your opening hand, and odds of that are only ~40%. Few decks will want to avoid playing a spell turn one on the off-chance they draw Once turn two.

Still, Once is an extremely powerful cantrip, especially if it can be played for free. However, its Modern playability is entirely dependent on being free. If decks wanted Once's effect, they could already have it and choose not to. Seek the Wilds is a weaker but already legal version and sees no play. In fact, the only similar cards that see play are Ancient Stirrings for its cost and flexibility and Oath of Nissa in Saheeli-Cat.

...There Was Neobrand.

I've heard a lot of chatter about Once in Neobrand. The argument is that it finds either the mana or Allosaurus Rider to get the combo going. This is technically true, but given that the deck already runs Summoner's Pact, I don't think Neobrand needs help finding Rider. However, getting choked on mana is a major problem since Neobrand runs 14-16 lands and 4 Chancellor of the Tangle at most. Once will reduce Neobrand's mulligan variance, in theory.

However, what Once can't do is find Neoform or Eldritch Evolution. Neobrand is a multi-card combo, and Once not finding everything reduces its value. Additionally, Once only helps Neobrand get there on mana if it's in the opening hand, which is only a ~40% chance. I don't know the odds of Neobrand successfully comboing turns 1-2, but they're not high. The actual effect of adding a swingy card into an already swingy deck is unclear. The math of such things depends heavily on the assumptions made and can either increase or decrease variance. Given that Once can't find the tutors, its own variance, and Neobrand's already high variance I don't know if the deck can afford the deck space.

Elsewhere....

For every other deck, the question is if they want an otherwise marginally playable effect on the ~40% chance to have it for free. It isn't impossible, but I'm skeptical. Looking at green decks, there isn't much need. Tron is happy with Ancient Stirrings. Elves has tons of mana and Lead the Stampede. Jund is Jund, or it could have Traverse the Ulvenwald. I don't know why any deck would want Once except for it to be free.

Robber of the Rich

My final card is Robin Hood. Dire Fleet Daredevil saw some play in Humans against Jeskai Control, and Robber of the Rich is somewhat better. Haste is more relevant than first strike most of the time, and the effect is repeatable and doesn't have to be used immediately. However, Robin is indiscriminately stealing cards, so there's no control over what you get. He also can't steal all the time, and you can't cast the spells unless you've attacked with a rogue. That's a lot of caveats.

However, Robin could be a mirror-breaker for Burn. If Robin can steal a burn spell, even if it can't ever be cast, that's damage that didn't go to your face. That's also a spell out of the deck and a slightly improved chance of them hitting a land and flooding. If you can cast it, it's like drawing extra cards. Haste is the minimum barrier for Burn creatures, and while Robin could never replace existing options maindeck, as an engine against the mirror there is potential.

In a Land Far Away

Eldraine promises to be a very interesting set for Modern. There have been a few solid playables, but many more that need the right home or some work to be good. I'd rather see lots of interesting cards than obvious ones because they're less likely to break something, so here's hoping the trend continues through the week.

Chapter 2 in Throne of Eldraine Spoilers

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Throne of Eldraine spoilers are now fully underway. While David dissected the set's mechanics earlier this week, today's post reviews the cards themselves to see how they might fare in our shifting Modern format. It also revisits an old brew of mine using a certain exciting newcomer. Let's dance!

Certain Playables

So far, four cards stand out to me as clear includes in existing Modern strategies.

Deafening Silence

Which strategy does Deafening Silence fit into? Not-Storm, Not-Phoenix, Not-Whirza. But anyone looking to beat these kinds of high-velocity, spell-based combo decks should consider the enchantment for their sideboards. It's white, sure, but so are most of the format's best sideboard cards. And at just one mana, Silence provides a definite improvement over the previous best-of-breed, Rule of Law, whose ability to slow creature onslaughts isn't so relevant in a format where decks looking to dump many bodies onto the field are trying to have you dead by the time Rule can even be cast.

The Royal Scions

After Wrenn and Six, Modern players may be a bit spoiled, making it tougher to evaluate new planeswalkers fairly. But I think The Royal Scions is nonetheless pushed for its mana cost, and will see play in decks that don't need their planeswalkers to come down and immediately protect themselves. It's a hard-to-remove card filtering engine mixed with Ancestral Vision, as three turns after cast, the Scions' ultimate threatens to bury opponents in card advantage—and damage. Expect Blue Moon to sleeve these up for sure, and for other Izzet-colored decks to consider Scions as a bullet for the grindy post-board games where Saheeli or Keranos can shine.

Charming Prince

Charming Prince is indeed a Human, but that deck is so stretched for space the 2/2 might not make it there. Instead, I expect Prince to make waves in the new set of Blink decks ascending online. While none of Prince's effects are especially impactful, repeating any one of them over multiple turns should prove deadly in the right matchup. And the creature combines quite a bit of utility on one card, offering synergy, card selection, and help during a damage race.

Once Upon a Time

On to my favorite card of the set. A series of memes I've seen on social media lately compare Once Upon a Time to Ancient Stirrings, alternately arguing the card will break Tron or replace the one-mana cantrip when it's inevitably (their word, not mine) banned.

But I don't see Time excelling in Tron, where unlike Stirrings it can't find many payoffs; besides, that deck is already in the habit of aggressively mulliganing into its lands, so settling for a free Ancient Stirrings isn't really in the cards.

Rather, the two decks I expect Time to revolutionize are Eldrazi decks and mana dork decks. The former are always in the market for another copy of Eldrazi Temple, and are made up of mostly creatures anyway. In GR and GW Eldrazi, for instance, Time has about as many hits as Stirrings, and I'd rather grab Bloodbraid Elf or Stoneforge Mystic than a mana rock.

An eternal struggle of mana dork decks is how much better they are when starting with a dork on turn one. Of course, they also need a payoff spell, and a second land to ensure ramping to three mana on turn two should the dork live. Once Upon a Time helps on all fronts, helping what are already often combo-focused decks assemble their pieces quickly and efficiently. Devoted Druid combo decks seem like the scariest shell for Time so far.

Possible Crossovers

Throne of Eldraine also includes plenty of cards that appear interesting on the surface, but may or may not make it into Modern as full-timers. These cards might already have homes, but at the cost of competing with established options for space. Their inclusion depends mostly on how the metagame shakes out.

Midrange

Murderous Rider: BGx decks ran Hero's Downfall years ago. Nowadays, the card is better suited to greenless black decks, as Assassin's Trophy fills up the flex removal spots in Golgari, Jund, and Abzan. Grixis Control, UB Faeries, and Mono-Black are all lower-tier contenders that should appreciate the upgrade to Rider, a Downfall that turns into a creature after use.

Questing Beast: As far as Throne's pushed creatures go, Beast takes the cake. But its Modern viability is up in the air. Beast has uses against Jund and UW, decks that frequently hide behind Liliana of the Veil or Teferi, Time Raveler on turn three. Answering these walkers with Beast requires pilots to be ahead on mana and to have Beast at the right time, which may be too many demands; on the other hand, the card might slot into mid-size beatdown decks like Zoo as a curve-topper.

Artifacts

Wishclaw Talisman: With Whir of Invention-fueled combo decks on the rise, and Karn, the Great Creator increasingly relied upon as a finisher for any mana-generating strategy, Wishclaw may find a home in Modern. It turns both cards into tutors for any card in the deck, but players will need to find ways to capitalize on the search in a game-winning way for that to be enough.

Emry, Lurker of the Loch: Remember Blue Steel? That and other fringe artifact decks may find a friend in Emry, an easily castable grinding engine. For my part, I'm eager her alongside Mishra's Bauble, Mox Opal, and Mox Amber to rush out some planeswalkers.

Tribal Aggro

Giant Killer: Killer may prove a bit niche in the end, but the utility of a one-drop Human that keeps an opponent's best combat creature at bay while offering the upside of sniping another one gives it potential in certain metagames. After all, we saw Big Game Hunter rear its head in Death's Shadow-dominated Modern. If GW Eldrazi really is on the precipice of a format takeover, a creature that handles Batterskull tokens and Reality Smashers at once may have its day.

Hypnotic Sprite: Another adventure creature, Sprite's front end is a bit pricey for traditional Modern play. The card could find more luck as part of a Faeries deck, though, as an all-in-one Snapcaster Mage, disrupting opponents and applying pressure without relying on the graveyard.

Synergy Helpers

Stonecoil Serpent: Serpent enters with X +1/+1 counters, and has reach, trample, and protection from multicolor. Endless One and its ilk saw fringe play in Bridgevine strategies before Hogaak warped them into a format-destroying menace, but otherwise hasn't done much in Modern. Serpent is a clear improvement for decks not on Eldrazi Temple, though, and should more functional 0-drops be needed somewhere, its addition of keywords should outweigh the supposed fragility of artifacts. After all, Kolaghan's Command won't save players from the Snake.

Vantress Gargoyle: Undercosted beaters are my favorite kinds of Magic cards. This latest one utilizes a peculiar resource—cards in an opponent's graveyard. I'd write off Gargoyle immediately if not for Jace's Phantasm, another card with a similar function and requirement. Perhaps the two of them together could amount to something. In any case, I'll be testing to find out!

Bonus Brew: Rogue Runners

There's one mythic-rare creature I left out of the tribal aggro section. Is Robber of the Rich actually red's pushed two-drop? I sure hope not; in that case, it would invalidate my latest brew, Five Guys!

Robber has a creature type that I'm always looking for on new spoils: Rogue. I used to believe that enough playable rogues would turn Thieve's Fortune into a forgivable cantrip, and one that turbo-charged Tarmogoyf at that. As such, I've brewed many decks featuring those blue and green cards.

Throwing red into the mix for Robber complicates things quite a bit, although my first two drafts of Rogues were indeed Temur-colored. I brewed that in pre-Fatal Push Modern, and before we received some critical one-drop enablers in Faerie Miscreant and Fourth-Bridge Prowler. Their addition moved the deck into Sultai.

Then there's Stoneforge Mystic. When the card was unbanned, I toyed with the idea of splashing the 1/2 into Rogues as a Plan B with some gusto as well as a way to tutor up Cloak and Dagger. The equipment overperformed with cheap fliers like Miscreant and Faerie Impostor, but locating it early meant running multiple copies, which made the deck softer to enemy proaction and established boards. As part of a package that also insulated the deck from aggressive starts, Cloak appeared more promising.

Adding both Robber and Stoneforge meant going back to five colors. But as demonstrated by Five Guys, I ain't skeered, especially when it comes to carving out a proof of concept.

Roguenbogen, by Jordan Boisvert

Creatures

4 Faerie Miscreant
4 Fourth Bridge Prowler
4 Tarmogoyf
4 Stoneforge Mystic
4 Robber of the Rich
1 Faerie Impostor
1 Spellstutter Sprite
1 Snapcaster Mage

Planeswalkers

3 Wrenn and Six

Artifacts

1 Cloak and Dagger
1 Sword of Fire and Ice
1 Batterskull

Instants

4 Thieves' Fortune
2 Fatal Push

Sorceries

4 Traverse the Ulvenwald
4 Collective Brutality

Lands

4 Verdant Catacombs
4 Misty Rainforest
2 Polluted Delta
1 Blood Crypt
1 Temple Garden
1 Overgrown Tomb
1 Breeding Pool
1 Steam Vents
1 Swamp
1 Island

The idea here was to throw all my new ideas together and see which colors were the most expendable. Blue and green were locked in, as the concept itself revolves around Goyf and Thieve's Fortune. So red, white, and black were all battling for dominion. Some quick thoughts on the deck after a few days of testing:

  • Collective Brutality is crucial here as a way to unclog hands, turbo-charge delirium, and interact efficiently with opponents while setting up our admittedly terrible gameplan.
  • Fire and Ice tested better than other swords given our density of fliers and need to interact with the board while attacking.
  • Impostor, Spellstutter, and Snapcaster were all invaluable as Traverse targets.
  • Wrenn and Six helps assemble all our colors and attacks opponents from a novel angle. The walker provides another draw to red.
  • Prowler is quite hit-or-miss in this metagame. Another one-drop Rogue in a color other than black would make abandoning the color altogether a possibility. We could use Bolt as cheap removal, but would need a replacement for Brutality.
  • The Stoneforge plan was obviously very useful in its own rite, but it's far from flavorful. Nevertheless, having such unconditional access to Cloak and Dagger put serious hurting on attrition decks. Should we get more cards along Robber's lines, we could maybe ditch white and ramp Cloak's numbers back up again.

As for Robber itself, I was impressed with the card, but I don't think it will see mainstream play. Asking to connect with a Rogue is all but impossible for most Modern decks, meaning if Robber dies, the cards it "drew" while alive won't be of much use. Naturally, its utility depends on the kind of deck opponents are on, but against anyone playing fair, I found the 2/2 surprisingly adequate.

Reclaiming the Throne

After all the buzz surrounding Modern Horizons, Throne of Eldraine seems on track to remind format aficionados that Standard, too, can provide plenty of playables. Which new cards have you tinkering?

Mechanical Fancy: Eldraine Spoilers, Week 1

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This has been an utterly insane summer for Magic. Three set releases in close proximity, followed by Hogaak, and then a major banlist update. Modern players are struggling to remember what it means to have a metagame, much less investigate one. We've barely had time to catch our breath for the past four months, and now it's time for another spoiler season.

Thrones of Eldraine spoilers have just begun, and this is a very promising set. Not that Modern actually needs new cards after Modern Horizons, but that also isn't quite what I mean. Eldraine is being billed as a watershed set for Magic. The setting is based on fairy tales, primarily Grimm ones, and that's something players have been requesting for years, which means lots of interesting cards that have likely been ruminating for a long time. It's also a set with the first Magic book in years, and more importantly several types of boosters. In addition to the normal packs we've been used to since the beginning of the game, there's also color-themed packs and a collector's version, which has alternate-art cards. This means many cards have been spoiled twice so far. Thus, I'm focusing on the mechanics of Elraine alphabetically, rather than on specific cards.

Adamant

The first mechanic is Adamant, which is effectively scaled-down devotion. If you cast an adamant card with three mana of its color (i.e. a white adamant spell needs three white mana), you get an extra effect. At time of writing, there are no Modern-playable cards with adamant. However, should there be one, it will see a considerable amount of play.

Adamant is clearly meant to promote mono-colored decks in Standard, but the only reason that would happen in Modern is an aggressive white creature. Modern's mana makes it possible for Esper Control to run Cryptic Command alongside Damnation and Settle the Wreckage if so inclined. Therefore, a decent adamant spell could be run in any deck that wants it and is at least somewhat on-color. For example, a playable adamant blue instant could be run in anything from Merfolk to Grixis Control with very little burden, and the expectation that it will get the bonus almost every time. I expect that the front of such a spell can be a bit weak if the enhanced version is solidly playable.

It will take quite a bit for any non-white adamant creature to see play. The bar for creatures in Modern starts pretty high, and there are already a lot of creatures with heavy color requirements and considerable compensating power that don't see play. Phyrexian Obliterator is very dangerous to play against, but there's no deck that can actually harness its power. A similar mono-blue creature would be operating in Merfolk's space, while a red one would compete (probably unsuccessfully) for a slot in Burn. Death and Taxes-style decks have the flex slots to make such a creature work and could use some raw power for when their disruption isn't effective. We need to wait and see what shakes out.

Adventure

The apparent centerpiece of the set, adventure is a unique hybrid of previous mechanics. A creature with adventure is a normal creature that has an instant or sorcery attached to it. If cast it as a creature, it just enters play that way. If players cast the instant or sorcery, upon resolving, the card is exiled. You can then cast the creature. This is a spell with a choice (modal), a creature that can play like a spell (evoke), and additional value from replaying the card (flashback). Spells with lots of utility and versatility are often Modern-playable even if their effects aren't the strongest in a vacuum (see also: Collected Brutality). The question is which side of the adventure spell is the attractive one.

Rewarding Curiosity

The first casting mode is for the instant or sorcery to be the desirable effect. Here, the creature is a bonus that decks may not actually need. At time of writing, the only playable adventure cards are in this category. The effects are a bit weak on their own, but in the right deck or circumstance could be good enough. Getting a body out of the deal makes them more attractive than otherwise.

Animating Faerie: I don't know why any deck would want to make their noncreature artifacts into 4/4s. Tezzeret, Agent of Bolas makes 5/5s repeatably and sees no play. However, Ensoul Artifact has been run in Affinity before, and Bring to Life is arguably better. Yes, the creature is smaller and the effect costs more, but it also doesn't stop being a creature if the enchantment falls off. An Animated Darksteel Citadel doesn't fear Assassin's Trophy, where an Ensouled one does. And at the end of it all, you get a 2/2 flier to wear Cranial Plating. If artifact control gains ground or grinding becomes more important, I expect Faerie to start making it.

Embereth Shieldbreaker: Against any artifact heavy deck, Shattering Spree or Vandalblast will be much better than Battle Display for the same price. However, there will be plenty of times where such cards are overkill. If instead you want cheap, maindeckable hate, then Shieldbreaker is better than any other option I can think of in mono-red. There's also the benefit that against decks with only a couple artifacts (*cough* Stoneforge Mystic), Shieldbreaker isn't a dead card if they never play the artifact. A 2/1 for two isn't a great deal, but having the option to destroy a Batterskull first is.

Rosethorn Acolyte: Seasonal Ritual is Manamorphose's little sister, and Manamorphose is an absurd card in velocity decks. However, it's mostly been played in red combo decks, and mostly because it cantrips. Ritual has to be played in green decks and doesn't replace itself right away, but it is still a "free" spell, and fixes mana while upping the storm count; the velocity of Manamorphose is gone, but Ritual doesn't technically go down a card, since Acolyte can then be cast from exile. Acolyte isn't too far off Modern playable as-is thanks to being an elf, so I could see a some UG combo using Ritual to fix mana, then Acolyte to help ramp. The only current deck that fits the bill is Neoform, where Ritual would be extra fixing, with Acolyte available as the consolation prize for a failed combo attempt. If a Heartbeat of Spring combo ever emerges, Acolyte may fit right in.

Alternate Route

The other possibility is for an adventure creature to be playable on its own, and the adventure part to provide the bonus. As of this moment, there aren't any examples in this category. Lovestruck Beast is close, but is too conditional; no deck wants to make a 1/1 Human token for G.

Even beyond that issue, what decks want a 5/5 for three with downside? Aggro decks like Humans may play 1/1's, but they don't stay that small for long. Ramp decks may use Sakura Tribe-Elder, but they don't even play Wayward Sawtooth, who actually supports their strategy. Beast is very close to playable, but I think there are too many question marks.

For a card to actually make it this way, I think it needs to be in the same vein as Reveillark. The front-end creature must be good enough to make a deck. The adventure part could be something fairly niche or situational that wouldn't normally be played, but in the right circumstance is needed. It remains to be seen if that will pan out.

Food

The final formal mechanic is food. Food follows on from Innistrad's clue tokens and Ixalan's treasures as token artifacts created by reasonable spells as additional value. I'm unaware of treasure doing anything in Modern because there's no good repeatable way to make treasures. Clues do see play, mostly because of Tireless Tracker. Thus on face, it will take a generator at least as good as Tracker for food to be playable.

However, it will need to be quite a bit better, since food tokens seem much weaker than their predecessors. Clues are the strongest since they draw cards; treasure is as good as Lotus Petal. But food gains three life for two mana. That's not a great rate, and while a constant stream can potentially shut out Burn, they're not going to have much impact elsewhere. However, Wizards is apparently aware of this, and they don't really expect gaining three life to be the real utility of food.

Utilizing the Means of Production

Instead, Wizards appears to have designed food as a fuel source for other cards. So far, there are some decent ways to not only make food but also use it, which could mean that it makes the transition to Modern if the payoffs pay off.

Gilded Goose: The Goose lays the Golden Egg. Then, it pays tribute to Deathrite Shaman. Bring the kids for a fun day out! In seriousness, Goose is not in the same league as the banned-everywhere Shaman. That doesn't mean that it's not still playable.

By itself, Goose can only accelerate mana once, and requires food mana to keep it going. Goose is a weaker fixer than Birds of Paradise, but it also doesn't die to Gut Shot. If there's cheap, repeatable food generation, Goose could be a decent card. If there's repeatable flickering, then it becomes a good source of food.

Savvy Hunter-This is more what I'm looking for. Hunter's stats aren't that great, but repeatable card draw in BG is very good (again, see Tireless Tracker). Hunter's main limitation is that she only makes one food a turn, and so can only draw a card every other turn. On her own, she's not good enough. However, pair with another repeatable generation and there's an engine here. It's still worse than Tracker since it's not self-contained, but for Tracker to generate more cards a turn requires fetchlands, which also require life payments. In a Burn-heavy meta, that's not insignificant.

Eating Well

The other option is to feed food to a combo engine. Token artifacts are good fodder for any combo that wants to sacrifice artifacts for value. Krark-Clan Ironworks is the obvious engine, but it's banned and there aren't really good replacements. Grinding Station is the best pure combo payoff I could find, and it would take a very good token generator to be better than existing options. Urza, Lord High Artificer can make food into mana, though

Tribal

The final mechanic, though not a formal one much like in Core 2020, is the palpable tribal synergy in Eldraine. The most prevalent one is for Knights. Apparently, there's a kingdom for each color, so there may be knights for each color, but so far all the Knight support has been Mardu-colored. This presents both opportunities and a problem for the tribe.

Modern is full of playable knights, and they're getting a two-mana lord in Inspiring Veteran. Given the additional fixing from Tournament Grounds, it won't be hard to put together a very solid aggressive knight deck. Many already have first strike and some form of protection or other defensive ability. Combine with the three-mana knight lords, and you produce a solid ground game of tough, mid-size creatures. Throw in Haakon, Stromgald Scourge and you've got a deck that will grind with the best.

That gameplan is very similar to Spirits, who have the benefit of flight. Knights also competes with Humans, which will necessarily be a faster deck with inbuilt disruption. And there's the problem of being a Mardu deck. Why be a tribal Mardu deck rather than Death's Shadow or midrange? It's going to take some very strong knights for them to finally make the cut in Modern.

The Fair Folk

The other revealed tribe is Faeries. Having fallen far since the days of Lorwyn Standard, Faeries is a deck that seems like it should be far better than it actually is given Bitterblossom and Mistbind Clique. Exactly why this is the case depends on who you ask, but I say it's a combination of the creatures being 1/1's, Burn existing, and the deck's difficulty to master. The power of the synergies is very good, but it takes so many to compete with other decks that it's barely worth trying.

Unfortunately for the holdouts, I'm not seeing anything that pushes Faeries back into contention. Yet anyway. The best cards are too expensive and/or symmetrical to make it in Modern, while the cheap ones don't gel with the Faerie strategy. Rankle, Master of Pranks looks very potent, but it's hard to make any ability but his first benefit you more than your opponent, and why bother when there's the cheaper Liliana of the Veil? I suspect that it will take another, beefier Spellstutter Sprite for Faeries to be good again, and I'm skeptical that such a card will be made given Faerie's history.

Grimm Dawn

This is just the beginning of spoiler season. By next week, there will be far more individual cards to discuss and tales to tell. If nothing else, this is the most artistic set Wizards has ever done, and that's notable by itself.

Reforging the Fire: Introducing Goyfblade

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With the August 26 banning announcement, Hogaak was exiled from Modern, to the aplomb of pundits. Many were also pleased with Wizards's other decision: to axe Faithless Looting. This change affected me differently—not only had I recently spliced Looting into Counter-Cat, the card had always formed the backbone of GRx Moon, a longstanding pet project of mine.

Today's article introduces a first draft of the TURBOGOYF deck post-ban.

In any case, without Faithless Looting, there was nothing "turbo" about this deck. So a name change was also in order:

Goyfblade, by Jordan Boisvert

Creatures

4 Tarmogoyf
4 Stoneforge Mystic
4 Seasoned Pyromancer
2 Magus of the Moon
4 Birds of Paradise
4 Noble Hierarch

Planeswalkers

4 Wrenn and Six

Artifacts

1 Lightning Greaves
1 Sword of Light and Shadow
1 Batterskull

Enchantments

4 Blood Moon

Instants

4 Lightning Bolt
2 Tarfire

Sorceries

2 Flame Slash

Lands

4 Wooded Foothills
4 Windswept Heath
2 Misty Rainforest
2 Arid Mesa
2 Stomping Ground
1 Sacred Foundry
1 Forest
1 Plains
1 Mountain
1 Dryad Arbor

Sideboard

2 Damping Sphere
2 Rest in Peace
2 Collector Ouphe
2 Ancient Grudge
3 Path to Exile
2 Dire Fleet Daredevil
1 Knight of Autumn
1 Veil of Summer

The Slice of Life

The adoption of Stoneforge Mystic wasn't totally unprecedented, nor should it be particularly surprising for longtime readers. TURBOGOYF's eternal struggle has been one of finding adequate threats to compliment Tarmogoyf. From our last jaunt around the block:

Outside of namesake nut-draws chaining Faithless Looting into turbo-charged Tarmogoyfs, TURBOGOYF has always had a problem establishing an adequate clock. I’ve looked to closers such as Goblin Rabblemaster, Huntmaster of the Fells, Siege Rhino, Goblin Dark-Dwellers, Stormbreath Dragon, Traverse the Ulvenwald (as extra Goyfs), Chandra, Torch of Defiance, Nahiri, the Harbinger, Bloodbraid Elf, and Hazoret the Fervent. Evidently, few of these have stuck.

Domri, Anarch of Bolas, Seasoned Pyromancer, and Wrenn and Six had just come in like wrecking balls, enabling Goblin Rabblemaster to assume a reliable damage-oriented role; combined with Looting, Pyromancer gave the deck a huge burst of velocity. But without Looting in the picture, too many three-drops can clog early. Stoneforge Mystic presents an alluring option as an early, must-answer threat that generates value even when sniped on-site.

Swordly Missed

Equipment isn't totally new to GRx Moon. Early in the deck's lifespan, I ran as many as 3 Sword of Light and Shadow to protect Goyf, Huntmaster of the Fells, and Magus of the Moon from relevant removal and retrieve late Lhurgoyfs from the graveyard. As Modern sped up, and the deck evolved to fit more proactive threats, the Swords quickly lost favor. But as part of a streamlined Stoneforge package, Light and Shadow can once again rear its head in the archetype; Fatal Push and Path to Exile are the premier removal options when it comes to beefier threats, and much of our deck already resists Lightning Bolt when given +2/+2.

I also tried Sword of Feast and Famine, thinking the ability to untap all my lands and make more plays in Main 2 would gel with the deck's sifting nature. But Goyfblade can't really do that without Faithless Looting, needing to rely solely on Seasoned Pyromancer to meet its velocity needs. In the end, that extra mana was often superfluous.

Bolts and Greaves

Regardless, I knew I wanted three pieces of equipment in the deck to ensure Stoneforge would remain live in the mid-game. I ended up settling on Lightning Greaves, an old favorite that's never had much of a place in Modern. Alongside Stoneforge, though, we're seeing it crop up in creature-combo decks, and I think it might have a place in "big aggro" strategies like Goyf.dec and even Eldrazi. Being searchable makes Greaves significantly better, as gameplans can be sculpted around the card without needing to run multiple copies (any beyond the first are more or less dead).

Having Greaves on the battlefield forces opponents to respect the threat of an immediate 4-8 damage, as well as a sudden life point swing—we can drop Stoneforge, search Skull, suit up the Kor, tap it to cheat out Skull, and then grant our lifelinking, vigilance Germ shroud and haste. The shroud function can also protect threats holding Sword of Light and Shadow, turning evasive creatures like Birds of Paradise into tough-to-contest value engines.

Then there's Batterskull itself, a major reason to dip into Stoneforge at all. I wouldn't consider playing her without the living weapon, but Skull doesn't do much for us it doesn't do elsewhere, so we won't spend much time on it.

Man-a Down

In "Back Again: Arclight Phoenix Rises over Modern," I introduced the idea of strategic curving, or deckbuilding that respected the stage of a game in which cards are best resolved, irrespective of their manacosts. Without Looting to dig for properly-curving follow-up plays, and Stoneforge bursting into the two-drop slot, Goyfblade's strategic curve remains up in the air.

A New Magic Number

TURBOGOYF's strategic curve felt effortless. We'd keep hands with a mana dork or Wrenn, or with Looting in a pinch; that gave us 16 cards that okayed our openers. If our mana dork was killed, we could follow with Goyf/Wrenn, or with a removal spell and Looting/dork to set up for the next turn. If not, we had Moon, Pyromancer, and Rabblemaster to capitalize on the extra mana. Other games, we'd use Looting to set up the second turn, finding a second land or Goyf/Wrenn to begin clocking opponents.

Adding Stoneforge and removing Looting mucks things up a bit. Goyf, Wrenn, and Stoneforge are all two-drops at their best deployed on an empty board while opposing shields are down. In other words, there aren't much better ways to chase a deceased dork. On the other hand, our critical mana point shifting from three to two has its share of drawbacks.

The new curve actually feels more cohesive when opponents kill our one-drop. If they don't, we've just got Moon and Pyromancer to punish them with. While the former remains an excellent option, and has defined the deck since I first built it, the latter leaves something to be desired without Looting in the picture. The sorcery let us sift through extra lands drawn naturally or recouped with Wrenn, while Pyromancer chewed past Sprawls and Moons to buff Goyf while creating 1/1s. But now, Pyromancer finds itself ruefully towing the fields, since we have no other way to turn our lands those into fresh meat. A 2/2 is much less impressive than the four-power bursts we're used to generating.

Rabblemaster previously filled the gap, being an excellent turn-two play that pressured opponents via multiple bodies. But the hefty Stoneforge package makes it tougher to fit, especially alongside Domri, Anarch of Bolas; that planeswalker is what turned Rabblemaster from a fringe consideration of times past into proper pressure. Instead, I've returned to Magus of the Moon, additional functional copies of Blood Moon. If opponents kill our dork, no problem; we'll follow with Goyf or Stoneforge, and the Magus is all but insured on turn three. If they don't, Magus is free to resolve and probably to stick around, since any existing kill spell would likely have been pointed at the dork by then.

Other Changes

We have a couple more new developments to discuss, mostly pertaining to card types.

New Dorks on the Block

Gone from this version are Arbor Elf and longstanding pseudo-dork Utopia Sprawl. Sprawl was long favored as an accelerant because of its resilience to commonly played removal like Bolt and Push. But as we'd just as well have our dorks die in this version, less robust, but higher-utility dorks like Hierarch and Birds get the nod.

In the previous version, Arbor was insane, ramping us large amounts and facilitating the mana-hungry Looting plan; we could use Arbor for mana while trading our drawn and recurred lands into the graveyard for business from the deck. But between ditching Sprawl and Domri and adding a third color, Arbor loses a lot of stock as a dork.

Noble Hierarch is widely considered the best dork in Modern; in this deck, it plays second fiddle to Birds of Paradise. Exalted is nice, sure, but casting Pyromancer off Hierarch is pretty tricky. Birds gives us choice galore on how to spend our mana, and man does it carry a Sword.

While it's not exactly a mana dork (until, God willing, Green Sun's Zenith comes off the banlist), Dryad Arbor is still a green creature that taps for colors. We've discussed its utility alongside Wrenn, which allows Arbor to chump block or attack each turn. This utility is increased with Stoneforge Mystic in the mix. Even if the Kor should die, the equipment it's fished out can be endlessly picked up by the fetchable, recurrable Arbor. And connecting with the Sword-equipped Forest retrieves our dead Stoneforge. Similarly, the 1/1 tokens created by Seasoned Pyromancer gain relevance with Sword.

Sorceries

Maxing out Tarmogoyf is the pet project that drew me to GRx Moon shells in the first place, and I wasn't about to stop here. But it seems that without Faithless Looting, there are precious few sorceries playable in this style of deck. After trying options as diverse as Forked Bolt (not enough targets) and Light Up the Stage (not enough triggerers), I landed on just a pair of Flame Slashes. Slash is pretty nice right now, as it kills Thing in the Ice as well as freshly-deployed Stoneforges and even 4/4 Germs.

Sideboard

As always, with a new build and meta comes a new sideboard.

  • Damping Sphere, Collector Ouphe, Rest in Peace: anti-combo options to combat Tron, Storm, Urza, Dredge, and the like.
  • Ancient Grudge, Knight of Autumn: Stoneforge breakers, with the latter also pulling weight vs. Burn.
  • Path to Exile: For when Moon isn't good enough or we need to remove lots of creatures, like against Jund or Humans.
  • Veil of Summer: A fun bullet for midrange and control decks. Could be anything.

Edging 'Em Out

Stoneforge Mystic changes GRx Moon significantly, as does losing a core component in Faithless Looting. I'm not sure how optimistic to be about the deck's future, but only testing will tell if Goyfblade can keep up with its immediate predecessor. One thing's for sure: the interplay between Stoneforge, and Wrenn, and Arbor has taken me by surprise, and I'm excited to see Stoneforge emerge as a plan in more non-traditional homes over the coming months!

First Look at Stoneforge

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The first week of the entirely new Modern is over and nobody has any idea where we're heading. So far all the excitement has been focused on the unbanning, and with good reason. I imagine most players are as tired as I am of the graveyard heavy format we've had for the past year and a half-ish. It does mean that we need to start relearning how Modern works, and that is proving quite hard.

The Initial Data

The logical place to start examining this new Modern would be with the data. There was a major SCG event over the weekend, and it included a dump of all the Day 2 decklists. This data shows a relatively lack of Stoneforge Mystic decks and no dedicated graveyard decks. On face, this suggests that the banning was completely successful in killing the old, graveyard-centric metagame. It also indicates that the unbanning hasn't done anything yet, but that's not surprising. It takes time to figure out how to play with new cards. Honestly, this mostly looks like a fluctuating metagame trying to sort itself out.

Perspective

At this point, I'd typically do some overview of the event, note the a priori expecatations, and then introduce the data in table form. That's not happening this week. Simply put, its not only too early to draw any conclusions, what conclusions there are to draw aren't very helpful. Burn, Whirza, and Tron dominated Day 2. This shouldn't have surprised anyone; something similar has happened right after every major ban. Following Splinter Twin's ban, Burn, Affinity, and Tron were the decks in Modern. And remember, this happened at the start of Eldrazi Winter.

Burn, Tron, and the artifact deck of the moment always dominate the first events right after a major banning. The former two do well because they're known, solid strategies that don't require much, if any, tuning for the metagame, making them above average-choices facing the unknown. The artifact deck also gets a lot of play, partially since specific hate is usually down, and partially thanks to hype. These results mostly indicate that a new metagame is forming rather than anything about that meta.

Classic Complication

Additionally, the Dallas Modern Classic did as the Classic has been want to do and muddies the picture from the main event. True, there are four Burn decks in the Top 16 as well. However, that's the only parallel with the other results. Dredge won the Classic, but I don't see it anywhere in the Open's Day 2. Whir of Invention was a major player in the Open and completely absent in the Classic. Therefore, other than to say that the metagame looks to be fluctuating, there's nothing to analyze. Rather, SCG Dallas should be regarded as a starting point to see how the metagame develops from here.

Natural Home

I'm not surprised by how few Stoneforge Mystics are in the SCG data. As the card has never been in Modern before, everyone is struggling to figure out how to fit it into their decks, it being commonly believed that she slots in anywhere. I don't know if that's true or not, but there was one deck that Mystic very glaringly slotted into, and that's where I've been playing her most so far.

Death and Taxes, David Ernenwein (Test Deck)

Creatures

3 Thraben Inspector
2 Giver of Runes
4 Leonin Arbiter
4 Thalia, Guardian of Thraben
4 Stoneforge Mystic
4 Blade Splicer
4 Flickerwisp
2 Mirran Crusader

Instants

4 Path to Exile

Artifacts

4 Aether Vial
1 Batterskull
1 Sword of Fire and Ice
1 Sword of Light and Shadow

Lands

12 Plains
4 Tectonic Edge
4 Ghost Quarter
2 Horizon Canopy

I took this list to Mythic Games's (formerly Black Gold's) 45-player Modern FNM last week and went 3-1, beating Traverse Shadow, Ad Nauseam, and Jund while losing to a Sigarda's Aid combo deck. All in all, I was pretty satisfied with how the deck performed. However, I wouldn't take this list to any larger event, partially since I built this deck for a local meta full of Jund, Burn, and Stoneforge mirrors; the sideboard is a bit of a mess.

Legacy Death and Taxes decks have three pieces of equipment, but Umezawa's Jitte is still (thankfully) banned. Therefore I went with Sword of Light and Shadow, partially since I expected lots of Esper Stoneblade (knowing the player base) and because it grinds very well. This package was fine. Blocking black creatures came up a lot more than returning creatures, but I rarely needed the Swords in any of my games. Having them still felt good, especially when they drew opposing discard spells rather than my actual threats.

Leonin Arbiter doesn't seem like he plays well with Mystic, but it works out. You don't actually have them together all that often, and even when you do I almost always want one out much more than the other. In grindy matchups you want to get Mystic down as quickly as possible, while Arbiter is mostly a 2/2; conversely, against Tron, Mystic is very poor. Vial also helps play around the tax.

Incremental Improvements

The big question is, of course, whether Stoneforge makes DnT a real Modern deck. I won't go that far, but it feels a lot better than it ever has before. Having a cantrip-creature more potent than Thraben Inspector is a huge boon. Stoneforge has the additional benefit in that, while it's not much a threat by itself, the promise of an instant speed Batterskull means players kill her on sight instead of disruptive creatures. I can safely say that the deck has improved and feels very similar to the Legacy version.

The Great Stone Hope

The bigger story of Mystic is, of course, the old saw that it's the key to a Modern control revival. At least, that's what the advocates have claimed forever. The idea is that Stoneforge gives control a very versatile and fast clock that is well-integrated into its overall strategy, and the ensuing Modern Stoneblade decks would give control a permanent place in Modern. I have long disputed the underlying assumptions about control in Modern, so I've been very skeptical of this position. My experiences since the unban have not dissuaded me. There's a lot of potential for Mystic in Modern, but the current thinking of control deck plus Mystic is unlikely to work out.

Incomplete Transfer

I can't remember where I saw it, but right after the announcement someone somewhere joked "Stoneblade players should rejoice. Now they can go 5-4 in Modern too." While I can't speak to the veracity of the statement, I agree with the sentiment. Stoneblade is not that great a deck in Legacy. It has a lot of powerful cards and can be a very effective control deck. However, it's a fairly middle of the road deck. Rather than it being a hard control deck, it's a cross between rock midrange and tempo. It can attack from multiple angles and take any role, but it doesn't excel at any of them. This is why when Miracles was at its height, Stoneblade couldn't compete. Banning Sensei's Divining Top made Stoneblade competitive again, but it's never excelled. This makes me skeptical that Stoneblade will be any better in Modern.

While it's easy to say that Modern's lack of cantrips make this a no-brainier, that's not the real problem. Simply put, Legacy Stoneblade is a mediocre control deck, but True-Name Nemesis wielding a Sword is utterly busted. I argue that Stoneblade's strength isn't actually that it's a control deck with a proactive win condition or even its flexibility, but being really good at protecting True-Name. The closest creature Modern has is Geist of Saint Traft, which while a better clock is also blockable and vulnerable to Pyroclasm. Unopposed, Geist does kill faster. However, True-Name is far more likely to survive and actually get that kill.

This problem has led to all the Stoneblade decks I've tried or seen played so far feeling anemic if not fatally clunky. Even when I flawlessly curve Stoneforge into Geist into a Sword and equipping the Geist, I'm struggling to have that be any better than my Jeskai Tempo deck from last year. In fact, Jeskai lists have performed the best for me simply because plan of dropping Geist, clearing the way with burn and counters, and then riding him to victory works just as well now as it did back then. Stoneforge has been largely superfluous.

Tensing the Blade

Then there's the internal tension the Stoneforge plan is creating. Again, the great hope is that going Stoneblade would allow control decks to have proactive plan that is simultaneously defensive. A 4/4 on turn three is a decent clock against unfair decks, and it being a vigilant life-linker should stifle fast aggro. From what I've seen and experienced, that isn't working out.

Stoneforge Mystic is a high-maintenance card, requiring at least six deck slots. Drawing the equipment without the Mystic clogs up the hand. There's also no guarantee that casting either Mystic or the equipment does anything. Does Tron actually care about the clock from Batterskull? Does it actually brick Humans? Or Spirits? The control deck is effectively playing a lot of individually dead cards since the whole is more than the sum of its parts. It just isn't that much more in many cases.

The other problem is altered play patterns. The first few turns are the most vulnerable for a control deck. By playing Stoneforge, they're agreeing to go shields-down for a 1/2 cantrip creature on turn two with the hope they can spend another two mana the next turn to get a 4/4, assuming my Squire is still in play. The germ also has to survive for 'Skull to do anything. If that's not the case, I've given my opponent a lot of tempo, which might be lethal. If my intention was to get a fast clock, then I'd have a better one on the same turn for less time investment just playing Geist. If I was looking for board control, then Wall of Omens also cantrips and I'm willing to block with it. Afterward, I can keep mana up to answer threats.

All the Stoneblade decks I've seen so far have been control decks fitting in Mystic, and I haven't seen proof that works. Their wins have come not through Mystic but by being control decks. The more they resemble pre-unbanning decks, the better they've done. This tells me that Stoneforge may not be the control players' hope as expected. Rather, it's a good threat for creature and tempo decks that really embrace it outside of best case scenarios.

A Question of Counterplay

All this may suggest that Stoneforge's unban will end up having no impact on Modern. If it's not supercharging control, being easily slotted into every deck, or shutting down other decks, it must have always been safe for Modern. But I think that would be a hasty judgment.. There's only been a single week of work put into the Stoneblade lists, and an optimal list could change everything. Secondly, and on that note, players lack experience with Stoneforge. This means the decks are unrefined and performing poorly, which is keeping their numbers down. On the other side, Stoneforge's impact is also being exaggerated thanks to players playing badly against it.

My experience so far has been a lot of opponent's misplaying and misevaluating my Stoneforge decks. Their running scared from 'Skull, and tend to bend their thinking around that card. The most common example has been with Kolaghan's Command. Command is a good maindeckable answer to equipment, but it has a lot of other uses. If I go for an early Mystic, even if they kill her I don't play the equipment, they'll refuse to cast Command so they can answer the said artifact. This ends up winning me the game.

I had one match at FNM where I had an unequipped Batterskull out, a Vial, and five lands. My Death's Shadow opponent had drawn (and clearly telegraphed) Command with four lands. I held up three lands to represent picking up the 'Skull while adding creatures to the board. He did nothing, waiting for the opportunity to smash the 'Skull. It never came and I simply swamped the board and crushed him. A few rounds later, I beat Jund and the pilot noted that if he'd saved his Command he could have used to killed my Batterskull and Gideon, Ally of Zendikar many turns later. However, I pointed out that the sequence he described was only possible because he'd used the Command to clear my Blade Splicer board. I had a far easier route to victory with my tokens than without them, regardless of 'Skull surviving.

While testing Jeskai Stoneblade, I had a Jund opponent win game 1 then sideboard in all the artifact hate for games 2-3, including Collector Ouphe and Ancient Grudge. I had played an early Mystic in both games which immediately died without cheating the Sword out. In both games I instead rode a naked Geist to victory, using my mana to clear the road rather than play the Sword. Said opponent died with both Grudges and a Command in hand and two dead Ouphes. Players are so afraid of Stoneforge they're focusing on that piece of the deck and not the context of the deck or matchup. This knee-jerk fear is bound to subside in the coming weeks as Modernites familiarize themselves with Stoneforge.

What Goes Around

I expected this to be the case. Years ago, I started testing a Jeskai TwinBlade list to test the theoretical impact of a Stoneforge unban. I never published the results, as Twin was banned first. Instead, the enduring take away was that my opponents struggled to play correctly against the list. On paper, that TwinBlade list was really clunky. In practice, particularly against Jund, it gained huge amounts of value when opponents didn't know which plan they should care about. Using Abrupt Decay on Stoneforge protected against 'Skull, but left open the gate to getting comboed out. Conversely, target the combo plan too much and they'd get raced. A lot of my victories came not on the merits of my deck, but on exploiting opposing confusion and misplays. I'm having a lot of deja vu as a result.

Players think that the threat of Stoneforge represents a fundamentally different gameplan than they're used to, and are overreacting. It really isn't; it's a different type of creature, but it's still just a ground-pounding assault. It's normally correct to treat it as nothing special and play normally. Until this is understood, misplays will inflate Stoneforge deck's win rates at least as much as suboptimal decklists are depressing them. Thus we don't have data on how Stoneforge really behaves in Modern, and cannot make any generalizations about its eventual place in the overall metagame or the ban's impact.

Forging Ahead

I think that a lot of players will be disappointed that Stoneforge doesn't fix all their decks problems. I also think that those who persevere will be greatly rewarded. And we still have yet to really see what becomes of all the Looting decks. This is a fascinating time in Modern, so keep your ear to the ground. Great changes are afoot.

Batt to the Bone: Five Guys and the New Modern

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Hogaak and Looting are banned, and Stoneforge Mystic is free at last from the Modern banned list. What do these changes promise for our beloved format? And what does equipment searching have to do with fast food chains? Let's find out!

Elephant in the Room

Before even thinking about the void left by Hogaak, or the implications of the Faithless Looting ban, or whether Squadron Hawk will somehow become a playable Modern card overnight, we've got a more pressing issue to discuss. As of Stoneforge Mystic's coming into Modern, the full cycle of busted, splashable two-drops is legal in Modern for the first time. The playerbase at any given FNM tonight is likely to employ, collectively, all five creatures—surely you know a Snapcaster guy, and a Tarmogoyf guy. Soon, you'll meet Stoneforge guy.

You may even be Stoneforge guy yourself. Or Pyromancer guy. Or Confidant guy. But Modern's always been about pushing ideas to their logical limits. So, stay with me: what if you could be all the guys at once?

Five Guys, by Jordan Boisvert

Creatures

4 Stoneforge Mystic
4 Snapcaster Mage
4 Dark Confidant
4 Young Pyromancer
4 Tarmogoyf

Artifacts

1 Batterskull
1 Sword of Fire and Ice
1 Sword of Feast and Famine

Instants

4 Lightning Bolt
4 Thought Scour
2 Fatal Push
1 Path to Exile
4 Manamorphose

Sorceries

4 Inquisition of Kozilek

Lands

4 Polluted Delta
4 Bloodstained Mire
3 Scalding Tarn
1 Steam Vents
1 Watery Grave
1 Blood Crypt
1 Overgrown Tomb
1 Hallowed Fountain
1 Sacred Foundry
1 Swamp

Sideboard

4 Damping Sphere
3 Surgical Extraction
2 Grim Lavamancer
2 Ancient Grudge
1 Spell Pierce
1 Ceremonious Rejection
1 Negate
1 Disdainful Stroke

In-Tense Company

Some empath/old soul/introvert was bound to attempt building this juicy burger of a deck soon enough, so I went ahead and took a stab at the principle with my own french fry. Its creatures each enjoy some pedigree, but they aren't necessarily made to play together. All in a row, they boast palpable tension.

Goyf and Stoneforge are birds of a feather, perhaps; both are early plays that threaten a lot of pressure. While Tarmogoyf doesn't require investment beyond its initial casting cost, it also doesn't run away with the game like Stoneforge can against anyone looking to play fair.

And speaking of running away with the game, Dark Confidant does just that if unchecked. To its detriment, Confidant's especially fragile, biting the dust even to Gut Shot. Unlike Stoneforge, though, Confidant attacks opponents from a card-advantage angle, drowning them in the game's most tangible resource rather than in damage points. Snapcaster, too, generates value, but at one time only. Its benefit over Confidant is the immediacy of its impact. In this way, Snap and Confidant mirror Goyf and Stoneforge, respectively.

Betwixt and between lies Young Pyromancer, a card that takes over the battlefield like Confidant and Stoneforge, dies to everything like Pyromancer and Snapcaster, and pumps out both card advantage and damage in the form of bodies. Pyro diverges from the rest in that it doesn't easily slot into a midrange strategy; it requires more build-around, explaining why we haven't seen it in something like Jund, the primary home of Confidant and Goyf which would happily adopt Stoneforge and Snapcaster were they on-color. It does have some synergy with Stoneforge, as does Snapcaster, by providing extra bodies for the equipment.

Tied Together

All I knew going into this project was that I wanted to run 4 of each creature. The rest of the deck, then, was dedicated to bridging as many chasms as possible between those creatures so that they could fit into a cohesive shell.

Inquisition of Kozilek: Confidant and Goyf, as Jund has showcased since Modern's creation, perform exceedingly well alongside one-mana removal and targeted discard. Gently disrupting opponents and then presenting a clock of some sort has always been a winning strategy here. Stoneforge fits into this mold as well; strip the removal spell, chase with Batterskull will win a lot of Game 1s against other fair decks. The same principle applies to Young Pyromancer, as we've seen from Mardu Pyromancer(s), so long as the deck has enough cheap spells to turn the 2/1 into a must-answer creature. And discard never hurt alongside Snapcaster Mage; there's plenty of precedent for that, too. So discard was a shoe-in. I went with the set of Inquisition of Kozilek; while some Thoughtseizes could also feasibly fit, I was worried about life-loss from the manabase, and tight on space in general.

Bolt/Push/Path: There's no midrange deck without removal, and in five colors, we get the cheapest and most flexible removal around. Bolt is the clear winner here, with Push taking up the rear. A single Path makes it for Snapcaster utility.

Manamorphose: Looting may be gone, but there are other enabling cantrips in Modern. This one makes a token with Pyromancer and gives us a Snapcaster target in a pinch. More frequently, it filters our mana, helping us take less damage from early land drops but still cast whatever we've got in hand.

Thought Scour: This one buffs Snapcaster more directly, as well as Tarmogoyf. But it's mostly relevant as a one-mana cantrip for Young Pyromancer.

Equipment

On to the equipment, a package I think will vary between Stoneforge decks.

Three is bound to settle as the go-to number; we don't have Brainstorm to shuffle drawn pieces back into the deck, and Modern games are faster than Legacy ones. If we expect to get value out of at least two Stoneforges in a game, I think three is the baseline.

Batterskull is a shoe-in, but there's no Umezawa's Jitte here, either. Which leaves the other two pieces somewhat up in the air. I agree with David that Sword of Fire and Ice is a great tempo-generator, but Sword of Feast and Famine may slot more seamlessly into the midrange decks that employ Stoneforge; getting an extra four-five mana each turn is a godsend for this kind of deck. And Sword of Sinew and Steel packs enough utility to surface in some lists, too.

As for non-swords, most of what exists is probably too cute. But I do think a tech we might see is simply a second copy of Batterskull. It's so far above the other equipment in terms of power that being able to recreate the initial Stoneforge effect once opponents Abrade/Trophy/Grudge (and there will be Grudge) the first Skull may be appealing.

Notable Omissions

Does this deck work? Kind of. There are definitely ways to make it much better. Trimming a color or two does wonders; adding planeswalkers also can't hurt. Even in five colors, though, there's one walker in particular that would do great here: Wrenn and Six. The issue is how congested our two-drop slot is already. But in terms of pure strategy, cutting just about any of the five creatures outright for Wrenn would likely yield better results.

Planeswalkers exist in large part to provide ongoing value over the course of a longer game. Non-walker cards that fulfill a similar purpose are also absent from this list, and again for spatial reasons; the 20-creature requirement takes up a lot of spots, and tying them together with the right mix of enablers takes up even more. As such, narrower or pricier utility cards like Unearth, Assassin's Trophy, and Kolghan's Command get benched. The lack of walkers and utility boosters give this deck a strategic void in the mid- to late-game.

Modern Implications: Quick Takes

I was surprised by this announcement, but that's because I was anticipating the banlist in the context of previous announcements. Wizards often makes decisions that are initially controversial by virtue of introducing new parameters to the banlist discussion. For instance, I figured they would ban Scrap Trawler from Ironworks Combo because in previous bannings, they've opted to weaken decks without killing them outright; that was even the (failed) intention behind the Twin banning (Kiki-Jiki was singled out in the announcement as a replacement, har har). Wizards instead banned Krark-Clan Ironworks itself, saying it didn't want this deck to exist in Modern at all.

Death of Looting

This time around, I assumed Hogaak would get the axe, but not Looting. Enablers allow multiple decks to thrive in Modern, which nurtures the format's image as a beacon of diversity; additionally, Looting didn't apparently create a "battle of sideboards" as Golgari Grave-Troll, and apparently Hogaak, did.

But Looting indeed contributed to a Modern extremely preoccupied with the graveyard, and Wizards was in the mood for a shake-up. I agree that hitting Looting and unbanning Stoneforge will likely refocus the format away from the graveyard, which may well prove refreshing. But man, will I miss the little guy. Lately, I'd been slotting Looting into everything from Counter-Cat to my revitalized TURBOGOYF deck, the shell that first sold me on Looting as a serious piece of hardware.

Of the many Modern decks that use Looting, I expect UR Phoenix and Dredge to survive the best. The former has access to slower, but decent, options such as Izzet Charm, and still maximizes Thought Scour. The latter doesn't really care about its cards in hand once it gets going, and there are plenty of other ways to put dredgers into the graveyard. With Hogaak gone, Dredge should reclaim its standing as the format's premier graveyard deck.

Mardu had just gained some oomph in Seasoned Pyromancer plus Unearth, but that combination gets much worse without Looting. I expect players dedicated to this wedge to flock to Mardu Shadow instead, which never ran Looting, rather than try to fight an onslaught of Batterskulls with such a sub-par midrange deck. Then there are the even-more-fringe strategies, like Grishoalbrand; those players can find a Lootingless analogue in Neoform.

Arrival of Stoneforge

I think Stoneforge has been fine in Modern for quite a while now. But it's far from underpowered. Midrange decks of all walks will adopt the 1/2, including updated builds of UW Control (which should split into two distinct decks) and BGx (though Wrenn and Seasoned are likely to prevent the pendulum from swinging totally Abzan). On the flip side, Jund won't be the only midrange deck without Stoneforge; Mystic will simply emerge as a powerful option among the many powerful options available in Modern. Further to Wizards' credit, the Kor does stand to shift things slightly away from the graveyard, as Stoneforge operates independently of that resource (and, conveniently, shares a color with Rest in Peace).

Battering Into the Future

Plenty of content has rolled out since the banlist announcement dropped, and I'm not sure what else needs to be said. At this point, we'll just have to see how things milk-shake out over the coming weeks!

Leaving GP Vegas: Report and Bannings

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It's been a packed weekend for Modern. Not only was there a major event, but there's been a major, cataclysmic upheaval. August 26 will be remembered as a major turning point in Modern's history. Which way it's turning isn't clear. But turn it will.

In this article, I'll give a quick report of my GP Vegas results before diving into the significance of the banlist update.

Vegas Report

GP Las Vegas was to be the first main event I'd played in for over a year. If memory serves, the last time was Dominaria sealed at GP Dallas last year. As such, I was starting from a weaker position than I'm used to. I play a lot of local events in a week, so I still had a round 1 bye. However, without those GP point multipliers, it's almost impossible to maintain two. This may seem petty, but experience has shown that most of the randomness gets cleaned up in the first few rounds, and you mostly hit known decks starting out 2-0, which you can prepare for. Byes also mean having to win fewer games to make Day 2, and in a game where luck is a factor, that's huge. Thus, making Day 2 would be a lot harder than last time I was in Vegas.

As I've alluded to several times, my plan was to just run back Spirits.

UW Spirits, David Ernenwein (GP Las Vegas 2019)

Creatures

4 Mausoleum Wanderer
3 Spectral Sailor

4 Selfless Spirit

3 Rattlechains
4 Supreme Phantom
3 Unsettled Mariner
4 Drogskol Captain
4 Spell Queller

Artifact

4 Aether Vial

Instant

4 Path to Exile
2 Force of Negation

Lands

4 Flooded Strand
4 Hallowed Fountain
3 Cavern of Souls
3 Field of Ruin
1 Seachrome Coast
3 Plains
3 Island

Sideboard

3 Rest in Peace
3 Auriok Champion
2 Stony Silence
2 Settle the Wreckage
2 Runed Halo
2 Detention Sphere
1 Force of Negation

Against Hogaak, my plan was to morph into a control deck, using Champion to contain the zombies, the enchantments to draw removal away from Rest in Peace, and Settle to seal the game. I never got to see how well it worked in practice.

What Happened

I went a glorious 2-3 drop this time. Not having two byes anymore certainly hurt, but given how things went overall, I don't think having them would have substantially helped. See, variance was entirely against me. In all my losses I was against favorable matchups, but I mulliganed unkeepable hands into mediocre ones where my opponents were keeping good to great ones. Round 2 against Eldrazi Tron saw my opponent on the play go turn 2 Chalice of the Void, turn 3 Endbringer, then Reality Smasher in games 1 and 3. Those are far from typical starts. Game 2 was far more typical where he didn't have all the acceleration and I got some threats down. I also got to Field him out of the game.

Round four was against Humans and I lost in two thanks to awkward hands and triple Thalia's Lieutenant each game. I might have survived an extra turn or two with different lines, but it would have taken a lot of lucky draws in a row to actually turn the corner. Round 5 I was eliminated when I mulliganed to five twice against Burn and got choked on mana while he curved out. It's unfortunate, but sometimes your deck just doesn't come to play.

The one match I won is also the only time I actually played Magic. Round three I was on the draw against Mardu Death's Shadow, which I'd never played against before, but it did not impress. My opponent did an impressive amount of damage to himself both games with multiple early Thoughtseizes and Street Wraiths, which left me with anemic hands. However, he didn't have a follow-up until he played Ranger-Captain of Eos, and by then I'd beat him too low and Fielded him off red mana. Tutoring for Death's Shadow is great and Temur Battle Rage is scary, but without all the cantrips the deck seemed really inconsistent.

Floor Perspective

In terms of the wider tournament, this didn't feel like Eldrazi Winter. It felt normal. I realize that is subjective, but in Detroit, there was this sense of inevitable doom-and-gloom hanging over the tournament. Eldrazi was so oppressive that it tangibly hung in the air. There was none of that this time, almost indistinguishable from any normal GP I've ever been to. Additionally, player experience swung wildly. For me, this was a normal field that I just crapped out on. Many other players told me the same thing. A few had run into Hogaak once, lost, then moved on. One Denver player lost consecutive win-and-in games to Hogaak, and boy was he SALTY! In Detroit, everyone was hitting some form of Eldrazi almost every round. Hogaak Summer was not a healthy time for Modern, but everything I experienced says it wasn't as bad as commentary would suggest.

B&R Day!

However, that all happened in a past format that is no longer relevant, because it's time for another Banned and Restricted Announcement! <fanfare plays> And oh boy, is it a doozy. In addition to a major shakeup in Vintage, Rampaging Ferocidon was unbanned in Standard. For a whole month. Then it rotates, so great? But who cares about a format most can't afford and a functionally dead one, because Modern's officially been turned on its head.

Modern:

Hogaak, Arisen Necropolis banned.
Faithless Looting is banned.
Stoneforge Mystic is unbanned.

Well now, that's a lot to unpack. The first part is not at all surprising, so I won't dwell on it too long. The real shock is that Faithless Looting has been banned. Faithless has become almost as omnipresent in Modern as Brainstorm is in Legacy, to the point that many compared the two cards. But as we've seen with past bannings, there are no sacred cows in Modern. Stoneforge Mystic was also released. I'm not sure how I feel about that yet.

Hogaak, Banned Necropolis

And so ends the arisen menace. Good riddance and everything, but we all saw it coming. There was no other choice after Birmingham, and with Vegas confirming the previous results, this ban was inevitable:

In looking at the evolution of the archetype over time and the variety of successful ways to build the deck, it's clear that the card Hogaak, Arisen Necropolis is the crux of the problem.

I think that if Wizards hadn't reprinted so many sacrifice outlets alongside Hogaak, Arisen Necropolis in Modern Horizons, things would never have gotten so bad. The question of why Hogaak was deemed acceptable in the first place will likley remain a mystery until NDA's expire, but Hogaak is a great target for Path to Exile. It's very unfortunate that Carrion Feeder protects it so effectively. At the end of the day, Hogaak was both the payoff and the problem, so it had to go.

In fairness to Wizards, it wasn't immediately clear that banning Bridge from Below wasn't enough to prevent this. For several weeks it looked like there were too many hoops to jump through and that hate was effective enough to keep Hogaak in check. Then the optimized decklist was found, and the rest is many weeks of head shaking. One can only hope that Wizards learns and internalizes that graveyard recursion and cost reduction mechanics are very dangerous.

Faithless Looting

More importantly, Faithless is gone. I predicted that it was possible, but unlikely. Given everything that had happened last year, I thought that it would a really busted deck built around Looting to get it banned. Apparently, history and a desire to be done with an era was all it took.

By our data gathered from Magic Online and tabletop tournament results, over the past year the winningest Modern deck at any given point in time has usually been a Faithless Looting deck.
Faithless Looting would be a likely eventual addition to the banned list in the near future. In order to ensure the metagame doesn't again revert to a Faithless Looting graveyard deck being dominant, we believe now is the correct time to make this change.

Basically, Wizards has enough egg on its face over Hogaak. They want graveyard decks to go away and a completely new Modern to take shape, which I respect. It was getting tiresome. There isn't anything close to Looting, so straight replacement is impossible. The nearest thing at Looting's mana cost is Insolent Neonate. The nearest effects are two or more mana. They also can't be used a second time late in the game. Thus any deck that had looting will have to adapt.

This forces a complete revaluation of not only Looting decks, but of Modern itself, which is the intention. The format has been about velocity and card selection up until now, and Looting was great at both. There were so many decks that used Looting that I can't possibly predict how they'll all change or what that does to Modern as a whole, though slow-down is the softball answer. There are seven decks that I can think of off the top of my head, and while some will be fine most will need a huge rethink to survive.

Currently Dead

These decks are, for all intents and purposes, dead in their current incarnations. Looting was too integral to their strategy to replace, and so the deck must be completely redesigned. Every deck could remerge, but it will be have to be in very different configuration if they're recognizable as the same deck at all.

Hollow One. Looting was the only real option for reliable early Hollow Ones, since the alternative Burning Inquiry sometimes bites back. With only two-mana options available to fill the gap, Hollow One slows down by at least a turn. Explosiveness being its primary draw, this is a crippling blow. Given that players were already fed up with the random discard and general inconsistency and subsequently abandoned the deck for Phoenix last year, I can't imagine anyone but diehards running the deck.

Vengevine Decks. Despite losing their other payoffs in Bridge from Below and Hogaak within two months, the enabler core of Vengevine was enough for the deck to potentially return. Without Looting, that's not possible. The deck is based around busted starts which require specific cards in hand and in the graveyard at the same time. Stitcher's Supplier makes it easy to fill the graveyard, but as an actual setup card Supplier is lacking since you have to get lucky flips. You can't actually filter, so having Vengevine in hand is disastrous without Looting to correct it. As the alternatives are much weaker and slower, that busted start that defines the deck disappears and so too goes the draw to actually sleeving it up.

Grishoalbrand. Another graveyard-centric, high-velocity, has-to-be-explosive deck that lived and died by its Lootings. There was already little reason to play it over the harder-to-interact-with Neoform combo. Now I don't think there's any question.

Heavily Impacted

The decks in this category have core strategies that remain intact, but won't be as effective without Looting. Thus these decks need to be retooled rather than completely redesigned. Instead of scrapping the whole thing until a Looting replacement is found these decks just need to adjust away from Looting based gameplans.

Mono-Red Prowess/Phoenix. I realize that these are not quite the same deck, but they're close enough. Looting was a very key card, and was the main way to facilitate Phoenix, so the decks will have to substantially evolve. Given how inefficient, comparatively speaking, the remaining red filtering is, I don't think that Phoenix will remain an integral piece of the deck. This brings into question the survival of the strategy, but with Manamorphose staying legal, it is plausible. Chaining spells together remains a potent strategy and while the best one is gone, enough of the deck remains for it to survive.

Mardu Pyromancer. The poster child for "fair" uses of Looting, I cannot fathom Pyromancer surviving the banning. Not only does the deck have a lot of graveyard interactions and require high-velocity to survive, but it also suffers from the "wrong half" problem more than most midrange decks.

Mardu has historically been quite bad in Modern because it's a pile of removal with no other unifying force. Looting was that glue. Whether filling the graveyard for Bedlam Reveler, filtering away dead cards, or just making tokens, Pyromancer leaned so heavily on Looting that now it falls on its face. There's nothing comparable in both the late and early game. However, the core strategy of all-the-removal-colors is intact, so a deck should remain viable.  I expect Mardu Pyromancer to shift towards Death's Shadow based on its recent success, playing most of the same cards, and having a very similar strategy.

Survivors

The final category of affected decks are relatively unscathed. Yes, Looting was an important card, but they can take the hit in stride and remain competitive without major surgery. A patch here, an adjustment there, and these decks will be ready to go.

Izzet Phoenix. Compared to its mono-red cousin, Izzet Phoenix will be just fine. Looting was the key to the versions that put Phoenix on the map, but Izzet has been moving away from the Arclight Blitz strategy for some time now. It's become more of a combo-control deck focusing on Thing in the Ice and Aria of Flame rather than its namesake. Thus, as good as Looting is for such a deck, it isn't critical.

Izzet also has plenty of options for replacing Looting. If it wants to go more towards combo, it can just scrap Phoenix entirely and play more blue cantrips. If not, it can adopt the versatile Izzet Charm. Or it may go for value with Chart a Course, Ideas Unbounded, or Jace, Vryn's Prodigy. The deck slows down, but the plethora of options ensures it will remain a factor in the metagame in almost the same form.

Dredge. As good as looting is at finding and setting up dredgers, Legacy has shown that it doesn't really matter how Dredge gets going, just that it does. Like Phoenix, Dredge has plenty of options to replace the early cantrip. Insolent Neonate used to be commonly played, and could be again. Dredge could also crib Hogaak's notes and run Stitcher's Supplier. Regardless of its final form, there will continue to be a dredge deck that is undeniably Dredge, so the impact of the ban will be minimal.

The bottom line is that without Faithless Looting, graveyard and velocity decks are worse. But not gone.

Mystic Revival

Finally, there was the unbanning. I heard speculation that Bridge might return since it died for Hogaak's sins, but I never believed that. If not Hogaak, something else would eventually have broken Bridge, and Wizards is done with graveyard decks for now. Bridge is barely a Magic card in the first place, so there's nothing to be gained by an unban. Instead, Wizards decided to go all-in on slowing Modern down by unleashing Stoneforge Mystic.

While the card being unbanned is a surprise, the timing isn't really. Normally, Wizards only unbans anything every two years and in January/February. It only being a year-and-a-half since Bloodbraid Elf and Jace, the Mind Sculptor were unbanned makes this unban seem out of place.

However, there's another trend at play. I argue Mystic's freedom isn't because Wizards was looking to unban it, and there's evidence to suggest they had no intention of doing so. It's just that they had to. Wizards has a history of unbanning something after major bans. Golgari Grave-Troll was unbanned after Treasure Cruise and Birthing Pod were banned, and Wizards exchanged Ancestral Vision and Sword of the Meek for Eye of Ugin as an apology after Eldrazi Winter. As the list is getting thin on reasonable candidates, and seeing that it took multiple bannings to make things okay again, Mystic was unleashed to restore interest in Modern.

It is worth noting that Wizards is wary about this decision, and regards it similarly to Grave-Troll.

While we think it's unlikely, there is a scenario where Stoneforge Mystic could come to suppress this type of gameplay, in which case we would re-examine its legality (similar to Golgari Grave-Troll's history in Modern).

I also want to highlight that Wizards's concern is drawn from the same place as my skepticism years ago.

The danger in reintroducing Stoneforge Mystic, and the reason it's remained on the banned list up until this point, is that it's at its strongest against straightforward decks that play to the battlefield.

I have no idea if those arguments still hold. Modern was completely different when I tested Mystic, and coupling that with all the disruption from Looting's ban, there's no way to even speculate if Mystic will be good, let alone oppressive. My gut says that the underlying principle that you can't beat Stoneforge head on, you have to go around her, remains true. If that's the case, then Humans may be in for a bad time. If not, then control players will be sorely disappointed.

I absolutely will extensively test in the coming weeks, but for the moment there's no way of knowing the actual impact that Mystic may have. Also, there's the question of what package to run. Batterskull and Sword of Fire and Ice are givens as the most powerful equipment, but the normal third piece, Umezawa's Jitte, is banned. Standard and Legacy experience don't really apply since those formats are so different from Modern. Further and as noted, there is reason to worry about the power level, so don't get too attached. That said, I'm hopeful that this will incentivize more interactive decks in Modern.

Looking Ahead

Fresh Modern, fresh cards, and an upcoming MCQ means I have a lot of work to do sorting all this out. Here's to the new era!

Modern Top 5: Beaters

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Beaters, or combat creatures, are among my favorite types of Magic cards. They serve to pressure opponents in the most straightforward way possible: by attacking efficiently. Weaker beaters, such as Delver of Secrets, are at their best when paired with disruption; stronger ones can emerge later in the game to take over or put things away. One beater in particular has deeply altered the Modern landscape since rearing its ugly head.

Reality Smasher

In "Tough as Nails: Combat, Removal, and Stats," I slotted these creatures into different Stages depending on the part of the game they usually resolve. Today we'll go a step deeper, breaking down the biggest, baddest beaters in Modern.

Beating the Horse

A standby metric for these articles is power, which describes a spell's impact relative to its mana cost. But since beaters are just glorified stat vessels, I've split that metric into its two rightful parts.

  • Bulk: The creature's power and toughness.
  • Castability: The ease and speed with which decks tailored to do so can produce the creature.

Omitted from these metrics is utility, a definite factor when it comes to certain beaters, such as Thought-Knot Seer. This call was made on the basis that beaters are rarely employed for their utility applications. For instance, Tron is the only non-beatdown deck that runs Seer; while the fair Plan B does contribute to that choice, Seer is more critical as a colorless Thoughtseize. Then there's keywords, specifically evasion ones; I've tied these into bulk.

For this edition of Modern Top 5, I've elected to get away from the splashability metric. Tarmogoyf's fall from grace as a splashable beater symbolizes Modern's larger shift into a format that doesn't indiscriminately pack beaters; rather, the format's premier combat creatures helm decks all their own, as perhaps introduced by Hollow One. The resulting decks are machines designed to produce, and then extract the most from, their respective threats.

Another old metric returning in its original form, though, is resilience. To quote "Modern Top 5: Enablers:"

Resilience: The degree to which the card proves unfazed by targeted or splash disruption.

Resilience describes an enabler’s ability to function under pressure. Cards like Thalia, Guardian of Thraben, Chalice of the Void, and Damping Sphere are Modern mainstays, and each of these mess with a subset of played enablers. Factors to consider when judging resilience include how common the top hate cards are in the format, whether they see mainboard play, and the amount they cramp the enabler in question.

As applied to beaters, resilience asks how much targeted hate they can stand before ceasing to apply adequate pressure: the larger the amount, the higher they score. One common factor in this metagame is immunity to graveyard hate. Ignoring less surgical options, such as all-purpose targeted removal or sweepers, yields extra points.

#5: Mantis Rider

Bulk: 3

Let's be honest: 3/3 isn't much to write home about. Freaking Wild Nacatl costs one mana! But Mantis Rider's keywords pack a subtle punch that functionally increases its size.

Haste, the most gamebreaking of the evergreen mechanics, gives Rider a sizable power boost. Say it stays on the battlefield for only one turn cycle after coming down. That's still two attacks; its power may as well have been six in this case. Three turns? May as well have been four. And in a turn four format, how often is the turn clock going to outrun the damage advance?

Then there's flying, grandfather of evasion keywords. Being able to out-muscle enemy beaters becomes less of a factor when Rider just soars over them. And vigilance, which lets pilots essentially double up on Riders—with "one" attacking and "one" blocking, that three mana ends up buying twice as much power and toughness as advertised.

Castability: 3

Rider is mostly played in Humans, a deck capable of pumping it out on turn two should Noble Hierarch live. If the dork dies, though, Rider becomes a top-end threat for the deck, and one they might not have time to cast against the format's faster decks. This volatility speaks to Humans's dependance on its opener and on enemy options not lining up correctly, and plants Rider firmly in the middle of the metric.

Resilience: 2

All the removal spells kill Mantis Rider, including Lightning Bolt. But against Humans, that Bolt may have been spent on Champion, Hierarch, or Thalia by the time the 3/3 resolves. To its credit, Rider enjoys total immunity to graveyard hate and hosers like Chalice of the Void; in this metagame, Leyline of the Void in fact sees more play than the red instant.

Overall: 8

#4: Tarmogoyf

Bulk: 3

4/5 really ain't what it used to be. These days, the only decks running Goyf count on the beater as 3/4 or 4/5 in the early game, and plan on growing it to around 5/6 later on. The Lhurgoyf indeed boasts the potential to grow much larger, but if your deck is going to be built around a beater, better make it one of the higher-reward creatures listed below. Rather, Goyf shines alongside a core packed with disruption and in lieu of more effective attacking options. When a deck is stuffed to the gills with ways to tell the opponent "no," it simply can't accommodate the wealth of enablers required by Modern's more alluring combat creatures.

Castability: 5

Man, is Goyf ever castable. That's always been the case in Modern, when even utterly off-color decks like UR Twin would splash for the threat. Its cheap, color-light price tag is what keeps it at the top tables at all these days, now right at home in its favorite midrange deck, Jund. That strategy's otherwise color-intensive roster and high curve make Goyf a welcome draw at all stages of the game.

Resilience: 1

I never thought we'd see the day where Mantis Rider is tougher than Tarmogoyf, but here we are. Goyf was once feared in large part thanks to its resilience; graveyard hate was far less prevalent in Modern's early days, and we didn't have Fatal Push to check Goyf at a tempo gain. Push itself relegated Goyf to usage in just a few strategies, but the uptick in graveyard hate has also hurt the card—it's just incredibly fragile right now. No matter when Rest in Peace comes down, all Goyfs will be reduced to 0/1, be they in play, in hand, or in deck. That's untrue of other graveyard creatures, which may demand more resources to be cast, but reward pilots by sneering in the face of late hate once on the battlefield.

Overall: 9

#3: Thing in the Ice

Bulk: 4

Enter the big boys. At 7/8, Thing in the Ice possesses more raw size than any Modern staple this side of Horizons. Its transform ability also clears the battlefield for a first hit, dealing with would-be chump blockers and revenge killers.

Castability: 2

While 1U is supremely reasonable, sticking Awoken Horror is a bit harder than its casting cost might suggest. Thing requires four instants or sorceries to be cast before flipping, making it among the least "castable" beaters here—before transforming, after all, it's not so much a beater as a poor man's Wall of Omens.

It's true that UR Phoenix, Thing's primary home, is more than capable of accommodating the 0/4 by turn three. But mulligans complicate this gameplan, as can extenuating game state circumstances. In many scenarios, that turn-three Thing is a lot easier to achieve than a turn-six one; without a stream of resources handy, Thing forces pilots to wait around until they've met its demands prior to turning sideways.

Resilience: 4

Fatal Push kills Thing, but Bolt doesn't. Sound familiar? Goyf's is a similar story on that front; Thing's big advantage over its green counterpart is a complete obliviousness to the graveyard. It's also very difficult to kill once Awoken, as swaths of damage-based removal are currently employed to remove buff creatures: Dismember and Lightning Axe, for instance, become useless in the face of a 7/8.

Overall: 10

#2: Reality Smasher

Bulk: 4

Joining thing at 4 bulk is Reality Smasher, who makes up for its smaller frame with evergreen mechanics. Haste puts its damage output above Thing's for the first three turns, and trample deals with chump blockers beyond the pivotal transformation turn. The broken Eldrazi deck of winters yore may well have still dominated without Reality Smasher, but this 5/5 nonetheless proved the face of the menace, in no small part thanks to its raw aggressive output. CRUNCH!

Castability: 2

Castability is where Smasher struggles. It doesn't require additional work like Thing, but five is a heck of a converted mana cost. The decks that employ Smasher tend to have Eldrazi Temple on hand, or simply assemble Tron with some accuracy, making Smasher closer to a four-drop.

But that's still more mana spent than anything else on this list. Indeed, Smasher is the only Stage 3 combat creature here, signaling a momentous shift in Modern's power balance that we'll delve into in the next section.

Resilience: 5

Leyline? Shrug. Fatal Push? lol. Assassin's Trophy? Congrats; enjoy your discard! Whatever your answer, Smasher probably just doesn't care. And if it does, opponents are forced to minus just to get it off the table. The exceptions are sweepers, a card type nigh-exclusive to UW Control, and larger-still bodies, which can be run over with Dismember.

Overall: 11

#1: Hogaak, Arisen Necropolis

Bulk: 5

This is it: the final frontier. Nothing dwarfs Hogaak in Modern except for dangerous Death's Shadows. But even those don't have trample, a keyword that takes Hogaak from dumb to absurd; Shadow clings to red for Temur Battle Rage, while Hogaak has one built-in.

Castability: 4

Two black or green creatures in play and five cards in the graveyard. Steep casting conditions? Apparently not; Frank Karsten asserts that Hogaak can be cast on turn two in 60% of games, a feat eminently doable even on a mulligan to five. And who are we mortals to argue with the numbers?

The wizards behind the curtain are Stitcher's Supplier and Satyr Wayfinder, which turbo-charge the graveyard, provide bodies to convoke with, dig for additional bodies in the form of Bloodghast and Gravecrawler, and draw into Hogaak itself. These creatures ensure Hogaak's dominance, helping it come down with the speed of a Stage 2 combat creature despite boasting Stage 4 stats.

Resilience: 4

Before we touch on graveyard hate, let's consider Modern's other checks to fatties. Terminate, Assassin's Trophy, and the like take Hogaak off the table as they do Reality Smasher. But instead of making opponents discard, Hogaak does us one better: it comes right back to the battlefield! Removing Hogaak really means exiling it, but that's also a shaky plan; Path to Exile can be responded to with Carrion Feeder, sacrificing Hogaak for the Greater Good. In lieu of Feeder, exiling one Hogaak won't change the world, either; its namesake deck specializes in stuffing the graveyard full of convoking delvers, so there's likely to be another in tow.

Which brings us to the elephant in the room: hosers, of which Modern stocks plenty. With either Leyline of the Void or Rest in Peace in play, Hogaak can never hit the battlefield. So why does the data indicate that packing these cards in spades does not add many, or any, percentage points against the infamous Avatar?

For one, Hogaak is ready for the hate. Its enablers are efficient enough, and the deck streamlined enough, that its pilots don't mind running more enchantment-removing cards than opponents could even have hateful enchantments. And they're all coming in, with little change to Hogaak's speed consistency.

Second, the deck is too fast. Slamming Rest in Peace doesn't invalidate a Hogaak already on the battlefield, as with Tarmogoyf; the enchantment needs to be in play first. Except Rest in Peace pilots, even assuming they run four copies, don't play one- and two-mana creatures that cast functional Ancestral Recalls and Impulses upon resolution to look for that enchantment. In other words, Hogaak is far more likely to have Hogaak than anything else is to have Rest in Peace—or Leyline of the Void, actually fast enough to stop Hogaak, but also stringent enough to necessitate a copy in the opening hand. This option has been considered by some high-level (and tournament-winning) players too unreliable to even employ.

Then there are lower-tier grave-hate options, such as Tormod's Crypt, Ravenous Trap, and Relic of Progenitus. These speedbumps are of little import to Hogaak, which can go off without even removing them. My favorite of this bunch is Surgical Extraction, which can indeed prove gamebreaking when it successfully exiles the titular threat. But targeting Hogaak itself is no picnic, as pilots retain priority to cast the 8/8 after milling it; wary Hogaak players won't give opponents a window to use Surgical.

Overall: 13

Hard to Beat

All these factors combine to give Hogaak a score not just one, but two points higher than my #2 choice. Modern has become about beaters, but looking more closely, it seems to have become mostly about one in particular. Whether the deck's supposed volatility will end up checking it over the coming weeks remains to be seen, but color me skeptical. There are other players in this beater's game, but the deck seems stacked against them.

Grave Matters: GP Birmingham Analysis

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Another event-filled weekend, another data dump, another chance for Modern to adapt and contain the arisen menace. It may not be likely, but as someone locked into making the trip to GP Las Vegas, I feel the need to hope. Barring a sudden abandonment of Hogaak, Arisen Necropolis in Birmingham, I was also hoping against all reason for an emergency ban. Since there was no ban as expected, lets get into the data from GP Birmingham.

Day 1 Metagame

I genuinely feel spoiled by Channelfireball this time. They released not only the usual Day 2 and Top 8 data, but Day 1 as well. Thus, for I think only the second time, I can analyze the entire event as it unfolded. Only the percentages were reported, but since Channelfireball also reported the attendance numbers, I was able to convert that into actual deck numbers (plus or minus one due to rounding). I'm only focusing on those decks that represented 3% of the field or more to make the data comprehensible.

Deck NameTotal %Total #
Hogaak10.394
Jund7.770
Tron7.366
UW Control6.256
Burn5.954
Izzet Phoenix5.449
Mono-Red Phoenix4.1 37
Humans4.137
Eldrazi Tron3.633
Urza Thoptersword3.027
Other21191

Day 1 doesn't look like anything special. As we've come to expect over the years, the other category is the largest by quite a wide margin. Hogaak is the most popular deck, but at just 10%; this data spread would lead you to think that the format is relatively healthy.

Day 2 Metagame

And then you'd look at the Day 2 metagame and have that illusion snatched away. This chart shows the same decks from the previous table so we can compare conversion rates. It's not a pretty picture.

Deck NameTotal %Total #
Hogaak21.937
Tron7.112
Burn7.112
Urza Thoptersword5.910
Mono-Red Phoenix5.910
Jund 5.39
Izzet Phoenix5.39
UW Control4.17
Eldrazi Tron4.17
Humans3.05
Other11.319

With ~22% of the Day 2 field and a massive ~40% conversion rate, Hogaak completely dominated GP Birmingham. Its nearest competition was other with ~11% and a piddly 10% conversion rate. This is very clearly an unbalanced metagame. Tron and Burn are the best-represented decks after Hogaak. Burn makes sense to me since in my experience Hogaak readily bolts itself multiple times in the early turns. Tron has the sweepers to manage Hogaak, but most of its threats are so slow I'm surprised by its success. I'd guess that maindeck Relic of Progenitus is key, though I'm skeptical that it is enough.

The Top 8

The Top 8 is not really useful for judging the metagame as a whole so much as seeing how that metagame turned out. The Day 2 numbers were mostly predictive of the final results.

Deck NameTotal #
Hogaak3
Mardu Shadow1
Urza Thopter Sword1
Burn1
UW Control1
Hardened Scales1

That's a lot of Hogaak in the Top 8. However, unlike last week, Hogaak didn't win. Instead, it was Mardu Death's Shadow. The reason it won is instructive. Game 1 was won thanks to Temur Battle Rage, where Game 2 was won thanks to discard spells eliminating all Hogaak's enablers. Like all Belcher decks, Hogaak's payoff cards only work when used alongside a specific combination of enablers. Disrupting them in a timely manner is the key.

The SCG Classic

Concurrently, there was an SCG Open in Richmond. This was a team event, so I'm not going to look into its results. Team events completely distort individual deck performance. However, the Modern Classic is another matter, and is worth inspecting.

Deck NameTotal #
Hogaak2
Jund2
Tron2
Eldrazi Tron2
UW Control2
Izzet Phoenix2
Mono-Red Phoenix1
Four-Color Urza1
Cheer0s1
Burn1

Once again, the SCG Classic presents an odd counterpoint to the rest of the data. Hogaak was just another deck. True, in a change from last time, it won the event, but that's not analytically important right now. Based on the observed results, any deck could have won. Also again, this apparent contradiction between events highlights the mercurial nature of Hogaak. At least other busted decks showed consistent results. Hogaak is certainly absurd, but the lack of consistency keeps raising question marks and muddies the picture.

The Deck Dump

The results data tells a clear story of Hogaak warping Modern, dominating events, and generally being a huge mistake that I can't fathom Wizards missed. However, the more specific data complicates that story. Specific events show huge deviations from expectations given the narrative, and that deviation gets wider if you dig even deeper.

In what I imagine is a first, all the decklists from the GP have also been published. Praise be to Frank Karsten! A pile of decklists doesn't mean much for statistical analysis unless you pull them all apart to look at archetype card choices (which takes more time than I have available), but it doesn't need to. Instead, decklist data allows me to get a look inside players heads.

In a vacuum, players  choose the cards that define their archetype and make their gameplan possible. Card selection is therefore sterile, predictable, and too boring to investigate. However, in reality players are actively testing matchups and making choices about which cards to actually run in flex slots and sideboards. These decisions reveal how they see their place in the metagame as a whole, and therefore an insight into their minds. And what I find by reading those tealeaves really muddies the picture.

The Big Question

Do the actual decklists show evidence of Hogaak's warping of Modern? Reading through all 911 decklists would take too long for me to do for this article (and frankly be so mind-numbing I'd just forget anything I found), so instead I used a random number generator to select about 100 decks to look at. A random sample is valid for analysis as long as each member of the population had the same chance of being picked. Thus, the odds of each opinion or outcome had the same chance of appearing in the sample, and therefore should appear in the sample in proportion to the actual population; the sample should indicate whether or not players' choices are being warped by the existence of Hogaak.

After going through my sample, I can't conclude that they are. For the most part, they look like normal decks. For example, the 97th place Humans deck could be a pre-Modern Horizons Humans list. There's no overwhelming dependence on graveyard hate, special anti-Hogaak cards, or other signs of a warp. Ravenous Trap isn't a common card, but it's not outside of Humans' wheelhouse. It's significant that, given the narrative that graveyard hate is essential to beating Hogaak, Chris Vincent only ran three pieces. This decision was echoed up and down the list, such as the four Grafdigger's Cage in the 720th place Hardened Scales deck (the fifth place version only had three), the 27th place Merfolk deck, or the 104th place Burn deck. Most of the players in my sample decided that it was better to maintain their gameplan and their sideboard percentages against non-Hogaak decks than worry about beating Hogaak with hate.

For the most part, the decks that do some evidence of warping only have it weakly. The 67th place UW Control list has maindeck Surgical Extraction and a full set of Rest in Peace in its sideboard. However, that isn't too extraordinary, because it's not a recent change; control players had been maindecking Surgical since Arclight Phoenix became a thing, and typically run at least two Rests regardless. The 8th place UW list had the Surgicals but only three Rests.

The 101st place Eldrazi Tron list had a full set of Leylines in its sideboard and a Tormod's Crypt. While I have no way of knowing, I'd guess that the Leylines are only there because wishing for Crypt with Karn is too slow most of the time, and without Hogaak, Fabio Aldrighetti wouldn't have bothered. Otherwise, his deck looks like normal Eldrazi Tron. The signs of an actual warp in player's decisions are minimal.

A Wrinkle

That is, until the actual Hogaak lists are also considered. Every Hogaak list in my sample and in the Top 8 played a full set of Leyline of the Void. They also never had less than five cards that remove enchatments in the sideboard, with a minimum of 2 Force of Vigor every time. The most common configuration was 3 Force and 3 Nature's Claim sideboard, and 2 Assassin's Trophy maindeck. Even if everyone else demonstrated indifference towards Hogaak, it was not doing so towards itself, and was fully prepared for an anti-Hogaak meta.

The other twist in this warp narrative is that there is no correlation between a deck's quantity of graveyard hate and its final placing. To reiterate, the 5th place Hardened Scales deck had less hate than the 720th place version, and few differences in flex slots. Almost all the Burn lists are maindeck copies of the 6th place deck with less than three sideboard cards different. Thus, I cannot conclude that it pays off for any non-Hogaak deck to specifically target Hogaak.

Deep Dive

This is in line with my testing for GP Las Vegas. I spent many hours running a very hateful UW Spirits with maindeck Remorseful Cleric with Leyline of the Void and Surgical Extraction sideboard against various Hogaak lists. I then compared its results to a tweaked version of my MCQ list (-2 Damping Sphere, +2 Settle the Wreckage, for the curious). The normal Spirits list won more than the very hateful list, but not by enough to matter statistically. I think it currently stands at ~100/~90 in favor of the normal list. I've been skeptical of Leyline and Surgical for a long time, and my testing justified a lot of that skepticism.

The problem is that graveyard hate is only useful against Hogaak under specific circumstances: if you can exile their 'yard after they've spent a ton of resources to fill it, but before they get any value from doing so. Removing the power cards in Hogaak and Vengevine with Surgical is good, but happens if and only if Surgical is in hand while they're in the 'yard. Given that you're only ~40% to have Surgical in hand and Hogaak can churn through its deck extremely quickly, the odds aren't in your favor. Drawing Rest in Peace later in the game isn't optimal, but is still useful since it still exiles the existing graveyard and shuts down recursion engines. Late Leylines or Surgicals do nothing. By going for the silver bullets, I was putting a lot of cards into my deck that were dead if not drawn at exactly the right time. When things line up, it does great; when it doesn't, I lose.

Besides, the hate isn't all that effective against Hogaak. With Rest on the board, the recursion engine is dead, and Hogaak is almost certainly uncastable. That doesn't stop Hogaak from just swarming the board with dinky creatures and Vengevines. Given that the hateful builds don't actually kill Hogaak and sometimes lose to having unusable cards, I don't think it's worthwhile.

Conclusion for Vegas

The conclusion I draw from all this data is that I shouldn't try too hard to beat Hogaak. My testing has shown that the fast graveyard hate is ineffective and frequently counterproductive, so I'll be playing a more normal deck this Friday. The other thing I've found testing is that Hogaak needs to do a busted thing to be good. It digs through its deck better than anything else I've tested against, but if that doesn't turn into a significant board presence, it can't win a game. Given time, any deck can beat Hogaak, and it relies on getting very good flips into its graveyard to win. The deck can go off turn two 60% of the time under lab conditions, but it also has to do that at least two times in a row to win. I'm better off focusing on playing a reasonable game rather than trying to shatter their statistics.

I also expect Vegas to be a relatively small tournament. Birmingham and Minneapolis have been down from their previous numbers, and I expect the trend to hold. I think this is the result of players being turned off by the threat of Hogaak rather than the deck in actual fact. You're unlikely to hit a single copy in the Swiss, after all. That's what I hope, at least.

Final Hurrah

One way or another, we're nearing the end of Hogaak's influence. Next Monday, the Necropolis will likely be banned, and then Modern can finally start to figure out the real impact that all the new sets have had this summer. And I'll see you then, with my lessons from Vegas.

August ’19 Brew Report, Pt. 1: Bubbling Tech

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It's Hogaak's world; we're just living in it. So are some great-looking brews that manage to 5-0 against the odds and the format boogeyman. With August halfway done, let's peek at the coolest decks emerging from the delve/convoke wreckage.

Hogaak's New Bags

It's no secret that Hogaak is still a force to be reckoned with in Modern. Not only is this graveyard strategy the format's most-played archetype, it's dominating big-event Top 8s, giving it plenty of visibility and sparking additional banlist discussion. But bubbling under the surface are some new builds that see Hogaak, Arisen Necropolis slipping into more than just Dredge and its now-infamous namesake deck.

Glowspore Hogaak, by JAPANESEFISHERMAN (5-0)

Creatures

3 Glowspore Shaman
4 Birds of Paradise
3 Bloodghast
4 Carrion Feeder
4 Gravecrawler
4 Hogaak, Arisen Necropolis
2 Knight of Autumn
4 Lotleth Troll
4 Satyr Wayfinder
4 Stitcher's Supplier
4 Vengevine

Sorceries

2 Driven // Despair

Lands

4 Bloodstained Mire
4 Blooming Marsh
2 Godless Shrine
1 Nurturing Peatland
2 Overgrown Tomb
1 Swamp
4 Verdant Catacombs

Sideboard

2 Knight of Autumn
1 Dromoka's Command
3 Fatal Push
4 Leyline of the Void
2 Plague Engineer
3 Thoughtseize

First up is Glowspore Hogaak, which taps the unlikely Glowspore Shaman as extra copies of Hogaak's best buddy, Stitcher's Supplier. Sure, we can only run four Suppliers, but is a two-mana, color-intensive, half-effect Supplier worth dipping into? Conventional format knowledge says no; decks generally don't want enablers this far below the next-best option, and the line for creature playability is strict in Modern. So I was weirded out when I saw this list the first time.

But seeing it another time, and then even a third, made me rethink things a bit. Perhaps there's actually something here. Then again, the Hogaak lists all over the Challenge results don't run Glowspore, so it's possible these players 5-0'd their leagues on the back of the deck's other strengths and not because of the newcomer.

It still bears mentioning that Glowspore Hogaak is built a bit differently from the two standard builds of Hogaak, which respectively rely on Satyr Wayfinder and Hedron Crab to get things going. This one sacrifices a bit of speed for a more reliable plan in the face of graveyard hate, shoring up the weaknesses David identified with the deck. It's possible that a slower build of Hogaak proves palatable should the metagame somehow find a way to adjust independent of Love from Above.

Hexdrinker Hogaak, by KHOKDEN (5-0)

Creatures

4 Hexdrinker
4 Bloodghast
4 Hogaak, Arisen Necropolis
3 Satyr Wayfinder
2 Scavenging Ooze
4 Stitcher's Supplier

Planeswalkers

4 Liliana of the Veil

Instants

2 Assassin's Trophy

Sorceries

3 Collective Brutality
4 Inquisition of Kozilek
3 Thoughtseize

Lands

1 Dryad Arbor
1 Forest
2 Marsh Flats
1 Misty Rainforest
4 Nurturing Peatland
3 Overgrown Tomb
1 Polluted Delta
4 Swamp
4 Verdant Catacombs
1 Windswept Heath
1 Wooded Foothills

Sideboard

1 Scavenging Ooze
1 Assassin's Trophy
2 Collector Ouphe
3 Fatal Push
2 Maelstrom Pulse
2 Necrotic Wound
2 Nihil Spellbomb
2 Surgical Extraction

I said slower, but this deck is freakishly sluggish next to the Hogaak we know and love or hate. Hexdrinker Hogaak is a straight-up BGx deck tuned to accommodate the 8/8 trampler, who indeed dwarfs the usual suspects of Tarmogoyf and Tireless Tracker.

One pure beater gets the nod, though: Hexdrinker, a versatile one-drop that can help cast Hogaak or present a constant mid- to late-game threat off the top of the library. Hogaak already does that, of course, but not through graveyard hate, which Hexdrinker totally ignores. The mix of Hexdrinker and Hogaak gives this discard-centric midrange core multiple angles of attack and strikes me as a particularly exciting blend.

Blink and You'll Miss It

That's how it can feel sometimes speeding through endless online dumps looking for diamonds in the rough. But between all the Humans, Eldrazi Tron, and Burn lists, there's always something juicy lurking underneath. This deck showed up in a few iterations, graduating from its casual-room incarnations into the Competitive leagues and apparently carving out a metagame niche in the process.

UW Blink, by THEOINKENATOR (5-0)

Creatures

2 Soulherder
2 Epochrasite
3 Ethersworn Canonist
4 Flickerwisp
4 Giver of Runes
4 Leonin Arbiter
4 Spell Queller
3 Thalia, Guardian of Thraben
2 Watcher for Tomorrow

Planeswalkers

2 Teferi, Time Raveler

Artifacts

4 Aether Vial

Instants

4 Path to Exile

Lands

1 Field of Ruin
1 Gemstone Caverns
4 Ghost Quarter
4 Hallowed Fountain
4 Seachrome Coast
2 Shefet Dunes
2 Silent Clearing
1 Snow-Covered Island
3 Snow-Covered Plains

Sideboard

3 Deputy of Detention
1 Geist of Saint Traft
1 Gideon, Ally of Zendikar
2 Grafdigger's Cage
1 Kitchen Finks
1 Mirran Crusader
2 Rest in Peace
2 Stony Silence
1 Teyo, the Shieldmage
1 Winds of Abandon

UW Blink received a few potent tools from Modern horizons, the most widely-adopted one displayed here: Soulherder. Herder lets Blink play more like a fish deck packed with flashy micro-synergies than a midrange deck relying on the clunky Restoration Angel; it now has much more in common with the Eldrazi & Taxes decks inhabiting Tier 3.

Soulherder acts like a mini-planeswalker here, blinking creatures every turn and promising streams of value if opponents don't deal with it. It also grows pretty large in that case, making it even tougher to remove as the game drags on. Another new card here is Watcher for Tomorrow. Despite the creature entering tapped, the prospect of casting multiple pseudo-Impulses, and having a 2/1 to boot, seems to beat the blind-draw blocking of Wall of Omens.

Teferi, Time Raveler ensures pilots at lest generate a trigger off Soulherder the turn it comes down, and Aether Vial speeds up the deck's deployment of creatures and effects. Rounding things out are Thalia, Guardian of Thraben and Ethersworn Canonist, floodgate effects stapled to aggressive bodies that disrupt while clocking à la Humans.

Bant Blink, by SAFFRONOLIVE (5-0)

Creatures

4 Coiling Oracle
1 Deputy of Detention
3 Eternal Witness
4 Ice-Fang Coatl
1 Knight of Autumn
1 Mulldrifter
4 Soulherder
2 Wall of Blossoms
2 Watcher for Tomorrow

Planeswalkers

2 Jace, the Mind Sculptor

Instants

4 Ephemerate
4 Force of Negation
4 Path to Exile

Sorceries

2 Time Warp

Lands

1 Breeding Pool
1 Flooded Strand
1 Hallowed Fountain
4 Misty Rainforest
3 Prismatic Vista
3 Snow-Covered Forest
3 Snow-Covered Island
2 Snow-Covered Plains
1 Temple Garden
3 Windswept Heath

Sideboard

2 Knight of Autumn
3 Celestial Purge
2 Disdainful Stroke
1 Dovin's Veto
2 Rest in Peace
1 Scavenging Ooze
1 Stonehorn Dignitary
1 Surgical Extraction
1 Thragtusk
1 Tormod's Crypt

Going a level deeper, Bant Blink splashes green for Coiling Oracle, long lauded as one of the game's most appealing enters-the-battlefield effects. Knight of Autumn, Eternal Witness, and Ice-Fang Coatl are also significant reasons to go green, buffing the scope of Blink's enters effects and adding a multi-pronged defensive plan.

Also present here is Ephemerate, a one-mana upgrade to Momentary Blink. Modern is way too fast to be focusing on long-term value with the older spell. At one mana, Ephemerate still casts Cloudshift twice, making it a shoe-in for Blink decks singularly focused on their namesake mechanic.

Reefer Madness

Speaking of Coiling Oracle, a recent spin on the card is now transitioning from Standard appeal to Modern lists in spite of its hefty mana cost.

Bant Company, by MILIKIN (5-0)

Creatures

4 Risen Reef
4 Voice of Resurgence
4 Birds of Paradise
1 Eternal Witness
4 Ice-Fang Coatl
4 Noble Hierarch
2 Phantasmal Image
2 Reflector Mage
4 Spell Queller

Planeswalkers

1 Teferi, Time Raveler

Instants

4 Collected Company
4 Path to Exile

Lands

1 Botanical Sanctum
1 Breeding Pool
1 Flooded Strand
1 Gavony Township
1 Hallowed Fountain
4 Misty Rainforest
2 Prismatic Vista
3 Snow-Covered Forest
1 Snow-Covered Island
1 Snow-Covered Plains
2 Temple Garden
1 Waterlogged Grove
3 Windswept Heath

Sideboard

2 Collector Ouphe
2 Deputy of Detention
2 Dovin's Veto
1 Eidolon of Rhetoric
2 Knight of Autumn
3 Rest in Peace
3 Stony Silence

Bant Company has been around forever, but not in this iteration. Here, Risen Reef has little synergy with the deck's other creatures, which are mostly not Elementals; the Oracle-draw of its own 187 ability seems almost reason enough to include it. Almost, of course, because Voice of Resurgence brings it over the edge. When Voice enters or dies, Risen Reef triggers, creating a snowball of card advantage in which to drown opponents who've spent their early removal on mana dorks.

Elementals, by MIDCARDPROMO (5-0)

Creatures

4 Vesperlark
3 Creeping Trailblazer
4 Flamekin Harbinger
2 Fulminator Mage
4 Lightning Skelemental
1 Omnath, Locus of the Roil
4 Risen Reef
2 Smokebraider
4 Thunderkin Awakener
3 Voice of Resurgence

Artifacts

4 Aether Vial

Instants

3 Collected Company

Lands

4 Cavern of Souls
4 Copperline Gorge
2 Fiery Islet
1 Mountain
4 Primal Beyond
2 Sunbaked Canyon
3 Unclaimed Territory
2 Waterlogged Grove

Sideboard

1 Fulminator Mage
2 Alpine Moon
2 Collector Ouphe
2 Domri, Anarch of Bolas
2 Healer of the Glade
2 Ingot Chewer
3 Leyline of the Void
1 Weather the Storm

Of course, why not take things a step further? Elementals isn't focused on the synergy between Unearth, Thunderkin Awakener, Seasoned Pyromancer, and Lightning Skelemental, like earlier decks showcasing the tribe; it's built around fully enabling Risen Reef. And despite the available Elementals generally not wow-ing, that payoff is at least good enough for a 5-0, leaving me to believe the unlikely three-drop may have a real future in Modern.

Temperature's Rising

As Hogaak continues to dominate Modern, the pressure's mounting on Wizards to do something, and players seem as divided as ever. Where do you fall on the format's top deck? My position is clear, with some conditions: if we're to continue seeing decks like these, but on a larger scale, in the wake of a mostly-despised 8/8, who am I to complain?

Grave Concerns: GP Minneapolis Analysis

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With another GP in the books, it's time once again to dig into the data. When I last did so right after the big MC weekend, the picture was muddied by contradictory results. Half indicated that Hogaak was a dominant force in the metagame. The other half indicated that it was just another deck. Its apparent domination was the result of hype driven population spikes rather than power. Hopefully, Minneapolis' data will clear things up.

Players have had two weeks to digest and react to Barcelona, so the new data should indicate how the metagame has reacted. If the domination narrative is true, then we should see Hogaak facing a sea of counter strategies and still succeeding. If the other narrative is true, Hogaak's final results will be lost in the crowd to an extent. My starting assumption is that Hogaak will have a huge presence in Day 2 because of hype and attention. It will be the final standings which actually provide answers.

Day 2 Metagame

There is very little information about Day 1 to go on. All that I have is the three undefeated decks, none of which were Hogaak. Statistically and narratively, this fact means nothing. However, it is worth noting that all three decks look relatively normal for their archetypes. The only indication that Hogaak was the big deck in Modern are the four Leyline of the Void in both Humans' and Burn's sideboards. This suggests that the key to beating Hogaak is not overloading on hate or warping your deck. The undefeated players maintained good strategies and just enhanced them with hate.

There were 168 other decks in Day 2 representing 35 different decks. That sounds like a lot, but most of those decks had two pilots or fewer. As a result, I'm only going to focus on the top eight decks from Day 2, which incidentally account for 2/3 of the results.

Deck NameTotal #Total %
Hogaak3319.3
Mono-Red Phoenix179.94
Burn137.6
Tron137.6
Jund127.02
Eldrazi Tron116.43
Urza105.85
UW Control74.09

That is a lot of Hogaak. I expected this to be the case, but I didn't think it would be by this wide a margin. The next best performer, Mono-Red Phoenix, has half as many representatives. That does give credence to the domination narrative, but as mentioned it's not quite that simple. That mono-Red came second is very interesting. It has always been in Izzet's shadow, but it appears the all-in strategy is doing better in a Hogaak-heavy world. I'm guessing that being a hybrid Burn deck, and therefore having a faster kill speed at the cost of Thing in the Ice and late-game gas, is the answer, but I have no way to be sure. That normal Burn is also doing very well does lend credence to that theory.

The Complication

Given that the starting population is unknown, I would not dig much further into the Day 2. Without knowing the Day 1 population, the Day 2 is contextless. In an even field, the a priori assumption is that decks make Day 2 in proportion to their overall population. Unbalanced formats should have the offending deck be disproportionate compared to the starting population. If Hogaak was around 20% of the Day 1 population, then its Day 2 numbers are to be expected and don't mean anything. If it was less than that, we'd be looking at a very dominant performance and  more than 20% of Day 1 would indicate that Hogaak underperformed. We don't have the data to determine which scenario is true.

Given the spotlight on Hogaak, its performance in Barcelona, and the general narrative of it being broken, I'm more inclined to believe that the latter scenario is true. It wouldn't be the first time the heavily hyped deck showed up in high numbers but didn't convert proportionately. This does not diminish the numbers Hogaak put into Day 2 or hand-wave away the deck. It simply means that this apparent domination may not be merit-based but population-based. This would tend to overstate the power and prevalence of the deck relative to its true value.

The Top 16

The real decider will be the final standings. The difference between high finishes and the overall population was the source of the MC Weekend's ambiguity. Truly dominant decks should finish highly in addition to filling up the field. Izzet Phoenix never really did this, while it was the defining feature of Eldrazi. Hogaak needs overwhelming numbers to prove itself.

Deck NameTotal #
Hogaak 7
Mono-Red Phoenix3
Mono-Red Prowess1
Burn1
Humans1
Eldrazi Tron1
Hardened Scales1
Merfolk1

And it has them. By a slightly wider margin over Mono-Red Phoenix than it had in the Day 2 data. This would tend to confirm the domination narrative. More significantly, Hogaak is 5/8 of the Top 8; comparatively, all the Phoenix decks were just Top 16, and 11th at best. Hogaak also closed out the finals. It is very hard to argue that Hogaak wasn't the defining deck of GP Minneapolis. Given the narrative from Barcelona, that it is defining Modern as well is looking probable. Why this has happened given its variance remains unclear, but that fact that it has done so is increasingly uncontestable.

It is notable that the only Day 1-undefeated player in this data is the Burn player Lucien Longlais. The other notable thing about Lucien is that he's not running Deflecting Palm, which seems really powerful against Hogaak. Choosing Hogaak is a 16 point life swing in Burn's favor, but only if Hogaak isn't sacrificed before damage. I still think that would be a favorable outcome, but I didn't Top 8 a GP with Burn.

Implications

It is clear that if you're going to any competitive event in the next few weeks, Hogaak will not only be the deck to beat, but very popular. Before this week, I'd say that skepticism was justified. That's very hard now, especially given how the wider press is handling the results. I expect Hogaak to only get more popular, either quantifiably or relatively as players shy away from events, as a result of GP Minneapolis. The question this leaves is how to respond. And that is tricky.

What to Do

Given that the chances of an emergency ban happening are close to nil, players at both GP Birmingham and Las Vegas must endure Hogaak if they want to compete. I'm regretting registering for Vegas right after Bridge was banned. The conventional wisdom is to run lots of graveyard hate. Hogaak is all graveyard synergies and can't realistically cast the namesake card without a graveyard, so it makes sense to target that resource. Indeed, data analysis of MC Barcelona showed that successful non-Hogaak lists ran 4-8 pieces of hate depending on their speed. The faster the deck, the less hate it needed. Therefore, logically maxing out on hate will contain Hogaak.

Leyline Needs a Lifeline

However, that strategy clearly isn't working. Hogaak dominated the MC weekend Day 2 populations, despite not winning anything or posting impressive Top 16 results. Then, it did it again this weekend, won the whole thing, and dominated the Top 16. All indications are that word is out and players are packing graveyard hate in quantity. And it just isn't working. It isn't that Hogaak is faster than the hate. Almost every player in the Top 16 had Leyline of the Void or something else playable turn 1. Hogaak apparently just beats all the hate. Given that coverage of Minneapolis was limited to twitter, I can only speculate as to why this happened.

My theory is that the reliance on these fast hate cards is the problem. I'm always ragging on Surgical Extraction as overrated, but my feelings are similar for Leyline of the Void. That card is only good or even effective if it's in the opening hand. Odds of that happening are only ~40%, and aggressive mulliganing isn't a guarantee, even with the London mulligan.

Then there's the question of the rest of the hand. I suspect that, given how much stock is put into hate against Hogaak, players are willing to keep otherwise bad hands if they open with Leyline or similar hate. These players are banking on Hogaak being impotent in the face of hate and giving them enough time to draw into the cards to start playing Magic. In a world where it's hate card or bust, that can be a viable strategy. However, that isn't true for Hogaak. For one, it has lands and can cast its threats, even if they're mediocre when cast rather than reanimated. Secondly, Leyline isn't game over for Hogaak, which completely invalidates the aggressive mulligan strategy and arguably makes it a liability.

Hogaak is very prepared for to fight Leyline and graveyard hate in general. Most Minneapolis lists had full sets of Force of Vigor as well as various combinations of Assassin's Trophy and Nature's Claim. Hogaak's so ready for hate the winning player didn't even bring in his Leylines in the mirror just to give his opponent a lot of dead cards. Given the density of answers to Leyline, the risks involved, and the fact that even if Leyline is unanswered it may actually win, I'd stop running Leyline of the Void.

Another Line

Last week I observed that given the poor odds of success, it may be better to eschew Leyline entirely. Instead, I'm investigating whether it is better to simply try and play normal Magic and utilize more conventional hate like Rest in Peace. Instead of diluting my deck with lots of fast hate, I maintain my core strategy and look to beat Hogaak's slower starts with normal hate and removal. This functionally concedes to Hogaak's best starts, but again the evidence suggests there isn't much chance of beating those in the first place. If I therefore give up on trying to fight on that axis, I don't have to mulligan as aggressively and give up on otherwise playable hands. This gives my deck a better chance of executing its own plan and therefore winning on its own merits.

My results have been inconclusive so far. I've been testing a very hateful UW Spirits deck vs a more conventional one against various Hogaak decks, and they're in a statistical tie. Neither is doing measurably better. However, Hogaak's gameplan is still as swingy as ever, which muddies the waters to the point I can't tell if I'm actually having any effect on the games. More testing is required.

Even if my theory is wrong, moving away from graveyard hate may still be correct. I've heard a lot more anecdotal evidence of Hogaak players losing to Chalice of the Void, Ensnaring Bridge, Meddling Mage, and similar prison cards even more than to Leyline. This is somewhat supported by the data from Barcelona, where Urza decks appeared to have an advantage over Hogaak. Hogaak is stuffed with cheap enablers and is entirely combat focused. Thus is it quite vulnerable to a prison attack. This isn't a perfect solution since Hogaak's sideboard is filled with answers to prison cards, but they do tend to require answers. Graveyard hate can be ignored in a pinch.

More to Come

Perhaps GP Birmingham this weekend will show a turnaround and that Hogaak is finally being contained. I am skeptical, but there is always reason to hope that GP Las Vegas won't be horribly warped by graveyard decks. I've been down this road before, and occasionally broken formats are the price of playing competitive Magic. Best of luck to everyone searching for an answer to the menace. And if you find it, please share it with me. My testing for Vegas could use the help.

Colorless Matchup Guide: Hogaak and Dredge

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Hogaak has been nerfed by a Bridge from Below ban, but the deck is still out in force. While its apparent volatility may contribute to a plummeting of metagame shares in the near future, I personally know many players who continue to swear by the strategy. And Dredge is also on the upswing, profiting from players' haughty trimming of graveyard hate. These metagame developments have led me to refine my sideboard plans for beating Hogaak and Dredge with Colorless Eldrazi Stompy, my competitive deck of choice.

My list hasn't changed since the recent post-Horizons update. As explained there, I'm still high on both Endless One and Smuggler's Copter, both rare inclusions in the lists I've seen online.

Colorless Eldrazi Stompy, by Jordan Boisvert

Creatures

4 Eldrazi Mimic
4 Eternal Scourge
2 Endless One
4 Thought-Knot Seer
4 Reality Smasher
4 Simian Spirit Guide

Planeswalkers

2 Karn, the Great Creator

Artifact

4 Serum Powder
4 Chalice of the Void
1 Smuggler's Copter

Instants

4 Dismember

Lands

4 Eldrazi Temple
2 Gemstone Caverns
4 Zhalfirin Void
3 Mutavault
2 Blinkmoth Nexus
3 Ghost Quarter
3 Blast Zone
2 Wastes

Sideboard

3 Spatial Contortion
2 Gut Shot
1 Surgical Extraction
4 Relic of Progenitus
1 Ratchet Bomb
1 Sorcerous Spyglass
1 Crucible of Worlds
1 Mystic Forge
1 Mycosynth Lattice

Of special note this article, I still favor Relic of Progenitus as my grave hate of choice. Leyline of the Void can also work, although it has less synergy with Karn, the Great Creator; either way, one should be employed. Relic happens to be far stronger against Jund, which is shaping up to prove a real force with Wrenn and Six in the format.

In my estimation, our Hogaak and Dredge matchups were decent-to-good even before the Bridge ban, so I'd say dipping into something like Ravenous Trap on top of Relic or Leyline is overkill.

Hogaak

Hogaak is back, and with a variety of builds to its name.

Hogaak, by Bobby Colegrove (2nd, SCG Columbus Open)

Creatures

4 Hogaak, Arisen Necropolis
4 Bloodghast
3 Carrion Feeder
3 Golgari Thug
4 Gravecrawler
3 Insolent Neonate
4 Satyr Wayfinder
4 Stitcher's Supplier
4 Vengevine

Instants

1 Darkblast
3 Lightning Axe

Sorceries

1 Claim
4 Faithless Looting

Lands

1 Swamp
3 Blackcleave Cliffs
2 Blood Crypt
2 Bloodstained Mire
2 Gemstone Mine
2 Marsh Flats
2 Overgrown Tomb
2 Polluted Delta
2 Verdant Catacombs

Sideboard

1 Plague Engineer
4 Leyline of the Void
2 Assassin's Trophy
1 Fatal Push
1 Force of Vigor
1 Nature's Claim
1 Shenanigans
4 Thoughtseize

Hogaak is still explosive and resilient, if a little less than before. But it's lost major points in consistency. That's where our fast starts and disruption shine.

Game 1

Game 1 sees us lean more heavily on fast starts, as much of our disruption is in the sideboard. Still, we have some to work with; Chalice of the Void on 1 is a major headache for Hogaak, which is full of one-drop enablers, and Dismember can remove a crucial Zombie or blocker. Best of all is Thought-Knot Seer, which foils enemy plans if deployed early enough and also turns sideways.

Eldrazi Mimic is at its best here, outputting massive pressure and making enemy removal unwieldy—Lightning Axe and Assassin's Trophy might be great at removing Thought-Knot seer, but sometimes Mimic is the real threat, and neither spell lines up great against the 2/1. Darkblast is less common, but indeed devastating versus the two-drop.

This game is fast enough that Karn doesn't offer much utility. He only really resolves in games with Chalice. Hogaak's primary threat is the 8/8, which is a pain for us to remove. Dismember and a 3-power creature will do it, though.

Sideboarding

-4 Eldrazi Mimic
-2 Karn, the Great Creator
-1 Smuggler's Copter

+4 Relic of Progenitus
+1 Surgical Extraction
+2 Gut Shot

Just as we tend to remove Eldrazi Mimic against decks with Lightning Bolt or Liliana, the Last Hope, the creature comes out here because of Plague Engineer. I don't think Engineer is especially good against us, but most Hogaak players I've faced have brought in their 1-2 copies to shorten our clock and make trading more manageable. If they see Mimic in Game 1, the odds of encountering Engineer become very high.

Karn is an easy cut; at four mana, it essentially costs the same as Smasher, but we're not looking to loop Relics against Hogaak. We just want to gently disrupt our opponent and then finish them before they can piece their gameplan back together.

Relic and Surgical are obvious bring-ins, with the latter ideally hitting Vengevine or just Hogaak itself. Gut Shot is more subtle, but the card is fantastic in this matchup, hitting just about any blocker opponents produce and sniping early Carrion Feeders, Crypt Breakers, and Lotleth Trolls, build depending. While Stitcher's Supplier dying is generally a plus for opponents, keeping their board clear of Zombies can blank their Gravecrawlers and complicate ever casting Hogaak. Spatial Contortion can also come in alongside Shot, maybe over a couple Smashers; the colorless spell has the benefit of picking off Vengevine, too.

Post-Board

After sideboarding, we become more of a prison deck, as against Storm—between Relic and Chalice, we've got lots of ways to interfere with Hogaak's engines. Without Mimic, though, we're much slower, spending the early turns deploying lock pieces and picking off creatures. Disenchant effects from the other side are clunky against Relic and slow Hogaak down as well, making this game an easier battle than the first.

Takeaways

Our position shifts significantly between games, with a controlling role eventually taking precedence over an aggressive one. Either way, we apply pressure to Hogaak while disrupting them, an ideal gameplan against combo-oriented decks. We're still dead to the most explosive starts the deck has to offer, but so is everyone else; overall, this matchup feels favorable.

Dredge

Big Brother Dredge is still kicking around, too, but fighting this deck is quite different than defeating Hogaak.

Dredge, by SODEQ (2nd, Modern Challenge #11935045)

Creatures

3 Narcomoeba
4 Bloodghast
3 Golgari Thug
2 Hogaak, Arisen Necropolis
3 Narcomoeba
3 Prized Amalgam
4 Stinkweed Imp

Artifacts

4 Shriekhorn

Sorceries

4 Cathartic Reunion
2 Conflagrate
4 Creeping Chill
4 Faithless Looting
4 Life from the Loam

Lands

2 Blood Crypt
4 Copperline Gorge
1 Dryad Arbor
1 Forgotten Cave
1 Gemstone Mine
1 Snow-Covered Mountain
2 Stomping Ground
3 Verdant Catacombs
4 Wooded Foothills

Sideboard

2 Ancient Grudge
2 Assassin's Trophy
1 Blast Zone
1 Darkblast
2 Leyline of the Void
3 Lightning Axe
4 Nature's Claim

The consensus seems to be that Hogaak is better, chiefly due to its resilience in the face of hate cards, but Dredge continues to put up results. Thanks to its faster win rate via Creeping Chill and the utility/value engine of Life from the Loam, Dredge seems to have enough unique aspects to stay afloat despite many players switching to Hogaak. I imagine there's some amount of pet-deck nepotism at play, as when players clung to Jund during Siege Rhino's reign. As the Modern pendulum is always swinging, though, those players can't be so wrong.

Game 1

Colorless Eldrazi Stompy likes to mulligan into turn-one Chalice, a solid plan against most of the format and incidentally against Hogaak. Unfortunately, that plan doesn't do much against Dredge. Many of my losses to this deck have been on the back of a powered-out Chalice that failed to accomplish anything. Stinkweed Imp is another hurdle Dredge throws at us; without removal for the flier, it's free to block and trade with any of our larger beaters. The recurring Prized Amalgam matches our smaller attackers, although it does help that it enters tapped.

These factors combine to make Dredge pretty difficult to beat Game 1. While Karn supposedly offers insurance against recurring blockers by fishing out Relic, it's too slow to be meaningful, and we've already expended enough resources trading by that point that we're just setting ourselves up for failure. Eldrazi's best bet is to open a creature-packed Temple hand and race the opponent, finishing them off with Reality Smasher.

Sideboarding

-2 Karn, The Great Creator
-4 Chalice of the Void
-2 Dismember

+4 Relic of Progenitus
+1 Surgical Extraction
+3 Spatial Contortion

Relic and Surgical of course return, but Gut Shot only hits Narcomoeba out of Dredge. Spatial Contortion gets the nod instead. Its applications range from taking out chump-blockers to executing Stinkweed Imp, Public Enemy #1 against us. Dismember does the same thing in theory, but is more of a liability because of Creeping Chill and Conflagrate.

Post-Board

Our misfortune takes a turn post-board, as grave-based disruption hurts Dredge a lot more than it hurts Hogaak; the new deck routinely delves out its graveyard to pay for the 8/8, whereas Dredge needs the cards there to snowball over the course of a game. Mostly, though, our hands are much better with Chalice out of the equation, and we have more ways to deal with the problems Dredge generates for us.

Takeaways

Dredge is a more polarized matchup than Hogaak, as less of our mainboard is viable; our Game 1 odds are worse, while our Game 2 odds are better. In this way, Dredge-Hogaak mirrors Humans-Affinity, with the former matchup remaining relatively unaffected after siding while the latter changes drastically. All things considered, though, I'd rather run into Dredge at a tournament than Hogaak, simply because an 8/8 is so difficult for Eldrazi to deal with. Hogaak is also the better deck by most accounts, and has more hands that we can never beat; Dredge lets us put up a fight. I prefer to equalize my matchups as much as possible, so the swingier nature of Hogaak lends itself to games I enjoy less.

Kolorless Eldrazi: Hollywood

After enjoying a brief stint as the format's go-to spaghetti deck, Colorless Eldrazi Stompy is something of an underdog in Modern right now. Eldrazi Tron indeed appears stronger, wielding Karn, the Great Creator to far greater effect and boasting more tools to combat Modern's anti-fair strategies. Time will tell if Colorless can claw back into the format's upper echelon, but refining sideboard plans against the top decks is as good a place to start as any. To the Scourge-slingers out there, what are your impressions of the graveyard matchups?

Belch Please: What Is Hogaak?

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In terms of data, it seems Modern is at a crossroads. This is the problem I found myself with last week. Half the data said that Hogaak was a busted, dominate deck. The other said that it was successful, but only as a function of its popularity. The narrative coming out of last weekend is that Hogaak, Arisen Necropolis needs to be banned, which suggests the former interpretation is correct. However, there's data and experience supporting the opposite side.

Sometimes this discrepancy is the result of differing perspectives. Once more data comes in or additional research is done, the source of error is found and corrected. For others, the contradiction was the real answer. I suspect this is the case with Hogaak. It is a very powerful deck, but not necessarily a good one.

No Eldrazi Winter

So what if Hogaak... is actually a bad deck? I realize that this flies in the face of a lot of testimony and evidence, but Hogaak simply doesn't seem on par with what we've come to understand as busted strategies. I've played Modern a long time, and Hogaak isn't in the same ballpark as Eye of Ugin Eldrazi. During Eldrazi Winter, that deck proved itself to be unbeatable for anything that wasn't Eldrazi. They weren't just the majority of the metagame; they also won almost everything. Hogaak didn't win a single event last week. Hyperbole aside, we've seen a lot worse.

Hogaak's best starts are at best equivalent to Eldrazi's. Hogaak has some permutations to make 18+ power on turn 2 (if it hits well with Stitcher's Supplier), some of which will have haste; probably, though not necessarily, enough to earn a concession. The most busted Eldrazi start called for Eye into four Eldrazi Mimics, then using Eldrazi Temple and Simian Spirit Guide to play Reality Smasher and actually win on turn 2. The problem for Hogaak is that it lacks the same consistency that Eldrazi had.

When that busted start didn't come together, Eldrazi was harder to disrupt than Hogaak. Graveyard hate coupled with removal cleans up non-lethal Hogaak boards. There was little hate that hurt Eldrazi effectively, especially when what answers existed would get stripped away by accelerated Thought-Knot Seers. Eldrazi was a pile of individual good threats where Hogaak has a couple key ones and a lot of chaff.

Empirical Data

My experience observing and playing against Hogaak has closely mirrored this video of Gabriel Nassif going 2-3 with the deck. He won a lot of blowouts and a couple squeakers, but more often he dug through most of his deck without accomplishing anything. Hogaak was incredibly powerful when everything came together, but when it didn't, the deck was anemic.

Over the past week, I haven't dropped a match in paper or online to Hogaak. It's not because I've successfully shut them out with normal hate cards, always hit Leyline of the Void, or found other answers. Instead, it's simply been Hogaak stumbling over itself. My game losses have all been utter blowouts on turn 2 or 3. However, I won the matches because that only happened in one game. In all the other games, Hogaak did a lot of stuff, but it didn't amount to much. One game my opponent had all the enablers and dug through 2/3's of their deck without finding Hogaak or Vengevine and lost when I Pathed his only real threat, Carrion Feeder. Hogaak doesn't inspire the same terror as Eldrazi.

Flawed Combo

The problem with Eldrazi was consistency and power. It did something too-good every game. Hogaak can do something utterly absurd some of the time, but other times it just flails around. Hogaak is a critical-piece and a critical-mass deck. It needs to have the right combination of enablers in hand and the right pieces in the top of its deck to flip into its graveyard to have those really busted starts. That's a lot of random chance at play.

If Hogaak doesn't actually hit those busted starts, it can still play a decent secondary game as a medium Zombie aggro deck. Carrion Feeder gets quite big alongside Bloodghast and Gravecrawler, and even if it takes a long time to find Hogaak, an 8/8 with trample is a respectable threat. It's just not game-ending, unlike going infinite with Drowner of Hope and Eldrazi Displacer.

Hogaak is a deck with really busted starts, but struggles if instead it has average starts, and struggles to pull out longer games. It needs specific combinations of enablers and payoff cards. That sounds a lot like Legacy Belcher, but with a viable backup plan.

The Underrated Combo

So what if Legacy Belcher... is... not exactly a good deck, but better than its lack of metagame share or impact indicates. Belcher almost never sees serious Legacy play. This is largely because the deck has a reputation for just losing to Force of Will, one of the most played cards in Legacy. However, that's not entirely accurate.

Yes, failing to resolve a payoff card is generally lethal for Belcher. However, Belcher is also able to win turn one, either by actually comboing the opponent out or functionally kill with 14+ Goblin tokens. Given that the odds of having Force and the ability to cast it turn 1 are less than 40%, that's a huge plus in Belcher's favor. The reality is that Belcher has a higher likelihood of going-off turn 1-2 than just losing to Force.

The Catch

While a fear of Force is certainly a huge factor keeping out Belcher, the bigger problem is that Belcher is very high-variance. The deck needs to have a mana source to start comboing, but only plays one land. It also needs a critical mass of mana to do anything. It also needs to hit Burning Wish, Empty the Warrens, or its namesake to win; that means it needs to draw one of eleven cards plus the right six mana sources to go off. If it opens the right hand, that's easy.

However, if any part of the chain is disrupted, Belcher may never have the resouces to go off again. And it has to go off, and the quicker the better. Belcher and similar decks are all-in on their fragile, resource intensive combos. If they fizzle or get disrupted, they're out so many resources that victory is improbable. At least Modern Storm can beat down with Goblin Electromancer. Thus, Belcher strategies is very high-risk and high-reward, and players aren't willing to gamble every round.

Comparative Metrics

Perhaps the reason that Hogaak's data is contradictory is that it is actually a good Belcher deck. It is high variance, high risk (vulnerability to graveyard hate), and high reward (fast kills), but it doesn't need to win fast. If the game goes on long enough, it can still win, even if the opponent has disrupted it a few times.

To evaluate this idea, I ran an experiment. I goldfished Hogaak against Belcher and Neoform (Modern's Belcher equivalent) to see how it stacked up. I played 30 games apiece, and each deck was given six turns to functionally or actually win the game. Functional wins are subjective, so I counted any board state that would make me concede if I didn't have an answer in hand.  For example, few decks can beat 14 goblins turn 1, so that counts as a turn 1 win for Belcher.

Also, for simplicity's sake, I only mulliganed truly unkeepable hands. Rather than going for the most busted hands, I went for acceptable ones.

Win TurnBelcherNeoformHogaak
1320
21067
36510
4+019

I'm told that Hogaak is able to win turn 1. That never happened for me, I've never seen it before, and I'm skeptical that it ever could in real conditions. However, despite being slower, Hogaak won a lot more than Neoform or Belcher. Hogaak only failed to win in the time frame four times compared to Belcher's 11 and Neoform's 16.

Hogaak's gameplay also felt very similar to the other decks, but better. There were a lot of feel-bad hands for the other decks that needed one piece, but couldn't find it, where Hogaak at least played some creatures each game even if it couldn't combo or fizzled.

A Follow-Up

Out of curiosity, I re-ran that experiment and mulliganed more aggressively, playing 10 games with each deck.

Win TurnBelcherNeoformHogaak
1430
2333
3014
4002

Hogaak mulliganed into oblivion and failed to kill once, while the other two failed three times.

Each deck improved its early game win percentage, with Belcher and Neoform getting more turn 1 wins in this sample than in the first one. Whether the overall win percentage would have been higher is impossible to say, but with early win percentages going up across the board, I argue that the factors impacting the true Belcher deck's early wins plays into Hogaak's too, which I argue makes Hogaak another form of Belcher deck.

Hogaak is Good Belcher

However, unlike its cousin decks, Hogaak doesn't need to Belch you out. It definitely wants to, and based on my experience doing so is Hogaak's best way to win. However, if that doesn't come together right away it's not the end of the world. It can just hard-cast threats.

Belcher and Neoform cannot. If they don't win quickly, disruption will just kill them. As a result, they need to mulligan very aggressively, which often leads to losing to said mulligans. Since Hogaak doesn't need to be broken to win, it avoids this weakness. Thus, Hogaak may not be a good busted deck like Eldrazi was, but it is a better type of Belcher deck.

Therefore, the discrepancy in the data is the result of Hogaak's Belcher variance. As mentioned, Hogaak is a notoriously swingy deck. It's looking to do kill very quickly, but even with a nearly ideal opening hand it can't guarantee that it will come together. Unlike its cousin decks, this isn't a death sentence. It will just play the game out and hope things work out for the backup plan. Thus, I hypothesize that where a normal deck's variance graph would look like a sine wave, Hogaak's is more like sin(x³).

Thus, given a high starting population, it was certain that Hogaak would hit its best draws far more often that any other deck. That's just the law of large numbers in action. It also makes sense that it had high win percentage since at any given point it was more likely to have that high positive variance than the more normal deck.

As the field starts to dwindle, it becomes harder for the deck to avoid its bad draws and it begins to drop out. Therefore, under this theory, Hogaak dominated Day 2 standings but failed to turn that into Top 8 presence because you can't beat probability forever. Hogaak avoided the bad longer in the MC and Open, and so had a deck in the Top 8. It failed to do so in the GP and Classic, and so didn't appear.

Confounding Factors

The question that I can't really answer is: who's the big offender? I know that many are calling for Hogaak itself to be banned (and Hogaak is A Very Stupid Card that Should Not Be), but I'm not certain that's the real problem with the deck. Hogaak decks aren't actually powerful because of the namesake. Hogaak is a big beater, notable only because it can be played on turn 2. The problem is that the deck is very good at getting Hogaak out alongside lots of other threats and ensuring they recur. Hogaak is a joke against Path to Exile, but Carrion Feeder makes Path a joke. A free 8/8 is powerful, but a swarm of free Vengevines is lethal. Hogaak is the face of the archetype, but I don't think it's the deck's lynchpin.

Hogaak and similar set-up-heavy cards sink or swim on the strength of their enablers. Faithless Looting is a fantastic card,  but it's not the best enabler in Hogaak. That honor goes to Stitcher's Supplier and Carrion Feeder. The former represents 4-6 mana for Hogaak and finds the other payoff cards. The later protects everything from exile effects, digs with Supplier, and becomes an overwhelming threat as the game goes on. Wizards tends to ban enablers rather than payoffs, but there are so many enablers that I have to ask if they're willing to sacrifice multiple cards to save Hogaak.

That Elephant Again

There's also a question of whether the problem is the deck or the London mulligan. As is well-established, decks like Hogaak benefit most from the rules change. Neoform wasn't viable without London, and neither was Bridgevine until Modern Horizons and the new mulligan. If Hogaak really is a combo deck, then reducing its consistency would functionally ban the deck. This suggests that the real problem is the London mulligan rule.

I don't know if this is true. My first test didn't allow for power-level mulligans, which London is apparently designed for, and Hogaak did pretty well. The second doesn't have enough data to draw conclusions other than as comparison between the three decks. I hypothesize that the mulligan is boosting Hogaak, but not as much as the deck's inherent swingy power. Actual testing is necessary.

What to Do

This begs the question of what's to be done about Hogaak. The data that I have right now is inconclusive, and I'm not willing to speculate on any potential bans. Belcher-style gameplay isn't fun or healthy for Magic, so I think Wizards will take action, but there's too much uncertainty for me to make predictions right now. There are a number of Modern events between now and August 26, including GP Las Vegas, and the data from there will ultimately determine Hogaak's fate.

How players should prepare is a difficult question. The odds of seeing any 4-of in an opening hand is only ~40%, so trying to beat Hogaak with Leyline of the Void and/or Surgical Extraction is questionable. Hogaak is equally as likely to have an answer to hate as opponents are to actually have the hate, and the deck's alternate angles of attack further complicate hating it out.

I'm beginning to think that players shouldn't necessarily bother to hate out Hogaak. Leyline is very powerful against Hogaak, but Legacy players don't specifically try to beat Belcher-style decks. They rely on generic answers and Belcher's inherent variance. Given that Hogaak is as likely to have an answer to Leyline as opponents are to having one, and are at least as likely to flame out as win turn two, is it even worth it to try beating Hogaak with hate? Should I care about the best starts or focus on beating the more average ones? A riddle for the ages.

Data Incoming

August will be an interesting month. If I'm right about what Hogaak actually is, we should see it continue to put up enormous populations and win rates but fail to convert into Top 8 slots. You can't dodge the variance forever. If Hogaak is the huge threat that players claim, the data should prove it true. Now we wait.

June ’19 Brew Report, Pt. 2: Aria of Brews

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Picking up where we left off last week, today we'll continue unearthing the new tech found in July's MODO dumps. Let's dive right in!

Cutesy Combos

Combo is alive and well in Modern, and probably always will be. Novel ways to win on turn four are in tall supply since the format's card pool is so deep. First up today is a deck revolving around Solemnity.

Mono-White Solemnity, by DRDUB (5-0)

Creatures

4 Lesser Masticore
4 Safehold Elite
4 Kitchen Finks
4 Thraben Inspector
4 Anafenza, Kin-Tree Spirit

Artifacts

4 Altar of Dementia
4 Blasting Station

Enchantments

4 Solemnity

Instants

2 Faith's Shield
4 Path to Exile

Lands

2 Ghost Quarter
20 Plains
60 Cards

Sideboard

4 Phyrexian Unlife
4 Tormod's Crypt
3 Disenchant
2 Oblivion Ring
2 Pithing Needle

Mono-White Solemnity doesn't go the usual route of using Solemnity with Phyrexian Unlife out of a prison shell, although it does boast that combo out of the sideboard to shut down damage-based decks. In Game 1, it's more interested in going off with persist creatures and a sacrifice outlet: Blasting Station for damage, or Altar of Dementia for mill. When a creature with persist dies while Solemnity is on the battlefield, it returns from the graveyard without a counter, letting pilots sacrifice it an arbitrary number of times.

Altar gives any deck looking for it a generic sac outlet, which enables decks like Mono-White Solemnity that already have access to another. But also giving the deck a big boost is Lesser Manticore, the best persist creature this side of Kitchen Finks. Manticore does a solid Grim Lavamancer impression in longer games against creature decks by gunning down enemy forces. Mono-White Solemnity isn't really looking to play fair, but Manticore gives it some semblance of a plan if it needs to.

Bant Snow, by MAYODOMINARIA (5-0)

Creatures

4 Ice-Fang Coatl

Planeswalkers

2 Jace, the Mind Sculptor
4 Narset, Parter of Veils
1 Teferi, Time Raveler

Artifacts

1 Arcum's Astrolabe
1 Teferi's Puzzle Box

Enchantments

1 On Thin Ice
3 Rest in Peace

Instants

2 Cryptic Command
2 Force of Negation
1 Mana Leak
4 Opt
4 Path to Exile
1 Remand
1 Spell Pierce

Sorceries

1 Day's Undoing
2 Supreme Verdict
1 Timely Reinforcements

Lands

1 Breeding Pool
2 Celestial Colonnade
3 Field of Ruin
4 Flooded Strand
2 Hallowed Fountain
2 Misty Rainforest
1 Prismatic Vista
1 Snow-Covered Forest
6 Snow-Covered Island
1 Snow-Covered Plains
1 Temple Garden

Sideboard

1 Timely Reinforcements
1 Ashiok, Dream Render
2 Celestial Purge
1 Disdainful Stroke
1 Dovin's Veto
1 Grafdigger's Cage
1 Lyra Dawnbringer
1 Monastery Mentor
1 Ramunap Excavator
1 Restoration Angel
1 Snapcaster Mage
2 Spell Queller
1 Vendilion Clique

Bant Snow is a deck I brewed up myself some weeks ago, and focusing on the same combo: Teferi or Narset with Day's Undoing. This deck adds some extra tech, chief of all moving the Rest in Peaces to the mainboard. Opt is given the nod over Noble Hierarch, and more expensive cards are added, from Jace, the Mind Sculptor to the miser's Teferi's Puzzle Box.

I feel that most of these fixes make the deck slower in the name of consistency that isn't necessarily needed. But I do like maining Rest in Peace in this climate.

New Takes

Some existing decks have also seen fresh updates lately.

Bridgeless Hogaak, by DOUGH_SHACK (5-0)

Creatures

4 Hogaak, Arisen Necropolis
4 Bloodghast
4 Carrion Feeder
4 Cryptbreaker
4 Gravecrawler
4 Hedron Crab
4 Prized Amalgam
4 Stitcher's Supplier
4 Vengevine

Instants

1 Fatal Push

Sorceries

4 Faithless Looting

Lands

2 Blood Crypt
4 Bloodstained Mire
3 Marsh Flats
4 Polluted Delta
2 Swamp
2 Verdant Catacombs
2 Watery Grave

Sideboard

3 Fatal Push
1 Godless Shrine
1 Shenanigans
2 Thalia, Guardian of Thraben
4 Thoughtseize
4 Wear // Tear

This is just the first Bridgeless Hoggak list that appeared online after the banning, but the deck has by now proven itself a significant force in Modern even without the infamous enchantment. Hedron Crab seems to have been mostly abandoned.

Echo Urza, by FTZZ (5-0)

Creatures

4 Riddlesmith
4 Urza, Lord High Artificer
1 Sai, Master Thopterist
4 Simian Spirit Guide

Planeswalkers

1 Saheeli, Sublime Artificer

Artifacts

4 Chalice of the Void
4 Engineered Explosives
4 Everflowing Chalice
2 Grinding Station
4 Mishra's Bauble
4 Mox Opal
2 Tormod's Crypt

Enchantments

1 Mirrodin Besieged

Sorceries

4 Echo of Eons

Lands

1 Cavern of Souls
4 Darksteel Citadel
1 Fiery Islet
1 Geier Reach Sanitarium
1 Gemstone Caverns
2 Shivan Reef
3 Snow-Covered Island
4 Spire of Industry

Sideboard

2 Tormod's Crypt
1 Abrade
1 Ancient Grudge
1 Arc Trail
1 Ghirapur Aether Grid
1 Hurkyl's Recall
1 Karn, Scion of Urza
1 Narset, Parter of Veils
1 Negate
1 Ray of Revelation
2 Teferi, Time Raveler
1 Welding Jar
1 Whipflare

Echo Urza isn't as much a new take on the Urza, Lord High Artificer decks we've seen at the top tables as a new strategy entirely. It revolves around Riddlesmith, a first-time-in-Modern creature that loots through the deck as pilots deploy artifacts. Crucially, this looting function dumps Echo of Eons into the graveyard so pilots can flash it back. Activating the shiny new Timetwister lets players refill on artifacts to cheaply deploy, keeping the cycle going and looting through the deck.

Simian Spirit Guide greases the wheels here, shortening the clock by resolving a payoff early. Saheeli and Sai are also here as legendary ways to benefit from playing many artifacts in a row.

Seeing Red

Burn may have dominated for much of Modern's history, but now the format is home to a variety of red-based aggro decks, including Skred and Goblins. New ones also continue to poke their heads out of the woodwork.

Rakdos Arcanist, by CHARKATTACK (5-0)

Creatures

4 Dreadhorde Arcanist
4 Young Pyromancer
4 Seasoned Pyromancer
4 Lightning Skelemental
2 Gurmag Angler
1 Goblin Bushwhacker
1 Hazoret the Fervent

Instants

1 Kolaghan's Command
4 Lightning Bolt
1 Rakdos Charm

Sorceries

4 Faithless Looting
2 Reckless Charge
4 Thoughtseize
4 Unearth

Lands

1 Arid Mesa
4 Blackcleave Cliffs
2 Blood Crypt
4 Bloodstained Mire
1 Polluted Delta
1 Prismatic Vista
2 Snow-Covered Mountain
3 Snow-Covered Swamp
1 Sunbaked Canyon
1 Wooded Foothills

Sideboard

2 Collective Brutality
3 Fatal Push
4 Leyline of the Void
2 Magmatic Sinkhole
3 Ravenous Trap
1 Smash to Smithereens

Rakdos Arcanist runs none other than Unearth alongside Dreadhorde Arcanist, recreating a new combo we explored in detail last week. But there are no Elemental synergies here, despite there being plenty of the creature type in the deck between Lightning Skelemental and Seasoned Pyromancer's tokens. Instead, Gurmag Angler makes a rare appearance outside of Grixis Shadow and Hollow One as raw bulk available as early as turn two. Hazoret can't resolve until later, but defeats many decks single-handedly when it does.

Big Phoenix, by PIEGONTI (5-0)

Creatures

4 Arclight Phoenix
4 Bedlam Reveler
4 Seasoned Pyromancer

Enchantments

3 Aria of Flame

Instants

4 Desperate Ritual
2 Gut Shot
3 Lava Dart
4 Lightning Bolt
4 Manamorphose
2 Pyretic Ritual
1 Surgical Extraction

Sorceries

4 Faithless Looting
2 Tormenting Voice

Lands

15 Mountain
4 Sunbaked Canyon

Sideboard

2 Abrade
2 Blood Moon
2 Dragon's Claw
2 Kozilek's Return
2 Lightning Axe
4 Ravenous Trap
1 Shatterstorm

Mono-Red Phoenix evokes blazing starts, powered either by the deck's namesake bird or by 1/2s with prowess. Both Monastery Swiftspear and Soul-Scar Mage are absent from Big Phoenix, the latest spin on the strategy. Card quality is prioritized here over speed, and the non-Phoenix threats serve to refill pilots on cards once they've become low on resources. Mono-Red runs ritual spells to power out its creatures early and improve the synergy with Phoenix, which was perhaps shaky in the prowess builds, decks fundamentally split between two gameplans. Having rituals improves Blood Moon out of the side.

A Grave Future

With Hogaak again rising in Modern, the future is uncertain. Will the deck continue to prove oppressive? How many new decks will break out in the coming months? Let me know your thoughts in the comments. And if you have a lead on any promising tech!

That Which is Not Dead: MC Weekend

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For the first time in quite a while, I have a massive data dump to analyze! The past weekend contained a Modern GP, an SCG Open, and the Mythic Championship. With all the shocks finally wearing off, we can start to get a handle on the new metagame. But not without first noting that this is just the first weekend of data. Metagame formation is a process of players adapting to data as it trickles in, so today's snapshot should be regarded as a starting point rather than the actual metagame.

Additionally, the starting population for each event matters significantly. The Mythic Champtionship is an invitational event with a small population of high-level players who often play team decks. Almost all of Team ChannelFireball and the MPL was on Hogaak, an observation neither random nor necessarily indicative of anything other than player preference. GP Barcelona would normally have been a random sample, but this time it was flooded by players scrubbing out of the Mythic Championship. As a result, the data will be distorted to some degree. The SCG Open and associated Classic results should therefore be given greater weight, since they are the most random and therefore statistically valid results.

MC Barcelona

As it was the most high-profile event, I'll start with the Mythic Championship. As its data is also the most skewed, I'll be treating it lightly. As mentioned, team-think and word of mouth heavily influence deck decisions at this level. There's also the impact of the draft portion. Luis Scott-Vargas only managed two match wins with Hogaak, but still made Day 2 thanks to his draft record. His luck didn't improve. Thus, any player's final placing is not necessarily indicative of their Modern deck's strength.

Top Performers

As a result, I'm discounting the Top 8, and will instead focus on only those decks that earned at least 24 points. It should be noted that Thoralf Severin, the winner of Mythic Championship IV who was playing Tron, is not in this data set. In fact, of the Top 8, only Zhiyang Zhang on Jund and Martin Müller on Hogaak received at least 24 points in constructed. The draft bias is very strong in this event.

Deck NameTotal #
Hogaak9
Hogaak Dredge2
UW Control2
Jund2
UrzaSword2
Mono-Green Tron1
Humans1
Izzet Phoenix1

That is an overwhelming amount of Hogaak. The picture gets worse if you consider the Dredge version just a variant rather than a separate deck. Over half the top decks contained Hogaak, Arisen Necropolis. It certainly looks like the banning of Bridge from Below has not actually released us from the rearisen menace. However, there are caveats. Look beyond the deck title and there is a lot of very high-level talent playing Hogaak, including PVDDR and Reid Duke. I have a hard time believing they wouldn't have done similarly well with another deck. Again, the effect of teams picking the same deck is strong here. Hogaak's prevalence is driving most of the discussion of Modern's metagame as a result, so that's what I will be focusing on today.

Overall Win Percentage

Trying to look at the wider picture muddies the picture further. If you look at the overall win percentages, Hogaak is doing far better than any other well represented deck. It gets even better if you lump the various versions of Hogaak together. This would serve to justify the implication from above that Hogaak is an overperforming deck. However, that assessment is complicated by the starting population. Hogaak was the most popular deck Day 1. It held roughly the same proportion of the field on Day 2. In fact, the overall metagame really didn't change over the tournament. This makes the win percentage numbers somewhat suspect.

Consider this thought experiment. At a Grand Prix, there is a metagame made of three decks: A, B, and C. Deck A beats B 75% of the time, and C 25%. The mirror is 50%. At this GP, A forms 50% of the field, B forms 20%, and C forms 30%. The expected win rate at such a tournament for deck A would be around 48%. If in practice, deck A hit the mirror seven rounds, B three times, and C five, the average win rate would be 47%. If instead it saw B five and C three, the win rate would be 53%. The prevalence of mirror matches skews the data towards the center. This tends to mask the actual strength or weakness of a deck in the actual metagame. Thus, I argue it's not necessarily accurate to say that Hogaak overperformed given it's starting prevalence.

The bottom line is that Hogaak did very well in the constructed portion of MC Barcelona. It should have done well, considering the quantity and quality of players that were running it, regardless of its actual metagame strength. Therefore, I wouldn't draw any conclusions from this chunk of data due to the various biases. As part of a wider context, it may have greater meaning by reinforcing other, more valid data...

GP Barcelona

...such as the Grand Prix that was run parallel to the Mythic Championship. Normally, GP's are the best data source since they're large, open tournaments, giving a very large and random starting population, which is critical for validity. The Barcelona results need to be taken with a grain of salt because it did receive an influx of players from the MC, and thus received some of the bias from that event. I don't expect it was enough to completely swing the results, but it still needs to be acknowledged.

Top 8

Unfortunately, being run in parallel to the MC means that the GP wasn't as well covered. Looking at the Top 8 is not enough data to really mean anything. However, that small set does have a very interesting parallel to the MC, which suggests that all is not what it seems given the data.

Deck NameTotal # in MC Top 8Total # in GP Top 8
Jund22
UrzaSword11
Eldrazi Tron11
Hogaak11
Hardened Scales10
Mono-Red Phoenix10
Mono-Green Tron10
Humans01
Izzet Phoenix01
Esper Control01

Hogaak is just part of the crowd in both Top 8's, and in fact neither one made it past the quarterfinals. Meanwhile, Jund is the best performing deck by Top 8 appearance and won the GP. Hogaak didn't win anything last weekend. If this was the only data to work with, the conclusion would be that Hogaak was just another deck and there's nothing really to see here. Instead, the focus would be on Jund's return to viability after disappearing for over a year. Of course, there's insufficient data to make such a declaration, but the point remains that the GP's final result appears at odds with the MC's data while agreeing with the (biased) Top 8.

Looking further into the GP's Top 16 verifies the (suspect) conclusions from the Top 8. There's no Hogaak in there. There's no Jund, either. Instead, there's Bogles and Neoform combo alongside some more standard decks. This doesn't look like a Hogaak-defined and -dominated metagame. It looks like players just running their normal decks, especially considering there's not a particularly heavy concentration of graveyard hate in the decklists. If the doomsaying was correct, then the lack of hate would have let Hogaak overrun the GP. That it didn't happen is instructive.

Day 2 Metagame

Digging more into the GP would tend to confirm that assessment. Going by the Day 2 metagame, Hogaak underperformed. It was the most popular individual deck by a decent margin (16.7% vs Eldrazi Tron's 11.1%). For being the largest single piece of the metagame, Hogaak didn't convert accordingly. Jund on the other hand started out at only 6.5% but took two slots. Once again, this pushes against the apparent absurd strength of the deck observed by the MC's constructed standings.

SCG Columbus

This brings me to the most random and therefore valid of the events, the SCG Columbus Open. This event, and its associated Modern Classic, are the best indications of last weekend's metagame because they're the least affected by the bias caused by the MC. It should be noted right off the bat that Mono-Green Tron won the Open, just like the MC. Forget Hogaak's numbers; the real story seems to be Tron winning everything.

Top 21

Since there were 21 decks with at least 24 points in my MC Barcelona sample, I'll look at the Top 21 decks from Columbus, too.

Deck TitleTotal #
Hogaak 6
Mono-Green Tron2
Izzet Phoenix2
Grixis Urza2
Humans2
Eldrazi Tron2
Counters Company1
Breachshift1
Gruul Phoenix1
Amulet Titan1
Mono-Red Phoenix1

This table looks surprisingly similar to the top decks from MC Barcelona and a reversal of the GP results. Hogaak is outstripping the field by a decent, though reduced, margin. Everything else is clustered together. The composition is also more varied, though that's not necessarily surprising; pro players tend to gravitate towards known decks where enthusiasts actually create new and interesting decks.

In a further deviation, there's no Jund in this sample. This is shocking considering that it was the fourth most popular deck Day 2. Just like in Barcelona, Hogaak was the most popular individual deck in Columbus, though not by a wide margin. Given its Top 21 numbers, the result would support the Hogaak-as-overperforming narrative, suggesting that it is warping and defining Modern.

However, looking through the decklists convolutes this take. The amount of graveyard hate among the Top 21 decks varies wildly, to the point that there's no real pattern. The winning Tron deck has maindeck Relic of Progenitus and sideboard Leyline of the Void. Fourth place Izzet Phoenix has no graveyard hate. The sixth place Tron has the same maindeck as first place, but only one Grafdigger's Cage and a Tormod's Crypt in the sideboard. The 15th place Eldrazi Tron deck has Leyline of the Void, Grafdigger's Cage, and Tormod's Crypt in its sideboard. The relative success of each non-Hogaak deck doesn't appear to have been influenced by how prepared they were for Hogaak.

The Classic Asterisk

Looking at the parallel event tends to back up this assessment. In another reversal, the Classic data agrees with that of the GP.

Deck TitleTotal #
Four-Color Urza2
Jund2
Gruul Phoenix2
Hogaak2
Amulet Titan1
Humans1
Mono-Green Tron1
Dredge1
Merfolk1
UW Spirits1
UW Control1
Eldrazi Tron1

Again, Hogaak is a good deck, but it's not an exceptional deck; just part of the pack. More than that, Hogaak didn't even Top 8, finishing 14th and 15th. That's not a great result for the supposedly metagame defining deck. Also again, there's not a particularly high amount of hate amongst the decks. Other than Hogaak itself, this appears to be very normal metagame. This just doesn't mesh with the notion that Hogaak is crushing Modern.

A Lingering Question

The implication of the Open and MC are that Hogaak is a busted deck that easily plows through hate, of which there was a particularly high concentration at the Mythic Championship. This is a strong argument that the problem that the last ban was meant to fix hasn't been fixed, Modern is still unhealthy, and another ban is necessary. Conversely, the Classic and GP indicate that it's just another deck in Modern. There wasn't a particularly high amount of hate in the observed data and Hogaak didn't do particularly well. Also worth noting, it was Tron, not Hogaak, that was the big winner of the weekend, with two trophies to none. The results all appear to contradict themselves, and that makes drawing any conclusions a dicey proposition.

Meaning Obscured

I suspect that the actual truth is that the contradiction itself is true: Hogaak is a very powerful deck that will either dominate a tournament or have no real impact. I have a theory about why that is, but I'm still gathering data to verify my thinking. I'll discuss it in detail next week. In the meantime, I've always said that graveyard hate is underplayed in Modern. Regardless of the actual threat of Hogaak, don't skimp.

July ’19 Brew Report, Pt. 1: Fun-Earth

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July in brewing? More of the same. More copies of Unearth, to be sure. And more of what's become known as Modern's calling card: novel experiments bursting with hot tech. Today we'll look at some of the month's breakout strategies: Elemental tribal, White Weenie, and the return of old-school Miracle Grow.

Disentombed Again

Unearth continues to make waves in Modern, now as part of an Elemental-recurring engine.

BR Thunderkin, by SEROX (5-0)

Creatures

4 Thunderkin Awakener
3 Dreadhorde Arcanist
4 Lightning Skelemental
4 Ball Lightning
2 Seasoned Pyromancer
1 Insolent Neonate
1 Young Pyromancer

Instants

1 Dismember
2 Fatal Push
1 Kolaghan's Command
4 Lightning Bolt

Sorceries

4 Faithless Looting
4 Inquisition of Kozilek
2 Thoughtseize
4 Unearth

Lands

4 Blackcleave Cliffs
2 Blood Crypt
4 Bloodstained Mire
1 Dragonskull Summit
5 Mountain
2 Scalding Tarn
1 Swamp

Sideboard

3 Abrade
1 Engineered Explosives
3 Fulminator Mage
4 Leyline of the Void
2 Plague Engineer
2 Saheeli, Sublime Artificer

BR Thunderkin represents a natural evolution from the BR Unearth lists we saw cropping up a few months ago. Such decks were already abusing the hard-hitting three-drop core of Seasoned Pyromancer, Lightning Skelemental, and Unearth, and were bound to integrate Thunderkin Awakener once M20 dropped. This build in particular closely resembles the June lists, but with Thunderkin seamlessly weaved in alongside a set of Ball Lightnings to draw extra value from the newcomer.

More streamlined builds are also appearing:

BR Thunderkin, by LANTTO (5-0)

Creatures

4 Dreadhorde Arcanist
4 Lightning Skelemental
4 Seasoned Pyromancer
4 Thunderkin Awakener

Instants

2 Fatal Push
2 Kolaghan's Command
4 Lightning Bolt

Sorceries

4 Faithless Looting
4 Inquisition of Kozilek
4 Thoughtseize
4 Unearth

Lands

1 Arid Mesa
4 Blackcleave Cliffs
3 Blood Crypt
4 Bloodstained Mire
1 Fiery Islet
1 Marsh Flats
1 Scalding Tarn
1 Snow-Covered Mountain
2 Snow-Covered Swamp
1 Sunbaked Canyon
1 Verdant Catacombs

Sideboard

1 Abrade
2 Collective Brutality
3 Fulminator Mage
4 Leyline of the Void
2 Liliana of the Veil
2 Plague Engineer
1 Shattering Spree

This take on BR Thunderkin cuts right to the chase, Unearthing only the baddest creatures available and employing Thunderkin itself as a Skelemental machine. In a topdeck war, value chains can begin from any link—Dreadhorde flashes back Unearth which targets Thunderkin which reanimates Skelemental, and Seasoned Pyromancer digs pilots into a chain-starter, helping BR topdeck extremely well.

The Pyromancer-Skelemental-Unearth package isn't exclusively relegated to Elemental shenanigans now that M20's been released, though. It's also proven strong enough for the Hollow One deck, where it surfaced in a 5-0 before launching the deck back into metagame with a Challenge finish.

Another Crusade

One of Magic's oldest and most beloved archetypes, White Weenie has never had much success in Modern. We've even covered promising builds on Modern Nexus, only to see them retreat into the maelstrom. Now, the archetype is starting to rear its head in Modern, but not thanks to Force of Virtue, a card we've already seen splashed into Zoo to impressive effect. Rather, White Weenie owes its sudden relevance to a certain overlooked Elephant Cleric.

White Weenie, by INTERNETSURFER09 (5-0)

Creatures

4 Countless Gears Renegade
4 Signal Pest
4 Steppe Lynx
2 Dryad Militant
3 Benalish Marshal
2 Boros Elite
2 Dauntless Bodyguard
4 Judge's Familiar
1 Kytheon, Hero of Akros
2 Selfless Spirit
4 Thalia, Guardian of Thraben
1 Thalia, Heretic Cathar
4 Venerated Loxodon

Instants

3 Path to Exile

Lands

3 Arid Mesa
4 Flooded Strand
4 Marsh Flats
5 Plains
4 Windswept Heath

Sideboard

2 Selfless Spirit
4 Burrenton Forge-Tender
1 Declaration in Stone
4 Leonin Relic-Warder
4 Rest in Peace

White Weenie plays out a bunch of cheap, white beaters and hopes for the best. It's no wonder Modern hasn't been kind to the strategy. But things start to look up when the deck's hopeful creatures tap to summon Venerated Loxodon.

The 4/4, besides providing sheer bulk itself, permanently grows an assault à la Thalia's Lieutenant in Humans. As White Weenie goes wider, and faster, than Humans, Loxodon ends up adding much more power and toughness than the Soldier—especially considering mana doesn't need to be spent on it. Pilots can instead empty the rest of their hand, then tap the team for Loxodon and set up a very rapid clock.

Kuldotha Weenie, by ERKS (5-0)

Creatures

4 Memnite
4 Ornithopter
4 Signal Pest
1 Kytheon, Hero of Akros
3 Martyr's Soul
4 Thraben Inspector
2 Venerated Loxodon

Artifacts

4 Mishra's Bauble
4 Mox Opal

Enchantments

4 Force of Virtue
3 Legion's Landing

Sorceries

4 Kuldotha Rebirth
2 Servo Exhibition

Lands

4 Blinkmoth Nexus
4 Darksteel Citadel
4 Inspiring Vantage
1 Plains
1 Spire of Industry
3 Sunbaked Canyon

Sideboard

2 Experimental Frenzy
4 Galvanic Blast
3 Grafdigger's Cage
2 Pithing Needle
1 Rest in Peace
3 Wear // Tear

Kuldotha Weenie offers a novel take on the strategy by melding it with Kudoltha Rebirth, the card helming another of Modern's age-old fringe decks. 0-mana artifacts, creatures or otherwise, pump out Loxodon even faster; in lieu of the Elepehant, Martyr's Soul acts as a Tarmogoyf of sorts, offering an impressive body for little- to no-cost. With Martyr in the picture, players are less likely to wind up with dead Ornithopters and nothing to convoke for.

Growing Pains

For years, I called my thresh tempo decks "grow" decks. Not that they aimed to grow their creatures, per se—those creatures entered the battlefield large enough. The name came, rather, from the heritage of the threshold archetype, which once employed Quirion Dryad as its primary beater. Chaining cantrips and sequencing disruption, the original grow decks sought to attack each turn with a progressively larger creature until destabilized opponents were defeated.

Quirion Dryad is far from a playable Modern card; Tarmogoyf, its spiritual successor and cross-format supplanter, has made sure of that. But what if it started with an extra point of power? And had flash? And was blue? Gro-a-Tog-ers, never fear: to find out, Brineborn Cutthroat is here!

Jeskai Grow, by MRRAEB (5-0)

Creatures

4 Brineborn Cutthroat
4 Snapcaster Mage
2 Spectral Sailor
2 Vendilion Clique

Instants

4 Opt
4 Lightning Bolt
4 Lightning Helix
4 Path to Exile
3 Logic Knot
3 Cryptic Command
1 Force of Negation

Sorceries

2 Serum Visions

Lands

4 Celestial Colonnade
4 Flooded Strand
2 Hallowed Fountain
3 Island
1 Mountain
1 Plains
1 Sacred Foundry
4 Scalding Tarn
2 Steam Vents
1 Sulfur Falls

Sideboard

2 Force of Negation
2 Disdainful Stroke
2 Jace, the Mind Sculptor
2 Relic of Progenitus
1 Spell Pierce
1 Supreme Verdict
3 Surgical Extraction
2 Timely Reinforcements

Jeskai Grow operates much like a Jeskai Tempo deck should, although Brineborn seems a fair improvement over other threats Jeskai has turned to in the past. It doesn't require tapping out, unlike Geist of Saint Traft; it doesn't carry a narrow casting window, as does Spell Queller. It also applies heaps of pressure if not dealt with. Another flash creature, Spectral Sailor, shows up here as a mana sink and card advantage engine.

Grixis Grow, by GALANATOR (5-0)

Creatures

4 Snapcaster Mage
4 Brineborn Cutthroat

Instants

4 Opt
4 Lightning Bolt
2 Fatal Push
1 Cast Down
1 Terminate
2 Logic Knot
2 Remand
1 Spell Pierce
3 Cryptic Command
2 Force of Negation
3 Kolaghan's Command
2 Fact or Fiction
1 Surgical Extraction

Lands

1 Blood Crypt
3 Creeping Tar Pit
1 Desolate Lighthouse
3 Island
1 Mountain
4 Polluted Delta
4 Scalding Tarn
1 Spirebluff Canal
2 Steam Vents
2 Sulfur Falls
1 Swamp
1 Watery Grave

Sideboard

1 Force of Negation
1 Spell Pierce
2 Surgical Extraction
2 Engineered Explosives
2 Fry
2 Keranos, God of Storms
2 Plague Engineer
2 Ravenous Trap
1 Spell Snare

Grixis Grow takes a leaner, slower approach, appearing closer on paper to the threat-light Gro-a-Tog decks of old. There's resultantly more value here, from Fact or Fiction to Kolaghan's Command, and less reach to close out the game with. Once opponents are exhausted of resources, Brineborn comes down and stands up tall to finish the game quick; it may also drain those resources in the early- to mid-game if allowed to flourish for long enough.

Temur Grow, by THEEXALTEDONE (5-0)

Creatures

3 Huntmaster of the Fells
4 Brineborn Cutthroat
4 Snapcaster Mage

Instants

1 Negate
4 Opt
4 Thought Scour
4 Lightning Bolt
3 Magmatic Sinkhole
2 Spell Snare
3 Archmage's Charm
2 Pulse of Murasa
3 Cryptic Command

Lands

2 Breeding Pool
1 Flooded Strand
1 Forest
5 Island
4 Misty Rainforest
1 Mountain
1 Polluted Delta
4 Scalding Tarn
3 Steam Vents
1 Stomping Ground

Sideboard

2 Alpine Moon
2 Ancient Grudge
2 Anger of the Gods
2 Ashiok, Dream Render
2 Damping Sphere
1 Disdainful Stroke
1 Dispel
1 Fry
1 Tireless Tracker
1 Vedalken Shackles

Last up is Temur Grow, which splashes not for Quirion Dryad or even Tarmogoyf, but for Huntmaster of the Fells! Long a pet card of mine, Huntmaster can take over creature matchups by himself, and at four copies is a highly reliable plan. Thought Scour is another instant-speed cantrip to support Brineborn, and this Temur shell funnels the extra binned cards into Magmatic Sinkhole, a card fast becoming the breakout removal spell of Modern Horizons.

One thing all these Brineborn decks have in common? Their reliance on red, or more specifically, on Lightning Bolt. There are few better instants in Magic, let alone in Modern. Being castable at any time and eminently flexible, Bolt is exactly the kind of card an aggro-control deck like Grow wants at its fingertips.

20 Brews a Day

Okay, 20 might be an exaggeration. But the fact stands that M20 and Modern Horizons have injected a metric ton of new blood into the format. Next week we'll round out our July brew report with even more sweet tech from the MODO annals.

The Metagame Experience: MCQ Report

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This is an odd feeling for me. For all its flaws, the PPTQ system meant that grinders like me always had competitive level events to grind and keep our skills sharp. The MCQ system is functionally the same as the old PTQ system, which means very few events and very spread out. Since I'm a Westerner deprived of SCG events, I've only played one competitive level event in 2019. Hitting a Modern MCQ is like picking up an old, beloved hobby after years of neglect.

As described last week, the metagame is still forming after months of upheaval. The data is too thin to draw any conclusions and decks are all over the place. Given that this event was happening parallel to a Standard GP, I figured that things would be even more volatile. Between players scrubbing out and out of town players, I didn't know what to expect. I ended up being very surprised—for surprising reasons.

The Deck

I had several options for this tournament. I played UW Spirits for most of last year, and following PPTQ season I was desperate to play anything else. I incidentally had most of the cards for Humans, so I finished and played it for most of the spring in between experimental decks. While I came to appreciate why the deck has done so well for so long, while preparing for the MCQ, I wasn't confidant in Humans.

I hate playing popular decks at big events. Other players will have practiced against the deck and prepare a good plan for victory. There's usually a very good reason that the deck was popular in the first place, and I knew Humans's power and flexibility could push through anything. However, I don't want to give my opponents any value from direct experience from their own preparation.

Also, and on a more practical level, I've been struggling with Humans for several weeks. Jund's gaining popularity and can dodge most of Human's interaction while picking it apart, so that's not great. Also, Blood Moon decks had started to spread, and Humans just loses to that card more than I'd like. Thus I defaulted to a deck that could beat Jund and not get Mooned out.

UW Spirits, David Ernenwein (MCQ Richmond)

Creatures

3 Spectral Sailor
4 Mausoleum Wanderer
4 Selfless Spirit
4 Supreme Phantom
3 Rattlechains
3 Unsettled Mariner
4 Spell Queller
4 Drogskol Captain

Artifacts

4 Aether Vial

Instants

3 Path to Exile
3 Force of Negation

Lands

4 Hallowed Fountain
4 Flooded Strand
3 Cavern of Souls
3 Field of Ruin
3 Plains
3 Island
1 Seachrome Coast

Sideboard

3 Auriok Champion
3 Rest in Peace
2 Stony Silence
2 Damping Sphere
2 Runed Halo
2 Detention Sphere
1 Path to Exile

I've adopted a lot of new cards. As I said in my preview article, Unsettled Mariner is an incredible card against interactive decks, but isn't great elsewhere. As I expected a lot of Jund, both Mariner and the grindy Spectral Sailor were necessary.

Force of Negation is a bit more speculative. I don't like the card, but it does close a gap in Spirits and it looked useful enough to make some room. Having to hold up Spell Queller in combo matchups can really kill your clock, and Force does let me tap out and not just lose.

For the record, I wouldn't run Force just for Neoform combo decks. Even if you run a full set, the odds of seeing one in a given hand are only 40%. It's never been the actuality of Force of Will keeping Belcher decks down in Legacy; it's fear of Force. I apply the same logic to Modern, and am only running Force so I can tap out and protect my creatures.

Sideboard

Fitting in Force meant I had to cut a Path, which I moved to the sideboard. A lot of players are running Deputy of Detention as their catch-all since it synergizes with Vial, but my Humans experience included a lot of Deputy blowouts. Therefore I went with the original Detention Sphere. Creature removal is more common than enchantment removal, and since I had the mana to make it work I went with the more robust option.

Runed Halo is a very underappreciated card. The number of decks that rely on very few threats and can't remove enchantments is surprisingly high. I started running it just against Valakut decks, but it's proved to be far more versatile than expected.

The Damping Spheres aren't only here for, or even because of, Tron. Spirits can play around anything but Ugin, the Spirit Dragon, so Sphere is not really necessary in that matchup. It's also why I cut Ghost Quarter for Field of Ruin. Rather, I'm running Sphere for Amulet Titan. I've won games with Sphere when my opponent didn't have non-bounce lands and couldn't pay for their Summoner's Pact.

The Tournament

Previous experience at GP PTQs and MCQs told me that the event would be so massive that the only way to Top 8 would be to go undefeated and have exceptional tie-breakers, since these events are limited to six rounds. However, that was last year, when the GP's were all huge. GP Denver was only about 600 players and the MCQ I was in had around 120 players. Subsequently, at least a few 5-1 records would make it into the Top 8.

The drop-off is certainly some combination of the confusion in Organized Play and the Standard format, but I don't know which is the stronger factor. This is both disappointing and encouraging: disappointing to see the collapse in numbers, encouraging since it made my odds of success much higher.

Rounds 1-2 vs Eldrazi Tron (Play, 1-1)

Rounds 1 and 2 were against Eldrazi Tron. In the exact same table and same chair. I'm on the play both matches, and the first two games play out exactly the same way; Only the Game 3s diverge.

Both times, Game 1 is very easy as I simply run my opponent over. I opened on Vial into 1- and 2-drops turn two with Spell Queller for the turn three Thought Knot-Seer and just stomped to victory. Game 2, both of us see all our removal, and it turns into a staring contest. A highlight for me is getting two Walking Ballistas with Detention Sphere with Stony Silence out. However, even with lots of extra draws from Sailors (which end up doing a lot of damage), I just flood out and get smashed by spaghetti monsters.

The first Game 3 I win when I have a decent curve and Eldrazi Tron didn't get any acceleration out.  At four, he chose to kill himself with Dismember. The other one plays out like Game 2 again. I'm drawing two cards a turn off Sailor and they're all just lands so my opponent has the time to find a win condition.

Sideboarding

-3 Force of Negation

-3 Unsettled Mariner

-1 Aether Vial

+2 Detention Sphere

+2 Damping Sphere

+2 Stony Silence

+1 Path to Exile

Round 3 vs Infect (Draw, 2-1)

If I lose again, I'm certainly out of contention and just playing for prize. My opponent generously double mulligans on the play, plays a turn one Glistener Elf which I immediately Path, and does nothing further until I kill him.

In Game 2 he has many infectors which I answer, but my anemic followup clock lets him back in the game. He has all his Noble Hierarchs, so any infector connecting kills me. Fortunately, I can just keep chumping his Elf and try to race. Unfortunately, he finds Blighted Agent and I'm one point short of killing him.

Game 3 I have the removal for his Agents and Field for Inkmoth Nexus, but can only chump Elf. Fortunately, I get down Runed Halo and he has no answer, buying me the time to beat him down.

Sideboarding:

-3 Unsettled Mariner

-1 Aether Vial

-1 Selfless Spirit

+2 Detention Sphere

+2 Runed Halo

+1 Path to Exile

Round 4 vs Dredge (Draw, 3-1)

I knew my opponent was on Dredge, having sat next to him Round 2. I keep my Game 1 hand on the basis that I can Force his Faithless Looting and not just be out of the game. That happens, he has another Looting, dredges a lot, hits me with several Creeping Chills, and does nothing else until he's dead. His dredges were all bad and he didn't have green mana for his Life from the Loams.

Game 2 we both mulligan. Again he Loots then has a decent dredge turn two, but can't actually get his Prized Amalgams into play. I draw Rest in Peace that turn, slam it down, and he has nothing else to do while I assemble a kill. I was exceptionally lucky both games.

Sideboarding:

-3 Spectral Sailor

-3 Force of Negation

-3 Rattlechains

+1 Path to Exile

+2 Detention Sphere

+3 Rest in Peace

+3 Auriok Champion

Round 5 Affinity (Draw, 4-1)

I'm back to the same table and chair I started in. Not that I've been choosing it, but my opponents keep getting there first. It's a bit disconcerting, and I'm dreading another Eldrazi Tron. The narrative impulse here is for full-circularity. But my opponent surprises with traditional Affinity.

Game 1 he's got a lot of chaff and two Ravagers. I gradually chew through everything, Path his modular targets, and get favorable trades using Selfless Spirit until he's out of gas. Affinity doesn't do well against fliers. I have to beat him down from 32 thanks to huge Vault Skirges.

Game 2 is much the same. He has a lot of Ornithopters and three Cranial Platings but nothing to boost toughness. I have Phantom out and trade Sailors and Wanderers until he's out of creatures. Queller grabs his last-ditch Etched Champion.

Sideboarding:

-3 Force of Negation

-2 Aether Vial

-3 Unsettled Mariner

+1 Path to Exile

+2 Detention Sphere

+2 Stony Silence

+3 Auriok Champion

Standing are posted, and there are four undefeated players. I'm in 17th place with appalling tiebreakers, meaning for me to make it in I need four winning players ahead of me to drop dead of heart attacks. That being extremely improbable, I draw the last round so I can get my prize tickets and go home.

The Top 8 was the following morning, and I wasn't there, so I don't know its makeup. I do know that one BR Hollow Phoenix deck made it in. The pilot was running astronomically hot, with basically ideal openings all day, and that luck also meant that he wasn't punished for a number of misplays I witnessed. Better lucky than good....

Lessons Learned

The metagame may be in flux, but that doesn't mean players are following suit. The field I hit looked identical to what I was seeing two years ago, minor details aside. Players keep their decks for years in nonrotating formats, so I'm guessing that faced with uncertainty, the other players fell back on their old banners.

Eldrazi Tron was very popular based on the assumption that Jund is back in force. That Chalice of the Void is very good against Phoenix decks is also a huge bonus. I don't know how relevant either fact was on the day since I didn't see much Jund or Phoenix running around. I do know that there were lots of Moon prison decks hoping to prey on Tron and Jund there, and they did poorly because Blood Moon isn't a hard lock.

On the Deck

I was generally happy with my play, though I made some sideboarding mistakes. I thought Force was bad against Eldrazi, so I cut it for Damping Sphere. In hindsight that was a mistake, since everytime I got something going Game 2 it was crushed by All is Dust. Sphere was very ineffective since Eldrazi plays far more lands than normal Tron and doesn't really need the acceleration.

On the maindeck, I was frustrated by flood, but that's not a solvable problem. I can't run accelerants, and the deck is mana hungry. I can't really cut basics for Horizon lands because of Field and Moon. I cut Mariner almost every match, but that wasn't unexpected. I didn't hit the matchups the changeling is good in. I rarely needed Force but always brought in Path, so in future I'd cut a Force for Path.

Data Acquisition

With the results from the SCG Philadelphia Classic last weekend and a Modern MCQ this weekend, the data is building to sufficiently analyze the metagame. Then we can start to see the actual impact of all the change that Modern's undergone.

Real Friends: Horizons Pet-Deck Update

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It's maybe been said to the point of platitude at this point, but Modern is a format that rewards deck mastery. At least for me, it's also way more fun when you can find a deck that ticks all your preference boxes. I've been playing Eldrazi Stompy since Thought-Knot Seer was spoiled, and Counter-Cat since before I started writing for Modern Nexus, let alone designed the Temur Delver deck that got me the gig in the first place. Today, we'll update both decks with cards from Modern Horizons and M20.

Never Leaving London

I wrote that Colorless Eldrazi Stompy was better positioned than perhaps any Modern deck to benefit from the London mulligan. And indeed, despite Eldrazi Tron being far better suited to abuse the format's hottest new planeswalker, Colorless continues to clock results.

Colorless Eldrazi Stompy, by Jordan Boisvert

Creatures

4 Eldrazi Mimic
4 Eternal Scourge
2 Endless One
4 Thought-Knot Seer
4 Reality Smasher
4 Simian Spirit Guide

Planeswalkers

2 Karn, the Great Creator

Artifact

4 Serum Powder
4 Chalice of the Void
1 Smuggler's Copter

Instants

4 Dismember

Lands

4 Eldrazi Temple
2 Gemstone Caverns
4 Zhalfirin Void
3 Mutavault
2 Blinkmoth Nexus
3 Ghost Quarter
3 Blast Zone
2 Wastes

Sideboard

3 Spatial Contortion
2 Gut Shot
1 Surgical Extraction
4 Relic of Progenitus
1 Ratchet Bomb
1 Sorcerous Spyglass
1 Crucible of Worlds
1 Mystic Forge
1 Mycosynth Lattice

If You Karn't Take the Heat...

It's been three months since Karn, the Great Creator was spoiled, and since I outlined its virtues in Colorless Eldrazi Stompy. The walker has been legal for less time, but players have had ample time to tinker with different configurations. The verdict on Karn seems split, with some successful lists forsaking him altogether and others packing as many as three mainboard copies.

The main argument against the walker is that it doesn't fit with our primary gameplan. Colorless Eldrazi Stompy wants to slam a lock piece and then clean up the mess with big dudes, applying pressure via raw bulk while disrupting the opponent. In this way, it offers a go-tall analogue to Humans' go-wide strategy. This point has been bolstered by the London mulligan, which lets players execute whatever gameplan they prefer with heightened accuracy. We used to open Temple most of the time; now, we open Temple all the time. So why dip into a Plan B at all?

My reasons for including Karn haven't changed. I'll concede that the walker doesn't fit with our primary goals, and somewhat clashes with the London—between countermagic and hand disruption, sculpting a gameplan around a Karn opened or drawn early isn't very attractive; the walker is best peeled off the top once games have stabilized, or as a utility failsafe lying in the deck. Rather, I have enough faith in my good matchups to not mind sometimes watering down my Game 1 plan with a couple potentially-dead Karns. We already do so with cards like Serum Powder. Karn adds to the density, but it can simply be sided out post-board when it's no good.

The reward for maining Karn is that previously impossible matchups become feasible. Whir Prison has become Urza's Thopter-Sword, and a resolved Karn makes life as tricky for that deck as it does for dedicated Bridge strategies. Besides, the Mycosynth lock is still an option against decks wielding Ensnaring Bridge. Another artifact deck we could almost never beat pre-Karn is Hardened Scales, which still exists post-Horizons. And UW Control, also a lacking matchup, is a great place for Karn to shine. Similarly, Jund's comeback bodes well for value-packed haymakers like Karn.

Landing on Two Feet

I'd also like to discuss my land choices, which are becoming less and less accepted. Many players have opted to cut Zhalfirin Void to make room for more manlands and Blast Zone. While I agree that Blast Zone is nuts in this deck, I think Void is a poor cut with Karn in the deck. We want to draw the walker naturally at a certain point in the game, and Void helps us do that. Additionally, since Karn pulls us more towards a midrange role, Void shines brighter, as our games are extended by a turn or two on average. The London indeed grants us more consistency, but I don't think responding by cutting our existing consistency tools is necessarily a justified way to celebrate.

I'm up to 3 Blast Zone and don't anticipate going down any time soon. Having mass removal on an untapped land is just superb in this deck, no matter how clunky it might be. I've had to learn to sequence better with Zone in the deck, at times taking turns off to prevent dying a few turns down the road to something I could have sniped a bit earlier (e.g. Thing in the Ice or a planeswalker).

Ghost Quarter feels less relevant than it has in the past, but is still a necessity at 3 thanks to Tron. The five manlands are as vital as ever, and I would play a fourth Mutavault if I had space. I think the most expendable land is the second Gemstone Caverns, but right now, would rather double the odds of opening it on the draw than slightly increase my threat density. While I once had a 24th land in the deck, I've gone back to Smuggler's Copter, which does too much for us at 1 to omit.

Other Choices

Endless One is still here, although other players overwhelmingly prefer Matter Reshaper. I think the three-drop slot in this deck is a bit clogged, and always has been; the going-long points gained from Karn help alleviate Reshaper's value, and Endless pulls weight in the matchups Karn flounders. Besides, the card has been phenomenal with the London.

In the sideboard, I'm sticking with Gut Shot, planeswalker sniper extraordinaire that also excels against small creature decks. After War of the Spark's release, Gut has become even more vital, as Modern decks have come to increasingly rely on planeswalkers.

Finally, Mystic Forge makes an appearance as the first M20 card to enter Colorless. I've long wanted a pure value grab for Karn, and so far the best option has been Crucible of Worlds. But plenty of games came up where fetching Crucible wouldn't net any value, such as when I lacked the utility lands to make good use of it. Forge lets us draw two or more cards per turn, and its exile ability makes it better than something like Experimental Frenzy by getting us through additional lands. We can also bin Serum Powders we don't want to cast and throw Eternal Scourge directly into exile to dig deeper. Running Forge makes Karn a more significant threat against control and midrange.

Nine Lives, Maybe More

Another old favorite that I'll probably never truly relinquish, no matter how bad it seems and in fact is, Counter-Cat has also received a significant makeover lately.

Counter-Cat, by Jordan Boisvert

Creatures

4 Wild Nacatl
4 Delver of Secrets
4 Tarmogoyf
2 Hooting Mandrills
1 Snapcaster Mage

Planeswalkers

3 Wrenn and Six

Artifacts

2 Mishra's Bauble

Instants

4 Path to Exile
4 Lightning Bolt
2 Mutagenic Growth
2 Spell Pierce
2 Mana Leak

Sorceries

4 Serum Visions
3 Light Up the Stage
2 Faithless Looting

Lands

4 Misty Rainforest
4 Wooded Foothills
1 Scalding Tarn
1 Temple Garden
1 Steam Vents
1 Stomping Ground
1 Hallowed Fountain
1 Breeding Pool
1 Sacred Foundry
1 Forest
1 Island

Sideboard

2 Damping Sphere
1 Engineered Explosives
1 Rest in Peace
1 Surgical Extraction
2 Huntmaster of the Fells
1 Hazoret the Fervent
1 Snapcaster Mage
2 Pyroclasm
1 Ancient Grudge
1 Destructive Revelry
1 Veil of Summer
1 Fry

Mainboard Alterations

There are three major changes to Counter-Cat's mainboard: threats, cantrips, and lands.

In terms of threats, Wrenn and Six joins the fray. Domri, Anarch of Bolas also performed well in this deck, and I ran a copy after War of the Spark. When Wrenn came out, I tried splitting the walkers, but found myself wanting Wrenn more every time. While Domri is a nice mid-game board-breaker, Wrenn fundamentally changes the way the deck plays.

Tarmogoyf has always been critical in Counter-Cat as a follow-up to our one-drop dying. Therefore, as Goyf's stock fell, so did the deck's. I addressed this issue by making Goyfs bigger via Bauble and Wrenn and by increasing the number of Goyfs—again, by adding Wrenn. Goyf used to be the perfect funeral procession for a killed Cat or Insect, but Wrenn is just as good, plopping down a value engine that ticks up towards a wincon and pressuring opponents significantly. It hurts linear combo decks less, since it's not as fast against them, but making land drops still gets us to the point faster where we can drop threats while holding up interaction. Fair decks, on the other hand, have a doozy of a time removing Wrenn, especially through our walls of heavy-duty removal.

I was immediately impressed with Wrenn in GR Moon, where it revitalized my interest in another of my longstanding brews. In that deck, it combines with Faithless Looting to keep the cards coming. I ended up having to add Lootings to Counter-Cat as well. Otherwise, Wrenn would offer us a grip full of fetchlands in the mid-game and nothing to do with them. Still, Wrenn lets us cut a land, and makes the London mulligan much easier for us than for other decks—we can just bottom extra lands without much of a care once we find Wrenn. Bauble also alleviates the low land count.

Light Up the Stage is another red cantrip new to the deck. With eight one-drops, Wrenn to ping, trampling beaters, and a set of Bolts, spectacle is quite easy to enable. Here, Light Up is like a super-powered Chart a Course, churning through the deck and gassing us up for one mana. I've even recast Light Up with Snapcaster Mage for full Divination price in some matchups and been impressed by the results.

To accommodate all these extra red spells, I had to add Sacred Foundry. Pool-Foundry is now a common and adequate shock pair, as we've got plenty to do with a red land and often even want double red in the mid-game. The colors are pretty even, save for white, which exists just for Path and Nacatl.

Sideboard Tweaks

Many sideboard cards are the same as in previous versions, so I invite you to take a look at the Counter-Cat archives for more information on those. Still, there are a few newcomers:

  • Damping Sphere is great against so many decks. We cantrip a lot, but a Sphere in play doesn't just beat us as it does other decks. Great against Tron, Phoenix, Storm, Neoform, etc.
  • Rest in Peace is actually supportable. It's just not for the Jund matchup. Against the graveyard decks, having Rest in play means we just win until they remove it, and then our Goyfs are re-activated and we've stolen heaps of time.
  • Fry roasts Lyra Dawnbringer, Thing in the Ice, Mantis Rider, and Teferi, Hero of Dominaria, among other things. A removal spell for Humans that's also great against UW.
  • Veil of Summer is an elegant answer to interactive decks, fading Fatal Push and targeted discard as well as Liliana of the Veil's -2. It's also strong vs. control for its applications against countermagic, and can counter random stuff sometimes (I hit a Mind Funeral the other day). I love me a one-mana Cryptic, and Veil is one of the more reliable we've gotten.

How Many of Us

These two decks aren't leaving my collection maybe ever—I love them too much! With Hogaak gone and M20 just released, it's the calm before the storm, as we're about to see a whole lot of new tech enter Modern. In the meantime, have your favorite decks enjoyed a boost from the format's recent newcomers?

No-Gaak: Early Metagame Observations

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With Core 2020 and the London mulligan finally legal, the metagame can begin to take shape. Begin being the key word there. So much has changed in Modern over the past month that it is impossible to predict what exactly is changing.

At the end of this week, GP Denver looms. I'm not playing the main event since it's Standard and I'm not interested in Teferi.format. Instead, I'm preparing for the Modern MCQ on Saturday. This has proven rather difficult due to the metagame's lack of definition. Today I'll be going through what I've observed so far and what conclusions I've reached.

Thin Data

Normally, I'd fall back on the available data to draw informed conclusions about the metagame taking shape. However, that really isn't possible. At the moment all I have to go on are a 5-0 deck dump, which has no statistical value, and a single SCG Classic. The Classic is interesting and a decent piece of data, but it is only a single point. Therefore, the only conclusions I could draw would be about the event itself and not the entire metagame.

As a result, I'm forced to rely primarily on personal observations of both my local paper metagame and what I've seen on MTGO. I realize that my experiences may not be representative. Even if they don't accurately model the entire metagame, I'm getting one look at what players are thinking. And in short, it's the Wild West out there.

Dredge Rises Again

First thing's first: I have bad news for anyone sick of graveyard decks. Dredge is back like it never left. My LGS, Black Gold, has never had many Dredge decks because we all pack lots of hate at all times, but I'm seeing plenty online. Dredge never played Bridge from Below, so it's escaped another round of bannings unscathed. The only reason it declined from view was Hogaak inhabited the same space, but was better. Now the Necropolis is gone, Dredge is reclaiming its place.

For the most part, they're all just pre-Horizons lists. Dredge has been around a while and has proven itself, so it makes sense to trot the same list out again. However, there are those who are trying to innovate. In what I've seen so far, this mainly entails trying to fit Hogaak, Arisen Necropolis into existing shells. While I think it could work, so far I haven't actually seen it happen. The opportunity cost of Hogaak is pretty high for Dredge.

Others are trying to adapt Bridgevine to a Bridgeless world. While these lists have been fascinating to watch, they're significantly worse than Bridgevine, and in my experience much less consistent than Dredge. I admire the dedication, but it looks like wasted effort.

New World, Old Rules

Regardless, it's obvious that graveyard decks aren't going anywhere in Modern, so neither should your hate. I've seen way too many players cutting their hate assuming they don't need it. Never just concede the Dredge matchup, and don't forget that Surgical Extraction isn't very effective against Dredge. You'll need Tormod's Crypt or better.

The other thing to remember is how to play against Dredge, especially when timing your hate. Dredge consists of a lot of enablers and a few key cards. You want to time one-shot hate to get as many of those cards as possible. Individual dredgers are bad targets; Dredge always has more. Instead, you need to target Prized Amalgam and Conflagrate. The former is the primary threat and the later is the real power card. Don't crack your Crypt unless you have to, or can get at least two of these cards.

Jund Is Back

The other big trend I've seen is that BGx is back in force. Last week, roughly half the field was some form of BGx deck. I saw similar numbers online. There was classic Bloodbraid Jund, straight Rock, control Jund, an Assault Loam/Jund hybrid, and plenty of Wrenn and Six Jund decks. This wasn't surprising; Jund's got a lot of new toys recently, a really bad matchup is gone, and lots of players have invested a lot of time and money into the deck. Of course they'll play it again.

Six Reasons Why

The primary reason for this resurgence is Wrenn and Six. When I reviewed it, I was unimpressed. Wrenn just didn't do enough when it wasn't standing in for Life from the Loam. I stand by that assessment and remind everyone that Wrenn does nothing against Rest in Peace, but there was something I missed.

Never missing a land drop and thinning your deck is good. Wrenn provides that function to Jund, with a little value in killing small creatures. No cog in any machine is very good on its own, but Wrenn seems to be a cog that fits seamlessly into Jund and makes the machine run smoother.

A Catch

However, I don't know how good it actually is. Despite all their numbers (roughly a quarter of the field), no Jund deck has actually won our local tournaments in a month. I can't remember any going better than 3-1. I haven't had any greater difficulty playing against the new versions than the old ones, as the games come down to the same grind as before, making me think that the deck may not be more powerful so much as more attractive.

Part of this upsurge may be Legacy spillover. I'm told that Wrenn is taking over Legacy. Most Legacy creatures are X/1's, so Wrenn's downtick is very relevant, but more importantly Wrenn is great with and against Wasteland. Thanks to dual lands, the opportunity cost of just running four-color piles in Legacy is pretty low. The ubiquity of Wasteland keeps these decks in check. Wrenn undoes Wasteland, and now the piles are back. Logically, players are applying this logic to Modern and thus Jund is everywhere, hoping to replicate the Legacy success.

The other reason is that Wrenn plays very well with another new Jund card that definitely is as good as it seems.

Season of Grind

Seasoned Pyromancer is an exceptional card in any version of Jund. The 2/2 body isn't that impressive, but it doesn't matter given the card advantage it provides. I'm told, but can't verify, that Jund is cutting Dark Confidant because he's bad against Wrenn, and Bob is an investment. Pyromancer gives new cards up front, potentially with value. Obviously, discarding Wrenned-back lands is good, but turning useless discard spells into Elementals alleviates the problem of drawing the wrong part of the deck at the wrong time. He can then provide value from the graveyard. Pyromancer is a very solid card, and in my opinion, a far better reason than Wrenn to play Jund.

Modern Belcher

The other big trend I've seen is that Neoform combo is back. It was briefly seen during the London mulligan test, then disappeared. Now that it's back, I've seen people playing it again. And I'm rather ambivalent. On the one hand, the deck is very scary. On the other, it isn't very good.

With the right hand, Neoform wins on turn 2. With a perfect hand, it can win on turn 1. It's looking to cheat Allosaurus Rider into play, sacrifice it to Neoform, find Griselbrand, and then draw its deck. With Chancellor of the Tangle, this only takes five cards and can happen turn 1, which can only be stopped by Force of Negation. And the deck runs Pact of Negation for protection from Force and slower interaction.

However, that dream scenario isn't probable. The deck has to mulligan very aggressively since most hands do nothing. The London mulligan makes it plausible to make it happen, to the point that I'm told it's the only reason Neoform combo is possible. However, it's still quite unlikely to come together.

Even if Neoform finds the combo, the deck is very soft to interaction. From Thoughtseize to Thalia, Guardian of Thraben, anything that disrupts the carefully and precariously built engine makes the car explode. If you survive the first few turns against Neoform, you're unlikely to lose. In my opinion, it's just Modern's version of Legacy Belcher: a scary deck that either kills you before you move, or it just loses. Play a reasonable Modern deck that doesn't just goldfish, and you'll be fine.

The Other Glass Cannon

On a similar note, I haven't been impressed with Bant Infect so far. I've lost to it plenty of times, but it keeps feeling like it was a failure of my deck rather than anything the opponent did. I realize that many have always felt this way, but since Gitaxian Probe was banned, I feel like Infect needs to outplay me to win.

The Bant versions I've faced so far have been really clunky. They've gotten a lot of Oops, I Win! combinations, but if they don't come together they really struggle. Giver of Runes and Teferi, Time Raveler are great for forcing through an infector and Scale Up allows some truly out-of-nowhere wins. However, these cards are replacing the pump spells that infect still needs to assemble so it can secure victory. The move from UG to Bant Infect appears to have exacerbated the "wrong-half problem" the deck already had.

I've had plenty of games where Infect drew lots of protection and had the Scale Up kill, but never saw an infector. Other times they only got one infector and lost to a sweeper, Plague Engineer, or multiple removal spells. Sometimes, their only pump is Scale, and they only had a one-turn window to kill and couldn't. To me it looks like going Bant has exacerbated Infect's variance, and on net it's a negative for the deck.

Brewer's Format

Everyone is trying everything to see if anything sticks. Modern's received so many new cards, and they were only evaluated in the context of Hogaakvine. Everyone's playing catch-up now, and this means that brewers have the space to just go nuts.

For me, this means that this weekend will be very interesting. I expect to be surprised a lot and not see the same deck twice each round. On the one hand, the prospect is exciting. On the other, how do you prepare for the unexpected?

Reflections on a Mulligan

Finally, I need to address the elephant in the room. However, I don't really have an opinion on the London mulligan in practice. The Neoform players tell me their deck is only viable because of the London mulligan; theorists expect it to benefit less-than-fair strategies, and for it to have an overall negative impact on Modern. So far, I haven't seen any of that happening.

Now, I don't play decks that really benefit from the new mulligan. I swing between straight aggro to control, with a little Storm for spice. I don't need to mulligan for very specific cards all the time, so the new mulligan isn't really doing anything for me. Under the Vancouver rules I mulliganed roughly 1/3 of the time because I didn't have the right mix of lands and spells, and went to five or less once every ten mulligans or so. Over the past week I've recorded similar numbers. I'm not seeing any real difference in terms of playable hands.

Unforeseen Consequences

There have been a few problems that I didn't expect, and they make me question the longevity of this new mulligan. Problems within formats can theoretically be solved via bannings, but I'm seeing some structural problems with the mulligan itself. The first is the feel-bad aspect. Since you were drawing off the top and then scrying, there were limited opportunities to make a mistake. You either kept the scry or didn't based on the opening hand.

With London, it feels like you're making sacrifices. Frequently I and those I've spoken to have mulliganed into good seven-card hands, but once you start cutting cards they become unplayable. It feels worse when I London to five and and am left with a mediocre hand after choosing which cards to bottom rather than I opened a mediocre five. Then there are the times you bottom cards based on how you expect things to go, and they go a completely different direction, retrospectively making your mulligan decision bad. Again, I know that statistically and strategy-wise such a decision was good, but the loss feels worse.

Then there's adjudication. I've seen several bitter disputes about how many mulligans players have taken escalate. Neither player wrote down how many mulligans they'd taken, and one or both lost track while drawing seven cards each time. This was rare with the Vancouver mulligan.

Several judges I know have admitted they're worried about cheating involving the mulligan, such as "forgetting" how many they'd taken or worse: deliberately writing down too many for the opponent and disputing it. In such a dispute the judges are forced to go with the better records, and they're worried that will lead to rewarding cheaters. Personally, I'll be more obsessive with my record keeping than normal this Saturday, but it is very concerning.

Bringing Everything Together

What all this means for me this weekend is that I'll need to really be watching my opponents. I'm naturally suspicious at GP's from experience, but now I'll really need to be careful. I also can't try to game the event as I've done in the past. As a result, it's best to go in with a proactive, disruptive deck so I'm not just dead to anything. And that sounds like familiar territory for me.

June ’19 Brew Report, Pt. 2: Out in Force

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Last week, we began taking stock of the novel decks appearing in 5-0 dumps post-Modern Horizons. With a ban in the books and M20 entering the card pool, the coming weeks are sure to feature even more upheaval. But lots of new tech is already out in force. Perhaps June's innovation bears signs of what's to come.

Old Dogs, New Tricks

A number of midrange decks have benefited notably from Modern Horizons, and now stand only to improve without Hogaak combo forcing them to sideboard playsets of Leyline of the Void.

Temur Twin, by LOUISBACH (11th, Modern Premier #11905352)

Creatures

3 Deceiver Exarch
2 Pestermite
3 Kiki-Jiki, Mirror Breaker
3 Snapcaster Mage

Planeswalkers

4 Wrenn and Six
2 Jace, the Mind Sculptor

Instants

4 Lightning Bolt
4 Cryptic Command
2 Force of Negation
2 Remand
1 Spell Pierce
1 Spell Snare

Sorceries

4 Serum Visions
1 Anger of the Gods

Lands

2 Breeding Pool
1 Hinterland Harbor
2 Lonely Sandbar
4 Scalding Tarn
3 Misty Rainforest
1 Wooded Foothills
1 Raging Ravine
2 Spirebluff Canal
2 Steam Vents
1 Stomping Ground
1 Sulfur Falls
3 Island
1 Mountain

Sideboard

4 Leyline of the Void
2 Tireless Tracker
1 Force of Negation
1 Engineered Explosives
1 Magmatic Sinkhole
1 Nature's Claim
1 Pithing Needle
1 Pyroclasm
1 Surgical Extraction
1 Thragtusk
1 Weather the Storm

Temur Twin embraces the midrange role uncomfortably forced onto Splinter Twin decks with the banning of their namesake enchantment. Rather than for Tarmogoyf, though, the deck adopts green for Wrenn and Six, a development I wholeheartedly approve of. Wrenn ensures pilots never miss another land drop, a critical benefit for a deck shooting to hard-cast a five-mana creature as early as possible. Raging Ravine and Lonely Sandbar give Wrenn some extra dimensions in terms of land recursion, and further diverts opposing resources, buffing Twin's classical gameplan.

Hexdrinker Jund, by WILDABEAST49 (5-0)

Creatures

4 Hexdrinker
4 Tarmogoyf
3 Dark Confidant
1 Grim Flayer
3 Seasoned Pyromancer

Planeswalkers

4 Liliana of the Veil
2 Wrenn and Six

Instants

3 Assassin's Trophy
4 Fatal Push
3 Lightning Bolt

Sorceries

4 Inquisition of Kozilek
2 Thoughtseize

Lands

4 Verdant Catacombs
4 Bloodstained Mire
3 Blackcleave Cliffs
2 Overgrown Tomb
1 Stomping Ground
1 Blood Crypt
3 Blooming Marsh
1 Nurturing Peatland
2 Swamp
1 Forest
1 Mountain

Sideboard

1 Cindervines
2 Collector Ouphe
2 Damping Sphere
2 Fulminator Mage
4 Leyline of the Void
2 Plague Engineer
2 Ravenous Trap

Hexdrinker Jund is the most recent in a long string of BGx developments. Seasoned Pyromancer and Wrenn and Six have happily joined the Jund cast, and from the dumps seem to position Jund as the frontrunner among BGx decks.

Other lists are foregoing Hexdrinker, but the creature does seem potent in this shell—BGx has always struggled against faster decks it can't adequately disrupt, namely Tron; the 2/1 lets them pressure those strategies from out the gate while scrambling to sequence interaction. In fair matchups, the creature maintains relevance as a mini-Progentius.

Mardu Pyromancer, by ALFREDITOMELIRA (5-0)

Creatures

2 Yawgmoth, Thran Physician
1 Monastery Mentor
4 Young Pyromancer
4 Seasoned Pyromancer

Instants

1 Abrade
4 Fatal Push
1 Kaya's Guile
4 Lightning Bolt
2 Surgical Extraction

Sorceries

4 Faithless Looting
4 Inquisition of Kozilek
2 Thoughtseize
3 Unearth
4 Lingering Souls

Lands

4 Blackcleave Cliffs
2 Blood Crypt
4 Bloodstained Mire
1 Godless Shrine
4 Marsh Flats
1 Sacred Foundry
2 Swamp
2 Mountain

Sideboard

1 Kaya's Guile
3 Blood Moon
1 Dreadbore
1 Duress
4 Leyline of the Void
2 Plague Engineer
3 Wear // Tear

Despite what they might be saying at the LGS, Mardu Pyromancer seems alive and well; this build has clocked multiple 5-0 finishes and Top 8ed a Modern Premier. It integrates Seasoned Pyromancer to flavorful results. On the strategic side, Monastery Mentor joins Young Pyromancer as copy number five. Unearth surfaces as a way to get back into the game after a token-maker is removed, and Yawgmoth, Thran Physician replaces Bedlam Reveler as top-end payoff.

The Cat's Meow

Zoo decks also seem to be performing well online, with a range of GRx decks putting up numbers.

Vanilla Zoo, by LALAUWBA (5-0)

Creatures

4 Wild Nacatl
4 Noble Hierarch
2 Hexdrinker
4 Tarmogoyf
3 Qasali Pridemage
2 Thalia, Guardian of Thraben
2 Ranger-Captain of Eos
1 Knight of Autumn
4 Bloodbraid Elf

Instants

4 Path to Exile
4 Lightning Bolt
4 Lightning Helix

Lands

4 Windswept Heath
3 Wooded Foothills
2 Arid Mesa
2 Sunbaked Canyon
2 Horizon Canopy
2 Razorverge Thicket
1 Copperline Gorge
1 Sacred Foundry
1 Stomping Ground
1 Temple Garden
1 Snow-Covered Forest
1 Snow-Covered Mountain
1 Snow-Covered Plains

Sideboard

1 Ancient Grudge
1 Blood Moon
2 Boom // Bust
1 Chandra, Torch of Defiance
1 Choke
3 Declaration in Stone
1 Gideon, Ally of Zendikar
1 Pillage
4 Rest in Peace

Vanilla Zoo gets its name from its stock appearance—here's a Zoo deck that looks exactly as I'd expect a Zoo deck to look in 2019. Joining the jungle ranks are Ranger-Captain of Eos and Hexdrinker, the latter searchable by the former. Ranger can also find Hierarch, for when exalted might help break a board or threaten lethal, or Nacatl, for when mana is tight. Bloodbraid Elf serves as board-widener extraordinaire, and is best when hitting Ranger.

Three-Drop Zoo, by CIMOS21 (5-0)

Creatures

4 Woolly Thoctar
4 Noble Hierarch
4 Hexdrinker
4 Tarmogoyf
3 Collector Ouphe
4 Gruul Spellbreaker
3 Ranger-Captain of Eos
4 Bloodbraid Elf

Instants

4 Lightning Bolt
3 Lightning Helix
1 Path to Exile

Lands

3 Windswept Heath
3 Wooded Foothills
1 Sacred Foundry
1 Stomping Ground
1 Temple Garden
2 Inspiring Vantage
1 Razorverge Thicket
1 Copperline Gorge
3 Horizon Canopy
2 Sunbaked Canyon
2 Forest
1 Mountain
1 Plains

Sideboard

3 Path to Exile
2 Damping Sphere
3 Knight of Autumn
4 Rest in Peace
3 Thalia, Guardian of Thraben

Three-Drop Zoo also employs the Ranger/Hexdrinker combination, as well as a slew of other three-drop plays—Gruul Spellbreaker I understand, the Ogre having surfaced even in GR Eldrazi, but Woolly Thoctar certainly strikes me as suspicious. And what does the 5/4 replace? None other than Zoo figurehead Wild Nacatl!

There may well be more to this build than its epic cascade hits, though, as H0LYDIVER has also enjoyed success with it. In any case, Collector Ouphe looks great as a mainboard answer to both Altar of Dementia and Thopter-Sword, breakout artifact plays post-Horizons.

Virtue Zoo, by HYBRID7 (5-0)

Creatures

4 Loam Lion
4 Kird Ape
4 Wild Nacatl
4 Narnam Renegade
4 Experiment One
4 Squadron Hawk

Enchantments

4 Force of Virtue

Instants

3 Path to Exile
4 Lightning Bolt
1 Lightning Helix

Sorceries

4 Light Up the Stage

Lands

4 Windswept Heath
4 Wooded Foothills
3 Arid Mesa
2 Sacred Foundry
2 Stomping Ground
2 Temple Garden
1 Snow-Covered Forest
1 Snow-Covered Mountain
1 Snow-Covered Plains

Sideboard

1 Path to Exile
3 Alpine Moon
3 Destructive Revelry
3 Ravenous Trap
2 Rest in Peace
3 Stony Silence

Virtue Zoo is named for one of the most panned of its cycle, Force of Virtue. +1/+1 makes Wild Nacatl, Loam Lion, Kird Ape, and Narnam Renegade exquisitely difficult to remove in Modern, a format whose high-water mark is 3. The stat boost also improves Squadron Hawk, giving the deck aerial-presence-in-a-can. Light Up the Stage lets pilots fill back up on cheat threats, removal, and anthems.

GR Prowess, by MOUSTAFALLLO (5-0)

Creatures

4 Monastery Swiftspear
4 Soul-Scar Mage
4 Dreadhorde Arcanist
3 Abbot of Keral Keep

Artifacts

4 Mishra's Bauble

Instants

3 Become Immense
4 Blossoming Defense
4 Lightning Bolt
4 Mutagenic Growth

Sorceries

4 Scale Up
3 Assault Strobe
2 Reckless Charge

Lands

4 Scalding Tarn
2 Wooded Foothills
4 Stomping Ground
4 Copperline Gorge
3 Snow-Covered Mountain

Sideboard

3 Ancient Grudge
3 Dragon's Claw
3 Gut Shot
4 Leyline of the Void
2 Spellskite

Trending away from the interactive side of the spectrum is GR Prowess, a deck not unlike Infect or Mono-Red Phoenix in its focus on blitzing opponents. This deck runs Dreadhorde Arcanist as a way to stack more prowess triggers, grow-'em-all via Scale Up, or just generate 12 extra power through Become Immense. MOUSTAFALLLO isn't sleeping on Arcanist's strength alongside Mutagenic Growth, which saves the fragile body from Lightning Bolt and also double-pumps using the creature's ability.

Unearthing the Future

Despite my best efforts, Claim // Fame never saw much Modern play. But its older brother Unearth is making waves in the format. While it sometimes does less for the card investment—Claim // Fame can reanimate, pump, and give haste all at once—Unearth beats out the split card on versatility, targeting creatures with CMC up to 3 and cycling in the face of Rest in Peace (or just while no targets exist in the graveyard).

BR Unearth, by WILDABEAST49 (5-0)

Creatures

4 Lightning Skelemental
4 Seasoned Pyromancer
4 Dreadhorde Arcanist
4 Bloodghast
3 Flamewake Phoenix
2 Gurmag Angler
1 Tasigur, the Golden Fang

Instants

4 Fatal Push
4 Lightning Bolt

Sorceries

4 Faithless Looting
4 Thoughtseize
4 Unearth

Lands

4 Blackcleave Cliffs
4 Bloodstained Mire
1 Arid Mesa
1 Verdant Catacombs
1 Wooded Foothills
1 Polluted Delta
2 Blood Crypt
2 Mountain
2 Swamp

Sideboard

1 By Force
2 Grim Lavamancer
3 Inquisition of Kozilek
4 Leyline of the Void
2 Liliana of the Veil
2 Ravenous Trap
1 Shenanigans

BR Unearth is about as straightforward an Unearth deck possible, aiming to reanimate the most obvious targets for the sorcery: Lightning Skelemental and Seasoned Pyromancer. Dreadhorde Arcanist is also a bargain at one mana, and swinging with the Zombie lets pilots recast Unearth from the graveyard.

As for fueling the graveyard, only Faithless Looting makes an appearance, leading me to believe this deck could use some work on that front—dipping even deeper into graveyard payoffs like Bloodghast and Flamewake Phoenix seems especially precarious. Other builds have assuaged this qualm by diversifying their angles of attack, such as with Young Pyromancer.

Grixis Unearth, by TACOFARMER (5-0)

Creatures

2 Jace, Vryn's Prodigy
2 Snapcaster Mage
3 Dreadhorde Arcanist
4 Lightning Skelemental
3 Seasoned Pyromancer
2 Fulminator Mage
1 Yawgmoth, Thran Physician

Instants

4 Thought Scour
3 Lightning Bolt
2 Fatal Push
2 Kolaghan's Command

Sorceries

4 Faithless Looting
4 Inquisition of Kozilek
4 Unearth

Lands

4 Polluted Delta
4 Blackcleave Cliffs
1 Blood Crypt
1 Steam Vents
1 Watery Grave
4 Spirebluff Canal
2 Darkslick Shores
1 Fiery Islet
1 Snow-Covered Island
1 Swamp

Sideboard

2 Fulminator Mage
1 Collective Brutality
2 Deathmark
1 Engineered Explosives
2 Goblin Cratermaker
2 Plague Engineer
4 Surgical Extraction
1 Terminate

Grixis Unearth does the strategy one better, splashing blue for more potent Unearth targets: Snapcaster Mage and Jace, Vryn's Prodigy. Both of these creatures keep the Unearth loops going, as does Dreadhorde Arcanist, letting Grixis establish a value snowball roll it down the hill. Joining Looting is Thought Scour, an effective graveyard enabler with so many good hits in the deck. In the face of graveyard hate, the deck has some backup plans; its red and black creatures do a fine job beating down an enemy hiding behind Rest in Peace.

BUG Unearth, by JONSPARROW (5-0)

Creatures

4 Ice-Fang Coatl
4 Tarmogoyf
4 Hexdrinker
2 Scavenging Ooze
3 Snapcaster Mage
3 Plague Engineer

Planeswalkers

2 Liliana of the Veil

Instants

3 Assassin's Trophy
2 Scarab Feast

Sorceries

3 Collective Brutality
2 Inquisition of Kozilek
1 Maelstrom Pulse
3 Thoughtseize
2 Unearth

Lands

3 Prismatic Vista
2 Misty Rainforest
2 Polluted Delta
2 Verdant Catacombs
1 Overgrown Tomb
1 Watery Grave
1 Breeding Pool
2 Creeping Tar Pit
2 Hissing Quagmire
3 Snow-Covered Forest
2 Snow-Covered Swamp
1 Snow-Covered Island

Sideboard

1 Assassin's Trophy
2 Ashiok, Dream Render
2 Dead of Winter
2 Fulminator Mage
2 Narset, Parter of Veils
2 Stubborn Denial
4 Surgical Extraction

BUG Unearth ties together many midrange goodies from Modern Horizons. Leading the charge are Hexdrinker, an Unearth-targetable threat that grows to huge proportions in a deck looking to go long; Ice-Fang Coatl, an up-and-coming staple in decks that can swing the snow land requirement; and Plague Engineer, and oft-sideboarded haymaker in certain matchups that indeed looks great against Hogaakvine, especially in pairs. Covering for Engineer in the sideboard is Dead of Winter, which does an okay Toxic Deluge impersonation. Finally, in lieu of opposing interaction, Collective Brutality will fuel Unearth.

Esper Mentor, by STAINERSON (7th, Modern Premier #11898937)

Creatures

4 Monastery Mentor
4 Snapcaster Mage
3 Jace, Vryn's Prodigy

Planeswalkers

2 Teferi, Time Raveler

Instants

4 Opt
4 Fatal Push
2 Path to Exile
2 Force of Negation
1 Spell Pierce
2 Surgical Extraction

Sorceries

4 Inquisition of Kozilek
4 Serum Visions
2 Thoughtseize
3 Unearth

Lands

4 Polluted Delta
4 Flooded Strand
2 Hallowed Fountain
1 Watery Grave
1 Godless Shrine
3 Darkslick Shores
2 Island
1 Plains
1 Swamp

Sideboard

1 Path to Exile
1 Spell Pierce
1 Celestial Purge
2 Collective Brutality
1 Engineered Explosives
2 Fulminator Mage
2 Narset, Parter of Veils
1 Stony Silence
4 Yixlid Jailer

The idea of Esper Mentor has been floated around Modern for quite some time now, but the archetype itself rarely finds its footing. Unearth is a one-mana sorcery that recurs the expensive token generator once it's been dealt with, perhaps promising to revitalize the deck.

Jace, Vryn's Prodigy and Snapcaster Mage are other juicy Unearth targets in Esper colors, as well as Yixlid Jailer and Fulminator Mage from the sideboard. And Teferi, Time Raveler proves the perfect planeswalker to pair with Monastery Mentor—once it's on the battlefield, pilots can Unearth their namesake threat and go to town creating prowess-boasting 1/1s without fear of enemy interruption.

A Whole New Modern

All these lists came from during Hogaakvine's reign of terror, hence the many copies of Rest in Peace, Leyline of the Void, Surgical Extraction, and even Scarab Feast. I expect the more sustainable among them to chug right along with Bridge from Below banned, just with less hate in their arsenal. Modern should also open up enough to let in even more new brews now that decks have fewer parameters to respect online. It's going to be an exciting month!

Bridge Collapse: Banning Reaction

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I had planned to spend today's article discussing Hogaakvine: what it does, how it does it, how to play against it, and how I'd build decks given Hogaak's rise. However, that article was mooted this morning by Wizards. Instead, let's examine what's happened and where it leaves Modern.

Also, once again, nothing got unbanned. This should continue to come as no surprise since Wizards is very sparing with unbans. Nothing will happen while Modern is at all in flux. We'll have more luck with unbannings if things settle down and get more stale next year.

The Announcement

Effective Friday, Bridge from Below is banned in Modern. I genuinely wasn't expecting anything to get axed today. Wizards has always been in the habit of waiting-and-seeing. This approach was confirmed when they announced the London mulligan was here to stay. It's only been a month since Hogaak became legal, which isn't much time for data collection, and subsequently I didn't think Wizards had enough data to make a move.

However, I didn't have Wizards' data (mores the pity); just my own experiences and the testimonies of others. From what I'd seen, Hogaak won on turn 2 half as often as it clunked out and didn't do anything meaningful. However, according to Wizards, my experience was an uncommon one.

In the case of the Hogaak Bridgevine deck, its initial overall win rate on Magic Online was over 60%. Despite the metagame's best efforts to adapt, the deck's win rate remains higher than is healthy for long-term metagame diversity.

That is an alarming winrate, especially considering how well-known the deck's weakness to graveyard hate is. However, in context, it makes more sense.

It has only two unfavorable matchups among the other ten most played decks and a high win rate against lesser played "rogue" decks. Especially telling is its Game 1 win rate of roughly 66%, requiring most decks to sideboard heavily against it.

While that 66% win rate is very impressive, by itself, I can't imagine that it's enough. Affinity's long-term success can be attributed to a similar Game 1 statistic. Affinity of any stripe has a very strong aggressive plan that just folds in the face of sideboard hate, not unlike graveyard decks.

In context, though, it is enough to pull the trigger on Hogaak. Affinity doesn't just fold to hate. It also folds to waves of removal. Even if I don't hit my Stony Silence against Affinity, I can still play normal Magic, take care of the enablers or the payoffs, and plausibly win. Because of Bridge and the sacrifice outlets, normal removal just isn't effective against Hogaak. They'd respond to any removal spell by sacrificing the creature for value and making zombies to replace it, which fair decks have no answer for. Thus, hate was necessary, and Hogaak had answers to the hate, so the win rate didn't dip enough post-sideboard.

While I've seen considerable hysteria surrounding Hogaak on social media, I doubt it was a serious factor in Wizards' decision. Their past actions, including not banning Faithless Looting despite Izzet Phoenix's record, indicates they only consider hard data when making decisions. I actually suspect that fear over Hogaak dominating the upcoming Mythic Championship is the most pertinent reason for Wizards' decision:

While we don't intend on setting a precedent for quickly taking B&R action whenever a successful new deck breaks out, in this case, the situation clearly needed to be addressed. We're looking forward to watching the metagame continue to evolve as we approach Mythic Championship IV in Barcelona on July 26–28, and we hope you'll join us for full coverage of that event.

Nature of the Ban

In the announcement, Wizards says they considered a number of Hogaak Bridgevine cards for banning before settling on Bridge.

We discussed several possible bans that would weaken this deck while having minimal impact on the rest of the metagame: Hogaak, Arisen Necropolis; Altar Of Dementia; and Bridge from Below. While cases can be made for each, we identified Bridge from Below as the card most likely to cause metagame imbalance again in the future. Because Bridge from Below doesn't cost mana or other resources to use and isn't reliant on being drawn naturally from the library, its power level is highly sensitive to the cards that synergize with it. As new card designs that have synergy with the graveyard are released over time, Bridge from Below is the most likely key card in the deck to become problematic again.

This ban was laser-targeted at Bridgevine. No other deck in Modern plays Bridge from Below, nor can they; Bridge is not a Magic card. It doesn't work like any other card in the game, since it does nothing if you cast it. It only does something in the graveyard, so only graveyard decks could ever use the card.

That's not the end of it though, as even then Bridge requires you to kill your own creatures to do anything. The only utility Bridge has ever had is as a cog in broken graveyard combo decks. A (relatively) fair aggro deck like normal Dredge has no use for Bridge. Therefore, banning Bridge makes the most sense if the goal was only to eliminate one problem deck.

As for the wider concern over graveyard decks in general, Wizards appears fine with the way things are.

Our goal is not to eliminate graveyard strategies from the Modern metagame, but rather to weaken this version of the graveyard combo archetype that has proven too powerful for other decks to reasonably adapt to. In fact, we believe that targeting Bridge from Below specifically will still allow for other strategies in this style to continue to be a part of the metagame.

I agree with Wizards' decision, but I might have gone further. I think that Wizards is just kicking the ban can down the road unless they ban Faithless Looting. It's too good at what it does.

Granted, banning Looting now doesn't make much sense. Looting isn't a critical piece of Hogaak's fast kills and is unlikely to fix the warp Hogaak appears to be causing. However, with the proliferation of graveyard strategies that Looting makes possible, I can't imagine the card will escape the ax forever. Still, until the tipping point is reached, I wouldn't ever skimp on graveyard hate.

Fall of the Necropolis

Where does that leave Hogaak Bridgevine? The short answer is: dead. Without Bridge, the combo isn't possible. Looping Hogaak requires a continuous stream of black or green creatures, and that isn't possible for current lists without Bridge. The nearest analogue I could find is Golgari Germination, which actually has to be cast and resolve like a real Magic card to do anything. This creates anti-synergy with the Stitcher's Supplier engine that was the core of the old Bridgevine deck since they cannot recklessly mill themselves to success.

If Hogaak players wish to keep playing their decks, adjustments will need to be made. The ideal curve for pre-ban decks was getting a Hogaak and two Bridges into the graveyard with Stitcher's Supplier turn one, then playing Alter of Dementia turn two and going infinite immediately. Now they'll have to cast Germination on turn 3 before they can even think about looping Hogaak for value, and can't actually go infinite without playing a second Germination turn 4.

That's worse enough that I cannot imagine it being good enough for Modern. Therefore, I don't think Hogaak combo will be viable anymore. It's easy enough to stock the graveyard for Hogaak, but the limiting factor is having creatures for convoke. Even hitting well and flooding the board with Bloodghasts and/or Vengevines turn two isn't enough to loop Hogaak enough to win via decking. At that point, Hogaak becomes a liability since attacking with the creatures rather than durding with him is a shorter route to victory.

Relocating the Necropolis

Hogaak really wants to be in a graveyard aggro deck like Bridgevine. It needs cheap creatures to convoke and a full graveyard. Thus, the natural home is Bridgeless Bridgevine. Wizards believes that such a deck is possible.

Without Bridge from Below to continually produce Zombie tokens with which to convoke, the interaction between Hogaak and Altar Of Dementia should become more about stocking the graveyard for value over multiple turns rather than completing a one-turn win combo.

I disagree. Without the possibility of a combo kill, there's very little reason to bother feeding Hogaak to Altar. The deck that remains is a straight Vengevine aggro deck, intending to swarm the opponent quickly with recursive threats. There's no reason to spend a turn playing and then sacrificing Hogaak, since such a deck needs to hit well with Stitcher anyway.

Therein lies the ultimate problem with Bridgeless Bridgevine. Bridge gave these decks something meaningful to hit when they didn't get their ideal aggro curve, as the decks are filled with dinky 1/1 enablers. Bridge turned them into something actually threatening for those times Vengevine was stuck in hand or in the bottom third of their library. Lacking Bridge, the deck loses its middle ground of zombie beatdown. Now there's only the occasional explosion or otherwise anemic creatures, and I doubt that's good enough for Modern.

Logistical Nightmare

With that in mind, where might Hogaak, Arisen Necropolis find a new home? Dredge seems the obvious answer, but I'm not sure. The list is so tight I don't know that Hogaak can fit in.

Dredge, Claudio Barrientos Ochoa (MC London)

Creatures

4 Bloodghast
4 Narcomoeba
2 Golgari Thug
4 Prized Amalgam
4 Stinkweed Imp

Artifacts

4 Shriekhorn

Instants

1 Darkblast

Sorceries

4 Faithless Looting
4 Cathartic Reunion
4 Life from the Loam
2 Conflagrate
4 Creeping Chill

Lands

4 Copperline Gorge
4 Wooded Foothills
2 Blood Crypt
2 Stomping Ground
1 Ghost Quarter
1 Bloodstained Mire
1 Dakmore Salvage
1 Gemstone Mine
1 Steam Vents
1 Mountain
1 Forest

What exactly do you cut to make room for Hogaak? Cutting creatures isn't going to work. Prized Amalgam is the point of the deck, and it needs its own enablers in Bloodghast and Narcomoeba. However, those don't really synergize with Hogaak. Amalgam enters play tapped and on end step, so it can't cast Hogaak and Narcomoeba is blue, leaving only the vampire spirits to cast him.

Looking elsewhere is also trouble. Cutting enablers like Shriekhorn is out of the question, as is cutting the dredge package; they're what make the deck work. Lands can't be cut since Dredge already runs the bare minimum. Creeping Chill is critical to giving Dredge other angles of attack, and has significantly increased the deck's success since its printing. Darkblast is the weakest card in Dredge, so maybe cutting it and having Hogaak as a one-of is acceptable.

However, does all that hoop-jumping actually benefit the deck? Hogaak is a big beefy creature, but Dredge wins via overwhelming the opponent with early damage, then closing with Chill and Conflagrate. Hogaak doesn't mesh with that plan. If Vengevine Aggro isn't good enough, and Dredge doesn't want it, I don't know what other deck is willing to feed the Necropolis.

Where Does Modern Go?

The ban being so targeted means that no other deck must adapt. In a sense, that means that Modern can revert to its pre-Horizons configuration, though I don't think it will. Too much has been added to the format between Horizons and Core 2020 for that to happen. Instead, Modern will return to a state of heavy flux as the new cards are integrated. Hogaak was warping the format, and all the testing and brewing was done with the warp in mind. Now it's back to the drawing board.

Getting Complacent

One thing I am certain of is that next week's 5-0 deck dumps will show lots of decks cutting their graveyard hate now that Hogaak is gone. Don't. Do. That. You always need graveyard hate in Modern. With Hogaak going away, normal Dredge will return in force. Don't just lose to Dredge.

Similarly, Jund got some new toys, and they utilize graveyard synergies as well. Seasoned Pyromancer and Wrenn and Six are making the cut now. The former's real value is on the front end, but Wrenn does nothing worthwhile with Rest in Peace in play.

Looking Ahead

With Bridge finally gone, Modern can finally figure out what all the new cards enable. The graveyard will still be a critical zone that successful decks must remember to interact with, but the overall format will start to look more normal. And that means more interesting decks can find their place in Magic's most diverse format.

June ’19 Brew Report, Pt. 1: Tribals, Tribulations

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In "Stitched Together: Early Successes from Horizons," we looked at some of the breakout cards in Magic's newest expansion. The month has now ended, and it's left plenty of new developments in its wake. Today, we'll look at the veritable explosion of tribal aggro strategies in Modern as well as a few novel takes on combo.

Tribal Trouble

Besides Goblins, Merfolk, and Humans, all of which we covered a couple weeks ago, Horizons has injected even more tribal strategies with new lifeblood.

Winding Elves, by L2AMPAGE (5-0)

Creatures

4 Dwynen's Elite
2 Elves of Deep Shadow
4 Elvish Archdruid
3 Elvish Clancaller
4 Elvish Mystic
2 Ezuri, Renegade Leader
4 Heritage Druid
4 Llanowar Elves
2 Nettle Sentinel
4 Shaman of the Pack

Sorceries

4 Winding Way

Instants

4 Collected Company

Lands

4 Blooming Marsh
3 Forest
4 Gilt-Leaf Palace
3 Llanowar Wastes
4 Nurturing Peatland
1 Pendelhaven

Sideboard

3 Assassin's Trophy
2 Choke
3 Collector Ouphe
3 Damping Sphere
4 Yixlid Jailer

Modern Horizons marked my first prerelease event since Khans of Tarkir, and I went undefeated with a mono-green deck full of 2/2s (some of them even real Bears!). Besides 4 Savage Swipe, my deck's only noncreature spells were 3 Winding Way, and I was constantly impressed by its performance. Not enough to consider it for constructed, though, which proved the day's biggest mistake.

Elves already plays Lead the Stampede, so it makes sense to try Way there; while the newcomer digs 20% less deep, it also costs a third less mana, and going from CMC 3 to CMC 2 is a massive leap in Modern. Lead-based builds seem alive and well regardless, but Way could catch on as lists continue to roll out.

Collected Slivers, by DEEPFRDKIRBY (5-0)

Creatures

4 Predatory Sliver
4 Sinew Sliver
4 Sedge Sliver
3 Galerider Sliver
3 Cloudshredder Sliver
3 Diffusion Sliver
2 Manaweft Sliver
2 Necrotic Sliver
2 Striking Sliver
2 Gemhide Sliver
1 Darkheart Sliver
1 Dregscape Sliver
1 Homing Sliver

Artifacts

4 Aether Vial

Instants

4 Collected Company

Lands

1 Blood Crypt
4 Cavern of Souls
1 Forest
4 Mutavault
1 Overgrown Tomb
4 Sliver Hive
1 Swamp
1 Urborg, Tomb of Yawgmoth
3 Verdant Catacombs

Sideboard

1 Darkheart Sliver
2 Damping Sphere
3 Dismember
2 Frenetic Sliver
3 Harmonic Sliver
3 Leyline of the Void
1 Syphon Sliver

After months of speculation, Slivers finally has an actual result! The idea here is to max out on lord effects, then divvy up the remaining slots among other Slivers to maximize the odds of finding a combination that yields unique keyword abilities.

Ninjas, by MRRAEB (5-0)

Creatures

4 Faerie Seer
4 Spellstutter Sprite
4 Snapcaster Mage
4 Ice-Fang Coatl
4 Ingenious Infiltrator

Instants

4 Opt
4 Fatal Push
3 Mana Leak
4 Cryptic Command

Sorceries

4 Inquisition of Kozilek

Lands

1 Breeding Pool
4 Misty Rainforest
1 Overgrown Tomb
4 Polluted Delta
2 Prismatic Vista
1 Snow-Covered Forest
6 Snow-Covered Island
1 Snow-Covered Swamp
1 Watery Grave

Sideboard

2 Assassin's Trophy
2 Force of Negation
4 Leyline of the Void
2 Plague Engineer
1 Spell Pierce
2 Surgical Extraction
2 Thoughtseize

Ninjas has never claimed much Modern playability; my own experiments with Ninja of the Deep Hours revealed ninjutsu's fatal flaws as a mechanic. Ingenious Infiltrator is a definite upgrade, touting extra toughness and a clause that drastically improves it in multiples. But it seems running discard is the most reliable way to ensure a successful ninjutsu. Additionally, Faerie Seer and Ice-Fang Coatl serve as attractive options to bounce back.

Some builds are opting to take (what I would once have called) full advantage of green by adding Tarmogoyf, a strong follow-up after losing a ninjutsu enabler to removal.

Vampires, by ARTEMESIS (5-0)

Creatures

4 Cordial Vampire
4 Indulgent Aristocrat
4 Stromkirk Condemned
4 Viscera Seer
4 Asylum Visitor
4 Blood Artist
4 Bloodghast

Sorceries

3 Call to the Netherworld
4 Thoughtseize

Enchantments

4 Call the Bloodline

Lands

4 Bloodstained Mire
3 Marsh Flats
3 Polluted Delta
8 Swamp
3 Urborg, Tomb of Yawgmoth
60 Cards

Sideboard

1 Cry of the Carnarium
4 Fatal Push
3 Inquisition of Kozilek
4 Leyline of the Void
3 Liliana of the Veil

Diving off the deep end a little, we have Vampires, appearing in a much different form than we've previously seen. This deck functions like Humans, distributing +1/+1 counters over a wide team of one-drop bodies. Asylum Visitor and Call to the Netherworld provide the card advantage missed from lacking Militia Bugler, and Thoughtseize does the heavy lifting on the interactive side.

While Seize is one of Modern's most historically powerful cards, Humans is capable of pumping out multiple disruptive effects at once, while Vampires must rely more on its speed to get the job done before opponents do. It also doesn't strike me as particularly fast. There's plenty more interaction in the sideboard, of course, but I can't imagine this deck doesn't lose a lot of game 1s.

Zombies, by FATKIDDESTROYERS (5-0)

Creatures

4 Carrion Feeder
4 Cryptbreaker
4 Gravecrawler
4 Tidehollow Sculler
4 Undead Augur
4 Wayward Servant
4 Diregraf Colossus

Artifacts

4 Aether Vial

Sorceries

4 Thoughtseize
4 Dark Salvation

Lands

4 Concealed Courtyard
4 Prismatic Vista
4 Silent Clearing
8 Swamp

Sideboard

4 Fatal Push
3 Leyline of Sanctity
2 Liliana, the Last Hope
1 Liliana, Untouched by Death
2 Plague Engineer
3 Tormod's Crypt

Zombies continues our journey into the spookier side of Modern's upheaval. We've seen Zombies here and there in Modern, but always carried by Smuggler's Copter; this build breaks the mold, and is notable for basically just being an old Standard list.

Making the difference are Carrion Feeder, a card now infamous in Modern for its applications in the Hogaak deck, and Undead Augur, a Horizons notable and pushed bear that converts dead Zombies (itself included) into draw power. This combination lets players turn their on-board Zombies into new cards, an impressive engine with Gravecrawler in the mix. Aether Vial helps make use of the creatures drawn, and Silent Clearing prevents flooding. But I can't for the life of me figure out that Prismatic Vista....

Soldiers, by DUCKBILLY (16th, Modern Challenge #11892017)

Creatures

2 Field Marshal
4 Champion of the Parish
2 Kytheon, Hero of Akros
2 Militia Bugler
3 Soldier of the Pantheon
3 Thalia, Guardian of Thraben
2 Thalia, Heretic Cathar
4 Thalia's Lieutenant
4 Tithe Taker

Planeswalkers

2 Gideon Blackblade

Instants

4 Lightning Bolt
4 Lightning Helix
2 Path to Exile

Lands

4 Arid Mesa
4 Cavern of Souls
2 Inspiring Vantage
1 Mountain
3 Mutavault
3 Plains
2 Sacred Foundry
3 Sunbaked Canyon

Sideboard

2 Brave the Elements
2 Damping Sphere
1 Grafdigger's Cage
3 Jötun Grunt
2 Mirran Crusader
2 Runed Halo
1 Shatterstorm
2 Stony Silence

Soldiers is another long-forgotten tribe of Modern. Despite occasional results, White Weenie-style decks have never really made it here. This deck may prove no different, but it does have some intriguing aspects going for it:

  • Tithe Taker as value-generating taxer
  • Gideon Blackblade as bulk-plus-utility
  • First strike as relevant keyword
  • Jötun Grunt in a topping list

Jokes (and light synergies) aside, I don't much understand Grunt over the brutally effective Rest in Peace. But perhaps a faster clock is what Soldiers needs versus graveyard decks.

Stuck Together

Showing old tribes love isn't all Modern Horizons has done for the format. Some new combo decks are also beginning to show up.

Engineering a Win

Goblin Engineer drew the attention of my local playerbase upon spoiling, with some claiming it would spawn its own archetype as Stoneforge Mystic has in Legacy. My own experiments with the card, admittedly brief, using Trash for Treasure, and in a Temur Snow shell, suggested that even when not assembling a combo, Engineer proved a solid value engine. Since then, the card has been welcomed into Modern  alongside Urza, Lord High Artificer. But other pilots continue to tinker with the 1/2.

Modular Engineer, by GOSEIGEN (5-0)

Creatures

3 Arcbound Ravager
4 Goblin Engineer
1 Hangarback Walker
4 Sai, Master Thopterist
4 Walking Ballista

Artifacts

4 Chalice of the Void
4 Chromatic Star
2 Engineered Explosives
2 Ichor Wellspring
4 Mox Opal
1 Nihil Spellbomb
1 Pyrite Spellbomb
1 Sword of the Meek
3 Thopter Foundry

Enchantments

1 Ghirapur Aether Grid

Lands

2 Blast Zone
3 Darksteel Citadel
2 Ghost Quarter
4 Glimmervoid
2 Sea Gate Wreckage
2 Snow-Covered Island
4 Spire of Industry
2 Spirebluff Canal

Sideboard

1 Nihil Spellbomb
1 Ashiok, Dream Render
1 Crucible of Worlds
1 Damping Sphere
2 Goblin Cratermaker
1 Grafdigger's Cage
1 Mortarpod
1 Padeem, Consul of Innovation
1 Plague Engineer
1 Spellskite
2 Surgical Extraction
2 Wear // Tear

Modular Engineer features the Thopter-Sword combo Goblin is so good at assembling, but falls back on a Plan B cribbed from Hardened Scales. Being able to turn any artifact into Arcbound Ravager puts a lot of pressure on removal-spell decks, especially against the backdrop of the XX-costers, and Ichor Wellspring provides a non-Construct path to value.

Mono-Red Prison, by FADVISOR82 (5-0)

Creatures

4 Goblin Rabblemaster
4 Goblin Engineer
4 Simian Spirit Guide

Planeswalkers

4 Karn, the Great Creator
2 Chandra, Torch of Defiance

Sorceries

2 Slagstorm

Instants

4 Abrade

Artifacts

3 Chalice of the Void
3 Ensnaring Bridge
3 Ichor Wellspring
1 Liquimetal Coating
1 Trinisphere

Enchantments

4 Blood Moon

Lands

2 Darksteel Citadel
3 Gemstone Caverns
13 Mountain
3 Ramunap Ruins

Sideboard

1 Chalice of the Void
1 Chandra, Torch of Defiance
1 Ensnaring Bridge
1 Liquimetal Coating
1 Anger of the Gods
1 Dragon's Claw
3 Eidolon of the Great Revel
1 Grafdigger's Cage
1 Mycosynth Lattice
1 Sorcerous Spyglass
1 Tormod's Crypt
1 Torpor Orb
1 Walking Ballista

Mono-Red Prison has been one of Modern's go-to stompy decks for a while now. It usually runs Legion Warboss as additional copies of Goblin Rabblemaster, but FADVISOR82 opted for Goblin Engineer instead.

Engineer has some quirky uses in this deck: it grinds out value with Ichor Wellspring; locates Liquimetal Coating for Karn shenanigans or Trinisphere in its right matchups; monetizes spare copies of Chalice of the Void and Ensnaring Bridge, as well as bringing back the latter if opponents destroy it; and helps tutor Karn bullets in post-board games. Its inclusion over Warboss makes Mono-Red less of a one-trick pony, giving the deck some added utility and resilience in the face of disruption at the cost of a more reliable stompy plan of lock-piece-into-pressure.

The More, the Merrier

60 cards? I don't think so! ELEVINESS took the internet by storm with their Battle of Wits deck, and later published the tournament report from an 11th-place Modern Challenge finish.

Battle of Wits, by ELEVINESS (11th, Modern Challenge #11892017)

Creatures

4 Birds of Paradise
4 Sylvan Caryatid
4 Sakura-Tribe Elder
4 Wall of Roots
4 Snapcaster Mage
4 Eternal Witness
3 Knight of Autumn
1 Sin Collector
4 Restoration Angel
1 Arc-Slogger
1 Caldera Hellion
1 Thragtusk
1 Kiki-Jiki, Mirror Breaker
1 Ramunap Excavator
2 Panglacial Wurm
2 Platinum Emperion
1 Terastodon
1 Elesh Norn, Grand Cenobite
1 Iona, Shield of Emeria

Sorceries

4 Inquisition of Kozilek
4 Thoughtseize
4 Traverse the Ulvenwald
4 Glittering Wish
4 Sylvan Scrying
4 Farseek
4 Search for Tomorrow
4 Cultivate
4 Dreadbore
4 Madcap Experiment
4 Scapeshift
4 Maelstrom Pulse
3 Unmoored Ego
3 Slaughter Games
4 Supply // Demand
4 Wargate
3 Bring to Light
1 Timely Reinforcements
1 Anger of the Gods
1 Crumble to Dust
1 Damnation
1 Supreme Verdict
1 Unburial Rites

Instants

4 Fatal Push
4 Abrupt Decay
4 Assassin's Trophy
4 Chord of Calling
4 Growth Spiral
4 Izzet Charm
4 Remand
4 Eladamri's Call
4 Pulse of Murasa
4 Gifts Ungiven
2 Summoner's Pact
1 Pact of Negation
1 Noxious Revival

Enchantments

4 Battle of Wits
1 Rest in Peace
1 Detention Sphere
1 Worship

Lands

4 Arid Mesa
4 Bloodstained Mire
4 Flooded Strand
4 Windswept Heath
4 Wooded Foothills
4 Verdant Catacombs
4 Polluted Delta
4 Misty Rainforest
3 Marsh Flats
4 Steam Vents
4 Stomping Ground
4 Breeding Pool
2 Sacred Foundry
2 Blood Crypt
2 Watery Grave
2 Overgrown Tomb
2 Temple Garden
1 Hallowed Fountain
1 Godless Shrine
4 City of Brass
4 Mana Confluence
4 Evolving Wilds
4 Field of Ruin
2 Valakut, the Molten Pinnacle
1 Tolaria West
1 Khalni Garden
1 Blighted Woodland
1 Dryad Arbor
1 Tectonic Edge
1 Ghost Quarter
1 Blast Zone
1 Boseiju, Who Shelters All
8 Forest
4 Island
3 Plains
2 Mountain
1 Swamp

Sideboard

1 Knight of Autumn
1 Bring to Light
1 Detention Sphere
1 Slaughter Games
1 Supreme Verdict
1 Unmoored Ego
1 Casualties of War
1 Dark Heart of the Wood
1 Firespout
1 Fracturing Gust
1 Fulminator Mage
1 Heroes' Reunion
1 Izzet Staticaster
1 Safewright Quest

The deck is split between enablers/mana, tutors/bullets, goodstuff value components, and win buttons, including its namesake enchantment. Cutest of all, "the more, the merrier" doesn't extend to the sideboard, which features just 14 cards.

Refined as it looks all neat and parsed, Battle is far from optimized. ELEVINESS has expressed interest in trying Karn, the Great Creator, which I agree would be an excellent four-of in this deck; Teferi, Time Raveler is also a solid Glittering Wish target, and Prismatic Vista would apparently make the cut if not for its high price online. Funniest of all, the pilot never once cast Battle of Wits during the tournament, and went on to suggest the deck may be better off without it. Omitting Battle might enable cutting the least effective plans from the list to tighten things up, and subsequently allow for different builds depending on which engines best punish an existing metagame.

Appetite for Brews

This week's dump was packed with Modern first-timers, but we've only just scratched the surface of the impact Horizons is having on the format. Join me next week for Part 2 of the June Brew Report.

Outside Shots and Roleplayers in Core 2020

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With all of Core 2020 spoiled and the prerelease looming, it's time to wrap up spoiler talk. After the flood of clear playables in Modern Horizons2020 is back to being mostly about roleplayers and brewing opportunities. This is typical of a non-Modern-specific release, and much like a typical set, 2020 has plenty of interesting cards that need a home to make it in Modern.

I'd be remiss not to mention the results from this weekend's events. StarCityGames had a team Modern open in Baltimore, and GP Dallas was Modern. In both events, Hogaak, Arisen Necropolis-based combo decks were a huge presence. Hogaak was by far the most-played deck in Dallas, though Izzet Phoenix eclipsed it in Baltimore. What this means is hard to say. Baltimore being a team event necessarily caused distortions in the data from teams avoiding overlapping decks. Dallas's results are likely more valid, as the MCQ results look similar.

However, I wouldn't look to either event for direction on the metagame. Core 2020 releases next week, bringing not only new cards and a shift in the metagame, but also the London mulligan. All that change obsoletes the current data and may redefine Modern. I'd load up on graveyard hate as a precaution, but how powerful the Hogaak deck will actually end up is not clear. I don't want to speculate on metagame changes yet, so instead I'll speculate on the new cards.

Lotus Field

First up, we have the fixed and upgraded version of Lotus Vale. If you've never heard of Veil, I don't blame you. It never really had tournament success thanks to existing across from Wasteland for its entire history. However, it became notable after the 6th Edition rules changes turned it into Black Lotus. Before then, you had to sacrifice two untapped lands before Vale could be used; afterwards, the sacrifice became a triggered ability, and for a brief window Vale was Lotus. Wizards then errated Vale back to original functionality.

Field fixes most of the problems with Vale. It has hexproof to protect against Wasteland, enters play tapped, and requires two sacrifices even if you don't want it to stay in play. By itself, this is nowhere near playable in Modern, and probably not in Standard either (too much tempo loss). However, in conjunction with Amulet of Vigor, Field is potentially absurd. Two Amulets and a Field yield a turn-two Primeval Titan.

Granted, that's not very likely to happen (especially since I can't envision Field as more than a one-of), but a more plausible use is to play Titan as normally as possible for Amulet decks, then fetch Field to help power out a combo turn. I don't know how good that actually is, but Amulet players I know think it's worth testing. Be on the lookout.

Searching Further Afield

I've also heard rumors of using Twiddle effects with Field to generate large amounts of mana. Exactly how to get such an engine going, what it would be building to, or why it would need Field to operate is not clear to me, but generating large amounts of mana is nothing to sneeze at. The main problem I foresee is that such a deck would be very vulnerable to disruption. Humans is very strong against decks of this style, and it seems like a single counter on a Twiddle could upend a potential combo turn.

Another possibility is alongside Blood Moon and Blood Sun. Either card will prevent Field from entering tapped and requiring sacrifice. The former would then need to be removed for Field to be broken, but the latter makes Field arguably the most powerful land legal in Modern. Each approach presents its own hoops to jump through. For the Moon route, there's the issues with taking it off the field and freeing opposing lands. With Sun, there's the fact that Sun itself isn't very good in Modern. Again though, having a huge mana boost may be all that's necessary.

Scheming Symmetry

Next up, there's the nerfed Vampiric Tutor. Vamp was a deceptively powerful card before it was banned everywhere. Instant speed tutoring is very good in the first place, and Vamp tutored for anything. The only restriction is that the tutored-for card went on top of the library instead of the hand, but that was solved by playing it on the opponent's endstep. I guarantee that if Vamp was legal, every deck would play a full set.

Enforced Symmetry

However, Scheming Symmetry is nowhere close to its predecessor. Wizards has nerfed the effect by first making Symmetry sorcery speed, and also by making it symmetrical. Playing Symmetry as-designed ensures that the opponent gets their card first, which is a great deal for them.

Also worth noting, Symmetry requires two target players. This means it cannot be cast if opponents have Leyline of Sanctity out. If they gain hexproof after Symmetry is cast, then their part fizzles while you still get to search. Spells that require multiple targets need the required targets to be cast, but only one to resolve.

Breaking Symmetry

If Symmetry is going to see Modern play, the Symmetry must be broken. There's no way to give opponents hexproof or shroud, so a different angle must be found. The obvious way that leaves is to mill away your opponent's card, and I expect that mill decks will employ of Symmetry as a result.

For other decks, Thought Scour is the most efficient way to break the symmetry. It's not only the cheapest, but it also draws the card you searched for. The main problem is that accomplishing this requires you to have Scour after tutoring. This means you didn't use it earlier, and that's not great. Also, not Scouring yourself is usually just wrong.

Using War of the Spark planeswalkers is another option, though I'm skeptical. Teferi, Time Raveler lets you Symmetry on the opponent's end step so you can draw your card first. Teferi is a good card, but this method takes setup and won't happen quickly. The opponent will also still get their card on their draw step.

Ashiok, Dream Render is another option. It doesn't stop the opponent searching since they don't control Symmetry, but you can tutor then mill away the opposing found card. The only problem is that Ashiok doesn't see much play right now.

Regardless of how Symmetry gets broken, there's not currently a deck that wants to put that much effort into tutoring. Death's Shadow decks run Scour, but since they're adopting Ranger-Captain of Eos, they don't need Symmetry. Tutoring is also always better in a combo deck, though the only one that I know of that could use Symmetry is Ad Nauseam. It's not clear that Symmetry is better than Spoils of the Vault there.

It's also possible that decks don't bother trying to actually break Symmetry and just play it normally. I could see a Dredge-type deck just finding whatever they want to dredge away the following turn and not caring about what the opponent finds. I expect this to only work game 1, but that may be enough.

New Leylines

A big headline for 2020 is the return of leylines. Leyline of the Void and Leyline of Sanctity are getting welcome and much needed reprints (sidenote: Void's reprinting makes me wonder what Wizards knew about Hogaak's impact on Modern). Blue also got Leyline of Anticipation, but that card has never done anything in Modern, and I doubt that will change anytime soon.

Meanwhile, red and green got entirely new leylines, which have the potential to make it in Modern. The red leyline is very narrow, but its effect is incredibly powerful in the right matchup and in the right deck. Meanwhile the green leyline is potentially busted. It may be superfluous a lot of the time, but there are times that it will win the game.

Leyline of Combustion

Red decks generally only interact with other decks via direct damage. This means that red decks have traditionally struggled against combo decks. Pyrostatic Pillar and then Eidolon of the Great Revel changed this somewhat by limiting how many spells the combo decks could cast before dying.

Leyline of Combustion follows in their footsteps, but rather than punishing casting spells, it punishes the win condition; a lethal Grapeshot against an opponent with Combustion out kills its caster instead. This doesn't stop the combo, just the kill, so its utility will be limited.

Combustion does have additional value since it triggers if creatures are targeted. This could be decent for a Goblins deck against midrange or control, but I suspect they'll just start leaning more heavily on sweepers and moot Combustion. Alternatively, they could just take some damage, remove Combustion first and then start killing creatures, so I wouldn't look to Combusting any prepared opponent out of the game.

Interestingly, this card may be best against Burn. Burn does a decent chunk of damage to itself off its lands, so if they're creature-light, Combustion may kill the Burn player first. I think I'd rather rely on Sanctity against burn since Lightning Helix is a card, but for those decks that can't run Sanctity, Combustion may be almost as good.

Leyline of Abundance

The green leyline requires some clarification: its ability affects only those abilities that have the tap symbol in them, so it doesn't work with Heritage Druid. However, Devoted Druid does tap for two mana. Thus, in the right context, Vizier of Remedies is no longer necessary for Druid to generate infinite mana. One Druid, Abundance, an untapped land, and Ezuri, Renegade Leader combine to make every elf arbitrarily large.

There's also the chance that Abundance is all that's needed to win. A board of mana dorks but no payoff is often death for Elves, but Abundance can fix that since it contains a means to pump the team. Working with Devoted Druid again, there's the potential to grow everything to considerable size very quickly. I don't know that this route is actually better than the current options, but it is worth looking into.

Season of Growth

On the subject of green enchantments, Season of Growth looks promising. The first ability is nothing to write home about, but the second might be just what fringe enhantment strategies need to be viable. Season turns every spell you cast on your own creatures into a cantrip. There's combo potential in Jeskai Ascendancy combo and its Crimson Wisps, but I think that boosting auras is the real intention here.

Bogles

The big problem with Season is that it doesn't do anything worthwhile without creatures to target, making preemptive removal its worst enemy. As such, I think Season has potential in Bogles. Opponents can't preemptively remove hexproof creatures and Bogles tends to struggle with running out of gas.

Kor Spiritdancer is already played primarily for this exact purpose, and I think Season challenges it well. Season is less vulnerable and also boosts Ethereal Armor. Spiritdancer being a target for auras is very important since Bogles' greatest weakness is the low creature count, but that's a backup plan most of the time. On balance, I think Season comes out ahead. The real question is whether that's enough to make Bogles an attractive option again.

Enchantress

The other thing worth noting is that Season is the closest thing Modern has to Enchantress's Presence which is a keystone in Legacy Enchantress. That deck is a prison deck built around Elephant Grass and Serra's Sanctum, neither of which is Modern legal. Modern does have its share of interesting prison enchantments and enchantress's, so there might be something to Season there. Of course, Season would only trigger on auras, so it will never be Presence, but it's looking increasingly plausible that Enchantress could be viable in Modern too.

Kykar, Wind's Fury

The final card is a combo piece. Kykar, Wind's Fury makes the most sense in Jeskai Ascendancy as a backup plan in case Ascendancy gets hit by Surgical Extraction-style effects or called with Meddling Mage. Instead of outright winning, Kykar floods the board with fliers, which may be enough. If Kykar is out during the combo, he may help feed the combo by turning the spirits into red mana. How useful said mana might be is another question, but there's plenty of potential here.

Storm's Brewing

The big question hanging over 2020 is the London mulligan. The spoiled cards may rise or fall in value based more on how the new mulligan affects decks rather than their own merits. Nobody knows what that will do to Modern. Perhaps the doomsayers are right and broken combo decks will reign. Maybe Wizards and the optimists are right and it will have a positive impact. We'll have to wait for the data to come in to see.

It Snow Game: Brewing Bant and Temur

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Modern Horizons has deeply affected the format, and Core 2020 is now poised to emerge and shake things up further. But behind all that ruckus, a storm has been brewing—rather, I've been brewing up a snowstorm. Today we'll look at my adventures with Ice-Fang Coatl in Temur and Bant.

Dreadhorde Snow

This shell combined a lot of the more recent cards I wanted to test, including Dreadhorde Arcanist, which I'd messed around with previously. Other newcomers included Wrenn and Six, a card I'd enjoyed thoroughly in GR Moon; Crashing Footfalls, a 0-cost spell to cheat out; and Prismatic Vista, Arcum's Astrolabe, and Ice-Fang Coatl, the snow package.

I started with Temur for access to Lightning Bolt and threw in Skred for good measure.

Dreadhorde Snow, by Jordan Boisvert

Creatures

4 Dreadhorde Arcanist
4 Tarmogoyf
4 Ice-Fang Coatl

Planeswalkers

4 Wrenn and Six

Artifacts

4 Arcum's Astrolabe

Enchantments

2 Blood Moon

Instants

4 Thought Scour
4 Lightning Bolt
4 Skred
1 Tarfire

Sorceries

4 Sleight of Hand
4 Faithless Looting
2 Crashing Footfalls

Lands

3 Prismatic Vista
3 Misty Rainforest
3 Wooded Foothills
1 Steam Vents
1 Stomping Ground
2 Snow-Covered Mountain
1 Snow-Covered Forest
1 Snow-Covered Island

Sideboard

2 Damping Sphere
2 Reclamation Sage
2 Alpine Moon
2 Ancient Grudge
2 Surgical Extraction
2 Life Goes On
1 Feed the Clan
2 Anger of the Gods

Between the cantrips and the wealth of one-mana removal, our turn one plan is to set up or disrupt opponents. After that, we're slamming powerful follow-ups. Dreadhorde requires plenty of one-mana spells to be a threat as of turn two; against decks that might have Bolt, we're better off leading with Tarmogoyf and drawing out more removal. Rounding out the curve at three mana is Blood Moon, which this deck functions under and which punishes opponents well-equipped to deal with our creatures.

Card Choices

I went with Sleight of Hand over Serum Visions because I think it's better with Dreadhorde. Given an active Zombie, we'll have time after combat to  make more plays, and Sleight is better at setting those up. Serum excels at setting up later turns.

Crashing Footfalls is showing up in midrange and combo decks alike alongside Electrodominance, As Foretold, Finale of Promise, and Dreadhorde Arcanist. The idea for including it here was to turn Arcanist into a source of pressure in matchups where we'd need to lay the beats; linear combo decks like Tron don't care so much about a stream of value from across the table, but can die quick to a couple 4/4s, especially with Blood Moon in tow. Faithless Looting is here at 4 to enable this plan.

Tarfire is more of a vanity include than anything. Growing goyf to maximum P/T is a fun sub-game for me to play, no matter the deck!

Looking to the sideboard, the pair of Reclamation Sages stand out as clunky and ineffective compared with Force of Vigor or the number of other effective options for removing artifacts/enchantments in green. Their primary purpose, though, is to snipe Rest in Peace, which otherwise shuts down most of what we're doing. Most of the Rest decks are control strategies, chiefly UW; against these, we want to ride one or two threats to victory so we don't fold to sweepers. That Reclamation provides a body is extremely helpful. Life Goes On works with Arcanist and patches up our spotty Burn matchup.

Deck Issues

I was impressed with how well this deck could grind, as well as how functional its engines were despite their many moving parts. Astrolabe and Coatl helped a lot with this by cantripping while developing our gameplan. I think snow decks are bound to include these two cards; the Snake is snow's main payoff, and Astrolabe is all but crucial when it comes to fixing mana and turning on deathtouch early. Because of that, snow decks enjoy an inherent consistency boost, a realization which informed my second, more combo-focused shell.

With all that said, hopping aboard the value train isn't exactly novel or difficult to achieve in Modern. It seems like almost every deck has the tools to do so, including the blazing-fast aggro-combo decks of this season. Since Dreadhorde Snow folds to Rest in Peace just as Hogaak Bridgevine does, and is otherwise worse on pretty much every metric, the deck couldn't work at the competitive level.

Undoing Snow

Of course the Narset-founded creation of Pitch Blue piqued my interest—I am Day's Undoing's most vocal supporter, ever. But my experience slinging the sorcery led me to pinpoint a couple beefs with established shells. For one, they weren't generating enough of a board advantage to make full use of the reset; they also felt quite slow in my testing. Finally, I picked up on some consistency issues: without Narset around, Undoing was just bad. My solution was to add dorks for the first two points and Teferi, Time Raveler for the last, giving up some of the great-on-paper free spells for cards that actually plug the deck's holes.

Undoing Snow, by Jordan Boisvert

Creatures

4 Noble Hierarch
4 Ice-Fang Coatl
3 Vendilion Clique

Planeswalkers

4 Narset, Parter of Veils
4 Teferi, Time Raveler

Artifacts

4 Arcum's Astrolabe

Instants

4 Path to Exile
4 Force of Negation
2 Remand

Sorceries

4 Sleight of Hand
3 Day's Undoing

Lands

4 Prismatic Vista
3 Flooded Strand
3 Misty Rainforest
1 Hallowed Fountain
1 Breeding Pool
1 Temple Garden
1 Mikokoro, Center of the Sea
1 Geier Reach Sanitarium
3 Snow-Covered Island
1 Snow-Covered Forest
1 Snow-Covered Plains

Sideboard

4 Rest in Peace
3 Damping Sphere
3 Kitchen Finks
3 Gut Shot
2 Nature's Claim

The snow package helps a lot in this deck, which could both use the consistency and the survivability fronted by Ice-Fang Coatl. Coatl also turns sideways for a reasonable amount with Hierarch on the battlefield. Rounding out the creature suite is Vendilion Clique, which not only combos with Narset by permanently tucking an opponent's card, but serves as our primary win condition.

Card Choices

Here's Sleight of Hand again, but for different reasons. Compared with Serum, which admittedly does a nice job of setting up the combo, Sleight makes the combo more reliable while going off. We can undo and then find the pieces we need to chain another Undoing, or dump our hand into play before the next reset. The immediacy of Sleight also helps when we're under pressure, letting us find Path to Exile or Force of Negation for an opponent's critical turn. And it has the extra benefit of letting us dig while opponents happen to have a Narset of their own.

A more overt inclusion is Teferi, Time Raveler. Teferi-Undoing is of course worse than Narset-Undoing, which lets opponents draw just one card to our seven. But casting the sorcery on an opponent's end step using Teferi's plus mostly eliminates its drawback, and often has a similar effect; I've frequently drawn 7 on the end step only to then plant Narset and Undo again, putting away the game. The walker's minus also helps us survive and digs further into the combo. With both walkers in play, draw-step Undoings leave opponents totally handless, as they've already drawn for turn. Finally, instant-speed Undoing has the benefit of disrupting graveyard combos, even if it won't literally end an opponent's turn as it would ours.

Remand is a flex spot that gives us a mix-up option with Coatl. It's especially potent against linear combo and big-mana shells, while fairly useless against aggro-combo. Mikokoro and Geir Reach are both nuts with Narset in play, especially the latter; each are legends, and so only appear at 1.

Finally, the sideboard. Our colors and gameplan let us run some of the best two-mana hosers in Modern, and in huge quantities. Finks is here pulling double-duty as a floater against midrange and lifegain against aggro. Gut Shot exists for enemy planeswalkers and small creature decks.

Deck Issues

Between its powerful ambitions, resilience to hate, and ability to pack so much itself, I found the Bant deck much stronger than the Temur one. But a little more tuning might go a long way. I lost a game to Hogaak in which I stuck two Rest in Peaces and ended up getting beaten down by a bunch of menacing Neonates; having even a vanilla 2/2 in play would have won me the game, but we don't have access to anything like that in the mainboard. Perhaps something like Tarmogoyf is necessary in the main, and could also improve the other aggro matchups.

Here to Stay

Ice-Fang Coatl is certainly good enough for Modern, and apparently not going anywhere. I anticipate the snow package will remain a solid include in decks looking for what it offers: consistency and increased survivability against efficient beaters. How have you tamed the Snake?

Outsider Tribes: Core 2020 Spoilers

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This is a bit sudden: Modern Horizons has only been out for two weeks, but here we are starting Core 2020 spoilers. The summer release schedule has ensured that Modern is utterly saturated with new cards, and it is struggling to absorb them all. There hasn't been much time to determine the effects that War of the Spark  and Horizons have already had. I have no major events besides MTGO providing data, and so cannot accurately determine the metagame. Therefore, I'm going to be focusing on the new cards in a vacuum.  Rather than speculating on their impact on the indeterminate metagame, I'll be analyzing them on their own merits and potential homes.

Modern Horizons had minor tribal themes with decent numbers of slivers and changelings. Core 2020 is continuing this path, with tribal synergies for goblins, elementals, and flying, somewhat incongruously. At time of writing, with just over half the set spoiled, the two former tribes have received cards that may finally push them into Modern viability. The latter has some interesting possibilities for Spirits. I will be focusing on the tribal decks today.

Up in the Air

The first tribe isn't actually one, but it does only apply to one. There is a significant flying tribal theme in 2020, which while mostly targeted at Angels affects Spirits too. So far I haven't seen anything skyshaking; it's really hard to compete with Mausoleum Wanderer and Spell Queller. However, there are some interesting cards already that could find a home in Spirits. It will take the right circumstances, but it is possible.

To preemptively respond to something I've been asked in person multiple times, Sephara, Sky's Blade is not going into Spirits. There's no constructed-worthy way to give spirits vigilance, so in playing Sephara for her alternate cost, the only reason to play her at all, pilots forego the opportunity to attack with four spirits, which almost certainly extends the clock by a turn. You're giving your creatures indestructible, which Selfless Spirit could already do, in exchange for giving the opponent another untap step. That's a bad deal. The only possible application I can think of is in mirror matches where the board's stalled out, and even then, why jump through hoops just for indestructible? She doesn't even benefit from tribal synergies. Leave Sephara for the BW Tokens dreamers.

Spectral Sailor

While the Sailor has an awesome type-line, I don't think it'll make it in Spirits. The ghost pirate has the appearance of constructed viability, as flash and flying are Spirits' keywords and the reason to play the tribe. However, he's only a 1/1. If Sailor included some disruption or even a stat boost like Wanderer, it'd be in business. However, most of the time, all Sailor will be is a beater.

The other ability is very interesting, but it's not good enough to push Sailor into viability. Azure Mage has seen constructed play before (as a Standard sideboard card, admittedly), so a cheaper front-side isn't outside the realm of playable. UW Spirits also lacks card advantage except for blanking opposing spells. In a very grindy Modern, Sailor could be a critical card against control and midrange, and less disruptable than Moorland Haunt (graveyard hate is everywhere, and often good in those matchups). However, such a Modern has never really existed, and I don't see it happening anytime soon. I'll be keeping Sailor in my back pocket, but I'm not holding my breath.

Empyrean Eagle

And now there's another spirit lord, kinda (sorry, Unsettled Mariner). Eagle has better stats though a worse ability than Drogskol Captain for the same cost, so it is definitely playable. The question is whether that's good enough. CMC 3 is a crowded curve slot for Spirits between Captain, Spell Queller, Geist of Saint Traft, and toolbox creatures like Deputy of Detention or Eidolon of Rhetoric. Captain and Queller are the reasons to play the deck, so Eagle is competing for flex slot space.

Where Eagle shines is matchups where racing matters. Boosting power/toughness is only critical when you have to kill first. Costing three means that Eagle should be seen as the final push over the top. Right now I don't think racing is very important while disruption is, so Eagle isn't an automatic inclusion for me. I'm currently trying it as a 2-of and have been quite happy. Depending on how things shake out, I could see cutting Eagle. However, the fact that Eagle exists suggests there are more spirits to come, and that may mean a radical redesign is in order.

Elementary

The next tribe is more speculative. Ever since Lorwyn block, elementals have been the most commonly-supported multi-color tribe. The problem has been a lack of reason to actually invest in the tribe. Most of the time, the only elementals on a constructed board are Young Pyromancer tokens. There are countless interesting elementals, from Horde of Notions to Nivmagus Elemental, but only Voice of Resurgence, Flickerwisp, and Fulminator Mage ever see Modern play. Many of the other Modern-worthy elementals don't have tribal synergies, like Nivmagus and Kiln Fiend. 2020 is aiming to change things with more tribal synergies. While I don't think such a deck is there yet, it is becoming more plausible.

Creeping Trailblazer

If any tribal deck is going to be viable, it needs cheap creatures that do something, usually hit hard. Those are pretty limited and niche in elementals, but Creeping Trailblazer is a good start. Pumping Flamekin Bladewhirl or Voice's power is fairly blah, but I suspect that an elemental deck will be based on token making, though again there's not a lot of viable options. In such a deck, power boosts will be essential since 1/1 tokens aren't that threatening and there's not many other options for elementals. Trailblazer is also a reasonable threat on its own; a 2/2 for two almost-lord isn't a bad rate, and on a crowded board threatens a kill if left unblocked. This is a decent start, but there needs to be more to make the deck attractive.

Risen Reef

Now we're talking. On its own, Risen Reef is an expensive Coiling Oracle, and since Oracle is barely playable I probably seem insane. However, Reef also triggers off other elementals hitting play. Turning creatures into cantrips isn't bad, though a bit expensive, but I'm seeing combo possibilities.

Alongside a token maker like Chandra, Acolyte of Flame, Reef generates absurd amounts of card advantage and/or ramp every turn. Goblins has shown before that it's ok to play unimpressive creatures as long as you can play a lot of them. An active Reef will simply overwhelm other decks once it gets going, as every turn more and more elementals can be found then cast. This is definitely a build-around, protect-the-queen sort of card, but if it can be made to work, there's absurd amounts of power to be had.

Omnath, Locus of the Roil

However, every engine needs a payoff. 2020's answer is another Omnath, and a potentially playable one at that. Omnath, Locus of the Roil synergizes incredibly well with Reef, which is a great reason to look in the first place. Elementals tend to just be big boom-booms, so giving them a chance to bust through creature decks is essential. However, there's also a chance that Omnath simply combo kills the opponent. With Amulet of Vigor in play and a deck full of cheap elementals, Reef and Omnath become a kill. Resolving elementals finds more elementals or lands, which are then untapped to cast more elementals. Each elemental then domes the opponent until they're dead.

Goblins

When Goblin Matron was spoiled in Horizons, I noted that old-school Goblins was inching toward viability. The combo enabler and key consistency card being legal made the tribe far more plausible than before. It doesn't matter the context; any deck improves with tutors. That the tutor also enables tribal synergies and attacks is incredibly good. However, the deck was still missing the midgame oomph that could actually make it viable. The combo versions weren't consistent enough, and the go wide-decks couldn't hit hard enough. Seeing the best card isn't enough without a bridge between the early setup and the payoffs. That card has traditionally been Goblin Ringleader, and without that, Goblins still floundered.

Goblin Ringleader

Well, isn't this convenient. I really didn't expect Ringleader would be reprinted, ever. All that's missing from the (commonly played) Legacy version are the disruption lands, Goblin Lackey, and Gempalm Incinerator.

Despite its mediocre stats, Goblin Ringleader is arguably the best goblin ever printed. There are more individually powerful goblins, but Ringleader is the critical card. Most goblins are 2/2's at most. The tribe's goal is to flood the board in a hurry and swamp opponents with haste. Ringleader adds to the board and attacks immediately, but more importantly he finds more fuel. Militia Bugler is a very good card for Humans in attrition matchups, and Bugler is a poser compared to Ringleader. Goblins may finally be a real tribe in Modern.

Finding a Niche

The question now is what niche to fill. In Legacy, Goblins is really a mana-prison deck in the same vein as Death and Taxes. The deck relies on Wasteland and Rishadan Port slowing down the opponent until the board is either flooded by goblins, or the Ringleader engine has pulled them too far ahead on cards to overcome. Goblins also has a very high curve featuring numerous four-drops and Siege-Gang Commander. While it is possible to really stifle decks with Ghost Quarter, Field of Ruin, and Tectonic Edge in Modern, it's nowhere near as effective. Goblins will need to evolve to find a home in Modern.

Going faster pushes Goblins toward being 8-Whack, and given that deck's lack of success to this point, I wouldn't go that route. Taking a cue from Legacy, I'd take Modern Goblins in a midrange/beatdown route, which isn't a typical style of deck in the format; creature decks are generally fast, and midrange decks are full of non-creature spells. This would require Goblins to go the Stompy route.

Stompy could work by going for a prison build. This would involve using Quarter and Field alongside Blood Moon to restrict opposing mana, Chalice of the Void to lock opponents out, and then Goblin-dropping until the opponent dies. For added zest, Ensnaring Bridge coupled with Krenko, Mob Boss could be an option for swamping aggressive decks. The question is if this is better than the Skred prison decks that have occasional success in Modern, but never last.

The alternative is to go the combo route. I'd previously tried to make a Modern version of Dirty Kitty work, and couldn't because I couldn't make the engine fire consistently. With Ringleader in the picture, things are different. Horizons gave Goblins an analogue for Gempalm Incinerator in Munitions Expert, and the closest we're likely to get to Goblin Sharpshooter in Sling-Gang Lieutenaunt. Such a deck would use token generators and Expert to survive early pressure, then Ringleader into Lieutenaunt to kill the opponent. The only problem is fueling the Sling-Gang. The Onslaught block version of this deck used Patriarch's Bidding to rebuy all the goblins spent early, and if there's an equivalent in Modern I'm unaware of it. Still, the alure of chaining Ringleaders, using Skirk Prospector to keep the Goblins churning, and then turning all that into a kill in one turn is very alluring, and I'm going to keep working on the theory.

Gearing Up

There's still just over half the set yet to see. so there's every chance the real tribal payoffs are still waiting. In the meantime, there's plenty of intriguing cards to puzzle over and get to brewing. This is continuing to be a most engaging summer.

Beat This: Evaluating One-Mana Beaters

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Core Set 2020 spoilers are under way, and a couple cards have already caught my attention. The one we'll discuss today is Elvish Reclaimer, a potential 3/4 for one mana... with upside! But can its drawbacks be mitigated effectively? Let's find out by comparing Reclaimer to Modern's other one-mana combat creatures, seeing in the process what the format necessitates for these cards to succeed.

While my previous work on combat creatures has included aggro standbys like Goblin Guide and Monastery Swiftspear, this article focuses solely on the beefiest one-drops: the ones that both attack and block with gusto (read: the magic number 3). Sorry, Kird Ape!

Cost vs. Reward: The Former

This article's about one-drops, or creatures that cost a single mana. But truly proficient combat creatures this cheap are tough to come by in Modern, a format defined by the bulk of its beaters. While they may all cost one mana, the threats discussed here tax pilots in other ways—either when it comes to casting them or maximizing them.

Resources Needed

Magic is a game of resources, of which boundary-pushing card design ensures there are plenty of. Mana is but one such resource, if the most obvious; others include cards in the graveyard (Nimble Mongoose), land types in play (Wild Nacatl), life not had below a certain number (Death's Shadow), or number of cards discarded this turn (Hollow One).

Resources needed refers to the resources players must have available to deploy a given threat, as with mana; a one-mana spell, for instance, requires one land in play to cast. That land is not consumed by the spell, and can be tapped again next turn.

Resources Used

By contrast, resources used refers to the resources players must expend to deploy a given threat. In this case, the land is indeed spent, as by Scythe Tiger. This steep cost has always prevented Scythe Tiger from seeing Modern play in any capacity.

An apt comparison exists between Nimble Mongoose, which needs cards in the graveyard to become 3/3, and Hooting Mandrills, which spends cards in the graveyard. Multiple Mongeese can be dropped into play with seven cards in the graveyard; with just five, players may cast only one Mandrills for one mana.

Casting Time

A subtler contributor to playability is casting time, or flexibility regarding when players must invest mana into their creature. Consider Hooting Mandrills, a threat that requires five cards in the graveyard to be cast for one mana. Playing Mandrills on turn one is not really feasible in Modern. Doing so on turn two is much easier, especially given something like Thought Scour. Assuming two land drops, both fetches, even Gurmag Angler is castable turn two with a Scour. Grixis Shadow decks aren't interested in taking chances, though, and like to have mana up for Stubborn Denial when possible, so they've come to include Mishra's Bauble to mitigate the casting time requirement of their delve threat.

Grixis Shadow, by Rayton Espiritu (8th, SCG Louisville Classic)

Creatures

4 Death's Shadow
4 Gurmag Angler
3 Snapcaster Mage
4 Street Wraith
1 Jace, Vryn's Prodigy

Artifacts

3 Mishra's Bauble

Instants

4 Thought Scour
4 Stubborn Denial
4 Fatal Push
2 Temur Battle Rage
2 Dismember
1 Kolaghan's Command

Sorceries

4 Thoughtseize
2 Inquisition of Kozilek
1 Faithless Looting

Lands

4 Bloodstained Mire
4 Polluted Delta
2 Scalding Tarn
2 Blood Crypt
2 Watery Grave
1 Steam Vents
1 Island
1 Swamp

Sideboard

1 Engineered Explosives
1 Nihil Spellbomb
1 Grim Lavamancer
1 Ceremonious Rejection
2 Disdainful Stroke
1 Kolaghan's Command
1 Lightning Bolt
2 Surgical Extraction
1 Jace, Vryn's Prodigy
1 Jace, the Mind Sculptor
2 Liliana, the Last Hope
1 Collective Brutality

Grixis Shadow employs a similar strategy with Death's Shadow, its namesake one-mana beater. Shadow can't be cast on turn one, either; pilots must first drop themselves to below 13 life. Hence the deck's painful manabase and use of additional enablers like Street Wraith—and all to increase casting time flexibility. Looking at the opposite end of the spectrum, Champion of the Parish is another build-around one-drop that must be cast at a specific time to achieve its potential: in this case, before other creature spells, or as early as possible. Similarly, Hollow One prices players into spending mana on the Golem during turns they discard spells, even if they've drawn another juicy castable off their Goblin Lore (say, Fatal Push). In lieu of another looting spell, they may otherwise miss out on the chance to cast their creature at all.

Like Gurmag Angler, Nimble Mongoose asks for a certain number of cards in the graveyard before it assumes its final form for one mana. Granted, Mongoose solicits more cards than Mandrills or Angler; players will be hard-pressed even to have Mongoose swinging for 3 on turn two. But Mongoose beats the delvers on casting time, as pilots can cast Mongoose as of turn one.

In "Tough as Nails: Combat, Removal, and Stats," I conceptualized this principle by sorting creatures into stages—that is, the part of the game they become live. More flexible creatures, like Mongoose, fall into earlier stages. Other Stage 1 creatures include Wild Nacatl and now Elvish Reclaimer; besides the missed combat steps shared by all late-cast creatures, and the fact that late-game boards may prove more hostile to smaller threats, these beaters don't lose or gain anything from being cast at a certain time or not. Their casters then enjoy more choice about how to invest their mana, enabling lines like two-mana follow-up plays.

Cost vs. Reward: The Latter

On to our spoils, or what we get for casting the creature at all.

Stats

Stats tend to be the single most important factor when determining the playability of combat creatures. No way Hollow One would headline a deck at 3/4, or that Wild Nacatl would have ever eaten a ban at 3/2. That's why the most-played one-mana combat creatures are the biggest ones: Gurmag Angler; Death's Shadow; Hollow One.

Abilities

There are three types of abilities creatures can have: evasion, utility, and static. Evasion abilities, such as trample on Hooting Mandrills, let them penetrate enemy defenses. Utility effects provide some additional benefit to the caster, like Tasigur's activated ability. And static ones vary from creature to creature: the main draw to Nimble Mongoose, for instance, is its shroud keyword, which protects it from enemy removal; Death's Shadow, on the other hand, has the ability to grow larger at will when pilots are sitting behind a fetchland, or perhaps gripping a Street Wraith.

Evasion keywords are becoming increasingly common on cheap combat creatures, but they often replace raw stats, a bad trade for our purposes. Hooting Mandrills and Delver of Secrets are the only one-drops in Modern with 3 or more power and an evasion ability.

Utility is even rarer on a one-mana combat creature, as these are already pushed to begin with. But they do exist; a solid recent example is Hexdrinker, which arrives as a just-okay 2/1 but boasts the ability to grow larger should players have extra mana sitting around. Such abilities again tend to cannibalize stats—creatures can only do so much for one mana.

Static abilities on one-drop combat creatures often take the form of drawbacks, lowering the overall reward for producing the threat in question; the aforementioned Mongoose and Shadow theoretically provide exceptions to this rule, but both of them also contain static-ability text that limits their reliability as large beaters.

Durability

The final factor to assess is durability, or the odds of a threat staying on the battlefield to do combat once resolved. Protective keywords like Mongoose's shroud contribute favorably to this metric, but don't quell the threat of damage-based sweepers such as Anger of the Gods. Stats do, though, and every point matters, especially with Gut Shot, Collective Brutality, Lightning Bolt, Flame Slash, and Lightning Axe all co-existing at Modern's top tables.

Of course, some removal spells slaughter beaters regardless of toughness, which is where converted mana cost enters the equation. Fatal Push may have damaged the rep of Modern's premier combat creature, but it can't touch Hollow One or the delve creatures, making such threats attractive ways to punish opponents looking to chop up Goyfs on the cheap.

Another element of durability lies with a threat's reliability over time. Turn-two Hooting Mandrills could care less about a subsequent Rest in Peace, but copies in hand are functionally blanked by the enchantment resolving. And Nimble Mongoose is rendered an eternal 1/1 no matter where it finds itself when Rest comes down. In this sense, delve creatures are more robust than those that check the graveyard from the battlefield, as ones quickly deployed can sidestep the hate.

Evaluating Elvish Reclaimer

With the metrics for playability among one-mana beaters clearly outlined, we can apply this theory to existing creatures in Modern. In terms of cost, Nimble Mongoose is potentially a 3/3 with shroud that leaves used resources intact and can be played at any time. So why doesn't it see any action? Because of its low reward: Mongoose is slower than Mandrills or Angler at getting in for full damage, always soft to the common practice of graveyard nuking, vulnerable to popular sweepers despite the shroud, and with no evasion, outclassed by many of Modern's creatures. Let's apply these same principles to newcomer Elvish Reclaimer and see how the Warrior ranks.

Cost

Resources needed: Reclaimer asks for three lands in the graveyard. Fetch, fetch, fetch, done! But in this case, a turn-one Reclaimer can't attack for 3 until turn three, and that's only if players make three consecutive land drops... all of them fetches. Players looking to get aggressive early will need some other engine to get the gears moving. Faithless Looting and Thought Scour seem like natural enablers, but neither guarantees a "flip," and neither is free, functionally increasing the Elf's mana demands.

Resources used: None. Flying colors on this one.

Casting time: Reclaimer is clearly a Stage 1 threat. In fact, Reclaimer outshines most other Stage 1 creatures in terms of sheer potential—of its ilk, only Mongoose also dodges Lightning Bolt. Still, every Stage 2 creature dwarfs Reclaimer in combat, as they do other Stage 1 creatures.

Reward

Stats: We've seen better at 4/4, 4/5, 5/5, and 12/12, but Reclaimer plays nice with other copies of itself, a feat claimed among the larger beaters only by the ever-fickle Hollow One and the tightrope-walking Death's Shadow. And at 3/3 or less, the smaller guys really are smaller. An additional point of toughness lets Reclaimer tangle with most everything at its price point and a little higher.

Abilities: Icing on the cake, really, since players will mostly want Reclaimer for its body. But Modern is certainly full of powerful lands. Blast Zone springs to mind, although I think Bojuka Bog will end up a likelier sideboard bullet—it enters tapped anyway, and threatens to instant-speed empty enemy graves as early as turn two.

Durability: As a 3/4, Reclaimer beats most toughness-based removal spells, best of all the ubiquitous Lightning Bolt. Still, Rest in Peace and even one-time nukes like Nihil Spellbomb stand to defang the Elf quite decisively. In my preliminary testing, I've found it difficult to "reclaim" the lost stats after losing the graveyard.

Takeaways

As is a common theme of my writing, I find myself sizing up Elvish Reclaimer against Tarmogoyf, once the only cheap beater in Modern that resisted Lightning Bolt. Here's yet another, and for half the mana. But do its ensuing drawbacks offset that up-front reduction?

Like Goyf, Reclaimer promises to reach bigger-than-Bolt stats just by virtue of our playing the game—we were fetching lands anyway. Additional setup is only necessary if we want it to grow up early. Which, of course, we do; a one-mana 3/4 wows on turns 1-3, but ends up underpowered next to most Stage 2 creatures (unlike Goyf, which keeps pace by getting even larger). So that promise of +2/+2 for doing nothing mostly ends up ringing hollow.

I have yet to be blown away by Reclaimer in Temur Delver, the shell I spent yesterday testing it in. But the Elf did have its moments. I'm up to 4 Scour, 4 Looting now in a bid to accelerate its development; so far, the additional cogs smooth things out considerably. They've also left me wondering if there's not a better creature to spend all that effort enabling; Pteramander again, maybe, or just Arclight Phoenix.

And the Beat Goes On

In any case, M20 spoilers have only just begun. Here's hoping we get another promising one-mana combat creature to put through the evaluation ringer. In the meantime, have any new cards tickled your aggro-deck brewing bone?

Emergent Decks From Modern Horizons

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New metagames can be hard to pin down, as fresh cards lead to new brews and new tech, forcing established decks to adapt. This forces the new decks to adapt to the new pressure, and their success or failure creates ripples through the metagame. With War of the Spark and Modern Horizons released in quick succession, Modern is undergoing considerable churn.

Under normal circumstances, there would be SCG Open or Grand Prix results to start analyzing for new metagame trends. That's not happening this time. The next big Modern event is GP Dallas at the end of the month. Even once that data is in, it will almost immediately be mooted as a metagame indicator, because the metagame will be shaken up further wiith Core 2020 two weeks later.

If that isn't enough, Core 2020 will also inaugurate the London Mulligan to the general public. While the exact impact of this change on Modern is unclear, there is little doubt that it will have a huge impact on Modern. Given that Modern hasn't fully absorbed the previous two shocks yet, the two following shocks ensure that there is no definitive Modern metagame yet. However, some decks are rising to the top, and they're worth investigating in detail for clues about Modern's future.

Crossing Hogaak's Bridge

The results we have so far come from MTGO, and given Wizards' policy of curating the League lists, the only reliable metagame data comes from the Challenges. The first Challenge was dominated (though not won) by Hogaak, Arisen Necropolis-fueled combo decks. The second Challenge was won by Hogaak, though the deck's total placings were down. Hogaak took 10 of 32 places in the first Challenge, and six of 32 in the second. These impressive results, coupled with the potential for early kills, has already spurred streamers and other pundits into ban mania.

The combo works by first finding Hogaak, either by drawing it naturally or via Faithless Looting/Insolent Neonate, or by milling it with Stitcher's Supplier/Stinkweed Imp. Hogaak then needs to be cast from the graveyard by convoking at least two black or green creatures and delving away the rest of his cost. From there, Hogaak is sacrificed, ideally to Altar of Dementia, to generate Bridge from Below tokens. With Altar out, the combo becomes self-sustaining, as you mill your whole deck. It then turns into an outright win, as all tokens made during the loop are sacrificed to empty an opponent's library. The absolute perfect draw kills on turn 2, and more reasonably turn 3. Without Altar, the combo will peter out at some point, but not before building an overwhelming board presence.

History Check

If this sounds familiar, it should. Hogaak-Bridge is just the latest version of Bridgevine, as in the core of the deck is completely unchanged and room's been made for new cards. Last August Bridgevine appeared on the scene, and almost the exact same mania occurred. The deck was seemingly everywhere following it's debut at PT 25th Anniversary. But within a few months, the threat had completely subsided. Bridgevine has a lot of fundamental weaknesses which, once known, were easy to exploit and defeat. Hogaak has changed the deck, but not enough that I can't see history repeating itself.

The More Things Change...

The main difference between Hogaak and the older version of Bridgevine is kill speed. The best Bridgevine hands generated an unanswerable board turns 2-4 and then actually won the turn afterwards. There's very little way to answer three hasty 4/3's that early, not to mention all the tokens. Hogaak can do the same thing, but under the right circumstances, outright wins via decking the same turn it goes massive. I'd argue that the functional kill speed is about the same as before, but the actual kill is slightly faster, which makes it harder to disrupt.

The other advantage is that Hogaak isn't a glass-cannon aggro deck. If the fast kill didn't come together or was somehow answered, Bridgevine didn't have any other options. Altar gives Hogaak a valuable second angle of attack. Bypassing the combat step closes a significant vulnerability for Bridgevine. Before, Bridgevine would lose to a fast Ensnaring Bridge or Anger of the Gods destroying their board. They could rebuild from Anger if Viscera Seer was on-board, saving their Vengevines and scrying into gas. However, losing the combat step was a significant setback.

It seems clear that Horizons has made Bridgevine faster and more versatile. Normally, this would be enough to say that the new card signifiantly improved the deck. In this case, I hesitate. Kill speed and vulnerability to disruption were not the problems that drove off Bridgevine last year, and Hogaak and Altar haven't fixed them.

...The More They Stay the Same

Bridgevine had its moment last year, and then faded away. Odds are, the same will happen to Bridgevine now. Altar has given Bridgevine another win condition and Hogaak has made it more of a combo deck, but they haven't fundamentally altered the deck. Bridgevine was, and Hogaak-Bridge is, one-dimensional in that it cannot function without a graveyard. Any hate causes the engine to splutter out and become 1/1s-with-menace-beatdown. Bridgevine could theoretically power through thanks to Goblin Bushwacker, but Hogaak is far more invested in the combo plan. The deck loses to Rest in Peace/Leyline of the Void unless they find enchantment removal.

The other problem is one that Bridgevine shared with another deck that exploded into Modern then faded away, Hollow One. Both decks relied on randomness going their way to really function. For Bridgevine, that meant Stitcher's Supplier hitting Bridges and Vengevines off the top of the library. For Hollow One, that meant drawing but not discarding its fatties with Burning Inquiry or Goblin Lore.

When the Random Numbers God favors these decks, they prove crushingly powerful. However, the RNG is characteristically fickle. Hollow One and Bridgevine fell off because they lost to themselves as often as they exploded onto their opponents.

Hogaak has the same problem. There is no guarantee that the combo will actually go infinite. The copies of Bridge from Below that make it possible may not show up from the first Altar activation, or even a second. In those cases, the deck doesn't do anything. Given that Hogaak-Bridge retains the most pressing weaknesses of its predecessor, I would expect its Modern run to play out similarly.

Impact and Implications

If history is instructive, the return of Bridgevine won't have a lasting impact on the metagame. It didn't last time, and the Hogaak combo hasn't made the deck better enough for me to believe that will change. Long-term, Hogaak will remain a threat, but a manageable one so long as the metagame doesn't forget about it. In the short term, I expect fewer Surgical Extractions and more broad-pattern graveyard hate.

Surgical is very good at stopping the combo (Hogaak must be cast as a normal creature), but it's not very good at stopping the deck. Hogaak is a huge threat, as are the Bridges and Vengevines. You need to kill the whole graveyard to effectively shut down the deck. Leyline and Rest are the obvious best options, but are slow and answerable. I'd look to Ravenous Trap if the combo ends up too consistently fast for the enchantments. These changes will serve to keep other graveyard decks down as well. Phoenix may also benefit from a decrease in Surgicals.

The Sickness Spreads

The other deck making a return is Infect. The Gitaxian Probe ban effectively killed Infect as a metagame force, though it still puts up results when no-one's looking. The problem for Infect is partially that it can't sculpt the game to its advantage using information from Probe, and also because cheap removal became more common. It wasn't that hard to overcome Lightning Bolt, but Fatal Push is another story.

Horizons promised to change Infect's fortunes with Scale Up. Second only to the setup-required Become Immense in terms of power-for-cost among pump spells, Scale combines with Might of Old Krosa or Groundswell to produce ten poison damage as early as turn 2. This was possible before Scale, but it took two Might/Groundswell and a Mutagenic Growth on Glistener Elf to pull off. The Scale kill requires one fewer card, and that makes it more statistically likely to happen, though the odds are still small.

Prison Strategy

However, that doesn't appear to have been enough. Infect isn't appearing in the aforementioned challenges like Hogaak. Instead, there have been rumblings in the Leagues of Bant Infect. The idea is to use Teferi, Time Raveler to moot opposing interaction, simultaneously making the protection spells like Blossoming Defense more effective. Teferi can also sometimes remove blockers for Glistener Elf to break through. In addition, Teferi gives Infect some long-game potential via card drawing.

While they haven't made the standings, I've also seen some pilots go further by playing Giver of Runes. Spellskite has long been played as creature protection, but Giver can also make creatures unblockable. True, Giver can only be used once per turn, and not immediately. But she's also cheaper and can protect from more things than Spellskite; protecting from creatures aside, Giver can save a creature from Kolaghan's Command or Pyroclasm where Spellskite couldn't, for example.

The combination of Teferi and Giver conspires to give Bant Infect a prison-like plan. This isn't a Whir Prison-style hard lock, but instead Infect is trying to lock opponents out of the one thing that matters in the match, interaction, and then ride that lock to victory. In theory, this is effective repositioning for Infect and could help it return to the metagame.

Papering Over Problems

However good of an idea the additional protection and faster kill potential is, it doesn't actually solve Infect's problems. Infect is a deck with a fundamental weakness: it relies on 12 1/1 creatures to win the game. To do its thing, it must draw the right combination of intrinsically weak creatures and payoff spells, a condition it shares with Boggles. Infect frequently has to mulligan aggressively, which leaves it resource-poor, a brutal result for a critical-mass deck. Removing pump spells for Teferi or Giver arguably worsens this predicament. Scale's raw efficiency reduces the need for other pump spells, but can't eliminate it, and can make things worse should the non-stacking Scale appear in multiples.

There's also the fact that Teferi and Giver don't add much protection-wise. Infect was not hurting for creature protection between Defense, Vines of Vastwood, and Apostle's Blessing. The advantage of Giver and Teferi is they cost no mana on the kill turn, but they have to be played beforehand, and so won't be a surprise. Teferi also doesn't stop sorcery-speed removal, and therefore, he only actually shields Inkmoth Nexus.

Old Weaknesses, New Vulnerabilities

Experienced players know that you don't kill Infect's creatures in or around the combat step. Doing so lets Infect get additional value from playing Blossoming Defense in response to the removal spell. Instead, wait until Infect's end step or your own turn. You also want to kill infectors at the earliest opportunity. Therefore, Teferi will have no practical impact on Blighted Agent or Glistener Elf surviving to attack. Giver must be in play before the infector to protect them, which means that there will be more opportunities to Thoughtseize them, which can be fatal for Infect. In other words, the new cards don't alter the playstyle against Infect.

Going Bant also makes Infect vulnerable to Blood Moon in a way it wasn't previously. Moon was never very good against Infect, since the infectors came down first, and being two-color, it was easy to fetch around Moon. The play patterns I've seen from Bant Infect so far indicate that Moon is suddenly devastating against them. Trying to set up Giver and/or Teferi protection slows the deck down, often by a turn or more. This gives opponents the time needed to land Moon, and since Bant Infect plays fewer basics than UG, it is often a hard lock. I've seen many Infect players try to resolve Teferi intending to kill with Nexus the following turn only to have him countered or removed then be locked and lose to Blood Moon. In the end, the fastest Infect kill is slightly more likely, but I'm seeing the average kill turn decrease slightly. I'm not certain where this leaves the deck.

Implications and Impacts

Even if the new protection spells don't work out for Infect, I would expect the appeal of the fast kill to renew interest in the strategy. It's unlikely to become the boogeyman it once was, but having Infect around puts pressure on decks to be more interactive. Creature decks like Humans tend to struggle against Infect for this reason, as does Tron. Since both are expected to be boosted by the London Mulligan, it could be healthy for the metagame to introduce another predator.

The other effect of Infect's return would be to re-incentivize Jeskai Control. Jeskai is another natural predator of creature decks, arguably moreso then UW Control since it's harder to answer waves of cheap spot removal than costly sweepers. Last year, when Jeskai returned, we saw a dip in Humans and an increase in BGx midrange.

Churning On

Spoilers forr Core 2020 have already begun, though at time of writing there's little worth discussing. This will change next week, and then we can start to speculate as this most turbulent of Modern periods grinds on. Perhaps the holes in the new decks will have already been filled by then.

Stitched Together: Early Successes from Horizons

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Modern Horizons becomes legal today in the paper world, but it's been tearing up Magic Online for a good week. Wizards has published two events since then: a Modern Challenge and a league. Today, we'll scour each for the hottest tech stirring up the format.

Scourge of the Format?

In the very first Horizons-featuring event published online, Hogaak, Arisen Necropolis bulldozed a Modern Challenge, and with it the tolerance of many players. I agree the deck seems quite powerful, but am always hesitant to call for bans so early into a deck's creation; after all, look what happened with Neoform. Here's the deck in all its glory:

Bridgevine, by NIEDZWIEDZ (2nd, Challenge #11885863)

Creatures

4 Hogaak, Arisen Necropolis
4 Bloodghast
4 Carrion Feeder
4 Gravecrawler
4 Insolent Neonate
4 Stitcher's Supplier
4 Vengevine

Artifacts

4 Altar of Dementia

Enchantments

4 Bridge from Below

Instants

1 Necrotic Wound

Sorceries

4 Faithless Looting

Lands

4 Blackcleave Cliffs
4 Blood Crypt
4 Bloodstained Mire
1 Godless Shrine
4 Marsh Flats
1 Polluted Delta
1 Swamp

Sideboard

4 Wispmare
2 Necrotic Wound
2 Ingot Chewer
4 Leyline of the Void
1 Shenanigans
2 Silent Gravestone

Bridgevine received two superb sacrifice outlets in Modern Horizons: Carrion Feeder and Altar of Dementia. Together with Stitcher's Supplier and Bridge from Below, these cards help generate boards of creatures faster than opponents can even deploy their Rest in Peace. Hogaak, Bridge, and Altar together have particularly potent synergy. And that's the main draw to this strategy: its pieces work together extremely well.

What follows are the decks from the other online event published by Wizards so far. This league features plenty of Horizons-fueled innovation, which I've aimed to capture exhaustively.

Combo Summer

We led off the last brew report with a section on combo decks, and today's is no different. Horizons seems to have infused existing combo decks with some critical tech.

Abzan Vizier, by WOOOP_ORC (5-0)

Creatures

1 Yawgmoth, Thran Physician
1 Anafenza, the Foremost
4 Birds of Paradise
4 Devoted Druid
1 Eternal Witness
2 Kitchen Finks
1 Knight of Autumn
4 Knight of the Reliquary
1 Murderous Redcap
4 Noble Hierarch
1 Scavenging Ooze
1 Viscera Seer
4 Vizier of Remedies
1 Walking Ballista

Instants

4 Eladamri's Call

Sorceries

4 Finale of Devastation

Lands

2 Field of Ruin
1 Gavony Township
1 Ghost Quarter
1 Horizon Canopy
2 Overgrown Tomb
3 Snow-Covered Forest
1 Snow-Covered Plains
1 Snow-Covered Swamp
2 Temple Garden
4 Verdant Catacombs
4 Windswept Heath

Sideboard

1 Anafenza, the Foremost
1 Bojuka Bog
1 Collector Ouphe
1 Eidolon of Rhetoric
2 Gideon, Ally of Zendikar
1 Kataki, War's Wage
2 Path to Exile
2 Plague Engineer
1 Remorseful Cleric
1 Sin Collector
2 Vivien, Champion of the Wilds

Once named for Collected Company, Abzan Vizier runs the same packages, but 0 copies of its "namesake" insant. Instead, this deck packs two newcomers to Modern in its spell slots: Finale of Devastation, a standout searcher from War of the Spark, and Eladamri's Call, a Commander-staple-turned-Modern-staple via timely reprint. All that searching, and at such an economical rate, helps Vizier assemble its combo with surgical precision, all while enabling a toolbox package rounded out by Yawgmoth, Thran Physician. The Human plays double-duty here as removal and card advantage should opponents find a way to weather or blank the combo.

Kiki-Chord, by KAISERMAGUS (5-0)

Creatures

3 Prime Speaker Vannifar
4 Birds of Paradise
4 Coiling Oracle
3 Ice-Fang Coatl
2 Bounding Krasis
1 Breaching Hippocamp
1 Deputy of Detention
1 Eternal Witness
2 Kiki-Jiki, Mirror Breaker
4 Noble Hierarch
1 Reflector Mage
2 Restoration Angel
1 Scryb Ranger
1 Selfless Spirit
1 Shalai, Voice of Plenty
1 Tireless Tracker

Instants

3 Chord of Calling

Sorceries

3 Eldritch Evolution

Lands

1 Breeding Pool
2 Fire-Lit Thicket
1 Sacred Foundry
3 Snow-Covered Forest
1 Snow-Covered Island
1 Snow-Covered Plains
1 Steam Vents
1 Stomping Ground
1 Temple Garden
2 Prismatic Vista
4 Windswept Heath
4 Wooded Foothills

Sideboard

1 Collector Ouphe
1 Eidolon of Rhetoric
1 Kataki, War's Wage
1 Kitchen Finks
1 Knight of Autumn
1 Magus of the Moon
4 Path to Exile
1 Remorseful Cleric
4 Rest in Peace

Another creature combo deck, Kiki-Chord also forsakes Collected Company, instead running Chord of Calling and Eldritch Evolution in its spell slots. This deck boasts the ability to straight-up win if it untaps with Prime Speaker Vannifar, and gains an unlikely ally in Ice-Fang Coatl. Beating down the Kiki deck while disrupting their combo becomes a lot more difficult with Coatl in the mix, and the cantripping snake can be sacrificed to Evolution to tutor Vannifar or a bullet at no card disadvantage.

Thopter-Sword, by MUKESH (5-0)

Creatures

4 Urza, Lord High Artificer

Artifacts

4 Mishra's Bauble
4 Mox Opal
1 Damping Sphere
1 Ensnaring Bridge
2 Nihil Spellbomb
2 Pithing Needle
3 Sword of the Meek
4 Thopter Foundry
1 Time Sieve
1 Welding Jar

Enchantments

1 Mirrodin Besieged

Instants

4 Whir of Invention

Sorceries

2 Collective Brutality
4 Inquisition of Kozilek
2 Serum Visions

Lands

1 Breeding Pool
4 Darkslick Shores
4 Polluted Delta
5 Snow-Covered Island
1 Snow-Covered Swamp
4 Spire of Industry
1 Watery Grave

Sideboard

2 Abrupt Decay
1 Assassin's Trophy
3 Battle at the Bridge
1 Echoing Truth
1 Engineered Explosives
1 Grafdigger's Cage
2 Negate
1 Torpor Orb
3 Unmoored Ego

Moving on from creature combo and into artifact combo, Urza, Lord High Artificer is at his best in this Thopter-Sword shell, where he serves as combo finder (with his stall-breaking draw ability), combo enabler (by generating mana), and combo piece (by going infinite as a third cog in the Thopter-Sword engine). Mirrodin Besieged also makes an appearance here as an alternate win condition. Damping Sphere and Ensnaring Bridge also feature as findable win-buttons against certain Modern's decks.

Ain't Nuttin But a "Tribal" Thang

While Horizons may have been packed with Slivers, it's other tribes that have received more from the expansion, at least at first blush.

Goblins, by BOBTHEBUILDER24 (5-0)

Creatures

4 Goblin Matron
4 Warren Instigator
4 Boggart Harbinger
2 Munitions Expert
2 Frogtosser Banneret
2 Goblin Chainwhirler
2 Goblin Chieftain
2 Mogg War Marshal
2 Siege-Gang Commander
1 Goblin Cratermaker
1 Goblin Piledriver
1 Goblin Trashmaster
1 Goblin Warchief
1 Pashalik Mons
1 Sling-Gang Lieutenant
1 Earwig Squad
1 Kiki-Jiki, Mirror Breaker
1 Skirk Prospector

Artifacts

4 Aether Vial

Instants

1 Tarfire

Lands

4 Auntie's Hovel
4 Blood Crypt
4 Cavern of Souls
4 Fiery Islet
6 Mountain

Sideboard

1 Earwig Squad
1 Goblin Chainwhirler
1 Goblin Chieftain
1 Goblin Trashmaster
1 Sling-Gang Lieutenant
4 Damping Sphere
1 Goblin Rabblemaster
2 Stingscourger
3 Tormod's Crypt

One of two Goblins decks featured in the latest dump, this one makes the most of Goblin Matron. The infamous Goblin drops a turn after Warren Instigator on the curve, letting it search up whichever Goblin is best-suited to make an appearance; Matron also finds removal in the form of Munitions Expert or the cheaper Tarfire. A full set of Fiery Islets sneak their way into this list as a means of mitigating mid-game flood.

Merfolk, by RAGINGTILTMONSTER (5-0)

Creatures

4 Cursecatcher
2 Mistcaller
4 Lord of Atlantis
4 Master of the Pearl Trident
4 Silvergill Adept
4 Merfolk Trickster
3 Merrow Reejerey
1 Harbinger of the Tides

Artifacts

4 Aether Vial

Enchantments

4 Spreading Seas

Instants

4 Force of Negation
2 Vapor Snag

Lands

1 Cavern of Souls
14 Island
4 Mutavault
1 Oboro, Palace in the Clouds

Sideboard

4 Ceremonious Rejection
2 Deprive
4 Grafdigger's Cage
3 Master of Waves
1 Phyrexian Revoker
1 Ravenous Trap

Merfolk has always run a small number of noncreature spells to interact with opponents. Removal like Vapor Snag and Dismember is the most common, but Spell Pierce has also seen play in this spot. Force of Negation, though, seems like their most attractive option yet—now, the deck can continue to deploy threats while fading removal, planeswalkers, sweepers, and combos.

Canopy Humans, by ASA1986 (5-0)

Creatures

3 Giver of Runes
4 Champion of the Parish
4 Meddling Mage
4 Thalia's Lieutenant
4 Phantasmal Image
3 Unsettled Mariner
1 Thalia, Guardian of Thraben
4 Mantis Rider
3 Reflector Mage
2 Kessig Malcontents
1 Restoration Angel

Artifacts

4 Aether Vial

Instants

4 Lightning Bolt

Lands

4 Sunbaked Canyon
3 Fiery Islet
2 Cavern of Souls
3 Flooded Strand
1 Hallowed Fountain
3 Inspiring Vantage
1 Sacred Foundry
1 Snow-Covered Plains
1 Spirebluff Canal

Sideboard

1 Giver of Runes
3 Thalia, Guardian of Thraben
3 Deputy of Detention
1 Izzet Staticaster
4 Rest in Peace
3 Spell Queller

After some testing, David concluded this week that Unsettled Mariner probably wasn't going to make a huge splash in Humans after all, as the deck is simply too tight to accommodate it in an open metagame. But he hadn't accounted for the deck undergoing a total redesign. Granted, I don't think the stock Humans deck is going anywhere, but this new build is still intriguing—it's got seven Canopy lands to combat flooding, and those lands end up informing the shell by letting more non-Humans enter the fray. Notable additions include Giver of Runes, a one-mana Spellskite; Spell Queller, a combo-breaker from the board; and Deputy of Detention, an answer to any permanent.

Dashing Through the Snow

Horizon's snow theme has also made waves in Modern, if mostly on the back of Lore-Scale Coatl.

Sultai Sno-Co, by CHANDRIAN (5-0)

Creatures

2 Plague Engineer
4 Ice-Fang Coatl
1 Thrashing Brontodon
4 Birds of Paradise
2 Eternal Witness
1 Fauna Shaman
1 Fulminator Mage
1 Jace, Vryn's Prodigy
2 Liliana, Heretical Healer
1 Nissa, Vastwood Seer
2 Noble Hierarch
4 Sakura-Tribe Elder
2 Scavenging Ooze
3 Tireless Tracker

Instants

4 Collected Company
1 Abrupt Decay
2 Fatal Push

Lands

2 Blooming Marsh
1 Breeding Pool
2 Field of Ruin
2 Hissing Quagmire
4 Misty Rainforest
2 Overgrown Tomb
4 Snow-Covered Forest
1 Snow-Covered Island
2 Snow-Covered Swamp
2 Verdant Catacombs
1 Watery Grave

Sideboard

3 Fulminator Mage
1 Abrupt Decay
1 Fatal Push
1 Big Game Hunter
2 Deadeye Tracker
2 Extirpate
1 Liliana, the Last Hope
1 Maelstrom Pulse
2 Plaguecrafter
1 Reclamation Sage

Here's our Collected Company deck, but this one's all value. Coatl helps deal with enemy attackers while plussing in the meantime. That the Snake succeeds here bodes well for its applications across multiple archetypes; indeed, it's even reared its head alongside Wilderness Reclamation.

Shardless-Less Shardless, by FREAKLE (5-0)

Creatures

4 Ice-Fang Coatl
4 Tarmogoyf
2 Snapcaster Mage
3 Tireless Tracker

Planeswalkers

2 Liliana of the Veil
1 Liliana, the Last Hope

Artifacts

4 Arcum's Astrolabe
1 Engineered Explosives

Instants

1 Abrupt Decay
3 Assassin's Trophy
3 Fatal Push

Sorceries

3 Inquisition of Kozilek
3 Thoughtseize
1 Unearth
2 Dead of Winter

Lands

4 Prismatic Vista
1 Breeding Pool
2 Misty Rainforest
1 Overgrown Tomb
2 Polluted Delta
3 Snow-Covered Forest
1 Snow-Covered Island
4 Snow-Covered Swamp
4 Verdant Catacombs
1 Watery Grave

Sideboard

3 Ashiok, Dream Render
1 Collective Brutality
2 Damping Sphere
1 Disdainful Stroke
1 Flusterstorm
1 Force of Despair
1 Kalitas, Traitor of Ghet
1 Nissa, Vital Force
2 Plague Engineer
1 Vraska, Golgari Queen
1 Weather the Storm

No Shardless Agent here, but Coatl does a mean Baleful Strix impersonation in this port of the Legacy rock deck. It even rewards running Arcum's Astrolabe, which provides the artifact type for Tarmogoyf.

Canadian No-Bug, by SPIRALPRINCE (5-0)

Creatures

4 Nimble Mongoose
4 Tarmogoyf
4 Ice-Fang Coatl
3 Snapcaster Mage
3 Hooting Mandrills
1 Nimble Obstructionist

Enchantments

3 Blood Moon

Instants

4 Lightning Bolt
4 Skred
4 Thought Scour
2 Mana Leak
2 Spell Snare

Sorceries

2 Faithless Looting

Lands

4 Misty Rainforest
1 Scalding Tarn
3 Snow-Covered Forest
3 Snow-Covered Island
1 Snow-Covered Mountain
1 Steam Vents
1 Stomping Ground
1 Fiery Islet
4 Prismatic Vista
1 Waterlogged Grove

Sideboard

2 Ancient Grudge
2 Ceremonious Rejection
2 Dismember
3 Flusterstorm
2 Grim Lavamancer
2 Scavenging Ooze
2 Surgical Extraction

Who needs Delver of Secrets? In another Legacy port, SPIRALPRINCE chooses to omit the archetype lynchpin in favor of, you guessed it, Ice-Fang Coatl. Curiously, Delver of Secrets itself has had a strong showing since Horizons became legal, putting multiple decklists into this 5-0 dump and showing up in the Top 36 of the Modern Challenge.

Other Developments

A few more decks that caught my eye proved harder to sort under one umbrella, but here they are.

Bant Infect, by DDMEELOW (5-0)

Creatures

4 Blighted Agent
4 Glistener Elf
4 Noble Hierarch
1 Spellskite

Planeswalkers

3 Teferi, Time Raveler

Instants

4 Blossoming Defense
4 Might of Old Krosa
4 Mutagenic Growth
2 Spell Pierce
4 Vines of Vastwood

Sorceries

4 Scale Up
2 Distortion Strike

Lands

2 Breeding Pool
1 Dryad Arbor
2 Forest
4 Inkmoth Nexus
2 Pendelhaven
2 Temple Garden
1 Verdant Catacombs
3 Windswept Heath
3 Wooded Foothills

Sideboard

1 Spellskite
1 Spell Pierce
1 Dismember
1 Grafdigger's Cage
3 Kitchen Finks
2 Ravenous Trap
2 Return to Nature
3 Shapers' Sanctuary
1 Surgical Extraction

I'd heard Waterlogged Grove pegged as a breakout Horizons card for Infect, but no copies appear here. Instead, DDMEELOW stretches his manabase to support Teferi, Time Raveler, a brilliant tech that forces opponents to interact with Infect's creatures at inopportune times. It's also nuts with Inkmoth Nexus, especially considering the sheer bulk provided by Scale Up.

Soul Sisters, by ORIM67 (5-0)

Creatures

4 Ajani's Pridemate
3 Martyr of Sands
4 Ranger of Eos
4 Serra Ascendant
4 Soul Warden
3 Soul's Attendant
4 Squadron Hawk

Enchantments

4 Force of Virtue

Instants

3 Path to Exile

Sorceries

2 Proclamation of Rebirth
4 Spectral Procession

Lands

2 Field of Ruin
16 Plains
3 Windbrisk Heights

Sideboard

4 Damping Sphere
2 Disenchant
2 Grafdigger's Cage
1 Ratchet Bomb
4 Rest in Peace
2 Stony Silence

In a bizarre development, Soul Sisters improves post-Horizons thanks to Force of Virtue. The enchantment drastically increases the deck's potential clock without costing pilots tempo, an aspect it may have been missing to compete. It doesn't hurt that the sideboard is full of the format's best hosers.

Esper Shadow, by VOLOLLO (5-0)

Creatures

4 Death's Shadow
3 Ranger-Captain of Eos
2 Gurmag Angler
2 Jace, Vryn's Prodigy
3 Snapcaster Mage
2 Street Wraith

Planeswalkers

2 Teferi, Time Raveler

Instants

1 Dismember
3 Fatal Push
3 Path to Exile
3 Stubborn Denial
4 Thought Scour

Sorceries

2 Inquisition of Kozilek
1 Lingering Souls
4 Thoughtseize
2 Unearth

Lands

3 Flooded Strand
2 Godless Shrine
1 Hallowed Fountain
1 Island
3 Marsh Flats
1 Plains
4 Polluted Delta
1 Swamp
2 Watery Grave
1 Silent Clearing

Sideboard

1 Fatal Push
1 Lingering Souls
1 Path to Exile
1 Stubborn Denial
1 Ceremonious Rejection
2 Disdainful Stroke
1 Kaya's Guile
3 Leyline of the Void
2 Rest in Peace
2 Stony Silence

Traverse Shadow decks once splashed white to employ Ranger of Eos as a plan to dig up more copies of Death's Shadow. Here, Ranger-Captain of Eos leaves behind a better body, but only searches one Shadow. In return, it costs just three mana, which lets players reanimate the creature with Unearth for insane value.

The Setting Sun

There are plenty of juicy lists here, and I'd love to discuss any of them further in the comments. Which piqued your interest? Do you like the direction Modern is headed post-Horizons? Drop us a line!

Exploring the New Horizon with Two Brews

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With Modern Horizons fully spoiled, brewing can get into full swing. So far, my experience has been guardedly positive. There are a lot of very interesting cards and restrained designs that should reinvigorate fringe Modern decks without upending the format. Still, other cards show frightening promise.

Brewing in the Snow

I'll kick things off with snow. Between Ice-Fang Coatl and Marit Lage's Slumber, there's a lot of incentive to make snow a central theme for decks. But I struggled to find a competent shell, failing to produce an even-publishable Temur list.

The problem with the Temur Snow lists I tried was the mana. You have to play a lot of basics to make the snow theme work. This makes the mana clunky compared to normal fetch-shock decks. Playing lots of fetchlands helps, but every fetch included is a utility land or actual land you can't play, and if I didn't have a Birds of Paradise, I couldn't hit a good curve. The longstanding problem of Temur being anemic compared to Jund was present, but it wasn't nearly as troublesome as the mana. Get the mana to work, and power can be found. Even with the surprisingly playable and necessary Arcum's Astrolabe greasing the wheel, the decks just never got going, and clunked themselves to death on mana problems.

Blood on Ice

Giving up on Coatl was difficult, but doing so paid significant dividends. Blue Moon has long been a fringe contender in Modern, and more easily accommodates the critical mass of snow permanents necessary for the payoff cards.

Snow Moon, Test Deck

Creatures

4 Snapcaster Mage
2 Vendilion Clique

Planeswalkers

2 Narset, Parter of Veils
2 Jace, the Mind Sculptor

Artifacts

4 Arcum's Astrolabe

Enchantments

2 Winter's Rest
3 Marit Lage's Slumber
3 Blood Moon

Instants

4 Lightning Bolt
4 Skred
4 Cryptic Command

Sorceries

3 Anger of the Gods

Lands

4 Scalding Tarn
4 Prismatic Vista
2 Steam Vents
2 Scrying Sheets
7 Snow-Covered Island
4 Snow-Covered Mountain

This list was fairly unreal against creature decks and almost nothing else. If Blood Moon didn't resolve, it didn't have the means to hang with counter-heavy control or ever disrupt a combo deck. I figured that would happen because I was building it as proof-of-concept rather than actual metagame deck, and in that role, it succeeded.

Marit Lage's Slumber is a very interesting finisher. Against control it is terrible, since they have Path to Exile and two types of Teferi to deal with the token before it attacks. It also doesn't provide the continuous card advantage of Search for Azcanta, so you'd never play Slumber in a control heavy meta. Scrying several times a turn isn't good enough in those cases. Against combo and creatures, Slumber is far better, since it threatens to win the game next turn with a massive blocker. It does take a while to fire, but in a more counter-heavy version, time would be less of an issue.

As for the snow theme, it was a bit weak, but still playable. The mana for Blue Moon has always been solid, and Prismatic Vista functions as an additional Scalding Tarn most of the time. Astrolabe proved critical to smooth out the awkwardness, and combos with Slumber to be a sorcery-speed Opt, which isn't bad. Winter's Rest is weird, but Blue Moon typically struggles against big creatures, and Rest does answer them while adding to the snow count.

Oh, The Humanity

After considerable tweaking and testing, I wouldn't end up changing anything about the Humans maindeck. I was very high on Unsettled Mariner last week, and Ranger-Captain of Eos has received some attention. While neither card was unplayable by any measure, they didn't prove themselves to be better than the current stock Humans list. Mariner would definitely make the cut in a different metagame, but it will take seismic shifts towards combo for Ranger-Captain to ever make the cut.

Mariner is phenomenal against any deck looking to trade removal spells for Humans, as predicted. Combined with Thalia, Guardian of Thraben, it is very possible to completely lock opponents out of the early game, and even when that's not possible, the two buy enough time for the rest of the team to get there. Even if they're not the nastiest threat on the board, opponent still needs to spend their limited mana on the Mariner and/or Thalia first, or they'll never be able to catch up. If Jeskai Control were the top control deck, Mariner would be at least a three-of in Humans' main. However, the control deck de jour is UW, which is more about sweepers. The other top decks are Izzet Phoenix, Tron, Humans, and Dredge, so there's little need for Mariner.

As for Ranger-Captain, the tutoring ability is okay, but not amazing. Champion of the Parish off Militia Bugler is never great, and that's realistically all Ranger-Captain finds. Tutoring is usually best used for silver bullets, and the only one that Captain can find is Burrenton Forge-Tender. Playing Eos for its stats and tutoring is asking for disappointment.

The real draw is the sacrifice ability. Stopping opponents from playing noncreature spells is, in theory, devastating against combo and control decks. Sacrificing Eos is saying "I'm going to win the game next turn." Against a combo deck, that is likely to be true, since you can only use the ability to stop them outright or after letting them use up a lot of resources but before they play their win condition. However, against control, that statement must be modified to "...if you don't also have Cryptic Command or Settle the Wreckage, I'm going to win the game next turn." The odds of that being true are far lower, and given that control is more popular than combo right now, I wouldn't play Ranger-Captain.

Siding into Danger

The sideboard is another story. Plague Engineer is just as powerful and dangerous as I imagined. I've had games where I completely lock my opponent out with multiple Engineers, and others where my Engineer backfired thanks to opposing Phantasmal Images. Given how potent Engineer is against other creature decks, I would definitely run Engineer in Humans; I'm just leery of siding it in for the mirror thanks to Image.

Of course, Engineer isn't the only potential inclusion from Horizons. If artifact decks make a resurgence, Collector Ouphe would make the cut. Stony Silence is incredibly powerful, but can't really be played with Humans' manabase. I wouldn't rely on Ouphe against Tron, because Damping Sphere is so powerful and useful against Amulet Titan. However, if there's a shift towards artifact combo, then a swap could be warranted.

The final human to discuss is Yawgmoth, Thran Physician. Protection from Humans makes him a theoretical mirror breaker. However, four mana is prohibitive. Also, sacrificing your creatures to incrementally shrink opposing creatures isn't great. Noble Hierarch may seem useless, but exalted is critical to force creatures through and/or make Yawgmoth a reasonable clock. The fact that you also have to pay life for the ability is risky, too, since often the mirror is about trading early haymaker damage until a board stall emerges. Yawgmoth wasn't terrible, but I didn't find him great, either.

Living the Life

The final deck I've been testing is the Life from the Loam engine. I call the engine itself a deck because you can build whatever you want around the engine and it is going to move. I've tried out prison, aggressive, and combo versions, and so far the best has been a combo/control version of Assault Loam.

Assault Loam

Creatures

4 Dark Confidant
4 Bloodbraid Elf

Planeswalkers

3 Wrenn and Six

Enchantments

4 Seismic Assault

Instants

4 Fatal Push
4 Assassin's Trophy

Sorceries

4 Life from the Loam
4 Raven's Crime
1 Worm Harvest

Lands

3 Verdant Catacombs
3 Wooded Foothills
2 Stomping Ground
2 Overgrown Tomb
1 Blood Crypt
1 Swamp
1 Forest
4 Forgotten Cave
4 Tranquil Thicket
2 Raging Ravine
2 Ghost Quarter
1 Bojuka Bog
1 Blast Zone
1 Urborg, Tomb of Yagmoth

The idea is to use Dark Confidant and Bloodbraid Elf to find the payoff cards while the unicycle lands dig for Loam. You have the most useful retrace card as disruption and lots of removal to not lose to creature rushes or Scavenging Ooze. These lists have been very hard to build, and I wouldn't actually play my shell, but their purpose was to test the viability of the Loam engine in Modern. And I'm very confidant that it is, in fact, viable.

Potent Engine

Loaming is just as powerful today as I remember it being over a decade ago. Once the engine gets going, Loam decks never run out of cards, and will find whatever they need to win. The engine is mana-intensive, but the odds of ever missing land drops in a 28 land deck are highly unlikely. Its main issue is getting it online. Surviving long enough to actually utilize all the extra cards can be tough in Modern, and my shell is not very good against creature decks. If you dredge away any removal spells, you tend to lose to Humans. This is a solvable problem if the deck is worthwhile enough to keep refining.

But the engine isn't enough to carry the deck alone. To use a car metaphor, I'm sticking an F1 engine into a commercial subcompact; the car has all the power in the world, but it can't actually wield it. That Assault Loam and similar decks haven't worked in Modern before has as much to do with the shells themselves as the lack of unicycle lands. The decks are land-heavy, thus frequently flooding to death, and depend on a very small number of payoffs. Thus, even with the additional consistency of eight one-mana cantrips, my Loam decks typically clunk out themselves rather than grind out my opponents.

Beneath the Leaves

Engine decks usually fail when their engines never start. Loam decks are particularly prone to this failure because without Loam, the payoff cards are pretty laughable. There's a reason that Seismic Assault is never played for simple value. Between the impending London Mulligan and the unicycle lands, it will be far easier to start Loaming. The lands alone were enough to support Extended Loam.

However, Modern Loam decks have to deal with graveyard hate on a scale impossible in Extended. Back then, there was only Yixlid Jailer, Leyline of the Void, and Tormod's Crypt to contend with, and only in quantity when players remembered that Dredge existed. Relic of Progenitus, Surgical Extraction, Rest in Peace, and Scavenging Ooze are everywhere in Modern in addition to Leyline. Without the graveyard, the engine can't run and the deck fails.

All Loam decks need to do to beat Surgical is hold up a unicycler to save their Loams in response. However, Rest in Peace requires an answer. Assassin's Trophy is very good at that, but Rest would still interrupt the engine. Once you have a graveyard again, it will take at least a turn to restart the engine, and losing a turn in Modern can be fatal. In short, the Loam engine is better now than ever before, but the disruption for it is also much better, and my testing was ultimately inconclusive.

New Growth

This leads me to think that if Loam wants to break out in Modern, it will need a radical redesign. Assault Loam has a very long pedigree, and I struggle to envision a deck that could utilize the Loam engine as well, but given how graveyard-hostile Modern currently is and how much more it could be, I think a new shell that attacks from multiple angles must be found.

I tried out creature-heavy Aggro Loam and it didn't work. It was between a clunky Zoo deck and bad Dredge. Countryside Crusher isn't the threat it used to be. I also tried a Bant Control deck which used the Loam engine and Courser of Kruphix instead of planeswalkers for card advantage. There, the typical control arsenal didn't work well when I was dredging Loam every turn; Snapcaster Mage and Misson Briefing weren't quite enough to make up the difference, though it was very close. I also tried a planeswalker-heavy build, and it was too clunky. If the problem of running out of answers gets fixed, then Control Loam could be a real deck.

About Wrenn

The final thing my Loam testing suggested to me was that Wrenn and Six is overhyped. Wrenn got a lot of hype when spoiled, and it makes sense. Crucible of Worlds is a good card, and Wrenn is cheaper and does other things too, all of which are potentially useful. If nothing else, Wrenn is notable as the first clearly useful two-mana planeswalker. However, I'm always skeptical about heavily hyped cards, so I've been testing him. And I'm unimpressed.

Wrenn is a mediocre card on face. Getting back a land every turn is a good, but not great, ability; see the limited play Ramunap Excavator and Crucible receive. The former is only used to replay Ghost Quarter or Horizon Canopy in GW Valuetown, while the latter is primarily a sideboard card against land destruction. The minus one will kill mana birds, but little else, and while the emblem combines nicely with the +1, retrace has never been gamebreaking.

In a Loam deck, Wrenn is playable because he's the closest substitute to Loam available, but even then he's mediocre. Again, without Loam, the deck isn't very good, and Wrenn can at least get things moving. However, he's only a third of a Loam. Also, a lot of the value of Loam is dredging every turn to find more lands, which Wrenn can't do. Loam decks will also already have a lot of retrace cards, so the emblem is slightly superfluous. Finally, he shares Loam's vulnerability to graveyard hate. Without a graveyard, Wrenn doesn't do anything.

I've only tested Wrenn in Loam, but other players I know have tried it in various non-Loam value shells and found him underwhelming. I'm told Wrenn's generally not bad, and mana-hungry decks appreciate a steady stream of lands. However, that's about all he does for them. Based on this, I think Wrenn will see play alongside Loam as a makeshift copy of the sorcery, but without Loam he's not really useful.

New Dawn

If the results from the MTGO release of Modern Horizons are any indication, Modern is due for a significant shakeup. However, it's important to remember that it's very early, and format inertia takes time to overcome. So far, I've found plenty of potential staples, though the format isn't quite right for them yet. I've also found that the Loam engine is viable and potentially quite powerful. The question is whether that power is enough given that the shells aren't obviously well-suited for Modern.

May ’19 Brew Report: Sticking It to ‘Em

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Between the impactful War of the Spark, the approaching Modern Horizons, the looming Core Set 2020, and the approved London Mulligan, now is quite a time to be a Modern player. But that's not all—Modern's continued period of adjustment to War is yielding more novel decks weekly than I can shake a stick at. It's nonetheless my job to try, so grab the nearest branch and let's get poking!

Combo Evolution

Existing combo decks received some impressive boosts with War of the Spark. While we covered some of these in a tech review last month, more have slipped through the cracks or made themselves known in full through the May dumps.

4-Color Copy-Cat, by BOBTHEDOG (5-0)

Creatures

4 Felidar Guardian
4 Birds of Paradise
4 Noble Hierarch
4 Coiling Oracle

Planeswalkers

4 Saheeli Rai
4 Teferi, Time Raveler
3 Narset, Parter of Veils
1 Jace, the Mind Sculptor
1 Nissa, Steward of Elements

Instants

3 Lightning Bolt
3 Remand

Enchantments

4 Oath of Nissa

Lands

1 Botanical Sanctum
1 Breeding Pool
2 Forest
1 Hallowed Fountain
2 Island
4 Misty Rainforest
1 Plains
1 Sacred Foundry
1 Steam Vents
1 Stomping Ground
1 Temple Garden
4 Windswept Heath
1 Wooded Foothills

Sideboard

3 Fiery Justice
2 Gaddock Teeg
1 Nissa, Vital Force
1 Nissa, Who Shakes the World
3 Rest in Peace
1 Scavenging Ooze
3 Stony Silence
1 Tireless Tracker

The stock, Jeskai build of Copy-Cat actually seems to have done well in May, with multiple copies popping up in the dumps. But that deck is nothing new for Modern, if historically a bit fringe. This 4-Color Copy-Cat doubles-down on its primary strategy, splashing green for additional enablers at the expense of a classically Jeskai Plan B.

From green, the deck cribs eight mana dorks and a set of Oath of Nissa to find its combo pieces. Oath is practically Ponder in this list, whiffing only on itself, Lightning Bolt, and Remand. Nissa, Steward of Elements is also hired as a creature-finder (I saw a lot of this walker in creature-based combo decks from May's published lists). Creature dorks get the nod over the more resilient Utopia Sprawl for their interaction with Oath and Steward, and push the combo to be a turn faster.

The strength of Splinter Twin was its ability to play at instant speed: if opponents tapped out at all, pilots could win from an empty board, slamming end-step Deceiver Exarch into the namesake enchantment. In other words, they needed instant-speed removal to survive.

Teferi, Time Raveler also limits the window in which opponents can interact with the combo, forcing opponents to remove Felidar Guardian during their own turns, and in a main phase. But the four-mana 1/4 is not very easy to remove gracefully. A revolted Fatal Push is the cleanest available answer; Path to Exile ramps Copy-Cat into its bigger plays, like cantripping into and resolving planeswalkers. After those, spells begin to get expensive (and subsequently unplayable).

All-In Goryo's, by YAMAKILLER (24th, Modern Challenge #11875603)

Creatures

3 Generator Servant
4 Simian Spirit Guide
4 Ilharg, the Raze-Boar
4 Emrakul, the Aeons Torn
4 Griselbrand

Artifacts

4 Pentad Prism

Instants

4 Goryo's Vengeance
4 Through the Breach

Sorceries

4 Faithless Looting
3 Cathartic Reunion
3 Collective Brutality

Lands

4 Blackcleave Cliffs
2 Blood Crypt
4 Bloodstained Mire
2 Gemstone Caverns
1 Marsh Flats
2 Mountain
3 Swamp
1 Verdant Catacombs

Sideboard

3 Abrade
2 Anger of the Gods
3 Chalice of the Void
1 Fatal Push
2 Lightning Axe
2 Night's Whisper
2 Thoughtseize

All-In Goryo's represents a fundamental shift for Goryo's Vengeance decks, and one I think is here to stay. Gone are the clunky combo pieces of the old reanimator strategy, such as Nourishing Shoal; cheesing Griselbrand into play on turn two or three is good enough without the extra combat steps.

Replacing the chaff is a loaded acceleration package. Pentad Prism and Generator Servant join Simian Spirit Guide to give the deck plenty of ways to reach five mana a turn early. As permanents, these cards are more versatile than the Desperate Rituals of old, if also more disruptable via removal. On the plus side, they don't care so much about Damping Sphere and its ilk, which could previously shut down the Griselbrand decks.

Ilharg, the Raze-Boar makes all these adjustments possible. Generator Servant can pump out the God, increasing the deck's acceleration options. And especially with haste from Servant, Boar functions as extra copies of Through the Breach, granting Grisholabrand an unprecedented level of consistency. It now has 12 payoff cards so long as it can fix them up with the right threat, and stands to become only more consistent under the accepted London Mulligan.

All-In Vizier, by ATOMIC (5-0)

Creatures

1 Vizier of Remedies
4 Devoted Druid
4 Arbor Elf
2 Noble Hierarch
1 Eternal Witness
1 Phyrexian Revoker
1 Scavenging Ooze
1 Tireless Tracker
1 Thrun, the Last Troll
1 Acidic Slime
3 Walking Ballista
1 Duskwatch Recruiter
2 Simian Spirit Guide

Planeswalkers

4 Karn, the Great Creator

Artifacts

1 Trinisphere

Enchantments

4 Utopia Sprawl

Sorceries

4 Finale of Devastation
4 Primal Command

Lands

1 Scrying Sheets
19 Snow-Covered Forest

Sideboard

1 Walking Ballista
2 Damping Sphere
1 Ensnaring Bridge
1 Liquimetal Coating
1 Mycosynth Lattice
1 Pithing Needle
1 Ratchet Bomb
1 Sword of Fire and Ice
1 Sylvok Replica
4 Tormod's Crypt
1 Wurmcoil Engine

In keeping with the theme of putting all eggs into a single basket, All-In Vizier forsakes additional colors and goes mono-green even adapting a snow-land engine, with the introduction of new enablers and payoffs. The former set includes Finale of Destination, an expert tool at finding the right creature at the right time. Its graveyard-searching clause lets All-In Vizier run just a single copy of its namesake threat, instead packing more bullets and raw power.

Speaking of power, Walking Ballista appears here in maximum quantity, with a functional sixteen copies in the main—once this deck does achieve infinite mana via Vizier and Druid, which it's tailor-made to do as fast as possible, any of those cards ends the game on the spot. Besides, Ballista is just good in general for a ramping strategy, especially against the disruptive aggro decks that can otherwise pose hurdles for combo (i.e. Humans).

The same goes for Karn, the Great Creator, who here digs Ballista out of the sideboard when going off. The rest of the time, Modern's fastest-rising planeswalker locates surgical hate cards and answers to an opponent's: Sylvok Replica, welcome to Modern! In lieu of the combo, but given an abundance of mana, Karn offers the Mycosynth Lattice lock, a functional win in most game states for the low price of ten mana split over two turns.

All-In Vizier features bullets in the main, too, as Primal Command and Finale help find them fast in the right matchup. Revoker, Ooze, Thrun, Tracker, and Slime all have their applications in different pairings, while the miser's Trinisphere offers free wins when it works against the likes of Phoenix.

Midrange Masters

Perhaps Modern's most beloved super-archetype, midrange has existed here since the format was inaugurated. Many, including myself, have prematurely forecasted the "end" of this archetype-wheel staple more times than I care to recount. But while midrange is evidently not going anywhere, it's also not content to sit still; the May dumps indicate plenty of movement even within the strategy's known quantities.

Esper Blink, by ZXROGUE (5-0)

Creatures

2 Restoration Angel
4 Snapcaster Mage
3 Spell Queller
1 Vendilion Clique

Planeswalkers

2 Narset, Parter of Veils
1 Teferi, Hero of Dominaria
3 Teferi, Time Raveler

Instants

2 Fatal Push
4 Path to Exile

Sorceries

2 Collective Brutality
3 Inquisition of Kozilek
4 Lingering Souls
4 Serum Visions
2 Thoughtseize

Lands

2 Creeping Tar Pit
2 Darkslick Shores
4 Flooded Strand
2 Godless Shrine
1 Hallowed Fountain
1 Island
1 Plains
4 Polluted Delta
2 Shambling Vent
2 Swamp
2 Watery Grave

Sideboard

2 Ashiok, Dream Render
1 Ceremonious Rejection
3 Dovin's Veto
1 Kalitas, Traitor of Ghet
1 Kaya, Orzhov Usurper
1 Liliana's Triumph
2 Supreme Verdict
2 Surgical Extraction
2 Unmoored Ego

Esper Blink gets its name from Restoration Angel, a standby of blink strategies. But its most critical synergy occurs between Spell Queller and Teferi, Time Raveler. The walker prevents opponents from casting the spell, which would be put onto the stack at instant speed should they kill Queller, making the Spirit something of an undercosted, 2/3 counterspell.

I expect this package to gain traction in different archetypes, as it's made up of otherwise playable cards in the same color anyway. So far, the May decklists show it cropping up in Spirits as well as UW Control. It makes sense for a midrange deck to toss in Restoration Angel, further going over the top of other fair decks; blinking Queller with Teferi out permanently exiles the first spell, even should opponents manage to remove Teferi down the road, and nabs a new one. Adding more credibility to the principle, ZXROGUE isn't even the only player who succeeded on Esper Blink last month.

Mardu Tokens, by LILIANAOFTHEVESS (5-0)

Creatures

3 Bedlam Reveler

Planeswalkers

4 Saheeli, Sublime Artificer
1 Kaya, Orzhov Usurper

Artifacts

4 Mishra's Bauble
2 Runechanter's Pike

Enchantments

2 Blood Moon

Instants

2 Fatal Push
4 Lightning Bolt
1 Lightning Helix

Sorceries

1 Angrath's Rampage
1 Collective Brutality
4 Faithless Looting
4 Inquisition of Kozilek
3 Lingering Souls
3 Thoughtseize

Lands

4 Blackcleave Cliffs
2 Blood Crypt
4 Bloodstained Mire
4 Marsh Flats
2 Mountain
1 Plains
2 Sacred Foundry
2 Swamp

Sideboard

1 Angrath's Rampage
1 Blood Moon
1 Collective Brutality
1 Kaya, Orzhov Usurper
2 Anger of the Gods
2 Damping Sphere
4 Leyline of the Void
2 Pithing Needle
1 Wear // Tear

Mardu Tokens gets a promising upgrade in Saheeli, Sublime Artificer, a much-tougher Young Pyromancer that also turns tokens into Reveler clones for extra prowess points. Bedlam Reveler's role here is to gas players back up after a series of one-for-one trades, just as in the old Mardu Pyromancer decks. And Mishra's Bauble triggers both Saheeli and Reveler, as well as "hiding" cards from the Devil's "discard your hand" clause. The most suspicious card is Runechanter's Pike, which I suppose can help generate fast wins against linear combo while tossing damage over gross battlefields with some help from a 1/1 Spirit token.

Broodlord Rock, by LUCKY-DRAGON (5-0)

Creatures

4 Fulminator Mage
4 Dark Confidant
2 Knight of Autumn
1 Nissa, Vastwood Seer
2 Plaguecrafter
2 Scavenging Ooze
1 Shriekmaw
4 Tarmogoyf
2 Tireless Tracker

Planeswalkers

3 Sorin, Vengeful Bloodlord

Instants

2 Assassin's Trophy
4 Fatal Push

Sorceries

2 Inquisition of Kozilek
3 Thoughtseize

Lands

4 Blooming Marsh
2 Forest
1 Godless Shrine
3 Marsh Flats
2 Overgrown Tomb
1 Plains
3 Shambling Vent
2 Swamp
1 Temple Garden
1 Twilight Mire
4 Verdant Catacombs

Sideboard

2 Assassin's Trophy
1 Ashiok, Dream Render
2 Choke
2 Damnation
2 Nihil Spellbomb
1 Nissa, Vital Force
3 Stony Silence
2 Surgical Extraction

Broodlord Rock is a BG Rock deck built around Sorin, Vengeful Broodlord. Its creature selection has been warped around the walker, aiming to maximize the value gained from reanimating dudes as vampires. Fortunately, the creatures seem mostly reasonable, with Fulminator Mage leading the charge.

GR Dragons, by CAVEDAN (5-0)

Creatures

4 Glorybringer
2 Stormbreath Dragon
1 Thundermaw Hellkite
1 Verix Bladewing
4 Bloodbraid Elf
4 Arbor Elf
3 Birds of Paradise
2 Gruul Spellbreaker
2 Tireless Tracker

Planeswalkers

3 Kiora, Behemoth Beckoner
2 Domri, Anarch of Bolas
1 Sarkhan, Fireblood

Enchantments

4 Blood Moon
4 Utopia Sprawl

Instants

1 Lightning Bolt

Lands

1 Kessig Wolf Run
1 Misty Rainforest
9 Snow-Covered Forest
1 Snow-Covered Mountain
3 Stomping Ground
2 Verdant Catacombs
1 Windswept Heath
4 Wooded Foothills

Sideboard

2 Lightning Bolt
1 Abrade
1 Ancient Grudge
2 Anger of the Gods
1 Chameleon Colossus
1 Damping Sphere
1 Flame Slash
1 Grafdigger's Cage
2 Relic of Progenitus
1 Ruric Thar, the Unbowed
2 Scavenging Ooze

GR Dragons is a stompy deck that accelerates into Blood Moon, then bashes face with huge dragons. It's lower to the ground than Ponza, bringing it closer in application to my own GR Moon builds. The dragons are less efficient than Goyf or Rabblemaster or Hazoret, though, requiring a re-tool and giving me the impression this deck could be improved.

Focusing on what's here, though, Sarkhan Fireblood makes a requisite cameo. Without Looting, I'd think the card selection Sarkhan provides would prove of utmost importance, not to mention the walker's +1 ramping into dragons. But Fireblood takes the backseat to Kiora, Behemoth Beckoner, another walker tailor-made for this sort of deck. Not only does she generate raw card advantage via cantripping dragons, Kiora also functionally ramps into the deck's fatties by untapping lands—hopefully, ones enchanted by Utopia Sprawl.

Horizon Falls

By this time next month, Modern Horizons will be Modern-legal, and we should have plenty of new tech to unearth. Until then, take solace in the apparent fact that Phoenix's iron-fisted reign has ended, and Modern is as bursting with innovation as ever!

Power Overwhelming from the Modern Horizon

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With Modern Horizons now fully spoiled, it's time to wrap up this series of spoiler articles. Last week, I said that the set was a bit underwhelming. At the time it looked like a Standard set with some added complexity. Immediately afterward, the most potentially powerful cards in the set were revealed, causing me to eat my own words.

Onslaught Cycle Lands

Since they were revealed, the enemy-colored Horizon Canopy cycle has received a lot of press. It makes perfect sense; Canopy is a great card and used in many decks. It fixes mana and can be cycled late game, which makes it a contender for best land ever. Now more decks have access to the effect, and it stands to reason that it will rock the format. However good the new Horizon lands actually are, they're not the most powerful lands in Modern Horizons. They're very good, but they'll never be broken or abusable; they cost too much time, both in mana and land drops.

The reprinted Onslaught unicycle lands, on the other hand, have been absurd before and may be so again. The unicyclers always come in tapped, which isn't good in Modern. However, being lands is more of a bonus. They're meant to be cycled and increase velocity . This is similar to the Horizon lands, but cycling doesn't require a land drop. Instead, these cards combine with Life from the Loam to produce a card advantage engine that cannot be out-grinded. Every turn, interested pilots can draw up to n-2x cards, where n is the number of lands they control and x is how many times they cast Life.

Loam Is Real

When the bicycle lands were debuted in Amonket, my testing showed that they were not good enough for Modern. The mana investment was too high, the engine too inefficient, and the rest of the shell too dependent on the engine to be functional. I predicted then that it would take the unicyclers to make it work. Shaving a mana off anything makes it far more powerful (consider Counterspell vs. Cancel), and when it's part of an engine, the increase is exponential. Therefore, I feel very confident that Assault Loam is a real deck now.

History supports this theory. Loam decks proved a force in Extended for as long as Onslaught Block and Ravinca were legal. And this was a format where Mind's Desire and Chrome Mox were legal, graveyard hate was almost non-existent while dredge and Ichorid ran free, and Affinity had artifact lands. Loam's run started as a prison engine in CAL, evolved into Assault Loam, and survived until the end of its legality. Modern is a very different format form old Extended, but if the Loam engine could hang back then, it may well still be good.

Drifting Away

Loam isn't the only deck the unicyclers could resurrect. Astral Slide is a beloved deck that never had much impact beyond its Standard run, and now has another chance. Back when I was first getting into competitive Magic, Slide was a powerful and plodding board control deck that used the namesake card to contain opposing creatures, cheaply un-morph its own Exalted Angels , and then close the game with Lightning Rift and Decree of Justice. It never had much impact outside of Standard because it was so slow, and Living End fills a very similar role, but is faster. However, I know a lot of players that loved Slide back in the day and lamented that Modern doesn't include Onslaught block so they could keep playing their deck.

Astral Drift is Slide with upsides, and with the unicyclers back there's potential for a resurrection. However, several problems need to be overcome. First and foremost, the speed problem must be solved. The old Slide deck was glacial, and a reborn version would still need to tap out for a three-mana enchantment that does nothing on its own. If you're still alive by then, you start cycling cards to dig you deeper and blink out attacking creatures.

This brings me to the second problem, one of payoffs. Lightning Rift was cheap to cast and activate. The best analogue is Faith of the Devoted, which isn't as versatile and costs more. Same problem with Drake Haven. Even if those weren't big enough hurdles, why not just play Living End? It offers the same durdly gameplay, but adds competitive precedent.

Snow-Thing Awakens

The other big problem I previously mentioned was a lack of reasons to play snow card. The snow basics are essentially free, but the actual spells required a lot of hoop-jumping to make work. There needed to be more of a reason than Ice-Fang Coatl to bother. That reason has appeared in Marit Lage's Slumber.

As a fixed (uncheatable) version of Dark Depths, Slumber is notable first as a signal that Depths isn't getting unbanned, which is for the best at this point. Secondly, it may end up an exceptional control card. As a two-mana blue enchantment, it directly competes with Search for Azcanta. This is not a fight many cards would relish, but I think Slumber has a chance. Search only triggers once, on your upkeep. Slumber triggers whenever a snow permanent hits play. Combine the basics and some snow creatures and you can scry multiple times a turn. Secondly, the payoff for flipping Search is recurring card advantage. Slumber potentially wins the game outright. Not many decks will be able to make Slumber work, but the one that can may be greatly rewarded. The only control deck that already relies on basic lands is Blue Moon, so that's where I'd start testing.

The Best Thalid-Ninja-Hound Ever

Prior to Modern Horizons, Mutavault was the best changeling in Magic. Considering the competition, that wasn't a hard-fought victory; Chameleon Colossus and Mirror Entity see some niche play, but always in small numbers. Mutavaultmust now step down from its throne, because Unsettled Mariner is absurd. Every tribal deck that can run this card should be doing so.

The fact that it benefits from and triggers any tribal synergies is good, but if that was the only criteria, then Mothdust Changeling would see play. It's the ability that makes the Mariner. Mana Tithe-ing anything that targets your creatures is worse than hexproof, but not everything can be Spirits. It's still a very powerful ability that very effectively protects your creatures for two mana.

Spot removal in Modern is meant to break up attacks and slow down creature rushes before the more powerful cards come down. It frequently takes several in a turn to survive a tribal onslaught, and Mariner makes that a difficult task. Midrange and control will struggle against this card, and I predict they go more sweeper-heavy to compensate.

However, that's not the only benefit of Mariner. It also protects you. This gives him utility against combo decks that similar protective creatures like Kira, Great Glass-Spinner cannot match. While most tribal decks are already fine against combos like Storm, they tend to struggle against Valakut, the Molten Pinnacle. With Mariner out, Valakut can't just go for the kill; they must remove it or have enough mana to pay for all the taxes. This is achievable, but takes extra time. And time is all a tribal deck needs to win.

How Many?

However, there is a question of how many to run. Against another creature deck or Tron, Mariner is just a bear. The current metagame doesn't have a lot of targeted removal or combo win conditions. It is great against Dredge, since each Conflagrate target gets its own trigger. It also forces UW to actually hit its sweepers on curve rather than banking on Path and Detention Sphere buying time.

I would run a full set in UW Merfolk because it's perfectly on-curve and replaces Kira, but I'm not sure about other decks. Humans' maindeck is fairly set, with one permanent flex slot. Thalia or Kitesail Freebooter sometimes get shaved if the metagame is unfavorable.  That's not much room there, and Mariner is the kind of card you maindeck. It's decent but very medium in the sideboard, and Humans' sideboard is already stacked. Mariner is good enough for Humans, but the metagame question will dictate how many the deck needs to pack.

Sick Machinations

Sticking to the subject of Humans, we've also received Plague Engineer. Following in the tradition of Prime Speaker Vannifar and Cabal Therapist, Plague Engineer is Engineered Plague (see what they did there?) given legs to power it down. Humans has been highly successful for approaching two years now (thanks to favorable metagame conditions), so it makes sense to curb it with anti-tribal hate. However, Wizards clearly didn't want it to be too hateful. Tribal decks are a cornerstone of Modern, so I appreciate Wizards making a more counter-answerable version of Plague.

That said, I doubt that Engineer will see widespread play or do much to actually curb Humans. Engineer costs three, and by then Humans can grow enough for Engineer to merely shrink them rather than wipe the board. Any subsequent Thalia's Lieutenants or Thalia, Guardian of Thrabens will die on entering, but that won't stop them from growing already-existing copies of Champion of the Parish or Lieutenant. Humans also plays a lot of answers in Reflector Mage, Dismember, and Deputy of Detention, so relying on Engineer is very risky.

Where I see Engineer seeing play, ironically, is in Humans. Right now, Humans struggles against other go-wide tribal creature decks. Thanks to Noble Hierarch, Engineer can land on turn 2 and devastate against Elves, Goblins, and sometimes even Spirits. Most of the creatures in Affinity and Hardened Scales are constructs, so an accelerated Engineer is quite good there too. The tribal hate card may end up significantly boosting the best tribal deck.

Things Get Weird

However, the problem with Humans relying on Plague against creature decks is the mirror. The Humans mirror is either decided by one player going off with multiple Thalia's Lieutenants or by dominating tempo with Reflector Mage. It's not the worst creature mirror (Merfolk is), but it is very frustrating and slightly brainless. Plague Engineer promises to stifle the former by shrinking the team and killing any subsequent Lieutenants before they can grow, which is a very strong plan without downside since Engineer isn't symmetrical.

But that clause may also be the Engineer's downfall. Another part of the Humans mirror is Phantasmal Image. Image copying opposing Lieutenants and Mages is incredibly good, and is a reason there's some fear about making the first move in the mirror. It is often necessary to play Mage or Lieutenant to get the deck moving. However, doing so provides a very tempting option for Image, and that card is a four-of. If your opponent is missing a critical card, it's often a good idea not to play yours so their Image can't get them back into the game. You want to do exactly enough to win, but not enough to let opposing Images wreck you.

Engineer further complicates such circling. There's almost certainly not room in the Humans sideboard for more than two Engineers, or three in a tribal heavy meta. That means the odds will always be better for the opponent to have Image than for you to have Engineers. The question then becomes whether the damage you do by playing Engineer outweighs the risk of letting your opponent have one. This dance may lead to a lot of metagaming and next-leveling in the mirror.

Mystic with Gears

My final card is another engineer, though of a more traditional variety. Goblin Engineer is a throwback card, and interestingly not to just one. Engineer presents like a reference to Goblin Welder, but combines that reference with Stoneforge Mystic. The former reference is the activated ability replacing artifacts in play with ones from the graveyard (though nerfed and making sense with the rules). The latter comes from the tutoring ability, though it sends the tutored card to the graveyard rather than the hand.

From there, Engineer can do a decent Mystic impression. If you use Engineer to tutor for Sword of Fire and Ice or similar, you can then trade it for an artifact in play, which is functionally the same as Mystic (though easier to disrupt). I could see this working as a red splash in Death and Taxes that makes clue tokens to feed Engineer. Whether this is good I can't say, but it might see some play while Stoneforge Mystic remains banned.

Even if that is farfetched, there are plenty of other fair, value-centric uses for Engineer. Tutoring for and then resurrecting Affinity cards come to mind. However, this sort of effect never ends up being played in fair decks.

Fixed it Broken

Goblin Engineer wants to be broken. Its predecessor, Goblin Welder, was broken way back when thanks to the busted artifacts from Urza block, and it couldn't even tutor for targets. Engineer will never return a Platinum Angel or Mindslaver to play since its ability is restricted to CMC 3 or less. However, it can find any artifact. Tutoring is a powerful mechanic, and so is reanimation. That Engineer combines both makes it very dangerous.

I don't know how to break Engineer. A lengthy Gatherer search for cheap artifacts contained a lot of enablers, but no obvious engine to get the combo moving. However, maybe Engineer doesn't need to do the work itself. Refurbish and Trash for Treasure exist, so there are ways to be a way to cheat in something huge and devastating on turn three. The best I could think of is Sundering Titan, which seems mediocre. If only Blightsteel Colossus could hit the graveyard.

There's also the possibility that Engineer's activated ability is combo-ready, too. I don't know of a great and cheap artifact engine right now, but I could be wrong. Even if I'm right at the moment, Wizards could always print something that is busted for Engineer to tutor for and then cheat in. Watch this card carefully; I can't imagine it won't get abused at some point.

Modern's Upheaval

It is hard to predict how Modern will react to Horizons. There's so much going on that I can't definitely say how the dust will settle. However, I can test decks, and use the ensuing results to extrapolate about the format. Tune in next week to see the results of those experiments.

‘Walk Your Pets: Re-Introducing TURBOGOYF

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Attempting to home new cards in new decks is an exciting section of spoiler season, sure. But my favorite part of the process occurs when spells are spoiled that might slot into my current and past experiments. Certain Modern Horizons reveals have done just that, and revitalized TURBOGOYF, a deck I've been building on-and-off for four years. Today, we'll take a stroll down memory lane and see exactly how the Horizons cards improve the strategy.

Inside Out

Almost exactly a year ago, I unveiled the concept of reversibility: "Reversibility refers to an aggro-control deck’s ability to assume the role of its archetypical opposite when necessary." There's a lot to unpack there without the context of the linked article, but in essence, reversibility is a measure of the capacity tempo or midrange decks have to switch fluently between aggressive or disruptive roles.

GR Moon's most important cards, Tarmogoyf and Lightning Bolt, exemplify this principle by excelling both on offense and defense. But recent printings, especially combined with other tools, have widened the pool of reversible playables. Leading the charge are a couple planeswalkers, cards known for their ability to interact with the board while asking opponents questions, and a pushed red creature destined to redefine the archetype.

TURBOGOYF '19, by Jordan Boisvert

Creatures

4 Tarmogoyf
4 Arbor Elf
4 Seasoned Pyromancer
3 Goblin Rabblemaster
2 Hazoret the Fervent

Planeswalkers

4 Wrenn and Six
3 Domri, Anarch of Bolas

Enchantments

4 Blood Moon
4 Utopia Sprawl

Instants

4 Lightning Bolt
2 Tarfire

Sorceries

4 Faithless Looting

Lands

4 Wooded Foothills
4 Misty Rainforest
4 Verdant Catacombs
2 Stomping Ground
2 Mountain
2 Forest

Sideboard

3 Damping Sphere
3 Dire Fleet Daredevil
2 Dismember
2 Feed the Clan
2 Anger of the Gods
1 Ancient Grudge
1 Force of Vigor
1 Collector Ouphe

Longtime followers of GR Moon will notice plenty of new technology here. First, the quick hits: Feed the Clan in the sideboard helps a struggling Burn matchup; Arbor Elf makes a better-late-than-never appearance as the actual best dork I could be running alongside Utopia Sprawl. The more recent printings require further explanation, as they've deeply altered the deck's strategic makeup.

Domri, Anarch of Bolas

Earlier this month, I published "War Domri in Temur Delver and GR Moon." That article heralded Domri as the first truly playable planeswalker for the deck, and outlined his numerous benefits. Here they are in a nutshell.

  • Static ability: Domri significantly improves token-producers, notably Goblin Rabblemaster, who has been with the archetype since its humble beginnings. Seasoned Pyromancer now joins Domri as a blue-chip token producer, giving this aspect of the walker additional relevance.
  • +1: Producing mana helps enable our Looting plan by minimizing the effect of pitching excess mana sources (another draw to Arbor Elf over something like Noble Hierarch). Uncounterable threats also makes haymakers like Hazoret, Rabblemaster, and Tarmogoyf all the more frightening, especially as the Modern pendulum swings back towards UW Control.
  • -2: 2/1 tokens actually take out quite few creatures, but Tarmogoyf is the real MVP when it comes to beefing. We're already in the business of growing huge ones; Domri makes us a Hulking-Goyf-Pounds-Your-Dude theme deck.

Seasoned Pyromancer

Enter the card that caused me to drop everything I was doing (um, playing Yu-Gi-Oh!) and double-down on tuning GR Moon: Seasoned Pyromancer. Like I said in the Domri article, "I don’t think [GR Moon] will upend Modern, or even close—[it has] fundamental issues that Domri doesn’t fix." But Pyromancer does fix those issues, and convincingly.

Issue #1: Velocity

A deck named after growing Tarmogoyf must be adept at moving cards between zones. Faithless Looting has always impressed in this role, but as with Tarmogoyf, we could only play up to four copies. Replacements I've employed have ranged from Cathartic Reunion to Sarkhan, Fireblood. In each case, these enablers were done in by their clunkiness; they'd fix our hand, but overcharge for a card that didn't also impact the board.

Pyromancer sifts through the hand just as fast as Looting, guaranteeing upon resolution that we'll access two new cards that turn—even when we're under two cards, something its effect has over the sorcery. But like Modern staple Snapcaster Mage, that card selection (or advantage) comes while affecting the board; any nonland card looted away becomes a 1/1 Elemental.

Compare with Looting: for just 1R more, Pyromancer generates up to four power on the board, spread across three bodies. That's an everyman's Goyf's worth of pressure! And if it's not making guys, Pyromancer is straight-up drawing us cards. Unlike Looting, a dead draw in a top-deck war, Pyromancer is good even when it's "bad."

Issue #2: Clock

Outside of namesake nut-draws chaining Faithless Looting into turbo-charged Tarmogoyfs, TURBOGOYF has always had a problem establishing an adequate clock. I've looked to closers such as Goblin Rabblemaster, Huntmaster of the Fells, Siege Rhino, Goblin Dark-Dwellers, Stormbreath Dragon, Traverse the Ulvenwald (as extra Goyfs), Chandra, Torch of Defiance, Nahiri, the Harbinger, Bloodbraid Elf, and Hazoret the Fervent. Evidently, few of these have stuck.

But Pyromancer forges a respectable clock all while enabling the rest of the deck and drawing us into more gas. Throw Domri into the mix and a fully-"escalated" Pyromancer provides a whopping seven power for three mana.

Issue #3: Late-Game Oomph

The last of GR Moon's issues is its lasting power: if opponents deal with our few threats, they can sometimes out-draw Blood Moon or otherwise mount a comeback; sometimes they outright don't care about the enchantment, and it's no so tough anymore to go over a Goyf. Pyromancer remedies this hiccup, too. It's the single best top-deck in our 75, functioning as Divination on a body. Indeed, Pyromancer represents a metric ton of card advantage on a red creature, rivaling Cruise-on-a-Goyf Bedlam Reveler. Dead 'Mancers even exile themselves from the graveyard for more tokens à la Lingering Souls.

Taking stock of all the cards, that's:

  • One card from the body
  • Two cards from the enters-the-battlefield draw
  • Two tokens from the flashback

Talk about value... and, for the first time, on a tempo-positive spell!

Wrenn and Six

Wrenn and Six snuck its way into TURBOGOYF during the testing process, as Pyromancer had been spoiled four days prior. It ended up massively improving the deck on an axis I'd never even tried to remedy, both because GR Moon's other issues were more pressing and because I'd long given up on Modern ever receiving another Goyf-level two-drop suitable for GR Moon.

Curing the Curve

TURBOGOYF's sleeper issue is one of curving, and one I'm growing confident Wrenn and Six will assuage. The deck's curving conundrum is a classic one for dork-dependent decks: effectively building with mana dorks tends to backfire if opponents immediately deal with the dork, or should a dork evade our opener. Both scenarios leave us with precious little to do on turn two. We've long thirsted for a relevant two-drop to compliment our set of Goyfs.

The dork dilemma hit home early in my testing; my first list featured 2 Noble Hierarch, a fourth Rabblemaster, and a fourth Domri over the above Wrenns. In lieu of a better option at two mana, I trimmed one of each three-drop for a pair of Spellskites. My reasoning was that Looting and Pyromancer could cycle the Skite when it wasn't relevant. While the 0/4 trounced certain decks, like Bolt-reliant interactive strategies and Infect, it clogged my hand against many others.

I hadn't long pined for a replacement when Wrenn and Six was spoiled, and I immediately swapped the Skites for the new walker. After a week of exhaustive testing, I cut the Hierarchs for two more Wrenns. I simply found myself wanting it all the time.

With the new curve, we have enough significant follow-up plays that we don't really care if opponents disrupt us with powerful one-shot effects. Kill the dork? Chase with Goyf or Wrenn. Remove Goyf? Punish with Rabblemaster or Pyromancer. Strip our best card? We've got enough cantrip effects to loot into more business. But opponents do need to interact with our plays—let that dork breathe and get hit with Blood Moon a turn early, or meet a turn-three Hazoret post-disruption. Having impactful plays so often is relatively new to GR Moon, and helps it feel, power-level wise, closer to a tiered Modern deck.

All These Cards

Like Tarmogoyf, Wrenn proved an excellent follow-up to enemy disruption on turn one: returning a land locked in our turn-three play, all while leaving behind a surprisingly menacing planeswalker. And like Skite, Wrenn dominates decks heavy on x/1s, which happen to be quite popular. Slamming Wrenn ends up feeling a lot like slamming Liliana of the Veil after opponents let down their shields. Both interact with the board and enable a successful long-game. The difference is that Wrenn snowballs value and eventually wins us the game, while Liliana simply strips opponents of resources. And Wrenn is 33% cheaper.

When it comes to value, Wrenn functions like Modern planeswalkers are supposed to. His +1 indeed "draws a card" in a deck with 12 fetchlands and 4 Faithless Looting, an impressive feat for a two-mana commitment—it even outdoes Search for Azcanta, which merely scries. And should opponents invest enough resources to actually deal with the walker, we've got three more copies where he came from. I've grinded UW players out with Wrenn alone, baiting them into awkward bounce-draw modes with Cryptic lest the advantage overwhelm them, which it ends up doing anyway.

The Ultimate Price

It turns out coming down a turn earlier than we're accustomed to for planeswalkers does a world of good for the card type's final ability. Superficially, it's one more turn of ticking up; practically, though, the walker sticks before many decks have a way to pressure it, making it that much easier for us to defend through disruption or distract from it by presenting other threats. I've activated Wrenn's -7 ability multiple times as a result, and it's always game-winning.

We don't need a wide selection of instants or sorceries to make the most of the ultimate; just Lightning Bolt. Retraced Faithless Looting is also great for finding surgical answers to the likes of Leyline of Sanctity (see sideboard) so we can "go off" regardless. Combined with the snowballing advantage of repeated Gut Shots and land retrieval, the immediacy and impact of Wrenn's emblem puts lots of pressure on opponents to remove the walker, just as Tarmogoyf's sheer bulk does for the creature. Ergo, Wrenn is the two-drop we've always wanted.

Around the Block Again

My Moon decks have always suffered from some amount of tension: they're full of ramp, but boast a low curve, punishing us when we can't find Faithless Looting; they aim to pump out a three-drop, and therefore flounder when that plan is interrupted and Tarmogoyf proves absent; etc. No more does the deck revolve purely around those two cards. It's become better-rounded in large part thanks to the strategic cohesion enjoyed by its new moving parts. As is necessary in Modern, all that synergy doesn't really come at the cost of being soft to hate. Most of our deck ignores Rest in Peace; Wrenn can single-handedly out-grind sweeper decks; Tarmo and Hazoret crash through whatever beefy body opponents stick; Pyro and Rabble go wide around their blockers.

TURBOGOYF's sudden spryness is unlike anything I've felt with the deck in years, and I can't wait to sleeve it up. Sometimes, a unique card or two are all the new tricks a languishing list needs. Has Modern Horizons injected life into any of your pet decks? If you're not sure, there's one surefire way to find out: take 'em for a 'walk!

Spoilers on the Modern Horizon

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It's been less than a month since War of the Spark dropped, but since the extra product this year is Modern Horizons, we have more sets than normal to review. And then, about a month until Magic 2020 spoilers begin. 2019 is fast becoming Year of the Brewer. Today, I will be looking at some of the big themes from Horizons. There's a lot of potential in the expansion, but do its mechanics have the support they'll need in Modern?

A Sigh of Relief

First of all, I am relieved that my initial fears haven't been justified. While I was reasonably certain that Wizards had tested the set to death and had no intention of completely overhauling Modern, there was that nagging fear that something slipped through the cracks. Unleashing something like True-Name Nemesis onto Modern could be devastating, given how powerful that card is in Legacy. It's not outside Wizards' wheelhouse to drastically underestimate cards and misperceive formats.

However, that doesn't appear to have happened so far. As of writing, roughly half the set has been spoiled, and nothing strikes me as overpowered. Apparently, Modern Horizons started as Time Spiral 2. Thus, the inital design was with Standard in mind. Later, it became a standalone innovation set and Modern supplement. As a result, what we're getting is slightly-too-good Standard cards.

Horizons is a set full of interesting themes, role-players, and brewing tools. That's exactly what I was hoping for, and I'm looking forward to pulling the set apart to find the hidden gems amongst the hopefuls and wannabes.

'Snow Time Like the Present

The first theme spoiled was the return of snow. Specifically, full-art snow-covered basics were spoiled, followed by Ice-Fang Coatl. However, there hasn't been much else since then. Another new card, Glacial Revelation, hints that snow is a major theme and there are more cards to come, but at the moment it's just an awkward manland and some unplayable four-drops. Coatl is far and away the best snow card, and a very good card by itself. Two-mana cantrip creatures have proven playable in the past, and Coatl having flash and flying are huge upsides compared to Silvergill Adept and Elvish Visionary.

However, that's not the whole story; with three more snow permanents, the Snake gains deathtouch. This turns Coatl into an arguably better Baleful Strix, and Strix is an absurd card. In Legacy, Stix is arguably the best removal spell in the format; it cantrips, trades with everything, walls off Gurmag Angler and Eldrazi, and pitches to Force of Will. Every non-combo Dimir-friendly deck runs a set.

Players have asked me if Strix would be good in Modern, and I've always said it would, but that it wouldn't be healthy. Legacy is so high-power and spell-heavy that Strix's power isn't obvious, but in the more creature-focused Modern, it's absurd. Strix is always a cantrip, and then trades up. Against aggro decks, what the inquirers are always thinking of playing against, this is fine. There's plenty more where that came from.

However, against midrange, Strix would be warping. BGx relies on one-for-one trades and having bigger creatures. Strix completely breaks that gameplan since it isn't much of a threat but requires an answer to not lose value, eating removal for actual creatures. This would heavily disincentivize Jund as a deck and move the format toward being more blue. Coatl aspires to be Strix, but I don't think it will succeed.

Cool-Down Time

To be a better Strix, Coatl needs a lot of snow, and by extension, playable snow permanents. But there aren't. Now, there is no opportunity cost for running snow basics over regular basics. They're necessary in a deck that cares about snow and identical to regular basics in a deck that doesn't. Therefore, a Coatl deck could just run a set of Coatls and tons of Snow-Covered Islands and Snow-Covered Forests and call it a day. However, this strategy would lose the mana fixing of shocklands. Since a normal Modern manabase only has ~6 basics, running Coatl puts a lot of pressure on the mana.

To alleviate the pressure, it makes sense to run nonland snow permanents. However, the supply of those is limited. There are probably more to come in Horizons, but at this moment the only snow permanents that are definitely Modern playable are Coatl and snow basics. Boreal Druid has seen Modern play in RG Eldrazi as a source of colorless mana, and Scrying Sheets gets trotted out alongside Skred. That's it. Ohran Viper is close, but probably not good enough anymore. Viper could fit the same deck as Coatl, but I doubt Druid would. Coatl is color-hungry, and its deck probably would be too, so Druid's colorless mana would be weak. I can't see it working out without more Horizons help. Therefore, right now I think deathtouch will be gravy rather than an actual reason to play Coatl, and its utility will be limited.

Edit: Shortly before this article went to press, two new snow permanents were spoiled. Both are potentially playable, however it won't be in the same deck as Coatl. Arcum's Astrolabe is a one-mana egg, and will only see play in a combo deck. What combo deck is unclear since Krark-Clan Ironworks is banned, but that's the only style of deck that wants something like Astrolabe. While a mana fixing egg may up your snow count, it's not the sort of card that midrange decks historically want to play.

The other is Icehide Golem. As a 1-mana 2/2 artifact Golem is potentially playable in a dedicated snow aggro deck, though stat-wise it's mediocre for Modern. However, this doesn't really change anything for Coatl since it's too small to see play in an aggro deck while Golem doesn't belong in the midrange decks that want Coatl. The problem persists.

'Snow-Thing-Like Home

Even if the snow theme issues can be dealt with, Coatl still has one problem: it doesn't have a home. Strix is primarily played in Grixis Delver decks in Legacy, and while Grixis Death's Shadow is similar, Coatl is green/blue instead of black/blue. This limits its home to Sultai or Temur, which are not decks in Modern. While researching this article, I found exactly one Temur list from an SCG Qualifier this year plus the odd Death's Shadow list splashing for Tarmogoyf. Traverse Shadow appears to have vanished. The best result for a true Sultai deck appears to have been in an SCG Open win in 2015.

Despite years of trying, Temur and Sultai decks don't work in Modern. It makes logical sense that pairing the most powerful creatures with the most powerful removal and card advantage would be a great deck, but that doesn't play out. Compared to Jund, Abzan, and the Rock, Sultai is incredibly clunky, while Temur is underpowered. On paper, this makes no sense, and I've known a lot of players that have tried and failed to fix this problem. A lack of internal cohesion when pairing blue and green which kills the deck. I proxied up a Sultai deck based on Jund's numbers to confirm if this was still true.

Midrange Sultai, Test Deck

Creatures

4 Dark Confidant
4 Tarmogoyf
4 Snapcaster Mage
4 Ice-Fang Coatl

Planeswalkers

4 Liliana of the Veil

Sorceries

4 Inquisition of Kozilek
3 Serum Visions
2 Thoughtseize

Instants

4 Fatal Push
3 Assassin's Trophy

Lands

4 Verdant Catacombs
4 Misty Rainforest
2 Darkslick Shores
2 Blooming Marsh
2 Creeping Tar Pit
2 Snow-Covered Island
2 Snow-Covered Swamp
2 Snow-Covered Forest
2 Overgrown Tomb
1 Watery Grave
1 Breeding Pool

This deck grinded better than anything I've ever played. It had a great curve, was very consistent, was packed with interaction and card advantage... and didn't win against anything. It felt anemic and clunky, even for a test deck. Coatl is a great cog, but doesn't race or apply pressure. It's very all-in on Tarmogoyf to win, and there's not a great solution except to go more controlling and then compete with the superior UW decks. Unless someone can work out that closing problem, the decks that could run Coatl just won't exist.

'Snow-t Enough

The final problem is the mana base. As mentioned, Coatl is color-hungry, but also requires lands that discourage the fetch-shock base that's Modern's bread-and-butter. There's already a lot of tension between basics and shocks in midrange manabases; too few of the later and decks struggle to hit the right colors on curve, and too few of the former and they lose to Blood Moon. The snow lands add further tension. Fetching one of each basic ensures all colors, but makes it hard to cast Liliana of the Veil or flashback Assassin's Trophy.

This mana base tension means that any deck that could run Coatl will have to be built around the snow basics, because otherwise there's too much tension and too little space. The Temur list could because it's a Blood Moon deck and plays lots of basics anyway. However, Traverse Shadow only runs 17-19 lands, two of which are basics. We'll need more snow support to give Coatl the home it deserves.

Part of the Whole

The other big theme is tribal. There is specific support for a number of under-represented tribes in Horizons, the most exciting being fan-favorite Slivers. Slivers occasionally wins at big events, then quickly disappears again. It never has any staying power. The problem for Slivers is that it's multicolored Merfolk. The deck functions exactly the same way, but with more abilities than +1/+1 and islandwalk, and more mana trouble.

Less Than the Sum

The problem has been lack of interaction. The only Sliver that can directly interact with opponents is Harmonic Sliver. Necrotic Sliver turns Slivers into Vindicates, but at a steep price. The shards are all about buffing the entire team. This is great if you're looking for a linear attack deck, but Slivers has been worse than Merfolk historically despite this because it couldn't disrupt the opponent. Merfolk runs counterspells and Spreading Seas, where Slivers just has creatures. This put Slivers in the same lane as the faster Affinity, and now means it competes with Humans.

In the head-to-head, Slivers will probably come out on top, since they have more pump effects as well as multiple ways to evade Humans' blockers. Galerider Sliver sees play, but there's also options for menace and shadow. However, being a great evasive linear deck isn't enough in Modern's context. Humans is the better deck in the format because of its disruption package. Given that Affinity, Hardened Scales, and Merfolk aren't taking home trophies, how will Slivers compete?

New Parts

So far, the new Slivers have all been buffers rather than disruptors. This probably means that Slivers will remain fringe. If that isn't the case, it will be because of Cloudshredder Sliver, though I'm skeptical. Haste and flying for two mana should decrease the kill turn, assuming Cloudshredder survives to attack. The ideal curve is probably turn one Aether Vial; turn 2 Vial in a one mana Sliver, cast Cloudshredder and attack for 2; turn three cast another one drop and Sinew Sliver, Vial in Predatory Sliver, and attack for 15. That could be lethal. However, any removal just kills that curve, and if that's not good, enough what is?

Mom's Home

The tribal support doesn't end with Slivers. The card that I'm most excited about is Goblin Matron. I've tried a few times to make Goblins something other than 8-Whack and be good. It hasn't worked out. The problem is that the individual goblins need not only a critical mass, but also the right enablers to become a threat. This puts them in the same camp as Elves, but without all the tutors. With Matron, the battle begins to shift. Matron was arguably the most important piece of the old Standard decks and Legacy Goblins, so there may be hope for Modern too.

Partially-Full House

The clunkiness of Goblins will likely persist. Matron finds the best creatures in the deck, but costs three. This limits the rollout. Even going the combo route isn't enough. My issue with the Fecundity combos that I tried right after Skirk Prospector was spoiled was Fecundity itself. What Matron needs to make her brood great again is a Goblin Ringleader. I doubt that card will be reprinted, but even a nerfed version would go a long way towards making Goblins a real deck again.

Bright Future

Spoiler season is just getting started, and I'm feeling hopeful. There's a lot of cards still to reveal, so maybe these currently-lacking themes will be fleshed out soon.

Modern Horizons Spoiler Review, Pt. 1

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Spoilers for the much-awaited Modern Horizons are finally underway. The expansion so far has exceeded my expectations, offering Modern playables without introducing busted eternal staples, and including a wealth of diverse mechanics and cute designs. Today, we'll look at the most interesting cards from Horizons and muse about where the rest of the set will go.

Modern Horizons: Initial Impressions

With part of the set spoiled, we at last have a pretty good idea of what Horzions is supposed to look like. In short, Wizards has taken to reinventing or updating older cards with contemporary text and refined flavor rather than just reprinting all-stars from Vintage and Legacy. The result is a batch of cards that generate nostalgia while providing a novel play experience. Flavor-wise, it turns out Cabal Therapist truly was a harbinger of things to come.

There are some high-profile reprints in the set, too. But by now, I think it's clear we won't be receiving stuff like Force of Will or Wasteland. (I'd count on an updated, nerfed Wasteland emerging in the coming weeks, though.) Smaller-scale role-players, especially beloved cards, are much more common—think Stifle or Cloud of Faeries.

Horizons also has the flexible, blanket answers Modern needs to self-police. While we haven't yet received interactive cards quite on the level of Fatal Push or Damping Sphere, the Force cycle has me optimistic that Wizards will have packed a highly-relevant answer or two into the set.

In terms of power, I've heard many recently decry Horizons as cards less powerful than Force of Negation are spoiled. But I think this set is packed with Modern playables; this is just what a spoiler season looks like when it's not tainted by mass leaks. Wizards is keeping anticipation high among its playerbase by gradually spoiling a mix of future staples, eternal reprints, and promising gems for more casual players. And who knows? Maybe the Brainstorm- or Wasteland-referencing cards, which have yet to be seen, will end up strong enough to drastically influence Modern. Don't be fooled by the naysayers: Horizons will be a hit in its namesake format, if just for the cards featured in this article.

The Cards: Hits and Misses

In this section, we'll review the spoilers so far, focusing on tribal support, lands, reprints, various standouts, and the not-quite-there cards.

Tribal and Archetype Support

Morophon, the Boundless: Let's start with the card designed to help every tribe. Morophon strikes me as more of a combo card than anything else, and one destined for Commander at that. But I think we will see it poke its weird head out  in Modern from time to time. Free mana is just too alluring to ignore, and the format features plenty of ways to get this down early.

Munitions Expert: On to the Goblin support. Goblin Matron is a bit pricey for Modern, which rewards players for efficiently interacting with the board. But as a removal spell on a cheap, on-theme body, Expert is just what the doctor ordered. If there's a card that allows players to run Goblins successfully, this is it.

Undead Augur: This Zombie buff is less exciting, but good nonetheless, further punishing opponents for interacting with the deck's threats. It's a high-priority target for removal spell decks, but getting it off the table results in a minus, and Augur is cheap enough to make the exchange worthwhile for the tribal deck most of the time. We've seen Zombies put up fringe results in Modern with some help from Smuggler's Copter, and that trend should now continue.

The First Sliver: Slivers, though, are Horizons's most pushed tribe. This Sliver Queen update staples an ability to the body that's actually worth five mana, and has intriguing implications for building around; players can even fit an Ancestral Vision or two into their deck and guarantee that the next couple Slivers they cast also draw them three cards, for example. Besides, there's a relatively simple way to bust it out:

Dregscape Sliver: Besides the potential combo with The First Sliver, giving all the dead Slivers unearth makes Dregscape a heck of a comeback card. This creature mounts alpha-strikes from beyond the grave in the mid-game, so long as opponents can't remove it immediately. And if they can, Slivers still gets to reanimate one threat.

Cloudshredder Sliver: Both of those creatures pale, though, next to Cloudshredder Sliver, an update of the long-awaited Heart Sliver that tacks on the tribe's next-best creature, Galerider Sliver. Like Zombies, Slivers is a viable lower-tier choice online. Being less build-around and more all-around great for the aggro deck's bottom line, Cloudshredder alone should push it up to Tier 2 status.

Ice-Fang Coatl: Which brings us out of tribes and into the snow. Snow support has actually been mediocre so far, but Ice-Fang proves the exception to this rule. We already have Skred as a playable snow card, as well as maybe Scrying Sheets (although jamming all three colors together in a deck so focused around basics seems like asking for trouble). With its condition met, Coatl is a better Baleful Strix; the question, then, is how to meet it. Perhaps another snow payoff will be spoiled soon. Some fetchable snow lands that produce multiple colors would do the trick, too.

Scale Up: Let's be real—nobody's playing Wurm tribal. Scale Up is the most overt Infect support of all time. Perhaps pushing that deck is Wizards' answer to decks like Tron gaining power and popularity; linear combo can't win if it's dead, and Infect has proven time and again that it's great at slaying such behemoths.

Scrapyard Recombiner: This one is more tentative, but I've heard players discuss it in Hardened Scales. It may have a home there as a tutor to multiple engine and payoff cards, as Modular helps forgive its steep price.

Lands

Prismatic Vista: Vista might help snow keep its head above water, and could shruggingly slot into two-color decks with plenty of basics like UW Control. But this card seems more to me like a budget consideration for players who don't want to buy the right fetches.

Canopy lands: As I see it, the Canopy lands—an enemy-colored cycle of lands with Horizon Canopy's effect—are the most important card spoiled so far. These will be run in decks across multiple archetypes, including midrange (BG Rock) and aggro-combo (Infect). While I don't expect the canopy lands to shake Modern up as a flexible answer or powerful threat might, they will have a sweeping, if subtle, effect on deck construction.

The Old Made New

Regrowth: I imagine there's a deck in the market for Eternal Witness with little use for the body, but I sure as heck can't think of it. Regrowth may well find its way into a combo strategy down the road, though.

Genesis: Another great card without a home, Genesis may make it into fair deck sideboards as a value engine, especially alongside Faithless Looting. But there are probably better options in that role, colors depending. I'm excited to see where Genesis lands.

Flusterstorm: Move over, Force of Negation! Flusterstorm is one of the tools thresh decks in Modern have sorely missed, and is a welcome addition to Modern.

Nimble Mongoose: Speaking of thresh, here's the card that inspired me to build Counter-Cat; frustrated with a singular turn-one threat, I employed Wild Nacatl over Mongoose when the 3/3 was unbanned. Today, I'm not even sure I want Mongoose in a Modern thresh deck, as Hooting Mandrills and Path to Exile have become the primary draws to Counter-Cat for me. But I do think players will build Canadian Threshold in Modern, and sometimes successfully. Heck, I'll even try my hand at it! Mongoose is definitely a game-changer when it comes to removal, allowing us to not run protectors like Mutagenic Growth, and sideboarding, letting us attack linear decks more effectively by dedicating less space to recovering against midrange and control.

Fact or Fiction: Kids These Days Will Never Understand EOTFOFYL. Or will they? Having played against Fact a little online, I'll confirm that the piles are still excruciating to make. I'll also mention that flashing back my opponent's Fact with Dire Fleet Daredevil, the Human protected from Spell Snare via Domri, Anarch of Bolas, was some of the most fun I've had playing Magic lately. Fact will definitely see play, for one reason (winning) or another (giggling). I think UR Moon and UW Control are its most natural homes, although it's also possible we see Fact as a one- or two-of in the sideboard of more aggressive interactive blue decks as a gameplan.

Other Goodies

Force of Negation: The breakout "answer card" of the set, Negation's purpose is to prevent early wins from linear combo strategies. It looks like a sideboard card to me, and I doubt it replaces Disrupting Shoal in the decks that want that instant; countering creatures is too important. Like Force of Will, though, Negation will affect the format's complexion by virtue of existing.

Force of Vigor: Another combo-breaker, Vigor has been noted for bailing players out of the Karn-Lattice lock. It does that with a bullet, sniping the walker and any other permanent to leave opponents with a dead Lattice and a nuked board. Force's floor against artifact or enchantment decks, though, is extremely high. Here, it's a Naturalize that turns another card in hand into Naturalize, and both Naturalizes are free to cast; think of Collective Brutality against Burn, but cheaper and more impactful. Vigor has all the makings of a sideboard staple.

Urza, Lord High Artificer: Urza is generating hype for its interaction with the Thopter-Sword combo, which lets players make infinite mana, gain infinite life, and draw their deck. I think the card will end up like Prime Speaker Vannifar, another niche 1/4, in an artifact-based deck as an enabler and payoff. But in that respect, it's probably weaker than Sai, Master Thopterist, which is a win condition on its own.

Goblin Engineer: This reference-packed mashup of Goblin Welder and Stoneforge Mystic is expertly-designed, setting up combos at a reasonable pace on its own or combining with the likes of Trash for Treasure to cheat fatties like Sundering Titan and Wurmcoil Engine into play early. If Engineer sees play outside of a Thopter-Sword build, where it super-tutors for the Sword, it'll be in its own deck, and I can't wait to see what that looks like.

Seasoned Pyromancer: My personal favorite card of the set, this card combines an absurd amount of value on a creature. One nice thing about Pyro is that most of its value, the loot and the tokens, is locked-in upon resolution. We're left with lots of power/toughness for our trouble, but on an expendable body. Expect to see more on Pyro from me in the coming weeks!

Misses

Collected Conjuring: What exactly are we hitting with this? Serum Visions? Modern isn't exactly known for its high density of cheap, busted sorceries. At four mana, even ripping costless suspend cards like Ancestral Vision seems like more work than assembling a shell with As Foretold or Finale of Promise.

Mox Tantalite: I'm not one to dismiss nerfed moxen outright, having spent a good deal of time trying to break Mox Amber. But Tantalite is even worse than Amber. Players don't have three turns to kick it in Modern unless they're going to win right after, meaning Lotus Bloom trumps Tantalite in its would-be decks.

Giver of Runes: Giver's no Mother. Untap with her and she can still be Bolted, Pushed, you name it. Realistically, Giver is like a one-mana Spellskite that gives up the latter's disruptive effects; Runes doesn't do anything against Infect or Temur Battle Rage.

Aria of Flame: Yesterday, in an online Horizons room, my opponent stormed off as I occupied myself with other apps for a few minutes. He ended on Aria of Flame. Granted, I lost the game, failing to find a third land drop (or red source) to compliment my Arbor Elves and pair of Forests over something like six turn cycles. But with me doing nothing, it took my opponent six turns to kill me. I'll happily blame Aria. Storm doesn't need this card, and neither does anyone else.

The Best Is Yet to Come

As mentioned, I think some juicy callback cards are on the Horizon, as well as more flexible answers in the vein of Force of Negation and Vigor. Throw in another format-shaping cycle like the canopy lands and we're left with what's easily the most impactful Modern set of all time. Will Wizards get there in the end? Let me know your thoughts in the comments.

Jordan Boisvert

Jordan is Assistant Director of Content at Quiet Speculation and a longtime contributor to Modern Nexus. Best known for his innovations in Temur Delver and Colorless Eldrazi, Jordan favors highly reversible aggro-control decks and is always striving to embrace his biases when playing or brewing.

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Posted in Modern, Spoilers, TechTagged , , 15 Comments on Modern Horizons Spoiler Review, Pt. 1

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Punishing Fire: Qualitative Results and Conclusion

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Last week, I unveiled the first part of my Punishing Fire test. With the data compiled and revealed, it's time for the less-concrete part. The data is the data and speaks for itself. However, that's not the whole story. Magic isn't just a numbers game; there are a lot of intangibles. For instance, it's also supposed to be fun, which is where Punishing Fire might take an L.

On Power

Starting off, I do not believe that the Punishing Fire/Grove of the Burnwillows combination is too powerful for Modern. Two recursive damage for three mana is fairly mediocre these days. Furthermore, Fire is mediocre on its own, because two damage doesn't kill as much as it used to; creatures have gotten much better in the 7.5 years since Fire was banned.

Fire is also balanced by deckbuilding requirements. To make Fire good, players must run Grove of the Burnwillows, a card with issues of its own. An early Grove will donate 4-5 life before the Fire engine can realistically get going, which generally translates into requiring an extra attack to win the game, giving opponents more time to find answers and come back.

Purely on raw power, there's no reason to keep Fire banned. However, if raw power or potential were the only factors determining a card's strength, Mox Amber and Smuggler's Copter would be Modern staples. Context is everything, and that's where Fire falters.

A Most Painful Experience

Testing Punishing Fire was not fun for me. Or for most of my team, for that matter. The problem is twofold. First of all, as I described last week, the games ran very long. Grove of the Burnwillows gives opponents life, and more life means needing more damage to win. Taking extra time isn't necessarily a bad thing, and many players lament Modern being a fast format. However, what they're really asking for is more matchups where more decisions are available and matter, and for more varied gameplay.

Fire is a fairly brainless card, and once the engine gets going, the whole thing plays itself. On my end, everything became very rote and mechanical. Every turn: throw some Fire at something, get it back, none of my other cards do anything at this point so say go, repeat until the game's over. My opponents either just kept doing what they were doing (Tron, Ironworks, sometimes Spirits) or were gradually snowed under with nothing to do (Humans, the other times with Spirits). Those games proved frustrating, tedious, and boring for opponents.

In addition, the Fire combo is incredibly slow. It takes forever to actually kill an opponent doing a net of one damage per turn. It takes several copies of the instant to present a decent clock, and that eats up all available mana very quickly, so I could never do anything else. Once we're locked into Firing out an opponent, there's nothing better to do. To make matters worse, the combo is very time intensive. Every cycle takes a lot of game actions, and even if you're quick about all of them, it adds up fast: tap two lands, cast Fire, mark damage, put Fire in graveyard; tap Grove, trigger Fire, mark lifegain; pay for the trigger, pick up the Fire. In short, endless busywork for both players as we tracked and performed every trigger and life change.

All in all, I would have rather traveled the River of Blood. At least in trial by painstik the agony is over quickly, this test was like months of water torture.

Not For Everyone

On the other hand, this is purely subjective. The UW pilot emphatically loved the whole thing, and to a rather creepy degree. Yes, I am calling him out on that. He loves grindy Magic, and going to time every round. He lamented when Sensei's Divining Top was banned in Legacy because there was nothing greater for him than winning game one of the Miracles mirror on turn 5 of extra turns via miracled Entreat the Angels on his opponent's end step. The matches where we ran over time, especially the ~95 minute one, are his favorite kinds of Magic games.

UW had to navigate every match very carefully, because Fiery Jund held the trump card in the Fire combo. It was not only a win condition by itself, but going long, it killed everything he could play and got there through counters. There's no way for planeswalkers to survive repeated attacks by several Fires.

Everything that I found atrocious about Fire's gameplay, he embraced. Ideally, he wants every game to be a lengthy, close, hard to win/easy to lose grind fest that taxes him mentally and physically to the limit. Which was the reality of his test matches. He says that on his end, it was like playing a combination of 3D Chess and a Rubik's Cube using 90's adventure-game logic. Winning was mind-meltingly hard, and the correct lines were non-obvious and convoluted. While it won't be majority, there will be plenty of players that would genuinely enjoy playing against Fire in Modern.

Impact

It is hard to asses the precise impact of a tested card in Modern. My test models the effect, but not perfectly; I can't test everything, and Modern is constantly shifting. However, it does give me a sense of how the cards play in the metagame. Based on my experiences, Punishing Fire would have a very different impact on Modern than I expected.

Not a Jund Card

Jund was not a great test platform for Fire. It was the only one available given that it's always been my policy to try the closest deck to the one that got the card banned. However, I've come to believe that Fire really isn't a Jund card anymore. It's a decent fit in Legacy Jund because Delver of Secrets and Young Pyromancer are format-defining cards, but Modern creatures tend to be more robust. Jund wins by grinding out value by playing better cards at every stage of the game. Fire is never the best card; the value comes though continuous use. What Jund really wants to do is fire off a few disruption spells then start ramming home better threats to quickly close out the game. Going long is possible, but not its thing.

The other problem is that it was hard to reliably assemble the combo. Grove isn't fetchable, and the only card draw is the vulnerable Dark Confidant. This meant that most of the time, the game had to go long for the combo to come online. Even when it did happen in an average-length game, I had multiple Fires maybe 25% of the time. That's not a bad result, but I was acutely aware that I could have done better.

A Loam Home

If I had given myself perfect freedom in deck choice, I would have run the test with Assault Loam. Despite a very dedicated player base, Assault Loam is not a good Modern deck. The deck is inherently very slow and clunky because it is built around Life from the Loam. Unless it is dredging Loam every turn, few of Assault's cards are any good. Flame Jab and Raven's Crime are only devastating when used multiple times a turn, while the win conditions Seismic Assault and/or Zombie Infestation need lots of fodder, which can only be gotten through Loam. If it never finds Loam or loses its graveyard to Rest in Peace, Assault Loam is just a pile of weak cards. Even when it is dredging, it's hard to keep up with aggro decks.

However, Punishing Fire could solve many Assault Loam's problems. As Legacy demonstrates, Loam naturally pairs with Fire. Dredging three is functionally identical to drawing three in the right deck (four if you count the Loam), translating into higher chances to find the combo. Loam decks struggle to miss land drops, so Assault Loam is more likely to be able to cast multiple Fires a turn and actually machine-gun down the creature decks.

Fire also alleviates some of the deck's tension. As mentioned, the win conditions aren't lands. The namesake Assault is an enchantment, and most versions I've seen also have creatures and other enchantments. These can't be recurred with Loam if they're destroyed or dredged over. Again, Assault Loam needs to be dredging Loam to be good. However, that risks milling the win conditions. This isn't Legacy with Dark Depths and Glacial Chasm; Loam actually has to cast spells. Fire doesn't mind being milled, so there's less risk of self-sabotage.

Loam decks tend to be naturally slow decks. The problems with the Fire combo would persist in a Loam shell. As a result, an already-slow deck stands to get much slower and more popular from Fire's unban.

Against Creatures

Based on the Spirits and Humans matchup, I don't expect Fire to be that great against creature decks. Back in 2011, creatures were so much worse that a repeatable two damage for three mana was oppressive. These days, we have rapidly growing 1/1s, hexproof creatures, and more cheap x/3s. A single Fire isn't that threatening. When multiple get going, it can be devastating. However, Magic has evolved enough that even a recursive four damage for five mana isn't that threatening for aggro decks. Decks like Merfolk would suffer, but they are struggling to stay relevant anyway. I think the anti-aggro argument isn't strong anymore.

Against Fair Decks

The surprising effect was against UW Control. I didn't appreciate or expect the impact Fire has on fair matchups. Decks that rely on small numbers of win conditions or attrition will be heavily impacted, because over the long game, the Fire combo can't be out-grinded. So long as there's a single Grove, Fire is always live. Closing the vulnerability to Field of Ruin is another reason to pair Fire with Loam. The game ends up being warped around Fire.

Usage

Should Fire be unbanned, its synergy with Loam is too great to not go into Loam decks. This will greatly improve their control and midrange matchups. This ensures that absent graveyard hate, the Loam deck can never be exhausted, and will eventually win. Because the combo is very slow, this will lengthen matches. Post-board, graveyard hate becomes essential. Against aggro decks, Loam potentially gets an improved Flame Jab to protect itself. It's hard to believe it turns the matchup around, but would stretch the game out and make aggro work harder.

The other concern is if a deck really embraces Fire, and what it represents. Fire's gameplay is reminiscent of Loam-centric prison decks like CAL. I don't know if something similar is possible, but if not, Fire does lend itself very nicely to Ensnaring Bridge strategies: players can use Fire early to buy time, then hide behind Bridge and plink away to their heart's content. Fire may not actually be a Jund card, but it's almost certainly a prison card.

The Dance

There's also some weirdness concerning the Fire combo's mechanics. The recursion is a triggered ability, and it is triggered by a mana ability. This means, just like with Krark-Clan Ironworks, as long as Grove is untapped, Fire isn't vulnerable to Extirpate or Surgical Extraction. This specific situation never came up in my testing because no test deck ran Extraction, however I've seen it happen in Legacy. I call it the dance.

The Fire player has an untapped Grove and Fire in the graveyard. Their opponent has Extraction. The opponent can't just Extract the Fire, because in response, Grove will save it. Fire also can't just be retrieved, because there's only one Grove and one trigger. So both players enter into a standoff, trying to force an opening. The opponent is looking to force Fire to tap the Grove; Fire hopes to present a more pressing target for the Extraction. As a mental game, it is fascinating and enjoyable. However, it also tends to extend match length, since both players have to carefully and continually consider their moves and their opponent's counter moves while assessing whether to continue the dance.

My testing did have some versions of the dance, this time with Relic of Progenitus and Field of Ruin/Ghost Quarter. In the former, it was about keeping enough chaff in the graveyard to feed the Relic until either another Grove was found or Tron tapped out. In the latter, it was about holding Grove until it was actually time to get back Fire. Both created abnormal play patterns.

Holding lands to play around destruction spells felt bad, though it was strategically sound. Against UW, it was critical to preserve Groves to maintain inevitability. However, that often meant I had to skip land drops or play tapped lands when faced with Field. Generally speaking, players dislike this type of gameplay and Wizards doesn't like encouraging it.

Final Assessment

The data showed that Fire didn't improve Jund's win percentage very much. It also showed that Fire significantly increased how long matches took. There's reason to believe that Fire would slot into already-slow decks, and explicitly serves to lengthen games. I and most of my team disliked the actual gameplay. Therefore, I don't think there's much to gain from unbanning Fire, and as a result, would keep it banned.

Amongst Colleagues

Cards that drag out games get banned when they get too popular and/or significantly impact tournament length. Second Sunrise was banned for the later problem. Sensei's Divining Top was first banned in Extended for dragging out games, preemptively banned in Modern on the assumption it would do so again, and recently banned in Legacy both time problems and popularity. My experience says that executing Fire combo is mechanically very similar to spinning Top every turn. Therefore, I think it's fair to include Fire in the "Banned for Tournament Length" category rather than being overpowered.

Again, power-level wise, there's nothing onerous about Fire combo. It seemed fairly mediocre given the improvement in creatures since 2011, though its potential against fair decks is impressive. However, it creates, rewards, and requires repetitive, lengthy play patterns which would eat into tournament time. This also leads to games feeling very similar and mechanical, which many don't find that fun. Given Wizards' history with Top, I doubt that they'd want to take the risk of Fire getting popular enough to consistently stretch out tournaments and will keep it banned.

The Comparison

The Thopter Foundry/Sword of the Meek combo is a potential counterpoint. This combo also has a lot of moving parts and doesn't directly win the game. It makes lots of 1/1 fliers and tries to overwhelm opponents while shutting down aggressive decks and out-grinding fair decks. On face, it's very similar to Fire combo.

However, the Thopter combo has two saving graces. The first is that it is cleanly shortcutable: You simply declare how many tokens you're making at a time, skip going through all the steps, and gain life in a lump sum. You can't just declare a Fire loop; you do have to go through most of the motions. You can shortcut the triggers, but you will have to actually cast the Fire(s) and mark all the life total changes individually for proper tournament procedure. Also, there's no timing weirdness with Thopter combo.

Secondly and most importantly, Thopter combo actually wins the game very quickly. The tokens persist, and it often only takes two turns of dumping mana into Foundry to generate a lethal airforce, even if a few have to chump block. Fire can't win quickly except by concession. Besides, Fire's is a combo that interacts, thereby extending the game by purpose, while Thopter's proacts, seeking instead to put games away. As a result, the comparison is only superficial, and doesn't really improve Fire's chances.

Fun > Boredom

Magic is a game and supposed to be fun. My experience with Fire in Jund was not fun. I have evidence that unbanning Fire would reduce Modern's available fun by making tournaments drag on. More than any power considerations, that notion makes me think Punishing Fire should stay banned.

Modern Top 5: Planeswalkers

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The focus of Magic's newest expansion, War of the Spark, is planeswalkers. These have historically lacked what it takes to consistently make a splash in Modern. Walkers are fair cards, after all, and designed for a Standard power level; besides, in a Turn Four Format, successfully integrating a permanent type that tends to cost four and up takes dedication, or just a certain kind of (*ahem* slow) deck. Today, we'll take a closer look at Modern's most snubbed of card categories, and tip our hats to the walkers that help define the format.

The Planeswalker's Plight

First of all, let's discuss why planeswalkers have such a hard time breaking into Modern. Fundamentally, planesalkers do two things:

  • Provide an immediate effect in the form of a small plus or minus
  • Provide a bonus effect in the form of snowballing value as the turns roll on

Immediate Effects

The immediate effect, for planeswalkers to be printable, always costs more than that effect on an instant or sorcery. Take Ajani Vengeant's Lightning Helix at two extra mana, or Gideon Jura's six-mana Vengeance. If the cost of the walker were the same as the cost of the spell it immediately cast, there would be no reason to play the original spell at all.

Ours is a format centered around mana efficiency, so overpaying for a given effect is especially displeasing for Modern players. And since walkers are always played at sorcery speed, these effects can prove less flexible than when on instants. Whether the additional price is worth paying depends on the value gained from keeping the walker in play rather than just sending it to the graveyard, as we would with an actual sorcery. Viewed through this lens, planeswalkers are sorceries with a non-optional kicker cost that leaves behind the potential for future effects.

Long-Term Value

We'll call that potential long-term value, or LTV. LTV comes in three styles, which each feature some degree of overlap with the others.

  • Inevitability. This mode of LTV pressures opponents to deal with the walker by threatening something menacing down the road. That could be re-use of its initial mode, like Liliana of the Veil, or a game-winning ultimate, like Liliana, the Last Hope. Of course, a horde of Zombies might break a midrange slog wide-open, but decks like Storm could care less; therefore, the inevitability of a given effect varies depending on the matchup. Inevitability often takes the form of a "suspend X" effect (e.g. Ancestral Visions), wherein opponents may attack the walker to increase the suspend count.
  • Gradual advantage. Walkers that produce advantage each turn fall under this category. Often, these effects involve drawing cards (Sarkhan, Fireblood), creating tokens (Gideon, Ally of Zendikar), or increasing power/toughness (Nissa, Voice of Zendikar). They pressure opponents to deal with the walker before that advantage snowballs into a game-winning threat.
  • Static effects. While literal static effects on planeswalkers were introduced for the first time in War of the Spark, some older walkers utilized the same principle. For instance, Gideon of the Trials locked down an enemy threat, as do enchantments like Runed Halo. What's truly new are static effects that hose opponents, such as Ashiok, Dream Render. With Ashiok in play, a type of play pattern becomes impossible for opponents to execute.

As perhaps evinced by the name, long-term value isn't exactly what Modern players look for in a card. How much turn-by-turn value can be generated if the game ends so fast? Since Modern is tempo-centric, and not card-advantage focused, creating a gameplan around snowballing value frequently proves a losing strategy. That, combined with the fact that players must already overpay for their initial walker effects, makes the format a hostile environment for the card type.

Reigniting the Guildpact

Of course, planeswalkers still see use in Modern, which means those that do meet certain thresholds for playability. In Modern Top 5, we try to break down those thresholds and apply them to thematic exemplars with the hope of improving future card analysis.

To assess our walkers, we'll draw from the very first entry in this article series, Modern Top 5: Utility Cards. In other words, we'll use three metrics.

  • Power: The degree of impact the card tends to have for its cost.
  • Flexibility: The card’s usefulness across diverse situations and game states.
  • Splashability: The ease with which Modern decks can accommodate the card.

Power and flexibility will be rated by considering both a card’s floor (the least it will do) and its ceiling (its best-case scenario). For example, Lightning Bolt‘s power floor is higher than Fatal Push‘s, as Push is dead when opponents have no creatures while Bolt can go to the face.

Splashability will be rated by considering how many existing Modern decks can accommodate the card and whether they’ll want it. For example, despite its lack of a color identity, Ghost Quarter doesn’t fit into BGx midrange decks. These decks can easily run Fulminator Mage as mana disruption instead, and prefer not to miss a land drop if they don’t have to.

In the case of power, we'll measure how cheap a walker's initial effect is relative to its sorcery analogue against the relevance of its LTV. Flexibility refers to the walker's applications in different matchups and game states. Each metric will be rated out of 5, giving the card a total rating out of 15. Even if a walker scores low overall, that doesn't mean it's bad or overplayed; just that its uses are somewhat limited in Modern as a whole. Similarly, there are plenty of great walkers not on this list!

#5: Teferi, Hero of Dominaria

Overall: 8/15

Power: 4

Let's be real—five mana for any of Teferi's immediate effects is a steep price. But the walker does protect himself from menacing creatures, and can start with a relatively high loyalty count if needed. That he costs closer to three mana in practice also increases his power, but further limits his splashability, as few decks can afford to make five land drops before dropping Teferi into play. The walker's effects do everything that UW Control could ever want, providing both inevitability and a stunning amount of gradual advantage.

Flexibility: 3

Teferi kind of does the same thing every time, which is start putting the game away for UW Control. But the wording on his -3 is a boon for the walker's flexibility. Like Assassin's Trophy, another costly multicolor card celebrated for its versatility, Teferi can remove a huge scope of permanent types—planeswalkers, enchantments, you name it (well, not lands). While adding them back to the deck can mean needing to deal with them again, UW can arrange to have an answer by then, and this form of removal doesn't care about clauses like indestructible.

Splashability: 1

Functionally costing three mana or no, the fact remains that Teferi's down-payment price tag is out of reach for most Modern decks. Barring fringe control builds, the only proven strategy that can wield him at all is pure UW Control, a deck already built to manage the battlefield for a game's entirety.

#4: Karn Liberated

Overall: 9/15

Power: 5

Generally costing a functional three mana thanks to Urza's Tower and its cronies, Karn Liberated boasts a power level obscene enough to single-handedly grant the Tron deck eternal meme status. At any stage in the game, Karn threatens to take at least a player's best permanent; early on, that's a land, and later, it's anything troublesome. Its +4 makes Karn difficult to attack down, and inevitability-wise, the ultimate does guarantee a win—it's just often superfluous anyway. Karn Liberated's abilities offer all three types of LTV.

Flexibility: 3

As with Teferi, the flexibility here comes primarily from Karn's -3 ability, which permanently removes any permanent. As a pricier walker, Karn's bar for flexibility is a little higher, but it also offers more modes than Teferi: should pilots just want to establish a big board, +4 helps keep Karn alive, and restarting the game can even beat infinite-life and other combos.

Splashability: 1

All good things must come to an end, and splashability is where Karn Liberated really suffers. Only Gx Tron can afford a seven-mana walker. While Karn is a fixture in that deck, and probably not going anywhere in the near future, we're also quite safe to not see him in another strategy.

#3: Karn, the Great Creator

Overall: 10/15

Power: 2

...That is, unless it's in a different suit! Karn, the Great Creator features a laughably small power level next to big brother, but more than makes up on our other metrics. Power-wise, Creator suffers in a few ways. Its +1 is only relevant in certain decks, and nothing to write home about regardless. Karn's -2 is as strong as the artifacts lying dormant in the sideboard, but with a catch: pilots need to cast those, too. All that mana quickly adds up, making Karn, the Great Creator a pricey inclusion.

Still, Modern has quite a few worthy artifacts. Among them is Mycosynth Lattice, the wishboard target that gives Creator so much inevitability: once pilots get to six mana, the artifact combines with Karn's static ability to totally lock opponents out of playing spells by preventing enemy lands from tapping for mana.

Flexibility: 4

Besides Mycosynth, Karn has a nigh-limitless arsenal at its disposal: artifact hate like Relic of Progenitus; recursive utility like Crucible of Worlds; surgical answers like Sorcerous Spyglass; pseudo-board wipes like Ratchet Bomb. I've enjoyed the walker in Colorless Eldrazi Stompy, a decidedly worse "Karn deck" than Green Tron. Nonetheless, the flexibility Karn provides has turned some bad matchups (Bridge Prison, Hardened Scales, UW, etc.) favorable single-handedly, and at a minimal cost to the deck's already-good matchups.

Karn's static ability also adds a hearty dose of flexibility, as its "floor" then becomes one of the best sideboard cards in the format, Stony Silence. While only relevant in certain pairings, giving decks the chance to run mainboard Stony at no real cost significantly broadens its appeal.

Splashability: 4

We've already seen Karn make appearances in Green and Eldrazi Tron, decks in which it seems to be a staple; mono-red prison and stompy decks; Eldrazi Stompy, as mentioned; and even combo strategies like Amulet Titan. The card is dominating in older formats, too, especially Vintage. Karn's wide applications in a format with so many great artifacts to choose from, as well as its colorless mana cost, make it a card many decks will continue to both want and be able to play.

#2: Jace, the Mind Sculptor

Overall: 11/15

Power: 4

Brainstorm is probably the most powerful cantrip in Magic after Ancestral Recall; AJ Sacher famously called it "too good to be cast." Casting Brainstorm every turn? Now that'll put the game away! Since its unban, Jace, the Mind Sculptor has had far from the format-warping effect its pundits once claimed. But it's still solidified itself as one of Modern's scariest planeswalkers.

Besides the incredible gradual value of a repeatable Brainstorm, Jace's -1 protects itself from enemy threats, if badly; Unsummon often plays like treading water, since Jace doesn't generate any value that turn. His +2 is more in line with what players might want to be doing, painfully keeping the game out of reach for opponents while ticking toward an ultimate that will win the game.

Flexibility: 3

Jace pulls much of his flexibility from his whopping four abilities. In a deck loaded with interaction, Brainstorm itself provides a good deal of flexibility; being able to grow Jace out of damage range with its +2, create gradual advantage both offensively or defensively, impact the board, and eventually win the game by itself also help. But Jace isn't much good at impacting the board, and is a largely miserable play when players find themselves behind.

Splashability: 4

Jace has made appearances in decks ranging from the control end of the archetype spectrum (UW, Esper) to midrange (Temur, Faeries) to tempo (Kiki-Exarch, Blue Moon) to even combo (Copy-Cat, Breach). Four mana seems a totally reasonable price to pay for such a powerful walker, and the UU color cost manageable for all blue decks.

#1: Liliana of the Veil

Overall: 12/15

Power: 4

Since her printing, Liliana of the Veil has been Modern's premier planeswalker, and for good reason. Just one more mana for Diabolic Edict, a card we until recently haven't even had legal, is a tiny additional investment for what's left behind. While the -2 pressures creature decks, Lili's +1 forces opponents to play their threats out early, and gives her other applications against critical-mass combo decks.

Flexibility: 4

As hinted at above, Liliana mostly does it all; she's great on an empty board, where she pressures the hand and prevents creatures from sticking to attack her, and equally great against resolved threats, where she locks in her highest-value ability upon resolution. The -6 can deal with troublesome permanents otherwise out of reach for some color combinations, like Grixis (which can't touch enchantments), or just nuke big boards. It won't win on its own, but many decks still don't want it resolving.

Splashability: 4

As with Jace in blue, any black deck can fit Liliana—and usually does. From Grixis Shadow to Hollow One, not to mention her forever-home in BGx Rock and plenty in between, Lili's got no shortage of couches to watch the game from.

Boots Made for Walkin'

While the established metrics aim to reduce subjectivity in Modern Top 5, a degree of personal preference and bias is impossible to divorce from most any "Top Something" list. In this case, the number ratings on each metric, as well as the selection of metrics themselves, are the most arbitrary element of my process. How do you evaluate planeswalkers? Which do you think are Modern's best? Let's keep the discussion going in the comments!

Testing Punishing Fire: Quantitative Data

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And now it's time for everyone's favorite part of the banlist test: the experimental data. With 500 matches of Jund with and without Punishing Fire under my belt, I have developed a very strong opinion on unbanning the card. Today, I will reveal the hard numbers and their statistical significance. As always, these data are meant to explore the impact of the tested card, but I can't test every single impact, metagame shift, or other permutation that could arise.

If you're just joining us, be sure to first read the Experimental Setup for this project.

Boilerplate Disclaimers

Contained are the results from my experiment. It is entirely possible that repetition will yield different results. This project models the effect that the banned card would have on the metagame as it stood when the experiment began. My result does not seek to be definitive, but rather provide a starting point for discussions on whether the card should be unbanned.

Meaning of Significance

When I refer to statistical significance, I really mean probability; specifically, the probability that the differences between a set of results are the result of the trial, and not of normal variance. Statistical tests are used to evaluate whether normal variance is behind the result, or if the experiment caused a noticeable change in result. This is expressed in confidence intervals determined by the p-value from the statistical test. In other words, statistical testing determines how confident researchers are that their results came from the test and not from chance. The assumption is typically "no change," or a null hypothesis of H=0.

If a test yields p > .01, the test is not significant, as we are less than 90% certain that the result isn't variance. If p < .01, then the result is significant at the 90% level. This is considered weakly significant and insufficiently conclusive by most academic standards; however, it can be acceptable when the n-value of the data set is low. While significant results are possible as few as 30 entries, it takes huge disparities to produce significant results, so sometimes 90% confidence is all that is achievable.

p < .05 is the 95% confidence interval, which is considered a significant result. It means that we are 95% certain that any variation in the data is the result of the experiment. Therefore, this is the threshold for accepting that the experiment is valid and models the real effect of the treatment on reality. Should p < .01, the result is significant at the 99% interval, which is as close to certainty as possible. When looking at the results, check the p-value to see if the data is significant.

Significance is highly dependent on the n-value of the data: in this case, how many games were recorded. The lower the n, the less likely it is that the result will be significant irrespective of the magnitude of the change. With an n of 30, a 10% change will be much less significant than that same change with n=1000. This is why the individual results frequently aren't significant, even when the overall result is very significant.

Overall Matchup Data

As a reminder and for those who've never seen one of these tests before, I played 500 total matches, with 250 per deck. I switched decks each match to level out any effect skill gains had on the data. Play/draw alternated each match, so both decks spent the same time on the draw and play. The test and control Jund lists can be found here.

As always, the overall match data comes first, and then I'll get into each matchup's results. Normally, I also include bonus data and interesting factoids, but I did record anything I thought was worth relating this time.

  • Total Control Wins: 119 (47.6%)
  • Total Test Wins: 127 (50.8%)

The data shows that adding Punishing Fire to Jund did not have a significant effect on its win percentage. > .1 by a good margin, so the result is not even slightly significant. This means that the variation in the sample is most likely the result of normal variance and not my experiment.

I expected Punishing Fire to have a limited impact on Jund's win percentage because it is a very limited card. Far less efficient than Lightning Bolt, Fire is useful only because it is reusable. For that to be relevant, the game has to go long. The attraction has always been machine-gunning down opposing creatures, so I didn't expect there to be much effect outside of the creature matchups. Therefore, it would be on a deck-by-deck basis that the real impact became apparent. Of note, the smaller n-value for these results increases the threshold of significance.

Deck By Deck

Before getting into specifics, I have to note that actually testing the combo proved tricky, as there are two effects associated with playing Punishing Fire. The first: thanks to the aforementioned quirks of running the card, choices matter a lot more than previously. There was a lot of tension regarding which creature I pointed which kill spell at, as Fire is less mana-efficient than Lightning Bolt. My test deck had 2 Fatal Push, 3 Assassin's Trophy, and Liliana's downtick to kill creatures with 3 or more power. This meant I had considerable incentive to avoid killing anything that might be Fireable, which led to some odd play patterns.

The second: Punishing Fire is not a self-contained card. The only reason it has ever been threatening is Grove of the Burnwillows. Needing to run a full set of Groves puts some manageable strain on a deck's manabase, especially if that deck normally runs on fetches and shock lands. I compensated by running more black sources and no Stomping Ground.

What can't be compensated for is Grove giving opposing players life. While technically a positive since it triggers Fire (enabling the combo), if I didn't have Fire and needed the colored mana, the extra life quickly added up. When Tron was green/red and used Grove, the extra life didn't matter because Tron's creatures are huge. Jund's aren't so big, and in tight races that extra life might become a factor. Fortunately, it didn't come up too often.

UW Control

The UW versus Jund matchup is about attrition. Jund is designed to trade cards at value or better, while UW snows opponents under with card advantage. The matchup hinges on Jund sticking a threat that UW can't remove before that card advantage overcomes the attrition. Dark Confidant is Jund's best creature for this reason.

  • Total Control Wins: 25 (50%)
  • Total Test Wins: 33 (66%)

> .05 by a very small margin. This means it's weakly significant. Because of the size of the data set, it would have taken one more test win or a control loss to make it absolutely significant.

I wasn't expecting the UW matchup to improve, since it doesn't run many creatures. However, Fire meant that UW could never actually grind out Jund on card advantage, especially in game 1. As long as Jund had a Fire in its graveyard, it had a threat and an answer in one card. Instead, game one was about baiting UW to use a Field of Ruin on not-Grove. If that happened, UW could realistically never win, because Fire would eventually kill all its win conditions. Teferi cannot survive repeated turns of Fire, and if Jund found two Fires, which was guaranteed in a long game, then Celestial Colonnade and Jace, the Mind Sculptor are also doomed.

This meant it was never possible game one for UW to beat the test deck through Teferi loops and sitting back; it had to take the initiative. Jund won the games that went extremely long as a result. The sideboard games were a different story, since the sideboard creatures (especially Geist of Saint Traft) and Rest in Peace completely alter the matchup dynamic by reducing Fire's effectiveness.

Mono-Green Tron

Tron and Jund have the longest-standing predator/prey relationship in Modern. Jund's been struggling against Tron since the beginning of Modern, and while Jund's tools have gotten better, Tron has adapted to obviate them. Thoughtseize remains critical for Jund, which was bad news for the test deck.

  • Total Control Wins: 24 (48%)
  • Total Test Wins: 19 (38%)

> .1 means the results are not significant in any way, and are therefore not the result of the test.

Not surprisingly, incremental grinding over a long game was not very good against Tron. Fire never kills anything, and since it doesn't do as much damage as Bolt, it's not that useful racing, either. Also, Tron has Relic of Progenitus maindeck.

Bant Spirits

Spirits versus Jund is a strange matchup because the creature removal is almost an afterthought. The Drogskol Captain hexproof lock is devastating in game 1, and since Bant Spirits is all about finding and engaging that lock, it can be very hard for Jund to interact. Hand disruption is therefore Jund's most important disruption.

  • Total Control Wins: 25 (50%)
  • Total Test Wins: 25 (50%)

There was absolutely no difference between the test and control deck, so unsurprisingly the data isn't significant.

Fire doesn't alter Spirits chances of finding the lock naturally or via Collected Company, so it had the same odds as Bolt of being relevant. The maindeck Geists were key.

Humans

I expected Humans to be hit hard by Fire. It doesn't play any land interaction and most creatures have less than three toughness. Its saving graces are the disruption package, particularly Meddling Mage. However, Jund plays so many answers that it should be able to overwhelm Mage.

  • Total Control Wins: 26 (52%)
  • Total Test Wins: 32 (64%)

The data narrowly misses being weakly significant, at > .1. Again, one fewer control win or another test win and it would have been weakly significant.

I was not expecting this result. The assumption was that Fire combo decimates creature decks. The problem was that Jund had trouble assembling the combo reliably in time to crush Humans. Also, because of the aforementioned tension with removal spells, I couldn't just kill a turn one Noble Hierarch or Champion of the Parish every game. This let Humans start snowballing, and made games harder. When the combo did come together early, it was crushing. When not, Humans had the time it needed to be Humans, and the removal proved stretched too thin to keep up.

Ironworks

Ironworks was capable of winning on turn three. It was also primarily made up of cantrips. Thus, Jund was never safe, no matter how much hand disruption it had. The only hope was to stick threats, race, and pray. Thanks to Engineered Explosives, Scavenging Ooze wasn't effective disruption. Post-board Surgical Extraction was decent, but not outstanding.

  • Total Control Wins: 19 (38%)
  • Total Test Wins: 18 (36%)

The data is not significant, which is unsurprising since the control and test are only one match apart.

Just as with Tron, Fire didn't do anything critical to the matchup, so it had no real effect.

A Wrinkle...

The matchup data shows that Punishing Fire did not have a meaningful effect on Jund's overall win percentage. Since it could not muster a significant result against Humans, the matchup where it should have been most devastating, this would suggest that it is an unban candidate. The supposed machine-gun effect appears to be overblown.

However, that isn't the whole story. This was the most miserable test I've ever run. There are a number of gameplay and intangible reasons that I'll get to next week, but they pale in comparison to this test taking longer than any other. I started testing in early November and didn't finish until March. This was not because I had to work around availability gaps. The individual games took measurably longer than ever before, and dragged the whole process out. This isn't entirely unexpected given experience from Legacy, but in Modern, it suggests that Fire is more similar to Sensei's Diving Top than to Splinter Twin or Chrome Mox.

...In Time

I stopped using MTGO for these tests when the chess clock altered results. A player timing out is not the same as him losing the game. I stopped timing the matches altogether when draws required rematches and lengthened the test. We play every game until its conclusion, and don't concede until the game is actually lost; being 0% to win isn't quite the same as actually losing. The former means that UW is up too many cards to plausibly fight through. The latter means they're upticking Jace, and you don't and will never have an answer. The exception is that as soon as combo decks demonstrate a deterministic loop, we concede.

This meant that games dragged on because Jund was rarely actually out. It could always draw another Grove or Fire and work its way back in. It was also rare for the other deck to be out, since a single Fire and Grove aren't much on their own. As a result, the games with Firey Jund took longer than the control games. I suspected this would be the case during exploratory testing, and kept track of how long each match took.

  • Average Control Match Time: 27.28 minutes
  • Average Test Match Time: 31.97 minutes

The test matches took roughly five minutes longer on average. This may not seem like much, but I want to emphasize that these are the average times, between widely different types of deck. As you can see in the result printout below, there was considerable fluctuation in the data.

The p value of the time data is incredibly small, so it is strongly significant at the 99% level. As an explanation, when internal variance is very high, the threshold for significance drops.

UW Control

UW Control takes a while to win, and the matchup is incredibly grindy. Naturally, it takes a lot of time.

  • Average Control Match Time: 31.17 minutes
  • Average Test Match Time: 40.71 minutes
  • Control Matches 50 minutes or longer: 2
  • Test Matches 50 minutes or longer: 7

The data is significant at the 99% level, p < .01. Fire and Grove's inclusion did increase the length of the matchup by the observed amount.

Again, Jund was never out of game 1; so as long as it still had a Grove in-deck, it could win the game. That forced UW to try and race Jund, and maindeck UW's not good at racing. The longest match I played in the whole test was Test Match 38, a ~95 minute epic where the roughly hour-long game one was decided by UW decking itself. Jund actually lost that match, because games 2-3 UW slammed down and protected Geist on turn three.

Mono-Green Tron

Tron games are generally fast, since Tron's trying to do its thing turn three every game. If it does, the game is almost always over shortly afterward. If it doesn't, the game still needs to end quickly, or Tron will find what it was missing.

  • Average Control Match Time: 23.78 minutes
  • Average Test Match Time: 26.05 minutes
  • Control Matches 50 minutes or longer: 0
  • Test Matches 50 minutes or longer: 0

The data is weakly significant, at < .01. The result is not conclusive, but also cannot be discounted. The time that Jund spends durdling with Grove and Fire seems to add up even in matches where it's not a priority.

Bant Spirits

Spirits games are ones of extremes. Either Spirits quickly locks Jund out, Jund guts Spirits's hand and then board, or we see a prolonged grindfest were the last threat wins.

  • Average Control Match Time: 27.04 minutes
  • Average Test Match Time: 30.98 minutes
  • Control Matches 50 minutes or longer: 1
  • Test Matches 50 minutes or longer: 2

The data is strongly significant, at p < .05. It is very close to 99%, but that's gravey compared to being 95% confidant. Normally, Jund runs out of removal before Spirits runs out of creatures. However, that couldn't happen game one, so the grinding stretched on and on.

Humans

Humans is naturally a fast deck. Jund is seeking to string out the match. This typically means that Humans' wins are very fast, while Jund's take a long time.

  • Average Control Match Time: 25.4 minutes
  • Average Test Match Time: 29.92 minutes
  • Control Matches 50 minutes or longer: 0
  • Test Matches 50 minutes or longer: 1

The data is strongly significant, at < .01. This test yielded a lot of 99% confidence intervals. The tendency of Jund's wins to take longer got worse. This was exacerbated by Grove's life prolonging a number of normal games and costing Jund several races.

Ironworks

Ironworks was the most extreme individual match. Ironworks is capable of demonstrating an unbreakable loop on turn three, but actually getting to that point can take awhile. This matchup had the second most matches go past normal round time and the two shortest matches. The shortest two were eight-minute stompings, one win for control Jund and one loss for Firey Jund, both times after the loser mulliganed to oblivion both games.

  • Average Control Match Time: 29.02 minutes
  • Average Test Match Time: 32.2 minutes
  • Control Matches 50 minutes or longer: 2
  • Test Matches 50 minutes or longer: 5

The data is weakly significant, at < 0.1.

In fairness to Fire, not all the increase in long matches was its fault. Sometimes, Ironworks can't assemble an actual loop, and has to burn through its deck like Eggs to win.

Whole Story

The end result of my data collection is that there's no evidence that Punishing Fire would boost Jund to dangerous levels. It didn't impact any matchup in a significant way. However, it did have a strongly significant impact on match length, giving it implications for tournament logistics. This means there's a lot more to Fire than meets the eye, and power alone isn't sufficient in discussing whether it is an unban consideration. The intangibles are critical in assessing the card. Join me next week for those qualitative results and my conclusions from this test.

Two Weeks In: War of the Spark Tech Review

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It's been half a month since War of the Spark went live on Magic Online, and we're already seeing the myriad effects it's having on Modern—heck, on all non-rotating formats. But of course, being Modern Nexus, we'll focus on just the one!

While I enjoy the Friday writing slot, it occasionally has its detriments. In this case, other content creators have gotten to the Online decklists first, and mostly covered the breakout decks. They've understandably omitted some of the finer details, or smaller tech updates to existing strategies. We'll cover those and a few under-the-radar brews in today's piece.

Standout War Decks

For those of you not up on their reading, yesterday's article from Adam Yurchick does a great job of reviewing the new strategies that have Modern buzzing. They are, in list form:

  • Coretapper Control
  • Mono-Red Prison
  • Mono-White Legends
  • Niv-Mizzet Reborn
  • Finale Vizier*
  • Finale Phoenix*
  • Immense Arcanist
  • UW Narset*
  • Pitch Blue
  • Time Raveler Tempo*
  • Vivian Pod*

The decks marked with an asterisk denote strategies that have not quite proven themselves yet, or aren't so different from existing decks in Modern. I've still included them in the list so as not to omit anything from Yurchick's piece.

Pitch Blue strikes me as the most exciting deck in the collection, wielding both Disrupting Shoal and Day's Undoing alongside Narset, Parter of Veils to refill on cards while stripping opponents of their resources. You're welcome, Modern Nexus readers!

Finally, two higher-profile strategies from War are Neoform Griselbrand and a new spin on UW Control featuring the Teferi-Knowledge Pool combo. I don't think the former is close to as format-warping as early pundits always seem to claim when a new combo deck rolls around, and the latter seems to me like a worse version of straight UW Control, although 1-2 Pool could become a solid tech option should the deck, for some reason, decide it wants 4 Teferi, Time Raveler at some point in the future.

Tech Updates

While less flashy, the subtle tech upgrades received by many existing Modern decks are just as critical to the metagame's new shape. Blast Zone stands out as the most splashable War card, finding its way into Mono-Red Prison, Dredge, GR Eldrazi, and UW Control among the less obvious homes. And Izzet Phoenix continues its apparent cooldown, putting a single copy in the most recent Modern event's high placings and occupying a mere 4 slots in the last Challenge's Top 32. Innovation hasn't totally escaped that deck, either, with some lists adopting Finale of Promise and others running Dovin, Hand of Control in the sideboard.

Ashiok, Dream Render as Multi-Purpose Role Player

I slammed the new walkers as being pulled in too many strategic directions to see much competitive play, and continue to eat my foot as case-in-point example Ashiok, Dream Render continuously pops up in blue decks. Its two abilities are apparently relevant enough in Modern that combining them makes it a potent tool for many matchups.

Grixis Shadow, by ANDREAS_MUELLER (6th, Modern Challenge #11861754)

Creatures

4 Death's Shadow
4 Gurmag Angler
3 Snapcaster Mage
4 Street Wraith

Artifacts

4 Mishra's Bauble

Instants

2 Dismember
3 Fatal Push
1 Lightning Bolt
4 Stubborn Denial
2 Temur Battle Rage
4 Thought Scour

Sorceries

1 Faithless Looting
2 Inquisition of Kozilek
1 Serum Visions
4 Thoughtseize

Lands

1 Blood Crypt
4 Bloodstained Mire
1 Island
4 Polluted Delta
3 Scalding Tarn
1 Steam Vents
1 Swamp
2 Watery Grave
60 Cards

Sideboard

3 Ashiok, Dream Render
1 Fatal Push
2 Abrade
2 Ceremonious Rejection
2 Collective Brutality
2 Disdainful Stroke
1 Kolaghan's Command
2 Ravenous Trap

UW Midrange, by GODS_SHADOW (8th, Modern Challenge #11861754)

Creatures

4 Snapcaster Mage
2 Vendilion Clique

Planeswalkers

2 Jace, the Mind Sculptor
2 Teferi, Hero of Dominaria
2 Teferi, Time Raveler

Enchantments

2 Detention Sphere
2 Search for Azcanta

Instants

4 Cryptic Command
2 Logic Knot
4 Path to Exile
2 Spell Snare

Sorceries

2 Oust
4 Serum Visions

Lands

2 Blast Zone
4 Celestial Colonnade
4 Field of Ruin
4 Flooded Strand
2 Ghost Quarter
2 Glacial Fortress
2 Hallowed Fountain
4 Island
2 Plains

Sideboard

2 Ashiok, Dream Render
2 Dovin's Veto
2 Gideon of the Trials
3 Rest in Peace
3 Stony Silence
3 Supreme Verdict

A repeatable Tormod's Crypt is nothing to sneeze at against graveyard decks, and Ashiok even boasts self-mill capabilities, as the exile clause only affects opponents. But the real winner is its static ability, which affects most Modern decks by virtue of everyone utilizing searching; the decks without fetchlands tend to be digging up critical components like Urza's Mine anyway.

Neoform, but Not for Griselbrand

While Neoform's loudest applications thus far have been with the 7/7, the card is starting to pop up in different shells.

Neoform Vizier, by ZIPPIESTBARD (5-0)

Creatures

4 Birds of Paradise
4 Devoted Druid
3 Duskwatch Recruiter
1 Eternal Witness
1 Ezuri, Renegade Leader
1 Jace, Vryn's Prodigy
1 Llanowar Elves
4 Noble Hierarch
1 Scavenging Ooze
1 Shalai, Voice of Plenty
1 Tireless Tracker
4 Vizier of Remedies
1 Walking Ballista

Planeswalkers

1 Vivien, Champion of the Wilds

Sorceries

4 Eldritch Evolution
4 Neoform
4 Postmortem Lunge

Lands

1 Breeding Pool
1 Dryad Arbor
3 Forest
3 Horizon Canopy
3 Misty Rainforest
1 Plains
3 Razorverge Thicket
1 Temple Garden
4 Windswept Heath

Sideboard

2 Burrenton Forge-Tender
1 Chameleon Colossus
2 Deputy of Detention
1 Eidolon of Rhetoric
3 Path to Exile
1 Reflector Mage
3 Unified Will
2 Worship

Eldritch Evolution and Postmortem Lunge are no strangers to Vizier combo, as they both put combo pieces into play. But generally, they are run in smaller numbers alongside sets of Chord of Calling or Collected Company. Neoform Vizier maxes out on each sorcery and supplements them with Neoform, an Eldritch Evolution that's one critical mana cheaper.

That mana's a game-changer when it comes to casting multiple spells in a turn. Neoformcan tribute a creature to search up a combo piece, then pilots can cast Lunge their tributed creature with the spare mana to go off early. This play is also possible with Eldritch, and even works with multiple creatures of the same mana cost in that case. But as it costs more, it's slower to execute. In any case, the Postmortem plan becomes hyper-reliable with so many functional evolutions in the deck, so maxing out on each piece makes sense at this stage in the deckbuilding process.

UG Evolve, by CAVEDAN (5-0)

Creatures

4 Cloudfin Raptor
4 Experiment One
3 Pelt Collector
4 Young Wolf
2 Sidisi's Faithful
4 Strangleroot Geist
4 Voice of Resurgence
1 Avatar of the Resolute
1 Deputy of Detention
1 Evolution Sage
1 Renegade Rallier

Instants

3 Pongify
3 Rapid Hybridization

Sorceries

4 Neoform

Lands

4 Botanical Sanctum
2 Breeding Pool
1 Dryad Arbor
1 Forest
1 Hallowed Fountain
3 Horizon Canopy
4 Misty Rainforest
1 Temple Garden
4 Windswept Heath

Sideboard

1 Aven Mindcensor
2 Damping Sphere
1 Eidolon of Rhetoric
1 Evolutionary Leap
1 Gaddock Teeg
1 Geist of Saint Traft
1 Kataki, War's Wage
2 Knight of Autumn
1 Lavinia, Azorius Renegade
1 Path to Exile
1 Reflector Mage
2 Scavenging Ooze

From the man who brought us the Niv-Mizzet Reborn deck mentioned above comes UG Evolve, a strategy format newcomers have wanted to work for as long as I can remember. The only War creature here is Evolution Sage, which increases the counter count on controlled creatures. Evolve's other buggers either come down cheap and grow larger as the board develops, or create large bodies to enable the evolving threats. Undying creatures work especially well for this, including honorary Undying creature Voice of Resurgence, and especially alongside Pongify to blow them up at will and net a beefy 3/3 in the process. Following Raptor with Young Wolf and hitting Wolf with Pongify, for instance, grows Raptor to 3 power for its first attack.

The new set primarily contributes to Evolve via Neoform, which unlike similar cards such as Eldritch Evolution, is cheap enough at two mana to wield aggressively. Instead of trading creatures for a 3/3, as Pongify does, Neoform chains them into in-deck creatures, giving the deck a toolbox aspect and helping it access Evolution Sage. This new piece of tech may be what the deck needed to at last become a solid Tier 3 contender in Modern.

Meta Slayers

We're also seeing some decks that take advantage of the direction Modern's metagame has been heading lately by employing surgical plans of attack.

Just Two Goyfs for Me, Thanks

Zoo is far from a new strategy in Modern, but it doesn't have close to the pedigree it used to. JUANPABLOALCALDE had something to say about Zoo's fall from grace, fleshing out a suite of Wild Nacatls with some of Modern's most potent hosers, tension with Tarmogoyf be damned.

Antimeta Zoo, by JUANPABLOALCALDE (5-0)

Creatures

4 Wild Nacatl
4 Narnam Renegade
4 Grim Lavamancer
4 Eidolon of the Great Revel
2 Tarmogoyf
3 Magus of the Moon
1 Knight of Autumn

Artifacts

3 Relic of Progenitus
2 Smuggler's Copter

Instants

4 Dromoka's Command
4 Lightning Bolt

Sorceries

3 Tribal Flames
2 Declaration in Stone

Lands

4 Arid Mesa
1 Blood Crypt
1 Dryad Arbor
1 Forest
1 Mountain
1 Plains
1 Sacred Foundry
1 Steam Vents
1 Stomping Ground
1 Temple Garden
4 Windswept Heath
4 Wooded Foothills

Sideboard

2 Knight of Autumn
1 Magus of the Moon
1 Relic of Progenitus
4 Ancient Grudge
2 Burrenton Forge-Tender
2 Gaddock Teeg
3 Ravenous Trap

Two Goyfs in a Zoo deck? What cruel brew is this? Anitmeta Zoo prefers to disrupt opponents with hosers than rely extensively on the sheer bulk of Tarmogoyf. It still includes the beater in some capacity; there are few better ways to chase a deceased Wild Nacatl, after all, and Antimeta Zoo runs plenty of card types to keep the Lhurgoyf nice and large. But it's got different priorities, its two-drop slot occupied by other beasts.

In today's metagame, that beast is Eidolon of the Great Revel. Hosing myriad combo decks as well as the established top dog, Izzet Phoenix, Eidolon puts the hurt on anyone chaining cantrips. Grim Lavamancer is also run at 4 here, providing free wins against small creature decks. Magus of the Moon rounds out the disruptive creature suite by punishing greedy manabases and Tron. Should these creatures prove ineffective in a given matchup, they can be looted away to Smuggler's Copter, or else used to crew the vehicle.

Besides Tribal Flames making an appearance as a closer and removal spell, Antimeta Zoo packs Declaration in Stone, a good indication that its pilot knew what he wanted to beat. Kitchen Finks, Prized Amalgam, and Arclight Phoenix are all great targets for the instant, and Declaration makes sense over Path given the deck's many Moon effects.

...And Keep Your Fetchlands, Too

As Modern's cardpool increases, players discover new color combinations that can work. Fatal Push, for example, enabled midrange and control decks outside of red or white, the other colors housing cheap removal options. This next deck takes that principle to the extreme, making the case that blue already has all the tools it could need.

Mono-Blue Thing, by BENNYHILLZ (5-0)

Creatures

4 Thing in the Ice
4 Snapcaster Mage

Enchantments

3 Spreading Seas

Instants

4 Cryptic Command
1 Logic Knot
2 Mana Leak
4 Opt
1 Remand
1 Spell Pierce
2 Spell Snare
1 Surgical Extraction
4 Thought Scour
1 Unsummon

Sorceries

4 Serum Visions
2 Set Adrift

Lands

4 Blast Zone
1 Field of Ruin
17 Island

Sideboard

2 Surgical Extraction
2 Ceremonious Rejection
2 Devastation Tide
1 Dispel
1 Hurkyl's Recall
1 Negate
2 Tormod's Crypt
2 Vedalken Shackles
2 Vendilion Clique

BENNYHILLZ is known as one of UW Control's earliest proponents, and here he re-invents the wheel again with Mono-Blue Thing. His is a control deck ditching traditional sweepers for the creature that single-handedly allows Izzet Phoenix to tangle with other creature decks, and swapping out fancy manlands for a full set of Blast Zone. The above list marks BENNYHILLZ's second published 5-0 on this list.

The biggest drawback to mono-blue has always been its lack of removal options; we've seen URx, URx, and UWx succeed in Modern for this reason. But between Thing in the Ice and Blast Zone, Mono-Blue Thing has plenty of ways to answer even swarms of ground units. Out of the sideboard, Vedalken Shackles becomes another reliable option to turn the creature matchup on its head and reward players for investing so thoroughly in basic Island. Before all those engines come online, Set Adrift and the decidedly unexciting Unsummon (chosen over Vapor Snag for its applications with one's own Snapcasters) do in a pinch.

New Harvests in Modern

The format had congealed around Phoenix and Dredge before War dropped, but all that seems to be changing now. Not only have new brews and tech choices surfaced, the metagame as a whole seems to be shaking out differently. Here's hoping it never stops surprising us!

Testing Punishing Fire: Experimental Setup

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The time has come to start rolling out the results of my latest foray into the Modern banlist. In the past, the return of this series was hailed with a public vote for which card I'd work on, followed by months of silence while I actually did the work. This time, extenuating circumstances dictated the card, so I never announced anything. Surprise?

For those new to this series, I periodically take a card from the Modern Banned and Restricted List, slot it into the current version of the deck that got it banned in the first place (if possible), then run it through a gauntlet of decks alongside a stock list (serving as the experimental control) to see what impact it might have on Modern if legalized. The intention is to see if the reasons for it being banned are still valid, and what its power level could be in an updated model. I have previously tested Stoneforge Mystic, Jace, the Mind Sculptor, Preordain, Bloodbraid Elf, and Green Sun's Zenith. This time, I tested Punishing Fire.

Repaying a Debt

If my testing Punishing Fire comes as a surprise to you, know that it was to me, too. Back when I started doing these tests, I specifically said that I wouldn't test Fire; Jund was a Tier 1 deck. Given that the other testing options were either cards that had never been in Modern, had more applications, or simply seemed more interesting, the opportunity cost of testing a card that would slot right into Jund and little else was too high to consider it a viable candidate. There was also the fact that I remembered its time in Modern and had no interest in reliving those grindy, grindy days.

What changed my mind? Nothing. I'd have rather tested anything besides Punishing Fire for the aforementioned reasons. The fact that Bloodbraid Elf got tested, unbanned, and hasn't done much changed nothing for me: I don't see value in testing Jund cards. Particularly ones that exist only to infinitely grind. I've also seen and played against it in Legacy since then, and I can't stand the gameplay it creates. Second Sunrise and Sensei's Diving Top are banned because they drag games out, and based on my experience, so does Fire.

However, the Grixis Death's Shadow player who's worked most of my tests really wanted me to test Fire. At heart, the man's a Jund devotee (he also piloted Jund in the early tests), and only ever played GDS because he felt he had to back in 2017. He very strongly wants Jund to be The Deck again and thinks Fire is the key. I don't agree; there's nothing wrong with the deck, it's the metagame that's against him. However, he's been asking me to test Fire for years now, and finally called in all his work on the project as favors to make me test it. And so, begrudgingly, I got to work.

The Banning in Context

Much like Green Sun's Zenith, Punishing Fire was briefly legal in Modern. Modern was first proposed in May 2011, and was debuted that September. Zenith and many other cards were banned immediately afterward. Fire survived until December 2011, when it and Wild Nacatl were banned following dominating performances at Worlds. Wizards justified their decision as follows:

We also have the goal of maintaining a diverse format. While there were aggressive decks, control decks, attrition decks, and combination decks that succeeded, the diversity was not ideal. In particular, the heavy majority of all aggressive decks were "Zoo" decks.

Basically, Zoo packing Nacatl and Fire was the only real creature deck at Worlds. Jund was also rocking the combo of Punishing Fire and Grove of the Burnwillows. The state of creatures at the time meant that anything cheap was just dead to Fire and weaker than Nacatl, so they were removed to allow more creature decks to exist. They were considered too good for their day, though ironically, Nacatl doesn't see play anymore.

A Place in Legacy

Since then, Fire has seen considerable play in Legacy as an intrinsic and potent part of Legacy Jund, though Jund itself has been steadily declining. It's still powerful, and Jund can wreck the unprepared, but in Legacy, Jund-style attrition is done better by Grixis decks.

Another Legacy home for the card is Lands, a prison deck that abuses Life from the Loam, various anti-creature lands, and Punishing Fire to shut down creature decks. Against everything else, it either loops Wasteland until opponents concede or combos them out with Dark Depths/Thespian's Stage.

Lands is a frustrating deck to play against in general, since most of its lock pieces are hard-to-interact-with lands (hence the name). However, the Fire/Grove combo is the worst, because it is incredibly slow, yet inexorable. The game isn't ever really over, and yet so few cards matter anymore that the frustration gets overpowering. Dealing a net one damage per turn is also akin to water torture. Finally, Grove's lifegain is a mana ability trigger, so it's a return of the rules headaches of Krark-Clan Ironworks.

The Test Decks

I was always going to test Fire in Jund. Jund was seconday compared to Zoo for getting Fire banned, but there's nothing comparable to Zoo anymore, so it wouldn't work as the test deck. It was also really tempting to just copy a 2011 Worlds decklist and go get lunch. However, Modern is a very different format today than it was back then, and those lists just aren't very good anymore. Anyone up for maindeck Thrun, the Last Troll and 26 lands?

Trying to modify a contemporary Modern deck to fit Fire also proved quite tricky. I could just awkwardly force in my test cards, but I want to use a list that would make actual sense if the card were legal. I ended up using Legacy decks as my guide for the manabase in the test deck and picking the more versatile removal. The control Jund deck is completely stock.

Control Jund, Test Deck

Creatures

4 Dark Confidant
4 Tarmogoyf
3 Scavenging Ooze
4 Bloodbraid Elf

Planeswalkers

4 Liliana of the Veil

Artifacts

1 Nihil Spellbomb

Sorceries

4 Inquisition of Kozilek
2 Thoughtseize

Instants

3 Fatal Push
2 Lightning Bolt
3 Assassin's Trophy
2 Kolaghan's Command

Lands

4 Blackcleave Cliffs
4 Verdant Catacombs
2 Raging Ravine
2 Treetop Village
2 Bloodstained Mire
2 Wooded Foothills
2 Swamp
2 Forest
2 Overgrown Tomb
1 Stomping Ground
1 Blood Crypt

Sideboard

2 Ancient Grudge
2 Anger of the Gods
2 Damping Sphere
3 Fulminator Mage
2 Surgical Extraction
1 Liliana, the Last Hope
1 Collective Brutality
1 Damnation
1 Engineered Explosives

Fiery Jund, Test Deck

Creatures

4 Tarmogoyf
4 Dark Confidant
3 Scavenging Ooze
4 Bloodbraid Elf

Planeswalkers

4 Liliana of the Veil

Sorceries

4 Inquisition of Kozilek
1 Thoughtseize

Instants

4 Punishing Fire
3 Assassin's Trophy
2 Fatal Push
2 Kolaghan's Command

Lands

4 Grove of the Burnwillows
4 Verdant Catacombs
2 Wooded Foothills
2 Bloodstained Mire
3 Overgrown Tomb
3 Blood Crypt
2 Forest
2 Swamp
2 Raging Ravine

Sideboard

2 Ancient Grudge
2 Anger of the Gods
2 Damping Sphere
3 Fulminator Mage
2 Surgical Extraction
1 Liliana, the Last Hope
1 Collective Brutality
1 Duress
1 Engineered Explosives

I had to cut a lot of one-drop interaction to make Fire fit. Assassin's Trophy stayed because it was more versatile against more decks. I consulted with the guy responsible for this test on the list, and based on his sideboarding recommendations, I replaced a maindeck Thoughtseize with a sideboard Duress. He only kept Thoughtseize in against control and combo decks, so if I'm going to side one in against those decks, Duress does the same job without hurting me.

The Gauntlet

As always, the testing gauntlet was chosen from decks doing well at the time the test began. This means that every deck comes from mid-to-late October 2018. This may surprise observant readers since I hadn't reported the Green Sun's Zenith test results then. I normally wait several months to recover between tests. However, the favors were called in at the end of September, and I had to get moving. As usual, I picked players I knew who were available for hours of testing via Skype calls and played the decks I wanted to test against. They used their own lists.

UW Control, Gauntlet Deck

Creatures

3 Snapcaster Mage

Sorceries

4 Terminus

Planeswalkers

3 Jace, the Mind Sculptor
2 Teferi, Hero of Dominaria

Enchantments

3 Search for Azcanta

Instants

4 Opt
4 Path to Exile
2 Condemn
3 Logic Knot
1 Negate
4 Cryptic Command
1 Settle the Wreckage
1 Hieroglyphic Illumination

Lands

4 Celestial Colonnade
4 Flooded Strand
4 Field of Ruin
2 Hallowed Fountain
1 Glacial Fortress
1 Ghost Quarter
5 Plains
4 Island

Sideboard

2 Damping Sphere
2 Rest in Peace
2 Stony Silence
2 Negate
2 Dispel
2 Geist of Saint Traft
1 Lyra Dawnbringer
1 Baneslayer Angel
1 Celestial Purge

I've always tried to have a wide spread of decks representing as many archetypes and playstyles as possible. Thus, I was always going to have UW Control. There was some debate over including Tron. Space in the gauntlet is limited, and Dredge being a huge boogeyman back then made a compelling argument. However, Tron is a known bad matchup for Jund across time and format fluctuations, so finding out how a new addition affects the matchup is always useful.

Mono-Green Tron, Gauntlet Deck

Creatures

2 Walking Ballista
3 Wurmcoil Engine
2 World Breaker
2 Ulamog, the Ceaseless Hunger

Planeswalkers

4 Karn Liberated
2 Ugin, the Spirit Dragon

Sorceries

4 Ancient Stirrings
4 Sylvan Scrying

Artifacts

4 Chromatic Star
4 Chromatic Sphere
4 Expedition Map
3 Relic of Progenitus
3 Oblivion Stone

Lands

4 Urza's Mine
4 Urza's Tower
4 Urza's Power Plant
1 Ghost Quarter
1 Sanctum of Ugin
5 Forest

Sideboard

4 Nature's Claim
4 Thragtusk
3 Thought-Knot Seer
2 Spatial Contortion
1 Grafdigger's Cage
1 Emrakul, the Promised End

The choice of which creature decks to run was easy in a rather hard way. I was always going to run two because the a priori assumption is that Fire is only impactful in those matchups. There were some obvious choices, but I didn't know if they were the best choices.

Last October, when I was putting together the gauntlet and getting the testing moving, Bant Spirits was the creature deck of choice. It had been doing well over the summer and continued to do so into fall so it would be the obvious inclusion. However, it's also a deck that I wouldn't expect Fire to have much effect against because of hexproof. This is a valid problem with Fire, so it's fine to include Spirits, but I needed another deck more in line with the decks from back in 2012 so I could see if the cited problem persisted.

Arclight Phoenix was a newcomer and while it had started making itself known back then, it wasn't clear that it would become the force that we now know it is. Therefore, I didn't test Izzet Phoenix. Dredge was also a consideration.

The obvious choice for a more traditional creature deck was Humans. Logically, it would be very vulnerable, since most of its creatures have 2 toughness or less and Meddling Mage gets overwhelmed by Jund's removal variety. However, it wasn't a very sucessful or popular deck at the time, because it wasn't as well-positioned as Spirits. Elves was the other option, with similar attractiveness for the test, though it's not a popular or successful Modern archetype. The decision was made when the Humans player immediately joined in when asked while the other pilots were still deciding.

Bant Spirits, Gauntlet Deck

Creatures

4 Noble Hierarch
4 Mausoleum Wanderer
4 Supreme Phantom
3 Phantasmal Image
2 Selfless Spirit
1 Rattlechains
4 Spell Queller
4 Drogskol Captain
2 Geist of Saint Traft

Instants

4 Path to Exile
4 Collected Company

Artifacts

3 Aether Vial

Lands

3 Misty Rainforest
3 Horizon Canopy
2 Flooded Strand
2 Windswept Heath
2 Botanical Sanctum
1 Breeding Pool
1 Hallowed Fountain
1 Temple Garden
1 Seachrome Coast
1 Cavern of Souls
1 Moorland Haunt
1 Plains
1 Forest
1 Island

Sideboard

3 Stony Silence
3 Rest in Peace
3 Unified Will
2 Thalia, Guardian of Thraben
2 Dromoka's Command
2 Gaddock Teeg

Humans, Gauntlet Deck

Creatures

4 Champion of the Parish
4 Noble Hierarch
4 Kitesail Freebooter
4 Meddling Mage
4 Phantasmal Image
4 Thalia's Lieutenant
3 Thalia, Guardian of Thraben
4 Mantis Rider
4 Reflector Mage
2 Militia Bugler

Artifacts

4 Aether Vial

Lands

4 Ancient Ziggurat
4 Cavern of Souls
4 Horizon Canpoy
4 Unclaimed Territory
1 Seachrome Coast
1 Island
1 Plains

Sideboard

2 Auriok Champion
2 Izzet Staticaster
2 Knight of Autumn
2 Sin Collector
2 Grafdigger's Cage
2 Damping Sphere
1 Dismember
1 Anafenza, the Foremost
1 Gaddock Teeg

Finally, my combo deck is Ironworks. Storm is my usual choice, but that didn't make sense this time. Neither it nor any other non-Ironworks combo decks were doing that well last October. Also, I had finally found someone who knew Ironworks well enough and was willing to test with me, so it was time to bring in the smelter.

Ironworks, Gauntlet Deck

Creatures

4 Scrap Trawler
2 Myr Retriever
1 Sai, Master Thopterist

Sorceries

4 Ancient Stirrings

Artifacts

4 Mox Opal
3 Engineered Explosives
4 Terrarion
4 Chromatic Star
2 Chromatic Sphere
2 Pyrite Spellbomb
4 Mind Stone
4 Ichor Wellspring
4 Krark-Clan Ironworks

Lands

4 Darksteel Citadel
4 Grove of the Burnwillows
3 Buried Ruin
3 Inventors' Fair
2 Spire of Industry
2 Forest

Sideboard

4 Silence
4 Nature's Claim
3 Lightning Bolt
2 Sai, Master Thopterist
1 Galvanic Blast
1 Back to Nature

Punishment

I'll be honest, this test wasn't enjoyable for me. I didn't like how Fire made me play, or many of the games that resulted. However, I still carried out the full test with as open a mind as I could, and tried to show that it would be fine in Modern, as I always do. Check back next week to see how that went.

War Domri in Temur Delver and GR Moon

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One of the more exciting War of the Spark cards for me was Domri, Anarch of Bolas. The card didn't appear especially powerful, but it did pique my interest as a potential role-player in a couple of my favorite decks: GR Moon and Temur Delver.

As the static-ability walkers spoiled, I identified in them one critical weakness: a lack of cohesion. While the abilities they offered seemed interesting one by one, taken together on a card, I felt most of the walkers did too many different things. We'd only want one of its many abilities in a given matchup, for instance, and Modern has better cards for executing that ability.

Domri, Anarch of Bolas offends less on this count, and I felt it would be possible to build a deck that benefited from all three of his modes. To make use of Domri's abilities, the deck would need to:

  • Go wide or want to buff creature power by 1 for some other reason
  • Make use of an additional mana per turn
  • Have creatures large enough to turn fight mode into a reliable kill spell

As it does every so often, my brainstorming led me back to two of my old pet decks: GR Moon and Temur Delver. Read on for proposed builds in each archetype and my preliminary thoughts on Domri in the decks.

An Embarrassment of Riches Walkers

GR Moon is a stompy deck that ramps into turn two Blood Moon and promptly pressures opponents until the game is over. It differs from Ponza in that it doesn't run land destruction cards, and has a much lower mana curve, enabling Faithless Looting to sift through the deck. Its primary closer is Tarmogoyf.

One of my longtime nitpicks with GR Moon, an archetype I've played around with for four years now, has always been the lack of effective planeswalkers to run. With Fatal Push legal, it's critical that Tarmogoyf be as big as possible, giving us plenty of incentive to fit walkers into the list. Granted, we've since received an adequate walker for the strategy in Sarkhan, Fireblood—see this article for more on his roles in the deck. But as they say, the more the merrier, and I think Domri too offers GR Moon some unique angles.

Domri's Roles

Domri's static ability rewards us for running Goblin Rabblemaster. The 2/2 has made it into a few of my Moon builds, especially the earlier ones with rituals, but has mostly held a flex spot in my builds. Lately, the card is proving itself as one of Modern's strongest options for quickly pressuring disrupted opponents. Giving every Goblin token +1/+0 significantly increases Rabblemaster's power, effectively doubling its per-turn damage output. Additionally, granting our creatures +1/+0 turns an excess of mana dorks into more pressure.

The mana addition also meshes with GR Moon's strategy. We like to dump mana sources beyond the fourth with Faithless Looting and Sarkhan, using that chaff to dig into business. Domri gets that ball rolling a turn earlier. Instead of deploying a fourth land, we can sandbag it and still have access to the same amount of mana. It's icing on the cake that our creatures can't be countered.

Fight mode is nothing new, as it's something the old Domri Rade also featured. But while Rade's other two abilities weren't worth our time, Anarch's are, incentivizing us to seriously weigh fight mode's applications. One of GR Moon's classic issues is its lack of hard removal. While splashing black is an option, and the first one I employed, it's not so elegant, especially with color-intensive walkers in the mix. Domri's -2 lets Tarmogoyf take out pretty much any threat across the battlefield, including other Goyfs thanks to the +1/+0. I've also used the -2 on a freshly-deployed Hazoret the Fervent before making a hasty attack. Of course, in lieu of a fatty, the ability leaves much to be desired—we can't be caught bringing a Bird of Paradise to a gun fight.

Here's the build I'm working with:

GR Moon, by Jordan Boisvert

Creatures

4 Noble Hierarch
2 Birds of Paradise
4 Tarmogoyf
4 Goblin Rabblemaster
2 Magus of the Moon
2 Hazoret the Fervent

Planeswalkers

3 Sarkhan, Fireblood
3 Domri, Anarch of Bolas

Enchantments

4 Blood Moon
4 Utopia Sprawl

Instants

4 Lightning Bolt
2 Tarfire

Sorceries

4 Faithless Looting

Lands

4 Wooded Foothills
3 Misty Rainforest
3 Verdant Catacombs
2 Stomping Ground
4 Forest
2 Mountain

Sideboard

4 Anger of the Gods
4 Damping Sphere
3 Dire Fleet Daredevil
2 Ancient Grudge
2 Dismember

Card Choices

This deck really wants to start with a mana dork in hand, be it Birds, Hierarch, or Sprawl. That's why we run 10 of them, an ample amount under the pending London Mulligan. With all those Bolt targets, as well as Rabblemaster, I figured it safe for Magus of the Moon to make an appearance. 4 Blood Moon isn't so many when your gameplan depends on it.

I split the walkers down the middle, maximizing the odds of sticking both. Looting can then ditch walkers as necessary with an equal chance of finding the right one down the road.

The sideboard maxes out on some of the best hate in the format. Dire Fleet Daredevil returns from the last build as another way to remove large threats across the table, especially against the Goyf decks, which also tend to run Fatal Push. There are no Surgical Extractions here because Damping Sphere hoses Izzet Phoenix better, and Anger of the Gods takes care of Dredge.

Tuning Temur Delver

My other long-lost deck, Temur Delver, uses Domri for slightly different purposes. It has no interest in deploying lots of creatures or going wide with tokens. Rather, Temur takes advantage of Domri's planeswalker type with self-mill effects to grow Tarmogoyf for value, and especially enjoys the +1/+0 boost on its creatures.

Domri's Roles

Tarmogoyf has long proved problematic for this deck, too, and now our Goyfs beat theirs in combat. Hooting Mandrills is also way more threatening when it's got Gurmag Angler-levels of power, not to mention impossible to stonewall with an Angler under Domri. Cutest of all, though, is the buff granted to Delver of Secrets. Not only does a 4/2 flier end the game very fast, Insectile Aberration now grants ferocious for Stubborn Denial!

As with GR Moon, Temur Delver usually finds itself strapped for mana. The extra boost from Domri helps cast threats while keeping up counterspell mana. And fight mode is relevant for the same reasons: we can finally remove big creatures with our bigger Goyfs.

Something to keep in mind about Domri in this deck, compared with in GR Moon, is that it won't be coming down ahead of schedule. Rather, Domri is a tap-out turn three play, or a way to punish opponents who commit mana to dealing with our creatures. Once it's down, they can't counter our future threats, which are larger than before and can also take out enemy creatures. Against aggro decks, Domri doesn't need to be dead on arrival each time; his +1 can generate a mana for Hooting Mandrills, or Tarmogoyf if we've got another to spare, and these creatures can protect him for the turn cycle.

The list:

Temur Delver, by Jordan Boisvert

Creatures

4 Delver of Secrets
4 Tarmogoyf
4 Hooting Mandrills
1 Snapcaster Mage

Planeswalkers

2 Domri, Anarch of Bolas

Artifacts

4 Mishra's Bauble

Instants

4 Thought Scour
4 Lightning Bolt
3 Stubborn Denial
2 Mana Leak
1 Simic Charm
1 Lazotep Plating
1 Tarfire

Sorceries

4 Serum Visions
2 Faithless Looting
1 Flame Slash

Lands

4 Misty Rainforest
4 Scalding Tarn
2 Steam Vents
1 Breeding Pool
1 Stomping Ground
3 Spirebluff Canal
2 Island
1 Forest

Sideboard

3 Damping Sphere
2 Blood Moon
2 Huntmaster of the Fells
1 Hazoret the Fervent
1 Snapcaster Mage
3 Surgical Extraction
2 Anger of the Gods
1 Stubborn Denial

Card Choices

Snapcaster is a bit clunky in Temur, but I like the upside of keeping a single copy in the mainboard of a four-Scour deck. Taking a cue from Grixis Shadow, I've included 2 Faithless Looting here as a means to sift through unwanted cards or dump rare card types into the graveyard—Domri in particular can clog in the early-game. Bauble is here to make Tarmogoyf worth playing over Death's Shadow, and so is Tarfire.

The other flex spots are occupied by Flame Slash, a killer of Thing in the Ice, and a couple blue protection spells: Simic Charm and Lazotep Plating. Both of these save our threats from removal with upside. Simic's benefit is its flexibility: we can use it to soft-disrupt a combo by bouncing a creature, or to trample over an enemy blocker with Hooting Mandrills. Plating, too, is flexible, as outlined in my War of the Spark spoiler review. But its bonus effect of generating a token happens no matter which "mode" we choose—countering a burn spell; saving a creature; protecting Domri; or just end-step amass. Of note: with the planeswalker in play, our amass token is a 2/1! I like amass here because it insulates us from edict effects, as on Liliana of the Veil, and gives us blockers for the damage race or pressure for an enemy planeswalker.

This sideboard does indeed run Surgical Extraction, as well as Damping Sphere and some Moons of its own for the big mana matchups. Huntmaster and Hazoret remain Temur staples in my eyes. The Werewolf and his token increase their power by a lot with Domri in play, and Hazoret hits like a ton of bricks no matter what. The final Stubborn sits in the sideboard for spell-based matchups.

A Walker on the Wild Side

I don't think either of these decks will upend Modern, or even close—they both have fundamental issues that Domri doesn't fix. But I do think the walker improves them on some metrics. For me, part of the fun of Modern is being able to gradually strengthen beloved decks as new cards are released. Which War cards have you feeding your pets?

The Culmination: MC London

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At last, we've got the Mythic Championship results. It's been quite the build up between the ongoing saga of Izzet Phoenix and questions over the proposed mulligan change. We were all looking for definitive answers from London, and while I didn't get all of them, I think there's enough evidence to answer some of them. Though not without some caveats.

The Disclaimers

This is the time where I make my usual disclaimer about over-analyzing results from the Pro Tour, now Mythic Championship. This is an invitation-only tournament, so the sample is not random. It is also quite small, so there is opportunity and motive to try and game the field rather than pick on deck based on merit alone. This is also a mixed-format event, and the draft portion has a huge impact on final standings. A player can be mediocre in constructed and flawless in draft for a high finish and vice-versa. Thus, the data should always be viewed skeptically.

However, MC London's data is particularly disorienting when it comes to assessing the metagame at large. There were a lot of new policies in place that may have skewed the results. The London Mulligan is the most notable, but it's not alone. Historically, the PT has taken place a few weeks after a new set releases so that players can learn the draft format. But London was a prerelease. Therefore, there was far less time to practice. In turn, this meant draft practice was prioritized over constructed practice, and the Modern results may have been affected as a result.

A Metagame Question

This reprioritization almost certainly exacerbated the problem of pro-level players struggling with Modern. If Twitter is any indication, a lot of players couldn't find a deck. This isn't newmost of competitive Magic isn't Modern so they don't play that much. Modern is a format that rewards mastery and experience over all else, and if players don't naturally have that, it is hard to manufacture for one tournament.

For this reason, pros have tended to pick very safe and well-known decks. That London would be Modern was also a relatively late announcement, so it didn't leave that much time to prepare. In these circumstances, it's natural for players to just default to whatever decks they've had previous success with or appear to be doing well. Rather than try something new, it's just better to stick with the new hot deck in Izzet Phoenix or last year's best deck Humans.

Also of note is the London Mulligan's pre-tournament effects. Before the tournament, all the buzz said that Tron would be the biggest beneficiary, which mathematical models appeared to confirm. Given that Tron is a known good deck and not that hard to play, all the hype and expectation were naturally going to inflate its numbers.

An Information Advantage

The final factor impacting London's data is open decklists. Wizards likes letting spectators see the decklists and has long been worried about scouting, so they decided to publish all the decklists on Day 1. The only hidden information was how many of each card was in each sideboard. This gave Humans a huge advantage and suppressed combo decks. Humans' maindeck has been pretty stable for over a year now, so there's not much difference between hiding and revealing their decklist.

Specifically, the decklist rule makes Meddling Mage much better. Mage is a very powerful card, but only good if you actually name a relevant card. It struggles against decks with multiple key cards or imperfect information. Forest, go could mean a slow start from Elves, Hardened Scales, and Tron or Amulet Titan. A turn 2 Mage in the dark is a wild guess. With access to opponents' decklists, each blind Mage was at least in the ballpark, and far more potent.

Additionally, combo decks were denied the surprise boost from opponents' confusion. There are a lot of very powerful combo options in Modern, and at least some players may have been trying to break the format with the London Mulligan. However, the threat of Humans combined with their deck's reliance on surprise was killed by open decklists. The incentive was to fall back on safe, known lists, rather than branch out.

Day One

So when it comes to actually looking at the data from London, there really isn't much surprise. According to Wizards, Tron made up 14.6% of the field, followed by Izzet Phoenix at 12.0% and Humans with 10.3%. There is a steep drop-off to fourth place with UW Control's 7.4%. The expectation that the more well-known and popular decks would do well is holding strong. Humans was last year's big deck, and Izzet has been this year. What I didn't expect was Tron to show up as strongly as it actually did. Beating out Izzet Phoenix for most popular deck is no small feat, and I suspect happened on the strength of the hype around Tron benefiting from the new mulligan. Other than that, the metagame looks quite diverse for an invitational tournament.

Day Two

The Day 2 data is rather unexceptional, as every deck made Day 2 in numbers equivalent to its initial population. The win rates are all over the place, but their order in terms of total representatives didn't change at all. This doesn't indicate any noticeable change in strength. Focusing on conversion rates is something of a fallacy, since popular decks will suffer from their popularity. This is borne out in the data, since the lower the starting population, the higher the conversion rates.

In Context

When it comes to overall win percentages, things get more interesting. Despite expectations set by Humans' advantage, the best performer was Ad Nauseam. Tron is indeed a great matchup, but Humans is quite bad. I presume that expert sideboarding is the reason for this jump. Overall, no deck really shone. The average win rate is roughly 50%, so Tron's 47.7% is not very good. This is likely due to players expecting the deck and packing enough Damping Spheres to protect themselves.

The Top 8

Humans won, which is hardly surprising considering there were three copies in the Top 8. Tron managed two, with TitanShift, Affinity, and Izzet Phoenix rounding it out. Tron and Human's numbers are hardly surprising considering their Day 2 presence, nor is Phoenix placing. It is proving very hard to keep the firebirds down. It's impressive that Matt Sperling made it with Affinity since it's been displaced by Hardened Scales. I imagine the Experimental Frenzys were critical to his success.

Given that, the interesting part of the Top 8 is that no UW Control made it. UW has a close matchup against Izzet Phoenix, can be made to handily defeat Tron, and fairly good against the field. I imagine it fell foul of Humans. UW doesn't play that many unique creature removal spells so it's easy to Meddling Mage it out of the game. You can also prevent a miracled Terminus by Vialing in Kitesail Freebooter in response to the trigger. Jeskai had a far better matchup, but it's weaker against the field.

Despite all this, I wouldn't read too much into the Top 8. Given that draft results are included, the actual finishes aren't very indicative of a deck's strength. To look

The Modern Story

Instead of the final placings, I would look at just the Modern match points. Doing so eliminates any boost or drag from the draft, and gives a clearer picture of deck strength. No deck ran better than 9-1 in Modern. This is the metagame of 8-2 or better decks.

Deck NameTotal #
Izzet Phoenix5
Humans4
Dredge2
Ad Nauseam2
Red Eldrazi2
UW Control2
Tron2
Burn1
Jund1
Titanshift1
Hardened Scales1
Affinity1
Amulet Titan1
Whir Prison1

This table looks very similar to the metagame we've been observing for the past several months. Izzet Phoenix is clearly on top, with Humans nipping at its heels. The rest of the metagame is very broad and roughly equal in metagame share, and therefore power level. To keep beating the dead horse, this indicates that the overall metagame is very healthy. The question remains: is Phoenix's continued seat atop the standings still acceptable? I think the answer has become no.

Despite its numbers being relatively down from GP levels, Phoenix is maintaining a high win rate. The second most popular deck, it had a 52.7% win rate. That's pretty average for the field. However, popular decks should necessarily have a lower rate, because they have more mirror matches and pilots that bomb out, cancelling some wins of the successful. Ad Nauseam did the best with 61.7%, and only boasted eight copies in the tournament. So only one player had to do well for the rate to bloom.

However, despite appearances, Izzet Phoenix's win rate is staggering considering that players were running a ridiculous amount of Surgical Extractions in London. The card that players are convinced is critical to beating Phoenix, despite everything, was the most popular card in London, and five Phoenix players still managed 8-2 or better. Granted, there are other (better) options for defeating Phoenix, but Surgical's speed and splashability, as well as the perception players have of it being great against Phoenix, continue to make it a favored sideboard choice. In terms of other hate, Relic of Progenitus was 15th place and Path to Exile 4th. Players were clearly aware of Phoenix, prepared for it, and yet Phoenix was still winning more than everyone else. Given that the field was extremely hostile, a 52.7% is very high. This makes me think Phoenix is running out of time.

My Take

I predicted that the metagame was relatively settled going into London, with Phoenix on Top followed by Humans with the rest of the meta trailing in their wake. I didn't account for Tron's popularity, but other than that London's results do look very similar to GP Yokohama's which were consistent with all the earlier results. Thus it's safe to say that Izzet Phoenix is clearly on top of the metagame with Humans, Tron, and Grixis Death's Shadow being strong contenders.

As for Phoenix itself, I've remained hopeful that the metagame would naturally adjust and push it back down. That doesn't appear to be happening. Izzet Phoenix continues to show up in large numbers and then turn those into high tournament placings. Couple that with a high win rate in a very hostile field, and it's hard to argue that Izzet Phoenix can't overcome any obstacle. This moves the deck from an interesting anomaly into a metagame trend, and potentially a dangerous one.

I don't think it's inherently broken by any means. However, all the data is indicating that it's taking up a worrying amount of Day 2 space and is arguably dominating Modern. This often warrants action. It could be winning too early too often as well, but only Wizards knows if that rumor is true. I imagine based on available data that action will be taken against Izzet Phoenix. My guess is a Faithless Looting ban to nuke the best starts.

The Mulligan Question

This begs the question of whether the London Mulligan will be sticking around. The simple answer is that I don't think the Mythic was a very good test. As a result, I can't determine anything conclusive about the mulligan change. The fundamental problem was that there were too many variables at play per my disclaimers. If this weren't a prerelease draft, pros would have had more time to test Modern. This could have led them to make less safe deck choices.

Open decklists also punished players looking to branch out. A lot of the value of picking a wonky rogue deck is opponents being confused by something unexpected. That wasn't possible. Therefore, London was not really a test of what the mulligan was capable of because there was no incentive to push the envelope. As a result the rule didn't get a very rigorous field trial, just a nice safe unveiling. Thus I don't consider it valid data.

The real test is ongoing (at time of writing) via MTGO. Unless Wizards has a massive change of heart, we'll never know the exact effect of the mulligan because we'll never see the data. If testimonials saying the change is fine are correct, the rule will stick. If Ken's is more accurate, then it may not. Many definitely think the rule is good, and apparently Mark Rosewater said in a panel that he expected it to stick. Therefore, I expect that it would take a major distortion in the MTGO metagame to prevent this change.

What Comes Next?

Even if Wizards doesn't change the mulligan rules nor ban anything from Izzet Phoenix, there are big changes on the horizon for Modern. Specifically, Modern Horizons' spoiler season begins later this month. Even if the set's impact is muted, as I expect, it will still shake things up and is guaranteed to bring in some fresh blood. I look forward to seeing what shakes out soon.

Brew Report: That’s Wizard’s Chess

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By the time this piece is published, Mythic Championship London will be streaming, and Modern players will be testing the London mulligan in a high-pressure environment for the first time. The results of that event will have a massive effect on the format's future. For those who just can't wait until the Top 8 ends to decide if they like the rule change or not, today's brew report explores the shifts in published online lists after Wizards began the London's trial period through the lens of brand-new Modern tech.

The New Mulligan: Pre-London Impressions

It's not much, but we've now at least got some tangible data regarding the London Mulligan's potential effects on Modern. That data takes the form of four MODO 5-0 dumps, two Modern Challenges, and two MOCS events, all published by Wizards. Poring over that data led me to a couple conclusions.

Combo Isn't Crazy

As in, combo decks don't seem to have polarized the metagame, despite combo decks benefiting more from the London Mulligan than other strategies. In fact, interactive decks seem to be doing even better than before. Perhaps we owe part of this result to Cheeri0s, a faster combo deck that naturally preys on other combo decks, or on decks otherwise interaction-light. When the London was implemented online, Cheeri0s is the one combo strategy that saw an immediate surge in performance, epitomized by a Modern MOCS that featured two copies in the Top 32. That success was not replicated in the other large event postings, indicating that Cheeri0s is not suddenly broken under the London, but rather just "a deck" again, something it couldn't boast under the Vancouver (or "scry 1") mulligan.

Cheeri0s becoming consistent enough to function unmolested bodes well for Modern's interactive and fair decks; the ones that are likely to have Fatal Push, Path to Exile, or Lightning Bolt handy as of turn one. These decks can easily disrupt the deck and go on to win the game, while other combo strategies, including big mana archetypes like Tron, must aggressively mulligan for their limited removal spells rather than for their enablers. Indeed, the deck continued to post 5-0s throughout the London's trial period.

Other combo decks weren't as fortunate. I did catch a single Jeskai Ascendency deck, and one Bring to Light Scapeshift deck, but these kinds of fringe-strategy blips are common enough over the course of a month's MODO dumps that I'd hesitate to attribute them to the London Mulligan. Griselbrand-based combo decks did seem moderately viable, but not nearly as much as pundits the likes of Frank Karsten have cautioned; I spotted zero copies of Pull from Eternity, and Goryo's-Breach decks had set a precedent this month even before the London was implemented.

There was one final combo deck that resurged after the London was put into place: UR Twin. Splinter Twin is a card an extremely vocal subset of Modern players clamor for unbanning pretty much any time they're displeased with the format, including while Arclight Phoenix was bursting onto the scene (and bursting, and bursting...). Its defenders argue that by forcing opponents to interact, the deck encourages fair Magic and removes the ever-vague element of "degeneracy" from Modern. As examined above, Cheeri0s seems to be wearing that hat quite well right now. More curious still, the three Kiki-Exarch decks I found (linked below) showed up after the London was debuted. It's possible that this rule change revitalizes the archetype in a way Modern can demonstrably handle.

Looks Like Modern

Most striking about the new data is how familiar Modern looks. A range of archetypes continue to be present, and new tech choices keep cropping up, as they always do—this month, Kaya, Orzhov Usurper has made a name for herself, popping up in BW Tokens, Whir Prison, Abzan Rock, and Esper Control, sometimes all at once! Phoenix appears on a decline as the metagame finally starts to adapt to the format boogeyman via mainboard hate cards.

Such innovation was on full display this month, as it tends to be in Modern, and as we'll observe now.

Mainboard Hate at a Premium

Existing and fringe archetypes alike are staking a claim in Modern with more mainboard hate. This month featured not one, but two Death & Taxes lists packing Jötun Grunt, as well as a Grixis Control build with a full set of Cremates in its 60. Others still went not for a splash of hate, but opted to build their decks around hosing Modern's top decks.

Esper Eldrazi, by MEHHOLE (5-0)

Creatures

4 Tidehollow Sculler
2 Spellskite
1 Wall of Omens
4 Spell Queller
4 Eldrazi Displacer
3 Wasteland Strangler
2 Deputy of Detention
4 Ulamog's Nullifier
2 Thought-Knot Seer

Artifacts

4 Aether Vial
1 Relic of Progenitus

Enchantments

2 Rest in Peace

Instants

4 Path to Exile

Lands

4 Eldrazi Temple
4 Cavern of Souls
4 Flooded Strand
2 Polluted Delta
2 Godless Shrine
2 Hallowed Fountain
1 Watery Grave
1 Moorland Haunt
1 Plains
1 Swamp
1 Island

Sideboard

1 Relic of Progenitus
1 Rest in Peace
1 Celestial Purge
1 Fatal Push
2 Lingering Souls
2 Phyrexian Revoker
4 Thoughtseize
3 Timely Reinforcements

Esper Eldrazi boasts a proactive, disruptive gameplan revolving around exiling an opponent's cards. Sculler, Queller, and Deputy all temporarily exile spells and permanents on the cheap, but processors like Wasteland Strangler and deck lynchpin Ulamog's Nullifier render that zonage permanent. A primary benefit of this synergy is the deck's desire to mainboard Rest in Peace and Relic of Progenitus, terrific cards against Phoenix, Dredge, and even the BGx Rock decks gaining steam.

Vizier Combo, by PARABOL336 (5-0)

Creatures

4 Devoted Druid
4 Vizier of Remedies
4 Thalia, Guardian of Thraben
3 Duskwatch Recruiter
4 Militia Bugler
2 Eternal Witness
1 Ezuri, Renegade Leader
1 Walking Ballista
4 Simian Spirit Guide

Instants

4 Collected Company
3 Chord of Calling

Artifacts

4 Chalice of the Void

Lands

4 Windswept Heath
2 Misty Rainforest
1 Overgrown Tomb
1 Temple Garden
4 Horizon Canopy
3 Razorverge Thicket
3 Gemstone Caverns
3 Forest
1 Plains

Sideboard

2 Assassin's Trophy
1 Kataki, War's Wage
2 Knight of Autumn
1 Kor Firewalker
2 Postmortem Lunge
2 Scavenging Ooze
1 Selfless Spirit
2 Sin Collector
2 Tireless Tracker

Vizier Combo, like Cheeri0s, makes great use of the London Mulligan to hastily find its combo pieces. As in Colorless Eldrazi Stompy, the deck has chosen here to maximize the buff it gets from enhanced mulligans by running Simian Spirit Guide and Chalice of the Void instead of mana dorks like Noble Hierarch, which upgrade lackluster hands with many cards. The package gives Vizier Combo a free-win dimension against Izzet Phoenix, most notably, but also Infect, Cheeri0s, and other various decks. Even some Humans decks have opted to run a set of Chalice in the main and enjoyed 5-0s.

Rakdos Stompy, by RAYSTACK (5-0)

Creatures

3 Goblin Rabblemaster
2 Master of Cruelties
1 Hazoret the Fervent
1 Phyrexian Obliterator
4 Simian Spirit Guide

Planeswalkers

3 Chandra, Torch of Defiance
2 Liliana of the Veil

Artifacts

4 Chalice of the Void
4 Ensnaring Bridge
2 Serum Powder

Enchantments

4 Blood Moon

Instants

2 Kolaghan's Command

Sorceries

3 Collective Brutality
1 Damnation
1 Dreadbore

Lands

4 Bloodstained Mire
2 Verdant Catacombs
2 Blood Crypt
2 Dragonskull Summit
2 Graven Cairns
1 Lavaclaw Reaches
7 Swamp
3 Mountain

Sideboard

1 Goblin Rabblemaster
1 Kolaghan's Command
2 Anger of the Gods
1 Damping Matrix
1 Eidolon of the Great Revel
3 Leyline of the Void
1 Nihil Spellbomb
1 Pia and Kiran Nalaar
1 Rakdos Charm
1 Ravenous Trap
1 Slaughter Games
1 Torpor Orb

I covered Rakdos Stompy in detail last month, and am here to report that the deck is apparently not a fluke. It sustained impressive numbers for all of April, and has even evolved to include some new tech in the form of—no way—Serum Powder! Without Eternal Scourge synergies, I'm honestly not sold on Powder in the deck, but I also haven't tested this build. In any case, Rakdos seems more streamlined, now running Goblin Rabblemaster in the main for quick pressure and dropping Magus of the Moon from the mix entirely. I'm excited to see how this archetype shakes out in the near future.

Emperor Izzet's New Clothes

Izzet Phoenix's Top 8 appearances are apparently declining, if sluggishly. But no matter your take on the boogeyman's dominance, it would be tough to deny UR's recent stratification. Other Izzet decks are seeing play!

UR Suspend, by QEL33 (5-0)

Creatures

4 Greater Gargadon
2 Simian Spirit Guide

Planeswalkers

1 Chandra, Torch of Defiance
1 Jace, the Mind Sculptor

Artifacts

1 Tormod's Crypt

Enchantments

4 As Foretold

Instants

4 Opt
4 Electrodominance
3 Remand
2 Abrade

Sorceries

4 Ancestral Vision
4 Restore Balance
4 Serum Visions
1 Flame Slash

Lands

4 Scalding Tarn
4 Steam Vents
4 Spirebluff Canal
1 Cascade Bluffs
4 Tolaria West
2 Island
2 Mountain

Sideboard

1 Remand
1 Tormod's Crypt
2 Anger of the Gods
4 Dispel
1 Pithing Needle
4 Relic of Progenitus
1 Shattering Spree
1 Shatterstorm

UR Suspend is a deck I have some experience working on: when As Foretold was spoiled, I spent a few weeks trying out different builds, finally settling on UR and Grixis as ideal shells for casting Restore Balance, which I understood to be the best suspend spell. This list seems like a natural evolution of that one given how Modern's cardpool has grown.

A Chandra was dropped for a Jace, which was banned at the time; Sleight was nixed for Opt, which was also not legal. But the biggest addition to the deck was Electrodominance, which allows the combo to be more consistent. This introduction informs the other swaps: Leak was traded for Remand, a superior option when the combo is more reliable; with less need for Plan Bs, Bolts, Snaps, and Moons became Abrade, Flame Slash, and Tormod's Crypt, all better interactive cards for staying alive, and more copies of Greater Gargadon.

This streamlined version of UR suspend reads like a significant upgrade, but Modern's other decks have gotten more powerful, too. We'll need more data to determine if it's better than the As Foretold Living End decks, which have more of a pedigree at this point.

Remand Burn, by KO_MAK (23rd, Modern MOCS #11845695)

Creatures

4 Goblin Guide
4 Monastery Swiftspear

Sorceries

4 Sleight of Hand
4 Lava Spike
4 Rift Bolt
4 Skewer the Critics
4 Exquisite Firecraft

Instants

4 Lightning Bolt
4 Remand
4 Skullcrack

Lands

4 Scalding Tarn
3 Flooded Strand
3 Polluted Delta
4 Steam Vents
4 Ramunap Ruins
1 Island
1 Mountain

Sideboard

4 Satyr Firedancer
4 Searing Blaze
3 Torpor Orb
2 Shatterstorm
1 Blood Moon
1 Grafdigger's Cage

Remand Burn splashes blue into Burn for, you guessed it, Remand... and Sleight of Hand. Not Serum Visions, or Opt, but Sleight of Hand! Sleight offers immediate selection and gets a little deeper than Opt, but at the cost of letting down shields. In a deck splashing 4 Remand, I'm still a bit puzzled about its inclusion.

The rest of Remand Burn started to make sense as I unearthed more of the online metagame. With both clunky midrange decks and Chalice of the Void decks on the rise, this deck wants to extract a tempo advantage from the counterspell while side-stepping the hate with pricier, higher-impact damage-dealers. Rift Bolt, Skewer the Critics, and Exquisite Firecraft could all care less about the XX artifact, and closers like Wurmcoil Engine or even Tarmogoyf look much less appealing in the face of a pseudo-Time Walk.

UR Twin, by DARTHKID (1st, Modern MOCS #11845700)

Creatures

4 Deceiver Exarch
4 Snapcaster Mage
1 Pestermite
1 Vendilion Clique
2 Kiki-Jiki, Mirror Breaker

Planeswalkers

2 Jace, the Mind Sculptor

Instants

4 Lightning Bolt
4 Opt
4 Remand
4 Cryptic Command
1 Spell Snare
1 Abrade
1 Electrolyze

Sorceries

4 Serum Visions
1 Flame Slash

Lands

4 Scalding Tarn
3 Flooded Strand
3 Steam Vents
3 Sulfur Falls
1 Cascade Bluffs
1 Field of Ruin
6 Island
1 Mountain

Sideboard

1 Abrade
1 Spell Snare
2 Anger of the Gods
2 Blood Moon
1 Ceremonious Rejection
1 Disdainful Stroke
2 Dispel
1 Rending Volley
1 Shatterstorm
2 Surgical Extraction
1 Teferi, Mage of Zhalfir

And here's that UR Twin deck mentioned above. The deck looks remarkably similar to Twin in its prime, but it has adopted some newer tools: Jace, the Mind Sculptor seems important for tracking down those Kiki-Jikis; Abrade gives the deck's removal package some much-needed utility; Opt compliments Serum Visions and Twin's flash-in nature.

Besides winning the MOCS, DARTHKID also 5-0d with the deck in a dump published the same day, and another pilot did so a few days later. If Twin continues to post even lower-tier results using Kiki-Jiki, I doubt Wizards will rush to unban Splinter Twin itself for any reason.

The London Mulligan: Totally Barbaric?

I'm optimistic about the London mulligan. We know Wizards is interested in going forward with it, or they wouldn't be taking so much testing time. This weekend's Mythic Championship is the final proving ground for the rule change. I think should the tournament's results reflect the trends explored here, or deviate minimally, there's a good chance the London is implemented. That being said, London has much higher stakes than Magic Online, and the world's best will be trying their darnedest to break the mulligan. But they haven't succeeded so far. Here's hoping for another failure on their part and better openers for the rest of us!

Final Check-in: Pre-London Cleanup

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This is a very busy week. War of the Spark is now completely revealed, and so I have a few final cards to discuss. There have been a number of interesting cards for Modern, but we haven't seen any obvious all-stars. Of course, that may be a lot to ask for, and more role-players are always welcome. The other thing is that Mythic Championship London is this weekend. That tournament's results are critical for the future of Izzet Phoenix in Modern. However, an even more important factor will be the impact of the proposed change to the mulligan rule. While the proof is in the proverbial pudding, I've done some testing on my own, and have concerns about London.

Final Check-in

Before all that, let's take stock one last time of the metagame before the Mythic Championship. Unfortunately, there is currently no Day 2 data for GP Yokohama. I'm not sure why there wasn't one this week, though the lack of a Day 2 for GP Niagara also may indicate a policy change. Therefore, there's no way to tell if the real concern about Izzet Phoenix's Day 2 presence remains valid. There were five copies in the Top 32 and one more in the Top 8. I have noticed that non-US GPs have had fewer Phoenix lists Top 8 than the American ones, so this might not mean anything.

The Top 8 was won by Hardened Scales, which is fascinating, since it had to dodge three Dredge decks. Most Dredge decks run Ancient Grudge and Nature's Claim, so I can't imagine Grafdigger's Cage or any artifact creature surviving long. Fortunately for Scales, it did dodge Dredge and thus skated to victory. Dredge hasn't done that well in previous GPs, so I'm curious why it was so successful this weekend. The sideboard hate in the listed decks isn't really lacking, so maybe it just ran well.

In any case, the overall metagame in Yokohama appears to be consistent with what we've seen previously. This in turn means I expect to see the same decks in the same frequency this weekend in London. I do predict that if the observed trends continue through London, Wizards will be obligated to intervene.

Card Discussion: Narset's Reversal

Last week, I said that Dovin's Veto would revolutionize control decks. First, it forces changes in the mirror, because landing and riding a planeswalker to victory is far harder. Second, it stands to change combo matchups, since Pact of Negation no longer wins counter wars. The control vs. combo dynamic will have to change again, because in the intervening week, Narset's Reversal was spoiled. While its applications are very narrow, I expect Reversal to have a huge impact for combo decks.

Reversal copies an instant or sorcery, then returns the original copy to its owner's hand. As Jordan mentioned, this gives you the option to turn opposing spells on their owners. I'm a bit skeptical of this usage. The original spell will be cast again, so it's like kicking the can down the road with upside. Copying Path to Exile or Fatal Push with Reversal is like making the opponent pay an extra mana and sacrifice a creature to kill your creature. It's not bad, but not exactly a game changer. I think the real value lies in redefining counter wars.

Just like Misdirection, this can be used to counter counterspells. Reversal remains on the stack while it's resolving, and when the copy is made, Reversal is a momentarily-legal target. Upon resolution, Reversal leaves the stack, and the copy will fizzle for lack of a target. Since this doesn't actually counter the counter, it should only be used to force a game-winning spell through. A more straightforward use is to simply to use it on the instant or sorcery being countered, à la Remand. While this does only work for instants and sorceries, it will also result in fewer judge calls.

A Place for Everything

While I could definitely see control using Reversal to answer opposing Vetoes, I think that combo will be its real home. A deck like Ad Nauseam needs to resolve the namesake card no matter what. Reversal provides a way out of a counter war and can potentially defend against Thoughtseize. Pact of Negation will be better most of the time, but in a world where Veto is present, Reversal stands to be prime sideboard material.

A more intriguing use for Reversal is in Storm. In addition to the previously mentioned utility of getting around counterspells, Storm could integrate Reversal into its combo. Copies aren't cast, and therefore storm won't trigger, meaning you can't Reversal an opposing Grapeshot and win on the spot. However, targeting your own Grapeshot means it can be recast with additional Storm. This opens the possibility of forgoing Past in Flames entirely, an attractive option in a world full of graveyard hate. It does lose the synergy with Gifts Ungiven, but there may be other options. Watch Caleb Scherer closely; if this is a viable strategy, he'll know.

Card Discussion: Finale of Devastation

The next card is Finale of Devastation. The first half of the card is a better Green Sun's Zenith for an extra green. My testing indicated that Zenith's power was much higher than expected, and now there's a fixed version. I can't imagine Wizards would allow the two cards to coexist, since the fear of too much tutoring is very real. I was skeptical of an unban before, now I'm writing it off entirely.

While Finale can still find Dryad Arbor to accelerate mana, it's much slower, and jumping from two to three is less dramatic than one to two. It may be a thing anyway, but it won't be as good. Therefore a lot of the appeal from Zenith is lost here. However, Finale compensates with some extra text. On the front end, Finale can find any creature, and it can also be used to reanimate creatures. The first part is very good, but I'm skeptical of the latter. Since you have to pump the creature's mana cost into Finale to cast it, it's not saving mana like Unburial Rites. Additionally, there's very little difference between searching the library or graveyard for most creatures, so the reanimation clause is mostly a nice feature.

Obvious Home

Deck that seems like it would be the best home for Finale is Elves. The deck already plays a lot of tutors and generates unreal amounts of mana with Elvish Archdruid and Heritage Druid. I noted in my Zenith test that Elves really liked the extra tutoring and while the explosive starts are great, the real power of the deck comes from tutoring a lot. I tried out Finale in the proxied Zenith test deck and while it was noticeably worse than Zenith, it's not enough to be disqualifying. I didn't use Zenith to accelerate with Arbor much anyway, so in practical terms, the only difference was a slightly more prohibitive cost. This tells me that Finale will see Modern play.

Side Benefits

As compensation for the extra mana, Finale isn't restricted to green creatures. Every creature is on the table, though take that with the whole salt shaker. Thanks to the extra green, Finale won't be played outside heavy-green decks, and so will mostly find green creatures. I'm also having a hard time coming up with other colored creatures that I want to search for.

Searching for non-green creatures puts Finale in competition with Chord of Calling. Chord is an instant, but it also costs one more green. However, convoke means it doesn't actually cost any more mana. Being an instant also opens the door for Restoration Angel tricks or Spellskite protection, which probably keeps Finale out of Kiki-Chord and similar decks.

Hatebears is another possibility, but finding small creatures is Collected Company's job. Tutoring for Thalia, Guardian of Thraben or Gaddock Teeg is very good, but Company provides so much value that it's a tough fight. The versatility is great, but the competition is very stiff. I realize that the tutoring clause isn't the only text on the card, but I'd argue it's the only relevant text.

Cool but Impractical

I've skipped over Finale's second clause so far because it is a mystery to me. I get what it's going for, but I don't see the point. I dump an incredible amount of mana into the spell, find Progenitus or something else huge and functionally unblockable, give it and whatever else is still untapped at least +10/+10, and then TIMMY SMASH! and I have a hugely satisfying win with a great story to tell my friends. If that was all Wizards wanted, I'm pleased to say they succeeded. But why should I bother?

There's no strategically sound reason to go that big in Modern. The clause only triggers if X is 10 or more, so it takes a minimum of 12 mana to happen. If I'm dumping twelve mana into a spell to find a huge creature, it should win the game anyway. Besides, I wouldn't cast Finale for 10GG or more in the first place. Tutoring for Ezuri, Renegade Leader or Craterhoof Behemoth accomplishes the same thing but cheaper and with trample.

For the other decks that could produce 12 mana in a normal game, it's not a very necessary addition. Searching up Primeval Titan and then immediately swinging for 16 sounds great, and should win the game, but it's not likely to happen. A Valakut deck with 12 mana available should have mostly won by that point anyway. Amulet struggles to get that much mana without first resolving a Titan, and already has ways to win immediately after casting the creature. Besides, Summoner's Pact is a far more efficient and versatile, especially post-board. Tron could easily hit that much mana and find Ulamog, the Ceaseless Hunger, but Ancient Stirrings does that already.

Intriguing Mulligan

Finally, it's my turn to comment on the London Mulligan. This proposed change has been met with some cautious optimism, since in theory reducing the instance of non-games improves the experience and therefore the game. My worry has been that this will backfire. Arguably, Magic only works because of the risk of non-games from bad hands forces players to moderate their deck construction. I've heard that Arena players are exploiting the hand selection system to play aggressively low land counts. If the new mulligan reduces variance as it seems to be designed to, that opens a huge risk for exploitation. The string of articles mathematically proving that it benefits specific-cards decks like Tron increased my concern.

However, I didn't want to say anything until I had some actual experience with the mulligan. My experience has been very neutral, and I can see what Wizards is going for. However, other players are finding that the London Mulligan is very useful for some very worrying decks. If their personal experiences accurately reflect the metagame reality, then this could be a very big mistake. They're arguably already exploiting the new system until it breaks.

Tale from the Trenches

When the London Mulligan was announced, a Grishoalbrand player at my LGS, Black Gold, swore that if it were implemented he would grind leagues until he 5-0'd so many with turn 2 kills Wizards would have to admit their mistake. In preparation, he spent about a week trying to make a version that had a turn 1 kill work in paper, but it never came together. Then Wizards decided that one tournament wasn't enough data and initiated a trial period on MTGO. I caught up with Ken last week to ask him if he'd followed through with his threat. The answer, surprisingly, was kinda.

Ken has been grinding competitive leagues and claims to be blitzing through them and racking up the 5-0's. I can't confirm it, but I also have no reason to doubt him. However, he hasn't been using Grishoalbrand. Instead, he's been playing Narset Cannon. His reasoning was partially that it's really cool and weird and he enjoys it. The more important reason is that it abuses the London Mulligan better than Grishoalbrand thanks to its inclusion of Serum Powder. Specifically, he not only needs specific cards in hand to win but also certain ones in his library and going to London favors and rewards decks like that.

Narset Cannon wasn't actually a deck beforehand, because it's too brittle and inconsistent, but Ken says the London Mulligan changed that because now he can mulligan and sculpt until he finds a really busted hand and win on turn 2. And he has been winning on turn 2. He didn't have statistics for me, but he claimed that his turn 2 win-rate is surprisingly high. He'd seen an uptick in turn 2's while still on Grishoalbrand but not sufficient to actually stick with the deck. Admittedly, if he doesn't win on turn 2 he frequently doesn't win at all, but for him that's a small price to pay. Testimonials aren't data points, but it does support all the theory crafting's conclusions which in turn suggests validity.

Some Positives and a Warning Sign

I have not been grinding leagues and don't play that much MTGO in general. However, the experiences I have had and some testing I've done on the side raise troubling questions. As someone who primarily plays Aether Vial decks, the main change I've noticed is that I don't have to mulligan as much. The actual gameplay didn't dramatically improve for my decks, but over a two week stretch playing paper Magic with fair decks I had to mulligan past 6 in ~10% of games. During the same stretch on MTGO using the London Mulligan it happened ~5%. I also found the decision on which card to send easier than expected. I thought that there would be a lot of strategic decision making and potential to wreck myself, but in practice, it was obvious what the correct choice was every time.

However, in that same period, I also saw an uptick in glass-cannon decks. I'm used to hitting weirder-than-Grishoalbrand decks in about once every fifty matches. I've seen them roughly once every ten since the trial began. I don't know if this is just players assuming that the mulligan benefits these decks and all the talk has become a self-fulfilling prophecy, it's just me, or if this is a real thing. If the latter is the case, that is very worrying, and will probably lead to the abandonment of the new mulligan.

Judgement Week

I really hope that Ken's experience with the London Mulligan is a fluke, and it doesn't advantage Broken-Hand-Only decks as much as he claims. However, my experience can't actually refute his claim either. I'll be watching London closely next week. Hopefully, I'll be able to report that my anxieties were only that and Wizards knows what they're doing.

Planes Talkers: War of the Spark Spoiler Review

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At last, War of the Spark is fully spoiled! From a design perspective, I think War bodes well for Modern's future, and more specifically for the upcoming Modern Horizons. And the set itself has some juicy cards, too. While David's review sought to quell the excitement surrounding some perhaps-not-excellent War cards, this article goes over the expansion's cards I think are most likely to see Modern play, covering both its flexible format additions and promising new planeswalkers.

Bend It Back

Some of War's standout cards employ a tried-and-true way to enter Modern: with flexibility. This is the kind of card that has me most excited about Wizards's current design direction. If Horizons is indeed full of cards designed in this way, but deemed a little too strong for Standard, the set is bound to have some serious ramifications.

There are plenty of cards that go the other way, of course—Price of Betrayal, The Elderspell, and Dovin's Veto are all undercosted for their potential ceiling, but extremely narrow. In this section, we'll look at the cards with wider applications that are still aggressively-costed enough for Modern.

Liliana's Triumph

Liliana's Triumph was one of the first cards spoiled from War, and got the ball rolling with a bullet; I'd heard players perk up at the idea of a Diabolic Edict reprint in Horizons, and here was a strictly better version: non-targeting and with some upside! While Triumph will be cast as plan-old Edict most of the time, its synergy with Liliana planeswalkers gives an additional buff to 8Rack and BGx. Being able to throw out Triumph during the opponent's draw step can essentially deny them a turn, much like Kolaghan's Command sometimes does.

BG Rock is the most obvious home for Triumph, as it's the only one of the two aforementioned decks that actually puts up results. But that deck is already packed with role-players and often splits its removal slots meticulously. I doubt Triumph stabilizes as more than a one- or two-of there, but expect to occasionally run into it.

Angarth's Rampage

Angarth's Rampage, too, fits into Rock-style decks, if forcing a red splash—Jund and Mardu can run it, anyway. And so can the Rakdos Stompy deck I covered a couple weeks ago, which can't hate having more removal options that get around its own Chalice of the Voids. That's a deck that I can see actually fitting Rampage despite the card's relevant lameness, as it badly craves ways to answer planeswalkers that resolve over lock pieces (and requires some amount of creature removal anyway).

Lazotep Plating

This card is more my speed, or at least my colors. Lazotep Plating might look a bit one-dimensional on the surface, but I think it does a surprising amount for its cost. In protect-the-queen-style decks like Delver, Plating helps beat attrition opponents by stopping removal spells (even the now-powercrept Abrupt Decay) while insulating against Liliana of the Veil. But while Blossoming Defense, with its power/toughness boost, has seen some play in Infect, Mizzium Skin and its kin haven't been so fortunate. So what sets Plating aside from the other protection spells?

For starters, Plating doesn't just protect threats. It gives "permanents you control" hexproof, letting it protect lands from Ghost Quarter, artifacts from Abrade, or planeswalkers from Maelstrom Pulse. And it stops multi-targeting spells like Electrolyze or Kolaghan's Command.

The card also has a second mode: it gives its caster hexproof. In other words, even with no creatures in play, the instant counters burn to the face, Liliana of the Veil's downticks, and the edict effects outlined above, all while making a body. I think this card has just enough going on to occasionally show up in sideboards across a range of archetypes.

Narset's Reversal

Narset's Reversal reminds me of Remand. Its UU cost is more prohibitive, but it offers players a higher ceiling, if a less stable effect. Instead of drawing a card, pilots get to copy an opponent's spell after returning it to the hand, which can range from useless to excellent. A major drawback of Reversal compared with Remand: Reversal can only hit instants and sorceries, while Remand can bounce creatures, planeswalkers, you name it. That makes the new instant's uses more limited than the former's by default, but it still has its big moments.

In a creature mirror, bouncing a removal spell and pointing the copy at an opponent's threat provides a huge tempo swing. Multi-mode spells also offer a lot of versatility. The best spells to target, though, are ones with additional costs. For cards like Collective Brutality, the escalate has already been paid, so opponents will have to discard again to get the same effect next time. But we still benefit from the improved copy. Or imagine casting Reversal on an opponent's Lightning Axe—not only does our creature live to swing another day, but opponents hemorrhage resources and even lose that Thing in the Ice in the process!

Remand was also used in its heyday to counter a pilot's own spells, generally in response to countermagic. Reversal can be used for the same purpose. Here, instead of drawing a mystery card, pilots get their spell back for another go-round—probably an upgrade if they want to copy it in the first place.

One more aspect to consider is that Reversal doesn't "counter" spells, it just bounces them. That gives it the same odd utility as Venser, Shaper Savant and Unsubstantiate in that it temporarily deals with uncounterable spells such as Supreme Verdict or Dovin's Veto.

With all that being said, though, I think Reversal's high-ceiling cases will prove rare enough to mostly keep this card out of Modern. It could still show up as a one-of in control and tempo decks, as weird role-players tend to occupy those slots.

Return to Nature

I've long praised Destructive Revelry in Modern, and have included it in many of my Delver decks. Even in Ancient Grudge colors, that 2 damage adds up when you're swinging, and can be worth giving up the flashback. There's also the added utility of hitting enchantments to consider.

Return to Nature gives up that 2 damage, but adds even more utility: it hits cards in the graveyard. I can think of plenty of instances in this iteration of Modern where I'd rather have the functionality of Coffin Purge than 2 damage on my Naturalize. Against Arclight Phoenix, for instance. Or Dredge! Not that Return is a great sideboard option against Phoenix decks (although it does hit Pyromancer's Ascension), or that there aren't better cards to run for Dredge. But Return does provide a little extra incidental hate for graveyard decks if it's in the sideboard.

Return also seems good at nabbing random Snapcaster targets. The card might come in for those matchups to hit pesky enchantments (Runed Halo) or artifacts (Batterskull), but boasts additional roles when those cards aren't around.

Blast Zone

Engineered Explosives on a colorless land? Now that's flexibility! I've heard two statements over and over when it comes to evaluating this card:

  • Blast Zone is powerful enough that many decks will tweak their manabase to accommodate it.
  • Colorless Eldrazi Stompy wants four copies.

I disagree with both, and on the same basis: Modern is too fast for this card to fulfill its intended purpose with any kind of frequency. The color-light decks that could fit Blast Zone will probably have something better to play a lot of the time, like Field of Ruin or manlands; I do see Zone making a splash in colorless big mana decks, though, such as Tron.

As for Colorless Eldrazi, the card is certainly a shoe-in there; here's yet another mainboard answer to those pesky Ensnaring Bridges, not to mention an anti-aggro tool. Heck, it even removes Stony Silence, a card that otherwise neuters our grinding plan against white decks! But four copies is far too many. We'll draw multiples in excess when having a split of utility lands would have helped win us the game. I'm starting with two copies, and have made room for a 24th land to accommodate both Karn and Zone. Since last week's article, I've cut a Gemstone and an Endless One for the Zones, and swapped the sideboard Torpor Orb for that second Gut Shot (unrelated, but maybe useful).

Parsing the Planeswalkers

War of the Spark is chock-full of planeswalkers, and I think some of them will find their way into Modern. David has expressed disappointment at the design of these walkers, essentially boiling them down to "attackable enchantments." But not all decks attack or house reach, so in many cases, players will be getting a walker (or, enchantment-plus-ability) on the cheap.

My strategic beef with the walkers is a different one: they seem to lack cohesion. Not cohesion from a flavor standpoint necessarily, but in terms of abilities, the walkers tend to have effects that don't interact with one another. I think that can keep them from seeing widespread play, as nobody wants to overpay for just half of a card when the other half is functionally dead. Take Saheeli, Sublime Artificer. This card seems fit for decks that chain together noncreature spells, but it's a full mana more expensive than Young Pyromancer, and for what? It's harder to remove? The second ability is just not so relevant in those decks, making this actually just an attackable enchantment with some extra text.

The upside to this predicament is that when both halves are good, the walker in question ends up being great. In this section, we'll look at the walkers that might pull off that balance by breaking down their static abilities, their plusses/minuses, and their possible homes.

Narset, Parter of Veils

Static: Hoses cantripping decks like Izzet Phoenix, Hollow One, and maybe even Tron.

Minus: Finds answers to stuff, or perhaps a combo.

Homes: Turning off Faithless Looting is big game in Modern right now, but at three mana, this effect leaves much to be desired. As a sideboard card against draw-heavy decks, Narset might be a little slow at that price point. I think it has a better shot in the mainboard of an answer-based deck that likes to tap out, like UW Midrange.

Ashiok, Dream Render

Static: Hoses searching, most notably fetchlands. Doesn't prevent opponents from searching for our own Field of Ruins, though.

Minus: Mills either player and nukes the opponent's graveyard.

Homes: Ashiok disrupts on two levels by stopping searches and graveyard interactions. That makes it better against more decks, but not especially good against one deck, as most graveyard decks are light on searching and vice versa; here we again have the problem of these walkers being pulled in many directions at once. The "mill 4" is only really a gameplan in, well, Mill. Still, I can see self-mill proving useful to power up creatures like Pteramander or assemble a value/combo engine.

Domri, Anarch of Bolas

Static: An anthem. Useful for winning Goyf wars or just getting opponents dead. Always live in aggro decks.

Plus: As a rare walker, Domri has a plus ability, too. This one generates mana, which is pretty much always useful, and comes with a can't-be-countered clause—niche, but nice.

Minus: In a deck with large creatures, can act as heavy-duty removal for larger threats.

Homes: I'm eager to try Domri in GRx Moon, a deck I've now been shopping for almost four years. My latest build featured Sarkhan, Fireblood as another way to ditch extra pieces and lands, a strategy Domri supports by producing mana. When using Domri's minus, Tarmogoyf wins every Tarmo-fight thanks to the anthem.

Teferi, Time Raveler

Static: Limits when opponents can cast spells. Only relevant against decks with instants (half of them?).

Plus: Will need to be played in a deck that can benefit from this effect to be worthwhile at all.

Minus: A very useful bounce ability for decks that can struggle with certain permanents, including hosers and creatures. The cantrip at the very least lets Teferi replace itself and start gradually ticking up to another bounce at no cost in cards.

Homes: I agree with David that Teferi is quite narrow, and probably at strategic odds with UW Control. But I think the walker could have a home in some sort of UWx aggro-control shell where its plus enables instant-speed Serum Visions. These decks like to hold up their mana anyway, and Teferi makes their choices easier. The bounce also gives them random game against stuff that could otherwise lock them out.

Karn, the Great Creator

Static: Stony Silence is already a great reason to be splashing white in Modern, so it's no secret how great this static is against the right deck. It is, however, useless against a large portion of the field.

Plus: Can mostly just be used in specific decks that have artifacts they'd like to swing with. Also turns enemy artifact lands and 0-drops into 0/0s, which kills them, but I don't think this effect is very relevant, as tho decks are already hosed significantly by the static effect.

Minus: The real draw to Karn, this ability lets players dig out any artifact from their sideboard.

Homes: Despite being a colorless Stony, most decks won't want Karn; it's just too much mana to pay for the effect. Those that do are the ones that already have sideboards full of juicy targets. The walker seems like a great fit in Colorless Eldrazi Stompy, as elaborated on here, as well as for Gx Tron. The latter would already work up to 10 mana for Ulamog, and Karn asks the same amount before assembling the Mycosynth Lattice combo that prevents opponents from tapping their lands for mana—the cost can even be split. Ulamog is still better under pressure, as it creates a big blocker and removes two permanents right away. But on an empty board, Karn will seal the deal, as well as offering utility throughout the game with its minus.

Winning the War

There are no losers during spoiler season. Which cards do you think show the most promise? Let me know in the comments!

Fighting for Space: War of the Spark Edition

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With War of the Spark's spoiler season winding down, testing and brewing is accelerating. As per my usual, I've been working through interesting cards to find out how useful they'll be in Modern. And as is usually the case, the result has been a swath of interesting results, though nothing especially groundbreaking. I expect there to be a number of decent roleplayers to emerge, if no format-warping Arclight Phoenix. Today we'll examine several cards with potential, but that may struggle to find a home in Modern.

Metagame Checkup

As is now becoming tradition, I'm going to check in on the latest metagame data from Sao Paulo. Starting with the Day 2 data is encouraging: Izzet Phoenix only made up 12.8% of the field, just ahead of Grixis Death's Shadow at 10.1%. Again, I don't know the starting population, and without that, can't tell if this is simply reflective of that population or the deck's strength. However, the fact that the numbers are down form previous levels is promising. If Phoenix's Day 2 shares have been a function of population, then this suggests that its popularity is waning and the metagame will successfully self-police. If it's been thanks to strength, then the data suggests that the metagame is adapting. Hopefully this is the start of a trend and not a deviation, but we'll need more data to be sure.

The Top 8 did have two Phoenix decks, but both lost in the quarterfinals. This doesn't really mean anything, since the real story of Phoenix has been its Day 2 numbers, and not events won. Humans is also back with a vengeance. Spirits was a bad matchup and inhabits the same metagame niche, so with that gone and given Reflector Mage's power against Thing in the Ice, it makes sense for the old best aggro deck to be back in force.

Finale of Promise

The first card this week is Finale of Promise. This is the kind of big flashy card that really gets the juices flowing and is what makes spoiler season great. However, let's get one thing clear: Finale is never getting cast for more than six mana. Decks rarely run anything over four mana to begin with, and most Modern decks won't be able to cast it for more than that in the first place. Mono-Red Tron is not a thing, and while combo decks can make that kind of mana, why wouldn't they use it to just win the game rather than getting tons of value replaying their cards?

Realistically, Finale will be cast for three to four, which is fine. There's a lot of powerful one-mana instants and sorceries in Modern. I expect the target will be four most of the time, since that breaks even on mana, but even casting two one-mana spells for three isn't bad. The problem is that there really isn't a deck that wants that effect that doesn't already have it in some form, and Finale is arguably worse than them.

The Burn Problem

The main home I've seen discussed is, naturally, Burn. However, I'm extremely skeptical Finale will work there. Much like Light Up the Stage, Finale proposes to solve a card advantage and reach problem that Burn doesn't have; just like Light, I can't see it working out. Why exactly should Burn run a card that is dead against graveyard hate just to play more burn from the graveyard? For three mana in the same situation, it could play an uncounterable Exquisite Firecraft. Burn's card advantage is the opponent's life total, and trying to stuff in card draw just doesn't work.

The Snapcaster Problem

If not in Burn, then what about fair decks? In a deck like Grixis Death's Shadow you can hit Thought Scour and Thoughtseize, but again you're getting two mana of cards for three mana in a deck that relies on mana efficiency. It also requires you to have eligible instants and sorceries in the graveyard in a deck that frequently feeds it all to Gurmag Angler. More generally, just playing Snapcaster Mage generates significant card advantage, and you get a creature out to potentially win the game. It seems to me that Finale suffers from the same problem Misson Briefing does: it's worse than Snap.

The Storm Problem

This strongly suggests that if Finale is ever to see play in Modern, it will be as a combo card. While I don't know which combo wants or needs Finale, casting spells from the graveyard is already part of Storm's game. A Finale for four provides four mana of cards (arguably more since Storm almost certainly chooses rituals and/or Manamorphose) and 3 storm count. That's pretty good. But Past in Flames costs the same amount and retrieves everything. Finale may be a nice supplement to that plan, but Past is more efficient.

Dovin's Veto

A card that I was initially very excited about but have since cooled on is Dovin's Veto. At first glance, the card seems amazing. For a slightly trickier mana cost, it's an uncounterable Negate. That's a huge boost for control. No more worries about Dispel or Pact of Negation winning the counter war: when Dovin says no, he means it.

Logically, I assumed that this was the end-all card for control mirrors, and that drawing the most would determine the winner. Then I thought about it some more and realized that I was on the wrong track. It may be a control breaker initially, but that will not last once players adjust. There's no way that control players will long allow the matchup to come down to a single, uncounterable counterspell.

The Counterflux Corollary

Therefore I don't think Veto will end up seeing much play precisely because it's so effective in control mirrors. I realize how weird that sounds, but consider Counterflux. Because it hits any spell and can be overloaded against Storm, Counterflux is arguably better than Veto despite costing more. However, it has never seen much play. Even during the height of the Twin era, Counterflux was never more than a 2-of in the sideboard. This seems counterintuitive considering how potent is was in the counterspell heavy mirror match.

However, it actually makes perfect since in context. Costing three certainly hurt, but Counterflux wasn't heavily played because of how good it actually was. It was the Last Word in a counter war and that was that. Because there was no waiting around to overwhelm the opponent with superior numbers of counters, players didn't bother trying. You should never fight battles you can't win given a choice, and Twin players chose to make Counterflux just a card rather than a mirror-breaker.

The first way was to recognize that "can't be countered" doesn't mean uncounterable. Twin decks played Remand, and a frequent strategy was to bait out the Counterflux and then Remand your own spell. As I remember, the key to the matchup was baiting the opponent, not actually countering anything. The other key was overwhelming them. There's only so much mana each turn, and forcing opponents to use theirs on their turn meant landing something important next turn.

Lesson from History

If Counterflux is any indication, Dovin's Veto will see play, but it won't be the end-all control mirror card that it appears. Instead, it will redefine the matchup. Right now the mirror is about card advantage. You win either with an early Search for Azcanta or by resolving and protecting a planeswalker. Since Veto makes the latter plan far harder, I predict it will be abandoned. Instead, savvy control players will pivot to creatures. Geist of Saint Traft and Vendilion Clique are far better in a Veto-heavy world. Then, Veto will lose value in favor of anti-creature cards, and the cycle will begin anew. Thus, Veto will see minimal actual play despite having a profound impact on Modern.

Angrath's Rampage

Wizards appears to have had edicts on their mind when making War. I don't know why, but the set is dense enough with edicts to make me wonder if there's a hexproof-heavy set coming. Typically, there's only one or two Diabolic Edict effects in Standard at a time, spread over multiple sets. Right now, between spoiled cards and planeswalker abilities, War has three. Of the currently known ones, Liliana's Triumph is clearly the best, and in the running for best edict of all time. Non-targeting, instant-speed discard and creature removal together for two mana suggests somebody at Wizards has a grudge against Bogles, and I'm sure Liliana's Triumph will see considerable play.

Angrath's Rampage is also a very good card despite being overshadowed. Forcing opponents to sacrifice a non-enchantment, non-land permanent of your choice is a very unique ability, and potentially very powerful. But that versatility is a ruse. The reason that edicts don't see much play in Modern is that creature and artifact decks tend to go wide, and there's often something weak or expendable. An aggro opponent will choose their weakest creature, while artifact decks will have Mox Opal or Springleaf Drum to feed the Rampage.

The only way for the edict to be good is when there's only one option, which will usually be the case when choosing planeswalker. Decks tend to only run a few, and frequently the same type, so Rampage will likely hit what pilots want. Except most decks don't run planeswalkers. The only decks I can think of which consistently run planeswalkers are Tron, BGx, and UW. While these are popular decks, I don't think they're popular enough to warrant maindeck Rampage.

Great Niche Appeal

That being said, Rampage could become a remarkably effective sideboard card against UW Control. Rampage hits all the costly win conditions in UW at huge discount, and there's no risk of chaff saving planeswalkers. Snapcaster Mage could save a Lyra Dawnbringer or Celestial Colonnade, but since UW rarely runs more than two Snapcasters, the risk is low. Even then, if UW is throwing a Snapcaster in just to save Lyra, that's at least some value, and it could be overcome with a Lightning Bolt.

The question I can't answer is if that's good enough. Rampage doesn't really change how games against UW play for its caster, but it does impact decision making across the table. UW has a very low quantity of win conditions but a lot of answers. It also has to use those answers to stay alive, and by the time it's deploying win conditions, it will be light on ways to protect them. Losing one or two may not be a big deal, but the risk of four effective edicts is nothing to sneeze at.

Forcing control players to reevaluate their gameplan could be effective and worth the sideboarding. It may also necessitate the control players changing their decks to include more win conditions, which is also a decent outcome for the types of deck that might run Rampage. The BRx midrange decks that could use Rampage tend to be good at attrition, but struggle to come from behind against control. Forcing control to be less pure control could pull the matchup more into midrange's favor.

Saheeli, Sublime Artisan

Last week, I was quite critical of the War planeswalkers because their reliance on the static abilities to be relevant made them bad enchantments. At the time, I had seen plenty with good abilities, but not good enough to warrant their weakness to attacking creatures. Since writing that, Saheeli, Sublime Artisan was spoiled, and I think she has a lot of promise. The primary job of any planeswalker is to generate a steady stream of card advantage, and making an overwhelming amount of tokens certainly counts. Whir Prison already runs Sai, Master Thopterist and sometimes the Thopter Foundry combo for that purpose. Which is a problem for Saheeli.

Obvious Comparison

Foundry combo is its own thing, and in a world full of graveyard hate it's not very good. Sai has his niche, and since it's the same one Saheeli might inhabit, let's directly compare the two:

  • Saheeli requires two hybrid-colored mana; Sai needs one blue mana
  • Saheeli is a planeswalker; Sai is a creature
  • Saheeli's activated ability has limited activations; Sai's is limited by fodder
  • Saheeli can be attacked; Sai can attack and block
  • Saheeli's ability has limited utility; Sai draws cards
  • Servos walk; Thopters fly
  • Saheeli triggers on any noncreature spell; Sai, only on artifacts

On balance, it appears that Saheeli is weaker than Sai. Where she gains in flexibility she loses on power. However, that's not the full story.

Odd Child

Almost all of Sai's positives and Saheeli's negatives only matter against creature decks. Sai's stats are only really relevant because he can block. Combo and control don't have many if any creatures to fly over (and control's fly anyway), so servos are functionally identical to thopters. Given that control has a much harder time removing planeswalkers than creatures, I'd argue that Saheeli is better than Sai in context.

Sai's activated ability is far better than Saheeli's in a vacuum. However, I don't know if it's actually relevant. I've never seen a deck with Sai struggle to keep their hand full when they want or need to. Generally, killing the opponent is better than just drawing cards. Sacrificing Thopters for profit rather than losing them to Terminus is potent, but I'd never expect sweepers post-board against Whir Prison or similar in the first place, so I doubt it will come up. Even then, you'd lose Sai too where Saheeli would live. I also wouldn't be surprised if there's some combo utility for Saheeli's ability. This is a case where Saheeli isn't as good as her competition on paper, but in the right context she may excel.

Modern Carries On

In the end, I expect Modern to absorb War of the Spark without much distrubance. I also expect this was a deliberate decision by Wizards, since Modern Horizons is coming soon. Why shake up everything now when they've built a set to do exactly that in just over a month? War appears to have a lot of decent roleplayers looking for decks, but nothing more substantial. However, I may well have overlooked something.

Flashback Frenzy: Dreadhorde Arcanist in Delver

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Another eventful week of War of the Spark spoilers is in the books, and with it, another batch of wrapped-up brewing projects. As always, I've got some insights to share on that front today; this time dealing not with planeswalkers, but utility creatures. Dreadhorde Arcanist, for all its Snapcaster/Confidant imitations, struck me as a potential Modern-playable the moment I saw it. I've spent the past week refining a Delver shell that integrates the Zombie Wizard.

Evaluating Dreadhorde

In this section, we'll compare Dreadhorde Arcanist to its obvious foils and see how it lines up.

Dreadhorde vs. Snapcaster Mage

Far and away the most common parallel I've encountered is between Dreadhorde and Snapcaster Mage. True, they both dig instants or sorceries out of the graveyard, but the two are miles apart in terms of play. Snap provides a small burst of value and gives players the card immediately, while Arcanist makes them wait, but promises further resources down the road. Additionally, Snapcaster charges for the flashbacked spell, while Arcanist casts it for free if it lives for a turn cycle. And finally, the blue Wizard has flash, ensuring it remains a contender in control shells, while Arcanist seems destined for aggro-control.

Dreadhorde vs. Dark Confidant

This is a comparison I haven't heard anywhere, but I think Arcanist is much closer in function to Dark Confidant than it is to Snapcaster. It provides a recurring source of card advantage as of the turn its controller untaps with it, and until opponents find a way to deal with it: in Confidant's case, by attacking its pilot's life total; in Arcanist's, by either killing it or sticking a blocker. This key difference is one of a few that differentiate Bob from the newcomer.

Dark Confidant requires two things of pilots. Deckbuilding-wise, their deck must be sparing with high-CMC spells, lest the creature outright kill its controller by revealing something like Tasigur, the Golden Fang. Arcanist has a similar condition: it demands players run a critical mass of one-mana instants and sorceries. While that condition is more specific and harder to meet than Bob's, it also allows players the wiggle room to run high-cost spells should they so desire.

A nuance to this point is that Confidant rewards players for running many lands, a habit increasingly looking suspect in Modern as even the dominant rock decks are starting to trend Turbo Xerox in their construction (cantrip-heavy, land-light shells which increase consistency over long games, e.g. Grixis Shadow). On this deck construction metric, I think Arcanist slightly wins out over Bob, as cantrip-stocked decks have proven themselves better than land-heavy ones in this metagame (and, perhaps, in Magic).

Moving beyond deck construction, we can examine Confidant's second requirement: life. The Human taxes players life points for cards, and stops working when players run low on that resource. Conversely, Arcanist asks players to have one-mana instants or sorceries in the graveyard, something significantly tougher to achieve for most players, but perhaps trivial in the right shell; otherwise, it too stops working. On the plus side, though, choosing from a makeshift toolbox of cheap spells probably beats drawing a random card, especially when some of those spells are cantrips with tacked-on library manipulation. Arcanist's effect has a higher ceiling.

Life is usually in short supply down the road but in abundance early, and the inverse is true of spells in the graveyard. So I'd assess that overall, Confidant is better early-game, while Arcanist has the upper hand later. There are exceptions, of course; Arcanist is stronger against Burn; Confidant is more reliable against Rest in Peace; etc. Similarly, I think a deck can be built to consistently ensure Arcanist resembles Dark Confidant as of turn two.

Arcanist has one additional condition, though, that Confidant lacks: it needs to attack to activate its effect. That means that staring down the likes of Tarmogoyf, the 1/3 can't even help pilots find answers to such a game state, while Confidant is happy to draw players out of board stalls. This condition is perhaps tougher to account for. It helps that Arcanist is red, the color of direct damage spells. These cards remove blockers, but also maintain relevance against players lacking creatures, which is the kind of versatility we'll need from an effect Arcanist incentivizes us to load up on.

The final point of comparison is stats, which I evaluate as about even. 2 power is twice as much as 1 when it comes to bringing the beats, but Arcanist's surgical selection somewhat makes up for its lower damage output; it can flashback Lightning Bolt, after all. As for toughness, 3 is much greater than 1, especially since every point matters in Modern these days. Confidant dies to literally everything, including Gut Shot; Arcanist survives Stage 1 creature removal like Collective Brutality, Magma Spray, and Pyroclasm, which is ideal for sniping early-game threats that would otherwise put players on the back foot. Besides Bolt, it mostly just dies to the heavy-duty stuff reserved for Tarmogoyf, Crackling Drake, and other Stage 2 creatures: Fatal Push, Lightning Axe, Path to Exile, etc.

Play Parameters

Given how the metagame has congealed around Arclight Phoenix, I decided to construct the Dreadhorde Arcanist deck in a way informed by that shape. After all, most of my testing would be done using free online clients, presumably against meta-conscious opponents. The most recent data I had access to identified Lightning Bolt as the most-played mainboard card and Surgical Extraction as the likeliest sideboard include, so my build set about mitigating the impact both those cards would have on my gameplan.

Beating Surgical

As I've written, UR decks not featuring Arclight Phoenix are already quite good against Surgical Extraction. To keep from being a much worse version of the established best deck, though, I retained its other threat, Thing in the Ice. Thing gives us ample game against go-wide and combo-oriented creature decks alike, allowing us to point most of our burn at opponents.

Beating Bolt

That leaves Lightning Bolt, a card that conveniently trades up on mana against Dreadhorde Arcanist. Also convenient, except for us this time, is the Zombie's high toughness; Mutagenic Growth saves it from all kinds of stats-matter removal spells, including Bolt and even Flame Slash. Protecting Confidant while tapped out is a powerful, if unreliable, gameplan I tried four years ago in "Some Bobs With Your Bugs: Confidant in Delver." Mutagenic asks far less of us than Disrupting Shoal did, although it only works against stat-based removal.

Alongside Arcanist, Mutagenic has additional utility. It can pump the 1/3 from the hand and then be flashed back, giving us a 5-power trample for the turn. And a buffed Arcanist can flash back pricier spells than just one-drops.

While Mutagenic Growth is an elegant answer to Lightning Bolt, and plays nice with Arcanist otherwise, I wanted it to do more in this shell. Maximizing the instant meant employing a Stage 1 combat creature that also fades Bolt with some help from the pump; the 2 damage from Growth would need to add up somehow. I settled on Delver of Secrets, although Monastery Swiftspear is also probably worth a look. Since Delver is a Wizard, this choice opened the door for Wizard's Lightning, a powerful option that can even be re-used by Arcanist when it's 3/5 or larger.

Thing in the Ice also interacts nicely with Growth. The instant saves Thing from spells run in Modern specifically to kill it, such as Flame Slash, Dismember, and Lightning Axe. But the instant's real appeal is its propensity for flipping thing early, or while tapped out.

Here's the list I landed on:

UR Delver, by Jordan Boisvert

Creatures

4 Delver of Secrets
4 Thing in the Ice
4 Dreadhorde Arcanist
2 Snapcaster Mage

Instants

4 Lightning Bolt
4 Wizard's Lightning
4 Thought Scour
4 Opt
4 Mutagenic Growth
2 Vapor Snag
2 Spell Pierce

Sorceries

4 Serum Visions

Lands

4 Scalding Tarn
3 Misty Rainforest
3 Steam Vents
4 Spirebluff Canal
3 Island
1 Mountain

Sideboard

3 Damping Sphere
2 Crackling Drake
1 Hazoret the Fervent
2 Surgical Extraction
1 Spell Pierce
2 Spite of Mogis
2 Anger of the Gods
2 Shattering Spree

Card Choices

Snapcaster Mage: While I think Arcanist is better in this deck overall, we can only run 4, and I still like the utility Snapcaster provides. Between the flash, the immediate flashback, and the body, no other card in Modern does all this creature does. Bouncing Snap with Thing also occasionally comes up and is nice.

Thought Scour: One of Modern's best cantrips, Scour's issue is that running it often means dipping deep enough into a graveyard strategy that enemy hosers become serious threats. Just as I've found Grim Lavamancer to assuage this conundrum, Dreadhorde Arcanist fills a similar role. Scour is great at stocking the 'yard for the Zombie.

Opt: My additional cantrip of choice after Serum Visions and Thought Scour. I tried Faithless Looting in small numbers, but was more impressed with the raw card advantage offered by a self-replacing cantrip alongside Arcanist.

Vapor Snag: A way to quickly clear lager threats so Arcanist can crash through. Combined with the creature, Snag makes for a potent removal engine. If opponents only have one big beater, we can bounce it, swing, flash back a cantrip, and next turn swing and bounce all over again; when multiple targets are in play, we can bounce two in a single combat step, and before blockers to boot. I didn't want many of these because of its redundancy with Thing, but the instant tested very well.

Spell Pierce: Pierce has no synergy with Arcanist, but I hold that it's terrific right now, and in the tempo-sensitive Modern generally. It was also important to me to have some dedicated stack interaction available. Our many cantrips help find Pierce before something critical like Through the Breach or Ad Nauseam can resolve.

Other Possibilities and Closing Thoughts

UR Delver featuring Mutagenic Growth was actually the third of a few decks I tried with Dreadhorde Arcanist. I also tested a more dedicated Wizards shell, and a midrange build in Grixis colors. Neither of those strategies were fast enough to race Tron, though; Lightning, Pierce, Growth, and Delver all help with this matchup, as do the Damping Spheres. But it's fully possible my deckbuilding biases are at work here, as they often are in my articles, and Arcanist is better suited in a deck without Delver. As always, I'll happily receive advice and opinions in the comments; until then, happy spoiler season!

The Time War: Teferi, Time Raveler in UW

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A new set is on the horizon, so it's spoiler time again! War of the Spark is the first set designed as a planeswalker set, which means there are an unprecedented number about to drop. More interestingly, most of them have static abilities rather than the traditional plus, minus, and ultimate combo we've become accustomed to. A number of them look to be curious and impactful, but they have a problem that may be disqualifying. Today I'll be examining a promising example in Teferi, Time Raveler, using him to demonstrate the issue with these static walkers.

Cleveland Phoenix Check-In

Before moving on, there was another major Modern event last weekend, this time the Cleveland SCG Open. I have been hopeful that the apparent warp in the metagame caused by Izzet Phoenix would diminsh. The data from Cleveland indicates this is not the case. The Day 2 metagame is what we've come to expect: Phoenix is the most popular deck by far, though underneath those numbers the metagame looks diverse and healthy.

The Top 8 is more interesting because Phoenix and Amulet Titan are tied for most copies. Of note, the winning list readopted the Hive Mind combo kill. Said combo had disappeared after Summer Bloom's banning, and I'm curious whether this was inertia on Sam Lawrence's part or a deliberate metagame choice. In any case, it appears that the format continues to struggle to control the firebird.

New Time Pressure

Jordan covered Karn, the Great Creator last week, smelling real potential. The other discussion-worthy new planeswalker is Teferi, Time Raveler. A three-mana walker with 4 loyalty is already worth looking into, but Teferi has an ace up his considerable sleeves: he shuts out opposing instants, boasting huge implications for control mirrors.

Based on past experience, it seems like new Teferi should be very good, because the last card with that static ability was very good. Teferi, Mage of Zhalfir proved a critical card for Time Spiral-era Mythical Teachings control, and in the mirror, whoever untapped with him typically won. Teachings decks played almost entirely at instant speed, and the mirror was dictated by correct sequencing and card advantage. Teferi allowed his controller to dictate the pace of the game and invalidate any counterspells or other protection while establishing a clock.

Time Raveler costs just half what Mage does, which is everything in Modern. It also allows for greater flexibility with a player's own sorceries. This appears to be a very potent combination.

Obvious Home

Naturally, it makes sense to try Raveler in a control shell. As of when I did my testing, the most recent good finish came from GP Calgary in the form of UW Control. The Esper list from Cleveland is very interesting, but given how testing played out, I doubt I would have come to a different conclusion.

UW Control, Austin Anderson (7th Place, GP Calgary)

Creatures

3 Snapcaster Mage

Instants

4 Opt
4 Path to Exile
1 Spell Snare
1 Condemn
1 Logic Knot
1 Negate
1 Mana Leak
1 Absorb
1 Hieroglyphic Illumination
1 Settle the Wreckage
3 Cryptic Command

Sorceries

2 Serum Visions
4 Terminus

Enchantments

2 Detention Sphere
1 Search for Azcanta

Planeswalkers

3 Jace, the Mind Sculptor
2 Teferi, Hero of Dominaria

Lands

6 Islands
2 Plains
4 Flooded Strand
4 Field of Ruin
3 Celestial Colonnade
3 Glacial Fortress
2 Hallowed Fountain

Sideboard

2 Rest in Peace
2 Celestial Purge
2 Dispel
2 Timely Reinforcements
2 Surgical Extraction
1 Baneslayer Angel
1 Stony Silence
1 Negate
1 Settle the Wreckage
1 Lyra Dawnbringer

I've previously noted that this deck is well-positioned against Izzet Phoenix, though it's a little light in the sideboard against other control decks. Still, with eleven counterspells and plenty of card advantage, it had everything necessary as a test vehicle.

Actual Utility

I only tested Raveler in the control mirror, because that's where I deemed him most likely to be relevant. Limiting opponents to sorcery speed is a fine ability, but that's usually all non-combo decks do anyway. Aggro may play a few instants, almost always creature removal; outside of Spirits, though, the creatures don't have flash. Lots of decks have Lightning Bolt, but that's not important against control. A typical Tron deck has no instants, so Raveler's static ability isn't relevant there, either. My example deck only has six sorceries, so it would be most impacted by Teferi.

His other abilities are also pretty mediocre. The main reason to play sorceries at instant speed against not-control is to Supreme Verdict during combat or end of turn, and when Terminus can already be miracled as an instant, it's not a very useful upgrade. There is something to be said for playing Serum Visions and sorcery speed card advantage as instants for the mana advantage and flexibility, but since they don't see much play in the first place I think it's marginal at best.

The downtick isn't bad, as bouncing a creature and drawing a card is a decent tempo play. It may be actively good if the creature is Gurmag Angler or you have your own threats out. However, most creature decks are either going too wide or gain intrinsic value from being played these days, so Repulse isn't a very good ability. That Raveler is great in control mirrors is the impression most players have when they see him, and all things considered it makes the most sense to test him in that capacity.

The Catch

The question lingers of just how valuable Raveler actually is. Again, the original Teferi was often crippling in the control mirror, and given that my example deck runs 11 total counterspells, it seems like Raveler should be great. However, I was skeptical. Yes, he shuts off opposing counterspells and locks opponents off your turn, but Teferi cannot win the game alone. None of his abilities actually kill the opponent, so they can just ignore him entirely if they wish. At least Teferi, Hero of Dominaria demands an answer, because he can tuck himself into the library and opponents will eventually deck themselves.

There's also the question of relevance. It makes sense that countering critical spells is good for control, but I'm not certain that it actually translates into wins. Modern UW Control wins mostly by forcing a concession once it has cleared the board and has overwhelming card advantage. What may be the Ur-example of a control mirror came from Time Spiral block and wasn't decided by counterspells, but through exceptional resource management: for the most part, both players were resolving their important spells at sorcery speed. This wasn't because of Teferi but because each deck had exactly 4 Cancel and 2 Draining Whelk so there was limited need to play around counters. Their spells were better as sorceries anyway and since the match was about maximizing card impact, Teferi's disruption wasn't very relevant.

It's been a while since I sleeved up a control deck. I remember counters were very relevant in the mirror back then, but Modern is a very different format now.  Before I tested Raveler personally, I asked some dedicated local control players what they thought. Every one's knee-jerk reaction was that it was a house and would be a great sideboard card. However, as they started to explain why, they all walked their opinion back. The consensus answer ended up being, tautologically, that counterspells only matter when they matter because what's important is sticking some form of persistent card advantage and riding it to victory. Teferi ensures that you will resolve your own subsequent walkers, but it may or may not impact the opponent's ability to do so first. Thus, they weren't sure how good Teferi would actually be in practice.

An Overall Problem

To test Teferi, I took the example list and proxied two decks. One was the list in it's control mirror configuration (sweepers out, angels and counters in) and the other played Time Raveler instead of the extra Negate and a Dispel. The default won 8 of 13 games. In fairness to Teferi, I was testing against a more experienced control player. However, if the roles were reversed I don't think it would suddenly have made Teferi a game changer.

The problem was that Teferi didn't do anything. He's like Null Rod's flavor text but worse. Teferi came down and shut off opposing counters. And then I could downtick him to bounce Search for Azcanta and draw a card at best, but typically I could only tick him up. And I could tick Teferi up indefinitely at no penalty to my opponent or meaning for me because I only had 2 Serum Visions and Time Raveler has no ultimate. Meanwhile, my opponent could simply ignore Teferi and start slamming threats until I cracked. And despite having counters I often did crack because I'd spent a card on Teferi. He also frequently made me spin my wheels with Cryptic Command, which unlike the other counters still had text. The nail in the coffin was that Time Raveler doesn't interact with planeswalkers nor can he keep up with their card advantage. He was simply outclassed.

Teferi's static ability and cost make him seem like a very potent card. However, the reality is that he only really impacts counterspells and which are of such variable importance that I'm not sure it's worthwhile. Combine that with really mediocre abilities and I don't think Teferi justifies sideboard space in control decks. I didn't test him as combo protection, but I'm skeptical that he'd ever beat Boseiju, Who Shelters All as counterspell killer.

A Designed Flaw

Ultimately, this is the problem with all the new static planeswalkers. The static abilities are very relevant, but if the rest of the planeswalker isn't, what's left is a worse enchantment. Consider Teyo, the Shieldmage. At three mana, he provides the same effect as Leyline of Sanctity. Teyo always costs three mana, while Leyline is zero or four dependent on having it in your opening hand. The advantage there is unclear, but being an enchantment is a big advantage for Leyline, because it can only be removed with Assassin's Trophy or actual enchantment removal. Teyo can be Bolted or attacked. For that reason, Leyline is often game over against Burn, while I would guess that Teyo is mildly annoying at best.

The only other thing Teyo can do is downtick to make 0/3 walls. That is potentially relevant against Burn since it blocks Goblin Guide, but that's all Teyo can do. There's no way to add loyalty because he has no uptick ability at all. This is partially a balance consideration and mostly to make proliferate relevant.

As another example, consider Davriel, Rogue Shadowmage. He's been speculated on since he makes 8-Rack into 12-Rack and adds to the hand pressure without hitting you, unlike Liliana of the Veil. However, he can only be used twice before going away, unlike the infinitely-usable Liliana.

He's also worse than The Rack or Shrieking Affliction. He's not only more vulnerable as previously discussed, but he also does less damage which translates into more time for opponents to find a way out and/or race 8-Rack. Davriel is a fine card, but not an exceptional one and that's really the story of the War 'Walkers. They're fine cards in context, but not exceptional.

Limited Utility

This is no accident. Wizards was worried that too many normal planeswalkers would destabilize Standard, and they had to heavily moderate them. The static walkers were designed to have potent effects, but be fragile. There's very little utility to these cards unless the static effect is relevant, and even if it is, they're all very fragile.

This means, for the most part, the new planeswalkers are more fragile and swingy than any previous iterations. On the one hand, they have potentially game-swinging static abilities. On the other, if that isn't the case, they're irrelevant to the point of unplayability. To make matters worse, they're far easier to remove than equivalent enchantments or artifacts.

War is Changing

There are still plenty of walkers to be revealed, which could change my mind. However, they'll need to be powerhouses to overcome the inherent vulnerability of being attackable enchantments. Only time will tell whether that is the case.

Karn, the Great Creator in Colorless Eldrazi

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A year ago, Colorless Eldrazi Stompy received a potent new tool in Zhalfirin Void. I described the card's potential for the archetype in detail, cursing Karn, Scion of Urza under my breath in the intro paragraph. In War of the Spark, the deck is all set to receive yet another potential game-changer, if a less certain one, in an updated, upgraded version of that four-mana walker: Karn, the Great Creator. This article assesses Karn's implications for Colorless and proposes a preliminary decklist.

Karn in Colorless

From my seat, the most intriguing War card spoiled so far is Karn, the Great Creator. Karn has promising applications in Colorless Eldrazi Stompy, my competitive deck of choice, where the walker appears to solve a number of problems the archetype encounters.

Boundless Utility

Karn's most obvious draw is the utility he provides. CES already runs a suite of niche-use artifacts in the sideboard to help with certain matchups; nonpermanent spells, often being colored, are rarely an option for us. The planeswalker affords us access to those bullets as early as Game 1 of a match. To run Karn, we'll want to tweak the sideboard so it offers maximum versatility.

One of the juiciest targets to fish out is Relic of Progenitus. Relic has been a fixture of the deck's post-Eye incarnation since I first brewed it three years ago, as it substantially disrupts graveyard strategies while recycling our own copies of Eternal Scourge. This latter function is more of a late-game one, and so gels with Karn's hefty mana cost. Since we essentially have access to mainboard Relics with the new walker, we can finally nix the clunky Scavenger Grounds for better lands, and stand to further improve our already positive midrange matchups.

Modern features some strategies that are very difficult for us to defeat. Chief among those is Whir Prison, which sets up what amounts to a hard-lock with Ensnaring Bridge protected by Welding Jar. Since Karn shuts off activated artifact abilities, Jar no longer works, forcing Whir to search up Pithing Needle to counteract the Ratchet Bomb we now have access to before siding.

The flashiest Karn target, though, is Mycosynth Lattice. The walker's static ability combines with the artifact's to prevent opponents from activating abilities of their creatures or lands—including, yes, "T: add R." With enemies locked out of mana for the rest of the game, overcoming whatever board state they've assembled should be trivial, especially with Karn helping get us to what we need. Opponents will therefore try to deal with the walker ASAP, taking pressure off us and perhaps baiting some otherwise suspect attacks.

Wishboard Options

So that's Relic and Ratchet. But what other artifacts should we run in the sideboard? Since artifacts still don't give us any head-turning sweepers, I think the wishboard package should be as small as possible, giving us space for ample removal spells. Spatial Contortion seems like our best option right now, with Gut Shot following close behind. But I definitely want at least one Gut Shot to randomly hit planeswalkers with, as well as one Surgical Extraction to blow out anyone discarding our Eternal Scourge or trying to reanimate Phoenix.

In other words, the artifacts we elect to run as wishboard targets should play multiple roles, and do so well. Here's what I've auditioned so far, sorted by apparent usefulness.

Low-tier:

  • Tormod's Crypt. While usually worse than Relic, Crypt does offer us the utility of Karn acting as Bojuka Bog when we need it to, or coming down and immediately nuking an opponent's graveyard. But I don't think we need this effect on turn three or four, which is when access to Crypt could ever matter; later on, we don't mind paying to crack Relic for the cantrip. (I would probably play Zuran Orb were it Modern-legal.)
  • Liquimetal Coating. A sort of mini-Mycosynth Lattice, Coating turns enemy lands into artifacts so Karn can tick up to destroy them. It's slower and less decisive than Lattice, but we don't have to worry about finding the mana to cast it. Coating does monopolize our Karn activation, making it harder to find time for fishing out more bullets.
  • Darksteel Citadel. The purpose of Citadel would be to guarantee a land drop for next turn, specifically for Reality Smasher, regardless of whether Karn survives the turn cycle. We probably already have four lands for Thought-Knot, and as we'll soon see, other options are better for setting up a late-game mana advantage.
  • Ghostfire Blade. A card I've considered before, Ghostfire turbo-charges our Scourges and manlands on the cheap. But it was hard to run main because of tension with Chalice of the Void. We can now search it when Chalice is off the battlefield, though I'm not sure it's high-impact enough to warrant a slot.

Mid-tier:

  • Damping Sphere/Grafdiggers' Cage/Torpor Orb. These hosers are all great in their respective matchups, but only when dropped early; a turn five Cage isn't going to prevent many creatures from reanimating! Similarly, Sphere might prove too slow against Storm and Tron. But I can see Torpor Orb retaining late-game usefulness against Humans, and maybe our other disruption will buy us the time needed for these artifacts to do their job from the wishboard.
  • Spellskite. Similarly, Karn into Skite seems a tad slow against the aggro-combo decks that struggle versus the Horror. But I like its ability to protect our other lock pieces, such as Chalice, as well as Karn himself—or that killer Smasher we've sandbagged in hand.
  • Batterskull. Perhaps a solid anti-aggro option, my beef with Batterskull is its mana cost. And everything answers this card. With Karn resolved and active, we're not going to have much mana to throw around bouncing, recasting, or equipping Skull, which makes me think the card might as well die to Fatal Push. That said, it's possible Skull promises the tempo swing we need in aggro matchups. Wurmcoil Engine is another option, but I think it's too pricey.
  • Lightning Greaves. The boots basically grant us "emblem of haste" for two mana, which could help us turn the tide in a mid-game tempo war or fade sorcery-speed removal on our critical creatures. Compared with Ghostfire, haste is better than +2/+2 on Scourge in many matchups, and costing 0 to equip is huge for us. I've made no secret of my affinity for Lightning Greaves, and am eager to try it in Modern again.

High-tier:

  • Relic of Progenitus/Ratchet Bomb. We've covered these two already, though I will mention that the single Bomb can be exiled by Relic and then recycled through Karn in longer games.
  • Sorcerous Spyglass. While Needle effects are occasionally great for this deck, they are also bad in multiples, and unreliable in small numbers. I even went so far as to cut Spyglass entirely from my Regionals list last year. But with Karn in the picture, Spyglass is all upside. Looking at the hand has applications of its own; we can now check for Settle the Wreckage or a stray counterspell before slamming Smasher for the win.
  • Crucible of Worlds. Crucible, too, is immensely powerful in the right scenario, but woefully anemic in others. Karn removes the guesswork and grants us access when we want it. Of course, the artifact's chief purpose is to rebuy Ghost Quarter so we can decimate an opponent's manabase or manlands to keep the pressure on. Still, there are some neat plays we can make with Crucible on the field, such as Quartering our own Temple and replaying that Temple from the grave to generate extra mana, or doing the same with Zhalfirin Void to net extra scry triggers. In fact, tutoring Crucible with Quarter in play guarantees that we'll make land drops up to six without needing to draw more: turn four tap out for Karn; turn five drop Crucible, Quarter our land for a wastes, play that same land; turn six play Quarter from the 'yard, slam Lattice.
  • Mycosynth Lattice. Enables the one-card combo we've heard so much about. Wurmcoil might be too pricey, but it also doesn't end the game on most board states. The threat of Lattice pressures opponents to deal with Karn, and we need to be able to adequately punish those who fail to interact.

Strategic Impacts

Besides tutoring up situational sideboard cards when we need them, Karn alters our strategic profile. For one, we no longer have dead cards. Excess lands, Serum Powder, and Simian Spirit Guide help ramp us into Mycosynth Lattice, or else into whatever artifact we grab with a freshly-deployed Karn. Powder can even go on the offensive, as Karn's +1 turns it into a Wild Nacatl for the turn cycle.

Some of our tougher matchups catch a break, too. The Karn-plus-Lattice plan is extremely threatening for UW decks, which can pose issues for us in the late-game.  And anyone relying on activated abilities of artifacts is in for a beating, as Karn doubles as mainboard copies of Stony Silence. Hardened Scales and Whir Prison are two major, difficult matchups that improve with this addition.

All that upside comes with one critical drawback: a less consistent aggressive plan. Karn doesn't impact the board the way our other cards do, and is therefore worse in racing situations. Even when there's a bullet in our sideboard for a given situation, that bullet will take quite a while to enter the battlefield. Matchup-wise, then, Karn hurts our odds against linear aggro, combo, and aggro-combo decks, unless those decks rely on activated artifact abilities. I imagine this caveat will make Karn sub-optimal in certain fields.

Attempting the Great Creation

With all that smoky exposition clearing, we start to see a decklist forming. No dead cards? No need for Smuggler's Copter. Extra points in grindy matchups? Guess we can cut Matter Reshaper. Expensive permanent incoming? Let's go back up to 23 lands. Aggro-combo becoming harder to beat? Cue a return to Endless One.

The math led me here:

Colorless Eldrazi Stompy, by Jordan Boisvert

Creatures

4 Eldrazi Mimic
4 Eternal Scourge
4 Thought-Knot Seer
4 Reality Smasher
3 Endless One
4 Simian Spirit Guide

Planeswalkers

2 Karn, the Great Creator

Artifacts

4 Chalice of the Void
4 Serum Powder

Instants

4 Dismember

Lands

4 Eldrazi Temple
3 Gemstone Caverns
4 Zhalfirin Void
4 Ghost Quarter
3 Mutavault
3 Blinkmoth Nexus
2 Wastes

Sideboard

4 Relic of Progenitus
1 Ratchet Bomb
1 Sorcerous Spyglass
1 Crucible of Worlds
1 Mycosynth Lattice
1 Torpor Orb
1 Lightning Greaves
3 Spatial Contortion
1 Gut Shot
1 Surgical Extraction

I initially tried 3 Karn, which felt way too clunky. And I'll need some testing against Tron to see if Damping Sphere is dearly missed there, but I think between Chalice and Karn shutting off their cantrip rocks (and the latter, Oblivion Stone) and the set of Quarters, that matchup shouldn't be too tough. For now, Orb and Greaves are the sideboard flex spots, and may just be replaced by the fourth Spatial and another Gut if no other artifacts impress me. Finally, I went with Gemstone Caverns as the 23rd land; I always did like having a third copy, and casting Karn early is another perk of starting on the play, one way or the other.

Oh, I Just Karn't Wait to Be King

Izzet Phoenix? Dredge? London Mulligan? And now Karn, the Great Creator? 2019 is shaping up to be a fantastic year for Colorless Eldrazi Stompy. Which War cards have you brewing? Drop me a line in the comments.

Metagame Tide’s Changing: GP Calgary

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Nothing lasts forever; the mighty will eventually fall; time erases all wounds; change is the only constant. All such platitudes mean for Modern is that one deck can only remain on top of the format for so long. Eventually, the format either adapts to the deck, there's a structural change to the metagame, or the banhammer drops. There was movement in the latest GP data which suggests that such a change is happening, although it is still too early to be certain.

This is not too surprising. When Grixis Death's Shadow's reign ended, it did so with a whimper rather than a roar; despite months of dominating Modern, the emergence of anti-decks, and calls for a bannings, it just faded away in fall 2017. It's been just another deck since then. Humans was the deck of 2018 until Spirits rose to dethrone it in late summer. And now, Izzet Phoenix has been crushing tournaments for months. GP Calgary marks the first big Modern tournament where Izzet Phoenix wasn't a significant portion of the Top 8. What this means isn't clear yet, but I'm hoping it means that the firebird's reign is coming to an end.

Day 2 Metagame

The defining feature of Izzet Phoenix Modern has been its huge Day 2 numbers. The GP weekend saw Phoenix average 21% of the Day 2 population, and previous tournaments showed similar numbers.  This result is significant for any Modern deck, but the real kicker has been the gap between Phoenix and the next deck.

Deck NameTotal %
Other26.14
Izzet Phoenix 17.65
Burn9.15
Mono-Green Tron8.50
Dredge6.54
Grixis Shadow6.54
UW Control5.88
The Rock5.23
Humans5.23
Amulet Titan3.27
Hardened Scales3.27
Spirits2.61

Calgary's metagame is quite a change from last time. Izzet Phoenix is not only not the top category, but it's well below the previous percentage. Instead, "other" is the most populous category. Plainly: players were more likely to hit a rogue deck on Day 2 than a given established one.

More interesting for me is Burn and Tron beating out Dredge. For the past several months, Dredge has been following in Phoenix's wake as not necessarily the number two deck, but typically close behind and second in Top 8s. Being this far behind Phoenix is a notable change. I'm also gratified to see Burn doing well. In a world full of cantrips, Eidolon of the Great Revel is a huge beating.

The other thing to highlight is the lack of Whir Prison. Despite being billed as a Phoenix killer, it failed to warrant its own category on this metagame table. It's possible that Canada just has a prisonless metagame, but I suspect the deck's weaknesses are to blame. I've roasted the deck for being mostly air and weak to hate, but like all prison decks, Whir is also weak to Tron. There are simply too many cards that can break its locks, and given the high Tron turnout, I'm not surprised it didn't succeed.

A final thing to note is that the three most interactive decks in Modern are right after Dredge in the standings. The top deck may be uninteractive, but as I've constantly harped on, that just makes interaction and answer decks better. All it takes is adapting and running the right answers.

The Top 8

A natural result of Phoenix's Day 2 dominance has been huge numbers of Top 8's. It's statistically unlikely for every member of the highest population group to lose, and with population figures so high compared to the other decks, it was inevitable that many Phoenix players made Top 8 over the past few months. Calgary's Day 2 may not have been quite as skewed as previous GPs, but the warp was still present, so the logical assumption would be for another Phoenix-heavy Top 8. However, that's not the case.

Deck NameTotal #
Jund Breach Titan1
Grixis Death's Shadow1
Izzet Phoenix1
Humans1
Dredge1
The Rock1
UW Control1
Blue Moon1

A Top 8 of eight different decks: it doesn't get much more Modern than that! Despite months of the prevailing rhetoric pegging Izzet Phoenix the best deck, Modern's diversity is holding strong. The bracket was also filled with some interesting decks. I've never seen Jund Breach Titan before, and I'm a little dubious. It obviously worked well for Attila Fur, but given the metagame I don't see why Fatal Push and Assassin's Trophy are better for this deck than either running extra Anger of the Gods or Abrade. The sideboard Slaughter Games and graveyard hate I can understand, but stretching the mana for a couple removal spells is very strange to me.

And then there's Blue Moon. I can't remember the last time this deck made waves, especially one full of as many singletons as Brian Willms's deck, although we've seen it win a bit online. I actually suspect the deck started life as a control-oriented Izzet Phoenix deck and simply dropped the Phoenixes at some point. As some have said about Izzet Phoenix, Brian's deck is really a Thing in the Ice deck, and the Blood Moons look like incidental inclusions. Maindeck Spell Snare, Flame Slash, and Ral, Izzet Viceroy certainly seem like cards meant to win Thing mirrors.

The Complication

The Top 8 only having a single Izzet Phoenix deck certainly suggests that the metagame has moved on from Phoenix, and the drop off has begun. That suggestion is premature. Tempting though it may be to declare Calgary proof that the format has adapted and the reign of the firebird has ended, some confounding factors with GP Calgary may not make it the best indication in light of available, contradictory data.

Is Izzet Fading?

Failing to hit 18% of Day 2 is a significant drop from the previous several weeks of data. However, recall that those huge numbers are a recent phenomenon. Phoenix has been around for months, but its Day 2 domination was unique to March. Before then, Phoenix was only putting up solid Top 8 numbers and winning events. In this light, Calgary is more return to form than true deviation.

Also, in this case, a ~3% drop off is hardly earthshaking. If Phoenix had started off at 5% and dropped to 2%, we'd have a more significant decline percentage-wise. However, it's a move of ~21% down to ~18%. I'd still call that a dominating metagame share. It's also still 8.5% higher than the next individual result. It would be disingenuous at best to say that Phoenix's decline this weekend indicates a relinquishing of position.

There is the point that Phoenix was behind the "other" category by 8.49%. That's roughly the same as its lead over Burn. By itself, this doesn't mean much, but recall that it's not the first time that the highest results were Izzet Phoenix and "other." What exactly this means is hard to say, since Modern has always been a diverse format. Butt this rise in "other" might indicate that Phoenix isn't dominating the format like previous heavy hitters did. It could also be that players are drifting away from pure Izzet Phoenix now that the deck is known and their metagame niche is too crowded.

...Or Simply Fluctuating?

It's equally possible that Phoenix's numbers are just natural variance. Each event is different, and there was a relative lack of Izzet players in Calgary. Izzet Phoenix averaged 21% two weeks ago, but exhibited significant variance between the three events. Calgary's 17.65% isn't far off from Tampa's 19.5%, and probably within the margin of error for the sample size. This slight dip relative to previous numbers might then prove non-indicative of the actual trend.

Our uncertainty is made worse by questions about the starting population. If Calgary's initial attendance was reported, I couldn't find it, but I would guess that it wasn't anything special. From what I understand, Calgary is not exactly a tourist mecca; it's also early spring, Calgary is quite far north, and when even those in lower latitudes had snow last weekend, I imagine that many otherwise interested players weren't willing to risk the trip.

Matters are further muddled considering that PAX East, and with it the Mythic Invitational, happened on the same weekend. I enjoy playing GPs as much as anyone, but all things being equal, I'd never pick that over PAX. I can't prove that watching the Invitational or attending-related issues actually kept players away from Calgary, but pondering these factors does raise enough questions that I wouldn't consider Calgary a good data point.

A Counterpoint

There is also the fact that Calgary's main event is only one data point. That's never enough data to draw any meaningful conclusion. The result is also undercut by another data point: the Calgary MCQ's Top 8 looks more like what we've come to expect in the Phoenix era.

Deck NameTotal #
Izzet Phoenix2
Dredge2
Humans1
UW Control1
Grixis Death's Shadow1
Mono-Green Tron1

Phoenix closed out the finals, and Dredge was the second-highest performer. That's pretty consistent with previous events. An MCQ may not be as high-profile or high-attendance as the GP main event, but it does reinforce Phoenix's potency. Taken alongside the previous results and compared to the GP results, it lends credence to the idea that Calgary was a fluke. The circumstances and pilots may have just been wrong this time, rather than the metagame actually adapting.

Adaptation via Playstyle

If the metagame is adapting, how is it happening? I only have the Top 8 decklists from the GP and MCQ to work with, but I'm not seeing much new tech or deck adaptation. Austin Anderson's UW Control deck is the only Phoenix-ready deck on paper, with Terminus and Settle the Wreckage as sweepers, Detention Sphere as backup, and Celestial Purge in the sideboard. The UW deck in the MCQ was still running Supreme Verdict, although it arguably compensated with a full set of Relic of Progenitus maindeck. Otherwise, it's mostly tech we've seen before or deck configurations that haven't changed in months.

It has been suggested to me that the real adaptation isn't happening in terms of cardboard tech, but tactical. Players have had plenty of time to refine their play against Phoenix and figure out how to win. If the Top 8 is indicative of the trends throughout the tournament, it would suggest that players are learning to modify their responses to Phoenix to better answer the actual problem rather than trying to exploit a perceived weakness; for example, the perhaps overblown reaction of running mainboard Surgical Extraction seems to have been nixed by all but Phoenix itself.

History Repeats

Adapting playstyles rather than deckbuilding, understanding how a deck actually works, focusing on that rather than on the threats is a repeat of Grixis Death's Shadow's trajectory in Modern. There, players learned to accept that they would be hit with discard early. This led them to stop keeping speculative hands and just play more robust decks. Once its attack became less potent, Grixis naturally fell off.

Maybe Modern is finally getting over its firebird blitz as the format registers the deck's fragility. Izzet Phoenix burns through lots of cards, but there's never any guarantee that Phoenix will hit the bin. It will see Phoenix eventually, and probably several copies, but to reanimate those early demands Faithless Looting or a lucky Thought Scour. Meanwhile, Thing in the Ice is actually controllable, and thus a far more reliable plan. Therefore, it's the actual threat and power of the deck, as hinted at by Blue Moon's surprise success.

Insufficient Data
In the end, there's not enough data to determine whether Calgary is the start of a meaningful change or simply a normal fluctuation. I am hopeful that players are adapting and the metagame will return to the health that the Top 8 shows still exists, but we need to wait and see more data before confirmation. In any case, we'll keep you posted on Izzet Phoenix's developments as Modern continues to evolve.

Brew Report: March Metagaming Madness

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Is Modern solved? Is Modern stale? Any amount of time spent on a Magic forum or subreddit these days seems to offer countless arguments from both sides of the debate. Indeed, this Phoenix/Dredge/Stirrings (in that order) metagame has proven the most divisive I can remember since Siege Rhino briefly served as hyper-acting format manager in a void left by the Treasure Cruise and Birthing Pod ban. But no matter your position, I'd imagine it difficult to deny the sheer scope of innovation on display among Modern players eager to attack the top decks. David just brought us a breakdown of how high-level paper finishes adjust for this metagame; today, we'll look at some of the standout tech from this month's Magic Online dumps.

They're Trying to Build a Prison

Between Phoenix spearheading Blood Moon's comeback and Phoenix struggling against Chalice of the Void, I've heard many cries for prison strategies to ascend in Modern's ranks. It seems that prophecy is being fulfilled.

Boros Prison, by BKLunch (5-0)

Creatures

2 Hazoret the Fervent
1 Emrakul, the Aeons Torn
4 Simian Spirit Guide

Planeswalkers

2 Gideon of the Trials
3 Nahiri, the Harbinger
2 Chandra, Torch of Defiance
1 Elspeth, Sun's Champion
1 Gideon Jura

Artifacts

4 Chalice of the Void

Enchantments

4 Rest in Peace
3 Blood Moon
2 Cast Out

Instants

3 Lightning Helix

Sorceries

2 Anger of the Gods
2 Day of Judgment
1 Wrath of God

Lands

4 Arid Mesa
2 Sacred Foundry
4 Temple of Triumph
1 Rugged Prairie
1 Needle Spires
3 Field of Ruin
1 Gemstone Caverns
5 Plains
2 Mountain

Sideboard

2 Anger of the Gods
1 Lightning Helix
2 Aven Mindcensor
2 Damping Sphere
3 Dragon's Claw
2 Goblin Rabblemaster
3 Stony Silence

Boros Prison is by no means a new deck, but I've never seen a build so heavy on heavy-duty hate in the mainboard. Not that I'm criticizing—the list reads like a Greatest Hits of beating Phoenix, Dredge, and Tron. I wondered about this kind of deck, which is known to run Lightning Helix thanks to Chalice eliminating Lightning Bolt as an option, after reading David's piece that covered a Jeskai list heavier on Helix than Bolt, and was happy to discover it out in full force.

Also of note here are the many copies of Anger of the Gods, a potent hoser versus Dredge, and whopping 4 copies of Rest in Peace in the main. This deck is not losing to Stinkweed Imp, ever! Goblin Rabblemaster rounds out the sideboard as a way to quickly pressure decks that can go over the top, such as Gruul ramp strategies (which are also excelling in this metagame, some even with Tooth & Nail).

Rakdos Stompy, by FLUFFYWOLF2 (5-0)

Creatures

4 Simian Spirit Guide
1 Magus of the Moon
1 Master of Cruelties
1 Hazoret the Fervent

Planeswalkers

3 Liliana of the Veil
1 Liliana, the Last Hope
3 Chandra, Torch of Defiance

Artifacts

4 Chalice of the Void
4 Ensnaring Bridge

Enchantments

4 Blood Moon

Instants

1 Abrade
3 Bedevil
2 Kolaghan's Command

Sorceries

4 Collective Brutality
2 Anger of the Gods

Lands

4 Bloodstained Mire
3 Blood Crypt
2 Graven Cairns
1 Temple of Malice
9 Swamp
3 Mountain
60 Cards

Sideboard

4 Goblin Rabblemaster
4 Leyline of the Void
2 Crumble to Dust
2 Slaughter Games
2 Stormbreath Dragon
1 Kolaghan's Command

Rakdos Stompy follows stompy's credo to a T: slam lock piece; slam threats; close out the game. The lock pieces are less impactful here than in Boros Prison, but more widely applicable: Liliana of the Veil affects more decks than Rest in Peace, for instance. Ensnaring Bridge represents a more fundamental difference between this deck and Boros: the latter is happy answering creatures as the show up, but Rakdos wants to eliminate that angle of attack altogether. In doing so, it becomes softer to artifact hate, but demands more specific answers from the opponent. FLUFFYWOLF2 may well be onto something there, as he's now 5-0'd with the deck multiple times.

Rabblemaster returns in the sideboard to fulfill its fast-clock role in prison decks, and Leyline of the Void makes an appearance to neuter Dredge. Slaughter Games and Crumble to Dust also show up as hedges against combo strategies. Stormbreath and Kolaghan's grant an edge in the fair matchups.

Can't get enough of this deck? Check out Caleb Durward's Orzhov Death Cloud, which also aims to turbo-out Liliana (his trophy-netting Rhythm of the Wild deck ain't too shabby either!).

Ghostly Martyr, by TERRADESTROY (5-0)

Creatures

4 Martyr of Sands
4 Serra Ascendant
4 Squadron Hawk
4 Ranger of Eos
2 Thraben Inspector
2 Cataclysmic Gearhulk

Enchantments

4 Ghostly Prison
2 Runed Halo
2 Cast Out

Instants

4 Path to Exile

Sorceries

3 Wrath of God
1 Proclamation of Rebirth

Lands

4 Flagstones of Trokair
4 Field of Ruin
4 Ghost Quarter
2 Emeria, the Sky Ruin
2 Mistveil Plains
8 Plains

Sideboard

4 Leyline of Sanctity
1 Damping Sphere
3 Stony Silence
3 Devout Lightcaster
2 Celestial Purge
2 Consulate Crackdown

Ghostly Martyr updates an ages-old deck with, well, Ghostly Prison. A card that's never been quite good enough for Modern, Ghostly indeed shuts down many of the format's premier aggro decks, especially Dredge. It also prevents Phoenix from chaining cantrips and attacking within the same turn, effectively removing haste from the bird and slowing the deck to a crawl. Lifelink, too, proves potent against both of these decks, especially on a large body. And Martyr naturally checks both Burn and Tron: the former by gaining life as a primary gameplan, and the latter by seamlessly integrating eight land destruction effects.

The cards featured in smaller numbers are my favorites. Cataclysmic Gearhulk randomly hoses artifact-heavy decks like Whir Prison, and Devout Lightcaster seems great against all those Lilianas. Consulate Crackdown is a read-and-weep sweeper that one-ups Shatterstorm via exile clause against the artifact decks. The deck now has multiple 5-0s to its name, one of which even makes room for Emrakul, the Promised End!

#NotAllBlueDecks

Some players have been hard at work this month un-tarnishing their choice color's name. Not every blue mage needs Arclight Phoenix to win, and the 3/2's high standing has opened the door for some exquisitely fair strategies to break through.

Azorius Blink, by HARLANMTG (5-0)

Creatures

3 Wall of Omens
2 Snapcaster Mage
3 Kitchen Finks
2 Vendilion Clique
4 Restoration Angel

Planeswalkers

1 Jace, the Mind Sculptor

Enchantments

1 Detention Sphere

Instants

4 Path to Exile
1 Condemn
2 Spell Snare
1 Negate
2 Absorb
3 Cryptic Command
3 Hieroglyphic Illumination
3 Settle the Wreckage

Lands

4 Flooded Strand
2 Hallowed Fountain
3 Celestial Colonnade
2 Glacial Fortress
1 Mystic Gate
4 Field of Ruin
1 Ghost Quarter
6 Island
2 Plains

Sideboard

1 Negate
1 Cataclysmic Gearhulk
1 Celestial Purge
1 Circle of Protection: Red
1 Crucible of Worlds
2 Disdainful Stroke
1 Dispel
2 Lyra Dawnbringer
3 Rest in Peace
2 Surgical Extraction

UW Blink compensates for UW Control's lack of game against über-fast aggro by running plenty of blockers. In a metagame full of recurring 3/3s and hasty 2/2s, Wall of Omens looks especially appealing. Kitchen Finks, too, punishes players for playing red spells, while Restoration Angel creates further value in attrition-focused games. And counterspells interact with combo decks.

All these factors allow such a sluggish, clunky deck to 5-0 in today's Modern, even though it looks like something straight out of 2012. The constant threat of a blowout from Settle the Wreckage, a card that didn't exist all those years ago, ties everything together. Looking for something similar, but with fewer unexciting spells? Try UNWESTROUND's Jeskai Flash, which operates at instant speed and splashes Lightning Helix while maintaining a three-drop-heavy gameplan.

UR Delver, by MILLB4KILL (5-0)

Creatures

4 Delver of Secrets
4 Pteramander
4 Young Pyromancer
2 Thing in the Ice

Instants

4 Thought Scour
4 Opt
4 Lightning Bolt
1 Abrade
3 Spell Snare
2 Spell Pierce
4 Remand
1 Mana Leak

Sorceries

3 Serum Visions
1 Chart a Course
2 Forked Bolt

Lands

4 Polluted Delta
2 Steam Vents
4 Spirebluff Canal
7 Island

Sideboard

2 Thing in the Ice
1 Alpine Moon
1 Blood Moon
2 Disdainful Stroke
2 Dispel
2 Izzet Staticaster
2 Smash to Smithereens
3 Tormod's Crypt

I became less interested in my own UR Delver deck lately, as I've come to realize that not having the free wins against creature decks provided by Thing in the Ice made my strategy look quite tame next to Izzet Phoenix. MILLB4KILL may have come to a similar conclusion, and has opted to just run Thing himself—he packs all four in the 75. Opt helps enable the 0/4, and Young Pyromancer also benefits from the increased cantrip count. Even without Mountain, though, I don't much understand Polluted Delta over Scalding Tarn—why not at least pretend we're Phoenix for a couple turns? Izzet opponents might top-scry their mainboard Surgical Extraction!

For a more midrange-style UR Delver build swapping Ptermander for Nimble Obstructionist, Vendilion Clique, and Wizard's Lightning, check out MIS4TUNE's 29th-place finish in the March 10th Challenge.

Blue Moon, by THEPENSWORD (5-0)

Creatures

4 Snapcaster Mage
4 Thing in the Ice
2 Vendilion Clique

Sorceries

4 Serum Visions
3 Lava Coil

Instants

4 Lightning Bolt
4 Opt
3 Spell Snare
4 Remand
4 Cryptic Command

Enchantments

2 Blood Moon

Lands

4 Scalding Tarn
3 Flooded Strand
3 Steam Vents
2 Sulfur Falls
1 Spirebluff Canal
1 Desolate Lighthouse
7 Island
1 Mountain

Sideboard

4 Relic of Progenitus
2 Ral, Izzet Viceroy
2 Dispel
2 Negate
2 Anger of the Gods
2 Abrade
1 Flame Slash

This Blue Moon deck's claim to greatness is adopting Lava Coil, taking the trend of integrating Magma Spray from some days earlier to a new level. While Spray permanently deals with Phoenix and Modern's many small creatures, Coil charges an extra mana to add Thing in the Ice and Crackling Drake to the roster, effectively answering every important threat in the top decks—especially now that Izzet seems to be moving away from Pteramander (see below).

Hollow One, Kalitas, and other x/4s have long posted problems for Izzet-colored decks, as have recursive threats, and Coil deals with all that and more in one neat package.

Wild Tech Grab Bag

In truth, the March dumps held too much tech to squeeze into a single article. So enjoy this scattered section of other observations and hot takes.

Eldrazi Stompy Developments

Of three recent trends among Colorless Eldrazi Stompy decklists, I feel only one is worth the time.

For starters, there's Billy Savarin's recent IQ win with just 3 Serum Powder. His list looks as if a friend dared him to jam some random Eldrazi Tron cards into his deck—he allegedly even registered a 64-card mainboard! Billy's not the first to run 3 Powder; a 5-0 list without a full playset was published some days before the IQ, and I tried building with 3 Powder a couple years ago (it didn't work). I hold that this deck wants the full set to maximize its odds of finding busted hands (and, specifically, Eldrazi Temple).

I've also seen a Stompy list splashing red for Eldrazi Obligator, as well as Alpine Moon in the sideboard. I think red can be a useful splash in theory thanks to sweeper effects, which would allow us to cut down on one-shot removal in the sideboard. But in my experiments, it's never been worth it compared with the sturdiness and utility of a colorless manabase; besides, the only red sweeper worth running these days is Anger of the Gods, which a mostly colorless deck would never be able to support.

Finally, the trend I condone. It seems White Eldrazi Stompy is rivaling posted Colorless finishes for the first time in months. If it is indeed time to metagame against Phoenix and Dredge, this development makes perfect sense. Temple into big threats is good against every deck, while the white cards are only useful in certain matchups, so the added consistency makes CES a better call in an open field. WES wins out over Colorless when cards like Thalia, Guardian of Thraben, Rest in Peace, Leonin Arbiter, and Eldrazi Displacer are in high demand, as they are now.

Return of Linear Aggro-Combo

Due to favorable matchup profiles, some of Modern's storied aggro-combo decks are viable again after long slumbers.

Bogles: Never loses to Phoenix with Path saved for Thing. Dredge and Burn also lose to the lifelink. Happy to mulligan low and packs hosers.

Mill: Has a win condition difficult for Phoenix to interact with, and that Dredge supports. Largely ignores hate aimed at the top decks.

Cheeri0s, Infect: These decks punish opponents for tapping out (i.e. for Thing in the Ice, Cathartic Reunion, cantrips) and find it very difficult to lose to interaction-light decks such as Tron and Hardened Scales.

New Homes for Snapcaster, Kalitas, and Frenzy

It looks like Snapcaster Mage is here to stay in Izzet Phoenix decks, generally cutting into shares previously occupied by Pteramander, Crackling Drake, and Pyromancer's Ascension (in fringe cases, Young Pyromancer). Mage diversify's the deck angles of attack, a must now that players are finally catching on to Izzet's gameplans and tuning accordingly. It also shines in midrange matchups, which are increasing in popularity thanks to...

Kalitas, Traitor of Ghet, the latest cornerstone of BGx Rock. Kalitas turns Fatal Push into a real removal spell against Phoenix and Dredge alike and has enabled something of a midrange renaissance online this month; the Vampire has even shown up in UB Faeries and Grixis Control. Kalitas is so potent right now that Anafenza the Foremost's similar effect has been earning her space in Humans.

I covered Frenzy Affinity back in February, but the deck positively blew up this month, bringing traditional Affinity to new heights despite Hardened Scales's sustained metagame presence. Experimental Frenzy gives the strategy the unfair edge it needed to keep up with Modern's steadily rising power level. Strategically, it allows Affinity to slog through removal, something all of the format's best decks already do. Instead of grinding via synergy like Scales, it does so using the enchantment's raw power.

Change at Last

One week ago, I asked whether Wizards should address Arclight Phoenix. My argument was that if the deck kept its metagame shares and Modern failed to adapt quickly enough, they might have to. But this month's Magic Online results tell the story of players digging deep and finding ways to address Phoenix on their own terms. Here's hoping players succeed in policing Modern themselves.

Slow and Steady: Metagaming against Phoenix

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Modern is vast and diverse enough to make metagaming a frequently terrible idea. However, sometimes it is warranted. With Izzet Phoenix, followed by Dredge, consistently dominating the big tournaments in a way that Modern hasn't seen in years, it makes sense for the first time in a long time to actively target the top decks. How to do that is the question.

Much of the reaction so far has been maindecking Surgical Extraction, which given the tournament results, doesn't appear to be working. I've suggested attacking Phoenix's velocity engine, but that hasn't been widely adopted and doesn't work against Dredge. The search is still on, and today I'll discuss how successful decks are adapting to a Phoenix-filled metagame.

While looking over the GP weekend's decklists, I was both disappointed and hopeful. The disappointment came from a lack of dramatic change from Regionals. Given the available data, I expected players to have caught onto the threat of Phoenix, even if the result was an outlier at the time, and planned ahead. However, there hadn't been any grand changes yet. Instead, I saw incremental adjustments and tweaks. That was less than I hoped for, but still signaled that players were adjusting, and could soon reign in the firebird.

Between a Rock...

First up is the runner-up from Philadelphia. BGx has been struggling for the past year. It's never been bad, but between Dredge returning, hexproof Spirits rising, and then Arclight Phoenix's ascension, Fatal Push has been having a very hard time. BGx and particularly Jund are the best decks around at 1-for-1 trading, but decks have gotten too good at breaking those trades via recursive threats. This is unfortunate because Phoenix decks are vulnerable to being grinded out of threats if they can't swamp opponents. However, Jonathan Orr may have cracked the code.

The Rock, Jonathan Orr (2nd, SCG Philadelphia Open)

Creatures

4 Dark Confidant
4 Tarmogoyf
3 Scavenging Ooze
3 Tireless Tracker
2 Kalitas, Traitor of Ghet

Planeswalkers

3 Liliana of the Veil
1 Liliana, the Last Hope

Instants

4 Fatal Push
4 Assassin's Trophy

Sorceries

3 Thoughtseize
3 Inquisition of Kozilek
1 Collective Brutality
1 Maelstrom Pulse

Lands

4 Blooming Marsh
4 Swamp
4 Verdant Catacombs
4 Field of Ruin
2 Hissing Quagmire
2 Forest
2 Treetop Village
2 Overgrown Tomb

Sideboard

3 Fulminator Mage
2 Collective Brutality
2 Surgical Extraction
2 Nihil Spellbomb
1 Damping Sphere
1 Engineered Explosives
1 Grafdigger's Cage
1 Kitchen Finks
1 Nissa, Vital Force
1 Damnation

In a world full of graveyard decks, this is the sideboard I want to see. Orr has multiple one-shot effects to pair with his maindeck hate and Grafdigger's Cage. One-shot effects are great at slowing down graveyard decks, but they're easy to play around. This is especially true if they hit the board and then sit there, like Nihil Spellbomb. It's also critical to pack extra against Dredge, which can quickly recover from a single graveyard purge; it's the second one that actually hurts. And again, that frequent refrain, Surgical Extraction is not Dredge hate. It's fine against Phoenix, but only mediocre against Dredge's multiple targets and threats.

However, the real advantage of Orr's list is more subtle. For some time, Rock lists have been running Kalitas as both incidental hate and a value engine. In a metgame full of recursive threats, the Vampire is also key to making removal matter. Without Kalitas, Push is a card-disadvantageous speed bump. This means that the re-adoption of Maelstrom Pulse is a brilliant decision. Assassin's Trophy largely pushed out Pulse and Abrupt Decay, but having a way to remove multiple Phoenixes or Prized Amalgams with one card, especially around Scavenging Ooze or Kalitas, is invaluable and critical for Rock to catch back up. I imagine that more Rock players will catch on and play more Pulses in the foreseeable future.

...and a Hard Place

A rising option is to simply shut down Phoenix. The deck is very one-dimensional, and is really just a cantrip deck. I've advocated attacking the velocity engine with Eidolon of Rhetoric, but some are taking the more direct approach. Rather than adjust their decks for a Phoenix world, they're grabbing one that negates each of Phoenix's plans cold.

Whir Prison, Louis-Samuel Deltour (2nd, GP Bilbao)

Instants

4 Whir of Invention

Sorceries

4 Ancient Stirrings

Artifacts

4 Mishra's Bauble
4 Mox Opal
4 Chalice of the Void
4 Welding Jar
2 Engineered Explosives
2 Tormod's Crypt
1 Pyrite Spellbomb
2 Sorcerous Spyglass
1 Damping Sphere
4 Ensnaring Bridge
1 Crucible of Worlds
1 Witchbane Orb
1 Bottled Cloister

Lands

4 Spire of Industry
4 Botanical Sanctum
4 Tolaria West
3 Glimmervoid
2 Island
1 Ipnu Rivulet
1 Tectonic Edge
1 Academy Ruins
1 Inventor's Fair

Sideboard

4 Spellskite
3 Tezzeret, Agent of Bolas
2 Sai, Master Thopterist
2 Sorcerous Spyglass
1 Unmoored Ego
1 Slaughter Pact
1 Grafdigger's Cage
1 Torpor Orb

It doesn't matter how many spells are cast if they don't resolve. Chalice of the Void is back and in force.

I've slagged off plenty of decks for being primarily air or dependent on single cards to work, but is all the above and more. Whir Prison is a deck built entirely around Ensnaring Bridge. Chalice of the Void is important too, but it's not the critical piece. The deck will not beat any creature deck without Bridge. Everything either finds, protects Bridge, or is easy to dump from hand to enable Bridge and do nothing otherwise. This prison is far faster to build than any other we've seen, but it's also far more fragile. It's very much a deck built on the assumption that it only has to face certain decks, because it's not going to beat anything outside its narrow attack spectrum.

Some Whir of Invention decks also run the Thopter Foundry/Sword of the Meek combo, but the Top 8 lists consistently stick to looping either Ipnu Rivulet or Pyrite Spellbomb. This initially struck me as odd considering all the graveyard hate running around. But they do play Tezzeret, Agent of Bolas and Sai, Master Thopterist out of the sideboard to compensate. With a game locked up, it's only a matter of time before those alternate win conditions are found.

Alternatively, Amulet...

Whir is the new kid on the block, as far as fighting Phoenix goes. The real success stories have been from big mana decks. Other decks have had decent results, but Amulet Titan, Mono-Green Tron, and to a lesser extent Valakut, the Molten Pinnacle decks have consistently inhabited the Phoenix-heavy Top 8's of the past few months. It makes sense since they're not affected by the types of hate targeted at Phoenix or Dredge and can either ignore their gameplan or organically clean it up. In fact, current Tron lists don't look dramatically different from what was winning last year. On the other hand, the Amulet lists have made subtle but important changes.

Amulet Titan, Matthew Dilks (4th, SCG Philadelphia Open)

Creatures

4 Sakura-Tribe Scout
4 Azuza, Lost but Seeking
4 Primeval Titan
1 Walking Ballista

Artifacts

4 Amulet of Vigor
2 Engineered Explosives
3 Coalition Relic

Instants

4 Summoner's Pact
1 Pact of Negation
1 Primal Command

Sorceries

4 Ancient Stirrings

Lands

4 Forest
4 Selesnya Sanctuary
4 Simic Growth Chamber
4 Gemstone Mine
3 Tolaria West
1 Vesuva
1 Sunhome, Fortress of the Legion
1 Slayers' Stronghold
1 Khalni Garden
1 Kabira Crossroads
1 Ghost Quarter
1 Cavern of Souls
1 Boros Garrison
1 Bojuka Bog

Sideboard

4 Path to Exile
3 Negate
1 Cavern of Souls
1 Engineered Explosives
1 Chameleon Colossus
1 Hornet Queen
1 Ramunap Excavator
1 Reclamation Sage
1 Tireless Tracker
1 Consulate Crackdown

The first thing to note is the increased Forest count. Justin Cohen only ran one when he brought the deck to the world, and last year, most ran only two. Amulet decks have always been vulnerable to Blood Moon, to the point that Cohen didn't think he could ever beat it even with significant sideboard space. However, the increasing popularity of Field of Ruin has led to Amulet hedging against getting Strip Mined. This has the added benefit of reducing the vulnerability to getting Mooned, though it doesn't eliminate it.

However, in a world where the most popular deck by far can and frequently does run Blood Moon, a few more Forests isn't enough. Instead, Titan has started running former Standard staple Coalition Relic. Back in Time Spiral Block Constructed, Relic was a critical piece of Mystical Teachings Control decks, serving as a combination of fixing and acceleration. In Standard it competed with Coldsteel Heart, which was cheaper but also couldn't provide the extra burst of mana Relic did.

In Modern Titan decks, Relic functions like an additional Azuza, Lost but Seeking. However, against Phoenix, it allows for Primeval Titan to be cast the following turn even under Blood Moon. Even when there is no Moon, extra mana is critical for Amulet to actually keep up with Phoenix. Relic also facilitates the sideboard plan of slamming green creatures and Path to Exile. Considering that artifact removal is usually ineffective against Amulet decks due to their speed, Relic is an incredibly intelligent addition.

...Or, Kill 'Em All

Finally, I return to another old refrain: control should be doing better than it is. There's a clear metagame trend for graveyard decks, and answer decks should be adjusting their disruption accordingly. However, after some positive signs from Regionals control players, I was very disappointed by their showing at the GP's. It was just too hard for some to catch up in time. It turns out I may have been looking in the wrong place, and that work was being done in the smaller tournaments.

Jeskai Control, Jonathan Sukenik (5th, SCG Philadelphia Classic)

Creatures

4 Snapcaster Mage

Planeswalkers

2 Teferi, Hero of Dominaria

Enchantments

3 Search for Azcanta

Sorceries

2 Supreme Verdict

Instants

4 Path to Exile
2 Opt
1 Lightning Bolt
4 Lightning Helix
3 Logic Knot
1 Think Twice
2 Electrolyze
4 Cryptic Command
3 Hieroglyphic Illumination
2 Settle the Wreckage

Lands

4 Flooded Strand
3 Scalding Tarn
3 Island
3 Field of Ruin
2 Steam Vents
2 Hallowed Fountain
2 Celestial Colonnade
2 Plains
1 Arid Mesa
1 Mountain
1 Glacial Fortress

Sideboard

4 Surgical Extraction
2 Vendilion Clique
2 Negate
2 Dispel
2 Celestial Purge
1 Lyra Dawnbringer
1 Baneslayer Angel
1 Isochron Scepter

The first item of note is only one Lightning Bolt. How the mighty have fallen. In a world of Dredge and Phoenixes, Bolt just isn't good enough anymore, a huge turnaround from last year. Instead, Johnathan Sukenik has fully embraced recovering from swaths of recursive creatures. He is running full sets of both Lightning Helix and Cryptic Command, perfect for regaining lost ground in the early turns. He's also maindecking Settle the Wreckage, though I don't see the value in splitting numbers with Supreme Verdict. Destroying creatures is at an all-time low in value, and while Supreme is more versatile, this isn't the time for extra versatility.

Initially, I was skeptical of the full set of sideboard Surgicals. Doesn't control have better options? Then, I saw the Isochron Scepter, and it made sense. Sukenik intends to effectively mill out Dredge and Phoenix in post-board games. It's very unlikely that either would know to pack artifact removal, so this plan makes some sense. I would expect Dredge to have Assassin's Trophy at least, since Rest in Peace is a card, but it seems to have worked out. I'm mostly impressed that someone found a good use for Scepter again; it's another card that's fallen a long way since its heyday.

Bottom Line

Change is coming in Modern, if coming slowly. The incremental changes that we've observed so far has certainly helped their pilots. However, these minor changes prove that Phoenix is beatable and that Modern can deal with this problem. I look forward to seeing what new developments arrive in the next few weeks.

Ashes to Ashes: Should Wizards Address Phoenix?

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Each tournament, Izzet Phoenix's impressive, sustained numbers start to look less like an outlier and more like a pattern. Patterns like these have a history of being addressed by Wizards via the banlist. So how does Izzet Phoenix stack up against past offenders? Do the deck's decriers have a case for caging the bird? Let's find out!

Izzet Phoenix, by Guillaume Matignon (1st, GP Bilbao)

Creatures

4 Arclight Phoenix
4 Thing in the Ice
2 Crackling Drake

Enchantments

2 Pyromancer Ascension

Instants

4 Lightning Bolt
1 Lightning Axe
1 Izzet Charm
4 Thought Scour
4 Opt
2 Surgical Extraction
1 Gut Shot
4 Manamorphose
1 Echoing Truth

Sorceries

4 Faithless Looting
4 Serum Visions

Lands

4 Scalding Tarn
2 Polluted Delta
2 Steam Vents
4 Spirebluff Canal
1 Sulfur Falls
3 Island
2 Mountain

Sideboard

1 Abrade
1 Anger of the Gods
2 Blood Moon
1 Ceremonious Rejection
2 Dispel
2 Dragon's Claw
1 Flame Slash
1 Hurkyl's Recall
1 Jace, the Mind Sculptor
1 Ravenous Trap
1 Shatterstorm
1 Spell Pierce

Explaining Phoenix's Numbers

I won't delve too deep here, as David's already covered the possible non-busted reasons Phoenix is so popular. But I will include a brief analysis for posterity.

Financial Accessibility

Something Modern routinely comes under fire for is the high cost of its decks. Compared with many strategies the format offers, Izzet Phoenix ranks among the cheapest. Sure, the deck is $1000 now, but it wasn't a month or even a couple weeks ago; the announcements surrounding Modern Horizons, coupled with Phoenix's growing popularity, have significantly increased the price of certain Modern staples—most notably Scalding Tarn, the single most expensive card in Izzet by a mile. Add to that the fact that many players bought into Phoenix earlier than just yesterday, and lots of Modern players already own Scalding Tarns, and Phoenix becomes a very affordable option.

Loosely related is Phoenix's status in Standard, where pundits also claim it may be the best deck. Players who own the deck in Standard don't need much to make it work in Modern, too, meaning the deck's presence here may have attracted players who might not even register for tournaments otherwise. It's not only cheaper to have two decks that mostly share a core of cards; doing so also takes pressure off players to dedicate time to learning a new archetype.

Strategic Accessibility

Another key factor is Phoenix's strategic profile. Its mass of cantrips give the deck a low skill floor, meaning newer pilots can expect to do okay with the deck—its gameplan of bin-a-Phoenix or land-a-Thing and then chain together cantrips is both powerful and intuitive. Simply being in a resource-strapped mid-game state will advantage the Phoenix deck over more interactive strategies, as topdecking but one cantrip can lead to a chain that revives the 3/2s. In this way, Izzet is a critical mass deck (like Burn or Infect) that doesn't necessarily rely on having those pieces in the hand to begin with: they all find each other.

Phoenix also has a high skill ceiling, meaning there's plenty to learn and master within the deck. Additional time sunk into the strategy rewards its pilots handsomely. Take Michael Bernat's expert cantrip sequencing while blazing through the GP Los Angeles Top 8. This aspect of the deck draws pros and higher-level players to the deck; players that might win on any passable option.

Proven Pedigree

Phoenix's profile attracts players of all skill levels. But perhaps Phoenix's most alluring feature for many , especially those with much on the line at Magic tournaments like pros, is its pedigree. Phoenix's numbers continue to not drop despite the target on its head, further adding credence to the idea that it is indeed the best thing to be doing in Modern. In any case, prospective players could certainly do worse; they'll never be called scrubs for sleeving up this veritable boogeyman.

Meet the Bandidates

Our next question: what would Wizards even ban? There are a few candidates in the running, so it depends on the goals they have for post-Phoenix Modern.

Faithless Looting

A simple Google search pegs Faithless Looting as the most popular ban target according to most Modern players, with pros and content creators stoking the fire of memes at lower levels. Looting enables the deck's fast Phoenix starts and gives the deck longevity; it's perhaps the best card in the deck.

Wizards could hit Looting for a couple of reasons. It's a nice target if they also want to nerf Dredge, another of the format's top-performing strategies. And it's of course a goner if Wizards decides they don't want such an efficient card selection spell legal at all. I do think this hit will neuter Phoenix into the deep future. The deck will probably still exist, but it should be knocked down a tier or two, as turn-two Phoenixes will be much tougher to achieve.

I'm against a Looting ban on the grounds that the card is splashed into so many decks. (It's also just really fun to cast, which has made it one of my favorite cards in Modern since the format's inception.) Like Ancient Stirrings, Looting enables multiple decks, including a swath of Tier 3-and-below archetypes (Mardu Pyromancer, Grishoalbrand, Hollow One, Storm, etc.). In terms of metagame implications, banning it would be akin to banning Lightning Bolt, as the format would shift radically in its absence, food-chain-style; while Bolt is more played overall, it's less crucial to any strategy, as similar options exist.

R&D has also recently expressed reluctance to remove Faithless Looting, citing the format's shifting nature. Indeed, Ancient Stirrings went through a period last year of extreme prejudice in the community, with many calling for its ban; with Krark-Clan Ironworks gone, though, these same voices have declared the cantrip safe for Modern. I can see that happening with Looting once Izzet Phoenix ceases to perform, one way or the other.

Manamorphose

Others have called Manamorphose the problem with the deck. Cutting this piece won't hurt Phoenix as much as the Looting ban would, but I think the effects are close. Early Phoenixes still exist between Gut Shot and Surgical Extraction. Thing in the Ice becomes about a turn slower on average.

One thing I like about a Manamorphose hit is the lack of splash damage. Almost nobody plays this card! It's splashable, sure, but there are just too few ways to profit from its enabling. I think this is the most conservative and surgical ban: it mostly just hits Phoenix, but it still lets the deck go on in some capacity. Manamorphoseis an ideal ban if Wizards merely wants to take Phoenix down a notch in their update.

Arclight Phoenix

One suggestion I haven't heard is to ban Phoenix itself. My reasoning here is that URx decks were fine and diverse before Phoenix arrived on the scene, and the other pieces of the deck all contribute to Modern's diversity. There's a real possibility that Wizards won't want Phoenix in the format anymore come May 20. This is the route the company went with other diversity offenders (more on this below) like Treasure Cruise and Birthing Pod: it's extreme, but very safe.

Other Options

Thing in the Ice has been called the best creature in the deck, with Ross Merriam going so far as to say Izzet Phoenix's name is misleading. So why isn't Thing a consideration? While I believe a Thing ban would significantly hurt Izzet Phoenix, I think Thing is the kind of build-around, spells-matter card Wizards wants to be okay for Modern, which is why they keep printing cards in a similar vein (most recently, Pteramander). The creature saw fringe play before Phoenix, and was obviously fine in the format at that point, so I think Phoenix is a likelier hit if it comes to sniping the creature base.

Competitive Diversity

This element strikes me as Phoenix's biggest offense. It's true that Modern is mostly diverse outside of Phoenix, and that Phoenix is mostly just popular at large events. But I don't think Wizards cares so much. They banned Twin mostly* on the grounds of GP Top 8 performance, for instance, which barely affects the majority of players. It seems the company operates via a trickle-down metric, adjusting the format based on large-event performance because they have unprecedented access to those numbers, and hoping the metagames created at the top tables are reflected at the lower ones.

While other decks exist, the fact still remains that all signs point to Phoenix taking up a huge slice of the competitive Modern metagame; something like 20%. That's more than Twin ever claimed, but I don't think Twin should necessarily be our point of reference, as many factors contributed to its banning. There are other, more pertinent comparisons to draw, such as to Birthing Pod, Deathrite Shaman, Bloodbraid Elf, and Treasure Cruise. All these cards were banned for spearheading decks exceeding 20% Day 2 metagame shares and GP/PT Top 8 shares. Based on the numbers we have right now, Phoenix also passes that breaking point.

Cruise specifically is very close to Phoenix in format effects. It single-handedly created a cantrip-loaded UR deck that pushed 20% of the metagame share.

*Many also hold that Twin was banned to shake up the PT. While this argument is somewhat rooted in fact, we still have more evidence that Wizards' stated reasons for the ban were actual ones, and not just distractions, so I won't here entertain this (relatively plausible) conspiracy theory.

When the Clock Strikes...

If Arclight Phoenix is as egregious as Treasure Cruise, why isn't it banned? I think at this point, we're looking at less of a "why" question and more of a "when." While the Los Angeles and Bilbao trends are troubling from a save-the-Phoenix perspective, the fact is they haven't so far been enough to warrant direct action from Wizards. The company is likely waiting until the next scheduled update on May 20 to do something about Phoenix. As David mentioned this week, there are plenty more high-profile events on the horizon this month. There's a nonzero chance the format corrects itself by then, perhaps adopting some of the many strategies listed on this very site to combat the recurring flier.

Likelihood of Internal Regulation

Personally, I doubt that happens. The best players already know how to best Phoenix, or at least understand their gameplans, and the deck is still crushing. I don't buy that there's a bunch of secret tech Modern grinders have yet to discover or wield appropriately.

The metagame may well shift a little bit, and I wouldn't be surprised if Phoenix's share dipped slightly. But I don't think the slight dip I predict will prove enough to protect the deck from the May 20 update.

Modern Horizons on the Way

Another argument I've heard for leaving the format as-is: Modern Horizons releases on June 14, and is likely to deeply alter the format in one way or another. But June 14 is three months away, and the set's impact is not guaranteed. Wizards has never waited for seismic shifts before acting in the past—the most obvious example is their Splinter Twin ban just before Oath of the Gatewatch was released and Eldrazi took over the format. I seriously doubt Horizons prevents any otherwise warranted move in May.

Fire on the Leaves

This Modern is proving one of the most divisive in recent times, with many voicing concern over Phoenix and Dredge while others claim Modern is in a Golden Age. How do you feel about the current format? Which direction do you hope Wizards takes in regards to Phoenix? Let me know your thoughts in the comments!

Firebird’s Shadow: GP Weekend Analysis

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One weekend. Three events. So much data. With an SCG Open and two GPs this weekend, I can better evaluate whether the extreme trends seen in the Regionals data actually have weight, or were the outliers I speculated. Is Phoenix really as good as it looks?

The Day 2 Picture

For unknown reasons, Channelfireball decided to report their Day 2 as percentages rather than the actual numbers. This wasn't a problem for Bilbao since the total population was included and I can do math. The same cannot be said for Tampa Bay. One way to meaningfully combine the data from the GPs with that from SCG Philadelphia is to convert the later into a percentage, then take the average.

Deck NameAverage Day 2 %
Izzet Phoenix21.33
Other11.77
Humans7.97
Dredge7.30
Mono-Green Tron6.73
Burn5.97
Grixis Death's Shadow4.63
Rock4.37
UW Control4.27
Affinity3.63
RG Valakut3.10
Whir Prison3.03
Spirits2.7
Ad Nauseam1.97
Mono-Red Phoenix1.63
Hardened Scales1.53
Eldrazi Stompy1.53
Sultai Reclamation1.00
Blue Moon0.93
Hollow One0.87
Lantern Control0.57
Amulet Titan0.57
Jeskai Control0.43
Jund0.43

While that is an impressive spread of decks making Modern, once again, there's a huge jump between Izzet Phoenix to the next individual result. 9.56 percentage points separate Phoenix from the aggregate Other category and it's 13.36 points ahead of Humans. That's not normal. It's also incredibly strange when taken as a whole.

Again, this is not a Tier 0 situation. Compared with Eye of Ugin's reign over Modern, there is less suppression of diversity; Izzet Phoenix is winning a lot, but it isn't winning everything. This metagame looks more like the Grixis Death's Shadow summer, where there was a very successful and powerful top deck, but diversity wasn't substantially affected.

Population Question

This Day 2 data may simply be a reflection of the Day 1 population. I've been told several times that every Day 1 for the past few months of premier level play has been heavily tilted towards Izzet Phoenix. Since Day 1 data almost never gets published, there's no way to verify that anecdotal claim, so take it as you will. But if it's true, and Izzet Phoenix starts out as the most-played deck by a significant margin, Phoenix has to end up as a major player on Day 2 and subsequently the Top 8. Only a complete collapse, likely due to the rest of the field playing predator decks, could prevent such a scenario.

The Top 8 Picture

Shrinking the data set, the Top 8 continues the trends from the Day 2 data. Again, this isn't surprising since to make Top 8, you have to Day 2 first. However, it is undeniable that Phoenix had a very good weekend. The narrative of it being the dominate deck should continue into the foreseeable future.

Deck NameTotal #Total %
Izzet Phoenix833.3%
Dredge416.7%
Amulet Titan28.3%
Mono-Green Tron28.3%
The Rock14.2%
Hollow One14.2%
Whir Prison14.2%
RG Valakut14.2%
Shadow Zoo14.2%
Grixis Death's Shadow14.2%
Bogles14.2%
Lantern Control14.2%

Izzet Phoenix was again the most populous deck by far, and won every event. That is a very impressive weekend. I posited that Phoenix's absurd metagame population at Regionals had to be an outlier, but with another week of proportionately similar results, my opinion has shifted: the numbers now present what looks more like a recurring pattern. It's not a true statistical trend yet, but if the pattern repeats in Calgary, it will be hard to deny.

Dredge taking second place is interesting, but explainable. Most of the graveyard hate I'm seeing in the decklists are one-shot effects meant to catch binned Phoenixes rather than shut down Dredge. Dredge can survive one hate card, and Surgical Extraction is hardly heavy-duty to the extent Dredge demands. What I do like is that more and more decks are bringing in Anger of the Gods alongside the one-shot hate. Dredge wins by flooding the board quickly and then recurring its threats. Eliminating the graveyard once hurts, but only matters if it catches threats before they resurrect. Anger is the perfect answer to Dredge's actual gameplan.

The Catch

I don't know exactly how the finals of the GPs played out since it was all text coverage, but I did watch SCG Philadelphia. The way the final match unfolded renewed my skepticism of Phoenix's position. I mean no offense to Austin Collins on his win, but he got very lucky in games 2 and 3 to win the Open. Game 2 saw Jonathan Orr fail to draw removal spells in an otherwise strong position and die to double Thing in the Ice. Game 3, Orr was mana screwed against what was close to a nut draw from Collins. Game 1, where both decks were playing closer to their average draws, Orr won handily.

This is the big catch with Phoenix's numbers: it needs to get lucky. I've discussed the deck at length before, but the deck is disguising some significant weaknesses by playing lots of cantrips. If it weren't for all the velocity, particularly Manamorphose, Izzet Phoenix wouldn't be a deck. Phoenix decks can keep more mediocre hands because they can just cantrip into a busted hand; Izzet Phoenix's average draw is nothing special, but it doesn't have to actually play that hand.

Healthily Warped?

The other problem I have with declaring Phoenix the Best Deck is the wider context. There's been a clear trend in the data towards Arclight Phoenix. This week also had a huge surge of Dredge decks. However, looking past those two, the format remains diverse. Plenty of non-Phoenix decks are doing well, and there's already evidence that players are adjusting and pushing back. It just isn't happening quickly enough to have an impact yet.

The 9th place UW Control deck from Philadelphia had a Circle of Protection: Red in its sideboard, but was running Supreme Verdict maindeck. Verdict was good in a Humans-heavy world, but these days, with Dredge and Phoenix everywhere, UW should consider Settle the Wreckage. The metagame is out-pacing the players. Once they catch up, I can't imagine that Phoenix's share can be maintained.

Putting it Together

On the surface, the data looks like a disaster, but digging deeper indicates that the format itself is perfectly healthy. Izzet Phoenix may have an inordinate share of big event data, but underneath that everything looks normal. I argue that Modern itself is fine even if the tournament scene is not. The lingering question is whether that is good enough.

Implications

Players have been calling for a Faithless Looting ban for a long time now. While Wizards wants to wait and see if Modern self-corrects, especially since Modern Horizons is coming, if this data keeps piling up, they're going to be pushed into taking action. I don't think Looting is the problem (it's Manamorphose), but I also don't think that Wizards is willing to risk Dredge resurging if Phoenix goes away. I hold that a ban is not necessary; Phoenix is not just beatable, but containable. But the metagame may not adjust fast enough to prevent a banning.

However, even if that does come to pass, it won't be for some time. It is critical for players to recognize the reality that Izzet Phoenix is everywhere at the big events and prepare accordingly. This may require players to switch decks to utilize maindeck hate cards, but I don't think that's necessary. Small changes, both in playstyle and sideboarding, can prove very effective.

If you're a deck that's vulnerable to Thing in the Ice's tempo tsunami, deploy threats accordingly, pacing removal judiciously. If you have the option, adjust your removal package to favor exile over destroy. I would never recommend maindeck Surgical Extraction outside of Phoenix decks because even when it's hypothetically good, it's prohibitively narrow, but Remorseful Cleric or similar maindeckable cards are excellent at stopping the dangerous Arclight Blitz.

A Classic Counterpoint

While Phoenix dominates high-level events, we don't know if it does the entire metagame. Numbers from smaller/less-publicized events show the Phoenix domination getting less obvious, to say the least; take the results from online events like Modern Challenges or Leagues. Its appearance and win rate are roughly the same as that of any other deck.

The same holds for smaller paper events. The Modern Classic Top 16 at SCG Philidelphia only had two Izzet and one Mono-Red Phoenix. The closest any Phoenix deck came to the title was sixth place. The Syracuse Classic didn't feature a single Arclight Phoenix over fourteen unique decks. When considering this year's events, Phoenix is on top of MTGGoldfish's metagame thanks its numerous big results from premier tournaments; Dredge would be level otherwise.

If the apparent warp weakens and/or disappears outside of larger SCG and Wizards events, then it appears to only exist at these large events. If this really were an Eldrazi Winter or even Grixis Death's Shadow's reign, I'd expect to see far more Izzet Phoenix at the smaller events. The metagame suggested by the overall statistics and SCG Classics speaks to a very diverse metagame, especially in comparison to the premier events. To the best of my knowledge, this dichotomy has never happened in a constructed Magic format, let alone in Modern.

Is It Real?

I'd need more data to verify this split. If the Challenges and smaller Modern events continue to be as diverse as they've been so far, that lends credence to my observation. If it is an actual effect and not just a quirk, I can think of two reasons for it existing. The first possibility is that the paper metagame is ahead of the online one, and Izzet Phoenix really is that good. This seems unlikely since MTGO has so many more events every day that it should work out the metagame and find the solutions to any metagame warp.

The second, and I think more likely, probability is that perception and the nature of the events is at work. Arclight Phoenix gets a lot of attention. If the narrative is that one deck is so much better than any other, and you're not that invested in the format, why not pick up the "best deck," especially if you already have the critical pieces? Again, Phoenix is in Standard, and in a pretty similar deck at that. Why even switch to something else?

The other problem is, frankly, laziness. For someone not particularly invested in a format as many semi-to-actual-pros are, it's much easier to join 'em than to try and beat 'em. Given that the premier events are open tournaments, it makes sense for an inordinate number of less-invested players to just jam Phoenix. They don't have the time or willingness to figure out the right cards and strategy to beat the top deck, and if it's as accessible as Phoenix, why not save yourself some time and effort? The more invested players are likely to stick to their guns, and I suspect are the ones playing in smaller events at all. In this scenario, it's less a metagame break than different player composition.

Looking Ahead

I hope that the current pattern of Izzet Phoenix domination doesn't hold. We've seen the deck constantly over the past few months, and I for one am bored of watching Phoenix decks spin their wheels into a win. If the risk of the London Mulligan supercharging Dredge, Phoenix, and other combo decks pans out, it could be the worst Pro Tour since Oath of the Gatewatch. However, I am also optimistic that this won't happen. Izzet Phoenix is very beatable if players actually put their minds to the job. There are more GPs and an SCG Open before London. Hopefully players will find the answer and implement it before then.

Outlook Grim: Testing Mainboard Leyline in BGx

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While chatting with a friend who hasn't played Modern in a while about mostly unrelated topics, I was asked whether Leyline of the Void could be a reasonable consideration for contemporary mainboards . He'd become interested in the topic after reading this article. "In what deck?" I asked, believing myself aware of the card's niche deckbuilding requirements. "BGx," he answered. And with that, I set about trying to squeeze Leyline into a Jund 60.

What follows is an outline of my thought process, a decklist, and the conclusions I made while building and testing Leyline Jund. It examines what Leyline requires of a deck that runs it and considers the subtle effects Arclight Phoenix has had on Modern's brewing parameters.

Leyline's World

This brew-to-be needed to account for having 4 Leyline of the Void in the mainboard. Card selection would be appealing to prevent from drawing the enchantment; a method to cash in on copies stranded in hand was also necessary. Finally, beyond disrupting enough to compete in the aggression-slanted Modern, the deck also needed enough speed to safeguard against having such a long game that drawing Leyline became inevitable.

In summary, the deck would need:

  • A way to not draw Leyline
  • A way to trade in drawn Leylines
  • A solid proactive plan

Looting and Delirium

I started with the obvious. Last time, too, that I decided to "fix" midrange decks by giving them additional proaction and card selection, Faithless Looting was a lock pretty quickly. I also wanted a way to benefit from binned Leylines, and turned to the graveyard myself.

Green was already interesting for a couple of reasons. It's long been a go-to color for midrange decks, in no small part thanks to Tarmogoyf. Goyf excels alongside a highly disruptive gameplan when pilots want to close things out relatively quickly (as in, not grind-you-to-death slowly like UW Control does). Tarmogoyf is harder to just throw our support behind than it used to be, but this shell incidentally does a lot of things that help the green beater out. And discarded Leylines grow Goyf even larger.

Another draw to green was delirium, or Goyf's themed mechanic from the future. Ryan Overturf's nigh-undefeated Temur Phoenix deck from February integrated Traverse the Ulvenwald to frightening effect alongside Arclight Phoenix. We were already on Faithless Looting, so why not toss that plan in ourselves? Integrating Phoenix would give us the proactivity boost also needed—we'd just need Manamorphose. As for delirium, I figured a set of Mishra's Bauble would do the trick.

Black Over Blue

Black, too, is a classical midrange color. Although we don't necessarily need black-producing lands to run Leyline of the Void, the enchantment is often seen alongside Swamps for the simple reason that it's nice to have the option of hard-casting it. But factors other than pedigree sealed the deal for me on black over blue.

Being that I'd already committed to Faithless Looting and a beefy graveyard, Grim Flayer seemed like a good fit, and would end up being the best threat in the deck. Flayer's obvious application: he's an undercosted, trampling body. Less so: dumping Arclight Phoenix and flash-backing Lootings for random plusses; growing Tarmogoyf. Perks that only hit home after a few days of experimentation: preventing us from ever again drawing Leyline of the Void; setting up killer Arclight Phoenix turns by stacking Manamorphose into one-drop. Flayer just does everything we want our creatures to do. It even operates passably under heavy-duty grave-hate, sifting past the dead stuff (Traverse, Tarmogoyf) and finding the heavy-hitters.

Nothing says black midrange deck like targeted discard. But I actually wanted to try those spells in a Phoenix shell before being met with the Leyline Challenge. I'd observed a trend in the metagame wherein, outside of Leyline-boasting aggro-combo decks, players swapped out their heavy-duty graveyard hate (Rest in Peace, even Nihil Spellbomb) for the much-lauded (not least by me) Surgical Extraction. Opponents like to save Surgical for the Phoenix trigger, and why shouldn't they? But such a line is deathly soft to Inquisition of Kozilek, which even adds towards the Phoenix trigger count. Manamorphoseinto Inquisition into Looting sets up turn two Phoenix without ever opening us to a blowout.

Targeted discard also curves into and therefore naturally supports the two-drop plan, itself weak to Fatal Push (which, as David noted yesterday, is deceptively strong against Phoenix). On-theme is Collective Brutality, another Push-sniper, which has added utility here as another means to discard Phoenix or Leylines. Brutality just plays a lot of roles in general thanks to its diverse text box, something always welcomed by midrange decks, which are notorious for sometimes having the wrong answer at the wrong time.

The Big Bang

I'd managed to fill all my requirements at this point.

  • A way to not draw Leyline: Grim Flayer (filter), Mishra's Bauble (scry)
  • A way to trade in drawn Leylines: Faithless Looting, Collective Brutality (both discard)
  • A solid proactive plan: fast Phoenixes, big Goyfs and Flayers

Here's what the list looked like after a few days of tweaking.

Leyline Jund, by Jordan Boisvert

Creatures

4 Tarmogoyf
4 Grim Flayer
4 Arclight Phoenix

Artifacts

4 Mishra's Bauble

Enchantments

4 Leyline of the Void

Instants

4 Lightning Bolt
4 Manamorphose

Sorceries

4 Faithless Looting
4 Traverse the Ulvenwald
4 Inquisition of Kozilek
2 Collective Brutality

Lands

4 Bloodstained Mire
4 Verdant Catacombs
3 Wooded Foothills
2 Blood Crypt
2 Overgrown Tomb
1 Stomping Ground
1 Swamp
1 Forest

Sideboard

4 Fatal Push
2 Collective Brutality
1 Thoughtseize
3 Alpine Moon
2 Ancient Grudge
1 Liliana of the Veil
1 Liliana, the Last Hope
1 Hazoret the Fervent

Other Options

Some cards I wanted but ended up omitting were Tarfire and Fatal Push. The former could further grow Goyf out of the library with Grim Flayer, or from the hand with Looting. But I figured it was win-more and not worth trading in the walker-and-creature-killing Lightning Bolt; 3 damage is plenty more than 2 in today's Modern.

Push answers the most played creatures in Modern, a roster now boasting Thing in the Ice, Crackling Drake, and Pteramander. But its value drops sharply in the face of creatureless strategies such as the making-a-comeback Ad Nauseam. I wanted all our mainboard spells to be ones we could fire off at will to animate Arclight Phoenix, so Push was relegated to the sideboard. Because of its relevance in some matchups, though, it locks up four slots there.

Sideboard

We've mentioned the Pushes already, but another card in large numbers here is Alpine Moon. Tron continues to pose a problem for this sort of deck despite our supposed speed, and the Moons round out that matchup.

The rest of the board contains additional interaction and a set of cards included to sidestep graveyard hate: some planeswalkers and Hazoret the Fervent. I've found Hazoret devastating against the control decks that tend to employ Rest in Peace, and think it's a natural fit here.

Earlier incarnations of the sideboard packed Assassin's Trophy to deal with enemy Leylines. But I think if you expect Leyline and Rest, it's best to play something else. This deck was built with beating Surgical in mind.

Strategic Ceiling

One thing that makes Phoenix decks so good is their ability to proact while interacting, or to create board presence by virtue of disrupting opponents. Thing in the Ice best represents this versatility: the Horror bounces an opponent's board and hits like a truck at the same time. Similarly, hitting opposing creatures with Lightning Bolt or using Faithless Looting to dig into other forms of interaction trigger the Arclight Phoenixes in the graveyard, rewarding pilots for their trouble.

Leyline Jund has some of that going on, but less. It's still capable of the double-Phoenix nut on turn two with Manamorphose. Traverse the Ulvenwald makes such a blitz more reliable around turn three or four, by when we're likely to have delirium.

The deck's primary threats, Tarmogoyf and Grim Flayer, don't offer much in the way of interaction. They do preserve Thing's "drawback" of taking up our turn two. These two-drops make up for this failing by basically being awesome.

Tarmogoyf is regularly 5/6 and sometimes 6/7 in this deck, but Grim Flayer is the real show-stopper. I've extolled its virtues above, but want to go into more detail about stacking Manamorphose turns. Putting the instant on top makes for easy bird triggers given flashback on Faithless; all we need is a fourth land and a one-drop, meaning we can trigger Phoenix when light on cards (Izzet Phoenix has the same possibility thanks to all their blue cantrips). If that one-drop's Traverse, we can even set up another Phoenix reanimation!

Deck Issues

As with some other midrange hybrids I've proposed, Leyline Jund ended up being too unfocused to work consistently. It proved tough to get the pieces to gel in-game; sometimes we'd start strong with Leyline into discard spell but then be drawing Phoenixes instead of two-drops, for instance. The smoothest remedy might be to axe the Phoenix package, but there are no other great options for a proactive plan in a midrange deck—we're basically just doomed to grind. Our best bet would be Scavenging Ooze, which is highly conditional and bad with Leyline.

Unsurprisingly, then, my best games involved quickly sticking a two-drop and clocking while disrupting. Arclight felt like icing on the cake when it worked, and even a bit win-more, other than in the rare occasions where I'd get the nut with Looting and Manamorphose on turn two.

Brewing Takeaways

Usually, tweaking builds leaves me optimistic about Modern's many possibilities. But my main insights this time around don't bode well for the format's famous diversity.

Stricter Parameters

My own focus problems and self-imposed limitations aside, I found it difficult to strategize with Phoenix decks in the format. Most of what I wanted to do immediately struck me as worse or soft to the same kind of hate, leading me to adopt an "If you can't beat 'em, join 'em" mentality and pack the bird myself. I think that with such an effective xerox deck in Modern, the parameter bar is raised significantly on brews, making it harder to innovate something worthwhile. If I'm right, and not just bad, that take clouds Phoenix's potential future in terms of artificial format adjustment (read: bannings). But perhaps its share will dwindle and I'll come to see it as less of a threat myself, as David recently posited in light of the deck's (apparently outlier) Regionals successes last weekend.

Thesis Settled

I did come to one conclusion I think might have been obvious to some readers before I even started, and one I feel confident about asserting after this experiment: Leyline of the Void does not work in the mainboard of midrange decks. I think there might be a case for maining it in some decks, but those decks are almost always aggro-combo. The faster the game is over, the less we feel the pain of having functional dead draws. Keeping a great hand without Leyline that happens to get disrupted guarantees trouble if pilots aim to go long. I think this aspect of the card explains why we rarely see Leyline in midrange decks at all, even in the sideboard, while it's a common player for more aggressive decks like Hollow One.

Live to Rise Another Day

As with all my experiments, goofing around with Leyline in a Goyf deck was, at least, a hoot. If you have any crazy ideas yourself, drop me a line in the comments—any challenge that piques my interest is at least worth a decklist!

Metagame Snapshot: SCG Regionals Analysis

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With data reduced to a relative trickle and the overall metagame picture clouded, there hasn't been much information to work with. However, the data from SCG Regionals is always a strong indicator of the US metagame, so today I'll be looking at the data. While there is very significant result to dig into, the overall picture is very positive for Modern's health. Hopefully, the outlier begins to correct itself, or it will make for a poor Pro Tour Mythic Championship in London.

Regionals Data

As I'm writing this, ten of eleven Regionals have posted their Top 8 (why is New Jersey always last to report?), but it will take a truly insane result from there to change what I'm seeing in the available data. In the past, Regionals have been fairly staid affairs that don't show much deviation from the established metagame. This one is a different story.

Deck NameTotal
Izzet Phoenix18
Mono-Green Tron5
UW Control5
Amulet Titan4
Dredge4
Ad Nauseam4
Affinity4
Whir Prison2
Humans2
As Foretold2
Hardened Scales2
Burn2
Mono-White Martyr2
Colorless Eldrazi2
Merfolk2
Titan Shift2
The Rock2
Grixis Death's Shadow2
Grixis Delver1
UW Spirits1
Counters Company1
Eldrazi Taxes1
Storm1
GB Tron1
Shadow Zoo1
Jund1
Infect1
Bogles1
Abzan1
Bant Spirits1
Jeskai Tempo1
Grixis Control1

That is... an anomalous amount of Izzet Phoenix. It's a domination the standing that I've not seen since Eldrazi Winter. On the one hand, I'm not surprised. Phoenix is a popular deck and has been doing well. However, this quantity of placements is in such excess over the other data that I can only regard it as an outlier result. I refuse to believe the deck is that much better than anything else.

Other than the Izzet explosion, the results are very much what I'd expect. The overall picture looks very similar to what I'd expect for Modern, and shows considerable strategic diversity. This gives further credence to Phoenix being an outlier rather than a Tier 0 situation, and warrants further investigation.

Firebird Over the Format

First of all, let me be clear: This is not an Eldrazi Winter scenario. I know that there's plenty of grumbling about Faithless Looting going around, but Phoenix is far from unbeatable. It is a powerful deck, but it has a number of vulnerabilities that can be, and in some cases already are being, exploited.

Natural Result

Given the amount of visibility and coverage that Arclight Phoenix has received in Modern, it is natural for it to have this level of presence. The decks of a given tier are fairly even power-wise. What separates them is popularity and relative positioning. And Phoenix is very popular and very well-positioned.

Being the type of deck that players have longed for in Modern is another draw. It's fun to emulate Legacy with lots of cantrips before ending the game with big threats, and Izzet Phoenix does that arguably better than any other deck in Modern's history. The other factor is that there's a pretty similar deck in Standard. While not all the Standard version run Phoenix itself, the core gameplay of lots of cantrips is still there. It just makes financial sense for some players to have one deck in both formats.

These factors are bolstered by Phoenix being very well-positioned, thanks in large part to Thing in the Ice. Without Thing, Izzet would have to dedicate more space for creature interaction, since it's quite vulnerable when it doesn't immediately spit out 3/2 fliers. Thing solves all the creature problems and exploits the tempo advantage perfectly. It is also the perfect time for Thing. The end of 2018 was defined by creature decks, specifically Bant Spirits with Humans holdover. Control, Tron, and midrange were already down, leaving the door open for a superior tempo deck to arise and feast on the aggro decks. Between the understandable popularity of a new deck relevant in several formats and laudable perfect positioning, I'm not surprised that Phoenix is everywhere. But I'd argue that doesn't mean it's necessarily too powerful for Modern.

Power Source

Why is Phoenix able to win so much? Phoenix naturally integrates two very different, but synergistic, gameplans. On the one hand, it has the plan most players fixate on, the Arclight Blitz. This is the broken start when Faithless Looting discards two Phoenixes, which leap into battle the following turn after a flurry of Manamorphose-fueled cantriping. Six damage per turn is threatening, though not the fastest clock, and that's also the limit of the attack. If the Phoenixes are dealt with, Izzet only has four Lightning Bolts to finish the job. I'd argue that this is a bonus angle of attack, while the primary one is a more traditional, reactive tempo plan.

Against creature decks, flipping Thing annihilates their board and leaves a 7/8 to crash in with. That is an enormous defensive-reversal of a tempo swing. Even if there aren't creatures to bounce, attacking with a 7/8 on turn three is very powerful. Supported by Phoenixes and the other creatures, Thing threatens an overwhelming board position. However, it is very fragile. Without that enormous tempo swing, all Izzet has are big ground pounders and some fliers, and not too many of them. This should be easy for control decks to clean up and simply dominate. The fact that it isn't happening is puzzling.

Threat-Light and Fancy Free

Furthermore, I don't believe the tempo Thing plan nor the Arclight Blitz strategies are the core strategy of Izzet Phoenix. They're actually payoffs; and the real gameplan is to be Stormless Storm. What Izzet Phoenix is really good at is playing lots of cantrips in a turn. This does nothing by itself, but in the presence of a Thing or dead firebirds, it causes the deck to explode to life. Cantriping  constantly means that eventually, Izzet will find one or more of its payoff cards. The question is whether that will be good enough to win. If it happens early, then it stands a good chance of working. However, the longer Izzet goes without anything on the board, the lower its chances are, regardless of what's in hand.

Simply put, Izzet Phoenix is meant to burn through cards and hopes to turn that into a win. There's no guarantee. While directly attacking that engine is a fine strategy, I'd actually recommend playing without fear. While Izzet is very capable of out-tempoing opponents in a variety of ways, that's the only way it can win. I'd go deeper and say that Izzet Phoenix is the most threat-light "good deck" I've seen in quite some time. At most there are 4 Arclight Phoenix, 4 Thing in the Ice, and 2-6 other threats in some combination of Pteramander and Crackling Drake. Everything is vulnerable to Fatal Push, and Phoenix leans heavily on recurring its namesake threat and drawing lots of cards to mask this vulnerability.

I'd expect Jund to pick up, as it has the removal and maindeck Scavenging Oozees to reliably out-grind Phoenix decks. Phoenix is very good at the moment because the format is removal-light. Given that Anger of the Gods is another maindeckable answer to Phoenixes (and to Dredge), the stage is set for midrange and control decks to start performing.

Change Your Sideboard

So why no midrange? I suspect perception is at fault again. Players are fixated on the Arclight Blitz, and are over-preparing for that attack rather than considering the deck as a whole. Some think that Surgical Extraction is necessary or even maindeckable, but I disagree. A few tweaks is all it takes to deal with Phoenix because, again, the deck relies on small numbers of threats and/or attacking with a swarm of firebirds, and depends on maintaining high velocity. As a Spirits player, Eidolon of Rhetoric is an extremely potent card against Phoenix. Most Phoenix lists run at most two Lightning Axes, so a single Rattlechains can seal the game with Rhetoric in play. Outside of Spirits, Damping Sphere is also quite potent, though easier to push past.

Still, other players are opting for more direct approaches. Most of the UW players in the sample picked up on Phoenix's vulnerabilities and have Settle the Wreckage and Celestial Purge to complement Path to Exile. Exile solves recursion, and Settle's better than Supreme Verdict in a recursive world. There's also the option to think laterally: a number of UW players took a page from 90's Magic and ran Circle of Protection: Red. A mooted Phoenix or Drake may as well be eliminated, and the Phoenix decks don't really run answers to enchantments.

For non-white decks, graveyard hate is always an option, but the Regionals results indicate the best option was just to ignore Phoenix. Besides UW Control, all the top-performing decks were proactive, and as fast as Phoenix. Since Phoenix has very specific ways to interact, more specialized decks just bulldozed through, or dodged Thing and won anyway. This speaks to the vulnerability of Phoenix and suggests a new cycling in the metagame, though more data is necessary to say for sure.

The Rest of Modern

Again, Phoenix outlier aside, Modern looks quite healthy. There are a small number of decks with four or more results, but most are twofers and singletons. A few results are worth highlighting, as they showcase the impact of Phoenix's popularity.

UW Control as Phoenix-Killer

The first thing to discuss is UW being tied for second-most successful deck at Regionals. I've always thought the deck was underrated and unfairly dismissed. However, there have only been a few instances when UW has seen the play I think it should. Players always bemoan how hard it is to play control in an open metagame, but those that do have considerable success when they're prepared. As Regionals demonstrates, UW Control has a fantastic matchup against the most popular decks if built correctly. The only Regionals where UW Control and Izzet Phoenix coexisted was Durham's.

The Return of Ad Nauseam

Given that it all but disappeared from the metagame last year, Ad Nauseam's four Top 8's are very surprising. Between the return of Storm in 2017 and Humans dominating 2018, there hasn't been space for Ad Nauseam in Modern. It was too vulnerable to Humans, particularly Meddling Mage, and much slower than Storm, so it just couldn't compete. Additionally, Ironworks sat in a similar niche, but thanks to Engineered Explosives, Myr Retriever, and Scrap Trawler, it was never as vulnerable to disruption as Ad Nauseam.

The past few months have changed everything. Obviously, losing the competition from Ironworks is a boon, but that wouldn't be enough on its own; Ad Nauseam was already in decline before Ironworks became a thing. The real secret is Phoenix's rise. The obvious benefit of Phoenix being the most popular deck in Modern is that it doesn't interact with Ad Nauseam's combo. At most, Izzet Phoenix has a couple Izzet Charms maindeck and a couple Spell Pierce and/or Dispel in the sideboard. That just isn't enough against a spell-based combo with Pact of Negation backup. As Ad Nauseam can buy extra time with Phyrexian Unlife and Angel's Grace, it has a very good matchup.

The secondary benefit is the impact Phoenix is having on the metagame. Thing being everywhere puts Humans is in a bad spot, and the loss of a major predator lets the prey thrive. Furthermore, it is changing player's focus away from relevant interaction. Phoenix makes players care about the battlefield and graveyard, and focus their interaction there. Ad Nauseum doesn't care about either, and thus is gaining equity. UW Control should be a bad matchup for Ad Nauseam because of all the counters, but those are being replaced by removal. I expect this trend of decks riding Phoenix's coattails to continue for some time.

London Ahead

The are a few more GP's ahead of Mythic Championship London. It will be exciting to see whether players further adapt to the Phoenix metagame, and how those adaptations hold up with the London Mulligan in practice.

Brew Report: February Decks, Pt. 2

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Halfway through last month, I published "Brew Report: Perfect Pairs," picking out happy couples from among Wizards' decklist dumps. As is common in Modern, more innovative decks were published in February's latter half, including ones built around Standard-legal enchantments, age-old Modern artifacts, and even a few known staples. Today we'll unearth and assess that tech.

Reclaiming the Wilds

Contrary to what Modern Horizons hype-builders might have you believe, many Standard cards do indeed trickle down into Modern. One such recent card has spawned an archetype by itself.

Wilderness Reclamation, by FTZZ (30th, Modern Challenge #11800714)

Creatures

3 Snapcaster Mage

Enchantments

3 Wilderness Reclamation

Instants

4 Growth Spiral
4 Opt
4 Remand
1 Spell Snare
2 Fatal Push
1 Abrupt Decay
1 Assassin's Trophy
1 Devour Flesh
1 Logic Knot
1 Pulse of Murasa
1 Blue Sun's Zenith
4 Cryptic Command
3 Mystical Teachings
1 Nexus of Fate

Lands

4 Polluted Delta
2 Misty Rainforest
1 Verdant Catacombs
1 Flooded Grove
3 Breeding Pool
2 Watery Grave
2 Creeping Tar Pit
2 Hinterland Harbor
1 Drowned Catacomb
1 Field of Ruin
4 Island
1 Forest
1 Swamp

Sideboard

2 Fatal Push
1 Ceremonious Rejection
1 Consume the Meek
1 Crypt Incursion
2 Dispel
1 Echoing Decay
1 Fracturing Gust
1 Hero's Downfall

Wilderness Reclamation put two copies in the Top 32 of this Modern Challenge and has since amassed multiple 5-0s. Whether the strategy hangs around remains to be seen, but one thing's for sure: Growth Spiral officially has a home in Modern. Similarly to its Standard incarnations, Reclamation aims to slam the enchantment and then untap all its lands, in this format representing the likes of Cryptic Command and Mystical Teachings to out-pace opponents using Snapcaster Mage and other instant-speed cards. Eventually, Nexus of Fate puts the game away.

The deck reminds me most of the Heartbeat of Spring combo decks from Kamigawa-era Standard. These too relied on a green enchantment to generate a massive mana advantage, and even featured triple-devotion X-costed spells, if from a different cycle than Blue Sun's Zenith.

Modern-wise, I dislike how slow Reclamation is as a deck, although the enchantment can come online relatively early; Mystical Teachings is an awfully bricky card when people are attacking for six flying on turn two. I'm also not a fan of relying on the graveyard to generate so much advantage, especially in this polarized metagame. These traits suggest that the popular Teachings version of the deck is mostly riding the hype wave right now, and not necessarily here to stay.

Utopia Reclamation, by PIGNORTON (5-0)

Planeswalkers

3 Jace Beleren
2 Jace, the Mind Sculptor

Enchantments

4 Fertile Ground
4 Utopia Sprawl
4 Search for Azcanta
4 Wilderness Reclamation

Instants

4 Thought Scour
4 Haze of Pollen
3 Hieroglyphic Illumination
4 Cryptic Command
4 Nexus of Fate

Lands

4 Misty Rainforest
4 Wooded Foothills
4 Breeding Pool
4 Forest
4 Island
60 Cards

Sideboard

3 Dispel
3 Nature's Claim
3 Negate
4 Obstinate Baloth
2 Relic of Progenitus

Utopia Reclamation only has one 5-0 to its name, but it signals other possibilities for building around Wilderness Reclamation. The deck borrows heavily from the Turbo Fog archetype, most commonly represented in Modern by Taking Turns, by making use of flexible Amonkhet sleeper Haze of Pollen.

This build removes many of the complaints I had about the Teachings version, now ignoring the graveyard completely and ramping into its plays with greater consistency thanks to land-enchanting auras. On the flip side, it's suddenly soft to nonbasic hate like Ghost Quarter, and also seems much less consistent despite its many 4-ofs. In fact, given the spell spread, I wouldn't be surprised if Utopia Reclamation is a very early build of a variant to be fleshed out in the coming weeks, and we'll see less-rigid decklists down the road.

No Ironworks, Node Ice

With Krark-Clan Ironworks banned from Modern, players are tinkering with new artifact concoctions to fill the void.

Semblance Anvil, by CNEWMAN (5-0)

Creatures

4 Scrap Trawler
3 Myr Retriever
2 Sai, Master Thopterist

Artifacts

4 Mox Opal
2 Welding Jar
4 Chromatic Star
4 Terrarion
1 Pyrite Spellbomb
2 Engineered Explosives
4 Ichor Wellspring
4 Semblance Anvil
4 Grinding Station

Sorceries

4 Ancient Stirrings

Lands

4 Darksteel Citadel
4 Grove of the Burnwillows
3 Yavimaya Coast
2 Inventors' Fair
2 Buried Ruin
2 Forest
1 Island

Sideboard

1 Sai, Master Thopterist
3 Galvanic Blast
2 Ghirapur Aether Grid
3 Karn, Scion of Urza
3 Nature's Claim
2 Negate
1 Swan Song

Semblance Anvil, affectionately referred to as Slot Machine by hype-mongers, made quite a splash when it emerged online last month as the spiritual successor to KCI—it plays all the same cards, after all! With an artifact imprinted on the Anvil, subsequent artifacts cost 2 less to cast. That makes Anvil similar to Ironworks in terms of mana generation: Ichor Wellspring costs 0 either way. Cheaper artifacts net less mana, though, which makes churning through the deck significantly more difficult than it was with Ironworks, a deck that had a very low fail rate once it got going. All the digging in Anvil leads to setting up a combo with Grinding Station and decking opponents out, or re-casting Pyrite Spellbomb with Myr Retriever.

Despite the hype, the deck has yet to prove its worth numbers-wise. Only one copy of the deck 5-0d in February, a success I have yet to see repeated; naturally, the deck strayed far from the Top 32s of published Challenges, as well. Anvil suffers from many of the problems KCI had, such as slowing to a halt in the face of Stony Silence or other heavy-duty hate. But compared with KCI, Anvil boasts fewer angles of attack and is far less resilient to disruption; there are fewer Engineered Explosives here with which to blast through the floodgates.

Surge Node, by RAGINGTILTMONSTER (5-0)

Creatures

4 Coretapper
4 Lodestone Golem
4 Kuldotha Forgemaster
2 Wurmcoil Engine
1 Platinum Angel
1 Blightsteel Colossus

Artifacts

4 Surge Node
4 Mox Opal
4 Astral Cornucopia
4 Everflowing Chalice
4 Chalice of the Void
2 Lightning Greaves

Sorceries

4 Ancient Stirrings

Lands

4 Darksteel Citadel
2 Buried Ruin
2 Ghost Quarter
2 Inventors' Fair
8 Forest

Sideboard

4 Damping Sphere
2 Dismember
1 Ensnaring Bridge
1 Grafdigger's Cage
3 Nature's Claim
1 Spellskite
1 Walking Ballista
2 Welding Jar

Surge Node revolves around sticking its namesake artifact, which has slumbered quietly in Modern for years, and spreading the charge counters onto artifacts that can make better use of them, primarily mana rocks. Everflowing Chalice and especially Astral Cornucopia then serve as the primary dumps for counters, with Chalice of the Void—which can come down for 0 and then "tick up"—acting as disruption. Coretapper rounds out the enabler suite for when Surge Node proves elusive.

With all that mana, Node starts dumping large artifacts into play, including Wurmcoil Engine and Platinum Angel. The maxed-out Kuldotha Forgemaster searches out the best one in a given matchup, should it resolve and activate—Lightning Greaves, a card I've long felt had yet to realize its Modern potential, lets Forgemaster and other creatures prove their worth immediately. Greaves on Platinum Angel indeed forms a hard-lock against many decks.

Of course, I still doubt Node makes much of a name for Greaves in Modern. The deck folds to Stony Silence, as many artifact strategies do, and lacks the proactivity and resilience of Hardened Scales. Expect this deck to fall way off the map in a month or two when players have forgotten about it.

Modern Misfits

The last two decks we'll look at today make up for not matching with a hearty dose of novelty, each expanding upon an existing deck theme in a totally new way.

Jeskai Chalice, by JOAO_DANNEMANN (17th, Modern Challenge #11800714)

Creatures

1 Simian Spirit Guide

Planeswalkers

1 Gideon of the Trials
2 Jace, the Mind Sculptor
2 Teferi, Hero of Dominaria

Artifacts

4 Chalice of the Void
2 Engineered Explosives

Enchantments

1 Detention Sphere
1 Journey to Nowhere

Instants

4 Hieroglyphic Illumination
1 Logic Knot
2 Mana Leak
2 Negate
2 Thirst for Knowledge
3 Cryptic Command

Sorceries

4 Terminus
2 Ancestral Vision
1 Timely Reinforcements

Lands

4 Flooded Strand
2 Hallowed Fountain
4 Celestial Colonnade
3 Field of Ruin
2 Glacial Fortress
1 Gemstone Caverns
1 Academy Ruins
6 Island
2 Plains

Sideboard

1 Timely Reinforcements
1 Baneslayer Angel
2 Celestial Purge
1 Ceremonious Rejection
1 Crucible of Worlds
1 Disdainful Stroke
1 Lyra Dawnbringer
3 Rest in Peace
2 Spell Queller
2 Stony Silence

Jeskai Chalice cuts Modern's premier one-mana interaction for Chalice of the Void, which is well-positioned against two of the top decks right now: Izzet Phoenix and Burn. With so many strategies riding on Faithless Looting or Ancient Stirrings, having a card to stop powerful enablers and cantrips presents an interesting alternative to packing removal spells Lightning Bolt and Path to Exile.

I'm not totally convinced; after all, this deck only has a single result to its name. But I like the inclusion of Hieroglyphic Illumination, a functional one-drop for the deck early on, and, of Terminus, which gives Jeskai Chalice an "unfair" dimension I think is necessary for interactive decks in the current Modern. Successful Jeskai lists sidestep this requirement with the ever-flexible Bolt-Snap-Bolt, while UW also runs Terminus; the most popular interactive deck in Modern, Grixis Shadow, is built around the ability to give a one-mana 8/8 double strike and trample. Non-Terminus options on this front aren't really available for Jeskai Chalice, and Illumination gives players the option to miracle during an opponent's turn in lieu of Opt.

Hollow Living End, by GLAUBERT (15th, Modern Challenge #11800714)

Creatures

4 Hollow One
4 Flameblade Adept
2 Insolent Neonate
4 Street Wraith
4 Desert Cerodon
4 Monstrous Carabid
3 Deadshot Minotaur
3 Urabrask the Hidden
2 Simian Spirit Guide

Sorceries

4 Faithless Looting
2 Cathartic Reunion
4 Living End

Instants

4 Electrodominance

Lands

16 Mountain

Sideboard

2 Guttural Response
4 Lightning Bolt
3 Faerie Macabre
3 Ingot Chewer
2 Anger of the Gods
1 Blood Moon

Hollow Living End is, in my opinion, the coolest deck of the day. Electrodominance gives players more ways to cast Living End, meaning they don't necessarily have to run no one- or two-mana cards in their decks to enable cascade and can instead tech End as an engine. In goes Faithless Looting, the card some top players are now calling the best in the format. But Bolt is relegated to the sideboard, as Hollow Living End already packs functional sweepers for enemy creature decks. Late-game Electrodominances also serve as reach.

The Hollow One engine is self-supporting here. Each cycling creature reduces its cost by one (or by two in the case of Street Wraith), so the 4/4 will always be cast for 0-3 mana, with cycles thrown in for good measure. Flameblade Adept is thrown in as a way to pressure opponents early, often swinging for 2-3 damage; should they remove Adept or Hollow, Living End brings them back. The same goes for Insolent Neonate, which plays multiple roles by binning additional creatures, "storing" mana for Hollow One next turn, and chewing through the deck and into the combo, as well as having a body itself.

GLAUBERT also took his list to 5-0, as did another player some days later, so the strategy may well have legs. No matter these Hollow innovations, Violent Outburst fans needn't fear too much, as traditional Living End seems alive and well.

Don't Stop Till You Get Enough

As pundits ponder whether Modern has fundamental issues with Dredge, Phoenix, and Burn on top of the metagame, others are hard at work behind the scenes, brewing the decks of tomorrow. Which innovations here do you like best? What did this report miss? Share your thoughts below.

Modern Horizons: Preliminary Metagame Impacts

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It's been an interesting week for Modern players. Not only has an entire supplemental product targeted at us been revealed, but there was also a Modern Grand Prix, with SCG Regionals and a three-GP  month coming up. It's a good time to be invested in and covering Magic's best format. Today, we'll see how the spoiled cards fit into existing Modern decks and ponder about Horizons after some quick thoughts on GP Los Angeles.

GP Analysis

In terms of results, GP LA proved mostly uneventful. The fact that Dredge was the most successful deck on Day 1 isn't particularly surprising. Like clockwork, every time players stop remembering to pack their hate, Dredge resurges. Considering that it hasn't been very visible for several weeks, it makes perfect sense for Dredge to do well again.

That Day 2 data also means the Top 8 isn't particularly surprising. Given their starting populations, it makes sense for Dredge and Izzet Phoenix to take multiple slots: the more to start, the more chances to hit. Hardened Scales also taking two slots is interesting, since there were only five decks Day 2. The deck is definitely powerful and explosive, but it's also pretty inconsistent; still, Scales does line up well against the fair decks that adequately disrupt Phoenix, such as Grixis Shadow. Other than that, the decks that made it are the decks I'd expect given the field, so instead of rehashing old ground, let's jump straight into Modern Horizons.

Serra the Benevolent

First up is the Lady Serra. It's interesting that Horizons is bringing back characters from Magic's deep past. Pure speculation suggests that there will be plenty of other throwbacks for the lore-junkies and dinosaurs. While I certainly appreciate references and throwback designs, I hope this isn't another Time Spiral in that only lore-junkies and dinosaurs appreciate the effort.

As for the card, Serra looks promising. Four-mana planeswalkers are frequently good enough for Modern, though the competition from Jace the Mind Sculptor and Gideon, Ally of Zendikar is fierce. I can't imagine that the deck that makes use of Jace will want Serra, but she and Gideon probably fight over the same deck slot in most strategies. And I think Gideon wins. While Serra never needs to expose herself to Path to Exile to build loyalty, she can also only make a token every few turns and can't just win the game by herself.

Gideon also pumps all creatures, though only through an emblem, whereas Serra can only pump fliers. This effect technically synergizes with the angel token, but in truth looks so narrow as to nearly be worthless. Since just fliers are affected, Serra only works in a deck that's primarily fliers. Which is just an elaborate way of saying Spirits. In the context of Spirits, Serra is incredibly powerful. I've never even considered Gideon in Spirits, but I am seriously considering Serra. Integrated properly, she might be a game-changer.

Into the Spirits of Things

I don't think Bant Spirits needs Serra. The four-mana slot there is already filled by Collected Company, and Serra can't compete with the primary reason to splash green in the first place. However, I've done some testing with her in UW Spirits, and have noted her potential. Lacking Company or any other curve-topper can hurt when games go long against attrition decks. An on-theme planeswalker with several potent upsides could alleviate this issue.

UW Serra Spirits, Test Deck

Creatures

4 Mausoleum Wanderer
4 Supreme Phantom
4 Selfless Spirit
4 Rattlechains
2 Phantasmal Image
4 Spell Queller
4 Drogskol Captain
3 Deputy of Detention

Planeswalkers

2 Serra the Benevolent

Artifacts

4 Aether Vial

Instants

4 Path to Exile

Lands

4 Hallowed Fountain
4 Flooded Strand
3 Cavern of Souls
3 Ghost Quarter
4 Plains
3 Island

One of Serra's jobs in this deck is to be a lord during the attack. This is no small feature, and often acts as a white Overrun for lethal damage. Being able to make an angel to either break through a stalemate or rebuild following a bloody combat step or critical sweeper is fine, though frankly it's more like icing on the cake of Serra's other abilities.

Reason to Worship

The real story is Serra's ultimate. Requiring only a single turn to prepare is solid for any walker, but in context, Serra's is especially powerful alongside Spirits. Worship is a card that I've played before and ultimately discarded because it just wasn't good enough. In theory, Worship alongside hexproof creatures is a hard lock against any creature deck. In practice, it's a great piece of surprise sideboard tech, but becomes a liability once the word is out. For example, when Burn remembers to pack the Destructive Revelry or Wear // Tear, they can just ignore the lock and win once an opening is found.

However, emblems can't be removed, and thus the fabled hard lock is actually possible. Sweepers are still a problem, but they're not prevalent in creature matchups. Sweeperless opponents must then either prevent the hexproof lock or remove Serra before she emblems. Coupled with the +2, I see Serra as a Spirits mirror-breaker. Currently, the matchup is fairly miserable, since whoever has the most lords and/or the lock wins the game. It frequently becomes a stalemate until one player amasses enough of a size advantage and more Selfless Spirits than the other can brute-force their way though. Serra provides an additional lord to break stalls, and/or forces the opponent to go active before they want to, seizing back the initiative and possibly the game.

Burn in Trouble

However, I expect that Burn will have the most trouble against Serra. It's fully capable of answering a normal Worship, and has proven a tough matchup for Spirits, being faster, more efficient, and hard to effectively Spell Queller. Two Drogskol Captains or a Geist of Saint Traft and a Serra emblem spells actual game over. This threat forces Burn to devote more time and cards killing creatures and/or Serra, and not their opponent, to protect against the lock. The extra 6+ life points that buys should be enough for Spirits to recover.

Cabal Therapist

Next is Cabal Therapist. Between this and Prime Speaker Vannifar, Wizards appears to really be on a busted-card-with-legs kick. However, after some testing I can confirm what everyone else has already said: Therapist is simply too slow to do anything in Modern.

Cynicism vs. Doomsaying

I feel like I should be at least cautiously optimistic about the precedent to be set by Modern Horizons. Legacy and Vintage have received cards from supplemental sets for years; it makes sense to also give Modern toys that would never fly in Standard. But while the spoiled cards are interesting, they're not exactly hype material. I'm so far unimpressed, but there's an undercurrent of fear because when Wizards has dumped non-Standard legal cards into non-rotating formats before, it has overturned everything.

Playing It Safe

I think Wizards made Horizons safe enough that Modern isn't going to change significantly. I can't point to anything specific that suggests this, but my overall impression says to lower my expectations. The reveal stream was a little short on details, but I think Horizons will be a pretty average set. One tease was that an "awesome" blue card would be reprinted, but everyone just assumes it's Counterspell.

Then there's what Mark Rosewater has said so far, indicating that while this set may be designed for a more powerful format, it's keeping to Standard norms. He flatly stated that Horizons was designed under the modern color pie, so there won't be any wild and/or particularly interesting reprints like Sylvan Library. And he's gone on to clarify that the set is primarily about making interesting cards that don't fit into Standard designs. It was also heavily tested so that it both looked like a coherent set and didn't suddenly invalidate existing decks.

All that information suggests that Horizons is a set that could have worked in Standard, but wouldn't due to non-power level problems. Therefore, I expect a lot of niche cards, role-players, and almost-there's rather than another Treasure Cruise. I'm sure there will be interesting cards and the draft format will be a blast, but I'm skeptical of Horizons being watershed for Modern.

Potential for Impact

We've only seen two cards and some basic product info. The real set could be drastically different. So far the set looks weak, but that might just be because Wizards' perception is different than players'. It's not uncommon for Wizards to misread cards which cards impact formats and how. Knowing this truth coupled with something else Rosewater said has activated my Irrational Concern subroutines and I can't shut them off.

Rosewater said that the Storm Scale (the measure he uses for how likely a mechanic is to return to Standard) didn't apply to Horizons. This means storm and dredge, two of the most broken mechanics ever, are on the table. I don't think it's very likely that they actually are because, again, Horizons was heavily tested by the Play Design team, but the fact that they could be is both exciting and terrifying. I call it the True-Name Conundrum.

When True-Name Nemesis was printed in the Commander set, there was speculation that it would completely destabilize Legacy. Being immune to almost everything opponents could do was rightfully seen as extremely powerful, especially alongside equipment. Arguably, this synergy was the only reason that Stoneblade was able to hang on during the Miracles years. The format has changed a lot since True-Name was printed, and yet it remains a defining creature in Legacy.

This is the crux of the Conundrum: What happens if there actually is something that redefines Modern? Is that something we actually want? True-Name is strong, but in a format like Legacy, it could never do too much damage. Even then, it took time for players to adopt the concurrently-printed Toxic Deluge as an answer. Wizards also had to print Council's Judgement at least partially because of True-Name. Supplemental products are an opportunity for Wizards to cut loose, and there's always the risk that something misunderstood slips through the cracks. I keep telling myself that it won't happen, they know the risks. But the problem with irrationality is that facts don't make it go away.

On the Horizon

Ultimately, I'm conflicted about the prospect of Horizons. There is little reason so far to think that this set will be overly impactful, and not just an interesting diversion that gives lower-tier decks some new tools. However, I can't ignore Wizards' history of redefining Legacy with cards from Commander sets. In the event that something equivalent to True-Name does get printed, Modern's answers are worse, and the format is relatively combo-light compared to Legacy. Will Modern then continue to simply chug along? I'll have to wait until May to be vindicated or relieved.

Modern Horizons: Perspectives and Implications

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Yesterday, Wizards unveiled Modern Horizons, an "innovation product" like Conspiracy and Battlebond. Its purpose: to bypass Standard and supplement Modern with new cards, both those currently illegal from pre-8th Edition sets and some that are newly designed. A couple of the new cards were spoiled on the stream.

Today's article evaluates the spoiled cards and weighs the implications of a set that dumps cards straight into Modern.

New Card Review

We'll begin by assessing the new cards spoiled.

Cabal Therapist

Actual comments by Matt Nass and Cassius Marsh as they pored over Cabal Therapist:

"This is nice."
"Wow."
"That's nuts."
"That's like, really good."
"Yeah, this is no joke."

And after us viewers also saw the card, giving the pair some time to mull the creature over:

"This card seems pretty insane."
"Regardless of what you do, this card seems crazy powerful."
"I'm just thinking of all the ways it can be broken."

The card in question:

I can understand this level of fawning from the starry-eyed Cassius, an admitted Commander lover and clearly (if endearingly) casual player. But only the last of the above three post-reveal quotes came from the 49ers defensive end, leaving Matt Nass—the same Matt Nass who broke and crushed with Krark-Clan Ironworks until the card was banned—responsible for the other assertions. I've since seen his enthusiasm for Therapist echoed on forums.

This card would never see play in today's Modern.

Cabal Therapist is too slow to disrupt opponents before their gameplan comes online and shockingly easy to interact with: one benefit of sorcery-typed discard spells is that they can't be countered by Fatal Push; another is that they don't have suspend 1. To benefit from the original Cabal Therapy's multiple casts, players must wait multiple turns and spend their precious early-game mana deploying creatures they will sacrifice the next turn. In a format as proactive as Modern, I don't think that's much of a winning strategy.

The only home I can think of for Therapist would be in some sort of Aristocrats build. These decks are barely competitive, though, and Therapist doesn't even offer them something they necessarily want or need. The Horror features a cute (if ham-fisted) callback to an extremely powerful card that would, in a heartbeat, see Modern play (perhaps alongside Stitcher's Supplier and Arclight Phoenix), but playability-wise strikes me as destined for the bulk bin.

Serra the Benevolent

The commentators seemed more ambivalent about Serra the Benevolent, saying they were "not sure" if it would even see play in Modern. Cassius was excited, although he did misread the card as granting its owners' creatures flying (a gaffe Wizards' panel of Poindexters hilariously neglected to correct). In any case, I think Serra's potential is much higher than Cabal Therapist's. The planeswalker produces a decent body immediately and then ticks up like a normal planeswalker would to create a Worship emblem, which as Matt Nass notes is much stronger than actual Worship, as it can't be removed. Worship is also dead against some decks, but a 4/4 will always help kill an opponent, strengthening Serra's mainboard prospects.

Alternatively, and this is how I anticipate Serra will be used most of the time, the walker serves as a Worship emblem with suspend 1. Decks that want this effect include Troll Worship, an ancient brew focused on sticking the enchantment behind a hexproof guy, and Bogles, an actual deck focused on sticking enchantments on a hexproof guy. I can also imagine Collected Company decks that attack from multiple angles wanting Serra as a sideboard option in matchups where Worship shines, or where the card advantage inherent to planeswalkers matters.

Between slotting into strategies which don't see much play in Modern, not being abusable by virtue of a cost-reduction mechanic, and retaining a decent power level and unique flexibility dimensions, Serra the Benevolent is exactly the kind of new card I would like to see more of in Modern Horizons.

Reprint Possibilities

As far as reprints go, Wizards probably had a few goals in mind. For one, they wanted to create a memorable draft experience with Modern Horizons. Some cards may appear as a result of their popularity or associated nostalgia—think Man-o-War or Sea Drake. Others may be included to enhance the Modern experience by adding new dimensions to its gameplay. This is the area that has most Modern players excited for reprints, as many have pined after Eternal-legal staples for years. It's also the area we'll focus on in this section, as I think a couple of paths could alter the format in a way players end up disappointed with.

Alternate Win Conditions

Consider True-Name Nemesis. Nemesis is far from a dominating force in Legacy, although it is one of that format's premier creatures. In a fast format like Modern, a three-mana 3/1 is nothing to write home about. But it does have implications of its own in a format lacking Legacy's in-game consistency tools.

Since Ponder, Preordain, and Brainstorm are not legal in Modern, players will have a doozy of a time finding their narrow outs to something like True-Name within a reasonable timeframe. Introducing such cards en masse could make the format more like the Best of One format in MTG Arena. That format is so polarizing because it's so necessarily linear, a complaint also common among Modern's critics.

With that being said, I doubt giving blue decks their own Etched Champion would ruin Modern. Regarding True-Name specifically, the format might benefit from decks emerging built around playing fair and closing with the Merfolk Rogue. But the predicament might be worth watching out for.

Busted Answers

My poster boys for this section: Force of Will and Wasteland. Modern pundits have clamored for early-game, all-purpose answers like these for years. If they existed, Wizards might have a lot less banning to do, as Modern could self-police more effectively. I believe these two cards in particular are too powerful for the format.

While Force of Will is generally sided out in Legacy's fair-deck mirrors, I'm not convinced it would be in Modern. Decks in this format are very aggressive and tend to care little about card advantage relative to tempo. Accepting that aspect of the format has led me to success with Disrupting Shoal and caused me to heavily endorse Faithless Looting long before Phoenix, Bridgevine, or Hollow One broke onto the scene.

As for Wasteland, this card would totally change the way decks are constructed, forcing players to include more lands and trim their top-end.

With these cards legal, the combo strategies Force and Wasteland keep in check could probably roam free in Modern without violating any of Wizards' diversity goals. I posit that those goals would instead be violated by the Force and Wasteland decks, as players would be forced into blue just to not lose to combo. There's a middle-ground to hit when it comes to blanket answers that help Modern self-police, and I think these two cards go too far.

What to Reprint?

Less-warping answers would make ideal reprint targets, especially if those answers only fit into specific decks or ones with stringent requirements, such as Daze, Flusterstorm, and Innocent Blood. Utility creatures and floodgates make for interesting possibilities; take Containment Priest, Sanctum Prelate, or Back to Basics. In other words, more great stuff like Damping Sphere.

I'd also like to see some grindy midrange cards à la Bloodbraid Elf. Elf itself has done close to nothing in Modern on account of colorful midrange decks being very poorly positioned these days. Shardless Agent and Baleful Strix spring to mind.

Format Concerns

Almost regardless of what Wizards reprints or what their new cards will look like, I think Horizons will be invigorating and fun surrounding its release. But I am a little concerned about the expansion's long-term effects in Modern. What follows are my hopes and fears  about Horizons.

Changing the Game

If it ain't broke, don't fix it, the saying goes. And Modern definitely ain't broke. Heck, people love Modern so much that Wizards is dedicating its "innovation product" to the format! Rapidly implementing changes to the format might take away some of the aspects of Modern that people love so much.

Standard Stress

The more cards Modern has, the more powerful it is. And the more powerful Modern is, the harder it is for Standard cards to break into the format. Standard is still Modern's primary source of new cards, and by all indications will remain that way post-Horizons. The rush of excitement we get when this set spoils might just be on credit from the future: that's future Standard sets we'll get less stimulated by since the cards won't hold as much promise.

That point brings us to my final concern: like Conspiracy and Battlebond, Wizards is under no obligation to ever follow Horizons with a similar set. Horizons smacks of a hit-and-run: Wizards dumping a bunch of cards on us and then walking off. What about the format's evolutionary rhythm? The notions of pedigree and card pool internalized by so many ardent players? What if Modern becomes too stale with a higher power level and no constant influx of new cards?

Another Modern Renaissance

Despite my apprehension, I want the record to show that I am personally very excited about Horizons. The expansion is likely to create a renaissance of sorts in Modern, reaffirming its identity as a brewer's paradise, at least in the short-term. Whether or not Modern does end up more stale with an elevated power level, it will be highly compelling for all sorts of players during the initial, transitional period.

Hurtin' For a Hammer

My biggest hope for Horizons is that it gives Modern players the tools they need to bring their brews to the next level when it comes to fighting off the format's top dogs without much cutting into the scheduled dumps we get from Standard. As a Delver of Secrets aficionado myself, there are plenty of juicy cards I'd like brought in from Legacy: Fire // Ice; Stifle; Divert. Which cards do you want to see reprinted? Are you worried about how Modern Horizons will affect the format in the long term? Let me know your thoughts below.

Power Levels: How Tiers Work

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Determining a deck's tiering is a fairly simple process: take the decks that place in tournaments, compile them in a spreadsheet, rank them by population, done. This is a fine system, and is the only remotely objective way to determine the tier list. However, it doesn't tell the full story because it can't explain what exactly makes a deck Tier 1 or 3. The short and simple answer is power, but what exactly that means and how I think the metagame works is up for the debate, and the topic of this article.

Last week, I mentioned that decks within a given tier are roughly equal in terms of power. Their positioning within the tier is a reflection of metagame trends rather than of their actual power. Going deeper, power is hard to directly determine, and largely contextual. There's also the question of which tier a deck belongs to.

Over years of watching decks rise and fall in the metagame, I've noticed some similarities and patterns shared by Tier 1-3 decks. It's not about win rates or quantity of representation. In this era of scarce and unreliable data, grouping decks via data is questionable. When Wizards was still releasing all the MTGO data, we could absolutely and objectively determine tierings based on win rates alone.

Since that is no longer possible, we need new methodology. My system is to look at the decks themselves and group them based on how, for lack of better terms, complete and powerful they are regardless of their current win rates. Everything rises and falls over time. I argue that only those decks that hang tough through the years really deserve to be considered tier 1.

The New Tier 1 Deck

I hold that there is no "best deck" in Modern. To quote myself,

it is more accurate to say that at any given point, a deck is more visible and popular while being better positioned than others. New decks attract attention and players away from established decks. This magnetism inflates their presence at tournaments. Once the initial surprise wears off, players learn how to play against it. If the deck has enough inherent power, it can maintain its position for a time, but the rest of the format will target and police it. Subsequently, if it has a unique niche, it will simply become part of the metagame in a tier equal to its power vis-à-vis the rest of Modern.

To expand on this idea, I don't know how good Izzet Phoenix actually is. I do know that it is very popular and has been successful since Arclight Phoenix was printed. Given its popularity, it makes sense that it would be successful. A higher starting population naturally means more decks placing highly. The real test will come in the next few months. Phoenix decks may still make Top 16 or better in tournaments, but that's not winning the tournament. Such a development precipitated Death's Shadow's fall from the top of Modern in 2017.

Compare this to Tron and Burn, which have always been and will always be. Burn just got some new cards and is especially popular. Prior to this development, it had been chugging along with a stable metagame share for years. Tron has frequently changed its splash colors and exact composition as the metagame shifted and hate was printed, but the central strategy always endured, and Tron now keeps putting up numbers. These consistent results are the measure of a true Tier 1 deck.

What a Deck Needs

To become and remain Tier 1 takes four things. The first is independent power: a deck needs to be powerful enough that it can contend with any other deck, regardless of the metagame. Once the cat is out of the bag and players know how to beat the deck, can it survive the scrutiny? If a deck is only good in specific contexts or when other decks aren't present, it doesn't have the power to remain tier 1. Similarly, it needs to be resistant to hate. Having hate against a deck doesn't disqualify it, see also Burn, but if it simply folds to commonly-played hate, then the deck will fall off.

On that note, the deck need needs resilience. If something goes wrong, it mustn't just fail. Every deck has some fail rate, usually linked to mana screw or flood. That's just Magic. However, if the opponent disrupts the deck, it needs to be able to keep playing the game. Tier 1 decks push through encountered resistance, and at least have a chance to win the game. Effective disruption will slow them down, but the deck still works.

Third is consistency. A deck needs to deliberately do its thing in most games. Every deck has a god-hand; every deck has auto-mulligans. But the average hand will still do the thing that the deck is supposed to do, even if not very well. If a deck doesn't do anything unless specific circumstances are met, it won't remain Tier 1.

Finally, it needs to be a finished deck. There's no deck that can't be improved in some way, whether through a new card or a metagame-specific tweak, but it is apparent when when a deck isn't ready. It feels like a card is missing and/or the deck is just clunky. There's something wrong with the strategy, and the grease or cog that would make the engine run isn't present. More refinement may fix the problem, but it may also be a deck that's waiting for a new card.

The Real Test

If a deck has all these pieces, there's one more thing it needs to be a real Modern Tier 1 deck: pedigree. It's not enough to have some good results then fade away; a deck needs to continue to do so over a long period. Modern is weird in that the exact composition of the metagame constantly changes, but certain decks always seem to compete. Burn and Tron are excellent examples, but so are GBx and UWx. The exact composition of these decks and their exact place in Modern may change constantly, but the strategies themselves always endure. Taking the longer view, Tier 1 decks don't need to prove themselves against any other deck. They're simply good regardless of context.

The Lesson of Death's Shadow

Grixis Death's Shadow isn't what it used to be. In 2017, it was considered a ban candidate. Now, whenever the namesake card does anything, it's a cause for celebratory articles. To me, it looks like everyone has forgotten about the deck and assumes that since it's out of the limelight, the deck is gone. But I think the deck is still just as good now as it was back then. The deck keeps winning and should rightfully be considered a Tier 1 deck.

With continuing high-level wins over several years, Shadow definitely has pedigree. It's a deck that quickly presents a large creature backed by a strong disruption package, so that ticks the first box. Despite all the attention, there was never a way to simply hate out or break Shadow. It had the tools to answer anything thrown at it, even though players adapted learned to fight back, so that's the second box. It has the most cantrips of any non-combo deck and will fire off a lot of disruption in a game every time, so that's three. Finally, while I could invent plenty of cards for Shadow decks, I don't think it needs any. Thus, I will argue that even though Shadow isn't the most visible deck anymore, it has clearly become Tier 1.

Definite Tier 1 Decks: Tron, Burn, Grixis Death's Shadow, Humans, Affinity, BGx Midrange, UWx Control

Possible Tier 1 Decks: Izzet Phoenix, Spirits, Dredge

Defining Tier 2

Tier 2 is full of decks with great potential. However, something is missing that keeps them down. They're typically finished decks, but that alone isn't good enough. There's nothing inherently wrong with the decks, but they don't work right. Maybe there's some power missing or the metagame isn't right for them. These decks can be very good when the context is right, but it won't happen consistently, so they're dependent on other decks to make them good. With the right shift or printing, they'll move up the ladder.

Merfolk's Lament

Loath though I am to admit it, Tier 2 is Merfolk's home and will remain that way for the foreseeable future. My fishy friends don't really have holes in the gameplan or lack power, yet they only occasionally makes any waves in Modern. It's had good runs and success, but hasn't been able to maintain the momentum. Thus, it has to wait for its time to come, just like the rest of Tier 2.

The problem keeping Merfolk in Tier 2 is twofold. First, the metagame is wrong. Merfolk was an underplayed good deck in 2015. URx Twin was everywhere and Merfolk had a very good matchup against it. Twin played Islands, so islandwalk was always active, and Harbinger of the Tides gave Merfolk an on-curve and in-strategy answer to the combo. When Twin was gone, Merfolk remained a good deck first because its matchup against Eldrazi wasn't hopeless, and then because it could hang with Jund. The niche I found for the deck was as a grindy creature aggro deck thanks to the cantrips. However, grinding hasn't been very relevant in Modern since Death's Shadow entered the scene, so Merfolk's advantage disappeared.

The second, and linked, problem is that it's not doing its own thing well enough. With grinding through removal being less relevant with GBx losing ground, the main appeal of Merfolk is as a low-evasion tribal deck. Blue isn't as widespread as during the Twin era, so unless Spreading Seas is in play, the fish are just big beaters. This makes Spirits and their intrinsic flying more attractive. Staying on the ground, Humans is also a tribal deck that makes big beaters, but it has three advantages. First, Humans uses +1/+1 counters rather than static bonuses from lords. Removal doesn't shrink an entire team, so the offense is easier to maintain through blockers. Second, it is primarily composed of disruptive creatures. Merfolk's tools are limited to Cursecatcher, Harbinger, and Merfolk Trickster while Humans has Kitesail Freebooter, Thalia, Guardian of Thraben, and Meddling Mage maindeck with more options in the sideboard. Finally, Humans has some fliers too.

Benthic Biomancer is a good card for Merfolk, but it just reinforces its grindy nature. The metagame needs to make a permanent switch back to pure attrition for that to matter. Unless that happens, the only way for Merfolk to leave Tier 2 will be a new card supercharges it over Humans and Spirits. I'm not sure what an actually printable card that would do that looks like, so I doubt it will happen.

Other Tier 2 Decks: Eldrazi, Amulet Titan, Storm, RG Valakut, Counters Company, Elves, Hollow One, Living End

Defining Tier 3

Tier 3 deck have big holes that need filling. In other words, they're not finished decks. Maybe it's because they're too unrefined, the card they need doesn't currently exist, or they're too fragile to withstand metagame heat. Regardless, these decks have problems. They may have powerful cards and gameplans, but they lack the means to consistently unleash it in any metagame. Thus they'll be stuck waiting for the stars to align.

The Pyromancer's Fall

Mardu Pyromancer is the classic tier 3 deck that exploded then faded. At the end of 2017 it began blowing up on MTGO, then got some press and gained popularity. Early in 2018, the deck was everywhere. However, this popularity never turned into success. Despite its MTGO presence, Mardu never managed to crack the Top 8 of a GP, though it did Top 16 a few times. The deck then faded away, and I don't see it with any regularity today.

Pyromancer has several problems that contributed to its downfall. The first and most important was the deck was just clunky and slow. It was very good at disrupting the opponent, especially creature decks. Mardu is the wedge with the most creature removal and hand disruption. The problem was actually turning it into a win. Other than the eponymous Young Pyromancer, it doesn't have threats that really stand on their own and can take advantage of all the disruption. There were a lot of games where my opponent won the attrition war, and then did nothing for the rest of the game, allowing me to come back and win.

Also, Pyromancer is very vulnerable to graveyard hate. Other than its namesake threat, all the deck's good cards needed to the graveyard to function. Faithless Looting and Lingering Souls are decent when cast, but their value and power here comes from flashback. Bedlam Reveler is a potent card drawer only when cast for RR. The deck doesn't hold up well in the face of hate and doesn't work through no fault of the opponent enough that it can't really compete in Modern.

Other Tier 3 Decks: Lantern Control, Bogles, Infect, Ad Nauseam

Everything Else

Below Tier 3 exist the decks that don't work in Modern. In a vacuum, there may be nothing wrong with them. The core strategy isn't necessarily missing anything, and the deck may be doing something reasonably powerful. However, that's not enough. Whether the problem is that the deck is too clunky, slow, inconsistent, or another deck does its same thing much better, the deck just isn't competitive in Modern.

This doesn't mean that it cannot win, just that I wouldn't expect it to happen. Anything can win, and never count out the ability of an enthusiast and master to make their deck work despite the odds.

For example, I wouldn't consider Taking Turns to be a real deck. It's incredibly slow with a very high curve and reliant on a very small amount of interaction to not just die to whatever the opponent does. However, David Wong made of Top 8 GP Las Vegas 2017 and Top 16 in Hartford and Toronto since then. However, as far as I can tell, he's also the only Turns player to win at high levels outside MTGO. He is a master of his deck and understands how to pilot it around his frequently-confused, and thus disadvantaged, opponents. He loves the deck so much that he fully foiled it with quadruple sleeves. That's the level of commitment that it takes for an untiered deck to win.

As with every deck, there is always the potential for an untiered deck to gain legitimacy. Before Supreme Phantom was printed, Spirits was a gimmick deck that I and few others played. Now, it's everywhere. Similarly, Death's Shadow was a gimmick in Suicide Zoo decks for years. Then, it finally attracted enough attention that serious work was put in and it became the menace of 2017. However, unless one of those two things happen, I would never recommend picking up an untiered deck with the intention of winning.

Everything in its Place

New decks are always a welcome addition to Modern. However, just because a new deck is winning now doesn't make it viable in the long term. Eventually, Modern will adjust to the new deck, and the strategy will find its place. Perhaps that new hotness will be the next Grixis Death's Shadow and have what it takes to stay competitive. Or maybe, like Mardu, it will prove a casual fling. Only time will tell where Izzet Phoenix actually belongs.

Lightning, London, Linguine: ‘Manders and Mulls

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Four weeks after proposing a UR Delver shell with Ptermanader, I've got some insights to share. And I also have more than a few words on Wizards' newly-proposed mulligan rule, which has considerable implications for Modern—and for Colorless Eldrazi Stompy.

'Manders

As soon as "Salamander Drake" was spoiled, I set to work on UR Delver, building a thresh shell from scratch around the innocuous blue Tombstalker. Some days after my article went live, Pteramander's English name was revealed; some weeks later, the card's strength in UR Phoenix was revealed. But I don't think UR Delver is necessarily a worse Phoenix deck. Its two big strengths over the format boogeyman are its resilience to hate and the ability to pack heavy-duty disruption itself. It gains these edges, of course, at the cost of precious proactivity: never will UR Delver find itself attacking for 6 on turn two.

UR Delver, by Jordan Boisvert

Creatures

4 Delver of Secrets
4 Pteramander
4 Snapcaster Mage
1 Vendilion Clique
1 Crackling Drake

Instants

4 Lightning Bolt
4 Thought Scour
4 Disrupting Shoal
3 Spell Pierce
2 Mana Leak
1 Spite of Mogis
1 Dismember
1 Echoing Truth

Sorceries

4 Serum Visions
2 Faithless Looting
2 Chart a Course

Lands

4 Scalding Tarn
2 Misty Rainforest
4 Spirebluff Canal
3 Steam Vents
5 Island

Sideboard

3 Damping Sphere
2 Blood Moon
2 Crackling Drake
3 Abrade
3 Surgical Extraction
1 Spell Pierce
1 Spite of Mogis

Deck Changes

Over the past month, I've made some tweaks to the initial shell.

Enablers: 4 Opt replaced by 2 Chart a Course and 2 Faithless Looting. The new cards are simply better at enabling Pteramander. Chart "tucks" a second spell for a next-turn adapt or simply allows us to profit from 1/1 Salamanders. Having additional CMC 2 cards for Shoal is also nice.

Meanwhile, Looting joins Scour in gassing up the graveyard. With multiple Pteramanders in play, it's often advantageous to aggressively loot away instants and sorceries and make big attacks. But without them, Looting sifts past lands in longer games and finds the action.

Doodads: Mountain and Abrade replaced by Island and Spite of Mogis. Mountain was mostly just worthwhile when UW opponents tried to cut me off red. The rest of the time, it proved a liability, gumming up opening hands and sitting around just not casting anything most of the time.

Abrade wasn't providing enough utility for me game 1, while a problem I continuously encountered was running into big creatures. I played Flame Slash for a bit to deal with Thing in the Ice and Crackling Drake. But Looting turns on Spite practically as fast, and Spite can also kill larger creatures, namely Tarmogoyf. I was worried at first about graveyard hate, but the only creature deck likely to bring in Rest in Peace is Spirits, and I already love that matchup. Besides, Looting lets us bin dead Spites or whatever else.

Sideboard: 2 Anger of the Gods and 1 Crackling Drake replaced by Spite of Mogis, Spell Pierce, and a third Abrade. Ah, here's that third Abrade! I hold that the Crackling plan is awesome in this deck, but 4 in the 75 were just too many. I'd sometimes clog on them while setting up a gameplan and have been happy on 3. At first I tried another Vendilion Clique in the extra spot, but ended up settling on Spell Pierce, a card I want as many of as possible in many matchups. This Spite was also Slash at first.

Place in the Metagame

These weeks of testing and playing have granted me a better understanding of UR Delver's roles and potential niches in Modern.

Compared with Phoenix, it finds the interactive matchups quite breezy; no need to worry about Surgical Extraction or Damping Sphere putting a damper on its day. The post-board Crackling Drake package combines with 4 Snapcaster Mage and the inevitability of Ptermander itself to dominate opponents looking for two-for-ones. It also doesn't hurt that Modern's most played two-for-one cards are planeswalkers such as Teferi, Hero of Dominaria and Liliana of the Veil, or steep-costed instants like Hieroglyphic Illumination, Kolaghan's Command, and Cryptic Command—Spell Pierce has a field day with these would-be haymakers, not to mention Snap-Spell Pierce!

Where UR Delver falters on paper, then, is against the less interactive decks. Some of those matchups actually improve—basically, the ones that lose to Spell Pierce: Ad Nauseam, Storm, and the resurgent Ironworks deck. These decks are even easier for UR Delver to beat than for Phoenix.

Not so against Burn, where Phoenix has a clear edge. A first-turn 3/2 with flying just isn't so fast anymore, and if our lock pieces and Pierces don't pull a lot of weight in a given matchup, we find ourselves in a slog. It turns out Spell Pierce and Disrupting Shoal are mostly good against Searing Blaze decks when we've also got a Tarmogoyf or two in play. Creature-based aggressive decks are easier on UR Delver thanks to Snapcaster and our many removal spells.

Mulls

In two months, the Mythic Championship II in London will make guinea pigs of Modern players eager to test the London Mulligan. That rule reads as follows:

When you mulligan for the Nth time, you draw seven cards, then put N cards on the bottom of your library in any order.

On its face, this rule is designed to smooth out openers even more than "scry 1," letting more players play more satisfying games of Magic. In Modern, it also plays to the idea of diversity. We've seen decks enter the format after receiving a critical redundant piece from a newly-released set: Cheeri0s getting Sram, Senior Artificer, for instance, or Goryo's As Foretold snagging Electrodominance. If mulligans improve at finding the right cards, perhaps more lurking strategies can surface without first being graced by a redundancy booster.

Of course, there's one exception to this notion: diversity decreases if some decks prove too consistent with the new rule. Should Wizards end up pleased with the London Mulligan anyway, there's always the banlist to address over-performing archetypes directly. But the last time Wizards considered this mulligan (in a marginally different iteration called "7-7-7"), they indeed deemed it unacceptably powerful:

This mulligan was way too strong in Constructed, and encouraged big changes in deck building. Perhaps the most notable thing was in Modern and Eternal formats, where sideboard hate got a lot stronger since you could shuffle extra copies back into your decks. Similarly, combo decks got a huge advantage since they could mulligan away possibly useless cards. In one of our biggest rules violations for changing the mulligan rule, it clearly changed the parameters for deck building, and would have a profound impact on how older formats played out.

Another issue I haven't heard much about is one of time. London Mulligans may take extra long as less-experienced players deliberate about which cards to put back before ultimately deciding, during the next step of the process, to ship their hand anyway.

I think the company very much likes this new rule, but is also wary of its potential in Modern. Mythic Championship II is then the litmus test to see just how much such a rule would alter deckbuilding and the incentive to mulligan in an already mulligan-centric format.

Strategic Effects

Decks become more consistent. What does that mean in practice? Combo-centric decks, or decks focused around a single card, stand to gain the most from the London Mulligan. On the other hand, opponents now have an easier time locating hate cards.

For an extremely obvious example, take Vintage Dredge, which runs 4 Serum Powder to increase the odds of opening Bazaar of Baghdad. That deck is now much better at opening Bazaar, but its opponents are also better at opening Leyline of the Void. A Modern example? Cheeri0s improves at finding a cantrip creature, but its opponents have more of a shot at opening Eidolon of the Great Revel or Chalice of the Void.

Essentially, the more combination- or card-dependent the deck, the better it becomes under the London Mulligan. And the more easily disrupted it is by played hosers, the worse it becomes under the London Mulligan. These numbers do not always correlate; some decks, like BG Rock and Burn, mulligan very little. The former is resilient enough to be mostly unaffected by the London (no net change), while the latter now has to worry about increased odds of opponents finding life-gaining silver bullets (negative net change). Alternatively, consider decks that mulligan heavily, such as Cheeri0s and Colorless Eldrazi Stompy. The former is soft to enemy hate (no net change), while the latter resists enemy hate (positive net change). Unsurprisingly, I'm mostly interested in the latter.

Eldrazi Calling

Colorless Eldrazi Stompy is the perfect deck to abuse the London Mulligan. It's built around finding Eldrazi Temple, just as Vintage Dredge is built around finding Bazaar. Key difference: there's no Leyline of the Void equivalent that shuts Eldrazi out of the game. Key similarity: Eldrazi's use of Serum Powder, which happens to become extra potent under the new rule.

Colourless Oi Guv'na Stompy, by Jordan Boisvert

Creatures

4 Eldrazi Mimic
4 Eternal Scourge
3 Endless One
2 Matter Reshaper
4 Thought-Knot Seer
4 Reality Smasher
4 Simian Spirit Guide

Artifacts

4 Serum Powder
4 Chalice of the Void
1 Smuggler's Copter

Instants

4 Dismember

Lands

4 Eldrazi Temple
2 Gemstone Caverns
4 Zhalfirin Void
2 Blinkmoth Nexus
4 Mutavault
4 Ghost Quarter
2 Wastes

Sideboard

4 Leyline of the Void
4 Spatial Contortion
2 Gut Shot
1 Karn, Scion of Urza
1 Damping Sphere
1 Torpor Orb
1 Ratchet Bomb
1 Surgical Extraction

Serum Powder presents an interesting design balanced by a couple restrictions. First, Powder decreases in power with each true mulligan taken—it starts exiling and drawing six cards, then five, then four. Second, an otherwise competent hand with Serum Powder was a functional mulligan on its own, as no constructed player is ever too happy to open a three-mana, no-draw Mind Stone. When I first saw the London Mulligan rule, I erroneously thought it would eliminate both of these drawbacks.

My misunderstanding was that under the London, every Serum Powder exiled and drew seven cards. This change would significantly increase both the odds of drawing into more Eternal Scourges and Powders for mulling-ups, and the odds of finding Eldrazi Temple. Every Powder opened represented seven non-Temple cards gone from the deck for our next mulligan.

In fact, the rule states that after each mulligan, cards are put back into the deck before a new mulligan decision is made. So Powder doesn't get the quite the boost I assumed. It's still made better: seeing extra cards lets us dig deeper into Powder and Scourge, setting up hands to exile away for additional "free" mulligans. Under the old system, a keep there would yield drawing into that copy of Powder a couple turns down the road.

Powder's second drawback is indeed eliminated, though. Copies of the artifact found in our good hand are simply tucked under the library, where they're unlikely to ever be heard from again—we don't shuffle our own deck, after all.

Since we're now likelier than ever to find Temple early, I've built this deck a little differently from previous builds. Endless One increases in stock, both because it's more often under-costed and because I anticipate fewer Pushes in a London Mulligan world (more streamlined decks=less interaction). Having Temple lets us play the aggressor more reliably, a gameplan One contributes more than Matter Reshaper or Smuggler's Copter. My love of Copter in this deck knows no bounds, but I've trimmed one since we no longer start the game with dead cards, ever (unless we find a keepable seven that includes Powder, which should win us the game regardless).

The sideboard also gets a makeover. Gone are the grindy Relic of Progenituses, which prevented opponents from ever out-carding our Eternal Scourges. We're just faster than that now. And Relic, while annoying, doesn't cripple graveyard strategies like Leyline of the Void, which becomes supremely findable between Powder and the London. Recently successful Colorless lists, like Austin Gattuo's 6th-place one from the SCG Glassboro IQ two weeks back, have already transitioned to Leyline; the London further incentivizes that choice: open two? Tuck one! My sideboard also includes a number of hoser bullets to mulligan for, matchup depending.

Colorless Eldrazi Stompy is already the best-performing Spaghetti Monster shell in the format, and has been for a couple months. I wonder if the London Mulligan could push it into the realm of Tier 1.

Piped Up in London

As I adapt Pteramander week after week, concerned Boston-area Modern players ask me what happened to Eldrazi. I'm just having more fun on Delver right now, I reply. Of course, I'd still favor Colorless for larger events. But if anything could make me bring it to everything, it might just be the London Mulligan. Which decks do you think will be most impacted by the rules change? Will Wizards go through with a switch at all? Is Mythic Championship II doomed to fall to Eternal Scourge? All this, and more... in the comments!

The New is the Old: Metagame Analysis

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The Modern format is so diverse, both quantitatively and competitively, that it can prove tough to quantify; certain players subsequently claim there is no metagame, while others focus only on tournament-winning decks. Each approach lacks some degree of nuance. Today, I'm trying to bring some of it back.

I was thrilled when I heard that Channelfireball was publishing the full list of Day 2 decks from GP Toronto: I'd have the data to really dig into the metagame for the first time in a while. Then, I got scooped. Oh well, at least the hard and tedious data entry work is done. Also, I don't agree with everything that Tobi Henke said, so consider this not only an analysis, but a response article. We'll parse the data a different way and examine the metagame quirks that make Modern unique.

Toronto Metagame

For the first time I can remember, we have Day 1 data from a GP. Long have we lamented its lack, since there's no other way to know the starting population of a tournament. Without that, it's impossible to tell if the Day 2 metagame is a deviation from metagame trends or a simply function of that stating population. The former merits deeper exploration.

The most striking aspect of Toronto's Day 1 data is how it mirrors and deviates from the actual metagame, as compiled by MTGTop8. Taking the decks with 4% share or more in the overall metagame and comparing to their Toronto share shows consistency in the top decks with significant deviation elsewhere. It isn't a perfect comparison, but that is to be expected. The entire metagame is an aggregate of all the data that gets reported to MTGTop8, while Toronto's data is just that one event.

Deck NameMetagame Share %Toronto Day 1 %
Burn1011.45
Izzet Phoenix98.14
Dredge75.09
Death's Shadow74.33
Spirits64.20
Tron54.83
UW Control44.45
Humans 42.80
Affinity41.53

Worth noting is that the sample is only 60% of the starting decklists, but that sample is still large enough to be considered valid. The remaining 40% would have to contain major outliers to substantially change the data or my conclusions.

Burn is on top in both rankings, followed by Izzet Phoenix and Dredge. Burn, Phoenix, Tron, and UW Control all surfaced in proportion to their metagame shares. Other aggro decks were severely underrepresented in Toronto. Dredge is also down from it's overall share, but maintained its 3rd place position. It's natural for there to be variation between overall stats and localized stats, as regional differences exist. However, this particular result is worth looking into.

Going Deep

The decks that maintained their share in Toronto are the two It Decks, Burn and Phoenix, and two stalwart decks, Tron and UW Control. Every creature deck was well below their share.

I speculate that the two results are linked. Burn and Phoenix have very good matchups against creature decks; the former thanks to its speed and interaction, and the latter because of Thing in the Ice. Mulitple early Phoenixes are certainly hard to race, but they're not a guarantee. Resolving and flipping Thing is far more certain against the removal-light creature decks and devastatingly effective as both a sweeper, tempo swing, and huge threat. The fact that both predator decks are getting the press right now would have turned some players off playing creatures. These trends don't impact Tron or UW Control, so they were free to keep on keeping on.

Conversion Rate Fallacy

That being said, the Day 2 data is in many ways more interesting. However, I disagree with how Henke looks at the data. He organized his chart and subsequently based his conclusion around the Day 2 conversion rate. Doing so gives an inaccurate conclusion: Henke says that Izzet Phoenix is arguably the best deck in Modern, while Burn isn't good. His evidence seems to hold up, but the overall conclusion is flawed.

That the most popular decks also have poor Day 2 conversion rates isn't new. In fact, it's par for the course. Part of this is simply statistical probability. The more of a given deck there is in the field, the more likely they are to meet each other, and there can be only one winner. Additionally, popular decks are ones players have on their radar, and have presumably brought hate for. Thus, the more popular decks, in a reasonably fair metagame, should have mediocre-at-best conversion rates.

Conversely, it is natural for unpopular decks to do well on conversion. If only two players pilot a deck and one makes the cut, that's a 50% rate. They're also more likely to be specialists of that deck. Mastery is key to success in Modern, and there's no greater master than an enthusiast. Conversion rates are therefore not inherently a measure of success or failure for any deck.

The Day 2 Difference

I'm looking at the actual numbers that made Day 2 rather than their conversion rates. Looking at all the decks with 7 copies or more is very suggestive of the overall metagame.

Deck NameTotal
Others27
Izzet Phoenix24
Burn18
Dredge13
Amulet Titan11
Humans10
Tron8
Hardened Scales7
RG Valakut7
Spirits7
Jeskai Control7

The most indicative results is that "Others" is the top result, reflective of how diverse Modern really is. It also backs up my earlier argument about low population decks, because the Others category was for every deck in the initial sample with fewer than 8 pilots. Rogue decks flying under the radar get a lot of wins thanks to confusion.

The top three individual decks are still on top, but now Phoenix displaces Burn for the top slot. That they're still on top reaffirms their overall metagame power and potential. The fact that Phoenix surpassed Burn is almost certainly drag caused by Light Up the Stage, as Henke argued. I mentioned last week that it hasn't been impressive against me, and it appears that it simply isn't necessary at all. Once Burn players get the memo, I'd expect their win rates to go back up.

Amulet Titan suddenly appears in the data and Humans has dramatically improved its position. That Humans is doing well in the standings reaffirms the deck's actual power, despite its apparent drop-off in metagame charts. Amulet suddenly appearing is to be expected. It is not and has never been a popular deck, but it has a very dedicated following. These devotees will have an advantage over other players just from experience. The same could be said for the rest of the sample.

The Metagame Truth

One conclusion that could be reached from this data is that the data derived metagame picture is remarkably accurate. However, it is also possible to look at how many decks fall under the Others category, see that power rankings have no relationship to what actually wins tournaments, and conclude that Modern doesn't have a metagame. If anything could win at any time and there's no guarantee of seeing a given deck in a tournament, how can there be a metagame? I think both of these viewpoints miss the big picture: Modern has a metagame, but it works differently than other formats.

Standard has a very defined and predictable metagame. Every time a new set is released, the metagame changes as decks gain or lose viability. Within a week or two, the heavy hitters will be well established, the matchups and sideboarding strategies will be worked out, and players will know what they're taking to tournaments. Every subsequent week until the next set release is about minor adjustments based on expected populations. The meta is stable and predictable.

Legacy is defined by Brainstorm vs. Anti-Brainstorm decks. The former are decks that play lots of cantrips and low land counts, seeking to find the most powerful cards in the format. The later all attack the former, either by shutting down some aspect of their deck or ignoring them. This has proven to be a very stable equilibrium for a long time, and the metagame doesn't shift very much. Individual decks in each category can change, but they're not that different from predecessors.

In contrast, Modern apparently has a constantly shifting metagame. Since Splinter Twin was banned, there hasn't been a deck that sat atop the rankings for more than a year. Decks rise and fall constantly. However, they don't disappear after falling from grace. Instead, they settle into the metagame and become Just Another Deck. Death's Shadow was 2017's boogeyman; Humans was in 2018. Neither is anything special anymore, but they're still doing well. This is the key to Modern: decks of the same tier have the same power level. Their ranking within the tier is primarily determined by popularity. The new deck rises, players learn how to beat it, they succeed, and the deck fades from view. Barring bannings, the metagame just absorbs decks, and they become no big deal. The key to understanding the metagame in Modern lies in recognizing which tier a deck belongs to and planning accordingly.

No Best Deck

In this context, the idea that a Best Deck exists in Modern is false. It is more accurate to say that at any given point, a deck is more visible and popular while being better positioned than others. New decks attract attention and players away from established decks. This magnetism inflates their presence in tournaments. Once the initial surprise wears off, players will learn how to play against it. If the deck has enough inherent power, it can maintain it's position for a time, but the rest of the format will target it and it will be brought down. Subsequently, if it has a unique niche, it will simply become part of the metagame in a tier equal to its power vis-à-vis the rest of Modern.

Popularity Contest

Looking at the big ticket events since Guilds of Ravnica released shows Arclight Phoenix having a huge impact on Modern. It's consistently placing well and at a very high rate. Nothing appears to prey on it, so how couldn't it be the best deck in Modern?

First of all, the exact same thing was said of Death's Shadow, to the point that there were calls for a ban. Secondly, that's only true of some events. The February 17 MOCS was dominated by Dredge, who took home half the Top 8; Izzet Phoenix failed to crack the Top 16. The Mythic Qualifier in Strasbourg was all about BG Rock, not Phoenix. New, visible, and popular decks naturally do well in big events because lots of players pick them up.

Double-Edged Sword

This popularity comes at a price: chiefly, a big target on the deck. Grixis Death's Shadow didn't suffer an actual power drop or lose cards and subsequently disappear from Modern. Instead, the format adapted, and its relative power diminished. Players learned how to fight back and eventually defeat the deck. The same thing happened with Humans and Spirits. Saying a deck is good because it is doing well is not meaningful. Any popular deck will necessarily do well. The key is longevity. Once everyone adapts to Phoenix, will it remain a factor? My guess is yes, because every other recent new deck has, but there's no way to know.

Modern's Different

The actual best decks in Modern are those that last year after year, despite no attention. Burn is the classic example. Despite peaks and throughs of popularity and visibility, it always performs. The same is true of Tron or UW Control. The New Hotness is just that, and it will eventually cool. The question is whether it can join the long-timers in the high tiers or just fades away.

Brew Report: Perfect Pairs

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Roses are red, violets are blue—it's time for another Report About Brews! This (day after) Valentine's Day, we'll take a look at some of the exciting developments Modern has seen this month, and present each deck alongside its significant other: another deck that's somehow related. In the words of a certain heart-shaped candy, LET'S GET BUSY!

Old Faithfuls

Nothing says "romance" like good ol' fashioned steadfastness. At least, that's the tip these star-crossed Modern standbys are on. We'll start with the format's most storied aggro strategy: while they've come a long way from Fatal Frenzy targeting Atog, everyone's favorite robots apparently still have a bit of Frenzy left in them.

Frenzy Affinity, by JOSITOSHEKEL (26th, Modern Challenge #11794021)

Creatures

4 Arcbound Ravager
3 Memnite
4 Ornithopter
4 Signal Pest
4 Steel Overseer
4 Vault Skirge

Artifacts

4 Cranial Plating
4 Mox Opal
4 Springleaf Drum

Enchantments

3 Experimental Frenzy

Instants

4 Galvanic Blast
1 Welding Jar

Lands

4 Blinkmoth Nexus
4 Darksteel Citadel
4 Inkmoth Nexus
1 Mountain
4 Spire of Industry

Sideboard

2 Ancient Grudge
2 Dispatch
2 Etched Champion
2 Ghirapur Aether Grid
2 Rest in Peace
1 Rule of Law
2 Thoughtseize
2 Wear // Tear

Frenzy Affinity takes a decidedly different route from that of casting a three-mana Temur Battle Rage. It relies on Experimental Frenzy to restock after deploying its hand. Veteran readers may recall my dismissing of Frenzy as a worse Precognition Field, which itself sees no play despite my own attempts to tame it. But between plenty of 0-drops, just 17 lands, and its snowballing, play-to-the-field mentality, Affinity seems like a perfect home for the red enchantment.

Frenzy  vies for precedence over Affinity's other colored spell options, which include Master of Etherium and Thoughtcast. It's closest in role to the latter. In a format always interested in accessing powerful hate cards post-board, I like Frenzy's promise to tear through the deck once players untap with it.

Even though Affinity's seen its shares decline significantly as Modern has become more weaponized, with Hardened Scales-based artifact decks cutting deep into its shares, I wouldn't dismiss Frenzy Affinity outright. The same build was also quick to post a 5-0 listing after its Challenge performance, which itself put two copies into the Top 32.

Benthic Merfolk, by MASHMALOVSKY (5-0)

Creatures

4 Benthic Biomancer
2 Harbinger of the Tides
4 Lord of Atlantis
4 Master of the Pearl Trident
4 Master of Waves
4 Merfolk Trickster
4 Silvergill Adept

Artifacts

4 Aether Vial

Enchantments

4 Spreading Seas

Instants

4 Deprive
2 Spell Pierce

Lands

1 Cavern of Souls
14 Island
4 Mutavault
1 Oboro, Palace in the Clouds

Sideboard

2 Damping Sphere
1 Dismember
2 Echoing Truth
1 Hurkyl's Recall
1 Mistcaller
3 Relic of Progenitus
2 Spellskite
1 Tidebinder Mage
1 Vapor Snag
1 Venser, Shaper Savant

Benthic Merfolk also puts a new spin on an old classic, dropping Cursecatcher and Merrow Reejery for some of the flashier tribal additions from recent sets. As a one-drop, Benthic Biomancer seems significantly better than Catcher in the mid- and late-game, offering some immediate card selection and featuring built-in bulk. A potential 2/2 in this slot has worked for Merfolk in the past, and Biomancer has way more utility than Kumena's Speaker without even demanding a splash.

On paper, Catcher seems better than Benthic in the early-game. But that's only true for certain matchups. Most decks will happily pay a mana to destroy Catcher, and are fine casting their removal spell before deploying a creature after turn one. The decks with big instants and sorceries to resolve are few and far between in Modern, and the really juicy ones (i.e. Ad Nauseam) come out of decks that should lose to Merfolk's hate cards anyway.

Speaking of hate cards, this new build will have a hard time losing to combo at all with all its permission. My new beau Spell Pierce joins a full set of Deprives to prevent opponents from doing much while Vial deploys threats. The sideboard compliments the stack interaction with hosers.

Speed Dating

If there's one thing Modern's known for, it's speed. If there's a second? The format's powerful creatures. Modern has always been defined by removal for the reason that creatures tend to dominate at a given top table. February introduced us to a couple creature-based newcomers.

Mardu Aristocrats, by DRANTIDERIVATIVE (5-0)

Creatures

3 Judith, the Scourge Diva
4 Bloodsoaked Champion
4 Champion of the Parish
4 Thalia's Lieutenant
2 Doomed Traveler
2 Kytheon, Hero of Akros
3 Kitesail Freebooter
3 Thalia, Guardian of Thraben
4 Falkenrath Aristocrat
3 Tithe Taker

Instants

3 Lightning Bolt
3 Path to Exile

Lands

2 Arid Mesa
4 Cavern of Souls
1 Clifftop Retreat
3 Concealed Courtyard
2 Godless Shrine
4 Marsh Flats
1 Mountain
1 Mutavault
2 Plains
1 Sacred Foundry
1 Swamp

Sideboard

1 Thalia, Guardian of Thraben
1 Path to Exile
2 Auriok Champion
1 Dark Confidant
2 Ethersworn Canonist
2 Kambal, Consul of Allocation
1 Kaya, Orzhov Usurper
1 Nearheath Pilgrim
2 Rest in Peace
1 Stony Silence
1 Wear // Tear

First on our list is Mardu Aristocrats, which by now has scored multiple 5-0 records. David's RNA spoiler review wondered about Judith, the Scourge Diva and Teysa Karlov in the deck, and the former seems to have revitalized it. The other new card here is Tithe Taker, an unassuming Human perhaps best known for its recent 9-0 at GP Toronto in a Soldiers deck.

Judith indeed does a lot for Aristocrats. She gives the deck access to some built-in removal with her triggered ability, punishes opponents for interacting and enables combos à la Blood Artist, and makes the strategy more proactive on the whole with her static anthem effect. Cheap beaters like Champion of the Parish and Bloodsoaked Champion look far more appealing with Judith in the picture, as they now represent serious clocks. And as is true of many white aggro decks, Aristocrats gets to run the color's infamous hosers in the sideboard.

Gruul Vial, by GOOBYGOO (5-0)

Creatures

3 Gruul Spellbreaker
3 Duskwatch Recruiter
4 Eidolon of the Great Revel
4 Scavenging Ooze
2 Tarmogoyf
2 Goblin Cratermaker
4 Noble Hierarch
4 Ghor-Clan Rampager

Artifacts

4 Aether Vial

Instants

4 Lightning Bolt
3 Smuggler's Copter

Lands

4 Copperline Gorge
1 Dryad Arbor
2 Fire-Lit Thicket
2 Forest
2 Misty Rainforest
2 Mountain
3 Raging Ravine
3 Stomping Ground
4 Wooded Foothills

Sideboard

2 Chandra, Torch of Defiance
4 Cindervines
2 Crumble to Dust
1 Dismember
3 Flame Slash
1 Grim Lavamancer
2 Magus of the Moon

Gruul Vial is another novel aggro deck with multiple placings. This deck uses Vial not for tricks, but purely for mana, helping pilots empty their grip as soon as possible. Eidolon of the Great Revel and Scavenging Ooze provide incidental disruption, while Tarmogoyf (6/7 here thanks to Smuggler's Copter discarding funky card types) brings the beats.

Also bringing beats is Gruul Spellbreaker, subbing in for the too-expensive Bloodbraid Elf. While the card underwhelmed many Modern players during spoiler season (me included), its versatility is proving potent in practice; Spellbreaker has even shown up in the little-seen GR Eldrazi. Against Bolt decks, Spellbreaker is another hard-to-kill threat, and it eats unprotected planeswalkers no-questions-asked thanks to its hexproof clause. Forcing Path to Exile during an opponent's main phase also seems decent.

On the utility end of things, Duskwatch Recruiter keeps the cards flowing against anyone trying to one-for-one the deck, teaming up with Copter for a slow-and-steady filtering engine. And Goblin Cratermaker makes its Modern debut, hopefully destroying anything from Chalice of the Void to Pteramander to Thought-Knot Seer. I'd love to pick the pilot's brain about the roles this card plays in the deck.

Poly Wanna Cracker

Why love one when you could love two? Or... three?! That's what these engine-courters asked themselves this Valentine's Day, coming up with some impressive Frankenstein decks in the process.

Arclight Goryo's, by MANMOL (5-0)

Creatures

4 Arclight Phoenix
4 Griselbrand
1 Jace, Vryn's Prodigy
2 Thing in the Ice

Instants

4 Goryo's Vengeance
1 Izzet Charm
1 Lightning Axe
4 Lightning Bolt
4 Manamorphose
2 Noxious Revival
4 Thought Scour

Sorceries

4 Faithless Looting
4 Serum Visions
3 Sleight of Hand

Lands

1 Blood Crypt
1 Bloodstained Mire
2 Island
1 Mountain
2 Polluted Delta
4 Scalding Tarn
1 Snow-Covered Island
3 Spirebluff Canal
2 Steam Vents
1 Watery Grave

Sideboard

2 Thing in the Ice
2 Abrade
2 Anger of the Gods
3 Crackling Drake
2 Dispel
1 Engineered Explosives
2 Surgical Extraction
1 Threads of Disloyalty

Arclight Goryo's takes the Goryo's Vengeance combo (in its original form here, exactly one year ago) and... doesn't go all-in on it. What Modern player goes all-in anymore? These days, successful decks attack from multiple angles. MANMOL decided to make his second angle of attack the most winning angle in the format: Arclight Phoenix.

Of course, both Phoenix and Vengeance utilize the same resource: the graveyard. And there's plenty of hate for that running around, too. Fortunately, the sideboard works to offset this pitfall, with enough copies of Thing in the Ice to be running the full 4 against creature decks and practically a playset of Crackling Drake to laugh at any Rest in Peaces. With Thing being so popular in Modern, Threads of Disloyalty also seems like promising tech.

Hollow Shadow Vine, by AXEL_FOLEY (5-0)

Creature (29)

4 Death's Shadow
4 Hollow One
4 Insolent Neonate
4 Street Wraith
4 Vengevine
3 Flameblade Adept
3 Goblin Bushwhacker
3 Gurmag Angler

Instants

4 Lightning Bolt

Sorceries

2 Call to the Netherworld
3 Cathartic Reunion
4 Faithless Looting

Lands

2 Arid Mesa
3 Blood Crypt
4 Bloodstained Mire
2 Mountain
2 Stomping Ground
1 Swamp
4 Wooded Foothills
60 Cards

Sideboard

1 Ancient Grudge
2 Anger of the Gods
1 Collective Brutality
1 Destructive Revelry
2 Fatal Push
2 Gut Shot
1 Pyroclasm
1 Surgical Extraction
1 Temur Battle Rage
3 Thoughtseize

Hollow Shadow Vine seeks to right the wrongs I made with Hollow Bedlam Shadow, my own experiment in engine-mashing. Bedlam Reveler proved tough to support in my shell, but Vengevine fits right in as a more proactive plan. This deck is all about putting huge creatures into play really fast, and it runs the three beefiest free guys in Modern.

Only the most critical enablers are kept: Insolent Neonate and Cathartic Reunion, which support One and Vine, and Street Wraith, which supports One and Shadow. Greasing the wheels of course is Faithless Looting, the best enabler for this style of deck and one of the most powerful in the format. Without Goblin Lore or Burning Inquiry, Hollow One will often cost a mana, but that's still a bargain for a 4/4.

All This Chocolate

Despite Arclight Phoenix apparently dominating the tournament scene, leafing through lists of 5-0s still evokes the whimsical joy of choosing treats out of a Whitman's Sampler. Modern's got plenty of variety for everyone, so take your favorite playset by the sleeves and get ready for Date Friday Night Magic!

On Fire: Understanding the New Burn

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Burn has always existed in Modern in some capacity. However, it never gets any respect or discussion until there's a major metagame shift or new cards. This is unfortunate for players of the archetype and their opponents. The former often receive derision for playing the kiddie deck, and the later don't realize how vulnerable they actually are until too late. I aim to help correct this problem today.

It might be because I live in Denver, a notoriously red-friendly city, but I'm always shocked when players don't prepare for Burn. The deck is a certified predator thanks to most Modern decks Bolting themselves at least once with fetch and shock lands. Manabases have become less damaging since the enemy-colored fastlands were printed, and this made Burn appear less potent. However, the data usually disagrees. Burn is consistently a major player in the metagame. It's time to stop pretending that Burn's only viable when it gets new cards. It's always good, and players must be ready. The only real question is what form it will take.

Modern's Rodney Dangerfield

I think that lots of players, especially those that make Magic content, sometimes just forget that Burn exists. I don't think they actually discount the deck, but until something specifically happens, they just don't talk about the deck. Shortly after Monastery Swiftspear was printed, there was a huge spike in articles, especially after a good showing at PT Fate Reforged. Then, silence. A few videos here and there, but not much discussion of the deck itself. If it was discussed at all, it was as part of sideboarding plans for other decks. Even then the strategy always comes down to answer a few burn spells, race, and pray.

Once Collective Brutality was printed, it got worse. Players assumed that Brutality was the end of Burn. Which makes sense: Brutality is very efficient at answering everything Burn does on the cheap, and definitely remains a potent answer. However, Burn just motored through. In 2017, Burn represented 6% of the metagame. In 2018, it was still at 6%. Despite this consistency and resiliency, most competitive players seem to think of Burn as just a metagame choice. Maybe the enduring stigma of being an "autopilot deck for n00bs" remains strong, but Burn just doesn't get the respect it deserves.

The Actual Predator

It's not just Burn's history or individual achievements that demand respect. Burn is a major predator in Modern. Whenever new decks appear, there's always that lingering question of the Burn matchup that they have to answer. When Death's Shadow emerged, players assumed that Burn would just crush the deck. However, the Shadow players were aware of the vulnerability, and adjusted their gameplan. Every other matchup was straightforwardly played for a deck like Grixis Death's Shadow, but Burn required actual substantial gameplay adjustments. That's significant.

Weird, slow, and/or specifically interactive decks tend to have very poor matchups against Burn. Much was made of Humans' matchup against Storm in 2017, but Burn had a similarly strong matchup. Arguably, Burn had the better maindeck card against anything Storm or any combo could do in the form of Eidolon of the Great Revel, and to a lesser extent Searing Blaze. Tron similarly struggles: Wurmcoil Engine is a fantastic threat, but Burn has Skullcrack. Everything else is mediocre against Burn's attack or is very slow. There's a reason current Tron lists sideboard heavily against Burn.

A more extreme example is Lantern Control. Burn was the nightmare matchup because Ensnaring Bridge was minimally effective and Lantern could never allow Burn to draw a single spell. Everything but the creatures gets thrown at the face, so going long game 1, Burn was going to find enough fire. The printing of Inventors' Fair gave Lantern players some hope, but it was still terrible. I credit the prevalence of Burn for keeping Lantern from ever gaining traction.

The Reality

Even if a given deck isn't specifically terrible against Burn, everyone is vulnerable. Individual matchups aren't what makes Burn a good deck, or even what it's actually preying on. Burn targets Modern as a whole. The fact that the manabase is painful certainly helps, but that's not something contemporary Burn can rely on. Instead, Burn thrives because it takes advantage of how everyone else sees Modern.

There is a perception that Modern is entirely linear and uninteractive. This is false; even a cursory look through Modern decklists show that some combination of creature removal, counterspells, and targeted discard is in every deck. A more accurate description is that Modern cycles between periods of high and low quantity of interaction. In 2017 Grixis Death's Shadow dominated early, then Jeskai Tempo rose. Both were replaced by Humans in 2018, a year that saw UW Control, Hollow One, Mardu Pyromancer, Dredge, Spirits, and UR Phoenix become the decks to beat. More interactive decks followed by less and back again. Through it all, Burn held steady in the upper tiers because it naturally responds in opposition to the trend.

When interaction is high, Burn goes less interactive and faster to slip past defenses. When UW Control is popular, I see Burn maxing out on one-mana spells to overwhelm counters. There's also the option to completely ignore defenses with Exquisite Firecraft. If the rest of the format is getting more aggro-oriented, Burn responds with more Grim Lavamancers and Searing Bloods. It can go as extreme as hiding behind Ensnaring Bridge and chucking burn until the opponent dies. Players may think of Burn as just a metagame deck, but the truth is that Burn regularly pushes against metagame trends.

A Secret Pillar

This doesn't mean that Burn polices Modern. If Twin didn't, I don't think anything actually can. Instead, I argue that Burn is and has always been a pillar of the format. It's a deck that every other deck must take into account and always does well. The key is that Burn is the most focused deck in Modern. It doesn't mess around with enablers, cantrips, or air. Every single nonland card gets pointed at the opponent's face. This gives it considerable game in any situation, and ensures it is always relevant.

This makes it all the more baffling that players just don't play well against Burn. In my experience, most think of Burn as just an aggro deck and that stalling their offense and gaining back a few points of life is enough. This attitude forgets first of all, that Burn has faced this attitude since time immemorial and found ways to win. Secondly, they're forgetting Burn can just keep flinging cardboard at their face after the lifegain spell. Burn almost always has inevitability as a result. Thus players need to either preempt Burn by winning first or shut down Burn completely. The former is done with racing, and is where lifegain spells like Blessed Alliance are good.

Decks that don't effectively race need to actually shut Burn down and steal inevitability, either with continuous lifegain or actual, effective hate. There are few Modern playable cards (other than being Soul Sisters) outside Kor Firewalker for the former, though Lantern tried Sun Droplet. The better option is to just beat Burn with Chalice of the Void, Witchbane Orb, and Leyline of Sanctity. Burn's cheapness and linearity are its greatest strength and weakness and I'm surprised these aspects don't get attacked more.

New Hotness

Burn is efficient and focused enough that if its opponents stumble at all, regardless of how the matchup *should* go, it will win. This doesn't mean that players need to go all out with maindeck hate or sideboarding like Tron. Instead, it's time to give Burn its due, just like the Shadow players did, and figure out how to play against it. Burn's greatest strength so far has been that opponents don't really understand it, and that needs to change.

This is of supreme importance now because Burn got some new toys in Ravnica Allegiance and it's the New Latest Thing. The spectacle mechanic, and Skewer the Critics and Light Up the Stage specifically, are tailor-made for Burn decks and are making their way into Modern. It's a natural fit. Rift Bolt has long been a staple, and Skewer is that with a different restriction. It's a more restrictive restriction, but in a deck like Burn, damaging the opponent isn't that hard.

This is also made easier thanks to Stage. Functionally a one-mana Divination, Stage is a very good deal, especially in a deck that is entirely cheap spells. Playing more spells than the opponent is a time-honored route to victory. It's been a while since Burn got anything substantial, so at minimum, it's a nice treat for Burn stalwarts.

The Catch

I haven't been impressed by the new cards. They're fine, and if they encourage new players to play Modern, then I hope they maintain a presence in Burn. However, in my experience so far, they haven't been necessary and are sometimes actively harmful. Last week I mentioned that Lavinia has been surprisingly good against Burn because of Skewer and Stage. Burn may only cast them for one mana, but they still have a CMC of 3, and Stage decks are cutting a land. I've also won a number of games against Burn recently thanks to them having no way to spectacle-cast Skewer or Stage. Were those stranded cards Boros Charms or Skullcracks, I would have died. Instead, I had the time to put together an offense and win.

I've also never had a game where Stage actually won my opponent the game. Chaining Stages together did produce an impressive amount of reach, but when I died, my opponents still had plenty in hand to kill me. They didn't need the Stage. In attrition matchups, that may change, but so far that hasn't happened. I've witnessed a lot of games against Jund and UW where Stage didn't change the outcome. Games that normal Burn won would have won were won, and vise-versa.

Great Power, Great Vulnerabilities

The spectacle cards are encouraging players to cut the two mana spells and go as low to the ground as possible. This is a fine strategy, and worked out well for Death's Shadow in 2017. However, that additional speed isn't free. The lower you go, the greater the risk of being stepped on. Consider this Rakdos Burn list:

"Rakdos Burn, AndreasP (Modern Challenge, 1st Place)"

Creatures

4 Goblin Guide
4 Monastery Swiftspear
2 Grim Lavamancer

Instants

4 Lightning Bolt
4 Shard Volley
4 Searing Blaze

Sorceries

4 Bump in the Night
4 Lava Spike
4 Rift Bolt
4 Light Up the Stage
4 Skewer the Critics

Lands

4 Scalding Tarn
3 Bloodstained Mire
3 Arid Mesa
3 Blackcleave Cliffs
3 Mountain
2 Blood Crypt

Sideboard

4 Smash to Smithereens
4 Eidolon of the Great Revel
4 Searing Blood
3 Surgical Extraction

How does this deck beat Chalice of the Void or Leyline of Sanctity? I know that neither sees much play right now, but that is easily fixable. Naya and Boros Burn can struggle against those cards, and they play answers out of the sideboard. I don't think there's any out to Leyline for Rakdos except for creature beatdown. These new Burn decks are trying to ignore the opponent entirely, which is a fine strategy as long as Modern continues to not be ready for Burn.

Once that changes, it's going to be tough for Stage Burn of any stripe to win. The new cards incentivize running the most effective hate (read: shuts off part or all the deck) over the more splashable lifegain cards. Compare the new to the older lists:

Modern Burn, Yann Guillaume (GP Lyon 2018 Trial Winner)

Creatures

4 Goblin Guide
4 Monastery Swiftspear
1 Grim Lavamancer
4 Eidolon of the Great Revel

Instants

4 Lightning Bolt
4 Boros Charm
4 Searing Blaze
4 Lightning Helix
4 Skullcrack

Sorcery

4 Lava Spike
4 Rift Bolt

Lands

4 Wooded Foothills
4 Bloodstained Mire
4 Inspiring Vantage
3 Sacred Foundry
2 Mountain
1 Stomping Ground
1 Wooded Foothills

Sideboard

4 Destructive Revelry
2 Chained to the Rocks
2 Grafdigger's Cage
2 Ensnaring Bridge
2 Kor Firewalker
1 Searing Blood
1 Deflecting Palm
1 Tormod's Crypt

This list isn't as fast or streamlined as Rakdos, but it is ready for players that pay attention to it. There are answers for the typical hate that fit into the overall strategy and provide outs to anything. If players finally wake up to Burn, this type of reliability will be necessary.

Firestarter

Skewer and Stage have not suddenly made Burn a real deck. It always was one, even if players weren't paying attention. All they've done is focus attention, long overdue, onto the deck. Right now, they're pushing Burn away from the resilience and adaptability that made it a pillar of Modern for so long, but I think the archetype is sure to cycle back to its roots. Burn has always been. Burn will always be.

Rule of Law: Ethics and Fun in Modern Magic

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Yesterday, Brian Braun-Duin published "When Playing to Win Is a Loss," an article detailing the dangers of getting caught up in the competitive spirit. It admonishes angle shooting and makes a case for sportsmanship in a gaming environment. Brian's thoughts resonated with some of my own, especially as relates to the place of ethics in Magic and the virtues of refining one's own tastes. Today's article responds to some of the points he made, examining the balance between ethics and ruling ambiguities and stressing the worth of self-knowledge.

Know Theyself: Saga of the Scrub

BBD's article draws heavily on an e-book called "Playing to Win" by David Sirlin. PTW defines a scrub as any player imposing artificial restrictions on themselves when it comes to playing a game, be it for reasons of principles, preference, or something else—for instance, staunchly refusing to play Counterspells or Red Deck Wins, even if those be the dominant strategies in a given format. BBD goes on to reveal the inner peace he's achieved by accepting that playing to win, in the hardcore, Sirlin sense, is not for him after all.

I came to a similar realization myself two years ago, while half-heartedly preparing for an SCG Invitational. Since then, my Magic goals have become more defined; I've been able to pour my newfound knowledge of self towards ensuring the game better meets my needs, a feat that has kept me interested in and involved with Modern. Articles like "Love What You Play: Taking the Taste Test" suggest some benefits of understanding one's own preferences.

This idea of refining tastes is one we'll continue touching on throughout this article, as it pertains to every topic herein. As it relates to PTW, though, "knowing thyself" in this way—or, deliberately choosing the Path of the Scrub—may actually prove more competitively sound than Sirlin would have us think. Letting preferences get in the way of the "correct" choice, he argues, counteracts the goal of winning. But what if, without the ensuing enjoyment, playing the game at all became unsustainable? What if playing a worse deck for a given metagame keeps players stimulated enough that they stick around and amass the reps necessary to succeed in Modern? These exceptions to Sirlin's rule explain what BBD means by the title of his article; fun is in fact paramount to competitive success so long as it incentivizes players to continue playing.

The Ethics of Magic

Soon enough, BBD dives into the murky waters of ethics:

[Sirlin is] clear that if there is something within the rules that you are allowed to do, you should do it, even if it seems exploitative. That's where I draw the line in the context of Magic.

In this passage, the author begins his steady trek up the high road of sportsmanship. It's a path I've walked myself, and have come to grow disillusioned with. Just as fun is subjective, so too are terms like "exploitative." For instance, to Sirlin's "scrub," playing Counterspell is exploitative. Since different players enjoy different elements of the game and expect different things, sportsmanship is far from definite or universal. All that's universal in any game is the rulebook.

Oops-I-Moralist

BBD claims that he doesn't want to moralize, stating, “This [article] is about how I now choose to approach Magic and less about a moralization of what one should or shouldn't do,” but what else can we call an attempt to universalize terms as vague as "unsavory" and "downright miserable?" By whose standard do such terms apply? How is "angle shooting" even measured? "Cheating" has a clear meaning in the rules, but "angle shooting" does not. Decrying actions so undefined has little objective effect but to endorse a value system.

A younger version of myself also oops-I-moralized. In "Sowing Salt: Eliminating Toxic Attitudes," a piece published close to half a decade ago, I defined toxic as the antonym of productive. The article urged fellow players to consciously work towards creating a Magic community devoid of toxicity. Today, I would be much more hesitant to push that morality on anyone, much less my own readership, no matter how much I anticipate they may agree with me. And anticipate a positive response, I did; looking back critically, "Sowing Salt" was, to some degree, a plea for validation (which I indeed received from a community preoccupied with certain notions of good and bad). Perhaps any such moralization is. After all, I only even stumbled upon the BBD article because peers in my online networks were spreading it around.

Mystifying though human motivations may be, they aren't the point of this article. Rather, my thesis re: ethics is that I've come to believe they have little to no place in a competitive game. In Magic specifically, ethics are often a mechanism invoked by players as a means for seeking validation (touched on above) and by, or in the name of, game ambassadors to defend needlessly ambiguous rulings (keep reading).

Solving for Ambiguity

Here's where BBD and I clash more explicitly. He writes:

The rules are often ambiguous and whether or not something is allowed or not allowed in the rules comes down to subjective measurements like how long someone paused between saying words, or how they gestured at something or what word choice they had when talking to their opponent. Those kinds of things aren't easy to make rules about, and the rules aren't always clearly defined or definitively black and white about whether something is or isn't allowed.

This isn't the fault of judges or the rules committee that develops the Magic Tournament Rules. In fact, I am continually impressed at how great the rules are for handling nearly every situation imaginable and how knowledgeable a lot of the judges I interact with are about how to properly apply those rules.

I, too, am impressed with and grateful for the work Wizards puts into making the game function smoothly. I feel that goes without saying; after all, I play Magic, and therefore consume Wizards’s product—my very participation in that cycle endorses the company’s efforts. I nonetheless disagree with some of their calls.

Specifically, I disagree entirely with BBD’s assertion that rules ambiguity is not the fault of the rules committee. In my eyes, that committee is entirely at fault for any ruling ambiguity. It is their literal job to address such ambiguity, which they in fact try to do in monthly digests.

Occasionally, though, the digests do the opposite. For a recent example, look to the Policy Changes for Ravnica Allegiance. This rules update changed the way triggers work:

Now, if you miss a trigger with a default option, your opponent decides if it goes on the stack. If it does, you make all the appropriate choices.

Under the old rules, if a player cast Summoner's Pact and drew their card for turn without paying 2GG, they lost the game. Under the new rules, if that player's opponent "catches" them missing their Pact trigger, the player must immediately pay 2GG, and may now do so with additional information at their disposal—they have drawn for turn. This rules change asks players to remember their opponent's triggers for them, and punishes players for their opponent's mistakes.

Of course, deliberately not paying for Pact with the intention of first seeing one's draw is cheating. But whether a player cheated or not is rendered ambiguous by this ruling, the decision in practice coming down not to what we know happened in-game, but to the capricious opinion of a judge. BBD argues that cases like these are inevitable in a game as dense as Magic, and there's nothing judges or the rules committee can do about their occurrence. He instead appeals to ethics, placing the onus on the player (in this case, himself), as I once did, to account for what I now see as needless ambiguities in the rules.

Needless how? Well, in Pact's case, the supplanted ruling was unambiguous: forgot to pay your Pact trigger? You lose. That ruling removes the possibility for exploitation from the equation altogether. In video games, for instance, such unambiguous rules enforcement is built-in, which in my eyes leads to a higher skill ceiling; players are forced to work within hard lines, rather than allowed to find ways around those lines, such as cheating. Of course, Magic changes faster than a video game. But even if new rules issues come up, which they inevitably will, they can be addressed on a case-by-case basis as they arise. I don't see how the triggers change and other ambiguous rulings can't be made black-and-white as they are in other games.

In the Name of Fun

I don't see how, but I do hear why; many changes to competitive rules that I disagree with are traced back to blurry notions of fun. It apparently "feels bad" to untap, draw, and realize that you have lost because you didn't pay for your Pact. I do not find this argument compelling, as fun is too subjective. For me personally, rulings like these make a Competitive tournament less fun.

Magic has a built-in solution to this problem. Don't want to lose to a forgotten Pact trigger? Well, you are not required to put Pact into your deck. Similarly, this scenario would never come up at lower levels of play anyway, because the rules are more relaxed at Regular REL; the "new rule" would have been applied there even before it was put into practice. Conversely, every Competitive REL tournament I've been to features a judge's opening monologue about how players will be held accountable for their mistakes at this level of play. Why suddenly baby players who knowingly and willfully enter into that contract, especially when such babying incentivizes cheating?

Fun, as mentioned, is subjective. I'd like to think that for most Magic players, the game itself is plenty fun at Competitive without added ambiguity. In fact, for certain players (myself included), the game is more fun when I and my opponents are held accountable for our mistakes. And to BBD, the game is more fun when players need not fret about the possibility of opponents exploiting ambiguous rulings:

I genuinely think the game is worse off if everyone is trying to “get” each other or exploit the rules to get edges over each other. Sirlin believes that people pushing games to their extremes makes those games better, and maybe in fighting games with programmed in rules engines, that is true, but I don't think it holds for Magic, which has a level of interpersonal interactions, relies on communication in tournaments as one of its core rule structures and has so many grey areas and ambiguities that the sheer amount of areas in which you can exploit things or abuse rules is astronomical and frankly exhausting to keep up with. It also creates a downright miserable experience for opponents who have to play against someone who is doing this or trying to do this at every possible situation.

I'd argue that rules changes like the Pact one actually exacerbate this issue. I now have to worry about opponents exploiting a newly-ambiguous rule rather than knowing they will be held accountable for their mistakes. Ambiguous rules enable cheating. The more ambiguity we can eliminate in the rules, the less place ethics must hold in making Magic sustainable to play at high levels.

So, now what? The capitalist in me places the responsibility on the provider of the good, in this case Wizards—if they do enough things consumers do not like, consumers will stop buying. Power creep, dubious banlist management, and reprints (or a lack thereof) have all driven players I know away from Magic in recent years; while none of those elements bother me, the game's clinging to ambiguous rulings does.

Democracy of Enjoyment

Behind even diversity, Modern's calling card, Wizards has designated "fun" the number-one most important factor when it comes to nurturing the format. Of course, fun's subjectivity renders it impossible to define, so format analysts and banlist predictors tend to spend most of their energy on the next-best thing: gathering and assessing available data. That said, if enough players are vocal about things they do or don't find fun, and especially if that outcry corresponds with an indisputable effect of such distaste—for instance, a marked drop in event attendance—Wizards is bound (inasmuch as "Where Modern Goes From Here" is binding) to take banlist action. In other words, banlist management, and what happens with Modern in general, is at least partially democratic.

Every player gets a vote; to vote effectively, they must understand what they want out of a candidate. Players will have an easier time clearly articulating what is and isn't fun to them if they have a solid grasp on their own preferences. BBD digs into his personal taste in "When Playing to Win Is a Loss," determining the level of competitiveness he likes holding himself to. I did it myself in this article, expressing dissatisfaction with ambiguous rulings. Taste refining can also apply to other elements of Magic, such as deck selection and personalization.

In the words of Socrates, "to know thyself is the beginning of wisdom." Maybe it's also the beginning of something even more valuable: a better Magic experience.

Context Clues: Allegiance Testing

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Testing with Ravnica Allegiance has been fruitful. For the most part, the cards that looked good enough for Modern have been. A few cards have even exceeded expectations.

Most of the time in Modern, it's correct to only play the very best card for the job. Raw card power makes up for a variety of other problems and can pull back seemingly lost games. However, that's not always the case. The right tool isn't always a bigger hammer, and sometimes the "better" card is actually worse in many ways. This week, I'm revisiting some Allegiance cards that fall in this category.

Deputy of Detention

I didn't even mention Deputy of Detention during preview season. Most of the reason was that almost everything I would have said had been said before I got around to it. The rest was that I didn't actually think that there was much to say. It looked like another decent, though not great, utility creature in Chord of Calling toolboxes, probably replacing Fiend Hunter. Deputy seemed too weak compared to Reflector Mage to make it on its own merits.

Versus Reflector Mage

Mage is such an insane card that it seemed like a no-brainer. The tempo swing is enormous and devastating in many matchups. Being unable to replay the creature for a full turn is often lethal in race situations, and a 2/3 is decent on both offense and defense. Being a Human just supercharges its power and playability.

Meanwhile, Deputy is a smaller 1/3, and if it leaves the battlefield the permanent is returned without need to spend additional mana or time. It also has less-useful and synergistic creature types. Deputy can hit any nonland permanent and its siblings, but it dies to everything that kills Reflector Mage. If that happens before the ability has resolved, then nothing happens and you've wasted mana, unlike with Mage.

Contextual Improvement

The catch is that in a lot of matchups, Mage is just a 2/3 for three. Sometimes it's arguably worse than that because the all the creatures have enters-the-battlefield abilities and bouncing them is doing the opponent a favor. And it will return to play baring intervention. This means that if that tempo swing isn't enough, playing Mage might be self-defeating. Also, rather facetiously, not every deck has creatures in the first place.

There's no guarantee that Deputy will be killed, and so the removed permanent may never return. That's not really a good enough reason to beat out Mage. What is: how many noncreature permanents see play, and how many multiples are reliably in play. Taking dangerous artifacts, enchantments, and planeswalkers in addition to creatures means that Deputy has text beyond its stats in every matchup.

Furthermore, Reflecting one Bloodghast or Arclight Phoenix while facing down several is pretty mediocre. The rest will swing freely and it's not like either will stay in hand waiting to be recast in the first place. Using Deputy means they're all gone for the life of the lawman. That's significant.

In straightforward creature matchups and race situations, Reflector Mage is superior thanks to its better stats, type line, and ability. However, the versatility of Deputy cannot be overlooked in this shifting format. Outside of Humans, I now believe that Deputy of Detention is superior to Mage.

Lavinia, Azorius Renegade

I discussed Lavinia at length during Ravnica Allegiance previews. Basically, I thought that Lavinia wasn't as good a sideboard card as Gaddock Teeg because her first ability was too soft and the second one too niche to see widespread play. I expected Lavinia to see play as a compliment to Spell Queller and as maindeck hate in combo heavy matchups. Testing has prompted me to revise my opinion.

To be clear, in most situations, Teeg is still the harder answer. However, his main appeal was shutting down Ironworks, a deck that no longer exists, which lowers his stock. I also found through experience that Lavinia's ability is much closer to Teeg's against Tron and Miracles than expected. Neither decks reliably hits land drops five plus on time that often, and by then it's frequently too late. There have also been occasions where Lavinia relevantly prevented Burn from spectacle-casting Skewer the Critics and/or Light Up the Stage.

However, it was the second ability that really surprised me. It's far more relevant than anticipated. Firstly, suspend spells are seeing more play with Electrodominance getting tested. Secondly, in my local metagame and on MTGO I've seen spikes in Amulet Titan, Living End, and Valakut decks. Lavinia counters Summoner's Pact, Living End, and Search for Tomorrow, all of which are critically important to their respective decks. Answering suspended Search in particular has been crucial because RG Valakut decks of all stripes only have it and Sakura-Tribe Elder for independent ramp.

This has left the real test being whether Lavinia can compete with Thalia, Guardian of Thraben. I've become confidant she can, not just in Spirits but throughout Modern. Stats- and versatility-wise, Lavinia is much worse than Thalia, but in context, she's much better.

In Context

Most of the time I've found Thalia to be Lightning Bolt fodder. I haven't had a relevant Thalia in any deck survive more than one turn in any matchup in months. It's been getting worse since the UR Phoenix decks started maindecking Gut Shot.

Even when Thalia has survived, she hasn't been that important. She's outclassed by far too much these days, and the taxing isn't making up the difference. Thalia has always been a just speed bump for spell-dependent decks; the question is how easily they get over the bump. Legacy is defined by cantrip dependence and low land counts. Slowing down the velocity and requiring extra mana is frequently insurmountable. None of that is true in Modern, and thus it's easier to overcome the tax. Even against Phoenix decks where Thalia should be good, Thing in the Ice answers her by brickwalling the clock until it can Awaken, remove the tax, and unleash the deck. Thalia hits everything, but not well.

Meanwhile, Lavinia is technically worse. In most matchups she's just a 2/2 bear and not really worth killing. She'll never win at combat, so why worry about an otherwise textless card? I've gotten more damage through with Lavinia than Thalia in comparable situations, but that's not enough reason to play a card. The real reason is impact magnitude. Thalia has a marginal effect against almost everything. Lavinia only hits a few decks, but she hits them hard.

A Place in Modern

I underestimated just how massive an effect Lavinia could have in the right matchups and how widespread they were becoming. Removing Krark-Clan Ironworks has reopened the space for combo decks, and suddenly Lavinia has more targets. Amulet Titan loses its tutoring engine, arguably the heart of the deck. Storm cannot go off turn three under Lavinia because Gifts Ungiven and Past in Flames are uncastable. Living End is similarly bricked. What Lavinia does is demand an answer from affected decks, where Thalia just asks a question.

As a result, I've come to believe that Lavinia has a place in Modern independent of Spell Queller or other support cards. I don't think she'll ever see the widespread play of Thalia (partially due to color requirements and partially her more limited usage), but the play she does see will be devastating. I have been playing her in UW Spirits to good effect alongside Queller, but if Tron or combo decks become more prevalent, I expect more decks will pick up Lavinia.

UW Spirits (Test Deck)

Creatures

4 Mausoleum Wanderer
4 Selfless Spirit
4 Rattlechains
4 Supreme Phantom
2 Phantasmal Image
1 Lavinia, Azorius Renegade
4 Spell Queller
4 Drogskol Captain
3 Deputy of Detention
1 Kira, Great Glass-Spinner

Artifacts

4 Aether Vial

Instants

4 Path to Exile

Lands

4 Flooded Strand
4 Hallowed Fountain
3 Cavern of Souls
3 Ghost Quarter
4 Plains
3 Island

Sideboard

1 Lavinia, Azorius Renegade
1 Deputy of Detention
3 Damping Sphere
2 Rest in Peace
2 Stony Silence
2 Negate
2 Timely Reinforcements
2 Settle the Wreckage

If you're a Spirits player heading to Toronto this weekend, I highly recommend maindecking Deputy whether you're playing UW or Bant. In a format where prison players are beginning to emerge from the woodwork again, maindeck answers to Ensnaring Bridge are vital. I've also seen more UR Phoenix players adopting Pyromancer Ascension, and having an answer or at least a way to reset the enchantment is quite good. Deputy also frees up sideboard slots that would have gone to general answers like Disenchant.

I had both the Lavinias maindeck for awhile, but Tron has drastically fallen off locally, so I switched the second out for another Deputy. If Tron comes back in force, I would replace Kira with the second Lavinia.

Growth Spiral

My next card has actually met my expectations, but the decks it goes in do not. Growth Spiral is on track to have a huge impact on Standard, but Modern is another story. In my preview, I predicted that it wouldn't see widespread play because it simply didn't belong in currently existing decks. It would take a very specific deck filled with instants for Spiral to be useful. It appears that I'm not alone in this belief and that it's correct so far, because the only deck I could find using Spiral was from the recent Modern 5-0 listings.

Bring to Light Scapeshift, Savagebeats (5-0 MTGO Competitive)

Creature

4 Sakura-Tribe Elder

Enchantments

4 Prismatic Omen

Instants

4 Growth Spiral
4 Remand
2 Izzet Charm
4 Cryptic Command

Sorceries

1 Farseek
4 Search for Tomorrow
1 Anger of the Gods
2 Scapeshift
4 Bring to Light

Lands

4 Misty Rainforest
4 Stomping Grounds
4 Steam Vents
3 Island
2 Breeding Pool
2 Valakut, the Molten Pinnacle
2 Forest
1 Cinder Glade
1 Flooded Grove
1 Mountain
1 Plains
1 Prairie Stream

Sideboard

4 Obstinate Baloth
2 Anger of the Gods
2 Gigadrowse
2 Negate
1 Platinum Emperion
1 Madcap Experiment
1 Crumble to Dust
1 Shatterstorm

I wonder why this deck has a 14 card sideboard. I thought that it would be strict Temur Scapeshift that would play Spiral, but I also frequently forget that Bring to Light exists. This deck, with its abundance of lands and instants, is a natural home for Spiral and showcases how the card should be used.

However, one result is not a great showing for the Spiral. It's a little disappointing for such a promising card, but I'm not too surprised. There may be a lot to recommend about Spiral eligible decks, particularly additional flexibility and interaction, but it's currently not enough to justify their more complex natures. The simpler Titanshift is going to win more.

The Problem

There are a number of players at my LGS who are trying to make Temur Scapeshift work and not getting anywhere. One played it back in Splinter Twin days, and one is an eternally optimistic brewer; they're approaching the deck from very different angles. The former dreams of combo-control, while the latter has swung between pure combo and tempo-combo. Spiral is a good card in both decks and arguably the glue that holds them together. However, neither have won with any version of the deck so far.

The problems vary, but the underlying one is speed. Not necessarily their decks' speed, but their opponents'. Twin aside, Modern was slower in 2015 because the fast decks of today weren't viable. The Fundamental Turn has decreased, and it's proving hard for Temurshift to keep up. Bolt-Snap-Bolt is powerful removal, but not as much as it used to be. Thus playing one land a turn with one or two extra just isn't enough to kill fast enough. This requires them to reprioritize constantly and it's not working. The deck is getting strained in too many directions to be coherent and successful.

The Other Problem

This leads into the larger problem for the hopeful brewers because in the same time period the normal GR Titanshift pilots have done very well. This begs the thus-far unanswered question: why bother with the counters and Spiral? Titanshift has more ramp, so it kills faster and doesn't have to worry as much about opposing decks. This proactiveness makes it a more coherent strategy.

The other problem is that Titanshift rarely has to worry about failing to kill withScapeshift. Most of Titanshift's lands are mountains of one form or another, so it shouldn't have to worry about fetching too many. The multi-colored Valakut decks usually run just enough mountains so if they don't have Prismatic Omen and/or the game runs long, they can draw too many and the kill will fail. This has been a problem for my brewers. So far, Titan keeps being so much better a deck than Temur, despite its one-sidedness, that the additional interaction isn't worthwhile.

Developing Format

Modern is showing quite a bit of adaptation and development from Ravnica Allegiance. I'm sure there's a lot more still in the brewing labs and I hope to see it at the GP level soon. Until then, don't be discouraged, and keep testing.

Modern Top 5: Enablers

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Successful Magic decks are like well-oiled machines: the pieces fit together well enough to ensure they enact their gameplans consistently and effectively. They owe their cohesion to enablers, cards that supercharge certain gameplay mechanics or themes (i.e. "artifacts matter"). Just like payoff cards, or the ones newer players crack in packs and immediately want to cast, enablers incentivize players to take their deckbuilding in a given direction. Modern is a format as defined by its removal as by its enablers. Today, we'll continue in the tradition of last year's Modern Top 5 series to assess its best ones.

Enablers Beware

We've come a long way from Faithless Looting being a sleeper card. Enablers enjoyed quite a bit of limelight last year, with some players even calling for their bannings. But I think, barring certain scenarios, that banning enablers goes against the spirit of Modern.

Since diversity is far and away the most important factor for Wizards when it comes to managing Modern, any enabler that successfully supports multiple strategies (even if one is oppressive) is probably safe. It seems to me that banning louder offenders like Krark-Clan Ironworks is more in line with the company's format goals.

That said, wizards has pointed to these cards being on their radar as recently as the latest Banned and Restricted Announcement, and made a point to reveal that the enablers "are not being given a free pass in perpetuity." Still, the same announcement reinforces the idea that consistency tools will only be banned if they result in a diversity decrease.

When we examine the effect of powerful cards, we consider whether they are increasing or decreasing the number of viable decks in the environment. In the current state of the metagame, the build-around nature of Ancient Stirrings supports decks that look very different from a simple collection of the strongest rate cards, and that otherwise may not exist. The recent resurgence of a new generation of Amulet Titan decks is a good example of this. Mox Opal is a similar case. In addition to showing up in high-profile decks like Hardened Scales, we also see Mox Opal enabling a variety of more fringe artifact synergy decks.

As Stirrings and Opal inhabit a wide range of decks, unlike, say, Wild Nacatl did, they are safe from the banlist. To be banned, Opal would have to make one deck so powerful that other Opal decks could no longer compete, or Wizards would have to reassess how they feel about Modern's existing fast-mana options. That other enablers were not even mentioned in the announcement bodes well for the stock stability of this sort of card in general—go ahead and spring for those foreign foils!

What's In a 'Nabler?

Unlike many best-of lists, Modern Top 5 seeks to establish parameters that explain its ranking. Grades are given out of 15, with three different metrics being counted out of 5; cards with more points are ranked higher. This system is not without its faults: some metrics are perhaps more important than others when it comes to a card's playability, but the metrics are not weighted; similarly, while doling out numbers removes a degree of subjectivity from the process, the numbers assigned and metrics chosen remain eminently debatable. The system's purpose, then, is less to create a definitive list than to pave the road for a structured debate surrounding the cards' playability in relation to one another.

There are two metrics I always use when evaluating cards for Modern Top 5.

  • Power: The degree of impact the card tends to have for its cost.
  • Splashability: The ease with which Modern decks can accommodate the card.

From Modern Top 5: Utility Cards:

Power and flexibility will be rated by considering both a card's floor (the least it will do) and its ceiling (its best-case scenario). For example, Lightning Bolt's power floor is higher than Fatal Push's, as Push is dead when opponents have no creatures while Bolt can go to the face.

Splashability will be rated by considering how many existing Modern decks can accommodate the card and whether they'll want it. For example, despite its lack of a color identity, Ghost Quarter doesn't fit into BGx midrange decks. These decks can easily run Fulminator Mage as mana disruption instead, and prefer not to miss a land drop if they don't have to.

As usual, we'll also add a third metric, or "guest judge," into the equation.

  • Resilience: The degree to which the card proves unfazed by targeted or splash disruption.

Resilience describes an enabler's ability to function under pressure. Cards like Thalia, Guardian of Thraben, Chalice of the Void, and Damping Sphere are Modern mainstays, and each of these mess with a subset of played enablers. Factors to consider when judging resilience include how common the top hate cards are in the format, whether they see mainboard play, and the amount they cramp the enabler in question.

With our method outlined, let's roll out the contestants!

#5: Thought Scour

Power: 2

Thought Scour's effect is relatively minute, especially for the mana it charges. But it does enable otherwise impossible plays, like turn two Tasigur, the Golden Fang with Stubborn Denial up out of Grixis Shadow, and help Snapcaster Mage be more of a toolbox than ever. Lately, Scour is seeing play in UR Phoenix, where it has the upside of hitting a card with flashback or the deck's namesake creature. In these cases, the card ends up a +1 or better for just one mana.

Scour is at its worst when there are no payoffs in sight or in reach and pilots find themselves light on mana sources. Here, digging deeper into the deck for blind tries to find a land ends up too expensive, making players ripe for punishment from opponents. Similarly, in the mid- to late-game, the graveyard may be plenty stocked for whatever pilots have in store; Scour is then superfluous. Nonetheless, it does cycle into the next card, if for a mana and the small possibility of either milling a key card or, when targeting opponents, enabling their synergies.

Resilience: 3

A major historical failing of Scour's is that it incentivizes players to invest heavily into graveyard synergies. But doing so opens them to splash hate run in sideboards for decks like Dredge, such as Rest in Peace. As such, to run Scour is to walk a tightrope between extracting enough value from the cantrip to justify it over other options (most directly, Opt) and not designing a worse graveyard deck than Modern's lynchpin ones that loses to the same cards.

I faced this problem head-on while brewing UR Delver a couple weeks ago. Solutions include diluting the graveyard plan post-board, as is possible in Temur decks by removing creatures like Tarmogoyf for ones like Huntmaster of the Fells, and running cards that function okay under graveyard hate but still benefit from a mass of cards there, such as Snapcaster Mage and Grim Lavamancer. The best strategy in my eyes, though, is freshly available: to lean on a Crackling Drake Plan B, which extracts value from every Scour no matter the opponent's hate cards.

There's also the issue of spell-count hosers like Thalia, Guardian of Thraben and Damping Sphere. Scour has a leg up over its sorcery-speed sisters here, though, since it can be thrown on the opponent's end step or in response to the 2/1.

Splashability: 2

Any deck with both graveyard synergies (most of them) and blue (a minority) can accommodate Scour. Those decks should also be spell-based, as otherwise, there are simply better options for turbo-charging the graveyard. But as a one-mana cantrip, Scour has what seems like a permanent niche in the kind of strategy that also plays sorcery-speed blue cantrips, Lightning Bolt, and threats that benefit from one-mana spells.

Overall: 7/15

#4: Manamorphose

Power: 3

On its surface, Manamorphose does nothing. Players get their card back, and their mana back. So why run it? For the filtering? For the deck thinning? For the lulz? These questions are typical of new Magic players, but not of Modern veterans, who understand the card's power lies with the scope of what it allows. This format features cards that reward players for:

  • Casting instants/sorceries (Arclight Phoenix, Thing in the Ice, Monastery Swiftspear)
  • Having those cards in the graveyard (Snapcaster Mage, Bedlam Reveler)
  • Having those cards in exile (Crackling Drake)
  • Having those cards in the deck (Delver of Secrets)

In a shell featuring cards from multiple bullet points, Manamorphose is among the deck's best cards. Consider the Precognition Field decks I brewed back in March; all of them abused Manamorphose for multiple purposes. Or, more compellingly, look at UR Phoenix's results in Modern.

Resilience: 2

For all its enabling power, Manamorphose is very easy to hate out. Thalia, Guardian of Thraben has players lose at least one mana on the exchange, and often cripples hands clogged with cantrips like this one. Same deal with Eidolon of the Great Revel and Damping Sphere. Additionally, countermagic can blow out a Manamorphose turn; if players chain one into another, and that second copy is met with Spell Pierce, the turn player might have to just pass without recurring Arclight Phoenix. Permission can leverage an opponent's Manamorphose when playing against something like Storm, as well.

Splashability: 4

Manamorphose looks splashable enough on paper: it costs one of two colors to cast, and then produces any color mana. In truth, this assessment is apt. We've seen decks as diverse as Mardu Pyromancer, Traverse Shadow, Grishoalbrand, and Elves tech the card. Where it doesn't really fit is alongside countermagic. Holding up mana for permission doesn't gel with this card because casting Manamorphose on an opponent's turn could draw a card that would have been useful last turn, such as a land drop or a creature.

Overall: 9/15

#3: Faithless Looting

Power: 4

Faithless Looting is a relatively innocuous card that went largely unnoticed in Modern for much of the format's lifespan. Those days are long behind us now—the card is widely accepted as one of the format's premier cantrips. Not only does it take advantage of the fact that card advantage is far from one of the format's most important gameplay mechanics, Looting powers graveyard decks way up.

In a graveyard-based deck, Looting goes from a decent selection tool to a ridiculous spell. Players often have cards in hand they want in the graveyard anyway, and would happily expend cards binning otherwise. In this sense, Looting sometimes reads more like "draw 3" or "draw 4," an absurd rate for one mana. Combined with the dredge mechanic, things get even more out of hand.

Looting even has applications in decks with fringe graveyard requirements. Grixis Shadow, for instance, has taken to running Looting as a 2-of based on its card selection merits alone, as my GRx Moon decks have for years. In short, having the card in a deck fundamentally changes the way that deck navigates the mid- to late-game. Lands are generally best deployed each turn to ensure access on mana-hungry turns; Looting turns that philosophy on its head, rewarding pilots for sandbagging lands in hand. When Looting is drawn, it can chew through the chaff immediately, making it a "draw 4" in certain situations. Similarly, Looting is great at transforming spare copies of hosers like Blood Moon into something worthwhile.

Resilience: 3

Hosers like Rest in Peace interact effectively with graveyard decks in general, but they only counter half of Faithless Looting—its flashback. I see bringing in targeted graveyard hate for this one card to be overkill akin to boarding in Surgical Extraction against Snapcaster Mage.

How affected Looting is by other hate cards depends on the deck it's played in. For example, ones with a higher curve will care less about Damping Sphere, while Phoenix struggles under the artifact. Still, since Looting incentivizes players to hold lands in hand, they are likely to have less mana to work with, making these kinds of effects somewhat irksome.

Splashability: 3

Looting fits best into decks with graveyard synergies, but most strategies can accommodate it. The cantrip merely asks that pilots be on R, incidentally the color of Modern's best card: Lightning Bolt. Besides Shadow, we've seen Looting break into other midrange shells before, including Jund.

Highly streamlined decks not relying on graveyard synergies have little use for Faithless Looting, and the same can be said of creature-dense combo strategies like Kiki-Chord.

Overall: 10/15

#2: Mox Opal

Power: 5

If you thought leading with Noble Hierarch was good...! Mox Opal can't be Bolted and it lets players take other actions on their first turn. It's the most efficient accelerator in Modern, in the Moxen tradition of being the most efficient accelerators in Magic. While it doesn't do much in many later-game scenarios (try as I might have to offset this detriment), Modern is still a Turn Four Format, and getting ahead by a turn right away—not to mention for free—tends to be hugely impactful. And while this Mox is legendary, it's still not totally dead in multiples, with extra copies acting as Lotus Petals.

Resilience: 5

Thalia makes Opal cost one more. Ancient Grudge blows it up. Stony Silence turns it off. But all those cards cost two mana! There is no meaningful way to interact with the mana acceleration provided by Opal in the very early game, which is when it comes online.

Splashability: 1

Every rose has its thorn, and Opal's is its strict requirement. Without metalcraft, the Mox does nothing, so it only fits into shells basically built around the card. No worries; we've seen Opal make massive waves in strategies ranging from Affinity to Ironworks, and I don't doubt plenty of new Opal decks, however viable, will emerge in Modern over the next few years.

Overall: 11/15

#1: Ancient Stirrings

Power: 5

Let's review Modern-era card selection cantrips. Opt and Sleight of Hand give players two looks into their deck to find the card they want. Serum Visions? Three. The banned Preordain gives three as well, but in a better sequence. Ponder, also banned (and even restricted in Vintage), gives players a whopping four looks for one mana. At the top of the heap rests Ancient Stirrings, which provides five.

Granted, I think Ponder is better than Ancient Stirrings, both because it's more splashable and because of how nuts its stacking capabilities are with fetchlands in the picture. But when it comes to finding a specific card, Stirrings reigns supreme—on the condition players want to find something colorless.

That condition has proven to not be as restrictive as Wizards may think. For starters, lands are colorless, meaning it automatically has about a 1/3 chance to hit. Decks looking for specific lands like Tron, Eldrazi, and Amulet Titan benefit immensely from this feature. Next, pilots should tweak their decks and sideboard to include colorless disruption (Engineered Explosives, Relic of Progenitus, Oblivion Stone, etc.) and proaction (Thought-Knot Seer, Wurmcoil Engine, Karn Liberated, etc.).

Of course, if the upside of finding a specific colorless card (i.e. Amulet of Vigor) is high enough, the other "rules" for running the cantrip can mostly go out the window. Like most cantrips, Stirrings is also great throughout the game: early on, it finds lands, and later, it finds business.

Resilience: 5

Stirrings is very difficult to hate out. While Thalia or Sphere technically slows it down, Stirrings itself does not encourage the cantrip-chaining gameplay that Scour and Manamorphose do. Players are likely to resolve Stirrings and then one other spell in a turn anyway, so a small tax affects them very little. Players looking for an edge against Stirrings decks prefer to leave the cantrip alone and attack aspects they have more control over, such as with Stony Silence or Alpine Moon.

Splashability: 2

Here's where the deckbuilding restriction comes into play. While many Modern decks do play Ancient Stirrings (about a quarter of them), that number is still a clear minority for the reason that Stirrings can't be splashed willy-nilly. To accommodate the cantrip, players must either:

  • Have colorless cards they benefit greatly from finding at certain points in a game
  • Be composed primarily of colorless cards
  • Be able to utilize available colorless disruption from the sideboard (i.e. Relic of Progenitus, Engineered Explosives)

Decks combining multiple criteria make even better homes for Stirrings, but the fact remains that the card can't go just anywhere. In some decks, that restriction just isn't a restriction, but the same can be said of the drawbacks on most enablers. According to Wizards' statements thus far, this predicament is only problematic for Modern if it translates to a diversity loss; Stirrings being stronger than Ponder in some decks does not matter in regards to the banlist.

Overall: 12/15

Are You an Enabler?

In addition to attacking from unconventional angles and circumventing hate, Ironworks maxed out on both of Modern's best enablers. Similarly, the other best-performing deck in the format runs the other three. Coincidence? You decide!

Call the Police: Twin’s Role in Modern

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Assumptions and collectively-held beliefs are fickle and powerful things. They can affect perception and, in a way, become reality if unchallenged. Therefore, it is critical for the skeptical mind to evaluate and investigate these ideas for validity, especially in the wake of recent bannings. After being challenged on long-held beliefs about Splinter Twin's effect on Modern, I've decided to investigate them. Did Twin in fact regulate Modern successfully? My research has only made me more skeptical.

Initial Assumption

Twin's reputation as of January 2016 was one of format policeman. When the unexpected banning happened, many players panicked. We'd never lived in a Twinless format before, and the fear was that Modern would explode with fast linear decks. We all knew that Twin forced decks to play interaction to not die to the consistent combo on turn 4, so absent that pressure, why bother interacting? And yet, Wizards killed the deck for winning too much. Fair enough: Twin did seem to win everything. Despite this, Modern players continue to pine for Twin's return to reign in more linear decks.

The Question

However, would Twin even do that? I was explaining the many calls for Twin's unbanning to some newer players a few months ago, and one of them commented that Twin just seemed busted. Another asked why one deck mandating interaction was seen as acceptable instead of format-warping, a common argument against unbanning Twin. All were dubious that forcing interaction slowed decks down, and wondered if decks wouldn't just try and race Twin. My answer was that racing wasn't really an option, as Infect was the only deck that could, and doing so still proved a a long shot (especially given Twin's available tools at the time).

This conversation reminded me of how many cards in the linear/fast decks that get complained about didn't exist back in Twin's day. The power cards in Humans (Thalia's Lieutenant, Kitesail Freebooter, etc.), Cathartic Reunion, Arclight Phoenix, Spell Queller, Hollow One, Scrap Trawler, Search for Azcanta, and many others have all only existed in a Twinless world. Could Twin regulate them? For that matter, did Twin actually need to keep these kinds of decks out of Modern? Is there evidence of Twin regulating the format?

Year-by-Year Analysis

The logical place to start is by diving into the available data. Fortunately, MTGTop8 has been keeping stats for the Modern metagame forever, so I pulled their yearly data for the four full years that Twin was legal in Modern. I then collected data from top-performing unfair linear decks from the time of the Twin ban, some perfectly fair decks, and Birthing Pod. Note that Amulet Titan didn't have any reported metagame presence in 2012 and that Pod was banned in 2015.

Also, I'm aggregating all the Twin decks and all the GBx decks together in their respective mega-archetypes. This is mostly because my source grouped all Twin decks under the same banner, and frequently mixes Abzan and four-color lists in with straight Jund, but also to make the graph's I'm using less crowded.

Deck Name2012201320142015
URx Twin681011
Pod91111-
Amulet Bloom-125
Infect3224
GR Tron71066
Affinity11799
GBx1515813
UWx Midrange5753

Amulet and Infect enjoyed high points in their metagame shares while Twin was also at its peak. The other decks in the sample were below their peaks, but were relatively stable. Meanwhile, Twin had been rising prior to Pod's ban, and didn't affect Pod's share. In fact, only UWx declined between 2014 and 2015.

No Evidence Yet

The fact that Amulet Bloom and Infect increased their metagame share during Twin's 2014-2015 joyride pokes a hole in the Twin-as-regulator narrative. Twin had a pretty good matchup against both decks, so logically, they would fall off as Twin ascended. However, this is also a very zoomed-out view of things, and there are very few data points. Confounding variables and other metagame considerations could have affected the results, so I continued my investigation with a deeper dive.

Monthly Data Dive

Fortunately for me, 2015 was the year that Modern Nexus got started. Thus, I went back and gathered the Metagame Breakdowns for that year (oh, for Wizards to release that kind of data again) and pulled the decks that were available from my original investigation.

Deck Name2/16-3/163/1-4/14/1-5/15/1-6/16/1-7/17/1-8/18/1-8/319/1-9/3010/1-10/3111/1-11/3012/1-12/31
URx Twin12.311.811.811.312.512.59.57.510.211.112.5
Infect764.53.63.53.44.14.55.343.7
GR Tron2.933.13.85.34.23.55.15.56.26.9
Affinity7.877.15.88.58.46.9119.38.68.3
GBx13.417.413.114.512.412.410.312.912.511.611,8
Amulet Bloom2.72.72.93.24.13.41.73.74.15.24.2

Every deck shows volatility in the sample. Twin and Affinity finished the year meaninglessly higher than they started; Infect is very down; both Tron and Amulet Bloom are well above their starting positions. Again, this doesn't fit with the narrative about Twin. Also again, this isn't definitive.

I don't have enough individual data points for valid statistical analysis, so instead I have to rely on judging the observable trends in the data. However, this isn't arbitrary guesswork or Magic Eye interpretation. Specifically, if the belief that Twin regulated unfair or linear decks is true, then I should see a predator-prey relationship in the data. This would look like offset lines; in other words, the peak of the predator's line should match the midpoint of the decline of the prey's line, and vice-versa. This would clearly demonstrate that policing effect Twin was said to have.

This graph certainly doesn't look like the classic graph. There doesn't appear to be any real pattern in the data except for the dip every non-Infect deck in August and September, from which they all rebound. This was the period when Grixis Control was suddenly, though only brieflya thing, but I can't be 100% certain this or any single deck or event were the cause. Again, this isn't helping Twin's case, but the graph is also busy enough that I separated the results to look for that predator-prey graph.

Deck by Deck

First up is Infect. Twin was favored, and as a result, Infect was considered a metagame call for when Twin was out of favor. Thus, I expected to see see Infect ascending where Twin was low.

There may be evidence in Twin's favor here. Infect is overall on a downward trend while Twin was effectively a flat line for February-May. Between May and July they both flatlined, then for the rest of the summer, Twin was in the summer slump while Infect was up. Once that was over and Twin rose again, there was a delayed decline for Infect, which is consistent with predator-prey. However, this was only demonstrated for part of the year, so I'm calling the relationship present, but weak.

For Twin vs Tron, there really isn't predator-prey type correlation. They're almost symmetrical and parallel lines. Tron is on an overall upward trend for 2015, but has a local peak the same time as Twin does in June. Tron recovers from the slump first and then follows Twin in recovery, ending well above its previous metagame share. This is more a lockstep kind of correlation, so this data doesn't support Twin policing Tron.

Affinity is very interesting. Up until August, Affinity and Twin are practically parallel, rising and falling at the same time (though not to the same degree). Afterwards, Affinity achieves its local peak at the same time as Twin's local trough. For the rest of the year, Affinity declines while Twin rises. This is consistent with both predator-prey and the metagaming cycle. Given that it's not true for about half the year, I'm saying on net it's weak evidence for Twin policing it.

Twin vs GBx and Jund in particular was generally seen as an even matchup. Jund could beat the Twin combo with Abrupt Decay and there was little Twin could do, so it turned into an attrition game. Their metagame percentages seem to reflect this analysis; Jund shows a lot of early volatility, while Twin is almost perfectly stable. They both feel the late-summer droop, but GBx recovers first, and they end the year equal. I don't think this provides any evidence in Twin's favor. Even if it does, it's very weak.

Twin was known to have a good Bloom matchup from Bloom's coming out party. The data does show signs of predator-prey, with Twin falling and recovering after Bloom. The early months see Bloom slowly rising, which is odd since Twin is fairly stable. Twin may have policed this deck.

Out of curiosity and as a comparison, I compared GBx to Infect and Amulet Bloom. I was surprised to see similarly weak predator-prey correlation. It makes sense that GBx would prey on Infect thanks to the discard and spot removal. However, midrange decks generally struggle against big mana, and Bloom had plenty of ways to get around discard. I'm not sure what to make of this.

Coincidental at Best

My monthly-data dive showed several possible instances of Twin preying on decks, as the model predicts. One was quite a solid example, while the others are questionable. This is complicated by there being a general decline in non-Infect decks in late summer, which may simply be a coincidence. The drop is integral to the predator-prey relationship being observably real, but again, I can't confirm that this wasn't some outside distortion making it look correct.

The overall picture indicates that Twin was not keeping Infect, Affinity, Tron, or Amulet Bloom down, as each gained metagame share while Twin was at its peak. The more detailed look suggests that Twin preying on these decks is at least plausible. This is neither evidence for or against the hypothesis that Twin regulated Modern, complicating a firm conclusion.

Beyond Twin in 2016

The other option is to look at the consequences of the Twin banning. In the aftermath, it was assumed that linear decks would dominate. Then Oath of the Gatewatch happened, and Modern went down the tubes for several months. This makes evaluating 2016, the year most free from the printings that supercharged a lot of linear decks in 2017, difficult. Once again, I'm using our metagame breakdown data from 2016, which is a bit fragmented since the January and March data was ruined and mooted by bannings with October and November lost to logistical problems.

Deck Name2/5-3/64/8-5/15/1-5/316/1-6/307/1-7/318/1-8/319/1-9/3012/1-12/31
Eldrazi34.91.62.82.84.56.39.24.3
Infect3.85.66.38.55.75.97.610.2
GR Tron2.13.67.65.43.83.13.53.8
GBx412.810.911.61213.710.511.2
Affinity8.95.84.75.76.26.57.55.3

Remember how bad Eldrazi Winter was? I didn't, until I started pulling up the data. I know there are those that believe that Twin would have kept Eldrazi in check for the same reasons it allegedly kept other decks down. While it is theoretically possible, the fact that Colorless Eldrazi dominated the No Banned List Modern Open makes that claim suspect. Maybe Eldrazi Winter wouldn't have been as bad, but I seriously doubt that Twin could have stood up to the spaghetti monsters.

Infect clearly ends the year as the highest performing stand-alone deck. This would suggest that once free of Twin and Eldrazi, it was the best deck in Modern, which supports the Twin-as-moderator argument. However, Affinity started the year strong having lost a bad matchup, then failed to maintain its position and fell quite a bit, which is contrary to the expectations. Tron also ends higher than it started, but on the same level as it was post-Eldrazi Winter. Jund recovered from its beating and did quite well, while Eldrazi turned into Bant Eldrazi and had a good September before falling off.

There's no real pattern to the data indicating that losing Twin unleashed a swath of linear decks. It is also worth remembering that the spike in Infect late in the year coincided with Blossoming Defense's printing.

Claims Unproven

After considering all the data I gathered, I cannot definitively say that Twin did in fact keep any linear deck in check. Since my assumption was that Twin was a policing agent, the ambiguity of the data is the more important result. If Twin was having a direct effect on the existing unfair decks by forcing them to interact, slowing down their kills, and therefore making them worse, I can't see it in the data.

Whether Twin was keeping out otherwise viable non-interactive decks is similarly impossible to say. However, I doubt it. There wasn't a huge burst of diversity post-Eye of Ugin ban, and the metagame looked pretty similar to pre-Twin ban Modern. A lot of critical cards for the current linear decks were printed after January 2016. The only deck that could have existed then and didn't is Grixis Death's Shadow, but as that deck developed from Traverse Shadow, I doubt it would have. This leaves the pro-Twin claim on shakey ground.

Specific Examples

Since the overall data doesn't clearly answer the question, I've also looked at how specific decks reacted to the banning. This has only served to further weaken the case for Twin's police powers.

First, consider Amulet Bloom, arguably the poster child for broken linear decks. As demonstrated at the Pro Tour, the deck was insanely powerful and capable of winning on turn 2. However, it had an appallingly bad Twin matchup, to the point that Justin Cohen didn't consider it winnable by anything other than luck. Despite this and how well Twin did in 2015, Amulet still increased its metagame share over the year. That's impressive, especially considering how intimidating the deck was to pick up.

The second, and I think more damning, study was to compare Twin-era linears to their post-Twin counterparts. If they had removed interaction in favor of faster kills, there might be something to the notion of Twin forcing interaction.

However, I didn't find that proof. Infect decks from the end of Twin era are virtually identical to decks from the eve of Gitaxian Probe's banning: no more or less interaction between the maindeck and sideboard. Spellskite and Wild Defiance got bumped from the maindeck to the sideboard to make room for Blossoming Defense, while the overall number of counters and Dismembers remained the same.

Perhaps the most devastating evidence against Twin's supposed policeman effect is Affinity. The latest traditional Affinity deck (as of writing) is virtually unchanged from the Affinity decks of 2015. Even Galvanic Blast is still a mainboard four-of, while a few counters or Thoughtseize remain in the sideboard. I'm not seeing proof that Twin forced interaction as much as proof that decks that want some interaction play some, regardless of the metagame.

Perception Becomes Reality

If Twin had no provable tangible effect on the viability of linear decks in Modern, why was that such a widespread belief? I suspect and will argue conventional wisdom. It makes perfect sense that Twin would have such an effect. It was a consistent turn four kill that had to be respected at all times. That was the speed limit, and there really weren't decks that consistently beat Twin in a footrace. It made logical sense for it to be true, and with everyone repeating the line for years, it became accepted as truth.

In this scenario, Twin was a format regulator through perception. The belief that a deck that would just lose to turn four Twin being unviable served as the format's gatekeeper. In other words, the conventional wisdom of Twin's effect produced a psychological barrier that had the effect of making the effect true, regardless of what was factually true.

Unbanning Complications

If the truth of Twin's regulatory powers were primarily psychological in the first place, it seems unlikely that it could be so again. Decks now have the means and likely the willingness to challenge Twin when this arguably wasn't true previously. Given how Modern's changed since January 2016, I believe such a challenge would be successful. Many of the linear decks that Twin's champions claim will be regulated were not viable in 2015 because the cards that made them decks didn't exist.  Given the speed of decks like Hollow One, I have serious doubts that Twin would effectively regulate them.

The only certain impact of unbanning Splinter Twin would be the unleashing of a combo-control deck. This deck is capable of winning on turn four in a way that requires players to leave mana open or simply die. How healthy or desirable is this effect?

Finally, there's the diversity question. Back in Twin's day, the card pool was smaller, so fewer decks were viable. However, this was also a time when the best decks held 10% or more of the metagame year after year. In 2017 and 2018, only Death's Shadow was that high, a statistic that did not persist. Twin, Pod, and Affinity were at the top of the metagame every year from Modern's inception until relevant bannings took place. 2017 and 2018 saw huge shakeups in the top tiers. Whether the actual strategic diversity has changed is unclear, but it is clear that there is no longer a presumptive best deck year after year, and that increases competitive diversity.

My Bottom Line

I suspect that if Twin is unbanned and is still good (which is unknowable), it would draw in significant metagame share. After all, why play any other deck? Why play Arclight Phoenix or Storm when Twin is a more reliable combo than storm and can incorporate most of Phoenix's tools? Would Twin just coopt Thing in the Ice to easily outclass anything in its colors?

Twin also resists hate. There was no sideboard card or deck that knocked Twin off its perch prior to the ban, and if Twin is still good I have no reason to think one would today. Torpor Orb, Suppression Field, and Ghostly Prison were all effective against the combo, but weren't enough then, and there's nothing better now. Fatal Push requires a revolt trigger to kill Exarch or Pestermite. Twin can also play into this, because it's extremely hard to be prepared for both the combo and control plans; if there's going to be hate, just sideboard around it and still win.

Right now, there are good reasons to pick any deck and to switch off decks as the metagame shifts. Is that something worth risking?

Murky Waters

I cannot say definitively if Twin actually policed Modern because I cannot prove it with data. Thus, I cannot extrapolate whether it would do so now. Absence of evidence is not evidence of absence, but the fact that data did not support the policing claim strongly suggests the claim is untrue. The only effect that I can say unbanning Twin would have is to return that turn-four combo deck to Modern. Given that there are serious concerns about the gameplay the deck encourages, I don't think it's something Modern needs. Krark-Clan Ironworks being banned for similar gameplay demands makes a Twin unban look even more remote.

If Twin doesn't actually police Modern, but is just another busted combo deck that sucks up everyone else's metagame share, is it worth having? If it does police Modern, is the way it does so good for format health and player enjoyment? The thought I can't shake after this data dive: quis custodiet ipsos custodes?

Old Dogs, New Tricks: January Tech Report, Pt. 1

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Krark-Clan Ironworks is now banned in Modern. Despite its dominance on the tournament scene, though, the deck failed to stamp out the format's trademark diversity and innovation. Plenty of decks and deckbuilders brought exciting new tech to the tables this month, and we'll ring in the new year right by unearthing some of it today.

Tempo: Back in Blue

Modern's spell-based tempo decks now tend to trend largely red thanks to the versatility and power of looting effects and the on-color payoffs available. Nonetheless, January continued an inspiring trend we observed late last year of traditional (read: blue) tempo pieces being repurposed effectively.

4-Color Delver, by SCREENWRITERNY (5-0)

Creatures

3 Delver of Secrets
3 Snapcaster Mage
2 Geist of Saint Traft
3 Tasigur, the Golden Fang
1 Gurmag Angler

Planeswalkers

3 Liliana of the Veil
1 Liliana, the Last Hope

Instants

3 Thought Scour
4 Lightning Bolt
2 Fatal Push
2 Kolaghan's Command
2 Mana Leak

Sorceries

3 Serum Visions
3 Inquisition of Kozilek
3 Thoughtseize
2 Collective Brutality

Lands

4 Polluted Delta
2 Bloodstained Mire
1 Blackcleave Cliffs
1 Scalding Tarn
1 Hallowed Fountain
1 Watery Grave
1 Blood Crypt
3 Darkslick Shores
1 Drowned Catacomb
1 Creeping Tar Pit
1 Island
1 Mountain
2 Swamp

Sideboard

1 Fatal Push
2 By Force
3 Damping Sphere
2 Kozilek's Return
4 Leyline of the Void
2 Spell Pierce
1 Terminate

I'm no stranger to greedy manabases and Human Insects, but SCREENWRITERNY's 4-Color Delver strikes me more as a midrange deck than a tempo one. It's got targeted discard, delving recovery threats, and even planeswalkers. But it's also got Mana Leak, a card hard to spot outside of blue tempo strategies unless it's rounding out a control deck's permission suite.

The key creature here, and reason for splashing white at all, is Geist of Saint Traft. Modern significantly diversified its removal last year, but Geist blanks almost all of the available options. Add to that the fact that cheaper raw-stats creatures like Tarmogoyf and especially Wild Nacatl are much less common than they used to be and Geist starts looking like a plausible damage out-putter. In the olden days, the Spirit had trouble breaking through boards of larger creatures as well as surviving red board wipes like Pyroclasm, putting it in a precarious tightrope position.

UW Tallowisp, by SYUSEKI (5-0)

Creatures

4 Tallowisp
4 Rattlechains
4 Geist of Saint Traft
4 Spell Queller

Enchantments

2 Curious Obsession
1 Steel of the Godhead
1 Angelic Destiny

Instants

4 Path to Exile
1 Fatal Push
3 Shining Shoal
3 Disrupting Shoal
3 Remand
3 Cryptic Command

Sorceries

1 Lingering Souls

Lands

4 Flooded Strand
2 Polluted Delta
1 Marsh Flats
1 Misty Rainforest
4 Hallowed Fountain
2 Watery Grave
2 Seachrome Coast
1 Celestial Colonnade
1 Ghost Quarter
3 Island
1 Plains

Sideboard

2 Fatal Push
3 Lingering Souls
3 Damping Sphere
2 Dispel
1 Grafdigger's Cage
2 Rest in Peace
2 Stony Silence

Further adding to Geist's street cred is this build of UW Tallowisp, another brew I've dipped into before. What's changed since then? Critically, the deck's received a powerful new aura in the form of Curious Obsession. Obsession buffs Tallowisp to 2/4, making it immune to most red removal and larger than a lot of what opponents put on the ground. Between the Spirit's bigger body, the deck's ample stack interaction (including Rattlechains), and the flow of cards promised by Obsession, it shouldn't be so hard for pilots to protect Tallowisp long enough for it to dig more value out of the deck. Of course, Steel of the Godhead is less val-ue and more kill-u, combining with Geist of Saint Traft to quickly bury the aggro mirror—including, of course, the more successful UW Spirits deck we got to know so well last year. It can also be pitched to either Shoal.

Aggro-Combo Standbys: Novel Takes

Burn and Infect have been around in Modern since the format's aughts, where they once imposed strict parameters on other strategies to succeed. Nowadays, there are more explosive and resilient options available within the hybrid archetype. But these decks continue to perform in some capacity, and January saw them each present with a twist.

Boros Burn, by SANDYDOGMTG (12th, Modern Challenge #11774980)

Creatures

4 Goblin Guide
4 Monastery Swiftspear
4 Eidolon of the Great Revel
1 Grim Lavamancer

Instants

4 Lightning Bolt
4 Searing Blaze
4 Boros Charm
2 Skullcrack
2 Lightning Helix

Sorceries

4 Lava Spike
4 Rift Bolt
4 Skewer the Critics

Lands

4 Scalding Tarn
3 Wooded Foothills
3 Bloodstained Mire
2 Sacred Foundry
4 Inspiring Vantage
3 Mountain

Sideboard

1 Lightning Helix
2 Skullcrack
3 Path to Exile
3 Rest in Peace
3 Searing Blood
3 Smash to Smithereens

SANDYDOGMTG's take on Boros Burn seems to be the new norm, with a like-minded list also placing in the same event. These decks add Skewer the Critics to the deck's core, cutting 2 Skullcrack and 2 Lightning Helix—two of the deck's most situational and expensive cards—to make room. Crack has limited utility in game 1, when opponents are less likely to have lifegain effects in their decks; Helix, for its part, only matters against other aggro decks. On the other hand, spectacle is practically always active in this deck. Its floor is also acceptable: when players find themselves in topdeck mode, Skewer can simply be hardcast with the three lands sure to be in play by that point in the game.

The card proves more desirable in Burn than Light up the Stage, which I messed around with alongside Arclight Phoenix as many wondered about its inclusion in Burn. Hard-casting Stage in the mid-game blocks players from casting exiled spells right away, as they are unlikely to have more mana available. Additionally, Burn wants to get its opponents to 0, so odds are decent that Stage rips something like a Lava Spike and a land anyway (or worse, two lands!). With that outcome, Skewer is higher-impact anyway, as it still deals 3 but has the added benefit of always being able to hit creatures. I wouldn't be surprised if the card's reliability made it a mainstay in Burn.

Infect, by BLIND-TYRANT (7th, Modern Challenge #11774980)

Creatures

4 Blighted Agent
4 Glistener Elf
4 Noble Hierarch
1 Spellskite

Artifacts

4 Mishra's Bauble

Instants

4 Mutagenic Growth
4 Might of Old Krosa
4 Vines of Vastwood
3 Blossoming Defense
3 Groundswell
3 Become Immense

Sorceries

3 Distortion Strike

Lands

4 Windswept Heath
4 Wooded Foothills
3 Breeding Pool
4 Inkmoth Nexus
2 Pendelhaven
2 Forest

Sideboard

1 Spellskite
1 Carrion Call
1 Ceremonious Rejection
2 Dismember
2 Dissenter's Deliverance
1 Dryad Arbor
2 Grafdigger's Cage
2 Nature's Claim
2 Shapers' Sanctuary
1 Spell Pierce

BLIND-TYRANT's Infect list fills the slots long left absent by Gitaxian Probe with another 0-mana cantrip: Mishra's Bauble. Bauble only provides a fragment of the information Probe did, but it still chews through the deck for no mana and turbo-charges Become Immense. If the Probe banning taught us anything, it's the value of information, and some other Infect pilots have also adjusted accordingly: earlier this month, a list with 3 Telepathy 5-0'd a constructed league. Not all Infect players have sought to include information-granting cards, though, with more standard builds still generating results.

Slumbering Giants: #BallinWhileBanned

In keeping with this week's apparent theme of bannings and unbannings, 2019 is already seeing "banned" decks bounce back with some new tools.

Amulet Titan, by WATCHWOLF92 (25th, Modern Challenge #11774980)

Creatures

4 Azusa, Lost but Seeking
3 Wayward Swordtooth
4 Primeval Titan
2 Emrakul, the Aeons Torn

Artifacts

4 Amulet of Vigor
1 Coalition Relic
1 Engineered Explosives

Instants

4 Through the Breach
4 Summoner's Pact
1 Pact of Negation

Sorceries

4 Ancient Stirrings

Lands

4 Gemstone Mine
4 Gruul Turf
4 Simic Growth Chamber
1 Boros Garrison
2 Tolaria West
2 Crumbling Vestige
1 Bojuka Bog
1 Cavern of Souls
1 Ghost Quarter
1 Khalni Garden
1 Radiant Fountain
1 Slayers' Stronghold
1 Sunhome, Fortress of the Legion
1 Teetering Peaks
1 Vesuva
2 Forest

Sideboard

2 Abrade
1 Chameleon Colossus
1 Courser of Kruphix
2 Dismember
1 Hornet Queen
2 Negate
2 Relic of Progenitus
1 Ruric Thar, the Unbowed
1 Spell Pierce
1 Walking Ballista
1 Worldspine Wurm

Amulet Titan has already made a name for itself without Summer Bloom, often incorperating Sakura-Tribe Scout to dump extra lands into play. This build, also replicated in the same event, ditches the dorks for Wayward Swordtooth, a 5/5-in-training that's far more resilient but also clunkier. On the upside, Swordtooth has pseudo-haste, allowing pilots to drop lands into play right after it comes down. The city's blessing is also attainable in this deck thanks to its wealth of lands, making Swordtooth an alternate win condition in its own right.

Landing Swordtooth on turn three and dropping an extra land helps ensure five mana a turn early, meaning even if the Dinosaur eats a removal spell on-sight, Through the Breach can resolve and wrap things up with Primeval Titan (Amulet of Vigor required) or Emrakul, the Aeons Torn (Amulet optional). The set of Breaches make Summoner's Pact all the more deadly, as granting Titan haste really does act like Time Walk in a deck whose interactions snowball so much during the combat step.

In other news, the Tooth-less, Breach-less builds of Amulet Titan are still alive and well, though they seem to have agreed upon adopting Trinket Mage going forward. Mage searches the deck's namesake artifact as well as disruptive utility cards like Engineered Explosives.

Grixis Twin, by TSPJENDREK (6th, Modern Premier #11761203)

Creatures

4 Deceiver Exarch
4 Snapcaster Mage
2 Vendilion Clique
3 Kiki-Jiki, Mirror Breaker

Planeswalkers

2 Jace, the Mind Sculptor

Instants

2 Opt
3 Lightning Bolt
1 Fatal Push
1 Cast Down
1 Dismember
1 Kolaghan's Command
1 Murderous Cut
1 Spell Snare
4 Remand
3 Cryptic Command

Sorceries

4 Serum Visions

Lands

4 Scalding Tarn
3 Polluted Delta
2 Steam Vents
1 Blood Crypt
1 Watery Grave
3 Sulfur Falls
2 Field of Ruin
5 Island
1 Mountain
1 Swamp

Sideboard

1 Cast Down
1 Kolaghan's Command
2 Anger of the Gods
2 Ceremonious Rejection
2 Dispel
1 Engineered Explosives
2 Negate
2 Relic of Progenitus
2 Surgical Extraction

After recently writing explicitly (and in depth) about Splinter Twin's banlist status, I was tickled to see the card's old shell happily kicking around in decklists from this young year. Grixis Twin appears to be leading the charge, although UR also has legs. The black splash already has a few 5-0s to its name and netted NUCLEARRABBIT 28th in a Modern Challenge.

Strategically, the deck plays like Twin used to: it creates a game of attrition and value all while leveraging the tempo gained from opponents respecting its combo finish. What's changed are the manabase, which stretches itself quite thin to support Kiki-Jiki, Mirror Breaker, and the critical turn, now pushed back by one. These changes give opponents a little more information and time to work with before they need to start limiting their actions for fear of dying out of nowhere.

In the context of my stance on Splinter Twin's oppressiveness, that Kiki-Exarch has revitalized Grixis Control even to this degree (and in this midrange-hostile climate) reaffirms my belief that the card should stay out of Modern for the diversity reasons Wizards cited in their groundbreaking announcement.

A Fruitful Year

With so many Modern developments so early, I'm optimistic about the format in the coming year. Join me next week for a hearty serving of even more 2019 tech, and let me know in the comments of any developments you may have noticed!

The Death of KCI: Banlist Reaction

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Alright Monday, what you got this time? Wow. They actually banned something for once. And something very significant at that. Even better, there's an in-depth explanation attached. This certainly demands a deeper dive.

I'll start with the obvious part: nothing got unbanned. I'm sorry for those who have their hearts set on playing with Stoneforge Mystic this year, but it's just not happening. Wizards has an unban roughly once every two years. We're not due another one until next year. It was never in the proverbial cards this time. I wasn't expecting anything to happen at all, but it appears that since Matt Nass can't be banned, Wizards has decided to let other decks win this year and ban Krark-Clan Ironworks. I'll be looking over Wizards's reasoning and the ban's implications for Modern today.

The Announcement

Wizards always includes an explanation of their reasoning for every ban, though it's rare for a single card to get an entire article of justification. I'm not complaining, but it is unexpected. I also agree with their reasoning. The opening is fairly instructive:

...Krark-Clan Ironworks decks have risen to prominence at the Grand Prix level of play, posting more individual-play Modern Grand Prix Top 8 finishes than any other archetype, despite being only a modest portion of the field.

This is similar reasoning to why Splinter Twin was banned: a combo deck that keeps winning everything despite being well known is certainly worrisome. When I previously speculated on how Ironworks could end up banned, GP Oakland hadn't happened. I said that the only way that Ironworks could get banned was if more players picked up the deck. It would seem Wizards was aware of that possibility, but ultimately, it was consistent high performance that did Ironworks in.

...while Ironworks did perform well at the recent Grand Prix Oakland, we do not make B&R decisions based on a single tournament alone. It's the long-term performance of Ironworks over the last year that has given us cause for action. Grand Prix Oakland results reflect that this trend is not slowing down as the metagame adjusts.

Previously, the narrative surrounding Ironworks was Matt Nass's GP streak last year. There wasn't enough evidence to say that Ironworks was an actual problem as long as players were aware of the threat. Having GP appearances is fine, but consistent domination is too much. Apparently, that performance was the tipping point for Wizards.

R&D wholeheartedly embraces the strategic depth and robust rules system of Magic, and the player skill it takes to master them. In many cases, a deck's difficulty to play is a pressure against needing to ban a card, insofar as it suppresses the metagame population and win rate of the deck in the short term. This a major factor as to why R&D had not previously needed to take steps against Ironworks. As time goes on and more players master the deck, we ultimately have to make decisions based on how the deck is performing in the hands of those experts in practice

Interestingly, Wizards was perfectly aware of the rules oddities around Ironworks. This has been a major point of contention around the deck. It's not easy to understand the nuances of playing the deck and even harder to know how to respond. Because mana abilities don't use the stack, Ironworks could exploit some very odd interactions, play around answers in surprising ways (like beating Extirpate), and generally play a very obtuse and confusing game, especially for newer players.

On the one hand, it made it very hard to just pick up the deck and play it, which puts Ironworks in the same ban camp as Amulet Bloom. The metagame share may not have been that high, but that wasn't indicative of the decks power. On the other, it rewarded practice and rules knowledge. As Wizards articulated throughout the article, the deck may not have been popular in the wider metagame, but it was very powerful in the hands of experienced players. There's nothing inherently wrong with that. However, it's clear that the deck is powerful enough to let those highly enfranchised players win a disproportionate amount of the time.

Finally, it's significant that Wizards wanted to only hit Ironworks with this ban. They discussed hitting less important cards to reduce its power, but in the end decided to just end Ironworks for good. I agree with that decision. The power of Krark-Clan Ironworks is high enough that it will eventually be broken again, if the nerf actually has any effect. Best to nip this in the bud before it gets worse.

Impacts

As a result of the ban, Ironworks as a deck is dead. While there are plenty of cards out there which sacrifice artifacts for free, they don't make mana. Thus, any combo deck will need to include rituals or some other mana source to make the combo work. It could work since the Scrap Trawler/Myr Retriever loop is powerful enough. However, that would be a lot of effort to make a deck similar to Storm or Cheeri0s. I won't rule out a return to Eggs-style decks, but I also won't hold my breath.

With Ironworks gone, the metagame will adapt and move on. However, I expect the changes to be fairly subtle. As Wizards noted, Ironworks wasn't a particularly popular deck.

Storming Back

The first thing to note is that with Ironworks gone, Storm should regain its position as the premier multi-piece combo deck in Modern. Ironworks and Storm occupy similar space as unfair combo decks that burn through cards and mana to assemble a kill over the course of the combo.

Storm has been losing metagame share steadily since 2017. A not-insubstantial factor was the rise of Humans and Spirits. Aggro-control tends to be very good against combo, since it integrates the deadly combination of disruption and a clock. Ironworks was better positioned against those decks because of Engineered Explosives. This caused some combo players to switch from Storm to Ironworks and further decrease Storm's presence. With Ironworks banned, some will come back to Storm and its stock will rise again.

Storm is a far healthier combo deck for Modern than Ironworks, so this change will be beneficial. First and foremost, there are no weird interactions or rules issues around Storm, making it comprehensible. Everything works exactly like it should, so new players can follow a combo sequence. The kill is also faster, and arguably more deterministic. Ironworks has to draw through their deck to find a Pyrite Spellbomb to loop. If any of its numerous loops are active, this will happen... eventually. If not, then there's a constant chance to fizzle. Once Storm resolves a Gifts Ungiven, they are going to combo unless disrupted. It is still possible for Storm to fizzle, but since they can Gifts to find Grapeshot, it's improbable.

Finally, Storm can be disrupted in expected ways. While the typical combo hate did work against Ironworks, any permanent-based answer except Stony Silence would be answered by Explosives. Ironworks could also combo around just about anything because it was a mana ability. Besides the Extirpate example, Ironworks could also dodge removal on its creatures through clever sacrificing tricks. In fact, timing one-shot disruption was always difficult against Ironworks because they had so many ways to juke past it. Storm can't do that; being easier to disrupt and answer means the deck is better for the format as a whole. Unfair combo isn't necessarily bad for the format, but it has to be reasonable.

Tron Improves Slightly

Tron has a problem against combo. Karn Liberated is not effective hand disruption, and everything else it plays is slower than the typical combo deck. It can't really play anti-combo cards like Chalice of the Void because it relies heavily on cheap cantrips, too. The better combo decks are, the worse Tron is.

Against Ironworks, Tron's lines proved quite obscure; versus Storm, for instance, players have some easy rules to follow, such as killing the Goblin Electromancer immediately. Ironworks presents Tron with very small windows in which to use Oblivion Stone effectively, and missing them is fatal. Knowing what to hit with Karn is also much harder.

These combined factors lead me to expect an uptick in Tron in the coming months.

Metagame Overall Unaffected

I don't expect there to be any other widespread effect from this ban. Irnoworks never held much of a metagame presence, so there won't be much destabilization. Also, Ironworks wasn't exactly a metagame deck: it didn't specifically prey on or fall to any other deck. It was just a combo deck that demanded answers. The fact that it demands very specific answers and can force its way through most normal answers meant that it really chewed through enemy sideboard slots, as players were forced to pack the specific answers needed for Ironworks or bleakly hope for a fizzle.

The main effect that I expect will be a reduction in sideboard hate against artifacts and graveyards. Considering the recent success of Arclight Phoenix decks and the ever-present threat of Affinity, it remains to be seen whether that choice pays off, but players may adjust their sideboards this way regardless. This will likely cause a burst of unfair decks for the next month or so before the hate returns and things get back under control.

The Additional Clause

Normally, that would be the end of this Banned and Restricted Announcement, but not today. In an unprecedented move, Wizards has tipped their hand about the watchlist.

Ancient Stirrings and Mox Opal are not being given a free pass in perpetuity. While we have no current plans to take action against these two cards, we'll continue to monitor the health of the environment and the strength of decks that use them. If the metagame reaches a point where we determine these cards are doing more to suppress archetype diversity than enable it, we will certainly revisit this discussion.

Ancient Stirrings and Mox Opal were considered for this banning, and are considered potentially bannable in the future. First of all, I'm not a financial specialist, but I'd expect this revelation to have a chilling effect on the secondary market. Secondly, it is interesting that Wizards is at least thinking about these two cards that players have complained about before. They're even reiterating defenses that I hear all the time. It sounds like there's no actual risk of either getting axed any time soon, especially since Affinity and Hardened Scales aren't tearing up the tournament scene. Still, keep an eye on these cards; Wizards may know of something coming down the pipe that could be the final straw.

The Tronish Catch

I'm actually struggling with this clause. Openness and honesty are great things for a company, but I'm feeling conflicted about the possibility of Opal and Stirrings being watchlisted. Whether losing Opal is good or bad is hard to say, but at this point, losing Ancient Stirrings could be devastating.

I know that I frequently grouse about Stirrings, but I've come to see it as integral to Modern's balance. Tron is beneficial to Modern because it keeps out prison decks: many Lantern players agree that Tron is an unwinnable matchup. There are too many cards that need to be Pithing Needleed or milled away: Karn, Oblivion Stone, Ulamog, and World Breaker can all break the lock. And unless Breaker is hit by Pyxis of Pandemonium, it comes back from the grave. The same is true for the Grixis Whir decks; Tron doesn't care if the board is locked when Ulamog eats anything.

Without Stirrings, would Tron still be good enough? Damping Sphere and Field of Ruin already mean the midrange matchups aren't the slam-dunk they used to be. Losing their lynchpin cantrip may be the final blow for Tron. This may invite the potentially less fun outcome of a prison resurgence.

Carry On

I expect Modern to continue on its current course with little disruption from this ban. Wizards chose to deal with Ironworks while it was still a mostly theoretical problem. I welcome this change and hope that the year doesn't bring anything else as weird and busted as Ironworks.

Slice & Dice: January 21st Banlist Prediction

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Another banlist announcement is just around the corner. While the last few announcements have proven unfruitful, I believe this time will be different; after all, it is January, and Wizards has a history of shaking up Modern around this time. I'm anticipating at least one unban, and wouldn't be surprised if a ban occurred as well. Today's article casts my predictions.

Unban: Stoneforge Mystic

Stoneforge Mystic epitomizes a safe unban. While I've advocated for its liberation before, now I think it's long overdue. Here are a few reasons I think Wizards will move on this card in a couple days.

An Appropriate Power Level

There is some precedent for unbanning Stoneforge Mystic on the grounds that its power level is now appropriate for Modern. This justification was used for the Bitterblossom unban in 2014:

At the time of Modern's inception, the dominance of Faeries in Standard was at the front of our minds. Therefore, we took the conservative approach of including Bitterblossom in the initial banned list. After observing the evolution of the Modern format, we feel that it is of an appropriate power level to compete with the other powerful strategies in the format.

  • It requires players to run clunky equipment cards and not open them
  • Pilots must to take two turns off from otherwise interacting with the board or the stack (assuming on-curve deployment and activation), and those turns are critical ones in the proactive Modern format
  • Opponents can strand Skull in hand by simply killing Mystic, which dies to almost every played removal spell at a parity loss

Stoneforge's power level seems lower than that of many legal Modern cards, but what of its future? At this point, its status on the list is about as laughable as Golgari Grave-Troll's was in the year before its own unbanning. Unlike the Troll, though, Mystic doesn't have any broken keywords attached, and is unlikely to become much better with later printings; not only has Wizards drastically scaled back the power level of Equipment cards, but those artifacts now compete with Vehicles when it comes to set design.

It's also true that the Kor sees play in Legacy, a format far more powerful than Modern. But that parallel, too, has its issues. For one, Stoneforge literally has a stronger effect in that format because Umezawa's Jitte is legal. Having the option of grabbing Jitte or Skull is much better than choosing between Skull or whatever unplayable Equipment pilots will be forced to run over Jitte in Modern. Second, Legacy contains cards that allow players to tap out for Mystic on turn two without letting down their shields, such as Daze and Force of Will. These cards are not legal in Modern.

Positive Effects on the Format

The least subjective "positive" effect a Stoneforge unban would have on Modern is one of diversity. Stoneforge Mystic doesn't easily slot into any existing top-tier decks; taking things a step further, none of those decks (or even lower-tier decks) even run Equipment, a card type mostly supplanted in function by planeswalkers. Besides, the type of deck that wants Mystic at all, a goodstuff-style midrange deck in white, has underperformed in Modern for months.

Stoneforge too attacks a style of deck that has been denounced by a noticable subset of the community: the aggressive aggro-combo deck. This archetype includes decks as diverse as Bridgevine, Hollow One, and Runaway Red, and all of them have trouble dealing with a resolved Batterskull. Wizards is in the business of pleasing its demographics, and has admitted that Modern is about "fun" first (diversity second; everything else third), so they may consider this factor.

Safety Valves

Could Stoneforge Mystic become a problem in Modern? My vote goes to no. We have established the card's weak power level relative to the format's top-performning strategies and the possible benefits its unban may have. But another factor that makes Stoneforge so safe is the prevalence of artifact hate in Modern.

This type of disruption is far more common here than in Legacy, appearing on mainboard staples such as Kolaghan's Command, Abrade, and Knight of Autumn as well as sideboard stalwarts like Stony Silence and Ancient Grudge. The potential tempo swings guaranteed by destroying a tutored, cheated-in artifact are huge.

Other Possible Unbans

I'd also be fine with Green Sun's Zenith and Punishing Fire coming off the banlist. Despite David's tests, the former doesn't strike me as something that would immediately slot into anything other than Elves, and I doubt it would catapult Elves to Tier 1. As for Fire, creatures are just bigger now than they used to be, and Modern is way too fast for a three-mana Shock engine to shine. Besides, many decks now feature built-in ways to interact with this kind of combo, be it via Field of Ruin, Relic of Progenitus, or something like Surgical Extraction from the sideboard.

But the card I'd most like to have in Modern is Preordain. Faithless Looting and Ancient Stirrings are both top-performing enablers in Modern that escape the banlist, and I think Preordain would mostly contribute to decks that don't perform as well. Of course, the glaring exception to this argument currently is Izzet Phoenix, which would snatch up Preordain in a heartbeat and further extend its lead over other aggro-control strategies. So I can't in good conscience advocate for a Preordain unban.

Still, the cantrip makes my list of some of the safest cards on the list. I just don't think anything is as safe as Stoneforge, or even close, and would be surprised if Wizards unbanned one of them together with the Kor.

Ban: Scrap Trawler

Scrap Trawler is a mainstay in Ironworks, Modern's reigning combo deck—by many metrics, its reigning deck, period. This section discusses my feelings on the deck, the data we have on it, and why I think Trawler will get the axe over other cards.

I Came to Boogie

Disclaimer: I like a boogeyman. As a brewer, having a top deck in the format lets me explore design space that effectively attacks specific mechanics. Consider the UR Delver deck I wrote about last week: this shell annihilates Phoenix and Ironworks thanks to its inclusion, in large numbers, of Spell Pierce, Damping Sphere, and Surgical Extraction, and couldn't exist without a clearly defined upper crust of boogeymen to target.

Not all decks can adapt like the non-deck that is Delver, though, and the metagame appears to have warped around Ironworks significantly, with more decks than ever employing Stony Silence and Rest in Peace to stave it off.

Seeking Numbers

Despite that increase in heavy-duty hate, Ironworks continues to succeed, and with staggering consistency. As usual when it comes to unban predictions, the numbers are the biggest reason to act on this deck. In 2018, Ironworks posted the highest number of GP/PT Top 8s of any Modern deck, a number we know Wizards observes closely when deliberating about bans. Top 8s are not always indicative of a deck's power, but in the case of Ironworks, they seem to be: the deck has also maintained the highest match win percentage of any Modern deck given the numbers we have. These two statistics combine as they did with Splinter Twin to make the deck an obvious ban target.

Why Trawler?

The metagame is currently formed by decks in one of four camps, all of which split shares about evenly: Noble Hierarch decks, Faithless Looting decks, Ancient Stirrings decks, and other decks. The named cards are enablers of larger strategies, or spells that allow them to do a powerful thing easily. Much of the banlist discussion I've been exposed to over the past year has surround enablers, especially Looting and Stirrings.

These cantrips contribute to more than just whichever top-tier deck is playing them, also supporting less-represented strategies. So having them in Modern represents, at least theoretically, an increase in diversity. Looting's performance, while impressive, has paled in comparison to Stirrings's, so we can take the former off the table. And Stirrings just isn't bringing its many other decks (i.e. Gx Tron; Hardened Scales; etc.) to the same level as Ironworks. This predicament suggests that something is wrong with the rest of the cards in Ironworks, and not with Stirrings, which also finds itself in plenty of less successful strategies.

In terms of precedent, Wizards almost always prefers to ban deck-specific cards rather than splashable enablers. The main exception was the Ponder/Preordain ban, which happened back in Modern's early development. During that stage, Wizards was deciding what they wanted the format to look like overall, and made a conscious decision to limit the access all blue combo decks would have to their pieces. At that point, it made more sense to ban this sort of enabler, but they have seen and been okay with Looting and Stirrings in other contexts, so I'd be surprised if they'd choose to ban one of those cards rather than just try to reset Modern to an earlier context.

And that brings us to Trawler. If Ironworks is a busted deck, why not just ban Ironworks itself? Again, we can look for precedent—Wizards does not like to forcibly remove decks from Modern. They always seek to water them down so that they can continue to compete without dominating. Successful examples of this kind of ban can be found in Dredge, Amulet, and Infect; a notoriously unsuccessful example is Splinter Twin. But no matter the result, Wizards' aims have been made abundantly clear by their banlist announcements, with the company sometimes explicitly calling out replacements for the banned cards.

Banning Ironworks removes this deck from Modern forever. Banning Trawler? I don't think so. The deck will need an overhaul, sure, but Krark-Clan Ironworks synergizes well with enough cantripping artifacts that I'm optimistic it rebuilds itself after a couple months' lull.

Opening the Can

So goes my foray into the banlist discussion. Which cards, if any, do you think will meet the wrath of the hammer? What justifications do you expect Wizards to give? Let's keep the conversation going in the comments.

Deceptively Poor: Spoiler Week 3

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The set release is nigh! With all of Ravnica Allegiance spoiled, speculation can end and brewing begin. I'm pleasantly surprised by all the potential Modern playables. This expansion might not go down in history like Khans of Tarkir, but I expect plenty of cards to see play, if only because they're too interesting not to brew with.

However, not all potential cards were designed equal. So far, I've covered some unique and potentially gamechanging cards as well as niche but powerful cards. This week is for cards that may offer something unique or powerful-seeming, but in the context of Modern, may not live up to that potential.

Repudiate // Replicate

I will be focusing on Repudiate // Replicate for this section, but I have the same arguments for Modern prospects Incubation // Incongruity and Revival // Revenge. These are spells with decent effects and very attractive flexibility defeated by context.

The individual effects and their associated mana costs aren't enough to warrant Modern play. The flexibility of being a split card with hybrid mana costs makes a promise to make up for the effect, but ultimately, it's not a promise that can be kept. Even with the additional benefit, no deck wants these cards.

Collective Comparison

Modal and split cards almost always cost more than the individual effects are worth in constructed formats. Their flexibility makes up for the cost because they free up spell slots for other spells. Individually, drawing a card worth two mana, giving creatures lifelink is barely playable, and returning attacking or blocking creatures to the top of the library is marginal. Put all these effects together and Azorius Charm is a defining card in Standard. The value of flexibility makes up for individual weakness in Standard.

The same can't be said in Modern, where mana cost and effect impact are king. Decks are more powerful and streamlined than in Standard, so there's less need for flexibility. Some modal/split spells see niche play, like Orzhov Charm for Death's Shadow or Dusk /// Dawn in Death and Taxes. However, I can only think of two that see regular play: Cryptic Command and Collective Brutality. The former sees play in control for its power, while the latter is more widespread and applicable to this discussion.

The reason for Brutality's ubiquity is that it's cheap. In the past, I've expressed dissatisfaction with Brutality because its individual effects are so small. What I had missed was how valuable having all three for no additional mana would be. Discarding cards to get those effects is the real power of Brutality, as it synergizes so well with all the graveyard strategies. Thus, the new split cards need to synergize well or be overwhelmingly powerful to make it in Modern.

Niche at Best

Repudiate has several problems indicative of the whole group. Its effect is worse than the already existing Trickbind, because it costs more colored mana and doesn't have split second. If a deck wanted the effect, it would already have it, and Trickbind doesn't see any play.

The only thing Repudiate has over Trickbind is that it could be played in mono-green decks. However, why would any deck want to? The effect is niche at best. Prior to Deathrite Shaman being printed Stifle saw a lot of Legacy play in RUG Delver to kill fetchlands. Since then, it hasn't been good enough for widespread play. Why would a deck play a worse version of an unplayable card?

The addition of the other half of the spell might be enough, however they're also not good enough. Any deck that wants to copy its own creatures would just play Phantasmal Image for cheaper and with Collective Company/Aether Vial synergy. If I want an inefficient but flexible Stifle, I could have Nimble Obstructionist.

They Don't Belong

Revival has the best chance of eventually making it to Modern as an incremental upgrade to Claim /// Fame. However, the odds aren't favorable. Reanimation in Modern is either interested in big creatures or Death's Shadow, and Revival can't do the former and is inefficient at the latter. In short, these effects already exist on better cards in Modern and every deck that wants them has them. There's no reason to pick something worse for niche benefits.

Electrodominance

If this is where Wizards' heads are, then Lavinia, Azorius Renegade starts to make sense for Standard. That aside, Electrodominance has had an electric effect on spoiler season. Everywhere I've looked, I've seen players trying to use its power to do broken things with uncosted suspend cards. I'm not so on board.

Here We Go Again

Forgive my cynicism, but I've been down this road before. Everyone was all over As Foretold after Amonket, but despite all the effort, it never went anywhere. That card had the added benefit of being persistent and scaling over the course of a game. If Modern can't use all the free mana from As Foretold, why would the one shot effect of Electrodominance make it?

The obvious answer is to play Ancestral Visions or Living Ends from hand rather than leaving them stranded. This is fair, but Modern already had that in the Aether Revolt expertise cycle. In particular Kari Zev's Expertise was supposed to save Living End decks from niche play and didn't.

The only advantage that Electrodominance has over anything that has come before is being cheaper. This isn't nothing, but what does it actually mean to Wheel of Fate, Restore Balance, or Ancestral Vision on turn two? How does a deck use these effects this early to win the game?

Strategic Problem

Ultimately, this is the problem all these not-cascade cards have struggled with. The card power and synergy are there, but they can't take full advantage of them. In order to get these effects, they play a lot of situational and/or redundant enabler cards. The various As Foretold decks either went the combo route with all the card draw, or prison with Greater Gargadon and Ensnaring Bridge, and it wasn't good enough because there was too much air, too much durdling, and it took too long. It didn't matter if they were capable of drawing all of the cards or sweeping the board a few times if they couldn't actually close the game. The problem lies on the strategic level of being overly complicated and inefficient decks, and not with a lack of enablers.

Solution Elusive

Since Electrodominance doesn't fix this fundamental strategic problem, it won't rescue Blue End or As Foretold prison from Modern's fringe. I'm not certain what card actually could. The solution to being somewhat clunky and being unable to take advantage of all the cards a deck can draw is typically more mana, but fast mana isn't a thing in Modern.

Arclight Speed Limit

The main appeal of As Foretold decks was the ability to draw many cards quickly, and Modern now lets you do that and play a good deck to boot. I'd argue that the actual gameplan of Arclight Phoenixdecks is to draw lots of cards. Having cantripped through their decks, players find a payoff or several and win thereafter. Players that want a mana sink that also draws more cards for Phoenix could do worse than Electrodominance in that role. It's not very good or efficient compared to everything else in the deck, but it could happen.

Gruul Spellbreaker

The next card is a creature with multiple problems. Gruul Spellbreaker looks so close to making it in Modern. Being a three mana 3/3 with haste or a 4/4 without is close to playable in the right deck or with the right abilities, as demonstrated by Mantis Rider and Loxodon Smiter. But therein lies the problem. Spellbreaker's other abilities aren't relevant enough in Modern, and even if they were, the right deck for it is the wrong deck for Modern.

Belonging Problem

The obvious place to start is to look for a place to live. On the basis of stats and cost, it seems natural to pair Spellbreaker with Bloodbraid Elf to have six power of hasty creatures attacking turn 4. This isn't the worst cascade. However, Jund would never play Spellbreaker. To get a space in Jund, a creature either needs to provide additional value or be incredibly efficient. As it doesn't have built in card advantage or value like Dark Confidant or Scavenging Ooze, the ogre is just a beater, which is the same job Tarmogoyf holds. Given that Goyf is cheaper and frequently bigger than Spellbreaker, it wins the fight easily.

If not Jund, the only option is for Gruul-colored aggressive decks. This means either GR Eldrazi or Zoo. The problem is that neither deck is a deck in Modern anymore. Zoo hasn't been a serious contender in years, while GR Eldrazi had some success this time last year it has virtually disappeared. The three-drop spot was so crowded anyway that I can't imagine Spellbreaker making it into Eldrazi in the first place. That leaves Zoo, which isn't a deck in Modern anymore.

Zoo's Strategic Stagnation

There was a time that Zoo was the best deck in Modern. That time was 2011, right before Wild Nacatl got banned. By the time that was undone in 2014, Modern had passed Zoo by, and the deck has failed to have any significant impact since.

The problem with Zoo is that it's the definition of a straightforward aggro deck. It just plays the best cheap attackers, turns them sideways, and hopes that plus some burn is enough. Even in 2014, pure Burn did that too, but far more efficiently; Affinity did that more explosively, with flying, and featuring an infect backup plan. Today we have decks that randomly dump free 4/4's into play turn 1 and follow that up with 1 mana 5/5's. Zoo's strategy is from a time when Wizards didn't push the bar on creatures, and is now too archaic to survive. If Zoo in any form wants to come back, it will take a major overhaul, and a three-mana, 3/3-4/4 beater isn't going to cut it.

Otherwise, Irrelevant

I've skipped over the non-riot abilities on Spellbreaker so far because they're not going to help or hinder its playability. Trample is mostly irrelevant on a lower-mid sized creature since it's only getting blocked if it can be killed anyway and that's not too hard today. Trample isn't why Reality Smasher is played.

The conditional hexproof is interesting, but it isn't good enough. Most decks will be willing to wait to kill Spellbreaker anyway as long as they can kill other threats. If the controller always had hexproof that might be good enough, but only having it on their turn means it only affects Vendilion Clique, Blessed Alliance, and Settle the Wreckage, none of which see much play. Thus, the utility is niche at best.

Prime Speaker Vannifar

Finally, there's the newest broken-card-with-legs, Prime Speaker Vannifar. Time Spiral's Magus cycle of Vintage-cards-on-legs are Vannifar's direct ancestors. While Magus of the Moon and Magus of the Tabernacle have seen play, the Magi with activation costs (like Vannifar) have had no real impact in the format.

Vannifar looks like a better deal. For starters, she can be found off Chord of Calling on the end step and then combo off on your own turn. This power being why Splinter Twin got banned, it's a possibility to look into. Her activation is also manaless, unlike Birthing Pod. This means Vannifar can do every combo that Pod did, but more efficiently, theoretically opening up new combo or value chain possibilities. It's not surprising that Pod stalwarts are salivating over the prospect of their deck being resurrected.

Out of Her Prime

Being fetchable is no small thing, and neither is the manaless activation. However, the problem of being a creature still hangs on Vannifar; while I'm sure she'll see play in Modern, her true home will be Commander.

Birthing Pod was a good card because it could be played turn 2 off a single Bird, used immediately (mana provided), and was immune to (almost) all maindeck removal. None of these things are true of the Prime Speaker. This is by design: the entire point of stapling broken spells to creatures is to make them more vulnerable to removal and slow down their effects.

Chording for Vannifar with the intention of going off after untapping would be a sound plan if it could be defended. However, that Chord requires seven mana, and while it's possible with two Birds of Paradise and a Wall of Roots on turn three, it doesn't leave any mana open to protect the Chord or the Vannifar. Kiki-Chord worked for Jeff Hoogland and almost nobody else for a reason.

The Prime Speaker needs protection because there is removal everywhere. The only commonly-played-maindeck card that could remove a resolved Pod was Maelstrom Pulse, which was only played in Jund. At instant speed alone, Vannifar has to contend with the very commonly played Path to Exile, revolted Fatal Push, Dismember, Lightning Axe, Assassin's Trophy, and occasionally Terminus.

The Real Question

Given that Pod was cheaper and virtually guaranteed to survive and Vannifar isn't, it appears that the only reason to consider the card is the potential to cast Chord on the end step, and win via combo in turn four's main phase. However, why bother? Chord players can already do that on turn three in Counters Company with Devoted Druid and Vizier of Remedies. It may require more cards in the actual combo, but setting up Vannifar requires at least as many. It's also not particularly burdensome for a deck with Collected Company. If the Company deck isn't good enough, why would the slower and thus more vulnerable Vannifar deck supersede it?

Quick Hits

Finally, here are some thoughts on a couple other cards that I don't think warrant an entire section.

  • Absorb - Despite appearances, this is quite playable in UW Control. The cost isn't burdensome and Logic Knot is often a three mana spell anyway. More importantly against burn incidental lifegain on a counter can be backbreaking much the same way Lightning Helix can be.
  • Hero of Precinct OneThe deck that wants this card does not exist because there aren't enough cheap multicolored spells to emulate Young Pyromancer. I'd like this not to be the case because the greater flexibility is very appealing.

Speculation's End

I look forward to seeing what other players make of Ravnica Allegiance in the coming weeks. I'll also take this opportunity to remind everyone, as I always do, that despite the upcoming banlist announcement and the hype around it, don't fall for any speculation. I believe the correct prediction is always no changes. That said, we'll all find out if I'm wrong about that this time next week.

UR It: Rebuilding Delver with Salamander Drake

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*Editor's note: at the time of writing, Pteramander's English name had not been spoiled. This article's title refers to the card as "Salamander Drake."

Spells-matter decks perform admirably these days, but my favorite Human Insect rarely inhabits them. Last week, I mused about what Delver of Secrets would need—both card-wise and metagame-wise—to again be a player in Modern. Those thought experiments inspired deckbuilding experments, which Wizards detonated with an exciting spoiler. Today's article unveils the findings of my aberrant research.

From the Ground Up

Delver has many shortcomings in Modern, but also some potential uses. I believe that the reason to play Delver over the more proactive and explosive Arclight Phoenix decks is its ability to incorporate stack interaction, which punishes spell-based combo decks but suffers against midrange. Relying on a more "fair" threat also enables Delver to run hate cards that cripple Phoenix and other velocity-centric packages (i.e. Damping Sphere); relatedly, Delver of Secrets itself dodges the most common Phoenix hate (i.e. Surgical Extraction). With this deckbuilding slant, Phoenix itself ends up being a positive matchup for Delver, as does the top-performing deck in Modern, Ironworks.

I got to work building the Delver deck of the future. For starters, I figured a full set of Snapcaster Mages could be added to the core over the more aggressive creatures of the past to give the deck a more reactive bent; Lightning Bolt, especially combined with Snap, helps close out the game from a different angle. Snapcaster adds consistency by reusing key cards, flexibility with its flash body, and raw power alongside Lightning Bolt, making it critical for Modern Delver decks, which struggle on these three axes relevant to other existing strategies. A core began to form:

Staples (12)

4 Delver of Secrets
4 Snapcaster Mage
4 Lightning Bolt

From there, I had to determine cantrip numbers, flesh out the creature base, and decide on disruption.

Maximizing Thought Scour

Delver all but demands some cantrip density, and Modern's not known for its selection of powerful blue cantrips. Ponder is probably the best at setting up flips, but it's banned in Modern; I'd say Serum Visions takes the number two slot, and also excels at finding key cards. Up next are Sleight of Hand, Opt, and Thought Scour. As we're often operating at instant speed, Opt looks a lot better than the marginally-more-impactful Sleight of Hand, since it lets players hold up permission mana.

Scour, too, is an instant-speed cantrip, and has the potential to be the best of the bunch. Grixis Shadow's dip into Faithless Looting and Mishra's Bauble has claimed some copies of Serum Visions, but Scour always remains a 4-of in that deck due to its ability to power out delve threats. I wanted my Delver deck to also have the ability to abuse Thought Scour, ideally enough to make it better than Serum Visions—in doing so, I'd upgrade the power level of my cantrips generally.

I also included a pair of Faithless Looting to see how the card played in this deck, anticipating that land drops beyond the third would prove superfluous in pretty much every game 1. I ended up having to raise my land count to from 18 to 19 to support later card choices, a decision Looting helps grapple with in the mid-game.

Cantrips (10)

4 Thought Scour
4 Serum Visions
2 Faithless Looting

Picking Threats

While I wanted a set of Scours, I also didn't want to build the deck in such a way that it would fold to heavy-duty graveyard hate, especially Rest in Peace. That's a problem with Temur (reliant on Tarmogoyf and Hooting Mandrills) that I think makes the deck utterly unplayable in this graveyard-wise metagame. The question when choosing threats was one of how to extract value from a full set of Scours without opening myself to blowouts from hate cards.

Tarmogoyf, Bedlam Reveler, and delve threats do absolutely nothing against a resolved Rest in Peace. Goyf is the worst offender here, as a later Rest invalidates any previously resolved Goyfs, while the other creatures lock in their value when cast.

Crackling Drake met my criteria perfectly—on top of that, no Scour is ever too many for this creature; it always improves. But four mana is a steep cost for a core threat in a Delver deck, no matter how reactive the build.

I ended up settling on Grim Lavamancer. The four Scours ensure a constant stream of cards entering the graveyard, allowing Lavamancer to totally dominate the small creature matchups Delver has long splashed sideboard sweepers to beat. Its floor is much higher than Goyf's, for instance, as a one-mana 1/1 considerably trumps an off-color, two-mana 0/1. Finally, Lavamancer makes up for his lack of offensive power by letting us run 4 Wizard's Lightning comfortably. The instant adds oomph to our Bolt-Snap-Bolt plan and gives us additional ways to power through board-invalidating tech like Ensnaring Bridge and Terminus.

To further compensate for Lavamancer's disappointing red zone abilities, I rounded things out with a pair of Vendilion Cliques. These are also Wizards that support the Lightning package. Clique gives UR a unique form of interaction by disrupting the hand, as well as a respectable aerial clock deployable at instant speed. But it is slow and vulnerable to most removal spells, including the now-ubiquitous Gut Shot.

Extra aggression (10)

4 Grim Lavamancer
2 Vendilion Clique
4 Wizard's Lightning

Building a Permission Suite

Just as my methods for selecting creatures and cantrips were heavily influenced by a desire to play Thought Scour, the decisions taken regarding permission focused around another one-mana blue instant: Spell Pierce. I'm of the opinion that Spell Pierce is bonkers in Modern right now, just as it has been in Legacy for years.

Naturally, Pierce shines against spell-based decks with combo elements. Hitting these decks where it hurts means taking out their consistency tools, which Pierce does with considerable reliability. But looking past its obvious prey, like Manamorphose and Ironworks, Pierce claims palatable applications against even decks that don't "go off." No longer can Spirits Path to Exile our early Lavamancer, or swarm the board with Collected Company. Terminus is a hassle for creature decks, but much less so when its pilots cast Cryptic Command and Jace, the Mind Sculptor into a one-mana counterspell.

The key to Pierce's power is the tempo it tends to generate. Hitting expensive spells provides Delver with a mana advantage. Few spells in Modern are free, so at one mana, Pierce almost always trades at mana parity or better. And Modern's one-mana cards don't feel bad to hit because they're also some of its best.

In this metagame, permission in general—though especially the one-mana Pierce—is poised to procure more than just tempo. Cards like Tormenting Voice and Collective Brutality ask pilots to two-for-one themselves before resolving their spell, and decks such as Storm and Phoenix use rituals and pricey cantrips to generate chains of spells. Disrupting these chains can leave opponents low on resources.

I went with 3 Pierce to avoid clogging in mid-game scenarios, and added a pair of each Spell Snare and Mana Leak for whatever else might present itself. While it's not permission, I also threw in a pair of Abrades for good measure; I like to have at least six removal spells in my Delver mainboards, and was interested in discovering what mainboard artifact hate can do for the archetype.

Permission/utility (9)

3 Spell Pierce
2 Spell Snare
2 Mana Leak
2 Abrade

The House that Funk Built

So concludes our slow-mo replay of the building process for a list that took me five minutes to type up.

UR Lavamancer, by Jordan Boisvert

Creatures

4 Grim Lavamancer
4 Delver of Secrets
4 Snapcaster Mage
2 Vendilion Clique

Instants

4 Lightning Bolt
4 Wizard's Lightning
4 Thought Scour
3 Spell Pierce
2 Mana Leak
2 Spell Snare
2 Abrade

Sorceries

4 Serum Visions
2 Faithless Looting

Lands

4 Scalding Tarn
4 Misty Rainforest
4 Spirebluff Canal
3 Steam Vents
3 Island
1 Mountain

Sideboard

3 Crackling Drake
1 Hazoret the Fervent
2 Damping Sphere
2 Blood Moon
1 Alpine Moon
1 Engineered Explosives
2 Surgical Extraction
1 Dismember
2 Anger of the Gods

The deck performed better than I expected it to. Lavamancer is a house in some matchups and gave me lots of free wins. Abrade also seemed fine in the mainboard.

Enter the Salamander

Just a couple days into building and tweaking the above list, Wizards spoiled Pteramander, a Flying Men that, under perfect conditions, could serve as an on-color Tombstalker. But Pteramander differs from Stalker in a few ways.

  • Split costs. While Tombstalker can use any cards in the graveyard as fuel, including dead creatures and fetchlands, Pteramander gives players a layaway option: we can cast the "front half" for just one mana and grow it for the difference at instant speed.
  • Delve vs. check. Similarly, although Stalker puts a 5/5 flier on the board faster, it cannibalizes other copies of itself. Pteramanders can all be grown at the same time, allowing us to run enough to make it a primary threat for the deck.
  • CMC. Pteramander's low converted mana cost makes it vulnerable to Fatal Push and Abrupt Decay. Its low investment cost somewhat compensates; having Tombstalker removed is generally more backbreaking.

In the UR Delver Deck

As I'd been working hard on UR Delver already, Pteramander prompted a sudden change of course. Like Lavamancer, Pteramander makes great use of Scour without becoming useless under Rest in Peace—it's even better under Rest than Lavamancer, since it flies. Pteramander is also more robust than Lavamancer; once its condition has been met, it's difficult to kill even a fresh one with Lightning Bolt. Pilots can simply deploy Pteramander, activate it, and then activate it again in response to damage-based removal. Alternatively, they can hold up mana until the following turn cycle to represent adapt.

I rebuilt the deck from scratch in another five minutes, landing on a list almost identical to the UR Lavamancer one. In place of Wizard's Lightning, I added a smattering of random instants and sorceries that underperformed during initial tests. Then, I realized another of Pteramander's components: it's blue! That means the creature helps enable Disrupting Shoal, which I have again been pining after in this metagame of blazing-fast kills created by cheap spells. Shoal also does a fine job of protecting Pteramander from the likes of Fatal Push: at the stage of the game where Pteramander "flips," it's often trivial to hold up hard-Shoal mana, and Cancel is as strong as ever with a beater on the table.

A couple days of fitting pieces together led me here.

UR Pteramander, by Jordan Boisvert

Creatures

4 Delver of Secrets
4 Pteramander
4 Snapcaster Mage
1 Vendilion Clique
1 Crackling Drake

Instants

4 Lightning Bolt
4 Thought Scour
4 Opt
4 Disrupting Shoal
3 Spell Pierce
2 Mana Leak
1 Abrade
1 Dismember
1 Echoing Truth

Sorceries

4 Serum Visions

Lands

4 Scalding Tarn
2 Misty Rainforest
4 Spirebluff Canal
3 Steam Vents
4 Island
1 Mountain

Sideboard

3 Damping Sphere
2 Blood Moon
3 Crackling Drake
3 Surgical Extraction
2 Abrade
2 Anger of the Gods

A number of little changes were made from the Lavamancer version:

  • I added 4 Opt to help with Pteramander.
  • One land was trimmed to account for the Opts and the omission of Looting.
  • The manabase was overhauled to be less painful without Lavamancer around to eat fetchlands.
  • The sideboard became more streamlined and focused.

Some more obvious changes were also made to account for a recurring UR failure point.

Dealing with Big Creatures

While UR Lavamancer could happily burn opponents out if they stuck a huge Knight of the Reliquary or Tarmogoyf, the Pteramander build struggles more with opposing fatties. I therefore split Abrade with Dismember in the mainboard, and added Echoing Truth where I once had the 19th land. Truth is a catch-all temporary answer to whatever permanent opponents stick, and I've liked it so far. It also sometimes exceeds its on-paper worth by dealing with a horde of tokens.

Crackling Drake also shows its face in the mainboard for this purpose: it's always bigger than whatever opponents can muster. Our many cantrips help us resolve it game 1, though multiple copies can clunk. Same deal with multiple Vendilion Cliques, as the Faerie's a legend, so I took one out for the Drake. Clique and Drake also give us the lottery-esque ability to Shoal three- and four-drops for huge tempo swings, although it rarely comes up.

Assessing Pteramander

Pteramander tends to adapt for one mana around turn four. It's also flippable early if pilots are willing to take a turn off and sink mana into the ability. In the meantime, the creature asks very little of the pilot, and even makes itself useful around the battlefield; I've gladly used early Pteramanders to trade with small fliers in combat. When games are due to go longer, either because we assume a more interactive role against creature decks or because midrange opponents assume that role against us, Pteramander consistently takes over the mid- and late-game.

The creature's worse against combo-oriented decks like Phoenix, Ironworks, and even Tron and Burn. In these matchups, it takes too long to grow and is usually sided out for hate. Fortunately, Delver (not to mention this build) is already well-equipped to defeat these sorts of decks, so a potential game 1 loss isn't the end of the world. Salamander is also soft to Rest in Peace, and gets swapped for Drake against opponents likely to bring in multiple copies of the enchantment. Since Rest decks tend to be slower, casting multiple Drakes on just 18 lands is feasible in those matchups.

Relative to the Lavamancer build, the Pteramander build offered fewer free wins, but a more consistent playstyle across the board. This deck is always built to grow Pteramander, but opposing decks are not always built to lose to Lavamancer. This improvement in consistency gives me hope that the Pteramander build can survive in Modern should it prove simple enough to enable.

On that note, it helps that Pteramander need only be enabled in game 1. Once opponents have access to their hate, it's simple for Delver pilots to pivot towards Crackling Drake and blank the hosers, additionally benefitting from opponents spending cards and mana interacting with a resource we no longer rely on. This sort of swap was tougher to do with Lavamancer, since cutting the Wizard left behind a bunch of unpowered Wizard's Lightnings to deal with; Pteramander then improves our reversibility during a match.

Leaping Forward

There's still plenty of ground for Pteramander to cover. I didn't test it alongside Chart a Course, for instance, because I felt I had plenty of cards thanks to Snapcaster; perhaps trimming the Wizard for some number of the sorcery functions better in this shell. Pteramander may also have applications alongside Arclight Phoenix, with which it doesn't clash (although both cards utilize the same resource). How are you planning to use the little guy? As always, share your thoughts in the comments, and happy spoiler season!

Scry Me a River: Spoiler Week 2

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Spoiler season is now well and truly underway. As the set comes more into focus, the brewing can begin in earnest. I would caution players to never get too attached to a card or idea during spoiler season. The barrier to entry in Modern is high, and just because something seems like it should be good doesn't mean it will be.

If asked what the most powerful abilities in Magic are, I'd answer free mana followed by consistency. Free mana means more ability to do things, while increased consistency means doing the best thing more often. Wizards also seems aware of this and has made a conscious effort to nerf both over the years, to varying degrees of success. Which makes it interesting that Ravnica Allegiance is bringing us tools to do both, though with considerable deckbuilding restrictions and opportunity costs. I'll be examining the most interesting consistency card I've ever seen today. Afterwards, there's an old round-about mana cheat to discuss.

Sphinx of Foresight

Shortly after last week's article came out, a far more interesting card was spoiled. I have been wrestling with Sphinx of Foresight all week, but I haven't really gotten anywhere. On the one hand, this card looks insane. An opening seven with Sphinx needs to be radioactive hot garbage to not be keepable, because the reward for keeping is starting the game scrying three cards deep. That's deep enough that whatever that opening hand was missing will almost certainly be found, or at least make finding it plausible in a draw step or two. Good hands suddenly move towards ideal. In formats where opening turns matter as much as Modern, Sphinx could be broken.

However, this is balanced by a number of factors. Sphinx isn't great unless it's in an opening hand, and there are real opportunity costs to running that type of effect. I am struggling with Sphinx because it looks clunky for Modern despite the obvious power of its effect.

Special Utility

Sphinx is fairly unique among start-the-game-with-me cards because the ability stacks: revealing one Sphinx scrys 3, but revealing multiple copies allows players to scry again after bottoming some cards. This is technically a unique effect because the only similar cards don't see Modern play. The only Leylines that have additional effects in multiples are the mediocre and unplayed Leyline of Vitality and Leyline of the Meek. Additionally, none of the New Phyrexia Chancellors see play. This makes directly evaluating Sphinx difficult.

Even in Legacy and Vintage, similar effects are rare. The only regular use I know of is Chancellor of the Annex as Force of Will protection in BR Reanimator, and having multiple Force Spikes in that context isn't much different from having just one; the Annexes all affect the same spell, so the typical procedure is to throw away a weak card to unlock Force.

Sphinx is another story. Starting the game with scry 3 is very good and sets up the critical opening turns. Multiple Sphinxes greatly increase the odds of finding a particular card early, as anything else can be bottomed.

This benefit is balanced by how poorly it synergizes with fetchland manabases. If it hurts to mess up or moot the mulligan scry with a turn 1 fetchland crack, then it may prove actively bad to do so with Sphinx in a deck. This potentially incentivizes players to move away from fetchlands entirely, which has interesting implications for Modern. Even if that doesn't happen, adding additional decisions and some strategic tension should make for more interesting Magic.

True Power

Every deck can benefit from increased consistency and smoothing their curve. There's been talk that Sphinx can let decks shave on lands and become an okay midrange threat as a bonus. However, combo decks will always benefit more from this type of effect. Aggro can use Sphinx to hit their curve; fair decks will Sphinx to hit land drops and find missing threats/answers. A combo deck will use Sphinx to dig for their fast kills, and can keep more questionable hands because they've found redundancy or the missing pieces already.

Combo decks are also the sort to be willing to use a niche but powerful effect. Grey Ogres aren't playable in construted, but many combo decks still play and even cast Simian Spirit Guide. Nobody runs the mana monkey for the body, but that additional utility occasionally proves relevant. Combo decks also tend to dig through their decks more than fair ones, so they can afford to play some clunkier cards: they see so many cards that having a contextual brick isn't as big a deal. I could see Sphinx seeing play to set up combo decks then serve as a backup plan if they fizzle or get disrupted.

The Catch

What happens when Sphinx isn't in the opening hand? The hypergeometric probability of at least one of a given four-of appearing in an opening hand is roughly 40%. Sphinx needs to be useful the remaining 60% of the time to justify seeing play. If it's only useful in one very specific circumstance, there needs to be some compensating guarantee of achieving that circumstance or the card is a complete brick most of the time. This is the reason Leylines often get sidelined.

Failing to open with Sphinx means that it can only be a 4/4 for four with flying. That's not a Modern-acceptable rate. Obstinate Baloth sees play because of its abilities rather than stats, and frankly there aren't a lot of four mana cards being cast anywhere right now. In Legacy there's some additional utility of Sphinx being a blue card and therefore a pitch to Force of Will, but Modern only has Disrupting Shoal or Snapback for that, and those are so niche as to be non-existent. Discarding Sphinx to a looting effect is possible, but a lot of decks want to loot away specific cards so they can use them from the graveyard and not just unclog their hand. This makes running Sphinx at all a very high opportunity cost.

Once Sphinx is in play, it does have another ability. Having a scry before each draw step isn't nothing, and would help midrange decks win an attrition fight. However, if that's an effect they want, there are plenty of arguably better options available that don't see play. Thassa, God of the Sea is cheaper, usually unkillable, and pushes through creatures on a stalled board. Monastery Siege is contextually better in that role than Thassa or Sphinx since it's a loot rather than a scry. Search for Azcanta gives players a similar (arguably better) effect for far less and does see play. Given that Sphinx's primary upside isn't guaranteed, why should decks risk getting it stuck in hand?

Homelessness

The only deck I can think of that would run a 4/4 blue flier is Favorable Winds from 2017. That deck was severely underpowered and won by being a faster (if worse) version of Spirits. Getting an early consistency boost into a big body is definitely useful for that deck. However, Spirits does basically the same thing, but with better disruption and hexproof. Given my previous experience against the deck, I don't think lack of midgame fat or consistency were the reason it never caught on. Therefore, I don't think Sphinx has a natural home.

Every other deck can play Sphinx, but it isn't clear if they should. Even during those 40% of game that open with Sphinx's scry, they'll have that four mana 4/4 sitting in hand. If they can't/don't want to use the body, is having that brick acceptable? If there were some use for Sphinx other than casting it, then I might lean toward yes (say a combo deck emerges that needs to discard or exile blue creatures from the hand). However, most combo lists are extremely tight, and playing a card that doesn't protect or contribute directly to the combo is dangerous. The risk/reward is unclear at best.

A lot of Sphinx discussion has focused on Grixis Death's Shadow. Grixis thrives on powerful opening sequences, which Sphinx facilitates, and the creature also synergizes with Street Wraith and Stubborn Denial. Grixis also runs midrange-style creatures. However, the deck usually succeeds by playing out every spell in its hand. In fact, arguably the reason it was good in the first place was how easily it out-spelled opponents because (nearly) everything cost one mana. Sphinx is always four, which is more lands than GDS really wants in play otherwise, and thus doesn't gel with the actual strategy. It feels tacked on.

Too Much Potential

That said, I do believe that Sphinx has a place in Modern. Its ability to set the top of the deck at the start of the game is quite alluring from a power perspective, and close to unprecedented. I am certain that for the next few months, at least through the next set release, every brewer and their hamster will have Sphinx in their deck. So far, it's The Exciting Card, and that's what always happens. The real test will come over the summer. Either a deck where Sphinx actually feels like a necessary and natural inclusion will be found, or it will be relegated to niche play as a combo ad-in. I'm not going to lose my mind over Sphinx, but I wouldn't sit on it either.

Aristocrats

The other interesting revelation is that Wizards appears to want Aristocrats to come back. For those who weren't playing last time we visited Ravnica, Artistocrats was a Mardu deck that used token makers as resources to feed sacrifice outlets, primarily Cartel Aristocrat and Falkenrath Aristocrat. That deck gave its name to the strategy of sacrificing creatures for value and since then various decks have followed suit. At the time most were hard to counter aggro decks like the Pro Tour winning list, but since then most verisons combo out, most recently with Rally the Ancestors.

Lost in Transition

Despite numerous attempts, these types of decks have never gained ground in Modern. Not for lack of trying or desire, but there's just never been room. Aristocrats has the misfortune of doing things that other decks do in Modern, but they're better. There's a lot of competition in the small creature combo market and Abzan then Counters Company have always been better than the combo versions. On the aggro side, Affinity is very similar but more explosive and powerful.

In essence, Aristocrats cheats on mana by having cheap creatures and tokens serve as fodder for bigger effects. What is lost in individual power is made up with volume, with each card effectively acting like several. However, the effects haven't been big enough to actually make it, and in Modern, the combo cards are more easily answered by discard and permission than in Standard.

The other issue has been hate. Modern has always been full of graveyard hate, and Aristocrats deck actually need their creatures to enter the graveyard and stay there to be good. In a format full of Rest in Peace, Scavenging Ooze, and Relic of Progenitus, that just wasn't going to happen. The little-creature aggro plan was always open, but again, the Abzan and Counters Company decks also did that faster and with better creatures. Players like that type of deck, but it's never been viable.

New Grease and Payoffs

It would appear that Wizards also likes Aristocrats, because Allegiance is full of cards that appear perfect for the deck. The Orzhov mechanic afterlife creates 1/1 Spirit tokens when creatures die, which is what fueled the original Aristocrat decks. We've also (as of this writing) seen Aristocrats-specific payoff cards, namely Judith, the Scourge Diva and Teysa Karlov. Judith provides an additional benefit to sacrificing cards (though not tokens) and then boosts said tokens' power. Teysa makes additional tokens each sacrifice, and makes those tokens more useful. Given that we're just starting spoiler season, it feels like there may be a real chance that Aristocrats will finally be able to stand out.

Mardu Problems

Questions linger, however. The payoff cards aren't the most Modern-worthy stats wise, and are only good when actually synergizing with the engine. The old vulnerability to Rest in Peace is still there. There's also the problem that so far, the afterlife cards are still not very good. I know Tithe Taker has been looked at, but even if its ability were more relevant, trading the card for one token isn't a great deal.

Then there's the problem of color. Traditionally, Aristocrats deck have been Mardu, which is a color wedge that always seems like it should be great in Modern, but ever fails to maintain a presence. Mardu Pyromancer was great last spring but then just faded away. There's always been something inexplicably wrong with Mardu that keeps it from playability.

However, this may be fixable. Judith is the most exciting Aristocrats card so far, and the real reason to look at her is the second ability. Zulaport Cutthroat and Blood Artist have seen play in the deck, and while Judith is more expensive, she is also useful when not comboing. Perhaps BR Artistocrats could fuse combo and aggro dimensions if we receive some juicy black afterlife cards.

Change is Brewing

There are plenty of cards to go before spoiler season ends. By the time this goes up, I expect there to be another wave of cards to discuss for next week. Keep exploring the possibilities, but as always, proceed with caution!

Anticipating the Spells-Matter Creatures of 2019

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As a lover of aggro-control and specifically thresh decks in Modern, which I consider the removal spell format, my focus when it comes to building decks of this type has always been on threats. Putting together a new brew? I first ask myself which threats to include. Glossing over recent decklists? My eyes first go to the creatures section, and then to the others if my interest is piqued. I think each aggro-control strategy can have its list essentially filled out quite easily once a threat suite is established.

Last year, we saw aggro-control and aggro-combo shift its lens from the creature- and graveyard-oriented strategies of formats past to the instant/sorcery-based styles I've always preferred. Today's article looks at the threats prevalent in these decks and discusses where they're likeliest to end up in 2019.

Arclight Phoenix

We'll start with the breakout creature of 2018: Arclight Phoenix. This recurring bird has found its way into many an aggro-combo deck, as well as aggro-control hybrids featuring Thing in the Ice or Crackling Drake.

Phoenix's strength lies not in its on-paper grinding abilities, although those do give the card some added utility. Rather, Phoenix is generally employed as a hasty Insectile Aberration cheated into play on turn four or earlier, and always after pilots have steadily built towards another gameplan (i.e. casting Hollow One) or significantly disrupted opponents (i.e. with inexpensive red removal).

I find Phoenix's place in Modern particularly exciting going into the new year because it's currently in a huge variety of decks, and run alongside an equally diverse suite of creatures. Its preferred shells slide freely across the aggressiveness spectrum. A younger me may have assessed this predicament as par for the course in Modern, a "play-anything" format. But as its spotlight has grown, Modern has changed, becoming less friendly to fringe archetypes and solidified around the most robust, complete ways to do a given thing. As such, I think it's a matter of time before the "correct" Phoenix shell is found, and I think 2019 will see it emerge.

Thing in the Ice

While Phoenix's "true" home is still up in the air, I think Thing in the Ice's has already been found—and, unsurprisingly, it's alongside Arclight Phoenix.

UR Phoenix, by WHITE TSAR (1st, Modern Premier #11747383)

Creatures

4 Thing in the Ice
2 Monastery Swiftspear
4 Arclight Phoenix
3 Crackling Drake

Instants

2 Gut Shot
1 Izzet Charm
2 Lightning Axe
4 Lightning Bolt
4 Manamorphose
4 Opt
3 Thought Scour

Sorceries

4 Faithless Looting
1 Maximize Velocity
4 Serum Visions

Lands

3 Island
1 Misty Rainforest
2 Mountain
1 Polluted Delta
4 Scalding Tarn
4 Spirebluff Canal
3 Steam Vents

Sideboard

2 Abrade
2 Alpine Moon
2 Anger of the Gods
2 Ceremonious Rejection
1 Dispel
1 Ral, Izzet Viceroy
2 Spell Pierce
3 Surgical Extraction

UR Phoenix looks to the blue splash chiefly for Thing in the Ice, which both provides the deck another undercosted threat relying on instants and sorceries that occurs at a different point on the strategic curve. Thing simultaneously does a lot for the deck's space, lightening the burden when it comes to the many removal spells demanded by creature-swarm decks like Spirits, Humans, or Company; a single flipped Thing sends all those pesky creatures back to the hand and close out the game before tribal players can rebuild. Those deckbuilding slots can then be spent on other cards, namely cantrips, which enable the deck's creatures and improve its consistency.

Thing in the Ice does still appear in other decks, but in far fewer numbers. By my analysis, those strategies succeed less than UR Phoenix because they are worse homes. But I can see something like Blue Moon (starring Thing and without Phoenix) to become a solid metagame call sometime next year, when the ideal Phoenix shell is found and players begin to modify their sideboards and deck choices more permanently to deal with the bird. Cards like Surgical Extraction may wind up more widely used than ones like Damping Sphere or Chalice of the Void, making Thing a safer bet for dealing damage in Izzet colors. That said, I don't expect Thing to ever divorce itself from red; Lightning Bolt and Manamorphose are friends too good for the Horror to leave behind.

Bedlam Reveler

Unlike Arclight Phoenix and Thing in the Ice, Bedlam Reveler doesn't find itself confined to aggro-combo and tempo. It also appears in midrange shells such as Mardu Pyromancer. Of course, Mardu Pyromancer has all but vanished from the scene since Dredge and then Arclight Phoenix took the spotlight, as it suffers from splash grave hate and only intermittently has the right kind of interaction in hand for what the format throws at it. But the fact still stands that Reveler's proven itself to some degree as a midrange player.

The value of the card in those shells reflects what it actually does for decks that run it. Reveler cheaply refills pilots on cards after the game has progressed a certain amount. Cards like Manamorphose and Thought Scour accelerate the speed at which Reveler can be played; cards like Fatal Push and Thoughtseize slow the game down. The latter are more valuable when they impact the game, while the former demand mana investment but don't interact with the board.

I see Reveler role in 2019 to be that of propping up the aggro-combo and aggro-control shells we've seen emerge since Arclight Phoenix emerged. Aggro-combo decks can use it to power through the disruption of midrange and other attrition strategies, while aggro-control wants to use Reveler to get ahead of other controlling decks. In both cases, the card is weak against highly proactive strategies, so Reveler is likely to sit on the sidelines in metagames heavy on those. It's also got some stiff competition in other colors, including in blue, the color most often paired with the Devil—Chart a Course, Snapcaster Mage, and Crackling Drake all generate card advantage as well. So I think Reveler is likely to make the biggest impact in mono-red decks.

Delver of Secrets

Of the creatures discussed so far, I think Reveler has the bleakest prospects for 2019. Notice how I said "so far." It's not that I think Delver of Secrets is bad—and not like that thought has ever stopped me from believing in the card before anyway. Rather, Delver's issues in Modern are twofold.

The Delver Meta

First, Delver requires a certain metagame to thrive. Its pilots want to deploy threats early and then interact with opponents while attacking them each turn until a 3/2 gets them dead. For that scenario to play out, the following conditions must be fulfilled:

  • Games must last around six turns, already a big ask in Modern
  • Opponents must play hardly any removal, as most removal spells remove a one-mana 3/2
  • Matchups must exist (and in large quantities) in which pilots are rewarding for sticking a cheap threat early and interacting for a few turns while clocking

Only a few decks even check the box for the final point: Ironworks, Tron, and Storm are the big examples. But Modern is so vast that Delver decks must have a Plan B for the rest of the field. And a Plan C. And a Plan D. The thresh strategy is also plenty weak to top-performing archetypes like all-in aggro and midrange, and even the combo decks in Modern pack tons of removal. All these factors combine to make winning with Delver of Secrets a seriously optimistic resolution for the new year.

The Delver Card Pool

Second, Delver lacks the supporting cast it needs to excel in Modern. Players have long bemoaned the absence of Brainstorm, a card that sets up the insect quite well on paper. In practice, though, Legacy Delver decks rarely used Brainstorm to flip their creatures, instead waiting until the optimal time to Brainstorm for value and flipping Delver by virtue of running decks full of instants and sorceries.

That's not something we have the luxury of in Modern, as hinging on a 3/2 requires pilots to run lots more creatures. Some of those creatures, like Tarmogoyf and delve threats, further tax deck composition by asking for stuff like Mishra's Bauble to be playable themselves.

And when it comes to cantrips, Ponder is really HBIC for transforming the Human. We don't have that card, either. Fetchlands plus shocks mean we take tons of damage from our lands and are therefore soft to many aggro decks in addition to removal-spell decks. More directly, the loss of consistency from cantrips contributes to Delver's "answer problem," where the deck must find the right pieces of interaction (and the right mix of threats) at the right time to stand a chance against whatever the opponent's doing, which tends to be quite streamlined and effective in this format. Preordain would go a long way towards improving this scenario for Delver, as would more flexible answers à la Lightning Bolt.

The other problem with Delver's available cards is that of threats. Sure, this entire article's been about threats, but those mentioned don't always work well with the Insect. Arclight asks pilots to cast many instants and sorceries on their own turn, leaving no mana up for permission with which to protect Delver and execute its primary gameplan. Thing in the Ice asks something similar, but is even slower than Phoenix; still, it's better than the bird.

Tarmogoyf also asks two mana, although in return it impacts the board immediately. That's still the threat I've opted for most of the time; green also gives us Hooting Mandrills, a fine addition to Delver decks. Bedlam Reveler uses the same space as those two threats, and does significantly more work than Goyf in a Fatal Push format. But its cost complicates splashing green and running delve cards. Still, I've run them all in the same 75, but without Gitaxian Probe I don't think that's possible anymore.

I am a little interested in Reveler's applications alongside Delver in a greenless shell. The deck would have to play permission, the only reason to include Delver over the more forgiving Phoenix and Thing, and would likely benefit from either Manamorphose or Thought Scour for help with Reveler. I don't really like either of those cantrips, though—Scour costs mana and doesn't impact the board, while Manamorphose plays poorly with counterspells. On the bright side, Snapcaster Mage does lightens the load when it comes to filling out the threat suite, as it plays well in a more reactive Delver-style shell.

Other Options

The other instant/sorcery-powered creatures in Modern are mostly used as role-players in shells defined by one of the aforementioned threats. We'll review them here.

Young Pyromancer

Punishes opponents for not having damage-based sweepers, but nearly every red deck now runs those in some capacity. Pyromancer is also quite squishy, dying to just about everything including the now commonly-played Gut Shot. Thing is often a better option in decks that might want Pyromancer, as it's sturdier and fills more roles.

Crackling Drake

A curve-topper for these decks that helps in attrition matchups and closes games out against removal spell decks in general. Too pricey (both in terms of CMC and color requirements) to be easily splashable or run in large numbers.

Monastery Swiftspear

As it doesn't use the graveyard at all, Monastery Swiftspear is an attractive compliment for instant/sorcery-based aggro decks looking to up their aggression factor. But it requires a host of specific cards to work, especially free prowess triggers. Manamorphose and Mishra's Bauble are the main benefiters here, as are direct-damage burn spells like Lava Spike. Swiftspear is also a lackluster topdeck in attrition situations, so it doesn't have much utility all through a game. Lately, we've seen the card enter spell-based aggro decks in smaller numbers, as in the above UR Phoenix decklist.

Casting a Spell Over the New Year

Which instant/sorcery creatures will reign supreme over 2019? My vote (and probably yours) goes to Arclight Phoenix, but I'm excited to see where that card settles, and how the other candidates then slot into the metagame. Delver of Secrets has me particularly excited, as that shell requires the smallest amount of dedicated enablers—it just lacks a proper payoff at the moment. As always, let me know your thoughts in the comments, and happy new year!

Ringing in the New Year: Ravnica Allegiance Spoilers

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Happy New Year! Here's to another year of Modern here on the Nexus. Hopefully you've enjoyed the holiday break as much as I have, but it's time to get back to work and decipher the upcoming set release.

Wizards decided to give us an early Christmas present with Ravinica Allegiance spoilers right before everyone disappeared for the break. There hasn't been anything too groundbreaking so far, though certain mechanics are promising. Cost reduction and alternate casting have been very powerful in the past, so it will be interesting to see if anything comes from spectacle. What we mostly have (as of writing this) are potential cards. In a vacuum potential cards look good enough for Modern, but the real test is context. They need the right deck, metagame, or use to see play irrespective of their power. Today, I'll be blearily squinting at what I think are the two most contextual cards spoiled so far.

Lavinia, Azorius Renegade

The first spoiler that really interests me is Lavinia, Azorius Renegade. I'm glad that Wizards is printing decent hatebears again. It looks like they're finally acknowledging that there need to be answers and that hate cards can be healthy for the game. We've been desperately in need of more answers for some time. The fact that they're in the strategy that I prefer is also a bonus.

Lavinia stops your opponent from cheating on lands by forcing them to have as many in play as the non-creature spell costs. There have been cards that stop spells based on their mana cost before, but this is the first time I know of where quantity of lands determines castability. That's a weird ability to even describe, now that I'm writing this section. Even if you do have the requisite quantity of land, you'd better have actually paid for that spell if you want it to resolve. I'm look forward to catching some Hollow Ones with that ability.

Much like Damping Sphere, Lavinia melds several fairly marginal abilities together into a potentially very powerful hate card. The question is where does she belong, and how relevant are these abilities.

Modern Applications

I haven't seen Wizards discuss Lavinia anywhere, but I'm convinced that she was designed with eternal formats in mind. There's nothing for her to do in Standard, as there's little ramp and no free spells. I also can't imagine Wizards making any given how well that usually works out. Her abilities seem tailor made for Legacy and Vintage, where Force of Will and fast mana are everywhere. Vintage in particular has delve spells, Gush, and Black Lotus to answer.

However, that doesn't mean that Lavinia isn't Modern playable. We may not have Sol lands or Lotus Petal, but Tron is very much a deck and Lavinia stops the payoffs. Tron can't power out bombs except for the most answerable one, Wurmcoil Engine, on turn three against Lavinia. In addition she stalls out any combo deck until they have enough lands. It's a shame she doesn't actually counter the storm copies, but preventing Storm from casting Gifts Ungiven or Past in Flames early is powerful. She also stops an early miracled Terminus.

Lavinia doesn't stop anything forever, but delaying spells may be enough. Any deck that would run her will be an aggro or tempo deck with a fast clock and should be able to take advantage of the time she buys. Tempo is everything in Modern, and Lavinia potentially represents a huge tempo swing.

Reality Check

The problem is Lavinia needs to answer this question: Why would I ever play her in a sideboard over Gaddock Teeg? The only commonly played cards I can think of that Lavinia could answer that Teeg wouldn't are Rift Bolt, Bloodbraid Elf, Ancestral Recall, Living End, and Summoner's Pact. Considering the size of the card pool, that's not a long list. Free spells aren't very common in Modern, and this means Lavinia's second ability isn't going to be relevant very often.

The first ability is very weak compared to Teeg's. Stopping noncreature spells of four or more mana will hit all the same cards as Livinia, but there's no escape clause; Tron could play enough lands to drop Karn Liberated against Lavinia (assuming they're still alive) but not Teeg. Buying time is valuable, but Teeg does far more. In fact, he's so much more versatile that I can't imagine why you'd sideboard Lavinia over him.

In addition to stopping Tron cards Teeg also hits Engineered Explosives, Supreme Verdict, Scapeshift, Teferi, Hero of Dominaria, and Conflagrate, to name just a few. There is something to be said for Lavinia being a human, but Humans is already willing and able to stretch for Knight of Autumn and Teeg.

My conclusion is that Lavinia is not going to beat out Gaddock Teeg for sideboard space. Teeg is more reliable, unequivocal, and versatile than Lavinia and her second ability isn't going to be relevant enough of the time to make up the shortfall. Always pick the most powerful sideboard card for the job. I don't see any reason to devote sideboard space to Lavinia over Teeg.

The Catch

There is one special case that pushes Lavinia back toward playability. Any spell that is released from Spell Queller gets played for free, and suddenly Lavinia's second clause is relevant. This adds an interesting additional use as ablative armor for Queller. Assuming the opponent wants their spell back they'll have to kill Lavinia first, and for removal light decks that is a big ask.

True, this is a fairly marginal effect in the grand scheme of Magic, but given her actual utility as a hatebear it may be enough. Vintage decks run Dack Fayden and Notion Thief not for their devastating combo, but because they're both reasonable cards in the right matchup. Having them on the battlefield at the same time isn't too likely, but either can do plenty of good on its own. You're getting a bonus when it all comes together. By the same token, Lavinia may be borderline good enough to warrant play on her own, but add in the bonus combo with Queller and suddenly she's looking very playable.

The Right Context

I could see myself running Lavinia maindeck in UW Spirits in the right metagame. Thalia, Guardian of Thraben already sees some maindeck play, and given the potential upside of Lavinia alongside Queller, there is an incentive to switch. Thalia's taxing is more widely applicable, but it's often marginal. Lavinia's ability to delay Tron and combo decks is far greater. A hatebear's power is sometimes enough to make up for narrowness, so I believe Lavinia could replace Thalia in Spirits.

Along with the right deck, the right metagame is needed. I'd never want Lavinia in a world of UR Arclight, Humans, and Burn. Thalia is better in almost every way in that metagame. If instead Tron, Storm, Ad Nauseam, and cascade spells define the format, then Lavinia is far better at delaying or defeating those decks. Anything is possible in this shifting metagame, and Lavinia's time may not be far off. This is especially true if I'm wrong and Lavinia was printed to get ahead of something dangerous coming in Standard.

Growth Spiral

The other really interesting card that I'm wresting with is Growth Spiral. An instant-speed Explore with a trickier mana cost, Growth certainly looks playable enough. Naturally, the discussion has revolved around its use in Amulet Titan, which is the only ramp deck around that could cast it. Everything else is just red and green. Given that Simic Growth Chamber is a four-of and Amulet runs rainbow lands too, it's very playable.

However, I'm skeptical. The additional colored mana is no small cost because Titan doesn't always have Chamber or Gemstone Mine to get that blue. Further, I don't know why instant speed is relevant on a ramp spell. It seems like Growth should be better than Explore, but actually demonstrating why is proving difficult.

Uniqueness

Part of the problem is that instant speed ramp is so rare it's hard to judge. Traditional search-your-library-for-a-land ramp is always sorcery speed. Putting a land from hand into play has been instant-speed before, but it's not really playable. Only Sakura Tribe Scout sees any play as a ramp spell and only in Amulet Titan. Atarka's Command can do that too, but I've never seen anyone do so and have it be relevant.

In my experience, even Scout's ability is really a sorcery, because there's rarely reason to play a land on the end step. I've been gotten when my opponent Scouted in the land to surprise me with Engineered Explosives activations or a Lightning Bolt, sure. However, the purpose of Scout is to ramp off along with Amulet of Vigor into Primeval Titan during the main phase. When that isn't happening the only reason to hold off on Scouting is to use it as a blocker, and while that's not nothing it's not great either. Again, instant is greater than sorcery, but what's the point?

Stretching for Relevance

I don't have an answer, so I asked some actual Amulet players. They unanimously answered that they would absolutely play Growth over Explore if they were playing Explore in the first place (some weren't). When asked why, they all responded that instant is better than sorcery; when pressed, they struggled to come up with any other reason, especially since Explore isn't always good enough.

One person did come up with utility against land destruction. Casting Growth in response to Ghost Quarter or Molten Rain and dropping another bounceland to rescue the target land isn't nothing. However, he conceded that it isn't relevant very often. Most decks run the slower Field of Ruin over Ghost Quarter, and Ponza isn't really a deck anymore. Therefore, I have to conclude that the only additional benefits to Growth over Explore besides instant speed are marginal at best.

Looking Further

If the only benefit to Growth is being instant speed and that's not relevant most of the time then why bother? Frankly, I think that most decks will come to the same conclusion and play the easier to cast Explore. However, that's not the end of the story. Traditionally, ramp decks tapped out every turn to build their mana before tapping out to drop huge bombs and win. This meant they didn't interact, at least early.

An exception was RUG Scapeshift, a rare control/ramp hybrid. Pre-Twin ban, it was a decent deck because it could cheaply ramp with Sakura-Tribe Elder and Search for Tomorrow and then play essentially the same tempo game as Twin until it was time to kill with Scapeshift. The blue interaction was then dropped for more ramp as speed increased in value. Growth could potentially change things.

Growth mitigates the tradeoff between ramp and interaction. Rather than choosing between holding up Remand or dropping Sakura-Tribe, Scapeshift can sit on Remand and if there's nothing to counter ramp with Growth. That flexibility is the real power of instant speed and if there's a home for Growth in Modern, that style of deck will be it. Whether that's actually better than GR Scapeshift with Primeval Titan or in the metagame context is admittedly questionable, but it's certainly possible. And that might be enough.

More to Come

This is just the first trickle of spoilers to wet our whistles. If they're anything to go by, Ravnica Allegiance may prove very powerful, but will definitely be interesting to puzzle through. Here's to an interesting and productive 2019.

Best of 2018: Accepting Tension

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Editor's note: from Humans to Ironworks to Arclight Phoenix, 2018 saw Modern's power level rise dramatically. This year, deckbuilders learned to balance tension in their brews to devastating effect. Today's article is a re-run of what I consider my most relevant article to that metagame development. Happy holidays!

The Modern community is ruthless in its dismissal of new decks. When one hits the scene (and one frequently does), pundits invariably point out instances of tension on paper: these cards can't possibly work together, the sentiment goes. And yet, the deck placed high enough to draw that attention in the first place.

Tension is as oft-misunderstood a Magic concept as tempo. In this article, I'll define the term and argue for its overlooked beneficial role in deck composition: taking advantage of an untapped resource.

Tension vs. Synergy

What is tension? Well, let's start by defining what isn't tension. The opposite of tension is synergy, or the cooperation of multiple distinct parts to form a combined effect greater than the raw sum of its parts.

Taken to its logical extreme, the ultimate example of synergy is just combo: attacking opponents for millions of damage sure beats the individual effects of Deceiver Exarch or Splinter Twin. Working down the spectrum, currently-legal synergy combos include Vizier of Remedies with Devoted Druid (which together yield unlimited mana) and Vizier with Kitchen Finks and a sacrifice outlet (unlimited life).

Examining Micro-Synergy

As we move deeper into fair territory, infinite combos disappear to make way for micro-synergies, or small, favorable interactions between cards that snowball into tangible advantage down the road. Micro-synergies are defined by groups of cards that work towards the same goal. Think Street Wraith, Mishra's Bauble, Tarmogoyf, and Traverse the Ulvenwald—a set of cards which, together, yield a product more powerful than the mana spent on them might suggest.

No fair deck in Modern lays claim to more micro-synergies than Traverse Shadow, a strategy that leverages these small advantages to at once be highly proactive, highly interactive, and highly consistent.

Traverse Shadow, by jled (13th, MTGO Modern MOCS)

Creatures

4 Death's Shadow
4 Tarmogoyf
1 Grim Flayer
4 Street Wraith

Artifacts

4 Mishra's Bauble

Instants

3 Fatal Push
2 Abrupt Decay
2 Dismember
3 Manamorphose
3 Stubborn Denial
2 Temur Battle Rage

Sorceries

4 Traverse the Ulvenwald
4 Thoughtseize
3 Inquisition of Kozilek

Lands

1 Blood Crypt
2 Bloodstained Mire
1 Breeding Pool
1 Misty Rainforest
2 Overgrown Tomb
4 Polluted Delta
1 Swamp
4 Verdant Catacombs
1 Watery Grave

Sideboard

2 Abrade
1 Ceremonious Rejection
1 Collective Brutality
2 Delay
2 Fulminator Mage
1 Izzet Staticaster
1 Jace, the Mind Sculptor
1 Liliana, the Last Hope
1 Maelstrom Pulse
1 Snapcaster Mage
2 Surgical Extraction

All the pieces here work together. For instance, Mishra's Bauble is more of a delirium enabler than a Death's Shadow buff. Still, it offers scrying with fetchlands, which feed the Shadow; adds information for Thoughtseize, the Avatar's other compatriot; and turns Street Wraith, the final piece of the Shadow core, into Opt. Similarly, Temur Battle Rage is here to get over impossible boards and one-shot opponents with a huge Shadow. But it's also happy to target Tarmogoyf, which grows up to 6/7 in this build.

By now, Traverse Shadow has decisively been reigned in. The deck's emphasis on micro-synergies makes it vulnerable to hosers that invalidate those synergies, especially graveyard hate like Rest in Peace and Nihil Spellbomb, despite that same focus generating a terrifying deck when left unchecked.

In this way, Traverse Shadow has much in common with Affinity, a decidedly less interactive, but far more proactive, aggro-combo deck. Affinity has so much built-in synergy that nearly any hand featuring Mox Opal is sure to be excellent, but hosers like Stony Silence shut the deck down almost entirely.

Defining Tension

With synergy defined, we can move on to tension. Tension is the strain resulting from ill-fitting pieces being jammed together. Magic players often refer to instances of tension as "non-bos" (cf. "combos").

Such instances include playing Snapcaster Mage in the same deck as delve creatures, or Chalice of the Void alongside Expedition Map. But as we'll see, tension isn't inherently bad. After all, decks running those combinations exist and perform. A key skill in Modern deckbuilding is to identify where decks can afford some tension, and to introduce it accordingly to achieve some other goal.

Diversifying the Offensive

Most of the time, that goal is diversifying angles of attack. There are two types of diversified attacks: ones that skirt opposing interaction, and ones that force opponents to have different types of interaction.

Back to Traverse Shadow. Its namesake threat, Death's Shadow, notably doesn't care about graveyard hate at all, making it an elegant line of attack against opponents packing hosers—the 13/13 ignores that type of interaction.

Unfortunately for Shadow, though, the deck only gets to play four copies of the creature, leading it to rely on Traverse the Ulvenwald to search out more. As such, graveyard hate still cripples many Traverse Shadow lines, and the deck's Shadow plan doesn't offer enough coverage to fully insulate the deck against hosers.

Traverse Shadow still finds itself relatively centered on the spectrum of "folding to grave hate," and around the same notch as Storm. On the very end, we have Dredge, a deck that very rarely beats a Rest in Peace. Consider this makeshift table on graveyard reliance among certain Modern decks.

This table is by no means comprehensive or accurately scaled.

So far, I've primarily focused on graveyard reliance to illustrate synergy and tension, but these two principles operate on many axes: converted mana cost clumping and curving; gameplan sharing; hand size and other resources. In terms of hand size, for example, Jace, the Mind Sculptor (whose +0 rewards players for accumulating many cards in hand) and Liliana of the Veil (whose +1 rewards them for going hellbent) have tension when played together. Graveyard reliance is just one of the easiest axes to visualize, so we'll stick with this example for the duration of this article.

In the table, my method for differentiating between graveyard-reliant and non-reliant decks was simple: non-reliant decks get to splash heavy-duty hosers like Relic of Progenitus and Rest in Peace; reliant ones do not. All the way on the left, such hosers become attractive sideboard and even mainboard options. Moving closer to the middle and beyond, decks begin to abandon them in favor of more surgical answers (such as literally Surgical Extraction).

Doing It Right

One deck I want to focus on is Hollow One, which has been putting up impressive results online. Rest in Peace does indeed stop the deck's Bloodghasts, Flamewake Phoenixes, and Gurmag Anglers. But it does nothing against Anglers that have already resolved, nor against Flameblade Adept or Hollow One itself. And since these threats come down so quickly, tapping out on turn two for a do-nothing enchantment could spell doom for Hollow One's opponent.

Hollow One, by Jono Mizer (6th, MTGO Modern MOCS)

Creatures

4 Hollow One
4 Flameblade Adept
4 Bloodghast
4 Flamewake Phoenix
3 Gurmag Angler
1 Tasigur, the Golden Fang
4 Street Wraith

Instants

4 Lightning Bolt

Sorceries

4 Burning Inquiry
4 Faithless Looting
4 Goblin Lore
1 Collective Brutality
1 Call to the Netherworld

Lands

4 Arid Mesa
3 Blackcleave Cliffs
3 Blood Crypt
4 Bloodstained Mire
2 Mountain
1 Stomping Ground
1 Swamp

Sideboard

3 Ancient Grudge
3 Big Game Hunter
2 Collective Brutality
2 Engineered Explosives
2 Fatal Push
1 Grim Lavamancer
2 Liliana of the Veil

While having threats that don't care about the graveyard (i.e. Death's Shadow) is nice, ones that can consistency apply pressure through graveyard hate, and occasionally blank graveyard hate by virtue of their sheer proactiveness, gives Hollow One a very solid plan against hosers.

Hollow One and Flameblade Adept let the deck attack from a different angle than Bloodghast and Flamewake Phoenix in both ways. As mentioned, they utilize a different resource—cards discarded, as opposed to the graveyard. That way, graveyard hosers don't single-handedly defeat the deck.

But they also perform different roles, and therefore demand different answers. The former pair goes tall, and fast, demanding heavy-duty spot removal. The latter pair attacks over or around defenders and laughs in the face of that same removal. Anger of the Gods and Surgical Extraction look pretty silly against a pair of on-board 4/4s, just as Ancient Grudge looks silly against everything besides Hollow One.

Hollow One's proactive gameplans attack from enough different angles at once to give most interactive decks a headache. Of course, this boon does come at a cost. The deck isn't as interactive or as reliable at assembling its gameplan as Traverse Shadow. And although its Goblin Lore-fueled consistency engine meshes well with grave-related creatures, it's still possible to draw the "Bloodghast half" of the deck when requiring the "Hollow One half," or to discard critical threats to a Lore and be left with more useless air. Granted, Hollow One does an admirable job of mitigating these tensions, but they do exist to some degree.

Doing It Wrong

A few weeks ago, I published "Unlikely Gifts: Brewing with Precognition Field," an article containing multiple decks with the Dominaria newcomer. Around the time I brewed those decks, all of which feature Manamorphose, I tried another Manamorphose deck that mashed together a heap of proven Modern engines, Yu-Gi-Oh! style. This deck re-vamped my old Mardu Shadow deck to accommodate Hollow One.

Hollow Bedlam Shadow, by Jordan Boisvert

Creatures

4 Bedlam Reveler
4 Death's Shadow
4 Street Wraith
4 Hollow One

Instants

4 Manamorphose
2 Fatal Push
4 Lightning Bolt

Sorceries

4 Thoughtseize
4 Faithless Looting
4 Burning Inquiry
2 Collective Brutality
2 Inquisition of Kozilek

Lands

1 Stomping Ground
4 Blood Crypt
1 Swamp
1 Mountain
4 Bloodstained Mire
4 Wooded Foothills
2 Verdant Catacombs
1 Sacred Foundry

Sideboard

2 Fatal Push
3 Ancient Grudge
3 Temur Battle Rage
2 Pyroclasm
3 Lingering Souls

The idea behind this deck was to attack opponents from many different angles at once, forcing them to present diverse answers and nullifying their hate. I figured the Hollow One and Shadow engines share Street Wraith, and Hollow's one-mana looting spells quickly fill the graveyard for Reveler. The Devil also shines alongside targeted discard, which compliments Shadow and protects Hollow One from Kolaghan's Command.

To include all three engines, I cut Goblin Lore from Hollow One, retaining the superior one-mana cantrips; I cut the blue and green consistency tools from Death's Shadow, relying instead on Faithless Looting to find my
Avatars; and I cut Young Pyromancer from Mardu Pyromancer, preserving instead Lingering Souls for token assaults from the sideboard and Bedlam Reveler as a way to abuse the graveyard and defeat grindy decks. (Death's Shadow already forces opponents to keep Fatal Push against us, and I've never much liked Pyromancer).

Of course, the deck was a failure. I found in testing that Hollow One requires more than just eight looting spells to be reliable. Wraith also does nothing for Bedlam Reveler without specifically Traverse the Ulvenwald in the mix. I encountered plenty of awkward draws with, say, one of each threat and no way to cast any of them.

Embracing Tension

My failed experiment notwithstanding, deliberately introducing tension into a deck sometimes improves it—if that tension is minimal compared to the benefits of attacking from a unique angle, for instance. After all, some decks do play Snapcaster Mage and delve threats together. And in my Queller-Cat deck from a month ago, I found Rest in Peace invaluable out of the sideboard, despite the deck's packing 4 Tarmogoyf.

The biggest reason to divest from synergy in Modern, though, is the utter power of the format's spells. If a UR deck doesn't utilize the graveyard at all, but can properly wield the likes of Snapcaster Mage or Bedlam Reveler, it should certainly do so. This example in particular is quietly reshaping the metagame as we speak; we're starting to see the UR Pyromancer decks from Pro Tour Rivals of Ixalan foresake non-Thing in the Ice creatures for the grave-hungry Bedlam Reveler and even Pyromancer Ascension. And the same principle holds for other decks: Modern contains so many incredible grave-based cards that it's generally correct to find a way to utilize that resource, even if doing so takes the form of running heavy-duty graveyard hosers instead.

Deckbuilders have much to gain in learning both when tension is acceptable and how much is too much. As always, my advice to these would-be scholars is to experiment and find out firsthand why certain combinations work or don't. To those of you who do, Godspeed, and may you steer clear of Value Town!

Places, Everyone: Spectacle in Hollow Phoenix

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Instant/sorcery support? Cost-reduction mechanics? Cheap card draw for aggressive strategies? Light Up the Stage, a card with spectacle spoiled from Ravnica Allegiance this week, hits all my soft spots, yanking me from a haze of Inkling up-smashes and Richter side-specials to brew anew.

Today, I'll share my findings on Light Up the Stage in what I consider a natural home: Hollow Phoenix.

"Random" Looting Effects Are Not Random

A major complaint of Hollow One newcomers is the deck's randomness. Sometimes that turn-one Inquiry yields a couple Ones and an automatic victory; others, it discards the Golems and mana-screws its pilot! Before we jump into a whole article dealing with Hollow One, I want to give my two cents on this idea.

"Random," like all descriptors, can only exist in relation to its environment. And the opposite of random is consistent. So where does Hollow One sit on the random-consistent spectrum? Despite the literal presence of the word "random" in the rules text of archetype staples Burning Inquiry and Goblin Lore, I'd argue that the strategy is among Modern's most consistent, or least random, gameplans—and that its success in the format supports this theorem.

Burning Inquiry (and Lore) has many more subtle effects in Hollow One than its rules text alludes to alone. That text reads: "draw 3 (random) cards; discard 3 random cards." The cards Inquiry draws and discards vary wildly between resolutions—random! But in Hollow One, the card also has the following effects:

  • Reduce the cost of all your Hollow Ones to 0
  • Give your prowess creatures +1/+1
  • Give your Flameblade Adepts +3/+0

The above three clauses are guaranteed (read: not random) effects of Burning Inquiry. On top of all those effects, Inquiry has the added potential benefit of discarding Arclight Phoenix or Fiery Temper, yielding even more explosive plays. And should BR
Hollow One discard its Golem, it's likely to have Gurmag Angler as a backup plan, just as Mono-Red keeps Bedlam Reveler on call.

Finally, there's the age-old tactic of sandbagging useless lands in hand until a looting effect is found. Since the pilot chooses when to cast these spells, they can be timed so that probability dictates a net hand improvement.

Compared with something like Serum Visions, which always draws one card and scries 2, Burning Inquiry in Hollow One decks removes significantly more variance by enabling multiple gameplans. Just as creatureless control decks are built to functionally remove the symmetry of sweepers like Wrath of God, Hollow One decks are built in such a way that random looting effects drastically increase their consistency, in turn lowering their "randomness."

Light Up the Stage

At a glance, Light Up the Stage seems like a card that wants to slot into an aggressive red deck, where it would keep the cards flowing and the pressure on. But it still needs to fulfill needed roles for those decks. The bar is quite high, as Arclight Phoenix strategies are already among Modern's top performers. The other aggressive red deck is Burn, which is generally less proactive and easier to hate out than the Arclight decks, and whose own performance has subsequently taken a dip. We'll start there.

Stage in Burn

Burn was happy to go as far as splashing another color for Treasure Cruise, an obvious precedent for Stage. Cruise costs one mana and draws three cards on the condition pilots keep a stocked graveyard. Stage, for its part, costs one mana and draws two cards on the condition pilots have already dealt
damage this turn and can use the cards drawn by the end of their next turn. In terms of raw numbers, that's one fewer card with one more condition attached. But the latter condition isn't so tough to meet, as Burn is full of one
drops. Stage's primary drawback—its spectacle condition—boasts some palpable tension with Burn's haste creatures, which incentivize players to cast draw spells before combat.

Stage has another precedent: Bedlam Reveler. Here's a card that also draws 3 and was discussed as possible in Burn. It costs twice as much mana as Cruise, but players get a whopping 3/4 prowess for their trouble, and multiple Revelers are easier to chain than multiple Cruises. While Reveler did appear in Burn sideboards occasionally, it quickly vanished from the archetype's repertoire, to be seen again beside Faithless Looting in midrange decks a year later.

When it comes to Burn, then, Stage may be adopted if its power level there sits between Cruise (good enough) and Reveler (not). But like both cards, it's fully possible a shell exists that can wield Stage more adeptly than Burn. I think that shell is Hollow Phoenix.

Stage in Phoenix

Stage looks to be even more comfortable in a deck with Arclight Phoenix: not only does it constitute an instant/sorcery for the creature's trigger, it draws pilots into additional spells and contributes to the deck's velocity. The question to ask, then, becomes whether Arclight Phoenix is interested in drawing more cards; it already has a more impactful option in Bedlam Reveler, which many builds don't even play.

I'd argue that these decks aren't particularly hungry for another draw spell. But more velocity couldn't hurt; we've seen various builds include the likes of Street Wraith, Goblin Lore, and the aptly named Maximize Velocity to achieve those ends. At its best, Stage plays like a mix of Phoenix's most efficient velocity spells: Faithless Looting and Manamorphose. It draws into business like the former, and ensures multiples instant/sorcery casts like the latter.

Running Stage isn't totally free, though; doing so requires some deckbuilding compromises to accommodate spectacle reliably. The direction I took involved maxing out on aggressive one-drops. These creatures start swinging out of the gate: Flameblade Adept has menace, ensuring a poke should it survive, and Monastery Swiftspear hits the turn it's cast to set up spectacle on the go. Both creatures hit like a ton of bricks for their cost, assuming a deck construction that keeps both in mind.

While a slew of cheap red spells do a fine job of maximizing Swiftspear, Adept demands a more unique supporting cast, notably Burning Inquiry and Hollow One. The artifact also has some interesting applications with Stage: exiling it to the sorcery lets us Burning Inquiry to our heart's content without fear of discarding our namesake creature, and exiling lands lets us play those, keeping Mountains in hand to lower the chances of discarding freshly-found Hollow Ones.

The rest of the deck's first draft wrote itself, and a week of tweaking the components led me here:

Hollow Phoenix, by Jordan Boisvert

Creatures

4 Monastery Swiftspear
4 Flameblade Adept
4 Arclight Phoenix
4 Hollow One
1 Grim Lavamancer
1 Bedlam Reveler

Instants

4 Manamorphose
4 Lightning Bolt
3 Fiery Temper
3 Gut Shot

Sorceries

4 Faithless Looting
4 Burning Inquiry
3 Light Up the Stage

Lands

17 Mountain

Sideboard

4 Tormod's Crypt
3 Shrine of Burning Rage
2 Dragon's Claw
2 Anger of the Gods
2 Abrade
1 Dismember
1 Bedlam Reveler

Card Choices and Engine Possibilities

This deck's numbers may look simple and intuitive, but arriving at them proved anything but. The flex spots were, and are still, in constant flux throughout my testing sessions. I think there are three types of cards in Hollow Phoenix: enablers, payoffs, and disruption. In this section, we'll look at the different roles each card plays, as well as other options in each category.

As may become evident from my card choices, the above build aims to maximize its explosive starts, and the odds of its pieces meshing in the first few turns of the game. It hopes this strong start will carry it through a potentially meandering mid-game in which ill-fitting pieces are drawn naturally, although cards like Faithless Looting mitigate the durdle.

Enablers

Let's start with the staples. These are cards whose numbers never faltered in my testing:

4 Faithless Looting
4 Burning Inquiry
4 Manamorphose

Manamorphose practically guarantees a Phoenix rebirth on three mana, is free off Stage, and triggers prowess. Looting is also likely to reanimate Phoenix, digs through excess lands, and further supports our payoffs by dumping Phoenix or Temper into the graveyard. Inquiry is simply the most efficient enabler in Modern when it comes to Hollow and Adept, both four-ofs, and has the random upside of sometimes ruining enemy hands and binning the right payoffs on our end.

Onto the flex spots:

3 Light Up the Stage
3 Gut Shot

I ended up settling on 3 Stage after doing roughly 70% of my testing at 4. Towards the end, I realized Stage excelled when cast on turn three and later. Waiting this long gives us the chance to hard-cast exiled Phoenixes. By turn three, we also have the ability to cast three spells for Phoenix without a zero-mana instant. A sequence like Bolt you, Stage, Looting discarding Phoenix is par for the course at that point in the game.

Running Stage out early is possible when we're in need of lands, which can also be played from exile. But relying too heavily on the cantrip for this purpose can yield some awkward exiles forever lost to mana screw, so it's best to wait when given the option. That makes the card closer to Bedlam Reveler, another late-game payoff spell, but Stage has the distinction of serving as an enabler for many of our pieces (including Reveler) in the early- and mid-game.

While Stage does a fine Manamorphose impression for Phoenix on turns 3+, Gut Shot fills in for Manamorphose when it most needs to: earlier. Another free instant, Gut proves integral to powering out Phoenix before opponents can muster the tools to deal with our assault or assemble a functioning gameplan through our many burn spells. It also supports both "halves" of Light Up a Stage: Gut lets us cast it as early as the first turn to search for lands, and is an always-castable exile off the sorcery.

I also tested plenty of enablers that didn't work out. Here's a quick summary of each.

  • Maximize Velocity: Did too little at too steep a cost. Taxing us a red mana per cast doesn't "ramp" us into Phoenix as zero-mana instants do, and since we tend to rely on the discard to play Hollow One, it rarely gives the 4/4 haste. Besides, eight of our threats already have the evergreen keyword.
  • Flame Jab: I liked the idea of reliable damage to turn on Stage, but in practice, Jab also did too little. Since early Stages like to find us lands, and late Stages are even fine at three mana, discarding a land rather than a card we wanted to pitch was also a tough ask.
  • Lightning Axe: Dead against too many decks to be worth it over a burn spell that fulfills more of our needed functions.
  • Lava Spike: Probably optimal in a build without Hollow One. Alongside the Golem and its engine cards, Spike has too much tension. I do expect such a build, which blends the Phoenix and Burn cores, to emerge post-Stage; I'm just not so interested in playing it myself.
  • Rift Bolt: Similar issues, but also too cute. Suspending it turn one, burning on upkeep, and then casting Stage in main 1 is about as fun as exiling Rift to Stage is miserable.
  • Pyretic Ritual: Like Spike and Rift, Ritual belongs in a different build than mine—one perhaps more combo-oriented and featuring Runaway Steam-Kin.
  • Street Wraith: Great with One, and we can support the life loss, but can't be cast off Stage.
  • Goblin Lore: The best of the reject enablers, Lore sets up Hollow and Adept without the minus or chance of fixing enemy hands. But it's so expensive that reviving Phoenix off it is impossible on three lands without one free spell, and impossible on two lands without double that. Lore is then best run with Gut Shot, but including both packages takes up too much room.

Payoffs

Again, the good:

4 Monastery Swiftspear
4 Flameblade Adept
4 Arclight Phoenix
4 Hollow One

This deck's main payoffs are its threats. It runs eight "Delvers" (aggressive one-drops that put opponents on the back foot), which also enable Light Up the Stage as Wild Nacatl once did Chart a Course, and eight "Goyfs" (bigger beaters meant to clean up the mess and close out games). Of course, its gameplan is far more proactive than that of an actual Delver of Secrets deck.

The ugly...

1 Grim Lavamancer
1 Bedlam Reveler
3 Fiery Temper

With all the one-drops, we don't have room for many flex payoffs in this deck. I tried varying numbers of Lavamancer and Reveler, at times only running one or the other, and eventually settled on a split. The second copy of each is sometimes superfluous, and both offer free win dimensions against certain decks (the former vs. small creatures and the latter against classical midrange). I found that running either Lavamancer or Reveler at 3 or more copies necessitated an 18th land, which I oppose in this explosiveness-aligned build. Reveler in particular has some light tension with Stage in the early-game, where it's a dead exile like Phoenix.

Like the one-drops, Temper is a payoff that doesn't utilize the graveyard, but still rewards our loot effects. I especially like its applications with Phoenix, as it serves as another spell without putting us down a card (yet another thing Manamorphose does for free). More burn lets us attack from multiple angles and turns on spectacle in a pinch, but casting Temper from exile (er, not from madness) is a hassle.

Although Burning Inquiry can occasionally disrupt opponents, it might also fix their hand, and savvy opponents navigate the mid-game with it in mind by also sandbagging useless cards. So I don't really count it as interaction.

The bad!

  • Risk Factor: Three mana? thank u, next
  • Runaway Steam-Kin: Not bad per se, and a 4-of, then 3-of in my very first Light Up a Stage brew. I quickly learned I had no interest in ever casting this thing and walked away. (But imagine the Gut Shot wars!) To its credit, Risk Factor seemed decent alongside Steam-Kin.

Disruption

Most of our disruption is incidental, as the cards play other, more important roles. We're slower than pure combo decks like Storm, so it's critical that Hollow Phoenix runs enablers and payoffs that disrupt opponents in addition to supporting its gameplan (I like 10+ disruption slots).

4 Lightning Bolt
1 Grim Lavamancer
3 Fiery Temper
3 Gut Shot

The possible exception (and one card on this list we haven't yet discussed in detail) is Lightning Bolt, which is so efficient and flexible it often does act as an enabler (a cheap spell for Phoenix/prowess), or even as a payoff (drawing it off an Inquiry seals many a game), without offering any explicit synergy.

The Stage Is Set

I've been wildly off-base about spoilers before, but never have those cards been so apparently tailor-made for existing tier decks. So where does Hollow Phoenix go from here? Does it want the 4/4 at all? Are Phoenix decks better off pursuing a burn route with Lava Spike? A ritual route with Runaway Steam-Kin? Let me know your thoughts in the comments, and keep watching those Rakdos spoilers—if history has taught us anything, it's that freshly-designed cost-reduction mechanics often find a home in Modern!

What to Watch: 2019 Banlist Candidates

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Every few weeks, speculation begins to rise about the next Banned and Restricted Announcement. Whenever something actually does happen, I frequently see laments over being blindsided and calls for Wizards to implement a banning watchlist. While an official list will never happen as it would unduly influence the secondary market, I do think it useful to consider what might happen. Today, I'm going to make my own banning watchlist.

Truth be told, I don't expect anything to be banned or unbanned in the foreseeable future of Modern. Modern averages one unban every two years. Since 2018 saw two cards released, I'd be floored if anything else came off before 2020. The format is in a reasonably good place given the ebb and flow of deck speed, and nothing is dominating or consistently degenerate enough to justify action. Therefore, I have no reason to believe that whatever supposedly dangerous deck cannot be answered just by format adaptation.

However, there are cards that could be dangerous if the stars align next year. It will take a combination of the right printing, the right deck, widespread player adoption, or the right metagame shift to happen, but I think some cards are very close to getting the axe. By the same token, some cards are frequently discussed, but I cannot imagine them actually getting banned.

The Watchlist

When considering what could or should be banned in Modern, it's important to remember Wizards' goals. They want a fun and diverse format to provide long-term value for Standard collections. As far as metagame speculation and competitive players are concerned, the important goals are diversity and speed. Wizards wants as many decks to be competitive as possible, and doesn't like non-interactive, consistent kills before turn four.

It is also important to note that Wizards tends to focus bans on enablers and engine cards rather than on payoffs. I don't think this has ever been explicitly stated, but a look through the history of bannings certainly lends credence. They also appear to prefer targeted bans against specific problem decks whenever possible, though that frequently isn't possible, as many problem cards happen to be splashed into multiple decks.

Faithless Looting

2018 has arguably been the year of Faithless Looting. Every time a new deck emerged it seemed to include the red draw spell. Mardu Pyromancer, Hollow One, Dredge, Bridgevine, Arclight Red, and numerous fringe strategies have all wielded Looting. In all these decks, the often reads "draw four cards." Tempo and velocity are far more important in Modern than something like card advantage, and there's nothing that facilitates either like Looting. Many Looting decks have been borderline degenerate and certainly unfair, so it makes sense to target the best enabler to make Modern more fair.

Why It Won't Be Banned

All those Looting decks have risen, had some time in the sun, and then faded away. For various reasons, none so far have been able to maintain strong metagame shares for more than a few months. The metagame has proven resilient, adapting and answering each deck in turn. Dredge is already on a downswing as Phoenix decks rise. We don't know if this will be true for Phoenix too, but the bottom line is that no Looting deck has been too much to handle so far.

The only feasible reason to ban Looting would be for its metagame share at this point. However, this argument fails, because the metagame appears to only permit one Looting deck to stand tall at a time. Yes, it appears in many decks that have been Tier 1, but they don't remain there, and mostly fall back into Tier 2-3. Despite appearances, Looting isn't saturating Modern.

How It Could Be Banned

If a brewer finally cracks the code and really unleashes the power of Looting then it might be banned. The Looting decks share a number of similarities that suggest they're not distinct archetypes, but pieces of a greater whole. Players are trying to hybridize Hollow One with UR Phoenix, and on paper that deck is terrifying. However, something is missing that keeps the deck in check. Whether that missing piece is an existing though obscure card or simply doesn't exist yet is impossible to say. If it is found and the potential of Hollow Phoenix is realized, then there could be a problem. A deck that can go huge quickly, attack from multiple angles, and win uninteractively is potentially devastating.

Krark-Clan Ironworks

Ever since Matt Nass's legendary run last spring, the revived Ironworks deck has been looming in player's minds. The deck is usually considered unfun to play against; it's uninteractive and takes forever, which ultimately caused a previous banning. The new version is somewhat faster, more consistent, and integrates a powerful answer in Engineered Explosives. It can beat almost any hate and power through most disruption, and consistently thanks to all the cantrips. Incredibly powerful, fast, resilient, and frustrating combos tend to get banned in Modern.

If Ironworks is to be targeted specifically, then the namesake card is the thing to hit. Krark-Clan Ironworks is an incredibly powerful engine, and the deck doesn't work without it. It also gets dinged because of its weird rules interactions thanks to being a mana ability. Without Ironworks itself, this style of slower, not-quite-deterministic combo isn't viable anymore.

Why It Won't Be Banned

There's absolutely no evidence to say that Ironworks needs a ban. Simply put, Ironworks does not have the metagame presence to justify Wizards taking action. In addition, tournaments haven't had the same problems because of Ironworks as Eggs caused.

Whether it should go because of the rules complication is irrelevant. Wizards only bans weird cards when they don't actually work within normal Magic, like Chaos Orb. Modern itself is chock-full of quirky interactions. Players who participate in competitive Magic should have enough of a grasp on the rules to understand how Ironworks actually works so that's not a reason to ban a card.

How It Could Be Banned

The main reason that players haven't adopted Ironworks, even real combo players, is the stigma surrounding it. Much like Amulet Bloom before it, Ironworks is notoriously hard to play. There is a lot that goes into the combo and its numerous loops, which translates into mental strain. Over the course of a tournament, that all adds up. This is all well known, and very intimidating for those who might pick Ironworks up. A lot of players don't want to put in the time and effort necessary to learn the deck, so it has never had the metagame share its supposed power level suggests it should.

If this stigma is overcome, as many think it should be, then Ironworks might finally gain the metagame share to be a threat. The deck is certainly strong and resilient enough to really take over, as previously mentioned. The only hate that Explosives can't answer is Stony Silence, for which Ironworks plays four Nature's Claim. If players are finally prompted to pick up the deck in high numbers, then Wizards may need to take action.

Bridge from Below

On the basis that it has a negligible metagame presence, Bridge from Below certainly doesn't warrant any action. However, it is closer than the statistics indicate. As we saw over the summer, decks abusing Bridge and Vengevine are capable of blistering starts and of winning on turns 2-3. Bridge is the key to those wins, and intrinsic to the viability of those decks.

The normal gameplay for Bridge decks is to use some enabler to get Vengevine into the graveyard and then into play turn 1-2. This is done by paying 0 for cards like Endless One and Walking Ballista to trigger the plant. With a Bridge also in the 'yard, those enablers turn into 2/2 Zombies, allowing Bridge decks to present ridiculous amounts of power, ridiculously early. Throw in a Goblin Bushwacker and you've got a ridiculous kill turn.

Why It Won't Be Banned

The key is consistency, which is why the deck has virtually disappeared despite all the attention it received. Those ridiculously explosive turns are very hard to pull off in practice. The enablers are good, but not good enough to really break the deck. Looting and Stitcher's Supplier aren't enough to fix a mediocre hand on their own, because the deck needs a lot of pieces to get going. It usually takes multiple enablers and some luck to really set the deck on fire. If anything goes slightly wrong, or a promising start fails to pan out, the deck is mediocre at best. It's glass cannon with a faulty ignition and just doesn't have much success as a result. Therefore, no action is necessary.

How It Could Be Banned

If the right enabler or another payoff card for Bridgevine gets printed, then Bridge from Below could get banned. It could be some improvement to Supplier, or a new and better way to trigger Vengevine; anything to reduce the gulf between Bridgevine's best and worst starts. The key to making the deck dangerous is improving its consistency, and considering that Wizards was willing to make Supplier this year following the Golgari Grave-Troll ban, it's quite possible.

If Bridgevine becomes a problem, Bridge will get banned for two reasons. First and most important is that it is the key to those crushing starts. A couple 4/3's on turn two is threatening, but can be efficiently answered with Reflector Mage or Path to Exile. Add in a Zombie swarm and the only real answer is a sweeper, which very few decks have these days. Bridge is the card that really makes the mediocre creatures dangerous, and so is the best enabler.

The second reason is that doing so would also be a targeted ban. Bridge has never been a fair card, instead being a combo piece; just compare Modern Dredge to Legacy.

What Won't be Banned

I was surprised by how short my list was, especially considering how many cards I've railed against over the years. However, the metagame is in a pretty good place, and shifts over the past year have largely eliminated many cards from contention. It's not impossible for the cards to become dangerous, as anything can be printed. However, the circumstances that need to align to make it happen are so unlikely as to be implausible in the near future. Therefore, I'll argue that these cards will not be banned, nor should they be, and players should stop considering them.

Ancient Stirrings

 I despise this card. I'm clearly not alone. It is such a powerful cantrip; the most powerful ever in the right shell. Considering that Preordain and Ponder are already banned, it's incredibly unfair that the arguably unfair colorless decks get a one mana Impulse. To keep Tron and artifact combo down, many believe Stirrings should be banned.

The Reality

It pains me to say this, but the chances of Ancient Stirrings getting banned are remote at best. The only deck that really needs Stirrings and can play it is Tron, and Tron just isn't the threat it used to be. Stirrings sees a lot of play, but in most decks is replaceable. Ironworks and Lantern could easily play another bauble effect and barely feel anything. Hardened Affinity doesn't always play Stirrings. The only reason to hit Stirrings anymore is to kill Tron, which really needs the consistency to remain viable in an increasingly hostile world.

What Needs to Change?

Tron needs to really take over, which is beyond unlikely, or some new degenerate deck must emerge that really abuses and relies on Stirrings. As colorless-matters was largely a mistake and won't return in numbers for a while, this seems very unlikely.

Mox Opal

It has been argued since Modern became a thing that it is unfair for Affinity to get a Mox and nobody else. Affinity's most explosive starts are all thanks to Mox Opal, and now other hated decks like Lantern and Ironworks use it too. Fast mana is a problem, so should there be any Moxen in Modern?

The Reality

There isn't anything in the current cardpool that uniquely supercharges Opal to the point that a ban is justified. Right now, the artifact decks aren't taking over the metagame, and old-school Affinity is barely a deck anymore. If the Hardened Scales version proves too good (unlikely), it makes far more sense to ban Scales itself, since it's what actually facilitates its overwhelming starts.

I would argue that the only thing keeping artifact aggro remotely viable at the moment is the acceleration from Opal. No other deck has access to a Mox, despite some noble attempts with Mox Amber, and there isn't really another reason to play artifacts over normal aggro. Affinity is so vulnerable to hate and clunking out that it needs the speed boost. In this way, Opal contributes to format diversity.

As for combo applications, namely Ironworks, Opal is a merely nice addition. I've discussed Opal's impact on the deck before, and it's a fine bonus, but not the real power card. The acceleration is often marginal. As I said above, if Ironworks requires a ban, it makes the most sense to just axe its namesake.

What Needs to Change?

In short, another artifact block. There needs to be some kind of new artifact payoff or deck that really abuses Opal's acceleration, but only needs to have its explosiveness specifically reduced. At this point, a currently existing deck justifying a ban is unlikely. Considering how often artifact-themed sets get Wizards into trouble, and how aware they are of this fact, it's pretty unlikely that they'll make such a set for some time nor include pushed artifacts in a regular set.

Expect Nothing

As mentioned, these are the cards that could potentially get banned. I don't think there's much of a reason to think they will, nor that anything will happen with the Modern Banned and Restricted List in 2019 period. It is always fun to speculate, but if history has taught us anything, the banlist is in for another uneventful year.

The Banlist in 2019: My Christmas Wishlist

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When it comes to Modern, I'm always up for a surprise. I penned an article last week declaring the death of midrange as a Tier 1 strategy in an aggro-combo metagame. But it seems the meta has already corrected itself: last weekend's GP Portland Top 8 featured a finals between Grixis Death's Shadow and BG Rock, with each deck representing one of Modern's definitive midrange pillars. The two Izzet Phoenix strategies to crack the Top 8 each ran 3 Crackling Drake, making them as midrange-leaning as possible. And UB Faeries also secured a spot, yielding a Top 8 over 50% midrange, parameters depending.

That my article premise was proven faulty so quickly has a couple of significant upsides. More personally, it signals that Colorless Eldrazi Stompy will be exceptionally well-positioned in the coming weeks, as midrange continues to ascend before being usurped by Tron and other predators of the archetype. Second, it speaks volumes to Modern's ability to self-regulate, and to the format's current health.

With great health comes great potential for unbans, and I think Wizards may consider finally freeing some of the more controversial cards on the list this coming year. Today, I'll reveal my unban wishlist for 2019, and also consider some of the more divisive cards I think may have a chance in Modern.

Unban Wishlist

These are the three cards I'd like to see released in 2019.

1. Stoneforge Mystic

First up is a card I don't want to play with so much as play against. Most Modern players seem to agree that Stoneforge Mystic is of an appropriate power level for Modern, and I count myself among them. I didn't play Standard when Caw-Blade was legal, but I think it's safe to say Modern now is much stronger than Standard was then. Since I'm comfortable facing down turn-one Hollow Ones and turn-two Thought-Knot Seers, I'm just not that scared of a turn-three Batterskull.

Stoneforge best slots into goodstuff-oriented fish decks, of which we have very few in Modern; our fish decks lean more heavily toward tempo than midrange, with Spirits and Humans the primary exemplars. Neither of those decks can easily accommodate Stoneforge, whose uncommon creature types complicate integration with a tribal strategy. That leaves lower-tier fish decks like Death & Taxes and Hatebears.

While both of those strategies do play white, I've heard diehards of each express mixed feelings about the Kor Artificer. On the one hand, it injects some raw grinding power into the strategy. But these decks tend to focus on disrupting opponents with tax effects or generating value via more dedicated and synergistic means; Stoneforge does neither of these things.

All that's left is control, which in its current forms either prefers the multi-purpose applications of reach (Jeskai) or is prevented from running such creatures thanks to tension with Terminus (UW). Jeskai is the likelier home for Stoneforge of the two, as the deck has already looked to Spell Queller and Geist of Saint Traft this year as alternate win conditions. As Stoneforge attacks from a different angle than those creatures, I imagine it would merely diversify the wedge's possible threat suite.

My prediction is that Stoneforge would mostly create or revitalize nonexistent decks like Zoo, Abzan Rock, and Stoneblade, which translates as a net win for Modern diversity. I doubt any of these strategies would break into the top tier, but they would at least have their matchups improved with the introduction of such a decent card.

2. Preordain

I have argued for a Preordain unban before—as a solution to a broken metagame. With Golgari Grave-Troll and Gitaxian Probe legal, the format was much faster and linear than usual. Wizards ended up banning the offenders instead.

Modern has again sped up, and I again don't think Wizards will ban the enablers (arguably, Faithless Looting and Ancient Stirrings); the cards are not violating format rules or causing diversity issues, nor are they instigating a "battle of sideboards," the rationale for banning Grave-Troll. Both of those cards, however, are cantrips, and ones which grant their respective decks unparalleled one-mana selection. Opt is also a cantrip, and has supplanted Serum Visions in a variety of archetypes ranging from control to Delver variants.

I think adding Preordain to the card pool would further cut into Serum's shares, but that card is still the most played cantrip in Modern, and would probably continue to see play on its own merits; Preordain is a better Sleight of Hand, not Serum Visions (although it is indeed stronger than the Fifth Dawn scryer).

Our testing indicates that Preordain does not significantly power up combo decks, which is what it was banned for in the first place. Of course, Storm and other combo decks might still play it. But I think the largest effect Preordain would have in Modern is granting additional consistency to blue aggro-control decks. The riskiest thing about this unban is its potential effect on Arclight Phoenix strategies, which I'll concede could prove problematic with a critical mass of high-impact blue cantrips; we'll have to see how the metagame shakes out after those decks begin to lose favor.

3. Green Sun's Zenith

Speaking of Modern Nexus banlist testing, David recently completed a series on Green Sun's Zenith, too. His is not optimistic about the card's chances. But I am!

While David's data reveals that Elves, the test deck, significantly improved with Zenith in the picture, it cannot predict whether that deck would be strong enough to secure a top-tier position in Modern, or how other decks would adapt to its presence. As things stand, Elves is not a consistently performing deck (although one copy did make it into the Portland Top 8). I don't think even giving it a significant buff would usher in Tier-0 format. Modern can self-regulate!

Wizards originally banned Zenith because it homogenized green decks, but I don't think it would do that anymore. Collected Company, Chord of Calling, and Eldritch Evolution are all played in some capacity in Modern, frequently alongside some removal spells and a heavy set of creatures. The three cards are never played together. Zenith would add a fourth option in this style of deck, giving them the ability to toolbox. But it's not necessarily better in any of them than Company, Chord, or Evolution. I believe Zenith would further diversify green creature-combo decks.

While Chord and Evolution mostly just fit into these kinds of decks, Zenith could also work in a midrange or aggressive shell, as does Collected Company. Personally, I would be stoked to try it in GRx Moon.

Those Who Must Not Be Named

There's some stigma surrounding the more overtly powerful cards on the banlist. Some cards are well at home there, and those fall into four categories:

  • Cards that violate the Turn 4 Rule (Blazing Shoal, Chrome Mox, Rite of Flame, Seething Song, Dark Depths, Hypergenesis, Glimpse of Nature)
  • Cards that break existing strategies (Cloudpost, Dread Return, Golgari Grave-Troll, Summer Bloom, Eye of Ugin)
  • Cards that lead to time issues (Sensei's Divining Top, Second Sunrise)
  • Cards that are plain busted (Umezawa's Jitte, Deathrite Shaman, Treasure Cruise, Gitaxian Probe, Mental Misstep, Ponder, Skullclamp)

Is your pet banned card missing from the above lists? Read on to see why I think their time in Modern may be approaching.

1. Artifact Lands

With Affinity largely supplanted by the color-intensive Hardened Scales, Ironworks standing to gain zero turns of speed, and Stony Silence already a hugely popular sideboard card, I'm not sure the artifact lands are that dangerous anymore. I would like to see them come off to test the waters. Who knows? They might even enable some durdly Trinket Mage packages, or at the very least more cool Mox Opal decks! Modern is full of artifact support that's too color-intensive to work alongside the largely colorless manabases imposed by Darksteel Citadel (*ahem* Tezzeret, Agent of Bolas), and I'd like to see those cards be given fair trial.

2. Punishing Fire

Punishing Fire was banned for keeping creature decks out of the format. So was Wild Nacatl, which not coincidentally resisted Fire while still costing one mana. Nacatl has been freed, and I'm not so sure Fire still has a place on the list.

While the card lines up well against cards like Noble Hierarch (Modern's most-played creature), it doesn't line up so well against most creature decks. Attacking strategies have gotten around Bolt and Push with cost-reduced fatties like Gurmag Angler, Bedlam Reveler, and Hollow One; creature-combo decks fade disruption with Chord of Calling and Postmortem Lunge. And of course, Fire does very little against decks without creatures.

Fire's biggest weakness is how slow it is. Two mana to conditionally remove a creature is extremely steep in Modern. It also hurts that the card has no proper home; Tron has abandoned red, and the only remaining Grove of the Burnwillows decks are RG Eldrazi (itself a lower-tier strategy) and Ironworks. I doubt either of these decks would be very interested in Punishing-Grove, as they are both quite proactive.

Jund has proven itself a solid contender in this metagame, and could potentially wield the combo. But I think doing so exacerbates the deck's worst quality: it's difficult to find the right answers at the right time. Opening Fire against a creature-light opponent means one less card with which to actually fight what that opponent is doing. There's also the question of speed; many existing creature decks will swiftly punish Jund for opening interaction this medium.

3. Dig Through Time

Dig Through Time was never really given its spotlight in Modern, being vastly outshone by Treasure Cruise while legal. The card saw more use in Legacy Miracles decks. I think that format, which both has stronger delve enablers and is more card-advantage driven than Modern, can make better use of Dig. It's possible that the card doesn't do much in this format. I know I would hate to be on a reactive deck with Digs in hand against a blazing-fast start from one of Modern's many aggro-combo strategies. And what decks would play it? UW Control, which is now falling out of favor?

The main danger with Dig is not the combo decks that might play it (the only ones are Tier-4-and-below strategies we needn't worry about), but the aggro-combo decks, as with Treasure Cruise and Gitaxian Probe. But Dig's color-intensive mana cost makes it better-suited to aggro-control shells like Delver, which could also use a hand in the format. These decks all use the graveyard in some way (often with delve creatures like Gurmag Angler), and would then need to make some sacrifices to run Dig. I'm interested in seeing those developments occur.

4. Birthing Pod

This inclusion represents a shift in how I look at the banlist. I once argued against the odds of Jace, the Mind Sculptor coming off the banlist for the reason that it messes with future design: the bar for Modern-playable blue walkers is significantly raised with Jace in the format. Wizards has shown that this predicament is not so important to them, meaning they are happy to unban cards for the reason that they are at an appropriate power level for Modern.

One argument against Birthing Pod was that it limited future card design: Wizards will always print pushed creatures, and each of those creatures makes the Pod deck better. But plenty of cards "limit future design" in one way or another. I now think it's best to ban problem cards when they become problems, as they did with Pod. So what about when Pod isn't a problem anymore?

I can envision a time when Modern's powerful spells (Fatal Push, Lightning Bolt, etc.) and synergies (the new crop of velocity-fueled aggro-combo decks, etc.) trump whatever Birthing Pod has to offer. After all, the card sees virtually no play in Legacy, where the power level has outgrown this type of effect. That format has even more powerful creatures than Modern, something that will never change!

5. Splinter Twin

Of these options, I think Twin is the least safe for Modern. There's a solid precedent for the deck being oppressive, especially over long stretches of time, and Modern is unarguably more diverse now than it ever was with Twin in the picture. But like Pod, Twin does nothing in Legacy, and as Modern's power level rises, I can see it being considered for an unban; after all, it doesn't break any format rules on its own.

That said, I wouldn't count on Twin being freed in the new year, as the threat of Twin re-homogenizing blue-based midrange, combo, and control still looms.

Checking It Twice

Do you agree with my assessment? Which cards would you like to see released from the Modern banlist? Let me know your thoughts in the comments.

Hindsight 20/18: Metagame Review

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The Modern metagame cycles, though the process is slow and hard to see. This complicates determining which trends are just flashes in the pan and which must be accounted for and adapted to. Metagame-specific decks, like Death and Taxes at GP Las Vegas 2017, can look like real decks, at times frustrating players trying to predict a field.

Mistakes along those lines are compounded by how players approach their analysis. How and what data is collected has a huge impact on the final analysis and interpretation of those data. Therefore, the metagame will look different to every analyst. To get a more holistic picture, the scope of the data must be accounted for.

Today, I'll discuss this problem in detail and offer a solution. I think the key is not to look at any piece of datum in isolation, but to look for the persistent short-run trends which represent fundamental changes.

Metagame of the Moment

In keeping with the allure of novelty, much metagame discussion focuses on the most recent results and events. That discussion omits critical information about the overall metagame, yielding a warped picture. In that scenario, an analyst would have data from the most recent Modern events, SCG Baltimore and GP Portland (team events don't really count because they don't measure individual deck strength), and produce these data set from their Top 16 results:

Deck NameQuantity
Ux Phoenix6
Grixis Death's Shadow3
Bant Spirits3
Mono-G Tron3
Jeskai Control2
Ironworks2
Infect2
Storm2
UW Control1
Jund1
Mono-W Martyr1
Eldrazi Stompy1
Grixis Prison1
Rock1
Faeries1
Abzan Evolution1
BG Elves1

These data indicates that Arclight Phoenix decks are far and away the best decks in Modern. With twice the representation of the second place deck, this is an obvious conclusion. However, it misses the wider context and fails to account for fluctuations or local warps in population.

The Wider Picture

The real effect that thousands of players grinding matches both in paper and MTGO is hard to see, especially since Wizards began curating its released decklists. This change has certainly accomplished Wizards's goal of obscuring an accurate metagame picture to prevent players from "solving" a given metagame too quickly, all while giving brews more visibility. MTGTop8 has tried to account for the data limitation by casting an international net for paper results. Looking at their results and form a data set of top decks over the past two months (top performing being 3% representation or better) provides the following metagame:

Deck NamePercentage
Spirits8
Dredge7
Humans6
Burn6
Tron6
UW Control5
Affinity4
Jund4
UR Phoenix4
Valakut4
Death's Shadow3
Hollow One3
Jeskai Control3
Ironworks3
Infect3
Storm3

In this metagame, Phoenix is one of many also-rans, and I should worry about Spirits and Dredge first and foremost. Their data is far more robust than previously, which should improve the analysis. However, this is still only tracking very recent changes. Sudden bursts of interest have large effects, increasing the odds of warps.

Taking the Long View

Logically speaking, the most accurate data is the broadest and longest. Therefore, these data for all of 2018 might best represent the metagame.

Deck NamePercentage
Humans8
UW Control7
Burn6
Tron6
Affinity5
Hollow One4
Jund4
Death's Shadow4
Eldrazi Aggro4
Spirits3
Mardu Pyromancer3
Dredge3
Storm3
Valakut3

The problem with such a long-term view is that old and dead trends can strongly influence data. Humans and UW dominated in spring and summer, but have slowed down recently. Nevertheless, they remain at the top of the standings thanks to the older data. Phoenix decks aren't present while Mardu Pyromancer, which has almost completely disappeared by now, maintains a significant metagame presence. Too broad an analysis is just as inaccurate as too narrow.

Looking Beyond the Numbers

There's no one way to view the Modern metagame. The format shifts all the time and nothing stays the same forever. Compare 2017's Grixis-and-Eldrazi-dominated metagame to 2018's reign of control and Humans. Stating data isn't sufficient for an accurate picture; we need to identify the scope and scale of the data clearly to find what is happening within that data and how accurately it describes wider trends.

Perspective

What the metagame looks like depends on how it's looked at. The scope and timeframe of a dataset determines the conclusions that can be derived from that data. In a vacuum, data is just numbers, useless without meaning and context. This analysis can then describe the more persistent and meaningful changes that have happened, which can then be used to predict where the current trends will go.

Where Are We?

Using that strategy to analyze the metagame helps identify how and when shifts happen. One such shift: I would argue that the data show the older, more interactive metagame making way for newer, more linear decks. What this analysis strategy fails to account for is whether recent shifts and trends will last or how they will actually change the metagame long term.

Looking Ahead

The question all this begs is whether its possible, given limitations, to actually anticipate where the metagame is heading and adapt. Only Wizards of the Coast knows if the next few set releases will drop Khans of Tarkir-level bombshells, release Oath of the Gatewatch-level horrors, or do nothing. However, I think it is possible to make educated guesses. Within reasonable limits.

In economics we teach that the long-run is normally aggregated from short-run trends, but those short-run trends that prove persistent actually create the long-run. Anything can happen tomorrow, but it may not matter months from now. It takes something that alters the landscape of possibility to actually change the overall field and the long-run equilibrium, like a new technology replacing the old.

This is equivalent to Humans rising in 2017 to take down Storm, and then proving strong enough to define the 2018 metagame. Therefore, focusing on those more impactful threads should indicate where 2019 is headed.

Spirits vs Humans

Starting at the top, the premier aggro deck of 2018 was Humans by a long shot. Just look back at all the coverage we gave the deck. However, just like Grixis Death's Shadow the previous year, it eventually fell out of favor toward the end of the year as players adapted and learned how to fight back. Unlike Death's Shadow, Humans is also facing competition from a similar deck in Spirits.

On the surface, it appears that Spirits could simply replace Humans. Many have caught on that Spirits is favored head-to-head, and its greater sideboard flexibility is a huge advantage.

However, that isn't the whole story. Spirits is better in a fairer metagame because hexproof and Collected Company are relevant. The more unfair and combo-based things become, the better the cheaper, persistent disruption of Humans gets. Plus, there's a greater likelihood of playable Humans being printed than Spirits.

My prediction is that Spirits will seize and withhold the top aggro deck position from Humans until Storm-style combo starts to rise again. Storm was the reason Humans gained traction in the first place, and there's no reason to think it won't happen again if linear combo resurfaces. Therefore, I predict Spirits will be the default disruptive aggro deck going forward, and Humans the metagame choice when more disruption is necessary.

Graveyard Decks

After a stunning revival, players' enthusiasm for Dredge appears to have cooled. A month ago, Dredge was being praised and getting all the Top 8s. This month, it didn't even Top 16.  This is understandable, as previously players weren't ready and didn't have their graveyard hate. This has been corrected and Dredge is being hated out.

However, you can never fully hate away Dredge, and it will remain a factor in Modern. It simply won't be consistent. What I saw over 2018 was a proliferation of graveyard decks, then a reaction which has slowly pushed them back. While players are more conscientious of the need for hate, as they should be, the immediacy will fade and the Dredge Cycle will begin anew. I don't expect Dredge to maintain any presence at the top of the metagame in 2019, but it will always lurk in the background and strike when nobody's looking, just as Affinity did for years. My advice: don't fear Dredge, but don't forget it, either.

Control Remains

I have every confidence that UWx Control will remain a major player in Modern next year. What form it will take is impossible to say. Straight UW has certain advantages over the other variants, as they do over UW, and the overall metagame will decide which is best. In any case, UWx simply has too many tools at this point to disappear into Tier 3. Whatever happens to the metagame, control has the means to counter it and pull ahead on cards, be it with planeswalkers, and Ancestral Vision, or Terminus. I believe that Jeskai will be the version of choice as the value of Anger of the Gods is rediscovered and Terminus loses favor as too uncontrollable.

Workhorses

Burn and Jund were solid decks all year long, with their short- and long-term numbers being equal. They're not flashy or particularly press-worthy, but they clearly get the job done. Therefore, I expect them to remain players in roughly the same proportion though the next year. Burn will always be around, ready to pounce on greedy painful mana and slower, uninteractive decks.

Jund's been boosted by Bloodbraid Elf and it's closer to actually being ~50% against everything, even Tron, as a result. Don't forget these decks in the glow of the popular decks and Hottest New Thing. Mastery and practice are the cornerstones of Modern success, and Jund and Burn pilots have plenty of both.

Affinity is also holding fairly strong, though not in the same form as it started. Only traditional Arcbound Ravager Affinity roamed at the beginning of the year, but Hardened Scales now dominates the robot world. While somewhat less explosive than the older version, Scales makes up for it by being far more overwhelming. The problem, I'm told, is that without the namesake card, Scales Affinity can be quite clunky. Despite this, the fact that it's less vulnerable to Stony Silence remains a huge plus.

I believe that Scales will be the default Affinity deck for this reason. However, I think that its overall stock will fall over time unless the problem of of missing Hardened Scales can be fixed. Without that explosive boost, it appears to be too inconsistent for long-term success.

The Unknown

Up next is Arclight Phoenix. Phoenix's similarities to Hollow One are striking, and while data show that deck doing well overall, its been declining recently. Phoenix appears to have improved the strategy by removing the random discards, and recent wins and coverage give it the visibility to draw in players. However, the deck is very new and feels unfinished. This may not be a problem, as the high-velocity, low-threat style deck is popular in Legacy and players have wanted it to work in Modern for some time. They'll find the right list, and Phoenix will see play for the foreseeable future. The question is whether it will remain a relevant part of the metagame, and I'm skeptical.

I think Phoenix decks must answer two questions. The first is whether the card can survive increased attention. Phoenix decks get most of their value by burning through their deck and then smashing with several hasty birds early. When that doesn't happen, the deck just durdles until it makes a big but very vulnerable threat in Awakened Horror or Crackling Drake.

Players will soon learn that taxes are effective at beating the engine. Jund will discover that Surgical Extraction on Arclight Phoenix, and Fatal Push on everything else, is crippling. Any deck can dance on stage, but only a few can withstand the spotlight. If Phoenix can't withstand actual scrutiny, it will fall into niche status.

The other question is survival. Faithless Looting has been enabling some pretty ridiculous stuff, from Hollow One to Dredge to Phoenix this year. It's definitely on Wizards's radar as potentially bannable (even if only because of players screaming about it). In the possible-though-unlikely event that Looting gets axed, can Phoenix decks survive? In their current form, probably not; there's nothing else as efficient for digging and dumping Phoenixes.

Change is Constant

Nothing remains fixed forever. Things will happen in the Modern metagame that nobody can predict, because there are always surprises in a Magic year. However, analyzing current trends provides some guidance, and watching for trends that persist over time provides a more accurate metagame picture. My advice for reading and watching the metagame is to have some perspective and not get swept up in the hype.

In Guild Faith: Building a Better Midrange

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It's easy to identify with Ravnica's guilds. The plane owes much of its popularity to that simple fact. In Modern, where color fixing is better than any other constructed format, players have more often aligned themselves with shards or wedges, such as Jund and Jeskai. But these days, decks tend to be defined less by their colors than by their engines or synergies.

Today, as we nostalgically await the first spoilers for Guilds of Ravnica's follow-up expansion, we'll harken back to a simpler time. A time when Modern players readily associated with a shard or a guild. A time when midrange decks sharing names with such factions were actually good.

The Problems with Midrange

Stumbling upon a recent forum post inspired me to reconsider my previous stance on midrange in Modern (that it's not dead). Especially since the rise of Arclight Phoenix, midrange decks—here defined as aggro-control hybrids that disrupt opponents, then commit threats to the board—seem to have tapered off, despite occasional (innovative) showings in 5-0 dumps. In this section, we'll enumerate the three chief failings of midrange.

1. Creatures Outclassed

Tarmogoyf once stood tall as the strongest creature in Modern by a mile, as well as the most-played. Not coincidentally, midrange decks contracting the monster dominated Modern for years, challenged primarily by now-banned decks.

Eldrazi creatures were the first to rival Goyf's red-zone efficiency, and Fatal Push further jostled the Lhurgoyf's standing among combat creatures. Since then, a plethora of creatures have been printed or enabled that do more than just brawl (Spell Queller, Thing in the Ice), or that trump Goyf on mana efficiency (Hollow One, Arclight Phoenix).

Midrange decks have largely failed to take advantage of such creatures as aggro decks have. The two exceptions are Death's Shadow, which is both cheaper and frequently huger than big brother Goyf, and Bedlam Reveler, whose cannibalistic graveyard reliance further ostracizes the fallen king. As their employable threats became weaker relative to Modern's, midrange decks plummeted in stock.

2. Consistency in Chaos

Between Fatal Push, Thoughtseize, Collective Brutality, Assassin's Trophy, and others, midrange decks enjoy an embarrassment of riches when it comes to disruption. What they don't enjoy is finding each answer at the right time, a task exceedingly daunting in a format notorious for banning in-game consistency tools.

Available options are limited: Grim Flayer (a squishier, less-splashable Tarmogoyf); Traverse the Ulvenwald (I, too, lose to Rest in Peace); Serum Visions (enjoy your durdle); Ancient Stirrings (kiss most of your core goodbye); and Faithless Looting (welcome to red, and to minus-ones). The latter three see plenty of play, but only Looting helms a midrange deck: Mardu Pyromancer. And even still, results indicate the card is more at home in aggro-combo.

At the end of the day, existing consistency tools are far better at finding (and accelerating into) threats than they are answers. It stands to reason that midrange decks have much to gain from ditching their slower elements and embracing aggression. The consistency issue is exacerbated by midrange's innately high land count, which makes it prone to flooding in the mid-game; upping aggression helps on this front, as well.

3. Suffering Splash Hate

Tarmogoyf; Grim Flayer. Heck, Bedlam Reveler. Lingering Souls! What do all these staple midrange threats have in common? They rely on the graveyard. In a format where the top-performing decks are aggro-combo strategies that also rely on the graveyard, this predicament opens midrange up to splash hate from just about everyone. Buff threats that resist graveyard hate form yet another missing piece of midrange's Modern puzzle.

What Do?

Can midrange reclaim Tier 1 status in Modern? I decided to uncover the true limitations of aggro-control's slower breeds with a unique deckbuilding exercise. The top-down approach I utilized involves addressing midrange's issues out of the gate, and filling out the list next.

Aligning with a Guild

Best generic card selection spell in Modern? Faithless Looting.
Best generic disruption spell in Modern? Lightning Bolt.

These two points informed my first decision, which was to go red. But my eight-card core still had to fill 52 more spots. This deck would need two things:

  1. A way to close out the game. I wanted my threats impervious enough to Modern's current hosers that they could tangle with the velocity decks on a resilience metric, but still proactive enough to close out games against the combo decks.
  2. A way to monetize Faithless Looting. An inherent minus-one, Looting is mostly worth it when it breaks even (or goes up) on card economy.

To decide which guild (or even shard/wedge) I'd align with, I scrutinized what each color brought to the table in terms of threats, utility, and disruption.

On-Color (R)

Many options already exist in red, and we are seeing some contemporary Looting/Bolt decks neglect to splash altogether.

Threats: Monastery Swiftspear, Runaway Steam-Kin, Young Pyromancer, Arclight Phoenix, Bedlam Reveler

Swiftspear is best supported alongside a cast of burn spells, and with his buddy Soul-Scar Mage. That direction already pulls us deeper into aggro-combo than aggro-control, and the same goes for Runaway Steam-Kin; these are not creatures meant to take over a game after opponents have been destabilized.

Young Pyromancer shines with targeted discard to ensure his fragile body sticks around and provide some quick bursts of value after resolving, so it's more of a black threat in this shell.

That leaves Arclight and Bedlam, the red threats seeing the most play beside Looting/Bolt. These threats compliment each other frighteningly well, occupying suitably distinct spots on the strategic curve and attacking opponents from myriad angles (Arclight flies, hastes, and recurs; Reveler walls, swells, and refills). Aggro-control decks wielding both already exist, dipping into blue for extra cantrips and Thing in the Ice. But those decks trend more tempo than midrange, and also toe the aggro-combo line, making them unrecognizable as rock decks. They're closer in spirit to thresh, and even more to grow, especially the Grow-a-Tog decks of Vintage past.

Color takeaways: As the available options push us into tempo and aggro-combo, we'll have to look outside of red to build our midrange deck.

Izzet (U/R)

The uninhibited guild of creative freedom, Izzet indeed offers our eight-card core multiple considerations.

Threats: Delver of Secrets, Thing in the Ice, Crackling Drake

Delver, again, is too low on the curve to serve a midrange deck. Conversely, Crackling Drake is quite high, but I think one of the more appealing options as a closer; it's a one-to-three-turn clock, difficult to remove, and critically self-replacing in sloggy pseudo-mirrors.

The threat that synergizes best with Bolt and Looting, though, is Thing in the Ice. Thing performs multiple functions at once: pilots don't need to dedicate too many slots to removal, as it handles entire boards of creatures by itself; they also don't need to load up on aggression, since Thing hits like a truck.

As such, Thing proves exquisitely compact, letting players fill out their decks with cards that bring it from viable to insane. A shell full of cantrips and Manamorphose is not only poised to make exceptional use of Arclight/Reveler, but threatens to flip Thing in the Ice on turn three with pinpoint accuracy, significantly improving Izzet's proactive capabilities. If all that wasn't enough, Thing supports Arclight/Reveler by evading graveyard hate itself.

Sound great? It is. But midrange it ain't.

Utility: Serum Visions, Opt, Chart a Course, permission

Beyond threats, blue offers our deck additional cantrips and countermagic, not that we need to indulge it if we're fast enough.

Guild takeaways: As with mono-red, we won't have much success building midrange in these colors.

Rakdos (B/R)

The reckless guild of ruin, Rakdos has little regard for anything but its own goals. Ironically, this splash offers us blue-chip interaction.

Threats: Death's Shadow, Tasigur, the Golden Fang/Gurmag Angler, Young Pyromancer

Death's Shadow heavily taxes our life count and shoves us towards aggro-combo with Temur Battle Rage, although the card already enjoys minor success in the rock shell of Traverse Shadow. Tasigur and Angler are relatively unimpressive in Modern right now, being outpaced by the faster aggro decks and suffering from splash damage aimed at those same decks. As mentioned above, Young Pyromancer is an intriguing option given this splash, but we'd have to take care not to build a worse Mardu Pyromancer.

Utility: Liliana of the Veil, Liliana, the Last Hope

While these walkers have their uses in certain matchups, I've come to believe that both of them are too specific for successful mainboard use outside of currently-underperforming strategies (i.e. Jund), and only Last Hope is impactful enough for the side. Their steep color requirements also hurt.

Disruption: Inquisition of Kozilek/Thoughtseize, Fatal Push, Collective Brutality

These cards all represent the most universal ways to disrupt opponents before committing pressure to the board, making them perfect for midrange decks.

Guild takeaways: Black's superb disruption could assist us, but we'd still be lacking pressure. Going the Mardu route with Reveler/Souls just opens us to splash graveyard hate.

Boros (W/R)

Fusing colors of transparency, honor, and impulse, Boros is perhaps Ravinca's most patriotic guild (oh, Canada!). White's never been known for its aggressive elements, but it offers us the most devastating sideboard cards... assuming we're not soft to them ourselves.

Disruption: Path to Exile, Rest in Peace, Stony Silence, Suppression Field

Path gives us a Push-esque way to remove troublesome creatures, and is doubly effective at sniping recursive threats like Phoenix. The real draw to this disruption suite, though, is Rest in Peace, which pundits are (correctly) claiming is now useful enough to merit mainboard play. Hosing artifact-based aggro-combo and pure combo alike, Stony Silence is also receiving the red carpet treatment from content producers.

Guild takeaways: We'd go Boros for the hosers, forcing our strategy to at once mitigate the damage from Rest in Peace and extract value from Looting. A tall order!

Gruul (G/R)

Gruul is the instinctual guild of bodybuilding—muscle and dorks. But Goyf ain't the Mr. Universe he used to be.

Threats: Tarmoyof

I stood by the Big Man after Fatal Push, but the new wave of aggro-combo decks and their demand for graveyard hate have all but antiquated this beater.

Utility: Traverse the Ulvenwald, Scavenging Ooze, Tireless Tracker, Huntmaster of the Fells

In other words, exactly the kind of clunk that bogs down today's attempts at midrange, and a tutor to find them with.

Guild takeaways: In my eyes, green is no longer a discard spell's best friend. Goyf's is the color of sweeper-soft creature-combo.

Colorless (😏)

As I defeatedly stared at my completed list of red guilds and their respective benefits, I realized one faction was missing, just as it is from Ravnica. Before aggro-combo's resurgence, the Eldrazi provided the first true alternative to Goyf's bulk in a disrupt-then-commit aggro strategy.

Threats: Eldrazi Mimic, Eternal Scourge, Thought-Knot Seer, Reality Smasher, Hollow One

Look at that—an entire curve! So much for treading water until we find our single acceptable threat in a given color. The bigger creatures make a unit of Mimic when we need pressure, and out-Goyf the Lhurgoyf when we don't. Scourge also allows for some neat tricks, as we know.

The above catalog includes one non-Eldrazi colorless creature: Hollow One. Hollow works with Faithless Looting, but requests a little more discard to be reliable; the proven loot effects, Burning Inquiry and Goblin Lore, tend to be too random in their discards to excel in a midrange deck. Not so with Street Wraith, which rewards a fetchless manabase and perhaps enables One when combined with Looting alone. The Golem also has tickling explosiveness applications with Eldrazi Mimic.

Color(less) takeaways: Running Eldrazi necessitates Eldrazi Temple, and subsequently does a number on our mana. Conveniently, the tribe avoids many common hate cards, and can even run them itself.

Stick 2 My Gunz

What can I say? I'm a meathead. Here's where I landed.

Boros Eldrazi Stompy, by Jordan Boisvert

Creatures

4 Eldrazi Mimic
4 Eternal Scourge
4 Thought-Knot Seer
4 Reality Smasher
4 Hollow One
4 Simian Spirit Guide
4 Street Wraith

Arttifacts

2 Smuggler's Copter

Enchantments

2 Rest in Peace

Instants

4 Lightning Bolt

Sorceries

4 Faithless Looting

Lands

4 Eldrazi Temple
4 Battlefield Forge
4 Ramunap Ruins
3 Sacred Foundry
3 Mutavault
1 Plains
1 Mountain

Sideboard

2 Rest in Peace
3 Stony Silence
2 Damping Sphere
2 Engineered Explosives
2 Abrade
2 Dismember
2 Anger of the Gods

There are a few interesting things going on in this list, so I'll address each of those in their own section.

Hollow One Package

  • 4 Faithless Looting
  • 4 Street Wraith
  • 4 Hollow One

We were already in Looting, so Hollow wasn't so hard to accommodate. I started without this package, but found myself too slow to adequately pressure aggro-combo without Chalice of the Void to disrupt them. Of course, Looting and Bolt prevent us from using Chalice, so our other option was to seize some speed ourselves. Smuggler's Copter too helps cast Hollow One.

Four Guides

No Chalice here. Not even a Blood Moon. But just as Street Wraith supports Looting as a necessary evil for Hollow One, so does Guide support Temple for casting Eldrazi. Our creatures are solid, but they are slow, or at least slower than most of what Modern's doing right now. We need them to resolve early enough to win us the game.

We can also just tap three lands for Guide and get our Grey Ogre on.

Mainboard Rest in Peace

The first draft got value out of Eternal Scourge with 4 Serum Powder. It was better at finding Temple, too, but disjointed overall; it stretched hands featuring both Eldrazi and Hollow elements precariously thin. As a midrange deck, I found myself wanting to keep many slower hands that included Powder, and eventually cut the artifact.

Now, I've taken Riley Knight's would-be advice and moved 2 Rest in Peace from side to main. Not only do they fulfill their literal purpose as hosers and free-win generators, they allow us to extract value out of both Scourge and Faithless Looting without fearing graveyard hate. Achievement unlocked! We simply discard Scourge to Looting or Copter, and a resolved Rest in Peace functionally draws them again. Rest's continuous effect on the battlefield also offsets the loss of Looting's back end, since when Scourge dies, it automatically rejoins our pool of castables. And when Rest is really bad, we can just Loot it away.

The Manabase

We're mostly a red Eldrazi deck, so our white sources are limited. I'd add more if we had better options available (Battlefield Forge 5-8), and may trim a Mutavault for the fourth Sacred Foundry. Vault is the best utility land (besides Zhalfirin Void) in Colorless Eldrazi Stompy right now, but between Looting flashback, pricey Hollows, and Sourge/Rest, we have lots to do with our mana already.

Ramunap Ruins is incredible. I had to see it in action to believe it, but the card has already won me multiple games.

Omissions

  • Serum Powder: See above.
  • Blood Moon: Tampers too much with our mana, especially without Powder. Also a bit slow. Rest in Peace is the superior lock piece here.
  • Thalia, Guaridan of Thraben: A possible sideboard include, but we've got no space in the main.
  • Eldrazi Displacer: Incredibly slow. We already win the value game with Scourge.
  • Eldrazi Obligator: Also slow, and useless against a large portion of decks. Gone are the days of Goyfs and Gurmags. No way can we fit this guy.
  • Dismember: I think Bolt is enough removal for the main, and enjoy having so much reach in an aggro deck.
  • Zhalfirin Void: Not impactful enough at 2 copies, which is all the space we have. There's also less chaff to sort through without Powder in the deck.

The Sideboard

  • Rest in Peace: We want multiple copies against the decks we bring it in against, since they aggressively mulligan into answers for it.
  • Stony Silence: Same deal.
  • Damping Sphere: Improves in multiples, and is one of the most effective ways to attack velocity-based decks. Also helps vs. Tron.
  • Abrade: An all-star in the Hollow One mirror, and fine against most creature decks.
  • Dismember: Mostly a concession to Thing in the Ice, which can be forever-blocked by Scourge/Rest but is very annoying combined with reach.
  • Anger of the Gods: The sweeper effect Colorless has always wanted. RR is accessible with this manabase and 4 Guide, and we don't play Matter Reshaper.

Clunking through the City

Is Boros Eldrazi Stompy better than Colorless Eldrazi Stompy? Probably not. It's certainly not as finely tuned. But I think the principles applied in its creation might help some more dedicated souls elevate midrange to its former heights. Until then, may you race with valor—and, no matter which free creatures you elect to dump into play, never forget who you are.

Final Grind: LCQ and Metagame Shifts

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The competitive drive always burns, no matter how many setbacks I suffer. After all, what's the point in doing anything unless you strive to improve and grow? So, it's once more into the breach for the last PPTQ.

I failed to win a PPTQ this year, but that didn't mean giving up on making the corresponding RPTQ. This is the first time in years that Colorado has had the Modern RPTQ for this region. Thus, there would be an LCQ this weekend for me to try again. With all the other grinders in the same place. I wasn't that optimistic, to be perfectly honest.

The Deck

My workhorse throughout PPTQ season was UW Spirits. I hadn't intended it to be, but it performed so impressively and remained so well-positioned that I never had a reason to change things up. Spirits remained my deck of choice in the intervening months, so of course I'd be taking it to the LCQ. I've struggled to find a sideboard strategy I consistently liked, but that's not really a problem; strategies should adapt in Modern as the metagame shifts, and I've simply started adjusting my sideboard weekly based on current trends.

UW Spirits, David Ernenwein (PPTQ Quarterfinals)

Creatures

4 Mausoleum Wanderer
4 Selfless Spirit
4 Rattlechains
4 Supreme Phantom
2 Remorseful Cleric
2 Phantasmal Image
4 Spell Queller
4 Drogskol Captain
2 Geist of Saint Traft
1 Kira, Great Glass-Spinner

Instants

4 Path to Exile

Artifacts

4 Aether Vial

Lands

4 Hallowed Fountain
4 Flooded Strand
3 Cavern of Souls
3 Ghost Quarter
4 Plains
3 Island

Sideboard

2 Stony Silence
2 Rest in Peace
2 Timely Reinforcements
2 Negate
3 Damping Sphere
2 Echoing Truth
2 Settle the Wreckage

I'm back on Settle the Wreckage as my anti-creature card, joined by creature deck oddball Timely Reinforcements. My reasoning there is that go-wide fast aggro is a very tough matchup for Spirits, and Blessed Alliance doesn't do enough. As a bonus, Timely gains more life and stops more creatures against Burn for cheaper than an escalated Alliance. Since Spirits can afford to slow-roll its creatures more than most aggressive decks, it's not that hard to get full value from the card.

I've also taken my own advice and gone up to three Damping Spheres. I'm still not sold on Thalia, Guardian of Thraben in Spirits, and in any case, Sphere is far more crippling against velocity-focused aggro-combo decks. Also, Tron is fairly popular, and in this deck, Sphere is exceptional in that matchup. Affinity has also been largely absent from Colorado this entire year, so I cut a Stony for Sphere.

The most significant change I made was in the manabase. Seachrome Coast is gone, replaced by an even split of basics. The change was prompted by a surge in Blood Moon, and especially accelerated Blood Moons, that came with Arclight Phoenix. A number of Denver-area players have been trying to make Red Prison work in Modern for some time, so Moon is always a consideration. But local Arclight players have been running rituals for more explosive starts. This naturally makes fast Moons possible, and having lost way too many times to getting locked by Moon and Abrade on Vial, I've decided to make that not a thing that can happen to my deck.

However, the change had been brewing for some time. Seachrome and the other fastlands are close to the best land turn one, but their value drops precipitously every turn afterward. I've run into a lot of situations where I couldn't make the play I wanted because the critical land was Seachrome. It was between switching to Adarkar Wastes or basics, and Moon made the decision for me. I haven't noticed any color screw problems, so I've been happy with the change.

The Tournament

As I mentioned, every grinder that didn't have an invite wanted one, and those who weren't playing a Standard PPTQ later in the day were at the LCQ. There were 64 players, just under the cutoff for seven rounds. Even with only six, it would be a very long day. This was made worse by the venue's play area being too small for that turnout; the shop itself is very large, but its Magic area is a relatively small part.

The room had a little bit of everything, but I recognized more Tron, Dredge, and UWx control players than anything else. This is good news, as Spirits is generally favored against these decks and my sideboard adjustments should help solidify the matchups. However, that isn't the field I end up facing, and I finished the day at 3-3.

The Swiss

Round 1 I'm against a BW Prison deck, whose standouts include Gideon's Intervention, Nevermore, and all versions of Gideon Jura. However, it also runs Ensnaring Bridge, which I can't beat game 1. I do answer Bridge game 2 and win fairly comfortably. But in game 3 we both flood out, and he draws out of it first. I'm still flooding when Gideon finishes me off.

Round 2 I'm tipped off that I'm against 8-Rack when my opponent opts to draw. The key to winning this matchup is to not mulligan, hold lands, and then get a creature to stick. 8-Rack doesn't beat creatures without Bridge and I win. Game 2 I get blitzed with Racks after keeping a very slow hand with awkward mana. Game 3 I have Queller for every Bridge and Rattlechains for the only removal.

Round 3 is against Bant Spirits, and it's an unfortunate day for my opponent. I have turn 1 Vial both games while he is short on lands game 1 and perpetually behind game 2. Vial lets me swamp him in a single turn and he dies with two copies of Collected Company in hand. Game 2 he has a fast start with Noble Hierarch and Geist of Saint Traft, but I achieve a blowout with Settle and then just have more actual spirits to overwhelm him with. After the game I learn he wasn't able to fit anything for the mirror.

The only opponent I haven't known up to this point was my round 1 opponent, and round 4 I'm paired against another frequent opponent. He's on UW Control with a lot more creatures than most, and it's a nightmare. Vendilion Cliques wreck me several times, as does Opt actually hitting Terminus during my attacks. Game 2 is especially bad since I flood out again.

I'm dead for the Top 8 but not for prizes, so I stick around for round 5 and hit Esper Thopter Control. Game 1 he strings multiple Engineered Explosives together until the Thopter-Sword combo comes together and I can't win. Game 2 he doesn't have much, and I Echoing Truth to maneuver around his Supreme Verdict and get there. Game 3, his mana is very awkward after a mulligan, and his only removal is Collective Brutality on my Rattlechains; I stop that with another Rattlechains. He Gifts Ungivens to reanimate Elesh Norn, Grand Cenobite, but I flash in Remorseful Cleric.

At this point, I am out of prizes. My first three opponents have all dropped, so my tiebreakers are the literal worst. I play round 6 anyway, because I have no reason to leave, and get squished by a four-color Collected Company-good-stuff-with-Coral-Knight-combo deck. I'm restricted on mana both games and he just dumps creatures into play with Gavony Township backup. And that's a wrap.

Lessons Learned

The main thing I noticed during the tournament was how decks are changing. The UWx lists were all running more creatures main than has been the norm; toward the end, the X-1 lists were all running a heavy Angel theme, though I don't know if it was main or sideboard. Given everything I said about observed shifts last week, I approve, especially coupled with the difficulties UWx had on camera in Baltimore last weekend. Recurring threats that can be rapidly dug back out of the library after a Terminus are very hard for control to handle. However, most Arclight Phoenix decks only have four Lightning Bolts, and it takes two to clear a single Lyra Dawnbringer. Big, persistent meat shields are a tried-and-true control strategy, and I wouldn't be surprised if UWx started shifting towards more creatures as a result.

Portland Metagame

While I was at the LCQ, a number of players told me they were going to GP Portland and asked if I had any special insight into the metagame. As always, my advice was to be prepared for anything, because anything will show up to a big, open event. But more specifically, my advice was to watch out for Arclight decks. They're new and exciting, Ross Merriam is running well, and writers are talking the card up. It will be well represented, so have a practiced plan for the GP.

As for the rest of the field, it is hard to say. The metagame is in flux, and so many deck are appearing or re-emerging that it's hard to say what is or isn't viable anymore. Infect showed up in numbers not seen in months last weekend. In a field like this, the main question isn't what decks to watch out for but what interactions or lines of attack to guard against. The big question I'm struggling with is the place of graveyard hate.

Graveyard or No?

That graveyard decks are big right now is unquestionable. Dredge and Arclight decks are putting up results. Whether this is a flavor of the moment or they're actually that good is impossible to say, but this current trend is causing some to advocate maindecking graveyard hate. Metagaming this hard is always a high-risk/high-reward strategy, and the real question is whether enough of the expected field will be affected by the hate to pay off.

If Dredge was the big boogeyman and omnipresent, then maindeck Rest in Peace would make perfect sense. However, it's the Arclight decks that are prompting this discussion, and they're not so cold to graveyard hate. It's not all that hard for them to fight through and just play their Phoenixes normally thanks to high velocity, and the Hollow One versions don't card about their graveyards at all. If that's the real concern, then graveyard hate is less important.

The real question is where on the Dredge Cycle Portland will fall. This past weekend saw lots of graveyard hate, and Dredge did poorly. The Arclight decks still thrived. The top-seeded deck after the Swiss at my LCQ was GR Valakut with maindeck Relic of Progenitus and Anger of the Gods. If players see this poor result and the poor performance of the hate against Arclight decks, they will start cutting back. This will conversely make Dredge and similar decks far better. I always advocate keeping Dredge hate, so while I don't necessarily think maindecking Rest in Peace is justified, make sure to have those tools available.

Changing Times

I would not recommend Humans. The field is becoming increasingly hostile to the tribe, and I'm not convinced that it's still "The Deck" anymore. The deck is still as powerful as it was last year, but the changing metagame is making its disruption package worse. Arclight decks are so redundant that it's hard for Kitesail Freebooter and Meddling Mage to be impactful. Thalia is very good against the new, trendy decks, but she's been getting cut for some time now. Without that disruption, the deck becomes a fairly fragile aggro deck with a weak tribal component.

The other reason is the hostility of the field. Spirits, particularly Bant Spirits, is everywhere now, and is murder on Humans. With Dredge and  Jeskai Control on the rise, I don't think Humans is very well positioned right now. It will still win games and carry an experienced pilot deep into a tournament, but the shine has worn off, and players have learned how to fight back.

Farewell to Grind

This is the final time I'll be writing about PPTQs, as the system is going away. Exactly what it will be replaced by isn't clear, but I expect to be enlightened this Thursday. Farewell, PPTQ: you were a true grind.

Brew Report: Spell-Attack Renaissance, Pt. 2

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Monday's article examined the recent resurgence of blue-based aggro-control brews in Modern. A number of these decks have put up strong finishes on Magic Online lately, despite the continued presence of better-known aggro-control decks like Jund Rock and Grixis Shadow. More exciting still, these decks appear to be breaking out in a format already polarized by blazing-fast aggro-combo decks, which historically peeve aggro-control strategies lacking sufficient reversibility. I think their presence speaks to Modern's current health (a notion reinforced by Wizards' "No Changes" banlist announcement from earlier this week)... and, just maybe, to the actual power of these decks!

We've already explored the new crop of Temur decks turning heads in Modern, so today's article focuses on Jeskai. We'll look over successful decklists for Jeskai Delver, Jeskai Spirits, and Jeskai Mentor.

Human Race

Jeskai has a storied history in Modern, but today, that story revolves around Lightning Helix. Helix is the one spell every Jeskai deck in this article runs, and I think the main reason to be in the wedge right now. Modern has turned quite aggressive of late, boosting the visibility of such a racing ace. And Lightning Bolt's unending reign as the most-played card in the format tells us everything we need to know about reach's impossible flexibility—3 damage kills creatures, planeswalkers, and players alike!

Playing Favorites

Jeskai Delver, by MANDARK (5-0)

Creatures

4 Delver of Secrets
3 Young Pyromancer
3 Snapcaster Mage
4 Mantis Rider

Instants

4 Lightning Bolt
4 Path to Exile
4 Lightning Helix
2 Opt
3 Remand
2 Spell Pierce
2 Jeskai Charm

Sorceries

4 Serum Visions

Lands

4 Flooded Strand
2 Scalding Tarn
1 Arid Mesa
2 Steam Vents
1 Sacred Foundry
1 Hallowed Fountain
3 Spirebluff Canal
1 Inspiring Vantage
2 Faerie Conclave
2 Island
1 Mountain
1 Plains

Sideboard

1 Celestial Purge
2 Ceremonious Rejection
2 Dispel
1 Flashfreeze
1 Izzet Staticaster
2 Jace, the Mind Sculptor
4 Molten Rain
1 Surgical Extraction
1 Wear // Tear

On Monday, we wrapped up the Temur article with a blurb on Temur Delver; this time around, Jeskai Delver takes the spotlight. Temur hasn't always had a viable midrange shell to fall back on, but Jeskai Delver's almost always been eclipsed by its more successful control cousins. Nonetheless, the deck has existed in some iteration since Modern's dawn, and apparently continues to hang around.

This deck's counterspell package is significantly lighter than Temur Delver's due to its red presence. With more burn spells, using permission to keep opponents from stabilizing the board becomes less of a priority. Jeskai pilots can instead allow opponents clean up the battlefield, resolving to put the game away with burn spells. Between the full set of Lightning Helix, the added couple Jeskai Charms, and the inclusion of Mantis Rider, MANDARK's build features plenty of ways to "go over" enemies looking to out-muscle them in the red zone.

Rider's proven its worth in the Humans deck, where it offers a dedicated creature deck functional reach; in doing so, the Monk fundamentally changes the way fair matchups are played. It stands to reason that Rider would perform similarly well in Jeskai Delver. Cheaper threats Delver of Secrets, Young Pyromancer, and even Snapcaster Mage all draw fire away from the game-ender, and a hasty 3/3 backed up by Remand or Spell Pierce poses a nightmare for decks hinging on clunky spells like Krark-Clan Ironworks or Gifts Ungiven.

Less proven is Jeskai Charm, the other three-drop in MANDARK's list. While Boros Charm routinely earns a spot among the wedge's most efficient threats, its big brother is far from a Modern staple; removal mode has stiff competition in Path to Exile, and reach mode of course disappoints at this price point next to Boros Charm. Jeskai Charm's most unique quality, then, is its third mode, which grants creatures +1/+1 and lifelink for a turn. Locking in a big life point swing can sometimes mean the difference between winning and losing—against combat-centric decks like Hollow One, Arclight Red, and Humans, life points are a precious  resource throughout the game. Having more than an opponent lets pilots make more committed attacks and seize the initiative in a damage race. Wielding those swings at instant speed—say, after blockers have been declared—can also walk opponents into a sticky situation.

That's the Spirit!

Jeskai Spirits, by CARB (5-0)

Creatures

4 Mausoleum Wanderer
4 Rattlechains
4 Supreme Phantom
3 Eidolon of the Great Revel
4 Drogskol Captain
4 Spell Queller

Artifacts

4 Aether Vial

Instants

4 Boros Charm
4 Lightning Helix
4 Remand

Lands

3 Arid Mesa
4 Flooded Strand
1 Hallowed Fountain
3 Inspiring Vantage
1 Island
2 Mountain
1 Plains
1 Sacred Foundry
3 Spirebluff Canal
2 Steam Vents

Sideboard

2 Damping Sphere
2 Eidolon of Rhetoric
2 Exquisite Firecraft
2 Fevered Visions
1 Kataki, War's Wage
2 Kor Firewalker
2 Rest in Peace
2 Worship

Ah, there's our Boros Charm—but wait, where's Lightning Bolt? And Path to Exile? Jeskai Spirits has little need for Modern's most infamous one-mana spells, instead dedicating those slots to the critical mass of on-tribe creatures needed to fully benefit from Drogskol Captain and Supreme Phantom.

Since UW and Bant Spirits are already contenders in Modern, we might be better served by ignoring the deck in the context of Jeskai goodstuff piles, and instead asking what red brings the Spirits archetype over green. Most explicitly, the answer is Eidolon of the Great Revel. A Spirit itself, Eidolon offers free wins against strategies traditional difficult for Spirits to race or adequately disrupt without sideboard cards, including Ironworks, Storm, and Infect. The velocity-focused aggro-combo decks currently dominating the format are also troubled by Eidolon, which attacks their engines, a practice David suggested this week was key to defeating them.

Beyond Eidolon, red also yields Lightning Helix. Helix is superb in any kind of racing scenario, be it against Arclight Phoenix, Prized Amalgam, or Champion of the Parish. The ability to hit creatures further improves most aggressive matchups. While Helix strikes me as the pivotal card in Jeskai Spirits, Boros Charm also plays a role as a way to defeat controlling opponents who succeed in stabilizing the battlefield. Its addition turns Helix into a reliable plan in these scenarios, letting Jeskai Spirits attack from more angles than its brethren. Out of the sideboard, Exquisite Firecraft grants extra points on this axis, especially against Cryptic Command decks.

Last but not least, red has the more subtle effect of cushioning Spirits from a destroyed Rattlechains. Popping the 2/1 on sight is a great way to stunt the deck's tempo by forcing Spirits to play at sorcery speed. With all that reach in the picture, though, Spirits has much more to do on an opponent's turn, Chains or no.

Call Me Coach

Jeskai Mentor, by SMALAND (5-0)

Creatures

4 Monastery Mentor
4 Snapcaster Mage

Enchantments

1 Search for Azcanta

Instants

4 Lightning Bolt
4 Path to Exile
4 Opt
4 Lightning Helix
4 Remand
4 Cryptic Command

Sorceries

4 Serum Visions
1 Faithless Looting
1 Deafening Clarion

Lands

4 Arid Mesa
4 Flooded Strand
1 Polluted Delta
3 Hallowed Fountain
3 Steam Vents
1 Sacred Foundry
1 Celestial Colonnade
2 Island
1 Mountain
1 Plains

Sideboard

4 Tormod's Crypt
2 Deafening Clarion
2 Dispel
1 Gideon, Ally of Zendikar
1 Negate
3 Spell Pierce
2 Wear // Tear

Taking a decidedly more reactive route than the above decks, Jeskai Mentor seeks to put rest to the persistent myth that Monastery Mentor is not a Modern-playable creature. The Legacy and Vintage powerhouse has indeed peeked through the format's veil multiple times, but has yet to helm a top-tier archetype. This deck is constructed much like a classical Jeskai Control deck, but favors Mentor over the traditional top-end haymakers and Celestial Colonnades that tend to round those out.

I imagine this switch gives Jeskai Mentor a larger advantage in the pseudo-mirror. UW Control can struggle against win-in-a-jar creatures like Goblin Rabblemaster, and Monastery Mentor acts as a supercharged version, capable of dumping a whole army onto the battlefield at instant speed.

There's no Jeskai Charm here, but Mentor does us one better with Deafening Clarion. Here's a card Jeskai Delver could never play due to its symmetrical nature. In a more creature-light Jeskai deck, though, Clarion makes a smoother fit. Its inclusion gives the deck a mainbaord damage-based sweeper with little downside, as Valakut decks have in Sweltering Suns. But the card still threatens to turn a damage race on its head, especially combined with a swarm of prowess-toting Monk tokens. I imagine it's not even that uncommon for Jeskai Mentor to cast enough spells that attacking tokens withstand the three damage and swing in anyway!

While we're talking about Mentor, I was intrigued by another deck featuring the 2/2:

UW Mentor, by FLAMEDRAGONS2 (7th, Modern Challenge #11604271)

Creatures

3 Snapcaster Mage
3 Monastery Mentor

Planeswalkers

3 Jace, the Mind Sculptor
1 Teferi, Hero of Dominaria

Artifacts

4 Mishra's Bauble

Enchantments

2 Search for Azcanta

Instants

4 Path to Exile
4 Opt
1 Peek
2 Remand
2 Logic Knot
1 Mana Leak
3 Cryptic Command

Sorceries

2 Serum Visions
1 Oust
1 Supreme Verdict
3 Terminus

Lands

4 Flooded Strand
2 Scalding Tarn
2 Hallowed Fountain
4 Field of Ruin
1 Glacial Fortress
5 Island
2 Plains

Sideboard

1 Baneslayer Angel
1 Celestial Purge
1 Disdainful Stroke
2 Dispel
1 Gideon of the Trials
1 Kor Firewalker
1 Negate
2 Rest in Peace
2 Stony Silence
1 Timely Reinforcements
2 Vendilion Clique

Okay, it's not Jeskai. But UW Mentor still gets a mention in this article. Just as its Jeskai sister mostly mimics the construction of a Jeskai Control deck, UW Mentor is built like a UW Control deck—down to the copies of Terminus, despite being named for a creature. This build takes Mentor a step further with a full set of Mishra's Bauble, which triggers the Monk practically free of charge. UW likes to play on the opponent's turn anyway, so getting the draw a turn delayed can't hurt that often. I'm also a big fan of the Peek in this list: firing it off in the mid- to late-game lets players know if it's safe to unload a hand of spells and turn Mentor into a one-turn kill à la Infect.

Until Next Bolt

One thing Temur and Jeskai have in common? The color red. Reach is a critical component of all these blue decks, and something I'd wager allows for much flexibility when it comes to brewing. While the recent influx of innovative aggro-control decks is exciting for players like me, I'd caution others not to hold their breath if they expect Sultai or Bant decks to show up next. As always, though, may the Modern universe prove me wrong!

The Arclight Factor: Containing Velocity

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Between my banlist testing series and Thanksgiving, it's been a heavy few weeks. For something lighter, this week I'm investigating the in-game mechanic known as velocity. Velocity is old news to Modern, but recently, a number of high-velocity aggro decks have gained prominence. Why is no mystery, as there is tons of red looting in Modern and recent sets have brought some excellent payoffs. The real question is how to respond.

Defining Velocity

Velocity, literally, means speed. Physics says it's speed in a given direction; in economics, velocity refers to rate of money circulation. In Magic, velocity describes the motion of cards between zones. Historically, velocity has meant moving cards from library to hand, and then to the graveyard via cantrips. However, it could apply to any movement of cards, such as dredging (library to graveyard, dredger to hand). The more often and more efficiently the cards move, the higher the velocity of the deck.

Frequently, a deck's velocity is folded into its tempo: one facilitates the other. Tempo-oriented decks often maintain high velocity to ensure that tempo by letting cards draw on velocity-provided resources, such as a packed graveyard.

Velocity is so important in Modern because card advantage has historically been quite poor. This left velocity card filtering as the only option. Until recently, there weren't many ways for decks to cheaply accrue card advantage. Ancestral Visions and Jace, the Mind Sculptor being unbanned have largely changed this.

Modern's most explicit velocity cards are looting, or draw/discard effects, primarily in red. Faithless Looting and Cathartic Reunion serve as poster children, moving cards in quantity from library to hand and graveyard. Wizards has been less afraid of this effect than of blue library manipulation because it's not card advantage. However, recent payoff cards like Arclight Phoenix enables new decks built to make Looting actually read "Draw four cards".

The Dredge Development

While unbanning Golgari Grave-Troll certainly helped dredge in 2016, in many ways it was Cathartic Reunion that took the archetype to Tier 1. Discarding two Grave-Trolls, then dredging both to find a third, was stupidly powerful. Rebanning Grave-Troll did away with Dredge until recently, but the deck is still functionally identical to those earlier versions. If anything, embracing Life from the Loam and Conflagrate has made Dredge care about velocity more than before.

Like looting, Dredge is an explicitly high-velocity mechanic since it moves a chunk of library into the graveyard. Adding excellent enablers in Looting and Reunion supercharged it, and I'd argue these are the real backbone of the mechanic in Modern. What Creeping Chill has done is added to the velocity, moving a card from graveyard to exile with an effect; that subtle speed increase acts as a blast of nitrous-oxide in an engine. Coupled with Life fueling Conflagrate, it's created a deck that needs to constantly move cards between zones, while earlier versions were cool just dredging once an turn.

Difference of Experience

I have had a very different experience against new Dredge than other players. Playing UW Spirits against Dredge has been something of a cakewalk for me, but apparently I'm in the minority. The fact that I'm running Remorseful Cleric maindeck is certainly a factor, but I'm doing well in matches where I never see Cleric. I've come to theorize that this difference is because I attack the enablers, and not the payoffs.

I've found that countering Looting or Cathartic with Mausoleum Wanderer is devastating for Dredge against UW Spirits. Getting Shriekhorn is okay, but unless Dredge can get dredgers back into the 'yard and use them, it's too slow. If the first loot doesn't go off, Dredge has to spend the next turn on another loot, and won't actually have something threatening happen until the turn after. This experience shapes how I approach the new hotness of Arclight Phoenix.

Arclight Ahead

Despite having the wrong shell, Jordan was right about Arclight Phoenix. The key problem his brews had was not courting Phoenix seriously enough. There have been a lot of different shells proposed for Phoenix, and it's not clear which, if any, is best. The most high-profile success so far was an Izzet splashing black at SCG Las Vegas.

Grixis Phoenix, Ross Merriam (5th Place, SCG Las Vegas Open)

Creatures

4 Arclight Phoenix
4 Crackling Drake
4 Thing in the Ice

Sorceries

4 Serum Visions
4 Faithless Looting
1 Sleight of Hand
3 Chart a Course

Instants

4 Lightning Bolt
4 Thought Scour
3 Gut Shot
1 Lightning Axe
4 Manamorphose
2 Fiery Temper

Lands

4 Scalding Tarn
4 Spirebluff Canal
3 Steam Vents
2 Island
2 Mountain
1 Watery Grave
1 Flooded Strand
1 Polluted Delta

Sideboard

3 Anger of the Gods
2 Collective Brutality
2 Surgical Extraction
2 Dispel
2 Abrade
1 Ceremonious Rejection
1 Engineered Explosives
1 Disdainful Stroke
1 Ral, Izzet Viceroy

This version really leans into velocity payoff cards. Thing in the Ice wants the exact same thing as Phoenix (though triggering both the same turn can be risky) and also clears the skies for the fragile bird. All the effort to make Thing and Phoenix work also benefits Crackling Drake to the point that a single swing can be lethal. It is a case study in synergy built around card velocity: the deck just needs its cantrips to resolve. It's far too land- and threat-light to play grindy, Jund-esque Magic.

This deck and its cousins have risen as decks of the moment, derived from the excitement over Phoenix's newness. Whether they have staying power is impossible to know, but players have been trying to make Thing work for some time. Phoenix may be what makes this type of deck stick and bring this archetype to mainstream Modern, as it's mostly just been prevalent in Legacy before.

Hollow Two

This type of loot-focused strategy has been around since spring in the form of Hollow One decks. Despite starting off strong, it has fallen off as players have become frustrated by the deck's randomness and the metagame has shifted to combat large creatures. While the deck is built to minimize and take advantage of the random discard, it could never be eliminated, and apparently it suffers from anemic loots and inconsistent starts. Leaning into the cantrips and changing up the threat suit has been proposed to fix the problem, which has led to Hollow One and Arclight Phoenix fusing in a strange partnership.

Hollow Phoenix, by Ed6 (1st Place, Modern Challenge 11/25/18)

Creatures

4 Hollow One
4 Arclight Phoenix
3 Bedlam Reveler
4 Flameblade Adept

Sorceries

4 Burning Inquiry
4 Faithless Looting
2 Maximize Velocity
4 Goblin Lore

Instants

4 Lightning Bolt
3 Gut Shot
4 Manamorphose
2 Fiery Temper

Lands

4 Arid Mesa
4 Copperline Gorge
2 Stomping Ground
2 Wooded Foothills
1 Ramunap Ruins
5 Mountain

Sideboard

4 Ancient Grudge
4 Tormod's Crypt
3 Dismember
3 Shrine of Burning Rage
1 Leyline of the Void

This deck is as new as it gets, and it's therefore impossible to say if it's actually good, but it makes sense to me. Embracing the all-or-nothing, loot-or-die strategy of this deck is the logical endpoint for maximizing Phoenix, and Hollow One and Flameblade Adept compliment the engine without cannibalizing the graveyard resource. The deck is capable of blistering starts, as a result and can hang in the midgame thanks to how quickly Bedlam Reveler gets set up. Arclight itself also provides some mid-game oomph.

Speed at a Price

The great advantage of these decks is their velocity. Churning through as many cards as possible helps Arclight decks see whatever they need to, all while making their otherwise weak threats explosively powerful. Hollow One is only Modern-playable when it's free. The price is that if they aren't looting like barbarians, the decks don't work. Like certain types of shark, these decks must keep the cards moving or they just stop. I think this is the pressure point to attack.

Answering Velocity

Faced with these velocity decks, players have been gravitating towards graveyard hate. I certainly did during PPTQ season. It makes sense, as these deck have varying levels of graveyard dependence. Against Dredge, Rest in Peace is practically game over. However, I've never found graveyard hate to be particularly effective against Hollow One or Arclight Phoenix decks. They certainly get a lot of value from their graveyards, but their best and most dangerous starts outpace hate that isn't Leyline of the Void. More importantly, as long as the cards keep flowing, the decks keep producing threats to eventually overwhelm opponents.

I've recently found more success in sideboarding as I would against Storm. Shutting off the graveyard is at best mediocre when Arclight decks are chewing through their library; Ross Merriam's deck even shrugs off Rest in Peace with Crackling Drake. The key to really clip the velocity decks's wings is literally slowing down their velocity by reducing their ability to cycle through cards.

Any delay in getting the engine going can be devastating. My experience against Dredge with Spirits suggests that countering the first big card movement, either Faithless Looting or Cathartic Reunion, buys about two turns of breathing space. The first comes from Dredge not doing anything that turn; the second comes when they spend the next turn trying to resolve their setup cards instead of doing the broken thing they're setting up.

Right Tools for the Job

The same strategy is effective against the Phoenix decks. Thalia, Guardian of Thraben is surprisingly disruptive against all these strategies if she hits early. Just like against Storm, preventing these decks from playing multiple spells per turn is incredibly potent. Eidolon of Rhetoric can also work, although it's very slow. Most of the time, opponents will have fired off enough spells to have fielded a decent clock by turn three. Far more effective is the cheaper Damping Sphere. Against Arclight decks in particular, Sphere ensures they can play at most two spells a turn, which is far too few.

As mentioned, graveyard hate can be effective, but it depends on the exact deck. Mono-red Arclight is more vulnerable than Izzet versions because of Bedlam Reveler.

I thought that Spirit of the Labyrinth would be good, but it hasn't worked out. When I've Vialed it into play in response to a loot, it has worked wonders, but those opportunities are rare. Worse, it is as fragile as can be, and running it out unprotected is often necessary. Given that Gut Shot is a maindeck card for these decks, I'd stay away from Spirit.

Control's Problem

Perhaps it goes without saying in a format like Modern, but to ensure success, the above tools should be paired with a relatively proactive gameplan. Sitting around making land drops gives opponents time to find the mana necessary to play around something like Damping Sphere. Combo decks also don't really need to worry about these decks as the matchup is a straight footrace.

For control decks, the solution is more complicated. On the one hand, UWx has Terminus to clean up the recursive mess these decks leave. This buys them the time to catch back up and turn the corner. However, because Terminus tucks creatures into the library where they can be found again thanks to all the cantrips, it's not an infinite amount of time. Control has been suffering lately because the usual plan of planeswalkers and Celestial Colonnade is too slow.

The other problem for control is that taxing effects also the pilot. Thalia is only slightly less annoying for UWx than for Phoenix. Sphere is an option, but again, the decks are too slow to really wield it effectively. This might be overcome by retuning maindeck configurations. Recent lists prioritize board control and card drawing at the expense of counters. Playing more cheap counters and faster win conditions could effectively delay the velocity engine from getting going.

The other option, and I harp on this a lot, is playing more hard answers. The current UW answer suite consists of softer or more expensive answers, with only Path and a few counters for hard removal. Playing more sweepers and fewer conditional answers like Oust or Timely Reinforcements could be crippling, especially against the threat light decks. If the trend of high-velocity aggro is sustained, I would expect Jeskai Control to gain popularity thanks to its greater answer density. More importantly, it has Anger of the Gods, which is lights-out against Affinity and can prove crippling against Phoenix and Dredge.

Not an Unstoppable Force

The key to beating the new crop of high velocity decks lies in recognizing their inherent fragility. Their busted starts and scary turns are all built around burning through their cantrips. Once players recognize and target that engine, the Phoenix decks are sure to struggle. That old sideboarding adage applies: don't just target the dangerous things; hit the enablers behind them.

Brew Report: Spell-Attack Renaissance, Pt. 1

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New aggro decks in Modern tend to be streamlined synergy machines full of critters. But "goodstuff"-style creature decks à la Jund, which wield Modern's known best cards, do slip through occasionally. Perhaps the best-known example of this phenomenon is Traverse Shadow, a deck that blew Modernites away when it first reared its head over a year ago. But recently, I've noticed a steady influx of novel, spell-based aggro decks 5-0ing Competitive Leagues online. Even more surprising, many of these decks lean blue.

Today, we'll take a close look at some of the Temur decks we've seen crop up lately: Temur Midrange, Eternal Command, and a particularly maddening make of Temur Delver. At the end of the week, we'll look at the Jeskai decks.

Turning Temur

My longstanding love of Goyf, Bolt, cantrips, and permission, coupled with my track record on Temur Delver, have led some players to peg me as a Temur aficionado. Truth be told, the wedge doesn't do all that much for me besides happen to house my favorite cards; Temur trends a tad reactive for my tastes. I also believed the wedge too reactive for Modern's demanding metagame parameters. Still, Temur decks aren't complete strangers to success in the format, and lately have been putting up results.

Temur's main hurdles in Modern are:

  • Its reactiveness. Tarmogoyf just doesn't produce pressure like it used to. In some matchups, sure, but Fatal Push now exists to throw a wrench in this gameplan. And relative to what Modern's other decks are doing nowadays, hitting a few times with Goyf is a far cry from "aggressive."
  • Its inability to remove large creatures. Anything with 4 or more toughness is a challenge for Temur to trump reliably. Black has Fatal Push; white has Path to Exile; Temur has a wealth of way-worse options available.

I'd argue that the wedge still struggles with these issues today. So how have the recently successful Temur lists addressed them?

Fairest of Them All

Temur Midrange, by THE_GUNSLINGERS (5-0)

Creatures

2 Huntmaster of the Fells
4 Tarmogoyf
3 Snapcaster Mage
2 Tireless Tracker
1 Vendilion Clique

Planeswalkers

2 Jace, the Mind Sculptor

Artifacts

3 Engineered Explosives

Enchantments

1 Search for Azcanta

Instants

2 Cryptic Command
4 Lightning Bolt
2 Mana Leak
4 Opt
2 Remand
2 Spell Snare

Sorceries

2 Ancestral Vision
1 Bonfire of the Damned

Lands

4 Misty Rainforest
4 Scalding Tarn
2 Wooded Foothills
2 Steam Vents
1 Stomping Ground
1 Breeding Pool
1 Lumbering Falls
5 Island
2 Forest
1 Mountain

Sideboard

1 Vendilion Clique
1 Anger of the Gods
2 Blood Moon
2 Ceremonious Rejection
2 Destructive Revelry
2 Izzet Staticaster
1 Keranos, God of Storms
2 Negate
2 Surgical Extraction

We'll start with the most generic-looking Temur Midrange list possible, courtesy of Todd Stevens. Temur Midrange has its devout followers, and this deck looks to me like it would fulfill just about all of their needs. Cantrips? Check. Utility creatures? Check. Reach? Check. Cryptic Command? Check!

I think Todd's big innovation here is mainboarding 3 Engineered Explosives. Temur has always struggled to kill creatures with more than three toughness, as outside of Lightning Bolt, its viable removal spells are limited to say the least. Here, Explosives plays that role against low-cost creatures specifically. Hollow One and Tasigur? We won't be killing those. But Tarmogoyf, Scavenging Ooze, and Death's Shadow just became much more manageable.

Related are Explosives's abilities as a utility card. It doesn't have to remove a creature, unlike lackluster options such as Roast or Harvest Pyre; Explosives can take out artifacts and enchantments, planeswalkers, and even 20 Goblins tokens against Storm. David's piece on the latest artifact combo deck, "The Hidden Strength of Krark-Clan Ironworks," examines the card's many abilities in detail, further speaking to the sunburst card's relevance in Modern.

Eternal Devotion (Remix)

Eternal Command, by TEAM5C (5-0)

Creatures

3 Eternal Witness
2 Huntmaster of the Fells
2 Scavenging Ooze
4 Snapcaster Mage
4 Tarmogoyf
2 Vendilion Clique

Artifacts

4 Aether Vial

Instants

3 Cryptic Command
2 Electrolyze
4 Lightning Bolt
4 Opt
4 Remand
1 Spell Snare

Lands

4 Misty Rainforest
4 Scalding Tarn
1 Flooded Strand
1 Wooded Foothills
2 Breeding Pool
1 Steam Vents
1 Stomping Ground
2 Flooded Grove
3 Island
1 Forest
1 Mountain

Sideboard

1 Scavenging Ooze
2 Abrade
2 Ancient Grudge
1 Batterskull
2 Ceremonious Rejection
1 Dismember
1 Izzet Staticaster
1 Keranos, God of Storms
1 Negate
1 Spell Pierce
1 Surgical Extraction
1 Sword of Fire and Ice

Eternal Command is a deck first seen in the hands of Souta Yasooka, who took the Vial-featuring spell deck to Top 4 at the 2012 Players Championship. Return to Ravnica, with its Deathrite Shamans and Abrupt Decays, spelled doom for Eternal Command as they did for many blue-based tempo shells of that era. This showing is the first I've seen from the deck in years.

Some things have changed since Command's glory days: Scavenging Ooze has entered the format, and makes an appearance here. So does Huntmaster of the Fells. Most game-changing of all, though, is Opt, the unassuming cantrip that's all but taken over Modern blue decks. Swapping Serum Visions for Opt lets Eternal Command play at instant-speed more often, taking pressure of its mana and increasing synergy with Aether Vial. I imagine the switch is particularly helpful against reactive control decks like UW.

One thing to note about both this deck and the above Temur Midrange list is their inclusion of Keranos, God of Storms in the sideboard. Keranos is another card we haven't seen much of since the Twin days, but it seems to be making a comeback, also due to UW. The control deck is forced to have Teferi or Detention Sphere to answer Keranos, or may drown in the snowballing advantage it provides; the God also boasts applications in midrange mirrors.

Flip or Be Flipped

Temur Delver, by KYLEHL (5-0)

Creatures

4 Delver of Secrets
4 Tarmogoyf
3 Hooting Mandrills
1 Hazoret the Fervent

Artifacts

4 Mishra's Bauble
1 Tormod's Crypt

Instants

4 Lightning Bolt
2 Tarfire
4 Vapor Snag
4 Stubborn Denial
1 Spell Snare
2 Opt
1 Abrade

Sorceries

4 Serum Visions
2 Faithless Looting
2 Traverse the Ulvenwald
1 Anger of the Gods

Lands

4 Misty Rainforest
2 Scalding Tarn
2 Wooded Foothills
2 Breeding Pool
2 Steam Vents
1 Stomping Ground
1 Forest
1 Island
1 Mountain

Sideboard

1 Sulfur Elemental
1 Alpine Moon
1 Blood Moon
1 Pithing Needle
1 Grafdigger's Cage
1 Ancient Grudge
1 Back to Nature
1 Ceremonious Rejection
1 Disdainful Stroke
1 Entrancing Melody
1 Flame Slash
1 Life Goes On
1 Natural State
1 Ravenous Trap
1 Spell Pierce

Now this is more my speed, if absolutely insane. KYLEHL's Temur Delver mashes various Temur Delver notions into an incredibly teched-out 75.

I Get Delirious

While I was initially down on Traverse and Mandrills in the same shell, I later realized that without Bedlam Reveler further cannibalizing the graveyard resource (demanding instant/sorcery while Traverse required creature/artifact/enchantment and Mandrills needed a critical mass of cards to exile), the two were supportable together. Of course, I was running Thought Scour. Not so with KYLEHL, who instead trims Traverse down to two copies, maxes out on Baubles, and adds velocity figurehead Faithless Looting into the mix.

Over Snapcaster Mage, KYLEHL includes a peculiar bullet for Traverse the Ulvenwald: Hazoret the Fervent. Over the last year, I've become totally enamored with Hazoret in this kind of list. The God is excellent at closing out games, sniping planeswalkers, and providing resilience and even a free-win dimension against many interactive decks; everyone not on white or Dismember simply cannot remove her, allowing Hazoret to completely change the texture of many matchups after resolving. Maining her initially struck me as odd, as KYLEHL only plays 16 lands. But Traverse and Bauble help get to them, and Hazoret can always be pitched to Looting in matchups that don't call for a 5/4 haste.

Other Bullets

Hazoret isn't the only eyebrow-raising one-of in the mainboard. Another is Abrade, a standard tech in URx interactive decks, but a strange choice for a deck with such a low curve. I imagine KYLEHL didn't want to lose to any random artifacts in game 1, and decided to do something about it.

Same deal with Dredge, and a couple of sideboard cards make the cut here: Anger of the Gods and Tormod's Crypt. Anger doesn't just deal with Dredge, but with any wide board Temur is otherwise hard-pressed to beat. Without Snapcaster Mage in the picture, reach is harder to come by in the mid-game, and Anger can punch through a board for a final strike.

Crypt was tougher for me to wrap my head around. It's good enough against Dredge that we're starting to see Burn, Arclight, and other aggressive decks play a few in the side. But does it do anything elsewhere? As its floor, Crypt helps Mandrills or Traverse get going, as well as pump Goyf free-of-charge. So does Bauble, but KYLEHL already maxes out on those. And I imagine Crypt has plenty of edge-case applications against existing Modern decks besides Dredge: exiling a Snapcaster target, say, or taking Grixis off its Gurmag Anglers for a turn or two. Arclight Phoenix's recent explosion onto the scene is another factor to weigh.

In these roles, Crypt is definitely worse than Surgical Extraction, as opponents learn about it before it activates. But perhaps its synergistic elements make up the difference. I'd be interested in hearing what the pilot has to say about the card.

Sideboard

Speaking of speaking of bullets, check out this sideboard! I'll admit that I have little-to-no idea about what's holistically going on here, but I do have a few random observations:

  • Ravenous Trap and Grafdigger's Cage come in as additional Dredge hate
  • Alpine Moon, Blood Moon, Ceremonious Rejection, and Disdainful Stroke help against Tron
  • Natural State, Ancient Grudge, and Back to Nature make up the artifact/enchantment removal suite
  • Flame Slash and Entrancing Melody answer large creatures, with the latter helping specifically against Goyf and Shadow (as Explosives does for Temur Midrange)
  • Pithing Needle and Spell Pierce have applications against combo and control
  • Sulfur Elemental can be found by Traverse and answers Lingering Souls tokens, certain Humans boards, and the pesky Martyr-Proc deck we've seen so much of online lately
  • Life Goes On hoses Burn

It seems KYLEHL's choices were made largely with the intent of giving the pilot lots of choice and flexibility while sideboarding. Many of these cards play multiple roles, with Life Goes On being the big exception; I wouldn't be surprised if after many matches of tuning, KYLEHL landed on this sideboard configuration organically, as opposed to via having lost a bet.

Spell-Slinging and Taking Names

Are Temur decks finally ready to emerge as a solid Tier 2 option in Modern? Or were these three pilots just lucky? Share your thoughts in the comments, and join me Friday for a look at cool-little-brother Jeskai's new offerings.

Green Sun’s Zenith Tests: Intangibles/Conclusion

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It is a common trap to look only to hard data when making decisions. After all, numbers are clear and unequivocal. However, they don't tell the full story of the data. Confounding variables and intangible effects color the results and complicate the data. The data from my latest banlist test indicate that Green Sun's Zenith is a powerful card in Modern. But the lessons I learned and the observations my team made about the test matches suggest that the card's real power isn't what we expected, both in usage and scale. I now think that GSZ could become legitimately broken if unbanned.

This article marks the third in a series on Green Sun's Zenith. If you're just joining us, be sure to first read the Experimental Setup for this project, and then the Quantitative Results.

The Arboretum

A prominent argument I've seen against GSZ being unbanned is comboing with Dryad Arbor to become a ramp spell. Indeed, everyone told me I needed to include Arbor in whatever deck I used for the test. It makes sense as that's the norm in Legacy, and briefly was in Modern. Dryad's assumption has led some to suggest that GSZ could come off if Arbor was banned in its place. Discounting the fact that it's ridiculous to ban a fairly innocuous card to make a powerful one reasonable, the point does stand that Arbor does grant GSZ significant utility, as Batterskull does for Stoneforge Mystic.

Having tested with Arbor in my deck, I actually wish that I hadn't. Dryad Arbor did not impress in my test, and its mediocrity there makes me question whether it merits an automatic slot in the GSZ deck. While I wouldn't entirely discount the impact of Arbor with GSZ, I don't think it really factors into whether GSZ could be unbanned or not.

In Elves

While not necessarily bad, I never wanted to use GSZ to find Arbor turn one. Most of the time, doing so would prove unnecessary, as Elves already had Llanowar Elves/Elvish Mystic on hand. Even when that wasn't the case, it was generally better to save GSZ for a payoff card and/or play another one drop to set up an explosive turn two with Heritage Druid. It just felt inefficient as a ramp trick.

This may seem odd since Legacy Elves often runs two Arbors. However, Legacy Elves isn't really using them for turn one ramp, though that does happen. Arbor is there because it synergizes with the Legacy payoff cards Natural Order, Craterhoof Behemoth, and Gaia's Cradle. Being able to fetchland for another creature generates a lot of mana in Legacy. Arbor also sacrifices to flash back Cabal Therapy, in Elves and elsewhere. However, Modern's payoffs are all Elf tribal synergies. If Arbor isn't ramping, it just doesn't do anything.

Everywhere Else

As such, I'm of two minds about the argument of Arbor's universality alongside GSZ. On the one hand, it certainly could be done, as it's fairly easy to cut a Forest for Arbor. On the other, is that something players will want to do? While it is relatively small, there is a cost to running Dryad Arbor in Modern. There will be times, just like in Legacy, where decks draw GSZ alongside their one Arbor and can't ramp. There will be times where having Arbor in place of a normal land forces players to mulligan otherwise keepable hands.

I think that a lot of players will decide that the benefits are worth the risk and run Arbor with GSZ. Having more mana early is very powerful. and Arbor is less space-intensive than just running more mana dorks. But verifying its viability once and for all will require more testing than I can manage. Due to the lack of payoffs other than ramp and Liliana of the Veil protection for Arbor, I'm skeptical that it will be universally correct. As such, I don't think Arbor's existence is a real help or impediment to GSZ's potential strength in Modern.

Working with Tutors

I did not fully appreciate the impact that playing multiple tutors had on Elves, perhaps because playable tutors are so elusive in Standard. The only straight-up tutor that sees regular play in Modern is Chord of Calling; the only deck I know of in Legacy with multiple tutors is Storm, which plays Infernal Tutor and Dark Petition. Vintage players have all the tutors, but they're restricted. This impact of having multiple full sets of tutors in the same deck houses GSZ's true power.

Mechanics

Wizards doesn't print tutors like they used to: just compare Demonic Tutor to Diabolic Tutor. They also don't print them in the same quantity as they used to (see: the Enlightened Tutor cycle). Their reasoning is that tutors benefit degenerate strategies more than fair ones while making gameplans consistent to the point of being repetitive. There are correct lines of play in any given situation, and tutors make it easier to take those lines every time, whether the line involves finding the right answer or setting up a combo.

This effect wasn't obvious in exploratory testing or in my practice matches, but as the test wore on, I had flashes of déja vu. I was able to take the same successful lines over and over thanks to all the tutors in my deck. The games did feel quite repetitive towards the end. It was rare for games to be exactly the same, as variance affects both decks, but the tutor-heavy games definitely bled into each other. I would describe the effect of playing Collected Company, Chord of Calling, and Green Sun's Zenith in the same deck as severely diminishing negative variance. It was like I took a variance sine wave and cut the bottom off. I don't recall losing many games where I resolved two tutors.

My opponents echoed my assessment. They consistently reported feeling up against the wall as I hit ideal curves so consistently. The games played out mechanically from their perspective, too. I was definitely going to hit payoffs and have big turns if my tutors resolved, and I ran enough of them to threaten it several times. That critical mass proved difficult to combat. Even my Storm opponent, with all of his cantrips, felt that test Elves was the more consistent and mechanical deck.

Shuffling Weirdness

An additional factor unique to GSZ is that it shuffles back into the library after resolving. In other words, it replaces the chosen creature with itself. The library's size doesn't change, but its composition does. On net, this means that with repeated uses, the odds of drawing GSZ increase.

The probability of drawing another copy of the chosen creature drops by n-1/x, where n is the remaining copies of that creature in the library and x is the total cards in the library. The probability of drawing GSZ symmetrically increases by n+1/x. No other probability changes because the library's overall size is unaffected. Therefore, GSZ is not only a tutor, but a way to improve deck composition during a match. I don't know of nor could I find any mathematical or statistical model of the impact of this effect, but it feels like it should have some impact. If anyone has any guidance, please help me out.

Misunderstood Effects

I did not appreciate that because I had multiple tutors in my deck, I could have pushed the Elves deck harder than I actually did both in-game and in composition. In normal Elves, it was correct to hold the actual tutor, Chord, for whatever I needed to win the game. I fired off Company anytime I could just for value. However, in test Elves, GSZ allowed me to smooth out and actually hit my ideal curve for a very low price. Chording for Heritage Druid was okay, but casting GSZ for it was busted. The way I ended up using my tutors was GSZ for power, Company for bulk, and Chord for specialized cards. This division of labor function frighteningly well.

In hindsight, I believe I mis-built the test deck. I could, and probably should have, been Abzan Elves. Adding white improves the sideboard options, and having GSZ and Company to find the Elves lets Chord become a multipurpose toolbox. Having Selfless Spirit and/or Phyrexian Revoker to Chord for would have helped a lot against Tron. It also allows Chording for Eidolon of Rhetoric against Storm. I underestimated just how much more toolbox-focused Elves could become with GSZ.

My other mistake was not appreciating just how busted Elves could be. There were a number of times where I had nine mana available turn 3. I didn't record how many, because I didn't realize that it kept happening until midway through testing. Had I been playing it, I could have GSZ'd for Craterhoof Behemoth and won the game, which I couldn't quite do with Ezuri because of summoning-sick creatures.

Given how easy it proved to generate absurd mana when I was hitting Heritage Druid every game, I should have cut Elvish Clancaller and some Shaman of the Packs for Craterhoof, Company, and more one-drops. It wouldn't have been so grindy against UW Control, but the increased explosiveness would have improved the other matchups, and perhaps blitzed control regardless.

Final Assessment

The data show clearly that it had a significant impact on the deck's win percentage. As I now believe, the test deck is suboptimal for GSZ; I think that win percentage could have been even higher.

The intangibles also point to GSZ having effects that are less positive for Modern's competitiveness and diversity. There is a lot of potential for GSZ to facilitate some truly degenerate combo decks. Given Magic's history, GSZ will almost certainly help green combo decks more than fair ones and will encourage fair decks to become more unfair. As a result, I think there is great danger in unbanning GSZ.

Comparison to Previous Tests

I know that I was skeptical of Bloodbraid Elf and Jace, the Mind Sculptor when I tested them, but I believe this test is different. I predicted those cards would primarily impact fair matchups, particularly slower ones. That outcome would give decks with Jace and Bloodbraid an edge over similar decks without, and would eventually drive competitors out of the metagame. I would also argue that this exact scenario is playing out now: Jace is played in almost every UWx deck, while Jund is holding steady as Abzan and Mardu midrange decline. That said, the situation also seems to be fine for Modern as a whole.

Unlike with Jace and Elf, GSZ carries the risk of breaking Modern in half. I had positive results with a beatdown deck, and yet I feel that I should have played combo. Had I been doing so, I definitely would have had more turn 3 kills, something Wizards wants to prevent from happening consistently in Modern. I suspect that in the event of an unban, players will happily run GSZ in GW Valuetown or Hatebears, but it will be Combo Elves or Abzan combo decks that really make the card shine, especially given how explosive Elves and Counters Company are already.

The worst-case scenario for Jace and Bloodbraid was them pushing otherwise viable fair decks out of the metagame. With GSZ, the worst-case is combo decks just flooring everyone else with speed and, more importantly, consistency: fast combo is fine, but consistency is where the power lies. There are plenty of fast combo deck in Modern like Grishoalbrand, but they're too inconsistent to be a problem. GSZ potentially making fast creature combo too consistent is a real threat. As the former result is less damaging than the latter, I remain against an unban.

Wizards Gets a Vote

The nail in the coffin for GSZ is that I can't imagine that Wizards wants Modern to have it. They don't want there to be too much tutoring in a format, both for diversity of gameplay and as a check against degeneracy. Green creature decks already have Chord of Calling and Collected Company, and Abzan/Counters Company has been Tier 1 several times already. Traverse the Ulvenwald and Eldritch Evolution are also options, but they're far more conditional and niche.

Wizards also doesn't want tutoring to be too efficient. I will argue that because GSZ finds a creature from your library and puts it into play for its converted mana cost plus one, it is the most efficient tutor ever printed. Other tutors have their CMC to pay, the tutored card is put into hand, and then players pay to cast the card. GSZ is clearly more efficient, and in Magic, efficiency is power. Chord and Whir of Invention cost triple colored mana plus the tutor CMC, which is a far greater ask for an effect similar to GSZ's. Those times I could have had GSZ-for-Craterhoof on turn three, I couldn't have quite hit Chord mana. In testing, GSZ just felt busted compared to Chord of Calling.

High-Risk, Low-Reward

For all these reasons, Green Sun's Zenith strikes me as a high-risk, low-reward unban. The risk of degeneracy is high with any playable tutor, especially one as efficient as GSZ. Even if it isn't actually degenerate, the additional tutor will push fair decks in a combo direction. That situation makes me think of Commander, where most decks include several tutors to facilitate multiple combos with their commander. I don't think that making Modern more like Commander through adding tutors is a good thing, so I wouldn't unban GSZ. Considering the effort Wizards puts into making formats distinct from each other, they are likely agree with my sentiment.

Colorless Eldrazi Stompy at SCG Regionals

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After a lengthy hiatus from playing the deck, I brought Colorless Eldrazi Stompy to SCG Regionals last weekend, and duked it out with around 250 players over nine rounds of Modern. I ended up finishing in 9th place.

Despite my Top 8 miss, it was exhilarating to again play Colorless at this level. This report seeks to give an idea of how the deck performs in the current Modern metagame and my thoughts on the list going forward.

Notes on the Deck

Regionals marked my first Competitive REL outing with Colorless Eldrazi Stompy since the Worcester Classic in March, not counting one PPTQ this summer. In the meantime, I've been playing Counter-Cat and other brews in the smaller tournaments I frequent. I altered my list from the last Matchup Guide to account for this lack of practice, adding cards to help fight decks I had no experience against.

Colorless Eldrazi Stompy, by Jordan Boisvert

Creatures

4 Eldrazi Mimic
4 Eternal Scourge
4 Matter Reshaper
4 Thought-Knot Seer
4 Reality Smasher
4 Simian Spirit Guide

Artifacts

4 Serum Powder
4 Chalice of the Void
2 Smuggler's Copter

Instants

4 Dismember

Lands

4 Eldrazi Temple
3 Gemstone Caverns
4 Zhalfirin Void
3 Blinkmoth Nexus
2 Mutavault
3 Ghost Quarter
1 Scavenger Grounds
2 Wastes

Sideboard

4 Relic of Progenitus
1 Surgical Extraction
3 Ratchet Bomb
2 Ravenous Trap
3 Spatial Contortion
2 Gut Shot

I had yet to face Dredge and didn't want to lose to that matchup, so I took my own advice and cut the fourth Bomb and the Sorcerous Spyglass from the side for a pair of Ravenous Traps.

Gemstone Caverns #3 also moved main to make room for another Spatial Contortion, a hedge against Humans and Spirits. It usurped the second Scavenger Grounds main, which I feel is too slow to reliably hose contemporary graveyard decks without Simian Spirit Guide or a fast Thought-Knot Seer as backup. Grounds is better against fair decks as a way to nerf Tarmogoyf, complicate Snapcaster Mage plays, or recur Eternal Scourge.

The Contortion came in handy, but I ended up not boarding in Ravenous Trap a single time during the tournament, and didn't even see one Dredge player in the room. I would also have brought Trap in against Arclight Phoenix decks, BR Hollow One, Bridgevine, Ironworks, and Storm.

SCG Season 2 Regionals – Swiss (9 rounds)

Colorless Eldrazi Stompy doesn’t just mulligan a lot, it Serum Powders a lot. At the beginning of every game, I’ll use a key to simplify relaying die rolls and the mulligans taken by each player. Some examples:

(Play; MPM 5 – 7): I’m on the play. I mull to 6, Powder for 6, and then mull to 5; my opponent does not mulligan.
(Draw): I’m on the draw. Nobody mulligans or Powders.
(Play; P 7ss – MM 5): I Powder for 7 and end up with two copies of Eternal Scourge in exile. My opponent mulligans twice.

Round 1 vs. GR Scapeshift (2-1)

Game 1, W (Play; 7 – M 6): I open Temple and curve out normally with Reshaper into Thought-Knot. Seer reveals Cinder Glade, Windswept Heath, Stomping Ground, Valakut, the Molten Pinnacle, Anger of the Gods, and Lightning Bolt. I take the Anger so my opponent has more trouble removing Matter Reshaper next turn. He ends up Bolting the 3/2, which flips a land, but never casts anything else significant all game and concedes as I continue deploying threats.

Sideboarding:

-4 Chalice of the Void

+1 Surgical Extraction
+1 Spatial Contortion
+2 Gut Shot

Gut Shot is great at removing Sakura-Tribe Elder as a blocker, and at finishing off Baloth, Titan, or Chandra in a pinch. Surgical can sometimes nab all the Valakuts in conjunction with Quarter, but another Spatial may be better.

Game 2, L (Draw; M 6 – M 6): After a round of mulligans, I slam a bunch of Eldrazi off Temple and disrupt my opponent's hand. Dismember takes out Obstinate Baloth and I attack him down to 1 life with manlands in play, but he rips Scapeshift on his final turn to steal the game.

Game 3, W (Play; P 7 – M 6): I keep a seven with three Temples, Seer, and Reshaper, and soon draw a second Reshaper. My turn one Temple is chased by a second Temple and the Seer, which sees a bunch of lands and exiles Summoner's Pact. Next turn, I cast two Reshapers, and my opponent concedes when I attack him for 10.

Takeaways: Based on my encounters with Scapeshift over the last year, this matchup feels much better than I initially pegged it. As usual, the key to success lies in aggressively mulling for a certain kind of hand: Scapeshift requires a highly proactive one. I'd never keep a hand of five or more cards without Temple, Mimic, or Seer in this matchup.

Round 2 vs. Jund (2-1) draw

Game 1, W (Draw): My opponent leads with Raging Ravine tapped, and I play a Temple. Reshaper resolves next turn, and my opponent summons Dark Confidant. I Dismember the Bob and swing with Matter, which dies to a Lightning Bolt; it flips a second Temple, so in second main, I cast Thought-Knot Seer, seeing Liliana of the Veil, Scavenging Ooze, Swamp, Forest, Stomping Ground, and Bloodstained Mire. I take Ooze and play Smuggler's Copter for protection.

I crew Copter with Seer to save the 4/4 from Liliana, then play another Copter. Seer gets Pushed, but Copter starts activating each turn to hit my opponent down to 12, then to 9, then to 6. He concedes to a Smasher.

Sideboarding:

-4 Eldrazi Mimic
-4 Simian Spirit Guide
-4 Chalice of the Void
-1 Smuggler's Copter

+4 Relic of Progenitus
+1 Surgical Extraction
+3 Ratchet Bomb
+3 Spatial Contortion
+2 Gut Shot

Game 2, L (Draw): We trade resources for awhile and I establish Relic-Scourge. But I forget I have Scourge in play when his Bloodbraid Elf cascades into Tarmogoyf, and miss a crucial block (he casts four Elves this game). The mistake gives my opponent a narrow win some turns later.

Game 3, W (Play; MP 6s – 7): I keep a one-lander with Temple-Relic and miss a land drop, but then rip one and cast Scourge from exile. My opponent's creatures eat kill spells in the meantime. I eventually let him keep a Scavenging Ooze, as the graveyards have been exiled. This is a longer game in which my opponent resolves 4 Liliana of the Veil (Seer crucially exiles a Liliana, the Last Hope). The walkers keep dying to Blinkmoth Nexus after minusing, and Mutavault is joined by Seer towards the end to close things out, trading with a reluctant Ooze.

Takeaways: My opponent apparently didn't have Assassin's Trophy in his deck, but I have played the Jund matchup a bit with it legal and hold that it's still a great matchup. Trophy ramps us into our big spells and Scourge turns, and they are usually forced to burn it on three-drops, Temple, or Relic anyway. One-mana removal spells are actually better against us.

Round 3 vs. UR Pyromancer (2-0) draw

Game 1, W (Draw; MPPPPMMMMM 1ss – 7): I almost keep a six-carder with Gemstone and Scourge, but end up Powdering it. The other hands are clear Powders or ships; towards the end, they stop having lands. I end up with a one-carder of just Eldrazi Mimic and scry Smasher to the bottom.

Amazingly, my draw for turn is Eldrazi Temple, and instead of killing the Mimic, my opponent cracks Flooded Strand and casts Opt. On turn three, he casts Blood Moon, putting me another turn behind Eternal Scourge. I never draw Wastes and all four of my Powders are gone, so Seer, Reshaper, and Smasher rot in my hand all game.

Mimic gets Electrolyzed, and I make two more land drops to resolve the first Scourge. My opponent proceeds to cantrip through his deck and Remand the occasional spell as I attack each turn.

He's on some UR deck and seems stuck on four lands (two Islands), so I assume Through the Breach (or Cryptic Command) is on the way. Instead, he casts Pia and Kiran Nalaar, which I Dismember before the tokens can bounce my Scourges. Five mana merely yields Snap-Electrolyze and a Jace, Vryn's Prodigy, and my 3/3s get there.

Sideboarding:

-4 Eldrazi Mimic
-4 Simian Spirit Guide
-1 Dismember

+4 Relic of Progenitus
+3 Spatial Contortion
+2 Gut Shot

Game 2, W (Draw): I play a perfectly normal Temple game with a three-drop and a Seer, which just shows me two Islands when it finally resolves around turn five. My opponent cantrips some more and I get to Dismember a Young Pyromancer.

Takeaways: Always mulligan.

Round 4 vs. Humans (0-2) draw

Game 1, L (Draw): My opponent is Dylan Hand, who I consider among the most competent Humans pilots in Modern. As I already deem this matchup bad-to-close, I'm not optimistic about my chances, and Dylan doesn't disappoint.

I keep a solid Temple hand which he reads fluently with a pair of Meddling Mages, shutting down Seer and then Smasher (stranding three fatties in hand) after I cast Powder to bring myself to five mana. His Phantasmal Image copies Reshaper, and blocks mine to reveal Mantis Rider. Mayor of Avabruck makes the clock too fast for my late Dismember to matter.

Sideboarding:

-4 Simian Spirit Guide
-4 Chalice of the Void

+3 Ratchet Bomb
+3 Spatial Contortion
+2 Gut Shot

Game 2, L (Play): Another Temple hand from me, but with no removal. Instead, I have Mimic, three-drop, Seer, Smasher. In practice, this sequence doesn't beat the Hierarch, Champion, Lieutenant draw from Humans, and a double-exalted Rider again soars over my monsters after Meddling denies Smasher.

Takeaways: We should mulligan into removal post-board, especially since we keep Serum Powder. During almost every part of the second game, any kill spell would have turned things around. In my matchup analysis, I may have underestimated Meddling Mage.

Round 5 vs. Bant Spirits (2-0) draw

Game 1, W (Draw): I begin with Gemstone Caverns in play, exiling Scourge. Despite not having Temple, my hand curves out admirably, chasing Mimic with the Scourge and then Seer. For his part, my opponent fails to lead with a one-drop, which makes it impossible to race me. While swinging, I throw Dismembers at his guys on my end steps after he flashes them in, and a Smasher wraps things up.

Sideboarding:

-4 Simian Spirit Guide
-4 Chalice of the Void

+3 Ratchet Bomb
+3 Spatial Contortion
+2 Gut Shot

Game 2, W (Draw): My opponent again misses his accelerant and patiently makes land drops to three mana, with me Gut Shotting his Rattlechains along the way. I kept a removal-heavy hand with Smuggler's Copter. Instead of slamming guys into the Spell Quellers, I animate Mutavault and hit with Copter a couple times, and my opponent flashes in Queller on my end step the second time I do. By then, I've looted twice, and promptly Dismember the Spirit. Next turn I run Seer straight into a second Queller, Dismembering this one as well to get a peek at the hand. I take Supreme Phantom, leaving a second one in the wings, and again crew and swing with Copter.

Phantom soon comes down with a twin regardless, but my Ghost Quarter destroys Mutavault and forces my opponent to chump Seer with his 2/4s.

Takeaways: No accelerant hurts Spirits enough that I think they mulligan low looking for one. The third Spatial is ridiculous in this matchup, as our removal snowballs just as their lords do. Gut Shot still the MVP.

Round 6 vs. Infect (2-0) play

Game 1, W (Play): Temple, Guide, Guide ramps me into a turn one Thought-Knot Seer, which strips Noble Hierarch. My opponent is left with Mutagenic Growth, Apostle's Blessing, Blighted Agent, Inkmoth Nexus, and Pendelhaven, and lacks a play turn one. I Dismember the Agent on his next end step and cast Smasher, attacking him down to 2. He goes to 1 fetching Dryad Arbor, draws, and concedes.

Sideboarding:

-4 Eternal Scourge
-2 Reality Smasher
-2 Smuggler's Copter

+3 Ratchet Bomb
+3 Spatial Contortion
+2 Gut Shot

We don't need Eternal Scourge because our mana's quite limited in this matchup, so we're happy to merely cast what we draw. Pump spells otherwise blanked by Chalice can also become Vapor Snags against Scourge. Copter comes out for a similar reason: we can't afford to constantly deploy threats for crew.

Game 2, W (Draw): My opponent leads with Hierarch, and I respond with Temple, Mimic. He drops another Hierarch and an Inkmoth Nexus. I swing and hold up removal, but end up letting through 4 Poison in the air. I fail to make a third land drop, swing, and pass again. He boots up the Inkmoth and casts Might of Old Krosa in the main phase. I respond with Spatial Contortion, which meets Blossoming Defense. Spirit Guide exiles for R and I Dismember it, winning the counter-war; my opponent hits for 2 with Hierarch and passes. I cast Reshaper and beat my opponent to death with that and a Mutavault, finally making my third land drop on turn six or so.

Takeaways: This matchup is as good as ever. The kill spells we play for Humans and Spirits are simply insane alongside the free win dimension of Chalice of the Void. Ratchet Bomb and Ghost Quarter don't hurt, either.

Round 7 vs. UW Control (1-2) play

Game 1, L (Play): I lead with Temple and then Eternal Scourge, following that with Matter Reshaper. My opponent blind-rips Terminus and tucks my team. I tap out for two more Reshapers, but they eat Detention Sphere. Clique and Jace come down and I scoop.

Sideboarding:

-4 Simian Spirit Guide
-4 Serum Powder

+4 Relic of Progenitus
+1 Surgical Extraction
+1 Ratchet Bomb
+2 Gut Shot

Further testing has led me to refine my sideboard plan for UW, now keeping Chalice to turn off Opt and Path. With those cards out of the picture, we can force opponents into pricey sweepers on our own terms. Powder comes out because we're likelier to draw many copies in longer games, and want to be drawing bodies.

Mid-round deck check race, W (Sunshine Airport): The judge denies my opponent a chance to use his cell phone, but grants us the ability to use the Switch. Things are a little rocky for me at first as I adjust to 100CC physics, and I drive into a couple crates and bananas. My opponent even passes me at one point and seems relatively unfazed by two straight Shocks. But then I get my bearings and Baby Peach ends up out-speeding Wario by a full four spots, with my opponent spinning into 5th just as our decks are returned.

Cyber Slick wheels were mostly a meta call.

Game 2, W (Play): My opponent again gets an early 2-for-1 with a blind Terminus, but I feel more in control with sideboard cards in the picture. I end up grinding him out the Eldrazi way: carefully deploying one Chalice at a time; committing creatures to the board so as not to pack it in to board wipes; nerfing planeswalkers with Mutavault and Copter. Seer's able to snag a Crucible of Worlds, and I end this long game with plenty of fatties in hand.

Game 3, L (Draw): This time around, I single-handedly lose the mid-game slog to a resolved Crucible, which my opponent uses to Field of Ruin me about six times. Lyra Dawnbringer resolves minutes away from time, and my first Dismember is Negated; the second one goes through, but a follow-up Baneslayer Angel spells my doom.

Takeaways: I still feel okay about this matchup, although it's by no means our easiest. We can answer what UW throws at us, and attack them with decent power from different angles depending on the game stage. My opponent had some amazing Terminuses, I made a few critical misplays in our last game, and Crucible of Worlds is a beating when we're riding on a grind plan. Sorcerous Spyglass was also sorely missed this round, as it would have answered both planeswalkers and Field.

Kelsey, on Counter-Cat, had also been 5-1 heading into this round. Unbeknownst to any Regionals players at the time, us x-2s would wind up just out of Top 8 contention.

Round 8 vs. Traverse Shadow (2-0) draw

Game 1, W (Draw): After I exile a land to Gemstone Caverns, my opponent plants Verdant Catacombs and passes the turn. I go for Chalice on 1, which meets Stubborn Denial, and pay with Simian Spirit Guide. From there, Matter Reshaper keeps Tarmogoyf from attacking, as my opponent's low on life from trading swings and cycling Street Wraiths; I end up winning with Blinkmoth pecks while sandbagging Reality Smasher.

Sideboarding:

-4 Eldrazi Mimic
-4 Simian Spirit Guide
-4 Serum Powder

+4 Relic of Progenitus
+1 Surgical Extraction
+3 Ratchet Bomb
+2 Spatial Contortion
+2 Gut Shot

Just about all our hands are good post-board, and we want the games to go long, so Powder gets the axe for removal spells. Combined with Relic, these all take out Tarmogoyf, and they help kill a Shadow otherwise.

Game 2, W (Draw): Turn one Inquisition of Kozilek sees Reshaper, Bomb, Seer, Zhalfirin, Mutavault, Copter, and Chalice, which it takes. Bomb comes down and trades for two Goyfs after I take a huge hit down to 9 life. My opponent rushes out a 3/3 Death's Shadow to keep the pressure on, but I hit it with Spatial Contortion and then target it with Surgical Extraction on his draw step. He can never out-field me after that.

Takeaways: Shadow's only real out is to rush out multiple huge guys and kill us, maybe with Temur Battle Rage. That's quite hard for them to do, as they lose to most of our cards post-board, especially Chalice, Relic, Bomb, and Scourge.

Round 9 vs. Jeskai Saheeli (2-1) play

Game 1, W (Play; P 7 – 7): Temple and Guide give me turn two Seer, which sees Path, Lightning Helix, Field of Ruin, Suflur Falls, Glacial Fortress and Saheeli Rai. I take the Path, and then cast another Seer to take Saheeli (by now, my opponent's drawn a second copy). Temple eats Field of Ruin, so I cast Reshaper next, but Smasher's not too far behind, forcing a last-ditch chump block with Felidar Guardian.

Sideboarding:

-4 Eldrazi Mimic
-4 Simian Spirit Guide

+4 Relic of Progenitus
+2 Ratchet Bomb
+2 Gut Shot

Game 2, L (Draw; P 7s – 7): I build a big board and strip my opponent of resources, eventually coming to a critical turn in which I know his two-card hand of Saheeli and Guardian. Since I have Dismember in hand and my opponent's on just four lands, I feel confident that he has no outs to my board. So I make a big attack, tap out to cast Powder and Scourge, and say "go" without playing my land for the turn. He combos me and I lose.

Game 3, W (Play; PM 6 – 7): Temple lets me drop a bunch of Nacatls and I handily race my opponent, with Dismember taking out a Wall of Omens.

Takeaways: I felt like I won all three games this round and am not sure how we could ever lose a match (given an awake pilot). Gut Shot and Dismember are way too good at disrupting the combo, and we don't need to play around sweepers.

Number CRUNCH!

Despite my lack of practice, piloting Colorless Eldrazi Stompy after all those months felt like riding a bike. And the deck itself impressed me, too: I did not expect it to be nearly as strong given how much better Modern's become at doing what we do, AKA putting large dudes into play quickly. Another Colorless player even ended up in 5th at the same event. Although I didn't face many dedicated graveyard decks, I think mainboard Chalice is still excellent, and wouldn't trade it for Relics.

Going forward, I'd like to swap a Blinkmoth and the last Grounds for two more Mutavaults. These should help in the control and combo matchups. There are fewer small fliers around without Signal Pest, and our fair matchups already seem fine without Grounds. We also have more cards in the side right now to fight small creatures and graveyard decks, respectively, and I'd like to keep it that way until I have a chance to at least cast Ravenous Trap once.

As for the players continuously putting up 5-0s with the deck, I see you! Perhaps I'll even score a 5-0 of my own one of these days. Until then, keep on flying that colorless flag!

Green Sun’s Zenith Testing: Quantitative Results

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Finally, it's time for everyone's favorite part of the banlist test: the experimental data. After playing 500 matches with GB Elves over several months, I can finally put some data to the speculation about the impact of unbanning Green Sun's Zenith. I will be revealing the hard numbers and their statistical significance. As always, these data are meant to explore the impact of the tested card, but I can't test every single impact, metagame shift, or other permutation that could arise.

If you're just joining us, be sure to first read the Experimental Setup for this project.

Boilerplate Disclaimers

Contained are the results from my experiment. It is entirely possible that repetition will yield different results. This project models the effect that the banned card would have on the metagame as it stood when the experiment began. This result does not seek to be definitive, but rather provide a starting point for discussions on whether the card should be unbanned.

Meaning of Significance

When I refer to statistical significance, I really mean probability; specifically, the probability that the differences between a set of results are the result of the trial and not normal variance. Statistical tests are used to evaluate whether normal variance is behind the result, or if the experiment caused a noticeable change in result. This is expressed in confidence intervals determined by the p-value from the statistical test. In other words, statistical testing determines how confident researchers are that their results came from the test and not from chance. The assumption is typically "no change," or a null hypothesis of H=0 (though there are exceptions).

If a test yields p > .1, the test is not significant, as we are less than 90% certain that the result isn't variance. If p < .1, then the result is significant at the 90% level. This is considered weakly significant and insufficiently conclusive by most academic standards; however, it can be acceptable when the n-value of the data set is low. While you can get significant results with as few as 30 entries, it takes huge disparities to produce significant results, so sometimes 90% confidence is all that is achievable.

p < .05 is the 95% confidence interval, which is considered a significant result. It means that we are 95% certain that any variation in the data is the result of the experiment. Therefore, this is the threshold for accepting that the experiment is valid and models the real effect of the treatment on reality. Should p < .01, the result is significant at the 99% interval, which is as close to certainty as you can get. When looking at the results, just look at the p-value to see if the data is significant.

Significance is highly dependent on the n-value of the data. The lower the n, the less likely it is that the result will be significant irrespective of the magnitude of the change. With an n of 30, a 10% change will be much less significant than that same change with n=1000. This is why the individual results frequently aren't significant, even when the overall result is very significant.

Overall Results

Just as a reminder from last week, I played 500 total matches, 250 per deck. I switched decks each match to level out any effect skill gains had on the data. Play/draw alternated each match, so both decks spent the same time on the draw and play.

Here's the data, overall results and bonus stats first, individual results afterward.

  • Total Control Wins - 119 (47.6%)
  • Total Test Wins - 148 (59.2%)
  • Overall Win % - 53.4%

The data show that adding GSZ to GB Elves had a strongly significant positive effect on its win percentage. The data is significant at the 99% confidence interval, indicating a high degree of certainty.

From these data, it is obvious that GSZ is a powerful card that would benefit decks that could have a strong impact on Modern. Exactly what that impact would be isn't obvious from this result, as an overall win increase is somewhat meaningless in a vacuum. To really understand the impact requires going into the details, though note the significance problems I mentioned above apply to the individual results.

Interesting Additional Data

As always, I record anything that seems interesting or potentially relevant during testing. In the past, that has included data such as the average turn I played the test card, or cascade stats. This time is a bit different because I changed what I was looking for. In particular, the false start with UW led me to keep track of how many times I cast the same GSZ. What exactly these data mean depends on perspective, because there are many ways to look at them, but they're important to the overall picture of GSZ.

  • Number of games with multiple GSZ cast - 568
  • Times drawing and casting the same GSZ more than once per game - 216
  • Same casts against UW - 114
  • Same casts against Storm - 5
  • Same casts against Tron - 53
  • Same casts against Humans - 16
  • Same casts against GDS - 28
  • Total GSZ for 0 casts - 129

As might be expected, the longer the games went, the more times I redrew and recast GSZ. There has to be some model for this effect, but I couldn't find one. If anyone knows, do let me know.

Deck by Deck

The general effect of GSZ on GB Elves was to make the deck more consistent while also slowing it down. There were fewer explosive wins, but I also experienced fewer floodouts. GSZ usually took a turns worth of mana that could have been used flooding the board with dorks, but it also meant that I actually hit payoff cards more often. This is reflected in the average winning turn stats:

  • Average control win turn - 4.24
  • Average test win turn - 4.95

I should also note that the control Elves deck was capable of actually winning on turn three several different ways (Elvish Archdruid and Ezuri, Renegade Leader, Ezuri and Devoted Druid, Heritage Druid hand dump into lords, etc.), while the test deck really only had two: flooding the board and curving out. As a result, most of test Elves's turn three wins were concessions rather than actual wins. The test data will be reported in the order the testing was finished.

UW Control

I discussed this matchup extensively last week, and that article is critical to understanding this section. After the false start, I expected this result to be far closer than previously shown. I still thought, especially considering my opponent's assessment of the matchup, that Elves would be favored, but I didn't expect it to remain this favored.

  • Total Control Wins - 25 (50%)
  • Total Test Wins - 35 (70%)

The result is a significantly positive result for Elves's win percentage. P<.05 so the data are significant at the 95% confidence interval, and nearly the 99% level.

The control deck did better than in the first test despite how the UW pilot adjusted their play and strategy. This is attributable to Elvish Clancaller acting close enough to Goblin Matron for that old problem to resurface. Game 1 proved much harder for UW regardless of GSZ as a result. The test deck's decreased win rate is the result of UW actually understanding the matchup and playing accordingly. Baneslayer Angel was very hard to race if it was set up with Terminus. Search for Azcanta was the most important card for UW, as it helped dig for Angel.

Storm

Storm vs. Elves, especially game 1, is a straight-up race, which is also how I understand the Legacy matchup goes. Storm can interact with Elves, but it's often unnecessary, as Storm can combo turn three more easily and more often than Elves. After board, Elves has relevant interaction and a hate card, while Storm usually goes for extra answers to Damping Sphere.

  • Total Control Wins - 21 (42%)
  • Total Test Wins - 18 (36%)

The result is not significant. Despite the test win percentage decline, there is no reason to think that is anything other than normal variance. Therefore, GSZ did not impact the matchup.

The decline is largely attributable to the removal of Devoted Druid slowing down test Elves. Even when I couldn't combo off, Storm still had to respect the possibility that I could just kill them, and had to take a turn off to not die. The extra Damping Sphere in test Elves kept the overall matchup much closer than I expected.

Mono-Green Tron

GR Tron used to crush decks like Elves when it ran 4 Pyroclasm main. With GR's decline, Tron is more vulnerable to swarm strategies. Ugin, the Spirit Dragon is still usually game over when it resolves.

  • Total Control Wins - 23 (46%)
  • Total Test Wins - 30 (60%)

The result is weakly positively significant. While test Elves's win percentage increased, it did not make it to 95% confidence. It did cross 90% confidence, so the result cannot be fully discounted.

The matchup was decided by Oblivion Stone and Ugin. Popping a single Stone wasn't always enough to stabilize thanks to all the tutors in Elves, but buying the space to cantrip into Ugin was still great. However, if Elves got in a strong enough hit before Ugin, it was far easier for the test deck to still win by tutoring for Shaman of the Pack. Grafdigger's Cage and Damping Sphere weren't major factors because both decks brought in artifact destruction and could just work through the hate naturally.

I believe that the Tron matchup would be more positive for Elves in a GSZ world because I really didn't push the tutoring aspect in my deck. GSZ proved to be a workhorse tutor that I fired off for value all the time. This let Chord of Calling be a specialist tool. I could have played more tutor targets like Selfless Spirit or Phyrexian Revoker. Chording for those to protect against Stone and Ugin respectively would have greatly improved the matchup.

Humans

I expected Humans to struggle because in my experience, go-wide creature strategies are very good against Humans's go-tall strategy. The disruptive package is also weak against creature decks. It wasn't as bad as I thought against the control version because Meddling Mage is great at stopping payoff cards, and Izzet Staticaster can dismantle a board.

  • Total Control Wins - 27 (54%)
  • Total Test Wins - 35 (70%)

The result is a significant positive result for test Elves's win percentage. The data are significant at the 95% confidence interval.

GSZ gave Elves far more ways to get around Mage and hit the payoff cards to overwhelm Humans. The best strategy for Humans proved to be an airborne attack, which meant keeping in Kitesail Freebooter. Subsequently, it was plausible for Humans to take the only Chord or Collected Company in the control deck's hand, then Mage the other payoff card and successfully race the random beaters. That plan became almost impossible with the addition of GSZ.

Staticaster was very good in games where Humans was winning, but was overall inadequate. If Elves got out a few lords or Ezuri and lots of mana, it was terrible. Humans stole a few games off copying Staticaster and chewing through the lords, but it was a huge struggle. Dismember was a wash in races often enough in testing that we didn't board it in.

Grixis Death's Shadow

This proved to be a very swingy test. Death's Shadow decks are known for shredding opposing hands, while Elves is great at dumping theirs. The match was about Grixis having a clock with enough life to survive a counterswing, and typically turned into a waiting game for both sides. Elves would get in chip shots then and then try to win with a single big attack. If there was a Shadow or Gurmag Angler out, I would hold back until certain of victory. Grixis relied heavily on finding Temur Battle Rage.

  • Total Control Wins - 23 (46%)
  • Total Test Wins - 30 (60%)

The data is the same as against Tron, and so my conclusion is the same: weakly positively significant.

The lack of sweepers in the Grixis list really hurt, and it struggled to stabilize the board. The extra tutor made crunching through blockers far easier to manage.

Data Point

The data show that the slower the deck Elves faced, the more opportunity GSZ has to make an impact. It also did well in attrition-based matchups, finding ways to rebuild after removal. However, that's not the full story of the testing. Next week, I will present the less tangible lessons from testing and my thought on GSZ's viability in Modern.

Modern Top 5: Graveyard Hate

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Creeping Chill has been sanctioned for a month now, and Dredge is steadily regaining its former status as format boogeyman. David's article from last week met the deck's rise with an optimism I'm no longer sure I can personally espouse: despite the hate, Dredge put three copies into the Top 32 of GP Atlanta and, more recently, twice that many copies in the Top 32 of the latest Modern Challenge. So, is Dredge really back to stay? And how can Modern players beat it?

This article examines Dredge's known effects on Modern and whether they hold true without Golgari Grave-Troll in the picture. We'll also weigh the respective merits of some of the top tools available to fight Dredge.

The Dredge Effect: "A Battle of Sideboards"

Why was Golgari Grave-Troll banned in the first place? Here's Wizards's rationale for the ban:

Dredge, the mechanic and the deck, has a negative impact on Modern by pushing the format too far toward a battle of sideboards. With the printing of Cathartic Reunion and Prized Amalgam, the deck once again became unhealthy for the format. While those cards were discussed, the real offender always has been the dredge mechanic itself.

When the ban was announced, I and some other Modern devotees saw this rationale as a new criterion in Wizards's arsenal. Previous offenders had been axed from Modern on the basis of causing diversity issues or violating the Turn Four Rule. Never had a card been banned for creating a so-called "battle of sideboards."

At least, never before in those exact words. But a similar justification had been used for Dread Return at the format's outset:

Dredge is not known for being fun to have around. Although games against it are often interesting, the larger game of deciding whether to dedicate enough sideboard slots to defeat it or ignore it completely and hope not to play against it is one that is not very satisfying for most tournament players. We chose to ban the most explosive graveyard card rather than leave that subgame present.

Whether Dredge is safe from the banlist depends on whether things are different this time around. Does the deck still force a battle of sideboards? Based on the lists I've seen online, I'm leaning towards yes: players are packing more graveyard hate than we've seen in years, and heavier graveyard hate to boot. Nihil Spellbomb, when it's not chilling in the mainboard of some BGx deck, has taken a backseat to blazing-fast blowout answers like Ravenous Trap, a card that's slumbered since the Troll ban.

For its part, Dredge has adapted slightly to circumvent the hate. The major innovation we've seen in the last week has been its re-adoption of Golgari Thug, an additional heavy dredger. This inclusion makes the deck more resilient to targeting hate like Surgical Extraction, which can otherwise neuter its dredging abilities.

With that being said, Dredge is proactive and consistent enough that it doesn't need much tweaking to maintain its shares. Even with the level of hate present, it's putting up results. Unlike other aggro-combo decks in Modern, traditional means of disruption—removal; targeted discard; countermagic—do little to contain the strategy. That's why Affinity never ate a ban for forcing a "battle of sideboards;" BGx doesn't need to aggressively mull into Ancient Grudge to stand a chance. The fact remains that Dredge eats just about every deck alive if that deck doesn't either a) draw its sideboard cards in a two-turn window or b) race it, something that's become quite challenging for fair decks thanks to Crippling Chill.

Wider Format Effects

Two nuggets of conventional wisdom surround the notion of Dredge performing in a given format:

  • Decks become more linear and proactive in an attempt to race Dredge
  • Other graveyard-reliant decks suffer the splash hate of everyone packing relevant interaction

At least one thing has changed since Troll's reign over Modern: the second point no longer applies. The reason for this is that the decks that are faster than Dredge also rely on the graveyard. Storm, Ironworks, Hollow One, Infect, anything with Arclight Phoenix or Bedlam Reveler; these decks are putting up numbers through the hate, just like Dredge. How come?

My take: Modern's new breed of aggro-combo decks are built with more resilience. Their parts function well together, but don't necessarily all cannibalize one resource, allowing them to attack from multiple angles without sacrificing much synergy. Take the Hollow Phoenix deck that's been tearing up the online metagame:

Hollow Phoenix, by KIREWIZ91 (3rd, Modern Challenge #11681656)

Creatures

4 Hollow One
4 Arclight Phoenix
4 Flameblade Adept
4 Street Wraith

Instants

4 Lightning Bolt
3 Fiery Temper
3 Gut Shot
4 Manamorphose
1 Risk Factor

Sorceries

4 Burning Inquiry
4 Faithless Looting
3 Goblin Lore

Lands

18 Mountain

Sideboard

2 Abrade
2 Blood Moon
3 Dragon's Claw
2 Shrine of Burning Rage
4 Surgical Extraction
2 Ravenous Trap

Hollow Phoenix replaces the delve threats and Flamewake Phoenix of traditional Hollow One with a more Hollow One-esque card, Arclight Phoenix, to have a functional eight copies of its namesake creature. Sure, different conditions trigger each creature, but they share a philosophy: come down for free after pilots churn through their decks with cheap loot effects, and quickly close out the game.

Heavy-duty hosers prove underwhelming against this deck, as the only card they even hit is Arclight Phoenix. Players are better off attacking Phoenix with something like Surgical Extraction, which even still does nothing against two-thirds of the deck's threats. In this way, Hollow Phoenix is a graveyard-utilizing aggro-combo deck that can withstand the hate, making it ideal for the Dredge-housing metagame. The many other Arclight decks are following suit.

Loving the Hate

Whether or not they pose an existential threat to format diversity, there's still plenty to do against Dredge and other graveyard decks besides simply race them. Each card featured here is ranked from 1-5 on three metrics:

  • Power: The degree of impact the card tends to have for its cost.
  • Speed: How little pilots must wait before the card comes online.
  • Splashability: The ease with which Modern decks can accommodate the card.

Naturally, the number scale engenders some degree of bias, as I have no objective way of measuring a card's power in a vacuum. But I believe breaking the list down into numbered ratings this way nonetheless injects some degree of impartiality into the ordering process.

#5: Rest in Peace

  • Power: 5
  • Speed: 2
  • Splashability: 1

Rest in Peace is usually a game-ender against decks that live and die by the graveyard. Not only does it prevent opponents from developing their gameplan, it undoes all the work they've done so far! That "so far" is one of its problems, though—players get two whole turns to build a board before Rest resolves. On the draw, that makes the enchantment even less enticing against faster graveyard decks.

Even more damning are Rest's deckbuilding requirements. To utilize the enchantment, players must both be in white—one of Modern's least proactive colors—and have little use for the graveyard themselves. Very few decks check both of these boxes, but those that do are having success online; BW Processor Eldrazi even appears to be making a comeback. Of course, UW Control is the default home for the card. UW is such a great fit for Rest that a build placed 2nd in the aforementioned Modern Challenge running no Snapcaster Mages in its 75... but 3 Rest in Peace main!

The card's slow speed and low splashability combine to make it a lackluster option for filling niche roles like dealing with Arclight Phoenix. There, it's clunky and inefficient. Rest seems best at supporting the few strategies that can fit it, as it destroys graveyard-focused decks while significantly disrupting slower fair decks relying on Tarmogoyf, Bedlam Reveler, Tasigur, and the like.

#4: Leyline of the Void

  • Power: 4
  • Speed: 4
  • Splashability: 3

A one-sided Rest in Peace, Leyline of the Void is a go-to choice for many of the graveyard decks. These decks avoid spending mana disrupting opponents when possible, instead allocating their resources to developing a gameplan and stopping opponents from interacting with them. Leyline shuts down opposing plans from the start of the game for a 0-mana investment.

Opening Leyline certainly trumps opening Rest in Peace, but drawing it later reveals its shortcomings. The card is a functional blank off the top of the deck, going from turn zero deployment to turn four. That's no matter for Dredge, which hardly draws from the deck at all; it's tougher for slow, interactive decks like (hypothetically) Grixis Control, which are bound to see the card a few times in each winning game. Leyline is therefore a favorite of faster decks, and incidentally of Faithless Looting decks—these can handily chew through naturally-drawn copies of the enchantment. The slower the deck, the harder it is to accommodate Leyline.

#3: Grafdigger's Cage

  • Power: 4
  • Speed: 4
  • Splashability: 4

Cage doesn't exile all graveyards upon entering the battlefield, making it a good deal less powerful than Rest in Peace. But it still says "you can't play graveyard Magic." And for half the mana, at that. Cage's mana cost may be its most alluring factor: just about any deck that isn't dead-reliant on the graveyard can run it and feel confident they'll have the mana required to deploy it.

The artifact hits Dredge square on the head and while boasting applications against Arclight Phoenix, Snapcaster Mage, and the ever-popular Faithless Looting. It also stops Chord of Calling and Collected Company. Notably, it does nothing against Bedlam Reveler, Tarmogoyf, or delve creatures, making it a safe include in fair decks. Cage is more concerned with hosing opponents who cheat egregiously on mana, and only excludes those players from wielding it.

While it's a little more fragile than Rest in Peace, an enchantment, I don't think this aspect of Grafdigger's Cage subtracts much from the card's viability. Graveyard decks usually run Nature's Claim or Assassin's Trophy these days to out everything from Rest to Leyline, so randomly dying to Abrade shouldn't be a fear players have unless they're playing many other cards that die to Abrade, such as Mantis Rider. And Ancient Grudge? Well, at least it no longer has flashback!

#2: Surgical Extraction

  • Power: 3
  • Speed: 5
  • Splashability: 5

Down from #1 in our old Modern Top 5 of Utility Cards, Surgical Extraction nevertheless returns here as an excellent answer to graveyard strategies. In Yu-Gi-Oh!, we call this sort of card a "hand trap:" it activates from the hand at no cost, and at instant speed. But since Surgical is so, well, surgical—it only hits one target, after all—its inherent surprise factor as a hand trap is rather limited. Instead, Surgical's main purpose is its ability to remove key cards from opposing strategies.

Against Dredge, those cards are Stinkweed Imp and Conflagrate; against Phoenix decks, the card is probably Arclight Phoenix. But depending on the game state, it could be Bedlam Reveler. This flexibility is a major draw to Surgical over other hate. The instant can play a myriad of roles depending on the matchup—hitting a destroyed Valakut, the Molten Pinnacle or a discarded Krark-Clan Ironworks can spell lights out for combo decks. It even has applications in fair matchups, countering persist triggers or Snapcaster flashback targets (cue endless debate about how over-boarded Surgical is).

#1: Ravenous Trap

  • Power: 4
  • Speed: 5
  • Splashability: 5

Ravenous Trap, too, scores perfect marks on speed and splashability: any deck can run it, and it's never too early in a game for the card to fulfill its purpose. But while Surgical focuses down specific cards, Trap exiles an opponent's entire graveyard.

That nuance can be beneficial or detrimental, but in the current Modern, I'd say it's generally a plus. Activating Trap before opponents reanimate Arclight Phoenix might not feel as good as activating Surgical, as we miss out on the "search" information and leave opponents with more copies in their deck. But opponents still have to get those copies into the graveyard. And how hard are those decks to read, anyway? If anything, I'd argue that the 2 life saved by Trap is often relevant in many graveyard matchups, which are by and large beatdown decks.

The largest power boost Trap has over Surgical is its potential for blowouts. After opponents spend a few turns setting up their graveyard, dashing their plans with a well-timed Trap can simply end the game. Drop a Nihil Spellbomb and opponents will play around it; they statistically shouldn't expect Trap, making it correct for them to play into it. Because of its high ceiling, Trap perfectly wields the surprise factor innate to hand traps.

Overall, Trap is more narrow than Surgical, but more devastating. Since we're not grading on flexibility today, Trap wins out.

Grave Heart

Even for an opinion piece, this one lays out a lot of claims. Is Dredge warping Modern to a fault? Is Ravenous Trap quietly one of the best sideboard cards in the format? Will Stinkweed Imp go the way of the Troll? Let's keep the discussion going in the comments!

Green Sun’s Zenith Testing: Experimental Setup

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It's finally time for another banlist testing report. Back in May, readers chose Green Sun's Zenith as the next banned card to test, which I'll just call GSZ from here on out. I've spent the intervening months grinding games and recording results to test its effect on Modern. This week, I'll explain my test procedure, unveil the testing gauntlet, and describe the huge complication I encountered along the way.

Testing Procedure

It's been a while since my last banlist test, so let's review how they're done. My general procedure is described here: in short, I select a deck to run the test card as a four-of, then run it against a gauntlet of high-performing decks. Ideally, the test deck would be an updated version of the deck that got the card banned, but building that is rarely possible. I compare that result to a baseline control test, and use statistical analysis and the experience gained during testing to draw conclusions about the card in question.

Testing is done in paper, not online. I locate players who actually pilot the decks in the gauntlet, and after some practice to get a feel for the matchup, we play 50 recorded matches with the control (current) deck, and 50 with the test deck (which runs the banned card). Sideboarding and decklists are set in stone once the first recorded match begins. Because it's natural to improve at a matchup through practice, we alternate between the control and test decks each match.

Choosing the Deck

When the vote came in for GSZ, I was surprised and rather unprepared. I'd thrown it in for some variety, as previous votes indicated that Dig Through Time would be the winner hands down. I didn't know which deck to test GSZ with, and there really wasn't guidance available because it had been banned in the first wave in hopes of increasing diversity among creature decks. Asking around for ideas didn't help, as every single green-featuring deck was suggested. The only consistent advice was to run Dryad Arbor too, which grants Zenith ability to act as a mana dork on turn 1.

Looking to Legacy showed GSZ in Elves, Maverick, and sometimes Infect. Maverick is a hybrid of Death and Taxes and Abzan Midrange, which suggested that the card could work in Hatebears or BGx Rock. After some exploratory testing, the answer was... maybe? Running GSZ alongside Gaddock Teeg generates a lot of tension, and in midrange, I was mostly trying to dig up Siege Rhino. GSZ was never bad in either deck, but I also didn't feel they fully utilized the spell. However, they could have, which is a point in favor of Wizard's diversity argument.

Almost-There Infect

Infect actually seemed promising enough that I nearly picked it for the test. It already ran Dryad Arbor as Liliana of the Veil protection, and there are some decent green infectors beside Glistener Elf. However, it couldn't quite live up to my expectations.

Space requirements meant Blighted Agent, arguably the best infector, had to be cut. Blight Mamba was decent, but kept getting chump-blocked. Rancor helped on this front, but that plan subtracted from the raw power of a standalone threat. There was enough doubt about the deck that I didn't pull the trigger. However, I do believe that with more development, GSZ could be good in Infect.

GSZ Infect, Test Deck

Creatures

4 Noble Hierarch
4 Glistener Elf
3 Blight Mamba
2 Viridian Corrupter
1 Dryad Arbor

Sorceries

4 Green Sun's Zenith

Enchantments

4 Rancor

Instants

4 Mutagenic Growth
4 Might of Old Krosa
4 Blossoming Defense
4 Vines of Vastwood
3 Groundswell

Lands

4 Inkmoth Nexus
4 Misty Rainforest
4 Wooded Foothills
2 Pendelhaven
5 Forest

Defaulting to Elves

In the end, I just went with Elves. It's a pretty obvious choice, and I had the advantage of knowing a lot of Elves players, so I could get help building the deck. I ended up regretting asking for help, as those players gave me very different answers individually, and whenever they overheard another player, it started arguments: which deck; which splashes; which cards to cut. The only things they agreed on was a Dryad Arbor, and not to run Bloodbraid Elf, which doesn't cascade off GSZ or Chord. In the end, I found a GB list and modified it until I was happy.

GB Elves, Control Deck

Creatures

4 Llanowar Elves
4 Elvish Mystic
4 Heritage Druid
4 Nettle Sentinel
4 Dwynen's Elite
3 Devoted Druid
4 Elvish Archdruid
4 Shaman of the Pack
3 Ezuri, Renegade Leader

Instants

4 Collected Company
4 Chord of Calling

Lands

3 Blooming Marsh
3 Gilt-Leaf Palace
2 Pendelhaven
2 Cavern of Souls
1 Nykthos, Shrine to Nyx
7 Forest

Sideboard

4 Thoughtseize
3 Abrupt Decay
2 Scavenging Ooze
2 Relic of Progenitus
2 Reclamation Sage
2 Damping Sphere

It may seem odd to have Devoted Druid without Vizier of Remedies, but the whole combo is a bit space-intensive and doesn't mesh with the tribal synergies. Also, two Druids and Ezuri already goes infinite. A single Druid will provide enough mana for a second pump on its own, and if the game isn't won at that point, it's probably not winnable.

The test deck was basically the same, but I tweaked the numbers around to fit the extra non-creature spells in.

GB Elves, Test Deck

Creatures

1 Dryad Arbor
3 Llanowar Elves
3 Elvish Mystic
4 Heritage Druid
4 Nettle Sentinel
4 Dwynen's Elite
3 Devoted Druid
4 Elvish Archdruid
4 Shaman of the Pack
3 Ezuri, Renegade Leader

Instants

2 Collected Company
4 Chord of Calling

Sorceries

4 Green Sun's Zenith

Lands

3 Blooming Marsh
3 Gilt-Leaf Palace
2 Pendelhaven
1 Cavern of Souls
1 Nykthos, Shrine to Nyx
7 Forest

Sideboard

4 Thoughtseize
3 Abrupt Decay
2 Scavenging Ooze
2 Relic of Progenitus
2 Reclamation Sage
2 Damping Sphere

Building the Gauntlet

These decisions were easier to make. I was putting this together in mid-June, around GP Las Vegas and the metagame was fairly defined. UW Control was rising, Humans was still on top, mono-green Tron was the deck of the GP, and Storm was the most popular combo deck. Ironworks was admittedly the combo in the spotlight, but I didn't know any Ironworks players, and so stuck with Storm.

Gifts Storm, Gauntlet Deck

Creatures

3 Goblin Electromancer
3 Baral, Chief of Compliance

Instants

3 Opt
4 Desperate Ritual
4 Pyretic Ritual
4 Manamorphose
2 Remand
1 Repeal
1 Unsubstantiate
1 Noxious Revival
4 Gifts Ungiven

Sorceries

4 Serum Visions
4 Sleight of Hand
2 Past in Flames
2 Grapeshot
1 Empty the Warrens

Lands

4 Steam Vents
4 Spirebluff Canal
4 Shivan Reef
2 Snow-Covered Island
2 Island
1 Mountain

Sideboard

4 Pieces of the Puzzle
3 Lightning Bolt
2 Empty the Warrens
1 Abrade
1 Shattering Spree
1 Echoing Truth
1 Engineered Explosives
1 Gigadrowse
1 Wipe Away

Humans, Gauntlet Deck

Creatures

4 Champion of the Parish
4 Noble Hierarch
4 Kitesail Freebooter
4 Meddling Mage
4 Phantasmal Image
4 Thalia's Lieutenant
3 Thalia, Guardian of Thraben
4 Mantis Rider
4 Reflector Mage
2 Militia Bugler

Artifacts

4 Aether Vial

Lands

4 Ancient Ziggurat
4 Cavern of Souls
4 Unclaimed Territory
4 Horizon Canopy
2 Seachrome Coast
1 Plains

Sideboard

2 Auriok Champion
2 Izzet Staticaster
2 Sin Collector
2 Kataki, War's Wage
2 Dire Fleet Daredevil
2 Reclamation Sage
3 Dismember

Mono-Green Tron, Gauntlet Deck

Creatures

2 Walking Ballista
3 Wurncoil Engine
2 World Breaker
2 Ulamog, the Ceaseless Hunger

Sorceries

4 Ancient Stirrings
4 Sylvan Scrying

Planeswalkers

4 Karn Liberated
2 Ugin, the Spirit Dragon

Artifacts

4 Chromatic Star
4 Chromatic Sphere
4 Expedition Map
3 Relic of Progenitus
3 Oblivion Stone

Lands

4 Urza's Mine
4 Urza's Tower
4 Urza's Power Plant
2 Sanctum of Ugin
5 Forest

Sideboard

4 Nature's Claim
4 Thragtusk
3 Thought-Knot Seer
2 Spatial Contrortion
2 Grafdigger's Cage

UW Control, Gauntlet Deck

Creatures

2 Snapcaster Mage
1 Vendilion Clique

Sorceries

4 Terminus

Planeswalkers

3 Jace, the Mind Sculptor
2 Teferi, Hero of Dominaria

Enchantments

2 Detention Sphere
2 Search for Azcanta

Instants

4 Opt
4 Path to Exile
1 Condemn
3 Logic Knot
1 Negate
4 Cryptic Command
2 Timely Reinforcements

Lands

4 Celestial Colonnade
4 Flooded Strand
4 Field of Ruin
2 Hallowed Fountain
1 Glacial Fortress
1 Ghost Quarter
5 Plains
4 Island

Sideboard

2 Damping Sphere
2 Rest in Peace
2 Stony Silence
2 Negate
2 Dispel
2 Geist of Saint Traft
1 Vendilion Clique
1 Baneslayer Angel
1 Celestial Purge

The fifth deck was a judgement call. The top tier at the time was primarily aggro decks, but I wanted more variety, so I didn't pick Burn or Affinity. Hollow One was everywhere, but I didn't want to play against it 100 times; I can barely stand it once a tournament. It also wasn't clear if Hollow One was real or a deck of the moment. Mardu Pyromancer was another fine choice, and had I found a willing pilot, I would have chosen that. Unfortunately, the only willing pilot had to drop out shortly before testing. I therefore defaulted to Grixis Death's Shadow.

Grixis Death's Shadow, test deck

Creatures

4 Death's Shadow
4 Snapcaster Mage
4 Street Wraith
2 Tasigur, the Golden Fang
2 Gurmag Angler

Instants

4 Fatal Push
4 Thought Scour
2 Stubborn Denial
2 Opt
2 Terminate
1 Kolaghan's Command
1 Temur Battle Rage

Sorceries

4 Serum Visions
4 Thoughtseize
2 Inquisition of Kozilek

Lands

4 Bloodstained Mire
4 Polluted Delta
4 Scalding Tarn
2 Watery Grave
1 Blood Crypt
1 Steam Vents
1 Island
1 Swamp

Sideboard

2 Ceremonious Rejection
2 Collective Brutality
2 Young Pyromancer
1 Temur Battle Rage
2 Liliana of the Veil
1 Liliana, the Last Hope
2 Nihil Spellbomb
1 Kolaghan's Command
1 Stubborn Denial
1 Engineered Explosives

I let the pilots run their personal decks for the test, as there's no time-efficient method that I trust of averaging decks. MTGGoldfish's averaging system gives some weird results, and my pilots were playing close to norms anyway.

The Great Complication

I got started with Elves vs UW Control first, before anyone else was ready. This wasn't planned, but it was fortunate that it happened this way. Simply put, my UW pilot and I didn't have enough work to do mid-June and did the testing instead. The testing went very smoothly, however once it was done and I summed up the results, I realized that there was a problem. Here were the results:

  • Control Win: 22/50, 44%
  • Test Win: 41/50, 82%

That is an enormous deviation. I was shocked, and my opponent was in denial. This required further investigation.

Outlier Problem

While this is the experimental result, and any result is still a result scientifically speaking, this result looked extremely problematic to me. I've had some big swings before, but never one as massive as 44%-82%, nor any that were this unexpected. Nothing that happened during testing indicated that it would be this skewed, and both of us had thought the matchup felt really close. However, with the data indicating otherwise, I began to suspect that the result was actually an outlier. My UW pilot was similarly sure that something was wrong, though for him, I think it was more indignation at losing to Elves so unequivocally.

I decided that further investigation was necessary. Fortunately, we discovered very quickly that mistakes had been made during our test. The question was how to correct them.

Realizing the Mistake

We ran into a number of pitfalls in this test. The main one: I didn't recognize the deviation between the control and test results until the very end. Had I been more aware during testing, we could have adjusted earlier.

The second problem happened on the UW end. The pilot was a Legacy Miracles specialist who took the Sensei's Divining Top ban worryingly hard and jumped on the Modern Miracles hope train the minute Jace, the Mind Sculptor was unbanned. As a result, he thinks like a Legacy player, and apparently that was the problem.

In his evaluation, he was playing our test games as if it were Legacy Elves vs Miracles. This makes logical sense, but Legacy Elves is a combo deck. It plays no lords or reasonably sized creatures, and is all about finding Craterhoof Behemoth and crashing in for 20. Modern Elves is beatdown to the bone. It can have combos in it, but the deck mostly revolves around Elvish Archdruid and Ezuri, Renegade Leader.

Compounding Problem

Given this difference and the effect that we realized GSZ had on Elves, he should have playing like he does against Legacy Goblins. Goblins was one of the few bad matchups Miracles had, because it couldn't be locked out with Counterbalance and couldn't be exhausted by attrition: Terminus tucks creatures back into the library, where they can be found by Goblin Matron. Even worse was stacking Terminused goblins for Grenzo, Dungeon Warden retrieve. At the time, Miracles won either through concession, Jace, or a single Entreat the Angels. The eventual solution was to become more aggressive by following Terminus with Monastery Mentor and winning before Goblins rebuilt.

GSZ was allowing Modern Elves to play a very similar game to Legacy Goblins. I would flood the board with dorks, and if I got Terminused, I had so many tutors that I could find whatever I needed to get going again. Also, GSZ recycles itself, so sneaking even one through created a long-term problem for UW. My pilot argued that the potential to just grind him to death was so high I should be prioritizing that strategy, sideboarding in Eternal Witness to rebuy the tutors he counters and the "missing" copies of Collected Company. I had wanted to run Witness, but there wasn't maindeck room and it's not really a sideboard card. Given the experience of this matchup, though, it made sense to find some room.

The Fix

In the end, I decided to redo the testing with new decklists. The rest of the team wasn't ready to start, so redoing a test wouldn't hamper testing. It was hard to disagree that Eternal Witness wasn't the right strategy for Elves post-board. Additionally, it was July by then, and M19 with Elvish Clancaller was being released. Normally my testing doesn't consider new releases, but if I was going to change the sideboard, I figured I might as well alter the maindeck, too. I was also keeping a closer watch on the data this time so nothing surprised me again.

On the opposite side, the UW deck would greatly change its strategy post-board. Taking a page from Legacy, my partner would try to become an aggro-control deck instead of pure control. This would prove difficult since Monastery Mentor isn't really Modern playable, and I wasn't going to let him go too far off the rails just to beat Elves in a theoretical test, but Geist of Saint Traft, Baneslayer Angel, and Vendilion Clique were already inclusions in UW sideboards, so he got a few more. After some minor adjustments in his post-board counter suite, we were ready.

Final Decklists

In the end, the decklists didn't end up that different from the originals. I tried a number of combinations and while these felt best, I'm not convinced they're correct. I ended up cutting the Devoted Druids because it felt like I wouldn't need to combo off ever, but in retrospect I think that was a mistake. The way things played out I realized that I was underevaluating the power of the tutors, and could have included more searchable synergy elements.

GB Elves, Final Control Deck

Creatures

4 Nettle Sentinel
4 Llanowar Elves
4 Elvish Mystic
4 Heritage Druid
4 Dwynen's Elite
4 Elvish Clancaller
4 Elvish Archdruid
4 Shaman of the Pack
2 Ezuri, Renegade Leader

Instants

4 Collected Company
4 Chord of Calling

Lands

3 Blooming Marsh
3 Gilt-Leaf Palace
2 Pendelhaven
2 Cavern of Souls
1 Nykthos, Shrine to Nyx
7 Forest

Sideboard

4 Thoughtseize
3 Abrupt Decay
2 Scavenging Ooze
2 Relic of Progenitus
2 Reclamation Sage
2 Damping Sphere

GB Elves, Final Test Deck

Creatures

1 Dryad Arbor
4 Nettle Sentinel
3 Llanowar Elves
3 Elvish Mystic
4 Heritage Druid
4 Dwynen's Elite
4 Elvish Clancaller
4 Elvish Archdruid
4 Shaman of the Pack
2 Ezuri, Renegade Leader

Instants

2 Collected Company
4 Chord of Calling

Sorceries

4 Green Sun's Zenith

Lands

3 Blooming Marsh
3 Gilt-Leaf Palace
2 Pendelhaven
1 Cavern of Souls
1 Nykthos, Shrine to Nyx
7 Forest

Sideboard

4 Thoughtseize
3 Eternal Witness
3 Scavenging Ooze
2 Reclamation Sage
3 Damping Sphere

Elvish Visionary was a major piece of older Elves decks, and with GSZ, it would have been great for the grinding plan, but they're getting cut fairly universally. Maybe that would change in a GSZ world, but I can't say for certain. It also didn't end up mattering that much to the overall test.

My UW pilot kept trying to drastically change his sideboard and maindeck for the matchup, but I held firm. Most of his changes were the agreed upon and some he'd made for his real deck based on metagame shifts in late June.

UW Control, Final Gauntlet Deck

Creatures

2 Snapcaster Mage
1 Vendilion Clique

Sorceries

4 Terminus

Planeswalkers

3 Jace, the Mind Sculptor
2 Teferi, Hero of Dominaria

Enchantments

2 Detention Sphere
2 Search for Azcanta

Instants

4 Opt
4 Path to Exile
2 Oust
3 Logic Knot
4 Cryptic Command
2 Timely Reinforcements

Lands

4 Celestial Colonnade
4 Flooded Strand
4 Field of Ruin
2 Hallowed Fountain
1 Glacial Fortress
1 Ghost Quarter
5 Plains
4 Island

Sideboard

2 Damping Sphere
1 Rest in Peace
2 Stony Silence
3 Negate
2 Geist of Saint Traft
2 Vendilion Clique
2 Baneslayer Angel
1 Celestial Purge

Testing Begins

No other changes occurred, and testing proceeded normally from this point. Or, at least, as normally as infrequent testing schedules allowed. Next week, I will reveal the data from those tests. See you then!

Back Again: Arclight Phoenix Rises over Modern

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Looking over the Top 32 lists from last week's Modern Open, I realized I hadn't studied Wizards' 5-0 lists in some time. My wake-up call? Andrew Schneider's deck, which revolved around a Guilds of Ravnica card that immediately piqued my interest when it was spoiled six weeks ago: Arclight Phoenix. A careful review of each unchecked 5-0 document revealed that Andrew's list was no fluke; Phoenix has been tearing up the online metagame, excelling alongside a wildly varying cast of accompanying characters. Today, we'll revisit Phoenix's applications in Modern and explore those winning builds.

Strategic Curving

Critical to Arclight Phoenix's Modern success is a new idea I've been working on called strategic curving. Most Magic players are aware of the mana curve, or "the application of mana optimization theory to deck construction." A deck full of two-drops won't have anything to do until turn two, while a deck with a healthy mix of one-, two, and three-drops can make land drops each turn while consistently spending all its available mana. That said, the deck with exclusively two-drops is all but guaranteed to have a play on turn two, while the deck with the mix is not.

Strategic curving follows the same principle, but deals with limitations placed on cards other than their mana cost. Take, for instance, Thing in the Ice and Pyromancer's Ascension. These cards occupy the same notch on the strategic curve: pilots need to deploy them early and power them up with instants and sorceries cast after the fact. Until "turned on," the cards do nothing; if bounced or drawn late, they rot on the battlefield. Running full sets of both cards helps ensure players have one to cast on turn two, but also locks players into that slot on the strategic curve.

To counteract this effect, deckbuilders look to cards that utilize similar resources in the hopes of retaining synergy, but that thrive under different conditions to provide flexibility. One common yang to the ying of Thing in the Ice is Bedlam Reveler. Unlike Thing and Ascension, Reveler can't be cast on turn two. Rather, its job is to come down late in the game, blowing other topdecks out of the water. In a deck that casts lots of instants and sorceries, both types of card have their place, but each dominates its own part of the game.

In the middle of this see-saw rest cards like Monastery Swiftspear, Kiln Fiend, Young Pyromancer, and Arclight Phoenix. These cards don't have as steep a late-game requirement as Bedlam Reveler, but still provide value without a full grip of instants and sorceries at the ready; the value they generate (be it damage or tokens) also lasts if removed, unlike Ascension and Thing (counters irrelevant with their permanents absent from the battlefield).

A properly-balanced strategic curve mixes these cards in such a way that it has impactful plays throughout the game and rarely chokes on too many cards that occupy the same game space. The following lists occupy varying sides of that tightrope, their decisions crystallized by their creature counts.

Mono-Red

Arclight Phoenix decks live and die by their monsters. In total, I found seven distinct threat suites among dedicated Phoenix decks, four of which employ only a single color. We'll start with those.

Arclight Red, by Andrew Schneider (30th, SCG Charlotte)

Creatures

4 Monastery Swiftspear
4 Arclight Phoenix
4 Bedlam Reveler

Instants

4 Lightning Bolt
4 Fiery Temper
4 Manamorphose

Sorceries

4 Faithless Looting
4 Lava Spike
4 Rift Bolt
4 Needle Drop
1 Flame Jab
1 Tormenting Voice

Lands

18 Mountain

Sideboard

2 Dragon's Claw
3 Shrine of Burning Rage
4 Tormod's Crypt
1 Risk Factor
2 Anger of the Gods
3 Molten Rain

Andrew's aforementioned build warps a reach-heavy Burn shell around Phoenix, and is a go-to online. Monastery Swiftspear is the primary carry-over from actual Burn, but the deck still seeks to string together 20 damage before opponents can get their bearings.

Strategically, Arclight Red lords two things over Burn: impressive bodies and incidental value. A 3/2 flying and a 3/4 prowess let this deck dominate the red zone in ways Burn can only dream of. And native to the apparent Phoenix core is Faithless Looting, which not only turbo-charges Monastery Swiftspear by turning lands into business, but effectively draws players cards when pitching Fiery Temper or Phoenix itself. These dimensions allow the deck to function on fewer cards than Burn, a deck that assembles 20 damage more traditionally: by just having it.

Burn still has its benefits over Arclight Red, though. It's more consistent, for one. While Looting helps Arclight on this front, it doesn't come close to matching the streamlined core of the Burn deck, which has time again proven itself as one of Modern's most reliable machines. Burn also doesn't have to worry about protecting its synergies from random hosers like Scavenging Ooze.

On that synergy note, not needing its cards to work together beyond just dealing damage lets Burn dedicate its slots to on-plan role-players like Lightning Helix and Skullcrack rather than must-include engine greasers like Manamorphose. Too much of the latter can soften the deck to other format checks, such as Thalia, Guardian of Thraben and even Eidolon of the Great Revel in the pseudo-mirror.

Runaway Red, by ARCHANGELIC76 (5-0)

Creatures

4 Runaway Steam-Kin
4 Arclight Phoenix
4 Bedlam Reveler

Instants

4 Lightning Bolt
4 Fiery Temper
4 Manamorphose
4 Desperate Ritual
4 Pyretic Ritual
3 Risk Factor

Sorceries

4 Faithless Looting
2 Insult // Injury

Lands

19 Mountain

Sideboard

1 Risk Factor
2 Abrade
3 Anger of the Gods
3 Blood Moon
3 Shrine of Burning Rage
3 Surgical Extraction

This deck replaces Swiftspear with Runaway Steam-Kin, and becomes more combo-focused as a result. Steam-Kin can prove slow in the early turns, when mana's tight, but untapping with it lets players embark on a card-sifting journey to damage land, chaining together Risk Factors and Fiery Tempers while digging through the deck with Faithless Looting. That journey's sponsored by the Elemental, which first made Modern headlines amidst promises of first-turn kills, but now seems better-poised as a low-investment value engine.

ARCHANGELIC76's build goes all-in on the combo dimension, maxing out on two-mana rituals as well as Manamorphose. It counts on Reveler, as well as Looting and Factor in the grave, to serve as outlets for all the mana provided on critical turns. Alongside these aims, Phoenix acts as a sort of Plan B, front-loading damage and diverting opponents' resources while pilots set up a big turn.

The combo version seems better than the Burn version against one-shot hate such as Feed the Clan. Its big turns overwhelm that kind of disruption at the price of being more synergy-based, and therefore softer to targeted discard and permission.

Runaway Red, by NEMATIC (23rd, Modern Challenge #11659813)

Creatures

4 Bedlam Reveler
4 Monastery Swiftspear
4 Runaway Steam-Kin
4 Arclight Phoenix

Instants

4 Lightning Bolt
3 Fiery Temper
4 Manamorphose
4 Desperate Ritual
3 Risk Factor

Sorceries

4 Faithless Looting
4 Lava Spike

Lands

18 Mountain

Sideboard

2 Abrade
3 Anger of the Gods
2 Blood Moon
3 Dragon's Claw
2 Shrine of Burning Rage
3 Surgical Extraction

Up next is a list featuring Reveler, Swiftspear, and Steam-Kin, bringing the creature count up from 12 to 16. To make room for the newcomers, NEMATIC cut a little bit from each previous list, settling on just the four best rituals and Lava Spikes, respectively. By divesting his plans, NEMATIC increases both his resilience to focused hate and his dependance on the deck to provide him with the right pieces at the right times. In other words, he's accepted some degree of tension to have access to aspects of both shells throughout the tournament.

Bomat Kin, by SUPERRADJOE (5-0)

Creatures

4 Bomat Courier
4 Runaway Steam-Kin
4 Arclight Phoenix
4 Bedlam Reveler

Instants

4 Lightning Bolt
4 Fiery Temper
4 Manamorphose
4 Desperate Ritual
3 Pyretic Ritual

Sorceries

4 Faithless Looting
3 Tormenting Voice

Lands

18 Mountain

Sideboard

2 Abrade
3 Anger of the Gods
3 Blood Moon
2 Dragon's Claw
2 Shrine of Burning Rage
3 Surgical Extraction

SUPERRADJOE also runs 16 creatures, but Monastery Swiftspear gets the axe here for Bomat Courier. Gone too is Lava Spike, replaced by Tormenting Voice and more rituals to help with the Steam-Kin combo plan. A beefy Bomat can immediately draw pilots into big turns, even after combat; that said, Bomat could just as well draw a more traditional Burn deck into enough Lava Spikes to close out the game.

On the Construct itself, I explored its applications in Modern earlier this year, and found it especially potent against decks without blockers. These opponents are incentivized to remove Bomat as quickly as possible, which draws heat away from more critical creatures (for me, Tarmogoyf; for Joe, Steam-Kin). Should it live, Bomat rewards players with reach in their decks. Despite this reward, I'm not totally sold on Bomat in a Phoenix shell, for now preferring creatures that directly contribute to its gameplans (i.e. Swiftspear).

Blue-Red

Arclight Phoenix has also found its way into ostensibly fairer decks, or ones looking to do most of their damage through combat. These shells tend to splash blue for additional filtering and the occasional juicy creature.

Phoenix Thing, by W0RDJUICEBOX (5-0)

Creatures

4 Thing in the Ice
4 Arclight Phoenix
4 Bedlam Reveler

Instants

4 Lightning Bolt
4 Fiery Temper
2 Burst Lightning
4 Opt
4 Manamorphose

Sorceries

4 Serum Visions
4 Faithless Looting
4 Chart a Course

Land s

4 Island
2 Mountain
4 Scalding Tarn
1 Shivan Reef
4 Spirebluff Canal
3 Steam Vents

Sideboard

2 Abrade
2 Alpine Moon
2 Anger of the Gods
2 Dispel
3 Dragon's Claw
4 Ravenous Trap

We'll begin with the simplest of the UR lists. W0RDJUICEBOX's plays a paltry 12 creatures, but boasts a serious upgrade to Tormenting Voice in Chart a Course. Chart keeps the cards flowing and even provides players with hard card advantage, an important benefit over mere filtering with Looting in the picture. Discarding a card with Chart can even prove preferable when it comes to pumping out Bedlam Reveler or casting Fiery Temper, giving the sorcery more play.

Thing in the Ice packs a wallop against removal-light creature strategies, taking the pressure off Bolt effects when it comes to disrupting synergies and combos. Those burn spells can instead by pointed at opponents' heads, helping a swing from Awoken Horror turn lethal. As usual, Phoenix also contributes to the damage count, but its role as a recursive flying blocker is underlined in this build. Alongside Thing, the UR deck has more reversibility than the mono-red builds we've seen so far.

Electro Steam, by MENTALMISSTEP (5-0)

Creatures

4 Goblin Electromancer
4 Monastery Swiftspear
4 Runaway Steam-Kin
4 Arclight Phoenix

Sorceries

4 Faithless Looting
4 Chart a Course

Instants

4 Lightning Bolt
4 Fiery Temper
1 Gut Shot
4 Manamorphose
4 Risk Factor

Lands

2 Bloodstained Mire
1 Island
4 Mountain
4 Scalding Tarn
4 Spirebluff Canal
3 Steam Vents
1 Stomping Ground

Sideboard

3 Ancient Grudge
2 Grim Lavamancer
3 Spell Pierce
1 Surgical Extraction
4 The Flame of Keld
2 Tormod's Crypt

If you thought Chart a Course was strong at two mana, wait till you see it at one! My own attempts at combining Baral or Electromancer with Chart in a tempo shell failed, but MENTALMISSTEP appears to have achieved that dream for me. This deck features a lot of pieces that don't quite fit together all the time, but occasionally produce impressive results. Things tend to snowball the more of each creature is in play. In testing, my Electromancer enabled a combo kill with Steam-Kin in which I chained multiple Lootings and Risk Factors from the grave to draw into 12 points of reach. I also attacked with a 7/8 Swiftspear!

This deck is alone in excluding Bedlam Reveler, as the Horror has no direct synergy with Electromancer. I think it could stand to abuse the graveyard a little more.

Crackling Kiln, by BLOOPBLOP (5-0)

Creatures

3 Kiln Fiend
4 Thing in the Ice
4 Arclight Phoenix
1 Crackling Drake
4 Bedlam Reveler

Instants

4 Lightning Bolt
4 Thought Scour
2 Stubborn Denial
4 Manamorphose
4 Mission Briefing

Sorceries

4 Serum Visions
4 Faithless Looting

Lands

4 Bloodstained Mire
3 Island
2 Mountain
4 Spirebluff Canal
3 Steam Vents
2 Sulfur Falls

Sideboard

1 Crackling Drake
1 Stubborn Denial
2 Abrade
2 Ceremonious Rejection
2 Gut Shot
3 Molten Rain
1 Roast
3 Surgical Extraction

Joining the slower Thing in the Ice here is Kiln Fiend, an aggro-combo standby that steals games against uninteractive opponents. Blue spells compliment Fiend well, especially Thought Scour and Stubborn Denial—the former can be cast after no blocks are declared while Denial stays up to protect the Elemental, and the latter immediately turns on ferocious, as it does with an almost-flipped Thing.

This build is more reversible than any of the others, both thanks to its counterspells and its diverse collection of creatures. Thing and Phoenix can play proactive and defensive roles, as discussed, but complimenting the all-in Kiln Fiend plan is another pet card of mine from Guilds, Crackling Drake. Drake may be one-of, but the deck nonetheless seems built around it. Scour and Briefing retain relevance in multiples thanks to Drake's presence, which can be doubled after siding against more disruptive decks.

Born Again

I've come away with a couple conclusions from this onslaught of Phoenix decks. For one, the card clearly has a place in Modern, both as one worthy of building around and perhaps as a role-player for other strategies (I even spotted a set in Hollow One). Second, I'm convinced there's an ideal threat combination for the Phoenix decks, but that combination has yet to be settled on by the community at large. I'd be surprised if we didn't see a black shell emerge in the near future, as Collective Brutality, Fatal Push, and targeted discard all seem like fine ways to support the 3/2. But then, they might not be proactive enough.

In any case, I can't wait to see what Phoenix devotees have in store for us in the coming months! Which Guilds cards have you been experimenting with?

Partial Resurrection: Assessing the New Dredge

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As the metagame shifts, decks rise and fall. Sometimes, that churning is explosive. Such events are exciting and foster discussion and articles. However, it is important to remember to temper excitement with reason. Spikes and oscillations are just that, and only matter if they're sustained.

After Golgari Grave-Troll was banned, Dredge dropped out of sight. It never went away, and in fact maintained similar metagame numbers post-ban, but it stopped being the format's boogeyman. Even archetype aficionados like Ross Merriam went silent, acknowledging that it just wasn't the time for Dredge. However, over the past month, Dredge has returned to prominence. Where previously Dredge spiked up and down in accordance with the Dredge Cycle, this time's sustained push is owed to Creeping Chill being printed. Chill has excited commentators to the point that some now believe Dredge beats anything that isn't combo.

Contrarily, I've seen nothing to indicate the deck is drastically different than previous versions. Dredge is still dependent on its graveyard to do anything, and recent tweaks also soften it to other angles of attack. This article explores the new Dredge's allures and pressure points.

A Chilling Return

Traditional Dredge was largely absent from the PPTQ season. Instead, the previously hot deck Bridgevine filled the niche. Besides being something fresh and exciting, Bridgevine boasted the new Stitcher's Supplier to enable better starts than previous iterations. Once Guilds of Ravnica spoilers began, that was a different story. Creeping Chill was as obviously a traditional Dredge card as possible, and players went to work immediately. As far as I can tell, the most successful version to date is Alek Jones's from SCG Dallas.

Dredge, Alek Jones (SCG Dallas, 3rd Place)

Creatures

4 Bloodghast
4 Narcomoeba
2 Golgari Thug
4 Prized Amalgam
4 Stinkweed Imp

Artifacts

4 Shriekhorn

Sorceries

4 Faithless Looting
4 Cathartic Reunion
4 Life from the Loam
3 Conflagrate
4 Creeping Chill

Lands

4 Bloodstained Mire
4 Copperline Gorge
3 Wooded Foothills
2 Stomping Grounds
2 Gemstone Mine
2 Blood Crypt
2 Mountain

Sideboard

4 Nature's Claim
3 Ancient Grudge
3 Thoughtseize
3 Lightning Axe
2 Darkblast

Gone is the pile of random dredgers in favor of a tight package of the best and most useful ones, respectively. Shriekhorn serves as a means to essentially dredge 4 by the second draw step, and replaces Insolent Neonate, presumably because the vampire's applications prove too marginal without more literal dredgers.

The sideboard reflects how vulnerable Dredge is to graveyard hate. Nature's Claim replaces Ray of Revelation, as it's cheaper and more flexible. Thoughtseize is mainly here to provide hope against combo, but can also be useful to preemptively remove hate. The rest of the board houses anti-creature cards that also enable dredging.

Subtle Shift

Creeping Chill is good in Dredge primarily because it provides uncounterable reach. Flipping Chill doesn't cast a spell, but rather triggers an ability. This means Dredge can "burn" out control decks through permission when Conflagrate would be useless. Because Chill is a drain effect, it's also useful against aggressive decks. Humans can be quite tough for Dredge because Meddling Mage shuts off Conflagrate as Thalia's Lieutenant grows the team past Prized Amalgam. Chill allows Dredge to get in some chip shots and buy time to find enough Bloodghasts and Amalgams to force through lethal.

The effect is actual fairly small, but can be significant. Against Humans it helps Dredge win more close games. Slower decks must suddenly contend with the inevitability of Chill's reach, and will therefore be forced to drop its shields more often. Doing so provides Dredge with the opportunity to exploit strategic cracks and win the game, as was prominently displayed two weeks ago at SCG Dallas.

Visibility Distortion

However, a few weeks of good showings does not a good deck make. A rather strong reality check is that Dredge did well in the October 7 Modern Challenge and took four spots at SCG Dallas, but had very few results otherwise. Dredge has performed prosaically in subsequent Challenges, more in line with what it normally does. Regardless of the actual value of Creeping Chill, it isn't drastically changing Dredge. At best, the deck does what it always did, if perhaps a little faster.

As usually happens when a niche deck receives a lot of press prior to an event, Dredge did do well in Dallas. However, the same thing happened in 2016 with Lantern Control after Sam Black and other prominent Pros picked up the deck. Lantern even won a Pro Tour. Despite continued praise, Lantern has failed to catch on in Modern.

Then there's Death's Shadow. Sam Black declared Jund Death's Shadow the best deck in Modern in February 2017. By May, Jund had been displaced by Grixis. By June, Grixis was so good bans were called for. By December, Grixis had lost its luster and Humans was rising. These days, Grixis Death's Shadow is just another deck in Modern. Bursts of interest in these non-traditional decks are almost always only that: bursts.

In the past, I've lamented the lack of GP and Open Day 1 data. Without them, it's impossible to tell the real strength of the decks represented in Day 2. A deck representing 15% of the Day 2 metagame might sound impressive without knowledge that started off at 50%. In that scenario, there was very little chance that it would be well represented Day 2 no matter what happened. Whenever a deck does well after weeks of hype and attention, the odds are good that it is a function of population more than of strategic credentials.

Dredge Remains Dredge

Despite the hype and Dallas results, Dredge is still Dredge. It may have acquired a new toy, but the strategy with all its strengths and vulnerabilities hasn't changed. Dredge's metagame share may have risen recently, but it only had any worth mentioning in the first place because of being lumped together with Bridgevine.

It made sense to switch because if Bridgevine is going to win, it will always do so before most graveyard hate starts to bite, whereas Dredge is slow enough for late hate to still win the game. This fact remains true, and so the only reason to adopt Dredge now is the slight re-positioning advantage Chill gives in certain matchups. Once this metagame opportunity fades and the hype dies down, I cannot see why Dredge wouldn't also fade again.

Just as Linear

The other glaring problem with Chill is that it attacks from the exact same angle as every other card in Dredge: the graveyard. It can still be cast, but that's not why Chill or any other card in Dredge is playable. For Chill to be effective, it needs to be free, and the drain needs to be meaningful. Alongside a pile of free creatures, that will absolutely be true. However, on its own, Chill is meaningless. Decks must handle their life total carelessly to lose to 12 damage. Chill reinforces Dredge's linear graveyard strategy without actually changing anything.

If anything, Chill may make Dredge even more susceptible to grave hate. There's been a trend in Dredge since the ban to cut back on actual dredgers and become more of a Life from the Loam deck, facilitating bigger and better Conflagrates. This has meant cutting Golgari Thugs, shrinking average dredges. Chill is a four-of, so Thug is now getting cut completely, often along with Darkblast. Together with Shriekhorn's adoption, this has created a Dredge packed with cards that do absolutely nothing in the face of Rest in Peace, where once they could still be cast as beaters.

Altered Playstyle

The trick to fighting Dredge is recognizing how Chill has actually affected its matchups. Close races are going to be closer, and locking the board down doesn't guarantee victory. It's important to either hate Dredge out or win faster. However, that's always been true. Dredge wins when it either explodes onto the board or through grinding with recurring creatures. The most substantial change that players need to make is adjusting how they utilize one-shot hate.

When using hate in this vein, such as Nihil Spellbomb or Relic of Progenitus, the temptation is to blow them at the first opportunity for value, especially in response to Narcomoeba and/or Creeping Chill triggers. This is often wrong. Since many decks only have 2-3 pieces of graveyard hate, it's critical to be judicious and try to maximize the value gained. Recall my previous tautology: Don't try and get value, go get some value!

Only a few cards actually matter in Dredge. Losing to mediocre beats from Narcomoeba or Stinkweed Imp sucks, but if that happens, you weren't winning anyway. Dredge's pedigree is founded on big turns with Prized Amalgam and Conflagrate. Therefore, players need to hold their hate for longer to nail as many of those cards as possible.

Generally speaking, the minimum value I'm willing to pop a Remorseful Cleric for is Bloodghast, Conflagrate, and Darkblast. Put another way, get at least one great card and some extra value when you blast a graveyard. Creeping Chill is a nice hit, but not enough by itself to warrant action. Let Dredge have its medium cards, and target the real killers.

Also, ignore the dredgers themselves. They're only threatening in conjunction with Amalgam and Conflagrate.

Alterations have Consequences

After more than a month of running UW Spirits into various Chilling Dredge decks and pilots, I'm not certain that actual graveyard hate is necessary for the matchup. I've been winning handily by Spell Quellering Life from the Loams and dumping Spirits into play. The matchup has become far easier than I remember it being, which birthed my initial skepticism regarding Dredge's resurgence. The only times Chill has mattered were very tight races when hitting Chills were the only way to survive and then win.

The changes to Dredge make the deck more inevitable, but less explosive. While Dredge is now better at powering Conflagrate, it's also more dependent on Conflagrate. Shutting off or weakening that angle of attack can spell doom for Dredge. Without some 3/3 meat or reach, swarms of 2/1s and 1/1s are too weak for Modern. Spirits can shut down the Loam engine, brick the board, and fly over for the win without hate now. As a result, I think Chilling Dredge is a worse deck than the non-Chill versions.

Golgari Grave-Troll let Dredge dump its library far too quickly. The decks that followed the banning played more dredgers to make up for Grave-Troll's loss, and I thought they were still so explosive that I resigned myself to defeat whenever Cathartic Reunion resolved. Playing the full set of Stinkweed Imp and Golgari Thug along with some Lifes and Darkblasts meant that every big dredge was likely to hit several more. Now, the odds of chaining dredgers are low enough that I don't fear Reunion.

The focus on Loaming for Conflagrate means Dredge feels almost fair, which is the most scathing indictment of the deck I can think of. The second- most is that Surgical Extraction is a reasonable card against Dredge because the deck has become so reliant on Conflagrate. My experience says that even with Chill, Dredge just isn't that scary anymore.

It's Already Begun

Dredge's fall-off has already begun. As mentioned, Dredge took four spots in the first Modern Challenge of October and SCG Dallas. Otherwise, it's posted fairly average numbers. There was a single Dredge deck in the second Challenge, and in the most recent one, there were two. However, that's about equal to September and August's numbers, accounting for lower quantity of events. If Chill was really supercharging Dredge, I would expect far more results than I'm actually seeing, so my skepticism will stand.

The data just don't back the narrative around Dredge being back and a greater threat. With time, that could become more true, but such is the case for any deck that receives new cards. Rather, it appears the primary effect of Creeping Chill is to give players a reason to consider Dredge over an alternative like Bridgevine. While this will improve its metagame representation, it doesn't change Dredge's overall place within the metagame.

Both Feet in the Grave

Just because a deck suddenly returns in force doesn't mean it's back to stay. Any deck can win any event with the right pilot and/or favorable matchups. As I'm writing this conclusion, the Top 8 for SCG Charlotte is being announced, and no Dredge decks made it. In their place at the finals table was a pair of Amulet Titan decks. Titan is another deck that has been neutered by bans but still hangs around. I wouldn't be surprised if it became the hot deck this week, but just like Dredge, its numbers will sink back down once the frenzy calms. Great showings are one thing, but it's metagame contexts that make the deck.

Just the Person: Should Splinter Twin Come Back?

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Birthing Pod may have held the title for a good while, but Splinter Twin takes the cake as Modern's most controversial ban ever. Even today, players debate its place on the banlist ad nauseam, a discussion seemingly reinvigorated with each new deck and expansion; Twin's defense league has persisted to the extent of literally becoming a meme. Today, we'll try approaching the issue from a more academic lens, weighing the purpose of the banlist against available information to determine whether Splinter Twin could, or should, be released back into Modern.

Here's the deck that got the card banned:

UR Twin, by Antonio Del Moral León (1st, Pro Tour Fate Reforged)

Creatures

4 Deceiver Exarch
2 Pestermite
3 Snapcaster Mage
2 Vendilion Clique

Enchantments

4 Splinter Twin

Instants

1 Peek
1 Dispel
2 Electrolyze
2 Spell Snare
2 Cryptic Command
4 Remand
4 Lightning Bolt

Sorceries

1 Flame Slash
4 Serum Visions

Lands

4 Misty Rainforest
4 Scalding Tarn
4 Sulfur Falls
1 Stomping Ground
3 Steam Vents
1 Desolate Lighthouse
1 Tectonic Edge
1 Mountain
5 Island

Sideboard

1 Dispel
1 Flame Slash
2 Keranos, God of Storms
2 Blood Moon
2 Spellskite
1 Negate
1 Ancient Grudge
1 Pyroclasm
1 Threads of Disloyalty
1 Jace, Architect of Thought
1 Shatterstorm
1 Anger of the Gods

Splinter Twin was a force to be reckoned with in Modern, and made up one of the format's interactive pillars (the other was Jund). As the premier police deck, Twin kept linear strategies in check, as those had to either win before turn four (which might lead to their banning, as with Amulet Bloom) or present interaction for the Twin combo as of turn three (a big ask for streamlined combo shells). It played a fair tempo game with flash creatures and taxed opponents mana as of turn three, when it began threatening the combo. Opponents then felt obligated to represent removal mana, giving Twin an additional tempo advantage. Against decks without ways to interact with creatures, or opponents who tapped out on turn three, Twin would simply go off.

Arguments For Splinter Twin

When Twin was banned, multiple outlets decried Wizards's decision. I seemed among the minority in defending the ban, citing that the company's stated motives appeared valid when explored. But many of the gripes players had with Twin's banning had little to do with its number of Grand Prix Top 8s, and those arguments are still made in regards to taking Twin off the banlist.

Twin Produced Magic at its Most Fun/Skillful

I think this point forms the backbone of most unbanning discussion, and is the primary reason for the outrage over Splinter Twin's ban. Modern's by-the-numbers best deck, Twin naturally had a devoted following. Prospective players and Twin veterans alike enjoyed a vast sea of content on and resources pertaining to the deck. Twin's raw power and stupid-simple combo element also provided even lackluster players with the wins they so craved, deepening what attachment the playerbase as a whole had to the strategy.

My issue with this argument is the subjectivity of its terms. Twin required skills of its pilots, sure, but so do many decks. For instance, skill sets required to play Twin are simply different from those required to play something like Lantern Control, a deck practically nonexistent during UR's dominance. Besides, I'd call it ambitious at best to attempt to measure the amount of skill required to play any deck.

As for fun, it goes without saying that there's no accounting for taste, in Modern and elsewhere. I know players personally who loved playing Twin and never found another deck they enjoyed as much. I also know players who hated playing against Twin and were inspired by the ban to become Modern aficionados. The most important group, in Wizards's eyes, is the biggest one—it's a company, after all. But given Modern's snowballing popularity over the years, catering specifically to the "unban Twin" crowd can't be high on Wizards's agenda. As with "skill," I don't find "fun" a compelling reason to unban Twin.

Modern Is More Powerful Now

Nearly three years have passed since the Twin ban, and in that time, countless strategies have reared their heads in Modern. Some may have been enabled by the Twin ban. Others, by new cards or freshly discovered technology. It's these decks that buoy this argument: with Fatal Push, Hollow One, Death's Shadow, Thought-Knot Seer, and Thalia's Lieutenant running around, would Splinter Twin even be competitive?

I think so, but me thinking won't do us much good. There's no way to assess with pinpoint accuracy how good Twin would be in Modern as we know it. I'm not sure how valuable it would be even to painstakingly amass a list of decks new to Modern since the ban, and one of decks gone from Modern since, and compare their apparent diversity. In three years, the format has shifted in many other ways that are impossible to control for at that level of analysis, so I'd think it more productive to focus on more tangible evidence.

The Ban Failed at Its Purpose

Embedded in the "competitive diversity" justification of the Twin ban announcement was the idea that other blue-based control shells were being suppressed by Twin. From the announcement:

Decks that are this strong can hurt diversity by pushing the decks that it defeats out of competition. They can also reduce diversity by supplanting similar decks. For instance, Shaun McLaren won Pro Tour Born of the Gods playing this Jeskai control deck. Alex Bianchi won our most recent Modern Grand Prix playing a similar deck but adding the Splinter Twin combination. Similarly, Temur Tempo used to see play at high-level events but has been supplanted by Temur Twin.

We considered what one would do with the cards from a Splinter Twin deck with Splinter Twin banned. In the case of some Jeskai or Temur, there are very similar decks to build.

By almost any standard, the Twin ban did not leave metagame space for reactive blue decks. Soon after, Eldrazi showed up and was subsequently banned itself; even an Ancestral Vision unban did little for reactive blue decks, which continued to flounder. In regards to this goal, then, the Twin ban was a failure.

But what about in regards to metagame diversity in general? Consider the Top 8 numbers for this year's Grand Prix and Pro Tours versus in 2015, poached from Sheridan's data vault:

2015 GP/PT T8 stats
Unique decks in T8s: 28 (25 if Twin variants are grouped)
Decks that had T8s in 2018: 11
Decks that did not have T8s in 2018: 17 (non-Twin: 13)
Non-Twin blue decks in T8s: 4 (Twin decks: also 4)

2018 GP/PT T8 stats
Unique decks in T8s: 25
Decks that had T8s in 2015: 11
Decks that did not have T8s in 2015: 14
Non-Twin blue decks in T8s: 5

Here, too, the Twin ban appears to have failed. While blue diversity decreased in the past three years, total diversity remains constant.

With that being said, GP/PT Top 8s are not the only elements Wizards considers when banning cards. The Gitaxian Probe and Golgari Grave-Troll bans provide a solid example: according to Wizards, these cards were banned because of their warping of the format's strategy. I think it's also quite possible that their bans reflect their respective metagame shares, which were quite high on Magic Online.

This revelation plays into the Twin ban, too. Not only does Modern feel more diverse to me and many I've spoken with, what numbers we do have on a consistent basis (cherry-picked 5-0s and the occasional breakdown from someone brave enough to try their hand at a detailed summary) support this idea. During Twin's reign, the deck constantly pushed at consuming 10% of the format's shares, a figure that was therefore considered tolerable by most players. Today, few decks ever seem to break the 7% mark for more than a week at a time, even in the supposedly more inbred online metagame.

Reasons to Unban Cards

Twin's ban may not have achieved its goals. But is that reason enough to release it three years later? The format has changed, and the card must be evaluated within this new context. As almost every past unban has been for the sake of diversity according to its respective announcement, it's likeliest Wizards unbans Twin for this reason, if at all. So would unbanning Twin increase diversity in Modern?

Diversity Gain

Between Jeskai and UW Control, blue decks are already heavily represented. They're even relatively diverse, with fringe players like UR Thing and Madcap Moon carving out niches for themselves. While we again cannot know the result of releasing Twin into this picture, I assume it would prove more impactful than unbanning Sword of the Meek turned out to be.

That said, there is little evidence to suggest that unbanning Twin would lead to much additional diversity. I'd instead expect a diversity reshuffle, as we saw in the above GP/PT data. Decks like Delver, which have historically posted strong Twin matchups, may pick up steam; at the same time, tap-out strategies light on interaction, such as Hardened Scales, could fall by the wayside. Of course, we'd never know for sure until it happened, which makes such an unban all the more risky for Wizards.

That's not to say there's no precedent for this kind of unban. Bolstering the "things change" argument is Wizard's recent announcement unbanning Bloodbraid Elf, in which the company discussed the previous (and no longer relevant) homogenization of BGx decks:

There is now a healthy choice between, for example, adding red for Lightning Bolt and Ancient Grudge versus adding white for Lingering Souls and Stony Silence. With the unbanning of Jace, we may even see some of these decks shifting toward blue. On top of that, other midrange decks like Mardu Pyromancer have emerged. There are now sufficient options available to have confidence that Bloodbraid Elf will no longer be as detrimental to deck diversity as it once was.

I can envision a similarly phrased justification for releasing Twin now that other reactive blue options exist and perform. But again, we lack evidence that these decks wouldn't simply be better with Twin in them, as they were in 2015.

The worst-case scenario of Twin homogenizing Ux decks while rendering other strategies unplayable is something I doubt Wizards will take lightly when considering a Twin unban, and perhaps the biggest hurdle when it comes to unbanning the card for diversity reasons. Since that's the reason Wizards unbans most of their cards, I don't like Twin's odds currently.

Appropriate Power Level

There is one other reason Wizards unbans cards, although this justification is invoked far more sparingly. Consider this passage from Bitterblossom's unbanning:

At the time of Modern's inception, the dominance of Faeries in Standard was at the front of our minds. Therefore, we took the conservative approach of including Bitterblossom in the initial banned list. After observing the evolution of the Modern format, we feel that it is of an appropriate power level to compete with the other powerful strategies in the format.

Modern becomes more powerful every year. Given that trajectory, it's possible that Splinter Twin be given the Bitterblossom treatment eventually, as it is for many other cards on the banlist. I think Wizards will start with some of the safer options, though, i.e. Stoneforge Mystic.

Are Two Heads Better Than One?

Splinter Twin was polarizing three years ago, and it's polarizing now. So let's discuss it! Drop me a line in the comments if you think Modern is better off with or without the four-mana enchantment.

Jordan Boisvert

Jordan is Assistant Director of Content at Quiet Speculation and a longtime contributor to Modern Nexus. Best known for his innovations in Temur Delver and Colorless Eldrazi, Jordan favors highly reversible aggro-control decks and is always striving to embrace his biases when playing or brewing.

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Fighting Control: A Beginner’s Guide

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The Beginner's Guide series offers advice to new to Modern players and dispels common myths about the format's workings. This week, inspired by some consistent misplays I've observed, I am going to be tackling Modern's control decks. There appears to be a perception that they're something to tread carefully around. But control is just another archetype, and there's no reason to play scared.

Blue-based control is one of the top-performing archetypes in Modern right now. Some even say UW Control is the best deck in Modern. Regardless, top-tier control decks are a fairly recent addition to the metagame. Consequently, Modern players don't have much experience playing against Modern control decks. Standard players have a leg up on Modern in this regard, as control decks have been top-tier for some time. However, the experience doesn't translate well, as the strategies differ dramatically.

The recent version of Standard UW Control is almost entirely reactive. It piled answers and card draw on top of each other, winning by looping Teferi, Hero of Dominaria. Modern's control decks also play lots of answers and card advantage, but they're more about buying time and space to land a win condition and then ride it to victory. This difference in strategy means that players relying on their Standard experience are playing the matchups wrong.

Know Thy Enemy

The classic aggro/control dichotomy says that aggro decks try to actively win the game while control seeks to prolong the game. Alternatively, aggro wants to end the game by winning, while control functionally wins the game, and then ends the game as an afterthought.

Compare Dominaria Standard UW Control to Modern UW. The Standard deck has a wide variety of hard answers and 5-8 sweepers. The Modern decks lean heavily on 4 Terminus, 4 Path to Exile, and a few counters. Standard has at most three Teferi and two Approach of the Second Sun to actually win the game, while Modern has 3-4 Celestial Colonnade, 4-5 planeswalkers, 2 Snapcaster Mage, and occasionally some number of Vendilion Clique. Standard plays a variety of card draw spells; Modern is dependent on cantrips and Search for Azcanta.

This difference in strategy is critical to understanding how to play against Modern control. Standard UW is a truer control deck than Modern. The answers in Standard may be less efficient than in Modern, but it plays more of them and wins well after the game is won. Modern is about precisely using tools to exhaust the opponent, dropping a win condition, and then protecting it as would a tempo deck. Terminus tucks creatures back into the library; they're not gone for good, and in a long game will return. The goal is to stall the game long enough for Jace or Teferi to take over and convince the opponent things are hopeless, but not so long that Terminus-returned creatures start to matter. Standard in contrast is perfectly capable of actually answering everything, drawing its entire deck, and winning by naturally decking their opponent, a control ideal.

What Matters

Time is the critical factor when playing against control, both in the literal sense (as especially in control mirrors, the game clock can become a factor) and the mechanical sense (regarding tempo and resources). Modern players must restrict control's clock and force them to take the initiative. Doing anything else is allowing control to execute its ideal gameplan. If it can be avoided, never give control players extra time.

Counterspell Conundrum

Counterspells are a relatively recent addition to Modern control. While Jeskai has always hung around, Grixis was the control deck of choice for years. Combined with Jund's prevalence, counterspells took a back seat to targeted discard for years in slower decks, which may have caused players to forget how to play against permission.

Never play around counterspells unless there is a definite and advantageous strategic reason to do so. Specifically, correctly playing around counters requires that 1) waiting makes the counter a dead card, and/or 2) it advantages you more than the control player. This is especially true of the early game. Fear of having a spell countered is largely irrational, and the more time provided to a control deck, the more likely it is to win. Playing around Mana Leak makes no sense if the card will never be rendered dead, or if doing so inhibits advancing your own gameplan. Scaring opponents into inaction is far more powerful than actually countering anything. Therefore, most decks should treat opposing counters as situational removal rather than disruption, and just play their spells.

Some decks can play around counters by playing through them, such as UW Spirits playing Aether Vial and Cavern of Souls and Jund using discard to clear the road for threats. Their design makes playing around correct. However, most decks can only play around counters by just waiting for a better opportunity to play their spells. Unless said deck has crafted its strategy to force such a gamestate, the plan is unlikely to work. When not under pressure, control is free to draw cards and play lands, which is all it wants to do, and isn't likely to create an opening on its own.

Burn is a master of forcing control to tap out and generate that opening. After the initial flurry of spells, if Burn has control under ten life, it can just wait until it can cast multiple instants on control's endstep, draw out all the counters, and then finish with sorceries on its own turn. Thus, the control player must tap out to win the game first, which naturally gives Burn the opening to finish the job. Since most decks can't put this kind of pressure on control and therefore can't gain significant advantage by waiting, they shouldn't worry about playing into counters.

Take Advantage

Another reason not to fear counters is that the control player probably doesn't have one. Counterspells may be more popular and prevalent now than they have been before, but UWx only plays around eight, of which four are the expensive Cryptic Command. Odds are there was no point in playing around the counter in the first place. Even if they do counter a spell, it will probably be a favorable mana exchange and therefore to your advantage. A second reason is every counter spent early is one not spent later. Trading Leak for Thalia, Guardian of Thraben is a fairly neutral exchange, but Leaking Primeval Titan is devastating. Let control counter the cheap spells so they can't counter the game winners!

The final reason to just jam into counters is that even if the control player has them, the may just let it go. I and every other control player in Magic has died at least once to spells they could have countered but did not because we wanted to get more value countering something better. Control decks are full of answers, so it seems reasonable to let that otherwise useless Reflector Mage through because you'll just Lightning Bolt it later. Cue the end of the game where I used all my removal killing subsequent threats and died to the Mage with three counters in hand. Just jam spells at the control deck; they may flinch and let you win.

Know Thyself

The other half of playing against control depends on your own deck. In the classic world of Who's the Beatdown, one deck is the aggressor while the other defends. Control decks are built to be defensive, but that doesn't mean they have to be. It is possible and in fact optimal to force control out of its comfort zone. When that isn't possible, it's critical to understand how the matchup actually works, and to play to your deck's strengths. Oftentimes, it's best to just put your head down and charge right at control. This is not a great strategy as Modern control decks assume that will happen and are built accordingly. However, depending on the deck, it may be the only option.

In this section, we'll look at ways each macro-archetype can navigate control matchups.

Aggro

For the guaranteed aggressor in a match, the keys to victory lie with exploiting strategic holes in the control deck and with properly managing pressure. The former key is dictated by how the control deck is built. Every deck has blind spots, and if the aggressive deck has the option to play into them, it should. The latter is about keeping control on the back foot in the face of removal and sweepers.

Classic Affinity vs Jeskai Control should be a slaughter. Affinity is filled with tiny creatures that die to one-for-one removal, and Jeskai plays nothing but cheap removal. There are very few cards that actually threaten Jeskai on their own, so Jeskai can afford to be judicious with its removal and clean up the Memnites and Vault Skirges once the Arcbound Ravagers and Signal Pests are gone. However, most Jeskai lists only have two Supreme Verdicts, which are the only ways it can remove resolved Etched Champion. Thus, the matchup is actually about forcing Jeskai to use its counters and Verdicts on non-Champions. If Affinity succeeds in doing that, it can steal an easy win.

There's also the classic playing-around-sweepers strategy. Holding extra creatures to rebuild the board after Wrath of God is a tried-and-true technique. However, it's extremely contextual. The trick is to use enough resources to force control's hand by actually threatening a kill. A common strategy is to use enough cards to put control dead on board, with leeway for a removal spell, and then hold back. Should control hit Terminus, aggro should be able to threaten lethal the turn afterwards. For this reason, counterspells and the aggro-control archetype have a long and successful history against control.

Not every deck can afford to hold back, as their clock isn't robust enough. Merfolk can definitely play around sweepers because lords make weak creatures good, but 8-Whack cannot. It needs a critical mass of weak creatures plus an enabler to do anything worthwhile. Unless it can explode twice, 8-Whack is better off pretending sweepers don't exist. Just as with counterspells, aggro should only play around sweepers if it can meaningfully rebuild.

Combo

Combo decks tend to have polarized strategies against control. Some, like Ironworks, must win very quickly, while Ad Nauseam can afford to wait until the last minute. The distinction is interaction. Completely uninteractive combos need to sneak their key pieces through, while interactive combos can protect themselves and ensure the win. Knowing how to play depends on the type of combo deck.

Ironworks must land a Krark-clan Ironworks and eventually Scrap Trawler to win. It has no relevant maindeck interaction, and so has to try to sneak its pieces into play and hope the control deck has no answer. Smart sequencing and using bait spells is therefore essential for success. While these types of combo decks can and frequently do have counters of their own post-board, packing too many risks diluting the combo and making it hard to go off. Ironworks solves this problem with a transformational board featuring Sai, Master Thopterist. These decks must prioritize speed over resilience and mulligan aggressively.

At the opposite end is Ad Nauseam. While perfectly capable of fast wins, Ad Nauseam doesn't have to rush against control because it plays Pact of Negation and combos at instant speed. It can simply wait and sculpt its hand and mana until it can either go off through counters or go off twice. Post-board, it has more counters and Boseiju, Who Shelters All to ensure victory. This type of combo forces control into the aggressive role by seizing the inevitability, and so can afford to keep slower, interactive hands.

A very simple tool that used to be the primary combo plan against control, but has now fallen out of favor, is Gigadrowse. Having that card allows any combo deck to take its time, hold inevitability, and win with certainty when used on the opponent's end step to take them off blue mana for counterspells. I still see and use Gigadrowse in Storm, but the card is very rare anywhere else. It's a brute-force but tough-to-disrupt solution for decks that really struggle against permission.

Control

Control vs control is often billed as the most skill intensive Magic there is. To some extent that's true, and I often act with that assumption, but that most strongly applies to true 75-card mirrors. The key to control-on-control matches centers on knowing what actually matters and leveraging whatever differentiates the two decks against that thing.

Esper and Jeskai Control often have the advantage against UW because they can use discard and burn respectively to dictate the flow of the game. In the former match, the game becomes about card advantage, as Esper's discard either strips relevant cards from UW or clears the road to resolve its own spells, forcing UW to find the right answers or die. In the latter, life total matters, since Jeskai is able to gradually whittle down UW with burn spells. The onus is on UW to either change the field of battle or win first.

One of the greatest examples of control-mirror mastery is the 2002 World Championships. Carlos Romao won because he understood the Psychatog mirror better than everyone else. Psychatog was a UB control deck packed with counters and card advantage which won by casting Upheaval, then Psychatog with floating mana. The accepted strategy was to counter all the card draw spells to prevent the opponent assembling the combo. Carlos and his team realized that doing so used up counters that could answer the combo. Instead, he saved his counters for the few win conditions his opponents had, and enjoyed a very easy run to the championship. Don't always fight the fight your opponent wants; pick what your deck is best at and leverage that aspect against the opponent.

Victory Is Assured

Control decks have a reputation for being hard to play against, and while this can be true, it doesn't have to be. The fear that reputation creates is so potent that players attempt to play around control. Sometimes this mindset is fine because the deck can fight on equal terms, but frequently, it just plays into control's strengths by giving it more time. As a result, players need to evaluate their decks and play without letting a fear of control dictate the matchup.

Modern Myths: Dismantling Preconceptions

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How many times have you heard something you disagree with? How often has it pertained to Modern? My answer to both questions is plenty. Lately, none spur me into debate more than the claims that countermagic is bad and midrange is dead.

In this article, we'll debunk each of these myths by examining theory, decklists, and results. It's time to pierce the veil!

Myth #1: Modern Counterspells are Weak

There's a prevailing idea in the Modern community that the format's counterspells are bad to the point of being unplayable. This argument is at last losing traction a bit now that UWx has risen to Tier 1 status, but the notion that Counterspell isn't only safe for Modern, but underpowered for the format, continues to reverberate around the game stores and online forums I frequent. Granted, Counterspellwouldn't magically solve the problems permission decks face. It's true that Modern permission isn't as powerful or as prevalent as it is in eternal formats, but it's far from weak—I'd venture that if anything, it's just balanced.

Weighing Permission in a Proactive Format

Modern rewards players for being highly proactive in their strategy, or quickly establishing a board advantage and riding that lead to a fast win. Decks with this gameplan are innumerable—Burn, Infect, Affinity, Hardened Scales, Hollow One, Zoo, Dredge, Humans, and Spirits all exemplify Modern's aggro bent. These decks tend to be full of more-or-less interchangeable, cheap threats that work together to create a snowball effect. It goes without saying that casting a  two-mana Mana Leak on one such creature isn't very exciting. Incidentally counter-proof measures like Aether Vial and Cavern of Souls just add insult to injury.

Existing counterspells line up poorly against aggro decks not because the spells themselves are weak in the format, but because that's how Magic is and has always been. Take these excerpts from Mike Flores's 2003 fundamentals article, "Finding the Tinker Deck."

On CounterSlivers, one of the game's early fish decks:

The CounterSliver deck is designed to slide low mana threats under counterspell walls and protect these with some control element (usually permission) while they hassle the opposing life total.

CounterSliver decks shine in Weissman-heavy fields, where any typical hand will yield a cheap threat, and the light-to-moderate permission count can stop creature removal and/or card advantage.

On Sligh, a red deck full of aggressive one-drops:

For a short while, WotC's printing of incredibly powerful and cheap cards, including Cursed Scroll, Fireblast, Jackal Pup, and Mogg Fanatic temporarily catapulted the Sligh archetype to Enigma-level status and made it the undisputed best deck of about three Constructed formats, concurrently.

In any case, Sligh decks have historically punished slow control decks and fallen prey to busty green creatures. In environments powered up by blue super decks, forcing green fatties to the fringe, it flourished.

These passages illustrate that at least for the past 15 years, counterspells have underperformed against aggro decks. That's less a problem with the power level of counterspells and more a classic rock-paper-scissors strategy triangle at work.

Permission is still played in Modern, and excels in matchups historically kind to the spell type: against combo (which needs to find and resolve a key component, and usually a mana-intensive one) and control (which relies on late-game haymakers to close out games and prioritizes making land drops to wield the mana advantage that makes those spells castable). It's also fine against midrange, an aggro-control deck that carefully walks up the curve as games progress.

No Broken Counterspells

Part of the reason counterspells inhabit such a large portion of Legacy decks is the sheer power of the format's legal permission. Mana Leak is no Force of Will or Daze—for this reality, though, I think Modern players can rejoice. Counterspells are strategically weak to aggressive decks because they have to be weak to something; their effect is devastating. Unlike proactive disruption like Thoughtseize, counterspells are often tempo-positive, costing less mana than the spells they deal with. They force opponents to commit to a play first, paying all costs associated with their spells before being told "no." Reliably accessing this effect for zero mana is, frankly, busted.

For proof of the brokenness of Daze and Force, look no further than the non-counterspell decks in Legacy. Rakdos Reanimator, Ad Nauseam Tendrils, Sneak and Show, Charbelcher, Storm, and Elves demonstrate the power level of combination decks acceptable in a world of free permission. Most of these decks are more than capable of winning on turns 1 or 2 unmolested, and none would be allowed into Modern.

The argument that free permission cancels out blistering combos snubs every other strategy in a given format. Modern is first and foremost about diversity, and forcing decks to play blue just to survive an onslaught of combos would probably remove more decks from the format than it would create.

Finding the Right Shell

The former two points skirt over the biggest impediment to this myth, which is that countermagic is in fact alive and well in Modern. It just thrives in certain shells, unlike in Legacy, where decks splash blue deliberately to access the broken permission. Historically, two deck types have emerged that want counterspells: control decks and tempo decks. These same decks utilize the card type in Modern.

UW Control, by Kyle Teagan (10th, SCG Columbus Team Open)

Creatures

3 Snapcaster Mage
1 Vendilion Clique

Planeswalkers

2 Jace, the Mind Sculptor
2 Teferi, Hero of Dominaria

Enchantments

1 Porphyry Nodes

Instants

3 Cryptic Command
2 Logic Knot
1 Negate
4 Opt
4 Path to Exile
2 Spell Snare

Sorceries

3 Ancestral Vision
1 Oust
3 Serum Visions
4 Terminus

Lands

7 Island
2 Plains
3 Celestial Colonnade
4 Field of Ruin
4 Flooded Strand
1 Glacial Fortress
2 Hallowed Fountain
1 Scalding Tarn

Sideboard

1 Spell Queller
1 Detention Sphere
1 Celestial Purge
2 Ceremonious Rejection
2 Dispel
1 Negate
2 Surgical Extraction
1 Lyra Dawnbringer
1 Vendilion Clique
1 Supreme Verdict
2 Timely Reinforcements

UW is the premier control deck in the format, and the deck is chock-full of countermagic. Its sweepers and removal get it to the late-game, where Cryptic Command and Logic Knot can shine; in the meantime, Negatedeals with noncreature spells. Spell Snare helps the deck recoup tempo against early-game plays from the opponent, and Spell Queller joins the fray against removal-light decks after siding.

This deck has enough ways to survive the early game to make good use of Modern's more expensive (and impactful) permission spells.

Counter-Cat, by Jordan Boisvert

Creatures

4 Wild Nacatl
4 Delver of Secrets
4 Tarmogoyf
3 Hooting Mandrills
1 Snapcaster Mage

Instants

4 Lightning Bolt
4 Path to Exile
2 Mana Leak
2 Spell Pierce
1 Spell Snare
2 Thought Scour
1 Opt
3 Mutagenic Growth

Sorceries

4 Serum Visions
1 Sleight of Hand
1 Faithless Looting
1 Chart a Course

Lands

4 Misty Rainforest
3 Scalding Tarn
2 Flooded Strand
2 Wooded Foothills
1 Stomping Ground
1 Hallowed Fountain
1 Steam Vents
1 Temple Garden
1 Breeding Pool
1 Island
1 Forest

Sideboard

2 Damping Sphere
1 Ancient Grudge
1 Destructive Revelry
1 Surgical Extraction
2 Huntmaster of the Fells
1 Hazoret the Fervent
1 Snapcaster Mage
1 Shapers' Sanctuary
2 Pyroclasm
1 Engineered Explosives
1 Negate
1 Mountain

Tempo decks seek to establish a lead on the board and gently disrupt opponents until their clocks can tie up the game. My own Counter-Cat deck is a good example of the thresh sub-archetype, which wins by backing individually powerful threats with spell-based disruption like countermagic and removal. An aggro deck like this one doesn't need its permission to be as decisive as UW's, but merely to enable its fairness in the face of combo. Merfolk runs Unified Will, Spell Pierce, and most recently, Deprive for the same reason. Their lack of permission is a major barrier to "pure" Zoo decks entering Modern.

While UW is interactive enough to support permission (using it defensively), Counter-Cat is proactive enough (using it aggressively). Decks that don't check these boxes, such as midrange, are doomed to be poor homes for countermagic. The subsequent failed experiments in, for example, Sultai might prematurely convince some brewers of permission's weakness relative to other forms of disruption. But as the results indicate, counterspells in Modern aren't weak. They just aren't broken.

Myth #2: Midrange is Dead

The rise of Mardu and ensuing rise of UW have led some Modern players to mourn the death of midrange as they knew it: black and green. But Jund clung on as a solid Tier 2 option before Assassin's Trophy was printed, and according to MTGGoldfish, seems to be reclaiming its throne as midrange poster boy with Trophy in the picture. As LL once said, don't call it a comeback. But what led so many players to decry BGx in the first place?

Midrange as Synergy Assassin

Fair decks like midrange rarely enjoy free wins, as with turn 1 Chalice or turn 2 infect for 10. In a world of Hollow Ones and Vengevines, curving Inquisition of Kozilek into Dark Confidant can feel underwhelming, to say the least. But these decks do have their great matchups.

If there's one thing midrange excels at, it's picking apart synergy decks. Decks that need multiple or specific pieces to operate, such as mana dork decks, critical mass strategies like Burn, and one-card ponies like Lantern Control, struggle in the face of targeted discard and early pressure. Between Confidant to keep the cards flowing and Tarmogoyfto just finish the game before opponents recover, BGx has no shortage of ways to destroy players assembling components.

Inquisition into Confidant used to beat nearly everything in Modern. The format has changed and become more powerful over time, but those cards still make up the backbone of BGx. It's only natural that they aren't as strong, relatively, as they once were. But that combination, and the midrange decks it helms, is still a nightmare for the synergy decks Modern continues to house and will probably never divorce. By that token, midrange should always have a place in the format.

Old Faithful

Another huge draw to midrange is its reliability. With their high land count, compact but streamlined threat suite, and similarly uniform disruption numbers, BGx decks are very good at executing their primary plan every game. Of course, that plan might not line up so well against some decks, and critically against the nut-draw from less consistent strategies. But it does perform adequately against many.

Discard spell into two-drop into three-drop won't win any games against triple Hollow One. But it's great at punishing stumbles from opponents, as well as more fragile opening hands. Many keeps in Modern revolve around a single card or two, and without that crucial piece, the hand becomes an easy mulligan. Besides giving pilots perfect information, targeted discard can exploit these weaknesses in hands to turn the slow, fair deck into a killing machine.

Jund, by Michael Olson (13th, SCG Columbus Classic)

Creatures

4 Bloodbraid Elf
3 Dark Confidant
3 Scavenging Ooze
4 Tarmogoyf

Planeswalkers

4 Liliana of the Veil
1 Liliana, the Last Hope

Instants

3 Assassin's Trophy
2 Fatal Push
2 Kolaghan's Command
4 Lightning Bolt

Sorceries

4 Inquisition of Kozilek
2 Thoughtseize

Lands

2 Forest
1 Mountain
2 Swamp
4 Blackcleave Cliffs
1 Blood Crypt
2 Bloodstained Mire
2 Overgrown Tomb
2 Raging Ravine
1 Stomping Ground
1 Treetop Village
1 Twilight Mire
4 Verdant Catacombs
1 Wooded Foothills

Sideboard

1 Damping Sphere
2 Nihil Spellbomb
1 Huntmaster of the Fells
1 Seal of Fire
1 Ancient Grudge
1 Assassin's Trophy
1 Fatal Push
2 Surgical Extraction
1 Kalitas, Traitor of Ghet
1 Angrath, the Flame-Chained
1 Anger of the Gods
2 Collective Brutality

Jund has never necessitated cantrips because it achieves consistency by redundancy. The deck plays enough of its key pieces that opening a solid mix of lands, disruption, and pressure is par for the course. As such, it mulligans lightly in the dark.

Tarmogoyf is Freaking Awesome

In "Pushing Back: How to Goyf in 2017," I discussed Tarmogoyf's applications in a post-Push world and how Fatal Push changed where the creature would be included. My predictions mostly rang true, chief among them that Goyf far from became obsolete.

Dropping to something like 5% of Modern decks, of course, marked a significant downturn from Goyf's glory days as the most-played creature in Modern by a mile. Back then, the Lhurgoyf was splashed into archetypes as diverse as aggro-combo and control in addition to helming aggro and midrange strategies alike.

The creature's continued relevance answers the question asked so often in that not-so-distant past: "what's a budget alternative to Tarmogoyf?" Hopefuls would be met with a deadpan "nothing," as nothing can really replace Tarmogoyf. Another two-mana combat creature with this good a rate simply does not exist in Modern. Stats are more important now than ever, and having a huge beater that's relatively easy to accommodate (Goyf asks only that players have a game of Magic, although purposefully building around Goyf can pay dividends of its own) is a boon for strategies that want to load up on disruption.

Today, those strategies are primarily midrange ones, and Goyf finds itself more or less confined to aggro-control decks. Given its unmatched rate and ease of inclusion, I don't see the creature going anywhere anytime soon, Fatal Push or no. Besides, Push seems to mostly see mainboard play in lower-tier decks, making Goyf a solid creature against Modern's performing gauntlet.

Fair or Square

I'm fortunate to have a platform in ModernNexus with which to frame my arguments. But part of the fun is shopping my ideas with others. If you disagree with any of the points made in this article, I'd love to hear from you in the comments. Until then, may you counter many Krark-Clan Ironworks!

In Questionable Company: Updating Spirits

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Every player has their own biases and preferences when it comes to deck selection. There's nothing wrong with playing to strengths, and it is important to remember that Magic is a game. You have more fun playing something you enjoy. However, this goes both ways, and you can dislike a deck for less-than-rational reasons. I have a problem with the most popular version of Bant Spirits that has little to do with the deck itself.

I don't enjoy playing the latest version of Bant Spirits, but that doesn't mean that it's a bad deck by any means. I prefer UW Spirits, and would probably play it even if I didn't have hang-ups with the Bant version. Outside of personal preference, I don't feel that Bant Spirits in any form utilizes Collected Company very well. Why this is and how I'd rather use Company are the topics for today's article.

UW Staying Strong

While I've been experimenting with new decks since the end of PPTQ season, I do make sure that my workhorse is in shape. UW Spirits will remain a powerful tool against the Modern metagame while control decks, Burn, and Humans dominate Tier 1. I haven't had much reason to change the maindeck, but I have been working on the sideboard.

UW Spirits, by David Ernenwein

Creatures

4 Mausoleum Wanderer
4 Rattlechains
4 Selfless Spirit
4 Supreme Phantom
2 Phantasmal Image
2 Remorseful Cleric
4 Spell Queller
4 Drogskol Captain
2 Geist of Saint Traft
1 Kira, Great Glass-Spinner

Artifacts

4 Aether Vial

Instants

4 Path to Exile

Lands

4 Flooded Strand
4 Seachrome Coast
4 Hallowed Fountain
3 Cavern of Souls
3 Ghost Quarter
2 Plains
1 Island

Sideboard

3 Stony Silence
2 Rest in Peace
2 Negate
2 Damping Sphere
2 Echoing Truth
2 Blessed Alliance
2 Worship

My anti-creature plan of winning the tempo game and using Slaughter the Strong to catch up left something to be desired. Here, I instead went for a prison plan using Worship. Cutting the Slaughters for another Echoing Truth has paid dividends against UW Control. Terminus is hard to fight, but responding with Truth to retrieve whichever creature we have multiples of saves the day. Truth is also great against tokens and any deck with problematic permanents like Ensnaring Bridge.

Worship has been a bit of a disappointment for me. Players have gotten the memo about Spirits and know to bring in answers for non-creature permanents. Assassin's Trophy also really hurts the card. I've had success using it as a multi-turn Fog to buy time to catch up on damage, but it never earns an automatic concession anymore. I'll keep looking for a better anti-creature strategy. Other than that, I'm very happy with UW Spirits.

Bant's Adaptation

However, despite some strong showings, UW is still not the Spirits deck of choice for most Modern players. That honor goes to Bant Spirits, and specifically the version with Aether Vial. Ondrej Strasky won GP Stockholm with the deck, which has since received the endorsement of a Hall of Famer.

Bant Spirits, by Adam Fronsee (SCG Columbus Classic, 8th Place)

Creatures

4 Noble Hierarch
4 Mausoleum Wanderer
4 Supreme Phantom
3 Phantasmal Image
2 Selfless Spirit
1 Rattlechains
4 Spell Queller
4 Drogskol Captain
2 Geist of Saint Traft

Artifacts

3 Aether Vial

Instants

4 Collected Company
4 Path to Exile

Lands

4 Windswept Heath
3 Flooded Strand
2 Horizon Canopy
2 Cavern of Souls
2 Botanical Sanctum
1 Temple Garden
1 Breeding Pool
1 Hallowed Fountain
1 Seachrome Coast
1 Moorland Haunt
1 Forest
1 Island
1 Plains

Sideboard

3 Stony Silence
3 Unified Will
3 Thalia, Guardian of Thraben
2 Rest in Peace
2 Dromoka's Command
1 Gaddock Teeg
1 Geist of Saint Traft

While the no-Vial version isn't my cup of tea, I like that version better than this one. I feel that the deck is full of compromises. Both Ondrej and Paulo admitted as much. It is a hybrid between UW and Bant, picking aspects of one to cover weaknesses of the other.

As a result, it has better matchups across the board, but its good matchups aren't as favorable as those of the other Spirits decks. With fewer Company hits, Vial Bant isn't as grindy as no-Vial Bant, and fewer Vials and Rattlechains means it isn't as tricky as UW. It therefore leans more on hitting lords than either alternative does. Merfolk players know well the power of lords, but leaning on a small number of cards to make a deck good creates more failure states through variance or disruption. I'd rather have spikier matchup percentages and more reliable gameplans.

On Rattlechains

Another aspect I don't like is the lack of Rattlechains. Paulo likes the card, but needed something to cut, while Ondrej just thinks it's bad. And true, Rattlechains isn't very impressive in terms of stats; rather, it shines given the context, and I'd argue that this metagame is friendly to Chains. Against Jeskai, it's Spirits's best card, since that matchup revolves around two-for-ones. Even when that isn't the case, Rattlechains is powerful because it's a flash creature that makes more flash creatures, allowing the deck to play at instant speed.

Rattlechains is a card that to jam on the opponent's end step after making them play around a counterspell, hopefully sub-optimally. After that, it creates more uncertainty for the opponent, as we could have anything at anytime and potentially wreck them. This intangible information advantage and stress generation can translate into game wins.

The Intangible Problem

Vial Bant Spirits is a Frankenstein of a deck (for the record, any commenter who says "Actually, it's Frankenstein's Monster" earns my scorn). Bant and UW have separate identities as the deck that overwhelms or outplays opponents, respectively. This new version is a hybrid, aspiring to the overwhelming card advantage of Collected Company and the tricky mana advantage of Aether Vial. Maybe if I hadn't worked on Spirits as long I as I have, I wouldn't have a problem with the Bant Vial build.

However, my experience with the archetype renders me acutely attuned to the minor inefficiencies that hybridizing Bant and UW creates, and subsequently to where each deck is superior to Bant Vial. Bant Vial has fewer creatures than no-Vial, and so Company whiffs more often. It also can't run all the utility lands, and they're integral to no-Vial. Despite only having three Vials, Bant Vial is more reliant on them than UW. Rattlechains provides UW a lot of flexibility and makes it easy to play at instant speed and gain more value from Captain or Phantom. To match that, Bant Vial must either hit well with Company or have Vial out. UW also has more flex slots maindeck which allows for more metagame tuning and adaptation.

In other words, because of my experience I can see the seams and scars left over from making the monster. Other players seem to see what the creator intended; a new lifeform, whole and flawless. It cannot be that to me, at least right now, because I'm too invested in the results of my own tweaking to stomach the stitch-work.

Rehoming Collected Company

One big issue with the hybridized Spirits deck is its lackluster Collected Companies. The deck has few passable targets outside of Drogskol Captain. Casting Company to look for Spell Queller or Selfless Spirit in response to a dangerous spell has a high ceiling, but can be quite risky.

Company is not a card that can just be jammed into any deck with creatures and be great. Yes, Company will find creatures and put them into play, which is always card advantage. Company can be straight tempo advantage if it finds 4+ mana worth of creatures, but simply getting creatures from the deck on the opponent's end step technically provides a tempo advantage, too. Digging six cards into the deck is also quite good. However, that's not what makes Company a great Magic card. Playing Company "for value" is like using Black Lotus to cast three Birds of Paradise turn one. It's not wrong, but it is a long way from right.

If believe the best way to play Collected Company is to play Collected Company. Or, because I like using symmetrical tautologies as a teaching tool, instead of going for value, play Company for value. Company decks excel when they use the card to explicitly go for the most value as they possibly can. The Standard Bant Company decks that nearly got Company banned were built to maximize each Company. They were designed to hit 5-6 mana worth of cards every time, and every single creature gained value on its own. The creatures were already spells, and Company made them instants. Modern has typically used Company to dig for combo pieces, which is also very good. So why mess about with dinky fliers?

A Shell Worth Four Mana

Most recent Bant Company decks revolve around Knight of the Reliquary. Sometimes it's to execute the Retreat to Coralhelm combo, but usually they're just big threats that find utility lands. I don't like this plan. Coralhelm combo has never worked as well as Splinter Twin, despite hopes to the contrary, while Knight takes too long to become threatening in my book. Durdling around fetching lands and getting wrecked by Fatal Push is not what I want from a Company deck. Instead, I want my Bant Company cards to be good right away.

Bant Company, by David Ernenwein

Creatures

4 Noble Hierarch
2 Devoted Druid
1 Vizier of Remedies
3 Duskwatch Recruiter
1 Rhonas the Indominable
2 Voice of Resurgence
2 Scavenging Ooze
3 Eternal Witness
3 Spell Queller
2 Reflector Mage
2 Tireless Tracker
2 Knight of Autumn

Instants

4 Collected Company
4 Chord of Calling
3 Path to Exile

Lands

4 Windswept Heath
3 Flooded Strand
3 Misty Rainforest
2 Forest
2 Horizon Canopy
2 Gavony Township
1 Breeding Pool
1 Hallowed Fountain
1 Temple Garden
1 Botanical Sanctum
1 Plains
1 Island

I've included the Devoted Druid combo package because winning on turn three is very attractive. I've only included a few copies of each piece because my experience has been that it just isn't a reliable path to victory when the opponent has any interaction. Considering the aforementioned metagame, I expect plenty of interaction. However, it's nice to just win against linear decks. I wish I could risk cutting the Path to Exiles for additional copies of Knight of Autumn, Spell Queller, and Reflector Mage, but dedicated Counters Company Combo is popular enough in my area that I need cheap answers.

The goal of the rest of the deck is to get as much value from our creatures as possible. Hitting any two utility creatures on is great and frequently provides more than two cards and six mana of value. In testing Reflector Mage plus Knight of Autumn has been game winning against Hardened Affinity while Voice of Resurgence and Scavenging Ooze are huge problems for creature decks. Queller is frequently mediocre off end step value Companies, so I've starting firing Company off in response to almost anything Queller can stop just to get that sweet value hit.

This greatest advantage is deck grinds harder than a machine shop. Chaining the same Company using Eternal Witnesses is backbreaking for any attrition deck, and Witness is arguably the best hit as a result. So too are an active Tireless Tracker or Duskwatch Recruiter. So long as sweepers are kept in mind, it is almost impossible to run out of gas in this deck. Couple that with [mtg_card]Gavony Township and, given time, there's no fair deck that can't be out-valued and overwhelmed.

Tron is a weakness game 1, but that's why my current sideboard is Damping Sphere. And nothing else, as I'm still working on the sideboard and am spoiled for choice. There are a lot of options to transform the deck into a straight combo deck, change up the value package, or go for traditional hate and hole-filling, and I don't know which is best. I don't even know if this Bant Company deck is better than Bant Spirits. What I do know is that I've never felt like I'm wasting time with Company in this deck, and that nagging disquiet I get playing Bant Spirits is gone.

Playing to Strengths

Certain decks just don't fit some players style or preferences. Regardless of its results, Bant Spirits just isn't for me. I want my Spirits to be tricky and Companies so value-laden they melt the table. That doesn't mean the alternatives are bad in a vacuum. The format is Modern. Pick what you want to play and master it.

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David Ernenwein

David has been playing Magic since Odyssey block. A dedicated Spike, he's been grinding tournaments for over a decade, including a Pro Tour appearance. A Modern specialist who dabbles in Legacy, his writing is focused on metagame analysis and deck evolution.

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Colorless Matchup Guide: Burn and Infect

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Along with Affinity, Burn and Infect once made up the Holy Trinity of blitzing wins in Modern. Times have certainly changed. The Affinity we knew now relinquishes most of its shares to Hardened Scales; Infect's loss of Gitaxian Probe and inherent softness to Fatal Push put a serious dent in its former reign; Burn has more functional Goyfs to worry about than ever. But all three decks continue to exist, with the latter two apparently on the rise.

As far as the Colorless Matchup Guide goes, we've already explored beating Affinity in detail. This week deals with aggro-combo's other Older Gods, Burn and Infect. Both are critical-mass-style decks aiming to assemble a high volume of a certain kind of spell, and both are fine matchups for Colorless Eldrazi Stompy—given, of course, a practiced pilot.

For reference, here's my current list (unchanged since the last Matchup Guide):

Colorless Eldrazi Stompy, by Jordan Boisvert

Creatures

4 Eternal Scourge
4 Eldrazi Mimic
4 Reality Smasher
4 Thought-Knot Seer
4 Simian Spirit Guide
4 Matter Reshaper

Artifacts

4 Serum Powder
4 Chalice of the Void
2 Smuggler's Copter

Instants

4 Dismember

Lands

4 Eldrazi Temple
2 Gemstone Caverns
4 Zhalfirin Void
3 Blinkmoth Nexus
2 Mutavault
3 Ghost Quarter
2 Scavenger Grounds
2 Wastes

Sideboard

4 Relic of Progenitus
1 Surgical Extraction
4 Ratchet Bomb
1 Sorcerous Spyglass
2 Spatial Contortion
2 Gut Shot
1 Gemstone Caverns

This has been my go-to build for a while, and I'm not counting on modifying it any time soon. Control decks have taken a light dip in popularity, and Bridgevine has settled out of the top tier, so respective additions of another Spyglass or Surgical now seem excessive. I think if the metagame requires Colorless to be doing something else, such as punishing creature swarm decks, it calls for a different Eldrazi deck altogether—perhaps even my TarmoDrazi build from last week! In an open field, though, or complete darkness, I would sleeve up the above.

Burn

Burn, by Collins Mullen (2nd, SCG Columbus Team Open)

Creatures

4 Goblin Guide
2 Grim Lavamancer
4 Monastery Swiftspear
4 Eidolon of the Great Revel

Instants

4 Lightning Bolt
4 Lightning Helix
4 Boros Charm
4 Searing Blaze
2 Skullcrack

Sorceries

4 Lava Spike
4 Rift Bolt

Lands

4 Wooded Foothills
3 Arid Mesa
2 Scalding Tarn
1 Bloodstained Mire
4 Inspiring Vantage
2 Sacred Foundry
1 Stomping Ground
3 Mountain

Sideboard

4 Destructive Revelry
3 Satyr Firedancer
2 Path to Exile
2 Searing Blood
2 Exquisite Firecraft
1 Skullcrack
1 Rest in Peace

Game 1

I've heard chatter lately in the Eldrazi communities I frequent about Chalice of the Void not being so great anymore, a scenario that's led to the relative dip in performance of Eldrazi decks. I still contend that Chalice is great if backed up by enough pressure or dropped ahead of curve, both things Colorless Eldrazi Stompy is made to do. In any case, Burn is not one of the decks that can shrug off a turn-one Chalice.

Chalice should be slammed as quickly as possible against Burn—before removal; before creatures; before anything. It can be tempting to curve out naturally with a 3/3 blocker for Guide and then a turn-three Seer, but landing Chalice first outweighs any other plans we might have in game 1, even if we're under pressure. After taking some damage, we can stabilize with Chalice on board and kill opponents before they draw enough two-drops to finish the job.

A key skill to master, and one that comes with many reps, is reading the opponent's hand based on their fetching and sequencing. The information gleaned helps Colorless make crucial decisions that line up optimally against Burn's draw. Some examples:

  • If opponents fetch-shock turn one, they may not have any other lands; otherwise, they'd get a Mountain.
  • If they cast Lava Spike, they don't have one-drop creatures or Rift Bolt, and probably have one or more of Searing Blaze, Eidolon of the Great Revel, and Boros Charm—high-impact cards that compensate for not setting up an attacker.

One common decision that benefits from this sort of close-reading is whether to cast Scourge or Reshaper first. Scourge walls Goblin Guide, while Reshaper just trades with it. But Scourge is also removed by literally anything, including Searing Blaze without landfall. As we're unlikely to have tons of mana game 1, let alone enough to cast all our spells,, exiling Scourge with its ability is similar for Burn to just killing it. We'd much rather Reshaper die to a spell, since in doing so it often nets us tempo by casting a creature or playing a land off the top of our library.

In the event that we know our opponent's on Burn, copies of Dismember and Smuggler's Copter are functional mulligans in an opener. We almost never want to see or cast these cards in a game against Burn. As they're still in our deck for game 1, the best we can do is ship the hand for something else or keep our otherwise great hand and simply take the minus on the chin.

Sideboarding

-2 Smuggler's Copter
-4 Dismember

+3 Ratchet Bomb
+2 Spatial Contortion
+1 Gemstone Caverns (play and draw)

Burn is too aggressive a deck for us to ever want to crew Smuggler's Copter. In this kind of matchup, we aim to deploy a new threat as a blocker each turn while attacking with the rest of our squad. The pseudo-haste from Copter works against that plan.

While a turn-one Dismember on Goblin Guide or Monastery Swiftspear can pay off in game 1, the card's still a no-brainer cut during sideboarding. Creature removal is valuable in this matchup—just not when it Boros Charms us! On that note, Spatial Contortion fills Dismember's shoes admirably.

Ratchet Bomb was once a card I once hated siding in against Burn, but had to for lack of something else to replace Copter and Dismember. That was before Ensnaring Bridge took off as a common tech for Burn decks against large creatures. We cannot beat a resolved Bridge except in niche scenarios, such as when opponents do have cards in hand and are at a low enough life total for manlands to tie things up. Even with Chalices on 1 and 2, Burn can take the game with Rift Bolt, Exquisite Firecraft, and Risk Factor should they have enough time to draw those cards. Bomb teams up with Thought-Knot Seer to prevent Burn opponents from cheesing wins. It also has the pleasant upside of killing a creature or two sometimes.

Gemstone Caverns comes in instead of the fourth Bomb for a couple of reasons. For one, with 3 Bomb in the deck, we're likely to see one should Burn have Ensnaring Bridge. Any copy beyond the first tends to be superfluous, especially since there's no guarantee Burn draws Bridge even if they do run it. The other reason is as intuitive as boarding out Dismember: we need to make our land drops against aggressive decks. If we're not deploying threats and disruption throughout the game, Burn will beat us, no matter how fast the Chalice comes down.

Post-Board

Burn can have a few different strategies after siding. For starters, the deck's colors can vary. Builds with green have a potent answer to Chalice of the Void in Destructive Revelry. If opponents search Stomping Ground in their first two land drops, they probably have Revelry in hand, and are also probably light on lands—otherwise, they'd wait to reveal the green until later. By fetching it fast, they're opening themselves up to Ghost Quarter cutting them off the color for good, although most Burn pilots don't recognize that we have access to this play.

When opponents telegraph a Revelry hand (anemic starts also signal the instant), Quartering the green or playing Thought-Knot Seer first are acceptable detours en route to resolving Chalice. Another solution is to skip 1 and resolve the first Chalice on 2. This play is a bit riskier, since Chalice on 2 also counters Ratchet Bomb, meaning we'll have no way to remove Ensnaring Bridge. It also counters Eldrazi Mimic and Spatial Contortion. Nonetheless, Chalice on 2 tends to hurt Burn more than it does us, and to cripple Burn more after siding than a Chalice on 1 would. A third anti-Revelry measure is to not cast Chalice until Seer can tear it from the hand. This line requires us to have other plays, such as casting creatures, and works best with a Spirit Guide.

Ensnaring Bridge isn't a card all Burn decks run (the one above doesn't, for example), but it's the archetype's single best card against us. Generally speaking, either we remove Bridge or we die. Seer should be saved until the turn before Burn will have three mana to cast a Bridge, and then slammed to clear the coast. We almost always choose Bridge over other targets.

Other tricks Burn can have up its sleeve include Searing Blood, which hassles Scourge and Mimic but thankfully isn't a very popular side-in from Burn players. Same deal with Grim Lavamancer. There's also Deflecting Palm, which makes Smasher scary for everyone and incentivizes us to peek with Seer before committing to big attacks into untapped Inspiring Vantages. Path to Exile is a card we're sure to see in game 2, but we can use it to our advantage by leading with Reshaper and Seer and making the most out of the extra land. Finally, Burn with Risk Factor has experienced minor success online.

Some more notes on Burn:

  • Throwing Quarter at white sources can force Burn to fetch-shock and take extra damage to cast their white spells. Quarter should be paced so that Burn players can't make use of the extra mana from Mountain entering untapped, i.e. on our turn after they've telegraphed no Lightning Bolts
  • Burn usually plays 3 Mountain
  • Exquisite Firecraft can target and kill Thought-Knot Seer

Takeaways

On paper, our Burn matchup looks amazing. We've got a functional Goyf with Inquisition of Kozilek attached in Seer, plenty of Wild Nacatl-size bodies between Reshaper and Scourge, Smasher and manlands to close out the game, and full sets of Chalice of the Void and Simian Spirit Guide to blank enemy hands before opponents even make one land drop. But the matchup can be close in practice, especially against the rare Burn pilot who boards correctly. Stacks of Paths, Searing spells, and Bridges can line up to complicate our victory.

Infect

Infect, by Bradley Tinney (4th, GP Detroit)

Creatures

4 Glistener Elf
4 Noble Hierarch
4 Blighted Agent
2 Ichorclaw Myr

Instants

4 Mutagenic Growth
4 Blossoming Defense
4 Might of Old Krosa
4 Vines of Vastwood
3 Groundswell
3 Become Immense
1 Spell Pierce
1 Dismember

Sorceries

1 Distortion Strike

Enchantments

2 Rancor

Lands

4 Wooded Foothills
1 Verdant Catacombs
2 Windswept Heath
2 Misty Rainforest
2 Forest
2 Breeding Pool
2 Pendelhaven
4 Inkmoth Nexus

Sideboard

1 Spell Pierce
1 Dismember
2 Invisible Stalker
2 Nature's Claim
1 Gut Shot
1 Shapers' Sanctuary
1 Dispel
1 Pithing Needle
1 Grafdigger's Cage
1 Spellskite
2 Torpor Orb
1 Wild Defiance

Game 1

As against Burn, our first order of business vs. Infect is resolving Chalice of the Void. Chalice prevents Infect from casting most of its pump spells, forcing it to wait until later to kill us with Become Immense. It also blanks some of their creatures. We have some time early on to stick the artifact, as taking a few hits from Glistener Elf or Blighted Agent as we sculpt our hand and board isn't so scary when we can rule out +4/+4 shenanigans. Infect will reliably kill through Chalice later in the game, though, making the card more of a temporary solution than the actual gameplan it is against Burn.

Next up is blocking. Even without Chalice in play, throwing creatures in front of Glistener Elves is something Colorless mustn't hesitate to do. Our credo: do not take infect damage. We're creature-heavy enough to be able to block almost every turn, forcing opponents to deal us 10 in one fell swoop. And when they're casting their pump spells each turn anyway, so Elf doesn't just die in combat to our 3/3, dealing 10 in a single attack becomes challenging.

The best early blocker is of course Matter Reshaper, who then flips into more blockers, ramps us into our top end, or, on a good day, draws Dismember. The best late-game blockers are manlands, especially Blinkmoth Nexus, which can block its cousin.

Although not all lists run it, Rancor lines up okay against this strategy. The enchantment allows Infect to trade away creatures instead of pump spells, or continue using pump spells to save its creatures, but push damage through regardless. A timely removal spell can blow out Rancor plays, which conveniently become predictable after we see the card once.

An especially strong Infect player will look to resolve Rancor and then hang back from attacking, stockpiling enough pump spells and protection to go for game later (even through a Chalice). We can only draw so many Dismembers to interact with this play cleanly. Our most reliable counter is to develop a board of our own and be ready to block enough that we don't die. Should opponents wait long enough, we can turn all those creatures sideways and one-shot them ourselves.

With no Chalice, we can still take over game 1 with Seer and Smasher. Our smaller creatures and manlands excel on the blocking front. With a Chalice, game 1 often ends very quickly.

That being said, between Viridian Corrupter and Dissenter's Deliverance, Infect actually has a number of mainboard ways to remove Chalice of the Void. Granted, that number is small (about two copies per deck), and a turn-one Chalice will slow the deck to a crawl regardless. But it's not utterly cold to the artifact, especially if the deck manages to plant an infecter or two first.

Sideboarding

-3 Matter Reshaper
-4 Reality Smasher
-2 Smuggler's Copter
-1 Wastes (on the draw)

+4 Ratchet Bomb
+1 Sorcerous Spyglass
+2 Spatial Contortion
+2 Gut Shot
+1 Gemstone Caverns (on the draw)

This plan swaps our top end for the full removal package, essentially turning us into a Delver deck. Spyglass addresses Inkmoth Nexus, while Bomb covers bases ranging from multiple threats to Shapers' Sanctuary to Invisible Stalker. Copter runs into the same issues here as it does against Burn. Gut Shot is our best card, and we're sort of sad to see Matter Reshaper go (after all, it does block), but need the space.

Post-Board

They don't always run it, but Infect's scariest card is Wild Defiance. Defiance turns off most of our removal spells and allows Infect to deal 10 in one attack much more easily, and while the deck is more strapped for cards. Fortunately, our board plan shifts Colorless dramatically.

Gone are Reality Smasher, and Matter Reshaper to block and ramp us into it. Scourge, despite phasing out at the mere sight of a Mutagenic Growth, sticks around for the reason that we can aggressively Powder into removal-heavy hands and still have proactive plays to make. Since we're aspiring to a medium-length game, we'll have enough mana to recast Scourge while holding up blocks and casting removal.

Infect usually has more answers to Chalice after siding, but cannot keep up with our removal. Since all their threats pretty much die on sight, we're in no real rush to kill Infect, so our 3/3s get the job done. Shapers' Sanctuary helps them somewhat on this front, but does nothing in the face of Chalice or Bomb, making it unreliable.

Takeaways

Infect is one of our better matchups, but we do have to watch out for Blossoming Defense. I think this is Infect's best pump spell against Colorless, especially after siding, because of how good it is at blowing out removal wars. An interesting quirk of Spatial Contortion is that it increases the target's power, so casting the instant on an opponent's turn can seal our own fate. To avoid this and other embarrassing scenarios, it's best to remove creatures on our turn with spells and on Infect's turn with creatures by casting removal in our main phase and blocking when possible.

Fast, But Not That Fast

There you have it: two grizzled aggro-combo veterans all ready to be pulverized by spaghetti monsters. Does your experience against Burn or Infect on Colorless differ from mine? Do you have anything to add? Which decks would you like to see next in this series? Let me know below.

Unleash the Hatebears: GW Post-Guilds

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The metagame constantly cycles and decks rise and fall. Last year, Grixis Death's Shadow was the deck-to-beat in Modern; today, it's Humans. Sometimes, this fluctuation occurs because of players reacting to new decks or trends; sometimes, it's because of new printings. With the release of Guilds of Ravnica, Modern seems poised for a major shift thanks to one card, Assassin's Trophy. But I think there is also a minor shift in the wings thanks to some other newcomers.

Selesnya Rising

Assassin's Trophy has seen the widest Modern discussion of the new Guilds cards, and rightly so. However, GW also received new and potentially game changing cards. While I have serious doubts that Trostani Discordant or any of the convoke creatures will see play, there are several cards that have made me wonder if they're enough to not just see play, but bring an old archetype back to life. It's certainly possible given the current metagame.

Knight of Autumn

The most-discussed addition is Knight of Autumn, and with good reason: three modes on a three-mana creature is an insane rate. It's even more insane because the modes are all Modern-playable abilities. Kitchen Finks and Reclamation Sage see extensive play, and the fail state is still an impressive beater. Knight replaces those cards in decks that can afford her, which frees up card slots.

Despite this, I actually expect Knight to see limited play. Its problem are the creature type and the cost. Dryads and Knights don't have any real tribal synergies at all, while Sage does; Elves doesn't have a reason to switch. Costing white and green means Autumn is far less splashable than Finks; Kitchen Finks can be played in mono-white or green, while Autumn must go in a two-color deck.

This disqualifies Autumn from a lot of decks. Humans won't switch to Autumn because she will be uncastable frequently. While Humans is a five-color deck, it relies on Cavern of Souls and Unclaimed Territory, which won't produce mana for Autumn in most circumstances. Casting Autumn takes two of Noble Hierarch, Ancient Ziggurat, Seachrome Coast, Plains, and/or uncycled Horizion Canopy which is a big ask for Humans. Assuming that Humans only wants the Naturalize ability out of the sideboard, there's no reason to adopt Autumn over Sage.

Pelt Collector

Humans probably wouldn't be a deck without Champion of the Parish. One-drops that become serious threats during a game are rare and powerful (see: Deathrite Shaman), and Pelt Collector looks to join that club. Collector is simultaneously more and less limited than Champion, since the Elf Warrior can't grow infinitely but also isn't limited to a single tribe. Gaining trample once it hits 4/4 is a very nice touch. Of course, that's also likely as large as Collector will be growing on its own, since green creature decks rarely contain anything larger than a 4/4. Still, a one drop that scales as the curve rises has a lot of potential.

I haven't seen much discussion of Pelt Collector for Modern yet. What there have been are combo decks using Vexing Devil and Death's Shadow as part of all-in aggro strategies. My experience with such decks says it's a cute idea, but not really competitive; they can win out of nowhere, but even a small hiccup shatters the axel, and the whole thing crashes to a halt. A more fair and resilient deck is still gong to grow Collector just by playing out its curve. It might even be a better home since there will be more must-kill threats.

Emmara, Soul of the Accord

Modern asks a lot of two-mana 2/2s. Its removal and speed mean that they need to be disruptive like Thalia, Guardian of Thraben, immediately impact the board like Thalia's Lieutenant, or provide a long-term advantage like Dark Confidant. Given that Emmara, Soul of the Accord is only notable because she makes a token, she doesn't immediately appear playable. But I think she may have legs.

Against UW Control, Emmara is an army unto herself, and a priority removal target. UW Control doesn't play that many hard answers, instead relying on drawing enough Terminuses to withstand creature decks until Cryptic Command and planeswalkers can seal the game. A single threat that can go wide unassisted throws a significant wrench in UW's gameplan. Jeskai doesn't have this problem thanks to all its burn, but with straight UW apparently being the control deck of choice, I'm interested.

Back in Return to Ravnica Standard, I remember that Precinct Captain served a similar role early in the format. Captain never made it in Modern because of Lightning Bolt, but right now, that's not true. First strike is a very good ability, but I think that Emmara is actually better because Captain only makes tokens if he deals combat damage to players. Emmara just needs to tap, be that by attacking, convoking, or getting hit with Cryptic Command. I don't see Emmara beating out Voice of Resurgence for maindeck play, but she's definitely sideboard material.

Tax or Hate

The wealth of new GW cards made me wonder if it's time to reexamine GW Hatebears. Longtime readers know that I've always preferred mono-white Death & Taxes, but for a time years ago Little Kid Abzan and GW Hatebears were better choices because of their superior matchup against Jund. Thanks to the rise of Grixis Death's Shadow and GP Las Vegas 2017, mono-white finally emerged as the preferred deck last year, and GW virtually disappeared. However, I'm starting to think the winds have shifted enough for GW to be worthwhile.

The difference between Hatebears and Taxes isn't just about color. Taxes decks rely on Thalia, Guardian of Thraben and Leonin Arbiter coupled with Ghost Quarter and Field of Ruin to attack an opponent's mana, grind down their engines, and win via many small, disruptive creatures. These decks use Aether Vial coupled with Flickerwisp and Restoration Angel to play around removal and gain card and mana advantage. However, Humans uses Thalia more effectively than Death & Taxes because it kills faster. Its other disruptive creatures are also relevant more often than Arbiter, meaning it's gotten hard to justify Taxes over Humans.

Many Hatebears decks did run Thalia, but not as a primary strategy. Instead, Hatebears is about directly disrupting the opponent while outclassing opposing creatures and removal. Where Taxes induces inefficiencies, Hatebears shuts strategies down. Instead of Arbiter, it runs Aven Mindcensor; Gaddock Teeg over Thalia; Noble Hierarch rather than Aether Vial. Hatebears doesn't beat removal with tricks, it plays creatures that are less vulnerable, like Loxodon Smiter. In a Jund-heavy world, this stat-based approach worked well. Jund isn't the powerhouse it used to be, but I think a similar metagame opportunity is developing.

Metagame Opportunities

The metagame is becoming more polarized, with Humans and UWx Control emerging as the big players. Meanwhile, Affinity is changing forms from the classic explosive artifact deck to the less vulnerable Hardened Scales version. This shift presents an opportunity for Hatebears to rise again, as it has considerable advantages against this new metagame notwithstanding the new Guilds additions. I know that many are turning towards GW Taxes instead of Hatebears, and that's fair, but Knight of Autumn doesn't make up for the fundamental Taxes problem of small, fragile creatures. I've been testing a more classic take on the deck.

GW Hatebears, Test Deck

Creatures

4 Noble Hierarch
2 Birds of Paradise
4 Pelt Collector
4 Voice of Resurgence
4 Scavenging Ooze
1 Selfless Spirit
1 Gaddock Teeg
4 Knight of Autumn
4 Loxodon Smiter
1 Aven Mindcensor
3 Wilt-Leaf Liege
1 Shalai, Voice of Plenty

Instants

4 Path to Exile
2 Chord of Calling

Lands

4 Razorverge Thicket
4 Temple Garden
4 Windswept Heath
3 Horizion Canopy
2 Gavony Township
3 Forest
1 Plains

This deck accelerates into mid-game creatures while growing its threats. While Knight almost never triggers Collector without Wilt-Leaf Liege, Voice tokens frequently do. The Chords are there because Chording for Teeg in response to a miracle trigger or other play can be backbreaking for opponents, and potentially great against strategies besides UW. Further testing will tell for sure. In this section, we'll see how my proposed Hatebears list compares to Death & Taxes against Modern's top decks.

Vs. Humans

I was playing mono-White Death & Taxes when Humans first reared its head, and the match is very close. Humans usually dominates the early game, but if the game goes long, Blade Splicer and Flickerwisp take over. Wins were never easy, and I often stabilized at a precarious life total. The problem was that Taxes' one- and two-drop creatures are worse than Humans's, and without Vial, it proved easy to fall behind. D&T is also very weak to decks that can go wide and tall, which is a Humans specialty. Since then, Humans has adopted Izzet Staticaster, which wrecks the low-toughness creatures in Taxes. One available solution is to sideboard into a white control deck, but Humans is built to pick apart slower decks, so the matchup is just tough.

Hatebears' creatures are naturally tougher than D&T's, so it stands up in combat far better. Having Gavony Township and Wilt-Leaf also makes Thalia's Lieutenant less crushing. Being able to lock down the ground and eventually win with massive, trampling Pelt Collectors has been effective in testing. The main problem I still have is Humans filling the skies, because Hatebears lacks fliers. I'm uncertain at this point if this problem is worth trying to solve with mainboard cards.

Vs. UWx Control

The Taxes matchup against control decks is very hard. Jeskai has a plethora of relevant removal for every creature, while UW has Terminus to avoid paying taxes. Games come down to careful resource management, and if Taxes falls behind on cards, it is very hard to get back into the game. My post-board solution was to utilize planeswalkers, but that was still risky against countermagic. Once Terminus replaced Supreme Verdict as the go-to sweeper, I decided I just didn't need the stress in my life.

Hatebears has a number of advantages game 1 against both decks. UW only definitely has Terminus and Path to Exile as hard removal. Occasionally Detention Sphere joins the party, and Autumn answers it. Path is Path, and Snapcaster Mage plus Path is very nasty, but Scavenging Ooze makes Snapcaster worse. Also, Terminus tucks creatures back into the library, meaning they can be found with Chord or just shuffled back into circulation. Smiter's uncounterability is the final nail in the coffin for UW to have a tougher time against Hatebears even before we sideboard in more Teeg's, Thrun, the Last Troll, and Emmara.

Jeskai has a somewhat easier time since it has more removal, but Smiter and Voice have always been good because they shrug off Lightning Bolt. What tends to happen is Jeskai has to 2-for-1 itself to get Hatebears off the board and just runs out of steam. Chording for Shalai in response to removal is also a beating against Jeskai.

Hardened Scales

Normal Affinity was an easy match for Death and Taxes. Between the land destruction, Blade Splicer tokens, and fliers, D&T had all the bases covered game 1, and things got fantastic after sideboarding. Hardened Scales is a different animal. Walking Ballista and Hangerback Walker are nightmares for D&T's tiny creatures. Absent Phyrexian Revoker, a single large Ballista is often game over, making Taxes more reliant on Stony Silence than before.

Simply having bigger creatures is a huge plus for Hatebears. Instead of being a board wipe, Ballista is often just a removal spell. Knight and Pridemage also make the matchup manageable by removing the Scales. Shalai and Gavony Township mean Hatebears can match Affinity on size. It can still be terrifying when Scales starts to snowball, but Hatebears has more options to successfully fight back than Taxes.

Hollow One

Here's the factor that has me most excited about Hatebears. I've made no secret that I dislike Hollow One because Burning Inquiry can be so frustrating to play against. Hatebears turns Inquiry against its controller with Smiters and Lieges. There's also the statistically implausible chance that we discard all three Lieges, there's no opposing Hollow One, and we crash in for 24 damage on turn one!

Outside of that pleasant dream, once again, Hatebears's size matches Hollow One and Gurmag Angler and stonewalls Bloodghast. Scavenging Ooze is exceptional for stopping the recursion engine and stabilizing. The additional artifact removal from Knight is also highly relevant.

Give In to Your Hatred

It's not always obvious when a shift brings an older deck back to playability. Between combo revolving around Teeg targets, aggro becoming about size, and control narrowing its answer suite, I think that Hatebears is due for a resurgence. In any case, there's at least enough power in the deck for me to continue my testing.

Fat Guy, Little Coat: Revisiting TarmoDrazi

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I'm always brewing new Modern decks, especially when spoiler season rolls around. After the novelty wears off, I inevitably find myself pulled back to my favorite card combinations. Goyfs, Bolts, cantrips; Temples, Mimics, Seers. I believe the decks that best house these respective combinations are Counter-Cat and Colorless Eldrazi Stompy, both of which I've tuned to finely match my playstyle preferences. But lately, I've again become enamored with an older creation of mine, and one that essentially mashes the two strategies together: TarmoDrazi.

Today, we'll take a look at my updates to the TarmoDrazi deck and assess the strategy's prospects in the current metagame.

Deck Concept and History

TarmoDrazi was born from a joke gone wrong: the weekend following Eye of Ugin's banning, I brought a Simic Eldrazi deck containing the newly-legal Ancestral Vision and a playset of Goyfs to Fright Night Magic. But Goyf's applications in the shell actually impressed me. A week later, I'd built the prototype.

That first version received backlash for my continued inclusion of Serum Powder, a card I had yet to put on the map as a worthwhile tool in Modern Eldrazi decks. I closely analyzed Powder's roles in the deck and finished by cutting it from my subsequent build. Version 1 also revealed the power of Traverse the Ulvenwald in a focused Tarmogoyf shell, and especially alongside the Eldrazi—when searching for Temple, Traverse functioned as a green Sol Ring, heavily incentivizing the deck to achieve delirium rapidly.

Version 2 came about after the spoiling of Emrakul, the Promised End. I went into Temur colors for Thought Scour, which helped fill the graveyard for Emrakul, and included Oath of Nissa as a mini-Ancient Stirrings that added to delirium and found Tarmogoyf. Noble Hierarch was introduced to help with delirium, mana fixing, and speed. Blue also gave the deck Serum Visions, at the time a powerful cantrip, and Stubborn Denial, which insulated the shell against combo decks. Stubborn was nice; Serum was a bit slow. Same deal with Emrakul, which was regularly a worse Traverse find than Tarmogoyf.

The project received new life when I remembered Architects of Will and went on another brewing spree. Version 3 employed Architects to make delirium more reliable. Emrakul and Oath were cut from this build, but spending mana on a blind cantrip wasn't what the shell wanted to be doing. I abandoned TarmoDrazi a month later, when Wizards revealed Eternal Scourge, and got to work on Colorless Eldrazi Stompy.

Current Build

Abandoned until now, that is. After two years on Colorless, I've re-sleeved my Ancient Stirrings to update TarmoDrazi. As always, we'll start with the list.

TarmoDrazi, by Jordan Boisvert

Creatures

4 Noble Hierarch
4 Tarmogoyf
4 Thought-Knot Seer
4 Reality Smasher
1 Scavenging Ooze
1 Tireless Tracker

Artifacts

4 Mishra's Bauble

Instants

4 Tarfire
2 Lightning Bolt
2 Dismember

Sorceries

4 Ancient Stirrings
4 Traverse the Ulvenwald
2 Faithless Looting

Lands

4 Wooded Foothills
2 Misty Rainforest
4 Eldrazi Temple
3 Karplusan Forest
1 Grove of the Burnwillows
2 Stomping Ground
2 Forest
1 Mountain
1 Wastes

Sideboard

4 Stubborn Denial
2 Kozilek's Return
2 Damping Sphere
1 Engineered Explosives
1 Dire Fleet Daredevil
1 Magus of the Moon
1 Huntmaster of the Fells
1 World Breaker
1 Breeding Pool
1 Cavern of Souls

Philosophy

The contemporary TarmoDrazi deck improves on its predecessors in a few ways. For one, it's sleeker. Full sets of Hierarch, Bauble, and Tarfire greatly enhance the deck's speed, a crucial factor in this midrange-light format. Value-leaning cards like Matter Reshaper and Architects of Will have little merit here. Trimming Architects also has the benefit of relegating our blue splash to the sideboard.

Faithless Looting further adds to our velocity factor, chewing through ill-fitting pieces in hand while growing Tarmogoyf and enabling Traverse the Ulvenwald in linear matchups. Those matchups have always peeved TarmoDrazi, as when opponents weren't stripping our cards with Thoughtseize, amassing delirium could prove cumbersome. Looting even improves the midrange matchups by dumping lands for business in the mid-game. Of course, it doesn't hurt that our "business" is midrange's Public Enemy No. 1, Reality Smasher.

Another crucial aspect of the deck is its resilience to graveyard hate. Rest in Peace seems great against TarmoDrazi on paper, but in practice, all it achieves is neutering Tarmogoyf and turning Traverse the Ulvenwald into Lay of the Land. That's just eight cards it cripples. We're still a deck with Thought-Knot Seer and Cavern of Souls, and remain fully capable of punishing opponents for deploying the enchantment on-curve.

Positioning

Modern already has a GR Eldrazi deck—the one with Obligators and Bloodbraid Elves. While that deck excels against large creatures, TarmoDrazi has a better time against small creatures thanks to its abundance of spot removal. Frequently having a 6/7 Goyf also pays dividends against those strategies, which are forced into chump-blocking. TarmoDrazi also gets the nod against combo decks, which similarly struggle against large Goyfs (not to mention Stubborn Denial).

I think GR probably outperforms us against midrange, what with all its Goyf-stealing and Bloodbraid value. But we certainly don't have a bad midrange matchup ourselves, what with all our... Eldrazi Temples. I feel like a more proactive, less rampy version of that deck that isn't so dependent on opponents having creatures is well-positioned for this metagame of Hardened Scales, Tron, UW, and Burn.

TarmoDrazi's sideboard also helps with matchups historically tricky for Eldrazi decks. Kozilek's Return fills in admirably for the heavy removal packages I've been forced to include in Colorless Eldrazi Stompy, but it certainly underwhelms against Humans.

I also began without a blue splash, but added it back in for Stubborn Denial. This counterspell teams up with the accelerated beatdown plan of Hierarch, Goyf, and Seer to make most of our combo matchups—including spell-based aggro-combo decks, like Burn—a breeze. Lastly, Traverse gives us access to Magus of the Moon, which takes care of Valakut and UrzaTron decks alike.

Card Choices

Here, we'll dissect the individual components that make TarmoDrazi tick.

Creatures

Noble Hierarch remains critical to the strategy, baiting out removal and feeding the creature type to delirium. With Fatal Push in the picture, this role is more relevant than ever.

I've found Looting and Bauble to buff our consistency enough that an early Goyf or Seer is par for the course. As such, additional early threats like Matter Reshaper, Eldrazi Obligator, or Bloodbraid Elf feel superfluous. Reality Smasher sits comfortably on top of the mana curve.

As for Traverse bullets, the only two I've found worthwhile are Scavenging Ooze and Tireless Tracker. Both are go-tall creatures that can outgrow anything and break board stalls, but they do so in different ways.

Ooze gets bigger faster and controls boards gummed up with Goyfs on either side. It also incidentally hates on the graveyard and gains life, hosing certain strategies. Sticking Ooze has been important in game 1s when it comes to turning off Snapcaster Mage, who's already stretched thin against this deck thanks to all the Path to Exile targets.

Tireless Tracker stays small for longer, but attacks opponents from a different angle entirely: with card advantage. Especially in a deck with Faithless Looting, drawing once (or twice) for each land drop can out-resource many Modern decks.

I like to exchange resources with interactive opponents as much as possible before deploying Scooze or Tracker. That way, the creatures come down and just take over the game, à la Huntmaster of the Fells. Both creatures leave something to be desired against linear combo decks, although Scooze has applications against some of them, but their presence provides a mighty boon to our interactive matchups. Not coincidentally, these are the matchups in which we're likeliest to have delirium active and find ourselves able to tutor up haymakers.

Removal

After experimenting with varying numbers, I think 4 Tarfire is definitely correct. No other card in the deck is worth two card types. It turns out taking a minus in matchups with few Tarfire targets is worth having delirium active from the game's outset.

Lightning Bolt is technically a flex card here, but I think it performs well in the slot. 3 is much more than 2 when it comes to burning opponents out, and Modern has never been so stat-centric. There are some creatures, most notably Mantis Rider, that Tarfire just won't kill.

For everything else, there's Dismember. This all-purpose kill spell is a shoe-in at 2. It nabs early Goyfs, lets us beat later ones, and clears the path of Gurmags and Baneslayers for Thought-Knot and friends.

Cantrips

While I've discussed Traverse and Stirrings to death in the context of this shell, Bauble and Looting are relative newcomers (although I have experimented with Bauble here before). Let's start with the artifact cantrip. At 0 mana, Bauble is just miles more efficient than Architects of Will. And we have enough library manipulation to make great use of the scry. Our land configuration gives us the option of scrying while making a turn one play a good chunk of the time. We can also Bauble before casting Traverse or Stirrings if we're really looking for something specific, and hold off on the green cantrip until we draw the top card. Bauble even gives us super-Thoughtseize by looking at an opponent's card before resolving Seer. I'll admit that Bauble occasionally gets Looted away in the mid-game, but there's no card I'd rather have in an opener.

Since I've played Faithless Looting religiously in GRx Moon decks for years, I'm surprised in hindsight that I never tried it in TarmoDrazi. After all, Looting does plenty that we want—it cycles through extra lands, grows Tarmogoyf, and turbo-activates delirium. In game 2, it even helps find sideboard bullets we can't Traverse for, like Stubborn Denial. Including Looting also makes hit-or-miss cards like Dismember less of a liability.

Mana

The TarmoDrazi manabase is a tightrope walk of package balance, and I'm not sure I've found quite the right combination of lands yet. There are four types of lands vying for space among our precious 20 slots.

  • Colorless producers: Karplusan Forest seems like the better land, since a reach-inclusive aggro deck doesn't really want to gain opponents life. But it seems including Grove of the Burnwillows has some merit, as with both lands in play, pilots can choose whether to give life or take damage. Similarly, seeing both lands off a Stirrings lets us select the best one for the matchup.
  • Fetchlands: I've been bouncing between 5 and 6 fetchlands lately. We badly want a fetchland in the first couple turns of the game, but they become our worst lands by the mid-game. Exceptions do arise; Mishra's Bauble and Tireless Tracker both extract extra value from fetchlands. But I've had them be dead occasionally, and the damage adds up.
  • Fetchable lands: Having targets for fetchlands wasn't a problem when I ran Breeding Pool in the main, but since switching to Wastes, 6 fetchlands feels like it might be too many. Among these lands, I think at least three should be basics, including 1 Mountain. It's possible the 2nd Forest can be cut for another shock.
  • Utility lands: Right now, my only mainboard utility land is Wastes. The fourth basic stands to help out against Assassin's Trophy (I have yet to test that), and it's a colorless source we can Traverse for in lieu of delirium. Having a Wastes in the 75 blocks Blood Moon and Field of Ruin from ever cutting us off colorless.

It pays in this deck to deploy lands very conservatively, at times holding up to four additional lands in hand. A topdecked Faithless Looting can turn those lands into threats. Because of Bauble and Tracker, fetchlands are the most valuable type to hold. Pilots should play out lands so that they have enough to Loot and make a desired play, or flashback Loot and make a desired play. Properly pacing land drops requires a solid understanding of what's in the deck and the paths available should one card or another be drawn.

Sideboard

The sideboard, too, is a work-in-progress. Lately, I'm wondering if Huntmaster of the Fells and Magus of the Moon can be cut. The former seems a little redundant as a bullet—if we've stabilized the board, won't Tireless Tracker or Smasher put the game away, even against small creature decks? As for the latter, are there decks besides Tron it's there for? If not, I'd rather have a third Damping Sphere.

I'm also wondering if World Breaker can't be Reclamation Sage. I figured the only time I'd need to blow up an artifact or enchantment was if I was already deep in the late-game, in which Breaker is castable, and liked his applications against attrition decks. But seven mana is still a ton. Other bullets I've tried and cut include Eldrazi Obligator (never wanted it) and Hazoret the Fervent (too redundant with Smasher). I've considered Izzet Staticaster and, just for kicks (I swear), Nullhide Ferox. (Just for kicks!) (I swear!)

The rest of the sideboard feels great. Dire Fleet Daredevil shines in Goyf mirrors, Kozilek's Return wrecks small creature decks, and Stubborn Denial runs circles around anyone casting pricey spells. Cavern of Souls is also riotous against the UW decks.

Merry Christmas, Everyone

After putting this deck back together, I promptly went 4-0 at my LGS and came home eager to share the updated TarmoDrazi with the world. If anyone else takes it for a spin, be sure to let me know how it goes!

Exploring Some Overlooked Modern Gems

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In the vast card pool of Modern, there are quite a few hidden gems that are either underplayed or could see play in other strategies. Decks like Death's Shadow and KCI existed for a long time before being discovered. This leads me to believe there are plenty of other undiscovered viable decks lurking in the depths of Modern. Whenever I come across a card that sparks my interest, I take note of it. Sometimes I'll build some exploratory lists around it. In rare cases, I'll continue digging if I think there is something truly great in the idea. Over the years, these cards have formed a disorganized list in my brain of cards that could potentially take over Modern either in established decks or entirely new strategies.

In an attempt to make the list a little more organized, I want to document a few of those cards on that list. It is important to note that the decklists in this article are rough starting points and are far from polished.

Bomat Courier

Bomat Courier is an incredibly powerful card and has certainly demonstrated that in Standard. It presents pressure in the form of inevitable card advantage that must be dealt with, all at the low cost of one mana. Despite its efficiency, the deckbuilding constraints Bomat Courier puts on a deck are fairly significant. To cash in on the card advantage machine, you need to have few, preferably zero cards in hand. The type of deck that wants this card will be emptying its hand quickly to prepare to reload. Not many decks can or are actively looking to do that, but the ones that do will be happy to have it.

One deck I would look to for Bomat Courier is Burn. All Burn is trying to do is empty its hand of burn spells to put the opponent’s life from 20 to 0. That can be difficult to do sometimes when resources are tight. If the deck draws a few too many lands, it will often be six to nine life points short. Bomat Courier not only acts as a burn spell by chipping in for 2-3 damage, but it brings along with it the burn spells under it. Bomat Courier is at its best in a slimmed down version of Burn playing Bump in the Night. My biggest issue with traditional RW Burn are the hands that die with two-mana spells rotting away in hand. The lowering of the curve will both help kill the opponent quicker and make Bomat Courier better.

The other deck I propose we add Bomat Courier to is Death’s Shadow. The deck is all about playing the most efficient spells possible, and what better than a one-mana draw-four? That characterization is a bit of an exaggeration, but the card is still a perfect fit. The deck plays removal spells to let Courier get hits in, and it plays hand disruption to quickly trade off resources. If both sides are constantly trading one-for-one, but one side has a Bomat Courier, it is clear which side will win.

Erayo, Soratami Ascendent

Erayo, Soratami Ascendent may fit more under the category of pet card rather than secretly powerful card in Modern. Part of me just really wants this card to work, but I should still try to honestly evaluate this card. When looking at the power of a card, It is important to weigh the setup cost against the payoffs. If the payoff does not overcome the amount of setup required, then the card is not worth playing. If it feels like you are having to do too much to make a card work, than you almost certainly are.

Now, the payoff for Erayo is pretty strong. Countering the first spell an opponent plays each turn will slow them down a lot, and in some cases, just lock them out. It won’t win the game on its own, but it won’t need too much help. What is the setup? Cast four spells. That is a lot of spells. That is more than half the number of cards in a starting hand. I think most people would stop at that and move on to something else. They are probably even correct in doing so, but it is possible this card is playable now with Mox Amber and Sai, Master Thopterist.

Casting four spells in one turn is no small order. Doing it consistently is even more difficult. Accomplishing it, and then still having enough resources left over to win the game, is seemingly impossible. Needless to say, Erayo, Soratami Ascendent has the biggest deckbuilding constraints of any card on this list. To cast four spells in a turn, the deck needs to be filled with tons of free spells. That almost certainly locks us in to playing artifacts. If we have Erayo in hand, we certainly want to be able to consistently flip it on turn two. That means we need mana ramp. This cross section pushes us towards Mox Opal and Mox Amber. Mishra's Bauble gives us a free spell that also replaces itself. Round out the zero-cost artifacts with Engineered Explosives for some disruption and we have a nice core. Without Mox Amber, this core would not be consistent enough to work.

The enchantment side of Erayo is pretty good, but not good enough to end the game on its own. We need threats to end the game that work well in a deck filled with zero-mana artifact spells. The two cards that work perfectly in that environment are Monastery Mentor and Sai, Master Thopterist. Again we run into more redundancy. We have up to eight copies of a card that will end the game shortly backed up by a pile of zero-mana artifacts.

Erayo Combo, by Max Magnuson

Creatures

4 Erayo, Soratami Ascendant
3 Ethersworn Canonist
4 Monastery Mentor
4 Sai, Master Thopterist
4 Simian Spirit Guide

Artifacts

4 Mishra's Bauble
4 Mox Amber
4 Mox Opal
4 Engineered Explosives
1 Chalice of the Void

Instants

4 Repeal

Sorceries

4 Serum Visions

Lands

4 Darksteel Citadel
4 Flooded Strand
2 Hallowed Fountain
2 Island
4 Seachrome Coast

A couple notes about this list as a starting point. Repeal is the key. Either Mox with a Repeal is enough to flip an Erayo the same turn you play it. It also combos well with Monastery Mentor and Sai, Master Thopterist.

The one Chalice of the Void is pretty awkward. You don’t really want to cast it on zero unless there is no other way to flip Erayo, as it locks out a lot of the other spells in the deck. I could see cutting that one immediately. I like having a Rule of Law type effect in Ethersworn Canonist. It assembles the true lock with Erayo’s Essence, and is even an artifact for Mox Opal. Overall, this is a pretty good starting point—despite my bias, I’m confident it has a lot of potential.

Utopia Sprawl

Utopia Sprawl is a unique ramp spell in Modern. It is a one-mana ramp spell that is not a creature. If you want that type of effect in Modern, typically you would have to play Noble Hierarch or Birds of Paradise. Unlike those staple mana dorks, Utopia Sprawl isn't vulnerable to removal spells, which makes it more reliable. We've seen a little bit of Utopia Sprawl in Modern in decks like Ponza or Green Devotion, but I think it could easily spawn other archetypes.

Utopia Sprawl puts a lot of constraints on the land choices in a deck. The majority of the basics and dual lands need to be Forests. This forces any deck relying on Utopia Sprawl to be base green. This constraint is a big reason why we've only seen it in mostly green decks. Getting to choose the extra color the land taps for is a form of fixing, and we should be able to get a little greedier with our color choices. Thanks to shocklands, Modern manabases can support three-color decks while still having enough Forests for the land enchantment to function.

The place I'd start brewing with Utopia Sprawl is a bigger midrange deck. Midrange decks in Modern need to play a lot of one- and two-mana plays, so that they can keep up with the other decks in Modern. With Utopia Sprawl, we could play some three-, four-, or five-mana haymakers to get us back in the game. We could play three-mana wraths like Sweltering Suns or maybe a Liliana. With four mana we could play a Jace, the Mind Sculptor on turn three. For five mana, we could look at cards like Thragtusk or Teferi, Hero of Dominaria. There are a wide range of options available in all four of the possible supporting colors. Figuring out exactly what the deck wants would require a lot more testing than theorizing.

There are a few things working against Utopia Sprawl in Modern. Most green decks are interested in playing creatures. Part of green's color pie is that its power is largely focused in creatures. In decks built around creatures, there is not much incentive to play Utopia Sprawl over the one-mana creature accelerators. Most of the good noncreature midrange payoffs are in other colors. This pushes the deck away from base green. Utopia Sprawl is also lacking an effective second copy of it. Noble Hierarch has Birds of Paradise. Any deck built around having Utopia Sprawl in play will run into consistency issues. But if we ever do get copies five through eight, Utopia Sprawl will be the very next card I start brewing around.

Mausoleum Secrets

Mausoleum Secrets is a bit of a bold prediction. This card could very easily never see play in Modern. It is a two-mana tutor though, and that is very exciting. Modern does not have many tutors on the cheap. Traverse the Ulvenwald requires too much setup to reliably be used in a combo deck. Time of Need is a bit too narrow to be effective. Summoner's Pact has been the most impactful in Modern, seeing play in Amulet Titan and Valakut, the Molten Pinnacle strategies. Mausoleum Secrets might fall into one of these categories, but I can’t really be sure without playing with it.

The biggest thing that Mausoleum Secrets has going for it is the recent printing of Stitcher's Supplier. Combine it with Hedron Crab, and that is a quick self-mill engine based around creatures. I could possibly even see a couple Minister of Inquiries for redundancy. Previously, graveyard-based decks would rely on spells like Faithless Looting and Cathartic Reunion, but now the enablers can also count towards the creature count needed for Mausoleum Secrets.

The first shell I thought of for this card was Goryo's Vengeance. The main weakness of Goryo’s is that the deck has too high of a fail rate. On top of that, the Through the Breach plan is a bit too disjointed from the Goryo's Vengeance plan. One part of the deck is trying to dump Griselbrand in the graveyard and reanimate it with Goryo’s. The other half needs fast mana and a Through the Breach.

There is an awkward tension between the two packages. Faithless looting is card disadvantage, which is great for an all-in, graveyard-based combo deck, but makes it difficult to hit a bunch of land drops or rituals for a five-mana spell. Goryo's Vengeance wants the payoff to be in the graveyard, while Through the Breach wants the payoff in hand.

Not only is the strategy overall awkward, it is fragile too. One or two discard spells or any graveyard hate is often enough. All of that aside, Goryo's Vengeance on Griselbrand is a powerful combination that leads to a number of turn-two kills.

What excites me most about adding Mausoleum Secrets to the Goryo's Vengeance/Griselbrand shell is that we can cut the Through the Breach package. With Mausoleum Secrets to provide redundancy as a tutor for Goryo's Vengeance, we can go all in on that plan.

I’ve played around with a few different shells of the deck. My first build used Street Wraith and Insolent Neonate as ways to enable Mausoleum Secrets. I found that build to be just too inconsistent. Neonate is great at enabling Secrets, but rather poor at digging for pieces of a combo. My favorite version I tried is a turbo self-mill version with Stitcher's Supplier and Shriekhorn. I tried Hedron Crab, but found it a little too hard on the mana. Despite that, I think a Hedron Crab version still deserves some more exploring.

Goryo's Vengeance, by Max Magnuson

Creatures

1 Insolent Neonate
4 Autochthon Wurm
4 Griselbrand
4 Simian Spirit Guide
4 Stitcher's Supplier

Artifacts

4 Shriekhorn

Instants

4 Goryo's Vengeance
4 Nourishing Shoal
4 Mausoleum Secrets

Sorceries

4 Faithless Looting
2 Cathartic Reunion
2 Conflagrate

Lands

4 Blackcleave Cliffs
3 Blood Crypt
4 Bloodstained Mire
3 Polluted Delta
2 Wooded Foothills
2 Mountain
1 Swamp

My main goal with this deck is to keep intact the powerful turn-two kill potential, but add consistency through self-milling and Mausoleum Secrets. I really like Stitcher's Supplier as a tutorable self-mill target. It won’t come up often, but it is nice to have. Switching over to Conflagrate instead of Borborygmos Enraged as the win condition makes only one to two activations of Griselbrand lethal. This might make the Nourishing Shoal package obsolete as you do not need to draw the deck to win.

The main weak point for any shell I've looked at is finding a copy of Griselbrand. The entire deck is based around getting him into play, and it really doesn’t do anything without him. I’m hoping that all of the self mill will be enough to find one, but there are still only four copies in the deck. It is possible there exists a green version with some number of Time of Need to help mitigate this issue.

Wrapping Up

I hope my dive into these cards gets you excited to do some brewing, or to look deeper into some cards you think are overlooked. I plan on revisiting this list from time to time to construct a potentially referenceable list. I would be interested in hearing what cards you think deserve a spot in the comments.

Complexity, Power, and Playability

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There's an old saw in Standard: play the best deck with the best cards. Standard is about the cardpool's restrictions and the disparities in card power. Therefore, it makes sense to only play the most powerful cards, or to play as many as can work together. Modern's far greater size means there are far more options for every slot in a deck. However, power disparities still exist, and it is still usually wrong to run weaker cards.

That isn't always the case. Sometimes, metagame positioning is more important, as with Condemn over Path to Exile last summer to answer Death's Shadow. And sometimes, the reason a card is powerful is also a barrier to its adoption.

Being difficult to understand or master makes many decks and cards less attractive for non-enthusiasts. The lower playability of complex cards makes them appear to be less powerful than weaker, more understandable cards. Ultimately, this perception becomes reality when the better card never sees play because there's no reason to pick it over the worse option.

We see this scenario play out both among individual cards and deck archetypes. Today's article seeks to address some such complexity/power dynamics in Modern.

Jace vs. Teferi

There's a problem that I've been struggling with for some time. Jace, the Mind Sculptor doesn't see much play in Modern. I assumed from experience that it would see play in a few archetypes as a finisher. However after the unbanning it saw almost no play. There was an initial burst of interest and then nothing for months.

By contrast, Teferi, Hero of Dominaria was readily adopted right after release. There have also been articles outright stating that Teferi is better than Jace. The reason people always give for this belief is that Teferi functionally costs three mana, thanks to his +1 untapping lands. This makes him easier to defend the turn he's cast. But other than that distinction, on paper, Jace is the better planeswalker.

Direct Comparison

Consider the two planeswalkers side-by-side:

  1. Jace costs four to cast; Teferi, five.
  2. Jace can fit in any blue deck; Teferi must be in UWx.
  3. Jace has four abilities; Teferi, three.
  4. Jace starts with 3 Loyalty and +2s to 5; Teferi starts at 5 and +1s to 6.
  5. Jace casts Brainstorms, a Legacy-defining ability, every turn. Teferi draws a random card and untaps two lands.
  6. Jace can bounce a creature; Teferi can tuck any permanent.
  7. Jace's ultimate actually wins the game via decking after locking the opponent's draw steps. Teferi's ultimate creates an emblem that may functionally win the game after drawing lots of cards.
  8. Resolving then using Jace leaves four tapped lands. Resolving and +1ing Teferi leaves three.

Of my list, Jace is clearly better in categories 1, 2, 3, and 5. Teferi wins 4, 6, and 8, while 7 is a bit of a judgement call. Given how much stronger a Brainstorm every turn is than another random draw, I'd say that Jace is more powerful than Teferi. Given the additional constraints it's hard to see why Teferi's +1 makes up for being behind elsewhere. My struggle is that untapping lands doesn't seem like enough to push Teferi over Jace. My theory is that Teferi appears better than Jace because of how they're used.

The Complexity Problem

Jace is more complicated than Teferi, and this causes players to favor Teferi despite being arguably the weaker planeswalker. That Jace has four abilities to Teferi's three does play a role but it's not the only reason. The real distinction is that Teferi's abilities are very straightforward and therefore easier to wield. Jace's abilities, especially what I'd consider his primary mode of Brainstorming, are more powerful than Teferi's, but require far more thought and planning to use. Therefore, they are harder to use. The result is they're less useful and subsequently less powerful in context.

When Teferi resolves, the next step is obvious. If there is a permanent that cannot be ignored, -3 Teferi and tuck it back in its owners library. Otherwise, just start the +1 chain, gaining card and mana advantage. Eventually, creating Teferi's emblem may become an option.

Jace complicates the decision process. On an empty board, choosing the +2 Fateseal ensures that Jace doesn't immediately die to Lightning Bolt. It also starts a clocking ticking down to Jace's game-winning ultimate. However, if the opponent has Assassin's Trophy or Dreadbore handy, then Jace provided minimal value. Fateseal also doesn't really dig for action when used on the controlling player. Choosing to 0 and Brainstorm gains card advantage while improving the hand, but leaves Jace vulnerable to a stiff breeze. Consistently choosing the right mode at the right time requires rigorous training.

Programing Dilemma

One way to think about the problem is to compare it to computer programming. As anyone who has ever participated in the PB&J exercise knows, a computer does exactly what it is told, no more and no less. As the complexity of a task increases linearly, the complexity of the programing needed to execute the task increases exponentially. In that vein, the simplified decision tree for using Teferi might work like this:

  • IF Problematic Permanent [Evaluation Heuristic] AND >3 Loyalty AND High Threat [Evaluation Heuristic]
    • THEN Execute -3 on that permanent
    • IF NOT Execute+1. Triggered Event On End Step, Untap 2 Own Best Lands [Evaluation Heuristic]

The bracketed items are separate decision trees that would need to be written in detail. Also, before the real programmers start commenting, this is illustrative, not a definitive program. It's also relatively straightforward, and only includes three complicated pieces in designing the evaluation heuristics for the computer to follow. Jace is another matter.

  • IF Problematic Creature [Evaluation Heuristic] AND High Threat [Evaluation Heuristic]
    • THEN Execute -1 on that Creature
    • IF NOT Next Tree
  • IF Bolt threat >50% [Odds Calculation] OR Winning Decision [Decision Tree]
    • Then Execute +2
      • IF Winning Decision [Decision Tree] OR Strong Own Hand [Evaluation Heuristic]
        • Then target opponent [Evaluation Heuristic]
      • IF Weak Own Hand [Evaluation Heuristic]
        • Then target self [Evaluation Heuristic]
    • IF NOT Execute +0 [Brainstorm Evaluation Heuristic]

There are a lot of additional programs to write to make Jace work, and I haven't even gotten to conditionals. I can't blame anyone not wanting to deal with the headache of unlocking Jace's power and just running Teferi.

Wielding Complexity

This is not to say that complexity is a bad thing. Since time immemorial, control players have benefited from playing complex decks because it was balanced by the additional power they gained. Despite evidence to the contrary, aggressive decks have a reputation for being easy mode because their path to victory is straightforward. Control decks have to maneuver through opposing threats and gradually wear the opponent out, often winning via narrow margins. As a result, the player most likely to win is the one that can outmaneuver their opponent and/or identify what is actually important and focus on only that thing.

Complexity in card and deck design often leads to greater power. Consider the classic draw spell, Fact or Fiction. Back in Invasion block and for years afterward in Extended and Type 1 (now Vintage), it was the card draw spell.Fact's decisions for the caster were fairly straightforward. You played Fact whenever the opportunity arose, chose the best pile, and then won the game. As a result, it was everywhere for years.

Meanwhile, Fact's direct descendant Gifts Ungiven has only ever seen niche play. The caster chooses the cards and the opponent picks the piles, meaning the piles usually can't just be for value, but must be specifically designed. Thus, when it's used as a combo tutor, Gifts is more powerful than Fact ever was. However, it's lackluster as a generic power card.

A common thread during the Caw-Blade era of Standard was that the better player always won. Irrespective of starting position, the more experienced, practiced, and skillful player would win the Caw-Blade mirror because making lots of decisions favored them. My memory of that Standard is that thanks to all the cantrips and deterministic play patterns, luck was a non-factor in most games. Managing complex board states and decision trees is already part of the game, and that Standard showed clearly just how powerful mastering that skill actually is. Wielding complexity correctly wins games.

A Double-Edged Sword

The key word there is correctly. If a player isn't ready for the difficulty of their deck, it will hurt them. The more decisions a player has to make the more opportunities they have to make the wrong decision. How many times in my tournament reports have I misunderstood an interaction or deck and lost as a result? One time, I played a deck that was too complicated given my health, and punted the tournament away.

There have been a lot of articles about how to become better at Magic, and the most consistent advice is to practice. The game is incredibly complicated by its nature. Deliberately adding more complexity to games may give more opportunities to win, but it requires more right decisions. Over a long tournament, the additional strain can be overwhelming until exhaustion becomes a factor.

Playability of Complexity

As a result, complex cards and decks see less play than more straightforward ones because the latter group is easier for inexperienced players to use. I've previously warned players about the danger of playing decks that are too difficult for their level. Reason being, unlocking the power of complex decks takes considerable practice and experience. Jumping in at the deep end is a surefire way to lose games.

The same thing can happen with cards. The most-played powerful cards tend to be relatively easy to understand and then wield. Lightning Bolt, Thoughtseize, Tarmogoyf, and Path to Exile have powerful effects that are very easy to comprehend and effectively use. Bedlam Reveler, Death's Shadow, Primeval Titan, and Terminus are also very powerful cards (arguably more in the right decks), but only when used correctly in the right context. Show them to a new player and there's a good chance they won't understand why they should play the cards at all. The first group doesn't have that problem.

Power and complexity are often intertwined, but the magnitude of the latter impacts playability by limiting widespread adoption. Many decks and cards see niche at best play because they're just too much work for the average player. Why did Amulet Bloom never catch on, or why wasn't Ironworks everywhere after Matt Nass's winning streak? The answer comes down to the fact that they are so complicated that it turns players off. Simpler cards are more playable because they're easier for players to latch onto and comprehend the value. And a card's theoretical power is irrelevant if it never sees play.

The Familiarity Complication

Of course, this ease of use isn't the whole story. Another factor that I don't see discussed is that most players are more familiar with Teferi and are therefore drawn to him rather than Jace. Jace, the Mind Sculptor has been legal in Modern slightly longer than Teferi, but Teferi is also Standard-legal. From personal experience, there are a lot of control mages running UW in both formats. Thus, they have more opportunities to play Teferi and will naturally gravitate towards him, regardless of his power relative to Jace's. To have the same play history with Jace takes being a dinosaur like me or a Legacy control player. Teferi's lower complexity made him attractive to begin with, but being Standard-legal in a good deck pushed him over the top.

Food For Thought

For another way to think about this problem, consider this thought experiment about industrialization.

A customer needs a wooden table and chairs constructed from a pile of lumber. They have the option of using an automated assembly line or handing the wood off to a craftsman. The assembly line produces the exact same dining set every time. It is not particularly interesting to look at, but it is perfectly serviceable and built to last. The craftsman will produce a set equivalent to their skill, which the customer cannot measure. A master craftsman will produce a set of greater quality and beauty than a machine ever could; an average one will equal the mass produced set; a bad one will make a set worth less than the starting lumber. The lesson then argued that because most humans are risk averse, they would choose the mass produced product, all else being equal.

Applying the analogy back to Magic, using Jace is like handing the craftsman the wood. The outcome depends on the skill of the wielder more than any other factor. Teferi is a machine. He produces reliable and predictable results, meaning he's easier to play. This reliability and ease of play makes Teferi the more attractive option for many players, even if he's not as powerful as Jace.

Brew Report: Playing with Fire

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I've had lots on my plate the last few weeks, including finally installing Magic Online on my Macintosh and playing in a couple of paper PPTQs for old-time's sake. While life passed me by as I struggled to 5-0 a competitive league, as much an exercise in beating the program's hostile interface as besting my opponents, Wizards quietly published pages and pages of brilliant decklists. In this week's brew report, we'll do some of those those decklists justice by covering developments in Burn, Zoo, and Rock decks.

Burn, Baby, Burn

When it comes to classic Modern decks, it don't get much classic-er than good ol' Burn. But lately, some novel spins on the archetype have been making the rounds online—and I don't mean Burn's recent re-adoption of Wild Nacatl to beat up on UW players.

All the Bolts

Mono-Red Wizards, by RELEKKAM (5-0)

Creatures

4 Ghitu Lavarunner
4 Soul-Scar Mage
4 Monastery Swiftspear
4 Bomat Courier
2 Grim Lavamancer

Enchantments

4 The Flame of Keld

Instants

4 Fiery Temper
3 Gut Shot
4 Lightning Bolt
4 Wizard's Lightning

Sorceries

4 Faithless Looting
1 Insult // Injury

Lands

18 Mountain

Sideboard

2 Damping Sphere
3 Goblin Chainwhirler
2 Relic of Progenitus
2 Smuggler's Copter
3 Spite of Mogis
3 Young Pyromancer

RELEKKAM's Mono-Red Wizards isn't an especially obscure deck—it's even been dubbed 12 Bolt by the likes of Saffron Olive. But man, is it neat! The deck runs red's most aggressive one-drops, besides of course its most aggressive one-drop, Goblin Guide. In Guide's place are Soul-Scar Mage and Ghitu Lavarunner, which enable Wizard's Lightning along with Grim Lavamancer. Damage-by-numbers bruiser Monastery Swiftspear and incidental card advantage machine Bomat Courier round out the creature suite.

The deck's reach is also curious, with Fiery Temper the prime suspect. Temper mitigates the drawback of Faithless Looting in what's essentially a critical-mass deck, letting Mono-Red run the most effective card selection spell this side of Ancient Stirrings. So does the one-of Insult. With an three-lore Flame of Keld, creature sniper Gut Shot becomes a functional Lightning Bolt, too. Flame also teams with Bomat to refill an empty hand.

RELEKKAM's sideboard is just as impressive, featuring Smuggler's Copter to extract value from small ground guys against green decks while casting madness cards, Young Pyromancer to attack opponents from a go-wide angle, and my old pet card Spite of Mogis to tear apart large blockers. Goblin Chainwhirler seems like an awesome sideboard include for any aggro deck this red-heavy, as it's rather unwieldy on the whole but clearly insane against Signal Pest, Noble Hierarch, and Lingering Souls. Chainwhirler also simplifies dealing 4 damage to larger creatures in a turn cycle.

It's Dark and Hell is Hot

Bomat Bump, by TANGRAMS (5-0)

Creatures

4 Bomat Courier
4 Goblin Guide
4 Monastery Swiftspear
2 Grim Lavamancer
4 Eidolon of the Great Revel

Artifacts

4 Mishra's Bauble

Instants

4 Lightning Bolt
3 Searing Blaze
1 Shard Volley

Sorceries

4 Bump in the Night
4 Lava Spike
4 Rift Bolt

Lands

3 Arid Mesa
3 Scalding Tarn
2 Wooded Foothills
2 Bloodstained Mire
2 Blood Crypt
4 Blackcleave Cliffs
2 Mountain

Sideboard

1 Grim Lavamancer
1 Searing Blaze
2 Dark Confidant
2 Pillar of Flame
2 Rakdos Charm
4 Skullcrack
3 Smash to Smithereens

TANGRAMS's Bomat Bump deck follows a similar philosophy to the Nacatl-accommodating burn decks, but with a twist: it runs Bomat Courier instead! To support the Construct, the deck trims white, color of clunky two-drops, for black, color of eight Lava Spikes. Mishra's Bauble also makes an appearance to hide cards from Bomat and buff Monastery Swiftspear free of charge.

Out of the side, Dark Confidant also benefits from Bauble. I like TANGRAMS's decision to relegate Skullcrack to post-board games; it's the card I'm always least impressed with when I play Burn, although it's certainly incredible once opponents have brought in their hate cards.

A Walk on the Wild Side

Pushed a little closer to the fair side of things, Burn just becomes Zoo, a beatdown deck easier to interact with by virtue of running more creatures. While Zoo's less of a proven entity than Burn in Modern, some innovative shells have surfaced for this archetype, as well.

What Doesn't Grow, Dies

Goyf Sligh, by XFILE (13th, Modern PTQ #11604267)

Creatures

4 Goblin Guide
4 Monastery Swiftspear
3 Ghitu Lavarunner
4 Tarmogoyf

Instants

4 Lightning Bolt
1 Shard Volley
1 Mutagenic Growth
4 Atarka's Command
4 Skullcrack
3 Searing Blaze

Sorceries

4 Lava Spike
4 Rift Bolt

Lands

3 Arid Mesa
3 Wooded Foothills
3 Bloodstained Mire
2 Scalding Tarn
2 Stomping Ground
4 Copperline Gorge
3 Mountain

Sideboard

4 Destructive Revelry
4 Eidolon of the Great Revel
2 Grim Lavamancer
1 Reclamation Sage
2 Scavenging Ooze
2 Surgical Extraction

We'll start with the most Burn-aligned Zoo deck here. Goyf Sligh is a decade-old archetype that's never quite made it in Modern. Its premise is simple: take an aggressive red deck and add Tarmogoyf. Goyf does a few things for the strategy, chief among them cleaning up the mess after the deck's one-drops eat removal and hassling the many decks that, despite Fatal Push existing, still can't remove it cleanly.

XFILE stuck closely to the Goyf Sligh ethos with this list, resisting the temptation to lightly splash white for Wild Nacatl or to mainboard Burn standby Eidolon of Great Revel, which actually shines brightest when chasing one-drops such as these. The benefits? Reliable mana and reliable Atarka's Commands.

All that's left for us commentators to do is weigh the pros of Goyf over the pros of Nacatl out of a Burn deck. Goyf, of course, is better against Bolt decks, while Nacatl is better specifically against decks leveraging Path to Exile and Fatal Push as early interaction. Goyf also shines when facing down other big creatures such as Hollow One and Gurmag Angler, although the early points of damage from Nacatl can prove equally alluring when they translate into actual wins. In any case, I'm excited to see how this green-guy rivalry plays out.

Make 'em Mountains

8-Moon, by JOHOSO (5-0)

Creatures

4 Magus of the Moon
4 Goblin Rabblemaster
3 Goblin Chainwhirler
4 Harsh Mentor
2 Grim Lavamancer
2 Hazoret the Fervent
4 Simian Spirit Guide

Enchantments

4 Blood Moon

Sorceries

4 Forked Bolt

Instants

4 Incinerate
4 Lightning Bolt

Lands

4 Arid Mesa
4 Ramunap Ruins
13 Mountain

Sideboard

4 Anger of the Gods
4 Dragon's Claw
4 Relic of Progenitus
2 Shattering Spree
1 Rampaging Ferocidon

JOHOSO's 8-Moon is no prison deck. This deck is so Ramunap Red it runs a playset of Incinerate, a card in this format perhaps best explained as a "Lightning Strike analogue." But did this deck only 5-0 because of lucky Moon draws with Simian Spirit Guide? Or is Harsh Mentor just a sleeper Modern card?

One component I've heard the new wave of Big Red players talk up is Rampaging Ferocidon. JOHOSO's only got a single copy in the sideboard, but the Dinosaur still makes an appearance in his decklist. Apparently, its combination of life-taxing abilities is quite potent in a shell that already draws Bolts away from such curve-toppers.

My favorite thing about this list is its propensity for killing mana dorks. JOHOSO knows that eight Blood Moons are no good in the face of Birds of Paradise. Forked Bolt and Goblin Chainwhirler execute small green creatures with extreme prejudice, a feat that also clears the way for Goblin Rabblemaster tokens to chew holes in opponents.

Rock the House

Slinging burn spells is fun and all, but in keeping with previous editions of the Brew Report, we won't end the article without unearthing some fair attrition decks.

Who Needs a Two-Drop?

Mardu Unburial, by DABIGGESTB (5-0)

Creatures

1 Bedlam Reveler
1 Griselbrand
1 Elesh Norn, Grand Cenobite
1 Iona, Shield of Emeria

Planeswalkers

2 Liliana of the Veil
2 Nahiri, the Harbinger

Instants

2 Lightning Bolt
2 Path to Exile
2 Terminate
1 Kolaghan's Command

Sorceries

4 Faithless Looting
3 Thoughtseize
2 Inquisition of Kozilek
3 Collective Brutality
1 Dreadbore
1 Tormenting Voice
4 Lingering Souls
1 Anger of the Gods
3 Unburial Rites

Lands

4 Marsh Flats
4 Bloodstained Mire
2 Blood Crypt
2 Sacred Foundry
1 Godless Shrine
3 Blackcleave Cliffs
2 Shambling Vent
1 Ghost Quarter
2 Swamp
1 Mountain
1 Plains

Sideboard

1 Blessed Alliance
1 Blood Moon
1 Damnation
2 Damping Sphere
1 Engineered Explosives
2 Fulminator Mage
1 Kambal, Consul of Allocation
2 Nihil Spellbomb
1 Settle the Wreckage
1 Stony Silence
1 Surgical Extraction
1 Wear // Tear

By now, Mardu Pyromancer has established itself as one of the premier midrange decks in Modern, if not the premier midrange deck in Modern. DABIGGESTB sought to challenge its title with Mardu Unburial, a build that omits the deck's namesake Young Pyromancer for a new one: Unburial Rites.

One apparent allure of the Rites plan is extracting more value from Faithless Looting. With all those juicy cards to discard, the draw spell has less of a drawback in matchups where card advantage actually matters, such as in midrange mirrors. With that being said, the cost of including this package includes trimming Bedlam Reveler, another card that dominates mirrors while taking advantage of Looting's drawback. And Modern's premier control deck, UW, is known for its many Path to Exiles, which trade off with a Rites target much more evenly than they do with a Reveler.

Mardu Unburial still boasts plenty of free wins, both from Lingering Souls (vs. Affinity, Infect) and the Rites package itself. Modern's not short on decks that scoop to Iona or Elesh Norn. Nahiri, the Harbinger also plays double-duty in this shell as an interactive planeswalker that eventually ticks up to cheat in Rites targets from the deck. Should the game still be in progress after that attack, Looting can discard the fatties all over again and set up a game-ending Rites.

My number one issue with this deck is its reliance on the graveyard. Part of what I like about Mardu Pyromancer is that Young Pyromancer gives the deck a competent plan against Rest in Peace. Replacing the Shaman with this package removes that element from the deck.

I Need a Two-Drop

Pox Rock, by NULLNAME (5-0)

Creatures

4 Dark Confidant
4 Tarmogoyf

Planeswalkers

4 Liliana of the Veil

Instants

4 Fatal Push
4 Funeral Charm

Sorceries

4 Inquisition of Kozilek
4 Thoughtseize
4 Smallpox

Artifacts

4 The Rack
1 Nihil Spellbomb

Lands

4 Verdant Catacombs
2 Overgrown Tomb
4 Treetop Village
3 Twilight Mire
2 Ghost Quarter
1 Urborg, Tomb of Yawgmoth
6 Swamp
1 Forest

Sideboard

1 Ghost Quarter
1 Abrupt Decay
1 Bile Blight
1 Collective Brutality
1 Golgari Charm
1 Liliana, the Last Hope
2 Maelstrom Pulse
1 Pithing Needle
1 Scavenging Ooze
3 Surgical Extraction
1 Thrun, the Last Troll
1 Tireless Tracker

Smallpox is a deck that's existed in Modern for as long as the format's been around, but it's never been so successful. The most popular Pox shell is 8-Rack, a deck championed by Tom Ross that shreds enemy hands and wins with The Rack and Shrieking Affliction.

Pox Rock takes full advantage of the deck's natural urge to run one-mana discard spells by including Dark Confidant and Tarmogoyf, the linchpins of Jund and other BGx midrange decks. If Inquisition into Bob can win games for those players, why can't it for Smallpox players? This sort of mashup has been avoided in the past because of the potential tension of running real creatures alongside Pox. But in hindsight, that tension can be quelled by just not slamming cards down at random. A stream of additional disruption from Bob or the unmatched clock of Tarmogoyf seem to me like just what the doctor ordered in an otherwise slow-to-win deck.

Adding green to Smallpox shells also opens up the sideboard. Thrun, the Last Troll seems hard to cast, but I can imagine it putting the hurt on control decks—at least, until they rip Terminus. More exciting is Tireless Tracker, a card we've been seeing crop up in all kinds of green decks of late, even replacing Confidant in many BG Rock shells. Scavenging Ooze, too, is awesome in the resource-depleted game state Pox strives for. Finally, Maelstrom Pulse gives the strategy a catch-all it's long lacked in mono-black.

Still Crazy After All These Years

That wraps up this issue of the Brew Report. Catch the next one in a couple weeks, when my notepad document of hot decks again becomes too bloated to bear; in the meantime, don't forget to share the coolest new decks you've seen in Modern down below!

Testing the Consistency of Ancient Stirrings

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There was much debate a little while back about the Modern bannings. Should Mox Opal get the axe? Is the card selection of Ancient Stirrings too good for Modern? I saw a lot of people making arguments on either side, but I did not see a lot of solid evidence for either case. It was more based on how good KCI was doing in tournaments and whether or not it is too good to exist in Modern in a theoretical sense. I think it would be useful in this debate to attempt to quantify the power of Ancient Stirrings. Due to the complexities of Magic, precisely quantifying the power of any particular card is an immense problem. For solving these classes of problems I prefer to enlist the aid of computers.

Utilizing Data

I love data. Every time I read about people accumulating large amounts of data in regards to Magic it gets me excited. Pouring over logs of matchup data that we can use to inform us on current tournament Magic trends is a treat for me. I am frequently using tools like hypergeometric calculators to aid me in deck building. If you have never used one, I highly recommend it. The cross-section of statistics and gaming is underutilized and can greatly increase our understanding of Magic strategy.

Given that I have a background in computer programming, I occasionally put it to good use for Magic. My main use for it is in designing Monte Carlo simulations. When people use the term Monte Carlo, all it means is that randomness is involved. This can mean either that there is inherent randomness in the events being simulated, and/or that the actions being taken in the simulation are random. In the context of a game like chess where there is no randomness, the randomness could come from the moves selected. If I wanted to determine which opening move is best, I could randomly play out millions of games for each opening move to determine which move has the highest win percentage. In the context of a card game like Magic, the randomness comes from the cards drawn. For example, I could design a simulation for a combo deck that is trying to determine how often it can win on turn four just by goldfishing. The logic of the actions the simulated player takes are preset, but the cards that the player draws are random each time.

Monte Carlo simulations are incredibly useful for games that are as complex as Magic. If we want to use data to inform our decisions about Magic, we need a very large sample size. The sample size is much larger than any one individual just playing out games on their own can provide. Out of necessity, we need to speed up the process. With simulations, we can play out thousands or millions of games in the time it takes to shuffle up a deck.

Simulations have their limit though. They are good for answering simple questions, like how often you will draw a specific card. Answering a question like who is favored in a match-up is much too difficult. That level of analysis would require revolutionary complex AI.

What to Test

To see how good Ancient Stirrings is, I wanted to determine how much consistency it adds to a deck. Most decks that play Ancient Stirrings are playing it primarily to dig for specific cards. In decks like Lantern Control or Tron, it is there to find Ensnaring Bridge or Tron lands. The card does have additional utility like finding lock pieces in the case of Lantern, or payoffs in the case of Tron. That utility is more of a secondary benefit instead of its main purpose. If those decks could play one-mana tutors that only grabbed specifically Ensnaring Bridge or one of the Tron lands, they certainly would. I think seeing how close Ancient Stirrings is to one-mana Demonic Tutor is a reasonable measure of its power level.

For the purposes of testing, I chose to simulate goldfishing Lantern Control trying to find an Ensnaring Bridge. In a lot of matchups, the deck functions as a combo deck trying to find Ensnaring Bridge to lock the opponent out of the game. This is the perfect scenario for gauging the added consistency of Ancient Stirrings. We can treat Ancient Stirrings effectively as additional copies of Bridge—the question becomes exactly how many each Ancient Stirrings is worth.

Assumptions for Goldfishing

In designing simulations, certain assumptions need to be made. Magic is an incredibly complex game, and trying to capture all of that complexity is a difficult task. The beginning assumptions help simplify the problem for testing. It is important to be careful about the assumptions made, though. They need to be made in a way that still allow for drawing meaningful conclusions. If the assumptions are too broad, then the results will not be an accurate reflection of actual games.

I looked at a few different Lantern lists that have been posted lately to get an idea of the common mana bases. All of the lists I looked at play 18 lands and four Mox Opal. Counting the Mox Opals, there are 15 green sources in the mana base: four Glimmervoid, four Spire of Industry, and three Botanical Sanctum. For the purposes of my simulations, I assumed that all of the green sources could always tap for green. I ran some simulations with varying numbers of green sources, and it impacted the percentages by fewer than a whole percent, so I think this assumption is a reasonable approximation.

I used a very basic mulliganing heuristic. For six- and seven-card hands, if it contained six or more lands or fewer than two, it was a mulligan. The simulations kept all five-card hands. This mulliganing heuristic is fairly generous, but any more complexity would require more context than a goldfishing scenario could provide. None of the simulations accounted for scrying after mulligans. This deflates the results slightly, but the comparisons are unaffected.

The approach to playing out turns is straightforward. When playing a land, the simulation prioritized green sources over non-green sources. Whenever it had an Ancient Stirrings and an untapped green source, it would cast it. When deciding what card to take from Ancient Stirrings, it would prioritize, in order: an Ensnaring Bridge, a green source, a non-green source. After that, which card it takes does not really matter as it would have no impact on the simulation. Then, on turn three, it would determine whether or not it had found an Ensnaring Bridge and enough lands to cast it. Each time the simulation had a castable Bridge on turn three was counted as a success.

Conditions for the Simulations

For the simulations, I decided I wanted to compare the impact of adding more than four Ensnaring Bridges to a deck against the impact of four Ancient Stirrings. This will give insight into how close Ancient Stirrings is to a tutor. Tutors function as effective additional copies of a combo piece. The closer Ancient Stirrings is to adding an Ensnaring Bridge to the deck, the closer it is to a tutor.

I ran a total of twelve different simulations. The first was with four Ensnaring Bridges and no Ancient Stirrings, to serve as a baseline. The next had four Bridges and four Stirrings. Finally, I ran four different simulations with no Ancient Stirrings and 5, 6, 7, or 8 Bridges respectively. I did these six simulations for being on the play and for being on the draw to cover all goldfishing scenarios. For each of the twelve scenarios, I ran 100,000 goldfish games to provide a sufficient sample size. The program recorded the number of successful games as defined by casting an Ensnaring Bridge on turn three. Using that data, I determined the percentage of successful games.

Results

# of Ensnaring Bridge# of Ancient Stirrings% of games Bridge was cast (Play)% of games Bridge was cast (Draw)
4-36%43%
4448%55%
5-43%50.5%
6-48%57%
7-53%62%
8-58%67%

I find the results of this experiment astonishing. Having four Ancient Stirrings and four Ensnaring Bridges in the deck is very close to having six copies of Ensnaring Bridge. Each copy of Ancient Stirrings added to the deck is effectively half of a Demonic Tutor. The massive impact on consistency that Ancient Stirrings brings is something that I would not have intuitively picked up on while playing the deck. It only looks at the top five cards. That is only one twelfth of the deck. That is nowhere close to searching the entire library.

Seeing the impact of Ancient Stirrings in this context makes me want to look at some of the other card selection spells in Modern. Perhaps some of the two-mana ones that dig five cards deep are more playable than currently believed. Maybe cards like Peer Through Depths, Grisly Salvage, or Commune with the Gods are secretly great. The last two even have the side benefit of filling the graveyard.

It is entirely possible, however, that two mana is just the breaking point. One mana is very strong and possibly too good, and two mana might simply not be good enough. It is difficult to tell on its face, but that is what testing is for.

Should Ancient Stirrings be Banned?

Before picking up the ban hammer, it is important to keep in mind the deck-building constraints Ancient Stirrings imposes. Loading a deck with 40+ colorless cards to ensure that it always gets a card is a big ask. This leads to a lot of inflexibility in card choices. The card selection spells currently on the Modern banlist—Ponder and Preordain—only ask the deck to have lands that tap for blue. That is a much looser constraint. Personally, I like that Ancient Stirrings exists as a reward for building a colorless deck.

Ultimately, I do not think Ancient Stirrings deserves a ban. It is the best rate on any card selection spell in Modern, but the drawbacks in deckbuilding are too significant. It does function as a half tutor, but only for colorless cards. If a deck using Ancient Stirrings ever becomes too problematic for Modern, I envision that the problem lies with the card it is helping to find and not Ancient Stirrings itself.

Guilds Under Surveillance: Surveil in Modern

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Oftentimes, new mechanics are set aside, to be discussed only in terms of their impact on cards. Today, I am going to flip the script and go into detail about surveil. This mechanic is the most interesting part of Guilds of Ravnica to me, and while it may not happen immediately, I expect that it will have an impact on Modern.

Surveil is potentially the most powerful mechanic in Guilds. It's an improved scry. It's also a graveyard mechanic, and those can be broken (hello, dredge). I set out to discover whether surveil is good enough in Modern to justify the mana cost of its spells. Thus far, my results have proven suggestive, but inconclusive.

Surveil in a Vacuum

While there are a number of interesting cards featuring surveil, I find the mechanic itself the real draw. Surveil is scry, but instead of scrying to the bottom of the library, cards go directly into the graveyard. Obviously, mechanics like delve need graveyards filled. However, for many decks, the graveyard is an extension of the hand; Faithless Looting might as well say "draw 4" in Bridgevine, for example. Surveil could function as card draw in the right deck.

More subtly, surveil removes the awkwardness associated with scrying cards to the bottom even in decks without graveyard synergy. Moving unneeded cards off the top of the deck is great, but the crack of a fetch shuffles them back into rotation.

Surveil in Context

Wizards appears to be perfectly aware of this fact and has adjusted the cards to compensate. Looking at the entire set shows that cards with surveil aren't aggressively costed, at least for Modern. The clearest example of this principle is Discovery, or Preordain with surveil for a mana more. Even when they're not, most other cards with surveil aren't going to floor anyone on pure power, generally going on unexciting creatures.

However, there are a number of spells with Modern-playable effects that have surveil. Were Preordain legal I'm certain every blue deck would play a full set, so Discovery is plausibly playable. The question is whether surveil's extra power warrants the additional cost.

One interesting side effect is that surveil is effectively a card economy mechanic. Most surveil cards have a primary effect, and then surveil is included almost like a cantrip. Many decks already run cards like Thought Scour or Mishra's Bauble whose primary purpose is to fill the graveyard. In that vein, Thought Erasure is like combining Scour and Thoughtseize. It's not as powerful or efficient as either card individually, but in very tight decklist that needs both effects, it could be better.

Mission Accepted

The natural place to start my investigation is Mission Briefing. After it was spoiled, discussion lit up everywhere about it unseating or complimenting Snapcaster Mage. It is also the only surveil card I've seen seriously discussed for Modern: Snapcaster is a Modern staple, and Briefing is a tweaked Snapcaster. Instead of leaving a creature behind, Briefing digs for the card to be "flashed back." Briefing also doesn't target, so Surgical Extraction isn't a clean answer and Scavenging Ooze is less effective. Those are some reasonable upsides.

Complications

Unfortunately, they're not reasonable enough. I tested Briefing in a standard Jeskai Control shell in lieu of Snapcaster and it just didn't work. The fact that Briefing is an instant, and not a creature, is worse than I initially appreciated. Control decks in general and Jeskai in particular lean on Snapcaster being a creature heavily because it generates a lot of card advantage. Even with planeswalkers and Search for Azcanta, without Snapcaster, the deck can struggle to establish a lead early. That 2/1 can trade with opposing creatures, be bounced with Cryptic Command, or just win the game through attacks.

I could see Briefing becoming Snapcaster 5+, but that brings up a host of new questions. Cutting answers is precarious as every slot is precious, and lowering the answer density, even with a powerful digging spell, meant I was falling behind more easily; often, I was just digging through air. It's possible that redesigning the deck would solve that problem, but I'm skeptical of the benefits. Replacing the current instant-speed dig spell, Opt, was basically a wash because the additional cost and lack of cantrip was equaled by the late-game value. Surveiling cards put back with Jace was valuable, but never game changing. It just didn't feel necessary, even if there was value to be found.

Opportunities

With the control deck tests not going anywhere, I instead explored its utility in combo decks. Snapcaster has only really seen play in slower fair decks since unfair combos like Storm don't need the card advantage or clock from Snapcaster. They need to find specific combo pieces and cast them. Since briefing is able to help with both parts, I swapped it for Opt in my Storm list and started testing. My theory was that it would serve as both a means to dig towards missing combo pieces and as a way to restart the combo should I fizzle.

It turns out that Storm, or at least the typical configuration, doesn't really want this type of effect. Briefing is just too mana-intensive. Double blue is surprisingly hard to come by in Storm, and not benefiting from Baral, Chief of Compliance stranded Briefing in hand. The best use in theory is finding and Briefing Gifts Ungiven, but that plan cost far too much mana for Storm to reliably handle.

However, I mentioned this to a colleague of mine who plays Ad Nauseam, and apparently he's been working with Briefing, too. The cost is easier to manage in Ad Nauseam thanks to the artifact mana and higher land count, and he has fewer ways to find his combo than Storm. He's also so dependent on actually drawing Ad Nauseam that any help is highly appreciated. He hasn't fully integrated Briefing yet, but he's confident soon combo players will adopt the card.

If We Search Hard Enough

The reason I'm convinced that surveil will eventually pay off in Modern is that it already has, kind of. Search for Azcanta is a playable card in control decks and the front side, arguably the game saving side, is surveil 1 without the keyword. True, it also has a considerable upside going long, where the actual surveil cards use surveil like a cantrip effect. However, Search only belongs in control decks, while surveil cards could go anywhere.

That doesn't necessarily mean that they should. As noted, surveil cards cost about a mana more than their non-surveil counterparts. The current Modern metagame really promotes mana efficiency and probably prices surveil out of fair decks. Even when that isn't the case, the real question is why run surveil cards? Nightveil Sprite is technically Search on a stick, but what deck wants to attack with a 1/2 Faerie in the first place, even with upside? While there could eventually be a creature deck that wants that effect, I don't know that they'd be willing to run an anemic creature and I'm certain that the deck doesn't currently exist. That said, combo decks have historically been willing to play less powerful or efficient cards if it fills the right niche.

Testing the Hypothesis

There are a lot of caveats when it comes to surveil in combo decks. Storm and similar combo decks aren't interested in two mana cantrips besides Manamorphose. Decks that want to fill their graveyards in a hurry have Stitcher's Supplier and Thought Scour. The deck that wants surveil is one that needs to find and cast a specific instant or sorcery and is looking for other specific cards in its graveyard and can afford to pay extra for card economy. It's a deck that needs disruption and digging but lacks room for both.

The only deck I know of that fits this description is Bubble Hulk. The deck needs to find and cast Makeshift Mannequin or Footsteps of the Goryo on a Protean Hulk in their graveyard. The lists tend to be fairly tight, and yet they run cards like Taigam's Scheming and Izzet Charm to assemble the combo, so I could see double-duty cards like Thought Erasure making the cut.

To test my theory, I proxied Clinton Whitehurst's deck from the previously linked article, goldfished it a few times, then switched the Charms for Erasure and the Schemings for Briefing.

Bubble Hulk, Test Deck

Creatures

4 Protean Hulk
2 Reveillark
2 Body Double
3 Viscera Seer
1 Mogg Fanatic
4 Simian Spirit Guide

Instants

3 Makeshift Mannequin
3 Thought Erasure
1 Lightning Axe
3 Pact of Negation

Sorceries

4 Footsteps of the Goryo
4 Faithless Looting
4 Serum Visions
3 Mission Briefing

Lands

4 Polluted Delta
3 Scalding Tarn
1 Bloodstained Mire
2 Steam Vents
2 Watery Grave
1 Blood Crypt
1 Island
1 Mountain
1 Swamp
3 Gemstone Mine

While Scheming and Charm see more cards than their replacements, it wasn't enough more to really matter. The goldfish speed and gameplay didn't measurably change between the two versions, though Briefing into Faithless Looting was surprisingly powerful. It did feel clunkier, but that may have been that the mana wasn't optimized for my changes.

Proof of Concept

A few test games against decks from my Banlist Testing gauntlet with each version later, and there was still no clear answer. Izzet Charm was better against Humans because it digs deeper than Erasure and can kill a Meddling Mage or Kitesail Freebooter. Against Tron and UW Control, Erasure was much better at protecting the combo because it disrupts proactively. Briefing's impact was difficult to determine, as it set up some very interesting plays but was less castable compared to Scheming. However, the fact remains that the concept works even if the execution was off.

The Missing Piece

The main thing I learned in my dive into surveil is that something is missing for it to really shine. Fair decks aren't going to run a surveil card over their more efficient counterparts. There needs to be some kind of payoff to using surveil to selectively set up your graveyard rather than filling it with random cards and that doesn't exist yet. If it does, Thought Erasure and Discovery will be the headliners, though someone adopting Nightveil Sprite isn't impossible. 

That said, the power of Discovery may push it into the mainstream anyway. The mana cost is a huge strike, but Modern is a bit thin on selective cantrips. In particular, I can see a theoretically resurgent Grixis Control choosing Discovery over Serum Visions. Prior to Death's Shadow pushing it out, Grixis Control was about the early cantrips setting up both Tasigur, the Golden Fang and Snapcaster Mage while preparing the reactive answers. More contemporary lists have used Search for Azcanta for that purpose. I could see a version using discard on turn one both as disruption and to see what they need to answer and then Discovery to actually find the answers or finding and setting up a fast Tasigur or Gurmag Angler.

Combo decks are another story. Mission Briefing in particular will see play. Whether as the means for key card combos to find and resolve their cards under discard pressure or to prevent fizzling is hard to say. I'm confident we'll see Briefing in Ad Nauseam soon, and I doubt it will be the only beneficiary. Non-Storm combo has been on the outs for a while, and Briefing could bring them back to light.

Patience is a...

Don't count surveil out just because it's a little pricy. The power contained within the mechanic is too great for it not to impact Modern. It may not make sense in every fair deck, but Mission Briefing in particular has a future in combo decks. With the right cards or the right metagame, I could see surveil becoming a real player in Modern.

Jump-Startin’ Somethin’: GRN Spoiler Review

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For once, an entire set spoiler is up before my Friday article goes live. So I'm happy to present this list of the juiciest Modern standouts in Guilds of Ravnica! Granted, the very juicy ones are already high on everyone's radar. But like most Standard sets of seasons past, this expansion is still packed with cards that may well make it into the format in some capacity.

Cards with Homes

These cards fit cleanly into existing Modern strategies and are likely to make a splash in certain metagames.

Pelt Collector: While it's not by any means a top-performing deck, Mono-Green Stompy does have its Beliebers, and surely welcomes Pelt Collector to its ranks. The card's "dies" clause makes it an apparent upgrade to Experiment One, although Pelt does lose regenerate. What I think is likely to happen is Stompy begins running both creatures to increase its aggressiveness and gain the redundancy of multiple functional copies of Champion of the Parish.

Creeping Chill: I've heard musings about this card in Dredge, and while I was initially skeptical, I am starting to come around on the idea. The deck can struggle against proactive aggro strategies like Humans and Spirits, and milling Creeping Chill might sometimes buy Dredge the extra turn it needs to get Conflagrateonline. Chill also makes Conflagrate lethal faster. 4 Chill equates to 12 points of damage lurking within the Dredge deck, perhaps incentivizing opponents to play differently against the deck when at low life totals. But of course, it's an awful draw. I do think the card is better-suited to the sideboard.

Chemister's Insight: Glimmer of Genius was run by control decks for awhile as an instant-speed way to restock on cards. Chemister's Insight seems much better thanks to jump-start. Now, control mages can draw two twice at the low cost of a superfluous fetchland land or other unwanted card. But another card was printed between Glimmer and Insight that may prevent the latter from truly shining in Modern: Hieroglyphic Illumination. Cycling lets this draw spell dig for answers when mana is tight, even bypassing checks like Thalia, Guardian of Thraben. I expect Insight to be more popular in control-heavy metagames such as the current one, but Illumination to remain the favorite in this slot over longer stretches of time. Modern is simply too wide-open to discount the aggro-combo decks outright.

Knight of Autumn: This creature gets my vote for most playable Guilds card other than Assassin's Trophy. Reclamation Sage is already a Modern staple, and Knight of Autumn is leagues more versatile. Sage so popular in part because it's never dead; at worst, it's a 2/1. Knight more than doubles those stats at 4/3, and has the added versatility of being able to gain a whopping 4 life should pilots choose. These benefits come at the cost of Sage's eminently splashable price tag; it's much harder to run Knight in Valakut decks, for instance, and the newcomer is a less reliable answer to Blood Moon out of something like Amulet Titan. But plenty of Sage-featuring 75s can cast Knight, and will probably be looking to trim copies of Sage and Qasali Pridemage to make room for the creature. Another exciting factor: Knight is totally acceptable off a Collected Company, making it a potential mainboard inclusion in those decks.

Cards without

This section covers some of the more polarizing cards in Guilds, touching on the possible Modern applications of each.

Crackling Drake: Huge creatures in Modern all have their drawbacks. Some are soft to artifact removal, like Hollow One. Others open pilots up to certain plans from across the table, such as Death's Shadow. And many rely on the graveyard, including Tarmogoyf, Gurmag Angler, and Bedlam Reveler. This final category tends to be the best-performing overall, since filling the graveyard is a given in a fast format full of fetchlands.

Enter Crackling Drake, a significant Enigma Drake upgrade that doesn't care about graveyard hosers. In this way, it's essentially an alternate win condition in decks that do rely on the grave in some way. While Drake does bite it to a revolted Fatal Push, its cantrip clause ensures pilots come out ahead no matter what, making it a value play at worst. And Drake already resists Lightning Bolt, forcing opponents to spend heavy-duty removal on it.

The biggest drawback Drake has is its mana cost. UURR is extremely prohibitive, requiring players to build manabases around it deliberately. But I think the pros may outweigh the cons with this one, and Drake could show up in multiples in decks built to abuse it.

Mission Briefing: A huge draw to Snapcaster Mage is the body. Snap can chump an attacker, trade with a smaller body in combat, psuedo-haste attack a planeswalker, or put a clock on opponents. That body seems far better than surveil 2, no matter how "good" surveil 2 is (and it's way nicer than scry 2). Mission Briefing also has a prohibitive cost. With all that said, I still wouldn't count Briefing out completely; there may yet be a Modern deck that doesn't care so much about a body but still wants to flash back its crucial spells. Briefing can also be cast in desperation, like Snapcaster; it surveils before targeting, giving pilots the option to play instant/sorcery spells off the top of the deck. Oh, did I say targeting? The word "choose" actually allows pilots to get around hate like Surgical Extraction when casting Briefing.

Possible Role-Players

These cards won't have decks built around them, but may have applications in existing strategies looking to do something specific.

Ionize: Of the three-mana counterspells in Modern, Counterflux and Disallow have seen play in Modern. Ionize may compete with those by giving UR decks a Countersquall of sorts that hits anything. With Snapcaster, the instant produces an impressive 4 damage. I can see Jeskai potentially adopting Ionize.

Lava Coil: A Roast that hits fliers like Restoration Angel, but unfortunately is still stuck at sorcery, preventing it from taking out Celestial Colonnade or disrupting combos. Sniping Voice of Resurgence and Kitchen Finks is a decent upside, though. Flame Slash continues to appear sporadically in UR decks, but I'm not sure the extra mana is worth the flexibility of disrupting graveyard strategies. This sort of niche card does tend to show up occasionally, though.

Nullhide Ferox: Cute design, cuter art. I know people who have tried Dodecapod in Delver shells out of the sideboard to combat BGx (here's the only placing list I could find online), and Ferox seems like an upgrade to that plan, however viable it may be. I like that after opponents pay mana to target the creature and then spend two more on something like Assassin's Trophy, we can cast noncreature spells again, and respond in kind with a simple Stubborn Denial. 6/6 is also massive in Modern, a format where stats matter dearly.

Goblin Cratermaker: This little guy offers a surprising amount of versatility, threatening Eldrazi creatures and Tron's haymaker planeswalkers all at once, not to mention artifact lock pieces like Chalice of the Void and Ensnaring Bridge or game-enders such as Krark-Clan Ironworks and Cranial Plating. Hitting utility creatures is also a nice touch, giving players the option of disrupting combos and quelling aggression. But I can't think of a deck that would ever want it in the mainboard, and superior artifact hate exists in red for the sideboard.

Maximize Velocity: Jump-start gives players the opportunity to haste their guys twice, and simply having Velocity in the graveyard might make opponents respect it by holding back attackers. It's probably best in an aggro-combo shell like BR Kiln Fiend. These decks tend to run Faithless Looting for consistency reasons anyway, making Velocity essentially free in terms of card economy. Arclight Phoenix, despite my mixed results with the card, may also play well in this sort of deck.

Beacon Bolt: URx decks lacking black or white have long struggled to remove big creatures. My experiments with Spite of Mogis as a solution to this problem once payed off with a PPTQ win, but that was before Modern fully realized the power of Rest in Peace. Now, the idea of dipping into another graveyard-reliant kill spell in decks that already rely on that resource in some way terrifies me. Beacon Bolt seems like a promising upgrade to Spite out of the sideboard for UR and Temur midrange decks. Not only is it hoser-proof, mid- and late-game Beacons remove turn a dead card into another removal spell. My only beef with this card is how expensive it is; I think Beacon could just as well have cost UR.

Risk Factor: Browbeat is not a playable Modern card. True! By now, a natural aversion to punisher mechanics is common among Magic players. After all, opponents will choose the lesser evil. But Vexing Devil still sees Modern play, and I think Risk Factor might join it (not in the same deck, mind you) as a playable punisher card. Jump-start lets this card just hang out in the graveyard and threaten 4 damage or a hand refill at any time. Right now, though, the card lacks a true home; Burn prefers the ultra-reliable Exquisite Firecraft in the sideboard. Decks that can take advantage of this card are ones that front-load damage to complicate the choice, run few dead cards to maximize the draws, and enjoy holding up mana on an opponent's turn. The aggressive, Snapcaster-featuring Delver shells in UR seem like a fine place to start.

Bonus Brew: Grixis Drake

I started with a UR shell to test Crackling Drake, but quickly found myself wanting black spells. Specifically, Fatal Push and Collective Brutality drew my eye as ways to interact effectively with faster decks and pull me into the late-game so that I could actually cast the Drake.

Grixis Drake, by Jordan Boisvert

Creatures

4 Snapcaster Mage
3 Tasigur, the Golden Fang
2 Gurmag Angler
4 Crackling Drake

Enchantments

2 Search for Azcanta

Instants

4 Lightning Bolt
4 Thought Scour
2 Fatal Push
2 Spell Pierce

Sorceries

4 Serum Visions
4 Faithless Looting
3 Inquisition of Kozilek
2 Thoughtseize

Lands

4 Scalding Tarn
2 Steam Vents
1 Mountain
2 Island
2 Sulfur Falls
1 Watery Grave
1 Blood Crypt
4 Polluted Delta
2 Bloodstained Mire
1 Swamp

Sideboard

1 Nihil Spellbomb
1 Engineered Explosives
1 Damping Sphere
1 Alpine Moon
2 Surgical Extraction
1 Abrade
1 Dismember
1 Countersquall
1 Cast Down
1 Ceremonious Rejection
2 Anger of the Gods
2 Collective Brutality

Thought Scour is at the center of this deck, since unlike in other shells, flooding on Scours proves impossible with Drake in the picture; extra Scours will always grow additional Drakes. The combination of Scour and Looting makes delve threats hyper-reliable. I ran so many to draw out heavy-duty removal from opponents.

We almost always want to resolve a delve threat in the first few turns of the game, something that's quite feasible. With that out of the way, we own the battlefield until the creature is removed, generally by Path to Exile or Assassin's Trophy. These spells ramp us into Crackling Drake. Once we enter that stage in the game, we're basically chaining Drakes into each other for value until opponents can't remove one and die to it in one or two swings.

In lieu of a Delve threat, Search for Azcanta is the deck's "Tarmogoyf," or proactive two-mana play that's difficult for opponents to deal with. Turns out slamming this thing on-curve is as good as it looks on camera.

Collective Brutality was eventually removed from the mainboard for Spell Pierce. I found myself in want of early spell interaction that wasn't dependent on having a delve threat in play. Pierce is also one of the more slept-on cards in Modern right now in my opinion; existing aggro decks rely on key sorceries resolving (Cathartic Reunion, Goblin Lore, Traverse the Ulvenwald, etc.), and the instant never really dies against even control, which spends its late-game activating Azcanta, the Sunken Ruin and Celestial Colonnade while representing Cryptic Command mana.

In terms of matchups, I've found this shell to line up well against all types of control. Its one-threat-at-a-time mentality stunts sweepers, and the deck is built to beat Bolt and Path. Drake especially is a beating for these decks. Creature decks like aggro and midrange are also fine matchups thanks to the Snap-Bolt-Push removal suite. Tron is a tough one to beat, but the sideboard could be further tweaked to accommodate for that weakness. Drake simply doesn't cut it in linear combo matchups of that sort.

Too High to Get Over

Guilds of Ravnica features interesting mechanics and lovable designs. What are your favorite cards from the set?

The New Modern Landscape with Assassin’s Trophy

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Spoiler season is one of my favorite times of the year. The part of Magic I enjoy most is deckbuilding, and spoiler season is ripe for brainstorming and testing new deck ideas. Whilst pouring over the early spoilers, three words utterly stunned me: "Destroy target permanent." Those three words are on a two-mana instant called Assassin’s Trophy. This card will not only have a profound impact on BGx archetypes, but also on Modern as a whole.

A Versatile Answer

For ages people have clamored for Wizards to print catch-all answers in Modern. The argument is that the metagame is so broad that it is difficult for the fair decks to combat. 15 sideboard slots is simply not enough with the narrow answers currently available. If you want to play a fair, reactive deck, you were forced to play with counterspells. Counterspells are about as general as answers can get, as they can deal with any spell. Now with Assassin's Trophy, BGx decks have something to turn to for their catch-all answer.

I would not be surprised to see BGx decks adopt 4 copies of Assassin's Trophy in the main. Trophy can deal with any problematic permanent. Ensnaring Bridge? Yeah, that’s fine. Tron Lands? Put it in the graveyard. Teferi, Hero of Dominaria? I’ll gladly answer that for two mana. The card even makes a matchup like Bogles far more interactive. The Bogles player will need to be much more careful with their Daybreak Coronet once Assassin's Trophy becomes legal.

Freeing Up Sideboard Space

Having more versatile answers in the main deck open up slots in the sideboard for more narrow, but situationally powerful, sideboard cards. Artifacts and enchantments are traditionally difficult to interact with in preboard games. As a result, sideboard cards are reserved for them. Due to the lack of space in the sideboard, though, fair decks prefer to play more versatile answers such as Maelstrom Pulse or Abrupt Decay. With four answers in the main deck, sideboard cards can shift from versatile to focused. Something like Abrade is a good example. It comes in when you just need another removal spell, and/or when you need to destroy artifacts. With Trophy that type of card is in the main now, and the deck can instead play more hateful cards like Creeping Corrosion.

A card that I think will be key to Assassin's Trophy’s success is Surgical Extraction. By combining these two cards, it will be easy to pick apart strategies that rely heavily on one or two permanents for their deck to function. This importantly extends to land-based decks like Tron and Valakut which traditionally have a favorable matchup against BGx decks. Expect to see Surgical Extraction become a mainstay in the sideboard.

Playing with Assassin’s Trophy

I am really looking forward to trying out various builds of BGx decks. I plan to start with either straight BG or a Jund Bedlam Reveler build. I would stay away from Death's Shadow in my Assassin's Trophy decks. It incentivizes you to build your deck with few basics and with high mana efficiency to get a mana advantage. In a Modern field full of Field of Ruins and Assassin's Trophies, I want to be running multiple basics to punish these type of effects. Casting Assassin's Trophy and pushing a mana advantage are at odds with each other. The downside of giving your opponent an untapped land undoes any sort of mana advantage the deck may have gained.

BG Trophy, by Max Magnuson

Creatures

4 Tarmogoyf
4 Dark Confidant
2 Scavenging Ooze
2 Tireless Tracker
2 Tasigur, the Golden Fang

Artifacts

4 Mishra's Bauble

Instants

4 Fatal Push
4 Assassin's Trophy

Planeswalkers

2 Liliana of the Veil
1 Liliana, the Last Hope

Sorceries

3 Inquisition of Kozilek
3 Thoughtseize

Lands

4 Field of Ruin
4 Blooming Marsh
3 Swamp
2 Forest
3 Overgrown Tomb
4 Verdant Catacombs
1 Wooded Foothills
4 Bloodstained Mire

I really like straight BG, with no third color, as a home for Assassin's Trophy. It allows you to play with a ton of basics and the full 4 Field of Ruin. This decklist is even a little basic land-light. It could play a few more if one wanted.

My overall approach to building with Trophy is to play efficient threats and ways to recoup the card disadvantage inherent to the card. Cards like Tarmogoyf and Tasigur, the Golden Fang are good at presenting a big clock on the cheap, while Tireless Tracker and Dark Confidant are powerful ways of generating card advantage. Tasigur in particular is going to be key to the deck. It is both a cheap threat and a way of generating card advantage—hence why I am playing it over Gurmag Angler.

Much like with Path to Exile, I don’t want to be firing off Assassin's Trophy in the early game. I want to save it for more difficult-to-answer threats and for later in the game when the downside of giving the opponent a land is less pronounced. To compensate, I want to fill the deck with plenty of answers for cards in the early game. I could see playing some number of Dismember alongside Fatal Push to further this plan. As for the discard spells, you could skew them in favor of Inquisition of Kozilek based on this principle, as the life loss from Thoughtseize becomes slightly more relevant and its versatility is less necessary.

Mishra's Bauble may seem a little odd in this list. I mainly include it as I believe it to be one of the more powerful cards in Modern, and it helps fuel both Tarmogoyf and Tasigur, the Golden Fang. On top of that, the deck already wants to be playing Field of Ruin and a pile of fetchlands to synergize with Tireless Tracker. These cards can be combined with Bauble to turn it into a free Opt.

The thing I like most about straight BG is that it might have a favorable matchup against Tron. Traditional BGx decks fold to Tron. A major reason for this is that on the draw the available land disruption either costs too much or would set the BG deck too far back. With three-mana Stone Rain effects like Fulminator Mage, Tron is able to set up turn three Tron on the play and play a big threat before the land disruption can be deployed. With something like Ghost Quarter on the draw, it would leave us on one land while they get to continue to develop.

A two-mana answer changes all this. Now if they lead on two different Tron lands on the play, we can blow one up with Assassin's Trophy on turn two and follow that up with a Field of Ruin on turn three. Combine these pieces of disruption with Surgical Extraction, and it is going to be rough ever assembling Tron.

A Bit of a Brew

4-Color Bedlam Reveler, by Max Magnuson

Creatures

3 Bedlam Reveler
4 Bloodbraid Elf
4 Tarmogoyf

Instants

3 Assassin's Trophy
2 Kolaghan's Command
2 Fatal Push
4 Lightning Bolt
1 Manamorphose

Planeswalkers

1 Liliana of the Veil

Sorceries

3 Inquisition of Kozilek
3 Thoughtseize
4 Faithless Looting
3 Lingering Souls

Lands

3 Blackcleave Cliffs
1 Blooming Marsh
2 Blood Crypt
4 Bloodstained Mire
1 Forest
2 Mountain
1 Swamp
1 Godless Shrine
1 Overgrown Tomb
2 Raging Ravine
1 Stomping Ground
4 Verdant Catacombs

Sideboard

2 Surgical Extraction
2 Collective Brutality
1 Liliana, the Last Hope
2 Molten Rain
2 Ancient Grudge
2 Anger of the Gods
1 Engineered Explosives
2 Nihil Spellbomb
1 Hazoret the Fervent

I started playing this brew shortly after Bloodbraid Elf was unbanned. I really like the Mardu Pyromancer shell of Bedlam Reveler, Faithless Looting, and Lingering Souls. It is a very effective card-advantage engine, and makes the deck more consistent by smoothing out mana screw and mana flood. My main issue with the deck is its inability to apply pressure in unfair matchups. To solve this I wanted to combine that shell with green to get Tarmogoyf and Bloodbraid Elf. Both cards are effective at pressuring, and Bloodbraid Elf is another source of card advantage.

I thought this deck was very good at the time I was playing it. Jund and blue decks were everywhere, and it is very favorable against those decks. The deck has too many sources of card advantage to grind through, and Faithless Looting makes it so the deck almost never floods in the late game. Those two components make for a strategy difficult for any fair deck to work its way through. If the printing of Assassin's Trophy causes a rise in BGx decks, this deck would be a great choice.

The biggest drawback to this deck is its big-mana matchups, namely Tron and Valakut. I am excited to pick this deck back up again now that it has a two-mana answer against Tron. The deck still needs some amount of land destruction in the board to compliment them, as it does not have access to Field of Ruin, but the matchup might be winnable now. Notably, I am opting to play sorcery-based land destruction over Fulminator Mage. When playing with Bedlam Reveler, it is critical to keep in mind the number of non-instant, non-sorcery cards in your deck, and make sure not to cut too many of them in sideboard plans.

Metagame Impact

There is a lot of excitement about Assassin's Trophy, and BGx is one of the much beloved archetypes in Modern. As a result, I expect to see a sharp upturn in the number of BGx decks being played, with Assassin's Trophy seeing play in high numbers.

Losers in the Assassin's Trophy metagame are permanent-based combo decks and big-mana decks. I would stay away from combo decks such as Krark-Clan Ironworks for a while. The mixture of hand disruption and ways to deal with a resolved Ironworks makes things very tricky. As for Tron, it is still possible that even with the addition of Assassin's Trophy that the matchup is still favorable, but I am not confident about that. I would stay away from the deck initially as people will have it on their minds when constructing their sideboard. Maybe as the metagame shifts and the number of Fulminator Mages trend down in sideboards, Tron can see play again.

Decks playing Valakut, the Molten Pinnacle are also in a tough spot. The plan of running out a Valakut and playing Mountains to kill the opponent over the course of a few turns gets much worse against Assassin's Trophy. Even though I generally think Scapeshift is much worse than Through the Breach, I would move towards more Scapeshift-focused builds as a way to combat Assassin's Trophy.

Winners in the Assassin's Trophy metagame include decks that are good at grinding, and spell-based combo decks that are resilient against the kill-any-permanent spell. If I wanted to play a fair deck, I would look towards something like Mardu Pyromancer as it has a powerful late-game engine to outgrind BGx decks. As for combo, I would consider Storm or Ad Nauseam. A pile of kill spells does not really interact well with the stack, and Storm is resilient enough to beat a couple hand disruption spells. Ad Nauseam is one of my favorite decks in Modern, so I may be a bit biased on this one. Traditionally Thoughtseize is pretty good against a deck trying to assemble two specific cards in hand, but without a clock to back it up sometimes it is not enough. That said, if Humans continues to take up a significant portion of the metagame, I cannot recommend anyone play this deck.

More Spoilers to Come

I am eagerly looking forward to what the rest of spoiler season brings. With a card as impactful in Modern as Assassin's Trophy in the set, any other Modern additions are just extras. I think there are a few that may break out into Modern. I am excited to do some brewing with a few of them, but for now I'm going to keep it a secret as to which ones.

Dropping Destructive Revelry: Why to Keep Your Burn Board Boros

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The earth is round, the pope is catholic, and Destructive Revelry belongs in the sideboard of every Modern Burn deck. While the first and the second principle might be unbreakable, I’d like to smash the third one to smithereens. In this article I'll explain why I think Destructive Revelry is overrated in Burn, and lay out some of the flaws I see in the logic that says it's indispensable to the archetype.

What Type of Lavamancer Are You?

Revelry or not? Generations of red mages are still busy answering this standard question. Solving this destructive dilemma once and for all seems to be a mission impossible, but it isn't beyond the reach of reason.

The decision for or against playing Revelry is closely related to your general attitude and strategy as a Magic player. Basically there are two schools of thought.

Miscellaneousness, at any cost. Looking at the average Burn decklists, most players obviously still believe in an omnipotent sideboard that protects them against all threats—even if a destabilization of the mana base is the price of this intended progress. Having game against every deck is king! But is it really worth playing cards mainly because they change extremely unfavorable match-ups to slightly less unfavorable match-ups?

Consistency over perfection. The minority of Burn pilots prefer more consistency, and focus on improving slightly unfavorable or even match-ups to become favorable ones. They resign themselves to accept that burn cannot be well-prepared against every deck out there. Just take a look at the Burn lists of Legacy legend Patrick Sullivan. These all teach the same lesson: Keep it simple, keep it straightforward, and don’t get too gamey.

I definitely belong to the second group. Instead of worrying too much about bad match-ups, I put my efforts into improving the balanced ones. A few months ago—after having played Burn for several years—I finally decided to stick to a straight red-white Boros list, partially inspired by the great articles of Chained to the Rocks advocate Mike Flores. Since then I haven’t looked back to any of the Naya versions—even less so after a 2nd-place finish at a Modern PPTQ some weeks ago with the following list:

Boros Burn, by Andreas Breuer (2nd, PPTQ)

Creatures

4 Monastery Swiftspear
4 Eidolon of the Great Revel
4 Goblin Guide
2 Grim Lavamancer

Instants

4 Lightning Bolt
4 Lightning Helix
4 Boros Charm
4 Searing Blaze
3 Skullcrack

Sorceries

4 Rift Bolt
4 Lava Spike

Lands

4 Wooded Foothills
3 Bloodstained Mire
3 Arid Mesa
4 Inspiring Vantage
3 Mountain
2 Sacred Foundry

Sideboard

2 Deflecting Palm
2 Searing Blood
2 Smash to Smithereens
1 Shattering Spree
1 Skullcrack
3 Path to Exile
2 Rest in Peace
2 Ensnaring Bridge

I really enjoyed the deck, although I unfortunately lost to Dredge in the finals. However, the tournament was one more confirmation of my belief regarding Burn: Don’t play cards that obstruct more than they help!

Here are five reasons why I believe that most of the time Destructive Revelry—and Stomping Ground, the necessary evil that accompanies it—isn't the real deal.

1. Stomping Ground Is the Worst Maindeck Card

Weakening my mana base only for a few sideboard cards? Thanks, but no thanks! Many say playing the card comes at no real cost. But it does! The single copy of Stomping Ground often forced me to question decent starting hands. Every time you draw it in the early stages of a pre-board game, it either shocks you needlessly, or slows you down significantly because you play it tapped.

More than once I have looked at an opening seven like this:

  • Mountain
  • Stomping Ground
  • Goblin Guide
  • Lightning Bolt
  • Lightning Helix
  • Lightning Helix
  • Boros Charm

If the Stomping Ground was an Inspiring Vantage, a Sacred Foundry, or a fetchland, keeping this hand would be a no-brainer. You could still go for it with the Ground of course, hoping to draw a white mana source, a fetchland or spells that only require red mana—but don’t tell me this gamble is a perfect plan.

Even more importantly, in pre-board games (as well as in many match-ups after sideboarding) Stomping Ground is just a basic Mountain that costs two life to be played untapped. In a format overrun by aggressive creature strategies, every single point is a matter of life and death: Humans, Bant Spirits, Hollow One, Death’s Shadow, and Vengevine all attack you pretty fast and hard. Why would I want to shock myself needlessly with Stomping Ground in match-ups in which I don’t care about green mana anyway?

Against Merfolk with Spreading Seas, I’d rather board in Grim Lavamancers and more Searing Blaze effects in order to progress my own plan. And the Burn mirror? The player rejoicing when you draw Stomping Ground in this match-up is definitely your opponent!

2. Revelry: Not a Stone-Cold Hoser

Magic is famous for cards that shut down whole decks. The omnipresent Rest in Peace dismembers any graveyard plans, Ensnaring Bridge is a pain in the butt for most creature strategies, and Stony Silence sends artifact decks into an early retirement.

Revelry, however, is no such hoser at all.

One of the main reasons to play the Stomping Ground/Destructive Revelry setup is the Bogles matchup. The deck unsettled the Modern format a few months ago, so it seems reasonable to be prepared. Bogles won't be on top forever—but even more importantly, it is a bad match-up for Burn no matter what you do. While Revelry may save you against the hexproof strategy occasionally, it more than often doesn’t turn the tide. Your opponent simply needs to open with one or two Leylines and play a Daybreak Coronet as follow-up, and you already need multiple Revelrys unless you want to die a sudden death. If the Bogles man fails to live the dream, I hope my Eidolons, Skullcracks, and a well-placed Deflecting Palm are enough to steal the game; if not I’ll shake hands and move on.

One final note here: if you disagree with my logic and still want to play Revelry, make sure you do it properly. Without playing the full playset I don’t see the purpose of splashing green at all. I often see lists containing just 2 or 3 Revelrys in the sideboard. This just dilutes the whole plan.

I don’t really have to go through the same argumentation for the bad Ad Nauseam match-up as well, do I?

3. Revelry Is Only Mediocre Versus Artifact Strategies

How often did I curse Revelry as the master plan against Affinity. Managing your life total matters a lot in this match-up. If you don’t draw an Inspiring Vantage you would have to fetch-shock yourself twice to have access to green and white mana. I even looked at opening hands containing Revelry but neither Stomping Ground nor a fetchland—it’s really frustrating to ship decent hands because of this avoidable handicap.

In several matches my Affinity opponents even boarded in Blood Moon. While this would have been an exquisite plan against a Revelry player, it falls flat against a slew of extra Searing Blazes in the form of the powerful Smash to Smithereens.

Against the Modern rookies, KCI and Hardened Scales, Revelry is just okay. Removing only one artifact often doesn’t cut the mustard to break up their synergies. Even worse, opponents playing these decks have so many possibilities to sacrifice targeted artifacts that they can easily play around the 2 points of damage.

I never liked boarding Revelry versus Tron decks either, because they can easily remove Stomping Ground with Karn Liberated or Ghost Quarter. By contrast, an early Smash is just gas against Expedition Map or Chromatic Sphere, and even buys you time against a Wurmcoil Engine while still dealing 3 points of damage.

4. Minimize Missteps Without Revelry

Revelry often presents a decision point that can be hard to make correctly with limited information. You're left guessing at the optimal play, which will depend heavily on the opponent's deck and the cards drawn. Have you ever asked yourself what the right time is to fetch for Stomping Ground if you have no Revelry in hand? Do you fetch early, lose two points of life and take the risk of getting the land destroyed? Or do you fetch (too) late and have no access to green mana when needed?

The final match of GP Toronto 2018 between Dan Ward and Jon Stern is a vivid example of the disasters Stomping Ground can cause. Stern needs to fetch for another land in order to cast Skullcrack in response to Ward’s attack with a crowned Bogle. As Stern doesn‘t possess Revelry, he fetches for basic Mountain to save a few points of life. Ironically, the next card he draws is a copy of Revelry which he cannot cast now. You can see this beginning around 33:30 in the video.

[youtube https://www.youtube.com/watch?v=Sy4L0LXrD1g?t=33m30s]

Situations like this that foster unlucky results come up far more often than you would think—a risk that I want to avoid in future games. By cutting Revelry and Stomping Ground, I reduced the number of these guesswork scenarios that arise.

5. Revel in Your Revelry Alternatives

The great thing about Modern? You always have a choice. There’s no need to splash a color only for a couple of sideboard cards. The giant card pool offers options which can replace deadlocked strategies. If you care about artifacts, Smash to Smithereens, Shattering Spree, and Stony Silence all outclass Revelry by far. If you still don’t want to forgo a card that deals with enchantments, Wear // Tear might be your option. I don’t particularly like this card either (although it can be an effective 2-for-1 against Hardened Scales), and would rather try to dodge enchantments, but still prefer it over Revelry in Boros Burn. Side note: Against the unfavorable Bogles matchup, Ensnaring Bridge is another alternative, but we have to be careful of its non-bo with Deflecting Palm.

When to Play Destructive Revelry?

I don’t generally claim Destructive Revelry is a bad card. It still has its place in Modern because of its useful triple function: destroying artifacts, demolishing enchantments, and dealing damage.

There are two scenarios in which I prefer playing Revelry:

  • You already play Naya Burn (including Wild Nacatl and Atarka's Command) or Nocatl Burn (without the cat), and thus have 4 to 8 cards in your main deck that require green mana.
  • You know that your meta is full of decks that rely strongly on enchantments.

However, if you otherwise favor a red-white Boros list and don’t know which decks to expect at a tournament, I highly advice you drop Revelry.

Need any more proof that keeping your Burn board Boros leads to success? Flores-companion and Burn enthusiast Roman Fusco has played straight Boros Burn quite successfully for some time, and recently won a PPTQ with this list:

Boros Burn, by Roman Fusco (1st, PPTQ)

Creatures

4 Eidolon of the Great Revel
4 Monastery Swiftspear
4 Goblin Guide
2 Grim Lavamancer

Instants

4 Lightning Bolt
4 Lightning Helix
4 Boros Charm
4 Searing Blaze
2 Skullcrack

Sorceries

4 Rift Bolt
4 Lava Spike

Lands

4 Wooded Foothills
4 Bloodstained Mire
3 Scalding Tarn
4 Inspiring Vantage
3 Mountain
2 Sacred Foundry

Sideboard

1 Deflecting Palm
4 Searing Blood
2 Chained to the Rocks
2 Stony Silence
1 Shattering Spree
2 Skullcrack
2 Path to Exile
1 Forked Bolt

Return to the PPTQ Grind: Final

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And so, the season comes to a close. While I didn't get there, I can't say that this season was a complete bust. As a consummate grinder, the near misses just fuel the competitive fire and are a stark reminder to keep pushing myself.

In the meantime, Guilds of Ravnica spoilers roll on. While there are a number of interesting Modern-playable cards in the set, I find the mechanics themselves drawing most of my attention. Surveil in particular looks to be incredibly powerful. It's arguably better than scry because cards in the graveyard are generally more valuable than cards in the library (case in point: dredge and delve). What interests me most is whether surveil is powerful enough as a graveyard enabler to make otherwise overcosted cards playable. Testing will tell.

The Deck

Prior to the tournament I struggled with my deck choice. Spirits is a solid deck and in the right field it can be a nightmare but I hadn't found a good strategy for the hardest matchups, specifically Mardu Pyromancer and Hollow One. The problem was that the deck that has a good plan against those decks, Jeskai Tempo, is really poorly positioned otherwise, especially now that the other control players are aware of the Geist plan. After spending the week failing to conclusively make a decision, I stuck with my mainstay.

UW Spirits, David Ernenwein (PPTQ Quarterfinals)

Creatures

4 Mausoleum Wanderer
4 Selfless Spirit
4 Rattlechains
4 Supreme Phantom
2 Remorseful Cleric
2 Phantasmal Image
4 Spell Queller
4 Drogskol Captain
2 Geist of Saint Traft
1 Kira, Great Glass-Spinner

Instants

4 Path to Exile

Artifacts

4 Aether Vial

Lands

4 Hallowed Fountain
4 Seachrome Coast
4 Flooded Strand
3 Cavern of Souls
3 Ghost Quarter
2 Plains
1 Island

Sideboard

3 Stony Silence
3 Leyline of Sanctity
2 Rest in Peace
2 Blessed Alliance
2 Negate
2 Damping Sphere
1 Echoing Truth

The Leylines were a last-second addition based on what I thought the field looked like. I don't know a better answer for targeted discard.

The Tournament

I was expecting an enormous turnout for the last Modern PPTQ, but it's shockingly small at only 27 players for five rounds. It's especially weird considering that every other PPTQ I went to this season was at least six rounds. The only rational explanation I can come with is the 10 AM start time put a lot of players off. It was also Store Championship day for many, and it's possible that some grinders chose to go play Standard instead of Modern, as incomprehensible as that sounds to me. On the other, less rational hand, the venue is in a somewhat odd and isolated place for western Denver. It's in the middle of a residential area quite far from major roads, which could make it difficult for non-local players to make the trip. I live relatively close by, so I wouldn't know.

I didn't get a good read on the room prior to the tournament. I saw a few known Tron and Company players, one combo, and several Mardu Pyromancer pilots. I also saw a WB deck getting sleeved up, making me think it was Tokens again. In truth, it was an Enchantment prison deck, but I wouldn't find out until round 2. This made me think that creature decks were sweepers would be good were rare, so I adjusted my board against discard. As it turned out, I should have stuck to my guns; my read was very off and creature decks were everywhere. Metagaming is always a risk.

The Swiss

Because of the small turnout, I recognize most of the players, even if I don't know what they are playing. For round 1 I pair against the Tron player from Week 3, and I fully expect her to still be on mono-Green Tron. Indeed, she has turn three Tron with Expedition Map, but then casts Thought-Knot Seer. That should maybe raise a red flag, but I win too easily to really think about it. I'm punished game 2 when I mulligan to a hand that's great against Tron, but she's actually playing Eldrazi Tron. I fix my sideboarding and win game 3 after Phantasmal Imageing her turn two Seer to take Reality Smasher, the lynchpin of her hand.

I recognize my round 2 opponent's name, but I'm not sure why, as I don't recognize him. Maybe I've played him before and just don't remember his face? This nagging thought distracts me the whole match. It turns out he's also on UW Spirits, and I have the first true mirror with the deck. I expected it to be just like the Merfolk mirror, where preponderance of lords wins. It is, and he had that games 1 and 3.

Now having faced two creature decks in a row, I'm really being punished for taking out anti-creature sideboard cards. Slaughter the Strong in particular would have wrecked my Sprits opponent.

Round 3 is against Humans. It's also the same Humans player I seem to keep hitting from Week 5. Game 1 I mulligan to an average hand, and he's got a great hand with multiple Mantis Riders to wall my creatures and overrun me. Game 2 he's relying on Auriok Champion to buy him the life to get his slow hand moving, but I have the lords to wreck that plan. Game 3 is a nail-biter since I have lords against a huge Champion of the Parish. I barely get there with strategic chumps and Queller on Lieutenant. While I never lost to him this season, the matches kept getting closer.

The last time I saw my round 4 opponent he was playing Mardu Pyromancer, so I was dreading this match. It turned out he was on UR Thing in the Ice, which is incredibly good for me. Game 1 I get Geist down with Cavern of Souls and he has no answer. I keep deploying Selfless Spirits in case he has Anger of the Gods or similar, but he never sees them. Game 2 he double mulligans and is stuck on one land.

The standings show that there is no clean break for Top 8, and there are too many 3-1's who will be playing for any except the undefeated players to draw. Thus, I play round 5 against Hollow One. Game 1 I discard my gas to Burning Inquiry and he has it all. Game 2 I have Rest in Peace, as well as Negate on Goblin Lore to strand his big threats in hand. Unfortunately, he has a lot of removal to keep me from blocking his Flamblade Adepts.

I figure I'm out at this point, but the math ends up working out for one 3-2 to make it in. Apparently it was possible for one table of 3-1's to draw in, and nobody saw it. I am that 3-2 thanks to most of my opponents also making it in. Given what I knew about the other Top 8 players and that I'd always be on the draw, I didn't like my chances.

The Top 8

I forgot to get all the Top 8 decks, but I did see the Eldrazi Tron deck from round 1, the UW Spirits deck from round 2, the Hollow One deck from round 5, Lantern Control, Living End, and then Counters Company. I was paired against the undefeated Company deck and just got crushed. This version has not just the Devoted Druid combo but the Kitchen Finks infinite life one. Game 1 I stop the Druid combo with Path, but the turn after, he has Finks and Chord through Wanderer to gain infinite life. I had Vial on two but no Remorseful Cleric to stop him. Game 2 I mulligan, and he again goes for infinite life and Companies into multiple Finks so I can't effectively disrupt him.

Final Lessons

Another season come and gone, and I just didn't make it. It's frustrating to miss your goals, but this isn't my first rodeo. It took over a decade of near misses for me to make my first Pro Tour, so I've learned to redirect my thoughts from that failure to the successes along the way. Looking over my overall performance, I have to say that this was a very successful season. I had a string of Top 8 finishes, and the credit prizes mean I won't have to actually pay to play Magic locally for some time. Once I got my head out of the clouds and actually focused on the game, my play was generally very good, and I've identified a number of areas where I can still improve. The lesson I hope every grinder learns from this series is that ambition and high standards are important, but unchecked, can also lead to disappointment and frustration. Enjoying the little victories and taking success where you can prevents burnout and makes the game more enjoyable.

On The Deck

UW Spirits is the real deal. As a disruptive aggro deck, it is at least as good as Humans. I know that I'm biased since Spirits has been my pet deck for years, but the evidence is becoming undeniable. Whether the deck will continue along the path I chose, pure Bant, or if the hybrid version is still unclear. In a control-heavy field like I saw week 6, UW is definitely the superior deck. In an open field, it's far harder to say, and more work is required to figure it out.

The main problem with Spirits remains the sideboard. While I went off Worship week 6 because Humans and Burn were ready for it, I appear to be the only one to feel this way. Spirits really struggles against Hollow One not because of the big threats, but because of their ability to go wide with hard-to-block Adepts. Given that I haven't solved this problem any other way, it may be correct to become a creature prison deck after board. Rather than try to win by removing threats and racing, my normal plan, perhaps I should be focused on hitting a hexproof threat and then locking them out with Worship. I'll win the long game thanks to having more fliers. This represents a radical repositioning effort, but it's worth a shot.

Until We Grind Again

This season may be over, but the drive lives on. I have one more shot at the LCQ later this year, so I'm not out yet. That said, it is also time to say farewell to the current PPTQ system. Wizards intends to scrap it next year, and at time of writing, the new one has not been revealed. Goodbye, PPTQs! You truly were a grind.

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David Ernenwein

David has been playing Magic since Odyssey block. A dedicated Spike, he's been grinding tournaments for over a decade, including a Pro Tour appearance. A Modern specialist who dabbles in Legacy, his writing is focused on metagame analysis and deck evolution.

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Spell-Based Brewing with Guilds of Ravnica

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Guilds of Ravnica spoilers are underway, and the set is meeting my high expectations. It's even exceeding them thanks to a certain Golgari instant. Join me today as we discuss that card and explore some of the possibilities Guilds promises for spell-based fair decks the format over.

The Trophy's Legacy

Plenty has been written about Assasin's Trophy already: it will break Jund; it will fix Sultai; it will hose Tron. Most of these opinions explicitly concern BGx decks, which will indeed improve with Trophy in the mix. Their Tron matchup won't suddenly become favorable, though, nor will Sultai's clunkiness issues vanish into thin air. Rather, I expect the raw-power Jund shell and the more streamlined, has-it-all-anyway BG Rock deck to benefit the most from Trophy, at least at first.

But the real winner here isn't a deck—it's a format. Modern has long ached for the economic catch-all Trophy represents. Just as Fatal Push is far from ubiquitous in Modern, but still had a radical effect on the format's landscape, Assasin's Trophy stands to flip the format on its head once again despite being relatively picky about which strategies it can accommodate it. Here are some of the big changes I'm anticipating.

Fewer "Win Buttons"

Many Modern decks take advantage of the format's speed by including hard-to-interact-with permanents in the sideboard. Streamlined decks simply aren't equipped to answer this wealth of possible hosers. These spells attack opponents from a completely novel angle and punish them for rightly skimping on removal for strange card types after siding. Examples include Ensnaring Bridge in Burn, Worship in Spirits, Batterskull in midrange shells, and most recently, Lyra Dawnbringer in control.

Trophy has utility even in aggressive matchups; against Burn, for instance, it's fine just taking out a white source or a creature. With passable targets in any point during a match and across the metagame, Trophy may force these win button cards out of the format after a few months. Enough decks have access to BG, and therefore are guaranteed to run Trophy, that relying on hoser permanents for a respectable chunk of matchups becomes unreliable.

Winners: decks that struggle to deal with hard-to-remove permanents, i.e. Colorless Eldrazi Stompy

Losers: decks that heavily rely on such permanents, i.e. Bogles

Better Nacatls

Wild Nacatl epitomizes my favorite thing about Magic: nothing but stats for a tiny investment. It's combat incarnate. And combat incarnate improves with Assasin's Trophy running around.

Trophy won't immediately replace Faithless Looting, Thoughtseize, or Serum Visions in anyone's decklist. It'll come in for removal. Lightning Bolt, Fatal Push, and Path to Exile will all be trimmed from different decks in some number to make room for the heavier-duty, no-questions-asked kill spell, which is great news for anyone looking to attack with cheap threats. After all, Trophy's real draw isn't in its mana cost, but in its versatility; Modern's existing removal spells will out-rate the card any day of the week. And ramping the tempo-conscious aggro deck in the early turns is a great way to eat a plate full of haymaker.

Trophy is also softer to countermagic, especially the sort liable to see play in aggressive decks. It's much easier to Mana Leak or Spell Pierce this card than it is Fatal Push, and that's without even mentioning Spell Snare!

Winners: decks with multiple efficient threats, i.e. Zoo and Delver

Losers: decks built around their resistance to Push or that can't so abuse the extra mana, i.e. Hollow One

More Surprises

Flexible answer spells do little if not increase the diversity of Modern. Whenever we get one, more decks seem to become playable overnight. With Trophy legal, players in Golgari colors have access to a mainboard card that plays roles formerly assigned to niche sideboard tools, freeing up more space for their unique engines and counter-play possibilities. Hollow One, Mardu Pyromancer, and Grixis Shadow did not exist before Fatal Push; I imagine Assasin's Trophy will pull a Fatal Push on this front and usher in a new era of creative deckbuilding.

Winners: mad scientists

Losers: Old Fogeys

Revisiting German Threshold

Assassin's Trophy is a boon to any interactive fair deck, no matter how high or low its curve. But it does seem to fit better into midrange decks, which can afford its steep casting cost. Nonetheless, I was eager to try the card in a Delver shell.

I liked the idea of holding up Mana Leak or Snapcaster Mage and firing off Trophy instead if the situation called for it, and Delver decks in general have long struggled with obnoxious permanents. While Counter-Cat employs Path to Exile to remove most of them, planeswalkers and enchantments can still shut the archetype down, making Trophy an attractive role-player in this kind of deck.

I landed on German Threshold, a BURG Delver deck named for its Legacy-loving originators and one I've tinkered with in Modern before.

German Thresh, by Jordan Boisvert

Creatures

4 Delver of Secrets
4 Tarmogoyf
4 Hooting Mandrills
1 Tasigur, the Golden Fang
2 Snapcaster Mage

Instants

4 Thought Scour
4 Lightning Bolt
2 Fatal Push
4 Assasin's Trophy
3 Stubborn Denial
1 Spell Snare
2 Mana Leak

Sorceries

4 Serum Visions
2 Faithless Looting

Lands

4 Verdant Catacombs
4 Scalding Tarn
2 Polluted Delta
1 Misty Rainforest
1 Blood Crypt
1 Watery Grave
1 Breeding Pool
1 Stomping Ground
1 Steam Vents
1 Island
1 Swamp
1 Forest

Sideboard

2 Isochron Scepter
2 Damping Sphere
2 Pyroclasm
2 Surgical Extraction
2 Huntmaster of the Fells
1 Hazoret the Fervent
1 Shapers' Sanctuary
1 Ceremonious Rejection
1 Ancient Grudge
1 Stubborn Denial

The Mainboard

Delver and Goyf can't man the ships themselves. In this build, I settled on delve threats despite their reliance on the graveyard, something they share with Tarmogoyf, for a couple of reasons. First, there weren't that many better options. Stretching into white for Nacatl was far more than I wanted to subject the manabase to, and it's slim pickings for additional Goyfs in Modern. Second, we can mostly sidestep graveyard hate with our sideboard, and we'll almost only ever see it in games 2 and 3. Worst comes to worst, Trophy destroys Rest in Peace.

Such beefy threats let us run Stubborn Denial and Thought Scour, cards  that work well with Snapcaster Mage and reward us for holding up Trophy. German Threshold's ensuing reactive bent therefore becomes quite reliable, but since part of that package is Thought Scour, it's also plenty good at sticking threats early.

This build dips into red for sideboard cards, sure, but Lightning Bolt is at its center. If small creatures get better with Trophy around, I want to be ready. Joining Bolt is Fatal Push, ensuring opponents vying for dominance with creature synergy won't get much going. Faithless Looting rounds out the color, offering even more ways to fuel delve and a method to pitch clunky two-drops, permission, or kill spells when necessary.

The manabase is similar to Counter-Cat's: we want to set up a perfect pair of shocks (Crypt-Pool or Grave-Ground, both of which cast Trophy) and supplement them with a third shock (usually Steam Vents) or basic (usually Island). Our fetchlands maximize the odds of that happening. We play three basics for insurance against Field of Ruin, Ghost Quarter, Path to Exile, the odd Blood Moon, and of course, Assassin's Trophy. There are also three red sources to protect our sideboard plans from land disruption.

The Sideboard

The sideboard is built to do three things: address problematic matchups, take advantage of ramp from opposing Path to Exiles and Assassin's Trophies, and sidestep graveyard hate with alternate win conditions.

Flashiest among these win conditions is Isochron Scepter, a card I ran zealously in Counter-Cat sideboards when we still played Lightning Helix. Imprinting the best card in a given matchup on Scepter can give opponents a very hard time, and the artifact ideally comes down on four lands—just enough to resolve and activate once before opponents destroy it. Or don't, and leave us to stockpile cards in hand as we throw Bolts.

Assassin's Trophy can be imprinted on Isochron Scepter. This fact dawned on me about 15 minutes after I saw the spoiler, and was my primary motivator to build German Thresh. Between Trophy and Bolt, we have eight guaranteed high-impact imprints. Preliminary testing has shown that it's difficult to lose against pretty much anything with an active Trophy-Scepter. In lieu of actual threats to remove, Scepter offers a repeatable Ghost Quarter effect, which pressures opponents to act even if they don't want to run their threats headfirst into the slaughter.

Surgical Extraction, too, fits onto Scepter, but gains even more value with Trophy in the picture. We can now Trophy a Tron land, cantrip into Surgical, and immediately disrupt the combo for good. The same goes for Valakut, the Molten Pinnacle and Primeval Titan.

The Bird's the Word

The other spoiled card to pique my interest was Arclight Phoenix. Here was a Delver I could have for just playing Magic, or at least my kind of Magic: the interactive kind! Much as I love free 4/4s, something that's always peeved me about Hollow One is how much time it spends setting up. Phoenix promised a Hollow One or Vengevine with less heavy lifting involved.

I started with a UR shell before moving into black and soon dropping blue altogether. The impetus for this switch was Collective Brutality, a card I fast realized I'd need 4 of. Brutality does it all in this deck: it spends the mana made by Manamorphose; it discards stranded Phoenixes to the graveyard; it controls the game state in diverse ways at an unbeatable mana rate. On top of it all, Brutality counts as an instant/sorcery for Phoenix.

Much to my chagrin, continued testing led me from BR into Mardu, and eventually to Mardu Pyromancer. Here, Phoenix takes the slots intermittently occupied by Liliana of the Veil, Goblin Rabblemaster, and Blood Moon, giving the deck a more dedicated proactive slant.

Mardu Pyromancer, by Jordan Boisvert

Creatures

4 Young Pyromancer
4 Bedlam Reveler
4 Arclight Phoenix

Instants

4 Manamorphose
4 Lightning Bolt

Sorceries

4 Faithless Looting
4 Rift Bolt
4 Collective Brutality
4 Inquisition of Kozilek
2 Thoughtseize
4 Lingering Souls

Lands

4 Scalding Tarn
4 Bloodstained Mire
4 Blackcleave Cliffs
2 Blood Crypt
1 Sacred Foundry
2 Mountain
1 Swamp

Finding a Home

The strongest builds I could come up with didn't block enough for my tastes without Hollow One or Death's Shadow in the picture, and accommodating those creatures ended up over-diluting the deck's elements. I did try one, the other, and both; my results proved unpromisingly familiar.

Mardu Pyromancer is the best shell I have found yet, in no small part thanks to Lingering Souls. One-drop into Manamorphose into Lingering Souls flashback is great at reviving Phoenix early, but the card's real charm is how forgiving it can make our games. When the right pieces don't come together on time, Souls buys multiple turns blocking or forcing opponents to deal with the bodies.

Rift Bolt is here to help with Phoenix. Suspending it "tucks" the spell for later, guaranteeing us an instant/sorcery count before we even draw for turn. That way, we only need to cast two spells to trigger the bird. It also combines with Lightning Bolt and Collective Brutality to provide a steep wall for small creature decks to climb. All that toughness-based removal makes things hellish for anyone spreading synergy across bodies.

Effects on the Deck

It's fully possible I've just built a worse Mardu Pyromancer. And either way, I'm probably over-indulging Phoenix with the full 4 and stuff like Rift Bolt. But the card has shown promise in this and other shells, offering a taste of Hollow One and Bridgevine's explosiveness in strategies otherwise without it. Consider these sequences:

Turn 1: Inquisition/Thoughtseize/Bolt/Push/Looting
Turn 2: Manamorphose, Looting discarding Phoenix, other one-drop, attack for 3

Turn 1: suspend Rift Bolt
Turn 2: Manamorphose, Brutality discarding Phoenix, attack for 3

What I like about Phoenix is that the explosiveness comes at little in-game cost. There are no turns spent setting
up, as with Goblin Lore or Grisly Salvage, or unreliable -1s, as with Burning Inquiry. The available cantrips and interaction just happen to enable Phoenix incidentally.

The thing my Phoenix brews really needs is the Legacy cardpool. The Stitcher's Supplier/Cabal Therapy package from Mardu Pyromancer in that format would be incredible here, especially with Punishing Fire/Grove of the Burnwillows to improve Phoenix further. Here's hoping we get a cheap, red jump-start card in the coming weeks of spoilers to do a Therapy impression, or just some decent surveil cards (and no, not the one that doesn't give us a 2/1).

It's a Lightning Bolt World...

...and I wouldn't have it any other way. Join me next week for a more detailed exposé of the Guilds spoilers. Until then, happy tinkering!

Return to the PPTQ Grind: Week 6

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I definitely peaked too soon. There's no possible way to follow up to last week's Jurassic Park intro and not look pale in comparison. I can't even go for the ironic method of pointing out this out, I've done that before. My remaining option is to just awkwardly forge ahead and feel relief that the qualification system will change next year so I don't have to worry about it again.

While it's not what I expected, Guilds of Ravnica is already bringing the Modern cards. Assassin's Trophy is clearly intended as an answer to Tron, and it will absolutely excel in that job. It won't drive Tron out by any means, but it will improve the matchup for GBx decks. I strongly doubt it will suddenly become favorable, but shifting from horrible to even is still a huge swing. More interestingly, I think Trophy will be more impactful for control decks than Jund-esque midrange. Not because it will suddenly make Sultai Control viable, but because it may encourage control to run more win conditions. Trophy hits Celestial Colonnade, Snapcaster Mage, and planeswalkers. Given all the discard GBx already runs, I wouldn't be surprised if UWx was forced to run more ways to close out the game thanks to Trophy.

The Deck

There was almost no way that I wasn't going to run Spirits again. Going Storm in a field of Tron was the only reason I would have switched. Even if Storm had been the clear choice, I had a chip on my shoulder after my abysmal performance last week and wanted to do right by my deck.

UW Spirits, David Ernenwein (PPTQ Quarterfinals)

Creatures

4 Mausoleum Wanderer
4 Selfless Spirit
4 Rattlechains
4 Supreme Phantom
2 Remorseful Cleric
2 Phantasmal Image
4 Spell Queller
4 Drogskol Captain
2 Geist of Saint Traft
1 Kira, Great Glass-Spinner

Instants

4 Path to Exile

Artifacts

4 Aether Vial

Lands

4 Hallowed Fountain
4 Seachrome Coast
4 Flooded Strand
3 Cavern of Souls
3 Ghost Quarter
2 Plains
1 Island

Sideboard

3 Stony Silence
2 Rest in Peace
2 Blessed Alliance
2 Slaughter the Strong
2 Negate
2 Damping Sphere
1 Echoing Truth
1 Eidolon of Rhetoric

I've made a number of changes, starting with removing Moorland Haunt. Even in testing where it should have turned the tide, I found that Haunt just didn't do enough to justify how often it choked me on mana. The problem is primarily that it's very slow, making it a late-game play. At that point in the game, if 1/1 Spirits can deliver a win, we weren't losing. Besides, most attrition matchups call for Rest in Peace, which completely neuters Haunt.

I've said repeatedly that I don't like Geist in Spirits, and I still don't; he's terrible in creature matchups when we can't can't clear a path. However, further testing suggested that he wasn't measurably different from Vendilion Clique against combo decks and Tron, but far better against control decks. Given that I've seen fewer and fewer creature decks as control's stock continues to rise, Geist seemed like a safe bet for this event.

A weirder addition is Slaughter the Strong in the sideboard. While the sorcery hasn't made any impact in Standard, it was exactly what I was looking for after souring on Settle the Wreckage. Three mana is much more affordable than four for Spirits. And in the matchups where we want sweepers, particularly Humans, I expect to always be behind on the board with fewer than four power, making Slaughter a one-sided sweeper. As a marginal bonus, Bogles has been lurking around, and they have no defense against Slaughter; Leyline of Sanctity answers Settle.

The Tournament

This week took me out to Greeley and the largest play area I'm aware of in Colorado. The shop has two floors, the upper one just for playing. It's so massive that they comfortably fit the six round, 52 player PPTQ and a Star Wars miniature tournament with room to spare. It also meant that there were Star Wars-themed snacks available including blue milk. I got the feeling that for once Magic players weren't the alpha-nerds in the building, and I still don't know how I feel about that.

Greeley is surrounded by farmland, and because I have frequently gotten stuck behind farm equipment going out there, I left so early that I arrived shortly after they opened. My boredom allowed me to scout almost everyone before the tournament started. I observed a lot of Humans, Storm, and control decks, so I was feeling pretty confidant. As I found out walking around after round 1, the field was roughly half control, a third of which was Jeskai, with combo being a minor part. There were also a good number of Spirits decks there of both varieties.

Swiss

The tournament starts out very well, as both round 1 and 2 I am against Jeskai Control. The games go basically how I drew them up, and I stay well ahead throughout. All UW Spirits has to do here is carefully manage its resources, then dictate the field of battle for an easy victory. The only real worry is a miracled Terminus, which is pretty rare out of Jeskai lists.

As my round 2 opponent observed after the match, Spirits is great at dictating which (if any) of its creatures die. Our clock and Vial ensure the opponent's only option is to play their removal and give us the choice between Mausoleum Wanderer, Selfless Spirit, etc. Round 1 tries to flip the table with Dragonlord Ojutai, but I have no reason not to attack into him. Baneslayer Angel would have been far more threatening.

Round three is against Mardu, and I just can't seem to beat that deck. He has a lot of Lingering Souls and Lootings game 1 to stifle and overwhelm me. Game 2 he banks on Liliana, the Last Hope and dumping Souls into his graveyard with Looting, but I Rest them away and then bulldoze through his tokens to kill Liliana with Geist. Unfortunately, I lack a proper follow-up when he gets his eighth land for Bedlam Reveler and pulls inexorably ahead.

Round 4 is against Bant Spirits. I have a great start game 1 and have him at five before he gets a Company off and stabilizes. From that point on, I flood while he draws creatures. Game 2 is an attrition game until I get a slight advantage with lords, allowing me to start chipping in. Eventually I out-removal my opponent, Quarter his Township, and just race. Game 3 we actually mirror each other's plays for the first four turns before the board becomes a lord stall, with him lacking removal for my lords while I have to hope he attacks so that I can break the Drogskol lock with Blessed Alliance. Eventually he obliges, giving me an easy win.

Sitting down for round 5, I can't shake the feeling, just based on looking at him, that my opponent is on Jeskai Ascendancy combo. He was, and I'm not sure what to make of that premonition. Game 1 I have a great curve but no Spell Queller and he has a turn three kill through Mausoleum Wanderer. Game 2 he has Abrupt Decay for my Damping Sphere, but only has one Ascendancy that I Queller, and his deck can't win without it. Game 3 he Glittering Wishes for Ascendancy turn 2 so he can try to win turn 3 before I have Queller up, but I have Negate. He has a lot of cantrips, mana dorks, three maindeck Decays and the fourth he wishes for, but no Ascendancy until he's used up his Decays and I have Queller.

I'm in 9th place thanks to appalling breakers, so I have to play it out. I'm against Jeskai Control again, but game 1 I get wrecked by Terminus and concede with nothing left in hand and facing down a Jace, the Mind Sculptor. I hadn't played around Terminus on account of its relative rarity in Jeskai. Game 2 he's light on removal after a mulligan, and I have an easy victory. Game 3 he gets several Terminuses to stop my early creatures through Wanderer. I get Vial after that and just wait until I can Vial in Geist with Queller protection, and ride Geist to victory.

Top 8

I'm in 2nd place in a Top 8 consisting of Counters Company, two hybrids of Counters Company and GW Valuetown, GR Eldrazi, UW Control, Jeskai Control, Jund, and myself. I'm paired against one of the hybrid decks for the quarterfinals; game 1 he draws the Valuetown part of his deck and I win easily. Game 2 he has a turn three Sigarda, Host of Herons with Gavony Township, and I am too far behind to catch up. He also has Worship, but honestly it wasn't going to matter. For game 3 he goes has the combo part of his deck and that kills me.

This outcome frustrated me because I had Queller to stop the Company that put him in position to combo, but I had kept a hand without a white source or Vial because that was its only flaw. Given how things played out, I believe that with that source, I would have won; I could have then stopped his first two combo tries, and he may not have been able to hit a third before dying.

Lessons Learned

Slowing down and thinking more had the intended benefits. While I know I didn't play perfectly, I was where I expect myself to be, and far above where I have been. Humiliation is sometimes the best medicine.

The real lesson for me here was one of perspective. It's easy to look at my decision to keep game 3 of the quarterfinals as a mistake, but as they say, "hindsight 20/20." It wasn't the best hand in a vacuum, sure, but it had almost all the pieces it needed to win. Such is the nature of calculated risks.

On the Deck

I was very satisfied with my deck and am unlikely to make any changes before the next PPTQ. I didn't actually cast Slaughter, but it's done well enough in testing that I'm not worried. Given the metagame I've been seeing, this configuration strikes a nice balance, and in a vacuum I don't see any need to adjust. There are still niggling problems surrounding the lands, but I haven't found any elegant solutions. Horizon Canopy is the obvious fix for flooding, but is rather awkward in a UW deck and may cause more harm than good. This is probably just a flaw that I must accept and move on.

What was more enlightening for me was my discussions with my round 4 opponent and some other Bant Spirits players over the day. I've maintained that UW is better against control, whereas Bant is better against attrition. While they all wanted it on record that Bant Spirits is still favored against control, they generally agreed with me: Bant has Collected Company; UW is trickier. Bant also has less sideboarding tension. Stony Silence is a powerful card, but clashes with Vial, for example.

What I found surprising was how poor their Tron matchup is and why they feel favored against creature decks. The former comes down to a slower deployment speed and lack of meaningful interaction. UW is slightly faster because Vial makes more mana than Hierarch. It can also play around Oblivion Stone more easily than Bant, though it's just as cold to Ugin. Bant also can't run Ghost Quarter or Mutavault.

Humans is a good matchup for UW, but the Bant players said theirs was almost a bye. My experience differs from those of my colleagues. I have found Bant and UW equally vulnerable to Humans's best starts, but Bant has more ways to catch up in the mid-game and to shut down Humans game 1.

Collected Company is responsible for the first advantage, but the real breaker is Gavony Township. Being able to reliably grow the team is a huge advantage when things start to stall, and as a result Bant can match or surpass other creature decks in raw power. That isn't always relevant because of flying, but the bonus is Township also invalidates toughness based removal. Of course, they cautioned that without at least two each of Township and Horizon Canopy, Bant Spirits can struggle to muster much power.

All this discussion has changed how I differentiate between the decks. When expecting lots of control and Tron, I'll pick UW Spirits. Against a field of attrition and creature decks, Bant seems like a better call.

Winding Down

Next week will probably feature the end of this year's grind reports. Should I miss out on the invite, I will have another chance, since the RPTQ is in-state and I will be hitting the Last Chance Qualifier. Here's hoping it won't come to that, and good luck to everyone still grinding!

Brew Report: Tweaks & Twists

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Recent weeks have seen Modern continue to admit newcomers via Magic Online induction, further upholding its status as a brewer's paradise. But the metagame has also settled some, and players are discovering the most effective ways to attack a known field. If history has taught us anything, the paper metagame is sure to follow suit.

Today's brew report goes over the updates pilots are making to Modern's established decks to beat the hate and attack the competition, and also unveils some of the kooky experiments going on beneath the surface.

The Tweaks

We'll kick things off with the adjustments players have made to existing decks.

Still Junding After All These Years

What's a Brew Report without a couple of Jund spotlights? As in previous weeks, the respected midrange shard continues to undergo radical makeovers as pilots attempt to render Jund playable in the current metagame.

Blood Moon Jund, by JOETRU (5-0)

Creatures

2 Goblin Rabblemaster
4 Tarmogoyf
3 Dark Confidant
2 Grim Flayer
1 Grim Lavamancer
2 Bloodbraid Elf
1 Hazoret the Fervent

Enchantments

3 Blood Moon
2 Seal of Fire

Instants

2 Abrupt Decay
2 Fatal Push
3 Lightning Bolt
2 Terminate

Sorceries

3 Thoughtseize
4 Inquisition of Kozilek

Lands

4 Blackcleave Cliffs
1 Blood Crypt
4 Bloodstained Mire
2 Forest
1 Stomping Ground
4 Swamp
4 Verdant Catacombs
4 Wooded Foothills

Sideboard

1 Abrupt Decay
2 Anger of the Gods
2 Collective Brutality
1 Huntmaster of the Fells
2 Kolaghan's Command
4 Leyline of the Void
3 Stone Rain

JOETRU's Blood Moon Jund looks similar to the Jund Moon decks I worked on three years ago, but with some critical differences. For one, the mana acceleration package is absent from this deck, replaced by Jund's characteristic suite of interaction: one-mana discard spells and cheap removal. But that removal suite has also been vastly improved thanks to the addition of Fatal Push to Modern.

In terms of construction, this deck basically trades Jund's Liliana of the Veils for Blood Moon, doing away with Raging Ravine in the process. Although possible, it can prove difficult to hit BB in a Moon deck, and the walker and enchantment occupy the same slot on the mana curve. While mana dorks partially resolve both these issues, this build opts instead to simply do away with so much clunk in favor of spell-based disruption and win conditions.

A common thread among recent 5-0 lists is the prevalence of Leyline of the Void, and Blood Moon Jund hops right onto that bandwagon. Leyline is a hands-off answer to the smorgasbord of graveyard decks in Modern, including Dredge, Bridgevine, Hollow One, and Grishoalbrand. I personally prefer one-shot answers, especially in decks with the right colors; Surgical Extraction and Nihil Spellbomb are favorites. Leyline eliminates the need for incessant clicking, at least online, and requires fewer decisions from the pilot. That said, I'm even less excited about the enchantment in decks without reliable discard outlet, such as this one.

Blood Moon Jund now has multiple 5-0s, but only time will tell if it's here to stay.

Domain Jund, by TYHENDO (5-0)

Creatures

4 Tarmogoyf
4 Mantis Rider
4 Death's Shadow
4 Street Wraith
3 Bloodbraid Elf

Sorceries

4 Thoughtseize
3 Inquisition of Kozilek
4 Tribal Flames
4 Blightning

Instants

4 Lightning Bolt

Lands

4 Wooded Foothills
4 Arid Mesa
3 Scalding Tarn
3 Marsh Flats
1 Blood Crypt
1 Breeding Pool
1 Godless Shrine
1 Sacred Foundry
1 Temple Garden
1 Watery Grave
1 Island
1 Mountain

Sideboard

4 Leyline of the Void
4 Spell Pierce
3 Lingering Souls
2 Fulminator Mage
2 Wear // Tear

Why slam Blood Moon when you can simply kill your opponent? That's TYHENDO's philosophy, and it's rewarded him with a 5-0. The combination of Tarmogoyf, Mantis Rider, and Death's Shadow is eyebrow-raising, but understandable; I tried (and failed) to put something similar together myself. Each of these creatures attacks from a unique angle, and utilizes a unique resource: Goyf comes down early to attack or block and depends on the graveyard; Rider flies into the midgame and demands intensive colors; Shadow out-bodies other creatures in the late-game and requires life point management.

More impressive is the pilot's inclusion of 4 Blightning. Here's a card that was once a staple in Jund... a very long time ago, when the shard lacked the utility tools it does now. In such a burn-heavy build, TYHENDO must want to continue pressuring enemy life totals with more reach while limiting their resources in general, making Blightning a perfect fit.

The sideboard again contains 4 Leyline, a choice that strikes me as more reasonable this smaller-curve deck. Pilots simply won't have the mana to nerf the graveyard early when they're casting Tribal Flames and Blightning. Domain Jund is bound to be mana-light on just 22 lands. Like certain builds of Traverse Shadow, TYHENDO also runs Lingering Souls in the sideboard as a mirror breaker.

But my favorite sideboard innovation here is 4 Spell Pierce. I've long sung Pierce's praises in Modern, and consider it a staple in Counter-Cat. The card is fantastic against anyone looking to play big spells, be they fair decks like UW Control and Jeskai or spell-based combo like Storm and Ironworks. The full four copies demonstrate TYHENDO's understanding of Jund's need to interact efficiently with such decks on the stack.

More Decks, More Updates

But wait, there's more! While these next couple lists represent disparate archetypes, their recent updates represent a potential sea change for each.

Bridgevine, by RUCKUS-MH (5-0)

Creatures

4 Hedron Crab
4 Stitcher's Supplier
4 Insolent Neonate
4 Gravecrawler
3 Bloodghast
4 Prized Amalgam
4 Vengevine
3 Viscera Seer
4 Walking Ballista

Enchantments

4 Bridge from Below

Sorceries

4 Faithless Looting

Lands

2 Blood Crypt
4 Bloodstained Mire
4 Gemstone Mine
4 Polluted Delta
1 Steam Vents
1 Swamp
2 Watery Grave

Sideboard

2 Echoing Truth
1 Godless Shrine
2 Greater Gargadon
3 Ingot Chewer
4 Leyline of the Void
3 Wispmare

Bridgevine's breakout performance at the Pro Tour some months ago sent waves of shock and fear through Modern. As is often the case with new Modern decks, that fear proved to be unfounded as players began to understand the deck's weaknesses. Chief among those is its softness to disruption: resolve a hoser, or pluck an enabler from their hand, and the deck fails to do much of anything.

While Wispmare and Ingot Chewer are common sideboard bullets for Bridgevine to deal with hosers, RUCKUS-MH decided not to lose to targeted discard, either, splashing blue for Hedron Crab to add to Bridgevine's explosive openers. Crab joins Stitcher's Supplier, Faithless Looting, and to a degree Insolent Neonate as a one-mana way to get the ball rolling. It also gives the deck a new angle of attack by presenting a threat opponents desperately want to kill, making it more difficult to decide whether to keep otherwise lackluster spells like Fatal Push in against the deck.

Bant Bogles, by TECH4SS4N (5-0)

Creatures

4 Slippery Bogle
4 Gladecover Scout
3 Invisible Stalker

Enchantments

4 Curious Obsession
4 Rancor
4 Ethereal Armor
4 Gryff's Boon
4 Daybreak Coronet
2 Unflinching Courage
1 Spirit Link

Instants

3 Stubborn Denial
2 Path to Exile

Lands

4 Misty Rainforest
4 Windswept Heath
4 Horizon Canopy
1 Dryad Arbor
3 Seachrome Coast
1 Hallowed Fountain
1 Breeding Pool
1 Temple Garden
1 Forest
1 Plains

Sideboard

1 Path to Exile
1 Stubborn Denial
3 Gaddock Teeg
4 Leyline of Sanctity
2 Negate
2 Stony Silence
2 Tocatli Honor Guard

Another of the format's infamous decks, Bogles, is reviled for its apparent emphasis on variance and the difficulty fair creature decks have interacting with a hexproof, lifelinking beatstick. If the deck opens well, it dominates creature decks; if not, it doesn't. At least, that's how the complaint goes.

Splashing blue for Invisible Stalker doesn't exactly alleviate this consistency issue, as Gladecover Scout has always been available in-color, as has the more commonly-seen Kor Spiritdancer. But it speaks to the fact that Bogles doesn't really need a consistency boost after all. It just needs opponents to not be ready for it.

There are other reasons for TECH4SS4N's blue splash that I find more compelling, chief among them Curious Obsession. My own experiments with the enchantment proved fruitless, but Bogles seems like a far sounder home for the upgraded Curiosity. Here, obsession draws pilots into more plays in case of relevant disruption from the opponent.

Best of all, Obsession draws pilots into actual answers for that disruption in the form of Stubborn Denial. A beefy Bogle turns on ferocious all by itself, and many Modern players know from experience how powerful it is to swing with a large creature while holding up permission.

The Twists: Opal on the Rocks

Closing out today's report are a couple of Mox Opal decks. Affinity has been on the decline, with Hardened Scales eating up its share in the metagame with its increased robustness in the face of sweepers and hosers. But there are still other homes for Mox Opal in Modern, something bound to be the case for the extended future. Here are some of the neater brews I've found featuring the card.

Lanternless Control, by SUSURRUS_MTG (5-0)

Artifacts

3 Chalice of the Void
3 Engineered Explosives
4 Mox Opal
4 Mishra's Bauble
3 Welding Jar
3 Expedition Map
1 Bottled Cloister
1 Crucible of Worlds
1 Damping Sphere
1 Jester's Cap
1 Orbs of Warding
1 Pyrite Spellbomb
1 Tormod's Crypt
3 Sorcerous Spyglass
4 Ensnaring Bridge

Instants

4 Whir of Invention

Lands

2 Misty Rainforest
1 Polluted Delta
1 Scalding Tarn
1 Flooded Strand
1 Steam Vents
4 Tolaria West
2 Glimmervoid
1 Inventors' Fair
1 Academy Ruins
1 Ghost Quarter
1 Ipnu Rivulet
1 Tectonic Edge
5 Snow-Covered Island

Sideboard

4 Spellskite
2 Ghirapur Aether Grid
2 Sai, Master Thopterist
1 Padeem, Consul of Innovation
1 Chalice of the Void
1 Sorcerous Spyglass
1 Welding Jar
1 Grafdigger's Cage
1 The Immortal Sun
1 Torpor Orb

Or, Lantern Control without not just Lantern of Insight, but almost any one-drops, all to support Chalice of the Void. This is a prison list with more obvious prison elements, but with the same overall win condition: deck opponents out, now using not Ghoulcaller's Bell, but a looped Ipnu Rivulet.

More than Lantern, this deck is something of a Whir of Invention toolbox strategy with bullets for nearly every scenario: Jester's Cap for combo; Damping Sphere for big mana; Tormod's Crypt for graveyard decks. For everything Chalice of the Void doesn't hit, and that gets around all those bullets, there's Engineered Explosives, the card David has identified as being the key strength of Ironworks combo. No Ancient Stirrings makes Explosives harder to find, but with three copies in the deck, it must wind up in hand a decent portion of the time.

While I initially pegged Lanternless as a fluke, a follow-up 5-0 from a different player made me reconsider my stance. Now, I think the deck probably has legs; they're just legs that are tough for me, a lowly combat lover, to decipher.

Grinding Station, by TENSHI (5-0)

Creatures

4 Sly Requisitioner
4 Memnite
4 Scrap Trawler

Artifacts

4 Mox Opal
2 Welding Jar
4 Chromatic Star
2 Aether Spellbomb
2 Necrogen Spellbomb
4 Grinding Station
4 Sword of the Meek
4 Thopter Foundry
1 Krark-Clan Ironworks

Instants

3 Whir of Invention

Lands

3 Darksteel Citadel
2 Darkslick Shores
1 Hallowed Fountain
3 Island
4 Scalding Tarn
4 Spire of Industry
1 Watery Grave

Sideboard

3 Damping Sphere
3 Fatal Push
1 Grafdigger's Cage
2 Metallic Rebuke
3 Sai, Master Thopterist
3 Wear // Tear

Last on the agenda is a Grinding Station combo deck piloted by TENSHI. I've already seen this deck pop up at my locals, but have heard little else about it. One thing's for sure: it's got to look very attractive to Thopter-Sword lovers.

Thopter-Sword is a combination that has done very little in Modern since its unbanning. The combination was once locked into the Modern banned list for its potential applications with Lantern Control, but it's proven to do very little for that shell. More recently, I've heard rumors recently of the package's inclusion in Ironworks as an alternate win condition.

In Grinding Station, Thopter-Sword is built into the deck as a main win condition. The other one involves Sly Requisitioner, an improvise creature nobody batted an eye at upon release, including me. Requisitioner combos with Grinding Station itself to mill opponents out of the game, and with myriad artifacts in the deck to provide an aerial fair plan should things go awry. In other words, this deck basically plays the Thopter-Sword combo twice, and only uses the graveyard for one such combination. I'm excited to see this deck evolve as more players discover it and pick it up.

More From the Workshop At 11

As Modern continues to shift and grow, you can count on me to summarize its latest intriguing developments in this column. Anything I missed? Which brews are you on these days? Let me know in the comments.

Prepping for GP Detroit with Antiquities War Affinity

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Preparing for Grand Prix Detroit this weekend has been an odd experience for me. Leading up to a tournament, I am usually scrambling to figure out what deck to play. It is not uncommon for me to switch decks in the week leading up to a tournament. For GP Detroit though, I have been locked in on Affinity from the moment my team decided to go. It is the deck I have the most experience with in Modern, and now with The Antiquities War, I believe it's one of the best choices for any Modern tournament.

In this article, I'll share some of my preparation for the Grand Prix, and lay out why I believe The Antiquities War is so well suited to Affinity.

Predicting the GP Detroit Metagame

Unified Constructed has a warping effect on a metagame. When only one person on a team may play a specific card, decks that overlap with relatively few other decks go up in value. Since these decks are easy to slot into any team's lineup, this tends to raise their popularity in the metagame. Compared to an individual Modern tournament, you can reasonably expect to play against them more often.

People will often talk about the Mox Opal slot on a team. By its name, this refers to any deck playing the card Mox Opal. The decks to choose from for the slot are Affinity, KCI, and to a lesser extent Lantern Control. Affinity’s maindeck does not overlap with any other deck in Modern outside of Mox Opal, and the sideboard can be constructed without overlapping with the other two decks on the team. KCI overlaps a little more with Ancient Stirrings. That means Tron is out, but it still leaves a lot of options open. Lantern Control is a bit of an outlier due to Thoughtseize and Inquisition of Kozilek, which greatly limit which fair decks the team can play alongside it.

When playing on a team there's often a pressure to avoid niche decks and stick with more proven strategies. It is much easier to take a risk in an individual tournament than in a team tournament when it does not affect two other people. This has a constricting effect on the metagame. The decks that have been putting up results lately will be played in even larger numbers than in an individual tournament.

When trying to predict the metagame for GP Detroit, I want to look at decks that fit into both categories: little overlap and recent success. The first deck that comes to mind is Humans. This deck has been putting up results for quite a while now and mostly plays cards no other deck in Modern wants, with the exception of Noble Hierarch and Aether Vial. I expect the vast majority of teams to have a Humans player, thusly inflating the metagame percentage to the 20-25% range. 20% is much higher than any deck in an individual Modern tournament, so every team should be ready for it.

The other deck that I expect to be popular is UW Control. It has done well in quite a few of the recent Modern tournaments. The overlap is minimal outside of other blue control decks (the main cards being Path to Exile and white sideboard cards in Rest in Peace and Stony Silence). I do not think that UW will be as popular as Humans, but a large chunk of teams will have it in their lineup.

Finally, the big outlier deck that fits into the above criteria is KCI. Even though it does not overlap with other decks and has shown a lot of success, the barrier to entry is too high for the deck to be popular. The deck is very difficult to pilot, and not nearly as many players are drawn to that type of deck as to Humans or UW.

Attacking the Predicted Metagame

Given my beliefs about the metagame composition, my main priority in deck selection for GP Detroit is to have three decks with a collectively favorable matchup against Humans and UW. This does not mean that all three need to be favorable individually, but that should be true of at least two of the three. For me, I would like to be on Affinity. I strongly believe the Humans matchup to be favorable, and the number of Izzet Staticaster and Kataki, War's Wage in Humans sideboards have been trending down, making the matchup better.

I also believe the UW matchup to be favorable. UW is no longer playing Spreading Seas—this card may not seem like it would impact the matchup much, but it played a critical role. The typical play pattern is that UW is forced into wrathing or losing, and you can sometimes finish up the game post-wrath with creature lands. Previously with Spreading Seas, that plan did not work.

As for the other two decks, I would go with Tron and Infect. Tron is known for having good matchups against fair decks like Humans and UW. Infect is a bit of a dark-horse pick, but it was only a few months ago that it won a Star City Games Invitational. I have been playing the deck a bit recently and I have been liking both matchups. So if I could ignore things like pilot skill or deck preference, then I would happily sign up the team of Affinity, Tron, and Infect.

Evaluating The Antiquities War

Nearly every Affinity list I see is playing Karn, Scion of Urza. Now, I think Karn is a very reasonable card to play in Affinity, but there's another four-mana card from Dominaria that I consider strictly superior: The Antiquities War.

I was pretty skeptical about The Antiquities War at first. It seemed slow. I was unsure how often the final chapter would win you the game. It was unclear if it was any better than Karn. In fact, I did not even bother trying it until a friend told me how good it was. Now after playing with the card in many leagues on Magic Online and in multiple tournaments, I am thoroughly convinced that every Affinity player should have this card in their deck. The card is very real and, in my opinion, is what puts Affinity over the top as a choice for GP Detroit.

Evaluating The Antiquities War is fairly nuanced and relies on two assumptions. It must be castable, and it must reliably win you the game in a reasonable time frame.

For assumption one, four-mana cards are castable in Affinity. The deck plays 25 mana sources, 13 of which are colored sources. That is more than enough to have a few fours on the top end of the curve. This is evident in the wide adoption of Karn.

For assumption two I think it is safe to assume—in contrast to my initial thoughts—that if the third chapter resolves, you will win the game in nearly all situations. Affinity is known for dumping its hand on the table, and the third chapter really takes advantage of having more permanents than your opponent. War even gives you two additional artifacts to ensure you are ahead. In addition, the majority of your manabase is comprised of artifacts. So while your opponents' lands are sitting there not impacting the board, yours are 5/5s threatening their life total. Affinity even plays eight mana accelerants in Mox Opal and Springleaf Drum. The deck can frequently cast War on turn three, and sometimes even turn two, further pressing the advantage.

Comparison with Karn, Scion of Urza

Since sagas function as mini-planeswalkers, comparing these two cards is pretty straightforward. Karn and Antiquities War have two main points of comparison. The first is between Karn’s -2 and War’s first two chapters. The second is between the turn after Karn has made two Constructs, and the turn when chapter three goes off.

The difference in power level between making a large Construct and looking at the top five for an artifact are much closer than they would seem. Making a Construct is immediate and somewhat comparable to casting Master of Etherium. It is consistent at what it does, and will always put a lot of pressure on unfair decks. War’s first two chapters will not consistently put on that same amount of pressure, but it digs ten cards deep to find a Cranial Plating or Arcbound Ravager, which will often threaten to kill the opponent. I would give a slight advantage to Karn’s -2, but it is fairly close.

The main difference is in comparing what happens two turns after casting each card. On the second turn after casting Karn, you get to attack with two very large Constructs. On the second turn after casting War you get to attack with several large creatures. Would you rather attack with two 5/5s or five 5/5s? Would you rather attack with two 7/7s or seven 5/5s? The first scenario will sometimes win the game, and the second will almost always win the game. Each additional artifact is going to outscale the two Karn Constructs since you are adding five power instead of only two.

After playing with The Antiquities War in many matches online and in paper, I can report that the third chapter has very rarely failed to win the game that turn. Even in the rare cases it did not, it left the opponent with no creatures and at a very low life total. I think it is safe to make the assumption that The Antiquities War reads very close to, "Suspend two: win the game." If that is true, then The Antiquities War is going to be quite a bit better than Karn the majority of the time.

Some other notable bonuses in favor of Antiquities War:

  • War is less fragile than Karn. It cannot be burned out, and it cannot be attacked. It is really only vulnerable to enchantment hate, which exists, but is less common.
  • Games post-board tend to slow down. Even combo decks like Storm will be boarding in multiple ways to disrupt Affinity. This means they are spending resources answering threats instead of winning the game. By slowing down the game, it makes War a more reasonable threat against unfair decks in postboard games. The main way to lose a game after resolving it is to die before reaching the third chapter. If the game is slowing down, then that will happen less often.

Common Play Patterns with War

When deciding what artifact to take from the first two chapters there is one question that should be asked. Can my opponent deal with The Antiquities War? If they cannot, then prioritize taking cheap artifacts to maximize the number of artifacts on board. However if you suspect they can answer it, then simply select the best artifact. I have taken an Ornithopter over Cranial Plating or Ravager many times when playing with War. That being the correct decision really showcases the power of the card. I am willing to give up the power of a card like Cranial Plating for any card that costs zero mana, so I can add another potential 5/5 to the board.

A Better Positioned Affinity

The fair matchups have gotten a lot better with The Antiquities War. Giving a very fast aggro deck access to late-game inevitability makes for a tricky composition for fair decks to combat. Previously, decks like Mardu Pyromancer or Jeskai Control that were just a pile of kill spells were very difficult matchups, but now I rarely ever lose to them. With those decks out of the way, not that many bad matchups remain.

I would highly recommend to anyone familiar with Affinity, or who's picking it up for the first time, to sleeve up some Antiquities War for their next Modern tournament. Below is the list I will likely play in Detroit, with the possible exception of the Damping Sphere.

A quick note about Damping Sphere in the sideboard. If Humans were on my team, I would rather that they played Sphere instead. The Humans/Tron matchup is tough, and I think Humans needs the card more. In this case I would simply replace it with Ceremonious Rejection, as it is a fine replacement in that matchup and actually better against KCI.

Affinity, by Max Magnuson

Creatures

2 Memnite
4 Ornithopter
4 Signal Pest
4 Steel Overseer
4 Vault Skirge
4 Arcbound Ravager

Artifacts

4 Mox Opal
2 Welding Jar
4 Springleaf Drum
4 Cranial Plating

Enchantments

3 The Antiquities War

Instants

4 Galvanic Blast

Lands

4 Inkmoth Nexus
4 Blinkmoth Nexus
4 Darksteel Citadel
1 Island
4 Spire of Industry

Sideboard

2 Spell Pierce
2 Damping Sphere
1 Ancient Grudge
2 Ghirapur Aether Grid
1 Dispatch
2 Rest in Peace
2 Thoughtseize
2 Etched Champion
1 Wear // Tear

Return to the PPTQ Grind: Week 5

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The article must always have an introduction, and it has to be fresh: the essence of column writing. The short version is you have to draw in the reader's attention with something new, but that's a big ask. You have this article series which has a repeating topic area but each article's content never repeats and has vastly different conclusions. That's a new column.

See, no one could have predicted that I would do this entire intro as a Jurassic Park reference. And now Jordan is, ah, giving me side eye for the unorthodox and irreverent intro. So here I am again, introducing my article again. That's column writing.

In other news, spoilers have begun for Guilds of Ravnica. While we haven't seen much yet, my hackles are up. Based on the revealed mechanics and themes, this is going to be another graveyard-centric set. Wizards did create dredge, and considering that Amonket gave us Hollow One, I'm betting there are plenty of Modern plants in the set. I'm hoping there's no new monster as well, but we shall see.

The Deck

Following my Top 8 performance last week, I stuck with the same deck.

UW Spirits, David Ernenwein (PPTQ Deck)

Creatures

4 Rattlechains
4 Mausoleum Wanderer
4 Selfless Spirit
4 Supreme Phantom
2 Remorseful Cleric
2 Phantasmal Image
4 Spell Queller
4 Drogskol Captain
2 Vendilion Clique
1 Kira, Great Glass-Spinner

Artifacts

4 Aether Vial

Instants

4 Path to Exile

Lands

4 Flooded Strand
4 Seachrome Coast
3 Cavern of Souls
3 Hallowed Fountain
3 Ghost Quarter
2 Plains
1 Island
1 Moorland Haunt

Sideboard

3 Stony Silence
2 Negate
2 Rest in Peace
1 Eidolon of Rhetoric
2 Settle the Wreckage
2 Damping Sphere
1 Worship
1 Blessed Alliance
1 Sword of Light and Shadow

That said, there were cracks showing. I was having to Ghost Quarter my own lands a lot; far more than I've ever needed with other decks. It wasn't even a case of needing colored mana for non-creatures. I've constantly been stuck with one colored source and two or more actual colorless lands for creature spells. It's statistically rather anomalous and incredibly frustrating.

Additionally, my anti-creature sideboard is incredibly mana-hungry. Worship and Settle are hugely impactful and frequently win games, but actually casting them has proven difficult. The upside was sufficient that I thought the risk worthwhile, and during testing and weekly tournaments it was never a problem, but the mana cost issue was something I decided to keep an eye on during this PTTQ.

The Tournament

This week's store was the same one from my States report last year. I haven't gone back since then because it's quite far away and tough to make their PPTQs due to scheduling, but it was pretty different from what I remembered in terms of size and layout. I've never actually seem them with the same layout twice. The current configuration was on the smaller scale for them, and yet still comfortably accommodated all 42 players for six rounds of Swiss and some Sealed side events.

My scouting revealed lots of Humans and Burn, with Mardu Pyromancer and Eldrazi Tron on the periphery. Fortunately, my sideboard was built with these decks in mind. As the day went on, I found out that the field was actually full of Living End, Hardened Scales Affinity, and brews, the most notable of which being RW Legends. Modern's diversity never ceases to amaze.

The Swiss

What ended up being the most frustrating tournament I've played in years starts off on the draw against Burn. Fortunately, he's on a slower start without creatures, and I have Wanderer to protect myself from Searing Blaze. Eidolon of the Great Revel hurts him more than me, and I win at a comfortable 11 life. For game 2, I have a great hand against a creature draw, but he never plays creatures. I'm always behind and get finished off by Ensnaring Bridge. My only hope is to hexproof all my creatures and Worship lock him to win by decking, but he had Destructive Revelry before I had Spell Queller. In game 3, he has a very awkward draw and is leaning on his Eidolon. I play into Eidolon to build a board that he can't challenge and win at 1 life.

Round 2 is against Humans. The player in question and I have actually played at three of the previous PPTQs this season. As a result, the matches are getting closer. In game 1, I just get swamped when I have only one Path and can't outgrow his Mantis Rider in time. For game 2, my hand is Vial, Wanderer, Rattlechains, and Sword. He has a fairly slow start too, and I use Rattlechains to save Wanderer from Izzet Staticaster so I can equip and start swinging. He can't answer the equipped Wanderer or race the lifegain, which is fortunate as I'm flooding hard. In game 3, his start is slow, but builds like a landslide. Fortunately, my hand was just fast, and I can race him. Staticaster is getting a lot more play and in greater numbers which is a problem for Spirits.

I'm feeling very confidant going into round Round 3, but that's when the wheels come off. I'm against Jeskai Tempo, which is normally a great matchup, but I have very awkward draws game 1 and only win because I Quarter him off red mana. In game 2 I keep a sketchy hand on the draw and his hand lines up perfectly to wreck me. If I had played game 3 better, I may have won easily. Instead, I threw it away with misplay after misplay. In an early exchange, I Image his Geist of Saint Traft instead of going for the Drogskol lock, which I could have done thanks to Vial, then lose most of my board in trades that I could have played around even without the lock if I'd sequenced or planned better. Over the course of the game, I continue throwing away cards for no material gain or even actively losing value for no real reason. Despite all that, still I just barely lose with him at 4 life.

Round 4 is against Humans again, and that deck does its thing in game 1. By turn three, my opponent has played three Thalia's Lieutenants, and even if I had all my Path's I wouldn't beat that explosion. In game 2, my single mulligan easily crushes his double mulligan. Game 3 is mostly a stand-off until he is finally able to play out his hand and overwhelm me. I'm stuck on two lands the whole game with all my four drops in hand. Were those playable spells I could have won easily, but instead I had to impotently sit there until things come together for my opponent. Prizes are only for Top 8, which I am now eliminated from, so I drop, angry at myself.

Lessons Learned

I don't remember playing a worse game of Magic at any competitive event. I punted more in Round 3 than the Cleveland Browns, and deserved to lose. The fact that I almost didn't is a testament to how good the matchup really is for Spirits. If I take any line except the one I do, I don't lose that early exchange and probably win the game handily. I even considered those better lines, but forged ahead anyway. It was like I was just sleepwalking through the game.

Ultimately, my problem this tournament was overfamiliarity with my deck and with Modern in general. As it is possible to blunt a knife by sharpening it too much, I have overpracticed, and am playing worse as a result. Every player hits a wall eventually where they think they've seen it all and can just play on muscle memory and experience rather than analyzing the game state and thinking. No bones about it: I need to disengage autopilot and get my head into the game again. That probably means shelving Spirits for the week just so I'm fresh for the next PPTQ. Even then, I'll need to take extra care to think before making plays and really plan my lines and turns.

On a more general level, I've almost certainly gotten overconfident in my abilities to the point of arrogance. I've convinced myself that things will work out the way I want them to, and have forgotten the old saw that the opposition gets a vote too. It's time to eat humble pie and take my lumps.

On the Deck

I've had enough with the frustrating aspects. I'm losing to drawing too many four-drops and awkward mana because of all the colorless lands. I don't know if this is an actual problem that other players have, or if I'm too hot under the collar from the tournament, but I'm not sitting on this anymore. I intend to make a number of decklist changes, starting with adding another colored source. Moorland Haunt has been pretty poor in general, but seeing how many Izzet Staticasters are running around means I don't feel bad about just cutting it for a colored source.

As for the sideboard, I'm cutting the four-drops. Settle is powerful, but I've lost games because I never hit four lands and both were in hand. Worship was a game-winner, but after all the success Spirits has had recently, Burn and Humans are always bringing in Destructive Revelry and Reclamation Sage, so it isn't anymore. What I really wish is that Celestial Kirin was good, because it would close a lot of holes, but it's far too clunky to actually play.

Most of the aforementioned problems could be solved by going Bant. Most Bant lists run 22 lands. Coupled with Noble Hierarch (and sometimes Birds of Paradise) mana or color screw are rarely a problem for Bant Spirits. Ergo, all of my problems with UW are solved.

Unfortunately, going Bant creates just as many problems. For starters, the mana base is far more painful and less flexible. Every list I've seen relies on 9-12 fetchlands and 4-8 shocks, and that's a lot of extra damage. Burn is a close matchup for UW already, it's much harder for Bant. Hitting too many colorless lands isn't a problem because Bant can't run many in the first place. This added stability is balanced by losing the value of Mutavault and Ghost Quarter.

Another big issue with the switch is deck flexibility. UW is far trickier, though not as powerful, as Bant. Collected Company is a brute-force tool meant to smash through opponents with mana and card advantage. This is balanced by the cost, and by it being very hard not to telegraph an intention to slam it at earliest opportunity.

By contrast, UW uses Vial to constantly keep opponents guessing and interact more favorably. Company doesn't represent anything specific, making it often better to just play into it. Meanwhile, playing into Vial representing Spell Queller or Drogskol Captain is far riskier, especially with open mana representing something else. Having to consider two spells rather than one generates far more uncertainty for opponents. This uncertainty in turn translates into virtual card advantage. There's also the flexibility of having the option to play anything on end step without Rattlechains.

As a result, UW is far better against the control and Burn decks that I frequently encounter. However, should I fail to solve my problems with UW, I may have to switch to Bant for my own peace of mind.

Pushing On

While this week was humiliating, I'm still going to keep forging ahead in my quest to requalify for the Pro Tour. If nothing else, I hope that everyone is learning from my mistakes and avoiding my fate. Best of luck to everyone else on the grinder's path.

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David Ernenwein

David has been playing Magic since Odyssey block. A dedicated Spike, he's been grinding tournaments for over a decade, including a Pro Tour appearance. A Modern specialist who dabbles in Legacy, his writing is focused on metagame analysis and deck evolution.

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Colorless Matchup Guide: Jeskai and UW Control

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"Control is dead" has long been a mantra of those unsatisfied with Modern. But UWx control decks have had impressive showings lately on the competitive circuit—just last weekend, both Jeskai Control and UW Control made Top 8 at GP Prague and SCG Baltimore, respectively. Thanks to Search for Azcanta and Teferi, Hero of Dominaria, it's finally control's time to shine... unless Eternal Scourge has anything to say about it, that is!

The third in my Colorless Matchup Guide series, this article provides the tools to beating control strategies with Colorless Eldrazi Stompy. It presents recent builds, explains sideboard plans, and discusses pre- and post-board roles.

As always, we'll start with my current list.

Colorless Eldrazi Stompy, by Jordan Boisvert

Creatures

4 Eldrazi Mimic
4 Eternal Scourge
4 Reality Smasher
4 Thought-Knot Seer
4 Simian Spirit Guide
4 Matter Reshaper

Artifacts

4 Serum Powder
4 Chalice of the Void
2 Smuggler's Copter

Instants

4 Dismember

Lands

4 Eldrazi Temple
2 Gemstone Caverns
4 Zhalfirin Void
3 Blinkmoth Nexus
2 Mutavault
3 Ghost Quarter
2 Scavenger Grounds
2 Wastes

Sideboard

4 Relic of Progenitus
1 Surgical Extraction
4 Ratchet Bomb
1 Sorcerous Spyglass
2 Spatial Contortion
2 Gut Shot
1 Gemstone Caverns

Nothing new here, although I've recently toyed with the idea of a 2nd Surgical over one Bomb in the side. Bridgevine seems to be on the decline, though, making the switch less attractive. I would play another Spyglass in control-heavy metagames.

Jeskai Control

Jeskai Control, by Javier Dominguez (6th, GP Prague)

Creatures

4 Snapcaster Mage

Planeswalkers

2 Teferi, Hero of Dominaria

Enchantments

2 Search for Azcanta

Instants

4 Opt
4 Path to Exile
3 Lightning Bolt
3 Lightning Helix
2 Electrolyze
3 Logic Knot
1 Negate
4 Cryptic Command
1 Secure the Wastes

Sorceries

1 Supreme Verdict
1 Wrath of God

Lands

4 Flooded Strand
4 Scalding Tarn
3 Field of Ruin
3 Celestial Colonnade
1 Glacial Fortress
1 Sulfur Falls
2 Hallowed Fountain
2 Steam Vents
3 Island
1 Mountain
1 Plains

Sideboard

3 Surgical Extraction
2 Ancestral Vision
2 Celestial Purge
2 Dispel
1 Baneslayer Angel
1 Lyra Dawnbringer
1 Vendilion Clique
1 Negate
1 Disdainful Stroke
1 Settle the Wreckage

Game 1

Jeskai Control has long been one of Colorless Eldrazi Stompy's favorite matchups. At last year's SCG Invitational, I went undefeated in the Modern portion partly thanks to facing Jeskai half the tournament. The deck can't answer Eternal Scourge, struggles against Chalice of the Void, and is just bad against large Eldrazi creatures in general.

All that being said, the deck has gained some serious tools over the past year. While their only hope was once to string together 20 damage in reach, Search for Azcanta and Teferi, Hero of Dominaria give Jeskai mainboard ways to successfully grind us out. To maintain our lead in the matchup, we need to play with these two cards in mind. The simplest way is by hiding our answer cards in hand until the right time: Ghost Quarter to pop a transformed Search and Reality Smasher to attack a resolved Teferi.

Before we jump into sideboarding, here are a few miscellaneous tips for the matchup in general:

  • Stick a Chalice on 1 as early as possible
  • Don't crew Smuggler's Copter into removal
  • Lead on Eternal Scourge when expecting permission, as it can be bought back later. Matter Reshaper is the more important creature to resolve

Sideboarding

-4 Eldrazi Mimic
-4 Simian Spirit Guide
-1 Blinkmoth Nexus (on the draw)

+4 Relic of Progenitus
+1 Sorcerous Spyglass
+2 Gut Shot
+1 Surgical Extraction
+1 Gemstone Caverns (on the draw)

Mimic comes out because of its softness to Lightning Bolt. We're not aggressively hunting Temples after sideboard, so Mimic is likelier to die at a parity loss. On the draw, we cut Blinkmoth over other lands for the same reason (Mutavault gets the nod because it's bigger, and Jeskai doesn't have much to soar over).

Regarding Simian Spirit Guide: turn one Chalice is great against Jeskai game 1, but we're not looking to invest multiple resources into any one card after siding. Opponents will have ways to remove artifacts, and we don't want to two-for-one ourselves. It's also fine to cut 1-2 Chalices for Ratchet Bomb should opponents be particularly token-heavy. Teferi has thankfully supplanted Elspeth, Sun's Champion, once Jeskai's single best card against us, but Settle the Wreckage and Timely Reinforcements can still prove annoying, especially combined with a walker.

Relic of Progenitus is at its best here, nerfing Snapcaster Mage, Search for Azcanta, and Logic Knot while keeping our Scourges active all game through permission and sweepers. Opponents have to remove it if able, but usually let us +1 in the process. Surgical Extraction counters crucial Snapcaster plays and refills us on Scourges should opponents deal with the first one.

While opponents are statistically unlikely to end up at 1 life, the same can't be said of planeswalkers, as Modern players carefully plan their turns so their walkers finish turn cycles at that exact loyalty count. Gut Shot helps fend off enemy reach plans by nabbing Snapcaster, but its chief role here is killing planeswalkers. Mutavault-plus-Shot kills Jace after he Brainstorms on an empty board; Seer-plus-Shot handles a plussed Teferi; Shot alone eats the Teferi that came down and tucked our Chalice.

Dismember answers Lyra Dawnbringer and Baneslayer Angel, as well as Celestial Colonnade, at a significant mana advantage. It also kills Snapcaster Mage, but that's not the point: without Dismember, Lyra would just take over the game. We must have an answer for it by turn five.

Post-Board

Post-board, this matchup becomes more about playing around disruption. Settle the Wreckage is all but guaranteed after siding, as are the rest of the sweepers in our opponent's 75.

Players should try to keep hands with early aggression. That means Matter Reshaper and Eternal Scourge, although of course the latter is preferable. Serum Powder can also help us achieve these hands by exiling Scourge for us. Beyond three-drops, almost anything goes.

Since game 2 is bound to go longer, hands featuring Wastes are already functional mulligans. Opponents are liable to Path or Field us two or more times in a game, and failing to find basics each time can add up. To illustrate the reality of this issue, consider that Sean Allen, who missed Top 8 on breakers at SCG Baltimore last weekend, made space in the manabase for a third Wastes.

Some of our sideboard cards require specific sequencing. Relic of Progenitus is best cast after Jeskai spends precious permission countering Eternal Scourge, or dedicates a turn to casting Surpeme Verdict; that way, the artifact provides an extra plus on cast. Sorcerous Spyglass comes down right after opponents cast a planeswalker, or after we've dished out our threats. It can also be cast in place of a threat if we're playing around a sweeper, or to see if it's worth attacking a certain way or leaving mana up to pop Relic. Smuggler's Copter too has a sequencing quirk after siding: it's usually best cast after our actual creatures, as opponents will leave mana up and have answers for it. Ideally, Copter resolves the turn before opponents start casting planeswalkers.

Takeaways

Jeskai Control is harder to beat than it used to be, but still a favorable matchup by almost any metric. Eternal Scourge is head-and-shoulders superior to any of our other cards, which is wonderful news since Serum Powder finds copies with laudable consistency. Players who keep answers in hand for Search, Teferi, and Lyra should have trouble losing to Jeskai.

UW Control

UW Control, by Ted Felicetti (6th, SCG Balitmore)

Creatures

2 Vendilion Clique
3 Snapcaster Mage

Planeswalkers

3 Jace, the Mind Sculptor
2 Teferi, Hero of Dominaria

Enchantments

2 Detention Sphere
2 Search for Azcanta

Instants

4 Opt
4 Path to Exile
2 Telling Time
3 Cryptic Command
1 Remand
1 Logic Knot
1 Mana Leak
1 Negate

Sorceries

4 Terminus
1 Oust

Lands

4 Flooded Strand
4 Field of Ruin
3 Celestial Colonnade
2 Glacial Fortress
2 Hallowed Fountain
7 Island
2 Plains

Sideboard

3 Leyline of Sanctity
2 Rest in Peace
2 Stony Silence
2 Dispel
1 Disdainful Stroke
1 Lyra Dawnbringer
1 Negate
1 Settle the Wreckage
1 Surgical Extraction
1 Timely Reinforcements

Game 1

Jeskai and UW share many cards, including Search for Azcanta, Field of Ruin, and Path to Exile. Much of the same knowledge therefore applies to both matchups. But UW is a different beast, and one far better equipped to handle Colorless Eldrazi Stompy.

Contemporary UW Control decks overwhelmingly lean on Terminus as their sweeper-of-choice, to our detriment; the sorcery happens to be Modern's only card to permanently answer Eternal Scourge. Relinquishing that unassailable angle does hurt, but all is not lost. UW still lines up poorly against our cards on a fundamental level: Thought-Knot attacks their hand, Scourge weakens their spot removal, and creature lands team with Smuggler's Copter and Reality Smasher to threaten planeswalkers and keep the pressure on through board wipes.

The key playstyle difference between Jeskai and UW is how many creatures we commit to the board at a time. Against Jeskai, we can slam Scourges willy-nilly without fearing sweepers thanks to Scavenger Grounds. Now, we must pace ourselves like any other aggro deck.

Another difference is UW's lack of Lightning Bolt. This deck has no clean answer to Eldrazi Mimic, making the creature one of our better cards to open. Mimic plus a Mutavault provides ample aggression, and keeping assault squads compact in this way lets us recover easily from Terminus. That said, a turn-one Mimic often rewards fast follow-ups; UW is then forced to blow Path to Exile on our small creatures to have enough life for later, helping Seer and Smasher stick down the road. UW is easier to kill quickly than Jeskai.

Sideboarding

-2 Matter Reshaper
-4 Simian Spirit Guide
-4 Chalice of the Void
-1 Scavenger Grounds  (on the draw)

+4 Relic of Progenitus
+2 Ratchet Bomb
+1 Sorcerous Spyglass
+2 Gut Shot
+1 Surgical Extraction
+1 Gemstone Caverns (on the draw)

Chalice of the Void, while excellent against Jeskai, stinks against UW. It hits painfully few cards, and opponents can easily nab it (and extra copies) with Detention Sphere. Even if Ratchet Bomb removes the enchantment, Chalice returns on 0, turning UW's Paths and Opts back online regardless. Without much to accelerate into, Simian Spirit Guide also gets the ax.

Trading two Matter Reshaper for two Ratchet Bomb is my go-to plan against UW, but it could just as easily be one for one or zero for zero. Matter Reshaper is just our worst threat in this matchup since it never triggers. Ratchet Bomb can tick up on an empty board to threaten planeswalkers in a pinch, but is mostly here to remove enchantments and quell token fiascos from the likes of Timely Reinforcements or Secure the Wastes. Detention Sphere and Search for Azcanta are the most common enchantments to destroy, but Runed Halo can really put a stick in our spokes if opponents have it.

Bomb becomes more of a liability if we expect Stony Silence. I've found opponents less keen on boarding Stony in for game 2, but very keen for game 3. Before then, they simply don't know how many activating artifacts we play, as they haven't seen Relic and Bomb. Between those, Powder, and Copter, Stony can effectively "Blood Moon" us by blanking multiple cards in our hand and deck. The best way to beat Stony is to counter-board by removing our activating artifacts. Serum Powder and Ratchet Bomb are the first to go; I like keeping Copter and Relic, since their upside is so high (especially the former now that UW has gone Miracles). Prioritizing openers with lots of aggression punishes opponents for keeping hands with a do-nothing enchantment.

Last but not least, Scavenger Grounds gets the cut for Gemstone on the draw. UW ups the sweeper count relative to Jeskai, so it's important that our lands help us rebuild. Manlands happen to be one of the best kinds of utility lands in this matchup, and UW can't Bolt a Blinkmoth. Besides, Grounds won't rebuy many Scourges vs. the 4 Terminus deck.

Post-Board

Despite benching Simian Spirit Guide, we trend more aggressive after siding, mainly because we're no longer spending early turns producing a Chalice. It also becomes challenging for UW to set up a clock against us, as we keep all our mainboard removal, and Gut Shot pulls double-duty as planeswalker pounder and Clique killer; they then trend more reactive. In other words, our respective game 1 roles are reinforced, albeit with both players toting some narrower bullets.

That's good news for us, and our sideboard plan takes full advantage of the fact that UW doesn't play Lightning Bolt. Path to Exile can slow an early assault, but in doing so ramps us into Reality Smasher and manland attacks. UW's planeswalkers are too slow to promise recovery, while its walls—Celestial Colonnade and Lyra Dawnbringer—seem to always meet a Dismember. The skill to master in these post-board games is front-loading as much damage as possible without building game states that can't recover from Terminus.

Ratchet Bomb can be played whenever and start ticking up to 3. It's fine with that many charge counters; Detention Sphere can no longer stick, and 1-2 more ticks let us blow up a planeswalker or Lyra. If opponents won't recover without tokens, or token generators are telegraphed, it's usually best to hold Bomb in hand until the right time.

Smuggler's Copter is good to come down right away since it gives our creatures pseudo-haste, letting them tap for damage the turn they enter the battlefield. In the face of countermagic, resolving the artifact should take priority over resolving a three-drop creature, except when we have no other threats in play or in hand.

Takeaways

While UW lines up better against us than Jeskai, I wouldn't call the matchup unfavorable by any means. But it does work differently than it used to, and now revolves around a new set of cards. Succeeding is a matter of learning how to play to and around those cards.

Colorless Eldrazi Stompy has to be one of the few decks whose UW matchup improves after sideboarding. We owe this paradigm shift to Humans, the deck responsible for UWx's widespread adoption of Baneslayer Angel. Unlike Humans, Gideon of the Trials and Elspeth, Sun's Champion are way scarier for us than a 5/5. Dismember enables a more focused aggro plan after siding, at last unfettered by clunky Chalices and Guides and undeterred by a potential damage race.

"De-Relic'd!"

While Hollow One and Bridgevine mirror Colorless Eldrazi Stompy's big-creatures-fast approach, they're nowhere near as disruptive, nor as dynamic. CES is mostly unique among comparably aggressive decks in its ability to shift roles and adapt its strategy. That ability is well on display against control.

If you have any questions about the Jeskai or UW matchups, let me know in the comments. Until then, remember the Golden Rule: Cavern of Souls is for amateurs!

Return to the PPTQ Grind: Week 4

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Another week, another failures to qualify. Yes, plural. Spoiler alert: I didn't win either PPTQ last weekend. Fortunately, there are still plenty of chances ahead. And more opportunities to find novel introductions for this series.

In lighter news, Spirits had a very good weekend. The fact that SCG Baltimore was won by UW Spirits while Bant did well in Prague offers little metagame insight, as the decks are mostly identical. The primary distinction is whether you want a better control (UW) or midrange (Bant) matchup. That said, I hope Ondrej Strasky writes about his deck soon. Seeing Aether Vial and Collected Company in the same deck gives me heartburn from the tension.

The Decks

Despite being a two-PPTQ weekend, I intended to play the same deck for both events. Partially, I was hoping to only play one event; I was also feeling pretty good about my deck. Spirits has outperformed my expectations and all my other decks in testing and actual games except against Tron, where Storm reigned supreme. While I did play Spirits for both events, I ended up altering my deck between events.

Saturday

UW Spirits, David Ernenwein (PPTQ Deck)

Creatures

4 Mausoleum Wanderer
4 Rattlechains
4 Selfless Spirit
4 Supreme Phantom
2 Remorseful Cleric
2 Phantasmal Image
4 Spell Queller
4 Drogskol Captain
2 Militia Bugler
1 Reflector Mage

Artifacts

4 Aether Vial

Instants

4 Path to Exile

Lands

4 Flooded Strand
4 Seachrome Coast
3 Cavern of Souls
3 Hallowed Fountain
3 Ghost Quarter
2 Plains
1 Island
1 Moorland Haunt

Sideboard

3 Stony Silence
3 Negate
2 Rest in Peace
2 Eidolon of Rhetoric
2 Settle the Wreckage
1 Leonin Relic-Warder
1 Worship
1 Blessed Alliance

I took the exact same 75 from last week to Black Gold on Saturday. I had some concerns, but I didn't actually see any reason to deviate from the plan that had previously worked. Militia Bugler was fine, but couldn't save me in the discard-heavy matchups. I'm not sure what can except for Leyline of Sanctity, and targeted discard is no longer prevalent enough to justify that call. Spirits works by ambushing opponents with cards in hand, and being forced to dump cards onto the board kills the actual power of the deck. In that situation, Spirits is bad Merfolk.

Some of my concerns played out over the course of the tournament and prompted me to make changes for Sunday. Tron is not a good matchup. As with most aggro decks, Spirits is pretty cold to a resolved Ugin, the Spirit Dragon. Even when Ugin isn't in the picture, it can be very hard to get enough of a clock together to beat Wurmcoil Engine or Worldbreaker. I was also a little interaction-light and lacked mid-game punch and recovery.

Sunday

After some deliberation, I decided to abandon my Bugler plan. The kinds of decks where Bugler was actively good (Jund-esque attrition) were pretty rare. It was fine in general, but never shined, and wasn't what I wanted to be doing in a number of matchups. Infect has been so elusive, and I was beating Humans and Eldrazi so handily, that Reflector Mage also proved unnecessary. Losing Bugler also meant that Leonin Relic-Warder had to go. There wasn't much need for that effect anyway. The question was what the replacements would be.

I rebuilt my deck to close the hole that was my Tron matchup. Of the creatures available, Vendilion Clique seemed best, since it could remove the otherwise unbeatable Ugin from an opponent's hand. As a bonus, Clique also prevents Terminus being miracled. Kira was a nod to attrition decks.

UW Spirits, David Ernenwein (PPTQ Deck, Quarterfinals)

Creatures

4 Rattlechains
4 Mausoleum Wanderer
4 Selfless Spirit
4 Supreme Phantom
2 Remorseful Cleric
2 Phantasmal Image
4 Spell Queller
4 Drogskol Captain
2 Vendilion Clique
1 Kira, Great Glass-Spinner

Artifacts

4 Aether Vial

Instants

4 Path to Exile

Lands

4 Flooded Strand
4 Seachrome Coast
3 Cavern of Souls
3 Hallowed Fountain
3 Ghost Quarter
2 Plains
1 Island
1 Moorland Haunt

Sideboard

3 Stony Silence
2 Negate
2 Rest in Peace
1 Eidolon of Rhetoric
2 Settle the Wreckage
2 Damping Sphere
1 Worship
1 Blessed Alliance
1 Sword of Light and Shadow

I included Damping Sphere in the sideboard in place of some anti-combo cards. It's more for Tron than combo, but it does demand an answer from everything. I don't run Unified Will anymore because I've run into too many awkward situations where I needed a counter early and had no creatures. The Sword was for attrition matchups and for lifegain against Burn. I've seen other players using it for that exact purpose successfully, and that's another hole I needed to fill.

The Tournaments

This weekend's offerings were at my LGS, Black Gold, and then the store from my pre-Vegas report. As both are excellent shops with reliable climate control and more than enough space, the stores were certain to be absolutely packed. And they were. Both tournaments ended up being six-round ordeals, with 54 players on Saturday and 63 on Sunday.

Scouting at Black Gold is pointless. The shop has a wide metagame where everything is liable to show up. I know what the other regulars play, but that never indicates the overall metagame, and this PPTQ was no exception. Of course, I may only think this because I'm there so often. The weighted fields I've seen elsewhere may be perfectly normal for those stores. Case in point, I saw a lot of control and combo at the Sunday PPTQ, which may have just been how that store rolls, or may be particular to that specific tournament.

Saturday

The tournament started auspiciously enough as I pair against Living End, an exceptional matchup for Spirits. Between Spell Queller and Mausoleum Wanderer, it's pretty unlikely Living End resolves, and with Remorseful Cleric, I can make End work for me. My cockiness about the matchup and ensuing misplays would have cost me game 2 had my opponent drawn better.

Round 2 is against Hollow One, and game 1 I'm never really in it. My draw isn't great, and he tears through his deck with looting effects. Game 2 I have the answers I need and it's fairly easy for me. Game 3 my opening hand has Rest in Peace, Eidolon of Rhetoric, and Settle the Wreckage, presenting a nearly ideal curve. However, those are the only actual spells I see the whole game. I stabilize at 9 life, leave him with no board, and just can't kill my opponent because I only draw irrelevant lands and Vials. I die to triple Bolt.

Round 3 is against BW Planeswalkers. This matchup is almost un-winnable for me between the pile of discard, removal, and token makers, and I'm easily crushed in two games. My opponent gets himself really low playing shocklands and Thoughtseize, but with Liliana of the Last Hope around, I can't get anything going. I'm almost certainly eliminated from Top 8, but not from prizes, so I stay.

My round 4 opponent never shows. Yeah, free win? Anyway, round 5 is against HollowVine, which is apparently better against graveyard hate at cost of explosiveness. In any case, game 1 is pretty easy for me, as I have time to remove his big creatures, build a Spirit wall, and then win in two swings. I feel that the weirdness of his deck costs me game 2. I lose by the skin of my teeth and I think it's because I misidentify Hollow One as the threat when I really needed to Path a then-tiny Lotleth Troll. I'm not sure though, because it was so close, the extra damage from the One early may have killed me. Game three he's stuck on one land and I have Rest in Peace.

Round 6 is against Mono-Green Tron, and games 1 and 3 he has Ugin and I can't counter it. Game 2 is an easy win when I Quarter him off Tron twice.

3-3 is not the record I was looking for on my home turf. The Top 8 consisted of two Hollow One decks, mono-Green Tron, Ad Nauseam, Burn, Jeskai Control, Mardu Pyromancer, and some flavor of Spirits.

Sunday

This tournament begins far worse: my Bridgevine opponent kicks things off with Looting discarding Vengevine and Bridge from Below followed by two Endless Ones for Zombies and an angry plant. Game 2 I Cleric his opening Bridge and Settle his board. Game 3 he has turn one Vine but no follow up or second land, while I have turn two Rest followed by lords for the win.

Round 2 is against Storm. Game 1 I have multiple Wanders, Supreme Phantom, and Cleric. He fizzles through the disruption. Game 2 I'm all in on Rest being good, but he has 12 goblins on turn three. Game 3 he mulligans, and I Quell his Pieces, so he never has the chance to go off. Damping Sphere makes the math more complicated, but he never had the spells to win in the first place.

For round 3, my opponent mulligans on the draw, thinks awhile, keeps, and scrys bottom. The only game action he takes is discarding Bloodghast to hand size turn two. He scoops the turn after, apparently never finding a land. I assume it's a graveyard deck and board accordingly. It is Hollow One, but his draw is pretty clunky, and he Burning Inquiries away most of his removal. After the match he told me that his game 1 hand was Street Wraith, Faithless Looting, and two Ones. Any red source and that hand is insane. Given that Hollow One is a high-variance deck, I think it's a reasonable keep. You don't play that deck to play safe Magic.

Round 4 is against Humans, and it's an easy win for me in two games. I didn't really need my sideboard cards. I could have lost because of some loose play game 2, but my opponent didn't have the cards to punish me. At end of round, there are four undefeated players, so we double-draw into Top 8. Doing so pushes me down to 8th place.

Top 8

Once again, there are two Hollow One decks in Top 8, along with Mardu Pyromancer featuring Death's Shadow, Jeskai Control, UW Control, Ironworks, myself, and one other player who doesn't actually stay because we split the prize payout. Being a low seed is particularly unfortunate for me because top seed is the Ironworks player. His list is odd in that he runs the Thopter-Sword combo maindeck as an alternate win condition, which is really bad for me.

I lose in two games, the first because I lack Queller and the second because I decide to Quell his bait Thopter Foundry instead of hold it for a turn to get the Scrap Trawler he was going to Buried Ruin back. My thinking there is that with Queller on board, if I draw any Spirit or even Moorland Haunt, I will have enough Wanderer triggers to kill that turn while he's tapped out. I draw a useless land and proceed to lose.

Meanwhile, the control decks were facing off. When I left the site about fifteen minutes after my loss, they were still playing game 1, both at around 20 life with about a third of their respective libraries left. Legends say they remain locked in an eternal control mirror, never to finish, to this very day. The Drawing Jacemen.

Lessons Learned

My tendency to take ultra-safe lines has cost me plenty of games, to the point that testing partners have called me out. Therefore, I've been taking the Romantic Game Theory approach to try and just win. I have been winning more games that I probably shouldn't on paper, but that may not be the strategy working out: I play very fast, and coupling that with looser lines really throws opponents off. However, I've also been losing more close games.

I played really loose all weekend; even sloppily. I threw a lot of value away in the games where I knew I was heavily favored, and probably in the other games as well. Also, in the quarterfinals I took the line to win right away, when had I waited, my opponent was so resource-depleted that I was going to win the following turn anyway as long as Trawler didn't hit the board. I need to slow down and think harder about my lines. I don't want to go back to being overly passive, but swinging between extremes isn't good either.

On the Deck

I'm not sure what to think about my changes from Saturday to Sunday. I never drew Clique, though there were a number of matchups where it would have been better than Bugler or Reflector Mage. The only time I played Kira was against Humans, and she was better than Mage or Bugler in that situation since my opponent's good creatures were already gone and I needed to get a clock going. Having protection from their Reflector Mages was theoretically good, but didn't actually come up.

Damping Sphere was rather mediocre, but that's what I expected against combo decks. It was the final nail against Storm, but even Negate would have worked. Frankly, Negate would have been better against Ironworks. If I find superior Tron tech, I'll be replacing Sphere.

Onward to Victory?

There's just one PPTQ next week, and I hope it will be my last. Best of luck to everyone out there still grinding.

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David Ernenwein

David has been playing Magic since Odyssey block. A dedicated Spike, he's been grinding tournaments for over a decade, including a Pro Tour appearance. A Modern specialist who dabbles in Legacy, his writing is focused on metagame analysis and deck evolution.

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Brew Report: Further Down the Spiral

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Now that the maniacal calls for banning Bridgevine have subsided, Modern players and observers alike are free to gaze once more at the format's incredible diversity. In this week's Brew Report, we'll take a look at novel interpretations of Jund, Delver, and Zoo from online leagues.

Once You Go Jund...

I know a few Jund players who will always play Jund. They played it before Bloodbraid Elf was banned, while it was banned, and when it was unbanned. Although Abzan Traverse seems to be performing more consistently in online Modern leagues, some players just won't put down Jund, and the archetype's even seeing some innovation.

If It Ain't Broke, Put It in Jund

Faithless Jund, by BLADEDE (5-0)

Creatures

4 Tarmogoyf
2 Scavenging Ooze
2 Pia and Kiran Nalaar
2 Bedlam Reveler

Planeswalkers

2 Liliana of the Veil
2 Liliana, the Last Hope

Instants

4 Lightning Bolt
2 Fatal Push
3 Kolaghan's Command

Sorceries

4 Faithless Looting
4 Inquisition of Kozilek
2 Maelstrom Pulse
3 Thoughtseize

Lands

4 Bloodstained Mire
4 Verdant Catacombs
4 Blackcleave Cliffs
1 Blooming Marsh
3 Raging Ravine
2 Overgrown Tomb
1 Stomping Ground
1 Blood Crypt
2 Swamp
1 Forest
1 Mountain

Sideboard

1 Fatal Push
3 Ancient Grudge
2 Collective Brutality
4 Fulminator Mage
1 Huntmaster of the Fells

Faithless Looting and Bedlam Reveler have carried Mardu Pyromancer head-and-shoulders above other black midrange decks in Modern, with the highly reversible Grixis Shadow the lone exception. BLADEDE thought to add this engine into Jund.

What's missing? For starters, Dark Confidant and Bloodbraid Elf. These two creatures have long buoyed the strategy alongside Tarmogoyf, but now only the green creature remains. Reveler adds the card advantage element back into the deck, and Looting is a significant upgrade to Confidant in terms of raw velocity. Scavenging Ooze remains as incidental graveyard hate and a randomly huge creature, while Pia and Kiran Nalaar introduce a go-wide element to attack opponents from another angle while providing removal and reach.

Other notable changes include the Liliana split, perhaps preferable with Looting to find the right one (or a combination of both), and the streamlined sideboard. I feel like this sideboard is probably untuned; its numbers are just so blocky for Jund. But of course I'm a fan of the lone Huntmaster of the Fells. Hunt takes over the game unanswered, as Confidant once did in this deck, and eats creature matchups alive.

Have You Seen This Walker?

Sarkhanless Jund, by TYHENDO (5-0)

Creatures

4 Bloodbraid Elf
4 Tarmogoyf
4 Goblin Chainwhirler
2 Glorybringer

Planeswalkers

2 Chandra, Torch of Defiance

Instants

4 Lightning Bolt
2 Fatal Push
2 Abrade
2 Terminate
3 Kolaghan's Command

Sorceries

2 Inquisition of Kozilek
4 Thoughtseize

Lands

4 Wooded Foothills
4 Bloodstained Mire
2 Verdant Catacombs
4 Blackcleave Cliffs
2 Grove of the Burnwillows
1 Dragonskull Summit
3 Raging Ravine
2 Blood Crypt
1 Stomping Ground
1 Mountain
1 Swamp

Sideboard

4 Leyline of the Void
2 Ancient Grudge
2 Anger of the Gods
2 Collective Brutality
2 Fulminator Mage
1 Roast
2 Stormbreath Dragon

Here, Bloodbraid Elf makes a triumphant return—interestingly, without Liliana. Instead, Chandra, Torch of Defiance holds down the planeswalker slot. But Chandra isn't a cascade hit, making Bloodbraid worse on average. Since this deck tops out the curve with Glorybringer, yet another cascade miss, I assumed Sarkhan, Fireblood would make an appearance; even Stormbreath Dragon's in the sideboard, along with 4 Leyline of the Void, a card pilots love to loot away.

Taking the place of expected three-drops is Goblin Chainwhirler, which is surely the reason to play this build of Jund. Unfortunately, I'm strapped for specifics as to why. Noble Hierarch decks aren't ultra-popular right now, and Affinity seems to be trending Hardened. The most convincing reason I can come up with is Lingering Souls, by any standard an irritating card for Jund to deal with... albeit one they've adopted an elegant answer to in Liliana the Last Hope, a card absent from this list. Young Pyromancer, another primer threat from Mardu Pyromancer, also bites it to Whirler. But if anyone has more insight about this deck, I'd love to hear it!

Never Flip

Delver of Secrets has been experiencing a renaissance of sorts since Jeff Hoogland's 13-0 performance with UR Wizards at SCG Indy. These new Delver lists keep Wizard's Lightning but ease up on expensive, reactive, blue instants, a trend I can get behind.

But Literally

Wizard Tribal, by DYLAN93 (5-0)

Creatures

3 Adeliz, the Cinder Wind
4 Delver of Secrets
4 Soul-Scar Mage
4 Ghitu Lavarunner
4 Stormchaser Mage
2 Snapcaster Mage

Sorceries

4 Serum Visions

Instants

4 Lightning Bolt
4 Wizard's Lightning
4 Opt
3 Mutagenic Growth
2 Vapor Snag

Lands

4 Shivan Reef
4 Spirebluff Canal
4 Steam Vents
3 Island
3 Mountain

Sideboard

3 Ceremonious Rejection
1 Disdainful Stroke
2 Dismember
2 Dispel
1 Negate
2 Smash to Smithereens
2 Spell Pierce
2 Tormod's Crypt

When DYLAN93 heard UR Wizards was viable in Modern, he wasted no time in assembling a squad—including Ghitu Lavarunner, a Wizard Goblin Guide, and even Adeliz, the Cinder Wind to benefit further from staying on-theme. All that flavor-winning translated into an actual 5-0.

Mutagenic Growth saves every creature here from Lightning Bolt, as well as from the plethora of other toughness-based removal options currently patrolling Modern (Collective Brutality, Electrolyze, etc.). And every Wizards player knows the value of Lightning Bolt, since they all run eight of them. While slower than Humans, Wizards lines up favorably against aggro's boogeyman, as its heavy removal suite excels at picking apart creature synergies.

If Eight Bolts Are Good...

UR Delver, by ALICE1986_ (5-0)

Creatures

4 Delver of Secrets
4 Soul-Scar Mage
4 Monastery Swiftspear
3 Grim Lavamancer
3 Snapcaster Mage

Sorceries

4 Lava Spike
4 Serum Visions

Instants

4 Lightning Bolt
4 Wizard's Lightning
4 Opt
2 Burst Lightning
1 Vapor Snag

Lands

4 Scalding Tarn
3 Arid Mesa
2 Flooded Strand
4 Spirebluff Canal
2 Steam Vents
2 Island
2 Mountain

Sideboard

2 Ceremonious Rejection
1 Dismember
2 Dispel
2 Izzet Staticaster
2 Negate
3 Relic of Progenitus
3 Smash to Smithereens

ALICE1986_'s take on UR Delver trades in DYLAN93's synergy elements not for Hoogland's permission, but for Burn's reach. Lava Spike is the chief addition here, and gives the deck more of an aggro-combo bent, as well as improving the reach plan against removal-heavy strategies. Grim Lavamancer also makes a comeback, both to cover for Spike against creature decks and to add more burn in general.

I noticed couple interesting things about these Delver decks. For one, despite not splashing a third color, they don't run Blood Moon. That's because they have other lines against both midrange decks and big mana strategies, namely murda-ing dem. Moon is simply too slow.

Second, they each run a bare-bones instant/sorcery count, ranging from 21 to 23. Most other Delver decks seem to be following suit. That's as low as we've seen the count in Modern since the pre-Return to Ravnica days. Folks are catching on to Delver's value as a lightning rod in decks with a critical mass of juicy targets. When it dies on site, the creature doesn't have to flip right away, and these decks are built to maximize Delver even if it takes a couple upkeeps to give up its Wizard status.

Back in the Zoo

With aggro performing so well, it's no surprise the king of aggro decks has reared its head, albeit in some unconventional forms.

Value... the Goodstuff Way

Naya Traverse, by THE_GUNSLINGERS (5-0)

Creatures

4 Wild Nacatl
2 Vexing Devil
4 Tarmogoyf
3 Scavenging Ooze
3 Voice of Resurgence
3 Renegade Rallier
1 Qasali Pridemage
1 Remorseful Cleric
1 Magus of the Moon
1 Hazoret the Fervent
1 Street Wraith

Artifacts

4 Mishra's Bauble

Enchantments

3 Seal of Fire

Instants

4 Lightning Bolt

Sorceries

4 Rift Bolt
3 Traverse the Ulvenwald

Lands

4 Windswept Heath
4 Wooded Foothills
1 Arid Mesa
1 Horizon Canopy
2 Stomping Ground
1 Sacred Foundry
1 Temple Garden
2 Forest
1 Mountain
1 Plains

Sideboard

2 Qasali Pridemage
2 Alpine Moon
1 Ancient Grudge
1 Eidolon of Rhetoric
1 Gaddock Teeg
1 Ghost Quarter
1 Kataki, War's Wage
3 Kitchen Finks
1 Phyrexian Revoker
2 Stony Silence

Todd Stevens put up a surprise 5-0 with his first run of Naya Traverse, a deck apparently suggested by a stream viewer. He didn't drop a game.

This deck disoriented me at first glance, but after a few test runs of my own, I started to understand its components. Rift Bolt and Vexing Devil may seem like sub-par burn spells, but they fill a critical role in getting much-needed card types into the graveyard. Devil is particularly exciting in this role: opponents that let an early Devil resolve are bound to kill it quickly, while removal-light opponents are likelier to take 4 damage on the nose. Devil even comes back for Rallier against linear decks that don't fill the graveyard with targets. The creature therefore ends up a better Lava Spike.

For its part, Rift Bolt is a worse Lava Spike against those same decks without removal. But it's significantly better in creature matchups, which are plentiful nowadays. Rift lets pilots double up on Bolt effects to supplement the significantly weaker Seal of Fire. Seal, too, has its uses; besides providing the enchantment type for delirium, its sacrifice ability teams up with Mishra's Bauble to easily trigger revolt on Renegade Rallier.

Speaking of Rallier, that's the card that makes this deck tick, and the reason to play it over a more proactive aggro deck like Goblins or Bridgevine. Essentially a Snapcaster Mage for creatures, Rallier's at its very best in removal spell matchups, where it ideally revives a Voice of Resurgence or Tarmogoyf opponents have already spent considerable resources removing. Against control and graveyard combo decks, bringing back Scavenging Ooze can also prove fatal. And with Traverse in the picture, Rallier squeezes extra activations out of single-use bullets like Qasali Pridemage and Remorseful Cleric, giving pilots access to those niche effects multiple times in game 1.

In linear matchups, Rallier still has a role, increasing aggression either with Vexing Devil or by buying back a fetchland. More mana means more plays, and when the plan is cast everything fast and kill them first, another Windswept Heath can't hurt.

I wonder if this deck doesn't have too many bullets. Street Wraith in particular seems superfluous to me. In dire need of a noncreature, nonland card, Traverse becomes a Phyrexian cantrip, but I don't see that scenario arising often; if it's present for delirium purposes, I'd rather just have Tarfire, or even a fourth Seal. The sideboard bullets seem fine, though, especially Phyrexian Revoker, which neutralizes both enemy planeswalkers and Krark-Clan Ironworks.

Splashing a Zoo

Landfall Scapeshift, by CLEMAGLE (5-0)

CLEMAGLE 5-0

Creatures

4 Steppe Lynx
4 Plated Geopede
4 Knight of the Reliquary

Enchantments

4 Prismatic Omen

Instants

4 Manamorphose

Sorceries

4 Boom // Bust
4 Explore
4 Scapeshift

Lands

4 Windswept Heath
4 Wooded Foothills
4 Flagstones of Trokair
4 Valakut, the Molten Pinnacle
1 Sejiri Steppe
4 Stomping Ground
4 Sacred Foundry
1 Temple Garden
1 Forest
1 Mountain

Sideboard

4 Path to Exile
4 Pyroclasm
3 Stony Silence
1 Rest in Peace
1 Bojuka Bog
1 Shatterstorm
1 Soaring Seacliff

Landfall Scapeshift isn't a new deck by any means—the deck looks the same as it did in 2016, when Jeff Hoogland ported an Extended shell into Modern to take 3rd in a StarCityGames Classic. Old decks occasionally doing well is no huge surprise in Modern, but I am surprised this time around.

The format has changed significantly since 2016. Fatal Push punishes players for sinking resources into creatures that cost two or less, such as Steppe Lynx and Plated Geopede; combo decks are faster and more resilient; hosers abound, namely Damping Sphere.

So how did Landfall Scapeshift score a 5-0? Dumb luck? Or is the deck secretly well-positioned in this metagame? To its credit, the deck attacks from two totally independent angles, but the enablers on each side don't have much tension. Landfall creatures plus Boom probably does a number on big mana. And Scapeshift can cheese midrange decks. All that might just be enough!

Never 2 Much

Let me know your thoughts about these brews in the comments. And if something caught your eye that I didn't mention here, feel free to share that, too; I had to pick and choose which brews to share today because I found so many. Until next week, remain vigilant in this dynamic Modern!

Video Series with Ryland: Hardened Scales Affinity

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Affinity in Modern has been in a sort of lull lately. Little improvements have been made to the archetype as the format has become increasingly more hostile to it. Even when Affinity itself is not a significant threat, people will always be prepared to deal with whatever boon the deck may offer. There are enough relevant artifact-based archetypes (largely thanks to Ancient Stirrings) that artifact hate will always be present and plentiful in sideboards. These combined factors have caused us to see less and less Affinity in recent months—as usual though, Affinity finds a way to persist.

Hardened Scales Affinity isn't a completely new archetype; it's been around for a while now. From memory and what little tidbits I could find, it appears to have garnered more attention in early 2017. That said, it never really gained steam as a real contender and it seems like for the most part no one really considered it as good or better than traditional Affinity. Fast forward to the MOCS playoff on August 11th—three copies of Hardened Scales Affinity went 7-0 after what felt like a multiple-month drought for Affinity at large. So what changed?

Well... maybe nothing. It's possible that this could just be a flash in the pan. Yes, two Pro Tour 25th Anniversary contenders did opt to play this variant of Affinity, which likely brought some extra attention to the archetype, and this strong showing in the MOCS playoff is a good sign. But by no means do we have enough representation to say with any certainty that Hardened Scales is here to stay.

However, I do think it shows some promise. With the format being so hostile towards artifact-based strategies, having access to Nature's Claim and Natural State is a big deal. Traditional Affinity has found ways around Stony Silence before, generally in the form of non-artifact based threats like Ghirapur Aether Grid. Being able to actually answer Stony Silence efficiently, however, is an entirely different ball game.

Both variants of Affinity can have some very fast kills, but it seems like the combo-oriented Scales list goes all-in slightly more often and slightly earlier than its traditional counterpart. I'll have to test the list some more before I can make that statement with a bit more certainty, but at a minimum it has some very incredible and explosive early kills. Arcbound Ravager gaining an extra counter when it enters, whenever it sacrifices something, and when its modular trigger resolves is nothing short of nutty.

I'm interested to see what happens with this archetype in the long run. I'm tempted to say that it will stick around, but my confidence in that evaluation is too low for me to make a commitment. In the short term, I'm sure its MOCS performance will boost the archetype's player-base and general attention it receives, which may lead to even more finely tuned and powerful lists.

I hope you enjoy the matches as usual, and I'm interested to hear what kind of content you'd like to see moving forward so I can continue to evolve and improve my videos. Let me know what you would like to see! If you want similar content, check out my Twitch channel for some more live Modern.

[youtube https://www.youtube.com/playlist?list=PL261kJ_cAQC_2mzNsXKObokqTB3PF1t8_]

Hardened Scales Affinity by BERNASTORRES

Creatures

4 Arcbound Ravager
4 Arcbound Worker
4 Hangarback Walker
1 Sparring Construct
4 Steel Overseer
4 Walking Ballista

Artifacts

1 Animation Module
4 Mox Opal
2 Throne of Geth
3 Welding Jar

Enchantments

4 Hardened Scales

Instants

1 Apostle's Blessing

Sorceries

4 Ancient Stirrings

Lands

2 Blinkmoth Nexus
4 Darksteel Citadel
6 Forest
2 Horizon Canopy
4 Inkmoth Nexus
1 Pendelhaven
1 Phyrexia's Core

Sideboard

2 Animation Module
3 Damping Sphere
2 Dismember
1 Natural State
4 Nature's Claim
1 Pithing Needle
2 Surgical Extraction

Return to the PPTQ Grind: Week 3

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And now, back to the grind. I skipped last week due to the travel distance involved, but I wasn't about to miss this week. That said, I want to call out that both PPTQ's last week were at stores that I didn't know existed, and one was in a town that as far as I know has never had a game shop that ran competitive REL tournaments before. As far as I'm concerned, new stores in new markets running premier events is a strong indicator of Magic's growth and success. I just wish it was happening within a reasonable driving distance.

Another Banned and Restricted Announcement has come and gone with no changes for Modern. I'm not surprised; none of the supposedly broken decks have shown they need to be dealt with yet, and the metagame looks pretty healthy. We've also had one set of unbannings this year, and Wizards hasn't done more than one per year (usually only once every two years). Adjust expectations accordingly.

The Deck

I took my own advice from Week 2 and didn't wait until I was at the venue to decide on my deck. I'd put more time into Spirits than any other deck and was very confidant in my build. Jeskai and Storm have continued to be fine decks, but given what I've seen of the PPTQ fields and my own play at this point, it will take a very warped or hostile metagame for me to shift off Spirits.

UW Spirits, David Ernenwein (PPTQ Deck, Semifinals)

Creatures

4 Mausoleum Wanderer
4 Rattlechains
4 Selfless Spirit
4 Supreme Phantom
2 Remorseful Cleric
2 Phantasmal Image
4 Spell Queller
4 Drogskol Captain
2 Militia Bugler
1 Reflector Mage

Artifacts

4 Aether Vial

Instants

4 Path to Exile

Lands

4 Flooded Strand
4 Seachrome Coast
3 Cavern of Souls
3 Hallowed Fountain
3 Ghost Quarter
2 Plains
1 Island
1 Moorland Haunt

Sideboard

3 Stony Silence
3 Negate
2 Rest in Peace
2 Eidolon of Rhetoric
2 Settle the Wreckage
1 Leonin Relic-Warder
1 Worship
1 Blessed Alliance

I'm a bit frustrated by Ghost Quarter. I've had a lot of situations where it won me the game and very few where Mutavault would have been better. I've never needed the additional attacker against control, nor would Mutavault have been useful in creature matchups; on the other hand, Quarter has been key to beating Tron, an otherwise difficult matchup. However, I really wish I didn't run either. Having so many colorless lands really hurts, and I've had to Quarter my Quarter a lot to actually cast my spells. My older Spirits decks ran Faerie Conclave for that reason. I'm not prepared to swap lands just yet because I really need Quarter, but I really wish there was a colored alternative.

The Tournament

This PPTQ was held at the shop where I finished last season, and I was a bit down on going. I have never done very well at any tournament I've participated in at that shop, from FNM-level up to PPTQ's. I don't believe in curses, but once is misfortune, twice is coincidence, three is a pattern, and more than four consecutive below typical performances is statistically improbable. I wasn't expecting to do well as a result, but I'm also committed to attending as many Modern PPTQ's as possible, so I went.

The shop was packed, with 59 players for six rounds of Swiss. This is not especially surprising considering that this was the only PPTQ in the state this weekend, but the shop needed to find extra tables to fit us in. As often happens, the shop underestimated the need for judges, so the shop owner had to judge as well. It never happens, but I wonder what an event with too many judges might be like.

This logistical problem contributed to the event running very long, but wasn't the main culprit. That "honor" goes to the control matchups that ran to time and then took 10-15 minutes to play extra turns almost every round. In each case, one of them had the game stabilized, but couldn't close it out (either by failing of deck or pilot).

I arrived early to really scout the field. There were a lot of players that play a number of decks there, so recognition didn't help. Not many were playing test games, and it's not socially acceptable to read their deck registration sheets over their shoulder, so I really didn't have a read on the room. I did see a few Humans decks and Eldrazi players, but that wasn't enough to influence my deck choice. Even then, Spirits would have been the choice for its Humans and Eldrazi matchups, while Jeskai is poor against Eldrazi.

It worked out perfectly, and I cruised to 4-1-1 in Swiss before losing in the semifinals to Mardu Pyromancer. The field turned out to be very favorable for me, the most popular decks being various flavors of control, Humans, and Spirits decks. Interestingly, I saw more UW than Bant, though again that may be personal taste. I beat three Humans decks and Eldrazi Stompy, and lost to Mono-Green Tron during the Swiss.

What Happened

I used to think Humans was a fairly even matchup, but I haven't dropped a match in weeks. Spirits and Humans are very similar as disruptive creature decks, but Spirits has a number of advantages. Everything flies, so Spirits can block but not be blocked most of the time, which is a huge edge in combat.

The bigger edge is in sideboarding. Thanks to its manabase, the best Humans can muster is Izzet Staticaster, and in my experience if Staticaster is impactful, Spirits wasn't winning that game anyway. Spirits has actual mana for instants and sorceries and can play sweepers. Generally, Spirits's best draws are worse than Humans's, but its average draws are better.

Rounds 1 and 4 were against Humans, and played out the same way: each game I deployed an airforce, my opponent couldn't go big, and I won the race. When Humans doesn't have a big Champion of the Parish or Thalia's Lieutenant, its creatures prove pretty anemic in the face of Supreme Phantom or Spell Queller. In game 2 of round 4, I was actually hit pretty low before stabilizing by Imaging his Reflector Mage, then getting lords down to kill in one attack.

Round 2 was against Eldrazi Stompy, and my opponent didn't have great draws. He had accelerants, including Gemstone Cavern game 1, but was only accelerating into Matter Reshapers. Vial and Rattlechains producing multiple Spirits beat him handil. I was surpriysed by Skysovereign, Consul Flagship game 1, but I had been sandbagging Paths, so it was just a very expensive removal spell.

Round 3 is my loss, to Tron. Game 1 is very bad, as I have no answer to her Ugin in the deck, and the game was never close in the first place. In game 2, she mulliganed twice and kept a no-land five because any land would have unlocked her cantrips. It didn't come. Game 3 saw me crushed by Oblivion Stone into Ugin.

Round 5 was Humans again, and game 1 went pretty much perfectly for him with an explosive opener. Game 2 is similar, but my hand is better, so I'm able to fight and chump block his massive Champion. This gives me time to topdeck Worship with two Drogskol Captains out. He had used his Reclamation Sage already to kill Vial, and ended up missing on Image. Game 3, his hand is not explosive and I easily win.

Because of the numerous unintentional draws during the Swiss, the Top 8 was not quite a clean break round six. However, I'm high enough at table three with good breakers so I can't be knocked out and choose to draw. Table two opted to play it out since the prize payout was incredibly top-heavy, which complicated the Top 8 considerably. I ended up at 7th seed.

Top 8

The Top 8 consisted of two Mardu Pyromancer decks, a shockland-wielding Humans deck, Infect, Ad Nauseam, Bant Spirits, my round 3 opponent, and myself. This meant that I would have to face my round 3 opponent in the quarterfinals. I joked that this was my chance for revenge, because we both knew that Tron is favored in this matchup. The joke wasn't funny for her, since I won in two games.

Game 1 we both mulliganed, but hers didn't provide any Ghost Quarter insurance, and I had Selfless Spirit for her Oblivion Stone. Game 2, she had Tron multiple times over, but nothing to cast besides Karn Liberated. I won despite a lackluster battlefield.

The semi's are against Mardu Pyromancer, and that's a tricky matchup. It's all about eking out card and mana advantage, and small mistakes or miscalculations have huge (and often disastrous) consequences. Of course, game 1 is a non-game as I mulligan into oblivion; game 2, my opponent is stuck on two lands with only three mana spells in hand. Game 3, I have an okay hand that doesn't line up well against his, but I think I made a number of poor choices in some exchanges that dismantled any chance I had. I don't know that I could have won the game, but I'm sure I should have lost when I did.

Lessons Learned

I really need to more carefully examine my plan against black attrition decks. The matchups aren't unfavored on paper, but actually playing them is very hard, and a single misstep can be fatal for either deck. There is definitely win percentage to come from the sideboard too, and I'm reevaluating my strategy. I had done minimal boarding, focusing on graveyard disruption for Vials as was always my plan with Merfolk; that isn't working for Spirits. Perhaps Eidolon of Rhetoric is good because my losses tend to come from multiple spell turns, but I've never tried it.

I also think I was keeping openers too easily. I kept a lot of mediocre hands that worked out, but in the Swiss against Tron and against Mardu, I couldn't muster enough pressure. Spirits doesn't mulligan well, and deliberately going down on resources seems dangerous, but it might be better than what I'm currently doing. I intend to mulligan more aggressively in future tests to see.

On the Deck

I was happy with the my deck's performance overall, though the flex slots didn't have a chance to shine. I didn't have matchups where Remorseful Cleric was important, and never saw Militia Bugler against Mardu. Reflector Mage was appreciated against Humans, though not as much as Image copying their Mage. This tournament didn't really give me useful data on my current configuration.

The same is true of the sideboard. Damping Sphere would have been a good card against Tron, but I don't think that's a reason to cut the Eidolon of Rhetoric, which is far more powerful against combo decks. Settle the Wreckage was a bit awkward since it cannot be used proactively, but the potential upside in all my Humans matchups was so high that I think I'm fine with that. Having more outs against Bogles or indestructible is also useful.

Keep Moving Forward

If nothing else, I'm glad I finally have a good result at that store. Next week is a double PPTQ weekend at my local shop and the store where from my pre-Vegas report, so I'm hoping for a win on home turf. Tune in then to see how it goes.

Tough as Nails: Combat, Removal, and Stats

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Lightning Bolt once set Modern's high-water mark: the most efficient and flexible removal spell at its price point, Bolt dictated which creatures did and didn't see play in Modern almost single-handedly. Today, Bolt's no longer the end-all-be-all of Modern kill spells. Instead, a diverse array of removal contributes to a colorful patchwork of playable creatures.

This article ponders Modern's switch from limited removal options to an embarrassment of riches, divides combat creatures into four categories based on their preferred stage of a game, and unearths a couple sleepers for this battle-based metagame.

The Water's Rising

Modern's Bolt-dominated chapter lasted for most of the format's lifespan. In those days, creatures needed to pass the "Bolt Test" to earn spots in Modern decks. Sheridan's version of the Test:

1. “Does the creature die to Lightning Bolt at parity? If not, what is the resource difference?”
2. “Does the creature have a game effect even if it immediately dies to Bolt? If so, how valuable and reliable is the effect?”
3. “Does the creature take over the game if it is not Bolted? If so, how quick, consistent, and decisive is that impact?”
4. “If yes to any of the above, the creature might be playable in Modern.”

End of an Era

Precious few creatures were in fact playable in Modern during Bolt's unchallenged reign. Bigger stats tend to cost more mana; as a result, players were incentivized not to run creatures with 2 or 3 toughness, as cheaper alternatives with just 1 toughness died to Lightning Bolt all the same. I even advocated for cards like Tarfire and Peppersmoke as Lightning Bolt analogues, since they fulfilled a similar function.

In "A Fatal Push Retrospect and the Future of Fair," I remarked that significantly more creatures became playable with Fatal Push in the picture. The bottom-light creatures surfacing in Modern mostly cut into shares previously occupied by spell-casting value creatures (newly replaced in part by cheaper utility options, e.g. Meddling Mage) and Tarmogoyf (newly replaced in part by other combat creatures, e.g. Young Pyromancer).

Removal Renaissance

Fatal Push turned Modern on its head—looking at a pre-Push most-played-creatures list reveals that virtually every creature would have died to the instant. With the exception of a few new archetypes (RG Ponza, which employs Inferno Titan) and some Push-wise adoptions from aggro-control decks (namely delve creatures), the kill spell still nabs most of Modern's creatures for one mana. In this sense, it's like a Path to Exile Jr., except Push can fill the role Lightning Bolt once did in many decks of removing creatures early before getting other engines online. Path has historically left much to be desired there, since it ramps opponents during those critical turns.

The result? Fewer Bolts, more Pushes. Therefore, more creatures that die to Bolt; if they're unsafe, they're unsafe, right? And if more creatures see play than ever, it follows that more removal spells are viable than ever. Push's domino effect has led not just to a diversification of playable creatures, but a diversification of playable removal.

Current Modern players should expect to run into all sorts of removal. Toughness stats of 2 and 3 finally matter: Collective Brutality and Electrolyze don't kill Spell Queller, nor does Gut Shot nab Goblin Guide. But the former two play important roles in their respective decks, and the latter has become a necessity for color-light decks like Eldrazi Tron and Humans to keep up with small creature strategies.

That such diversity yields bizarre scenarios adds to Modern's density. For instance, while testing a Sultai brew the other day, my Hollow One opponent beat me with a singleton Tasigur as I stared dumbly at my own singleton Cast Down.

Removal options as diverse as their targets can feel disorienting in nonrotating formats, which are sometimes expected to lean heavily on their most obvious answers. But that's where we are in Modern. Heck, in my latest brew, I'm still on a Firespout/Anger of the Gods split in the sideboard and run five different removal spells in the main deck.

Call to Combat

More playable creatures means more playable creature decks, and the rise of different attack-and-block strategies has partially shifted Modern's focus on stats away from kill spells and towards combat. After all, after damage-based removal, toughness matters most in the face of other creatures.

My last article called out Wild Nacatl as a big loser in the new Modern, but perhaps prematurely. Nacatl is still a hyper-efficient combat creature, or threat that attacks and blocks efficiently independent of other nonland permanents. It walls most unpumped bodies in Humans, for example, not to mention Modern standbys Snapcaster Mage and Goblin Guide. Based on how early they resolve, I'm calling Nacatl and Guide Stage 1 combat creatures. Combat is their specialty, so combat creatures at this stage have the upper hand in a fight over Stage 1 and even 2 utility creatures, as in those native to Humans.

Sorting popular combat creatures into stages illuminates the different roles creatures play in their homes, and can subsequently help with deckbuilding and tuning. This section outlines the attributes of each stage.

Stage 1 Combat Creatures

Stage 1 creatures always come down on turn one. Their role is to put opponents on the back foot, either slowing down their development as they deal with the threat or contributing to a blossoming board advantage that will end the game quickly. They tend to care little about removal because they all trade at mana parity or better with available options. Lightning Bolt, Fatal Push, Gut Shot, and Collective Brutality are commonly run to answer Stage 1 creatures; the first two kill every Stage 1 creature, while the last two narrow their sights to provide other benefits.

Not all aggro decks run Stage 1 combat creatures, but many with an aggressive bent include at least one. It's common to either run a single Stage 1 threat, to help with curving and punish an absence of lightweight removal (as does Hollow One), or to run many at once, overloading all removal (as does Zoo).

Examples: Wild Nacatl, Goblin Guide, Flameblade Adept, Delver of Secrets, Monastery Swiftspear, Champion of the Parish

Omitted from the above list are tribal synergy and aggro-combo creatures. Mausoleum Wanderer and Signal Pest exist primarily to front damage, but they don't succeed without a supporting cast; similarly, Glistener Elf flounders in the absence of pump spells. Bomat Courier also puts opponents on the back foot early, but doesn't excel at combat in the traditional, stat-based sense. None of these creatures particularly want to interact with opposing creatures, whereas combat creatures by my definition are happy to, and able to do so alone.

Stage 2 Combat Creatures

Stage 2 creatures appear on turns two-three, or on turn one with some luck. They aim to establish a clock after opponents have been lightly disrupted, to clean up the mess once opponents deal with a Stage 1 creature, or to contribute to a game-winning board state. They have built-in protection from Lightning Bolt: some have 4 or more toughness, others a recursion mechanic, and others still a way to lock in value before opponents receive priority. All but Death's Shadow and Tarmogoyf resist Fatal Push. To their credit, Shadow and Goyf make up for their weakness to Push by outgrowing every other combat creature in Modern.

In this metagame, Stage 2 threats make up the bulk of Modern's combat creatures.

Examples: Death's Shadow, Tarmogoyf, Young Pyromancer, Mantis Rider, Vengevine, Hollow One, Hooting Mandrills, Tasigur, the Golden Fang, Gurmag Angler

Absent from this list is Knight of the Reliquary, a Stage 2 creature that offers plenty of power/toughness for the mana cost. Despite its body, Knight is played mostly for its tutoring abilities, or as a combo piece alongside Retreat to Coralhelm; even when it emerges turn two off a mana dork, Knight generally doesn't enter the fray until later. Scavenging Ooze and Tireless Tracker are also played chiefly for utility reasons, and these creatures require a sizable mana investment before growing past their mana costs. I don't consider any of them combat creatures.

Stage 3 Combat Creatures

Stage 3 creatures are deployed on turns three-five. Their job is to heavily pressure or disrupt opponents while contributing significantly to the red zone. These creatures generally swing the tide of a game and form the top-end of many interactive aggro decks.

Examples: Thought-Knot Seer, Restoration Angel, Siege Rhino, Kalitas, Traitor of Ghet, Huntmaster of the Fells, Hazoret the Fervent, Reality Smasher,Thragtusk, Glorybringer, Bedlam Reveler

At this price point, playable Modern creatures have both combat and utility applications. Thought-Knot Seer is frequently cast for its Thoughtseize effect, but it's still played due to its strength on the battlefield; Tron, for instance, wields the card not just to disrupt combo, but to throw a wrench in opposing aggro plans and provide an alternate win condition in the face of nonbasic hate like Damping Sphere. By letting pilots operate on a traditional, stat-based combat axis, its inclusion there is similar to Tarmogoyf's in old Infect sideboards.

Stage 4 Combat Creatures

These creatures typically resolve on turns five or later, once the game state has been stabilized. They are relatively rare in Modern, as planeswalkers often occupy this closer role. But they still offer attractive alternatives in certain colors, and off-brand win conditions even for planeswalker-rich combinations like UW.

Examples: Lyra Dawnbringer, Baneslayer Angel, Endbringer, Wurmcoil Engine, Inferno Titan, Torrential Gearhulk

Stage 4 creatures are played less frequently in aggro decks than in control, combo, and ramp, which makes it awkward to even call them combat creatures; nonetheless, their on-field duties primarily involve attacking and blocking.

Phyrexian Treasures

The new Modern, no longer as restrained by the Bolt Test, is a breeding ground for creative deckbuilding. There's still lots to explore, both in terms of novel decks and defensive strategies for existing ones. I mentioned Gut Shot above; despite its narrowness, that's the only spell that trades at a parity gain with Stage 1 creatures. But I think some other Phyrexian spells boast even more promise in this metagame.

Dismember

Dismember is the cheapest spell in Modern that removes any creature for one mana, no-questions-asked. Path to Exile gives opponents a land, making it awful in the early turns; other candidates cost two mana or more. The only threats Dismember doesn't touch are Etched Champion, which is impervious to all removal spells; a couple of Stage 4 combat creatures; and the aforementioned huge Shadows and Goyfs, which pay for that privilege by trading cleanly with Fatal Push.

The only issue with Dismember is where it fits: in a combat-focused metagame, 4 life can seem like a steep price to pay. But I've found the card to excel in any aggressive shell with a fine Burn matchup. Unequivocally sniping opposing creatures is exactly how to win the combat mirror. The card gets even better in builds with Faithless Looting, which can dump Dismember for something else should they draw it while low on life. Grixis Shadow seems to be packing a pair moving forward, and I'd be surprised if more spell-based combat decks didn't consider adopting Dismember in the near future.

Mutagenic Growth

Changing the math by 2 creates a major swing in a format featuring so many toughness-matters removal spells. By now, I've saved an unflipped Delver of Secrets from Collective Brutality and the like countless times. Growth also shines at countering Lightning Bolt, something it does for all Stage 1 combat creatures (barring fresh Champions of the Parish). But you haven't lived until you've saved a Stage 2 creature from Dismember!

Mutagenic Growth is equally impressive in combat. For starters, Growth dismantles the stat hierarchy within a stage: Thought-Knot dies to Tasigur, which dies to Gurmag, which dies to most contemporary Tarmogoyfs, etc. But it also lets creatures transcend the stage levels: Wild Nacatl now eats Hollow One; Hooting Mandrills suddenly outsizes Reality Smasher. Best of all, since Growth costs zero mana, it can be cast at any time and by decks of any color combination.

On splashability, though, many Modern decks are too streamlined to want multiple Growths main. But we did see the card surface in Eldrazi sideboards during Eldrazi Winter, another combat-heavy format full of toughness-based removal. Death's Shadow Zoo appears to have legs right now, and is the most obvious home for the card. That said, I hope we see Mutagenic spring up as a one- or two-of in more popular aggro decks. I just know I've championed the card in Delver for ages and have been especially impressed with it lately.

Get Your Feet Wet

More creatures are playable in Modern than ever, and the same is true of removal. But I think players will continue to enjoy success with narrower answers if they remain aware of the points gained and ceded by their choices. In any case, choice is the name of the game. What's your Lightning Bolt?

Spirits vs. The New Hotness: Testing Perspective

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Another missed PPTQ means more time to test. In addition to refining my own decks, I've been looking into Modern's hot discussion topics. We've seen time and again that Modern's cardpool hides monstrous decks just missing a piece or two to become major players. Several such decks have recently emerged that appear to have found those pieces. But based on testing I've done against them with UW Spirits, I'm not so impressed by UR Wizards or Bridgevine. Infect's return is another matter.

Updating Spirits

After more work, I'm finally happy with my flex slots choices in UW Spirits. The most glaring problems with Spirits are that if it runs out of gas, it struggles to recover, and it really needs some way to find Spell Queller in combo matchups. I tried Bygone Bishop and found it too clunky. Fortunately, Humans players were having the same problem, and solved it for me.

UW Spirits, David Ernenwein (PPTQ Deck)

Creatures

4 Mausoleum Wanderer
4 Rattlechains
4 Selfless Spirit
4 Supreme Phantom
2 Remorseful Cleric
2 Phantasmal Image
4 Spell Queller
4 Drogskol Captain
2 Militia Bugler
1 Reflector Mage

Artifacts

4 Aether Vial

Instants

4 Path to Exile

Lands

4 Flooded Strand
4 Seachrome Coast
3 Cavern of Souls
3 Hallowed Fountain
3 Ghost Quarter
2 Plains
1 Island
1 Moorland Haunt

Sideboard

3 Stony Silence
3 Negate
2 Rest in Peace
2 Eidolon of Rhetoric
2 Settle the Wreckage
1 Leonin Relic-Warder
1 Worship
1 Blessed Alliance

I was initially wary of Bugler because it couldn't find everything in Humans, and outside that deck, it had even fewer targets. Neither of these are problems for Spirits. The fact that it's a hit off Bugler is also why I'm running Leonin Relic-Warder over Disenchant in the sideboard. Bugler has been phenomenal, and I'd argue it's better in Spirits than Humans. Mantis Rider is usually the best Human, but isn't a hit; Spell Queller is usually the best Spirit and is a hit. I'm only running two to still have room for Reflector Mage, itself a Bugler hit.

I've also cut a Ghost Quarter for Remorseful Cleric. Part of the reason is the aforementioned gas problem, but the other is that graveyard decks are gaining ground. Cleric is mediocre-at-best-hate, but it's maindeckable hate, and against combo decks, Cleric is as good or better than Spell Queller. Quarter was the cut because I was flooding a lot, and Quarter is the most situational land.

The Bant Alternative

Of course, UW is not the only nor necessarily the most popular version of Spirits. The perception is that Bant is, which I had trouble verifying. I don't see Bant in paper or MTGO published results with greater frequency than UW Spirits, but it was also more popular at the Pro Tour. This may not mean anything, as Collected Company is a very powerful card that players naturally gravitate towards. It does mean that I'm constantly asked why I'm not on Bant, while Bant pilots are simply accepted.

Bant Spirits, Djac (Modern Challenge 10th Place)

Creatures

4 Mausoleum Wanderer
4 Noble Hierarch
1 Birds of Paradise
4 Rattlechains
4 Supreme Phantom
3 Selfless Spirit
1 Phantasmal Image
4 Drogskol Captain
4 Spell Queller
1 Geist of Saint Traft

Instants

4 Path to Exile
4 Collected Company

Lands

3 Botanical Sanctum
3 Misty Rainforest
3 Flooded Strand
3 Windswept Heath
2 Hallowed Fountain
1 Breeding Pool
1 Cavern of Souls
1 Forest
1 Horizon Canopy
1 Island
1 Moorland Haunt
1 Plains
1 Temple Garden

Sideboard

3 Leyline of Sanctity
2 Damping Sphere
2 Stony Silence
2 Unified Will
2 Rest in Peace
2 Thalia, Guardian of Thraben
1 Worship
1 Dromoka's Command

I feel UW is better positioned in this metagame. UW is better against control decks because Aether Vial lets the deck play exclusively at instant speed, and Vial coupled with Cavern of Souls negates countermagic. This makes is far easier to blank an opponent's disruption. Bant is better against midrange decks because of the card advantage and tempo boost from Collected Company, and it has fewer dead cards: Noble Hierarch isn't better in a vacuum than Aether Vial, but it's never dead in the mid- to late-game and incidentally outs Ensnaring Bridge.

The choice is also personal: each deck has strengths and weaknesses, and I'm more comfortable with UW's weaknesses than Bant's. Chiefly, UW is easier to grind out than Bant. Militia Bugler mitigates the problem but doesn't solve it. Company is fantastic here because in a 30 creature deck it's improbable not to hit, and anything but Birds of Paradise does something. By contrast, UW has to maximize the value it gets from Rattlechains and Selfless Spirit, which is a game I enjoy playing.

Additionally, Bant's manabase can be quite painful, especially in dorkless games. Every version I've seen maximizes its fetches and shocklands, opening Bant up to Burn and Blood Moon. UW's two-color manabase is rock solid, and Vial is less vulnerable than Hierarch, so UW can more easily get through mana disruption. Vial also facilitates multi-spell turns better than Hierarch. Mana dorks accelerate mana, but they still only make one, no matter the turn. Vial can produce up to three per cycle, meaning double Spell Queller turns.

The other big distinction is in sideboarding. Both Bant and UW have access to the white hate cards, but green gives Bant some key extra options. Natural State is normally better than Disenchant; Qasali Pridemage is arguably better than Leonin Relic-Warder, etc. Bant also has access to Gaddock Teeg, arguably the best anti-combo and anti-UW Control card around. Specifically, he stops Supreme Verdict, planeswalkers, Engineered Explosives, and Krark-Clan Ironworks. This is balanced by Company getting worse the more non-creatures are in a deck, somewhat restricting Bant's sideboarding options.

The Company Conundrum

There are also issues with running Collected Company. It's a four mana card that has a random but significant effect. Sometimes you spin the wheel and hit the jackpot. Other times you whiff. This isn't a deal breaker, but it can make it awkward when Bant uses Company in response to a spell, looking for Spell Queller, and ends up getting blown out by the whiff.

The real problem is the mana cost. Company is very castable with 22 lands and five mana dorks. However, there are plenty of games without a dork where Company just rots in hand. None of these issues are problems in the attrition matchups (barring an active Liliana of the Veil), since there's time to draw out of land problems, and any creature is better than none. However, when mana utilization is important, Company suffers. This is also why Company has historically been better in combo decks than as a value plan. On balance, UW is the best deck for me, but I don't think anyone is wrong for playing Bant instead.

Testing Perspective

Modern is a dynamic format where decks constantly jockey for a place in the metagame. Sometimes they have staying power like Grixis Death's Shadow. Sometimes they have their success then gradually fade away like Lantern Control. Some are flashes in the pan like Grishoalbrand. Recent tournaments have showcased a few new decks, so naturally I've been testing against them. Based primarily on my experiences against them with Spirits, I'm skeptical of their staying power.

UR Wizards

UR Wizards had a very good result, but almost any deck can do that in Modern. This is especially true when the rogue factor is strong, as it was for Jeff Hoogland. Every time I've seen it in action, either watching or playing against it, I've been underwhelmed. It can do some powerful things and is devastating against the right decks, but against Spirits, it is severely underpowered. There may be a real deck inside Wizards, but it's missing something.

On paper, Wizards should be great against creature decks because it runs ten Lightning Bolts. However, that's all it has. The only means Wizards has of gaining card advantage is Snapcaster Mage. Baiting a few Bolts then answering one with Rattlechains, or just Quelling Snapcaster, usually puts Spirits uncatchably ahead on cards and tempo. Wizards is all-in on Bolt being good and on keeping tempo in its favor. Contest either successfully and the deck fails. Hexproof is huge game against Wizards for that reason, as is toughness boosting.

The real power of the deck is Nimble Obstructionist. Stifle is a powerful effect, and Obstructionist is uncounterable, which is devastating against combo and control. The problem against creature decks is that it costs three mana, and those matchups frequently involve tapping out every turn. Also, now that the word is out, it's not that hard or burdensome to play around Obstructionist—opponents can simply activate abilities after Wizards has tapped its lands.

Spirits is a better creature deck than Wizards. We can trade creatures at better rates than Wizards, have more of them, and can make them better. The only trump creature Wizards has is Grim Lavamancer, a two-of. When Delver flips turn two it can be threatening, but Spirits has so many ways to push back on the tempo that it isn't always enough.

BR Vengevine

After receiving roughly all the hype at the Pro Tour, BR Vengevine is Modern's latest new hotness. Yes, I have heard that something similar has been floating around MTGO for some time, but until Stitcher's Supplier arrived, it didn't see mainstream success. As Jordan noted, it's certainly looks like it has staying power in Modern. Naturally, comment sections are arguing it's too strong and needs to be banned.

To me, playing against BR Vengevine feels exactly like facing BR Reanimator in Legacy. You might be dead on turn one, but with every turn you're not dead, the likelier you are to win easily. Both decks are geared towards blistering starts, dumping critical pieces in to the graveyard with Faithless Looting, and then creating a huge board. Both get wrecked if the right interaction is played against them. Also, both can fail without outside interference. They're very much right-card combo decks; here, those cards must not only be found, but also put into the right zone. Otherwise, the decks do nothing. They're made to act like drag racers, but there's an equal chance they'll just do a burnout, spending all their resources to go nowhere.

I haven't seen enough consistency from BR Vengevine to worry about the deck yet. Their best starts are soul-crushing, but I've been beating their reasonable starts with Spirits fairly consistently. While they're dumping cards into the graveyard searching for Bridge from Below and/or Vengevine, I'm just playing Spirits and flying over their 1/1's for huge chunks of damage. Adding the extra Remorseful Cleric has been a huge boost as well. Vengevine has no interaction beyond Walking Ballista, so running out Cleric turn two and just daring them to give you reason to pop it is incredibly powerful. I'm not dismissing Vengevine as a deck, but I haven't seen evidence that it lives up to the hype.

Infect

Despite supposedly dying after Gitaxian Probe was banned, Infect is creeping back into the metagame. The deck hasn't noticeably changed in the last year, but the metagame has changed dramatically. Last year, interactive decks, particularly Death's Shadow and Jeskai, were everywhere. However, players are moving away from spot-removal-heavy decks towards top-heavy control decks and linear creature decks. This is perfect for Infect.

Losing Probe hurt a lot, but Fatal Push was even worse for Infect. Like Bogles, the deck relies on a small number of creatures; unlike Bogles, they don't protect themselves. This isn't a problem when everyone is goldfishing, since turn two Blighted Agent, turn three triple pump spell is lethal. However, that isn't possible against waves of removal. Now that it's less of a concern, Infect has resurfaced. This is bad for Spirits, as it's a creature deck without much creature removal. Spell Queller is not relevant interaction when the deck gets under Spirits so effectively. This is a huge reason why I still have Reflector Mage.

Infect has existed for some time now, and can be beaten with enough interaction. However, Spirits doesn't really have the right interaction in the quantity necessary to consistently win. Therefore, if Infect really takes hold, I'll be moving back to Jeskai Tempo, and I suspect the metagame may have the same reaction, driving Infect away again until players forget about the threat.

A Shifting Scene

The metagame remains dynamic and I'm glad to see that new decks continue to emerge. It will be interesting to see if continued refinement turns them into real threats, or if the new hotness is just that and nothing more. In the meantime, I'll be flying the spooky skies.

Harder, Faster: Welcoming Aggro’s New Arbiters

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Modern's current aggro decks are led by two governing forces: Hollow One and Vengevine. While sometimes played in the same deck, these cards each helm their own archetypes, and continue the big-creatures-quick tradition established at Pro Tour Oath of the Gatewatch by Thought-Knot Seer and Reality Smasher. At Pro Tour 25th Anniversary, Hollow One and Bridgevine established their own contemporary dominance.

The decks lack the punch of eight Eldrazi Temples, but are nonetheless built in a way that maximizes the reliability of their respective namesakes, each attacking from enough angles to weather the hate. Their existence and success is reshaping the Modern landscape, affecting everything from playable hate cards to respectable clocks.

This article compares the Hollow One and Bridgevine decks and examines the effects each has had on the Modern metagame.

Dissecting the Decks

Hollow One and Bridgevine abuse disparate engines in uncannily similar ways. Their shared gameplan is to quickly create a battlefield opponents cannot overcome. Go-wide creatures (Flamewake Phoenix; Goblin Bushwhacker) invalidate one-for-one removal; go-tall ones (Hollow One; Vengevine) blank the most popular targeting kill spells. Recursive threats and value engines (Bloodghast; Bridge from Below) counter sweeper effects. Spinning the gears in both cases is Faithless Looting, enabler extraordinaire and all-around fantastic cantrip in a format that rewards players for ignoring card advantage.

After reviewing some sample decklists from the Pro Tour, we'll contrast how each deck operates at different stages in the game.

Hollow One, by Ben Hull (1st, Pro Tour 25th Anniversary)

Creatures

4 Hollow One
3 Gurmag Angler
1 Tasigur, the Golden Fang
4 Flameblade Adept
4 Bloodghast
4 Flamewake Phoenix
4 Street Wraith

Sorceries

4 Faithless Looting
4 Burning Inquiry
4 Goblin Lore
2 Collective Brutality

Instants

4 Lightning Bolt

Lands

4 Bloodstained Mire
3 Blackcleave Cliffs
2 Scalding Tarn
2 Wooded Foothills
2 Blood Crypt
3 Mountain
1 Stomping Ground
1 Swamp

Sideboard

4 Leyline of the Void
2 Ancient Grudge
2 Engineered Explosives
2 Grim Lavamancer
2 Thoughtseize
3 Fatal Push

BR Bridgevine, by Jacob Nagro (7th, Pro Tour 25th Anniversary)

Creatures

4 Vengevine
4 Insolent Neonate
4 Stitcher's Supplier
4 Gravecrawler
4 Bloodghast
4 Goblin Bushwhacker
4 Greater Gargadon
4 Walking Ballista
3 Hangarback Walker

Enchantments

4 Bridge from Below

Sorceries

4 Faithless Looting

Lands

2 Bloodstained Mire
2 Scalding Tarn
2 Wooded Foothills
2 Arid Mesa
4 Blood Crypt
4 Blackcleave Cliffs
1 Mountain

Sideboard

4 Leyline of the Void
2 Bitterblossom
3 Ingot Chewer
3 Lightning Axe
3 Thoughtseize

Early Aspirations

In the early-game, both decks can go for their Plan A of dumping many creatures into play. Sometimes, more setup is required.

Bridgevine takes this setup step more literally, as its one-drops attest to: Stitcher's Supplier and Insolent Neonate are both Dark Rituals of sorts that ramp the deck into above-curve plays. With a Bridge from Below in the graveyard, Walking Ballista and Hangerback Walker can be slammed for 0 and immediately die, creating Zombie tokens while triggering Vengevine. Looting fixes sketchy openers and Greater Gardadon threatens to upend a board state later.

In this phase, Hollow One is built to make bigger plays more reliably. It's got a Delver of Secrets in Flameblade Adept, which swings for a whopping four damage so long as Hollow One does what it was going to do anyway, and of course boasts the theoretical ceiling of dropping a playset of Hollow Ones into play as early as the first turn. Burning Inquiry therefore provides mana that can be "spent" right away, all while possibly disrupting opponents with lucky discards. Since opponents kept whatever hand, a turn one Burning frequently messes with their gameplan to some degree, and occasionally provides a huge swing.

Advantage: Hollow One

Mid-Game Middlings

Modern's new aggro kings are revered for their explosive early starts, but secretly prefer the mid-game. To be clear, the mid-game for these decks exists from anywhere between turns two and four.

Hollow One: With its early creatures dealt with, Hollow One enters the phase of recurring Flamewake Phoenix and soaring over the battlefield. This plan decimates aggro-control decks looking to gain an upper hand in the damage race, and Bloodghast adds insult to injury against attrition opponents that don't block, such as Jeskai Control. Flashed-back Lootings end up paying for themselves by rushing out more Hollow Ones and Gurmags, which in turn trigger Phoenix.

Bridgevine: This deck has hopefully accrued a respectable battlefield of 1/1s, 2/1s, and 2/2s at this point, and is looking to turn those bodies into victories. That's where Goblin Bushwhacker and Greater Gargadon come in. The former generates a huge damage swing as early as turn two, while the latter squeezes value out of removal-targeted creatures, protects graveyard-based threats from exiling removal, and grows Zombie tokens with Bridge from Below. Given multiple binned Bridges, Gargadon can double the size of an assault. The beast also comes off suspend itself towards the end of this phase, forcing opponents to deal with a huge body while counting as a cast creature for Vengevine.

Advantage: Bridgevine

Twilight Terrors

While neither deck strives to reach the late-game, such scenarios do occur. Hollow One hard-casts its threats at this point, and save for the odd Bloodghast or Phoenix, plays off the top of its deck.

Not true of Bridgevine, which tends to have more going on at this phase. Greater Gargadon might be on suspend; Bridge from Below makes it difficult for opponents to swing in with a big beater; Vengevine is like Ghast and Phoenix in one, if it can trigger. This deck too can hardcast its threats, only what Bridgevine can muster is much scarier than a 4/4: a loaded up Hangarback Walker, perhaps, or a lethal-reach Walking Ballista.

Advantage: Bridgevine

Assessing Weaknesses

While Bridgevine wins the above concours two-to-one, it's not the de-facto best deck. Bridgevine works hard for its mid- and late-game synergies, and pays for them after sideboarding; graveyard hate is far more effective against this strategy than against Hollow One.

Both decks resist hosers to some degree: Hollow One doesn't need the graveyard to close out games with Adept and its 4/4, or even a hard-cast Phoenix. Bridgevine's plan is to get under Rest in Peace, the elephant in the room, by setting up a board intimidating enough to punish opponents from tapping out for an enchantment. Such a setup isn't always possible, though.

Anger of the Gods is a doozy against Bridgevine even with Gargadon suspended—sure, its creatures aren't gone for good, but even the 2/2s Bridge makes in the process are exiled, making Bridgevine unlikely to have pressure left over. The deck is worse than Dredge at rebuilding after such a sweep, as it burns through in-hand resources quickly to set up an initial board.

Bridgevine, for better and for worse, is more synergy-focused than Hollow One, which exists more on the goodstuff side of the spectrum. Its gameplan is therefore more streamlined, but less robust in the face of heavy-duty disruption.

The Colorless Quandary

Prior to Hollow One and Bridgevine breaking out, another deck existed in Modern that operated in a similar manner: my own Colorless Eldrazi Stompy. Colorless uses Serum Powder to constantly open hands with Eldrazi Temple, a card that allows us to spend far more mana than opponents on already pushed creatures. In addition to disruptive beaters (Thought-Knot Seer), hasty closers (Reality Smasher), and a Delver-style early clock (Eldrazi Mimic), the deck also runs a compact value package that blanks all enemy removal: Eternal Scourge plus Relic of Progenitus.

Colorless Eldrazi Stompy, by Jordan Boisvert

Creatures

4 Eternal Scourge
4 Eldrazi Mimic
4 Reality Smasher
4 Thought-Knot Seer
4 Simian Spirit Guide
4 Matter Reshaper

Artifacts

4 Serum Powder
4 Chalice of the Void
2 Smuggler's Copter

Instants

4 Dismember

Lands

4 Eldrazi Temple
2 Gemstone Caverns
4 Zhalfirin Void
3 Blinkmoth Nexus
2 Mutavault
3 Ghost Quarter
2 Scavenger Grounds
2 Wastes

Sideboard

4 Relic of Progenitus
1 Surgical Extraction
4 Ratchet Bomb
1 Sorcerous Spyglass
2 Spatial Contortion
2 Gut Shot
1 Gemstone Caverns

So where does Colorless fit in now? I'd rate the deck as relatively proactive, relatively interactive, and highly consistent. By comparison, Hollow One and Bridgevine are both highly proactive, minimally interactive, and relatively consistent. In other words, Colorless is a slower, more disruptive version of these decks; think Mardu Pyromancer over something like Jund. Colorless Eldrazi Stompy's disruption suite is anchored by Chalice of the Void, which we have a better time casting on turn one than anyone else in Modern.

There's one small caveat to my claim about consistency. Colorless has an easier time coming out of the gate, or setting up an early game that plays to its strengths. While Hollow One and Bridgevine are likelier to stumble in the first few turns, they're also likelier to have seen more of their deck in the mid-game, and to enjoy access to the majority of their packages. They're both more consistent later on, except when facing down graveyard hosers.

I still think this deck has a place in the metagame, but I no longer believe it's the straight-up best thing to be doing in Modern. Other strategies have moved in to claim a slice of our niche, and in some regards beat us at our own game.

What Else Is New

The rise of Hollow One and Bridgevine has had a couple subtle effects on the metagame.

Less Clunky Hate

Unwieldy hate cards are becoming less popular, especially Blood Moon. And no wonder: Hollow One and Bridgevine both plan to kill before those hosers can come online or at least make much of a difference.

Aggro decks used to run Blood Moon in their sideboards to get under the big mana decks, but today's aggro decks are less fair than ever. Hollow One and Bridgevine both occupy the aggro-combo shard of the archetype. These faster aggressive decks don't need Blood Moon to get under Tron; they can just end the game more quickly instead.

The recursive combo element in these decks also gives them game against midrange. Part of what made Blood Moon so appealing in the past was its applications against aggro-control, which frequently dipped into three colors (i.e. Jund, Jeskai). But Flamewake Phoenix and Bridge from Below give Modern's aggro newcomers plenty of existing tools in those matchups, too.

Replacing the clunky hate in sideboards is... well, Damping Sphere. At just two mana, Sphere is cheaper than Moon, and also attacks Modern's premier non-Tron combo decks: Storm and Ironworks, neither of which particularly cares about enemy Moons. That's significant coverage for such a splashable card. At the time of writing, Damping Sphere makes the format's Top 10 list of most-played cards according to tournament aggregate MTGGoldfish.

I expect this trend to continue and evolve to beat Hollow One and Bridgevine. Both decks already pack a set of Leyline of the Void, a fine card in the mirror with very low opportunity cost—pilots can simply discard dead copies (it also prevents opponents from exiling Bridge naturally). While non-Looting decks may not have that luxury, I'd expect Nihil Spellbomb to sustain prominence in black midrange decks, and perhaps for Tormod's Crypt to surface elsewhere.

The sideboard card I think stands to gain the most from Modern's new paradigm shift is Surgical Extraction. While it doesn't shut down the entire graveyard, Surgical takes care of whatever graveyard synergy is happening in the moment, removing all copies of Flamewake Phoenix, Vengevine, or Bridge from Below before they can wreak any sort of havoc. The card also boasts applications against Modern's pure combo decks. Best of all, it costs no mana, meaning virtually any deck can splash it.

Fewer Lackluster Attackers

Scoot over, Wild Nacatl—one mana for a 3/3 just ain't that impressive a rate anymore. Modern players the world over are getting 4/4s for zero! Goodstuff combat creatures in general seem to have taken a major hit, chief among them the chief among them, Tarmogoyf. Playing Goyf had already been complicated by Fatal Push when Hollow One and Bridgevine rolled around, but now the creature's got bigger issues, literally.

Not that Hollow One and Bridgevine are the only playable aggro decks; far from it. Rather, the remaining aggro decks are just less concerned with raw efficiency relative to synergy, leaving them open to narrower means of disruption (i.e. damage-based sweepers). This trend extends from ostensibly fair tribal decks like Spirits and Humans to the combo end of things, shared with Hollow and Bridge by Affinity and Infect.

Better, Stronger

Hollow One and Bridgevine are sure to be extremely popular in the coming weeks, and then die down as the metagame adapts. Such is always the case with breakout decks in Modern. But once the metagame's adapted, Modern will look different than it did before, now informed by the fresh faces of aggro-combo. How do you think the format will shake out? Let me know in the comments.

Return to the PPTQ Grind: Week 2

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After a week off, it's time to get back on the grind. While there were PPTQ's last week, they were well outside my willingness to travel. I instead used that time to refine my decks and  get a feel for where the metagame was going. I intended to hit both Modern PPTQ's this weekend, but due to traffic I missed the Saturday event and only played on Sunday.

My quick take on the Pro Tour: don't read too much into the results. It's a team event and a Pro Tour, so every result is distorted. The former means that a deck's placing isn't necessarily indicative of its own performance or power, but on the rest of the team. The latter means that players were heavily metagaming against other Pro Teams with the assumption that Humans would be heavily played. It's fun to ogle all the decklists, but I wouldn't assume they're indicative of what's actually good.

The Deck

Once again, I didn't have any particularly outstanding deck for the weekend. Both UW Spirits and Jeskai Tempo were doing well for me, but both have their bad matchups that cycle in and out of the metagame. Tron is declining locally while Collected Company decks were returning after months away, a negative for Spirits and plus for Jeskai. I was also still undecided on the flex slots for Spirits; Reflector Mage was fine, but it didn't shine. I was definitely leaning Jeskai as my default this week.

Once I arrived at the tournament site, I realized Company was far more popular this week than expected. Over half of the players I recognized were dedicated Company pilots. Watching deck registration and practice games showed there was also a surplus of graveyard-heavy decks and Eldrazi. The former deck is good but not exceptional for Jeskai, while the other two are mediocre at best. Given this field, I felt that my best bet was to avoid fighting fair and sleeved up Storm.

Gifts Storm, David Ernenwein (PPTQ Deck)

Creatures

4 Goblin Electromancer
3 Baral, Chief of Compliance

Instants

2 Opt
1 Repeal
4 Desperate Ritual
4 Pyretic Ritual
4 Manamorphose
2 Remand
1 Abrade
1 Unsubstantiate
4 Gifts Ungiven

Sorceries

4 Serum Visions
4 Sleight of Hand
2 Past in Flames
2 Grapeshot
1 Empty the Warrens

Lands

4 Steam Vents
4 Spirebluff Canal
4 Shivan Reef
2 Island
2 Snow-Covered Island
1 Mountain

Sideboard

3 Blood Moon
2 Pieces of the Puzzle
2 Gigadrowse
2 Echoing Truth
2 Dispel
2 Vandalblast
2 Empty the Warrens

I've diversified the answer package so I can Gifts for answers and always have two. I know that Bolt is seeing more play in Storm sideboards, but Humans is rare in Colorado. Against the other creature decks, the main plan is to just race and I already have plenty of answers maindeck for Eidolon of the Great Revel or Eidolon of Rhetoric. Jund and Jeskai are popular enough that I still want Blood Moon, despite the card's seeing little play in other Storm decks.

The Tournament

The site was a store that I thought closed last year. It's been through a lot of managerial drama and moved locations. Despite all that, there was just enough room to comfortably seat all 47 players. I was surprised that the turnout was that low compared to last time, especially considering it was centered in a Magic hotbed, but it was the third PPTQ that weekend. There was also an excess of ventilation, so it was almost too cool inside for players to stay indoors.

My scouting was accurate: about a third of the room was on some Company deck. In past years, Company was a very popular deck, but its share has been declining for some time. Part of that may be a number of Company pilots have been playing less and just came back for PPTQ season. However, the card did win a PPTQ last week, so it's equally possible that it was the flavor of the week. In any case, it was getting picked apart. There were a lot of non-typical Eldrazi decks present, along with different versions of control. The graveyard decks were fewer than I thought based on scouting, but every flavor was present, from true Dredge to BR Vengevine.

I'm feeling very proud of my room-reading and deck choice when I'm paired against a Company-playing long-time nemesis round one. However, things went downhill after that win. I lose to Ironworks, BR Hollow One, and Jund before dropping.

What Happened

I just came up short. Literally. I was one mana short of lethally comboing Games 1 and 3 against Ironworks. I was a spell (any spell) short of beating Jund in Game 1, and a land short in Game 2. The Ironworks games in particular I felt like I could have won, but I couldn't figure out how in the moment. It was a tournament where I felt like I was just slightly out of my depth. I'm not sure that I actually could have won, but I definitely feel like I could have if I were a real Storm player.

Round one was easy. I wasn't really under pressure, so I Abraded his Devoted Druid to not get cheesed, and went off several turns later once certain I wouldn't fizzle. Game 2 saw more of the same, only this time I had to answer Damping Sphere. Fortunately, I just played around it with sorcery cantrips on my turn, followed by Opt and Gifts Ungiven on his. I sculpted until I couldn't fail to remove Sphere and went off. Sphere is only good backed by a clock.

Round two was hard, especially because my opponent had played Storm before switching to Ironworks. As a result, he knew exactly how to split my Gifts given the situation, and how to maneuver around me. He was also playing Path to Exile in addition to sideboard removal, which made things much harder.

In Game 1, we both sculpted for many turns. I couldn't go off and he was playing around Remand, which I didn't have. We reached a point where he could get Ironworks down through Remand, so he was certain to go for it; therefore, I had to go first. He had out Pyrite Spellbomb, so my Goblin Electromancer was sure to die mid-combo, but if I hit either an untapped land, ritual, or Baral off of chained Manamorphose, I could win anyway. I didn't, and he untapped and killed me.

Game 2 was a drawn-out affair. He stopped me from comboing off twice by killing my enabler, leaving me short, but I stopped him by Vandalblasting his Ironworks in response to Scrap Trawler. My last card was Past in Flames, and I had enough lands to untap and combo without an enabler.

For Game 3, I had access to a turn-three kill as long as he failed to kill my enabler. He did with Path, but I again had outs: finding another ritual through chained Manamorphose would yield a win. I didn't, and so set up to win the following turn. My opponent denied me that turn.

Round three was against BR Hollow One, and I felt helpless. In Game 1, he dumped his hand on turn two after wrecking me with a Burning Inquiry. In Game 2, I had to navigate around Leyline of the Void and multiple discard spells, but he didn't have a clock; I eventually sculpted into two massive Empty the Warrens for the win.

Game 3 saw another Leyline, which denied me a fast kill; Burning Inquiry took my backup plan. Nothing happened for so long that my opponent found time to play all his Faithless Lootings and eventually find the means to kill me. There were a number of decision points where I felt in retrospect the line I took was wrong, but I'm not sure why and I don't know what I should have done differently.

Round four against Jund was a bit of a gimp match. We both mulliganed both games, and my mulligans are punished with lots of discard spells. I could have won Game 2 if I'd drawn the land to Blood Moon him out of the game before he found another discard spell, but I didn't. Neither of us drew very well, but his cards are better than mine; in a game of handicapped Magic, the raw-power deck is advantaged.

Lessons Learned

Storm is a hard deck. It can win any game on the back of its power. It may also just fall apart. The hardest part is knowing which hands are real keeps in the situation. The second is knowing when to wait and when to just go for the win. I consider myself a decent Storm player, but by no means an expert. I didn't have to be anything other than decent to win round one, in which I had all the time in the world. I feel like a more experienced pilot could have found the winning lines I didn't against Ironworks and Hollow One.

For example, in round three, Game 3, I had the choice of Repealing either Engineered Explosives or Flameblade Adept in response to Burning Inquiry, hoping he discards one. Taking Explosives means Empty the Warrens is an option, but I don't have one in hand, nor could I storm for very much at the time.

Bouncing Adept would remove my opponent's clock and blank the Flamewake Phoenixes from his graveyard so I'd have more time to sculpt and kill with Grapeshot. I took Adept which he did discard, but I never drew enough relevant spells afterward to win. However, I don't know if I was supposed to go for Explosives to open up Warrens or just not Repeal anything. I did have Warrens at the end, but I couldn't storm for very much.

Again, it may not be relevant, but a better Storm pilot would know. The lesson here is that I need to get more practice in with all my decks. I'm proficient with Storm; that's not the same as being good. I was trying to sneak in a victory by going somewhat rogue, but Storm isn't such a sneaky deck anymore. If I want to do that, I'll need Bogles or Dredge.

On the Build

On the one hand, having the additional Gifts targets was extremely useful. I won Game 2 against Abzan Company after Gifting for four answers to save myself from the Vizier combo and also answer Damping Sphere. On the other, it felt like I was running a pile of compromises. I also realize that this is becoming the norm, but this weekend left me with the impression that Modern may have caught up to Storm, and now it just isn't enough.

The deck's overall strength hasn't diminished and I'm still fine including it in my arsenal, but there's some niggling feeling that it's now behind the curve. I'll be exploring this feeling and trying to identify the problem during the week. I won't be making any build changes until I have some idea why I feel down on the deck.

I am happy that I ran Storm, despite what I just said and my final result. Given the field, I definitely dodged a lot of very poor matchups by playing Storm, and also gave myself some rogue factor. Storm has never been a popular Modern deck in Colorado and players aren't that comfortable attacking it as a result.

Keep Moving Forward

Another week down, but my season lasts into September. The question for me next week is finding the confidence in my decks so I'm not still choosing them right before the tournament start. And getting more practice in. Still, the season grinds on, and I will too next week.

The New Crackback: Introducing Miracle Bo

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There's a new Delver in town, and this one doesn't need delirium or a white splash to put the hurting on opponents as of turn one. All it requires is a single, generic mana and an appetite for attacking. Meet Bomat Courier, my latest addition to Temur Delver.

Noah Walker's breakout Legacy performance with post-ban Grixis Delver at SCG Worcester inspired me to reach out and pick his brain about the Construct, a conspicuous 4-of in the build. I spent the following week obsessively testing Bomat Courier in Modern Delver shells. This article explains my choices and offers insight into how Courier plays alongside the format's most efficient combat creatures.

Miracle Bo, by Jordan Boisvert

Creatures

4 Delver of Secrets
4 Bomat Courier
4 Tarmogoyf
3 Hooting Mandrills

Artifacts

4 Mishra's Bauble

Instants

4 Lightning Bolt
2 Vapor Snag
1 Tarfire
1 Dismember
3 Stubborn Denial
2 Mutagenic Growth

Sorceries

4 Faithless Looting
4 Serum Visions
1 Forked Bolt

Lands

4 Misty Rainforest
4 Scalding Tarn
2 Wooded Foothills
1 Spirebluff Canal
2 Steam Vents
1 Stomping Ground
1 Breeding Pool
2 Island
1 Forest
1 Mountain

Sideboard

3 Blood Moon
3 Mana Leak
2 Huntmaster of the Fells
2 Hazoret the Fervent
1 Ancient Grudge
1 Destructive Revelry
1 Firespout
1 Anger of the Gods
1 Engineered Explosives

All About Bomat

Modern is a removal spell format. For thresh decks to succeed here, they must run more creatures than in Legacy or Vintage to keep the pressure on. This condition, combined with the lack of powerful setup cantrips like Ponder and Brainstorm, contributes to Delver of Secret's relative absence from the metagame.

That hasn't kept me from rooting for the little guy, and in Temur colors no less. Tarmogoyf and Hooting Mandrills are great with Delver, and pet cards of mine, so I often play the three creatures together.

I've added various creatures to that suite, including Snapcaster Mage, Monastery Swiftspear, Young Pyromancer, and Gnarlwood Dryad. My favorite supplemental threat is Wild Nacatl, the headliner in Counter-Cat. Miracle Bo dedicates that slot to Bomat Courier.

More to Kill, More to Love

Rule 1 for our additional creature: opponents must want to kill it quickly. Otherwise, they'll be content to shoot down our other threats and ignore this one. That's a problem I've run into with Gnarlwood Dryad: the creature shines in aggro-control matchups that must remove Dryad to beat us with their own Tarmogoyfs, but without delirium, the Horror leaves other opponents free to advance their gameplan without fear of just dying. That thing is hard to grow without an enemy's helping hand!

Unlike other one-drop options, Bomat requires no setup: it's always just Bomat. The artifact operates independently from the graveyard, letting us dedicate our remaining creature slots to heavy-hitters Goyf and Mandrills. Doing so proved challenging with delirium in the mix, and fatal in the face of Rest in Peace.

The one-power Bomat Courier doesn't pressure via damage, but via card advantage. Leaving the Construct unchecked results in us drawing multiple cards for a low mana investment, a mechanic that has historically broken tempo decks. Unlike a niche combat keyword like deathtouch, every opponent cares to some degree about card advantage from our deck, since we've got everything in there: reach, permission, and of course, more threats. So they're all incentivized to remove Courier.

As a bonus, Courier boasts two subtypes. Chasing a dead Delver with Tarmogoyf has long been Temur Delver's bread and butter, but burying Courier further grows the Tarmogoyf. Courier's multiple types similarly make delving easier, as fewer cards in the graveyard provide more types.

The Haste Factor

I consider haste the most busted of Magic's evergreen mechanics. Creatures differ from sorceries by having casters wait a turn before using them, so ones with haste essentially come with an attached Time Walk. Bomat Courier makes use of the keyword by sniping planeswalkers, providing value in the face of removal, and drawing us out of tight spots.

First, the planeswalkers. Liliana of the Veil once presented an enormous hurdle for Temur Delver shells; she would come down, eat our creature, and then force a Lightning Bolt or simply chew through our hand and board. Bomat takes out a freshly minused Lili no-questions-asked, all while generating board presence in the form of a must-answer threat. The same applies for other minus-to-one walkers like Chandra, Torch of Defiance and Teferi, Hero of Dominaria.

As any Delver player knows, removal-heavy opponents don't waste much time in killing our early threats; that turn one Delver is liable to immediately draw the Push from an opponent's opener. Haste at least gives us one damage for our trouble. I've even found many opponents unwilling to burn removal on turn one Bomat, letting us rack up a few more points before dealing with the Construct.

Finally, haste bails us out of bleak topdeck situations. In a simplified game state, drawing Bomat and swinging not only presents a threat, but locks in a two-for-one. Opponents then topdecking a removal spell can burn it on our artifact, sure, but Courier replaces itself by then. Of course, they've got no choice; if they wait, we'll set up an even more threatening card advantage engine. Every ensuing turn they whiff on removal represents another card we'll draw when they find it.

These three dimensions granted by haste give Bomat Courier a close Temur analog in Snapcaster Mage, whose combination of flash and flashback performs similar legwork. Of course, Snapcaster ups our mana curve significantly, which interferes with Faithless Looting and the Delver gameplan in general; it also forces us into a more reactive role, while Bomat increases our aggression. And a deceased Snap does half as much for our living Tarmogoyfs!

Other Effects

Bomat's inclusion has had other subtle effects on the deck's playstyle. Our long-game improves relative to with Snapcaster, since Bomat runs away with a win unanswered. The cards drawn also let us make our land drops more comfortably without giving up the spares in hand for Looting.

Incremental damage from sudden Bomat attacks contributes to burn-fueled victories, too, in a similar vein to Bolt-Snap-Bolt. And the Construct's costing colorless mana greatly eases the pressure on our manabase; an otherwise useless Forest or Island can now produce board presence, helping us leave up R as Bomat insurance.

Finally, our cantrips sequence differently now, and optimal sequencing patterns shift more throughout games than they did previously. Fetch (to ensure we have access this game to our single Stomping Ground, Mountain, or Forest), cast Bomat, attack and exile, and then Serum before making our other pays is a common early-game sequence. With more lands in play, we might Serum before swinging with Bomat to generate a two-part Preordain, using Bomat to access a scried card on our opponent's turn or in our second main phase.

Co-Stars

Accommodating Bomat Courier pushed me into novel deckbuilding territory, a fact reflected by Miracle Bo's card choices. Here's an explanation of what else made the cut.

Mishra's Bauble

Mishra's Bauble has three well-known applications in Temur Delver decks:

  • Grow Tarmogoyf/enable delirium/support delve
  • Give a second chance at flipping Delver of Secrets via upkeep trigger stacking
  • Hide cards from targeted discard/Liliana of the Veil by cracking on opponent's turn

In Miracle Bo, its uses are more varied. Noah Walker has spoken on Bomat Courier's interactions with Legacy cantrips, and Bauble also supports the Construct in unintuitive ways. We can peek at our top card with Bauble and attack with Bomat to get rid of it before casting a cantrip. Or we can cantrip first to make sure we have access to it next turn. Or fetch before attacks to keep that card in the deck.

More devious still, seeing something like another creature might make us want to swing with Bomat to exile that creature for later. When opponents force us to crack the Construct, we'll have another creature to replace it with. Similarly, Bauble helps us look for critical cards to tuck, like Stubborn Denial against combo decks. Should we see something useless, like a land, we can fetch that card away before attacking.

Whether to tuck a good or bad card depends on two factors: how likely we think Bomat is to die when we can't or don't want to crack it, and how likely we are to have mana available to cash in its body at the right moment. Both factors require planning a few turns ahead and closely monitoring the game state.

Lastly, Bauble's known synergy with fetchlands becomes denser with more cantrips in the mix. If we need a threat or removal spell this turn cycle, we can peek before fetching and fire off a cantrip first should we see what we need. Serum Visions also doubles as Preordain with Bolt or Denial; Bauble can then look at our opponent's card, and we'll have the scried instant on their turn. With Faithless Looting instead of Serum, it's usually best to Bauble first, fetch or not, and then Loot, giving us the juicy cards right away—but not if we're out of mana for the turn cycle.

That's a lot of possible options without a blanket "correct" sequencing pattern. Rather, the ideal order of operations for Bauble depends wholly on a pilot's goals in a given situation. It's subsequently quite challenging to extract maximum value from the cantrip in each game, especially without in-deck experience—my Miracle Bo Baubles have significantly improved since last week. Those marginal gains add up fast over the course of games, matches, and certainly tournaments.

I will say that overall, Bauble's better early on, when we have more ways to interact with the scry at our disposal. As a topdeck, the artifact drops way off, and is regularly Looted away for something immediately impactful.

Vapor Snag/Dismember/Tarfire/Forked Bolt

This removal package started as 4 Vapor Snag, 2 Forked Bolt. I knew I wanted most of my removal to be single-use and easy to throw around. Snag would take care of the bigger threats, while Forked gunned down 1/1 blockers to make way for Bomat. A Forked was eventually replaced by Mutagenic Growth after the first copy so impressed me in that role, and two Snags were later swapped out for Dismember and Tarfire, in that order.

Our manabase is painless enough for Dismember, which can be binned to Looting when it's dead. Tarfire is mostly an extra early removal spell for the small blockers we don't want to Snag. The combination of growing Goyf and firing at instant speed give it the nod over another Forked.

I like holding up Steam Vents to disrupt creature combos, cast Denial, or crack Bomat, and found Forked Bolt's sorcery card type cumbersome at times. It's still nice to have access to the one copy for blowouts, which I've found surprisingly simple to set up.

Mutagenic Growth

Mutagenic Growth fills a few roles for us. Its most obvious application is with Insectile Aberration, where it does a Mental Misstep impersonation against Lightning Bolt; halting damage-based removal also extends to sweepers like Pyroclasm and utility cards such as Electrolyze or Collective Brutality from the opponent, even when Delver's unflipped. This role is what I initially recruited Growth for in Counter-Cat, where it remains a staple for saving both Delver and Wild Nacatl at no mana cost.

Miracle Bo lacks Wild Nacatl, but all its other creatures still benefit from Growth: the trampling Hooting Mandrills becomes especially nasty as a 6/6, and Tarmogoyf gets to swing into his defected brethren unperturbed.

Then there's Bomat Courier, the primary catalyst for a return to Growth. I found that even with a wealth of one-mana removal, the battlefield sometimes clogged enough for Bomat to have trouble attacking. Chief offenders on this front include Memnite, Thalia, Guardian of Thraben, and Lingering Souls.

Mutagenic makes mockeries of these situations. Opponents are almost sure to block the 1/1, and if they do, Growth acts as a 0-cost removal spell for their creature. And that's without mentioning the other creatures opponents throw in front of Bomat, like Devoted Druid; those blocks become a huge liability once they're hip to the Growth plan. Of course, if opponents don't block, we lose nothing and can simply execute our gameplan as normal.

Since Growth doesn't tax us mana, it's the ideal answer to these kinds of boards, even beating out red removal. We can spend that extra mana on chasing the combat phase with Tarmogoyf or making other proactive plays. And since Growth costs 0, we can chain cantrips pre-combat seeking it; Serum into Looting gives us a whopping five looks before we take to the red zone.

Growth's mana cost enables tricks with Bomat Courier before the damage step, too. It's not uncommon to swing with Bomat and then crack it after opponents lock in a block, and we've locked in a card. Should Courier have a Growth under it, that instant can be used no matter our mana situation to win another fight this turn.

One of Growth's more passive effects is complicating enemy decision trees, as playing around the card requires different lines than our other combat spells do. Say opponents have two 1/1 Spirit tokens and we swing with Bomat. Should they single-block, they open the door for us to remove a token and keep the card under Bomat, only to attack again next turn for an overall net of two cards. Double-blocking prevents that from happening, but also opens them up to a blowout from Mutagenic Growth, killing both their tokens and leaving us with Bomat.

Similarly, I've had payers throw multiple 3/4 Goyfs in front of Mandrills in hope of still trading with the Ape should I have Growth; Vapor Snag on a Goyf let me cleanly trade for one without losing my beater. Growth's very presence keeps opponents guessing throughout the game, and forces them into lines they can never know are wrong until it's too late.

Faithless Looting

Including narrower cards in an aggro-control deck requires an analysis of balance: how much does the card do for the strategy? How often will it be dead or lackluster? The upside of Mutagenic Growth in Miracle Bo seems higher than it does in Counter-Cat, but Bo's Growths are likelier to be dead in general, since they save Wild Nacatl from Bolt, but not Courier.

That and similar quirks are mitigated by Faithless Looting, which cycles through the wrong half of the deck to string together its impressive micro-synergies. By that same token, Looting lets us pack plenty of Stubborn Denials, as we can just dump them in the absence of a ferocious enabler; conversely, in the combo matchups that reward multiple Negates, Looting tosses away our Snags and Bolts to power out Mandrills and locate Denial at once.

Enabling Hooting Mandrills without Thought Scour, a far inferior cantrip in a deck so likely to tap out, is but one of Faithless Looting's additional benefits. It also buffs Tarmogoyf into a ferocious threat. Combined with Mishra's Bauble and a fetchland, Looting imitates Ponder, and mimicks Preordain with Serum Visions (Serum draws and scries; Looting gets us the found cards) and even Brainstorm in the mid-game (by exchanging unneeded cards for new resources).

A trick long employed by my GRx Moon decks, this "Brainstorm mode" of Faithless Looting incentivizes Miracle Bo to avoid making land drops after the third. Looting turns those spare lands into business. Longer games usually call for a fourth land drop, which allows us to flashback Looting and cast a one-mana spell in the same turn cycle. So does an industrious Bomat Courier; the Construct excels when we dump our hand, and also when we can reliably hold up R to crack it. Looting helps find what we need to empty our hand for Bomat, i.e. dumping conditional permission spells for lands and threats we can play immediately. A turn or two later, it resets our Bomat draws by filtering past the less exciting cards hidden by the artifact.

Stubborn Denial

Speaking of narrower cards, here's an instant that's actually dead against a handful of Modern decks. But that's what Faithless Looting is for. The rest of the time, Denial's a brutally efficient counterspell that handles many of Miracle Bo's problem-causers (sweepers; heavy-duty removal; planeswalkers) as well as the win conditions in a slew of linear combo decks.

I tried Spell Pierce in this slot, and even a split, but found Denial a more reliable way to secure a board advantage.

Sideboard

I tend to build highly transformational sideboards that attack opponents from multiple angles. The sideboard has always played a crucial role in Temur Delver, and this time around's no different.

Blood Moon

Recently successful Temur Delver decks have foregone Blood Moon altogether for the cheaper Tron-beater, Damping Sphere. But I still like Moon's applications against Modern as a whole, as well as its low opportunity cost in a deck with 4 Faithless Looting.

Triple Moon ensures we almost always have it by three mana if we want to, letting us shape our hand to punish opponents who fetch greedily. Should they grab basic lands, we can dump the enchantment to Looting, growing Tarmogoyf up to 7/8!

Mana Leak

Mana Leak is still a superb counterspell in many matchups, and one of our key cards: Tron, Valakut, and Ad Nauseam are all hopeless without it, and great with. As with Moon, I run 3 because I always want to see it in those matchups. But it's such a liability against most decks that I don't want it in the main. So far, I haven't missed Leak in Game 1; our mainboard isn't configured to ever hold up two mana regardless.

Huntmaster of the Fells/Hazoret the Fervent

Huntmaster of the Fells typically plays double duty in my Temur decks by providing an additional sticky threat against midrange while serving as wincon-in-a-can against small creature decks. Then big story here is Hazoret the Fervent, which joins Huntmaster as a curve topper that comes in against a variety of opponents.

While Bomat shines at killing minused walkers, Hazoret smashes the plussed ones, i.e. Teferi, Hero of Dominaria. Black midrange decks have almost no ways to deal with the God, and white control shells are forced to spend their Paths on our green creatures, meaning they ramp us into four mana. Hazoret ends up being great against pretty much anyone looking to interact.

Faithless Looting makes its attacking condition hyper-meetable, and keeps Hazoret from clogging our hand. While we can loot the God away if needed, we usually just end up dumping everything else, since casting Hazoret is so game-breaking.

Ancient Grudge/Destructive Revelry

I cut a Grudge halfway through my testing to have outs to enchantments in the deck. Destructive Revelry comes in against lots of opponents, including UWx decks with Detention Sphere or Runed Halo and even Burn, where it hits Eidolon of the Great Revel as well as the odd Ensnaring Bridge. The incremental damage from Revelry plays nice with small points stolen by Bomat, and all our card selection helps us get to the one-of as needed.

Firespout/Anger of the Gods/Engineered Explosives

I love Pyroclasm, but it kills too many of our creatures for me to be comfortable running it. By contrast, Firespout provides a much-needed third point of damage against Humans while letting us surgically manipulate the battlefield. The sweeper outs boards of Lingering Souls tokens for Bomat Courier to continue attacking, or cleans up a gaggle of growing Humans while Delver chows down in the air. The added versatility of sometimes not wanting to hit ground creatures makes Firespout a welcome addition to the Bomat build.

The Anger of the Gods split follows the same logic as the Revelry split, and hedges against Hollow One's recursive threats. Anger also deals with Dredge, the increasingly popular Bridgevine decks, and the odd Kitchen Finks. Double red is natural to achieve in this deck, but this sweeper still has to contend with Firespout. It's still possible I just want another Spout here.

Engineered Explosives is a card I haven't omitted from my Delver shells for over a year. In Temur, it answers Tarmogoyf and even enables blowouts on boards we wouldn't otherwise beat. Above all, it's supremely flexible.

I Ain't Mat at Cha

Wizards may have inadvertently crippled Modern Miracle Grow analogues when they banned Gitaxian Probe. But I can't help but smile at where the archetype's heading. Between my own promising experiments with Bomat Courier, CHAUGHY's recent results with Noble Hierarch, and Jeff Hoogland's 13-0 with a UR shell at SCG Indy, I'm starting to feel like the sky's the limit for the Human Insect that could. And his little dog, too!

The Hidden Strength of Krark-Clan Ironworks

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I've spoken about Krark-Clan Ironworks on several occasions now, but continued testing has reinforced my belief that many Modern players don't really understand how it works. The combo itself is incredibly complicated once it gets going, and as a result, players frequently misplay. But the strategy's true strength isn't its density, but how much Engineered Explosives does for the deck.

KCI's main components have always been part of Modern, but the deck lay low until recently. The first version made Stanislaw Cifka take too long winning Pro Tour Return to Ravnica in 2012. When this problem proved to be a feature and not a bug for Eggs, Second Sunrise was banned. Eggs didn't have a noticeable presence again until five years later, when Matt Nass won GP Hartford last April. It's easy to point to Scrap Trawler as the reason. However, Trawler had been in Modern for over a year at that point. There is more to the evolution of Eggs into Ironworks than that one card.

Not Trawlering You

I'm not saying that Trawler didn't have an impact on Ironworks. Arguably, its existence is critical to why Explosives is so powerful in Ironworks. However, Trawler alone didn't bring Ironworks to power. Ironworks spent 2017 on the far edges of the fringe. For that year, it wasn't any better than the Eggs decks it evolved from. I would also argue that the benefits of Trawler are balanced by its negatives.

The biggest plus for Trawler is its cost. After Second Sunrise was axed, Eggs came to rely on Faith's Reward and Open the Vaults to rebuy its artifacts. Their higher costs slowed Eggs down slightly, but mostly made it far more vulnerable to countermagic, a huge contributor to its decline. Reward had to move from reserve to primary enabler because the only other option is a six mana sorcery. Prior to the ban, Eggs could play around UR Twin's Remands because everything was cheap. That wasn't true with Open the Vaults.

Additionally, Trawler returns artifacts to hand rather than to play, which is a neutral feature. It's good because it facilitates a single Engineered Explosives completely clearing opposing boards or loops with Mox Opal. But it also makes Ironworks more vulnerable to Damping Sphere or Rule of Law than Eggs was.

Trawler has above all added complexity to the deck. Eggs had to keep track of all the draw triggers and floating mana. Ironworks has to do all that plus remember Trawler and Myr Retriever triggers. Eggs didn't care about the order of sacrifices, but Ironworks can lose to poorly stacked Trawler triggers. All this accounting means that Ironworks demands flawless play in a way that Eggs didn't, with the penalty being judge calls for many missed triggers and failures to maintain game state. It has become a deck like Amulet Bloom that only committed players can play consistently well.

Explosives and Ironworks

The addition of Trawler and the transition from Eggs to Ironworks are not the key to the deck's recent success. I believe that the adoption of Engineered Explosives is. Looking back, the initial Ironworks decks ran one Explosives; maybe two. Eggs rarely ran any in their 75. However, ever since Hartford, three has been the norm. My Ironworks opponent in Week 1 had four. This is the real game changer.

Sunburst makes Explosives it shockingly flexible, as Legacy Miracles players first discovered: it doesn't matter how much mana was payed for X, but the number of colors, letting Explosives resolve through Counterbalance locks. Sunburst also means that taxing effects don't work. Thalia, Guardian of Thraben does nothing to Explosives, while she does impact Chalice of the Void.

More importantly, Explosives hits all non-land permanents, including every hate card but Stony Silence. Normally, an engine combo like Ironworks is effectively dead to Meddling Mage naming the engine card. I certainly won plenty of matches Maging Eggs years ago. Explosives neatly answers Mage, and almost every other good card in Humans. Take note, ramp players: only Ruric Thar, the Unbowed is unsolvable for most Ironworks decks, as Explosives answers all hate cards that cost less than five mana. Thus, Ironworks is far less vulnerable to hosers than it was in the past.

On top of all that, Explosives is an artifact and can be played for free. This means it is never dead. It turns on Mox Opal, feeds Ironworks, and finishes the Trawler chain for value. Trawler means it can be played early to set up Opal, then sacrificed and brought back to remove troublesome permanents. It does everything that Ironworks could ever want.

Answers in Combo

Normally, answers in combo decks don't mesh with the rest of the deck. Abrade may add to storm count, but it doesn't actually further the combo, because it doesn't provide mana or draw cards. It may be dead if its intended targets don't show up. Furthermore, adding answers tends to dilute combo decks, making it harder to actually go off.

Since combo became a thing, combo players have been warned not to over-sideboard and turn their deck from combo to a bad fair deck. I remember Jon Finkel saying in a Storm deck tech years ago that the sideboard was there only to make his teammates happy. Given the choice, he never sideboarded in Storm; if he did, it was only to go all-in on Empty the Warrens. Explosives doesn't have that problem, as it fits almost perfectly into the combo.

Comparison to Angel's Grace

The closest direct analogue for Explosives' integration with the Ironworks combo is Angel's Grace in Ad Nauseam. Grace's main purpose is to facilitate using Ad Nauseam to draw the whole deck, finding a win condition and the means to execute it. It has the ancillary benefit of preventing opponents from killing you, but it isn't perfect at that; just ask Infect. Ad Nauseam also pays a heavy price using Grace in that role, as there are only four in the deck.

Unjustified Banlist Talk

Combo decks tend to draw out the mania among Modern players, regardless of data or power level. Right now, the data demonstrate that Ironworks is Tier 2 at best and not a problem by any stretch. However, this hasn't stopped commentators from picking sides. Mox Opal and Ancient Stirrings are  the chief targets of player ire, but this is entirely unjustified. The problem isn't with the deck's power level, but that Explosives has changed the nature of the deck and players have yet to adapt.

Mox Opal

The argument against Opal centers on it being free and accelerating the deck. Casting Ironworks a turn early provides a huge advantage. Skimping on land is also beneficial for any combo deck, and Opal makes it relatively painless. However, none of these factors point to Opal being particularly overpowered in Ironworks. This is Modern, in which interactive decks have plenty of ways to counteract even the strongest Ironworks starts. It can be rough on decks that want to goldfish their opponents, but that is the price that has to be paid. Failing to have the means to stop fast starts is a choice, and not a reflection of Ironworks. Opal is also vulnerable to all the same hate as the rest of the deck.

Players have argued to me that Opal facilitates the best Trawler loops, but I don't find that argument persuasive. If Trawler is looping artifacts, Ironworks is winning. The relative efficiency of the loop only matters if Ironworks gets bottlenecked. Yes, Opal is effectively Black Lotus mid-combo, but how often does the extra colored mana actually matter for the Ironworks kill? Especially with all the Chromatic Sphere activations in a typical loop? It's a nice bonus, but not a critical component.

Remove Mox Opal from Ironworks, and the only effect will be to reduce the explosiveness of its best hands. It will not dramatically affect the average Ironworks win speed because the deck must still find Ironworks. If the effect is really necessary, there are other options available like Lotus Bloom that will fill the niche. On the other hand, there's nothing that can fill Explosives's shoes. Oblivion Stone is far slower and can be a liability.

Ancient Stirrings

I'd argue that thanks to devoid, Stirrings is the best cantrip in Magic. It looks five cards deep and finds whatever the decks that utilize it need. This gives them consistency that far surpasses colored decks and is a huge contributor to Ironworks's success.

Removing Stirrings would noticeably weaken Ironworks' ability to find its namesake card, and that translates to more games lost. However, I doubt it would be that dramatic of a drop-off. There are plenty of other options available, from Fabricate to Conjurer's Bauble. They're all worse, but again, everything is worse compared to Stirrings.

Cantrips make decks more consistent. Combo decks need consistency more than any other deck because they have pieces to assemble. However, they don't win games by themselves, nor do they turn games around. In a tight spot, Stirrings is only a good topdeck because it provides the best chance of finding the Explosives that will actually save the day.

Reevaluating Strategy

Let me be clear: Engineered Explosives is not bannably powerful, nor does Ironworks warrant any bans, my hatred of Stirrings notwithstanding. The only reason the deck will eat another ban is if it causes GPs to drag on forever again.

Instead players need to focus on countering the effectiveness of Explosives. Players know that Ironworks is vulnerable to Stony Silence, graveyard hate, and not resolving Ironworks itself. The problem is most of the good options for fighting Ironworks all cost two mana. I've seen Humans scoop to losing Thalia and Mage in the same blast. Normally, it's a bad idea to run anything but the most powerful card but given how Ironworks operates and how it sideboards, this is a time where less than optimal cards may be more potent. The conventional permanent based attacks won't work against the new version of Ironworks. It's time to rethink and reposition.

Option One: Diversify

A solid strategy for dealing with answers or hate is to be less vulnerable. Since Explosives is set to a specific mana cost, the simple way to avoid getting blown out is to use differently costed hate cards. All the most powerful cards cost two mana, but that doesn't mean there aren't perfectly serviceable cards available, such as swapping Rest in Peace for Leyline of the Void. Shifting from relying on a single mana cost denies Ironworks the chance to solve all its problems with one fell swoop. Make Ironworks work harder, and it is likelier to stumble.

One option that I am exploring for my next PPTQ is Trinisphere. It is harder for Ironworks to produce three colors of mana than two, and Three Sphere has the advantage of weakening Nature's Claim. Trinisphere is far more narrow than the Damping Spheres I'm currently running in Spirits, but has about the same impact against Storm and plays around Explosives better than banking on Sphere and Rest in Peace.

Option Two: Dodge

The more straightforward approach is to simply moot Explosives. Grixis Shadow uses non-permanent disruption. Ironworks doesn't really have an answer to discard spells, a fast clock, and countermagic. True, relying on discard leaves players open to losing to topdecks, but that's why a clock is critical. Even the slowest UW Control deck can drop a Vendilion Clique end of turn and then hold up counters. To not lose to Explosives, don't make it matter.

The other option is to play permanents that Explosives can't hit, but the only one I can think of is Ruric Thar. As mentioned, he's a nightmare for most combo decks. The only way Ironworks can theoretically answer him without taking 6-12 damage is double blocking with Scrap Trawlers. Blocking may be the only option because how likely is Ironworks to bring in Galvanic Blast against ramp decks?

Option Three: Answer

The other option is to simply preempt Explosives. Humans has Thalia, and she is very potent against looping artifacts. Instead of using Mage to name Ironworks, name Explosives. This protects Thalia and preserves the board; a second Mage should provide the nail in the coffin. Another option is Pithing Needle. Needle normally does nothing against Ironworks because everything is a mana ability, but it does hit Explosives, which means it protects the real hate and may even draw Nature's Claim away from another target. A far cleaner answer is Gaddock Teeg, who prevents both Explosives and Ironworks from being cast.

Adapt and Win

Like most combo decks, Ironworks knows what it's vulnerable to and has taken steps to strengthen itself. The reason that this is different from other combo decks is that the answer it needs meshes perfectly with the combo. Therefore players need to stop focusing specifically on the combo and look more broadly. Ironworks has adapted, and it's time the rest of the metagame follows suit.

Brew Report: Aggro Christmas in July

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Novel Modern decks have historically surfaced by tapping into a previously undiscovered combo card—examples include Second Sunrise, Krark-Clan Ironworks, and Amulet of Vigor. But lately, format newcomers are firmly rooted in the combat camp. It seems Modern is beginning to revolve around streamlined aggro decks; consider tribal strategies such as Humans and Spirits, engine abusers like Traverse Shadow and Hollow One, and damage outputters such as Goblins and RG Eldrazi. In this way, the Modern of today closely resembles the Legacy of the late 2000s, where aggro decks favored synergy over raw card power.

This week's Brew Report, our official second in the series, endorses that narrative. The 5-0 and Challenge-placing decklists covered here all find new ways to turn guys sideways in Modern.

Cantrip, Combat

My kind of Magic.

Amber Mentor, by ANDGRAND (5-0)

Creatures

3 Monastery Mentor
3 Erayo, Soratami Ascendant
3 Jace, Vryn's Prodigy
3 Snapcaster Mage
3 Jori En, Ruin Diver
2 Geist of Saint Traft

Instants

4 Lightning Bolt
4 Opt
4 Path to Exile
2 Repeal

Sorceries

4 Serum Visions

Artifacts

4 Mox Amber
4 Mishra's Bauble

Lands

2 Arid Mesa
1 Flooded Strand
2 Hallowed Fountain
3 Spirebluff Canal
2 Seachrome Coast
2 Sacred Foundry
2 Steam Vents
1 Eiganjo Castle
1 Island
1 Plains

Sideboard

3 Alpine Moon
2 Disdainful Stroke
3 Lightning Helix
3 Spell Pierce
2 Tormod's Crypt
2 Wear // Tear

Format observers have long wondered about Monastery Mentor's absence from the Modern scene. The card is restricted in Vintage, and decidedly a player in Legacy, where it once dominated alongside Sensei's Divining Top. But in those formats, Lightning Bolt doesn't carry nearly the metagame share it does here. For Mentor to meet the playability bar in Modern, it would need to reliably generate value on the turn it came down—in other words, before it died.

ANDGRAND cribs the solution from Vintage itself, running eight 0-cost artifacts to chase Mentor with. Mishra's Bauble is just a cantrip, while Mox Opal promises even more impactful Mentor turns: starting with Erayo or Jace lets pilots tap out for Mentor on turn three, play Mox and make a token, and then tap the Mox for a spell to make another token.

Like Monastery Mentor, Geist of Saint Traft threatens to take over the game if unanswered. It's a shame that both threats, as well as Erayo, Jace, and Monk tokens, die to Pyroclasm. Of course, there are systems in place to protect the deck's creatures; Eiganjo Castle saves legends from Lightning Bolt, a fast-flipped Erayo, Soratami Ascendent taxes opposing mana and spells, and Spell Pierce from the sideboard really turns up the heat on enemy interaction.

Then there's Jori En, Ruin Diver, here a poor man's Mentor. Jori too will spiral out of control unchecked, if less decidedly than Mentor, the latter of which has the upside of actually mounting pressure. I don't love not just maxing Mentor before going to 3 Jori, but it's true that in lack of a two-mana legend, Jori into Mox gives player an extra mana to spend on the card they draw. As things stand, I can see this build having trouble closing out the game against combo decks before getting its engines online.

Reveler Jund, by OCELOT823 (5-0)

Creatures

4 Tarmogoyf
2 Scavenging Ooze
2 Pia and Kiran Nalaar
1 Huntmaster of the Fells
2 Bedlam Reveler

Planeswalkers

2 Liliana of the Veil
2 Liliana, the Last Hope

Sorceries

4 Faithless Looting
4 Inquisition of Kozilek
2 Thoughtseize
2 Maelstrom Pulse

Instants

4 Lightning Bolt
2 Terminate
3 Kolaghan's Command

Lands

4 Blackcleave Cliffs
4 Verdant Catacombs
4 Bloodstained Mire
3 Raging Ravine
1 Blooming Marsh
2 Overgrown Tomb
1 Stomping Ground
1 Blood Crypt
2 Swamp
1 Forest
1 Mountain

Sideboard

3 Ancient Grudge
1 Anger of the Gods
2 Collective Brutality
2 Fatal Push
3 Fulminator Mage
2 Nihil Spellbomb
2 Surgical Extraction

Jund is far from the force some ordained it to be with Bloodbraid Elf in the format. While certain Modern players seem hell-bent on playing the deck in its purest form, OCELOT823 instead decided to take advantage of going literal hellbent, scrapping the Elf in question for the card advantage and selection package that's served Mardu Pyromancer so well: Faithless Looting and Bedlam Reveler.

There's no Lingering Souls here for incidental discarding value, nor do Flamewake Phoenix and Bloodghast cameo from Hollow One. The package simply serves as a brute-force method of getting to the right cards at the right time, something Jund has struggled with since its return to the format. Bedlam Reveler, perhaps looped by Kolaghan's Command and Liliana, the Last Hope, provides Reveler Jund with all the cards it could want should the game drag on.

Reveler Jund also attacks from multiple angles. In the four-drop slot, Pia and Kiran Nalaar and Huntmaster of the Fells go small and wide, effectively complementing the rest of the deck's focus on large beaters—even Dark Confidant takes a personal day, negating the potential for blowouts by damage-based sweepers. Critically, the token generators operate independently of the graveyard, giving pilots ways around Rest in Peace.

The switch to Reveler probably helps against other midrange decks, and hurts versus combo and synergy strategies that can't easily remove Dark Confidant. Of course, for Bob to scoop up points there, Jund has to draw it; Looting at least gives this build methods to find its sideboard cards.

Jolly Green Giants

Go big or go home!

Gigantovotion, by MOX_EMPEROR (5-0)

Creatures

4 Arbor Elf
1 Birds of Paradise
4 Burning-Tree Emissary
4 Elvish Visionary
1 Scavenging Ooze
4 Steel Leaf Champion
3 Runic Armasaur
1 Tireless Tracker
1 Eternal Witness
4 Bloodbraid Elf
1 Acidic Slime
2 Gigantosaurus
1 Wurmcoil Engine
1 Ruric Thar, the Unbowed
1 Craterhoof Behemoth

Planeswalkers

1 Domri Rade
2 Garruk Wildspeaker

Enchantments

4 Utopia Sprawl

Lands

4 Misty Rainforest
4 Windswept Heath
1 Wooded Foothills
2 Nykthos, Shrine to Nyx
1 Stomping Ground
8 Forest

Sideboard

1 Abrade
2 Blood Moon
1 Damping Sphere
2 Lightning Bolt
2 Natural State
2 Obstinate Baloth
2 Relic of Progenitus
2 Spellskite
1 Thrun, the Last Troll

While we've seen GR Devotion decks before, MOX_EMPEROR's take gives the strategy a fresh spin. Gone is the clunky Wistful Selkie, as well as hit-or-miss enchantment Oath of Nissa. In their place? Cards that are actually good by themselves. Bloodbraid Elf gains some juicy cascade targets in Steel Leaf Champion and Runic Armasaur, making this Devotion deck less combo-focused and better-rounded. It even drops to 2 Nykthos!

The deck's top-end likewise gets a makeover, with lynchpins Genesis Wave and Primal Command finally taking a bow. Gigantosaurus can be cast during board stalls even without much mana; so can Wurmcoil Engine. A couple bigger threats in Ruric Thar and Craterhoof still appear out of respect for Nytkthos, Shrine to Nyx. But can the deck reliably find these closers? Nope! This build of Devotion plans on drawing them naturally.

Devotion's newfound aggressive capabilities make the deck better in the face of disruption, as many of its cards no longer rely on a critical mass of other pieces to function. Genesis Wave in particular was starting to look quite bad in a format so prominently featuring Logic Knot and Stubborn Denial. Of course, the deck now has more trouble going over the top of fair opponents.

Cremator Evolution, by ARCHGAZE (5-0)

Creatures

4 Cragganwick Cremator
4 Noble Hierarch
1 Birds of Paradise
4 Strangleroot Geist
2 Fauna Shaman
1 Scavenging Ooze
4 Steel Leaf Champion
1 Kitchen Finks
1 Magus of the Moon
2 Tireless Tracker
1 Surrak, the Hunt Caller
1 Huntmaster of the Fells
2 Worldspine Wurm
1 Ghalta, Primal Hunger
1 Emrakul, the Aeons Torn

Instants

4 Lightning Bolt

Sorceries

3 Eldritch Evolution

Lands

4 Wooded Foothills
3 Misty Rainforest
4 Copperline Gorge
3 Fire-Lit Thicket
1 Kessig Wolf Run
2 Stomping Ground
6 Forest

Sideboard

1 Scavenging Ooze
1 Ancient Grudge
1 Caldera Hellion
2 Damping Sphere
2 Obstinate Baloth
2 Reclamation Sage
2 Relic of Progenitus
1 Shatterstorm
2 Slagstorm
1 Thrun, the Last Troll

Another 5-0 to feature 4 Steel Leaf Champion, Cremator Evolution is an aggro deck with a combo dimension. It plays a decent fair game, but can straight up win if it draws Cragganwick Cremator and a high-curve card. ARCHGAZE leverages Eldritch Evolution to maximize the odds of that scenario occurring; the sorcery can pull Cremator right out of the deck, forcing opponents to keep a possible burn-for-15 on their radar at all times. Fauna Shaman can tutor for either half of the combo while discarding irrelevant cards, ensuring Cremator discards the desired fatty. And if all else fails, Cremator is still a 5/4.

Mana dorks probably evolve into Steel Leaf Champion most of the time, while Strangleroot Geist makes up the bulk of Evolution's diet. Geist lets it tutor up Cremator or any of the deck's bullets. There are some neat interactions in the 75, too, like Fauna Shaman searching for Obstinate Baloth in response to discard.

This deck looks extremely scattered to me, but I sill admire its scope. While my gut says Cremator doesn't have what it takes for Modern, weirder things have happened in the format. Here's to hoping the list develops into something I can stand to read!

Building a Bridge

...to a better tomorrow battlefield.

Stitcher's Bridgevine, by CHAR_AZNABLE (5-0)

Creatures

4 Stitcher's Supplier
4 Gravecrawler
4 Insolent Neonate
3 Goblin Bushwhacker
2 Viscera Seer
4 Bloodghast
4 Vengevine
4 Hangarback Walker
4 Walking Ballista

Enchantments

4 Bridge from Below

Instants

2 Lightning Axe

Sorceries

4 Faithless Looting

Lands

4 Blackcleave Cliffs
4 Bloodstained Mire
3 Scalding Tarn
3 Blood Crypt
2 Stomping Ground
1 Mountain

Sideboard

2 Big Game Hunter
2 Collective Brutality
2 Grim Lavamancer
2 Ingot Chewer
4 Leyline of the Void
3 Thoughtseize

My M19 review pegged Stitcher's Supplier as a heck of an enabler, although I couldn't figure out what it enabled. That deck is Vengevine. Supplier milling Gravecrawler yields an instant Vengevine recursion, and the mills continue should it die. Supplier provides a welcome addition to Vengevine, which already had many of the tools it needed to succeed in Modern.

Among those tools are Hangarback Walker and Walking Ballista, flexible mid-game cards that can be dumped on 0 to power out Vengevine; Insolent Neonate, which discards the deck's namesake while counting as a creature spell; and Goblin Bushwhacker, giving the deck lines against graveyard hate. Tying it all together is Faithless Looting, consistency engine extraordinaire that slots ever effortlessly into graveyard strategies.

I'd be remiss not to also mention Bridge from Below, one of Supplier's stronger mills. With Bridge in play, blocks become nightmarish for opponents, and Viscera Seer doubles as a win condition of its own. Repeatedly sacrificing recursive creatures can create a huge battlefield even without Vengevine.

Shadow Bridgevine, by ICTOMOE0912 (5-0)

Creatures

4 Death's Shadow
4 Insolent Neonate
3 Bomat Courier
4 Street Wraith
4 Walking Ballista
4 Vengevine
4 Hollow One

Enchantments

4 Bridge from Below

Instants

3 Temur Battle Rage
2 Kolaghan's Command

Sorceries

4 Faithless Looting
4 Thoughtseize

Lands

4 Wooded Foothills
4 Bloodstained Mire
2 Verdant Catacombs
3 Blood Crypt
2 Stomping Ground
1 Swamp

Sideboard

4 Leyline of the Void
3 Ancient Grudge
2 Grim Lavamancer
2 Gut Shot
2 Pyroclasm
1 Damping Sphere
1 Destructive Revelry

But Stitcher apparently isn't the be-all-end-all of Vengevine strategies. To really beat graveyard hate, pilots should look no further than Death's Shadow... and Hollow One. I've tried mashing these two creatures together myself, albeit to less-than-ideal results. Things seem to have worked out better for ICTOMOE912, whose 5-0 list also incorporates more traditional Vengevine elements and replaces Bushwhacker with Bomat Courier.

The fascinating thing about this list is how little of each component makes the cut. Shadow is supported by Thoughtseize and Street Wraith; Hollow One by Wraith and Looting; Bridge by Neonate and Bomat; Vengevine by seven one-drops and Walking Ballista. The trick: many of these cards are fine even at partial power. Temur Battle Rage mostly wins through Shadow, but 4 damage for two mana isn't bad, either. And can you really complain about a single-mana Hollow One? As compact packages are printed and discovered, it will be interesting to see this Yu-Gi-Oh!-esque, engine-mash style of deckbuilding continue to gain footing in Modern.

Bonus Brew: Monkey... Bo?

I'd also like to tease a brew I've been working on myself. After Noah Walker's breakout Legacy performance with post-ban Grixis Delver at SCG Worcester, I reached out to pick his brain about Bomat Courier, eager to try the card in my beloved Modern Delver shells. The ensuing week of testing led me here:

Temur Delver, by Jordan Boisvert

Creatures

4 Delver of Secrets
4 Bomat Courier
4 Tarmogoyf
3 Hooting Mandrills

Artifacts

4 Mishra's Bauble

Instants

4 Lightning Bolt
2 Vapor Snag
1 Tarfire
1 Dismember
3 Stubborn Denial
2 Mutagenic Growth

Sorceries

4 Faithless Looting
4 Serum Visions
1 Forked Bolt

Lands

4 Misty Rainforest
4 Scalding Tarn
2 Wooded Foothills
1 Spirebluff Canal
2 Steam Vents
1 Stomping Ground
1 Breeding Pool
2 Island
1 Forest
1 Mountain

Sideboard

3 Blood Moon
3 Mana Leak
2 Huntmaster of the Fells
2 Hazoret the Fervent
1 Ancient Grudge
1 Destructive Revelry
1 Firespout
1 Anger of the Gods
1 Engineered Explosives

Expect more on this deck in the near future. But for now, know that no matter how many Brew Reports you read, nothing can fully prepare you for Modern's infinite possibilities... and love it!

Return to the PPTQ Grind: Week 1

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Another PPTQ season, another few months trying to claw my way back to the Pro Tour. Or another opportunity to really analyze my game and try to find new areas to improve upon. I've been grinding a long time, and have come to adjust my expectations while maintaining ambition.

Usually, PPTQ seasons begin in central Denver and then gradually spreads outwards, but this year the outlying stores have been going first. It's weird for me because I don't see much of players outside the metro area and I never really know what to expect. There's a lot of regional flavor and bias in Colorado, especially the divide between Denver and the rest of the state. I'm always surprised by what craziness exists outside my normal sphere along the Rockies.

The Deck

Since last week, I've been refining and testing all of my decks, which both clarified and muddied my options. I got a feel for each deck's place in the metagame and better understood what kind of field they wanted to see, but with that experience came improved results across the board, meaning no one deck stood out. Thus I packed Storm, Jeskai Control, and UW Spirits and set off to the tournament. I planned to make my final choice based on scouting.

There weren't a lot of practice games going on, nor many decks being sorted for registration, but I did see several Burn decks, a Bant Spirits deck, and two Humans decks. Looking around the room I saw a lot of dedicated Burn players. Ramp, particularly Amulet Titan, and control enthusiasts were also there. This told me that Storm was a risky move, as Burn is a pretty poor matchup, in no small part thanks to Eidolon of the Great Revel.

Jeskai has good matchups against Burn and creature decks, but ramp decks are a nightmare. Amulet is better than Tron, but it's still not great for a deck that wants to tap out for Geist of Saint Traft. And Valakut decks are almost unbeatable.

I hadn't tested against non-Tron ramp decks with Spirits, but that deck had decent-to-great game against everything else, I saw so that's what I ran.

UW Spirits, David Ernenwein (PPTQ deck)

Creatures

4 Mausoleum Wanderer
4 Selfless Spirit
4 Rattlechains
4 Supreme Phantom
2 Phantasmal Image
1 Remorseful Cleric
4 Spell Queller
4 Drogskol Captain
2 Azorius Herald

Artifacts

4 Aether Vial

Instants

4 Path to Exile

Enchantments

2 Detention Sphere

Lands

4 Flooded Strand
4 Seachrome Coast
4 Ghost Quarter
3 Cavern of Souls
2 Hallowed Fountain
2 Plains
1 Island
1 Moorland Haunt

Sideboard

2 Wrath of God
2 Rest in Peace
2 Stony Silence
2 Damping Sphere
2 Disdainful Stroke
2 Dispel
2 Bygone Bishop
1 Worship

I never could lock down the last four flex slots in the maindeck, so I ended up running the four I sideboarded in the most during the week. Azorius Herald is the best spirit with a lifegain ability in Modern, and is excellent in racing situations or board stalls, but is very awkward around Aether Vial. Sphere is the catchall to end all catchalls. Bygone Bishop is a card that I have always wanted to work and never has, but was the closest thing I had to Tireless Tracker, a legendary grinding card.

The Tournament

It now seems a tradition for the first PPTQ of every season to take place at a shop where the relevant climate control system is broken. This problem started two years ago and has just kept going, even during the non-Modern seasons. It was so hot and muggy inside the building that the sun-baked parking lot was more comfortable, and players prematurely dropped just to escape. I know my play was affected, and most of my opponents complained about losing focus too. I overheard several players saying they'd dropped their primary decks for being too complicated and needed more focus than they were capable of that day. The air conditioner had broken a few days before the tournament, so the shop had some fans to keep things merely sweltering instead of stifling.

It was especially problematic because the shop's play area was completely packed with 71 players for seven rounds. This is enormous for a first PPTQ in Colorado; even when Standard was more popular, PPTQs usually topped out at 50, swelling to 60 midseason at the larger stores. The size may have been a function of location, as it was in north Denver and therefore close enough for the Ft. Collins crowd to make the trip. I can't prove that's the reason, but I barely recognized any other players.

My scouting was very accurate: almost a quarter of the room was on Burn. Colorado, always earning its fiery reputation. Jeskai Control and Humans were also popular, though as a whole, the field was very diverse. Most players told me they faced a different deck every round, though some said this appreciatively, others derisively. There was even a Zur the Enchanter deck, which I initially thought was a commander deck.

Afield full of weird decks can make tournaments run long, but surprisingly, the Swiss ended in under six hours. I finished 4-3, beating Grixis Death's Shadow, Jeskai Control, Humans, and Naya Blitz while losing to Ironworks, BG Rock, and Hollow One.

What Happened?

The short answer is that I ran inconsistently. In the matches I won, I ran incredibly well; almost perfectly against Jeskai. I knew Spirits was a control killer, but I am always impressed by the extent. In both games I danced around removal using Rattlechains, Aether Vial, and Cavern of Souls. I won game two by concession after baiting my opponent into exhausting his removal on Bygone Bishop and answering each piece with a cast Rattlechains and a clue.

In both games, the Grixis player had an early Gurmag Angler, but did so much damage to himself I easily raced him. He had Lightning Bolt to kill me Game 1, but couldn't cast it because I'd Quartered all his untapped red sources and he was at two life. Game 2, I Quartered him off all non-basics and despite what the life pad says, the game wasn't close. Shadow was a great matchup last year, and apparently still is.

Humans didn't have a great draw, and I drew the paths for Champion of the Parish. The Blitz deck had great starts with Burning-Tree Emissary but lacked any follow-up. I just absorbed damage until I could start blocking and then alpha-striked for the win in both matches.

I lost because I kept not drawing what I needed. I never saw Spell Queller against Ironworks, nor Path against Hollow One. Granted, I was never really in there against Hollow one; Goblin Lore variance worked in his favor, and turn two Hollow One, turn three Flamewake Phoenix and Gurmag Angler is too fast for me to race. Even had I stuck Worship, I was still dead, because Lore left him enough removal to kill everything I had.

Even if I'd drawn Queller, I'm not certain I could have beaten all the Engineered Explosives my Ironworks opponent drew, but I would have stood a better chance than I did. I managed to make a game of it anyway and interrupted several combo attempts before finally dying with Path and Remorseful Cleric. The match strengthened my belief that the real problem with Ironworks isn't Mox Opal or Ancient Stirrings, but Explosives.

My Rock opponent and I have squared off across the table for years, and we're pretty much 50/50 lifetime. The first two games weren't interesting; I got crushed Game 1, then crushed him Game 2. In Game 3, we're both stuck on one colored and one colorless source for many turns. He draws out of it first, and by the time I can start casting spells, it's too late. Ultimately, I'm doomed by him having two Kalitas, Traitor of Ghet to my one Path. Had I taken a more aggressive line earlier and traded creatures, it is possible I would have survived a few more turns, but that may have prompted him to also get more aggressive with his creature lands to ensure the same result.

Lessons Learned

The main things I learned were about my deck, not my gameplay. The Jeskai and Grixis matches went exactly as I drew them up. The other wins were just two players playing their cards, and mine were better. Drawing poorly was the main problem in my losses, but in Game 2 against Ironworks, I had the option of two lines and no way to determine which was best. I took the safer option and it didn't work out. Discussing the game with my opponent after the fact revealed that he'd kept a speculative hand that drew everything it needed to deal with either line in the correct order, so my play really didn't matter, and that had I drawn another piece of disruption he would have lost. The same thing happened against Hollow One: I felt helpless against my opponent's draws.

On the Deck

The core of UW Spirits is solid, and I wouldn't change a thing. Flex spots and manabase are another matter. The five colorless lands made a number of games closer than they needed to be because I couldn't cast my spells easily. I'm not sure whether to add another Hallowed Fountain and cut a spell, cut a Quarter, or just accept the problem. I'm trying out a number of options, but this weekend's experience makes me want to ensure I always cast my spells.

As for the flex spots, Detention Sphere was fine, but not amazing. I didn't hit any matchups where it was necessary or even good, so that doesn't tell me anything. Azorius Herald was exactly what I expected, and while it was great in the creature matchups, that sacrifice clause hurts far more than anticipated. There were a number of times when all Herald could be was a bad Healing Hands, and so just cluttered up my own hand. I plan on cutting Herald for a more easily castable card.

Moving Forward

I really like this version of Spirits. I just need to find the right maindeck. I'll be putting my efforts into finishing that list's development. If the meta last weekend is anything to go on, Jeskai is not well positioned and Storm isn't a real option. This makes me wonder if I need to change my deck roster.

Next week's PPTQs are at opposite ends of the state, Magically speaking: in Ft. Collins and Colorado Springs. Going to either means a three hour round-trip drive, minimum, so I'm not sure that I will actually attend. But if you are attending a PPTQ this weekend, good luck and grind on!

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David Ernenwein

David has been playing Magic since Odyssey block. A dedicated Spike, he's been grinding tournaments for over a decade, including a Pro Tour appearance. A Modern specialist who dabbles in Legacy, his writing is focused on metagame analysis and deck evolution.

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Colorless Matchup Guide: Affinity and Humans

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Many remember the new Pod-less, Cruise-less Modern as one of the format's golden ages. In those days, the Twin vs. BGx metagame was defined as much by its helming midrange decks as by the "Big Three" aggro-combo strategies that forced players into so much interaction at all: Infect, Burn, and Affinity. Affinity has always boasted the highest curve of the set, using three drops to turn its functional mana dorks into game enders. I see Affinity as part of a new threesome of aggro decks that attack from multiple angles, ramp into haymakers, and play to the board, joined by Hollow One and Humans.

This article continues the Matchup Guide series established last week, now addressing Colorless Eldrazi Stompy's matchups against Affinity and Humans. While we navigate these matchups in a similar way, there are plenty of nuances to discuss, as well as some major differences—chief among them the value of Chalice of the Void.

For reference, here's my current list (unchanged from last week):

Colorless Eldrazi Stompy, by Jordan Boisvert

Creatures

4 Eternal Scourge
4 Eldrazi Mimic
4 Reality Smasher
4 Thought-Knot Seer
4 Simian Spirit Guide
4 Matter Reshaper

Artifacts

4 Serum Powder
4 Chalice of the Void
2 Smuggler's Copter

Instants

4 Dismember

Lands

4 Eldrazi Temple
2 Gemstone Caverns
4 Zhalfirin Void
3 Blinkmoth Nexus
2 Mutavault
3 Ghost Quarter
2 Scavenger Grounds
2 Wastes

Sideboard

4 Relic of Progenitus
1 Surgical Extraction
4 Ratchet Bomb
1 Sorcerous Spyglass
2 Spatial Contortion
2 Gut Shot
1 Gemstone Caverns

Affinity

Affinity, by Frank Skarren (8th, SCG Worcester Team Open)

Creatures

4 Ornithopter
2 Memnite
4 Arcbound Ravager
4 Signal Pest
4 Vault Skirge
3 Steel Overseer
3 Etched Champion
1 Master of Etherium
1 Glint-Nest Crane

Artifacts

4 Mox Opal
4 Springleaf Drum
4 Cranial Plating
2 Welding Jar

Instants

3 Galvanic Blast

Lands

4 Darksteel Citadel
4 Blinkmoth Nexus
4 Inkmoth Nexus
4 Spire of Industry
1 Island

Sideboard

2 Damping Sphere
1 Grafdigger's Cage
1 Relic of Progenitus
1 Torpor Orb
1 Etched Champion
1 Master of Etherium
2 Ghirapur Aether Grid
2 Ancient Grudge
1 Dispatch
2 Spell Pierce
1 Wear

Game 1

Affinity is firmly favored in Game 1; we have no answer to Cranial Plating and only four removal spells mainboard. That said, we can still cheese wins. These often involve Chalice of the Void, Eldrazi Mimic, Reality Smasher, or Dismember, and usually some combination of the four. Thought-Knot Seer can also dismantle a slower Affinity hand, especially when rushed out early via Temple and Guide. Chalice should be slammed on 0 as fast as possible, as we'll rarely have mana to cast it for more.

Sideboarding

-4 Eldrazi Mimic
-4 Matter Reshaper
-1 Reality Smasher
-1 Wastes (on the draw)

+4 Ratchet Bomb
+1 Sorcerous Spyglass
+2 Spatial Contortion
+2 Gut Shot
+1 Gemstone Caverns (on the draw)

This sideboarding plan effectively turns us into The Rock—we're aiming to win off the backs of a few powerful threats while heavily disrupting our opponent. Weaker links Eldrazi Mimic and Matter Reshaper get the axe for our heavy-duty removal package, which includes the stellar Sorcerous Spyglass to take out haymakers like Cranial Plating and Karn, Scion of Urza.

We also trim a Smasher for space. Opening Eldrazi Temple is less important here; rather, we want a hand stocked full of removal spells, ideally with Eternal Scourge in exile. As a result, Smasher becomes harder to cast.

Post-Board

Chalice of the Void is integral to this plan both on the play and draw. The first Chalice almost always comes down on 0, and unconditionally on the play, making it the best card to look for with Serum Powder. Turn one Chalice on 0 slows Affinity to a crawl regardless of how many cards it blanks on resolution, but that number tends to be pretty high, as the viability of Affinity hands frequently revolves around their explosiveness.

Even after opponents dump their hand, dropping Chalice on 0 is likely to negate some number of enemy draws. Post-board games against Affinity are slow and math-heavy as both players take time developing their board before breaking through. Denying random draws helps us break that board stall first. And should opponents play all their 0-drops right away, Ratchet Bomb can take them out on turn two and then immediately be chased with a Chalice on 0.

Subsequent Chalices should be placed on 1 and then on 2, although it's sometimes acceptable to skip a chain link and jump straight to 2 (i.e. when Plating or Ravager would kill us and the game is otherwise secure).

Eternal Scourge is also quietly important to our strategy against Affinity. Since we don't have to actually open it (we can just exile it to Serum Powder), Scourge lets us keep hands chock-full of removal but still deploy a threat at the right window to begin clocking our opponent.

Between the Bombs and our spot removal, we should be able to prevent Affinity from ever setting up enough synergy to kill us. These same cards also help us break board stalls so we can force chump blocks and eventually get in lethal. Here are Affinity's creatures, in rough order of importance:

  • Steel Overseer
  • Arcbound Ravager
  • Signal Pest
  • Master of Etherium

They should usually be killed in that same order. Vault Skirge, Memnite, and Ornithopter don't hassle us at all; Blinkmoth Nexus trades with all of them on defense, and we can ignore any points won off lifelink, as we want to win a longer game. We've got Ghost Quarter for the manlands, and Simian Spirit Guide and Gut Shot prevent opponents from killing us out of nowhere and enable blowouts.

Affinity's best cards against us post-board are Karn, Scion of Urza and Ghirapur Aether Grid. Grid keeps us off Blinkmoth and Scourge, all while killing us through a board stall; Karn is a Plating factory that's harder to Bomb at four mana, and killing the tokens often means losing our Chalices. Spyglass can name either of these cards in lieu of a juicy target.

Takeaways

Affinity goes from unfavored pre- to heavily favored post-side. Common mistakes opponents make against us include swinging Pest into a Blinkmoth Nexus, beefing up a manland while we're slow-rolling Ghost Quarter, and casting Etched Champion over literally anything else. The matchup is still quite focus-intensive, as it requires a great deal of role analysis and game state awareness.

Humans

Humans, by Zach Stern (3rd, SCG Atlanta Modern Classic)

Creatures

4 Noble Hierarch
4 Champion of the Parish
4 Kitesail Freebooter
4 Meddling Mage
4 Phantasmal Image
4 Thalia's Lieutenant
4 Reflector Mage
4 Mantis Rider
3 Thalia, Guardian of Thraben
1 Dark Confidant
1 Kessig Malcontents

Artifacts

4 Aether Vial

Lands

4 Cavern of Souls
4 Unclaimed Territory
4 Ancient Ziggurat
4 Horizon Canopy
2 Seachrome Coast
1 Plains

Sideboard

3 Auriok Champion
1 Dark Confidant
1 Hostage Taker
2 Izzet Staticaster
2 Reclamation Sage
2 Sin Collector
1 Dismember
1 Gut Shot
1 Gaddock Teeg
1 Kataki, War's Wage

Game 1

Humans does not execute the exact same gameplan each time. It consistently applies pressure and deploys some sort of disruption; which sort, though, depends on their draw. There are some kinds we beat very soundly and others we struggle against.

Thalia, Guardian of Thraben and Kitesail Freebooter are examples of cards that help make Humans a force in Modern, but positively stink against Colorless. On the other hand, Reflector Mage and Phantasmal Image (especially in conjunction with Reflector, or when we deploy our own curve-toppers) can make things very difficult for us. So can an early Thalia, Heretic Cathar, but Humans seems to be phasing her out. Between it all lies Mantis Rider, which kills us faster than anything in the deck.

Thought-Knot Seer is our best Eldrazi, tearing holes in enemy hands and ensuring we don't fall into some nasty trap. Humans is also slow enough that Seer reliably hits something, unlike against Affinity. The deck's Vial draws are its best draws, and Seer lines up especially well against those.

Eternal Scourge is is large enough to wall Meddling Mage and Reflector Mage. Reflector also can't bounce it—Scourge gets exiled, sure, but in doing so fizzles the Mage so we can cast it again next turn. While Matter Reshaper trades into another card for chumping, its 3/2 stats line up poorly against Thalia, Guardian of Thraben, giving that otherwise lackluster human some choice applications in the matchup.

Above all, our most important cards in Game 1 are Dismember, the one removal spell, and Smuggler's Copter. The vehicle loots us into more Dismembers, and cycles our useless draws into blockers and pressure. Humans has no elegant answer to Copter sans Vial.

Sideboarding

-4 Simian Spirit Guide
-4 Chalice of the Void
-1 Wastes (on the draw)

+4 Ratchet Bomb
+2 Spatial Contortion
+2 Gut Shot
+1 Gemstone Caverns (on the draw)

Spatial Contortion hits everything in Humans so long as it's cast quickly enough. But Gut Shot is again the real killer, zapping Hierarchs and Champions early and snapping off Phantasmal Image no matter what it's copying.

We keep Matter Reshaper over Simian Spirit Guide because it at least crews Smuggler's Copter; packing a critical mass of bodies for the vehicle lets us represent blockers while looting into kill spells. Reshaper also cascades into far better cards post-board, where it can hit something like Ratchet Bomb or even Spatial Contortion to finish off the counters-heavy Human it just chumped.

Spyglass stays in the board despite slowing Humans down by hitting Vial. We can pop the artifact with Ratchet Bomb and often net some one-drops in the process. Since we often want to Bomb for 2, Spyglass can prove awkward, and the only other target for it is the unexciting Horizon Canopy.

Post-Board

We're again much better equipped to deal with Humans after siding, and they're worse off against us than they were in Game 1. But it bears repeating that Reflector Mage and Phantasmal Image can ruin our day regardless of other factors. Smasher in particular should be cast with caution, as it's the most worthwhile target for Image in either player's deck.

Before playing threats, even to block, we must prioritize casting removal spells. Ratchet Bomb takes priority among those, since it needs a few turns to tick up to the right number; everything else can deploy at instant speed, and is more valuable in the hand. A Bomb on three murders Mantis Riders on sight, but I feel it's usually better on one or two, threatening opponents with either number and encouraging them to play conservatively. Seer can then attack their hand directly, and we can force Humans to walk into our removal spells.

Takeaways

Humans has no Cranial Plating or Steel Overseer to single-handedly steal Game 1 with, so our Game 1 against the deck is easier. Of course, since the deck proves harder to nail with something like Chalice, their Game 2 is better than Affinity's, which makes it tough to tell which matchup is actually more favorable. I personally feel the Affinity matchup is better for us, but harder to learn, meaning Colorless newcomers may find Humans an easier pairing until they've gotten in more reps with the deck.

Of Men and Machines

After the response I got last week, I decided to continue this series and ensure a wealth of in-depth analysis exists for most of Colorless Eldrazi Stompy's popular matchups. Which matchups you would like me to cover next? Is anything Affinity- or Humans-related still nagging you? Let me know and ask away in the comments. For those of you who plan to bring Colorless to some PPTQs, good luck, and may this information serve you well!

Return to the PPTQ Grind: Week 0

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The Modern PPTQ season starts this weekend for me. Just like last year, I will be documenting my grind for the RPTQ invite, with all the lessons learned and deck tweaks that entails. Hopefully this edition doesn't go the whole season, but that's Magic. In this kick-off article, I will be examining the metagame with an eye to my deck selection. While PPTQs are highly local affairs, the analysis present in this piece seeks to provide a blueprint for applying known metagame factors to deck selection.

There is a difference between the "true" global metagame and the local metagame. The smaller the data set, the more likely that outliers will strongly affect the analysis. That one guy at your local game shop who insists his Mesa Enchantress combo deck is busted despite substantial contrary evidence is meaningless to the real metagame, but may be worth accounting for locally. In my case, I know that I will be facing  grinders who take metagame statistics seriously. I will also face players who only play one or two decks no matter what the metagame does. This situation creates a lot of tension in my deck choice.

Overall Metagame

The global metagame is in flux, but what that means is hard to determine. Tracking the metagame in the run-up to GP Las Vegas showed Humans functioning as the center of gravity around which the format was constantly evolving and shifting. Since then, things have gotten hard to read. Vegas was dominated by colorless decks. GP Barcelona was packed with UW control decks, but won by Dredge. The same weekend, SCG Atlanta saw Infect win in an incredibly diverse field. This past weekend, Bogles won the SCG Worcester Classic in a field where Cheeri0s came third. Mardu Pyromancer somehow blew through all the colorless and Primeval Titan decks to win GP Sao Paulo. Humans was just another deck at all these events, frequently not appearing in the Top 16. On the surface, it certainly appears that Humans's time as deck-to-beat is over.

However, that isn't necessarily true. The metagame aggregations show Humans still near the top, commanding roughly the same percentages as it has since the Pro Tour. The metagame is moving, there's no denying that, but where and how large that shift is depends on where you look. Currently, MTGTop8 shows UWx Control on top with 11% of the metagame. MTGGoldfish says Tron is on top with 6%, though that's primarily MTGO based. This reddit compilation shows Humans still on top. Then there's Ironwork's excellent Day 2 conversion from Sao Paulo. The picture is incredibly muddy.

If Humans isn't rising to the top of big events, that could be because players are prepared for Humans and Day 2 is increasingly hostile. It may have no impact on the Top 16, but Humans had a very good Day 2 conversion in Sao Paulo. There's little evidence to say that the actual metagame has substantially changed.

Implications

However, given Ironworks's (or maybe just Matt Nass's) recent rise, the aforementioned return of Infect in Atlanta, and the fact that no deck has won multiple events, it is safe to say that Modern is diversifying. As long as Humans is taken into consideration, any deck can be viable. I know plenty of metagamers who will be taking advantage of this idea.

PPTQ Metagame

Of course, what this situation actually means for the PPTQ season is nebulous, as it's difficult to measure the local metagame scientifically. It's easy enough to see said metagame by attending local events, but that's just the one store. For the other stores, I have to rely on asking around and my knowledge of the preferences of my fellow grinders. This data gap leaves a lot of unknowns, but this year, the picture I've received is very consistent.

Based on observations, personal and second hand, the most played decks in the Denver area are Tron variants, Elves, Burn, and various blue based control decks, particularly UW. Affinity, Collected Company decks, Grixis Shadow, and various graveyard value decks are frequent contributors. I also know that many grinders gravitate to Jund and Burn when there's no clear best deck in the overall metagame. There are also several that play whatever deck is the flavor of the month, which right now is either Ironworks or Infect.

Finally, there is always a cabal of prison players. Sometimes they're on Enduring Ideal decks, sometimes it's Blood Moon, but every year they show up to the first few events hoping to hide behind Ensnaring Bridge to victory.

Adapting

To me, that's a clear metagame read. The top decks are well known, and I can prepare accordingly. Humans doesn't see much play in Denver, perhaps due to the popularity of control and Elves. Thus, I expect more power-card decks like Elves and Affinity than dedicated go-wide aggro strategies. This means that interaction will be essential unless I can reliably race Affinity and it's especially true against Tron. My strategy against control is always to go for the kill, and I prefer aggressive decks so that isn't a concern. I also need to have answers for prison cards, at least initially. Given the potential field graveyard hate is essential, and I want Stony Silence.

Options

I've played a lot of decks over the years, but only a few are serious considerations right now. Both my old standbys, Merfolk and Death & Taxes, have terrible Elves matchups. I can fix that for Merfolk with Hibernation, but I can't fix the UW Control matchup. Merfolk doesn't do well against multiple sweepers alongside Field of Ruin for Mutavault. D&T has a better time with all its two-for-ones, but it's still not favored. Merfolk has the additional problem that its only plan game 1 against combo is to race, which isn't reliable enough for me. Tron was good for D&T, but the local players have been maxing out on sideboard sweepers recently, and it's become even at best.

This leaves me with Jeskai Tempo, Storm, and UW Spirits as plausible candidates for this weekend. I haven't decided on one; I'm very likely to turn up with all three decks and pick at the last minute based on scouting.

Jeskai Tempo

My default deck for this season will almost certainly be Jeskai Tempo. I've been playing it the most of all my decks this year, and have had considerable success. Had I gone to GP Las Vegas I would have run this deck, and in fact I haven't felt the need to substantially change anything since testing for Vegas.

Jeskai Tempo, by David Ernenwein (6-2, Competitive Event)

Creatures

4 Snapcaster Mage
4 Spell Queller
3 Geist of Saint Traft

Sorceries

4 Serum Visions

Instants

4 Lightning Bolt
4 Path to Exile
4 Lightning Helix
3 Mana Leak
2 Electrolyze
4 Cryptic Command

Lands

4 Celestial Colonnade
4 Flooded Strand
4 Arid Mesa
2 Spirebluff Canal
2 Hallowed Fountain
2 Steam Vents
1 Sacred Foundry
3 Island
1 Plains
1 Mountain

Sideboard

2 Dispel
1 Anger of the Gods
2 Negate
2 Spell Snare
2 Relic of Progenitus
2 Supreme Verdict
1 Wear // Tear
1 Elspeth, Sun's Champion
1 Timely Reinforcements
1 Geist of Saint Traft

I adopted the changes I was considering after the tournament and have been very happy. The extra Dispel has benefits beyond control matchups, specifically Burn and Storm. The only disappointment has been Spell Snare. Even in control matchups, it underperforms, and I will almost certainly be cutting my copies for hate cards.

In addition to my experience with the deck, Jeskai has very good matchups against Elves, Burn, Collected Company, and Affinity. The deck is full of removal and Lightning Helix, and can adjust to being a true control deck. The problem is Tron. Even when I ran Blood Moon, that matchup was poor at best. The additional sweepers Tron's running now have made the Geist plan questionable, and I really don't have an alternative plan. That's a very big negative.

Storm

I built Storm a few months back mostly because I realized I owned the whole deck, but also because Tron was everywhere and Storm devastates ramp decks. After all, Modern rewards having a completely different style of deck for when the metagame gets hostile.

Gifts Storm

Creatures

4 Goblin Electromancer
3 Baral, Chief of Compliance

Instants

2 Opt
4 Manamorphose
4 Desperate Ritual
4 Pyretic Ritual
2 Remand
2 Abrade
1 Unsubstantiate
4 Gifts Ungiven

Sorceries

4 Serum Visions
4 Sleight of Hand
2 Grapeshot
2 Past in Flames
1 Empty the Warrens

Lands

4 Shivan Reef
4 Spirebluff Canal
4 Steam Vents
2 Island
2 Snow-Covered Island
1 Snow-Covered Mountain

Sideboard

3 Blood Moon
2 Empty the Warrens
2 Pieces of the Puzzle
2 Echoing Truth
2 Dispel
2 Gigadrowse
2 Vandalblast

My deck differs from mainstream builds, but it's worked very well for me. The only change I've made since I first built the deck is to switch a Remand for Unsubstantiate. I never liked Noxious Revival since it always felt like empty storm count; there were too many Opts and I wanted ways to not just die to Humans, so I cut Revival for Abrade. It's been an exceptional card an won many games I may have lost otherwise. Vandalblast was picked because for a time Lantern Control was really popular, but these days it could easily be Shattering Spree.

As for this season, Storm is Storm, with all the good and bad that entails. Hate, especially Damping Sphere, is a concern given the popularity of Tron, but that's what Abrade is for. I'm not an expert Storm player, but you also don't need to be against Tron. I doubt that I'll go into any PPTQ intending to try and spike with Storm, but I'll keep it in the wings for the right field.

UW Spirits

Finally, there's the deck that I most want to play, but haven't actually finalized. I spent most of last season running UW Spirits because it was a great Chalice of the Void deck and the field was mainly control and Shadow. I ran roughshod over the Swiss rounds, but kept falling in the finals to decks that didn't care about Chalice. Supreme Phantom promised to make Spirits into a real deck, and the early indications are that it's a promise it can keep.

UW Spirits

Creatures

4 Mausoleum Wanderer
4 Selfless Spirit
4 Rattlechains
4 Supreme Phantom
2 Phantasmal Image
1 Remorseful Cleric
4 Spell Queller
4 Drogskol Captain
2 Geist of Saint Traft

Artifacts

4 Aether Vial

Instants

4 Path to Exile

Enchantments

2 Curious Obsession

Lands

4 Seachrome Coast
4 Flooded Strand
4 Ghost Quarter
3 Cavern of Souls
2 Hallowed Fountain
2 Plains
1 Island
1 Moorland Haunt

Sideboard

3 Rest in Peace
3 Stony Silence
2 Damping Sphere
2 Disdainful Stroke
2 Detention Sphere
2 Wrath of God
1 Worship

This deck is a huge control killer, even without Chalice. Bant is better against midrange decks like Jund thanks to Company, but against control, UW is king. The creatures are very hard to interact with, and the only sweeper that can't be efficiently answered is the unpopular Terminus.

I was surprised, but Elves is a pretty good matchup for this deck. Spirits can answer Company and Chord with Mausoleum Wanderer, and Spell Queller snags every payoff card in the deck. Tron is also a far better matchup now. The extra two drop in Phantom means that dropping a couple threats and then Ghost Quartering Tron repeatedly is a solid strategy. Burn's a little dodgy, but can be fixed with sideboard cards like Kor Firewalker or even Azorius Herald.

The main problem is that I haven't found a final configuration I like. The four flex slots currently occupied by Geist and Curious Obsession are up in the air, as nothing has really impressed. Geist is good, especially with a lord, but it doesn't amaze. Obsession has been great when placed on Geist against control, but pretty mediocre every other time. Nebelgast Herald is okay, but ineffective against Elves and Burn; the former because Elves goes for huge damage chunks, not races; the latter because by the time Herald hits, Burn's creatures have done their job. Reflector Mage was better, but not exceptional.

I really like the deck otherwise, even if the sideboard needs work, and I hope to have something I like by Saturday. However, if it's not ready, it's not ready, and I'll play something else.

The Countdown

Having the most PPTQ second-place finishes in the state is not a record I hold with pride. Here's hoping this year is more like 2016, when I effortlessly cruised to an invite. Good luck to everyone, and next week we'll all see how it went.

 

Video Series with Ryland: UR Delver

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Good ol' Delver of Secrets. For as long as this little Human/Insect has been around, people have been trying to make him work in Modern. The format has reasonable interactive spells alongside a decent supporting cast of threats, but one problem has persisted: the lack of good cantrips. A tight banned list prohibiting the use of Ponder, Preordain, and Gitaxian Probe makes it hard to expect Delver to flip on a consistent basis.

Not only do solid cantrips let you occasionally set up a Delver flip, but they also allow you to artificially lower your land count and threat count, all without losing consistency. Delver requires you to play a high density of instants and sorceries to even hope to flip him. Consider today's deck as an example: with our land count (relatively high for a Delver deck) and our creature count (relatively high for a Delver deck) we are only about 30-35% at any given moment to flip a Delver. I don't love those odds.

After all this naysaying you may be wondering why I would even consider virtually sleeving up the little Wizard at all! Well, enter Wizard's Lightning! Now we have an incentive to build a deck around! Playing seven or eight copies of Lightning Bolt with four copies of Snapcaster Mage is nothing to scoff at. In fact, Delver isn't the star of the show here at all; he's merely a weak enabler of a much more exciting strategy.

The real innovation in this archetype is the Faerie package. We've borrowed a bit from Pauper to make it happen, but Spellstutter Sprite enters the Modern field both as a reasonable threat/piece of interaction on curve and an enabler for Wizard's Lightning. Vendilion Clique does all kinds of work here; it's a Faerie enabler for Sprite, a Wizard enabler for Wizard's Lightning, a good piece of interaction, and a solid threat. No matter what axis we're looking to fight on, it's pretty likely Clique does the job.

Thus far, I've been way more impressed with this deck than I would have expected. It plays pretty smoothly and its subthemes are supported well enough that you rarely have trouble casting Wizard's Lightning, countering something reasonable with Sprite, or finding a threat to beat down with. Yes, it would be better if there were some more solid cantrips to include; and yes, Delver doesn't flip incredibly consistently. However, even with all that, the deck runs well and can end games quickly.

Continuing the discussion of cantrips, I've gone back and forth on Serum Visions in the list. The original list that I saw on Twitter posted by Jeff Hoogland had no cantrips at all, but that felt a little too clunky for my tastes, and required the deck to play too many lands. I've also tried lists with Opt in the place of Visions. When you boil it all down, the Opt vs. Visions debate is centered around one thing: whether you more frequently flip your Delvers because of the deck manipulation offered by Visions or more frequently need to hold up interaction alongside Opt. I've found that I am rarely using Serum Visions to set up Delver and frequently wanting to wait on my cantrips so I can hold up Mana Leaks, Remands, and Spellstutter Sprites. As such, I am more likely to continue playing Opt in the future.

The deck could certainly still use some tuning, but I think it could have some staying power. It takes a lot for me to register a Delver of Secrets in Modern, but I could see myself doing so with this new innovation. I hope you enjoy the matches as usual, and I'm interested to hear what kind of content you'd like to see moving forward so I can continue to evolve and improve my videos. Let me know what you would like to see! If you want similar content, check out my Twitch channel for some more live Modern.

[youtube https://www.youtube.com/playlist?list=PL261kJ_cAQC-Vph-MX7fXRnquFIuOXyn0]

UR Delver, by Ryland Taliaferro

Creatures

4 Delver of Secrets
1 Grim Lavamancer
4 Snapcaster Mage
4 Spellstutter Sprite
3 Vendilion Clique

Instants

1 Burst Lightning
1 Electrolyze
4 Lightning Bolt
4 Mana Leak
4 Remand
3 Wizard's Lightning
2 Vapor Snag

Sorceries

4 Serum Visions

Lands

2 Faerie Conclave
3 Island
2 Misty Rainforest
1 Mountain
4 Mutavault
4 Scalding Tarn
3 Spirebluff Canal
2 Steam Vents

Sideboard

3 Abrade
3 Damping Sphere
1 Disdainful Stroke
1 Dismember
1 Dispel
2 Izzet Staticaster
2 Negate
2 Roast

Colorless Matchup Guide: Mardu and Ironworks

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Mardu Pyromancer and Ironworks are wildly successful Modern decks right now, and for good reason: the former attacks from multiple angles while making excellent use of the format's premier abusable resource, the graveyard; the latter is an artifact-based combo deck that's at once tricky to disrupt and unintuitive to play against for most opponents. So it's no surprise that they each had fantastic showings at GP Sao Paulo last weekend. Mardu was the most-played Day 1 deck, maintaining its shares going into Day 2 and eventually winning the event. Ironworks at least grazed the trophy, and enjoyed by far the strongest conversion rate between days.

Both strategies are fine pairings for Colorless Eldrazi Stompy, but our upper hand becomes all the more decisive when pilots know what they're doing. As with most matchups, these two feature a good deal of nuance—2,000 words worth, to be exact! This article provides a comprehensive guide on beating those decks, neither of which was covered in my Sideboarding Mini-Primer.

We'll kick things off with my latest list:

Colorless Eldrazi Stompy, by Jordan Boisvert

Creatures

4 Eldrazi Mimic
4 Eternal Scourge
4 Reality Smasher
4 Thought-Knot Seer
4 Simian Spirit Guide
4 Matter Reshaper

Artifacts

4 Serum Powder
4 Chalice of the Void
2 Smuggler's Copter

Instants

4 Dismember

Lands

4 Eldrazi Temple
2 Gemstone Caverns
4 Zhalfirin Void
3 Blinkmoth Nexus
2 Mutavault
3 Ghost Quarter
2 Scavenger Grounds
2 Wastes

Sideboard

4 Relic of Progenitus
1 Surgical Extraction
4 Ratchet Bomb
1 Sorcerous Spyglass
2 Spatial Contortion
2 Gut Shot
1 Gemstone Caverns

Two cards have changed since my last update to the deck, most notably Smuggler's Copter doubling up over a Blinkmoth Nexus. Both creatures-to-be fly, but Copter pulls extra weight against decks that gum up the board. I've wondered since introducing Zhalfirin Void about the possibility of cutting the 23rd land from Colorless, but until recently, wanted nothing in its place; since implementing it, though, I've almost always been happy to have the second Copter. As I prefer being strapped for mana anyway, I don't mind waiting a little longer to find lands.

I'm also back on the fourth Ratchet Bomb in the sideboard to have more outs to Ensnaring Bridge. Bomb replaces a Spatial Contortion, so our Humans and Affinity matchups remain relatively unchanged with this switch.

Mardu Pyromancer

Mardu Pyromancer, by Jose Luis Echeverria Pardes (1st, GP Sao Paulo)

Creatures

4 Bedlam Reveler
4 Young Pyromancer

Planeswalkers

1 Liliana of the Veil

Enchantments

2 Blood Moon

Instants

4 Lightning Bolt
2 Fatal Push
1 Manamorphose
1 Terminate
3 Kolaghan's Command

Sorceries

4 Faithless Looting
4 Inquisition of Kozilek
3 Thoughtseize
2 Collective Brutality
1 Dreadbore
4 Lingering Souls

Lands

4 Blackcleave Cliffs
4 Bloodstained Mire
4 Marsh Flats
2 Blood Crypt
2 Sacred Foundry
2 Mountain
2 Swamp

Sideboard

1 Collective Brutality
2 Engineered Explosives
2 Goblin Rabblemaster
2 Kambal, Consul of Allocation
3 Molten Rain
1 Nihil Spellbomb
2 Surgical Extraction
2 Wear // Tear

Game 1

Our Game 1 mission is to not get run over by Young Pyromancer. A timely Dismember should do the trick, but once the little guy gets out of control, it can spell lights out. Lingering Souls can also hassle us pre-board by walling unaltered Mimics and racing in the air.

That being said, we are not in a horrible position before sideboarding. Even though it's further up the control end of the spectrum, Mardu Pyromancer is still a midrange deck, and one that's even easier to beat pre-board than Jund: no hulking Goyfs or tempo-netting Bloodbraid Elves here. Eternal Scourge and Reality Smasher are our real killers pre-side, with the former sapping enemy removal and the latter shutting the door. Mardu tends to play precious few cards that can answer Smasher, and since we aggressively mulligan for Eldrazi Temple in the dark, we are likely to rush them out faster than opponents are equipped for. Matter Reshaper provides the best possible stepping stone into these unanswerable plays.

Chalice of the Void is an interesting spell in this matchup. Rushing it out with Simian Spirit Guide is asking to be two-for-oned by Kolaghan's Command; the Ape is better saved for animating a manland in response to Liliana after tapping out for a fatty. Rather, Chalice's main function is to protect those manlands—and Eldrazi Mimic—from Mardu's heaps of one-mana removal. Blocking Fatal Push for Thought-Knot Seer doesn't hurt, either. Thanks to Command, Chalice doesn't yield a permanent solution, and so should be used as a tempo-gaining tool to push through damage while we can and extract value from our small creatures.

Scavenger Grounds is mainboard graveyard hate that at its best delays an awaiting Bedlam Reveler while eating a flashback spell, and manlands protect Smasher from Liliana of the Veil. Overall, we're fine with all our lands becoming Mountains.

Sideboarding

-4 Eldrazi Mimic
-4 Simian Spirit Guide
-4 Chalice of the Void
-2 Smuggler's Copter

+4 Relic of Progenitus
+1 Surgical Extraction
+4 Ratchet Bomb
+2 Spatial Contortion
+2 Gut Shot
+1 Gemstone Caverns (play and draw)

Our Bolt and Push targets all come out, as well as the Chalices that protect them. Relic heavily disrupts the Bedlam Reveler package and Lingering Souls. Guide is passable thanks to Blood Moon (we can cast it in a pinch), but mostly unexciting post-board, especially compared to what we can bring in. These games go long, and there's no compelling reason to sink extra resources into something that might immediately die.

Ratchet Bomb plays triple duty here by removing threats, lock pieces, and even swaths of tokens before an alpha-strike. The other removal spells enter, too, to help with Young Pyromancer. We're hungrier for mana with Relic-Scourge in the equation, so Gemstone Caverns comes in on both the play and draw to support us on that front.

Post-Board

After siding, most builds of Mardu have a tough time winning. They can cheese games with Blood Moon, although our six colorless sources, many generic-costed creatures, and Bombs render that plan optimistic at best; they can also manage to dodge our removal and stick Pyromancer. Bedlam Reveler is Mardu's scariest threat post-board, even though it doesn't usually resolve until turn six or seven thanks to Relic. The Horror draws them into their good cards, and there's little we can do to stop them from reaching the game stage where hard-casting is a reality. 3/4 also blocks Scourge, and with prowess threatens even Smasher, so we keep Dismember on call.

Mardu also has access to some powerful haymakers, although Jose didn't include any in his GP-winning 75. The two we struggle against most are Hazoret the Fervent and Ensnaring Bridge. In want of Dismember, Hazoret can terrorize the game state, pinging us for reach damage and forcing chump blocks or walling our creatures as Mardu solidifies its position. Drawing the Phyrexian removal spell a couple turns later is often too late thanks to the pressure Hazoret applies on its own.

Ensnaring Bridge, though, is the deck's best card when they choose to run it. Our only out to the artifact is to find, tick up, and then crack Ratchet Bomb on 3. Mardu players hip to this plan will let us tick up Bomb for a couple of turns and then zap it with Kolaghan's Command or Wear; holding Bomb in hand isn't totally safe, either, since there it becomes vulnerable to targeted discard. The best way to proceed in this scenario is to immediately slam any Bomb found, as Mardu has more discard than artifact hate (assuming they kept in their discard, of course; otherwise, reverse course and wait for Seer to clear the path for Bomb). Build a board while ticking up Bomb and destroy the Bridge either right before attacking for lethal or right after resolving Seer, thus denying opponents the chance to just play another one.

Takeaways

Bridge makes this matchup more of a fair fight for Mardu, which either way struggles to ever actually kill us as we accumulate a board presence. It's great news for us that the deck seems to be trimming it. Mardu is correct to keep its targeted discard to deal with our crucial artifacts, but many players side it out.

Ironworks

Ironworks, by Sebastian Pozzo (3rd, GP Sao Paulo)

Creatures

4 Scrap Trawler
2 Myr Retriever

Artifacts

4 Mox Opal
4 Chromatic Star
3 Chromatic Sphere
4 Ichor Wellspring
4 Terrarion
4 Mind Stone
4 Krark-Clan Ironworks
3 Engineered Explosives
2 Pyrite Spellbomb

Sorceries

4 Ancient Stirrings

Lands

4 Darksteel Citadel
4 Grove of the Burnwillows
2 Aether Hub
3 Inventors' Fair
3 Buried Ruin
2 Forest

Sideboard

4 Nature's Claim
3 Guttural Response
1 Beast Within
1 Wurmcoil Engine
1 Ghirapur Aether Grid
2 Lightning Bolt
1 Galvanic Blast
1 Pyroclasm

Game 1

This game is less of an arms race than the first in a match against, say, Tron or Valakut, reason being that we've got more relevant interaction here: Dismember answers Scrap Trawler, Chalice on 1 shuts off chunks of the Ironworks engine as well as Ancient Stirrings, and Scavenger Grounds can end their combo turn cold while fizzling a targeting trigger. On top of all that, we're still a Temple-Mimic-Guide-Seer deck.

Engineered Explosives on 0 (and cast for any amount of colorless mana) will take our Chalices off the table and leave Ironworks free to cantrip away, so no more than a single Chalice should be out at one time. As against Storm, Guide shines when it's cracking our on-board interaction (in this case, Grounds) when opponents don't see it coming, a fact that remains true post-board.

Sideboarding

-4 Matter Reshaper
-2 Smuggler's Copter

+4 Relic of Progenitus
+1 Surgical Extraction
+1 Gemstone Caverns (play and draw)

This Ironworks plan is much leaner than the Mardu one. There's still some excellent hate to board in over useless card advantage generator Matter Reshaper.

Smuggler's Copter also gets the axe, even though it can dig into important cards without fearing removal; sans Reshaper, our pilot density drops, and crewing becomes more difficult. We really don't want to be stuck with a lone Copter against combo, preferring an actual creature to clock them while we disrupt. Reality Smasher would be the next-easiest cut, but its ability to close the window quickly once we land a lock piece is too important here to pass up.

Caverns always comes in, too, although going to 23 lands on the play is far rarer overall than this guide lets on. We don't want to spend our scries digging for lands against combo decks; those extra looks are too valuable for finding hate. Opening more lands lets us keep hate-heavy hands, and having additional lands in the deck helps us keep riskier, high-upside Temple draws. Finally, making a land drop each turn helps us commit to the board while holding up mana to pop Relic and Scavenger Grounds, or Dismember on a Trawler.

Post-Board

Ironworks has a very hard time going off against us after siding; we keep all but our clunkiest attackers and bring in a hearty helping of hate. In most games, we slam Relic, make some attacks, and that's that. To get around an end-step Nature's Claim, committing multiple hosers to the board at once is optimal.

But Ironworks isn't totally out of tricks. For one, they can find Wurmcoil Engine, a card we have a very hard time beating. We can slug through a single Wurmcoil pretty much every game, but when Buried Ruin recurs it, we're in deep trouble. Relic and Grounds get in the way of that plan, but not without leaving us bare to the combo. The best way to beat Wurmcoil out of this deck is to strip it with Thought-Knot or just race; alternatively, creating a big board and pushing through with a Dismember does it.

Should Ironworks bring it in, Ghirapur Aether Grid is also quite annoying for Colorless, as it keeps Eternal Scourge off the table forever and prevents us from getting in with Mimic or manlands.

Takeaways

Of Modern's midrange decks, I feel Colorless Eldrazi Stompy has one of the more enviable Ironworks matchups. Barring Wurmcoil Engine, and of course improper disruption timing, there isn't too much to worry about here. Jamming the matchup with an Ironworks aficionado is an effective way to learn the many timing windows for disrupting the deck.

Always Tinker

The sideboard plans in this guide are not set in stone. I encourage you to try different configurations and adapt your decisions based on an opponent's play, as I often do. Rather, the plans presented in this article are examples that aim to give readers a sense of the important and expendable cards in each matchup.

This article marks my first in the Colorless Matchup Guide series, and I've never written such a comprehensive matchup guide before. Would you like to see similar content? What matchups are you wondering about? Let me know in the comments!

Answering Combo: A Beginner’s Guide

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The Modern PPTQ season begins at the end of July. For consummate grinders like myself, this is a call to break out the tech and start polish decks. It's also a call to start playtesting, both to understand how my own deck works and to understand how other decks operate. One of the greatest challenges for a tournament player is facing a deck and having no idea what is happening. Most commonly, this happens against combo decks. Today, I will be explain my strategies for facing combo decks.

It is something of a running joke that nobody understands how Ironworks actually works; not even Matt Nass. That may only be a joke, but Matt did spend a lot of time on camera explaining what was going on to his opponents and (it looked to me) the judges. His primer on the deck is also dense with interactions and lines of play, yet vague about how the combo works. Certainly, Yuri Ramsey didn't seem like he understood what was happening during his finals loss to Matt. This is a huge advantage for any deck, especially combo decks.

The Question of Answers

When it comes to answering combo decks, the first thing that springs to most players' minds is hate. Which is not inaccurate; combo hate is the best way to beat combo. However, what I'm talking about today is when hate is not an option. Perhaps the appropriate hate is normally unplayable, or your deck can't run the right type; more likely, it's game 1, when you won't have any. This is when practice and playtesting are critical. Without the experience and familiarity of playing against the deck, there's no way to know how to win—had Yuri done more playtesting against Ironworks, he might have known the correct time to blow his Oblivion Stone.

However, that may not be possible. The opponent across the table may be living the dream with a completely off-the-wall deck that nobody's seen before. There was no way to prepare for the deck, and now you're completely lost. This is where I've seen a lot of players, myself included, get tilted and give up. It's very dispiriting to be so lost and confused.

The answer is to focus and not panic. Even completely weird decks will have common identifying threads with more mainstream combos that can be seized on. Knowing generally how a combo works provides clues to how to fight back and provide a hope of winning. I may not have the right answers, but as long as I can figure out what is happening, I can determine if I have answers or a strategy that are good enough to win anyway.

Beyond Fairness

I have previously covered the broad categories of combo decks, or the fair and unfair varieties. But whether fair or unfair, combo decks operate in a few predictable ways with some noticeable tells. Reading these tells and knowing what they mean for the combo determines how they can be disrupted.

Critical Mass Combo

Critical mass decks are combo's most recognizable form, i.e. Storm. These decks need certain cards in large quantities to start their combos. They often do nothing for several turns before finding the right cards to win. Once that happens, they "go off" and start doing math to determine a path to victory. Critical mass decks tend give themselves away since they don't do much early but cantrip, sculpt their hands, and maybe play a telegraphing enabler.

There are many options for disrupting critical mass decks. Keeping them off their mass is the obvious move, but that isn't always possible; Storm survives Thoughtseize and Liliana of the Veil via Past in Flames, for instance. A stonewall of counterspells is more effective thanks to instant speed, but not without another element.

The trick is to attack from multiple angles. Jund relies on discard to proactively disrupt Storm, then Scavenging Ooze to close the door. Humans taxes the combo and attacks their hand while presenting a very fast clock. Tron struggles against these combos because Karn Liberated is not very disruptive and its clock is slow. Figure out what kinds of disruption are available and prioritize them.

Snowball Combo

While critical mass decks need their resources before starting to combo, snowball decks build as they go. These decks tend to depend on lots of permanents, and don't hold cards in hand, differentiating them from critical mass decks. Ironworks is a great example. The deck needs certain pieces to combo off, but it doesn't need to have them right away. It can play out its pieces well before actually finding Krark-Clan Ironworks or Scrap Trawler, use them to dig for more cantrips or crucial cards, and just build up over a period of turns to eventually combo off, as does a snowball rolling down a hill.

Ideally, it's best to prevent these types of decks from gaining momentum in the first place. This isn't always possible, as for example Ironworks plays cantrip artifacts to find and fuel its combo. Each Chromatic Star popped is a chance to hit and play another one. It's not really possible to disrupt that chain meaningfully. Focus instead on what the deck is lacking, be that a critical piece, mana sources, or even card quantity, and attack appropriately. The timing of disruption is far more important here than against critical mass.

The goal is to either stall or break the snowball. For example, the current version of Ironworks needs its namesake and Scrap Trawler to win via Pyrite Spellbomb recursion. Once the combo gets going, it will find multiple copies of both. However, if either is removed early, there may not be opportunity to find more. Removing Ironworks in response to Trawler or vice versa breaks the engine. Ironworks without Trawler means mana but no guarantee of more fuel; the opposite means fuel, but no way to use it. If the chain hiccups, it may be difficult to restart, providing a window for opponents to win. Waiting too long looking for value or a more opportune moment lets the snowball grow out of control. Hit the combo at the earliest opportunity.

Right Card Combo

These combos revolve around a small number of cards that win the game if resolved. These combos are self-contained and independent of the rest of the deck. Storm needs the right cards to go off, but it also needs them in quantity. Valakut needs to have its namesake card to win, but doing that doesn't automatically win the game. These two decks require more to happen once the combo is assembled.

Right card decks include Ad Nauseam and Splinter Twin. If Splinter Twin resolves on a Deceiver Exarch, the combo has succeeded. Nothing else needs to happen; there's no question of resources or possibility of fizzling. The assembled combo wins unless immediately disrupted.

These decks can be the hardest to recognize in-game. They don't build to anything, and may not telegraph the combo at all. A deck like Ad Nauseam is mainly cantrips and artifact mana so it does telegraph, but it's an exception. Fair combo decks like Twin or Abzan Company tend to fall under this category, and to the uninitiated, they do not look like combo decks.

The identification method I use is to ask myself whether the deck is doing something good enough for Modern. If what I'm seeing looks mediocre at best or has odd card choices, I get suspicious and adjust my play so that if there is a combo coming I have an answer.

To defeat these combos, simply prevent the combo from resolving. Unlike the other types of combo, there are no alternative routes to victory. Cards A and C must be resolved with Card B in the right order. Answering any piece of the combo by any means disarms it: Ad Nauseam cannot realistically win without its namesake card; counter or discard the Ad Nauseam, and the deck fizzles. However, the risk is that opponents can simply topdeck another copy of the missing piece and slam it down for the win.

Therefore, these are the only types of decks where Cranial Extraction effects are as good as players think they are, to the point that Ad Nauseam conceding to Slaughter Games is reasonable move. Whether this applies to a specific right card combo depends on the deck. It is completely true of Ad Nauseam, arguable about Ironworks, and completely untrue of Abzan Company and Splinter Twin.

How to Respond

Determining what combo type and how to fight it are only part of the battle. The next step is deciding what your deck can actually do against that combo. This is entirely dependent on what you're playing. The more answers in the deck, the more options available, but that can be a trap. It is critical to identify the best strategy for your deck in the situation.

Quantity of Answers

This option is the classic stonewall approach: just answer everything relevant, and the combo fizzles. Of course, identifying the relevant spells can prove tricky. On the surface, only Gifts Ungiven and Past in Flames really matter in Storm, but only countering those cards can leave the door open for multiple Grapeshots with Remand.

The problem with this method is that it isn't sufficient by itself. UW Control can counter as many spells as it wants, but if it doesn't apply pressure, Storm will eventually force its way through. This is why Vendilion Clique is so good against combo decks: it both disrupts and closes out the game.

Tempo them Out

This is the most common method, and the reason that aggro-control and tempo decks are so strong against combo. This strategy uses disruption to slow the combo deck to ensure that its clock is faster. Discarding or countering a few key pieces while creatures crash in is the classic anti-combo strategy for a very good reason. Humans is a prime example of this strategy since its clock is also its disruption. Tempo-ing combo decks doesn't require that much disruption; just the right piece at the right time.

Destroy the Combo

The third method is to proactively destroy the combo, or remove the combo pieces from the combo deck. As previously mentioned, this is most effective against right card decks, but it is also hard to do incidentally. Cranial Extraction and Slaughter Games are not very good cards normally, so there's little reason to have them except as combo hate. Surgical Extraction sees more play, and can do the job, but only if the right piece is in the graveyard and the game isn't lost. Generally, this is only possible if it's intentionally built into the sideboard.

Moot the Combo

Sometimes, a deck simply isn't vulnerable to an undisrupted combo. This is a very rare situation, but it can happen. Mooting a combo doesn't disrupt or prevent the combo, but instead renders it superfluous and unable to actually win the game. The combo still goes off, but it isn't lethal. The best example I have is Soul Sisters vs Splinter Twin. As long as Sisters had a Soul Warden on the battlefield, Twin could never combo-kill with Deceiver Exarch because every Exarch made was countered by a point of lifegain. Two sisters stopped Pestermite.

This is not playing Platinum Angel. Angel functions more like a hate card, since it prevents the effects of the combo (theoretically). To moot the combo, it must be rendered impotent without a direct attack or roadblock. The only way I know for this to work is through lifegain. Lots, and LOTS of lifegain. Creature combo is pretty rare these days, so the only way I can think of to gain inordinate amounts of life is Martyr of Sands. Even then, it takes multiples, and probably recursion to really be out of Storm or Valakut's reach.

Just Race

Some decks just don't have the means to realistically disrupt a combo. Their only hope is to race. Just because the combo deck can goldfish on turn three doesn't mean it actually will. Every tournament-caliber deck has a failure rate. The more pieces required to win, the more likely it is to fail. Many combo decks can't really win playing normal Magic, and therefore tend to have higher failure rates than non-combo decks. That rate increases the more pressure is applied. Putting the combo deck on the clock and forcing them to win first may yield a win.

Linear aggro decks have historically bad matchups against combo because they don't interact, but aggro decks also have low failure rates. They're more likely than other decks to actually hit their goldfish target in a given game (usually turn four). Therefore, forcing a combo deck to go off or die before they're actually ready is a perfectly valid strategy. It's not ideal, but if your deck lacks the means to disrupt the combo, leaving them dead on board and crossing your fingers can work.

Don't Play Scared

Never underestimate the ability of combo players to not "have it." Combos do fail of their own accord. I frequently see newer players playing so scared against combo decks that they fail to win games. Rather than simply playing their strategy and trying to win, there is an obsession with representing answers in hopes that it keeps the combo player from going for the win. This can work, but only when the opponent has reason to believe you actually have the represented answer. Even then, given enough time, the combo player will simply sculpt their hand until the represented answer is irrelevant.

While in interactive matchups it is often correct to play around cards, that isn't always possible against combo. Against a decent combo player, it will actually hurt more to play around them than to ignore them. The combo player will go for it at some point, and the later that point is, the more likely the combo is to succeed. Disrupt the combo or race the combo; just don't try and bluff the combo if it impedes your own gameplan. Make your opponent as afraid of your gameplan as you are of theirs, and even against completely unknown decks, you stand a chance of victory.

Brew Report: The Never-Ending Format

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Modern experienced a relative lull in new blood a little after Dominaria's release. But the format appears to be bouncing back, as the last couple weeks have yielded some great decklists. In this article, we'll take a look at some of the more intriguing candidates.

Culling the 5-0s

Brews often pop up in the 5-0 decklists Wizards publishes from their Magic Online leagues, and things are no different this time around.

A Modern RUG

Temur Delver, by Chaughey (5-0)

Creatures

4 Delver of Secrets
4 Tarmogoyf
2 Young Pyromancer
1 Snapcaster Mage
4 Hooting Mandrills

Instants

4 Lightning Bolt
4 Vapor Snag
2 Thought Scour
3 Spell Pierce
1 Stubborn Denial
3 Mana Leak

Sorceries

4 Serum Visions
4 Faithless Looting
2 Forked Bolt

Lands

4 Misty Rainforest
4 Scalding Tarn
3 Wooded Foothills
2 Steam Vents
1 Stomping Ground
1 Breeding Pool
2 Island
1 Forest

Sideboard

2 Stubborn Denial
2 Ancient Grudge
4 Damping Sphere
2 Destructive Revelry
3 Feed the Clan
2 Firespout

Chaughey's success with Temur Delver appears to be no fluke: this marks his second consecutive finish with the deck, which has changed very little between events. While the man himself has graced us with a detailed writeup elsewhere on the internet, I'll do my best to summarize his thoughts here for those less invested in the archetype.

  • Vapor Snag always does what it's supposed to do, and is brutally efficient at clearing out blockers. Forked Bolt's ability to gun down multiple creatures trumps the card type from Tarfire.
  • Young Pyromancer is a worse, but crucial, additional threat in the Boltfield that is Modern. So is Snapcaster Mage, Chaughey's least-favorite card here thanks to its high mana cost. Snap may soon become another Pyromancer, which itself is a placeholder for a better, as-of-yet unprinted creature.
  • Faithless Looting cycles through extra threats in the removal-light matchups, as well as just provides a huge chunk of velocity across the board. Chaughey wasn't impressed with Modern's other cantrips.
  • As for the sideboard, the Spheres and Feeds are concessions to Tron and Burn's respective popularity online.

On to my take: I feel that Faithless Looting essentially replaces Disrupting Shoal in this deck as a way to take advantage of card advantage not mattering so much in Modern. Looting is less narrow than Shoal, and far better when playing from behind; I like the switch in this metagame, which is chock-full of random mana costs (Krark-Clan Ironworks; Hollow One; Bedlam Reveler; Lingering Souls; etc.).

Looting also allows for decisions like maxing out on Vapor Snag, a dead card in some matchups, which greatly improves our percentage against the troublesome creature decks. This idea translates to the counter suite, where Spell Pierce reigns supreme. With only 4 Delver as one-drop creatures, though, I wonder if the deck can consistently apply enough early pressure to maximize Spell Pierce, as Counter-Cat does. I also feel Wild Nacatl answers Chaughey's expressed need for additional threats, and am looking forward to the pilot's thoughts on Temur over that deck.

Prison Gets Friendly

WR Planeswalkers, by Nicksnack (5-0)

Creatures

1 Emrakul, the Aeons Torn
4 Simian Spirit Guide

Planeswalkers

3 Gideon of the Trials
2 Gideon Jura
4 Nahiri, the Harbinger
2 Chandra, Torch of Defiance

Enchantments

4 Blood Moon
2 Cast Out

Instants

4 Lightning Helix
3 Blessed Alliance
1 Glorious End

Sorceries

3 Anger of the Gods
3 Wrath of God
1 Urza's Ruinous Blast

Lands

1 Wooded Foothills
4 Sacred Foundry
4 Clifftop Retreat
4 Temple of Triumph
2 Field of Ruin
8 Plains
60 Cards

Sideboard

1 Anger of the Gods
1 Hazoret the Fervent
1 Jaya Ballard
4 Lightning Bolt
1 Lyra Dawnbringer
4 Path to Exile
2 Rest in Peace
1 Squee, the Immortal

A novel take on WR Prison, Nicksnack's WR Planeswalkers focuses more intently on the deck's planeswalker aspect. Chalice of the Void is notably absent from the deck, despite the continued omission of one-drops. Big additions here include Cast Out, a flexible removal option; Urza's Ruinous Blast, a one-sided exiling Oblivion Stone; and Glorious End, the deck's most intriguing card.

End's clearest use is with Nahiri, the Harbinger, where it gives pilots a surprise extra turn to cheat out Emrakul and win the game. But I suppose an extra draw and attack with Gideon can also seal the deal.

Lightning Bolt and Path to Exile are simple-brilliant solutions to creature decks, but I do wonder why Bolt doesn't make the mainboard cut over some number of damage-based sweepers rather than the other way around. Path is easier to explain: Blood Moon.

Modular Modern

Modular, by Lexor19 (5-0)

Creatures

4 Arcbound Worker
2 Sparring Construct
4 Arcbound Ravager
4 Steel Overseer
4 Hangarback Walker
4 Walking Ballista

Artifacts

4 Mox Opal
3 Throne of Geth
2 Welding Jar

Enchantments

1 Evolutionary Leap
4 Hardened Scales

Sorceries

4 Ancient Stirrings

Lands

4 Darksteel Citadel
2 Blinkmoth Nexus
2 Horizon Canopy
4 Inkmoth Nexus
1 Pendelhaven
7 Snow-Covered Forest

Sideboard

1 Evolutionary Leap
4 Damping Sphere
2 Dismember
2 Gut Shot
4 Nature's Claim
2 Relic of Progenitus

Murmurs of a more counters-based Affinity deck made their rounds when BG Snake was a driving force in Standard. But this recent take drops Winding Constrictor altogether, preferring more functional Arcbound Workers and the thematic Throne of Geth, which in this build is practically an unkillable Steel Overseer.

Evolutionary Leap is also showing up in this deck as a way to dig into the deck's more powerful enablers. Sacrificing a modular creature is relatively free damage-wise. I'm excited to see how this deck evolves.

Challengers Approaching

A couple interesting lists also came out of latest Modern Challenge.

Morphling-Knot Seer

Cryptic Command Eldrazi, by Betalain (17th, Modern Challenge)

Creatures

4 Eldrazi Skyspawner
2 Vendilion Clique
4 Thought-Knot Seer
4 Reality Smasher
3 Walking Ballista

Artifacts

1 Engineered Explosives
2 Talisman of Progress

Enchantments

4 Spreading Seas

Instants

3 Cryptic Command
2 Dismember
3 Opt
2 Remand
1 Unsubstantiate

Sorceries

3 Serum Visions

Lands

4 Adarkar Wastes
1 Cavern of Souls
4 Eldrazi Temple
1 Field of Ruin
7 Island
2 Mystic Gate
2 Scavenger Grounds
1 Wastes

Sideboard

1 Cryptic Command
1 Engineered Explosives
2 Blessed Alliance
2 Ceremonious Rejection
2 Dispel
1 Entrancing Melody
2 Rest in Peace
2 Stony Silence
2 Timely Reinforcements

This deck feels more like a joke than anything else, but 5-0's a real result, and there's some savvy deckbuilding to admire here. The baby white splash for sideboard hosers is my favorite. As someone who's always wanted to play Serum Visions in a Thought-Knot Seer deck, I hope Cryptic Command Eldrazi is more than just a fluke.

Right away, I like Eldrazi Skyspawner's adoption as a threat that attacks from different dimensions than the beefy lone bodies of Seer and Smasher. But that's about as much as I can manage to understand about this deck. Can it consistently assemble Cryptic Command mana with both Scavenger Grounds and Eldrazi Temple in the deck? Is Tron into Karn not a superior late-game plan? Does Unsubstantiate do something, let alone anything? If you have any insights, please share them with me in the comments.

Goblin Stompy, by Notsoweird (28th, Modern Challenge)

Creatures

1 Goblin Chainwhirler
4 Goblin Rabblemaster
1 Hazoret the Fervent
2 Siege-Gang Commander
4 Simian Spirit Guide

Planeswalkers

4 Chandra, Torch of Defiance

Instants

4 Desperate Ritual
2 Abrade
2 Dangerous Wager

Sorceries

4 Bonfire of the Damned

Artifacts

4 Chalice of the Void
3 Ensnaring Bridge

Enchantments

4 Blood Moon

Lands

4 Ramunap Ruins
3 Gemstone Caverns
1 Scavenger Grounds
13 Mountain

Sideboard

3 Anger of the Gods
1 Damping Matrix
1 Dire Fleet Daredevil
4 Eidolon of the Great Revel
3 Scab-Clan Berserker
1 Sorcerous Spyglass
1 Stormbreath Dragon
1 Torpor Orb

Last but not least, here's an old Legacy favorite making its official debut in Modern. Goblin Stompy rushes out lock pieces with ritual effects and then closes out the game with Goblins.

Also making its Modern debut is Standard scourge Goblin Chainwhirler, which shines at dealing with enemy creatures that can slide under a Bridge, but without killing its controller's own small creatures. Those are pumped out by Goblin Rabblemaster and even Siege-Gang Commander, a late-game bomb that joins Hazoret in providing repeated reach under Bridge.

Ensnaring Bridge is the cleverest lock piece here. While usually featured in decks that don't attack opponents at all, Bridge is right at home in a deck looking to turn 1/1 tokens sideways; adding a second card to the hand even lets Rabblemaster attack and then grow. Chalice and Moon are givens, and eight rituals help power them all out.

Dangerous Wager fills the Looting gap I once tried to solve with Cathartic Reunion in a Chalice-featuring Blood Moon deck. A potential plus, Wager is still likely to discard a card or two; discarding those cards doesn't matter so much, though, when they were functionally dead anyway, as with redundant lock pieces.

I wonder if this deck will try to adopt Sarkhan, Fireblood. I've been loving the card in GRx Moon, where it admittedly also fills the 'yard for Tarmogoyf; still, there are plenty of great discards in this build, including the rituals that power out those redundant lock pieces in the first place.

Never Too Fresh

Any sweet brews I missed? How about details on the above decks? Drop me a line. If there's one thing I love close to as much as this dynamic jewel of a format, it's dissecting the very brews that make it tick!

Choosing Sideboard Cards: A Beginner’s Guide

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Happy (almost) Independence Day America! For Fireworks Day Eve, I have been inspired to go back to the Beginner's Guide. Recent spoiler discussions and in-game observations made me realize that I have a lot more Modern basics to cover. I've danced around this a few times, but never actually discussed building a Modern sideboard. I'm not talking about the strategy or process this time. This article is about picking the right cards.

Disenchant, Negate, and Duress are examples of cards seemingly tailor-made for the sideboard, and too narrow for the main. Identifying a clear sideboard card is foundational knowledge. Knowing which cards belong in a particular sideboard, however, is less obvious.

I have been surprised by the number of players, including very good ones, whose tournament winning sideboards have cards they didn't need. Not cards that they didn't bring in ever because the right matchup never came up, but cards that even in the right matchup weren't going to be relevant. Especially in a format as diverse as Modern, every sideboard slot is precious. Therefore, it is imperative that every slot is as impactful as possible. Players must be certain that the cards they play in the sideboard perform as intended and have a relevant impact in a match.

Beyond the Basics

The basic rule of sideboarding is to remove irrelevant cards for relevant ones. That's not particularly helpful or clear, so most players remember that rule as "take out dead cards, bring in answers." In many ways that is true, but it's not the actual point of sideboarding. The goal is to readjust your deck's gameplan based on your opponent's to ensure your victory. There are many ways of accomplishing this goal, but the key is ensuring the card brought in to accomplish that job actually does that job. It's not enough to have cards that are theoretically good in a matchup. Sideboard cards need to actually, and substantially, disrupt the opposing gameplan or protect/advance your own gameplan given the opposing strategy.

For example, it is certainly true that discard spells are disruptive against Storm. The deck needs a critical mass of spells to combo off and discard denies this to Storm. However, given enough time, discard becomes irrelevant, as Storm can simply build up a critical mass in the graveyard and win via Past in Flames.

The key is using discard as a tool to buy time to find a clock. A common mistake players make is to pack more discard spells for the matchup and expect that to be enough. Additional discard is a linear addition in that it reinforces Plan A from game one, but a good Storm player will anticipate and adapt to that strategy, making it less effective.

Mistaking Impactful and Effective

Another common mistake is simply using the wrong cards in a matchup. Sideboard cards need to be as impactful as possible. Ideally, each card will win the game if unanswered, but even when that isn't possible, cards should be as impactful as possible. Resolving a sideboard spell should have a noticeable effect on the game. This is fairly obvious. What isn't obvious is that just because a card is impactful doesn't also make it effective. The sideboard card should have a significant impact on the game, but it also has to accomplish something in the matchup.

Consider Rest in Peace, a classic sideboard card. When it hits the board, Rest takes away both players' graveyard. This is a fundamental change to the game and ensures an impactful play. But does it mean anything? That is entirely contextual. Obviously this is backbreaking against Dredge and meaningless against Humans, but it gets murky in between those extremes.

Mardu Pyromancer relies on its graveyard to cast Bedlam Reveler and sometimes Gurmag Angler and uses it as a value engine with Faithless Looting, Kolaghan's Command, and Lingering Souls. Therefore it is a very graveyard-centered deck, and Rest is an effective sideboard card. Meanwhile, Jeskai Control has Snapcaster Mage and Search for Azcanta as graveyard cards, and that's all. RiP reduces those cards' value, but doesn't remove their impacts completely, rendering such dedicated graveyard hate ineffective.

How to Evaluate Sideboard Cards

Sideboard cards must substantially and relevantly disrupt the opposing gameplan or advance your own plan in the matchup. There will be exceptions and corner cases, but this is the general principle. To actually determine whether this is what my sideboard is doing, I have some rules:

  1. Does this card actually cripple my opponent's deck? i.e. Stony Silence against Affinity.
  2. Does this card significantly hamper my opponent's gameplan? i.e. Kor Firewalker against Burn.
  3. Does this card directly answer my opponent's gameplan? i.e. Anger of the Gods against Humans.
  4. Does this card protect me from part of their gameplan that I need to care about? i.e. Leyline of Sanctity in Bogles against Jund.
  5. Do I need this card to not lose to their sideboard cards? i.e. Nature's Claim against Stony Silence in Ironworks.
  6. Do I need this card for my own gameplan? i.e. Dispel and Geist of Saint Traft in my Jeskai Tempo deck against control.
  7. Does this card play well with my own gameplan? i.e. Not Grafdigger's Cage against Dredge out of a Collected Company deck.
  8. By playing this card, do I eliminate the need for other cards? i.e. Engineered Explosives instead of dedicated creature removal.

I want each card to answer yes to as many of these rules as possible, but it isn't necessary to have more than two if that yes is strong enough. This is because the only one that is immovable is #7. Sideboard cards need to harm the opponent more than you, and preferably only your opponent. If I'm getting hit by my own card, it had better be because I really need that effect and there aren't other options, or because I can mitigate the impact. I've run Blood Moon in Jeskai before because I couldn't beat Valakut, the Molten Pinnacle decks otherwise. I did get hurt, and sometimes severely, but by planning ahead and compulsively fetching basics, I made it work. It wasn't optimal, but nothing else worked and sometimes that's as good as it gets.

#4 is most commonly-broken rule. When talking about decks and sideboard strategies, I frequently hear players mention that this card is in their sideboard "just in case," or "because I need something." The exchange goes something like this:

Me: Just in case what?

Them: If I hit Storm I need graveyard removal, so I have Surgical Extraction.

Me: I just saw you Extract Storm three times and you still lost handily.

Them: Yeah, Storm is a terrible matchup.

Me: Functionally unwinnable or unfavorable?

Them: Haven't won a match in weeks.

Me: Why are you using sideboard slots to try if it's unwinnable in the best case scenario?

Them: I need something against Storm.

The player from this story eventually gave in to my line of thinking and stopped running Surgical and switched to the more versatileNihil Spellbomb. Storm's still terrible, but his Mardu Pyromancer matchup improved.

Frequently, players worry about parts of opposing strategies that aren't relevant to their deck; Burn doesn't really need to answer Ensnaring Bridge and Merfolk doesn't care how fast it gets Blood Mooned. Having answers for these cards is fine as long as they weren't boarded in specifically because of them. Burn may bring in Smash to Smithereens against a Bridge deck because of other targets, but Bridge itself doesn't stop Burn from winning. Don't try and answer parts of a strategy that don't impact your own gameplan or just win your opponent the game. Focus only on what matters.

It Takes Two

One complication is that Magic is a game between two players. I am thinking about how my deck interacts with my opponent and how to sideboard against them, and so are they. Sometimes this can be used against them, but it's not always possible. Instead, sideboard with the opponent's plan in mind. Playing Merfolk against UW Control, I know that the game will be about sweepers and lifegain. Spot removal is thin, and counters may not be relevant thanks to Aether Vial and Cavern of Souls. I can't do much against Supreme Verdict, but will fight Blessed Alliance and Wrath of God. My opponent will make the game about those cards, so I need to prepare accordingly. Tournament Magic is different from testing. The strategy that works well in testing may not survive an opponent with different matchup vision and perspective, so be flexible.

Cases in Point

Core 2019 is on the horizon, and that set has a number of interesting potential sideboard cards. Whether they're actually good isn't immediately obvious, so I will use them to demonstrate how I see sideboard cards.

  • Amulet of Safekeeping - Probably the most talked about card, Amulet of Safekeeping is clearly designed to answer Storm. The first ability Mana Tithes anything that targets you (meaning Grapeshot) and the second blanks 1/1 tokens (meaning Empty the Warrens).On paper that is fine, but Amulet only protects against Storm's win conditions. Storm is still free to combo off, during which it can tutor for an answer with Gifts Ungiven and win anyway. Thus, the card doesn't actually disrupt Storm's gameplan nor protect you from Storm. As an answer to Mardu Pyromancer, Amulet may seem more promising, but Mardu can easily pay the tax or use Kolaghan's Command. Because it doesn't actually accomplish its stated goal, Amulet is not a good sideboard card.
  • Infernal Reckoning - While I would have appreciated this card two years ago, these days Infernal Reckoning is not a good sideboard card. It answers any Eldrazi at a very good rate, but that's all. It doesn't really cripple or disrupt the strategy, and one-for-one trades aren't exciting as sideboard cards. There's a reason control decks side in sweepers instead of Terminate against creature decks. Swords to Plowshares is a very good card, but there's no reason to only have it in the sideboard. If Eldrazi Tron was more prevalent, I could see an argument for Reckoning. As is, it's too narrow and low impact to be justified.
  • Shield Mare - On the other hand, I could see myself boarding in Shield Mare against Burn in the right deck. While not the most potent hate card, Mare does substantially disrupt the opponent and/or protect against Burn's gameplan, depending on how you evaluate lifegain. Mare also trades for an entire burn spell when it enters and happily blocks all Burn's creatures. Atarka's Command sees no play anymore, so the only way to kill Mare without triggering her is via prowess triggers on Monastery Swiftspear. Kor Firewalker may do that more cheaply, but it has the weakness of Path to Exile killing it for no value, whereas Mare still gains life when targeted. I'd certainly try Mare in Death & Taxes.

Just the Beginning

This is intended to provide a general guideline for less experienced players. There are a lot of exceptions and nuance that more experienced players understand, but this is not the place to discuss them. There is always more to learn and things can always be more complicated. The key for beginners is to take it slow and not get overwhelmed.

Basic Instinct: GR Moon with Sarkhan, Fireblood

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It's been awhile since I last discussed GRx Moon, one of my darling archetypes. Sarkhan, Fireblood inspired me to return to the deck for the first time since the Bloodbraid Elf unban, itself an episode that ended up frustrating me as I tried and failed to integrate the hasty 3/2 into the deck. M19's new planeswalker seems to tie all the pieces together. Today, I'll unveil and explain my newest build of GR Moon.

Keeping the Faith

Between hyperbolic endorsements as "Brainstorm" and continued success in aggro-control strategies as diverse as Mardu Pyromancer and Grixis Shadow, Faithless Looting has fully caught on in Modern.

Looting has always been at the center of GRx Moon, a deck I developed while working on Skred Red in 2012 after splashing green for Tarmogoyf in that shell. Here, it transforms excess mana sources and lock pieces into more business or otherwise fixes early draws, all while growing Tarmogoyf.

The card also represents the key divide between GRx Moon and GR Ponza, the Inferno Titan-toting land destruction deck that rose to prominence a couple years ago. While that deck continues making land drops to cast its pricey bombs, we accommodate Looting by willfully giving up mana sources beyond the fourth, instead relying on an incidentally huge Goyf to apply late-game pressure. We don't spend early turns setting up our mana; we spend it interacting and putting opponents on a clock.

GR Moon, by Jordan Boisvert

Creatures

4 Tarmogoyf
3 Goblin Rabblemaster
2 Magus of the Moon
4 Bloodbraid Elf
2 Hazoret the Fervent
4 Noble Hierarch

Enchantments

4 Blood Moon
4 Utopia Sprawl

Planeswalkers

3 Sarkhan, Fireblood

Instants

4 Lightning Bolt
2 Tarfire

Sorceries

4 Faithless Looting

Lands

4 Wooded Foothills
3 Misty Rainforest
3 Windswept Heath
2 Stomping Ground
2 Darksteel Citadel
4 Forest
2 Mountain

Sideboard

4 Dire Fleet Daredevil
3 Molten Rain
3 Ancient Grudge
2 Anger of the Gods
1 Dismember
2 Surgical Extraction

The New

Upping Aggression

Elephant in the room: for all the years I've played around with GRx Moon shells, Bloodbraid Elf has not been Modern-legal. But it slots right into our curve by coming down after three-mana play, and clearly plays roles this deck seeks to fill. Some of those roles include quickly applying pressure (haste), sifting through excess mana sources (cascade), and out-spelling our opponents (also cascade).

What's awkward about Elf is that it occupies the same slot in the curve as Huntmaster of the Fells, historically a powerhouse for us. The plan has long been to supplement Huntmaster with another threat and call it a day. But jamming Elves there doesn't actually work, since with Huntmaster as our other premier non-Goyf threat, our cascades are simply too mediocre on average to justify playing Elf at all. Besides, the sudden aggression Elf provides doesn't mesh so well with Huntmaster's preference for resource-strapped grinding.

The solution? Cutting Huntmaster entirely. I've filled his shoes with Goblin Rabblemaster, a high-impact cascade hit in line with Bloodbraid's bottom line. And joining Bloodbraid at the four-mana slot is Hazoret the Fervent, another curve-topper adept at closing out games. Hazoret mitigates our feel-bad Lootings and proves troublesome for certain decks to remove. Its reach ability tends to deal around four damage, too, so the card often translates as half our opponent's life total. Bloodbraid, Rabblemaster, and Hazoret all share the same philosophy: get opponents dead fast after tripping them up with a Blood Moon.

Super Sifting

GRx Moon would play more than 4 Faithless Looting if given the chance, and I've tried quenching the deck's thirst for worthwhile discard outlets with candidates as diverse as Liliana of the Veil and Collective Brutality. Sarkhan, Fireblood is an exciting addition to Modern from M19 that may serve up the extra Lootings we crave.

Sarkhan may lack the sorcery's brute efficiency, but he does boast several benefits. For one, Sarkhan's a planeswalker, a card type Tarmogoyf has desperately wanted since I began this project. I've tried Nahiri, the Harbinger, Chandra, Torch of Defiance, and Chandra, Pyromaster in this deck, but none quite cut it—four mana's a steep price to pay for a walker in Modern, as we know from Jace, the Mind Sculptor's relative failure post-unban. At three mana, Sarkhan comes down on turn two off Hierarch or Sprawl to start digging through the deck.

While digging, Sarkhan also pressures opponents from a unique angle: by steadily ticking up to an ultimate that's difficult for most decks to interact with. Four 5/5 Dragons is like Marit Lage Plus in a format so reliant on Path to Exile. After an activation or two, and especially on an empty board, opponents must start dedicating resources to getting Sarkhan off the table, which lets us happily continue looting and take games the old-fashioned way.

Finally, Sarkhan's an excellent cascade hit, and a fine play against opponents clutching a grip full of removal. Its inclusion also gives us enough reliable discard outlets to accommodate a pair of Darksteel Citadels (this time without the hit-or-miss Boom // Bust), which are basically free Goyf pumps in a deck with such good mana.

The Old

Mana

I went with the classic 4-4 dork/sprawl split in this list. Sprawl is tougher to interact with, and so a safer bet when it comes to slamming fast lock pieces. But dorks are preferable in many instances, too; for a big Sprawl turn, wherein the enchantment acts as a sort of Springleaf Drum by breaking even on mana while ramping us, or to walk opponents into an angry Tarmogoyf. Running both card types gives us more choice regarding how to play out our openers and adds depth to our mulligan decisions.

Despite this build's demanding RR requirements for Sarkhan, Fireblood, Anger of the Gods, and Molten Rain, I went with Noble Hierarch over Birds of Paradise. Exalted is just too important with our threats. It helps us win Goyf wars, of course, but also significantly enhances Goblin Rabblemaster and Bloodbraid Elf. Not to mention Hazoret hits like a ton of bricks with Hierarch in play.

Moons

4 Blood Moon is a given, so let's talk about Magus of the Moon, which I include in my GRx Moon decks at 0-2 copies. This card's worth shifts with both the metagame and the build of its home deck—both cases thanks to the existence of Lightning Bolt. With more opponents on Bolt, Magus becomes worse, as it does in a shell light on mana dorks. Dorks power Magus out right away if opponents demonstrate no kill spell by not shooting our accelerant, and they also draw fire away from the pricey Magus, which otherwise can cost us some tempo.

In addition to the Hierarchs, our hasty Elves fight for opposing removal. And should they not have any, cascading into Magus is even better than hitting a Moon, since our clock becomes that much faster while opponents struggle to draw out of the scenario,

Murders

Our removal package is very straightforward: 4 Lightning Bolt, 2 Tarfire. The purpose of these spells is to clean up early threats from opponents and mana dorks before we land Blood Moon or otherwise put the game away. Between Elf, Rabblemaster, and Hazoret, this build is significantly more aggressive than previous iterations of GRx Moon; as such, our need for heavy-duty removal decreases. The best late-game plan is to never enter the late-game!

I experimented with varying amounts of Dismembers in the mainboard and eventually settled on 0. Much as I love the card, Dismember only sometimes snipes enemy Goyfs, and is a hit-or-miss cascade in the dark. It's painless to Loot away, though, and helpful in certain matchups (chiefly Eldrazi), so I kept one in the sideboard.

Sideboard

4 Dire Fleet Daredevil: The other big addition to GRx Moon is Dire Fleet Daredevil. This card comes in against all spell-based fair decks, which mostly means blue control (Jeskai) and black midrange (Shadow, Mardu). Its original purpose here, though, was to answer enemy Goyfs, something my "Turbogoyf" decks have always struggled with to some degree.

I realized in testing that the Goyf decks currently in Modern are also Fatal Push decks, and ones that struggle against specifically Snapcaster Mage. Daredevil turns their Pushes on their own Goyfs while plussing in a way difficult for them to answer cleanly. The only problem with this plan is that Daredevil needs a Push to eat before opponents start beating us up with their Goyfs.

Hierarch and Tarmogoyf are critical at baiting out the removal spell, but especially the latter; should opponents miss on removal, our Goyf will handily hold down theirs until a stall-breaker arrives, and can even go on the offensive with some help from Hierarch or a burn spell.

3 Molten Rain: Our Stone Rain analogue, Molten gets the nod mostly because we can support it. It's also a superior cascade hit and supports our reach plan.

3 Ancient Grudge: The most effective artifact spot removal in Modern. Tripling up on Grudge is quite easy to do at this stage in the deckbuilding process, and makes our artifact matchups a breeze.

2 Anger of the Gods: Gets the nod over Pyroclasm for the extra damage and exile clause. We need to be able to cleanly deal with gummy Collected Company boards, or Tarmogoyf loses a lot of value. The last point matters against Humans. I've also found Anger invaluable for the Krark-Clan Ironworks matchup; if we keep them off their namesake card, they chump Goyf eternally with Scrap Trawlers and Myr Retrievers, a plan Anger halts.

1 Dismember: All-purpose removal for every creature matchup.

2 Surgical Extraction: I tried a black splash early on to address enemy Tarmogoyfs, and now dearly miss Nihil Spellbomb in this build. But Surgical's still plenty strong in Modern, especially in the hands of a skilled pilot. While an unexciting cascade hit, Surgical in the hand protects us from all kinds of enemy shenanigans, and the card has over-performed relative to my expectations so far.

A Loot of Options

So far, I've noticed multitude of differences between this and other builds of GRx Moon: we gain consistency in the mid-game, but suffer more if we lose our accelerant right away; we're softer to go-wide aggro decks, but better against everything else. Adding dorks is the first agenda point to try.

I'll have to test a good deal more before making any major tweaks, but am stoked with Sarkhan so far, and encourage naysayers to try him out—other shells I think would benefit from the walker are Skred Red and Mono-Red Prison. Happy digging, everyone!

Testing the Core: M19 Impressions

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Another new set, more new cards, and more chances for hope to spring eternal. As always, players are wildly speculating on their playability and trying to fit new cards into everything. I'm not immune, and especially now that the full spoiler is out I have been looking for and testing Modern playable cards. Two in particular have stood out, and today I will be sharing my results with Militia Bugler and Supreme Phantom.

Militia Bugler

The first card that I saw spoiled and got me testing new cards is Milita Bugler. I'm a Death & Taxes player at heart, and I've longed for Recruiter of the Guard or even Enlistment Officer in Modern. Recruiter was a sea change for Legacy Death & Taxes, becoming the card advantage engine the deck needed in addition to finding lockout creatures; Officer is the lynchpin of Soldier Stompy.

So far, it appears that Bugler is as good as it will get for Modern. I still have hope, considering Sylvan Messenger is legal, but given Bugler I won't hold my breath. Not that this is a dig at Bugler. It's a perfectly playable card, if far more narrow than its forbearers.

Where it Belongs

As soon as Bugler was spoiled, everyone's mind jumped to the same deck. Humans is the elephant in the Modern room right now, and Bugler is a Human. And it does fit in. Just look at Martin Juza's Grand Prix deck:

"Humans, Martin Juza (GP Las Vegas, 4th Place)

Creatures

4 Noble Hierarch
4 Champion of the Parish
4 Kitesail Freebooter
4 Meddling Mage
4 Thalia's Lieutenant
4 Phantasmal Image
3 Thalia, Guardian of Thraben
1 Dark Confidant
4 Mantis Rider
4 Reflector Mage
1 Kessig Malcontents

Artifacts

4 Aether Vial

Lands

4 Ancient Ziggurat
4 Cavern of Souls
4 Unclaimed Territory
4 Horizon Canopy
2 Seachrome Coast
1 Plains

Sideboard

3 Gut Shot
3 Auriok Champion
2 Kataki, War's Wage
2 Izzet Staticaster
2 Reclamation Sage
2 Sin Collector
1 Dark Confidant

Most of the maindeck and sideboard are findable creatures with Bugler. Humans's greatest weakness is running out of cards, and Bugler digs for more creatures. Furthermore, Bugler requires a deck with a very high creature count, and no deck plays more than Humans. On paper it appears like the perfect fit, and according to a certain segment of the playerbase, a huge mistake on Wizards' part.

The Catch

I'm not convinced that Humans actually wants Bugler. The maindeck is effectively set in stone, with only 1-2 flex slots depending on how many Thalia, Guardian of Thrabens are needed. Which cards fill those slots depends on the pilot. Martin has a Dark Confidant and Kessig Malcontents maindeck with another Confidant in his sideboard. I've seen anything from Restoration Angel and Shalai, Voice of Plenty to Whirler Rogue and Dire Fleet Daredevil in those slots. Bugler needs to distinguish itself above the other options.

Bugler is a value creature, so it is most directly competing with Dark Confidant. Bob dies to a stiff breeze, but otherwise runs away with the game. Bugler is more durable but more costly, which is important in a land-light and mana-hungry deck like Humans. It also only "draws" once. Bugler also cannot find Mantis Rider, arguably the best topdeck in Humans. Considering that value creatures are most important in attrition matchups and Rider typically shines there, this weakness is a significant strike against Bugler. I've been very underwhelmed with the card in Humans.

The Home

From that problem comes another one: if not in Humans, where does Bugler belong? I know that Chord of Calling decks and Death & Taxes have been thrown around as possibilities, but I doubt it will work out. The problem comes down to math. Statistically, Humans is an almost perfect home for Bugler. Humans runs 37 creatures, of which 32-33 are hits. Every other deck will have a far worse probability of hitting. Consider these examples, using simple statistics which assume the only creatures that aren't Bugler hits are Mantis Riders:

Worst-Case Scenario: Turn four on the draw, no mulligan. One land and one Aether Vial in play. Have drawn only 2 power creatures. 49 cards in library, 3 Vials, 18 lands, 4 Mantis Rider, and 24 hits remain for a simple hit probability of 49%. Odds are 24 : 25 to hit any legal creature.

Realistic* Best-Case Scenario: Turn three on the play, no mulligan. Three lands and two Aether Vials in play. Have drawn Vial and fourth land, opening hand had two Riders. 50 cards in library, 2 Vials, 14 lands, 2 Riders, and 32 hits remain for a simple hit probability of 64%. Odds are 16 : 9 to hit any legal creature.

*It's not the ideal scenario, but actually keeping a starting hand of only Bugler non-hits in Humans is implausible.

In this simplified scenario, Bugler is favored to hit in the best case and an even chance in the worst. The "real" probabilities will be different because this scenario is technically conditional probability, and more accurately a hypergeometric distribution, but I'm not Frank Karsten so I'm keeping it simple.

The starting density of hits means that Humans is the "best-case scenario" for Bugler. Mono-white Death & Taxes runs 22-24 lands, 4 Aether Vial, and 4 Path to Exile as non-creature cards. My decks run 4 Flickerwisp and 3 Restoration Angel, and many decks are now adopting Shalai, too. That's no less than half the starting deck not being eligible Bugler hits. Saheeli-Cord has 32-36 non-creature cards and some three-power creatures. The other toolbox decks have 28-30 non-creature cards and sometimes three-power creatures, but they also have Collected Company, which is just better than Bugler there. Because the deck that wants this kind of effect really can't reliably hit with Bugler, and everything else doesn't really need Bugler, I don't think the card will become a Modern staple. It needs a different deck to really excel, and that deck doesn't exist yet.

Supreme Phantom

I have a long history of working with Spirits, and I've been hoping for a CMC-2-or-less addition to smooth out the curve and plug a hole I've found in the deck. I didn't expect to get almost everything I wanted from a Core Set.

Supreme Phantom is notable not only as the first two-mana Spirit lord, but for its stats. Most spirits since the original Innistrad block, especially two-mana spirits, have had 1 toughness. Phantom is 1/3, making it far more durable than any other two-mana lord. This is exactly what Spirits needed, and I have been very satisfied with Phantom's performance in testing

A Spectral Procession

This is the Spirits deck that I finished last year's PPTQ season with:

UW Spirits, by David Ernenwein (PPTQ Deck)

Creatures

2 Ninja of the Deep Hours
4 Mausoleum Wanderer
4 Selfless Spirit
4 Rattlechains
2 Phantasmal Image
4 Reflector Mage
4 Spell Queller
4 Drogskol Captain

Artifacts

4 Chalice of the Void
4 Aether Vial

Enchantments

2 Detention Sphere

Lands

3 Seachrome Coast
3 Hallowed Fountain
4 Cavern of Souls
4 Flooded Strand
1 Moorland Haunt
4 Island
3 Plains

Sideboard

4 Unified Will
3 Rest in Peace
3 Supreme Verdict
3 Stony Silence
1 Kor Firewalker
1 Grafdigger's Cage

This deck was built to defeat Grixis Death's Shadow, Jeskai Control, and Tron, all of which had become popular early in the season. Midway through, that is exactly what happened, but I never quite got there. The problem was that Spirits could not beat interactive creature decks that didn't care about Chalice of the Void and creature swarms. Valakut decks were also problematic, because Spirits didn't race well. The creatures are evasive and tricky, but they each beat for 2 at most and only had one lord. Trying to run Glorious Anthem effects never panned out in testing; they just made the deck threat light. Supreme Phantom closes that gap perfectly and synergizes with the rest of the deck as Metallic Mimic never could.

UW Spirits, Test Deck)

Creatures

4 Mausoleum Wanderer
4 Selfless Spirit
4 Rattlechains
2 Phantasmal Image
4 Supreme Phantom
4 Reflector Mage
4 Spell Queller
4 Drogskol Captain

Artifacts

4 Aether Vial

Instants

4 Path to Exile

Lands

3 Seachrome Coast
3 Hallowed Fountain
4 Cavern of Souls
4 Flooded Strand
1 Moorland Haunt
4 Island
3 Plains

The greatest weakness in most matchups was the low toughness of Innistrad's spirits. Liliana, the Last Hope proved an absolute nightmare as a result, but Kozilek's Return was brutal as well. Metallic Mimic wasn't good enough because it wasn't a Spirit until after it resolved ,and so didn't work with Rattlechains or Cavern of Souls. Second, it didn't help anything played beforehand, so Mimic was a terrible topdeck. It also died to anything.

Phantom has three toughness, is always a Spirit, and buffs everything while in play. With Phantom in the picture, the only thing missing from my wishlist is Thalia, Guardian of Thraben's ability on a Spirit.

Other Changes

Remorseful Cleric looks like a natural fit Spirits. Most of the time, it and Selfless Spirit will be identical; why not run the Cleric too? There are two problems with this, the first being space. Cutting Phantasmal Image is undesirable, since it synergizes so well with everything else, particularly Vial and Drogskol Captain. Cutting Path or Reflector Mage opens the door to being overrun by creature decks or synergies.

The second problem feeds from the first: the ability is weak. There are times when removing the graveyard is devastating, notably in response to Past in Flames or multiple Prized Amalgam triggers. But most of the time, it's marginal at best. Countering a Snapcaster trigger or Kolaghan's Command returning something is fine, but not exciting. I certainly don't think either effect is worth a card. Managing graveyards with one-shot effects is difficult, so even against delve, Cleric is underwhelming.

There's not place in my sideboard for Cleric either. Sideboard space is too precious to spend on marginal effects. It's been a long time since Tormod's Crypt was a good card, and giving it legs doesn't change that. Nihil Spellbomb only sees play because it cantrips. Rest in Peace is devastating against the dedicated graveyard decks, and Relic of Progenitus suppresses delve and draws a card when necessary. The only reason I can see Cleric being a sideboard card is as a tutoring bullet. Perhaps the metagame will warp enough that maindeck graveyard hate is good, but for now I'm staying away.

What of Bant?

While I am talking exclusively about UW Spirits, there is an alternative. Bant Spirits put the tribe on the map, even though it never really caught on. It's a fine strategy, but Devoted Company and GW Valuetown have proven to be better Company decks, the former because it assembles a broken combo and the later because its creatures are bigger.

I've never outright dismissed Bant Spirits, but to me the real reason to run that deck was Gavony Township. Noble is good, but weaker than Vial against control, and Company is amazing, but requires a higher land count and can be clunky here. Size matters, and buffing Spirits is important, but now that Spirits has another lord, there's less reason to run Township. Does Phantom render Bant Spirits entirely passé? Maybe, but I wasn't going to play that version anyway.

Out of the Shadows?

Obviously, I can't take upgraded Spirits to tournaments yet, but testing has been promising. Having not only another lord but a two-drop dramatically improves the curve, speeding up the clock while maintaining the disruption that attracted me to the deck in the first place. This has improved the big mana and creature matchups noticeably. The question is whether that's good enough. As a disruptive tribal deck, it competes for space with Humans and Merfolk. Spirits is slower than both decks; Merfolk has more lords, Humans has a better curve.

On the other hand, Spirits sits between Humans and Merfolk in terms of quantity of disruption, with less than Humans and more than (non-atypical builds of) Merfolk. However, I argue that it plays more powerful disruption than Humans. Meddling Mage and Thalia are fairly easy to get around, and may not be relevant; Kitesail Freebooter is fragile.

Mausolem Wanderer and Spell Queller are counterspells for threatening cards while Rattlechains, Selfless Spirit, and Drogskol Captain complicate interacting with the board. As a straight aggo deck, Spirits is worse than both. As an aggro-control deck, I think it has great potential.

Into the Core

I am surprised by the volume of playable cards the new Core Set brought Modern. As Jordan noted, Wizards did give themselves the freedom to design cards with Modern in mind. Admittedly, the actually maindeckable cards are fairly few, but there are plenty of exciting sideboard candidates in M19 as well.

M19 Spoilers: the Good, the Bad, the Maybe

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Wizards designing core sets again is an exciting prospect for Modern players. This decision allows the company to print cards that answer problems in non-Standard constructed formats, or otherwise supply those formats with new toys, unfettered by the flavor restrictions a given world imposes. For Wizards' part, they've seemingly jumped at this opportunity, for the first time aided by a perhaps-overlealous, but clearly Modern-aware, Play Design team.

The yield? M19 is positively bursting with cards purposefully friendly to Modern, be they surgical answers to UrzaTron, handy role-players for established tribal strategies, or the all-purpose answers Modern has come to be known for. This article breaks down the smash hits, smash misses, and smash shrugs of M19 so far.

The Good

Why save the best for last? The following cards are certain to see play in Modern.

Alpine Moon

At once one of the most anticipated and controversial cards from M19, Alpine Moon gives Modern players something they've clamored for since Tron burst onto the competitive scene half a decade ago: a dedicated answer to big mana decks relying on specific lands. Tron lands check for type, not name, so Alpine Moon does indeed shut down the engine.

Unlike Blood Moon, whose hefty converted mana cost and inherent deckbuilding restrictions severely restrict its potential homes, Alpine slots into just about any deck with red, offering pilots a Pithing Needle-style solution to whatever land they hate the most. For many decks, most notably Jund, that's Urza's Tower. But even Tron itself can play the card, and is most likely to board it in against Valakut decks and Inkmoth Nexus.

Inkmoth just scratches the surface of Alpine's utility. Against Jeskai, it plays double-duty by hitting either Celestial Colonnade or Azcanta, the Sunken Ruin; the same goes for Affinity, where it covers both Nexuses. Still, expect Urza lands and Valakut, the Molten Pinnacle to be the Modern cards most named by Alpine Moon.

Wizards has long been weary of printing overly-efficient nonbasic land hate, but they did an admirable job with this card. Alpine Moon gets around many of the current design issues surrounding Blood Moon itself, like the fact that it is often used to colorscrew opponents. Alpine's uses are limited to nerfing land abilities, and may even fix enemy colors from time to time. At one mana, the effect's still a serious bargain, and this card is sure to see play in Modern for many years to come.

Militia Bugler

Spell-worthy effects on limited-playable bodies frequently survive the journey from Standard to Modern, and Militia Bugler is no different. Rather than return a card from the graveyard like Eternal Witness, Bugler digs deeper into the deck, scouring the top four cards for a utility creature with the right text box for a given situation. Choice hits that spring to mind include Thalia, Guardian of Thraben, Meddling Mage, Thalia's Lieutenant, and Phantasmal Image. Oh, and one more thing: Bugler's a Human!

Humans is already strapped for space, and has resorted to cutting Thalia herself to accommodate more utility options. But consistency of this quality tends to find its way into competitive decks—after all, if a card digs deep enough, it essentially provides players with additional copies of those they would have included anyway... not to mention improves valuable sideboard slots like Kataki, War's Wage. I'd be surprised if Bugler didn't surface in Humans at some number. And who knows? It may even buff other creature strategies like Death & Taxes or Counters Company.

Sarkhan, Fireblood

Users of the spoiler sites I follow were quick to write this one off. True, Sarkhan, Fireblood's second ability only works for decks with Dragons, and very few Dragons are actually Modern playable (just Thundermaw Hellkite, Stormbreath Dragon, and Glorybringer, each run in small quantities and as flex spots topping out the curve in their respective homes). But his other two are great!

Red-heavy decks love consistency. Take a look at the cards they run: Blood Moon, Ensnaring Bridge, Skred... against some opponents, and on certain board states, these high-impact cards can just be dead. I've even employed Faithless Looting in my own Blood Moon decks to sift past redundant pieces, and have long sworn I'd play more than four copies if allowed.

It seems that opportunity has arrived, and on a critical point in the curve, no less. Sarkhan comes down as early as turn two off a mana dork and immediately starts filtering draws. What's more, his ultimate is nothing to scoff at—it's a win condition of its own. Creeping toward that ultimate, which provides a unique angle of attack for many red decks, forces opponents to deal with the rummaging engine and makes them play into removal and other tricks.

I imagine we'll see Sarkhan, Fireblood in a variety of red decks, but especially ones with cards to spare. There, he's a cheaper Karn, Scion of Urza with more upside in the long run. And after a couple days of testing, I can confirm that cascading into Sarkhan with Bloodbraid Elf is just as juicy as it sounds.

The Medium

I've divided this section into two parts: cards that will need to prove themselves, and cards that will need certain conditions to be met before they can start proving themselves.

Testing Short-List

These cards merit testing immediately, and will probably appear in some number in the 5-0s once M19 becomes legal online. But a small-scale result or two doesn't mean they're here to stay.

Isolate: Noble Hierarch? Goblin Guide? Death's Shadow? Fatal Push already killed those. Aether Vial? Alpine Moon? Lantern of Insight? Now we're talking. The latter can't even be saved by Welding Jar in response.

Clearly, Isolate has plenty of targets in Modern, but I wonder if it's not too narrow for widespread adoption. We might see Jeskai try out a copy in the mainboard. The spell almost definitely doesn't do enough for the side.

Mistcaller; Remorseful Cleric: A twofer! These creatures automatically slot into their respective tribal archetypes, Merfolk and Spirits... or do they? Spirits may just not care about any graveyard-related thing people are doing, especially since it has access to Rest in Peace already. But the incidental mainboard hate can't hurt.

As for Mistcaller, this creature represents a huge step down from Containment Priest in terms of power level. Aether Vial users can even choose not to put a creature down after Caller's been sacrificed. But as Merfolk becomes more Death & Taxes-like in its employment of disruptive creatures, I wonder if there isn't a metagame for Mistcaller after all. My gut says if Cursecatcher no longer cuts it, neither does this.

Infernal Reckoning: This spell isn't the godsend against Eldrazi that Grixis players might have hoped for—Ceremonious Rejection, which also hits the increasingly relevant Krark-Clan Ironworks, handily trumps it there. But Reckoning does have its uses, chief among them providing Jund with a clean out to Wurmcoil Engine, otherwise a game-ender if not a massive resource swing. Unfortunately, this card has few other uses, and is further limited in application for Death's Shadow decks thanks to the lifegain clause.

Runic Armasaur: 2/5? Talk about body! Armasaur survives not just Lightning Bolt, but Chandra, Torch of Defiance; it walls Thought-Knot Seer and all but the meanest Tarmogoyfs. It's the creature's ability I'm worried about, especially relative to Armasaur's cost. At this price point, the Dinosaur competes with Courser of Kruphix and Tireless Tracker, although both of those are functional four-drops when it comes to card advantage. Armasaur's plenty conditional too, though, requiring opponents to activate abilities before pilots draw their cards.

It helps that the Dinosaur is triggered by fetchland activations, and is likely to make Affinity players think twice about tapping Steel Overseer, let alone going all-in on a Ravager attack. This kind of combo play is what Armasaur excels at stopping—Devoted Druid, you too. Such activation-heavy plays give players a window to draw into removal and disrupt out the combo.

At three mana, though, I'm still not very excited about this creature. I think it will mostly deter opponents from activating their abilities, serving as a soft hate piece. After all, opponents reserve the choice to play through Armasaur if they want, so beware of tapping out.

Homeless but Motivated

These cards lack an ideal home in Modern, but have potential for greatness should a proper shell emerge.

Thud: A two-mana effect on an instant shifted to a one-mana effect on a sorcery. I can't argue with the principle's elegance, but Temur Battle Rage has brutally power-crept this sort of Fling effect already.

Stitcher's Supplier: Quite a bit of self-mill for one mana. Supplier outdoes Thought Scour only in decks that prefer the body to a card, which at the moment are few and far between. Dredge will probably favor Shriekhorn.

Elvish Rejuvenator: Ancient Stirrings on a body, kind of—it only finds lands, but then it puts one into play. Counting the legs, that's a pretty decent rate for three mana. But I don't know what deck would want this card. Valakut decks just want any land, making Wood Elves a more reliable three-mana ramper. Rejuvenator would be sweet in something like Dark Depths, were it legal. The upside is high with this one.

Amulet of Safekeeping: Here's where Wizards' drive to create multi-purpose Modern sideboard cards spiraled out of control. Amulet mashes two mostly unrelated effects together into one weird-looking trinket. Sure, they combine to stop Storm's win conditions, but don't de-sleeve those Damping Spheres just yet—Storm can just go off, find Repeal, and then kill you, while Sphere prevents them from doing even that. And Amulet marginally slows down Burn, but the token clause does nothing there.

For Amulet to become a sideboard staple, Modern will need top-performing decks to care more about its effects; right now, they just don't.

The Bad

None of these cards will see play in Modern, mostly as a function of their middling toughness.

Goreclaw, Terror of Qal Sisma: The latest in a long lineage of cards that get people excited about trying to cast Myr Superion in Modern, Goreclaw features an exciting build-around on an aggressive body. But that body also has three toughness. And Bant Eldrazi doesn't want this anyway; it's already emptied its hand by then, and has evasion redundancy with Smasher, Drowner, and Displacer.

Isareth the Awakener; Resplendent Angel: Pushed effects on overpriced 3/3 frames. The former's a harder-to-cast Alesha without first strike; the latter, a build-around Angel factory. These cards are very unlikely to do anything in Modern.

Bonus Decklist: Four-Color Doran

Doran, the Siege Tower decks have existed since Modern's humble beginnings. Existed, not succeeded; revolving around their namesake card, the decks were crippled by needing Treefolk Harbinger to reliably take advantage of Doran's text box. Assault Formation slightly alleviated this problem by granting the deck some redundancy, but the enchantment's uselessness in multiples forced pilots to continue running Harbinger or suffer from the occasional do-nothing draw. Another option was to tune the deck to play more like Abzan Midrange, relying on Doran synergies as an afterthought.

Arcades, the Strategist gives the deck another Doran effect attached to an imposing body. It allows pilots to do away with Harbinger once and for all and benefit from pulling out of the Abzan boat with hateful sideboard cards like Rest in Peace.

Four-Color Doran, by Jordan Boisvert

Creatures

4 Sidisi's Faithful
4 Nyx-Fleece Ram
3 Wall of Omens
4 Spellskite
4 Noble Hierarch
4 Doran, the Siege Tower
4 Arcades, the Strategist

Enchantments

3 Assault Formation

Instants

4 Path to Exile

Sorceries

3 Lingering Souls

Lands

4 Verdant Catacombs
1 Forest
1 Swamp
1 Plains
1 Overgrown Tomb
1 Breeding Pool
2 Temple Garden
2 Blooming Marsh
1 Murmuring Bosk
2 Shambling Vent
4 Windswept Heath
1 Hallowed Fountain
2 Misty Rainforest

Sideboard

2 Ensnaring Bridge
1 Damping Sphere
1 Grafdigger's Cage
2 Rest in Peace
2 Stony Silence
2 Negate
2 Tower Defense
3 Collective Brutality

This deck is obviously quite rough around the edges, but it has some promising dimensions. Arcades lets us run actual defenders, the best of which is Wall of Omens. And the blue splash enables Sidisi's Faithful, a utility bomb in this deck that sets up alpha strikes, disrupts creature plays, and swings for four most of the time.

The supremely versatile Lingering Souls is all that's left of the backup Abzan plan. Without Goyfs and Knights to nurture, Ensnaring Bridge becomes an option out of the sideboard, as does Rest in Peace. Another interesting spell is Tower Defense, which at first glance is crazy with Souls and Doran, but upon further inspection has more to it. Defense reads a lot like Temur Battle Rage, enabling wild comebacks or quick wins and forcing terrible blocks. Even with a couple of 0/5s in play, the instant can often present lethal out of nowhere, a threat we may want to take advantage of in the mainboard.

Can't Coreplain

As of this writing, just under 50 cards remain to be spoiled. I'm not as excited by the prospect of looking over the final commons as I am by the deliberate efforts Wizards made in M19 to support Modern. Their earnestness offsets ham-handed designs like Amulet's, and the direction they've moved towards with simpler ports of lowering the mana cost by slightly altering the spell is right up my alley. Which M19 cards have you the most excited?

GP Las Vegas and the Ironworks Conundrum

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With Grand Prix Las Vegas in the books, it's time to reexamine the metagame. 2,779 players in a single event provides a valuable data crucible. In theory, such an event would produce results very similar to the "real" Modern metagame. In theory. Reality is chaotic, and has given us something far more interesting to dissect: the continued success of Kark-Clan Ironworks.

GP Las Vegas: Placings

Players have had months of looking at data, just as I've been doing, to innovate and brew. I was hoping that players would show off just how vast and unexplored Modern is, but was sorely disappointed.

The Top 16

Deck NameTotal
Mono-Green Tron6
Ironworks3
Humans2
Grixis Death's Shadow1
Jeskai Control1
Bant Company 1
Hollow One1
GW Company1

That is a lot of Tron. It's been a long time since any Top 16 was dominated by one deck to this extent. Worse, they're pretty stock mono-green lists. So much for innovation. Tron hasn't been performing recently, but it definitely came to Vegas looking for redemption. Ironworks was a distant second, despite winning the event. Which was in itself surprising, as back-to-back performances are rare in recent Modern, especially when they necessitate facing some very poor matchups.

The Top 32

The Top 32 continues the narrative of the Top 16, with midrange taking a beating. However, that's not because this part of the field is overrun with predators. In fact, this is where midrange should have thrived.

Deck NameTotal #
Humans6
Mardu Pyromancer2
Hollow One2
Ironworks2
Thopter-Sword1
Mono-Green Tron1
Esper Gifts1
RG Tron1

Where Tron dominated the Top 16, Humans rule the Top 32. Midrange is again largely absent, and half its representation consists of rogue decks. Apparently, this is where the interesting brews ended up, though not in numbers. While Humans succeeding is not that surprising, the extent of its representation is. Humans did well at Regionals, but prior to this, it was an also-ran. Its return to prominence reconfirms the deck's resilience. Jeskai's absence from the Top 32 and single representative in Top 16, coupled with Tron's dominance, suggests that Jeskai had a target on its back in Vegas.

The Winning Deck

On top of all the Tron, Ironworks was back in force, winning for the second GP in a row in the hands of the same pilot. Who was playing almost the same deck in both events. It is tempting to see this as a clear endorsement of Ironworks's power and potential in Modern. I definitely want it to be true, so I can yell about Ancient Stirrings being too good again. However, that's not fair.

Matt Nass is running very hot this season. Remember, he also made Top 8 with Ironworks in Phoenix, and luck is going his way. On paper, Grixis Death's Shadow takes Ironworks apart, but Ben Friedman had some very anemic draws to lose in the semifinals. The deck's staggering success may just be Matt Nass's. Remember, he's a dedicated Ironworks enthusiast and a high-rated Pro, and the metagame isn't particularly hostile to Ironworks. I'm willing to give the deck the benefit of the doubt unless its success streak continues with another pilot.

Dissecting the Data

On its face, this result is exactly the opposite of what I predicted for Vegas. It certainly appears as though players showed up expecting Jeskai to be huge and played the deck that preys on slow blue decks. This in turn allowed Humans to flourish, though the presence of anti-decks kept Humans from rising as high as Tron. However, I must caution that these data do not include anything about the starting population or even the Day 2 metagame. If Jeskai was a significant portion of the metagame, then the earlier interpretation is likelier correct. If it wasn't, then this result could a function of representation of other factors. To those of you who attended GP Las Vegas, I'd love to hear your insight in the comments.

Another Possibility

That hedging aside, it's very clear that midrange did not have a good weekend. This may be a reaction to its success in previous weeks, but it more strongly speaks to how powerful Tron is despite its recent unpopularity. Part of this is certainly a lack of preparation for Tron. Looking through the decklists, most sideboards are packed with one-ofs, which indicates hedging. Rather than focusing on known matchups, players were trying to be ready for anything.

Furthermore, even within these hedged sideboards, the card choices are intended to be general cards rather than specialists. For example, Relic of Progenitus rather than Leyline of the Void or Rest in Peace. This is okay if, as was fully possible at this event, every round is against a different deck and the sideboard response is dramatically different for each, but that strategy will never be as powerful in specific matchups as playing the most powerful hate. Stony Silence says to Ironworks, "remove me or die." Disenchant says, "wait for a replacement." If the hedging I see in the Top 32 is representative of the field, then I'm not surprised that decks that require surgical answers, like Tron and Ironworks, excelled.

The New Combo King

Matt Nass aside, why has Ironworks done so well compared to Storm in recent months? The decks are very similar strategically, and Humans is known as an anti-combo deck, yet Ironworks has captured two GP trophies while Storm struggles outside of StarCityGames events. A tale of the tape doesn't explain this disparity, but looking at the wider context of Modern does.

Iron and Thunder

On paper, Storm has many advantages over Ironworks. The first and most obvious is speed. Storm reliably combos off on turn three, while Ironworks goldfishes wins on turn four. Storm is built around mana acceleration in the form of rituals. The turn three Storm kill involves a cost reducer and Gifts Ungiven, though there are many permutations. When the stars align, it can actually win via Grapeshot on turn two, though if Storm is going off, it's usually trying for a functional win with Empty the Warrens.

Conversely, the engine, fuel, and keystone of Ironworks is Krark-Clan Ironworks, a four-mana spell. It must resolve to combo, and the only mana acceleration available is 4 Mox Opal. While Ironworks is mostly cantrips, the odds of going off early are low. The deck also only plays 18 lands, which leads to hands that can never cast four-drops.

The second advantage of Storm is in-game resilience. Storm plays a lot of redundant combo pieces, and can cobble together a win despite multiple Thoughtseizes and counterspells, absent enemy aggression. It needs a critical mass of cards to win, but Storm isn't overly picky about which cards.

Without its namesake card, Ironworks can't go off. Getting it discarded or countered is devastating. Furthermore, Ironworks is far more vulnerable to hate. Both decks are vulnerable to anti-combo hate like Eidolon of Rhetoric or Damping Sphere and graveyard hate like Rest in Peace. However, Ironworks is additionally vulnerable to anti-artifact cards, including speed-bump extraordinaire Ancient Grudge and game-ender Stony Silence.

The Humans Factor

The tale of the tape is minor compared to the metagame context, and that is where Ironworks noses out Storm. Humans was built to destroy Storm, and months of tournament results confirm that it does. Thalia, Guardian of Thraben is the headliner, but she is manageable with Baral or Electromancer. The real killer is Meddling Mage. Mage naming Grapeshot often guts Storm, as that's often Storm's only win condition. The typical Storm deck has Remands, which are weak at best against Aether Vial and Cavern of Souls, and recently a singleton Repeal and Unsubstantiate for interaction. Given Humans' fast clock, there's almost never time to find an answer and unlock the win.

Ironworks doesn't have that problem. It can and does play the very relevant Engineered Explosives as maindeck interaction. Sweepers are very good against creature decks, and all the disruptive creatures cost two, meaning one Explosives gets them all. Ironworks also has the versatile Pyrite Spellbomb as backup. Having a better gameplan against Modern's best deck is a huge plus for Ironworks.

Metagame Context

On the flipside, Thalia is far more potent against Ironworks than against Storm. It can be hard enough for Ironworks to get four mana; five is often implausible. On top of that, Thalia's tax makes feeding eggs to Ironworks and buying them back mana-neutral at best.

But Thalia isn't as pressing  a problem for Ironworks as it used to be: Humans also exists in the wider metagame, which has led to pilots trimming Thalia. Most lists now only run 3 Thalia to fit in more utility creatures, benefiting Ironworks. Thalia isn't that impressive in Modern because there is far more removal than in Legacy, and decks don't depend on one mana cantrips to function. With Path to Exile, Lightning Bolt, and Fatal Push being very common cards, Thalia is annoying-but-not-devastating against control and combo decks, and mostly irrelevant elsewhere. One fewer maindeck Thalia translates into a noticeably decreased chance to draw her against Ironworks, which then translates into wins for the combo deck.

Furthermore, the effect that Humans is having on the metagame is making it more favorable for Ironworks. Looking through the Vegas decklists showed that nobody was playing Stony Silence. This is huge for an artifact combo deck. Ironworks' sideboard is built around defeating Stony; that's how devastating it is.

Stony has disappeared because players aren't scared of Affinity anymore. The rise of Humans alongside Affinity has allowed Mardu Pyromancer and Jeskai Control to rise and feed on them. Both decks play enough creature removal to make specialized answers against Affinity superfluous. In turn, this frees up board space that usually goes to more general answers. Because Humans is so prevalent and metagame-defining, players opened themselves up to Ironworks.

The Difficulty Dimension

There is one last thing to consider: how difficult is it to combo with these decks? The power or positioning of a deck is irrelevant if players can't access it when it's hidden behind a high skill wall. For example, prior to Summer Bloom's ban, Amulet Bloom was capable of winning as early as turn two. However, it never had a metagame share to match that power, because it was very hard to play well. The basic gameplan was understandable enough, but actually pulling it off required non-obvious play patterns and long-term planning. Therefore, Amulet was severely underrepresented relative to its power.

Storm is a relatively simple combo to understand. Play lots of spells, accumulate mana, kill opponent is easy to understand. Executing the combo is also relatively easy: rituals, Gifts Ungiven, repeat. Having either Baral, Chief of Compliance or Goblin Electromancer out makes the combo easier to execute, but isn't necessary. Thanks to Gifts, it is also tough to fizzle, and losing individual pieces isn't a big deal because they're redundant.

With Ironworks, there is a lot more going into the combo. First and foremost, Krark-Clan Ironworks must be in play. Second, access to Scrap Trawler makes things far more manageable. It is possible to just naturally chain cantrip artifacts and win, but that is far riskier and prone to fizzling. Also, most decks are like Nass's, and only win via recurring Pyrite Spellbomb; only Trawler allows for that. Third, once the combo begins, there is far more that needs to be tracked: quantity of mana and of which color; draw triggers; Trawler triggers. Players also have to keep track of which artifacts are being sacrificed to optimize Trawler chains. Then, there is the timing of the Trawler/Myr Retriever loop. All these factors up the skill level of the deck, and therefore its entry barrier relative to Storm's.

The Place of Combo

Despite its apparently sound positioning, I don't think Ironworks will have a particularly notable impact on the overall metagame. Stony Silence is so crippling that if Ironworks becomes a problem, the answer will immediately follow. While fighting the enchantment may be manageable, the deck's difficulty is more hobbling to its potential. I cannot imagine that players will pick up the deck in great numbers. Therefore, I suspect that Ironworks will have high-level success for a while longer, but then eventually fade away.

Between a host of StarCityGames events in the next few months and the return of the Core Set, Modern may be due for an upheaval. Players have reacted to Humans being on top, and at Vegas, they reacted to that reaction. I'm hoping that my next metagame investigation shows movement away from the current dynamic equilibrium and towards something new.

Legendary Lovers: Brewing Naya Legends

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Dominaria's been Modern-legal for almost two months, and a host of players have tried their hand at brewing with Mox Amber, including yours truly. While more aggressive lists than mine have put up 5-0s here and there, the card has mostly fallen flat, as many expected. But the few results Amber has scored inspired me to revisit the card, which I still think has potential in Modern.

This article explains the possible directions I see white-based Amber shells going, and unveils my Naya Legends deck.

Metagame Niche

Creature-heavy aggro-control deck with fast mana. Sound familiar? The recipe's no stranger to Modern, and Legends occupies some of the same metagame ground as Affinity and Humans. This section illustrates its pros and cons over each.

Legends vs. Affinity

While it feels a bit obtuse to immediately compare Legends to Modern's other Mox-touting aggro deck, the parallels do exist. Affinity too uses sub-par creatures to power out dangerous threats ahead of curve. In practice, though, Mox Amber is a bit closer to Springleaf Drum than to Mox Opal; it requires a creature in play to tap for mana, and since our cheapest creatures cost one, we can't activate Amber without spending something. After the first tap, however, it goes back to being a Mox. It's also like a mana dork in this regard.

The most obvious edge Legends has over Affinity, which is otherwise a more proactive and all-around powerful deck, is resilience. Sure, most shells are soft to damage-based sweepers like Pyroclasm. But so is Affinity, and those cards are far rarer in Modern than artifact hate. Clasm even hurts Legends less than something like Ancient Grudge or Stony Silence hurts Affinity, and that's without mentioning absolute hosers such as Shatterstorm (which, as we'll see, Legends itself basically gets to run).

To compensate for its dip in proactivity relative to Affinity, Legends becomes interactive; à la fish, with creatures. Both Thalias headline the deck's disruption suite, with the first and smallest serving as its primary cog. Thalia, Guardian of Thraben is a cornerstone of creature-heavy aggro strategies from Humans to Bant Eldrazi, and for good reason: she forces spell-based combo (read: Storm) to deal with her before claiming a win, hassles three-color midrange decks like Jeskai, and passes the Bolt Test by rewriting its very rules.

Thalia, Heretic Cathar is more complicated, but equally devastating in Legends. Mox Amber provides an attractive way to slam her early, which spells doom for many Modern decks, and especially ones with fetchlands. Since Cathar's primary purpose is stunting enemy development, she's at her best when the pressure is magnified; turn one beater, turn two Cathar off a Mox is a line that creates that sort of clock, and sure beats casting her off a Birds of Paradise.

Finally, the creatures in Legends hold their own better than Affinity's do. Against a removal-heavy opponent, Affinity is liable to be left with some useless Memnites and Ornitopters unless it can find Cranial Plating. Not so with Legends, whose pseudo-Springleaf-enablers serve as reasonable attackers. Our grind game is helped further by haymakers like Shalai, Voice of Plenty, as well as token generators like Rhys the Redeemed.

Legends vs. Humans

Humans is another deck that begs comparison to Legends. Like Affinity, it's an overall better deck thanks to its proactivity and consistency, which Legends rarely achieves. Humans also takes our disruptive gameplan to the next level with Kitesail Freebooter, Meddling Mage, and Reflector Mage, and even runs both Thalias.

Our big trump over Humans is Urza's Ruinous Blast. This one-sided Oblivion Ring-plus is ridiculous in many matchups, and a major draw to the archetype. Mox Amber and other fast mana cards make casting it a breeze, especially in slower post-board games; Blast's hefty mana cost also offsets the now-infamous "Humans problem" of flooding out in the mid-game, as Drowner of Hope did for Bant Eldrazi many moons ago. It also doesn't hurt that Humans and Affinity are two of the matchups most hurt by our Blasts, although Lantern Control deserves an honorable mention.

Deckbuilding Options

Legends can easily manage reaching into a nonwhite color. Green and red, not coincidentally the only other colors featuring one-drop legends, seem like the best splashes. Each offers the deck something unique.

Green

Noble Hierarch: The biggest reason to go green, Hierarch doubles us up on fast mana sources, allowing for explosives starts and incentivizing opponents to spend their first turn reacting to our play. The dork's also a literal lightning rod, drawing fire away from the fragile Thalia, Heretic Cathar.

Oviya Pashiri, Sage Lifecrafter: Oviya is probably the worst one-drop legend in this deck, if only for her overlap with Rhys. We prefer the latter because of its mana smoothing qualities when combined with Mox Amber. That said, she's still a one-mana legend, and we can't get enough of those; the more names we run, the less chance we have of bricking with identical legends or opening anemic Moxen.

Rishkar, Peema Renegade: While unexciting on the surface, Rishkar impressed me in testing. He grows our smaller creatures into Wild Nacatls and ramps us right into whatever pricey spell we're looking to cast.

Reki, the History of Kamigawa: I had Reki in most of my GW builds. The creature provides plenty of advantage—turn one Untaidake, the Cloud Keeper, turn two Reki into Mox and a one-drop puts us far ahead of opponents on cards, and things continue snowballing from there. But Reki's fairly build-around, all but necessitating many Untaidakes, and some opponents could care less about our card advantage, instead daring us to just kill them quickly.

Red

Zurgo Bellstriker: Red's Oviya analogue: trash, but a name.

Hazoret the Fervent: A terrific reason to go red, Hazoret supports our natural gameplan of dump hand, attack, and pressures opponents from some unique angle: it's impervious to many types of removal, can kill planeswakers (and players) out of nowhere, and gives us repeated reach.

Utility options: Nothing in green had me tickled on this front, but red offers many intriguing utility options. I've integrated a few into the build I settled on, which ended up splashing both colors.

Stirring the Soup

Naya Legends, by Jordan Boisvert

Creatures

3 Rhys the Redeemed
3 Kytheon, Hero of Akros
2 Oviya Pashiri, Sage Lifecrafter
2 Isamaru, Hound of Konda
2 Zurgo Bellstriker
3 Thalia, Guardian of Thraben
3 Thalia, Heretic Cathar
2 Shalai, Voice of Plenty
2 Hazoret the Fervent
4 Noble Hierarch

Artifacts

4 Mox Amber

Enchantments

2 Blood Moon

Instants

4 Lightning Bolt

Sorceries

2 Faithless Looting

Lands

4 Windswept Heath
3 Wooded Foothills
3 Arid Mesa
2 Stomping Ground
1 Sacred Foundry
1 Temple Garden
4 Horizon Canopy
1 Eiganjo Castle
1 Untaidake, the Cloud Keeper
1 Plains
1 Forest

Sideboard

4 Urza's Ruinous Blast
3 Relic of Progenitus
2 Kataki, War's Wage
2 Hokori, Dust Drinker
2 Linvala, Keeper of Silence
2 Lyra Dawnbringer

Philosophy

Running all three colors lets us play every relevant one-drop legend in Modern. Combined with a full set of Hierarchs, all those cheap legends maximize the odds of getting to three mana on turn two, and to four mana on turn three.

The rest of the deck seeks to capitalize on that advantage by either blitzing opponents with cheap legends or locking them out of the game, draws depending. At the top of the curve, Shalai and Hazoret lock things up, making it impossible for opponents to cleanly answer our boards. Shalai's activated ability also comes up in longer games, mitigating flood.

Red Utility

I found myself in want of more permanent disruption at three mana, and eventually added Blood Moon. The very threat of a turn two Moon from us, even when we don't start on a mana dork, spooks opponents stiff. They're also likelier to expect it post-board, after having seen the enchantment; many of my board plans involve removing Moon, though, and bringing in Blast. We end up benefiting from the card a disproportionate amount as opponents fetch badly in fear.

We lack the built-in creature interaction of Reflector Mage, but must play some form of efficient removal to survive and cast our funny Standard cards. Lightning Bolt helps us survive the early turns against the more proactive creature decks, and its reach plays nice with our Zoo-like assault of legendary bodies.

The flashiest include is probably Faithless Looting, a longtime pet card of mine that's at last garnered widespread attention as a defensible Modern cantrip. Looting lets us chew through redundant legends and lock pieces, but primarily gets us through chunks of lands: with Moon on the table, Horizon Canopy shuts off, and Canopy couldn't totally offset our flooding in the GW builds anyway. Early adopters of Mox Amber used Smuggler's Copter for this purpose, but I prefer the immediate draw in this build. Copter dies to Blast, flashback is easy to pay, and Looting has natural synergy with Hazoret.

Lands and Sideboard

The lone Untaidake may get cut soon, but the early Shalais, Hazorets, and Cathars are awesome when they do happen. The Sol land is also better post-board, when Moon frequently becomes Blast. Eiganjo Castle feels like a necessary evil against Bolt decks, primarily to protect Cathar. I'm looking to test a Mountain and try dropping down to 21 lands.

I started with Rest in Peace in the sideboard, but the enchantment had too much tension with Blast, so I replaced it with Relic. The eight legendary creatures all come in against different opponents, often for Looting (our curve increases post-board) or Hierarch (especially weak to damage-based sweepers and dies to Blast), or for whatever legend's bad in the matchup (i.e. Guardian of Thraben vs. Humans). I'm still testing the lot of them to see which ones I want to keep.

As the numbers indicate, the sideboard is built around Urza's Ruinous Blast. Four copies may be too many, but I want to draw it every game when I do bring it in. We can also pitch spares to Looting.

Underneath the Blood Orange Sun

Naya Humans is a brand-new brew, and quite unrefined at this point. It's fully possible I'm being too greedy on three colors and should stick with two, as have the Modern players achieving modest successes with the strategy. In any case, I know I'm still having fun playing around with the cards after a week, which bodes well for my future development of the deck. If you have any comments or suggestions, manage to take the deck out for a spin, or would like to share about your own experience with Mox Amber, drop me a line in the comments.

Video Series with Ryland: Infect

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Aaron Barich took down the Invitational this past weekend infecting the competition in the Top 8. He is no stranger to the deck, but his performance is a good reminder that the deck is by no means dead. The loss of Gitaxian Probe over a year ago now was followed by a steep decrease in the deck's metagame share. However, the deck clearly still has the tools to get the job done, Probe or no Probe.

Infect has always been one of the faster decks in the format, with the potential for the turn-two kill—although unlikely—and the not too uncommon turn-three kill. It best capitalizes on matchups that are light on interaction. Big mana decks, for example, often struggle against Infect; the deck is too quick and far too good at stopping a single piece of interaction.

Barich's list was pretty standard as far as the maindeck was concerned; 5-0s have been posted previously in the past few months with 59/60 cards present, the exception being the singleton Temple Garden. A white splash? In Infect? When you see a white splash in Modern that is present only for the sideboard, generally you're going to be looking for some powerful hate cards. Stony Silence, Rest in Peace, Gaddock Teeg, Worship, and the like.

What's that? Geist of Saint Traft? That was unexpected. If I'm being honest, I'm totally buying into this tech. It seems great for the heavy and cheap interaction matchups like Mardu or Jeskai. People often completely disrespect their life totals against Infect, and pump spells can do a great job of protecting Geist in combat. Yes, having two very different plans in a matchup can be suboptimal, but I think it's powerful enough in the respective matchups to warrant the anti-synergy. Without any reps with the plan myself, I can only speculate, but I'm very sold on giving Geist a fair shot in the Infect board.

Many people have already asked me if I expect Infect to gain some meta-share after Barich's performance this past weekend. The short answer to a question like this is almost always, "yes...a bit." I don't expect Infect to jump up in meta-share so much that suddenly it's the deck to beat and you see it everywhere—but anytime you have a deck like this come back with a strong performance at a relevant event, some people will pick it up again. That said, at the end of the day if you are determined to beat Infect, you are likely to be able to do so with relative ease. It struggles with frequent and cheap interaction, something that is not particularly hard to come by in Modern if you are looking for it. With this in mind, it's hard to imagine Infect becomes an epidemic rather than seeing a small, and likely temporary, increase in its meta-share.

I hope you enjoy the matches and as usual, I'm interested to hear what kind of content you'd like to see moving forward, so I can continue to evolve and improve my videos. Let me know what you would like to see! If you want similar content, check out my Twitch channel for some more live Modern.

[youtube https://www.youtube.com/playlist?list=PL261kJ_cAQC9KF7gbQe2nEWGJvF3sX85y]

Infect, by Aaron Barich

Creatures

4 Blighted Agent
1 Dryad Arbor
4 Glistener Elf
4 Noble Hierarch
1 Spellskite

Instants

1 Apostle's Blessing
4 Blossoming Defense
3 Become Immense
1 Dismember
2 Groundswell
4 Might of Old Krosa
4 Mutagenic Growth
2 Spell Pierce
4 Vines of Vastwood

Sorceries

1 Distortion Strike

Lands

2 Breeding Pool
2 Forest
4 Inkmoth Nexus
2 Misty Rainforest
2 Pendelhaven
1 Temple Garden
3 Verdant Catacombs
2 Windswept Heath
2 Wooded Foothills

Sideboard

1 Dismember
2 Dissenter's Deliverance
4 Geist of Saint Traft
1 Grafdigger's Cage
2 Nature's Claim
2 Relic of Progenitus
2 Shapers' Sanctuary
1 Spell Pierce

Anticipating the GP Las Vegas Metagame

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At last, GP Las Vegas is upon us. Unfortunately, work-related complications mean I will not be going. But that won't stop me from examining the latest Modern results to anticipate the metagame. While these results are not entirely unexpected, interpreting the data with care ensures a more accurate metagame read.

The data from the past few weeks tells a very clear story about the metagame. Humans is believed to be, and may actually be, the most powerful deck in Modern, but that doesn't make it the actual best choice for a given field. Players expect that to be true and, consequently, for Humans to be widely played. This reaction is what will actually determine the GP's metagame which in turn will inform which decks players "should" be playing if they want an edge on the competition.

Regionals Data

Normally, I aggregate the data and present it in chart form, but that's not necessary here. I'm late to the party this time, so others have done the work already. The thing that struck me first was the Hollow One spike when the New Jersey results were added to the sample. However, as I looked through the decklists, this became less surprising. I will discuss why in the next section.

What stands out is how, for lack of a better term, ordinary the Regionals results are. Nothing unusual stands out. There's not even much innovation in the decklists, as Jordan pointed out. In fact, it's almost exactly what one would expect just looking at the overall metagame.

This metagame has been stable for some time, and nothing groundbreaking was printed in Dominaria. Even if there is actually something impressive lurking in the cardpool (as there often is), Humans is quite the gatekeeper.

The Complications

All that being said, I'm leery of reading even that much into these data. The problem is twofold: first, there's no indication of what the overall metagame at each of the events looked like (for example, it was apparently very weird in New Jersey) and population can determine representation. The overall data may look reasonably representative, but that doesn't mean that each event was, which can skew the results.

The second problem is clustering. I've highlighted the cluster of Hollow One decks already, but that also happened for Jeskai Control, Humans, Grixis Death's Shadow, and others. When a result is reported consistently across the test geography, it indicates that it is reflective of reality. Clustered results indicate local distortions, which is great for finding new research topics, but weakens a metagame conclusion. While the top decks did perform well across the board, their numbers came from many clustered results.

Consider this: Humans and Hollow One had the highest total representation in Regionals Top 8s. However, Humans only appeared in 6/14, or 43%, of them; that's a rate shared by Jeskai Control and Affinity. Similarly, Grixis Death's Shadow had six total appearances, but only appeared in four Top 8s, for 28%. Hollow One did well with 8/14, for 57%, because it was only clustered in New Jersey. If the starting metagame population for each event was known, and there was a relatively even distribution, the clustering would not matter. Lacking that, I must assume that outliers and distortions are factors in these data.

The Takeaway

I can't cleanly conclude that there is a clear front runner from the Regionals data. When considering the clustered results, it becomes increasingly unlikely that any one deck actually stood out from the pack two weeks ago. Therefore, the lesson of Regionals is not how well-positioned a given deck is, but how open the metagame is. Anything can do well, indicating that having a solid gameplan currently trumps deck positioning.

The Invitational

While most of the discussion about SCG Con will invariably be about No Banned List Modern and/or the Pauper Classic, I was focused on the Modern Classic. The Classic was the only all-Modern part of the event, and suffers from none of these issues, so it was the only tournament truly relevant to this article.

Invitationals and invite-only events in general aren't indicative of the metagame. The population is small, non-random, usually known, and heavily metagamed. This means that the sample is not statistically valid. When the guest list is known beforehand, it's not hard to find out which decks players gravitate toward and plan accordingly.

Furthermore, this was a multi-format event. As such, it was possible to be mediocre in Modern but excel in Standard and still Top 8; it worked for Gerard Fabiano, and may explain the Green Devotion deck. This time around, though, the Invitational did yield some interesting data.

Day 2 Metagame

The Invitational's Day 2 Modern metagame was stunningly warped. Jeskai Control dominated by a wide margin, doubling the population of Humans and Affinity. Whether this is a function of the starting population or an actual competitive success story is unknown (though I'm inclined to the latter, since Jeskai Control is the only deck with multiple copies at 7-1 or better), but it says a lot about player expectations. As mentioned, Humans is known to be the most successful deck in Modern right now. Given the population of Jeskai decks and that Mardu Pyromancer is in fourth place, and that both decks are known to have favorable Humans and Affinity matchups, it is certain that the Invitational players expected aggro decks to be very popular.

My usual cautionary tale about reading into player intentions and decisions from results doesn't apply to Invitationals. The players who attend the events write about their intentions and how they're metagaming the event; it's a reasonable extrapolation. The Invitational clearly had an unusual Modern metagame, and given how much discussion there's been about Humans being the best deck, players choose to game against Humans. What is surprising is how few took the next step and tried to play Tron to get an edge over the anti-Humans decks. Perhaps the poor Affinity matchup scared them off?

The Classic

Anyway, onto the valid data. The Classic Top 16 decks are an eclectic bunch and really speak to the diversity of Modern. Humans has two copies in the Top 16, but so do Burn and Storm. The rest is a mix of known Tiered decks and Grishoalbrand.  There isn't a common thread that I can latch onto to explain these data or draw a greater conclusion. It just reflects Modern's diversity and ability to reward deck mastery.

What Does it Mean?

After more than a month of pouring over data and making predictions, my conclusion is rather underwhelming. I cannot cull a deeper insight than Humans being the expected best deck in Modern. However, what I've realized is that while Humans does have a lot of staying power, it's not exceptional. The provable reality of the past month has been that Humans is good, and may be the center of gravity for the metagame, but that doesn't make it the winningest deck. It hasn't had significantly better results than any other deck, and in some ways it's been performing poorly. Jeskai has risen to feed on this metagame, allowing for decks that Humans otherwise suppresses.

Furthermore players expect Humans to be the best deck. This was very clearly shown at the Invitational. Therefore, even if Humans isn't actually a factor at a given tournament, it will exert influence over deck choice. Players are going to avoid decks that are weak against Humans if they have the option. Given this information, the logical conclusion is to play a deck strong against the anti-Humans decks and cruise to victory, right?

The Trick

Well, no. Standard and Legacy are reasonably stable and predictable, but not Modern. Looking back at the aggregate metagame data, no deck represents more than 10% of the meta. Therefore, odds are players will face a different deck every round during the GP. This is a format where trying to game the system too hard is self-defeating. Instead, be aware of your chosen deck's strengths, play to them, and make sure you have a good plan against the known decks.

Don't Level Yourself

The main thing to take away is to not overthink deck selection this weekend. It is very easy to get hopelessly lost in a metagaming cycle, decide on a strategy that only makes sense inside that loop, and end up playing Scion of the Ur-Dragon in Modern. The wiser strategy is to be fully ready for the expected metagame and have the flexibility to answer metagamers. This is Modern, and it's impossible to prepare for everything. Instead, players are challenged to register a powerful and well-constructed maindeck while having a flexible enough sideboard to answer the unexpected.

Chef's Choice

If I were going to Las Vegas, I would play Jeskai Tempo. I've been very impressed and successful with that maindeck, and would not change a thing. I wanted another Geist maindeck initially, but I started pairing with Humans and Elves again, and Electrolyze rejustified its presence.

For the sideboard, given the proliferation of Jeskai Control decks and the diversification of aggro decks, I would have cut a Negate for another Dispel, switched a Verdict for Wrath of God, and cut the Cliques for the fourth Geist and a second Anger. These modifications support my primary plan of riding Geist to victory against slower decks and combo while expanding and diversifying my answers to aggro.

Modern tends to reward small tweaks based on adjusting primary gameplans, as aggressively metagaming is more likely to miss.

Plan Ahead

I have found no reason to doubt my initial impression of this metagame. The evidence of Humans dictating the meta has grown stronger over the past month. Many players have picked up on this and are reacting, but this doesn't mean that it is correct to react to the reaction. There is no evidence that such a strategy has paid off so far, and many players appear to be actively playing into this reaction and winning anyway.

Rather than go crazy trying to find the solution to the format, play what you know. Mastery is, as always, the key to Modern success. Failing that, it is acceptable to just play Humans. The deck is straightforward enough that, given no better option, players should be able to audible to it and still do well.

Regionals at a Glance and Invitational Insights

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Another SCG Regionals is in the books, and SCG Con is just days away. It's an exciting time to be a Modern player, or at least a Modern data hound. Today, we'll look at some of the cooler lists from Regionals, and I'll give my thoughts both on the recent success of Colorless Eldrazi Stompy and the upcoming Invitational.

Creeping Innovation

My previous Regionals coverage articles focused on the wealth of creative deckbuilding routinely on display at these events. But whether tournament-goers felt like playing it safe this year or Modern's just more solved than usual, this batch of Top 8 lists offers little in the way of eyebrow raises. Still, a few lists did impress me.

Shaun Raj's Sultai Rock

Modern players and pundits alike have unendingly clamored for Sultai Rock to be viable since the format's baptism. Instead, the shard has continued to show up once a year or two in some incarnation and then fall back off. Well, that's still happening!

Sultai Rock, by Shaun Raj (8th, Baltimore Regionals)

Creatures

4 Tarmogoyf
4 Dark Confidant
2 Scavenging Ooze
2 Snapcaster Mage

Planeswalkers

2 Jace, the Mind Sculptor
3 Liliana of the Veil
1 Liliana, the Last Hope

Instants

2 Abrupt Decay
2 Cast Down
1 Dismember
3 Fatal Push

Sorceries

4 Serum Visions
3 Inquisition of Kozilek
2 Thoughtseize
1 Maelstrom Pulse

Lands

4 Polluted Delta
3 Verdant Catacombs
1 Misty Rainforest
2 Overgrown Tomb
1 Watery Grave
1 Breeding Pool
2 Blooming Marsh
1 Darkslick Shores
3 Creeping Tar Pit
1 Treetop Village
2 Forest
2 Swamp
1 Island

Sideboard

2 Engineered Explosives
1 Grafdigger's Cage
1 Nihil Spellbomb
2 Fulminator Mage
1 Kitchen Finks
2 Disdainful Stroke
2 Surgical Extraction
1 Liliana, the Last Hope
2 Collective Brutality
1 Damnation

This deck isn't just BG Rock deck with a minor blue splash. Rather, Sultai Rock takes after Jund, and comes complete with functional analogs to the midrange poster-boy's own cards. Snapcaster Mage provides tempo and value in the mid-game, like Bloodbraid Elf; Fatal Push fills in for Bolt; Jace, the Mind Sculptor cuts into Liliana shares; Creeping Tar Pit trades raw closing power for evasion over Raging Ravine.

The biggest changes from Jund, then, are consistency-related. Trading Elf for Snap removes Jund's randomness element from the picture entirely, instead giving pilots a sort of mid-game toolbox based on the spells they've seen so far. And they've seen plenty thanks to the full set of Serum Visions, a card I think Jund has always secretly wanted to play—whether its pilots know it or not. Visions represents the most efficient and splashable card filtering in Modern, and in my eyes gives Sultai an edge over Jund more than any other card here.

To be clear, I don't think this deck will disappear again because of some arbitrary vendetta against Sultai. I think it will disappear again because of the state of BGx in general. The super-archetype is currently too fair for Modern, and needs some way to cheat on mana as do the other aggro decks—right now, Bloodbraid Elf is the closest it gets.

Tarmogoyf's days as format watchdog are numbered not just because of Fatal Push, but because many other decks now have access to archetype-specific Goyfs—Hollow One, Gurmag Angler and Thought-Knot Seer, to name a few. BGx decks now stretch themselves thin covering all the bases while also fending off larger creatures.

Harlan Firer's UR Wizards

Who could have guessed we'd one day see a build of UR Prowess where Soul-Scar Mage was actually better than Monastery Swiftspear a good chunk of the time? Mage owes its five minutes of fame to Dominaria newcomer Wizard's Lightning, which lets UR Wizards double up on Bolts—or, with Snapcaster in the picture, triple up.

UR Wizards, by Harlan Firer (3rd, Baltimore Regionals)

Creatures

4 Soul-Scar Mage
4 Monastery Swiftspear
4 Stormchaser Mage
2 Grim Lavamancer
4 Snapcaster Mage

Instants

4 Lightning Bolt
4 Wizard's Lightning
4 Opt

Sorceries

4 Serum Visions
4 Sleight of Hand
3 Faithless Looting
1 Forked Bolt

Lands

4 Scalding Tarn
2 Flooded Strand
2 Wooded Foothills
3 Steam Vents
3 Spirebluff Canal
2 Island
2 Mountain

Sideboard

2 Young Pyromancer
2 Blood Moon
1 Dismember
1 Dispel
1 Magma Spray
2 Spell Pierce
2 Unified Will
1 Flame Slash
1 Roast
2 Shattering Spree

In my own recent experiments with Wizards, I tried integrating both Wizard's Lightning and Wizard's Retort, and was impressed with both cards. It goes without saying, though, that Lightning is the better of the two, and it also happens to be a card that slots admirably into UR Prowess.

Harlan slyly chooses to ramp up the Faithless Lootings without reaching into Bedlam Reveler, understanding that Prowess requires high levels of velocity to function. While Reveler's a fine late-game plan for the deck and an attractive option against midrange, Snapcaster Mage is much more flexible, and stronger in the face of graveyard hate. Its added synergy as a Wizard makes it the clear favorite for this deck.

Notably, Harlan's build omits Vapor Snag entirely. I can imagine he doesn't want to sit down in front of a Tarmogoyf, but with Goyf on the decline, cutting the blue instant is brilliant. Besides, all those burn spells and Soul-Scar Mage at least ensure the deck isn't just auto-dead to a green guy.

Dave Shiels's Blue Moon

Blue Moon enjoyed quite a showing last weekend, with multiple builds rearing their heads. But Dave Shiels's version takes the cake as the most intriguing. He favors a full set of Opt over Serum Visions... and splashes black for a control-crushing recursion package.

Blue Moon, by Dave Shiels (2nd, Acton Regionals)

Creatures

2 Keranos, God of Storms
4 Snapcaster Mage
3 Thing in the Ice
2 Vendilion Clique

Planeswalkers

1 Jace, the Mind Sculptor

Enchantments

3 Blood Moon

Instants

4 Lightning Bolt
1 Harvest Pyre
1 Cast Down
3 Cryptic Command
3 Kolaghan's Command
1 Logic Knot
4 Opt
4 Remand
2 Spell Snare

Sorceries

3 Serum Visions

Lands

4 Scalding Tarn
4 Polluted Delta
2 Flooded Strand
2 Steam Vents
1 Watery Grave
7 Island
1 Mountain
1 Swamp

Sideboard

2 Ceremonious Rejection
2 Dispel
2 Surgical Extraction
2 Anger of the Gods
2 Collective Brutality
2 Dreadbore

There's more black stuff in the side. Dreadbore teams up with Cast Down to take care of nasty creatures, while Collective Brutality gives the deck some much-needed points against spell-at-premium aggro-combo decks like Company and Burn. But I'm still struggling to understand Cast Down at all—why not Terminate? Isn't it fun to kill Thalia, Guardian of Thraben sometimes? Or Baral? Or, like, Shalai? Cast Down is a cleaner turn two play after leading off an Island, but with just a single copy in the mainboard, I don't see that coming up more often than the extra utility from Terminate.

Those nitpicks skirt the point of this build, though, which is to annihilate attrition decks. Discarding Keranos, God of Storms with Thoughtseize does very little thanks to Kolaghan's Command, and when the God sticks against something like Jeskai or Jund, he all but ends the game. Brutality is an excellent sideboard pick for such a strategy, since it offsets the clunkiness of three colors and God cards by functionally generating mana with its escalate cost.

No Dirge for Scourge

I also attended Regionals, but you won't see my name in the Top 8 lists. While I may have limped out of my first Competitive REL event since the Worcester Classic at an ignominious 3-3, my deck had an excellent weekend. In fact, Colorless Eldrazi Stompy was the most-represented Eldrazi deck in the combined Regionals Top 8 metagame, boasting three copies to the two each from BW and Tron.

No real surprises there, at least not to me—sure, I've got all the bias in the world, but Stompy's also been racking up 5-0s with impressive steadiness ever since my Classic win. The numbers from last weekend speak further to its viability in this metagame, especially since it remains relatively fringe.

Unfortunately, I won't be able to make it to Roanoke and repeat my Invitational success with CES this weekend. I would have played this:

Colorless Eldrazi Stompy, by Jordan Boisvert

Creatures

4 Eldrazi Mimic
4 Eternal Scourge
4 Matter Reshaper
4 Thought-Knot Seer
4 Reality Smasher
4 Simian Spirit Guide

Artifacts

4 Serum Powder
4 Chalice of the Void
2 Smuggler's Copter

Instants

4 Dismember

Lands

4 Eldrazi Temple
2 Gemstone Caverns
4 Zhalfirin Void
3 Blinkmoth Nexus
2 Mutavault
3 Ghost Quarter
2 Scavenger Grounds
2 Wastes

Sideboard

3 Ratchet Bomb
2 Sorcerous Spyglass
4 Relic of Progenitus
1 Surgical Extraction
3 Spatial Contortion
1 Gut Shot
1 Gemstone Caverns

That's the exact list I played at Regionals, but with a second Spyglass over a Gut Shot. Shot has been phenomenal against Humans (the deck I perceived as Level 0 last weekend), but I'm more concerned with beating Jeskai right now (the Level 1). The deck gains tons of staying power with Teferi, Hero of Dominaria and Search for Azcanta in the picture, and Elspeth, Sun's Champion has always and continues to end the game for us on the spot.

Spyglass is also great against Tron, which I expect to show up in some counterspell-hosing configuration to combat Jeskai (the new Level 0) and especially Mardu (the new Level 1 that also beats Humans, and the deck I pegged as the savviest choice in Acton for that reason). I doubt Mardu is quite as good at the Invitational, since players will have it in their crosshairs after Regionals.

Speaking of Humans, I shaved the fourth Blinkmoth to accommodate a second Copter as a hedge in that matchup. Zhalfirin Void helps us make land drops in-game if we need them, but until recently, I haven't had anything I wanted to play over one of our lands. Copter's utility against planeswalkers and the random combo decks showing up in Modern (including Valakut) made me eager to try another one. So far, it hasn't disappointed, and powering out the vehicle on turn one makes early mana decisions very challenging for opponents slinging kill spells.

Looking to the Invitational

As SCG Con approaches, I'm increasingly noticing buzz surrounding the No Banned List Modern Open or various Pauper tournaments. But my eyes are fixed squarely on the Invitational itself as I excitedly await the inevitable new Modern developments. How do you think the tournament will shake out?

Video Series with Ryland: Mono-White Eldrazi Stompy

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There are a few cards in Modern that everyone absolutely loves unconditionally. Particularly the ones that don't allow them to cast their spells. You know, we have Blood Moon, Stone Rain, and Choke as some common fan favorites! Spreading Seas for the less devout, and Sea's Claim for the more dedicated. Ghost Quarter and Field of Ruin for those who don't like using up spell slots for such nonsense. But what about another approach? What if we don't care about whether or not the opponent can cast their spells, so much as whether they resolve?

No, calm down control players, I don't mean like that—and before someone speaks up about Isochron Scepter, forget it. We're talking Chalice of the Void. The infamous little artifact that could. As card pools get wider for older and older formats, those formats become more and more about brutal efficiency. As a result of this, the average converted mana cost in a particular deck goes down in turn. Modern follows this trend, too, which is a big part of the success behind decks like Grixis Death's Shadow. They are so efficient at double-spelling it is difficult for them to fall behind. Both their answers and their threats often cost them one mana, so they can usually stay in the game no matter what is being thrown at them.

Enter Chalice of the Void. Grixis can still be pretty good at casting multiple spells a turn, but suddenly not so good at resolving them. Most of their deck turns off with a Chalice on one in play, and while they do have some answers to a resolved Chalice, they have been cutting on their number of Kolaghan's Commands lately. Many other decks in the format don't have any answers to a resolved Chalice at all, at least in game one.

Pair this with the taxing effects of Thalia, Guardian of Thraben, or Leonin Arbiter stapled to a Ghost Quarter, and it can become difficult for the opponent to resolve any spells at all. Being light on mana while facing down a Chalice on one and a spell-taxing effect is not a good recipe for executing a game plan. At this point you can throw down a Thought-Knot Seer both to end the game quicker and steal an opponent's out for when they eventually will have enough mana to actually cast something. Perhaps you just bash with a Reality Smasher to put your opponent out of their misery sooner.

The biggest reason this deck is exciting to me is its commitment to accelerating out taxing effects. Three copies of Gemstone Caverns and four copies of Simian Spirit Guide can lead to some incredibly early lock pieces. Sure, we all understand how backbreaking turn-one Chalice can be, but what about turn-one Thalia? Turn-one Leonin Arbiter? In specific situations these plays can be just as powerful at locking an opponent out. If you play a turn-one Arbiter on the play, it is entirely possible your opponent will not have access to any mana for the remainder of the game, depending on their number of fetchlands.

Another content creator, going by the username of SpiderSpace, has been playing this deck for a while and fine-tuning it. He has found some additional online success with it recently, hitting the usual 5-0s in leagues, but also 7-0 in a recent Modern Challenge and 7-2 in the PTQ Finals. If you are interested in checking out more about the deck I highly recommend taking a peak at his Twitch channel for more content regarding the list.

I hope you enjoy the matches and as usual, I'm interested to hear what kind of content you'd like to see moving forward, so I can continue to evolve and improve my videos. Let me know what you would like to see! If you want similar content, check out my Twitch channel for some more live Modern.

[youtube https://www.youtube.com/playlist?list=PL261kJ_cAQC8rGCE9O-m1hi_MZm8HNH74]

Mono-W Eldrazi Stompy, by SpiderSpace

Creatures

4 Eldrazi Displacer
4 Leonin Arbiter
4 Reality Smasher
4 Simian Spirit Guide
4 Thalia, Guardian of Thraben
2 Thalia, Heretic Cathar
4 Thought-Knot Seer

Artifacts

4 Chalice of the Void
2 Smuggler's Copter

Instants

4 Dismember

Lands

1 Cavern of Souls
4 Eldrazi Temple
3 Gemstone Caverns
4 Ghost Quarter
4 Horizon Canopy
5 Plains
2 Shefet Dunes
1 Wastes

Sideboard

1 Cast Out
1 Celestial Purge
1 Declaration in Stone
1 Karn, Scion of Urza
1 Ratchet Bomb
2 Rest in Peace
3 Stony Silence
3 Tocatli Honor Guard

Ground Level View: Testing for Las Vegas

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There is an old proverb about the best-laid plans. I intended to examine the results from SCG Regionals this week, but at writing time, they had not been officially posted. The few forum and reddit posts provide patchwork at best data, so that article will have to wait. Instead, I will be discussing how I and my fellow Colorado Magicians are preparing for GP Las Vegas in a few weeks.

Quite a few local players are planning on going to Vegas. This means that in addition to increased turnout at the weekly events, there have been a lot of special testing sessions. In turn, I have gained considerable insight into how the format is evolving locally. On the basis that players across the country are seeing the same information, I have been adjusting my metagame expectations and my deck selection. The question that I'm in the process of answering is whether my assumptions translate into reality. Initial results are inconclusive but encouraging.

Metagame Considerations

Everyone is aware that Humans is on top of Modern at this point. Players are similarly aware that Affinity and Jeskai Control are good against Humans. Thus, a lot of players are morphing their decks around this fact. I haven't noticed players changing which deck they're playing, mind; just how it's built. This is Modern, and specialization is critical to success. What I'm seeing is a lot of repositioning to make decks less vulnerable to Humans' disruption and to improve their Jeskai matchup, while Tron of all flavors has disappeared from the local meta.

Evolving Decks

A clear example for me is a certain player's Affinity list. He's been on Affinity for some time and has been struggling to win the closer games. There's a lot of splash damage from Humans in addition to the normal Affinity hate. Recently, he's been dropping Galvanic Blast for Tainted Strike and Mirran Mettle. His justification is that Affinity is almost a combo deck anyway, so why bother having interactive cards? Mettle is functionally identical where lethal damage is concerned, and has the upside of countering Lightning Bolt. Tainted Strike can win games out of nowhere. I don't know if it's actually good, but it's beaten a lot of woefully unprepared players, me included.

Rogue Factor

There are also the polite euphemisms and other free thinkers to consider. I had previously wondered about the UR Artifact Prison deck and if it could ever beat control. Then I played a local player that was developing a very similar deck and he, rather dejectedly, informed that it "didn't, really." He also explained that his reason for playing the deck was that it was unexpected and had many ways to land Ensnaring Bridge around Meddling Mage.

Given that he expected Tron, another almost-impossible matchup, to be on the decline because it's weak to Humans and Affinity while aggressive decks are all the rage, he anticipated few deck that can interact with non-creature permanents, a perfect time for prison. Stony Silence doesn't bother artifact prison, and Ancient Grudge is mediocre thanks to redundancy and a full set of Welding Jar.

I asked what he had planned for control matchups and he just shrugged. And fair enough: Modern is diverse enough that hoping to dodge is a viable strategy. In short, "Humans on top" doesn't mean Modern is completely solved; there are still plenty of players dissatisfied with its traditional offerings and are looking to exploit the metagame on their terms.

The Proving Ground

I haven't done a tournament report in quite a while. Between the disappearance of western Opens and stores being priced out by the new Invitational Qualifier system, competitive level Modern events have been scarce. There just aren't many around here besides PPTQ season. In response to players bemoaning this fact, a number of stores have started running IQ-style events, which essentially offer similar competition and prize structures without an invite at the end. Since IQs served as a kind of minor league for grinders, these have been the perfect replacement, and a great way to get practical information about the metagame while refining decks. That's why I attended one last weekend.

My Deck

Given that I expect Humans, Elves, and Affinity to be very popular in Las Vegas, my normal deck choices aren't optimal. Merfolk has an even matchup versus Humans and terrible ones against Affinity and Elves. Death and Taxes variants shine against Humans and Affinity, but pale against Elves and decks that prey on those three. Thus, I am favoring going back to my control roots, and since I don't ever want to play traditional control mirrors, there was really only one choice for me.

Jeskai Tempo, by David Ernenwein (6-2, Competitive Event)

Creatures

4 Snapcaster Mage
4 Spell Queller
3 Geist of Saint Traft

Sorceries

4 Serum Visions

Instants

4 Lightning Bolt
4 Path to Exile
4 Lightning Helix
3 Mana Leak
2 Electrolyze
4 Cryptic Command

Lands

4 Celestial Colonnade
4 Flooded Strand
4 Arid Mesa
2 Spirebluff Canal
2 Hallowed Fountain
2 Steam Vents
1 Sacred Foundry
3 Island
1 Plains
1 Mountain

Sideboard

1 Dispel
3 Vendilion Clique
2 Negate
2 Spell Snare
2 Relic of Progenitus
2 Supreme Verdict
1 Wear // Tear
1 Elspeth, Sun's Champion
1 Timely Reinforcements

This build is mostly identical to the one that was everywhere at the end of last year and still sees play. My quirks are Arid Mesa and Mana Leak. I play Mesa over Scalding Tarn because Mesa can fetch Plains. Against Blood Moon decks, white mana is critical Tear the Moon; Plains also helps against Burn, which demands white but punishes shocking. Mana Leak sticks out for being so situational, but I've become increasingly frustrated with Logic Knot. The double-blue cost has frequently forced me to fetch in ways I'd prefer to avoid and in the early game, and it often underwhelms. There's no guarantee that I will have fetches to feed delve or have played anything at all when I need to counter something, and I've had Knot rot in hand far too often. With Tron apparently disappearing from the meta, I wanted the counter that is easier to cast and more reliable.

I've found sideboard Spell Snare more valuable against control and combo than any other counter. Storm is still a huge player in the meta, especially in my local one, and Snare counters the most important combo pieces. Against control it hits Snapcaster and Negate. More importantly, it answers Search for Azcanta on the draw, and that card can be crushing if we can't stick Geist early.

I know that I posted a build with Declaration in Stone a few weeks ago, but nobody is playing Hollow One. I didn't think Declaration was that great overall, only that it was an excellent counter to the best Hollow One starts. Given that I didn't expect to see any, it was cut. Hollow One perplexes me somewhat, as it barely shows up in individual paper results and its metagame presence has declined. I know it is more popular online and that MODO does all the random discard automatically, but that can't be the reason for the disparity. In any case, I don't worry about the deck anymore.

The Tournament

28 players made the journey to the site, which was less than I expected. Previous events have been 6 round affairs, but early June is an awkward time schedule-wise with school just letting out, vacations being taken, and larger tournaments going on elsewhere. I didn't see any top level players, or at least didn't recognize any, but the field was packed with mid-level grinders. This was actually perfect, since I expect GP fields to be similarly full of these kinds of players. I also saw a lot of known Collected Company players, so at the last minute I substituted an Anger of the Gods for Vendilion Clique.

Round 1: BR Shadow

Game 1 (Draw; 6/7)

My opponent begins by fetching an untapped Blood Crypt and Thoughtseizeing me. He then doesn't do anything else except shock in another Blood Crypt. Having no clear idea what's going on, I stick to my gameplan and slam a turn three Geist of Saint Traft. Again, my opponent does nothing on his turn. I attack and he kills the angel token. The following turn he starts digging with Faithless Looting, discarding several Lingering Souls he can't cast yet. I keep swinging and stop Souls with Queller.

Sideboarding:

-3 Mana Leak

+2 Relic of Progenitus
+1 Wear // Tear

I don't actually know what my opponent is doing, but I assume it's Mardu Pyromancer and this is how I board, assuming my hand will be shredded by discard so cheap counters are irrelevant.

Game 2 (Draw; 7/7)

My opponent misses his second and third land drops, but has a discard spell every turn. I had only answer cards in hand so I'm unable to punish this slow start. Eventually he gets lands and I find Spell Queller and Quell a Liliana the Last Hope. Then, when he's at seven, he sneaks in a Blood Moon, and I didn't see any fetches to play around it. I burn him down to four, swing in with Queller, then proceed to lose as I brick while he kills Queller and gets out Death's Shadow and Young Pyromancer.

Game 3 (Play; 7/7)

My opponent starts very slow, which is fine by me. The first real action is my eating Last Hope with a Queller that he can't successfully remove. He plays a large Death's Shadow and I take a solid hit, but I Queller and Snapcaster on his end step hit for lethal.

1-0

Round 2: Mardu Pyromancer

Game 1 (Draw; 7/6)

My opponent's first action is to Collective Brutality me before landing Blood Moon. I was able to play around it this time, and land Geist turn three. He plays Young Pyromancer but no other spell, so I just Bolt it and Geist goes the distance. His Moon hurt him more than me because he didn't have a Swamp until after I killed the Pyromancer.

Sideboarding:

Same as last round.

Game 2 (Draw; 7/7)

The is a pure attrition fight, but he gets out a string of Pyromancer tokens while I flood out. A Blood Moon makes it worse, but honestly I was doomed even if my mana was free.

Sideboarding:

-2 Electrolyze

+1 Anger of the Gods
+1 Timely Reinforcements

Electrolyze is normally good against token decks, but my opponent is clearly all-in on Mooning me. Since my opponent always takes it with discard, I want cards that are less color intensive to Snapcaster back.

Game 3 (Play; 7/7)

My mana is awkward and I get Mooned again, but I do manage to get out my basics. I answer several Pyromancers but Elementals and Spirits nearly kill me. I use Geist as a blocker and Helix to not die when my opponent decides not to play the Bedlam Reveler he's been telegraphing for several turns nor his graveyard Lingering Souls. This means I get to draw Relic, crack it to remove the threat, and draw the Lightning Helix I need to survive the next attack.

That Helix reduces my opponent's offense to a single Elemental and one Spirit. After I draw for my turn, he uses Kolaghan's Command to make me discard and shock me, so I use the Path I drew to remove his Spirit, then attack him to 8. There's a stalemate with me at one life for a few turns until I draw Bolt for the Elemental and hit him to 2. He finally has the mana for Bedlam Reveler after several turns of throwing discard spells at my empty hand, and rolls for the lethal Bolt but comes up empty.

2-0

If my opponent didn't play around the Supreme Verdict absent from my deck, I would have definitely lost.

Round 3: Grixis Death's Shadow

Despite being surrounded by Company, Affinity, and Humans players, I continue to pair with BRx decks.

Game 1 (Play; 7/6)

My opponent makes his deck choice very clear with an accelerated Gurmag Angler into Shadow. I path the Shadow, get in a Snapcaster chipshot, and then burn him out.

Sideboarding:

-3 Mana Leak
-2 Electrolyze

+2 Relic of Progenitus
+1 Elspeth, Sun's Champion
+2 Supreme Verdict

I haven't found a reason to change my standard plan against the deck from last year.

Game 2 (Draw; 6/7)

My opponent once again has a turn two Angler, but takes so much damage that I can race with a Queller. At 8 life, my opponent shocks in a land for reasons unclear and dies to Bolt-Snap-Bolt.

3-0

At this point, there are only three undefeated players because of unintentional draws. There are some very slow GW Valuetown and Jeskai Control players present. I'm not paired down, so I can double draw against Bogles (happy to dodge) and Humans.

Quarterfinals: Grixis Death's Shadow

The Top 8 consists of two Abzan Company decks, Bogles, Humans, Death and Taxes, myself, and the Mardu Pyromancer and Grixis Death's Shadow decks I faced earlier. I'm third seed.

My round three opponent is back for a rematch and not pleased that I'm on the play.

Game 1 (Play; 7/5)

The double mulligan is bad enough, but my turn three Geist is salt in the wound. He's taken aback by Geist and asks if it's actually maindeck. He apparently thought I was pure control. There's nothing he can do but kill the angel several times and try to play blockers, but I have Path.

Sideboarding:

See above.

Game 2 (Draw, 7-7)

My opponent drops double Death's Shadow with Stubborn Denial backup. I can't remove them in time.

Game 3 (Play; 7/7)

My opponent Thoughtseizes my Geist and plays turn two Gurmag Angler, which I Path. I draw and play a turn three Geist. My opponent can't directly answer it. At nine life, he Thoughtseizes again and sees that I have two Bolts and a Queller. He takes a long time to decide to take a Bolt and play Gurmag Angler, telegraphing his Fatal Push. I play Queller to force through damage then draw Path again to win.

By this point it's late in the day, so the Top 4 just split prizes to go home.

Tournament Takeaways

While prizing and running well and great by themselves, I'm rather torn about the result. My purpose was to test the deck and it doesn't feel like I did. I never saw Mana Leak, and didn't have matchups where that or Logic Knot were relevant in the first place, so I don't know if my substitution was valid. The main thing that was confirmed was how good Geist is against not-linear aggro, to the point where I want to run a full set maindeck.

I am very happy with Jeskai Tempo over pure control. While that version certainly has a better long game and Humans matchup, Tempo is still favored there, and Geist is amazing. I prefer to punish slow draws and force my opponent to have the answers or die, so I won't be switching off anytime soon. This is just personal choice; the decks are only differentiated by how quickly they win. I will say that a number of my wins were only possible because of Geist.

Gazing West

What I saw during the tournament corroborated my earlier format observations. The meta was primarily BRx and Company Decks, which are robust enough to survive Humans' disruption and have the tools to withstand Jeskai Control. In this case, it was going in on Blood Moon and just racing, but I saw a number of other strategies including Phyrexian Arena. I also didn't see a single Tron piece, and there were several players that had previously been huge Tron fans.

It's clear that everyone is looking for that edge against the known decks, but there isn't consensus yet. How are you looking to attack the metagame? Let me know in the comments.

Draw, Go: Parsing Modern’s Interactive Decks

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With Humans the de facto best deck in the format, now's an exciting time to be interacting in Modern. The control renaissance offers players plenty of options when it comes to picking their poison. Whether they're zapping Champion of the Parish with Lightning Bolt or Fatal Push, or closing out games with Tarmogoyf or Celestial Colonnade, interaction lovers of all taste profiles are likely to find something for them in Modern. Doing so effectively depends on understanding the roles available choices play in the metagame and the relation of each deck to the others.

This article provides a basic framework for Modern's top-performing interactive decks with the aim of guiding players toward the kill-spell shell best suited to their preferences.

Decade of Aggression

Current interactive figureheads can be elegantly sorted by levels of aggression. The raw proactivity of each is more of an open question—who's to say whether chaining attacks after stabilizing is more proactive than winning just as fast with Bolt-Snap-Bolt? But aggression focuses on how quickly the deck begins closing out the game, or in practical terms, attacking. This more specific metric is useful for matching preference with playstyle, and gives us a tangible benchmark to sort the decks by.

(Click to expand.)

A notable takeaway from this table: the aggressive interactive decks trend towards employing Tarmogoyf and targeted discard, while the more reactive ones trend towards Snapcaster Mage and permission. Targeted discard excels at clearing a path for functional Goyfs, meaning unconditional, cheap creatures that put a squeeze on opponents in some way to enable quick wins and buff a deck's reversibility. Meanwhile, countermagic better supports Snapcaster Mage, which interacts with topdecks (cards found later in the game than those hit by targeted discard).

Traverse Shadow

Traverse Shadow triples up on functional Goyfs, with Death's Shadow and Traverse the Ulvenwald serving as additional copies of the infamous beater. The deck is so streamlined precisely to ensure the kind of no-strings-attached aggression so many Goyfs provide, which lets Traverse Shadow get under the big mana decks that have traditionally hassled interactive strategies in Modern.

Traverse Shadow, by IBEME (5-0)

Creatures

4 Death's Shadow
4 Tarmogoyf
4 Street Wraith

Artifacts

4 Mishra's Bauble

Instants

2 Abrupt Decay
1 Dismember
3 Fatal Push
4 Manamorphose
3 Stubborn Denial
2 Temur Battle Rage

Sorceries

4 Inquisition of Kozilek
4 Thoughtseize
4 Traverse the Ulvenwald

Lands

4 Polluted Delta
4 Verdant Catacombs
3 Bloodstained Mire
2 Overgrown Tomb
1 Blood Crypt
1 Breeding Pool
1 Watery Grave
1 Swamp

Sideboard

1 Stubborn Denial
2 Ancient Grudge
2 Collective Brutality
1 Delay
1 Disdainful Stroke
1 Engineered Explosives
1 Golgari Charm
1 Izzet Staticaster
2 Kozilek's Return
1 Maelstrom Pulse
2 Nihil Spellbomb

Configuration

Traverse Shadow runs a mere one to two basic lands, supporting a precarious manabase with Traverse the Ulvenwald and a bulky suite of free cantrips. The cantrips play another role, too, in buffing the deck's Goyfs and rushing them out with formidable bodies. Its gameplan tends to play out thusly: destabilize opponents with discard and removal, land a clock, and then protect a key attack or two with Stubborn Denial, or cheese a win with Temur Battle Rage.

Strengths

A huge draw to Traverse Shadow is the deck's eminent customizability. Players can splash white for Lingering Souls or Ranger of Eos, forego blue altogether and play three colors, pack bullets like Grim Flayer or Ghor-Clan Rampager to staple additional utility onto Traverse, or dip into efficient delirium enablers like Tarfire or Architects of Will if they prefer more consistency. The very nature of Tarmogoyf, Modern's most flexible combat creature, is at play here, and Traverse Shadow's got all the reversibility of the infamous beater it's built around. Deckbuilders can easily prioritize one end of the aggressiveness spectrum over another by ramping up on Temur Battle Rage instead of the aforementioned midrange options.

Weaknesses

While it could be construed as a strength by those who like the challenge, Traverse Shadow is hugely difficult to play. The deck boasts a high skill ceiling thanks to the difficult sequencing decisions it offers pilots at nearly every turn cycle of the game, not to mention the skill involved in micro-managing a resource few Magic decks take full advantage of: life total. Its notorious difficulty has led Reid Duke to characterize Shadow as an ideal Modern deck for experts.

For an obvious example of this difficulty, Shadow players must walk a fine line against Lightning Bolt decks where they stay at, or can reach on demand, nine life or less (so that Shadow doesn't die to the instant); nine's also a precarious total against Bolt-Snap-Bolt decks, which can then put games away out of nowhere and without even attacking. Navigating such tension is standard fare for Traverse Shadow players.

Even skilled pilots must find remedies to the deck's strategic weakness: its fragility. Being highly proactive, highly interactive, and highly consistent all at once does come with a cost, and in Shadow's case, it's a pronounced weakness to hosers. Chalice of the Void, Blood Moon, and Rest in Peace all do numbers on this deck, as do speed bumps like Runed Halo or Reflector Mage. When a deck has so few actual threats, cutting one off for an extended period of time hampers it tremendously.

Of course, there are ways around the hate. But since so much of the available answers in Modern shine against Traverse Shadow, pilots must stay on their toes and familiarize themselves with the play patterns against each. Some matchups even require balancing between beating multiple lock effects!

Jund

Perhaps Modern's best-known interactive deck, Jund recently got one of its favorite creatures back: Bloodbraid Elf. The card's release resulted in a BGx comeback that may have helped propel the bigger interactive decks to Modern success.

Jund, by Victor Wood (3rd, SCG Minneapolis)

Creatures

4 Bloodbraid Elf
4 Tarmogoyf
4 Dark Confidant
3 Scavenging Ooze

Planeswalkers

4 Liliana of the Veil
1 Liliana, the Last Hope

Instants

4 Lightning Bolt
1 Fatal Push
1 Terminate
1 Abrupt Decay
2 Kolaghan's Command

Sorceries

3 Inquisition of Kozilek
1 Maelstrom Pulse
2 Thoughtseize

Lands

1 Forest
2 Swamp
4 Blackcleave Cliffs
1 Blood Crypt
2 Bloodstained Mire
2 Overgrown Tomb
3 Raging Ravine
1 Stomping Ground
2 Treetop Village
1 Twilight Mire
4 Verdant Catacombs
2 Wooded Foothills

Sideboard

1 Engineered Explosives
2 Grafdigger's Cage
2 Fulminator Mage
3 Kitchen Finks
2 Dismember
1 Liliana, the Last Hope
2 Anger of the Gods
2 Collective Brutality

Configuration

Jund's got loads of lands, which allows Raging Ravine to finish the game after players exchange resources and improves mana-hungry creatures like Scavenging Ooze and Bloodbraid Elf. It also allows Jund to hit its perfect curve of discard, Goyf, Liliana more often; this deck does not want to be stuck on two mana. Bloodbraid Elf gives the deck some much-needed velocity and helps sift past extra lands in the mid-game. Jund tends to run 13-15 creatures and four to five walkers.

Strengths

Elf is a huge addition to this deck, giving it more mid-game power and letting Jund come back from behind. It functions as Snapcaster Mage does for the more aggressive blue decks, and can also be played both ways, although Snap is a bit better on defense thanks to flash. Still, Snapcaster won't ever make a Liliana of the Veil.

Weaknesses

Jund's biggest weakness is that it's "too fair"—successful Modern decks in this era often cheat on resources, especially mana, and Jund doesn't do too much of that. As such, creature decks bending the mana rules, like Eldrazi and Hollow One, are natural favorites against Jund. Jund's also weak to decks that go over it, as it's not quite proactive enough to reliably pressure Tron. Against these strategies, the deck can feel very underwhelming. It shines brightest against small creature decks, which it picks apart with extreme prejudice.

Grixis Shadow

This Shadow deck is much less focused on powering out its namesake than Traverse Shadow, preferring to play a reactive game that extracts value from Snapcaster Mage as it disrupts opposing plays and holds down the battlefield with delve threats.

Grixis Shadow, by Scott Markeson (17th, SCG Minneapolis)

Creatures

3 Gurmag Angler
1 Tasigur, the Golden Fang
4 Death's Shadow
4 Snapcaster Mage
4 Street Wraith

Instants

4 Thought Scour
3 Lightning Bolt
2 Fatal Push
2 Dismember
1 Kolaghan's Command
2 Stubborn Denial
2 Temur Battle Rage

Sorceries

4 Serum Visions
4 Thoughtseize
2 Inquisition of Kozilek

Lands

1 Island
1 Swamp
2 Blood Crypt
4 Bloodstained Mire
4 Polluted Delta
3 Scalding Tarn
1 Steam Vents
2 Watery Grave

Sideboard

1 Engineered Explosives
1 Izzet Staticaster
3 Leyline of the Void
2 Ceremonious Rejection
1 Disdainful Stroke
1 Kolaghan's Command
2 Stubborn Denial
1 Liliana of the Veil
1 Liliana, the Last Hope
2 Anger of the Gods

Configuration

The free cantrips come out of Traverse Shadow in favor of Thought Scour, a more expensive analogue that enables the delve threats. These creatures remain powerhouses even after Rest in Peace comes down (so long as they're already on the battlefield), and can cost as little as one mana with enough in the graveyard, while Goyf always costs two. But since they require setup, they're inherently less aggressive. Scott's build employs Lightning Bolt alongside Snapcaster to play a more traditional URx game against Humans.

Strengths

Like its cousin, Grixis Shadow is fairly customizable, if not as much as Traverse. It plays Shadow more as a late-game win condition than as another threat for opponents to deal with quickly, and so is more reactive than Traverse Shadow. Players who like the card, or supplementing permission with discard, but prefer a slower or more value-centric gameplan, are likely to enjoy Grixis Shadow. Serum Visions ensures this deck is more well-rounded than Traverse Shadow, and allows it to run more noncreature bullets in the sideboard.

Weaknesses

That consistency and reliability doesn't come free: Grixis Shadow is much slower than Traverse Shadow, which can prove problematic in race-based matchups, including Tron. Notably, its Temur Battle Rages get significantly worse when they grow a 5/5 or 4/5 than when pointed at a 6/7. Grixis is better against Blood Moon (three colors) and Rest in Peace (Young Pyromancer Plan B), but softer to Chalice without access to Ancient Grudge.

Mardu Pyromancer

Mardu's right in the middle of the above table, but it doesn't play exactly Tarmogoyf or Snapcaster Mage. Still, it manages to offer players something of an intermediary playstyle between the two camps.

Mardu Pyromancer, by Cameron Rolen (9th, SCG Minneapolis)

Creatures

4 Bedlam Reveler
4 Young Pyromancer

Enchantments

2 Blood Moon

Instants

4 Lightning Bolt
3 Fatal Push
3 Kolaghan's Command

Sorceries

4 Inquisition of Kozilek
3 Thoughtseize
4 Lingering Souls
3 Collective Brutality
1 Dreadbore
4 Faithless Looting

Lands

4 Blackcleave Cliffs
4 Bloodstained Mire
4 Marsh Flats
2 Blood Crypt
1 Sacred Foundry
3 Mountain
3 Swamp

Sideboard

2 Engineered Explosives
3 Ensnaring Bridge
1 Nihil Spellbomb
3 Goblin Rabblemaster
1 Blood Moon
3 Surgical Extraction
2 Wear // Tear
3 Swamp

Configuration

A black-red deck at heart, Mardu only splashes white in the mainboard for Lingering Souls, which can also be cast out of the graveyard thanks to Faithless Looting, the deck's primary filtering engine. Subsequently, it gets to play Blood Moon main, which is great at supporting its pressure.

That pressure is often supplied by Young Pyromancer, the deck's Tarmogoyf analogue. Mardu also boasts a Snapcaster analogue in Bedlam Reveler, a creature it uses to pull ahead in midrange mirrors. Kolaghan's Command returns these two creatures to the hand from the graveyard, negating the need for more threats in the main besides Lingering Souls, which plays multiple roles.

Of course, with just Looting to find its pieces, Mardu usually ends up playing whatever game its draws tell it to. It doesn't have control over its threats like the Shadow decks, nor a critical mass of similar ones like Jund. Spell-slingers looking for a varied experience across many matches (i.e. Commander lovers) may be drawn to this aspect of the deck.

Strengths

Mardu's biggest strength is its power in midrange mirrors. The value generated by Bedlam Reveler is tough for any interactive deck to beat, including the Snapcaster decks; among those, only the hoser-packed UW Control can reliably trounce Mardu.

Weaknesses

Highly proactive decks can get under Mardu despite its heavy removal suite, since the deck is just too clunky to always have what it needs at the right time. Decks going very big can also beat it, including UW and, of course, Tron. Graveyard hate also hurts this deck's Plan A significantly, requiring additional threats like Goblin Rabblemaster from the sideboard. Rest in Peace aside, the ubiquitous Nihil Spellbomb is particularly nasty against Bedlam Reveler.

Jeskai Control

Yes, Control—Spell Queller, go home!

Jeskai Control, by Jonathan Rosum (2nd, SCG Minneapolis)

Creatures

4 Snapcaster Mage

Planeswalkers

2 Teferi, Hero of Dominaria

Enchantments

2 Search for Azcanta

Instants

4 Path to Exile
3 Lightning Bolt
3 Lightning Helix
3 Logic Knot
4 Cryptic Command
2 Electrolyze
1 Negate
1 Secure the Wastes

Sorceries

4 Serum Visions
2 Supreme Verdict

Lands

4 Flooded Strand
4 Scalding Tarn
2 Hallowed Fountain
1 Sacred Foundry
2 Steam Vents
1 Sulfur Falls
3 Celestial Colonnade
2 Field of Ruin
1 Glacial Fortress
3 Island
1 Mountain
1 Plains

Sideboard

1 Engineered Explosives
2 Runed Halo
2 Celestial Purge
1 Ceremonious Rejection
1 Disdainful Stroke
2 Dispel
1 Negate
1 Wear // Tear
2 Vendilion Clique
1 Elspeth, Sun's Champion
1 Timely Reinforcements

Configuration

Newcomer Teferi, Hero of Dominaria does a lot for Jeskai's most reactive builds. David might have trouble crediting the deck's recent success to the arrival of one planeswalker, but I disagree—in my eyes, its success isn't so much a coincidence as the deck finally having enough of the pieces it needed to become a competitive staple in Modern. The other piece isn't Jace, the Mind Sculptor, but Search for Azcanta, an enchantment that's proved to be critical for blue reactive decks.

Jeskai Control runs very few creatures, preferring to put the game away with a Colonnade attack and some leftover burn spells. It's a through-and-through Cryptic Command deck, digging for the right pieces with Serum Visions to maintain control over the game at all times.

Strengths

One big strength of Jeskai is its reach. The deck packs plenty of burn spells, allowing it to close games seemingly out of nowhere and keeping opponents on their toes. It also gains a plethora of tools after sideboarding, ranging from Vendilion Clique to Elspeth, Sun's Champion. Finally, Search and Teferi give the deck enough cheap, repeatable card advantage engines that Jeskai can set up a means for plussing without tapping out into opposing shenanigans.

Weaknesses

All that value isn't enough to beat multiple Revelers, though, and faster decks don't care so much about facing down mid-game draw engines. Tron, too, poses problems for Jeskai. All that said, this deck is very well-rounded, and a fine option for players looking for a powerful reactive deck with a shot at beating everything. In other words, it's the "Humans" of interactive decks!

UW Control

UW Control dumbs down the Snap-Knot philosophy, cutting reach for hosers and value engines and gaining an edge in big mana and midrange matchups.

UW Control, by Noah Andrew (22nd, SCG Minneapolis)

Creatures

4 Wall of Omens
2 Snapcaster Mage
1 Vendilion Clique

Planeswalkers

1 Gideon of the Trials
2 Jace, the Mind Sculptor

Enchantments

2 Detention Sphere
4 Spreading Seas
2 Search for Azcanta

Instants

3 Cryptic Command
1 Negate
4 Path to Exile
1 Settle the Wreckage
1 Sphinx's Revelation

Sorceries

4 Serum Visions
2 Supreme Verdict
1 Wrath of God

Lands

4 Celestial Colonnade
4 Field of Ruin
4 Flooded Strand
1 Ghost Quarter
2 Glacial Fortress
2 Hallowed Fountain
5 Island
3 Plains

Sideboard

1 Crucible of Worlds
2 Rest in Peace
1 Runed Halo
1 Stony Silence
1 Condemn
2 Dispel
1 Negate
1 Vendilion Clique
1 Elspeth, Sun's Champion
1 Supreme Verdict
1 Terminus
2 Timely Reinforcements

Configuration

UW looks more like a Standard deck than a Modern one. It plays that way, too—no Bolt-Snap-Bolt here. UW wants to take over the game and eventually win the old-fashioned way: by turning permanents sideways, be they creatures, planeswalkers, or manlands.

Strengths

Creature decks of all sorts struggle to defeat UW. It's got Verdict for go-wide creature aggro and Gideon for those presenting individual threats, as well as Wall of Omens to hold the line early. Its array of hosers takes care of angles those creature decks might leverage to beat UW.

Those same hosers also give UW a favorable matchup profile against Tron, especially relative to that of other interactive decks. Maxing out on Spreading Seas and Field of Ruin helps defeat that deck, making UW appealing for control mages sick of turn three Karn.

Weaknesses

UW is light on actual permission compared with other UWx decks, opening it up to certain combo strategies. Anyone who doesn't care about Path to Exile will have an okay time against UW. It runs into the same issue as Jund, too: it's a little fair for Modern. Missing red doesn't even let it cash in on one of the big draws to Snapcaster decks in Modern, Bolt-Snap-Bolt. The deck is also pretty sluggish, and sometimes goes to time during events.

An Embarrassment of Riches

Interactive mages have never had so many viable options to choose from in Modern. The tiered decks alone span an impressive range of aggressiveness values. Which do you prefer? Do you think there are more productive ways to break down Modern's interactive options? Let me know in the comments.

Dynamic Equilibrium: SCG Minneapolis

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With hard metagame data being increasingly hard to come by, having several events in a row is a relief. Rather than extrapolation and conjecture, data and fact can guide my recommendations. This string of Star City events will provide an excellent guide for those heading to GP Las Vegas, and preparation and information are the keys to victory.

I expected SCG Minneapolis to have a metagame similar to the Louisville open last week. It made sense given how little time separated the events. However, my hypothesis has proven to not be correct. While there are certainly similarities in the overall metagame composition between the two events, the changes that were obvious in Louisville are missing in Minneapolis. Exactly why remains unclear, though as always I have theories.

The Minneapolis Metagame

I was surprised by how few players made the cut for Day 2 last weekend: 67 compared to 154 in Louisville. The only explanation I have is players spending Memorial Day elsewhere. However, I'm also told that the cuts for Star City events can be weirdly non-indicative of the starting population, so if anyone knows why fewer than half as many made it in Minneapolis, please share. I do suspect that at least some of the variance between this event and the previous one can be explained by this apparent population drop.

The Day 2 metagame is both very familiar and very surprising. Humans is back on top, reflecting its observed position in the overall metagame, but after that, things get weird. There's a noticeable drop off from first with nine to Jund in second with six, while Jeskai Control, UW Control, Affinity, and Burn are all tie for third at five apiece. Considering how Jeskai dominated last weekend, this is an odd development. Elves fell off precipitously compared to last week, going from fourth place to low-Tier 3. Again, the apparent change in starting population may be the answer for these weird changes; the smaller the n of a sample, the more outliers affect the sample's statistics. However, this isn't a good explanation for Humans result. Again, the deck is very targetable, and that is exactly what happened in Louisville, so why not in Minneapolis?

The explanation may lie with the data itself. Jeskai is present in decent numbers, but it's matched by UW Control. The decks have similar matchups, though in my experience Jeskai is better against Humans while UW is better against big mana decks, so it could come down to a matter of taste. However, there is another possibility, because I've seen UW as favored against Jeskai Control. Jeskai is great at playing at instant speed and outfoxing its way to victory in control mirrors, but UW is able to play more of the game-winning haymakers and countermagic that usually dominate mirrors. I'd wager that at least some of the UW pilots looked at the results of Louisville and decided to shift off Jeskai to beat the control mirror and the anti-Jeskai decks that might arise.

The Classic Comparison

Accompanying Classics are often populated by decks that washed out of Day 1, making it reflective of the starting metagame. Certainly, this Classic looks very different to the Open, being awash with combo and featuring very little control. This makes sense given the prevalence of Humans in the Open results and its excellence against Storm and similar combo decks. There are also far more big mana decks in the Classic than Day 2. Players may have come to Minneapolis expecting a metagame very similar to Louisville's, only to be surprised to find Humans running wild again. The apparent big mana push is also a plausible reason for UW Control's presence in Day 2.

The New 32

The Open furthered the narrative of the Day 2 numbers. Both Humans and blue control decks placed six copies into the Top 32, more than any other deck. Jund was the only rival at four, while no other deck mustered more than two copies. To be sure, this is partially a function of population, but it isn't entirely reflective. Collectively, control had the highest population among the Day 2 decks, but Jeskai and UW were tied at five, indicating even advantage. However, UW's representatives in Top 8 placed 22nd and 23rd while Jeskai claimed 2nd (thanks in no small part to flooding out), 5th, and 16th. Higher places and higher population suggests Jeskai was the superior deck for Day 2.

Jund's performance is intriguing. Only one Jund pilot made it to Top 8, but only one didn't make Top 32. These results speak to the lurking power of the deck: Jund can be overwhelmed or outraced, but never be ignored. The consistent-if-unexciting results from Jund may indicate that it's just waiting for a final piece to really be a threat.

Also of note is that Eldrazi Tron made fourth despite almost being replaced by RG Eldrazi a few weeks ago. E-Tron has always been a menace to slower midrange and control decks but struggles against Reflector Mage. Given how prevalent Humans was on Day 2, Carl Johnson's result is very impressive.

Stocky and Reliable

I noticed something about the Minneapolis results, and I wonder if my readers have too. Consider the winning decklist:

Humans, Sam Cocchiarella (SCG Minneapolis 1st Place)

Creatures

4 Champion of the Parish
4 Noble Hierarch
4 Kitesail Freebooter
4 Meddling Mage
4 Thalia's Lieutenant
4 Phantasmal Image
3 Thalia, Guardian of Thraben
4 Mantis Rider
4 Reflector Mage
1 Kessig Malcontents
1 Restoration Angel

Artifacts

4 Aether Vial

Lands

1 Plains
4 Ancient Ziggurat
4 Cavern of Souls
4 Horizon Canopy
4 Unclaimed Territory
2 Seachrome Coast

Sideboard

2 Auriok Champion
2 Izzet Staticaster
2 Reclamation Sage
2 Sin Collector
2 Gut Shot
2 Kataki, War's Wage
1 Mirran Crusader
1 Selfless Spirit
1 Dismember

Except for the maindeck Kessig Malcontents, itself a common tech, this deck is as stock as it gets. Looking through the results of both the Open and Classic, the story repeats. There's not a lot of meaningful deviancy among the lists. Sure, there are some numbers that differ here and there, such as a Mana Leak instead of Logic Knot, but in practical terms, the archetype lists are the same. There aren't even that many different decks for a Modern event, and only one that really stands out as unexpected. That list is Andrew Fielder's Tezzeret Prison deck, which despite being an object of wonder (mine being how it beats control decks) doesn't mean anything analytically; anything can do well in Modern, so only consistent results signify larger trends.

This also makes the Jund lists stand out. The core cards are present across all the decks, but not in consistent numbers, and with many deviating support cards. This is typical for Jund and usually done for edges in the mirror or expected matchups. However, the highest-placing Jund deck is card-for-card stock in my eyes. I don't think this is an accident.

Certainly, one should expect lists to be similar (that's why archetypes exist), but the degree to which the decks from Minneapolis converge suggests they're moving towards a "correct" build. More data is necessary, though I first noticed this trend from MTGO results: decklists identical to this degree is very unusual and could be important going forward. It does give credence to my theory that Modern has stabilized around Humans and has now entered dynamic equilibrium, wherein metagame fluctuations will happen predictably around the center of gravity. Whether this is something to be used and exploited is not clear yet, but should be certain after next week.

True Control at Last?

Control is back in force, but in a form atypical for Modern. In a change from last week, all the Jeskai decks from Minneapolis are pure control decks, as are the UW lists (though that is to be expected). I am not certain why Jeskai Tempo isn't present.

I'm not complaining, mind you; I've wondered for years why there weren't more control decks in Modern. The pieces have always been there, and there have been metagames that should favor answer decks. The fact that it's only happened now is interesting, but inexplicable. Search for Azcanta and Teferi, Hero of Dominaria are fine cards and certainly help win the long game, but before them, there were plenty of options like Sphinx's Revelation or Jace, Architect of Thought. Given that the deck's core hasn't changed in years and there's nothing particularly new or interesting in the Minneapolis decklists, there must be some other reason.

Once again, I blame perception. There's always been a bitter narrative that control isn't viable in Modern, though the reasons always change. Sometimes it's format speed, sometimes it's Tron or deckbuilding flaws, sometimes it's Modern's diversity, and sometimes the complainers are even right. This omnipresent opinion has always held sway, and given the lack of concrete evidence to the contrary, players bought in. Very few control decks won events or even did well in 2015-2016, so it looked like the control isn't viable narrative was correct. There were certainly some attempts to break this perception, but they never seemed to stick. It appeared to me that as soon as the new control deck didn't just crush an event, the "Control is Dead" shouts would return, turning players off the decks. Thus the perception became a self-fulfilling prophecy.

The perception has certainly changed and may now be largely dead. As cards have been printed, players have had reason to test control decks and gradually prove to themselves that the narrative about Modern control isn't true. Arguably this process began with Kolaghan's Command and Grixis, but last year's explosion of Jeskai Tempo really supercharged the process. There was proof that answer heavy decks not named Jund were viable, so once more cards that could slot in were printed it was off to the races. Perhaps ultimately this is the reason that pure control is replacing tempo control. It was always assumed that pure control wasn't viable, so playing an answer strategy required a fast clock. Now that the illusion is finally shattered players can play the control deck they always wanted in the first place.

Next Banned Test

So the results have been counted and the readers have spoken. The next banned card I will be testing is Green Sun's Zenith, which I will henceforth and in perpetuity only call GSZ. The result is surprising; I thought Dig Through Time (DTT) would be a shoe-in. I was also hoping it would win because I already had the deck to test it in ready. UR Delver got DTT banned by association so it is the obvious test platform, but with GSZ it isn't obvious. GSZ had a profound impact on the first Modern event, taking Josh Utter-Leyton and a fair deck to the Top 8 of a broken Pro Tour, but was banned immediately afterwards. The inheritors of the green toolbox tradition all rely on non-green creatures now and are primarily combo decks, so I'm not entirely sure what the most appropriate test deck is. Legacy suggests Abzan is best, but Legacy is Legacy so that may not apply to Modern. I am open to any suggestions left in the comments.

Looking Toward Vegas

Star City Regionals are this weekend for those east of the Mississippi. This massive data dump will show fairly definitively what the metagame actually is before GP Las Vegas. I suspect that the trend I've observed the past month will hold true, but I hope it doesn't. The unexpected is always far more exciting and easier to write about. Still, my advice is to not bet against Humans. It's still, mysteriously, holding its ground.

Just a Phase, Pt. 3: Mains and Ending

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Experienced Magic players stress the importance of testing matchups sideboarded—after all, more than half of all games in a given tournament are played sideboarded. So too must I stress the importance of mastering the main phases, of which there are two per turn!

Just a Phase focuses on the nuances of priority and phase manipulation in Modern. The first episode dealt with the upkeep and draw phases, and the second with combat. This final chapter explores a turn's two main phases and ending phase.

My Main Man

Unique among phases, the main phase is repeated once each turn, yielding a precombat and a postcombat main phase (hereafter respectively referred to as "main 1" and "main 2"). These phases are identical other than their placement on a turn's timeline.

Acting in Main 2

New Magic players habitually draw before untapping their lands, and similarly play out their fresh cards at the first opportunity. They quickly learn that doing so thoughtlessly is "wrong," and fall into a second trap: always acting in main 2. Many players stay victims of this mentality past the FNM stage of their Magic careers and a little into their paid Competitive REL-event stage.

To be fair, acting in main 2 is frequently correct; of course, doing so thoughtlessly is usually not. Reasons players may want to act in main 2 are to empty an opponent's mana pool before making a play, and, more commonly, to withhold information during combat.

Drawing and immediately attacking forces opponents to choose how to navigate combat without knowing what's in store for them later. Do they zap a creature, or continue holding up Logic Knot? Do they block and trade, or take the hit and attack back next turn? Had the turn player played a land and tapped out for a new spell in main 1, these decisions would prove much easier.

Acting in Main 1

There are three reasons for the turn player to act at sorcery speed before combat: to widen their options during combat, to gain information, and to bait out responses.

Widening options is as simple as playing a land for the turn. Naturally, tapped lands should never be played for this reason; that information, which provides no benefit for giving up, is best kept hidden until later. But basic and fetchlands, as well as shocks that would enter untapped that turn cycle regardless, can be deployed immediately. Even if playing a land first makes no tangible difference for the turn player (i.e. their only play is to cast a creature in main 2), doing so signals more possible options to opponents.

Take, for instance, the Jund vs. Infect matchup. On turn three, Jund may want to swing with Tarmogoyf and then use Liliana of the Veil to remove a Glistener Elf. Jund's third land should be played before attacks. What if Elf blocks and is supplemented with a pump spell? Jund can respond to Mutagenic Growth with the likes of Kolaghan's Command, rather than the other way around. Whether or not Jund has access to Command, playing out the land first presents that option and complicates enemy lines.

As always, there are exceptions to this rule, too; waiting with a land when there's nothing worth representing during combat is a way to bluff an additional play post-combat, which occasionally misleads opponents into disrupting sub-optimally. It's up to players to weigh the value of representing more options now versus representing more action in the grip.

Another reason to act in main 1 is gaining information, which leads to better attacks. Targeted discard like Thoughtseize and Thought-Knot Seer are the most obvious example of such spells, but being a creature, Seer is still mistakenly relegated to main 2 an uncomfortable amount of the time—even with opponents tapped out! There are other ways of generating information, too, like cantripping or casting spells into potential disruption.

The latter situation leads us to the final reason to act in main 1: baiting out responses. If it's holding three Mutagenic Growths, Counter-Cat might willfully slam Tarmogoyf into an opposing Logic Knot pre-combat to tap them out before dealing lethal out of seemingly nowhere. Baiting doesn't have to be game-ending, either; it's generally as simple as sequencing threats in order of least to most valuable. And sometimes, it's as subtle as, yes, attacking first. Whether it's ideal to deploy spells in main 1 or 2 depends heavily on the context and is best learned with reps.

Living at the Finish Line

The ending phase consists of two smaller steps: the end step and the cleanup step. The former has no turn-based actions, but remains one of the most popular times to act during an opponent's turn. Cleanup is a functional opposite, featuring turn-based actions but preventing deliberate ones from players unless certain conditions are met.

Acting in End Step

End step actions primarily serve to deny opponents options. The turn player cannot cast sorcery-speed spells once they've proceeded to the end step, so waiting until this step to act limits the possible plays opponents can make. It's not rare to take damage from an attacker and then kill it in end step to dissuade opponents from adding more to the board—by the end step, opponents have lost that option.

These actions also relate to information gathering. Critically, the end step represents the last time players receive priority, and the non-turn player is the last of the pair to do so. In other words, that player gets to work with full information about an opponent's plans for the turn: if they pass with seven or fewer cards, they have committed to stop making proactive plays that turn (barring instant-speed ones like Snapcaster Mage, which can then only be made in response to the defending player's action, if any).

Finally, as the last time a player receives priority, the end step is an ideal time to activate spells or abilities that want to be activated during the turn cycle but cost mana or other resources. Waiting until now keeps more options open with that mana, but barring holding up a critical counterspell for instance, players are highly incentivized to activate something like Desolate Lighthouse here. Creature decks may also want to hold off on acting to complicate opposing removal; if opponents decide to kill off some threats, that may give the creature deck an opportunity to resolve something like Collected Company.

There's nary a reason to ever act on one's own end step. The most common reason for doing so is to react to new information gained, especially from opponents doing something in that step. Opponents usually have less mana after making a play on the turn player's end step, giving that player a safer window to execute a play.

Combing through Cleanup

The cleanup step features two turn-based actions: first, the turn player discards to hand size; then, damage is washed off all permanents, and "until end of turn" and "this turn" effects end. It doesn't naturally give players priority. That said, players do receive a round of priority if an ability is triggered by those turn-based actions, in which case the cleanup step is then repeated.

Plenty of theoretical Modern interactions can trigger abilities during cleanup—Kiki-Jiki, Mirror Breaker's token dying with Blood Artist on the board, for instance. But such interactions don't occur often in the format. Perhaps the most common is when blue decks discard to hand size by binning Emrakul, the Aeons Torn, which triggers the Eldrazi's shuffle ability.

In that and similar scenarios, players receive priority only when the triggered ability goes onto the stack, which is after cleanup's other turn-based action is completed. The most interesting change here is the end of "until end of turn" and "this turn" effects—Silence and related effects stop working here, while hexproof and stat boosts as from Vines of Vastwood fall off. In the latter example, protected infectors can again be interacted with before opponents untap their lands.

I have known many Modern players to misunderstand this step because of its nicheness. Acting in cleanup indeed comes up infrequently, but still sometimes presents a path to victory.

Phasing Out

Thus concludes Just a Phase. Did I miss any key uses for the main phases or the ending phase in Modern? Do you have any phase-related anecdotes to share? Would you like to see more content in the same vein as this article series? Let me know in the comments, and remember not to commit the Cardinal Sin of Phasing—treating it as though it doesn't exist!

It Was Foretold: Jeskai Control’s Return

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I've been doing a lot of theoretical work over the past few months. With Dominaria's release there was plenty of need—and opportunity—to explore and brew. During this process I was constantly underwhelmed by Modern's ostensible top deck, Humans. It was a fine deck, but it didn't really shine. As I explained last week, this left me perplexed about Humans's persistent stand on top of Tier 1. That trend is especially odd given that Jeskai and other control decks effectively prey on both it and Affinity, which is keeping pace with Humans.

Apparently I wasn't the only one, because Jeskai was out in force at Louisville. In both pure control and Tempo forms, too. Today I will be looking at the Louisville results and examining the return of Jeskai. I also have an update regarding my banlist testing series at the end.

Louisville Meta

Since the Pro Tour back in February, large-scale Modern events have been sparse. Instead, Team Constructed has dominated, which doesn't generate very reliable metagame data. Team events allow weak decks to squeak through the Swiss, and Unified Constructed events require creative deck choices, so the picture is muddied. Modern is finally moving back into the spotlight with a string of SCG events leading into GP Las Vegas, meaning there is going to be better data on how the metagame is moving, starting with Louisville.

Prior to the event, I and a number of other writers speculated that Jeskai Control was due for a resurgence, either because the metagame was favorable or because of new cards. Apparently the collective wisdom agreed, because Louisville's Day 2 metagame is dominated by Jeskai decks. Star City has 16 decks listed as Jeskai Control, with another two decks listed separately as flash and aggro. Humans and Affinity sit in the second and third places, with 13 and 11 decks respectively. Elves trails at 9 decks. Given that all those are favorable matchups for Jeskai, I must conclude the Jeskai players made the correct metagame call. The type of deck they wanted to hit was actually present in very large numbers, so they did quite well Day 1.

This trend continued on Day 2, as Jeskai is the most represented deck in the Top 32 with six members. In fact, fair interactive decks did extremely well in Louisville, making up 14 out of 32 decks. This is a strong pushback against what had been a linear aggro metagame, and it is a welcome one. The other striking thing is how known the Top 32 is. The only decks that qualify as rogue or outlier decks are RG Hollowvine, Amulet Titan, and arguably Infect. This doesn't mean anything yet, but if we continue to see expected decks it would indicate a settling in the metagame, which would provide opportunities to exploit the complacency.

Pure Control

The most played version of Jeskai was the pure control deck, representing five of six Jeskai decks in the Top 32. Frankly, it's a deck exactly as you'd expect.

Jeskai Control, by Jonathan Hobbs (2nd, SCG Louisville)

Creatures

4 Snapcaster Mage

Planeswalkers

1 Gideon, Ally of Zendikar
2 Teferi, Hero of Dominaria

Enchantments

2 Search for Azcanta

Instants

4 Path to Exile
3 Lightning Bolt
3 Logic Knot
3 Lightning Helix
1 Negate
2 Electrolyze
4 Cryptic Command
1 Secure the Wastes

Sorceries

4 Serum Visions
2 Supreme Verdict

Lands

4 Flooded Strand
4 Scalding Tarn
3 Celestial Colonnade
2 Hallowed Fountain
2 Steam Vents
1 Sacred Foundry
1 Sulfur Falls
1 Glacial Fortress
1 Field of Ruin
3 Island
1 Plains
1 Mountain

Sideboard

2 Dispel
2 Celestial Purge
2 Vendilion Clique
1 Engineered Explosives
1 Baneslayer Angel
1 Detention Sphere
1 Runed Halo
1 Disdainful Stroke
1 Negate
1 Settle the Wreckage
1 Wear // Tear
1 Elspeth, Sun's Champion

The interesting inclusion is Teferi, Hero of Dominaria. It has become a theme in my writing, but Jace needs to be built around and supported because he is fragile. Jace will take over a game as few other walkers can if left unchallenged, but with Lightning Bolt's resurgence that is very unlikely. Teferi is not as powerful as Jace, but he is easier to wield. Jace's best mode adds no loyalty, unlike Teferi, but Teferi also allows you to tap out and then protect him during the opponent's turn. This is a huge plus in Teferi's favor, as ease of use frequently beats raw power. In mirrors I would prefer Jace because he's a mana cheaper and Brainstorm is so much more powerful than a random draw, but outside of that scenario I think Teferi will keep getting the nod.

Jeskai Tempo

The other Jeskai deck was Jeskai Tempo, which often acts like a control deck but isn't a traditional one. The control decks answer everything and win via overwhelming advantage, whereas Tempo answers just enough to win with Geist of Saint Traft, combined with burn and Spell Queller protection. If the control decks appear stock, this deck is even less interesting. I played this deck with some changes in the mana base and another Geist instead of the third Electrolyze last year.

Jeskai Tempo, by Jimmie Smith (4th, SCG Louisville)

Creatures

4 Spell Queller
4 Snapcaster Mage
2 Geist of Saint Traft

Instants

4 Path to Exile
4 Lightning Bolt
4 Lightning Helix
3 Logic Knot
3 Electrolyze
4 Cryptic Command

Sorceries

4 Serum Visions

Lands

4 Flooded Strand
4 Scalding Tarn
3 Celestial Colonnade
2 Hallowed Fountain
2 Steam Vents
1 Sacred Foundry
1 Sulfur Falls
1 Glacial Fortress
1 Field of Ruin
3 Island
1 Plains
1 Mountain

Sideboard

2 Vendilion Clique
2 Celestial Purge
2 Dispel
1 Engineered Explosives
1 Detention Sphere
1 Negate
1 Settle the Wreckage
1 Surgical Extraction
1 Wear // Tear
1 Lyra Dawnbringer
1 Pia and Kiran Nalaar
1 Supreme Verdict

It's fascinating how familiar this list is. If a deck that is almost unchanged over a year is still viable, why did it disappear? And is it better or worse than the alternative hard control deck?

In Comparison

While I classify these decks separately and their play patterns are noticeably different, looking at the decklists they're extremely similar. The core of both decks is the package of instants and Serum Visions. The numbers are different, with Tempo preferring more burn while Control has Supreme Verdict, but broadly speaking both decks are built to maximize Snapcaster Mage. The only question is win speed. It is possible for Control to win quickly with an unanswered Gideon, Ally of Zendikar, but that's improbable.

Having played both versions, there is no particular reason to prefer either clock. Tempo can severely punish a stumbling opponent but it will get overwhelmed in the long game. Control will always win as the game goes on, but it also gives opponents plenty of time to recover. Which deck you prefer is dependent entirely on your own playstyle as a result. The sheer number of pure control decks vs. Tempo doesn't inherently mean anything since we don't know starting population.

Signs of Adaptation?

What strikes me most about these decks is how stock they are. Substitute Teferi for any other planeswalker and these decks could be from last year. To an extant his is to be expected. The core of Jeskai is the removal package and Cryptic Command, but that begs the question of why it fell off so severely in the first place. Jund is a possible explanation as Bloodbraid Elf is a huge boost in the matchup, particularly against Jeskai Tempo, but Jund has never been enough of the meta to truly fear. Even if that was the explanation, the decks show no sign of any special consideration being given to that matchup.

My theory is that perception drove the Jeskai downtick. Players thought that Jund would be much bigger than it currently is and subsequently thought that Tron would be a bigger presence to feed on Jund. This hasn't really happened thanks to Humans, and given enough time between events, players came to realize this and go back to their old lists. Conversations with a number of players tell a similar story, and it makes logical sense. I can't say it's definitively true, but I haven't come up with a more plausible theory.

Interestingly...

The Modern Classic Top 8 is full of Tron. If you count Mono-Green and GR together, Tron is the most represented deck in the Top 16. In my experience the Classic is populated by players that washed out of the main event, which means that its results are indicative of the Day 1 metagame. While Tron was well represented in Day 2, it didn't hold a candle to Jeskai or the other Tier 1 decks. The degree to which this means anything is ambiguous; this is Modern after all. Players play the decks they like more than anything else, but metagaming does still happen. I am very interested to know if Tron started out Day 1 as a large percentage of the field and simply fell off. If it did, that would indicate that a lot of players actually anticipated Jeskai coming out in force last weekend. Those who did simply missed their target and leveled themselves—as despite Jeskai being the most popular single deck, aggro was still the most represented archetype. If anyone has insight, please comment.

Banlist Testing Update

It has been almost six months since my previous banlist test. I've been asked when the next one is coming out and the answer is I don't know, because real life is getting in the way. I have to scale back. I do intend to continue doing these tests, but each is going to take much longer to finish. Rather than three a year as I did the past several years I'll only be able to get one more in this year. If things change I will certainly adapt but I cannot promise anything. I could amass less data, but that's not really an option. The whole point is to remove speculation and get actual data about the impact of banned cards in Modern. Shrinking my sample size would delegitimize the results. Therefore, while I'm getting started on the next test soon, don't expect anything until winter comes.

The Candidates

This leads me onto the possible candidates. Stoneforge Mystic is the most plausible unban, but I've already tested it. While a redo isn't out of the question, I can't imagine the results would be different enough to be worthwhile. I'd rather stick to something new. The problem is that most of the cards that remain are either clearly broken (Rite of Flame, Hypergenesis) or had their chance and have proven problematic (e.g. Birthing Pod). As a result, I'm really only considering the following three(ish) cards for testing:

  • Dig Through Time - Dig never really saw any play before it was banned because Treasure Cruise far overshadowed it. The fact that Dig proved itself too powerful for Legacy suggests that Wizards was correct that it would just replace Cruise, but there's no proof. I want to give Dig a chance to prove itself.
  • Green Sun's Zenith - Green Sun's Zenith (GSZ) was banned because there was no reason for any green deck not to run it. The card just did everything. However, times have changed and current green decks with Collected Company need non-green creatures to survive. It may be that the format has moved on from GSZ.
  • The Artifact Lands - The artifact lands have always been banned because Wizards was afraid that Affinity would be as broken in Modern as it had been in Standard. Some would argue Affinity is still that broken, but many have tried the Artifact lands in Affinity and been underwhelmed. I want to try it in Ironworks combo. There may be no reason to revisit the old combo-Affinity, but supercharging Ironworks may be too good.

I have no real pull to one card over another, so I'm leaving it up to you. Cast your vote for the next test card by leaving a comment down below. I'm only going to count comments left here on Modern Nexus. The poll will close next Monday, and the victor will be my next test.

End Turn

Disclaimer time: SCG Louisville is the first pure Modern event since Dominaria released. Thus it is our only datapoint as to where the metagaming is heading. Don't read too much into these results yet. SCG Minneapolis is likely to look very similar to Louisville simply because it's a week afterward and there isn't enough time to adapt. It won't be until GP Las Vegas that there will be enough data to draw meaningful conclusions.

Love What You Play: Taking the Taste Test

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Modern has at times been described as a format hostile to Spike, the player demographic in search of winning at any cost. Indeed, "spiking" tournaments as players do in other constructed formats—by playing the best deck and understanding the mirror—isn't a reliable path to success in Modern. Rather, this format rewards players for picking a couple strategies (ideally a pair of decks that operate very differently) and getting to know them inside-out. As for which decks to choose, I think the obvious answer's also the best: your favorites!

This article explains my own strategic preferences and applies those to my deck choices in Modern. Hopefully, witnessing the process will help those lost in the format establish their own playstyle priorities, and serve as a friendly wake-up call to players stagnating on a deck they understand well enough to prize with, but don't enjoy enough to learn more deliberately. I'll close things out with some practical tips for identifying preferences.

No Accounting for Taste

Love is a two-way street—beloved decks can't be expected to deliver on all fronts. Enjoying a strategy is one thing, but taking the time to learn its strategic intricacies is critical to success. To do that, pilots must play attentively, with an open mind and an appetite for growth.

That being said, I wouldn't recommend mastering a deck you don't like playing. Personal hangups about whatever strategy might get in the way down the road, causing you to burn out or become disinterested. Modern is chock-full of archetypes, decks, and individual cards, so there's very little incentive to play anything but an exhilarating deck—and that deck is out there! Find it and cherish it.

The Taste Test

Part of what allows me to enjoy Modern so much is that I'm often playing something I love. I can select those decks by understanding my biases. Here's how I like my decks to be:

  • Aggressive. It bothers me to waste too many combat steps early in the game. We only get one per turn, and I intend on using those resources when possible. Aggressiveness loosely correlates with proactivity, but has more to do with establishing pressure quickly and putting opponents on the back-foot, even if the aggressive deck (i.e. Goblins) wins on the same turn (in this case, four) as an equally proactive, but not aggressive deck (i.e. KCI Combo).
  • Adept at combat. Aggressive decks already attack plenty, so the emphasis here is on blocking. If I'm not vying for King of the Red Zone, I don't feel like I'm playing Magic.
  • Disruptive. Modern strategies that don't seek to combo-kill opponents on turn three or four are required to run interaction. While I otherwise enjoy as proactive a playstyle as possible, I wouldn't want to not interact at all. The two types of disruption I favor are cards that interrupt plays (i.e. cheap kill spells, permission) and cards that interact very efficiently with an opposing strategy (i.e. hosers, lock pieces).

These three points already lock into aggro-control territory, which limits me to tempo or midrange decks.

  • Reversible. Reversibility refers to an aggro-control deck’s ability to assume the role of its archetypical opposite when necessary—in other words, the ease with which a midrange deck can play like a tempo deck and vice-versa. I want control over the kinds of games I play.
  • In-game consistent. Registering a pile of four-ofs isn't enough for me; rather, I require ways to control which cards I see during a game.
  • Risky. Specifically, I like decks that give me opportunities to take risky lines, not ones that force me into them.
  • Flashy. I'd be lying if I said I didn't like winning in style. This particular metric gives the decks I design extra points over existing ones.

Seven points. Is that too much to ask of one deck? I don't think so. After all, I've found decks that check all the boxes. And a deck doesn't need to hit a home-run on every aspect for me to enjoy it—if my priorities were a tad more on the "winning" side than on the "fun" side, I'd happily sleeve up Affinity over Colorless Eldrazi Stompy when the metagame called for it.

Pencils Out

To illustrate some of the above points in action, consider this chart detailing proactivity among protect-the-queen strategies in Modern. Protect-the-queen is a playstyle that relies on sticking a highly impactful threat (i.e. Tarmogoyf) rather than flooding the board with bodies, and then defending that threat until it can win the game. In other words, they're usually aggro-control decks packed with disruption. The following decks are sorted from fastest to slowest.

(Click to expand.)

Infect and UR Prowess are the most aggressive decks on the chart, as they goldfish kills faster than any other deck here. These decks pass my test on aggressive, in-game consistent, and risky, but fail the other metrics (okay, UR Prowess is kind of flashy). Most damning of all, they're not disruptive—these pump-style strategies are aggro-combo decks, not aggro-control ones.

The next-most aggressive deck here is Counter-Cat, capable of explosive Zoo-style openers and Growth-Bolt burn blitzes. I've tweaked this deck to meet my exact needs, so it passes every test with flying colors.

Counter-Cat, by Jordan Boisvert

Creatures

4 Wild Nacatl
4 Delver of Secrets
4 Tarmogoyf
3 Hooting Mandrills
2 Snapcaster Mage

Instants

4 Lightning Bolt
4 Path to Exile
3 Mutagenic Growth
2 Spell Pierce
2 Mana Leak
2 Thought Scour

Sorceries

4 Serum Visions
2 Sleight of Hand
2 Chart a Course

Lands

4 Misty Rainforest
3 Scalding Tarn
2 Wooded Foothills
2 Flooded Strand
1 Steam Vents
1 Temple Garden
1 Hallowed Fountain
1 Stomping Ground
1 Breeding Pool
1 Island
1 Forest

Sideboard

2 Bloodbraid Elf
2 Huntmaster of the Fells
2 Snapcaster Mage
2 Negate
2 Spreading Seas
2 Ancient Grudge
2 Pyroclasm
1 Engineered Explosives

The aspect I'd like to touch on here, since I haven't mentioned it in my other articles on the deck, is riskiness. Each turn, Counter-Cat presents pilots with loads of choices to make, many of which revolve around mana constraints. Deciding whether to cantrip into needed pieces, hold up disruption, or tap out for threats to speed up the clock make piloting the deck a thrill.

Traverse Shadow is one of the new-to-Modern midrange decks I alluded to above, and the only rock deck I can truly get behind. It's not quite aggressive enough for my tastes, but it's close, and the many optimization possibilities help with flashiness. Grixis Shadow, on the other hand, is too reactive for me. A full third of its creatures aren't built for battle. Blech!

On to Jeskai Delver: by no means a popular deck, but a helpful one for our purposes. I've messed around with Delver builds of all colors, including Jeskai. My beef with the wedge is its lackluster defense—nothing in these colors can block! The closest we've got is Young Pyromancer, which leaves much to be desired by further exposing us to damage-based sweepers and not actually deterring attacks. More aggressive builds of Jeskai featuring Steppe Lynx or Monastery Swiftspear offer no solution to this problem.

Abzan and Jund are Tarmogoyf decks, so they're great at combat. They're also slow as heck. BGx Rock would enjoy a much better Tron matchup if it had access to a reliable, compact aggressive plan to up its reversibility, but it doesn't. These decks also fail on riskiness and flashiness, as they're safe and cliché—notably, they both fare okay on in-game consistency these days thanks to their respective adoption of Grim Flayer and Bloodbraid Elf.

Pencils Down

Looking at the chart overall, it's no surprise that the decks in the middle of the proactivity spectrum are the ones with the highest reversibility. These decks can't go under or over everybody, but they do get to choose which kind of game they play for the most part. Naturally, then, these thresh/xerox decks are the sort of threat-light aggro-control decks I gravitate to.

Changing Paradigms

I define midrange as an aggro-control archetype that tends to disrupt opponents first, then play out its threats (compare with tempo, an aggro-control archetype that plays out its threats first and then disrupts opponents). I used to think I didn't like midrange decks, but I was wrong; in truth, I don't mind disrupting opponents first. In order to have my aggressiveness needs met, though, a given midrange deck needs to follow that early disruption with lots of pressure, the likes of which few can muster outside of combo-style strategies. But combo goes out the window because I need to be blocking.

A deck like this simply didn't exist in Modern for most of the format's lifespan, so I spent years mistakenly believing I didn't like to play midrange at all. Then, one popped up.

Colorless Eldrazi Stompy, by Jordan Boisvert

Creatures

4 Eternal Scourge
4 Eldrazi Mimic
4 Matter Reshaper
4 Thought-Knot Seer
4 Reality Smasher
4 Simian Spirit Guide

Artifacts

4 Serum Powder
4 Chalice of the Void
1 Smuggler's Copter

Instants

4 Dismember

Lands

4 Eldrazi Temple
2 Gemstone Caverns
4 Zhalfirin Void
4 Blinkmoth Nexus
2 Mutavault
3 Ghost Quarter
2 Scavenger Grounds
2 Wastes

Sideboard

4 Relic of Progenitus
1 Surgical Extraction
3 Spatial Contortion
2 Gut Shot
3 Ratchet Bomb
1 Sorcerous Spyglass
1 Gemstone Caverns

Colorless Eldrazi Stompy differs wildly from Counter-Cat: it's more synergy-based; it's far more streamlined; it's creature-focused, rather than spell-focused; its disruption is mostly on noncreature permanents; it boasts zero colors to Counter-Cat's four. And yet, this deck too checks all of my boxes.

Mimic and Temple give us reversibility by bolstering our aggressive capabilities for a midrange deck; large Eldrazi bodies serve as Tarmogoyf analogues for red-zone dominance; Chalice of the Void compliments Dismember as hyper-efficient interaction; Zhalfirin Void compliments Serum Powder as in-game consistency. As for riskiness, the deck regularly mulls to four in search of the perfect opener, and Modern doesn't get much flashier than exiling Scourge with Powder to start the game with more than seven cards.

Eldrazi vs. Humans

Just as Counter-Cat shares many strategic similarities with Traverse Shadow, Colorless Eldrazi Stompy also has a tiered analogue. In my eyes, that deck is Humans, a fish-style tempo deck with huge creatures, mana acceleration, and walking disruption. But unlike Traverse Shadow, Humans doesn't appeal to me.

It's adept at combat and disruptive all right, and more aggressive than Colorless overall. But Humans isn't so reversible, struggling against midrange decks heavy on removal spells that break up its synergies. Without searchers like Traverse the Ulvenwald or card selection cantrips, midrange-eating bullets in the sideboard aren't a reliable solution to this problem. The deck also wants in-game consistency besides the anemic Horizon Canopy, making it prone to flooding, and earns a big fat "F" on riskiness and flashiness.

I think Humans is an amazing Modern deck, and perhaps the most powerful option currently available. But I don't think that's a compelling reason for any ol' Modern player to pick up the deck seriously. Without a love connection, most players will lack the patience necessary to become Humans experts.

Refining Tastes

Playing with Colorless Eldrazi Stompy threw a lot of what I thought I knew about my tases for a loop. After years of clawing my way to close victories with Delver of Secrets, I was winning games unequivocally; I'd previously figured winning was only fun for me if I had to work hard for it. And here I was on a midrange deck rather than a tempo one; it wasn't that I wanted to commit threats first after all, but that I just had to be more proactive than Modern's old midrange decks. Eldrazi even forewent cantrips, cards I once considered necessary in decks I'd bring to real tournaments; it turned out any card selection method did the trick for me, even the unassuming (but familiarly named) Serum Powder.

Critically, I wasn't broadening my tastes by learning to like new things; I was refining them by realizing I liked things I had never tried, which brought me a more accurate understanding of what I liked about my original deck in the first place. I only learned these lessons about what I truly do and don't enjoy by exposing myself to other playstyles, and I encourage anyone uncertain of their tastes to do the same.

Practically, this task entails trying different decks and seeing how they feel. The more technical you make the task, the more useful it's liable to be: take notes on your feelings during games, after plays, while you're winning or losing; also note how you feel when the game ends, or ten minutes after. Pooling this data and reviewing notes might help the more distracted pinpoint aspects they like or dislike about individual decks, which brings them closer to a clear idea of their tastes.

Saying Grace

Modern players are extremely fortunate to play a format where succeeding with a favorite deck isn't just possible, but the norm. Whether they take advantage of this aspect is up to them, but I suspect that decision has a profound effect on their win ratio.

R&D first came up with player demographics to help with design. Spikes like to win, as mentioned; Timmies like casting big creatures; Johnnies like winning with flair, or using combination decks. But the average Modern player isn't producing a game for millions of consumers, and personal taste reaches much deeper. Do you prefer your decks forgiving, or punishing? Relaxing, or demanding? Linear, or complex? Which aspects of each turn do you most enjoy? Which feelings do you hang onto after your games?

Coming out with a better idea of where you stand will prove supremely helpful when it comes to serious deck selection in the future. There's no accounting for taste. Let me know yours in the comments!

Video Series with Ryland: Goryo’s As Foretold

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Last time we battled with Mardu Pyromancer, one of the decks I would consider placing among the top three in the format. This time we're going to mix it up with something a little spicier. The deck caught my eye after quietly sneaking in to the Top 8 of the SCG Baltimore Team Open. Star City called it "Goryo's As Foretold," but that name doesn't encapsulate everything that's going on. What we're really looking at is an amalgam of several powerful combos in Modern all alongside each other, including both a Kiki-Jiki and a Griselbrand kill.

I must admit, when first looking at the deck it seemed all over the place. Even after the initial shock wore off, it was clear the deck had a ton of moving parts. Once I played a few games however, it felt like a puzzle where all the pieces came together in just the right way.

The deck does attack from a lot of different angles, but its ability to do so is one of its greatest appeals. Think of the most comparable deck, Grishoalbrand. (One could argue Mono-Blue Living End is a closer parallel, but we'll forgo that discussion for now.) Grishoalbrand is an A+B combo deck that is trying to put a Griselbrand into play via either Goryo's Vengeance or Through the Breach. As such, it is a relatively easy deck to Thoughtseize. Yes, it has two plans, but most hands will still have clear targets for disruption.

Now consider our As Foretold monstrosity. It is essentially a combo deck with the ability to assemble A+B, or B+C, or C+D, and so on. Many of our "combos" don't win the game on the spot; in fact, only Deceiver Exarch plus Kiki-Jiki, Mirror Breaker kill immediately. However, As Foretold plus Ancestral Vision puts the deck very far ahead, as does Goryo's on Griselbrand. In the latter case, usually you can set up to win the game the following turn, often with redundancy. Consider the possibility that you were able to assemble As Foretold and Living End, but weren't able to find a Deciever. Guess you'll have to settle for a one-sided Wrath of God that also reanimates that Griselbrand you pitched! Having all these different options frequently makes your hand quite the puzzle for your opponent and generally makes it easier for you to rebuild post-disruption.

Certainly some consistency problems with the deck will be quickly discovered, but the sheer amount of card draw can help quite a bit. Between Ancestral Vision and Faithless Looting alone, you will be seeing your fair share of cards. A quick aside, but an important one: you'll notice that I've been playing a ton of Looting decks in Modern lately—Dredge, Mardu, Goryo's (and even a Soulflayer deck). Faithless Looting is absolutely busted. It's easily in contention for Modern's best cantrip, rivaled only by Ancient Stirrings. Basically every time you register a 75 with Looting in it, you want to draw it nearly every turn. I can't count the number of times I've said or thought, "If I can just draw Looting here..." I don't think the card is too good for the format, but I do think it bears mention that we should be playing it whenever reasonably possible. It struggles a bit against graveyard hate, but honestly, what powerful card doesn't these days?

Really though, can we just not talk about graveyard hate? This deck does not do well against basically any piece, and certainly not with hard hate like Leyline of the Void or Rest in Peace. Sure, it has some ways to fight back, and nothing is stopping you from assembling Exarch plus Kiki the "hard" way. Realistically though, the deck is not well set up to make that happen. Any deck that presents yard hate and a reasonable clock will generally take you down. In this way, I think Grishoalbrand looks favorable in our mini-comparison—that deck performs much better against that kind of disruption. Breach is the perfect way to get around your opponent's Rest in Peace.

That said, I'm honestly not sure which deck is better, and I think there is a genuine debate to be had. My results with this deck have been surprisingly positive and it has undoubtedly been a blast. I think more tuning could definitely be done to the list, and I'm looking forward to see if the archetype produces any results in the future.

I hope you enjoy the matches and, as usual, I'm interested to hear what kind of content you'd like to see moving forward, so I can continue to evolve and improve my videos, so let me know! If you'd like to see similar content, check out my Twitch channel for some more live Modern.

[youtube https://www.youtube.com/playlist?list=PL261kJ_cAQC_vIcs8g5o8LIHO0UaPcBLA]

Goryo's As Foretold

Creatures

4 Deceiver Exarch
4 Griselbrand
2 Jace, Vryn's Prodigy
3 Kiki-Jiki, Mirror Breaker
2 Simian Spirit Guide

Enchantments

4 As Foretold

Instants

4 Goryo's Vengeance
4 Izzet Charm
3 Lightning Axe

Soceries

4 Ancestral Vision
4 Faithless Looting
3 Living End

Lands

2 Blackcleave Cliffs
1 Blood Crypt
3 Bloodstained Mire
1 Cascade Bluffs
1 Island
1 Mountain
3 Polluted Delta
1 Scalding Tarn
2 Spirebluff Canal
2 Steam Vents
1 Swamp
1 Watery Grave

Sideboard

2 Anger of the Gods
3 Collective Brutality
1 Dispel
2 Engineered Explosives
2 Gonti, Lord of Luxury
1 Nimble Obstructionist
1 Repeal
2 Sorcerous Spyglass
1 Swan Song

Why Not Control? – Attacking the Humans Meta

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Humans is currently the best deck in Modern. The data is very clear about this: Humans is on top everywhere and has been for most of the year. This is causing a kind of dynamic stability to take over the format. The top decks have remained relatively the same for some time while the rest of the metagame shifts beneath them. One would think this stability is ripe for exploitation, but that isn't happening yet. I find this perplexing.

Today I will be looking at the metagame that Humans has wrought. I will examine the dynamic stability of the format and why I believe that it should have been taken advantage of already. The fact that the equilibrium has persisted will be discussed and I will explain my take as to why. I believe that Humans is driving a perception of the metagame that isn't true and this has prevented destabilization.

The Thing About Humans

I've always been surprised by Humans' success. It made sense for it to do well initially, as it was perfectly designed to destroy Storm back when Storm was popular. Since then I've been expecting it to drop off, but the opposite has happened. I don't know why this is happening because I know that Humans is very vulnerable to Jeskai decks. I absolutely destroyed Humans with Jeskai Tempo every time we crossed paths last year. Humans is filled with small creatures that die to Lightning Bolt at parity, and Spell Queller proved to be a house.

I'll admit that I dismissed the deck. Based on what I saw, it didn't appear that it could hang with the midrange decks of Modern. I was wrong, and Humans has become "The Deck" while control has declined. It's been a struggle to understand why, especially because the current iteration of Humans is not dramatically different from the one back in October.

Metagame Stability

Modern is dynamic and diverse, but that doesn't mean that it cannot or does not stabilize. What I mean is that often we've seen the same decks maintain their positions at the top of the metagame for months on end while there is considerable movement beneath them. This doesn't mean the format is unhealthy by any stretch, just that certain decks have proven that, given what is going on in Modern right now, they are better than other options. Decks may remain Tier 1 for a very long time without causing dynamic equilibrium *cough* Affinity *cough* because their relative position in Tier 1 changes often. As the top decks have been set for several months, I'd argue that we are in a dynamic equilibrium.

Is It Exploitable?

Equilibrium is neither inherently good nor bad. That is determined by context, specifically the fairness of the decks. Given how many fair creature decks are on top, I would argue that this current one is healthy and good. Furthermore, I believe that the stabilization of the metagame around Humans is exploitable. Last year the metagame was in dynamic equilibrium between Eldrazi Tron and Grixis Death's Shadow for most of the summer before Storm disrupted things that fall. This wasn't an easy metagame to attack because it was polarized between a big-mana deck and a hyper efficient disruption deck. There's a saying from Theros-era Standard that Thoughtseize is better than any answer, and it was on display last year. However, this equilibrium isn't like that one.

The current metagame sees Humans clearly at the top of the pile with Affinity, Jund, and Hollow One elbowing each other for second place. Tron and Eldrazi variants sit in third with Burn not far behind. While there has been some adjustment and movement, these decks have consistently been on top of Modern since February, and the order hasn't changed much since March. This equilibrium consists of a lot of creature decks, three of which (Humans, Affinity, Burn) are very similar creature decks—arguably four if you count RG Eldrazi separately. Against those decks, removal-heavy archetypes like Mardu Pyromancer, UWx Control, or Blue Moon should be favored. They play piles of removal for creatures and have strong disruption against the slow decks. They should be able to topple Tier 1.

The Inexplicable

Why isn't Jeskai Control more of a force? Or Pyromancer for that matter? Jeskai was a Tier 1 deck at the end of last year, and the metagame seems primed for it to thrive. Humans and Affinity are very good matchups, Jund and Eldrazi are no worse than even, and Tron is winnable with a good sideboard. The only truly terrible matchup is Bogles. However, its metagame share continues to decline while its presumptive prey continues to thrive. This doesn't make logical sense, so there must be more going on.

My Theory

I believe that the reason for Humans's continued prominence despite its vulnerabilities comes down to two factors, one intrinsic and the other extrinsic. The intrinsic reason is that Humans can power through a traditional control gameplan because it cannot really be exhausted, which fuels a perception of it being a poor matchup. The extrinsic one is the effect that Hollow One is having on players. Not the format itself per se, but the perceptions of the players. It looks like control is weak against the deck, and this belief fuels an unfounded fear of Hollow One, which keeps players away from actually playing control.

Don't get me wrong, Humans is a powerful deck. We've been over this a few times, but pairing disruption with a clock—especially a clock that doubles as disruption—is powerful. Add to that a high threat density and it appears to be very intimidating for reactive decks to answer Humans. The deck has around 18 lands, four Aether Vial, and 28 creatures. It's very unlikely that the board will ever be completely clear, which can make winning the game a dicey task for a control deck. You never know if a topdecked Thalia's Lieutenant or Mantis Rider will suddenly wreck you.

The disruption can be easily overcome through efficiency and answer diversity, but the second problem requires adjustment. Rather than take the full control route, you need to transition over to attack once the initial wave is dealt with. This is what Jeskai Tempo is good at, and why I had so much success last year. However, pure control decks struggle with this, and I think this is why they're dropping off.

As for Hollow One, I both do and don't understand the fear. Yes, giant creatures on turn three are scary and hard to beat. So is potentially getting wrecked randomly discarding critical cards to Burning Inquiry. It is possible for a great hand to become terrible when you randomly discard all your lands.

However, those are pretty low percentage outcomes. I've been across from Burning Inquiry a lot and I've been wrecked by the card as often as my opponent. Granted, my circumstances are unique because I know guys that have been trying to make Waste Not work for years now—but I find that most of the time there's no measurable change to my hand quality, and I end up improved as often as damaged. A well-built control deck should have enough redundancy that it can overcome Inquiry, but the feel-bad aspect keeps players away.

The Jund Factor

One factor that cannot be underestimated is the return of Jund. The deck virtually disappeared last year, but has reemerged since Bloodbraid Elf was unbanned. Jund was a very even matchup for control in the past, but Bloodbraid has changed things. As I've mentioned before, Bloodbraid is very good against control decks, and employs a similar general strategy. I strongly suspect a lot of missing control players are actually on Jund because the deck feels better in the current meta.

The Jace Factor

Another problem is Jace, the Mind Sculptor. Jace may not have made much of an impact on the format as a whole, but it does loom over deckbuilding decisions. When I tested Jace, I found that he excelled in fair midrange games but didn't have much impact against fast decks. In midrange or control games Jace provides an enormous selection advantage and, over time, overwhelming card advantage. By the time Jace comes down against aggro or combo, the game should already be won. As a result I concluded that Jace would serve as the ultimate trump card for fair decks and push decks to either adopt him or go under him. I would argue this is exactly what has actually happened in Modern this year.

Since Jace was unbanned, my experience has largely validated this conclusion. Jace dominates control mirrors but he's largely irrelevant in other matchups. Jace will dominate an empty board, but there are so many haste creatures running around that Jace is never really safe. Therefore I don't really want Jace most of the time, but I feel compelled to play him anyway. Not having him is backbreaking when your opponent does. I suspect that many players feel the same way, as Jace appears in control decks all over the place, but only in small numbers. I suspect this deckbuilding tension is a significant factor in players not playing control, despite the advantages. Whether correct or not, feeling trapped into making certain deckbuilding decisions is not fun. I personally have opted to avoid actually playing control decks for more than a month for this reason, and I wouldn't be surprised if many potential control pilots were making the same choice.

My Solution

These problems provide parameters to work with, and with some finagling there is plenty of opportunity for control decks. If I were to build a control deck for the current open meta, I would definitely go Jeskai. If I go straight UW it will be harder to shift between roles, because Jeskai's burn makes going beatdown easier. I also prefer not to compete on the same axis in control mirrors and I've seen more UW than Jeskai Control in recent months. Given that counterspells and conditional removal are only situationally good, I would preference hard removal. Considering the format's speed and the resilience of Humans, I want a faster clock. Therefore, if I were to play control, I would play this deck:

Jeskai Tempo, by David Ernenwein

Creatures

4 Snapcaster Mage
4 Spell Queller
3 Geist of Saint Traft

Instants

4 Lightning Bolt
4 Path to Exile
4 Declaration in Stone
3 Lightning Helix
3 Mana Leak
3 Cryptic Command

Sorceries

4 Serum Visions

Lands

4 Flooded Strand
4 Arid Mesa
4 Celestial Colonnade
3 Island
2 Sulfur Falls
2 Steam Vents
2 Hallowed Fountain
1 Sacred Foundry
1 Plains
1 Mountain

Jeskai Tempo is good enough against Humans that I don't like shifting to a full-control build. Plus I can avoid worrying about Jace and just win. The changes I am making to the maindeck are targeted towards Humans and Hollow One. Counters aren't very powerful against either deck so I cut back and opted for the easier-to-cast Mana Leak over Logic Knot. This does make me weaker against big mana, but I feel that's an acceptable trade-off to have a counterspell that will always work on turn two. The prevalence of graveyard hate in the overall metagame means that Knot will often be poor anyway.

Declaration in Stone seems strange, but it is the right solution to the control problem. As previously mentioned, putting creatures into the graveyard is a liability and the power of Hollow One comes from dumping multiple Hollow Ones, Bloodghasts, and Flamewake Phoenix's into play during the first few turns. Declaration is the cheapest way available to Jeskai to deal with those threats permanently. You also don't care about giving them clues very much. Hollow One has few threats so turning creatures into clues usually just lets them draw more air. Declaration also has the benefit of cleaning up token swarms. It's not the best against Humans, but Declaration can be good against Jund when they play multiple creatures. I've been very impressed in my testing.

Seeking Answers

I will be the first to admit I may be reading too much from the apparent stability. There haven't been many events since the Pro Tour that were just Modern. It's been mostly team events and those don't often drive innovation or provide accurate metagame data. Once GP Vegas happens, it may be clear that the metagame has dramatically shifted. In the meantime, I encourage you to challenge the accepted wisdom of this metagame. Humans is a powerful deck, but it's still just a pile of creatures. Prepare correctly and it can be easily picked apart.

Jund’s Ugly Cousins: Hot Tech, Pt. 2

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I wasn't kidding last week when I revealed needing to halve my tech article. Modern's been a brewer's paradise ever since the Jace and Bloodbraid unbans, and the last couple weeks of 5-0s have proven especially fruitful. This past week adds another smattering of interesting candidates to the fray.

A Whole New Jund(s)

First, let's address Jund, which has indeed reached relative build stability since Bloodbraid Elf's arrival into Modern. Apparently, though, it's also ripe for tinkering. Some recent lists from the Mothership demonstrate surprising innovation for Modern's most storied midrange deck.

No Rhino, No Problem

We've seen Bloodbraid Elf shine in a few decks with mana ramp so far, from Ponza to RG Eldrazi to Valakut. It turns out casting the 3/2 haste a turn early is quite good in Modern (really, casting anything early is good in Modern). Jund also had a mana-dork featuring phase, while Deathrite Shaman was legal, and dominated the format with turn-two Lilianas. ALTNICCOLO wanted to live that dream again, and so took a page out of Abzan's book with a set of Noble Hierarchs.

Noble Jund, by ALTNICCOLO (5-0)

Creatures

4 Noble Hierarch
4 Tarmogoyf
4 Dark Confidant
2 Scavenging Ooze
4 Bloodbraid Elf

Planeswalkers

4 Liliana of the Veil

Instants

4 Fatal Push
2 Abrupt Decay
2 Kolaghan's Command

Sorceries

4 Inquisition of Kozilek
2 Thoughtseize
2 Maelstrom Pulse

Lands

4 Verdant Catacombs
2 Wooded Foothills
2 Bloodstained Mire
2 Blood Crypt
1 Overgrown Tomb
1 Stomping Ground
4 Blooming Marsh
3 Raging Ravine
1 Twilight Mire
1 Snow-Covered Forest
1 Snow-Covered Swamp

Sideboard

1 Scavenging Ooze
1 Ancient Grudge
2 Collective Brutality
1 Engineered Explosives
4 Fulminator Mage
1 Golgari Charm
1 Grafdigger's Cage
2 Liliana, the Last Hope
2 Surgical Extraction

Early Lilianas still tax the manabase heavily, since Hierarch doesn't tap for black. Hence the full set of Blooming Marshes and a Twilight Mire in place of other lands, including the third and fourth basics. This build also stays away from red as much as possible, only dipping into the color for Elf itself and a pair of Kolaghan's Commands. I can see Noble Jund being better against decks that force BGx to act proactively, such as Tron; still, relying on mana dorks makes the strategy less consistent overall. Nobles in Jund might grow into a respectable trend, though—LXCLXC 5-0'd with an identical list just a few days before.

From the Darkness

Why accelerate into Bloodbraid Elf when you could... not run the card at all? Pining for more control over his "cascades," OCELOT823 registered a Jund list that was fully legal before Elf's unbanning, relying instead of Goblin Dark-Dwellers to pull ahead in the mid-game.

Dark-Dweller Jund, by OCELOT823 (5-0)

Creature (11)

2 Goblin Dark-Dwellers
4 Tarmogoyf
3 Scavenging Ooze
2 Grim Flayer

Planeswalkers

4 Liliana of the Veil

Artifacts

2 Nihil Spellbomb

Instants

3 Lightning Bolt
3 Fatal Push
2 Terminate
1 Abrupt Decay
2 Kolaghan's Command

Sorceries

4 Inquisition of Kozilek
3 Thoughtseize
1 Maelstrom Pulse

Lands

4 Verdant Catacombs
2 Bloodstained Mire
1 Wooded Foothills
2 Overgrown Tomb
1 Stomping Ground
1 Blood Crypt
4 Blackcleave Cliffs
2 Blooming Marsh
3 Raging Ravine
2 Forest
2 Swamp

Sideboard

1 Maelstrom Pulse
1 Nihil Spellbomb
2 Anger of the Gods
2 Collective Brutality
2 Damping Sphere
1 Duress
1 Engineered Explosives
1 Goblin Rabblemaster
1 Hazoret the Fervent
1 Huntmaster of the Fells
1 Liliana, the Last Hope
1 Molten Rain

This deck leans more control than most Jund builds I've seen, boasting only 11 creatures and packing a whopping four basics. Kolghan's-Dwellers gives it a bigger Grixis-style value engine at the cost of proactivity—in other words, OCELOT823 isn't looking to shore up Jund's bad matchups so much as nail-in-th-coffin its good ones.

While this is the first Jund list I've seen without Elves (although straight BG Rock decks seem to be doing well in this metagame), the archetype is sometimes trimming its numbers. Even the more stock Jund lists are sometimes dropping to as low as 2 Bloodbraid Elf, making space for other top-end threats like Kalitas, Traitor of Ghet.

Architects of Jund

You've heard of Abzan Traverse. But how about Jund? Such a combination hasn't been attempted much for a couple reasons, chief among them that prime delirium enablers like Mishra's Bauble tend to play poorly with Bloodbraid Elf. Fortunately for WILLIAM_CAVAGLIERI, Architects of Will isn't a valid cascade hit at all.

Jund Traverse, by WILLIAM_CAVAGLIERI (5-0)

Creatures

4 Grim Flayer
4 Tarmogoyf
1 Scavenging Ooze
1 Huntmaster of the Fells
3 Bloodbraid Elf
4 Architects of Will

Planeswalkers

1 Liliana of the Veil
1 Liliana, the Last Hope

Instants

3 Fatal Push
3 Nameless Inversion
2 Abrupt Decay
2 Kolaghan's Command

Sorceries

4 Traverse the Ulvenwald
4 Inquisition of Kozilek
2 Thoughtseize
1 Maelstrom Pulse

Lands

4 Verdant Catacombs
4 Wooded Foothills
1 Bloodstained Mire
2 Overgrown Tomb
1 Stomping Ground
1 Blood Crypt
4 Blooming Marsh
1 Forest
1 Mountain
1 Swamp

Sideboard

1 Scavenging Ooze
1 Kolaghan's Command
1 Bojuka Bog
1 Kalitas, Traitor of Ghet
1 Nihil Spellbomb
1 Obstinate Baloth
1 Olivia Voldaren
1 Reclamation Sage
1 Shriekmaw
1 Thragtusk
1 Thrun, the Last Troll
1 Tireless Tracker
1 Tooth Collector
2 Yahenni's Expertise

Only two planeswalkers? 20 lands? No Bolts... and Nameless Inversion instead?! This list violates plenty of Jund tenants, primarily because it isn't a true Jund list. Traverse the Ulvenwald lets it skimp on lands for better topdecks in the late-game, which it had better with no manlands in sight; as such, the deck makeup receives something of an overhaul.

One of the more intriguing developments here is Nameless Inversion, especially since Tarfire is generally just straight-up better at the same thing in red. It even goes to the dome and kills planeswalkers, while Inversion whiffs against plenty of Modern decks—not to mention costs twice as much! Sure, Inversion kills x/3s like Mantis Rider, which are plentiful in this metagame. But in that case, isn't Lightning Bolt worth inclusion despite not growing Goyf astronomically?

I also think the sideboard full of bullets is major overkill. As Traverse Shadow has taught us, it's often better to just have more copies of a deck's most awesome creatures than a scattered host of occasionally-useful ones.

Back to the Brew

While the innovation in Jund is eyebrow-raising, it's not necessarily as ooh-aah-inducing as a pile of brand-new brews. So, in the true spirit of this article series, here are three totally novel decklists from the past two weeks of results.

Monkeying Around

How many Kird Ape analogues are actually legal in Modern? At the April 29th Modern Challenge, ZASTOPARIKUS was determined to find out.

Reckless Rage Zoo, by ZASTOPARIKUS (30th, Modern Challenge)

Creatures

4 Kird Ape
4 Loam Lion
4 Wild Nacatl
4 Narnam Renegade
4 Tarmogoyf
3 Flinthoof Boar
3 Loxodon Smiter

Artifacts

2 Smuggler's Copter

Instants

4 Lightning Bolt
3 Reckless Rage
2 Path to Exile

Sorceries

3 Pyroclasm

Lands

4 Arid Mesa
4 Windswept Heath
4 Wooded Foothills
2 Sacred Foundry
2 Stomping Ground
1 Temple Garden
1 Forest
1 Mountain
1 Plains

Sideboard

1 Path to Exile
1 Ancient Grudge
3 Burrenton Forge-Tender
2 Dromoka's Command
1 Gaddock Teeg
1 Glaring Spotlight
2 Grafdigger's Cage
2 Selfless Spirit
2 Stony Silence

The final number ended up being 12, with a set of superior Wild Nacatls thrown in for very good measure. That said, this deck's most eye-catching feature isn't its creature suite, but its removal package.

Relative newcomer Reckless Rage makes its Modern debut here, acting as an instant-speed Flame Slash in conjunction with any of the deck's creatures. With Lightning Bolt Modern's most-played removal spell, three's the magic number when it comes to toughness, so many creatures are considered by virtue of that critical extra point—Thought-Knot Seer, Restoration Angel, and Dominaria flavor Shalai, Voice of Plenty, for instance. Flame Slash has always had a damning speed problem, though; it can't interrupt combos, snap off attacking manlands, or work as a combat trick. Rage fills the void at this price point, only asking a deck such as this one to have a creature in play upon cast.

Also of note is the quasi-set of Pyroclasms. I've long sworn by Clasm as a sweeper in aggro-control decks, but in the sideboard! ZASTOPARIKUS instead takes a page out of Tron's book and runs the card main, ensuring his own little dudes don't find themselves raced by wider or more synergy-driven assaults.

Bad Company

OK, "bad" might be a little harsh; after all, this deck performed well at the Modern Challenge. But see if you can figure out what the heck is going on here.

BG Company, by FALKONEYE (22nd, Modern Challenge)

Creatures

2 Banewhip Punisher
4 Noble Hierarch
1 Birds of Paradise
4 Sakura-Tribe Elder
2 Fauna Shaman
2 Scavenging Ooze
1 Dark Confidant
1 Lotus Cobra
2 Eternal Witness
1 Fulminator Mage
2 Liliana, Heretical Healer
2 Nissa, Vastwood Seer
1 Merciless Executioner
1 Thrashing Brontodon
3 Tireless Tracker

Instants

3 Fatal Push
1 Abrupt Decay
4 Collected Company

Sorceries

1 Maelstrom Pulse

Lands

4 Verdant Catacombs
2 Overgrown Tomb
2 Blooming Marsh
3 Hissing Quagmire
1 Twilight Mire
3 Field of Ruin
5 Forest
2 Swamp

Sideboard

2 Fulminator Mage
1 Scavenging Ooze
1 Tireless Tracker
1 Fatal Push
1 Maelstrom Pulse
1 Big Game Hunter
1 Engineered Explosives
1 Fleshbag Marauder
1 Minister of Pain
2 Nihil Spellbomb
1 Reclamation Sage
1 Spellskite
1 Walking Ballista

Figure it out yet? Help a dude out and explain it to me in the comments.

The Lake of Fire

While Swans of Bryn Argoll is no stranger to Modern (if still unrecognizable at the top tables), the card's often played in conjunction with Treasure Hunt in a balls-to-the-wall, mulligan-into-one-card-and-hope-it-actually-wins-me-the-game combo deck. But we've hardly ever seen the card in a fair shell, the closest I can think of being a Skred-wielding deck dubbed "Snow Swans" from 2015. YOZO breaks new ground with this list, which repurposes the creature as an eventual wincon in a Bolting, Remanding Izzet shell.

UR Swans, by YOZO (5-0)

Creatures

4 Swans of Bryn Argoll
2 Bedlam Reveler
1 Kozilek, Butcher of Truth

Instants

4 Lightning Bolt
4 Anticipate
2 Izzet Charm
4 Remand
2 Pull from Tomorrow

Sorceries

4 Serum Visions
1 Anger of the Gods
1 Sweltering Suns

Enchantments

4 Seismic Assault

Lands

4 Steam Vents
4 Cascade Bluffs
4 Temple of Epiphany
3 Spirebluff Canal
2 Sulfur Falls
3 Dakmor Salvage
5 Island
2 Mountain

Sideboard

1 Anger of the Gods
2 Abrade
2 Crumble to Dust
2 Dispel
1 Echoing Truth
1 Keranos, God of Storms
3 Negate
2 Relic of Progenitus
1 Teferi, Mage of Zhalfir

Despite its control affectations, UR Swans is still a combo deck at heart, churning through its library and slinging removal and permission until it can string together a kill. It attacks disruptive opponents from a relatively unique angle, as its namesake combo piece helps the deck stock back up on cards should opponents try to deal with it. The card advantage possible from hitting one's own Swans with a Lightning Bolt, combined with the pull-ahead graveyard exploitation of Bedlam Reveler, remove the need for Snapcaster Mage in this shell.

I imagine UR Swans struggles against faster opponents, especially ones that can beat a few removal spells—the plan of assembling Seismic Assault and Swans on the battlefield at once is far from Modern's speediest kill. But Swans seems well-positioned to face Thoughtseize decks relative to other combo strategies.

A Modern for Everyone

I feel like a broken record at this point—for years, I've ended these sorts of articles with praise for Modern's diversity and innovation. But praise for these factors is all I've got! When we've reached a point where players can opt out of Bloodbraid Elf in Jund, the format's gotta be dynamic. Did I miss any sweet brews from recent events? Drop me a line below.

Deep Diving into Bomat Red

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As the metagame continues to incorporate cards from the past few expansions, we don't only see them slotting into existing decks; sometimes, their printing enables all-new archetypes to surge into the metagame. Modern is the non-rotating format in which this happens most readily, as recently demonstrated by the likes of Humans and Hollow One. However, not every newcomer to the format makes that kind of an impact; some fade into the fringes as inconspicuously as they came.

In this article, I'll be providing an in-depth report on my testing of what I consider an interesting fledgling archetype in Bomat Red. It covers my general impressions of the archetype and its niche in the metagame, the results of my testing, and adjustments I would make to the deck going forward.

Rolling Out

The first order of business is to give Bomat Red a proper introduction. Veterans of the most recent Standard format are likely familiar with Bomat Courier, and with the early pressure and lategame value it provides the pilots of red aggressive decks. This was a strategy that was so effective, it resulted in Ramunap Ruins and Rampaging Ferocidon being banned from Standard.

The Modern version of the deck is based on a similar concept, but goes lower to the ground: four-mana finishers like Hazoret, the Fervent and Chandra, Torch of Defiance are too pricey in this faster format, so the deck instead doubles down on pressuring opponents early. Some pilots looking to port the strategy over to Modern have chosen to substitute those larger threats for leaner finishers like Goblin Rabblemaster. However, the list that caught me eye went for a significantly different approach.

Bomat Red, by kylehl (5-0, MTGO Competitive League)

Creatures

4 Grim Lavamancer
4 Bomat Courier
4 Eidolon of the Great Revel
4 Harsh Mentor
4 Rampaging Ferocidon

Instants

4 Lightning Bolt
4 Searing Blaze
4 Searing Blood

Sorceries

2 Forked Bolt
4 Molten Rain

Lands

4 Bloodstained Mire
9 Mountain
4 Ramunap Ruins
1 Shinka, the Bloodsoaked Keep
4 Wooded Foothills

Sideboard

3 Damping Sphere
1 Jaya Ballard, Task Mage
1 Ricochet Trap
3 Smash to Smithereens
4 Shrine of Burning Rage
3 Tormod's Crypt

Some interesting cards present in greater numbers here are Grim Lavamancer (an early creature that puts discarded fetchlands and expended burn spells to use in the mid-game), Molten Rain (which helps compensate for this deck's slower clock against big mana and control), and the Searing effects. Searing Blaze and Searing Blood both remove opposing creatures while pressuring life totals, and as such give this deck more of a tempo feel than its aggro forefathers. This change in direction is reinforced by the inclusion of Harsh Mentor, a nondescript aggressive creature adept at punishing opponents for performing certain game actions.

Tempo decks sans Aether Vial are somewhat rare in the current format, which intrigued me enough that I decided to purchase the necessary components for this list and run it through some Magic Online leagues and two-person queues.

Minor Tweaks

However, I had a few quibbles with the list as presented. It only featured one legendary creature (a sideboard Jaya Ballard, Task Mage), and the absence of any cards penalizing me for running basic Mountains made Shinka, the Bloodsoaked Keep seem unnecessary. Jaya herself also seemed underwhelming, as her reusable Pyroblast-esque effect is a bit of overkill in a deck that already figures to be solid against blue-based interactive decks by virtue of the two-pronged pressure it applies. I had issues with Ricochet Trap for the same reason. Lastly, my experiences with Tormod's Crypt have strongly suggested it lacks the stopping power needed for most dedicated graveyard strategies.

This is the 75 I settled on for my initial testing.

Bomat Red v1, by Roland F. Rivera-Santiago

Creatures

4 Rampaging Ferocidon
4 Bomat Courier
4 Grim Lavamancer
4 Eidolon of the Great Revel
4 Harsh Mentor

Instants

4 Lightning Bolt
4 Searing Blaze
4 Searing Blood

Sorceries

2 Forked Bolt
4 Molten Rain

Lands

4 Bloodstained Mire
10 Mountain
4 Ramunap Ruins
4 Wooded Foothills

Sideboard

3 Damping Sphere
4 Relic of Progenitus
4 Smash to Smithereens
4 Shrine of Burning Rage

While Grim Lavamancer and Relic of Progenitus could potentially conflict with one another, I think the self-replacing upside of Relic is tangible enough to excuse it (an instance of acceptable tension). I also filled out the playsets for Smash to Smithereens and Shrine of Burning Rage, for differing reasons. Smash got the nod because artifact hate never goes out of fashion; Affinity is a pillar of the format, decks like Lantern and KCI are always lurking, and there are targets for it in a variety of other decks (such as Aether Vial in Humans). Shrine, on the other hand, is a card I have not played with competitively, and I was curious as to how it would perform. I presumed its purpose in this list was to serve as a catchall card to come in when Searing effects or Molten Rain are poor, and I wanted to play the maximum amount of copies allowed in order to give myself the best chance of evaluating how it would fare in that role.

The Testing

My testing preferences remain unchanged: I generally like giving a prospective list a 100-match trial to minimize the effect of variance on my assessments. However, I knew the timeline for this report would be insufficient to gather such a sample, so I decided to simply gather as much data as possible. My initial expectations were that the deck would hold up well against creature-based decks, but struggle against any deck where Searing Blaze and Searing Blood are dead cards. This would give it a well-defined niche as a deck excelling whenever creature decks are popular, which is a scenario we have seen in Modern before.

Since I faced a variety of different decks, I have decided to present some aggregated results in order to provide some additional information.

CategoryResults
Total Matches57
Overall Win-Loss29-28 (50.9%)
Creature Aggro Win-Loss
(Elves)
2-0 (100.0%)
Graveyard Aggro Win-Loss
(Dredge, Hollow One)
1-3 (25.0%)
Creature Combo Win-Loss
(Bogles, Counters Company/Evolution, Infect, Kiln Fiend)
5-5 (50.0%)
Vial Deck Win-Loss
(Death and Taxes, Humans, Merfolk, Spirits)
5-3 (62.5%)
Spell-based Combo Win-Loss
(Ad Nauseam, Storm, Thing in the Ice)
2-2 (50.0%)
Big Mana Win-Loss
(Gx Tron, Mono-G Devotion, Titanshift, Turbo Jace)
9-5 (64.3%)
Prison Control Win-Loss
(RW Prison, Lantern Control, Tezzerator/Thopter Sword)
2-2 (50.0%)
Midrange Win-Loss
(Jund, Mardu Pyromancer, Martyr Proc, Mono-B Devotion, RG Eldrazi)
0-6 (0.0%)
Ux Control Win-Loss
(UR Breach, UR Pyromancer, UW Control)
3-1 (75.0%)
Burn Win-Loss 0-1 (0.0%)

As illustrated, the deck has been rather hit or miss throughout the testing period, and some of that is due to pairings. Bomat Red indeed holds up well against creature-based decks of various kinds, and was generally solid against ramp/big mana decks. That's also unsurprising, as Searing effects can zap Arbor Elf to cause massive tempo losses. Molten Rain can also take out Urza's Tower, Valakut, the Molten Pinnacle, or a land enchanted by Utopia Sprawl.

Interestingly, the deck also performed versus blue control decks of various stripes, validating my decision to forgo playing Jaya Ballard, Task Mage and Ricochet Trap. It also suggests that Searing effects getting stuck in hand does not adversely affects these matchups too much.

On the downside, Bomat Red predictably struggled against graveyard-based strategies like Dredge and Hollow One, where its disruption is either insufficient or ineffective. It also was outright abysmal against midrange decks of all stripes, failing to win a single match. All too frequently in those matchups, my hand was either picked apart and I failed to mount a credible offense, or my hopes were dashed by spot removal on my refuel mechanisms followed by a sweeper. The deck also had a tough time with large creatures - anything from a Gurmag Angler to Hollow One to a Scavenging Ooze that goes unchecked caused big problems. The combo matchups were also highly polarized. Decks that I could interact with, such as Storm and Counters Company, yielded tight matches; decks where I struggled to interact, such as Ad Nauseam and Bogles, were uphill battles.

Digging Deeper

In addition these general observations on Bomat Red, I took detailed notes on each card's performance.

Maindeck

Bomat Courier: The deck's namesake has generally impressed. It gets bricked by pretty much anything, but stashing two or more cards under it is enough to make cracking it a profitable exchange, and the resulting refills have allowed me to close out the game.

Forked Bolt - Forked rarely takes down anything bigger than a mana dork on its own, the ability to damage two targets has rarely been relevant, and sorcery speed has occasionally been annoying. This feels like a spot that can be improved.

Eidolon of the Great Revel - A handy creature for pushing some extra damage through, either as an attacker or through its ability. Because Bomat Red is not quite as aggressive as Burn, pilots must exercise care when casting spells into Eidolon, especially against aggro.

Grim Lavamancer - Four copies feel excessive in matchups where Grim doesn't die, but it is often a priority removal target, and the deck feeds it well.

Harsh Mentor - This card has somewhat exceeded my expectations. Its effect covers a wide variety of common cards (fetchlands, manlands, and even Aether Vial), so it generally produces two to four damage in the first turn or so after entering the battlefield. It has been blanked, but only rarely.

Lightning Bolt - Not much to say here. Bolt's the most played card in the format for a reason.

Molten Rain - When this card is good, it's amazing. Some opponents never truly recover from getting thrown off-curve by it, and breaking up Tron, cutting off colors, or bashing manlands are all relevant tasks for Rain.

Rampaging Ferocidon - I was surprised by this card's strength. Three-mana creatures without enters-the-battlefield effects that also fail the Bolt Test are typically not successful in Modern, but Ferocidon has two highly relevant effects by shutting off lifegain and pinging opponents for casting creatures. A 3/3 with menace is also difficult to block when backed up by all of the removal this deck has at its disposal.

Searing Blaze - This Searing effect is the best of the two, mainly thanks to its increased stopping power and the fact that it damages opponents no matter what happens to its target. That said, only running eight fetchlands in such a mana-hungry deck occasionally complicates triggering landfall on the opponent's turn, so I have occasionally fired off the "unkicked" version.

Searing Blood - This card is somewhat weaker than its similarly named cousin, but more reliably provides reach against creatures that can't sacrifice themselves in response. Containing opposing creatures is a very high priority for Bomat Red, so I feel that having eight copies of this effect is appropriate.

Ramunap Ruins - This card was critical as flood insurance. We're quite mana-hungry, hence the 22 lands. However, our lack of cantrips sometimes makes us flood out in the mid-to-late game. I have closed out several matches by cracking these Deserts, and while the painful mana is an occasional bother, it's not enough of a downside to dissuade me from running the Ruins.

Sideboard

Damping Sphere - This card's inclusion was somewhat experimental, but Sphere has been a very strong contributor. Not only does it come in against the usual suspects (Tron and Storm), but it also helps against stuff like Infect and Kiln Fiend by making it harder for them to line up their pump and protection spells against our barrage of Bolts. The three copies have been exceptional, and I may look into clearing out some room for a fourth.

Relic of Progenitus - I went for the heavier-duty graveyard hate option, and I do not regret it. In fact, I may look for additional tools to complement Relic, as many of the decks I bring this card in against are pretty lousy matchups.

Shrine of Burning Rage - While I have certainly ended some games with a big Shrine activation, this card feels like the sideboard's weakest link. It's often a step too slow to matter, and as an artifact is somewhat vulnerable to splash hate from anyone looking to destroy Relics or Spheres. I am definitely in the market for a replacement option for creature-light matchups.

Smash to Smithereens - An excellent sideboard card. I even bring these in against utility permanents like Aether Vial; it might seem a bit narrow in such circumstances, but the payoff is high enough to mitigate the risk of it being a blank, and the presence of Bomat Courier's ability to get you a fresh hand means that even dead copies of the card are rarely going to sink you.

Marching On

Overall, this deck seems like it has some potential to be Modern-playable, but my rather uneven results and poor performance against midrange suggest this is not the optimal 75. I would consider cards such as Flame Slash or Roast to give the deck more bite against opposing fatties, and a consistency booster should also be experimented with. Faithless Looting is promising if the inherent card disadvantage can somehow be mitigated, as is a dual-use spell like Magma Jet. Alternatively, perhaps we imitate the Standard deck and look into how finishers such as Hazoret the Fervent and Chandra, Torch of Defiance would do.

While Bomat Red is the new archetype I've chosen to focus my energies on, there are several other cards that have real promise going forward. If you've been brewing with some unlikely candidates and come up with a new archetype you'd like to share, drop me a line in the comments.

New Tricks: A Dominarian Merfolk Interlude

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Merfolk has always been my workhorse Modern deck, but I haven't written about it in months. The metagame has shifted to a place I don't like with Merfolk, and so I've been playing other decks; as such, I had nothing much to say. However, I'm finding the deck's potential new includes from Dominaria promising enough to get back in the water.

This article describes the metagame developments that have turned me off Merfolk, as well as the new cards and how they impact the deck. I've found that while the new cards are certainly potent, there's not much need for them in the current metagame.

Metagame Considerations

Humans is on top of the metagame right now. This causes trouble for Merfolk, Firstly, Humans and Merfolk occupy a similar strategic space, but Humans has many advantages in the current metagame. Between its lower curve and mana acceleration, Humans can explode onto the battlefield with very large creatures, which is important since Lightning Bolt decks, particularly Jund, are back in vogue. Merfolk can do that too, but more slowly. The speed at which Humans dumps its hand also helps it dodges Modern's ubiquitous hand disruption spells.

A more pressing problem flows from the first. Because Humans is relatively prevalent, decks are being tuned to fight back. That preparation results in splash damage for Merfolk, most damning of all an increase in sweepers. Merfolk can deal with lots of one-for-one removal; the deck is mostly creatures and has cantrips, so opposing decks tend to run out of answers before we run out of threats. Kira, Great Glass-Spinner also invalidates one-drop removal.

Sweepers are far harder to deal with, especially in numbers. I'm seeing UW Control, which was never a great matchup, running Terminus, Supreme Verdict, and Wrath of God. Tron has always had Oblivion Stone and Ugin, the Spirit Dragon, but now I'm also seeing Pyroclasm, Anger of the Gods, and Kozilek's Return. One sweeper can be recovered from; two is often lethal.

Combo Rising

Between Matt Nass winning GP Hartford with Ironworks combo, Grishoalbrand showing up in Toronto, and Storm's tendency to simply hang around, true combo is increasingly present in Modern. This development hurts Merfolk, whose primary strategy is to race. In the past, this was fine, because Merfolk's goldfish speed sat at a reliable turn four, while combo decks were very inconsistent. This is no longer the case, and more often, turn four isn't good enough. With the addition of Baral, Chief of Compliance and Gifts Ungiven to Storm and Scrap Trawler to Ironworks, combo finally has the pieces to reliably kill fast instead of fizzle.

This is why Humans is doing so well. Again, Humans is a linear tribal deck like Merfolk, but it features intrinsic disruption in Kitesail Freebooter, Meddling Mage, and Thalia, Guardian of Thraben alongside the fast, growing clocks of Champion of the Parish and Thalia's Lieutenant. Subsequently, it doesn't usually lose game one to combo. Merfolk only has Cursecatcher in those matchups, and so can be easily raced, helping push Merfolk out of the metagame.

The New Fry

The most exciting Dominaria card is Merfolk Trickster. The Last time Merfolk got a blue candidate was Harbinger of the Tides back in Origins. After the greenfolk didn't work out, it's nice to see fish returning to where they belong.

Of course, new additions have their work cut out for them. While Merfolk will always welcome a new lord, other creatures need to really shine to be considered. The potential speed boost was enough for Kumena's Speaker, but Merfolk Branchwalker didn't do enough to earn a permanent place. Trickster is appropriately priced at two mana, and boasts a disruptive and potentially relevant ability. These are huge points in its favor, but the fact that it is clearly intended as a tempo card rather than a value one gives it stiff competition.

In Comparison

Trickster is therefore fated to be compared to the other two-drop tempo Merfolk, Harbinger of the Tides. I've never been a fan of Harbinger, but it caught on anyway. I don't like how tough it is to use Harbinger offensively because it can only bounce tapped creatures. Harbinger has always been at its best in racing situations. Being able to knock out an attacker, even for a single turn, can mean the difference between victory and defeat, especially if the creature is hard to replay like Gurmag Angler or has been boosted like Champion of the Parish.

Trickster can be used similarly to swing races, but its greatest ability is clearing out defenders. Tapping creatures may not be as powerful as removing them from play, but in a tempo deck, it can be functionally identical. The additional text after the tap ability is irrelevant in most creature matchups; critically, the creature will not attack or block for a whole turn, allowing Merfolk to swing through for the win.

The final consideration is flash. Trickster has flash all the time, while Harbinger requires additional mana to deploy at instant speed. This is obviously better in terms of using Trickster as an, erm, trick, but it also has other applications. It's often been argued that Harbinger's flash made it better than I thought just because it could be flashed in against control. I disagree with that argument, as four mana is often far too steep a rate for a 2/2. At two mana, Trickster is far more reasonable in this role.

The Key Difference

However, Merfolk Trickster has much wider implications. While the second line of ability text is often irrelevant against fair decks, it is incredibly important against unfair ones. Trickster removes all abilities from the targeted creature. That includes evergreen abilities like prowess and flying, power and toughness setting ones like Master of Etherium's (killing it), and special abilities like those of Goblin Electromancer and Scrap Trawler. Trickster can be an anti-combo creature rather than just a tempo play.

In my opinion, this gives Trickster a literal fin up on Harbinger. Eliminating the critical enabler creature often cripples Storm or Ironworks. Storm doesn't strictly need a cost reducer to go off, however enabled kills come far easier. The same is true for Ironworks, but even more so: it is technically possible to win simply by chaining eggs with Krark-Clan Ironworks, but the deck is far more likely to fizzle without Trawler.

So, I believe that Trickster is better than Harbinger in a vacuum. However, Modern is not a vacuum, and right now Humans is the best deck. Thus, Harbinger gets the nod over Trickster until things change.

Game Changer?

The other card that has been getting attention for Merfolk is Wizard's Retort. I was a bit incredulous, but testing has shown it to be more plausible than expected. Surprisingly, all the Modern-playable blue non-lord Merfolk are Wizards, so it's easier than I thought to have Retort be Counterspell, which was a Merfolk staple back in the day. Hard counters are usually very strong, especially against combo, so it makes sense that Modern Merfolk would want Retort.

However, just jamming Retort really isn't enough. Because the lords don't count for Retort, and they're a necessary 11-12 slots, we must work around them. There's limited maindeck space for non-Merfolk creatures, and Retort requires maximizing the Wizard count. Realistically, Retort will be the only interactive maindeck spell. This is fine, since Harbinger is technically a bounce spell and Trickster is also interactive. Kira is another awkward creature, but can be replaced by the weaker Kopala, Warden of Waves. Here's my starting point:

Dominaria Merfolk

Creatures

4 Cursecatcher
4 Silvergill Adept
4 Lord of Atlantis
4 Master of the Pearl Trident
2 Merfolk Trickerster
3 Merfolk Harbinger
3 Merrow Reejery
2 Kopala, Warden of Waves
2 Master of Waves

Artifacts

4 Aether Vial

Enchantments

4 Spreading Seas

Instants

4 Wizard's Retort

Lands

8 Island
4 Wanderwine Hub
4 Seachrome Coast
4 Mutavault

The Catch

While I found Retort to be reasonable in Merfolk, it never blew me away. It wasn't very hard to have a wizard in play by turn 4-5 when we'd want to keep mana up for counters, but Counterspell itself wasn't always relevant. Having a cheap, hard counter is very good against Tron, Ironworks, and Storm, but Affinity, Humans, and Hollow One will have done whatever they're going to do by then, while counters aren't very special against Jund or Jeskai. If the meta swings more toward combo, then Retort is definitely strong, but being weak against the most popular deck is a huge strike against the card. Also worth mentioning: Retort gets awkward around Mutavault, which counts as a Wizard but doesn't tap for blue.

One thing to consider is whether Retort can replace sideboard cards, as specialized counterspells are a staple of Merfolk sideboards. I'm not sold on that plan's practicality. Leaning too heavily on the four Retorts renders them overstretched and ineffective. Also, sometimes, we want more than one type of counterspell in a matchup. Another issue is impact: counters are necessary sideboard cards, but they're rarely high impact ones. How often do we actually want a counterspell? If the answer is "often," the sideboard must be focused on an anti-aggro package. I'm not ready to make that dive, and will be sticking with maindeck Path to Exile and Echoing Truth for the moment.

Swim Along

While I don't think the new additions will automatically bring Merfolk back from obscurity, they could be enough to return Fish to my toolbox. Trickster is far easier to effectively wield than Harbinger, and more generally useful; on the other side of the coin, Retort is terrific in the right metagame. As far as these new cards are concerned, though, everything depends on whether those correct metagames emerge.

Unlikely Artifacts: This Week’s Hot Tech

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While I've been durdling around writing theory pieces on phases, Modern has been chugging right along... with a vengeance. The last week alone has showcased so much piping-hot technology I had to split this article down the middle while writing it. Today, we'll take a look at six of the most exciting decks to emerge (or resurface) since Dominaria's sanctioning.

A Mox Is a Mox

Mox Amber has rightfully found itself the center of much debate among Modern pundits—after all, it is a Mox. And if any non-Vintage format is defined by access to fast mana, it's this one.

In my own article on the card, I asserted that Mox Amber would see Modern play, but expressed doubts about how quickly; I felt too few powerful, cheap legends existed for pilots to make the most of the card, and assumed Amber would make the biggest splash in combo decks that could use the ramp. In other words, I mostly discounted the murmurings of a Boros-colored aggro shell featuring the card, figuring people's minds prematurely jumped to the color combination for its wealth of cheap legends without remembering that Modern creatures have to actually be playable. It turns out the bar for creature playability drops drastically when the payoff is including a Mox, something I maybe should have known from slinging Eldrazi Temple.

Strike While the Bell is Hot

This first deck employs a host of white and red one-drop legends to turn on its four Ambers right away, letting it ramp into Goblin Rabblemaster and Hazoret the Fervent a turn early.

Boros Legends, by AKMID (5-0)

Creatures

3 Zurgo Bellstriker
3 Kytheon, Hero of Akros
3 Isamaru, Hound of Konda
1 Figure of Destiny
1 Grim Lavamancer
3 Thalia, Guardian of Thraben
1 Anafenza, Kin-Tree Spirit
1 Brimaz, King of Oreskos
1 Eight-and-a-Half-Tails
1 Kari Zev, Skyship Raider
4 Goblin Rabblemaster
4 Hazoret the Fervent
1 Pia and Kiran Nalaar

Artifacts

4 Mox Amber
2 Smuggler's Copter

Instants

4 Lightning Bolt
1 Lightning Helix
2 Dismember

Lands

4 Arid Mesa
2 Marsh Flats
1 Windswept Heath
1 Flooded Strand
3 Sacred Foundry
4 Inspiring Vantage
1 Mountain
4 Plains

Sideboard

3 Blood Moon
1 Burrenton Forge-Tender
3 Chained to the Rocks
1 Dusk // Dawn
1 Eidolon of the Great Revel
1 Gideon, Ally of Zendikar
3 Rest in Peace
2 Shattering Spree

This deck plays enough one-drops to ensure an active Amber on turn two, and boasts multiple payoffs for achieving such a game state. That's the kind of focus I look for in new Modern decks. It's also compact enough to run some of the format's better interactive cards, including a set of Lightning Bolt, and makes great use of Smuggler's Copter—the deck's weaker creatures can at least crew the ship, which chews through redundant legends (especially Amber itself).

Out of the sideboard, Boros has access to Blood Moon and Rest in Peace, two of Modern's nastiest hosers. Moon seems especially good with Amber, which accelerates into the costly enchantment.

'Til Death Do Us Part

Mox Amber also showed up this week in a mono-white aggro deck. Death & Taxes has been a part of the scene for some time now, enjoying a sort of renaissance after Brian Coval decimated a field of Eldrazi Tron and Grixis Shadow at the SCG Invitational last summer. A strategy already mana-hungry enough to warrant a set of Aether Vial, Taxes seems like a great fit for the new Mox.

Death & Taxes, by SPIDERSPACE (5-0)

Creatures

4 Kytheon, Hero of Akros
2 Isamaru, Hound of Konda
2 Dauntless Bodyguard
4 Leonin Arbiter
4 Thalia, Guardian of Thraben
4 Flickerwisp
2 Fiend Hunter
1 Eldrazi Displacer
2 Thalia, Heretic Cathar
1 Brimaz, King of Oreskos
1 Shalai, Voice of Plenty

Artifacts

4 Aether Vial
3 Mox Amber
2 Smuggler's Copter

Instants

4 Path to Exile

Lands

4 Horizon Canopy
4 Ghost Quarter
1 Field of Ruin
1 Eiganjo Castle
3 Tectonic Edge
7 Plains

Sideboard

1 Fiend Hunter
1 Blessed Alliance
2 Burrenton Forge-Tender
1 Eidolon of Rhetoric
1 Gideon, Ally of Zendikar
1 Kataki, War's Wage
2 Ratchet Bomb
2 Rest in Peace
1 Settle the Wreckage
2 Sunlance
1 Worship

Death & Taxes shines brightest when its lands are free to attack the opposing manabases as Aether Vial keeps the hits coming. Should Aether Vial die, the deck sometimes struggles to disrupt and pressure opponents adequately. Mox Amber partly addresses this issue as another producer of extra mana, granting the deck some much-needed redundancy by filling a slot sometimes plugged by Noble Hierarch in GW builds.

To accomodate the Mox, Death & Taxes must swing more aggro, which isn't necessarily so bad in Modern. In practice, that means one-mana, two-power creatures abound in this list. I like moving to 4 Kytheon here (from 3 in Boros Legends); it's an obvious removal target and the strongest legend at this price point, so occasionally drawing multiples doesn't hurt too bad. And while Death & Taxes generally prefers creatures that mesh with its goals, the one-mana beaters still enable that plan by again crewing Smuggler's Copter, which digs into the right pieces.

These white aggro decks seem like fine starting points for Mox Amber, and I can't wait to see the card enable other aggro decks as we receive more cheap legends. Decks in this vein have always been a tad fair for Modern, and I'm happy they're getting the tools they need to level up.

It's a Bomat World

Bomat Courier has gently impacted Modern in a couple ways since its release, first inhabiting a short-lived Affinity shell and then helming the newest banned-in-Standard deck to rear its head here, Bomat (formerly Ramunap) Red. But Courier's not finished—the card continues to show up in winning lists.

Soul Survivor

Andreas Schulte's "Soulflayer Surprise," from GP Lyon a few months ago, isn't much of a surprise anymore. But Bomat Courier has found its way into the deck, and looks to be there to stay. This new build uses Courier to dig into combo pieces, discard fatties, and give Souflayer haste—all while incentivizing opponents to keep in their cheap removal after siding, which further improves the deck's namesake card.

Soulflayer Surprise, by YUSEIMAX (5-0)

Creatures

4 Soulflayer
4 Sylvan Caryatid
3 Bomat Courier
3 Lotleth Troll
1 Hazoret the Fervent
4 Samut, Voice of Dissent
4 Chromanticore
2 Drogskol Reaver
2 Zetalpa, Primal Dawn

Instants

4 Grisly Salvage
1 Lightning Axe

Sorceries

4 Faithless Looting
4 Traverse the Ulvenwald
1 Collective Brutality

Lands

4 Bloodstained Mire
4 Verdant Catacombs
2 Wooded Foothills
2 Blooming Marsh
1 Cavern of Souls
2 Overgrown Tomb
1 Stomping Ground
1 Blood Crypt
1 Forest
1 Swamp

Sideboard

3 Abrupt Decay
4 Ancient Grudge
2 Damping Sphere
1 Maelstrom Pulse
4 Thoughtseize
1 Thrun, the Last Troll

Adding Courier to the rock-solid consistency package of Faithless Looting and Traverse the Ulvenwald gives Soulflayer a frightening amount of velocity for a Jund-colored combo deck, and increases the odds of seeing sideboard bullets like those shiny new Damping Spheres.

No New Friends

Another old deck to receive the Bomat treatment is 8-Whack, an aggressive tribal deck that makes big attacks with Goblin Bushwhacker and Reckless Bushwhacker before using Goblin Grenade to close out games. While Courier isn't a Goblin itself, it meshes well with the deck's gameplan of dumping its hand as fast as possible, and gives 8-Whack some mid-game staying power. The same can't be said of Dominaria's freshly-sanctioned actual Goblins, which fail to make the cut here.

8-Whack, by MAGIC_AIDS (5-0)

Creatures

4 Legion Loyalist
4 Goblin Guide
4 Mogg Fanatic
3 Fanatical Firebrand
4 Goblin Bushwhacker
4 Bomat Courier
4 Burning-Tree Emissary
3 Reckless Bushwhacker
1 Simian Spirit Guide

Enchantments

4 The Flame of Keld

Instants

4 Lightning Bolt

Sorceries

4 Goblin Grenade

Lands

4 Arid Mesa
4 Scalding Tarn
1 Bloodstained Mire
2 Stomping Ground
6 Mountain

Sideboard

3 Atarka's Command
2 Damping Sphere
4 Destructive Revelry
2 Forked Bolt
1 Grafdigger's Cage
3 Searing Blood

When it comes to staying power, Courier gets a hand from The Flame of Keld, a Dominaria newcomer that slots in here at 4. In my Dominaria spoiler review, I expressed mixed feelings about the card in Burn, its obvious does-it-go-here deck; Burn wants a critical mass of cards that do the same thing, and Flame does something else. But the enchantment seems right at home in 8-Whack, where it gasses pilots back up on resources after they commit to the board. In this slower metagame, boasting cheap avenues to card advantage is a huge boon for such all-in strategies.

Architects of Goodstuff

Last on the agenda are a couple decks wielding Architects of Will, ex-Living End staple and delirium-enabler extraordinaire. Unlike the card's initial home, these decks are strictly fair, and use Architects to pump up Traverse the Ulvenwald.

Slow and Steady

Traverse Shadow's no longer a breakout deck by any means, but it's certainly one that keeps up with the times. This Shadow deck lacks the late-game power of Snapcaster Mage, seemingly making it preferable for faster metagames; while players have traditionally adjusted for this quirk with a white splash for Lingering Souls and Ranger of Eos, ANEMU's build tweaks the deck's very core to make it slower and steadier.

Traverse Shadow, by ANEMU (5-0)

Creatures

4 Tarmogoyf
4 Death's Shadow
4 Street Wraith
2 Architects of Will
1 Ghor-Clan Rampager
1 Grim Flayer

Artifacts

2 Mishra's Bauble

Instants

2 Fatal Push
2 Tarfire
2 Dismember
2 Cast Down
3 Stubborn Denial
2 Temur Battle Rage

Sorceries

4 Traverse the Ulvenwald
4 Thoughtseize
3 Inquisition of Kozilek
1 Maelstrom Pulse

Lands

4 Polluted Delta
4 Verdant Catacombs
2 Misty Rainforest
2 Overgrown Tomb
1 Blood Crypt
1 Watery Grave
1 Steam Vents
1 Forest
1 Swamp

Sideboard

1 Stubborn Denial
2 Abrade
1 Anger of the Gods
1 Ceremonious Rejection
1 Collective Brutality
2 Delay
1 Izzet Staticaster
3 Nihil Spellbomb
2 Radiant Flames
1 Snapcaster Mage

Architects of Will replaces 2 Mishra's Bauble in this build, a stark departure from what we've known to be standard fare for Traverse Shadow since the deck burst onto the scene a year ago. This build isn't looking to turn on delirium so quickly, instead valuing the additional card types Architects provides on its own.

ANEMU also includes a Dominaria card in his mainboard: Cast Down. In hindsight (20/20 as always), I'm not sure how this card was able to fly under the radar; it's clearly one of the least restrictive "Doom Blades" we've gotten so far, and I understand including it over the color-hungry Terminate here. Also removal-related, ANEMU splits Fatal Push with Dismember, a choice that works well with Tarfire. With both Shadow and Goyf feeling their fittest, Temur Battle Rage improves dramatically.

Return to Castlevania

I'm no stranger to four-color Delver decks, nor to thresh shells in this color combination. But KIIIITTYMAN's BURG Delver still had me doing double-takes.

BURG Delver, by KIIIITTYMAN (5-0)

Creatures

4 Delver of Secrets
3 Grim Flayer
4 Young Pyromancer
3 Bedlam Reveler
2 Architects of Will

Instants

4 Lightning Bolt
2 Fatal Push
2 Tarfire
1 Terminate
3 Deprive
1 Countersquall
2 Spell Pierce
4 Thought Scour

Sorceries

4 Serum Visions
2 Traverse the Ulvenwald
1 Claim // Fame
1 Rise // Fall

Lands

4 Misty Rainforest
4 Wooded Foothills
1 Overgrown Tomb
1 Steam Vents
1 Stomping Ground
1 Watery Grave
1 Blood Crypt
1 Breeding Pool
1 Forest
1 Island
1 Mountain

Sideboard

1 Countersquall
2 Terminate
2 Ancient Grudge
2 Disdainful Stroke
2 Duress
1 Feed the Clan
1 Izzet Staticaster
2 Natural State
1 Pyroclasm
1 Ravenous Trap

There are some things I understand about this deck, and some I don't. Bedlam over Snapcaster for card advantage, letting us play the blue-heavy Deprive instead of Mana Leak? Sure. Flayer over Goyf, so as not to over-rely on the graveyard? Makes sense. All those color-hungry black spells over their isn't-this-as-good analogs in a 17-land deck that stretches unflinchingly into four colors? Lost me.

There's still enough savvy deckbuilding here to tempt me into taking BURG Delver for a spin. For instance, Architects of Will does more than Bauble for the in-deck card economy—Delver of Secrets requires a critical mass of instant and sorceries, and Will offers double the card types for the same number of slots. And I love side-stepping graveyard hate and Blood Moon at once with the full set of Young Pyromancer.

The Never-Ending Format

And so ends our partial journey through a week of attention-grabbing 5-0s. Do you think these decks have legs, or are they flashes in the pan? Have you noticed any great brews running around that I've missed? Drop me a line in the comments, and I'll respond—that is, if I can manage to tear myself away from playing this impossibly diverse format!

Video Series with Ryland: Mardu Pyromancer

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The current Modern climate discourages players from playing fair more than any other Modern climate in recent memory. Ever since the unbanning of our old pals Jace, the Mind Sculptor and Bloodbraid Elf, the format has gotten faster and more linear with each passing day. People trying to beat the established archetypes have flocked to decks that they thought could get the job done a turn sooner, or were somehow harder to interact with. As such, we have seen many fair interactive decks struggle, but Mardu Pyromancer seems to still stand out through all of this.

Maybe I'm cheating a bit here—Mardu is definitely a fair deck, no way around that. That said, the archetype does support maindeck Blood Moon. This will occasionally score you some "free wins," in true combo-deck fashion. The finer details are obviously different, but the result is the same. Some opponents will just fold to the card game one due to their entire lack of an ability to interact with it, and they will need to find an answer in the sideboarded games.

This ability to support a game-winning card in matchups that would otherwise likely be quite a struggle, is a big reason why I think this deck is better than its other fair brothers and sisters at the moment. Some decks in Modern will be difficult to interact with on a consistent basis; the deck will still have some things to say in most of these matchups, but many of your cards will be dead. Blood Moon tells your opponent it's time to pump the breaks a bit, and often gives you the time you need to interact in the few ways that you are capable of doing so. Often it just gives you the time you need to close out that game with your angry army of Elementals.

People have tried Blood Moon in other fair midrange decks before—namely Jund—but it has never been quite as smooth. There are a couple reasons why I think it pales a bit in comparison, but the most relevant in my eyes is the presence of Faithless Looting in Mardu. One of the best cards in the format, Faithless Looting solves nearly all problems. I will almost never mulligan a hand with a red source and a Looting, and I can't count the number of times I've said, "Well if I just draw a Looting here..." It lets you discard those Lingering Souls that you couldn't cast anyway and sets up well for your Bedlam Reveler. It keeps you from flooding out when you flash it back in the late game. It does everything! Certainly, it is the linchpin that holds the deck together.

There was a time when I did not think very highly of this deck—but no longer! In this metagame, I think Mardu is a contender with some of the other pillars of the format like Humans and Hollow One. I'll be heavily considering this deck for upcoming events and would encourage you to do the same if the archetype interests you.

I hope you enjoy the matches and, as usual, I'm interested to hear what kind of content you'd like to see moving forward, so I can continue to evolve and improve my videos, so let me know! If you'd like to see similar content, check out my Twitch channel for some more live Modern.

[youtube https://www.youtube.com/playlist?list=PL261kJ_cAQC9uIvirhSVsbTimdDGzJdFy]

Mardu Pyromancer, by Ryland Taliaferro

Creatures

4 Bedlam Reveler
4 Young Pyromancer

Enchantments

2 Blood Moon

Instants

2 Fatal Push
3 Kolaghan's Command
4 Lightning Bolt
2 Manamorphose
1 Terminate

Sorceries

2 Collective Brutality
1 Dreadbore
4 Faithless Looting
4 Inquisition of Kozilek
4 Lingering Souls
3 Thoughtseize

Lands

1 Arid Mesa
4 Blackcleave Cliffs
2 Blood Crypt
4 Bloodstained Mire
3 Marsh Flats
2 Mountain
2 Sacred Foundry
2 Swamp

Sideboard

1 Collective Brutality
3 Engineered Explosives
1 Fatal Push
2 Liliana of the Veil
2 Molten Rain
2 Nihil Spellbomb
1 Rakdos Charm
2 Surgical Extraction
1 Wear // Tear

Damping Sphere and the Silver Bullet Problem

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Dominaria has many solid Modern candidates (and some questionable ones) but none have generated quite as much buzz as Damping Sphere. The hysteria may have died down, but many players are still high on the card. Given the context of the card, this is hardly surprising. However, I am not convinced. There are a number of problems with Sphere that will limit its utility, but there are also opportunities to consider.

Damping Sphere isn't bad at being a hate card so much as it's not as powerful as it appears. I'll explain why Sphere isn't the universal answer that it has been touted as by detailing where Sphere fits in among hate cards and how it differs from other hate.

What Damping Sphere Does

The hype was understandable, given the strong opinions internet commentators have about Tron and Storm. Damping Sphere was clearly designed to attack those two decks. Its first ability explicitly hoses the Tron lands, and also the Karoo lands in Amulet Titan. Instead of accelerating one's mana, under Sphere, those lands become Wastes. In other words, the card keeps Tron from casting seven-mana bombs on turn three.

Sphere's second ability hoses Storm, counting all the spells that a player has played in a turn and taxing them accordingly. This ability also targets combo decks that play a critical mass of spells to win, and boasts subtle anti-control applications—many reactive decks like Grixis and Jeskai chain multiple spells a turn to stabilize against agro, and Sphere limits their ability to do so. Snapcaster Mage can be very awkward against Sphere.

It is worth noting that Sphere counts every spell that's cast, and not just non-creatures. Generally, Wizards only taxes non-creature decks. Perhaps they were thinking about Legacy Elves? Modern creature-combo decks often rely on Collected Company and Chord of Calling rather than burn through creatures, and Sphere isn't so effective there. It does affect swarm decks like Goblins and Affinity, but might resolve too late against those. It is also worth noting that Sphere is symmetrical, preventing targeted decks like Tron from employing it themselves.

Defending Hate

First of all, I am grateful that Wizards has finally starting printing effective hate cards again. There have been a number of problems in Standard and Modern that could have been avoided with playable answers. Hosers and hate cards serve as safety valves on formats, preventing the narrow set of decks they target from growing too powerful. That's especially so in older formats, where a larger card pool allows for very fast and powerful unfair decks to exist. This is not inherently a bad thing, but too much "busted" drives players away.

With hosers in the picture, these decks have many advantages over the slower fair strategies, but at the cost of being more vulnerable. It is very hard to effectively hate out Jund; Dredge, not so much. Thus, in Modern, hate is critical for fair decks to survive.

Silver Bullets

A rule I have about sideboard construction is to play as many "I Win" cards as possible. We only have fifteen sideboard slots, I want them to be as impactful as possible; while general answer cards like Negate or Dispel are often good, they're not good enough to beat streamlined decks finely-tuned to do their thing. Therefore, to the extent it is possible, I prefer cards that must be answered or my opponent's deck fails.

These cards, also known as silver bullets, do something that defeats a deck on its own unless answered. Think Rest in Peace against Dredge (and arguably Storm), Shatterstorm against Affinity, Blood Moon against Amulet Titan, or Leyline of Sanctity against 8-Rack. The best hosers are effective against a wide variety of decks, but against some decks, they just win the game. They also require less-common answers to be sideboarded in against them. In other words, they're the ultimate sideboard cards.

Silver bullets are often said to be kill cards, as in they actually end the game against the right deck. This isn't strictly true: it is possible for targeted decks to win through the hate. The best example of this is Dredge hard-casting Prized Amalgams and Bloodghasts when the opponent is too mana constrained to respond. The key to a silver bullet isn't that the game is over, but how it fundamentally alters the game by invalidating the opponent's strategy. Removing Dredge's graveyard shuts off the whole point of the deck. This creates an enormous cliff to climb, but it isn't impossible.

What is Sphere's Purpose?

On paper, Sphere helps fair decks defeat Tron and Storm. There exists a very vocal group that despises both decks, and would throw a parade if they were removed from Modern. It looks like Wizards heard them, and provided them with the next best thing: targeted hate. I specifically think of Jund players re: Tron, a matchup that has always been very difficult for BGx mages. Their strategy had been Thoughtseize into Tarmogoyf into Fulminator Mage, and then hope to race Karn and Wurmcoil Engine, but that's never been so effective; Tron could always find another land to replace the lost one and immediately turn the corner with a colorless bomb. Now, Jund can drop Sphere and get a pseudo Blood Moon on the cheap, keeping Tron off its mana indefinitely. Theoretically, this is a sea change.

Dampened Hopes

However, theory and reality don't always agree. My problem with Damping Sphere is that it's not a silver bullet; just a sideboard card with a potentially powerful effect. Sphere can be overcome without explicitly answering it, so it doesn't end the game by itself. Arguably, it's not even that effective against Tron. Blood Moon has never been a clean kill there, requiring follow-up pressure; otherwise, Tron simply keeps playing lands until it can just cast its spells fairly.

The sad fact is that, unlike with some hate cards, affected decks can brute-force their way through Sphere. Ironworks can partially go off a few turns in a row to build up enough artifacts and draw enough cards so they can win while only playing a few spells; Ad Nauseam only needs to resolve two spells to win. Storm is more strongly affected, but they too can string small Grapeshots together over a few turns.

There is something to be said for Sphere's universality. It is colorless, and so fits anywhere, and hits multiple decks. This could mean that Sphere frees up sideboard slots in many decks. To me, that sounds like a dangerous argument. Sphere may well be effective in many decks, but not in all all of them, and could even prove counterproductive at times. Also, if Sphere really is "universal," then every deck will be ready to beat it.

Linear Answers

The other problem is that Sphere can be easily answered. Tron has Oblivion Stone and Karn maindeck; Ironworks features Engineered Explosives; etc. This is not necessarily a strike against the artifact, as opponents still need to both have the removal handy and use it against Sphere over something else. The real issue is that targeted decks won't have to bend over backwards to answer Sphere—artifact destruction is readily available in Modern. It's way more fragile than Blood Moon or Stony Silence, as enchantment removal is rarer.

Furthermore, there's the question of Abrade. I wager Abrade's quite good for Tron and Storm even now, considering how effective it is against Humans. I played Storm for a few weeks months ago and wished I had room for a full set in the mainboard, they were so powerful. Currently, Storm just runs Repeal and sometimes Unsubstantiate maindeck, but Abrade is starting to crop up in sideboards and there's chatter about maindecking it. That change will severely hamper Sphere's playability, as some potential homes for Sphere lack other juicy targets for the instant.

Wielding the Sphere

None of this means that Damping Sphere is unplayable. Its effect is very powerful and can seriously harm Tron and Storm. It just requires ample support. I don't mean protecting the sphere itself, at least not directly; effectively using a softer hate card like Sphere requires integrating it into a sideboard strategy. Sphere's not a hate card to be smugly slammed down. Rather, it must be presented alongside other threats, forcing opponents to prioritize targets, as the decks that Sphere hits have limited space for answers. The best homes for Sphere are threat-heavy decks that already present problems for the target decks. Sphere isn't a silver bullet, but it can be the nail in the coffin.

For Example's Sake

How does Sphere play out in practice? Consider playing Sphere against Storm. The first spell that is played is unaffected, then each subsequent spell is taxed at an increasing rate. On its face, this means that Storm can never combo off. However, a savvy Storm player will simply wait until they can either ignore or answer the Sphere. Given the opportunity, Storm will durdle with cantrips, build up cost reducers, and then power through. With one Goblin Electromancer in play, the second spell costs its normal rate; with two, it's still discounted. Thus, it is still possible to go off under a Sphere, and especially with Empty the Warrens. Furthermore, Sphere is symmetrical. Storm can force opponents to play multiple spells in a turn and get hit themselves, leaving Storm a window to remove Sphere and go off.

What if the Sphere came alongside Thalia, Guardian of Thraben? Thalia supports and amplifies the effect of Sphere while also providing a clock. Because Sphere isn't actually lights-out against anything, players need to actually kill opponents once it's in play. This further crimps Storm's ability to combo off and places the onus on Storm to act. Add in additional creatures to boost the clock, and suddenly Storm is forced to choose between going off and staying alive.

In Comparison

Contrast this with Rest in Peace or Rule of Law. There is no powering through these cards for Storm. It isn't impossible to get a Grapeshot kill without Past in Flames, but doing so is very unlikely. Realistically, Storm must either remove Rest or go for a big Empty. Rule is an even harder kill, as Storm cannot go off at all with it around. It must be removed for Storm to go off in any capacity. If not, the only way for Storm to win is Electromancer beatdown, and if that succeeds Storm wasn't losing anyway. This necessitates sideboarding in Echoing Truth and then finding the card or losing. In other words, Rest and Rule are definitively silver bullets against Storm, while Sphere is not.

Use Tools Wisely

Damping Sphere is never going to be as devastating as a true hoser. Blood Moon and Rule of Law are far more powerful and effective than Sphere. There is something to the argument that Sphere's flexibility makes up for this lack of definitiveness. However, this is weakened by the fact that common answers completely defeat the Sphere. If Sphere forced targeted decks to drastically change their sideboarding to reflect its existence, that would be one thing; however, that isn't the case, and so I cannot recommend the Sphere as a silver bullet. It's a hoser that doesn't actually hose decks, and so most decks should leave it at home.

Decks that can integrate the effect into a wider strategy, especially aggressive ones, will find the card to be very effective. Control and midrange decks should look elsewhere. Of course, that's just assuming that Damping Sphere is used as intended against Tron and combo decks. The anti-control angle interests me, and warrants more study.

Just a Phase, Pt. 2: Combat

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Combat is one of Magic's densest and most misunderstood areas. After all, the combat phase alone contains five separate steps! While much of what makes players "bad" at combat has to do with role analysis, game state awareness, board management, and simple arithmetic, understanding how combat functions on a technical level is also critical to navigating the phase gracefully.

Just a Phase focuses on the nuances of priority and phase manipulation in Modern. Last week's episode dealt with the upkeep and draw phases. This article tackles the five steps of combat (start of combat, declare attackers step, declare blockers step, damage step, and end of combat step), emphasizing which player is likeliest to act first in each step and detailing the reasons players act in them at all.

Acting in Start of Combat

The start of combat step contains no turn-based actions: players simply agree to enter it, receive a round of priority, and then move on to the declare attackers step. The defending player is more likely to have plays in this step, rendering it a solicitous speed-bump for the turn player.

Defender: Tapping Creatures; Skirting Triggers

Even with Pestermite and Deceiver Exarch relegated to the sidelines, Modern is famous among non-rotating constructed formats for its start of combat antics. Today, those duties are largely fulfilled by Cryptic Command. The best time to tap someone's team is at start of combat, since they've already committed to the combat step at that point and can't elect to cast a hasty beater.

Avoiding triggers is another reason defending players act here. Some creatures activate their abilities when they attack, like Signal Pest and Smuggler's Copter. These should be snapped off before they get the chance to.

Lastly, some effects require creatures to attack. Ghor-Clan Rampager is the big one here. It feels pretty bad to Lightning Bolt a Wild Nacatl only to have it become 7/7 via Ghor-Clan Rampager. Or to Fatal Push a lone Insectile Aberration only for its grinning pilot to slam a "kicked" Chart a Course. Start of combat is the phase to play around these cards.

Attacker: Baiting Interaction; Activating Relevant Triggers/Abilities

Most of the instant-speed plays the turn player could make in this step are better suited to the main phase, which gives them more options with their fresh round of priority should opponents react (specifically, sorcery-speed options). So players looking to enter combat are probably game to jump straight into attacks. That makes the start of combat step something of a minefield navigation, most eloquently encapsulated by the tentative, Twin-era proposal of "combat?"

While "combat?" once meant "attacks?", it now means, "may we leave the main phase and enter combat?" Then, active players are likely to ask opponents if they're prepared to go all the way to attacks. This particular question is the one that elicits moves like Cryptic tap-draws and pre-attack removal spells.

Of course, the primary stated purpose of this rules change was to give active players an easy way to activate triggers and abilities during start of combat with their priority. Think crewing last turn's Smuggler's Copter with a fresh Goblin Rabblemaster token. As of yet, though, these cases don't surface much in Modern, and attackers generally use this phase to bait interaction. Combat-relevant activations such as turning on Mutavault are likelier to occur either in the precombat main phase or after opponents make a move in start of combat.

Acting in Attacks

In the declare attackers step, the active player declares their attacks, and then both players receive priority. Since the active player makes the first move in this step by declaring attackers, priority is usually passed to the defender right away, with active players opting to act only after seeing how opponents choose to navigate the rest of combat.

Defender: Scouting for Information

Defensive actions in attacks are quite common. This step is the first in which defenders can make plays after opponents have locked themselves into certain attacks. The biggest reason they'd remove creatures or take other actions here, and not later, is to harvest information, usually about how to block. If the attacking player has blue mana up and cards in hand, defenders might be worried about permission, and want to test the waters with removal spells before deciding on blocks. Otherwise, they may block the wrong creature, or with the wrong creature.

Attacker: Locking In Attacks

The active player also receives an opportunity to act in this step before opponents do, but will rarely want to. It's not exactly common in Modern for players to slam Keep Watch after swinging in hopes of drawing removal for blockers. Still, that's the kind of niche scenario such actions demand.

A frequent use for active actions in attacks would be to lock in attacks against opponents with tap effects before revealing additional information. For example, against this silly Grixis Shadow build, Jund pilots might pass priority up to attacks to bait a Cryptic Command tap-draw in start of combat. If that doesn't occur, perhaps because Grixis is already holding down the ground with a huge Death's Shadow, the active player can declare two Tarmogoyfs as attackers and then Abrupt Decay the Shadow before blocks, all but guaranteeing a Goyf hit.

Acting in Blocks

With blocks determined, players receive what could be the last chance to make a move before damage is dealt—should the attacker pass priority in this step, and their opponent choose to do the same, damage will occur.

Attacker: Reacting to Blocks

Active players are the likeliest to act in this step. They can leverage complete knowledge of all battling creatures for the first time, and are first to receive priority with that information available. Removing single potential blockers is usually a task reserved for earlier in the turn, such as during attacks or in the main phase; otherwise, those creatures get to block!

But removal spells still fly during blocks, especially to punish greedy double-blocks. Killing one creature with Fatal Push usually enables a heavy-hitter to chew through the other. Gunning down creatures set up in front of trampling attackers is equally viable, as trample damage goes through regardless of whether an attacker is marked as blocked. Lastly, attackers may want to sling pump spells with blocks established, loading up the lone unblocked creature with Groundswells or +1/+1 counters from an Arcbound Ravager. Ghor-Clan Rampager and Temur Battle Rage also improve drastically when cast in this step.

Defender: Locking In Blocks

As with active player actions in attacks, defensive players rarely initiate action in this step. After all, attackers receive priority first, so they may well choose to act before defenders even get a chance. But again, the most common reason for defending players to act in blocks is guaranteeing blocks prior to making moves that might persuade opponents to interact with their blockers.

For example, say the defending player plans to block a 5/5 Gurmag Angler with their 3/4 Tarmogoyf, but is holding Mutagenic Growth. The line is to block Angler, and then Grow Goyf; if Goyf is grown first, opponents can kill it before it ever jumps in front of the fish, meaning the defender takes 5 damage for nothing and also loses a card to poor sequencing (such situations are often called "blowouts").

Acting in Damage and End of Combat

In the damage step, two turn-based actions occur before players receive priority: the attacking player assigns damage to blockers and players, and then damage is dealt. Afterwards, players receive priority, and do so again in the redundant end of combat step.

Defender: Altering Game State Before Main 2

With damage out of the way and new creatures in the graveyard, the turn's next step is the postcombat main phase. Before that, though, players can act. The nonactive player must act at instant speed for the duration of their opponent's turn, and so is incentivized to alter the game state now; once the turn has moved into main 2, the active player has priority to play cards at sorcery speed. Using Kolaghan's Command to discard their final card before they get a chance to cast it is a good example of a strong damage step play.

For a more concrete example, take a game I piloted recently against Counter-Cat (now back on Mutaganic Growth over Disrupting Shoal, for those curious) with Colorless Eldrazi Stompy. Thought-Knot Seer traded with an attacking Hooting Mandrills, and I cracked Relic of Progenitus in response to my creature's leaves-the-battlefield trigger. This way, should my opponent draw another Hooting Mandrills off the Seer, they won't be able to cast it in main 2; should they draw Snapcaster Mage, there won't be any targets in the graveyard. I definitely wanted the draw from Relic that turn anyway, so it made sense to crack it at the moment where it was most likely to disrupt my opponent.

Attacker: Manipulating Triggers

The active player probably wants to get out of the combat step and act in main 2, where their opponent has fewer options than them. But they may still act in the damage step depending on triggers that occur in the main phase. For instance, after swinging with Geist of Saint Traft, the active player might want to fire off a ferocious spell like Feed the Clan; by main 2, their 4/4 Angel will have vanished.

Addressing End of Combat

Unlike the supremely useful start of combat step, the end of combat step is mostly superfluous. Since no turn-based actions occur in this step, it exists solely to give players one last round of priority before the postcombat main phase. But actions players might want to take in this step could also be taken during the damage step. The most obvious use, at least on paper, for moving to end for an action is to empty an opponent's mana pool that somehow filled up during damage (say, by trading their Cathodion for a Wild Nacatl). That said, if opponents have something to do with 3 mana, they also have little reason to wait until end of combat to make that play rather than just firing it off in damage.

End of Combat Phase Article

In my experience, anyone from game newcomers to Magic veterans can stand to benefit from a little more phase-related awareness, and combat is the richest phase of them all. In the third and final installment of Just a Phase, we'll cover main 1 and 2 and the end step. Until then, if you can think of a practical use for the end of combat step in Modern, drop me a line in the comments.

Jordan Boisvert

Jordan is Assistant Director of Content at Quiet Speculation and a longtime contributor to Modern Nexus. Best known for his innovations in Temur Delver and Colorless Eldrazi, Jordan favors highly reversible aggro-control decks and is always striving to embrace his biases when playing or brewing.

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One Step Ahead: Avoiding Being Metagamed

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As Magic tournaments are held and results gathered, certain decks establish themselves as the top contenders, and attract attention from anyone seeking an edge. The format then shifts to combat these best decks as players "metagame" against them. This phenomenon occurs in competitive gaming scenes ranging from small-scale FNMs to Grand Prix and Pro Tours. Correctly anticipating which decks will be the hunted, and preparing accordingly, is a vital tool in any competitive player's arsenal.

This article covers the basics on how to identify when the metagame is shifting against a given deck, and the countermeasures pilots of that deck can take to evade enemy crosshairs.

Identifying Metagame Shifts

The most important piece of information we need for this analysis are the most recent results from major tournaments. Because of Wizards' current policy on releasing Magic Online league data, league 5-0s are longer representative of what decks are doing well. Instead, we must rely on paper tournaments such as SCG Opens, SCG Classics, and Grand Prix, along with non-curated Magic Online events such as the format challenges. While these tournaments alone are too infrequent to detect gradual metagame shifts, they provide a valuable snapshot of the decks doing well at a given point in time.

Consider this summary of the archetypes that placed highly more than once between the Milwaukee SCG Open, the Milwaukee SCG Classic, Grand Prix Hartford, and the latest Modern challenge, with general descriptions in line with Jordan's comprehensive treatise on the archetype distinction.

DeckGeneral DescriptionTop Results
5c HumansFish tempo11
AffinitySynergy aggro-combo (artifacts)6
BurnCritical mass aggro-combo5
Eldrazi TronAggro-combo-control (big mana)5
Hollow OneSynergy aggro-combo (graveyard)5
BoglesPump aggro-combo (enchantments)4
KCI ComboPermanent-based combo (artifacts, graveyard)4
JundRock midrange (graveyard)4
Mardu PyromancerRock midrange (graveyard)4
Living EndSpell-based combo (graveyard)4
ElvesSynergy aggro-combo (tribal)3
Gifts StormSpell-based combo (graveyard)3
Amulet TitanLand-based combo2
Blue MoonWeissman control (graveyard)2
Gx TronLand-based combo (artifacts)2
Grixis ShadowRock midrange (graveyard)2
Jeskai ControlWeissman control (graveyard)2
MerfolkFish tempo2
TitanshiftLand-based combo2
Ux TurnsSpell-based combo-control2

This list paints an interesting picture. Humans is the clear top dog, followed by a variety of different archetypes, many of which rely on artifact or graveyard synergies. The clearest angle of attacking such a metagame are to operate on an axis Humans finds difficult to deal with, which typically takes the form of an attrition-based deck heavy on spot removal and targeted discard, or a fast strategy that operates on an axis Humans finds difficult to disrupt due to its lightness on mainboard removal.

If these options are not feasible for your deck, gearing up to face the rest of the field by packing hosers for artifacts or graveyards is also a strong choices. Conversely, if you favor the Humans, you should prize cards such as Kataki, War's Wage, Reclamation Sage, and Grafdigger's Cage, as they will help you keep the synergies favored by most of the field under control.

Keeping it Local

In the case of local metagames, gathering information often requires a bit more legwork than taking a peek at the latest major tournament results. Local metagames operate in relative isolation; while the metagame at large can influence some players' deck choice, the dynamics of relative positioning won't necessarily follow larger scenes to the letter. Some tournaments from local stores post the decklists of the top performers, which makes gathering information relatively straightforward. However, it's more likely that you'll have to browse the room and take notes on what you see in addition to what you face. Repeating this process over a few weeks should give you a good feeling of who the regulars are, and what decks they favor. From there, you can devise angles of attack against them, and anticipate how they'll adjust to you.

Tweaking the Deck

Once you have gathered the appropriate information on what you expect to face, you should take stock of your deck and what adjustments, if any, are available to you from Modern's card pool. Let's say you were on a decklist similar to the Hollow One deck that made Top 8 at Grand Prix Hartford.

Hollow One, by Max McVety (8th Place, Grand Prix Hartford)

Creatures

4 Hollow One
4 Bloodghast
4 Flameblade Adept
4 Flamewake Phoenix
3 Gurmag Angler
4 Street Wraith
1 Tasigur, the Golden Fang

Instants

1 Fatal Push
4 Lightning Bolt

Sorceries

4 Burning Inquiry
1 Collective Brutality
4 Faithless Looting
4 Goblin Lore

Lands

3 Blackcleave Cliffs
3 Blood Crypt
4 Bloodstained Mire
2 Mountain
2 Scalding Tarn
1 Stomping Ground
1 Swamp
2 Wooded Foothills

Sideboard

2 Ancient Grudge
1 Collective Brutality
1 Engineered Explosives
1 Fatal Push
2 Grim Lavamancer
3 Leyline of the Void
2 Terminate
3 Thoughtseize

There are two major ways to attack Hollow One. One is to disrupt the graveyard in order to shut down its recursive threats (and possibly prevent its delve threats from coming down), or disrupt its ability to pressure using undercosted fatties. This can be accomplished by outright denying them their engine spells with permission, using effects such as Meddling Mage to strand them in hand, or dealing with them efficiently via bounce spells or exiling removal.

Another is to pressure Hollow One with evasive attackers. Flamewake Phoenix is the deck's only flyer, and while it does apply consistent pressure, Phoenix makes for a poor blocker thanks to its compulsive attack clause. Overall, I would say decks like Humans and Affinity do the best job at picking at Hollow One's weaknesses, with an honorable mention going to any deck capable of accommodating a playset of Relic of Progenitus in its 75.

Let's start with the latter scenario, wherein players looking for an edge in the metagame flock to decks inherently decent against Hollow One. To fight back against a field of Reflector Mages and Vault Skirges, Hollow One pilots must identify what makes these adversaries tick, and try to answer in kind. Humans and Affinity rely on synergistic creatures to pressure opponents and close out the game, so loading up on spot removal like Fatal Push, Grim Lavamancer, and Terminate can break up attempts at disruption or buy time in the race. They are particularly weak to sweepers, so cards like Sweltering Suns or even Pyroclasm may also be a consideration.

If the task at hand is fighting through specific hate cards, such as Relic of Progenitus, Rest in Peace, and Grafdigger's Cage, the best approach is to employ counter-hate for artifacts and enchantments, the permanent types most commonly associated with graveyard hate. Hollow One's reliance on red and black make its enchantment removal options rather limited, but given that, the deck could do a lot worse than Engineered Explosives. When it comes to artifacts, on the other hand, the options get significantly broader. Ultimately, Max opted for the powerful value of Ancient Grudge's flashback effect for this purpose, and I think it's a savvy plan that only requires one green-producing shockland to be implemented.

Backup Plan

The strategies discussed above assume that the deck in question can fight back against metagaming, which is not true of every deck in the format. Let's take Matt Nass's Grand Prix-winning KCI combo list.

KCI Combo, by Matt Nass (1st Place, Grand Prix Hartford)

Creatures

4 Scrap Trawler
2 Myr Retriever

Artifacts

3 Chromatic Sphere
4 Chromatic Star
3 Engineered Explosives
4 Ichor Wellspring
4 Krark-Clan Ironworks
4 Mind Stone
4 Mox Opal
2 Pyrite Spellbomb
4 Terrarion

Sorceries

4 Ancient Stirrings

Lands

2 Aether Hub
3 Buried Ruin
4 Darksteel Citadel
2 Forest
4 Grove of the Burnwillows
3 Inventors' Fair

Sideboard

2 Defense Grid
3 Galvanic Blast
2 Ghirapur Aether Grid
2 Guttural Response
4 Nature's Claim
2 Wurmcoil Engine

Though it features some enchantment hate and Ghirapur Aether Grid in its sideboard, this deck is painfully vulnerable to Stony Silence and similar artifact hosers, which demand an answer if the KCI pilot is to have their deck perform as intended. Graveyard hate cards are also very effective against KCI, especially those that eliminate cards from that zone altogether.

It is likely just time to move on to a new deck if hate cards that address KCI so efficiently reach a certain level of prominence. This strategy is far from uncommon for decks so invested in a linear gameplan; Affinity's owes much of its staying power at the top of the format to its ability to squeak out wins in spite of hate, which KCI Combo has yet to replicate.

When choosing a deck to switch to when your primary deck is poorly positioned, one consideration is to find a deck with a diametrically opposed matchup profile. For example, if KCI Combo is flopping at my FNM metagame, I'd be looking to jam a deck like the RG Eldrazi list that won Milwaukee's SCG Open.

RG Eldrazi, by Vincenzo Balistreri (1st Place, SCG Open Milwaukee)

Creatures

4 Bloodbraid Elf
4 Eldrazi Obligator
4 Matter Reshaper
4 Noble Hierarch
4 Reality Smasher
4 Thought-Knot Seer
1 Thragtusk

Artifacts

1 Batterskull
2 Mind Stone

Instants

2 Dismember
4 Lightning Bolt

Sorceries

4 Ancient Stirrings

Lands

3 Cavern of Souls
4 Eldrazi Temple
2 Forest
4 Grove of the Burnwillows
4 Karplusan Forest
1 Kessig Wolf Run
1 Mountain
1 Stomping Ground
2 Wooded Foothills

Sideboard

2 Ancient Grudge
1 All is Dust
1 Chalice of the Void
2 Grafdigger's Cage
2 Kitchen Finks
1 Kozilek's Return
2 Natural State
1 Ratchet Bomb
2 Relic of Progenitus
1 Warping Wail

This deck barely uses artifacts, is highly aggressive and creature-based, and never touches its graveyard. That means that any FNM rivals expecting Darksteel Citadel into Chromatic Sphere are in for a big surprise. Because local metagames can sometimes warp in extreme fashion to take down the current king of the hill (including the use of cards that are poor against the field but specifically good against the deck they're trying to beat), throwing opponents this type of curveball can keep them on their toes, and make a primary deck more viable by virtue of spooking them off over-hedging for it.

End of the Line

Extreme hate cards can also surface at higher levels in warped or fresh metagames. The Grixis Shadow wave that preceded the current metagame prompted players to pack hosers such as Chameleon Colossus and Mirran Crusader in their 75s, which they were handsomely rewarded for—Lightning Bolt also became a common tech in Grixis to counteract Crusaders.

Proper metagaming, and preparation for it, sometimes means the difference between bowing out early and coming home with a prize. If you have any angles of attack you'd like to share for tackling the current winner's metagame, or any stories on how you've used metagaming to gain a leg up on the competition, drop me a line in the comments.

Fear the Goblins: Testing Skirk Prospector

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Now that Dominaria's Prerelease is over, the brewing season has begun. Players are plugging in likely candidates, looking for the missing pieces in their decks. While there are plenty of interesting new cards in Dominaria, I'm still stuck on a reprint. I've been working on verifying my belief that Skirk Prospector is the real Modern standout. The results have been encouraging.

The First Pass

The focus of my efforts has been tribal Goblins. This just makes the most sense, as Prospector needs goblins to sacrifice. I left off last week with this list.

New Goblins

Creatures

4 Foundry Street Denizen
4 Skirk Prospector
4 Goblin Guide
4 Legion Loyalist
4 Mogg War Marshal
4 Metallic Mimic
4 Goblin King
4 Goblin Chieftain
2 Murderous Redcap

Instants

3 Lightning Bolt

Sorceries

3 Goblin Grenade

Lands

4 Bloodstained Mire
4 Wooded Foothills
4 Cavern of Souls
8 Mountain

This deck was fine, but it didn't wow me. Prospector was great, but not in the way most would expect. Mana acceleration isn't really useful in the deck, as it's almost entirely one-drops, but it can struggle to make land drops. Prospector turns superfluous one drops into mana, so we can play lords and then attack for real damage, like a more flexible Aether Vial. I really wished that I had better payoff cards for all the mana we generated, but Goblin Grenade is more efficient and reliable than Banefire.

However, Lightning Bolt was surprisingly bad, and my testing wasn't going well overall; in testing games over the past two weeks, I went 6/12 against Jund and 8/19 against UW Control. The main issue was that I didn't really have any haymakers or evasion to finish games. A few sweepers or the right removal and I just petered out.

Something was missing, and I had thought a combo was that thing. But I found the combo too inconsistent to be a real consideration. We have to draw and play it naturally, making it very vulnerable to disruption. This indicates to me that the only reason similar combos work in Company decks is that Collected Company is insane. I did combo out my opponents a few times, but once they became aware that it was possible, they adjusted their play patterns to hedge. This did mean I could sneak in damage and gain tempo as they feared a combo death, but it rarely changed the outcome of the game. More was needed.

Goblins 2.0

I mentioned at the end of last week that Paul, my Goblins expert, played maindeck Blood Moon. When my first crack at Goblins underwhelmed me, I changed my deck to accommodate Moons.

New Goblins 2.0

Creatures

4 Foundry Street Denizen
4 Skirk Prospector
4 Goblin Guide
4 Legion Loyalist
4 Mogg War Marshal
4 Metallic Mimic
4 Goblin King
4 Goblin Chieftain
2 Murderous Redcap

Enchantments

2 Blood Moon

Sorceries

4 Goblin Grenade

Lands

4 Bloodstained Mire
4 Wooded Foothills
4 Cavern of Souls
8 Mountain

Blood Moon is really good in this deck, much like how Spreading Seas is great in Merfolk, only potentially more devastating. In testing, I crushed Jund on several occasions using Prospector to play a topdecked Blood Moon turn two. Once my opponent became aware of this possibility, he tried to fetch for basics first, which wasn't always possible and sometimes hurt his development. The UW deck played more basics naturally and didn't mind Blood Moon. My results have improved to 8/14 against Jund while still a mediocre 7/15 for UW.

One thing that couldn't be quantified was the discomfort this deck caused for my Jund opponent. He says that knowing what the deck is capable of and having to defend against being Mooned out, comboed out, or blitzed was really disquieting and tense. He could protect against an early death well enough with discard, but knowing what was lurking in my deck hung heavily on his decisions. Moon did what I wanted the combo to do.

In Comparison

These results are nice, but they don't really answer whether this new Goblins deck is actually good. A deck's value can't be accurately judged in a vacuum, you need context. The most successful versions of Goblins right now employs Bushwhacker to blitz opponents. It couples a swarm of one-drops with the haste and power boost from the Bushwhackers to deal enormous damage in an attack or two, finishing the opponent off before they can react.

8-Whack, Queek (5-0 Modern League)

Creatures

4 Fanatical Firebrand
4 Foundry Street Denizen
4 Goblin Bushwhacker
4 Goblin Guide
4 Legion Loyalist
4 Mogg Fanatic
4 Burning-Tree Emissary
4 Reckless Bushwhacker

Instants

4 Lightning Bolt

Sorceries

4 Goblin Grenade
2 Devastating Summons

Lands

18 Mountain

Sideboard

2 Forked Bolt
3 Relic of Progenitus
2 Abrade
3 Dragon's Claw
1 Roast
4 Smash to Smithereens

This deck kills quickly or never. Its creatures are outclassed by everything, and while Goblin Grenade is a potent burn spell, it can't win the game by itself. If the opponent stabilizes above ten life, 8-Whack won't win. Goblins doesn't have this problem, as it has more late game creatures that don't require a critical mass to be playable. Lords are obviously better with more subjects, but they're better on their own than Goblin Bushwhacker once in play. Having the combo kill also gives Goblins hope when the early rush gets stifled while 8-Whack is all-in. However, this is just the situation on paper. Reality may be different.

To accurately judge the value of my deck against the established 8-Whack list requires testing. Unfortunately I didn't have time to do that last week. Fortunately, I knew some players doing online testing for the upcoming SCG team opens and after calling in a favor they agreed to gather some data for me. They ended up playing 40 games with each deck: 10 games each against Affinity, Jund, GR Tron, and Ironworks Combo. These preliminary results may prove enough to tell whether Goblins is a worthwhile pursuit.

8-Whack

  • Games Won: 19/40
  • Win Percentage: 47.5%
  • Average Win Turn: 3.53

New Goblins

  • Games Won: 23/40
  • Win Percentage: 57.5%
  • Average Win Turn: 4.04
  • Combo Kill: 1 turn four, 2 turn five

This admittedly small sample validates my hypothesis. The Goblins deck is noticeably slower, and the combo is inconsistent, but the deck's win percentage is higher. Goblins could only muster five turn three kills, but two of the turn five kills were functionally turn two ones thanks to an accelerated Blood Moon against Jund. Had they gone pure beatdown in those games, they were on track for a turn 3-4, but Jund would have had answers to play. This indicates to me that the trade off of speed for resilience is valid, and that Goblin tribal with Blood Moon is worth pursuing.

Blood Moon on the Rise

My experience and the wins from turn two Blood Moon made me wonder if there's value in going for that as a primary strategy. Blood Moon is a very powerful card can lock out manydecks by itself. Those games against Jeskai and Jund when I functionally won on turn two made me wonder if I could use Skirk Prospector to reliably play a Moon effect on turn two and have it be better than current versions.

The logical endpoint of this thought is Legacy Moon Stompy, which I'm told is very good. All the best decks are 3+ colors and depend on fetchlands and cantrips to function. Shutting them down kills the deck, and Legacy has the means to do so while the only answer is Force of Will and sometimes Daze. Between all the fast mana and the "Sol" lands (Ancient Tomb and City of Traitors) it's hard for the deck to not have three mana on turn one.

Legacy Isn't Modern

Moon Stompy is a powerful deck, and apparently a good choice if you're not playing the best deck, Grixis Delver. However, there's a problem: this strategy doesn't really work in Modern.

Yes, prison decks exist, but they're not all-in like the Legacy deck. Fast mana is weak in Modern. The Sol lands aren't legal, and the best accelerants are banned. The only way to turn one a lock piece is Simian Spirit Guide, and that is mathematically unlikely. As a result, it is far more likely that an opponent will be given the opportunity to play Magic, and when that happens, Moon Stompy struggles to win. It's just not a deck that can win fairly, and that's the subtle reason it hasn't worked in Modern.

Modern is about robustness while Legacy depends on maximized efficiency. Because of all the cantrips and Deathrite Shaman, most Legacy decks run very low to the ground, generally 2-3 lands lighter than their Modern equivalents and almost entirely one drops. The only four drop that regularly sees play is Jace, the Mind Sculptor. Furthermore, basics are rare in Legacy, while in Modern, most decks play 2+. As a result, Legacy decks are far more vulnerable to being locked out by Chalice of the Void on one or Blood Moon. It can happen in Modern, but it's far less likely.

Modern Prison will then put up results, but not consistently, and it doesn't play much of a factor in the metagame. When prison decks do emerge, they tend to be slower hybrids between prison and control (Lantern is the exception). The most successful version is Sun and Moon, which put up results back in 2016.

"Sun and Moon, Todd Stevens (32nd Place Modern Open 2016)

Creatures

4 Simian Spirit Guide
1 Emrakul, the Aeon's Torn

Planeswalkers

2 Chandra, Torch of Defiance
3 Gideon Jura
4 Nahiri, the Harbinger

Artifacts

4 Chalice of the Void

Enchantments

4 Blood Moon
1 Banishing Light
2 Journey to Nowhere

Instants

4 Lightning Helix
1 Blessed Alliance

Sorceries

3 Anger of the Gods
2 Wrath of God

Lands

4 Arid Mesa
4 Temple of Triumph
2 Sacred Foundry
2 Rugged Prairie
2 Clifftop Retreat
1 Needle Spires
9 Plains
1 Mountain

Sideboard

3 Leyline of Sanctity
3 Rest in Peace
2 Stony Silence
2 Blessed Alliance
1 Chandra, Flamecaller
1 Elspeth, Sun's Champion
1 Anger of the Gods
1 Crumble to Dust
1 Wrath of God

Sun and Moon can play hard prison, but that's not its purpose. The lock pieces exist to slow opponents down enough for the anti-creature cards to clean up the board. It's a creature control deck that integrates prison locks, not actually a prison deck. That honor lies with Lantern Control, and now that it's become a known part of Modern, it isn't very effective.

Can We Come Close?

Just because Legacy-style prison hasn't worked so far doesn't mean it can't. Early Blood Moon is still incredibly powerful and while not having Sol lands hurts, it is still possible to play Red Prison in Modern. Jordan has tried before, but has since transitioned to colorless Stompy decks. There are Ponza decks that look similar to what he was working on, but those are more tempo-focused. I know other players have had some success, and I've lost to turn one Blood Moon, but I've also seen that deck fail to win a match in an entire tournament.

The issue has been that the current incarnations play a lot of air in order to guarantee a fast lock. But what if we replace the rituals with a goblin package?

Modern Goblin Moon

Creatures

4 Skirk Prospector
4 Mogg War Marshall
4 Magus of the Moon
4 Goblin Rabblemaster
4 Simian Spirit Guide

Planeswalkers

4 Chandra, Torch of Defiance

Enchantments

4 Blood Moon

Artifacts

4 Chalice of the Void
3 Trinisphere
4 Ensnaring Bridge

Sorceries

1 Banefire

Lands

20 Mountain

The idea of this deck is to use Prospector and Spirit Guide to accelerate into lock pieces, then win with Goblin beatdown or Chandra. We can also just use Goblins to gum up the board until Ensnaring Bridge comes down, let Rabblemaster build up tokens, then turn them all into mana to Banefire for lethal. Thanks to Prospector and Guide, it is very easy to drop a Moon or Trinisphere turn two, and turn one is possible though unlikely. A turn two Chandra is also possible with Prospector and War Marshall, though I've never done that and don't know if it's actually a strong play.

Is It Good?

Well...sort of? I goldfished 20 games with this version and the Sun and Moon deck for comparison, and Goblin Moon dropped a three mana lock piece on turn two 12/20 games compared to 5/20 for Sun and Moon. Not surprising, considering how many each deck is playing. Including Chalice ups those numbers to 16/20 and 11/20, with Goblins having to decide between Chalice or another piece 7 times compared to once for Sun and Moon. In other words, Goblins have a high chance of successfully locking the game early compared to the more successful version. This is a very strong vote in its favor.

However, that should be taken with a grain of salt. I was just playing alone; I can't say that the piece I deployed would have actually locked a real game against a disruption-packing midrange or combo deck. Furthermore, the Goblins deck is very vulnerable to aggro. Realistically, it won't win against anything fast without Ensnaring Bridge. I played a few games between Goblins and Merfolk, and it was pretty one-sided for the fish. Goblin Moon won once because it got an early Bridge and Merfolk didn't find Echoing Truth. Merfolk doesn't really care about Chalice for one or Blood Moon in the first place, and Aether Vial renders all the lock pieces except Bridge irrelevant. Goblins also cannot present a fast enough clock to realistically race Merfolk and it has no cheap interaction. I know from PPTQ experience that the matchup is better for Sun and Moon.

Given that the metagame appears to be speeding up, I don't think that this version is viable. It is solid against midrange decks and combo, but just can't keep up with aggressive strategies. However, that doesn't mean that the idea itself is bad. Dropping Blood Moon on turn two is lights out for many decks, and combo dreads the combination of Trinisphere and Chalice. Ensnaring Bridge is the best answer to aggressive creature strategies available, but my build could not find it consistently. Faithless Looting or Cathartic Reunion could be the answer, though that would slow the deck down and I don't know if it would be worthwhile.

Goblin Rush

I stand by my original statement that Skirk Prospector is the real Modern gem in Dominaria. Turning otherwise worthless goblins into mana has proven to be powerful in the past, and I think that it will be again. At the very least it enables some broken starts.

While I believe there is promise for it to find a home outside of Goblin tribal, the evidence is weak. The boost Prospector gives Goblins is simply more immediate. Whether the combo is actually good enough remains to be seen. I know that the threat is very strong, but the consistency problems are real.

Another option is simply to cut Redcap and run more Blood Moons, but I think it's important to maintain the threat of the combo. What I'm trying now is four Moons and two Banefires instead of Goblin Grenade, and it feels far better than my tested version. In any case, I hope it works out for Goblins. That's the only way that my long-held dream of Tivadar of Thorn being playable will ever come to pass.

Just a Phase, Pt. 1: Upkeep and Draw

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I knew when I wrote Colorless Eldrazi Stompy Mini-Primer: Play Tips that I was leaving out plenty of juicy information. Not on purpose, of course; there's just only so much I can fit in one article, or that comes to me at one time. It's been recently pointed out to me by spectators that I navigate the phases of each turn very deliberately with the deck, and I realized I'd never actually read a piece on this particular area of theory, let alone written one.

Phases are an important resource players have access to during a game of Magic—one that can be used to deny opponents of resources, such as mana, or buy ourselves resources, such as information.

Just a Phase seeks to address the lack of content on phases. I'll start the article with some more general phase theory and then move into specific interactions, using Colorless Eldrazi Stompy as the primary reference deck. I say "primary" because this series aims to cover phases as they apply to Modern generally, and isn't exclusive to my deck. This first article delves into the nuances between upkeep and draw step.

Colorless Eldrazi Stompy: Decklist Update

Before we get started, here's the reference deck and a quick blurb on where I'm at with a post-Dominaria list.

Colorless Eldrazi Stompy, by Jordan Boisvert

Creatures

4 Eternal Scourge
4 Eldrazi Mimic
4 Matter Reshaper
4 Thought-Knot Seer
4 Reality Smasher
4 Simian Spirit Guide

Artifacts

4 Serum Powder
4 Chalice of the Void
1 Smuggler's Copter

Instants

4 Dismember

Lands

4 Eldrazi Temple
4 Zhalfirin Void
2 Gemstone Caverns
3 Ghost Quarter
4 Blinkmoth Nexus
2 Mutavault
2 Scavenger Grounds
2 Wastes

Sideboard

1 Gemstone Caverns
3 Spatial Contortion
1 Gut Shot
4 Relic of Progenitus
1 Surgical Extraction
3 Ratchet Bomb
2 Sorcerous Spyglass

Updates to the deck since my last posted list are minimal. The mainboard remains unchanged; it turns out I was right on the money about 4 Void. Sorcerous Spyglass replaces a Ratchet Bomb and the Pithing Needle in the sideboard to help with the Tron matchup, which at the moment is a bit too close for my tastes.

How it basically shakes out is that Spyglass is better in this matchup and Needle is better everywhere else (Jeskai can go either way). We aggressively keep turn one Chalice hands against Tron, but still need the effect for Oblivion Stone in many games, so Needle has a lot of tension with our plan in this matchup specifically. If the matchup improves dramatically, I'll cut one Spyglass for either Bomb or Needle, and maybe bring the other card back over the second copy as I continue to improve.

Acting in Upkeep

Upkeep and draw step have a lot in common: they both occur after a player untaps, but before that player receives an opportunity to cast sorcery-speed spells. There are two differences between them.

  • Major: how many cards players have access to. By the time players receive priority in the draw step, the active player has already drawn for turn. Acting in the upkeep denies that player their draw for a particular interaction.
  • Minor: how cards interact with each phase. Dark Confidant, Aether Vial, and Howling Mine are examples of cards with triggers in one of these phases, and can therefore affect how players wish to interact with them.

Subsequently, there are two immediate reasons to act during the upkeep: denying opponents a draw and sequencing plays around certain triggers.

Denying the Draw

As most players understand it, the rule about acting on an opponent's turn is to do so as early as possible. The reverse is true for one's own turn. This second rule is easiest to explain; FNM-goers are quick to explain to newbies that immediately slamming lands and creatures, while perhaps automatic, is strategically detrimental. Rather, players should draw a card, make their attacks, and then add more creatures to the fray in main 2, denying opponents information about how the board might look next turn while they must make decisions in the combat step. Main 2 is the latest possible time players can play lands and sorcery-speed spells.

The former's a bit trickier, as it's less intuitive to a newer player why they might want to act on an opponent's turn at all. Of course, seasoned Modern players know of many such instances. Say an opponent has four blue lands untapped and a Restoration Angel in play. It makes more sense to throw Dismember at it during the opponent's turn, since doing it on our turn gives them an opportunity to spend that four mana on Cryptic Command. Passing the turn asks opponents to either burn the Command bouncing a permanent and drawing (which also gives us a window to cast Dismember), or just take their turn without spending that mana. So in this case, waiting a turn denies the opponent four mana.

Which brings us to acting in upkeep. In the above example, we've decided to Dismember the Angel on the opponent's turn. But when? Killing it in the upkeep denies our opponent their draw for the turn for this particular interaction. If the Command is actually on top of their deck, they won't have the luxury of countering Dismember. Or if it's another threat, they might not mind if the Angel dies, making them less likely to spend mana protecting it in a scenario where they have that information.

Generally speaking, it's indeed ideal to deny opponents of as many resources as possible. Information is one such resource, and one critical to making effective plays. Acting in the upkeep lets players looking to move on the opponent's turn deny those players information while they make that move.

Resources denied:

  • One card of potential interaction for our play
  • One card of information

Interacting with Triggers

Other situations call for upkeep action because of specific triggers. Dark Confidant's the easy one; Bob provides literally a draw, so similar rules apply. Something like Aether Vial, which generates mana, can prove more complicated.

It comes up every so often that I'll have Ratchet Bomb on one counter to my opponent's Aether Vial on two counters. I could crack the Bomb on my main phase and nab the Vial right away, but that gives opponents the opportunity to flash in a creature first. Such a play might be worthwhile if I want to assess the battlefield for an attack, as nobody wants to run Eldrazi Mimic into Thalia, Guardian of Thraben. Otherwise, I'll wait until their upkeep.

Should opponents tap the Vial on my end step, I can decide whether to tick Bomb up again and kill what they've put on the board, or pop it now to deny them another turn of Vial mana. Critically, I've lost nothing by waiting this long—only gained information. Opponents sometimes wait with their Vial activations for this reason: they don't want us to tick up the Bomb at all, and are trying to bait its activation to clear the path for their creatures. Recognizing that plan early lets us leverage the extra tempo by getting more aggressive and forcing them to play into our disruption.

Should opponents simply take their turn without putting a creature into play, I've gained valuable information about their hand. They're unlikely to have many two-drops, if any. And they're also likely to call a Vial trigger in the upkeep to start putting three-drops into play.

If I'm in the market for blowing up Aether Vial at all, this is where I respond by cracking Bomb, regardless of whether opponents intended to actually add a counter (that decision is made upon the trigger's resolution). Now, opponents don't get to put a three-drop into play, let alone a scary one like Flickerwisp that can save Aether Vial from destruction. And if they were planning to merely draw without adding a counter, acting in upkeep denies them the chance of drawing a two-drop for turn and putting it into play with Aether Vial. They can tap Vial for the two-drop they held off on producing last turn, but that's fine, too, since we've effectively denied opponents a turn's worth of Vial mana by waiting with Bomb.

Resources gained:

  • Information about opponent's hand
  • Tempo as opponents play around artifact removal

Acting in Draw Step

Waiting until the draw step to act gives opponents additional cards and information to work with. Sometimes, though, that draw improves our own plays. Besides granting opponents resources, drawing also moves cards from one zone to another. After drawing, players have:

  • One more card in hand
  • One fewer card in the deck

More Cards in Hand

This one's relatively straightforward: some effects shine brightest when opponents have more cards. Vendilion Clique and Thought-Knot Seer (given pseudo-flash via Aether Vial) are examples of creatures expertly deployed in draw. If opponents draw after, they might find something even better than what we took.

Fewer Cards in the Deck

Spells and abilities that force opponents to search their libraries are plentiful in Modern, with Path to Exile, Field of Ruin, and Ghost Quarter among the most popular. These effects all improve when opponents have fewer cards in their decks, since opponents will have a harder time finding cards to search out with those cards gone.

Path to Exile is often reserved for an opponent's turn because it gives them a tapped land in exchange for brutal efficiency. Tapped lands can't be used the turn they come into play, so a main phase Path gives opponents one more resource for next turn. Pathing a creature during the draw step prevents opponents from using the land from Path this turn, and also gives them the opportunity to naturally draw the land they would have found with Path.

That said, it's often better to throw Path in upkeep, and rarely right to do so in draw. Combat creatures, utility creatures, and lands alter the above "rules" based on the phase they become valuable in during a turn.

Combat Creatures

Creatures are primarily used for combat, and sometimes do little in other phases. Take a combat-exclusive beater like Tarmogoyf. Most Goyf-slingers are in Jund colors, so they won't have countermagic; baiting responses in the upkeep before they see their draw doesn't do much for us. We'd rather wait until opponents attack with Goyf, or consciously choose to leave it as a blocker and end their turn, to remove it.

By then, opponents have already drawn for turn, so the basic for Path may be out of the deck. But there's still no reason to remove Goyf before main 1, since doing so gives opponents a clearer board picture with which to make plays for the turn. It's usually ideal to Path combat creatures in upkeep (vs. decks with possible answers) or as late as possible (i.e. when they attack or on end step), and not in draw.

Utility Creatures

Certain creatures gain value earlier than the combat step, and it can be correct to Path these in draw. It's no Modern all-star, but we'll use Captivating Crew as a first example. Crew's ability can only be activated at sorcery speed, making it useful as of main 1. Pathing it in draw denies opponents the ability to activate Crew in their main phase, gives them the land tapped, and introduces the possibility of Path not finding anything.

For a more subtle, but Modern-relevant, example, look no further than Scavenging Ooze. Ooze gains value depending on the number of green sources players have on the field. In the main phase, the active player can play a land without passing priority. Waiting until combat to Path the Ooze gives opponents the ability to drop Forest and exile an additional card from our graveyard. Conversely, hitting it in our main might ramp opponents into something like Bloodbraid Elf, and firing off Path in upkeep doesn't give opponents the chance to draw their last basic. Here, it can be ideal to Path the Ooze in draw.

Lands

Lands are similar to these utility creatures, as they gain value as early as main 1. That's when they can be used to cast sorcery-speed spells.

Even many Modern dabblers are familiar with the age-old, draw-step Quarter crack on a Tron land. Ghost Quarter must destroy the second Urza land before main 1, so Tron players can't assemble Tron and cast Karn Liberated with their seven mana. And since Tron decks historically play few basics, it rapidly became common knowledge to throw Quarter in draw rather than sacrifice it in upkeep. After all, Tron has nothing to do with the extra information from another draw, and there's no real chance they topdeck a Squelch!

The next level is destroying color-producing lands before opponents can tap them for the right colors. For a high-profile example, consider the match between Reid Duke's Jund and Paul Cheon's BG Rock in the Team Modern Super League back in February. Paul aggressively targeted Reid's red sources with Field of Ruin, prompting some Jund players to begrudgingly accommodate a Mountain (Reid not among them). A few seconds after the above linked video comes in, Paul fires off Field in his main, preventing Reid from untapping with red and having Lightning Bolt or Kolaghan's Command. But it's sometimes better to wait until draw for this kind of effect—if, for instance, the only red spell we care about is Bloodbraid Elf, and we'd love for opponents to throw a Bolt or Command at nothing.

I Quarter opponents off colors quite frequently in Colorless Eldrazi Stompy, even if they can just fetch up another source. Knowing how many basics each deck plays is crucial to success with the strategy. CES is aggressive enough that opponents may not be in a position to Lava Spike themselves for the right color. I sometimes find myself cracking Quarter after damage if combat goes a certain way, and I anticipate my opponent will need a certain color in main 2. But it's more common for me to blow up lands in draw.

Forcing Activations

One big reason to hit utility lands or creatures with Ghost Quarter or Path to Exile is to force their activation. Say opponents are looking for an out to our Thought-Knot Seer. If we Ghost Quarter their Desolate Lighthouse on upkeep, they can activate it for an extra look. But doing so costs them a net three mana, complicating non-Path outs like Supreme Verdict or Snapcaster Mage. The main idea with forcing activations is to bait opponents into committing resources to a play (i.e. spending mana on a loot) while depriving them of other resources (i.e. the information gained from their draw for turn).

To wrap things up, I'll give an example of forcing activations that came up for me at a local tournament this week. My Jeskai opponent had four mana-producing lands in play, including Steam Vents, Hallowed Fountain, and Celestial Colonnade. So did I, including two Quarters and a Mutavault; I also had Smuggler's Copter and Eternal Scourge. I wanted to attack with Copter this turn and loot away a Serum Powder, but put my opponent on Lightning Bolt.

In my upkeep, I Quartered his Steam Vents. He tapped for red and searched up Mountain. Here, I could Quarter his Mountain, but he could then spend the mana from both destroyed lands to animate Colonnade and have a blocker up this turn. So I moved to draw step, drew for turn, and then destroyed the Mountain. He again floated red and searched up an Island.

Next, I moved to main phase, crewed the Copter, and went to attacks. Crewing in main 1 ensured that if my opponent tapped my team with Cryptic Command, I would be able to animate Mutavault in start of combat and still sneak in some damage. He ended up Pathing the Copter, so I did get in with Mutavault, and was able to land an unchecked Smasher the following turn to close out the game over a few attacks.

Can't Phase Me

Understanding phases as a resource is key to wielding them effectively. The marginal benefits gained from proper phase play add up over the course of a game, a match, and certainly a tournament. Things get even denser when it comes to flexible hosers like Relic of Progenitus and Surgical Extraction, which I'll cover in a future episode. Until then, do you have any interesting phase stories? Share them with me in the comments!

Video Series with Ryland: Bogles

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Ah yes, everyone's favorite archetype, Bogles. A deck so frequently complained about that we can't even agree on how to pronounce its name. Hate it or love it (I imagine many more exist on the hate-it side), it's been around for a while and isn't likely to go anywhere. The hexproof mechanic is certainly what put this deck in Modern, but slapping enchantments on a creature to make a huge fatty is a strategy nearly as old as Magic itself.

How much can really be said about this deck? Every deck in Magic has its own complexities, just within different decision points. Most of the interesting decisions with Bogles lie within three main categories:

  1. Deckbuilding decisions
  2. Sideboarding decisions
  3. Mulligan decisions

That is to say that primarily your in-game decisions will be less difficult and crucial relative to some other Modern archetypes. Amulet Titan, for example, will consistently have more difficult in-game decisions than Bogles. In the Magic community this is often a source of contempt for a deck, but realistically, it should be the opposite. When making deck choices for an event, people often overestimate the ability to leverage play skill, and underestimate the advantage of saving mental energy by reducing the number of difficult decisions. You will consistently make more mistakes playing Amulet over 15 rounds than Bogles.

Does that mean people should always be choosing to play Bogles? No, of course not. However, likeliness to make mistakes should play a larger factor than I think it currently does. That said, am I more likely to play Bogles than Titan in a coming event? Realistically, no; you're way more likely to see me slinging Primeval Titans than Gladecover Scouts. There are factors other than simplicity at play. I enjoy Amulet a lot more, I have relatively established sideboard plans for most matchups, and I've played the deck a lot more.

Honestly, Bogles is not a deck I particularly enjoy the style of, and I rarely play anything similar. That said, I am a firm believer that it benefits me to pick up a deck that I would not normally play. It helps me round myself out as a player, and puts me in the shoes of a common enemy that I am likely to face in the future. If you've been on the other side of the table, you will often have a slightly better understanding of the overall matchup.

As the target on Bogles's back gets larger, I think it will quickly become a poor meta call. Frankly, it all just depends on how much people want to come after the deck. Considering, however, how visceral the contempt for the archetype is, I would imagine it will quickly get pushed out again. Regardless of when it falls out of favor, one thing is for certain: it will be back again.

I hope you enjoy the matches and, as usual, I'm interested to hear what kind of content you'd like to see moving forward, so I can continue to evolve and improve my videos. Please let me know your thoughts, and any improvements you would like to see concerning formatting, presentation, or whatever else strikes your fancy. To avoid spoilers, I won't repeat it here, but there is a question in the wrap-up that I'd love your feedback on. If you'd like to see similar content, check out my Twitch channel for some more live Modern!

[youtube https://www.youtube.com/playlist?list=PL261kJ_cAQC9Zt87_QwJmSx9vO8HHgtd2]

Bogles, by Jonathan Sharp (8th Place, GP Hartford)

Creatures

4 Slippery Bogle
4 Gladecover Scout
4 Kor Spiritdancer

Enchantments

3 Cartouche of Solidarity
4 Daybreak Coronet
4 Ethereal Armor
1 Gryff's Boon
2 Hyena Umbra
4 Leyline of Sanctity
4 Rancor
2 Spirit Mantle
2 Spider Umbra

Instants

2 Path to Exile

Lands

1 Dryad Arbor
1 Forest
4 Horizon Canopy
1 Misty Rainforest
2 Plains
4 Razorverge Thicket
2 Temple Garden
4 Windswept Heath
1 Wooded Foothills

Sideboard

1 Dromoka's Command
1 Ethersworn Canonist
3 Gaddock Teeg
2 Path to Exile
2 Rest in Peace
2 Seal of Primordium
1 Spirit Link
3 Stony Silence

The Goblins Are Coming

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Modern decks may fade away or rotate, but they never really die. They linger on in the hearts of adherents and their competitive records. Every time a card that might make the old deck return to glory is printed, you can bet the resurrection machine will be rolled out again. This time it's Goblins's turn, and it might actually work.

Goblins: A History

Goblins have been a part of Magic since the beginning, but they only really became respected during Onslaught block. Before then, they primarily served as staple early drops in Sligh and descendant red decks. Those decks played a lot of goblins, but lacked the tribal synergies of decks like Rebels. Once the first true tribal block was finished, however, Goblins became the best tribe in Magic. It had everything: fast mana, powerful threats, an amazing lategame, card advantage, removal, and a combo kill. Nothing else came close, and it would take the coming of Affinity to challenge the red menace.

Starting with Standard

In Standard, the general plan of blitzing opponents with cheap creatures was usurped by Patriarch's Bidding. The sorcery was used either as simple card advantage or to re-flood the board, and combined with Goblin Warchief to produce a surprise alpha strike. The real power came when players combined Bidding with Goblin Sharpshooter and a sacrifice outlet. Sacrificing goblins produced untap triggers for Sharpshooter, and Bidding ensured the deck always had enough to kill opponents outright. This powerful clock combined with a combo kill meant that Goblin Bidding remained a force in Standard until Kamigawa forced it out. Olivier Ruel even won French Nationals in 2004 with the deck despite Ravager Affinity's emergence.

Into Extended

Unsurprisingly, Goblins was also very good with a wider cardpool. The first banning I remember hearing about as a competitive player was Goblin Lackey's in Extended. Apparently, a turn two Siege-Gang Commander is unhealthy. Despite the nerf, Goblins continued to be a threat thanks to non-Onslaught goblin all-stars Goblin Ringleader and Goblin Matron. Matron found whatever the deck needed, and Ringleader obviated the need for Bidding while contributing to the overall theme. This more streamlined aggro deck proved a force until Ringleader rotated.

However, the deck's greatest success came when it stopped being a dedicated aggro deck and embraced the combo aspect. It turns out that drawing cards is great for combos, and it was only a matter of time before someone figured out that Fecundity was a natural fit for Sharpshooter combo. Named because the 2006 Worlds coverage team couldn't describe what they were seeing normally and instead compared it to a monkey washing a cat, Dirty Kitty was a mashup of Goblins and Storm that looks a lot more disjoined than it actually is.

Dirty Kitty, Worlds 2006

Creatures

1 Goblin Sledder
4 Skirk Prospector
4 Goblin Piledriver
4 Mogg War Marshal
4 Goblin Matron
4 Goblin Warchief
1 Goblin Sharpshooter

Instants

2 Brightstone Ritual
4 Seething Song

Sorceries

4 Rite of Flame
4 Empty the Warrens
1 Grapeshot

Enchantments

4 Fecundity

Lands

4 Wooded Foothills
4 Bloodstained Mire
4 Stomping Grounds
1 Blood Crypt
6 Mountains

Sideboard

4 Clickslither
4 Cabal Therapy
2 Pyroclasm
2 Ancient Grudge
2 Krosan Grip
1 Goblin King

Dirty Kitty could play out like a normal aggro deck. It could Storm off like a normal Storm deck. What it wanted to do was partially Storm off with Empty the Warrens so it could turn the tokens into more cards and mana with Fecundity and Skirk Prospector until it found Grapeshot, or Sharpshooter and Warchief, and just won. It was weird, but I loved watching this crazy pile just work.

The Legacy

Combo Goblins were never really a thing in Legacy as far as I know. Instead, it's been a midrange beatdown deck, wielding the card advantage of Goblin Ringleader and Goblin Matron to buff an assault, or as the means to an end for another combo. There was a brief time when Goblin Lackey was the most fearsome card in Legacy. Then, Goblin Recruiter was banned, and the Food Chain combo it enabled stopped being busted. Food Chain still exists as a deck but now it uses Misthollow Griffin instead of chaining goblins.

Next, Cavern of Souls was printed, and Goblins was briefly good again before seemingly fading away. I found this odd because it was impossible for Miracles to outgrind Goblins. Terminus is just a speed bump to Goblins, since Goblin Matron just finds the Ringleader and shuffles all the other goblins back into circulation. Against Grenzo, Dungeon Warden, Terminus was actively bad. The problem wasn't Miracles, then, but everything else; Deathrite Shaman sneers at Goblin Lackey, and Goblins struggles to beat fast combo decks.

The Modern Era

Despite this impressive pedigree, Goblins have never really been a factor in Modern. Not for lack of interest or trying, but the parts weren't there. Onslaught is not Modern-legal, nor are Matron and Ringleader. Goblin Guide is a Modern staple, but the tribe has little else. Since Onslaught, Wizards was far more frugal with their gifts, and there just hasn't been much to recommend Goblins over Merfolk or Elves. Tribal merfolk has cheaper lords, while Elves has fast mana for explosive kills.

Goblins has tried to carve out a niche for itself through fast kills with Goblin Bushwhacker, Reckless Bushwhacker, and Goblin Grenade. The problem there is that the deck is inconsistent and the payoff is weak. I've been on the receiving end of some overwhelming 8-Whack victories, but a lot more of them are resounding 8-Whack defeats as the deck is mainly 1/1's for one. There's never been a good enough payoff to justify playing 8-Whack over Affinity.

Dominaria Arrives

Dominaria threatens to upend Goblins. Goblin Warchief and Skirk Prospector, two keys to the old decks, are back. They follow the return of Goblin Piledriver, which despite some hype failed, to return Goblins to prominence. That said, it's still not clear that anything has changed. Sharpshooter, Matron, and Ringleader are still illegal, and were the main reason to play the deck in Extended and Legacy. The lack of Matron and Ringleader does really hurt, but there is one advantage: the old combo kill was clunky and complicated, while Modern has a far more straightforward one.

Three cards, arbitrarily large amounts of mana, and damage. As a bonus, it's harder to mess up this combo than it is the old iteration. All you have to do is demonstrate the loop; the old versions forced pilots to go through all the motions and check for a fizzle. Ask a KCI Combo player; the greatest enemy of that sort of combo is inattention.

The other positive is that this combo slots in nicely with the rest of this hypothetical new Goblins deck. Mimic is the two mana lord goblins never had, Redcap is reach, and Prospector can turn Mogg War Marshal into Pyretic Ritual. None of these are bad default modes.

New Goblins

Creatures

4 Foundry Street Denizen
4 Skirk Prospector
4 Goblin Guide
4 Legion Loyalist
4 Mogg War Marshal
4 Metallic Mimic
4 Goblin King
4 Goblin Chieftan
2 Murderous Redcap

Instants

3 Lightning Bolt

Sorceries

3 Goblin Grenade

Lands

4 Bloodstained Mire
4 Wooded Foothills
4 Cavern of Souls
8 Mountain

Goblin Chieftain makes Warchief unnecessary. The deck is mainly one drops, so the cost reduction is wasted, while +1/+1 is very good. The deck is capable of blistering starts, especially with Prospector, though it's not as fast as 8-Whack's best.

Filthy Resurrection

The reprints also make a new Dirty Kitty deck plausible. The lack of Matron hurts a lot more here, but far worse is the loss of the good fast mana of previous incarnations. It's almost like Wizards has learned that rituals are dangerous. Warchief is better than the other three-drops in this combo-oriented deck, where saving on mana is more important.

Dirty Kitty 2.0

Creatures

4 Mogg War Marshal
4 Skirk Prospector
4 Goblin Piledriver
4 Metallic Mimic
4 Goblin Warchief
2 Murderous Redcap

Instants

4 Pyretic Ritual
4 Desperate Ritual
2 Manamorphose

Sorceries

4 Empty the Warrens
1 Grapeshot

Enchantments

4 Fecundity

Lands

4 Bloodstained Mire
4 Wooded Foothills
4 Arid Mesa
4 Stomping Ground
3 Mountain

With the right draw, this deck kills on turn three. With an insane draw, turn two is possible. The fact that the new combo synergizes naturally with the backup agro plan, and Mimic has huge value with Empty the Warrens, is a huge bonus.

Reality Check

As I walked into Black Gold for FNM last week I overheard Paul, the local Goblins expert, discussing the reprints. You've met Paul before—he's the 8-Whack player from the greatest bad-beat story ever and a Goblins player to the bone. When asked about Goblin Warchief, his exact response was, "Why? It's a three-drop. That slot is set and it's not
changing." Goblins already plays Goblin King and Goblin Chieftain, so why play another three-drop that doesn't boost your team?

I then asked him if Skirk Prospector changed his mind, and he was confused. Again, why would he need to turn his goblins into mana? They all cost one and his deck is about critical mass. I then explained the combo with Mimic and Redcap, to which he said "Oh!" Then his face lit up and he wandered off.

I was worried that I'd created a monster until a round later when he came back said that it wasn't good enough. His argument is that Goblins doesn't have Collected Company or any other tool to actually find the combo, so it will never be consistent enough. He'd tried to fit Company into Goblins once before and it didn't work without mana dorks. Current versions of Goblins are built to blitz the opponent, so planning for the late game just isn't smart. Also, a turn three kill is already possible for Goblins, and is no more consistent than the Fecundity kill I mentioned. To him, combo Goblins isn't worthwhile.

Trying it Out

While I'm not willing to be so dismissive, Paul does have a point. I've been goldfishing both decks and comparing it to a mainstream 8-Whack deck, and the kill speed is comparable. It will reliably kill more often, but not any faster. The first version doesn't combo very often; it has no way to draw extra cards or tutor for the combo. Additionally, Metalic Mimic makes a turn four kill more likely, especially into three one drops followed by Goblin King. That makes the combo unnecessary most games, but not unwelcome. Normally, these deck have to pray for Goblin Grenade to close out stalled games. The combo provides an alternative way to win out of nowhere.

To its credit, ours is the sort of combo that makes opponents paranoid. Much like Melira combos, with a piece or two on the field, opponents will never really feel safe. In test games against Jund, my opponent felt compelled to use real cards against Prospector to make sure he wasn't just dead. My opponent admitted that he may have done it anyway to make sure he didn't get swamped the following turn, but the fear of the combo pushed him. This dread may be enough to make the combo worthwhile in aggressive decks.

The Fecundity deck is very extreme. In 20 combo attempts out of ~50 goldfishes I've only fizzled once, but without Fecundity and Prospector, the deck flounders. While it is possible to combo off on turn two, I've only done it once. Also, the average combo turn has been five, which is really slow. It kills on six or later without the combo. And that's just goldfishing. Given how discard is defining Modern right now, it will realistically be very hard to plan for a combo turn with this deck. It will have to play out its hand and hope to draw the missing piece. In other words, the deck is likely not very good.

Little Red Men

Considering Wizards' dislike of tutoring effects and concerns over card advantage, it is very unlikely that Goblins will get anything close to Goblin Ringleader or Goblin Matron in Modern. So, the glory days of combo Goblins are past. However, I said the same thing about Bloodbraid Elf and Jace, the Mind Sculptor being unbanned, so anything is possible.

Either way, having a combo in an otherwise decent aggro deck can strengthen the deck. There is also another option on my testing list. Paul uses maindeck Blood Moon both as disruption and to give his goblins mountainwalk. With Skirk Prospector, that can happen on turn two or while tapped out. As anyone who has faced Ponza recently knows, early Moons are excellent in Modern.

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David Ernenwein

David has been playing Magic since Odyssey block. A dedicated Spike, he's been grinding tournaments for over a decade, including a Pro Tour appearance. A Modern specialist who dabbles in Legacy, his writing is focused on metagame analysis and deck evolution.

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The Saga Continues: Dominaria Spoiler Review

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With each new set, new cards enter Modern, and it's been the case for the past few years that new sets impact the format in some way. Dominaria is no different; the expansion contains a few cards sure to succeed in the format, as well as some enigmas and some clearly overrated cards. In this article, we'll review cards in all three groups.

The Playables

I'm confident these cards will see Modern play in some capacity.

Zhalfirin Void

We'll start with the card I personally am most excited about. Unlike Sorcerous Spyglass, the last newcomer that had me stoked for applications in Colorless Eldrazi Stompy, Zhalfirin Void actually kills in that deck—and this time, I've done the preliminary testing to know for sure. The card is an auto-include at 2 in that deck and very likely deserves a couple more slots.

Damping Sphere

Next, we'll look at the card everyone else is most excited about: Damping Sphere. The Modern community went wild when this card was revealed to be just uncommon, since it boasts a great effect for very little cost—and is eminently splashable, to boot! Literally any deck looking for some quick-and-dirty percentage points against Tron and Storm can throw a couple of these into their sideboard, meaning demand for the uncommon is likely to start and remain high (not Fatal Push-high, mind you). Having it at uncommon ensures more players will be able to get their hands on them faster, so Tron players, expect to see plenty of Spheres as soon as Dominaria becomes legal.

Sphere's artifact typing does make it vulnerable to hate. Both Tron and Storm pack artifact removal in the sideboard, but I like Sphere better against the former deck; Nature's Claim already dealt with Blood Moon, and the two-mana Sphere is a smaller mana investment. Against Storm, though, Sphere pales in comparison to more surgical options like Eidolon of Rhetoric, Rest in Peace, or Rule of Law; it's a lot harder for the UR deck to remove enchantments than artifacts. That said, Sphere has so much coverage against Modern's linear decks that I expect it to win out over narrower alternatives in most sideboards.

I do think some folks are overrating Sphere's role in Modern. The card seems to do very little against Eldrazi strategies, for instance. Paying two mana to turn a Temple into a Wastes is just worse than Spreading Seas, and certainly not worth a card; the point of Eldrazi decks in general (but mostly of Eldrazi Tron) is that they can execute their primary gameplan through heavy-duty nonbasic hate like Blood Moon, or now Damping Sphere.

Precognition Field

Another new toy that has my attention is Precognition Field, which I've already experimented with in a variety of aggro-control shells. Like Jace, the Mind Sculptor, Field represents a full can of card advantage in one four-mana package. It doesn't require mana to function once cast, either, since Jace too makes pilots pay for the spells he draws.

While Field's advantage is more conditional and requires decks to be built a certain way—it obviously doesn't fit into the Collected Company decks we've seen sometimes adopt the planeswalker—it's a great deal more robust. Enchantments are notoriously difficult to remove in Modern, and this one dodges Abrupt Decay, leaving pretty much just Maelstrom Pulse and Detention Sphere as feasible answers. Sticking Jace can prove tricky for blue decks, since the walker can be Bolted or attacked and therefore requires a very specific timing window. Not so with Field, which only asks pilots to not outright die on the following turn.

Broken Bond

I bet Broken Bond finds a home in a specific type of big mana deck that runs a lot of lands and relies on putting them into play quickly. That excludes the land-light, cantrip-heavy Tron, as well as the creature-centric Eldrazi decks. Rather, Bond seems tailor-made for RG Valakut and maybe Amulet Titan.

Both of these decks struggle to defeat a resolved Blood Moon, and Leyline of Sanctity's no picnic, either. So they've always run enchantment removal in the side, be it Nature's Claim or Seal of Primordium. Bond's upside is relevant so much of the time in these land-heavy decks that I'd be surprised if they don't just make a clean switch.

The Maybes

These cards strike me as having Modern potential, but they either lack obvious homes or fit into decks with shaky track records.

Mox Amber

Perhaps the most puzzling card in the set, Mox Amber has bewildered Modern players to the point of abandon. Some brave souls have tried to make it work, though. David's impressions of the card were bleak, but I think it has potential in the right shell. Modern is all about fast mana, after all. I'm excited to see which decks adopt Mox Amber, even if it takes a year or two.

Artificer's Assistant

One of the newer cards spoiled, Artificer's Assistant is a Flying Men with significant upside in decks that cast many artifacts. I can imagine accumulating upwards of 15 scrys in Ironworks Combo helps the likes of Chromatic Sphere draw into critical pieces more often, but the bird doesn't directly contribute to any synergies there, so I don't know if it belongs. Even more tenuous is the idea of Assistant in a deck like Lantern Control or Affinity, which quickly dump their hands, don't need scry effects, and have access to Glint-Nest Crane as a superior option.

I'm still tickled by the idea of Assistant in Blue Steel, though, where it bottoms weaker draws to find heavy-hitting closers and otherwise synergizes with the gameplan thanks to its cheap, evasive, blue body.

Wizard's Retort/Wizard's Lightning

Counterspell and Lightning Bolt are some of the most iconic Magic cards of all time, and in some ways, Modern cards—players have clamored for a straight reprint of the former for years, while analogs Logic Knot and Deprive have seen intermittent play over the format's lifespan. In Dominaria, the pair are reborn as the tribe-specific Wizard's Retort and Wizard's Lightning.

I've messed around with Wizard decks in Modern before (for no particualr reason), and so was excited to test Retort and Lightning. Their performance pleasantly surprised me, and I wonder if an actual Wizards deck won't spring up in Modern to abuse the new instants with Snapcaster Mage.

The Flame of Keld

The final card in our maybes is The Flame of Keld, which on its surface looks like it could do something in Burn. I think its conditions are too hard to meet in that deck, though. Sure, there are plenty of instances where Burn will wish it could topdeck Flame, but also plenty where Flames actually in the deck will cost it the game. Burn needs a critical mass of spells that do the exact same thing, and Flame does something different.

Flame is more appealing out of the sideboard, where it attacks decks like Jund pretty effectively. These decks tend to stall Burn out at 7 life or so and then kill them with a Goyf as it draws lands. Of course, Shrine of Burning Rage does something similar, and has the added bonus of getting through roadblocks like Chalice of the Void.

The Misses

These cards have generated hype I recommend against believing.

Karn, Scion of Urza

As of Dominaria, any deck in the format can spend four mana for a heap of loyalty. But loyalty's not worth much in Modern, and neither are clunky card advantage engines. After all, ours is a format defined by Dark Confidant, Urza's Tower, and Temur Battle Rage.

Karn, Scion of Urza's biggest failing, though, is that it doesn't outperform anything. Modern has a vast enough card pool at this point that pretty much every deck in existence has better card advantage engine options than Karn at four mana, especially with Jace, the Mind Sculptor now in the format. Most are colored, sure, but so are most decks. The few that aren't undeniably have no use for this guy.

Traxos, Scourge of Kroog

Four mana for a 7/7 trample is a pretty good rate, so naturally Traxos comes with a drawback. And in Modern, that drawback isn't even so significant—players can easily build decks that cast heroic spells each turn should an adequate payoff demand it. But in this Construct's case, the payoff simply isn't big enough to warrant that kind of deckbuilding.

Traxos's biggest weakness lies in its typing. Kolaghan's Command and Ancient Grudge are the biggest obstacles to its playability outside of just Fatal Push. Where Hollow One naturally dodges the ubiquitous black instant and exists in decks that otherwise ignore artifact removal, Traxos all but requires a shell naturally weak to artifact hate already, increasing the odds opponents have some handy after its conditions have been met. All that fragility on a card that doesn't impact the board the turn it comes down bodes ill for this card's future in Modern.

Settle the Score

I've heard murmurings about this card in Jund as a way to fire off Liliana of the Veil's ultimate the turn after she comes down, but nah. Jund is not a combo deck, and has little interest in firing off Lili ultimates as fast as possible. It's an aggressive attrition deck that takes its time chewing through opposing resources so that it can take over the game with Tarmogoyf or a manland.

The latter option also demands Jund wield the most efficient one-for-one interaction possible, as does its general gameplan in a proactive format like Modern. These conditions combine to make Settle the Score superfluous in that deck to the point of being awful—or, in Magic lingo, "too cute."

Phyrexian Scriptures

The second of two sagas in this article, Phyrexian Scriptures plays like a Damnation with "suspend 1". On its own, that's pretty unimpressive, but Scriptures does leave one of its caster's threats alive, and incidentally hates on the graveyard.

As is the case with many fair-looking cards entering Modern from Standard, the exciting aspect of Scriptures lies in its abuse potential. Since its big mode is on II and not III, removing a counter from the enchantment somehow gives players access to repeated Wrath effects, all while their newly christened artifact beats down.

The most obvious way to achieve this combo is with Hex Parasite, itself an artifact that won't die to the sweep. Parasite can also remove multiple lore counters from Scriptures to buff itself with a +1/+1 counter should opponents hold off on playing threats into an impending Wrath of God effect.

While charming, I don't think this combo can actually survive in Modern. But I'd keep an eye on Hex Parasite. The way Wizards designed the sagas makes me think the metal insect could break something eventually.

Old Plane, New Toys

Besides the new Modern cards, Dominaria is dripping with throwback flavor, and I can't wait to get my hands on some of its awesome uncommons. Which cards from the set have you the most excited? Let me know in the comments.

Not Done Yet: Decks Exceeding Expectations

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Throughout Modern's history, decks have risen and fallen in popularity. One of the most critical factors driving these shifts on the metagame ladder are changes to the card pool; a new set or a timely edit to the banned and restricted list can send a deck's stock soaring or tumbling. However, not all of the moves we see in response to such changes are based on results and extensive testing. Sometimes, speculation drives a deck to an unsustainable high or an undeserved low. When this occurs, the metagame is often quick to compensate.

I find that the more informative of these two categories is which decks are being underrated. Being at the helm of a well-positioned but unexpected strategy yields a strong advantage come tournament time.

In this article, we'll discuss some decks that I feel were burdened with low expectations in the current metagame, and the reasons why they have been currently punching above their weight.

Looming Shadows

I feel that the foremost example of this phenomenon is Grixis Shadow. Bloodbraid Elf's unbanning threatened its supremacy as the premier rock midrange deck, and as such many pilots abandoned the strategy. However, time has proven that the deck has not lost any of its potency, and required very minimal adjustments to continue putting up results.

Grixis Shadow, by Alexander Miennert (22nd Place, SCG Open Milwaukee)

Creatures

4 Death's Shadow
3 Gurmag Angler
4 Snapcaster Mage
4 Street Wraith
1 Tasigur, the Golden Fang

Instants

2 Dismember
4 Fatal Push
2 Kolaghan's Command
3 Stubborn Denial
1 Temur Battle Rage
4 Thought Scour

Sorceries

2 Inquisition of Kozilek
4 Serum Visions
4 Thoughtseize

Lands

1 Blood Crypt
4 Bloodstained Mire
1 Island
4 Polluted Delta
4 Scalding Tarn
1 Steam Vents
1 Swamp
2 Watery Grave

Sideboard

2 Ceremonious Rejection
1 Collective Brutality
1 Disdainful Stroke
1 Engineered Explosives
1 Izzet Staticaster
1 Kozilek's Return
1 Liliana, the Last Hope
2 Nihil Spellbomb
1 Pyroclasm
1 Stubborn Denial
1 Temur Battle Rage
2 Young Pyromancer

This 75 demonstrates some interesting adjustments the deck has made to keep pace with the rest of the metagame. One of the major draws to playing Shadow was always that it had the ability to finish games more quickly than other midrange decks, thanks to its namesake creature getting gigantic as the pilot's life total dipped, and Temur Battle Rage serving as an "I win" button in combination with it.

In order to further leverage this gameplan, we see that Gurmag Angler has become the delve beater of choice over Tasigur, the Golden Fang. While the Zombie Fish is a bit tougher to cast, it's still well within possibility on turn two when coupled with Thought Scour and a couple of fetchlands, which the deck is built to assemble. Angler rewards its pilots for this extra investment by providing more power, which is relevant when going toe-to-toe with the likes of Tarmogoyf. It also dodges the occasional annoyance of having a Tasigur on the battlefield, with a second copy unhelpfully stranded in the pilot's hand.

The sideboard also features an array of tech. The Liliana of the Veil-oriented sideboard plan that past versions of Grixis Shadow employed isn't especially well-positioned against the current crop of midrange decks, so it's being swapped out for Young Pyromancer. This is a key innovation in my mind, as one of the major ways to combat Shadow's big beaters is with edict effects and heavy-duty spot removal, neither of which is especially effective against the combination of Pyromancer with Kolaghan's Command.

Bogles has also begun to make more regular appearances at the top tables, and Engineered Explosives is among Shadow's best answers to the aura-based menace when Leyline of Sanctity prohibits them from picking their opponent's hand apart. The Grixis wedge has enough tools to adapt to most metagames, but that adaption takes a little time. Now, Grixis Shadow looks to be alive and well.

Clash of the Titans

Next up is a deck that's been floating in and out of the metagame in its current incarnation in Amulet Titan. Since Summer Bloom's banning way back in January of 2016, fans of Amulet of Vigor have been tinkering with the land-centric shell in order to make up for the loss in explosiveness. Because of that, the deck has become an interesting hybrid between the blisteringly fast combo deck of old and a value machine using Tolaria West to find some handy silver bullets.

Amulet Titan, by Daryl_Ayers (6-2, Modern MOCS Monthly #11275291

Creatures

4 Azusa, Lost but Seeking
4 Primeval Titan
1 Reclamation Sage
4 Sakura-Tribe Scout
1 Walking Ballista

Artifacts

4 Amulet of Vigor
1 Engineered Explosives

Instants

1 Pact of Negation
4 Summoner's Pact

Sorceries

4 Ancient Stirrings
4 Explore

Lands

1 Bojuka Bog
1 Boros Garrison
1 Cavern of Souls
4 Forest
4 Gemstone Mine
1 Ghost Quarter
3 Gruul Turf
1 Khalni Garden
1 Radiant Fountain
1 Selesnya Sanctuary
4 Simic Growth Chamber
1 Slayers' Stronghold
1 Sunhome, Fortress of the Legion
3 Tolaria West
1 Vesuva

Sideboard

3 Dismember
1 Hornet Queen
4 Obstinate Baloth
3 Relic of Progenitus
1 Ruric Thar, the Unbowed
3 Spell Pierce

One major change this deck has made over the pre-ban versions is streamlining the colors of the spells being cast. While the original edition of this deck splashed blue for Hive Mind and Serum Visions, the current deck is almost entirely green, and employs Explore as its cantrip of choice. This makes the deck highly consistent, as the vast majority of land combinations enable it to cast spells effectively.

Tolaria West is the deck's most versatile card, enabling the deck to play all kinds of useful pieces beyond the Summoner's Pacts that act as functional copies of threats or disruption. Engineered Explosives hits all kinds of cards in a deck that can produce all five colors of mana, Walking Ballista weaponizes a stagnant board state with lots of excess mana or remove any troublesome early creatures, and Pact of Negation protects the combo. Together, they give this deck more game than would immediately be apparent from just looking at its primary engine.

The sideboard demonstrates that the pilot was really only concerned with two types of opponents: fast combo decks that demand disruption (Storm), and highly disruptive decks that complicate executing the primary gameplan (Jund, Jeskai). For the former category, the combination of Relic of Progenitus, Spell Pierce, and Dismember covers most common exemplars of these archetypes, while value creatures such as Hornet Queen, Obstinate Baloth, and Ruric Thar, the Unbowed are quality threats to slam against interactive opponents. As a whole, the deck looks to have plenty of game against the field, and should reward pilots willing to brave its notorious learning curve.

Beginning of the End

Due to the nature of hosers in Modern, the fortunes of most linear decks wax and wane rather dramatically depending on how many hurdles you can expect to face in postboard games. In the case of Living End, graveyard hate has become a fixture of many sideboards thanks to fair decks' increased reliance on it as a resource. A timely Relic of Progenitus or Rest in Peace shuts down everything from Gurmag Angler to Bedlam Reveler to Tarmogoyf, which makes playing an entirely graveyard-centric deck a somewhat dicey proposition. The deck struggled in the face of these cards to the point that a combo-control spinoff on it that was better-equipped to fight the hate enjoyed some success for a time.

However, the resurgence of Jund and other board-dependent midrange decks that cannot afford to play quality graveyard hate has ameliorated the graveyard-related hostility in most sideboards, which in turn opened up a niche for the timeless cycling-intensive deck.

Living End, by Henry Scipio (9th Place, SCG Modern Open Milwaukee)

Creatures

3 Archfiend of Ifnir
4 Desert Cerodon
2 Faerie Macabre
4 Fulminator Mage
4 Horror of the Broken Lands
4 Monstrous Carabid
3 Simian Spirit Guide
4 Street Wraith

Instants

2 Beast Within
4 Violent Outburst

Sorceries

3 Demonic Dread
1 Kari Zev's Expertise
3 Living End

Lands

4 Blackcleave Cliffs
1 Blood Crypt
2 Bloodstained Mire
1 Copperline Gorge
1 Forest
2 Grove of the Burnwillows
1 Overgrown Tomb
1 Stomping Ground
2 Swamp
4 Verdant Catacombs

Sideboard

1 Anger of the Gods
2 Blood Moon
2 Faerie Macabre
3 Ingot Chewer
2 Lost Legacy
2 Ricochet Trap
3 Shriekmaw

The creature base hasn't changed much since it got its last quality batch of cycling creatures in Amonkhet, which has made the deck very difficult to beat if its namesake spell resolves.What has occurred is consolidation: weaker cyclers the deck was forced to use in ages past such as Architects of Will and Deadshot Minotaur are definitively gone, and Archfiend of Ifnir & co. have cemented their place in the 60. Beyond that, sticking to the full playset of Fulminator Mage seems like a great way to combat both big mana and fair decks, and the singleton Kari Zev's Expertise can get a drawn Living End out of hand, turning an ordinarily disastrous event into a positive.

Sideboard-wise, we have a spicy new addition in Lost Legacy. Being able to proactively strip sideboarded answers from opposing decks goes a long way towards making postboard games more tractable, and helps in the combo mirror. The addition of Blood Moon may seem curious for a deck that's somewhat color-intensive, but the money cards for Living End are the cascade enablers, and both of them use red mana. After accumulating a critical mass of cyclers, End can slap down Moon and gum up its enemy's plan, providing time to find and cast a Living End. This 75 looks pretty well-tuned for the current metagame, and I wouldn't be surprised if the deck experienced a small resurgence.

Repeat Ad Nauseam

We now come to a former mainstay among the combo decks in the format in Ad Nauseam. This resilient, consistent strategy was seemingly always hanging around until recently, when the popularity of Grixis Shadow made suiting up with it a tough sell. While the Shadow menace persists, it's not quite at the level it was when it pushed Ad Nauseam to the fringes of Modern, and thus some pilots have found success with it again.

Ad Nauseam, by Cake363 (5-0, MTGO Competitive League)

Creatures

1 Laboratory Maniac
4 Simian Spirit Guide

Artifacts

4 Lotus Bloom
3 Pentad Prism

Enchantments

4 Phyrexian Unlife

Instants

4 Ad Nauseam
4 Angel's Grace
1 Lightning Storm
3 Pact of Negation
1 Pyretic Ritual
3 Spoils of the Vault

Sorceries

4 Serum Visions
4 Sleight of Hand

Lands

2 City of Brass
3 Darkslick Shores
4 Gemstone Mine
1 Island
1 Plains
3 Seachrome Coast
3 Temple of Deceit
2 Temple of Enlightenment
1 Urborg, Tomb of Yawgmoth

Sideboard

1 Blazing Archon
1 Echoing Truth
1 Elesh Norn, Grand Cenobite
3 Gifts Ungiven
1 Hurkyl's Recall
4 Leyline of Sanctity
1 Silence
1 Slaughter Pact
1 Thoughtseize
1 Unburial Rites

Ad Nauseam's maindeck is famously rigid, and this 60 is no exception; a singleton Pyretic Ritual is the only card that stands out as unusual to me. Instead, the spicy tech is in the sideboard: a Gifts Ungiven package threatens opponents on an angle they are unlikely to be prepared to defend in game two, which can result in some free wins. At a minimum, Gifts likely draws out countermagic or a discard spell from the disruption-minded, which can provide the pilot with an opening to resolve their namesake spell. And the Gifts package incentivizes opponents to keep in heavy-duty removal, which flops against the rest of the deck.

Closing Out

It's becoming increasingly apparent that Modern is experiencing an exquisite state of balance. There are lots of playable archetypes at the competitive level, and the gap between metagame mainstays and fringe players is about as slim as I can ever it remember it being. In such a climate, it is foolish to dismiss any deck's prospects, as a competent pilot with the right pairings can lead many an archetype to a strong finish. If you have any examples of decks that have been punching above their weight, or ones that you feel have been seeing less play than they deserve, drop me a line in the comments.

Open Testing: Lessons About the Metagame

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I fully intended to play in SCG Milwaukee last weekend. I'd been practicing and preparing for weeks, tuned my deck, and even made the travel arrangements. Then the two great powers of plan ruination, unexpected work and bad weather, derailed my plans. However, I'm not one to let all that work go to waste. Instead of the tournament report that I had planned, I will share what I learned about the metagame and where it led me. Hopefully it will help those of you going to GP Hartford this weekend.

Accumulating Data

I spend a lot of time studying the metagame before large constructed events. Most players do, but that usually involves looking at aggregate data: either overall metagame standings or the MTGO League 5-0 results. This is a great way to determine what is winning and therefore what is good in the meta, but that's not what I'm after. Rather, I want to know what players are actually playing. In my experience, a GP or Open Day 1 looks wildly different from the aggregate data. In fact, it isn't until late on Day 2 when the population begins to reflect the "real" metagame.

Simply asking around about what local players were on wasn't enough. Local metagames can be very warped or inbred. To combat this, I added in what gets played on MTGO. Doing so used to be reasonably easy; we could just watch the replays. Checking the first few minutes of as many games as possible revealed enough about popular decks to form a reasonably good picture of the "got played" metagame.

This technique isn't possible anymore, but I've developed a work around: use streamers. I don't watch the whole stream or even pay attention to what the streamer is actually playing. The first is time-prohibitive, and many streamers play the flavor of the week or favor weird or bad decks. Instead, I skip through to see what their opponents are playing. Each individual stream isn't particularly informative, but put together, pattern and trends emerge.

What follows is what I observed.

The Format Has Slowed Down

I don't have hard data on this claim, but about two-thirds of decks I've played against and half the decks I saw while studying could not reliably goldfish kill before turn six. Most of the blue decks couldn't do that even under ideal conditions. This is more because of an increase in midrange than of one in control. Jund seemed to be the most popular deck, but Mardu Pyromancer and GR Ponza were also common. Eldrazi and Gx Tron were also frequent choices.

Bloodbraid is Everywhere

My theory is that Bloodbraid Elf is responsible for the slowdown. It's powerful and flashy, and lots of players want to play that kind of game. However, I have yet to see any kind of aggressive deck featuring Bloodbraid succeed. Decks that are capable of a turn-four or earlier goldfish can't risk hands clogged by four-drops. RG Eldrazi is the closest I've seen, and it's more of a Stompy-style deck than true aggro.

A proven way to use Bloodbraid's power is to slow the game down by interacting, and then drown opponents in tempo and card advantage. Faced with additional interaction, faster goldfish decks are suffering, and pilots are switching to decks that don't lose to interaction. So it's no wonder Jund was the deck I saw the most, with Ponza and/or RG Eldrazi making at least one appearance per league and multiple at each paper event I played in.

So Much Discard

The primary interactive strategy was targeted discard. That's hardly news, considering what I've said about Jund, but there were other culprits too. About three-fourths of the midrange and control decks were black-based, with the rest being either Jeskai or UW Control. This included more Abzan and Mardu Pyromancer than I expected. In fact, about two-thirds of the decks in total featured Inquisition of Kozilek and Thoughtseize, including rogue aggro and combo decks.

The power of picking apart an opponent's hand is common knowledge. I knew that black strategies were popular, but the sheer number of observed games involving a turn one discard spell was unexpected. Many decks also ran Collective Brutality and Liliana of the Veil. Having cards in hand after turn four appears to be a luxury in Modern right now.

The Grind is Real

As a result of the slowdown and the discard, most matches turned into topdeck grindfests. The usual response when the format encourages grinding is to go hard aggro, and I wasn't seeing that adjustment. Humans was popular, and I'll get to that next, but there weren't many other decks that specifically avoided grinding. Most players accepted that the game would come down to at battle waged by impactful libraries and played along.

Interestingly, this really boosted the value of Jace, the Mind Sculptor. When you just slam Jace down on-curve, a lot of the time he has no measurable impact. The best that would happen was the threat of Jace drew Thoughtseize's gaze away from more important cards.

However, in most midrange matches, towards the mid-game, the board was usually clear or at least stalled until someone hit a string of lands and lost. Jace always broke parity, whether by bouncing a critical threat or just drawing extra cards. Whoever had Jace the longest won the control mirrors. The advantage Jace generates in a stalled game will eventually overpower the opponent.

It's Just Humans

Of the remaining non-midrange decks, about half were Humans. This is odd to me. Humans is a known good deck and is fairly cheap to build, so it's easy for players to gravitate towards. However, in my experience, the deck is a massive dog to Jeskai and Jund. There are too many different answers for Meddling Mage and Kitesail Freebooter to stop, and after the initial wave is exhausted, it's hard to rebuild. Champion of the Parish is amazing turn one, but really weak turn six.

The deck is redundant enough that discard doesn't hurt it much, and fast enough to win before the grind really begins, but if struggles to regain its footing after stumbling. Given how many decks were out there that tend to make Humans stumble, its prevalence was surprising. I expected Bogles to be more popular for that reason, but saw at most three.

Lots of Fragile Combo

Perhaps it's all of the Humans running around, but I never saw Storm either online or in person. That doesn't mean that combo was non-existent, but all the discard made critical-mass-of-spells-combos unattractive. Instead, combo players were going for the play-out-stuff-then-wait-for-the-critical-card combo decks like Ironworks Combo, RG Valakut, and Amulet Titan.

This trend is in line with earlier observations. Power-card-style combo decks are far better-positioned in discard-heavy metagames. Valakut is the best one, as lands can't be hit by Thoughtseize. Seize can take Scapeshift and Primeval Titan, but there's nothing to stop players from just dropping Valakut, the Molten Pinnacle. Similarly, most of Ironwork's cards are redundant, and draw into to the piece that got discarded. Lastly, Amulet has Tolaria West into Summoner's Pact to combo through discard.

The conclusion I reached was that Modern has become more warped around discard than ever.

Hollow One is Dredge, But Worse (For Everyone)

I saw a lot of Goblin Lores during preparation, and played against several, and realized BR Hollow One is both more frustrating to play against and less threatening than was Dredge with Golgari Grave-Troll. The BR Hollow One decks have a lot in common with Dredge. They play Magic uniquely, relying on recursive creatures, and are weak to graveyard hate. They are also capable of blistering starts that are extremely difficult for many decks to answer. In fact, Hollow One's best starts are far harder to beat than Dredge's.

At its most abusive, Dredge deployed multiple Prized Amalgams, Narcomoebas, and Bloodghasts on turn two. Hollow One can theoretically drop four Hollow Ones on turn one. Any sweeper or removal can save you against that Dredge draw. Only multiple Path to Exiles will keep you from dying to those Hollow Ones.

However, Hollow One is its own worst enemy. My favorite moment watching MTGO streams and videos was when a Hollow One player's turn one Burning Inquiry gave his opponent two free Wilt-Leaf Lieges to his lone Hollow One. Inquiry is a random bullet, and it hits its owner about as often as it hits opponents.

Bloodghast and Flamewake Phoenix are annoying, but the heart of the deck is Gurmag Angler and Hollow One. If those get randomly discarded, the deck falls apart: Phoenix doesn't come back on its own; Bloodghast isn't much of a threat; and Flameblade Adept dies to everything. Dredge doesn't have a fail state, except for graveyard hate—so long as it can dredge, it will chug along. Hollow One has a higher variance ceiling and a lower trough.

Anger of the Gods is Great

Watching decks fail to permanently answer Bloodghast actually made me wonder why Anger of the Gods isn't seeing more play. I saw mainly saw Sweltering Suns in the red sweeper role, and it seems worse to me. There is just so much utility in exiling creatures. And not only against creatures that refuse to die. Against Jund, exiling creatures means they provide no Tarmogoyf or Scavenging Ooze value.

Cycling makes Suns an easier maindeck choice, but I didn't see Anger in sideboards either. There are few good ways to deal with Hollow One's best draws, but Anger goes most of the way towards beating the average draws. I'd make that switch before complaining about the deck.

How I Responded

Based on my observations, I expected lots of discard, grinding, and Humans. There would be blue control decks and combo lurking in enough numbers to be relevant, but for the most part, I should expect black decks. I therefore wanted a deck with lots of card advantage that couldn't just be picked apart. It also needed to be able to answer or keep up with Humans.

At first, I considered a Jeskai Control deck, but didn't have a list that I liked. They were all a little too compromised and untuned for my taste. I was also skeptical of my ability to play control at a high level for eight rounds. Fortunately, I had another deck that I knew could grind well and had a decent Humans matchup. With a tweak, it also proved strong against discard.

Death and Taxes

Creatures

4 Thraben Inspector
4 Thalia, Guardian of Thraben
4 Leonin Arbiter
3 Phyrexian Revoker
4 Blade Splicer
4 Flickerwisp
3 Restoration Angel

Artifacts

4 Aether Vial

Enchantments

4 Leyline of Sanctity

Instants

4 Path to Exile

Lands

12 Plains
4 Ghost Quarter
4 Field of Ruin
2 Horizon Canopy

Sideboard

3 Rest in Peace
2 Disenchant
2 Kitchen Finks
2 Thalia, Heretic Cathar
2 Wrath of God
2 Settle the Wreckage
2 Gideon, Ally of Zendikar

To hedge against discard, I took a page from Bogles' playbook and maindecked Leyline of Sanctity. During testing it worked out very well, turning Jund from a bad matchup to an even grindfest. I have a lot of two-for-ones built in to the deck's fabric, and it paid to protect them from getting one-for-oned. Leyline was also incidentally impressive against Burn, 8-Rack, and other combo decks.

Going Forward

Lots of of decks struggle against Leyline, and I'll be watching this weekend to see if other players land on it as a way to beat discard. For those of you heading to Hartford, I advise having a plan of some sort for Inquisition of Kozilek. Good luck, and may you topdeck well!

So Wrong It’s Right: Accepting Tension

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The Modern community is ruthless in its dismissal of new decks. When one hits the scene (and one frequently does), pundits invariably point out instances of tension on paper: these cards can't possibly work together, the sentiment goes. And yet, the deck placed high enough to draw that attention in the first place.

Tension is as oft-misunderstood a Magic concept as tempo. In this article, I'll define the term and argue for its overlooked beneficial role in deck composition: taking advantage of an untapped resource.

Tension vs. Synergy

What is tension? Well, let's start by defining what isn't tension. The opposite of tension is synergy, or the cooperation of multiple distinct parts to form a combined effect greater than the raw sum of its parts.

Taken to its logical extreme, the ultimate example of synergy is just combo: attacking opponents for millions of damage sure beats the individual effects of Deceiver Exarch or Splinter Twin. Working down the spectrum, currently-legal synergy combos include Vizier of Remedies with Devoted Druid (which together yield unlimited mana) and Vizier with Kitchen Finks and a sacrifice outlet (unlimited life).

Examining Micro-Synergy

As we move deeper into fair territory, infinite combos disappear to make way for micro-synergies, or small, favorable interactions between cards that snowball into tangible advantage down the road. Micro-synergies are defined by groups of cards that work towards the same goal. Think Street Wraith, Mishra's Bauble, Tarmogoyf, and Traverse the Ulvenwald—a set of cards which, together, yield a product more powerful than the mana spent on them might suggest.

No fair deck in Modern lays claim to more micro-synergies than Traverse Shadow, a strategy that leverages these small advantages to at once be highly proactive, highly interactive, and highly consistent.

Traverse Shadow, by jled (13th, MTGO Modern MOCS)

Creatures

4 Death's Shadow
4 Tarmogoyf
1 Grim Flayer
4 Street Wraith

Artifacts

4 Mishra's Bauble

Instants

3 Fatal Push
2 Abrupt Decay
2 Dismember
3 Manamorphose
3 Stubborn Denial
2 Temur Battle Rage

Sorceries

4 Traverse the Ulvenwald
4 Thoughtseize
3 Inquisition of Kozilek

Lands

1 Blood Crypt
2 Bloodstained Mire
1 Breeding Pool
1 Misty Rainforest
2 Overgrown Tomb
4 Polluted Delta
1 Swamp
4 Verdant Catacombs
1 Watery Grave

Sideboard

2 Abrade
1 Ceremonious Rejection
1 Collective Brutality
2 Delay
2 Fulminator Mage
1 Izzet Staticaster
1 Jace, the Mind Sculptor
1 Liliana, the Last Hope
1 Maelstrom Pulse
1 Snapcaster Mage
2 Surgical Extraction

All the pieces here work together. For instance, Mishra's Bauble is more of a delirium enabler than a Death's Shadow buff. Still, it offers scrying with fetchlands, which feed the Shadow; adds information for Thoughtseize, the Avatar's other compatriot; and turns Street Wraith, the final piece of the Shadow core, into Opt. Similarly, Temur Battle Rage is here to get over impossible boards and one-shot opponents with a huge Shadow. But it's also happy to target Tarmogoyf, which grows up to 6/7 in this build.

By now, Traverse Shadow has decisively been reigned in. The deck's emphasis on micro-synergies makes it vulnerable to hosers that invalidate those synergies, especially graveyard hate like Rest in Peace and Nihil Spellbomb, despite that same focus generating a terrifying deck when left unchecked.

In this way, Traverse Shadow has much in common with Affinity, a decidedly less interactive, but far more proactive, aggro-combo deck. Affinity has so much built-in synergy that nearly any hand featuring Mox Opal is sure to be excellent, but hosers like Stony Silence shut the deck down almost entirely.

Defining Tension

With synergy defined, we can move on to tension. Tension is the strain resulting from ill-fitting pieces being jammed together. Magic players often refer to instances of tension as "non-bos" (cf. "combos").

Such instances include playing Snapcaster Mage in the same deck as delve creatures, or Chalice of the Void alongside Expedition Map. But as we'll see, tension isn't inherently bad. After all, decks running those combinations exist and perform. A key skill in Modern deckbuilding is to identify where decks can afford some tension, and to introduce it accordingly to achieve some other goal.

Diversifying the Offensive

Most of the time, that goal is diversifying angles of attack. There are two types of diversified attacks: ones that skirt opposing interaction, and ones that force opponents to have different types of interaction.

Back to Traverse Shadow. Its namesake threat, Death's Shadow, notably doesn't care about graveyard hate at all, making it an elegant line of attack against opponents packing hosers—the 13/13 ignores that type of interaction.

Unfortunately for Shadow, though, the deck only gets to play four copies of the creature, leading it to rely on Traverse the Ulvenwald to search out more. As such, graveyard hate still cripples many Traverse Shadow lines, and the deck's Shadow plan doesn't offer enough coverage to fully insulate the deck against hosers.

Traverse Shadow still finds itself relatively centered on the spectrum of "folding to grave hate," and around the same notch as Storm. On the very end, we have Dredge, a deck that very rarely beats a Rest in Peace. Consider this makeshift table on graveyard reliance among certain Modern decks.

This table is by no means comprehensive or accurately scaled.

So far, I've primarily focused on graveyard reliance to illustrate synergy and tension, but these two principles operate on many axes: converted mana cost clumping and curving; gameplan sharing; hand size and other resources. In terms of hand size, for example, Jace, the Mind Sculptor (whose +0 rewards players for accumulating many cards in hand) and Liliana of the Veil (whose +1 rewards them for going hellbent) have tension when played together. Graveyard reliance is just one of the easiest axes to visualize, so we'll stick with this example for the duration of this article.

In the table, my method for differentiating between graveyard-reliant and non-reliant decks was simple: non-reliant decks get to splash heavy-duty hosers like Relic of Progenitus and Rest in Peace; reliant ones do not. All the way on the left, such hosers become attractive sideboard and even mainboard options. Moving closer to the middle and beyond, decks begin to abandon them in favor of more surgical answers (such as literally Surgical Extraction).

Doing It Right

One deck I want to focus on is Hollow One, which has been putting up impressive results online. Rest in Peace does indeed stop the deck's Bloodghasts, Flamewake Phoenixes, and Gurmag Anglers. But it does nothing against Anglers that have already resolved, nor against Flameblade Adept or Hollow One itself. And since these threats come down so quickly, tapping out on turn two for a do-nothing enchantment could spell doom for Hollow One's opponent.

Hollow One, by Jono Mizer (6th, MTGO Modern MOCS)

Creatures

4 Hollow One
4 Flameblade Adept
4 Bloodghast
4 Flamewake Phoenix
3 Gurmag Angler
1 Tasigur, the Golden Fang
4 Street Wraith

Instants

4 Lightning Bolt

Sorceries

4 Burning Inquiry
4 Faithless Looting
4 Goblin Lore
1 Collective Brutality
1 Call to the Netherworld

Lands

4 Arid Mesa
3 Blackcleave Cliffs
3 Blood Crypt
4 Bloodstained Mire
2 Mountain
1 Stomping Ground
1 Swamp

Sideboard

3 Ancient Grudge
3 Big Game Hunter
2 Collective Brutality
2 Engineered Explosives
2 Fatal Push
1 Grim Lavamancer
2 Liliana of the Veil

While having threats that don't care about the graveyard (i.e. Death's Shadow) is nice, ones that can consistency apply pressure through graveyard hate, and occasionally blank graveyard hate by virtue of their sheer proactiveness, gives Hollow One a very solid plan against hosers.

Hollow One and Flameblade Adept let the deck attack from a different angle than Bloodghast and Flamewake Phoenix in both ways. As mentioned, they utilize a different resource—cards discarded, as opposed to the graveyard. That way, graveyard hosers don't single-handedly defeat the deck.

But they also perform different roles, and therefore demand different answers. The former pair goes tall, and fast, demanding heavy-duty spot removal. The latter pair attacks over or around defenders and laughs in the face of that same removal. Anger of the Gods and Surgical Extraction look pretty silly against a pair of on-board 4/4s, just as Ancient Grudge looks silly against everything besides Hollow One.

Hollow One's proactive gameplans attack from enough different angles at once to give most interactive decks a headache. Of course, this boon does come at a cost. The deck isn't as interactive or as reliable at assembling its gameplan as Traverse Shadow. And although its Goblin Lore-fueled consistency engine meshes well with grave-related creatures, it's still possible to draw the "Bloodghast half" of the deck when requiring the "Hollow One half," or to discard critical threats to a Lore and be left with more useless air. Granted, Hollow One does an admirable job of mitigating these tensions, but they do exist to some degree.

Doing It Wrong

A few weeks ago, I published "Unlikely Gifts: Brewing with Precognition Field," an article containing multiple decks with the Dominaria newcomer. Around the time I brewed those decks, all of which feature Manamorphose, I tried another Manamorphose deck that mashed together a heap of proven Modern engines, Yu-Gi-Oh! style. This deck re-vamped my old Mardu Shadow deck to accommodate Hollow One.

Hollow Bedlam Shadow, by Jordan Boisvert

Creatures

4 Bedlam Reveler
4 Death's Shadow
4 Street Wraith
4 Hollow One

Instants

4 Manamorphose
2 Fatal Push
4 Lightning Bolt

Sorceries

4 Thoughtseize
4 Faithless Looting
4 Burning Inquiry
2 Collective Brutality
2 Inquisition of Kozilek

Lands

1 Stomping Ground
4 Blood Crypt
1 Swamp
1 Mountain
4 Bloodstained Mire
4 Wooded Foothills
2 Verdant Catacombs
1 Sacred Foundry

Sideboard

2 Fatal Push
3 Ancient Grudge
3 Temur Battle Rage
2 Pyroclasm
3 Lingering Souls

The idea behind this deck was to attack opponents from many different angles at once, forcing them to present diverse answers and nullifying their hate. I figured the Hollow One and Shadow engines share Street Wraith, and Hollow's one-mana looting spells quickly fill the graveyard for Reveler. The Devil also shines alongside targeted discard, which compliments Shadow and protects Hollow One from Kolaghan's Command.

To include all three engines, I cut Goblin Lore from Hollow One, retaining the superior one-mana cantrips; I cut the blue and green consistency tools from Death's Shadow, relying instead on Faithless Looting to find my
Avatars; and I cut Young Pyromancer from Mardu Pyromancer, preserving instead Lingering Souls for token assaults from the sideboard and Bedlam Reveler as a way to abuse the graveyard and defeat grindy decks. (Death's Shadow already forces opponents to keep Fatal Push against us, and I've never much liked Pyromancer).

Of course, the deck was a failure. I found in testing that Hollow One requires more than just eight looting spells to be reliable. Wraith also does nothing for Bedlam Reveler without specifically Traverse the Ulvenwald in the mix. I encountered plenty of awkward draws with, say, one of each threat and no way to cast any of them.

Embracing Tension

My failed experiment notwithstanding, deliberately introducing tension into a deck sometimes improves it—if that tension is minimal compared to the benefits of attacking from a unique angle, for instance. After all, some decks do play Snapcaster Mage and delve threats together. And in my Queller-Cat deck from a month ago, I found Rest in Peace invaluable out of the sideboard, despite the deck's packing 4 Tarmogoyf.

The biggest reason to divest from synergy in Modern, though, is the utter power of the format's spells. If a UR deck doesn't utilize the graveyard at all, but can properly wield the likes of Snapcaster Mage or Bedlam Reveler, it should certainly do so. This example in particular is quietly reshaping the metagame as we speak; we're starting to see the UR Pyromancer decks from Pro Tour Rivals of Ixalan foresake non-Thing in the Ice creatures for the grave-hungry Bedlam Reveler and even Pyromancer Ascension. And the same principle holds for other decks: Modern contains so many incredible grave-based cards that it's generally correct to find a way to utilize that resource, even if doing so takes the form of running heavy-duty graveyard hosers instead.

Deckbuilders have much to gain in learning both when tension is acceptable and how much is too much. As always, my advice to these would-be scholars is to experiment and find out firsthand why certain combinations work or don't. To those of you who do, Godspeed, and may you steer clear of Value Town!

Video Series with Ryland: Hollow One

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Hollow One has risen to become one of the most played decks in the format. Logan Nettles, Jaberwocki on both MTGO and Twitter, compiled data from the recent MOCS monthly event. He found that Hollow One had a metagame share of 12.7% in that event as well as a win rate of 61.60%—the highest in the event for both categories. Certainly this is only one event, and as such the sample size for this data is quite small in the statistics world. However, the data is not meaningless. At the very least, Modern players should take note: Hollow One is likely here to stay.

There was a time when—to me at the very least—the deck seemed like a fad. The inconsistent and explosive flavor of the month that would pass as soon as the excitement did. Instead, the lists have only gotten better, and the pilots more familiar and numerous. Meanwhile, the results have reflected it.

The deck has been the subject of a lot of discussion in the community, not just because of its relatively recent inception, but also  because of its random elements. Like all Magic decks, it has its own idiosyncrasies and little nuances that can make it difficult to play in its own right. However, cards like Burning Inquiry can certainly be frustrating for both sides of the table at times. Maybe your two-land opener on the draw is now a no-lander? Perhaps now you are flooded? Sometimes it feels like Inquiry solves all your problems, and sometimes it feels like you got triple Thoughtseized. This has led to the archetype receiving a lot of flak from the community as it has risen in popularity.

Love it or hate it, you'll want to keep Hollow One in mind as you prepare for any upcoming events. If you haven't already checked it out, I highly recommend looking into Logan Nettles's data on his Twitter. He did a lot of work to put that together and I think there is a ton of valuable information there; particularly in the era where it seems WotC is giving us less and less info about MTGO results.

Now for some actual games of Magic! Hopefully we can triple Thoughtseize our opponents while we cast four Hollow Ones. I'm sure it will work out that way! I hope you enjoy the matches and, as usual, I'm interested to hear what kind of content you'd like to see moving forward, so I can continue to evolve and improve my videos. Please let me know your thoughts, and any improvements you would like to see concerning formatting, presentation, or whatever else strikes your fancy. If you'd like to see similar content, check out my Twitch channel for some more live Modern!

[youtube https://www.youtube.com/playlist?list=PL261kJ_cAQC8KhWUOQAG4xXBV2tpSegOK]

Hollow One, by Ryland Taliaferro

Creatures

4 Hollow One
4 Bloodghast
4 Flameblade Adept
4 Flamewake Phoenix
3 Gurmag Angler
4 Street Wraith
1 Tasigur, the Golden Fang

Instants

4 Lightning Bolt

Sorceries

4 Burning Inquiry
2 Collective Brutality
4 Faithless Looting
4 Goblin Lore

Lands

3 Blackcleave Cliffs
2 Blood Crypt
4 Bloodstained Mire
3 Mountain
1 Stomping Ground
1 Swamp
4 Wooded Foothills

Sideboard

2 Ancient Grudge
2 Big Game Hunter
2 Blood Moon
1 Collective Brutality
1 Engineered Explosives
2 Fatal Push
2 Grim Lavamancer
3 Leyline of the Void

Seeing the Spectrum: Is Modern More Unfair?

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The phrase "I know it when I see it" is rather cliché and typically unhelpful. It is also frequently true: there are phenomena that are easy to observe and record, but actually defining them is a struggle. For instance, physicists cannot agree on a Grand Unified Theory despite broad agreement on its components; philosophical debates can get terrifyingly heated; and the legal definition of obscenity is literally "I know it when I see it." Similarly, in Magic, it can be easy to "see" overpowered or broken cards, but meaningfully defining these ideas is extremely difficult.

During a weekly Modern tournament at my LGS, another player observed that Modern seems much faster and more unfair to him since Bloodbraid Elf and Jace, the Mind Sculptor were unbanned. The observation sparked a lengthy discussion that really didn't get anywhere before the next round started, and the issue was dropped. However, I haven't been able to let the idea go. Today, I'm going to reexamine the meaning of fairness and then try answer the title question with actual data.

Fair vs. Unfair

When you ask players what it means to be unfair, they tend to give some variation of "I know it when I see it." They'll also give this answer for what fair means, infuriatingly enough. When I've pressed those players, I've been given wildly differing opinions on exactly what those terms mean, but there are a few common threads that I've gathered together to form my own definitions.

Fair: Playing the game of Magic according to the introductory rules

When players talk to me about playing fair Magic, they always circle back to the gameplay from the starter kits that were part of the old core sets. You play one land a turn, draw one card a turn, pay the full mana cost of your spells, and if you want to do more than that you have to pay an appropriate price in mana. This style of play encapsulates the slow and grindy, but easy to follow and learn, gameplay that Wizards pushes on newbies to help them learn the game.

The logical next step is to define unfair as the opposite of fair and go to lunch. However, that's not a useful definition. By that measure, almost every tournament-caliber deck is at least a little unfair. And fair enough, that's usually why they're played in the first place. However, a definition that broad is useless. If it includes too many things, it's not really defining anything. Granted, unfair Magic does involve breaking the rules, but in what way or to what degree?

Unfair: Breaking or exploiting the rules of Magic as a primary mode of gameplay

Doing something that breaks the rules isn't enough. To be truly unfair, a deck has to be deliberately unfair most of the time. Playing a card that draws extra cards for little price is not fair, but if the rest of the deck follows the rules, then on whole it's still fair. If instead you build the deck to really take advantage of drawing extra cards for no cost, then you're in unfair territory. The more rules you break to make your deck work, the more unfair you become.

The Fairness Spectrum

I see fairness as a spectrum. On the far fair side we have decks like pre-Bloodbraid Jund or Jeskai Control. They contain powerful cards and value efficiency, but play very close to the rules. Moving along the line, you have decks that utilize some cheats, but maintain a fundamentally fair gameplan.

As you approach the midpoint, you get into the ambiguous zone. I've discussed this area in the past and have always struggled to define it. Decks in this region are either doing something fundamentally fair in an unfair way, or are doing something unfair through fair means. Playing ramp strategies is reasonably fair; using ramp to perform a combo kill is not. Hard-casting huge creatures is fair; generating seven mana for Karn Liberated on turn three is not. Dropping aggressive creatures and pumping them up is a fair strategy, while dumping your entire hand in two turns and then attacking for 20 flying damage is not.

After this zone, you have the truly unfair decks. These rely on breaking rules to win. There are plenty of combo decks here, but this is also where you'd find the Eye of Ugin-powered Eldrazi decks from 2016. Here's a graphic to demonstrate:An interesting sidenote is that planeswalkers are hard to place on this spectrum. On the one hand, their initial effect is extremely fair: you pay the mana cost then use an ability. If compared to a spell, that is perfectly fair, especially considering how marginal a lot of planeswalker abilities are for their mana cost. However, the point of planeswalkers is that they remain in play and continuously generate advantage. This moves things towards unfair in my opinion. By how much and how quickly is the question, and I have no answer. It may simply be that planeswalkers are neither fair nor unfair.

Power is Irrelevant

The other thing to remember is that power is just power. Tarmogoyf is undercosted and incredibly powerful. It is also vanilla creature that only attacks or blocks, and is a perfectly fair card. The fact that it's better than anything else at that job has no bearing on its fairness. Wizards is always tweaking power levels. What is too powerful today can easily be par for the course tomorrow.

Obviously, brokenly unfair cards are incredibly powerful, but so is Thought-Knot Seer. As a four-drop, that card is powerful, but fine; alongside the unfair mana acceleration of Eye of Ugin and Eldrazi Temple, it becomes busted. Therefore, raw power or efficiency is irrelevant as far as fairness is concerned.

Is Modern Shifting?

That the metagame is moving is an accepted fact. The return of Jund to prominence after nearly disappearing last year is proof enough. However, how exactly it is shifting and where the metagame is actually moving is unclear. Raw metagame data is unstable, and the picture I've gotten shifting through results is too muddy to deal with, so I'm going to simplify things to make it all comprehensible.

Comparative Analysis

Is there a difference in fairness from the pre-unban metagame to the current one? To answer this question, I'm going to take the 10 Tier 1 decks from before the ban and compare it to the current top ten decks from MTGGoldfish.

I am sorting these based on my criteria of the unfair component being critical to the operation of the deck. Most constructed decks cheat in some way (that's why they're playable); it's just a question of degree. For example, Death's Shadow decks cheat on mana cost thanks to delve, but they have to do a lot of setup work, and that keeps them out of the ambiguous zone, even if it's just barely. Similarly, abusing hexproof and denying the entire concept of interaction is the entire point of Bogles, and this rule-breaking pushes it into ambiguous fairness, if only barely. However, trying to define exactly how or where the decks fall introduces a lot more personal opinion than necessary, so I will stick to the broader categories. There's enough of that just in assigning categories.

Deck NameBroad Classification
Grixis ShadowFair
BurnFair
Gx TronAmbiguous
Jeskai TempoFair
RG ValakutAmbiguous
Eldrazi TronAmbiguous
AffinityAmbiguous
HumansFair
Gifts StormUnfair
Counters CompanyAmbiguous
Deck NameBroad Classification
HumansFair
JundFair
Gx TronAmbiguous
BR Hollow OneUnfair
Gifts StormUnfair
BurnFair
AffinityAmbiguous
GW BoglesAmbiguous
Grixis ShadowFair
Jeskai ControlFair

In December, there were four unequivocally fair decks, five ambiguously fair decks, and a single unfair deck. At the moment, there are five fair decks, three ambiguous decks, and two unfair decks. That's not substantially different. It is interesting that there's an additional unfair deck, but the sample is now primarily fair. This is still too little data to draw a meaningful conclusion, so I will expand into Tier 2.

Deck NameBroad Classification
AbzanFair
JundFair
UW ControlFair
DredgeUnfair
Traverse ShadowFair
Eldrazi and TaxesAmbiguous
UR BreachAmbiguous
Mardu TokensFair
RG PonzaAmbiguous
Lantern ControlUnfair
Deck NameBroad Classification
Eldrazi TronAmbiguous
UW ControlFair
UR BreachAmbiguous
DredgeUnfair
TitanshiftAmbiguous
Ad NauseamUnfair
PonzaAmbiguous
Mardu PyromancerFair
Counters CompanyAmbiguous
Bant CompanyFair

This is a stronger result. The old Tier 2 metagame had five fair decks, three ambiguous decks, and two unfair. The current one has three fair, five ambiguous, and two unfair decks. That is a noticeable change. Going into Tier 3 adds two fair, three ambiguous, and five unfair decks for the old meta and three fair, three ambiguous, and four unfair for the new.

Meaning

Overall, I don't think this data actually means anything. Taken together, the old metagame same had 11 fair decks, 11 ambiguous decks, and eight unfair, while the new one has 11 fair, 11 ambiguous, and eight unfair decks. In other words, the data as a whole shows no change. Therefore, it does not support that the metagame is more unfair, making the answer to my starting question "no." If it is perceived to be less fair, I believe that comes from seeing primarily Tier 2-3 decks, which had far more truly unfair decks in both time periods.

The Catch

Is Bloodbraid Elf a fair card? If it isn't, does that make a deck built around it or at least made to exploit it unfair as well? I ask because Jund used to be the paragon of fairness in Modern, but I'm not so sure anymore. A 3/2 with haste for four mana is fair, but making additional mana is not. With cascade, Bloodbraid generates 1-3 mana and a card for the price of the 3/2 with haste.

Having an unfair element doesn't necessarily mean a deck is unfair or even ambiguous, but building your deck around such a card does move a deck in an unfair direction. Comparing current lists to older ones reveals an incredible amount of change meant to maximize Bloodbraid's potency. If you count Bloodbraid as an unfair card, then a number of decks have moved closer to unfair status. RG Eldrazi is primarily a fair deck, but the mana acceleration from Eldrazi Temple makes it less fair. Counting Bloodbraid as unfair may move it into ambiguous status. This does not mean that it actually is unfair; I'd have to examine it more. Still, the picture is muddier than before.

The Transition Continues

Regardless of the actual trend in the format, it is clear to me that Modern is still in flux and unlikely to settle for some time. There has been tremendous change in Tier 1 according to this data, and that has a cascading impact on every other deck. We won't know with any certainty what the metagame is actually doing for another few months. My advice in the meantime is to enjoy the breathtaking diversity it while it lasts, as I believe the format will become solved eventually.

Brewing UBx Legends with Mox Amber

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After seeing the leaked Dominaria spoilers for the first time, one of my first orders of business was to try out Mox Amber in Modern. I brainstormed a couple of possible shells before settling on something radically different from what David ended up choosing: a UBx midrange deck. In this article, we'll take a look at the builds I came up with and my impressions of Mox Amber for Modern. My conclusions also differ from David's, as I expect Mox Amber to find a home in Modern.

Continue reading "Brewing UBx Legends with Mox Amber"

Speed Check: Is the Metagame Faster or Slower?

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As the metagame continues to settle after the unbans of Jace, the Mind Sculptor and Bloodbraid Elf, an interesting dichotomy has arisen: some players claim that the presence of these powerful four-drops has made the format faster and less interactive, while another sector espouses the opposite belief. I took it upon myself to find out which camp has a better read on Modern.

The former group claims that a deck lacking both Jace and the Elf cannot hope to win a grindy, fair game, and must thus resort to trying to get under decks with the cards. The latter holds that because these cards have mostly boosted the fortunes of fair decks, the format is more interactive than it has been in recent memory, resulting in longer, slower games of Magic.

This article lays out the current slate of top decks, then compares it to that of the most recent lineup before the unbans. Next, it attempts to determine whether the most represented decks attempt to win faster than their predecessors did.

The Usual Suspects

In order to establish a frame of reference, we have to establish a baseline of what decks are the most common performers in the current environment. While Wizards' change in policy regarding the publication of Magic Online league data has made direct comparisons with the past somewhat difficult, I think it's reasonable to assume that decks that make their way to the 5-0 listings regularly are at least somewhat well-positioned. With that in mind, a results accumulation resource like MTGGoldfish should still provide a sufficient approximation of what decks to focus on.

Another useful exercise at this stage is to establish a given deck's degree of interactivity. Storm isn't operating on the same axis as Jund, and there are plenty of decks somewhere in between those two that need their place defined. For the purposes of this discussion, we'll use the following categories.

Minimally interactive - These decks pack few or no ways to directly interact with their opponents. Some of their action cards can interact, but the gameplan is mostly to ignore what the opponent is doing.

Examples: Ad Nauseam, Gifts Storm

Moderately interactive - These decks tend to have a firmly established gameplan, but are also capable of disrupting opponents if the situation dictates it. The disruption these decks employ is often integrated into their gameplan.

Examples: Hollow One, Humans

Highly interactive - Disrupt early and often is the name of the game here. These decks generally have a small handful of win conditions, and then dedicate the rest of their shell to ensuring that opponents must fight tooth-and-nail to execute their own gameplans.

Examples: Jeskai Control, Mardu Pyromancer

The Need for Speed

Last but not least, we have to talk about speed, or proactivity. Decks like Burn aim to win as fast as possible; on the other side of the coin, control decks want to establish themselves on the battlefield and the stack, and then win much later. Here are some broad categories we can use to categorize the speed of the decks we are interested in evaluating:

Fast decks - These are generally looking to win by turn four. Some of them are even capable of finishing the game before then if left to their own devices.

Examples: Burn, Infect

Moderately fast decks - These decks are generally proactive and looking to win the game in a reasonable time frame, but are not quite as "all-in" as the fast decks. Provided they draw the proper tools, these decks are as comfortable winning the game on turn four or five as they are on turn 10.

Examples: Grixis ShadowRG Ponza

Slow decks - These decks have piles of interaction and a nominal amount of win conditions. Their goal is usually to stymie the opponent's gameplan, eventually find their ways to win, and then close the game out at their leisure.

Examples: UW Control, Lantern Control

Measuring Up

With these categories in mind, let's take a look at the top 15 decks currently on MTGGoldfish and see where things stand in the pre- and post-unban metagames.

Deck NameDeck RankingInteractivitySpeed
Jund1Highly interactiveModerately fast
Humans2Moderately interactiveModerately fast
Gx Tron3Moderately interactiveModerately fast
Burn4Moderately interactiveFast
Hollow One5Moderately interactiveFast
Gifts Storm6Minimally interactiveFast
Affinity7Minimally interactiveFast
Bogles8Minimally interactiveFast
Grixis Shadow9Highly interactiveModerately fast
Jeskai Control10Highly interactiveSlow
U/W Control11Highly interactiveSlow
Eldrazi Tron12Moderately interactiveModerately fast
Ad Nauseam13Minimally interactiveModerately fast
Ponza14Moderately interactiveModerately fast
Dredge15Moderately interactiveModerately fast

My prediction prior to putting these lists together was that the average speed and interactivity of a deck in the metagame will not have changed much, but the metagame will have become more polarized. Fast, minimally interactive decks and slow, highly interactive decks would find themselves on the rise, with the middle ground between these extremes eroding to some degree.

The hypothesis ended up only half-right. A look at the high-ranking decks in a vacuum instead favors the view that the metagame has gotten faster; while most of the decks here are interactive to some degree, they are all looking to win quickly. Cards like Bloodbraid Elf have injected speed into the likes of Jund and RG Ponza. Uxx control decks seem to be the only representatives of the slower side of the spectrum that are performing at a high level, as prison strategies like Lantern Control are pushed out by the re-emergence of decks heavy on artifact hate.

However, we cannot definitively state that the meta has gotten faster until we take a look at a snapshot of the metagame prior to the Jace and Bloodbraid unban:

Deck NameDeck RankingInteractivitySpeed
Gx Tron1Moderately interactiveModerately fast
Humans2Moderately interactiveModerately fast
Grixis Shadow3Highly interactive Moderately fast
Burn4Moderately interactiveFast
Affinity5Minimally interactiveFast
Eldrazi Tron6Moderately interactiveModerately fast
Mardu Pyromancer7Highly interactiveSlow
Dredge8Moderately interactiveModerately fast
Jeskai Control9Highly interactiveSlow
Titanshift10Minimally interactiveModerately fast
Traverse Shadow11Highly interactiveModerately fast
Counters Company12Minimally interactiveFast
UR Madcap Moon13Highly interactiveModerately fast
UW Control14Highly interactiveSlow
Abzan15Highly interactiveModerately fast

This list of decks does confirm the assertion that the current metagame has gotten faster and less interactive. Not only are there more representatives for the decks I consider fast (five examplars now to three previously), there's also a dip in decks that could be thought of as highly interactive (we went from seven decks in that ledger to four). Given this information, it's reasonable to conclude that one of the major ways decks have adapted to the rise of Bloodbraid and Jace is to speed up and duck under them.

Drilling Deeper

While our categorization does a reasonable job of illustrating broad trends in the metagame, we can also narrow our focus by examining the decklists of various archetypes one might expect to see in each metagame and how they have changed.

Let's begin the comparison with one of the pillars of Modern: BGx Rock. This is an Abzan list from just before the unban announcement.

Abzan, by ef_apostrophe (6-1, MTGO Modern Challenge #11145571)

Creatures

2 Siege Rhino
3 Grim Flayer
2 Scavenging Ooze
4 Tarmogoyf
2 Tireless Tracker

Instants

2 Abrupt Decay
2 Fatal Push
4 Path to Exile

Sorceries

1 Collective Brutality
3 Inquisition of Kozilek
4 Lingering Souls
1 Maelstrom Pulse
3 Thoughtseize

Planeswalkers

3 Liliana of the Veil
1 Liliana, the Last Hope

Lands

3 Blooming Marsh
1 Forest
1 Godless Shrine
3 Marsh Flats
2 Overgrown Tomb
1 Plains
2 Shambling Vent
1 Stirring Wildwood
2 Swamp
1 Temple Garden
4 Verdant Catacombs
2 Windswept Heath

Sideboard

2 Collective Brutality
1 Damnation
1 Flaying Tendrils
3 Fulminator Mage
1 Gideon, Ally of Zendikar
1 Maelstrom Pulse
2 Nihil Spellbomb
2 Stony Silence
2 Surgical Extraction

Compare this Abzan list to a Jund one from the latest MTGO Competitive League list dump.

Jund, by cliang (5-0, MTGO Competitive League)

Creatures

4 Bloodbraid Elf
4 Dark Confidant
1 Grim Lavamancer
2 Scavenging Ooze
4 Tarmogoyf

Instants

1 Abrupt Decay
1 Kolaghan's Command
4 Lightning Bolt
1 Terminate

Sorceries

4 Inquisition of Kozilek
2 Maelstrom Pulse
2 Thoughtseize

Planeswalkers

4 Liliana of the Veil
1 Liliana, the Last Hope

Lands

4 Blackcleave Cliffs
1 Blood Crypt
3 Bloodstained Mire
1 Blooming Marsh
2 Forest
2 Overgrown Tomb
3 Raging Ravine
1 Stomping Ground
2 Swamp
1 Treetop Village
1 Twilight Mire
4 Verdant Catacombs

Sideboard

2 Ancient Grudge
2 Collective Brutality
2 Fatal Push
3 Fulminator Mage
1 Grafdigger's Cage
1 Hazoret the Fervent
1 Kitchen Finks
2 Nihil Spellbomb
1 Tireless Tracker

Jund has classically been considered to be a more aggressive deck than Abzan, and a look at these two lists illustrates why very well: its removal spells can double as reach, its manlands are more offensively slanted, and Dark Confidant provides a strong impetus for closing out games before its drawback kills its controller. As Jund is currently ascendant, players can expect more offensive pop when opponents open with Swamp into Thoughtseize.

Next, let's look at some of the more aggressive decks. Here's the Bogles list Dmitriy Butakov piloted to a win in this year's Magic Online World Championship.

Bogles, by Dmitriy Butakov (1st Place, Magic Online World Championship)

Creatures

4 Slippery Bogle
4 Gladecover Scout
4 Kor Spiritdancer

Enchantments

4 Daybreak Coronet
4 Ethereal Armor
2 Gryff's Boon
2 Hyena Umbra
4 Leyline of Sanctity
4 Rancor
4 Spider Umbra
2 Spirit Mantle

Instants

2 Path to Exile

Lands

1 Dryad Arbor
1 Forest
4 Horizon Canopy
1 Misty Rainforest
1 Plains
4 Razorverge Thicket
3 Temple Garden
1 Verdant Catacombs
4 Windswept Heath

Sideboard

3 Gaddock Teeg
1 Grafdigger's Cage
2 Path to Exile
2 Rest in Peace
2 Seal of Primordium
1 Spirit Link

Bogles was fringe at best in the recent past, but now it's back with a vengeance, and one of the big reasons why is that it demands a very specific type of interaction. Spot removal spells are often useless, while black discard spells and sacrifice effects can be shut off with Leyline of Sanctity. Countermagic or enchantment destruction still stops Bogles, but only when paired with a clock, or the Bogles player will eventually draw through such disruption.

Compare this deck to a fast one from the previous metagame, Counters Company.

"Counters Company, by Steve Campen (1st Place, SCG IQ Bernardsville)

Creatures

4 Birds of Paradise
4 Devoted Druid
2 Duskwatch Recruiter
3 Eternal Witness
1 Fiend Hunter
4 Kitchen Finks
2 Noble Hierarch
1 Qasali Pridemage
1 Rhonas the Indomitable
1 Scavenging Ooze
1 Selfless Spirit
1 Tireless Tracker
1 Viscera Seer
3 Vizier of Remedies
1 Walking Ballista

Instants

4 Chord of Calling
4 Collected Company

Lands

2 Forest
2 Gavony Township
1 Godless Shrine
3 Horizon Canopy
1 Marsh Flats
2 Overgrown Tomb
1 Plains
2 Temple Garden
4 Verdant Catacombs
4 Windswept Heath

Sideboard

2 Abrupt Decay
1 Burrenton Forge-Tender
1 Eidolon of Rhetoric
1 Kataki, War's Wage
1 Orzhov Pontiff
2 Path to Exile
1 Reclamation Sage
3 Tidehollow Sculler
2 Voice of Resurgence
1 Worship

Bogles is built with the idea of invalidating spot removal in mind, whereas Counters Company's combo finishes are highly vulnerable to that very type of card. Furthermore, the toolbox nature of Company decks allows room for a few cards that push a plan other than the combo (such as Fiend Hunter, Tireless Tracker, Tidehollow Sculler, and Voice of Resurgence), but the all-in nature of a deck like Bogles does without such luxuries; virtually every inclusion in that deck is either part of the primary gameplan, or protects the primary gameplan.

These differences are only part of why Company is in the outhouse while Bogles is in the penthouse. More importantly, they establish a clear trend reinforced by the uptick in decks with recurring threats like Hollow One's Flamewake Phoenix and Bloodghast, or redundant proaction like Burn's removal-proof reach. Bloodbraid Elf and Jace, the Mind Sculptor have indeed primarily boosted slower decks, and the field has adjusted by rewarding decks that complicate interacting.

Running Off

Changes in the highest echelons of the metagame are increasingly apparent. But whether these development are good, bad, or neutral for format health and diversity remains to be seen. If you have any opinions on the current state of the format, or on the analyses I performed to arrive at my conclusions, drop me a line in the comments.

Dissecting Mox Amber: What Measures a Mox?

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There is a reason that games have rules: without them, everything would just be Calvinball. Rules provide structure, cohesion, and comprehension. To mess with them is to risk your game flying apart. Magic is no different. Draw one card, play one land, each land produces one mana, use that mana to pay the cost of your spells; simple, easy, fair. Which is why cards that break those rules are so powerful, and why each time Wizards messes around with them too much, game stability is compromised.

By now, you've certainly seen the leaked Dominaria FAQ. As a result, you know that there is a new mox coming. Mox Amber will be the ninth tournament legal mox in Magic's history. The question is, how well it will measure up? Older moxen have a somewhat inconsistent history, and it is not guaranteed that a new mox will be playable. Every mox has seen play, most extensive, but enabling them isn't always easy. Therefore, Mox Amber's playability will depend on how easy it is to use, and how closely it resembles the original, "unconditional" moxen. I am skeptical it is worthwhile in Modern, but there is a chance.

The Original Moxen

The original five moxen make up most of the Power Nine. They are arguably the best "lands" ever printed. They cost no mana to cast and produce mana, just like lands. Most of the time, they're better than lands because you can play multiples, in the same turn, in addition to a land. Mana acceleration is good, and free mana acceleration is utterly busted. Furthermore, because they function just like a land, they replace lands. Functionally, Mox Sapphire is an Island that you cast, meaning it replaces Island. This is how mana-hungry Vintage decks get away with low land counts. Yes, there are cards like Chalice of the Void and Stony Silence that make moxen liabilities, but the risk is small compared to the benefits.

Not only being the first moxen, but also the most busted moxen, makes the originals the measuring stick for all the subsequent moxen. There will never be anything that exactly copies them, but how close a given mox comes determines its playability. The degree to which the mox reduces the need for lands and accelerates your first turn determines its value. All the moxen have seen play, but none have the universal value of the originals: some are niche, which others are widespread in a certain type of deck.

The Balanced Moxen

Wizards has subsequently tried to weaken the moxen. They've also been incredibly stingy with them, only making four more in the past 25 years. In fact, as I was looking it up, I realized that it is a regular release every seven years. Mox Diamond was released in 1996, then seven years passed before Chrome Mox saw print in Mirrodin in 2003, and then seven more between that and Mox Opal in 2010. Mox Amber is overdue at eight years. I need to ask Rosewater if this was intentional. In any case, none of these moxen were as good as the originals, though a few came close.

Mox Diamond

The first new mox is also currently the worst mox. As far as I can determine, and I will stress that records from 1996 are sparse, Mox Diamond saw limited play before Legacy Lands became a deck. The mana ability is superior to that of the originals since it produces all colors of mana, but the drawback is significant. You must discard a land for Diamond to enter play. This means you need extra lands in your hand when you play it, and as a result, you couldn't cut lands for the mox. Thus, it never saw widespread play, instead serving as an accelerant in broken combo decks that already played lots of lands. Between taking up a spell slot and requiring more lands, most decks didn't want Mox Diamond.

Legacy Lands changed that trend. Lands runs as many lands as its name suggests, frequently requires color fixing and acceleration, and can mitigate the drawback with Life from the Loam. Other land-heavy decks have also adopted Diamond, meaning that it is finally a format staple in Legacy, if a niche one. The lesson is that context is key, and having the ability to play a mox doesn't mean you should.

Chrome Mox

The second Mox is in my opinion the most powerful. Chrome Mox requires a sacrifice of a colored spell to do anything, but that proved to be acceptable. It could be used turn one without difficulty or any deckbuilding restrictions and functioned just like a land. This is as close to the originals as any mox has come and Chrome Mox has seen widespread play. In Standard it was everywhere. Affinity ran a set because even if you didn't imprint anything it was still mana for Frogmite and Myr Enforcer or Arcbound Ravager chow. Other, ostensibly fair decks, ran Chrome too to try and keep up with the artificial menace. Even the older formats got into the action.

Once Affinity was banned in Standard, Chrome Mox began to fall off. As the format slowed down card advantage became more important pitching a card to the Mox became too burdensome. Since then, fair decks have stayed away from Chrome Mox while broken combo decks are fine because they don't care about card advantage. For this reason, Chrome Mox is banned in Modern.

Mox Opal

Next is the only Modern-legal mox. Mox Opal is designed to be the most niche mox ever, and it succeeds. Keying off the artifacts matter theme in Scars block, Opal only produces mana when you have metalcraft. Which isn't a big deal, as it counts itself, but most decks don't play many artifacts to begin with so they can't utilize Opal. The biggest change from Chrome to Opal was the addition of legendary. This appears to be Wizards' new balancing strategy, and it makes sense. Multiple moxen are extremely powerful after all, and legendary status means that any extra copies will be Lotus Petals at best. Which is still pretty good, but not five-jewels good.

The restriction on how it produces mana means that Mox Opal has never seen widespread play. However, in artifact-heavy decks, it's a four-of. It does everything you want from a mox in the right deck. In Affinity it is almost always active turn one and will always work by turn two in any artifact deck. This means it is always the same as a land turn one in Affinity and very close in artifact combo decks like Krark-Clan Ironworks. These decks would play the means to turn on Opal anyway so the restriction isn't a problem and thus it functions like a substantial chunk of a land. I can't say it's a full land because you can't keep multiples in play, but it certainly lets artifact decks cut some lands.

Mox Amber

And now, the star of the show. The first thing to note is that Mox Amber is legendary, just like Opal. Also like Opal, it keys off the set's focus, in this case other legendaries; specifically, creatures and planeswalkers. If you have a legendary creature or planeswalker, Amber produces a mana in their colors; otherwise, it does nothing. Colorless is not a color, so Karn and Hope of Ghirapur don't work.

Mox Amber requires cheap legends to shine, and for this reason, I don't think it was designed with Standard in mind. True, we haven't seen the full spoiler yet, but I have doubts about there being enough playable one-mana legends for the mox. The current spoiler has a number of two-mana legends, but again, the main value of a mox is first-turn acceleration.

That's why I think it was intended for Modern. Modern only has one legal mox, and I can't see Legacy or Vintage using this one. Considering that white has more cheap legends than any other color with red a distant second, I think it was intended for a white-based aggressive deck. The question now is whether it will actually have a home in Modern.

Is It Worthwhile?

Given the mentioned limitations, is Mox Amber a good use of deck space? That will depend on how much it resembles the original moxen, specifically how well it functions as an extra land drop turn one and if it replaces lands. The whole point is that you're running a card that functions as a land but is also an accelerant. If you can't replace lands or it can't be used until turn two or later, why not just run Birds of Paradise? Barring that, there needs to be some extra payoff to make it useful.

Is It a Land Drop?

Is Mox Amber an extra land drop? Kind of. If you have it, a land, a castable legend, and a one-mana, same-color spell in your opening hand, absolutely. If not, then you're wasting a card, because the mox isn't accelerating your turn one. As a means to jump up the curve it works, but I then question if it's better than a mana dork. Lightning Bolt on the creature slows you down in either case, but in the mox scenario, you also spent an extra card. That's not great. As to whether it replaces lands, the answer is no. In order for Mox Amber to do anything, you have to have already played a spell, so your demand for land on turn one remains the same. After that turn, Mox Amber becomes more like a land, but the value of the acceleration also substantially decreases.

This limitiation is a huge strike against the mox. Explosive creature decks that could play and may want a mox will struggle to include the card because they cannot shave on lands. Humans is close to this theoretical list, already runs 18 lands and has to mulligan a lot because it can't find the first land to get going. Meanwhile, Affinity runs fewer lands with a full set of Mox Opal, and is perfectly fine because in that deck, Opal is a land. They will always turn on Mox by turn two, frequently one, and can always use the mana. There's little hope that Amber can make Humans' problem better, so I think it compares poorly to Opal and the original moxen, putting it in the same category as Mox Diamond.

Build-Around Potential

What about the Mox Diamond approach of building around the card? There isn't a drawback that can be taken advantage of here, so the possibilities are limited. Instead, we would simply have to embrace the limitation and make use of the acceleration. We've established that cheap legends are necessary and that white has the best, followed by red. Why not go for a legend aggro deck? Because just playing a bunch of 2/2s for one isn't very good in a format filled with one mana removal. Flooding the board against Jeskai isn't useful when they can Bolt and Path your early plays then use Lightning Helix to stabilize. Instead, we need to go the blitz approach.

Legend-Whack, Test Deck

Creatures

4 Isamaru, Hound of Konda
4 Kytheon, Hero of Akros
4 Zurgo Bellstriker
4 Thalia, Guardian of Thraben
4 Kari Zev, Skyship Raider
4 Anafenza, Kin-Tree Spirit
4 Goblin Bushwhacker
4 Reckless Bushwhacker

Instants

4 Lightning Bolt
2 Path to Exile

Artifacts

4 Mox Amber

Lands

4 Sacred Foundry
4 Battlefield Forge
4 Arid Mesa
4 Inspiring Vantage
1 Plains
1 Mountain

The idea here is to flood the board with as many legends as possible, boost them with Bushwhackers, and hope that's good enough. Which is obviously the same plan as 8-Whack, and frankly I think it's quite a bit worse. While Thalia provides powerful disruption, especially in a fast deck, there's no real payoff other than Mox Amber. 8-Whack has all its Goblin synergies when the pure blitz plan fails; Goblin Grenade is surprisingly powerful. Instead, what if we used Amber as a turn two or later card to help accelerate out prison pieces?

Moon and Taxes, Test Deck

Creatures

4 Kytheon, Hero of Akros
3 Zurgo Bellstriker
4 Thalia, Guardian of Thraben
4 Leonin Arbiter
4 Magus of the Moon
3 Thalia, Heretic Cathar

Artifacts

4 Mox Amber

Enchantments

4 Blood Moon

Instants

4 Lightning Bolt
4 Path to Exile

Planeswalkers

2 Ajani Vengeant

Lands

4 Sacred Foundry
4 Inspired Vantage
4 Arid Mesa
7 Plains
1 Mountain

This is more plausible to me. There are plenty of ways to turn on the mox, and you do benefit from the mana even late because it gets around Blood Moon. The thing is, this is not as good as it could be because it is playing Mox Amber.

Compared to its Rival

The biggest problem Mox Amber has in Modern is Simian Spirit Guide. It does most of what I've been doing with Amber, but at considerably lower deckbuilding cost. It's also much faster. Consider the above Moon and Taxes list. Changing Mox to Simian makes it far more likely to hit a turn one Blood Moon. This requires a land, two Simians, and the Moon compared to three moxes, a red land, a red legend, and the Moon. Simian also has other benefits, like easier turn one Thalias or just being a creature that can be played to deal damage. The versatility and greater speed are more valuable than the permanent mana boost.

Ultimately, this is the problem with Mox Amber in Modern. If you want to accelerate early, it will be far easier and more reliable to use Simian Spirit Guide. If you want a permanent boost down the road, there are plenty of options from Noble Hierarch to Talisman of Progress that don't require building a deck around the accelerant. Can you play the card and have it be good? Yes. But why would you want to?

Subject to Change

Of course, this is only the way things look right now. There are 117 cards left to be spoiled, and it is entirely possible that there is some amazing payoff card such that you want to play lots of legends in your deck anyway, in which case Mox Amber will be a natural addition. The legendary sorceries certainly suggest this is possible, though none is good enough on its own to justify such a deck. Time will tell, and if something does appear, I will revisit the mox.

Adding Zhalfirin Void to Colorless Eldrazi Stompy

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Dominaria leaks are well underway, and one recent card that's grabbed my attention is Zhalfirin Void. Unlike the clunky and frivolous Karn, Scion of Urza, Void looks to be a snap-include for Colorless Eldrazi Stompy in some number. We do have a few things to consider before sleeving it up, though: what the card does for us, the opportunity cost of inclusion, and how many to run.

My Worcester Classic win with Colorless Eldrazi Stompy has bought the deck significant air time on popular Modern channels. With great air time comes great misunderstanding, and I've watched pros and Modern dabblers alike experiment with misguided technology "upgrades" to the deck like Cavern of Souls and Sorcerous Spyglass. I'm excited the deck has struck a chord in the Modern community, and for innovations regarding its future developments to eventually roll in from elsewhere. But as things currently stand, I want those picking it up to have access to where I stand on card choice, since I've already tested most possible includes in my two years on the deck.

By now, my opinions on Cavern and Spyglass are well-documented. This article gives my first impressions of a new piece of tech in Zhalfirin Void.

For reference, here's my list from the Classic.

Colorless Eldrazi Stompy, by Jordan Boisvert (1st, SCG Worcester Classic)

Creatures

4 Eldrazi Mimic
4 Eternal Scourge
4 Matter Reshaper
4 Thought-Knot Seer
4 Reality Smasher
4 Simian Spirit Guide

Artifacts

4 Serum Powder
4 Chalice of the Void
1 Smuggler's Copter

Instants

4 Dismember

Lands

4 Eldrazi Temple
3 Gemstone Caverns
4 Ghost Quarter
4 Blinkmoth Nexus
2 Mutavault
2 Sea Gate Wreckage
2 Scavenger Grounds
2 Wastes

Sideboard

3 Spatial Contortion
2 Gut Shot
4 Relic of Progenitus
1 Surgical Extraction
4 Ratchet Bomb
1 Pithing Needle

Zhalfirin Void: Merits

"Scry 1" means different things to different decks. Ad Nauseam, a deck featuring one-drops like Serum Visions and Sleight of Hand, values the extra digging power enough to run tapped scry lands; so does Grishoalbrand, a deck on Faithless Looting. Zhalfirin Void is unique among scry lands in that it enters the battlefield untapped, allowing us to size it up based mostly on the merits of "scry 1."

Virtual Card Advantage

The virtual advantage benefits of "scry 1" in Colorless Eldrazi Stompy are obvious. To enable the broken openers that make this deck tick, we run relatively dead draws like Serum Powder and Simian Spirit Guide. Other crucial turn one cards like Gemstone Caverns and Chalice of the Void also get worse in multiples. Until now, we've only had Smuggler's Coper as an alluring way to filter through our draws, and doing that does indeed win us games. Zhalfirin Void joins Copter as an in-game consistency tool.

If playing the mulligan sub-game with Serum Powder doesn't lock things up with a nutty opener, we play a top-deck game, which we're actually quite good at. Like Reality Smasher, Void vastly improves this top-deck game. Scrying a weaker card to the bottom early is actually insane for us, even if we don't feel the benefit immediately. Say we bottom something small, like an Eldrazi Mimic; some turns down the road, we draw two lands and then eventually, a Reality Smasher that wins us the game. That early Void got us to it a full turn earlier.

Our games tend to be close enough that drawing the right card a crucial turn early matters immensely. This benefit of increasing our deck's density of powerful cards over time is mostly unique to decks without fetchlands, such as Ad Nauseam; everyone else "resets" their bottom scrys with each crack.

One other type of virtual advantage that Void provides is synergy, or meshing with our overall gameplan. Colorless Eldrazi Stompy's gameplan is basically "find Eldrazi Temple," and we enact it by aggressively mulliganing. Mulligans, by their nature, deplete our resources. Void further lightens the load on this axis, helping find whatever resources we're in short supply of once the game begins. Incidentally, it also helps find Eldrazi Temple.

A way to quantify the virtual advantage gained from "scry 1" likely exists—for instance, we could take a sample of openers to get an idea of the amount of dead draws our average in-game deck has, generate a number indicating the likelihood of drawing Void over however many turns and in however many games, and then calculate the probability of seeing a bad card on top with the scry and tucking it. But I'm no math guy, instead more the type to jam a bunch of games and feel out the right number. So that's what I'll be doing over the next few weeks. In the meantime, though, we have more pre-rep theory to discuss.

Raw Card Advantage

From a non-virtual card advantage viewpoint, Void is worse than many of our other lands. I've heard players, after much deliberation, roughly equate "draw a card" with "scry 3;" in that sense, Void counts for just a third of an extra card. Compare with Mutavault, which is a creature and can often trade with opposing removal; Scavenger Grounds, which says "draw X cards" depending on the amount of Eternal Scourges in our graveyard; and Sea Gate Wreckage, which literally draws us cards every turn once its condition is met.

So Void appears to boast a lesser card advantage effect than our other lands. That said, the above lands (besides Sea Gate Wreckage) usually have to hit the graveyard to trade in for a card, whereas Void remains on the battlefield after it has drawn us 33% of one, which is something to consider. Staying on the field is worth less in a land-heavy top-deck scenario, where we'd happily throw around Mutavaults or Ghost Quarters for opposing resources or life points, but it's valuable otherwise.

Efficiency

In addition to often sacrificing themselves, our raw card advantage lands also require a mana investment of some sort to trade up into an extra card's worth of value. Not so with Void, which scrys upon battlefield entry and never asks for a single mana in return. That's huge in our many mana-light games. In the first few turns of most games, we're casting the disruption and Eldrazi in our hand, not activating our lands; that's a plan for later in the game. Void improves this stage by smoothing out our draws at no immediate cost. The cost is paid much later, when (and if) the game devolves into a topdeck war; that's the scenario that calls for spell-lands. On the other hand, Void's efficiency makes it one of our best lands in faster games.

It's also good in longer games, where all that scry adds up and might bail us out of topdeck scenarios. We still have to wait a turn before using the card we see, though—unless we flip Void off a Matter Reshaper on our opponent's turn.

Fitting It In

In our discussion of Zhalfirin Void's merits, we touched on the opportunity cost of including it in Colorless Eldrazi Stompy: our other utility lands. The next question: which ones can we afford to cut? Here's a list of our non-Eldrazi Temple lands, in subjective order of importance.

Tier 1

  • 4 Blinkmoth Nexus
  • 2 Mutavault

Six manlands is the sweet spot for this deck. They insulate us against planeswalkers and sweepers, and supplement our aggression in different ways.

  • 2 Scavenger Grounds
  • 2 Wastes

Scavenger Grounds is a must when our deck's so apt at finding Eternal Scourge. It gives us a powerful mainboard way to hose attrition decks while buffing our graveyard-based matchups like Storm and Traverse Shadow. I tried a third Wastes after Worcester, and found it superfluous in a lot of matchups; it was best against UW Control, but a third Grounds shines there, too, and has wider applications overall. Still, we can't drop below 2 Wastes, as we need ways to punish players for firing off Path to Exile, Field of Ruin, and Ghost Quarter against us.

Tier 2

  • 4 Ghost Quarter
  • 3 Gemstone Caverns

These lands are crucial to the deck's strategy, but I'm not convinced we need so many. If Zhalfirin Void isn't just the reason to cut up to one of each, it's at least the first compelling argument I've heard.

Tier 3

  • 2 Sea Gate Wreckage

After Worcester, I was itching to cut one of these. I originally liked 2 Sea Gate to ensure I could draw into one after exiling a copy to Powder, but it's dead in so many matchups that I now think 2 is too many. Scavenger Grounds largely fulfills the same purpose against attrition decks, and does more elsewhere, too. The main benefit of Sea Gate is that it's a recurring value engine that attacks from a unique angle: drawing us cards from the deck. It can also be activated on an opponent's turn after representing other utility lands activations for a cycle (i.e. Ghost Quarter for a petrified Raging Ravine).

So the first copy's an easy cut, and the more I test, the more I think the second copy also needs to bite the dust. It's just dead in so many matchups. Void is dead in zero matchups.

Putting It Together

Looking over the list, we can at least begin by swapping the Sea Gates for Voids. From there, it's a matter of deciding whether we want to trim a Quarter or a Caverns for one or two more Voids. To get a solid sense of how the card performs in practice, I'm starting with the full set.

Colorless Eldrazi Stompy, by Jordan Boisvert

Creatures

4 Eternal Scourge
4 Eldrazi Mimic
4 Matter Reshaper
4 Thought-Knot Seer
4 Reality Smasher
4 Simian Spirit Guide

Artifacts

4 Serum Powder
4 Chalice of the Void
1 Smuggler's Copter

Instants

4 Dismember

Lands

4 Eldrazi Temple
4 Zhalfirin Void
2 Gemstone Caverns
3 Ghost Quarter
4 Blinkmoth Nexus
2 Mutavault
2 Scavenger Grounds
2 Wastes

Sideboard

3 Spatial Contortion
2 Gut Shot
4 Relic of Progenitus
1 Surgical Extraction
4 Ratchet Bomb
1 Pithing Needle

As I test, I'll be carefully monitoring to see how much I miss the Quarter and Caverns. I'll weigh that assessment against my impression of the amount of work Zhalfirin Void puts in to decide how many copies to run.

A final aspect to consider is the subtlety Void brings to Colorless Eldrazi Stompy. It's possible I'll want to make more drastic changes to the deck once I experience running it with a set of scry lands. After all, that's what happened with Scavenger Grounds, which encouraged me to slam Scourge more aggressively into permission and sweepers pre-board and incidentally invalidated Sea Gate Wreckage.

Eldrazi Lives

One of the exciting things about Colorless Eldrazi Stompy is that it will always receive playable cards through Standard, even if we're done getting literal Eldrazi creatures for a while. Wizards still has a ton of design space to explore when it comes to colorless cards like lands and artifacts; Damping Sphere, Karn, Scion of Urza, and now Zhalfirin Void all speak to that.

I've yet to settle on an optimal number for Void, but the card looks and feels sweet in this shell so far. So let's dwell on the details later and raise our Chalices to Colorless Eldrazi Stompy's newest include!

Video Series with Ryland: Jund Elves

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Tribal decks in Modern have seen their fair share of popularity for the past couple years. Eldrazi, and more recently Humans, have been roaming free—by far the most popular tribes. Elves is an archetype that has been around for quite a while, but has never been able to reach the same popularity. After the printing of Collected Company, people became a lot more interested in the archetype, but consistent and frequent results never came.

Enter the Devoted Druid combo. People became enthralled with it when Vizier of Remedies was printed, and they were putting it in everything, including Elves. This gave the deck some additional attention, and drew more players to the archetype. It put up results here and there, but still never became a powerhouse of the format. Devoted Druid became a mainstay, but more frequently seen via a dedicated Company deck, Counters Company.

More recently, Modern has been shaken up in a way that you are most definitely aware of: the unbanning of Bloodbraid Elf and Jace, the Mind Sculptor. Interestingly enough, most people did not think of Elves first when deciding where to play Bloodbraid despite uh, you know... it being an Elf. Elves is not usually a red deck; generally you see a light white splash, and maybe a light black splash. In addition, when people think Bloodbraid, they think of decks like Jund. Some instead may think of aggressive Naya-style decks. Most decks in that realm have turned to Company in the past as Elves has done.

This past weekend Andrew Richardson asked, 'Why not both?' as he piloted a Jund Elves deck to a 25th Place finish at GP Phoenix. I had seen other content creators trying similar decks after the unbanning, but this is the first notable result I had seen, so it regained my attention. The list has the small black splash that others have used in the past for both Shaman of the Pack and some sideboard action. Additionally 4 Bloodbraid were present, alongside 2 Lead the Stampede—and not a Chord of Calling to be found.

If you were hellbent on playing Elves in the past few weeks, this was the way to do it. The format has been flooded with midrange and control decks since the unbannings—decks interested largely in killing everything the Elves player plays. With the package of 2 Lead, 4 Bloodbraid, and 4 Company, this list is really well set up to try and slog through these matchups—much better suited than its Vizier Counterpart. That said, if you find yourself wanting to play Elves and expecting a linear meta, this is not the way to go. On average it's going to be a bit slower without the Vizier combo, and that can hurt you in the combo matches where all you need is speed. This list can still achieve turn-three kills, but they will occur far less frequently.

My results have been nothing special with the deck so far, but my sample size is pretty small. Only a pair of leagues before this one, both ending in 3-2s. I think the archetype has legs, but I certainly don't think it will become a Modern powerhouse. Humans and Eldrazi will remain far more popular without some major changes. That said, at this point in time Elves may be more popular than Merfolk, so at least Ezuri, Renegade Leader and crew can pat themselves on the back for that one.

I hope you enjoy the matches and, as usual, I'm interested to hear what kind of content you'd like to see moving forward, so I can continue to evolve and improve my videos. Please let me know your thoughts, and any improvements you would like to see concerning formatting, presentation, or whatever else strikes your fancy. If you'd like to see similar content, check out my Twitch channel for some more live Modern!

[youtube https://www.youtube.com/playlist?list=PL261kJ_cAQC-G-VCPJEHoB5MZLTj5fMp-]

Elves, by Andrew Richardson (25th Place, GP Phoenix)

Creatures

4 Bloodbraid Elf
4 Dwynen's Elite
1 Elves of Deep Shadow
4 Elvish Archdruid
4 Elvish Mystic
1 Elvish Visionary
3 Ezuri, Renegade Leader
4 Heritage Druid
4 Llanowar Elves
3 Nettle Sentinel
4 Shaman of the Pack

Instants

4 Collected Company

Sorceries

2 Lead the Stampede

Lands

4 Cavern of Souls
3 Forest
4 Gilt-Leaf Palace
1 Overgrown Tomb
1 Pendelhaven
1 Stomping Ground
4 Windswept Heath

Sideboard

2 Abrupt Decay
1 Elvish Champion
1 Essence Warden
1 Fracturing Gust
2 Lead the Stampede
2 Reclamation Sage
2 Relic of Progenitus
2 Shapers' Sanctuary
2 Thoughtseize

Double Strike: GP Phoenix Analysis

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Another weekend, another major event to review: this time, GP Phoenix. The paper metagame continues to be hard to pin down. There are significant changes from SCG Dallas which muddy the waters and makes any projection difficult. There appear to be some trends forming but anything can be a trend when you only have two data points. I stand by my prediction that it won't be until GP Hartford that we have a clear picture of the metagame and that prediction is looking good.

Before anything else, some congratulations are in order. Denver area players Sung-Jin Ahn and Vikrum Kudva Top 8ed, bravo gentlemen. I expect to never hear the end of this, especially from Sung-Jin. He's been playing Valakut decks for as long as I've known him, and desperately trying to make Bring to Light work. It didn't, and I regularly crushed him at every event until he gave up on his pet. He got partial revenge already; he was the Valakut player I lost to in the finals of the Week Six PPTQ. Now he's got a GP Top 8, and I'm eating crow.

As for the rest of the tournament, I was told by a number of other Denver area players who went that there was a lot of non-Tron ramp Day 1. There were some tweets to that same effect in the Twitter feed, so I'll believe them, though they may have actually been referring to Tron. This is surprising to me, as I lived in Arizona for a while and remember Phoenix being a very control-heavy meta. I guess things change. In any case, Day 2 was very different from what the players were telling me about Day 1.

Day 2 Metagame

I didn't think that Wizards was going to post the Day 2 data, considering how they've been about data releases. I was pleasantly when it was posted in the wrap up article. And then very confused by what I saw. I'm not reposting the chart, just follow the link.

There is considerable stratification in the data. Burn is the most represented deck by a large margin, boasting 28 copies to Jund's 22. There is another steep drop from Jund down to BR Hollow One and Humans at 16. The next drop is by three, down to Mono-Green Tron, after which the line smooths out. The fact that Hollow One, Burn, and Tron were popular is very interesting. All are considered to have favorable matchups against Jund, which is the second most popular deck. Whether this actually means anything is hard to say. Player tend to play their decks regardless of metagame, and this could easily be a prime example of that phenomenon. It could just as easily metagaming.

I'm also interested in the UW Decks. Jeskai had a better overall showing last week, and was certainly spotlighted more often during coverage. However, Jeskai was a non-presence in Phoenix. They're much faster and arguably more interactive at the expense of individual card impact compared to UW, but it seems like that's what players prefer. To me that suggests an expectation of Tron and Jund decks, as UW has better matchups there. This is another deviation to watch.

Cascade of Elves

Bloodbraid Elf made up a significant portion of the Day 2 field. I don't have all of the decklists, so I cannot be 100% certain, but I would expect Jund, RG Eldrazi, and Ponza to all play four copies of Bloodbraid. Every list I've seen certainly does and I cannot fathom why these decks, or indeed any deck that could, would not run a full set. According to Wizards' data, these three archetypes account for 40 decks, or ~16% of the field. That is a large chunk, and it could be higher. I have no decklists, but the listed Zoo variants, Traverse Shadow, Temur, Kiki-Chord, and 4-Color Saheeli lists certainly could run Bloodbraid, and I've seen lists that do. The one Elves deck in the Top 32 actually did and there's no reason the other two couldn't as well. This at minimum means that the actual saturation of Bloodbraid is really 17% and could be as high as ~23%.

Bloodbraid Elf is extremely powerful and if you have the option to play it, there's no real downside. It doesn't take much to see that every deck benefits from casting two spells a turn. It's why Bloodbraid is seeing so much success right now. How long that will last or if it will be problematic is impossible to say. Having an overall high amount of representation to the point that nothing else was possible in URx was what got Splinter Twin banned. It wasn't that UR Twin was so much better than every other deck, it was ultimately that the spectrum of Twin decks was too great. If, and it is a big "if" at this point, Bloodbraid becomes a problem, it may fall the same way. Jund doesn't currently appear to be too good, but Bloodbraid being ~20% of the metagame might be.

Top 32

The real data is not Day 2 but the Top 32, and the data here is very interesting. In Dallas, the Top 32 followed the Day 2 reasonably well. For the most part, decks that had good showings in Day 2 also placed well in the Top 32. The order changed considerably, but the decks themselves stuck around. That is not true of the Phoenix results.

DecksTotal #
Humans5
Affinity3
Mono-Green Tron2
Jund2
Breach Moon2
UW Control2
BR Hollow One2
RG Eldrazi1
Green and Taxes1
Bring to Light Scapeshift1
Ironworks Combo1
Knightfall1
Gifts Storm1
Dredge1
Blue Moon1
Mardu Pyromancer1
GR Ponza1
Elves1
Madcap Moon1
Titanshift1
Taking Turns1

The top three decks have all dropped off significantly. Humans stands head and shoulders above the rest of the field, followed by Affinity, rising from the middle of the pack. This is not at all what I would expect.

Here's Jace; Where's Elf?

There are nine decks that have Jace, the Mind Sculptor in the Top 32. Yes, most only have two copies, and Taking Turns only has one, but Jace is there nevertheless. Meanwhile, there are five decks with Bloodbraid Elf, and it is a four-of in every case.

Jace is certainly more problematic in multiples, and often can't be played early and be meaningful. In any case, this pushes back on the narrative that Jace doesn't have a home and isn't impacting Modern compared to Bloodbraid. I think it likely that Jace's effect is simply more subtle. It may see more play throughout the metagame, but won't place as many copies as the Elf.

Affinity's Back

At one point, Affinity was everywhere, both on the wider metagame stage and in my LGS. However, we didn't see a single copy last week, and only saw a few in previous months. Every regular pilot I know gave up on the deck back in December. Hate was everywhere and there were too many bad matchups. The deck has maintained a high position in the metagame thanks to online results, but not a very visable presence in paper. There are many possible explanations, but recall that linear decks appear and disappear in cycles depending on the hate. Artifact hate is typically high, but in light of Lantern Control and Affinity declining, it appears that players neglected their hate. Looking at the decklists, I certainly don't see many Ancient Grudges or Stony Silences. This is also a plausible reason that Ironworks did so well.

Crashed and Burned?

Burn put the most copies into Day 2 and not a single member into the Top 32. That is a huge flop. This is the same thing that happened in Dallas, and I'm not sure why. The metagame certainly doesn't look unfavorable and I don't see many anti-burn cards anywhere. Burn is a fine deck and powerful in its own right, but it thrives against greedy manabases and durdly decks as a predator. I see plenty of decks that fit that description, so I think that there may be a problem with Burn. Two consecutive tournaments where Burn had a good population in Day 2 and failed to turn that into a good Top 32 suggests that the deck lacks the power necessary to close the tournament. Burn can be fragile in the face of the right interaction at the right time. This is something else to watch, as if this keeps happening it will be necessary to rebuild the deck.

Oh, the Humanity

As with the Dallas Classic, Humans took the top slot. It also won the Grand Prix. Admittedly, Steve Locke did get very lucky in the finals when his opponent got mana screwed and unfavorable Dark Confidant triggers. However, that doesn't diminish the work he did to get to that point, nor the success the deck had in the overall tournament. I would not have expected Humans to do well; the Jund matchup is not great, and neither is Affinity. Yet it got there nonetheless, and with fairly standard lists as far as I can tell.

Comparisons to Dallas

If Dallas was about Storm, then Phoenix was about anti-Storm. Humans was designed as a Storm killer, and it does do that, but it has considerable game against the entire field. A fast clock with intrinsic disruption is very potent. The fact that Jeskai relatively fell off may also have been a factor. Piles of cheap removal are very good against both Humans and Affinity, so UW being more popular helped their rise. The overall field of the two events was very different, though, I'm not sure that's relevant. Phoenix was a much larger tournament, after all. Still, the fact that the answer deck for most popular deck from Dallas was the most popular deck this week is fascinating.

Implications

I believe that players are picking up on the linearity cycle and exploiting it. Affinity and Ironworks combo appear as if from nowhere after months of silence, and aggro in general returns after a tournament focused on combo and midrange. I think players are gaming the system and the next event will be defined by the reaction to this one. When aggro and artifacts dominate, hate and removal come out to play. This strongly implies that players will go for ramp for SCG Milwaukee. Whether you think you can take advantage depends on how willing you are to metagame. And whether you come to the same conclusion.

Future Developments

Trying to extrapolate anything about specific decks from the current data is a losing effort. There's too much variance and too few data points to come to an accurate prediction. It is a safe and also unhelpful bet that there will be more Bloodbraid and Jace decks now that the exploratory phase is finished and lists are coming together. If you're going to SCG Milwaukee as I will, be prepared for anything.

Unlikely Gifts: Brewing with Precognition Field

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By now, most Modern players have seen the Chinese Dominaria spoiler leak going around. If not, head on over to the Mothership, where Wizards themselves confirmed the leak and graciously posted translations of the cards. While unsolicited spoilers can ruin the season for some, for players experiencing a brewing lull, they can serve as a much-needed shot of adrenaline. For once, I'm one such player; I've been slinging enough colorless creatures to benefit greatly from a reason to crack a fetchland. Precognition Field is that reason.

Today, we'll take a look at a few of my brews with Dominaria cards. All of them feature the new enchantment.

Level 1: UR Wizards

Wizards is a tribe I have tried to make work in Modern before. After all, there are just so many great ones! Even Dark Confidant is a Wizard. But Bob rarely found himself in my final builds, which often ended up revolving around the only close-to-passable payoff card in the format: Azami, Lady of Scrolls.

Azami certainly has her problems, chief among them costing five mana. Each time I tried a Wizards shell, I found it much better to include a powerful, on-theme non-Wizard or two over the clunky 0/2. So I benched the project indefinitely.

Dominaria introduces payoff cards for going into Wizard synergies that I think might just be worth it, especially in a shell that needs few compromises to meet their requirements: Wizard's Lightning, a 2R Lightning Bolt that costs the same as its forefather if we control a Wizard, and Wizard's Retort, a 1UU Counterspell with the same clause. Seeing these cards spoiled inspired me to again dredge up my Spellstutter Sprites.

UR Wizards

Creatures

4 Delver of Secrets
4 Spellstutter Sprite
4 Snapcaster Mage
2 Bedlam Reveler
1 Vendilion Clique
1 Young Pyromancer

Instants

4 Lightning Bolt
4 Wizard's Lightning
4 Wizard's Retort
4 Manamorphose
2 Vapor Snag
1 Dismember
2 Opt

Sorceries

4 Serum Visions

Lands

4 Scalding Tarn
4 Misty Rainforest
2 Steam Vents
1 Stomping Ground
2 Mutavault
2 Spirebluff Canal
3 Island
1 Mountain

Sideboard

1 Pithing Needle
3 Relic of Progenitus
2 Grim Lavamancer
3 Blood Moon
3 Ancient Grudge
3 Precognition Field

Creatures

That's right, Delver of Secrets is a Wizard! And what better card to protect with Wizard's Retort? Well, Insectile Aberration, which unfortunately loses the valuable creature type. But the creature still has too good a rate not to include in this shell, which I quickly found needed pressure fast to back up its meek Spellstutter Sprites. More Vendilion Cliques could also fill this role, but I don't like how clunky the card proves in multiples or how vulnerable it is to Lightning Bolt. While we can feasibly tap two for Young Pyromancer and still represent countermagic on curve, doing so with a three drop is much harder.

Bedlam Reveler joins Snapcaster Mage as a way to recoup card advantage against attrition decks (especially Jund). It attacks from an angle that requires opponents to bring in graveyard hate, which incidentally does little against our post-board plan of Precognition Field. If we see Rest in Peace and the like coming after a Bedlam-fueled victory, we can easily sidestep the hate with our board plan, gaining virtual card advantage and tempo in the process. It turns out Snapcaster Mage is totally reasonable as a 2/1 Wizard with flash in this deck, ability or no; it lets us generate pressure or present a hard counterspell out of nowhere.

Young Pyromancer and Vendilion Clique round out the threat lineup. Just the threat of Pyromancer incentivizes opponents to bring in token sweepers like Ratchet Bomb and Anger of the Gods, which are otherwise pretty meh against a deck that can ride individual threats like Clique, Delver, or Reveler to victory. But the creature unfortunately isn't a Wizard.

Spells

Naturally, we max out on Dominaria's new Wizard spells, which inspired this deck in the first place. I was worried the full set of Retort would prove too much, but it turns out Counterspell is pretty darn good. With even a minor clock established, it's easy to buy time with Retort and Snapcaster Mage for a couple turns until we can cleanly burn opponents out.

Lightning is clearly the better of the two spells for this reason. Bolt-Snap-Bolt is already one of the grosser things to do in Modern, and Wizard's Lightning improves our odds of pulling it off. We can even flash in Snapcaster Mage and cast Lightning from the graveyard for R on a previously empty board, making the new card dangerously close to the original. Our heaps of reach make it easier to rely on cheap beaters like Spellstutter Sprite to sneak in early damage.

Finally, Opt is a card I'd play four of if space permitted. But I'd rather have all the other cards in the deck than more Opts. The card is great with most of our creatures, though, and superb alongside Precognition Field, so I think making room for at least a couple is a must.

Sideboard

The sideboard is full of standard stuff, but one card I want to draw special attention to is Precognition Field. This card is at the center of all my brews today, and for good reason: it's sweet!

Field is a "fixed" Future Sight in that it only lets pilots cast instants and sorceries from the tops of their libraries. But in a deck full of instants and sorceries, the restriction is trivial. Manamorphose and Opt let us filter through our decks blazing-fast, but the strongest enabler is Serum Visions. Seeing three cards is great with Field, as it puts useless lands and creatures to the bottom while usually "drawing" us a card or two in the process. Of course, Lightning Bolt and Wizard's Lightning are the actual best cards to pair with Precognition Field, as they single-handedly turn the enchantment into a win condition. Whenever we see either of these cards on the deck, we can simply point them at opponents and continue digging.

I think Precognition Field fills a unique role for spell-based, Turbo Xerox-style Modern decks: it lets them snowball card advantage in a way that's difficult to attack. Bedlam Reveler forces blue decks heavily into red and bites it to graveyard hate; Jace, the Mind Sculptor requires a very specific window to come down and survive the turn, and even then can be easily removed by anyone with haste attackers or Lightning Bolts (read: most of the format). Enchantments are by their nature tougher to do away with. As long as we're not just dead the following turn, which speedbumps like Delver of Secrets and cheap disruption like Bolt and Sprite see to, it's much easier to resolve Field than it is a Jace. We just tap out into Field, let opponents have a turn, and then basically "go off," casting two or three spells per turn while filling up our hand with extra resources.

As far as boarding strategy with this deck, I have found it ideal to keep cheap threats in against linear decks like Burn, removing card advantage engines like Bedlam Reveler for more interaction. Fair decks tend to bring in lots of removal against us, so siding out Delver for Fields is a winning strategy there. The only way for decks like Jund to beat Field is to Maelstrom Pulse it or just go under us.

Variations

I also tried a spin on this deck without the one- and two-of creatures, instead running a full set of Baral, Chief of Compliance. I have long wanted to utilize Baral in a fair deck, and the new Wizard spells seemed perfect for this purpose. The build maxed out on Remand and Chart a Course, ran an Apostle's Blessing alongside Dismember for the random free-spell blowout, and packed Thing in the Ice in the side as extra pressure. The idea with this build was to maximize our tempo role in Game 1 and rely on Precognition Field after siding to get us through the midrange matchups.

The Baral build excelled when it drew Delver or Baral, but floundered the rest of the time. It simply had trouble closing against the faster linear decks, a problem Thing in the Ice didn't really solve. That said, its post-board Precognition plan was awesome, leading me to experiment more directly with the enchantment.

Level 2: Temur Field

My first instinct was to shove Precognition Field into the Field of Ruin-featuring UR Pyromancer deck, but I decided after just a few matches that the deck already had what it needed. Otherwise, wouldn't it play Jace, the Mind Sculptor? So, I gave the card a whirl in my most beloved color combination: Temur.

Temur Field packs Precognition Field in the mainboard, but still brings the beats to beat up on uninteractive opponents.

Temur Field

Creatures

4 Tarmogoyf
2 Young Pyromancer
3 Birds of Paradise
1 Snapcaster Mage
1 Bloodbraid Elf
1 Bedlam Reveler

Enchantments

3 Precognition Field

Instants

4 Lightning Bolt
4 Tarfire
4 Manamorphose

Sorceries

4 Traverse the Ulvenwald
4 Faithless Looting
4 Serum Visions

Lands

4 Scalding Tarn
4 Misty Rainforest
1 Wooded Foothills
2 Steam Vents
1 Stomping Ground
1 Breeding Pool
3 Spirebluff Canal
3 Island
1 Forest
1 Mountain

Sideboard

1 Pithing Needle
2 Young Pyromancer
2 Blood Moon
2 Negate
3 Remand
2 Ancient Grudge
1 Echoing Truth
2 Pyroclasm

Creatures

Birds of Paradise is the freakiest card in the list by a fair margin. Here's a one-mana spell that's weak in the late-game Precognition Field aspires to and is stranded on top of the deck when we have the enchantment in play. So what gives?

Birds ramps us into Field itself, which I found was important for a pre-board plan revolving around the card. Otherwise, we need a ton of interaction to not just get rolled by aggro decks. It's also a high-priority removal target on turn one, drawing Fatal Pushes away from Tarmogoyf and Bolts away from Young Pyromancer. Goyf easily grows to 5/6 in this deck since we can Loot away extra fields, and Pyromancer spirals out of control fast both with Field and with good ol' Manamorphose.

Dead Birds also feed Traverse the Ulvenwald, a boon since it's hard to include Mishra's Bauble alongside Field. And when Birds survives, the upside is real: we can play Pyromancer and immediately get a token, and follow that up with Field or Bloodbraid Elf. Having extra mana lying around also doesn't hurt when we're pseudo-storming off the top of our deck.

Bedlam, Snap, and Bloodbraid are all Traverse the Ulvenwald targets. It's usually preferable to just dig up Bedlam Reveler and slam it that turn or the next, but when we lack instants and sorceries in the graveyard, Elf is a better pick. Snapcaster usually doubles as a searchable removal spell, or adds a body by recasting Traverse. Additionally, having all those one-ofs in the deck keeps opponents guessing when we draw them naturally.

Spells

I really wanted to build a Precognition Field deck with Traverse the Ulvenwald. Without delirium, the card casts off the top for a basic, letting us immediately cast whatever instant remains or get a shuffle. And with, it gives us a way to functionally cast creatures off the Field.

The problem was supplementing Traverse. I started with a Temur shell because I'm comfortable in the colors and didn't want to abandon Serum Visions. Red was a natural include for Tarfire and Lightning Bolt, the latter of which is a crucial include alongside Field.

Faithless Looting is another key piece of the puzzle. It sifts through extra Fields and helps us find one when we don't have the enchantment handy, and even turns on delirium in this deck. Going minus early isn't such a problem when we can snowball card advantage with a Field later. It's also a fantastic Reveler enabler, joining Manamorphose and our other cantrips in powering out the Devil reliably.

Sideboard

More Pyromancers give us a plan against graveyard hate, and the counterspells let us beat spell-based combo and Tron. Field isn't necessarily dead in these matchups since we can push it out a turn early; having one in play lets us set up permission off the top of the deck with Serum Visions, for example, or otherwise just draw into what we need.

Variations

I went through a ton of variations with this list, at different times running a full set of Bloodbraids, a full set of Pyromancers, or a full set of Birds. Most of my builds differed primarily in their creature lineups. I tried Noble Hierarch, too, but tapping for red was too important with Blood Moon and Bedlam Reveler in the mix.

Level 3: Grixis Field

The next step was to move away from midrange and push deeper into control territory. Fatal Push and Collective Brutality were cards I felt would compliment Field well, as they significantly impact the board on the cheap, getting us closer to stabilizing with the enchantment.

Grixis Field

Creatures

2 Tasigur, the Golden Fang
4 Snapcaster Mage
2 Young Pyromancer

Enchantments

4 Precognition Field

Instants

4 Lightning Bolt
2 Fatal Push
4 Opt
4 Manamorphose
2 Remand

Sorceries

4 Serum Visions
4 Faithless Looting
2 Collective Brutality

Lands

4 Scalding Tarn
4 Polluted Delta
2 Steam Vents
1 Watery Grave
1 Blood Crypt
2 Sulfur Falls
2 Spirebluff Canal
4 Island
1 Swamp
1 Mountain

Sideboard

1 Hazoret the Fervent
1 Fatal Push
1 Entrancing Melody
1 Collective Brutality
4 Thoughtseize
2 Remand
1 Ceremonious Rejection
2 Molten Rain
2 Pyroclasm

Creatures

Young Pyromancer is our main win condition other than Bolt-Snap-Bolt, and does so much work in this deck it forces opponents to respect the token plan post-board despite the Shaman's slim numbers. In this way, Pyro's a great distraction en route to setting up a Field. Tasigur, the Golden Fang can also close games, but it's mostly here as a Goyf for aggressive decks like Burn.

Spells

While Fatal Push is dead on some boards, Collective Brutality and Faithless Looting ensure we can use the cards in our hand for something. Similarly, we have no trouble maxing out on Precognition Field.

Manamorphose does notably less for this deck than for the others: we don't have Bedlam Reveler or Traverse the Ulvenwald, and only run 2 Young Pyromancer. I still think it's a fine include, fueling delve in the absence of Thought Scour and complimenting Field nicely. But I'd look to axe this card first if I needed room for something else.

Sideboard

The sideboard for this deck went hard on the Tron hate, since we're far less proactive than the other Field builds proposed in this article. Field has to stay in for that matchup, as it's a big part of our win condition; that's why we like Molten Rain over something like Spreading Seas.

Takeaways

This deck could use a little oomph when it comes to closing, but that's a problem shared among reactive control decks generally. Other than that, I think Grixis Control is a decent shell for Precognition Field. The card certainly impressed me more than Jace, the Mind Sculptor in the deck as a snowballing card advantage engine. It just requires the deck to be built a certain way that takes full advantage of having a Field on board. The upside of this drawback is that "bad" enablers like Faithless Looting are actually quite good in a vacuum, and Field lets us run them despite their own shortcomings.

Level 4: Traverse Shadow

The last home I tried for Precognition Field was good ol' Traverse Shadow. This deck already naturally does a lot of what I wanted my Field decks to do, although I had to make a few adjustments to ensure the enchantment retained maximum potency once it became our gameplan.

Traverse Shadow

Creatures

4 Death's Shadow
4 Tarmogoyf
4 Street Wraith
1 Bedlam Reveler

Artifacts

4 Mishra's Bauble

Instants

3 Lightning Bolt
1 Tarfire
2 Fatal Push
1 Dismember
2 Manamorphose
1 Temur Battle Rage
3 Stubborn Denial

Sorceries

4 Thoughtseize
4 Traverse the Ulvenwald
4 Serum Visions

Lands

1 Blood Crypt
3 Bloodstained Mire
1 Breeding Pool
1 Overgrown Tomb
4 Polluted Delta
1 Steam Vents
1 Swamp
4 Verdant Catacombs
1 Watery Grave
1 Stomping Ground

Sideboard

1 Grafdigger's Cage
2 Ceremonious Rejection
1 Fatal Push
1 Stubborn Denial
1 Ancient Grudge
1 Temur Battle Rage
1 Kozilek's Return
1 Abrupt Decay
2 Collective Brutality
1 Maelstrom Pulse
3 Precognition Field

Changes

After testing without, I ended up keeping Mishra's Bauble in the deck—the artifact is simply too important for delirium to cut, even for Faithless Looting. Rather, the big change here is fitting Lightning Bolt. Manamorphose also earns an include here, which lets us top out with Bedlam Reveler over more common techs like Snapcaster Mage or Grim Flayer. Also on-theme is Serum Visions, a necessity for Precognition Field that cuts into our discard numbers.

Traverse Shadow is a highly proactive, highly interactive, and highly consistent deck, haunted mostly by its fragility: Snapcaster Mage decks are a nightmare for the strategy, as are Lingering Souls decks, and that's without mentioning hosers like Rest in Peace that can throw Traverse Shadow for a loop single-handedly.

The deck's plan against hate has historically been to splash white for Lingering Souls and Ranger of Eos in the sideboard, but the splash isn't without its costs—our mana's already complicated as things are. Precognition Field gives the deck a potential solution to the problem without forcing a fifth color, as it overwhelms interactive opponents and doubles as a win condition with Lightning Bolt.

Takeaways

I haven't done much testing with this build yet, but my initial findings have been mixed. Lingering Souls is a heck of a card, after all. I do think Precognition Field will see occasional play in the sideboards of such spell-heavy fair decks, though, just as we're likely to see Jace, the Mind Sculptor or Bedlam Reveler pop up to fulfill an anti-attrition role—especially as Jund continues to find its footing in the metagame.

More to Come...

Just three cards—Wizard's Lightning, Wizard's Retort, and Precognition Field—combined to provide me with a loaded week of testing already. Dominaria spoilers have only just begun, and I can't wait to see what else Wizards has in store for us. Which cards have you excited? Let me know in the comments.

Beating the Heat: Anti-Jace/Bloodbraid Tech

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As the first tournament results since last month's landmark unbans roll in, it has become abundantly clear that Bloodbraid Elf and Jace, the Mind Sculptor are going to be major players in the metagame going forward. Competitive players need a plan to face these cards. Fortunately, Modern's card pool has plenty of options for exactly this purpose, most of which are also good cards against the current field.

In this article, we will explore some such tech cards, what existing archetypes they fit into, and examples of how to successfully incorporate them.

Choking Hazard

We'll kick things off with a classic piece of sideboard hate that not only stymies Jace, the Mind Sculptor, but blue decks in general: the dreaded Choke. Thanks in part to the powerful planeswalker, blue decks are now common enough that this card is worthy of consideration, and Choke is an undeniable haymaker against those decks. Its easy mana requirements also make it splashable for most decks incorporating green into their manabase (provided they don't also have blue, of course!).

One natural home is Jund, where Choke is usually the checkmate move in the BGx midrange vs. UWx control match. Here's a list that recently did well with it in a Modern Challenge:

Jund, by Greenman11 (5-2, Modern Challenge #11227646)

Creatures

4 Bloodbraid Elf
4 Dark Confidant
3 Scavenging Ooze
4 Tarmogoyf

Instants

1 Abrupt Decay
2 Kolaghan's Command
4 Lightning Bolt

Sorceries

1 Dreadbore
4 Inquisition of Kozilek
2 Maelstrom Pulse
1 Thoughtseize

Planeswalkers

4 Liliana of the Veil
1 Liliana, the Last Hope

Lands

4 Blackcleave Cliffs
1 Blood Crypt
2 Bloodstained Mire
1 Forest
1 Mountain
2 Overgrown Tomb
3 Raging Ravine
1 Stomping Ground
2 Swamp
2 Treetop Village
1 Twilight Mire
4 Verdant Catacombs
1 Wooded Foothills

Sideboard

2 Ancient Grudge
1 Choke
2 Collective Brutality
1 Fatal Push
3 Fulminator Mage
1 Grafdigger's Cage
1 Huntmaster of the Fells
1 Kitchen Finks
1 Kolaghan's Command
1 Liliana, the Last Hope
1 Thoughtseize

Other decks that could potentially consider this card are RG Ponza (where it can help overcome the deck's weakness to cheap countermagic), Naya Zoo (which is usually in the market for a bit of help interacting with blue decks that are light on creatures), and perhaps even Elves as way to deter control players from playing expensive sweeper effects.

Read the Omens

Next up is a seemingly innocuous but highly effective option for decks in white to fend off Bloodbraid Elf-fueled aggression: Wall of Omens. It blocks the Elf cleanly, maintains card parity by drawing an extra card, and only costs two mana to put down.

This cheap cost is especially relevant, as many decks that have opted for the Elf (such as the Ponza deck that took down the latest SCG Open) are pairing the cascade creature with a variety of mana acceleration tools, such as Arbor Elf and Utopia Sprawl. This means that Elf can hit the battlefield as soon as turn three, which represents a lot of pressure in a hurry. However, Wall is cheap enough to come down and hold the ground even when the opponent is on the play, making it very easy to use the Wall for its stated purpose. Even when drawn later in the game, the attached cantrip ensures that it's never truly a dead card.

When looking for decks that can easily incorporate this card, the obvious answer is UW Control. It's a deck that has the long game in mind (so Wall's defensive bent fits in the gameplan), has need of early blockers for aggressive decks (Path to Exile isn't always enough), and has powerful incentives to keep the card train churning in its planeswalker win conditions. Here's an example of a UW Control deck that incorporated Wall and scored a Top 8 in the Dallas SCG Open:

UW Control, by Gerrick Alford (6th Place, SCG Open Dallas)

Creatures

2 Snapcaster Mage
2 Wall of Omens

Enchantments

2 Detention Sphere
2 Search for Azcanta
4 Spreading Seas

Instants

3 Cryptic Command
1 Logic Knot
2 Mana Leak
1 Negate
4 Path to Exile
1 Settle the Wreckage
1 Sphinx's Revelation

Sorceries

4 Serum Visions
2 Supreme Verdict

Planeswalkers

1 Gideon Jura
1 Gideon of the Trials
2 Jace, the Mind Sculptor

Lands

4 Celestial Colonnade
4 Field of Ruin
4 Flooded Strand
2 Hallowed Fountain
1 Ghost Quarter
5 Island
1 Mystic Gate
3 Plains
1 Polluted Delta

Sideboard

1 Blessed Alliance
1 Celestial Purge
1 Crucible of Worlds
1 Disdainful Stroke
1 Dispel
1 Elspeth, Sun's Champion
2 Negate
2 Rest in Peace
1 Runed Halo
1 Settle the Wreckage
1 Timely Reinforcements
2 Vendilion Clique

While I feel Wall is a welcome inclusion in this deck, finding other homes for it has proven a bit trickier. It could potentially be slotted into a Death and Taxes shell in order to prevent them from being overrun (as the deck is somewhat soft to being rushed by creatures beefier than theirs) and provide a way to generate value with blink effects like Eldrazi Displacer, Flickerwisp, and Restoration Angel. But its inability to provide offense could prove problematic in matchups where Taxes is the aggressor. There could also be room for this card in a value-oriented creature toolbox deck, where the defensive body could come in handy early, then become Eldritch Evolution fodder in the midgame.

Feeling of Dread

Next, we'll talk about what I feel is an underrated piece of anti-Jace tech in Dreadbore. While sorcery-speed removal is not very popular in Modern, certain cards that perform functions you cannot find elsewhere (like Maelstrom Pulse for BGx) will see the light of day. I believe Dreadbore's high degree of versatility is enough of an incentive to merit serious consideration.

It also has the benefit of being in very removal-dense colors in red and black. This means the few gaps in its coverage (most notably manlands such as Celestial Colonnade) can likely be addressed by some combination of Fatal Push, Lightning Bolt, Kolaghan's Command, or even its most direct competitor in Terminate.

Here's a Mardu Pyromancer list that employed it to good effect in an MTGO Competitive League:

Mardu Pyromancer, by normajean (5-0, MTGO Competitive League)

Creatures

4 Bedlam Reveler
4 Young Pyromancer

Enchantments

2 Blood Moon

Instants

2 Fatal Push
3 Kolaghan's Command
4 Lightning Bolt
1 Terminate

Sorceries

2 Collective Brutality
2 Dreadbore
4 Faithless Looting
4 Inquisition of Kozilek
4 Lingering Souls
3 Thoughtseize

Planeswalkers

1 Chandra, Torch of Defiance

Lands

4 Blackcleave Cliffs
2 Blood Crypt
4 Bloodstained Mire
4 Marsh Flats
2 Mountain
2 Sacred Foundry
2 Swamp

Sideboard

1 Blood Moon
1 Collective Brutality
1 Engineered Explosives
1 Fatal Push
2 Kambal, Consul of Allocation
4 Leyline of the Void
3 Molten Rain
2 Wear // Tear

Other decks that could consider this technology are Jund (some lists have already incorporated it), Grixis Shadow, Grixis Control (to gain a leg up on the Jace deck mirror), and Traverse Shadow. My opinion is that it currently outshines the likes of Terminate, and that any deck with access to these colors should at least kick the tires on it.

Coming of the Tide

I'd like to cap things off by bringing it back to my favorite deck in Merfolk, and the adjustments I have made to account for the new metagame. I mentioned dabbling in a green splash before the unbans, but that plan is obsolete in the current climate: Master of Waves lines up too well against the likes of Bloodbraid Elf, Lightning Bolt, and the like to consider a Merfolk 75 without it.

The card I'd like to highlight in this article is one that was fairly commonplace in metagames past, but had faded from sight until now. Tidebinder Mage is a card that not only lines up well against the Bloodbraid Elf itself, but it is also handy against many of the other creatures found in decks featuring the Elf. It can lock down mana accelerants like Arbor Elf, Birds of Paradise, and Noble Hierarch to slow down your opponent's development, or it can lock down stand-alone threats like Scavenging Ooze and Tarmogoyf to give you the edge on the board.

I've incorporated Tidebinder in the following list, which has me on pace to qualify for the Modern Magic Online Championship Series Qualifier tournament on the 1st of April:

Merfolk, by Roland F. Rivera Santiago

Creatures

4 Cursecatcher
4 Harbinger of the Tides
2 Kopala, Warden of Waves
4 Lord of Atlantis
4 Master of the Pearl Trident
4 Master of Waves
4 Merrow Reejerey
4 Silvergill Adept

Enchantments

4 Spreading Seas

Artifacts

4 Aether Vial

Instants

2 Spell Pierce

Lands

2 Cavern of Souls
12 Island
1 Minamo, School at Water's Edge
4 Mutavault
1 Oboro, Palace in the Clouds

Sideboard

3 Ceremonious Rejection
4 Negate
4 Relic of Progenitus
4 Tidebinder Mage

I have extensively tested the configuration presented here, and I have been impressed by Tidebinder's ability to swing the tempo of the game in my direction. The rise of decks like Hollow One and Ponza have also made them applicable enough against the field to justify playing the full four copies. I think that any Merfolk pilot looking to navigate the current field should strongly consider this card.

Siding Out

As the metagame evolves, players refine their strategies and hone in on the best tech for the situation at hand. This suite of flex-spot cards is the first adjustment to the arrival of Jace and Bloodbraid, but it is likely far from the last. If you have any sweet anti-Jace or Bloodbraid tech you've been working on, drop me a line in the comments.

First Strike: SCG Dallas Analysis

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With SCG Dallas in the books, the process of deciphering the metagame can commence. True, there have been plenty of MTGO results to pore over, but selected lists don't form a random sample. It's curated with a goal in mind, and so not every deck has an equal chance of being included. In large tournaments, any deck can win, ensuring statistical randomness. The Worcester Classic was a decent start, and great for some, but a Classic doesn't provide the same value as an actual Open.

All that said, the results of Dallas don't inherently indicate the actual metagame. Rather, they provide the first major data point. The next few weeks promise a slew of high-level Modern events, and it will be the similarities and differences between those that actually define the metagame.

Today's article focuses on the rough metagame picture we can gather now. The coming weeks of tournaments will display how everyone reacts to this information. Once this process repeats itself a few times, the actual metagame will come into focus.

The Day 2 Metagame

GR Ponza won SCG Dallas. I am shocked. Andrew Wolbers must really know his deck, because I'd never expect Ponza to beat Storm. Yes, there's Trinisphere in his sideboard, but with only two Lightning Bolts, you'd think the Storm player would have an insurmountable advantage. Storm only needs two lands to go off, is also a Blood Moon deck, and usually destroys ramp strategies. Just goes to show that matchup percentage isn't everything and any deck can win any tournament (within reason, Mono-Green Stompy players).

Ponza's win doesn't necessarily mean anything analytically. To wrap our heads around the metagame, we need to look at the larger picture. It starts with the broadest picture available, which is the Day 2 Metagame. Take a look at it here.

My first thought is surprise at Storm's prevalence. We haven't heard much out of this deck lately, and its metagame share has been steadily decreasing. To see it come back in force is interesting. Part of it is certainly that one of the pilots is Caleb Scherer, and he's exclusively played Storm for years as far as I know, but that doesn't explain the rest of them. I know from experience that Storm is quite vulnerable to disruption, and with interactive decks supposedly on the rise post-unbannings, it's not a deck I expected to see to this degree.

Indeed, Jund and Burn are the next most-represented decks, both of which are favored against Storm—Jund has plentiful disruption and a clock, while Burn has Lightning Bolt and Eidolon of the Great Revel. Not to mention Jeskai Control, another heavily interactive deck, ties for third. There must be more to the Storm resurgence.

The Top 32

Let's move to the next level of data. Star City released the Top 32 lists instead of the usual 16, presumably because it's a "new" format, and the results are surprising, as they don't fall totally in line with metagame trends.

DeckTotal #
Gifts Storm5
Eldrazi Tron3
Counters Company3
GR Ponza2
Jund2
Jeskai Control2
Infect1
BR Hollow One1
Bogles1
Colorless Eldrazi1
UB Faeries1
UW Control1
GB Tron1
Four-Color Pyromancer1
Sultai Tezzeret1
Tribal Zoo1
Burn1
Blue Moon1
Humans1
GB Company1
UG Eldrazi1

Notably, the only UW Control deck to Day 2 also made Top 8. What is especially interesting to me is that the list is slower than mine, and my own deck's slowness proved problematic in testing. Perhaps I should just embrace the mighty glacier just like Gerrick Alford clearly has. I did wonder if my problems were unique, and this result suggests that it really is just my own problem.

The big winner is Storm, again. Five of its seven Day 2 decks made Top 32, with two copies in the Top 8—an impressive conversion rate. Storm's success makes it all the more incredible that Ponza was able to win the trophy. This is in sharp comparison to both Burn and Jund, who saw significant drop-offs. Also, Eldrazi Tron did very well, converting three of four decks and one Top 8. Here is another deck that seems to wax and wane in popularity. It's never awful, but it also never gets any press or real results for months and then reappears.

This Top 32 has a very wide spread of decks, which would indicate that diversity remains high. Storm is far ahead of everyone else, but after that it's relatively close. Were I to combine similar decks like the Tron variants, it would be a much shorter list. This gives me hope that the unbannings have been positive.

The Classic Results

Along with the main event, we have a Classic to investigate. It does not have the population of the Open, and so is of lesser value. Look at this as a spread of what is possible and potentially what wasn't quite enough for the Open's metagame.

DeckTotal #
Humans3
Jund2
Burn1
Gifts Storm1
UR Prison1
Mono-Green Tron1
Dredge1
Jeskai Control1
Titan Shift1
Esper Taxes1
Infect1
BR Hollow One1
Grixis Death's Shadow1

Once again, a dark horse took the race. Dredge won the Classic, and I would never have expceted that considering how little presence the deck has had since Golgari Grave-Troll was rebanned. Unlike with the Ponza vs. Storm upset, the fact that Dredge beat Jund in the final is not surprising. That said, it apparently had to get through a lot of ramp and combo decks—bad matchups—to make it that far.

Meaning

The fact that Ponza and Dredge won is very interesting, not only because they're already off-the-radar decks, but also because they fit into a recent pattern. This pattern has me wondering about the actual health of Modern.

The Linearity Cycle

Last week, Bogles won the MTGO Championship and everyone went rather hyperbolic. Before that, BR Hollow One did well at the Pro Tour, and suddenly everyone's lining up to play blackjack. Dredge gets press every time it reappears. I wouldn't be surprised if by the time this article is published, plenty of writers will have already begun singing the praises of GR Ponza and Storm (the former for winning the tournament, and the latter for its excellent conversion rate).

This pattern seems to repeat itself for whatever uninteractive deck outperforms expectations on a given next week. It is a bit cynical, though not wholly inaccurate, to chalk this up to jumping at the shiny thing. Talking about the thing that everybody is talking about is great for site traffic. However, if you look beyond the writers themselves, there is something going on. These weird and largely uninteractive decks pop up, then fade. This is no accident.

I have previously written about the Dredge Cycle, where Dredge would lie low and wait for everyone to forget to bring graveyard hate before winning everything one week before disappearing again. I've realized that this does not just apply to Dredge, but to a whole swath of decks. These decks are weak, either in a vacuum or to certain hate, but when nobody is looking, they will absolutely crush a tournament. Dredge is the poster child, but this also applies to Bogles, Lantern Control, Storm, etc. They're all linear decks that are absolutely killer when they're unexpected, but that fall apart with a target over their heads. I believe this is what we are looking at right now in Modern. Weird and unusual linear decks are winning and then fading while sideboards shift to answer them. The hate goes in, and a new and unaffected deck wins. I'm going to start calling this the Linearity Cycle until I come up with a better name.

Implications

Players are always looking to break the format. We're mostly spikes; we want to win. The best way to do that is play something powerful and left-field that nobody knows how to play against. Ergo, regardless of what deck is the actual best, players will be showing up trying to beat that deck. And it will work enough of the time to be worthwhile. Therefore, we should expect some distortion of our data sets while fringe decks have space to roam.

The metagame is still fluctuating and appears to be very open. However, I don't believe that it will stay that way. The success of the aforementioned decks suggests to be me that Modern is starting to narrow. In very wide metagames, targeted or fine-tuned decks tend to suffer from not hitting their targets. As a result, they disappear from view. When the metagame becomes more defined, they return. So to me, the recent success of these unique decks signals a loss of format diversity.

The common thread between these decks is that they crush midrange value decks. BR Hollow One explodes early with robust creatures. Bogles are hexproof. Ponza is functionally a ramp deck, though an odd one. Jordan's Eldrazi deck hits hard early and can't really be exhausted. All of these decks are designed to beat control and midrange decks, which were the decks that Jace, the Mind Sculptor and Bloodbraid Elf boosted.

If the metagame was slowing down, then we'd expect these predatory decks to resurface and thrive. Considering that Bogles is now maindecking Leyline of Sanctity, which was previously just an anti-Jund card, it certainly looks like everyone expects midrange to dominate. Storm has been quiet for a while, yet showed up in force in Worcester. Also, go back to Jordan's tournament report. He primarily ran into slower decks; I counted just pure aggro decks in Humans, Affinity, and Burn. Consider, finally, that six Jund decks made Day 2 of the Open, but only two made Top 32.

Is diversity decreasing, or are Jund and UWx Control actually pushing out other decks? I don't know, and even if I thought I knew, it is far too early to be certain. What I do know is that it will be harder to be certain than expected. If midrange decks actually are the best decks and are actually pushing out other decks, we may miss it, because the anti-midrange decks are doing the actual winning. This would create what I consider a false diversity, reminiscent of Standard Affinity at its height. I don't consider a deck, or strategy, and a bunch of decks that just prey on it a "healthy" metagame. As the metagame develops, we may not know if things are truly fine, or if we're blind to a major problem.

Looking Ahead

As more data comes in, the metagame will take a more concrete shape. Truth cannot hide forever. Whether we will have an accurate reading is an open question. I want to believe that we will, and that the data will reveal a perfectly healthy metagame. So far, it looks like unbanning Jace and Bloodbraid Elf was harmless. However, I'm concerned that there is a problem brewing that we just can't see yet. The first thing to observe is whether this trend of offbeat linear decks winning events continues through GP Phoenix this weekend. I'll be watching.

Gutting Worcester with Colorless Eldrazi Stompy

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Last weekend, I took down the 400-player SCG Classic in Worcester with my tried-and-true Colorless Eldrazi Stompy deck, losing only four games over 12 rounds. I've long championed the deck as a sleeper behemoth in the format, but haven't had much time over the last year to show it off in tournament settings. My previous finishes with the deck include an undefeated record at the SCG Season 1 Invitational and a Top 4 at Regionals last year. This Classic win marks the deck's highest-profile achievement thus far, and is garnering enough attention that I doubt its days in the dark continue.

I've already written plenty of theory on the deck, with articles covering everything from strategy to positioning. This article offers a quick-and-dirty tournament report of my run in Worcester.

Notes on the Deck

Little has changed with my list since I completed my mini-primer series on the deck last month, but I have made one fundamental alteration for the Bloodbraid/Jace metagame: Matter Reshaper now entirely usurps Endless One. The unbans make midrange as a whole more aggressive (with Jund leading the charge), and the rest of the format has trended more aggressive to keep up or otherwise go under control decks. Reshaper is one of our best options on the back foot, while Endless shines in a proactive role against disruption-light opponents. Given how the metagame seems to be shaking out, I don't anticipating modifying the new 4/0 split anytime soon.

Colorless Eldrazi Stompy, by Jordan Boisvert (1st, SCG Worcester Classic)

Creatures

4 Eldrazi Mimic
4 Eternal Scourge
4 Matter Reshaper
4 Thought-Knot Seer
4 Reality Smasher
4 Simian Spirit Guide

Artifacts

4 Serum Powder
4 Chalice of the Void
1 Smuggler's Copter

Instants

4 Dismember

Lands

4 Eldrazi Temple
3 Gemstone Caverns
4 Ghost Quarter
4 Blinkmoth Nexus
2 Mutavault
2 Sea Gate Wreckage
2 Scavenger Grounds
2 Wastes

Sideboard

3 Spatial Contortion
2 Gut Shot
4 Relic of Progenitus
1 Surgical Extraction
4 Ratchet Bomb
1 Pithing Needle

SCG Worcester Classic - Swiss

Colorless Eldrazi Stompy doesn't just mulligan a lot, it Serum Powders a lot. At the beginning of every game, I'll use a key to simplify relaying die rolls and the mulligans taken by each player. Some examples:

(Play; MPM 5 - 7): I'm on the play. I mull to 6, Powder for 6, and then mull to 5; my opponent does not mulligan.
(Draw): I'm on the draw. Nobody mulligans or Powders.
(Play; P 7ss - MM 5): I Powder for 7 and end up with two copies of Eternal Scourge in exile. My opponent mulligans twice.

Round 1 vs. Bant Company (2-0)

Game 1, W (Play): I open Temple and quickly establish a clock of two Mimics and two Reshapers. Dismember takes care of a mana dork while Mutavault helps apply pressure, and my opponent's turn four Company whiffs enough to make way for a lethal attack.

Sideboarding:
-4 Eldrazi Mimic
-4 Simian Spirit Guide
-4 Chalice of the Void
-3 Matter Reshaper

+15

Game 2, W (Draw; 7 - 6): My opponent keeps a shaky six with Plains, two Ghost Quarters, and no other lands. He Quarters my turn one Eldrazi Temple, which I'm fine with; I actually led with Temple to bait the activation. He then draws one green source, but never finds a second. A pair of Scourges beat him up and absorb Path to Exiles while Dismember chops up Tireless Tracker. I eventually draw Smasher for lethal a turn early.

Round 2 vs. Humans (2-0)

Game 1, W (Draw; 7 - M 6): My opponent starts with Champion of the Parish, which I neglect to Dismember immediately. The instant gets dropped in response to Phantasmal Image the next turn, which leaves him with an empty board. From there, Simian Spirit Guide joins Temple in powering out a turn two Thought-Knot Seer, which sees 2 Thalia, Guardian of Thraben, Meddling Mage, and Reflector Mage. I go for Reflector and start swinging; my opponent wisely calls Reality Smasher with the Meddling.

A few Blinkmoth Nexuses chip away in the air while Thalia after Thalia jumps in front of Thought-Knot and Meddling Mage turns sideways back. My clock is faster, and my opponent laments that he drew all four Thalias that game. As a show of sportsmanship, I don't tell him I had a hand of three uncastable Smashers!

Sideboarding:
-2 Eldrazi Mimic
-4 Simian Spirit Guide
-4 Chalice of the Void

+3 Spatial Contortion
+2 Gut Shot
+4 Ratchet Bomb
+1 Pithing Needle

Game 2, W (Draw): Vial comes down turn one, but I respond with Ratchet Bomb. The Bomb ends up trading for Vial alone after denying my opponent a turn of plays, and I meet another Vial and Champion of the Parish. Fortunately, I have a second Bomb, which ends up trading with those two cards. In the meantime, I spot-remove a pair of Hierarchs to keep my opponent from ever reaching three mana, and clock him with Reshaper and Blinkmoth. A final-turn Smasher seals the deal.

Round 3 vs. Burn (2-0)

Game 1, W (Play; P 7 - MM 5): My opponent mulligans to 5 and I Powder into the nut of turn one Mimic, turn two Guide into Thought-Knot, turn three land into other Thought-Knot. Nothing to see here...

Sideboarding:
-1 Smuggler's Copter
-4 Dismember

+3 Spatial Contortion
+2 Ratchet Bomb

Game 2, W (Draw; 7 - M 6): I cast a couple Scourges with Eldrazi Temple instead of slamming Chalice of the Void, waiting for my opponent to fetch himself off green to play around Destructive Revelry. I put him on a bunch of two-drops anyway. I have an opportunity to Chalice on 2 one turn, but prefer to Spatial an Eidolon and get in another hit. A timely Ghost Quarter shuts him off white before Deflecting Palm and Boros Charm can ruin my day, and he dies to a pair of Blinkmoths with me at five life and four two-drops in hand.

Round 4 vs. UW Control (2-0)

Game 1, W (Play): I pair with the same friend I played against at the last "Classic" I won, Noah Andrew, who's been racking up 5-0s online with UW Control. Chalice on 1 handles Path to Exile so Smuggler's Copter can soar over Jace and Wall of Omens (as well as Supreme Verdict) for a handy win in Game 1.

Sideboarding:
-4 Simian Spirit Guide
-2 Chalice of the Void

+4 Relic of Progenitus
+1 Surgical Extraction
+1 Pithing Needle

Game 2, W (Draw): Copter comes down again, but is quickly exiled by Detention Sphere. So I resort to piling on incremental hits with Eternal Scourge. Runed Halo ruins that plan, and I topdeck Reality Smasher. Noah has a card in hand, but I'm fairly confident it isn't Cryptic Command, so I cross my fingers and slam the Eldrazi. Smasher does away with him in three turns as he draws into soft permission.

Had we gone to Game 3, I would have brought in Bomb for Halo and Sphere, and cut Powder to hedge against Stony Silence.

Round 5 vs. Affinity (2-0)

Game 1, W (Play): My opponent inadvertently shows me Ornithopter while shuffling up, so I punish her with a blind Chalice on 0. Besides that, I've got two Temples for Thought-Knot into Smasher. When my opponent tries Galvanic Blasting the Seer, Guide exiles for red to Dismember her Vault Skirge and turn off metalcraft.

Sideboarding:
-4 Matter Reshaper
-2 Reality Smasher
-4 Simian Spirit Guide

+3 Spatial Contortion
+2 Gut Shot
+4 Ratchet Bomb
+1 Pithing Needle

Game 2, W (Draw; MM 5 - 7): The only land in my five cards is Eldrazi Temple; joining it are Smasher, Scourge, Dismember, and Chalice (which I again stick on 0). I kill a Signal Pest, turning off her Mox, and fade any other payoff cards; my opponent animates her Inkmoth Nexuses each turn to attack me for 2 infect.

Finally, I draw some lands: a Temple, and then a Ghost Quarter. I get to racing with Scourge into Smasher, tapping out the turn cycle before she'd have lethal infect damage; then, Ghost Quarter and Spatial Contortion allow me to remove my opponent's win conditions, baiting Blinkmoth pumps in the process to tap her out.

Round 6 vs. Naya Ponza (2-1)

Game 1, L (Draw; P 7 - 7): Ponza's usually a fine matchup for us, but my opponent replaced his Utopia Sprawls (which make them extra soft to Ghost Quarter) with Tarmogoyfs (which are actually great against us pre-board, and force us to bring in Relic after siding). After Stone Rain deals with Scavenger Grounds, Nahiri, the Harbinger ticks up behind a good ol' fashioned Goyf board stall, and I'm forced to crash my team into his to not die to Emrakul. I die to Inferno Titan instead.

Sideboarding:
-4 Eldrazi Mimic
-2 Matter Reshaper
-4 Simian Spirit Guide
-4 Chalice of the Void

+3 Spatial Contortion
+2 Gut Shot
+4 Relic of Progenitus
+4 Ratchet Bomb
+1 Pithing Needle

Game 2, W (Play): My opponent has a whopping three Bloodbraid Elves this game, but they're just too slow. Dismember deals with Birds of Paradise and I resolve Thought-Knot on turn three. A couple of Nexuses join the fray as I tick Ratchet Bomb up to 3, preventing him from fading lethal from the Blinkmoths with Blood Moon.

Game 3, W (Draw): I start the game with Gemstone Caverns in play, exiling Eternal Scourge, and Spatial Contortion the Birds on turn one. I Spatial another Birds the following turn. Chandra, Torch of Defiance is the pick off Thought-Knot Seer, which also shows me two Moons, Bolt, and Tireless Tracker, and soon trades for Tracker and a Bolt. My opponent struggles to get to four mana, though, letting me repeatedly attack with a single Scourge and Blinkmoth Nexus, and critically tick Ratchet Bomb up to 1 to destroy yet another Birds on sight.

Round 7 vs. GR Eldrazi (1-2)

Game 1, W (Draw; M 6 - 7): We each have two Temples, but my three Thought-Knots out-muscle his Matter Reshapers. I keep Dismember on call for his impending Smasher, and force bad blocks with one of my own before closing out the game.

Sideboarding:
-1 Eldrazi Mimic
-4 Simian Spirit Guide
-4 Chalice of the Void

+3 Spatial Contortion
+2 Gut Shot
+4 Ratchet Bomb

Game 2, L (Draw; 7 - MM 5): My okay-not-great seven is no match for his double-Temple five, which pulls far ahead in the damage race when Eldrazi Obligator steals Smasher and puts me to 1.

Game 3, L (Draw; M 6 - 7): This grindy game sees him Crumble to Dust my Eldrazi Temple and then inexplicably leave the rest in my deck. Meanwhile, we trade Scourges and look for bombs. I Thought-Knot two straight Obligators, and fly over an eventual board stall with a Blinkmoth Nexus. But I miss a critical attack one turn to represent blocks for a Bloodbraid Elf after miscounting, when my opponent in fact did not have attacks that turn anyway. He Stirs into Obligator and beats me at 1 life.

When Noah asked me earlier in the day what I didn't want to pair against, my response was simply "Eldrazi Temple decks." Pseudo-mirrors tend to favor whoever draws more Temples, but the other Eldrazi decks all boast mirror-breakers the likes of which Colorless can only dream of (Drowner of Hope; Eldrazi Displacer; Walking Ballista; Eldrazi Obligator).

This match was my first ever against GR Eldrazi, and I think I sided horribly—we definitely want Chalice for Stirrings, which lowers their odds of seeing Obligator and otherwise stunts their development; Mimic blows against Bolt, too. In any case, I was relieved to dodge Collin in the Top 8.

Round 8 vs. UR Pyromancer (2-0)

Game 1, W: After the first of my day's three deck-checks, my opponent gets a game loss for a transparent sleeve.

Game 2, W (Draw): I start with Caverns in play, exiling Scourge, and chase Chalice on 1 (which gets me Bolted) with the 3/3 and a Seer. My opponent bounces the board with Thing in the Ice and attacks me down to 10. I stick Reality Smasher and attack him back; he hits me down to 3. A second swing puts him too low to make another attack, as I have Mutavault on defense, giving me lethal with another Smasher the following turn.

Round 9 vs. Mono-Green Tron (2-0)

Game 1, W (Play): Mimic into Seer puts the pressure on, but Caleb rips Oblivion Stone to compliment his turn three Tron. I get another big hit in before he passes with Stone mana up, and then swing in with Mutavault for some guaranteed damage. Post-pop, a surprise Temple into Thought-Knot takes the Ulamog, the Ceaseless Hunger he was all-in on.

Sideboarding:
-2 Dismember

+1 Surgical Extraction
+1 Pithing Needle

Game 2, W (Draw; P 7 - MM 5): I Powder an okay hand with 2 Wastes, Scourge, Temple, Sea Gate Wreckage, and Quarter for a double-Temple opener featuring more cheap threats, while my opponent's fruitful five yields turn-three Karn Liberated. The planeswalker exiles one of my Temples before dying to Matter Reshaper as Eldrazi Mimic goes for Caleb's life points. A topdecked Seer again wraps up the game.

SCG Worcester Classic - Top 8

I have the 2nd seed heading into the quarterfinals and never pair against the undefeated Affinity player, giving me the play in all my Top 8 matches.

Quarterfinals vs. Amulet Titan (2-0)

Game 1, W (Play; M 6 - 7): Caleb from last round tips me off that Ian's on Amulet Titan, so I go hunting for an early Chalice. I find it and stick it, following up with Eldrazi Mimic and a turn three Thought-Knot Seer that shows me 3 Summoner's Pact, Amulet of Vigor, Ancient Stirrings, Forest, and Primeval Titan (the pick). I Ghost Quarter the Simic Growth Chamber and it's all she wrote.

Sideboarding:
-4 Matter Reshaper

+2 Gut Shot
+2 Ratchet Bomb

Game 2, W (Draw; PM 6s - 7): Gemstone Caverns exiles Scourge on the draw, and I again resolve a turn one Chalice. Turn two yields Eternal Scourge and a Chalice on 0, but I cannot draw another threat. Scourge chips at Ian's life as I Dismember a couple on-curve Tireless Trackers and Quarter a pair of Growth Chambers. At 1 life, my opponent makes his sixth land drop and taps out for Primeval Titan, searching up Radiant Fountain to go to 3. I rip Temple and resolve Smasher for lethal.

Semifinals vs. Traverse Pyromancer (2-0)

Game 1, W (Play; MM 5 - 7): I lead on Temple, Mimic and have the 2/1 Bolted. My opponent resolves Grim Flayer and I slam Thought-Knot Seer, exiling Young Pyromancer. Another Flayer comes down without delirium and we enter a board stall, with me eventually casting Scourge and him eventually resolving Bedlam Reveler. The Reveler gets Dismembered on the spot, and Reality Smasher follows my late Chalice on 1 to put the game away after some Scourge hits.

Sideboarding:
-4 Eldrazi Mimic
-1 Matter Reshaper
-4 Simian Spirit Guide
-4 Chalice of the Void
-1 Smuggler's Copter

+3 Spatial Contortion
+2 Gut Shot
+4 Relic of Progenitus
+1 Surgical Extraction
+4 Ratchet Bomb

Game 2, W (Draw): I keep Scavenger Grounds, Thought-Knot Seer, Dismember, Wastes, Ghost Quarter, Eldrazi Temple, and Blinkmoth Nexus, which causes my opponent's turn one Inquisition to whiff. Relic comes down and keeps his graveyard empty. I resolve Seer and some more guys and kill him.

Finals vs. Gifts Storm (2-1)

Game 1, L (Play): My opener is quite good for Game 1, although it lacks Thought-Knot Seer; I've got Eldrazi Temple, some Scourges, and a couple Dismembers, and manage to attack my opponent down to 5 while killing two mana creatures in a row. But alas, he has the third, and successfully goes off at the last minute.

Sideboarding:
-4 Matter Reshaper
-4 Reality Smasher
-1 Smuggler's Copter

+4 Relic of Progenitus
+1 Surgical Extraction
+4 Ratchet Bomb

Game 2, W (Play): I carefully pace my Relics around Shattering Spree and manage to land a Chalice on 2. Thought-Knot Seer is the nail in the coffin.

Game 3, W (Draw): This game takes about 40 minutes, as I fail to produce a threat until something like turn ten. Instead, I use Gemstone Caverns to quickly establish Relic of Progenitus and Chalice on 1, the pair of which eventually get Spreed as I take 1-damage hits from Baral, Chief of Compliance. I follow them up with another Relic and a Chalice on 2, which gets Unsubstantiated. Paul can't go off through the Relic and I manage to resolve the Chalice next turn.

Finally, I stick Eternal Scourge, and Paul's forced to Empty the Warrens for four Goblins. I tap my lucky Caverns to Surgical Extraction the Empty on his end step, essentially ridding his deck of win conditions—he now needed to locate his Engineered Explosives, take out the Chalice, and then go off via Grapeshot through my Relic, all before I found one of my three other Chalices to resolve for 0 or just more pressure. The predicament gave Eternal Scourge plenty of time to chew through all those 1/1s.

Eternally Yours

After years of writing about the deck, my finish at the Classic seems to have finally woken people up to Colorless Eldrazi Stompy. The strategy's already posted 5-0s in online leagues, including a streamed one by Jim Davis.

I want to go on record as saying I don't think the metagame suddenly favors Stompy, or that the deck was a sweet "meta call" for this event; rather, it's just been la vérité for a while, and continues to excel in a Jace/Bloodbraid format. It's just lacked visibility because I was the only dude on it.

What this new visibility means for Stompy is that more folks will pick up the deck; Scourges will hit the exile, card prices will rise, and Ux decks will figure out a way to beat us (or at least not auto-lose). To those of you thinking of giving Colorless Eldrazi Stompy a spin, I wish you success with the strategy. Be sure to check out my Mini-Primer series on the deck, which covers mulligans, sideboarding, and play tips. Until next time, may you mull to eight!

Video Series with Ryland: Bloodbraid Jund

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Well you had to know it was coming. We played with Jace, the Mind Sculptor last week, so this week was a bit obvious. I just wanted to give Bloodbraid Elf her time in the sun too! Frankly, Bloodbraid Elf is doing plenty fine without me giving her attention. Jace is the one who seems to need the extra help. Jund is all the rage these days, not to mention the many other Bloodbraid "brews" floating around. Sure, Bloodbraid has found her familiar home in the usual shard, but she has also appeared in Ponza decks, various tribal decks, and RG Eldrazi.

In all my testing so far, Bloodbraid decks have vastly outperformed Jace decks, with Jund unsurprisingly being the best of those. It's certainly possible, as many have alleged, that we simply haven't found the right home for Jace yet. While I think this is partially true, I do expect Bloodbraid to continue to outperform Jace in the coming months. Time will only tell as the format settles down and more results start coming in.

As far as the particular Jund deck we are battling with today is concerned, there is really not much to say—it's still a pile of good cards lacking almost entirely in synergy. Some changes to traditional lists have come with the entry of Bloodbraid and Jace into the format. Twenty-five lands seems to be the way to go from here with four Bloodbraids in the deck. Jund did not previously have that many four-drops, and these ones are particularly good! In addition, red is more prominent than it once was, with Bloodbraid in the list and Lightning Bolt back on the rise. Most lists are on 4 Bolt, 4 Bloodbraid, and 2 Kolaghan's Command, so you'll see a lot more red symbols in the list than in recent months. As such, I am an advocate of the basic Mountain; these days I think it would be a mistake not to register one.

The removal suite is pretty flexible and easy to change from week to week depending on the broader shifts of the format. I usually advocate playing a breadth of different options in decks that can support it, and you'll see that present in my list below. Other than that, there is not much else to say about the deck. It's Jund. It's got some good ones. Bloodbraid Elf was a great (re)addition. All very shocking, I know!

I made some decklist changes mid-series this time (which I go over in the videos). If you do or don't enjoy that format, let me know for future weeks. I hope you enjoy the matches and, as usual, I'm interested to hear what kind of content you'd like to see moving forward, so I can continue to evolve and improve my videos. Please let me know your thoughts, and any improvements you would like to see concerning formatting, presentation, or whatever else strikes your fancy. If you'd like to see similar content, check out my Twitch channel for some more live Modern!

[youtube https://www.youtube.com/playlist?list=PL261kJ_cAQC_dVJ3zTWtRMTBeOIc8YqB5]

Jund, by Ryland Taliaferro

Creatures

4 Bloodbraid Elf
4 Dark Confidant
3 Scavenging Ooze
4 Tarmogoyf

Instants

1 Abrupt Decay
2 Fatal Push
2 Kolaghan's Command
3 Lightning Bolt
1 Terminate

Planeswalkers

4 Liliana of the Veil

Sorceries

1 Dreadbore
3 Inquisition of Kozilek
1 Maelstrom Pulse
2 Thoughtseize

Land

4 Blackcleave Cliffs
3 Bloodstained Mire
1 Blood Crypt
1 Forest
1 Mountain
2 Overgrown Tomb
2 Raging Ravine
1 Stomping Ground
2 Swamp
2 Treetop Village
1 Twilight Mire
4 Verdant Catacombs
1 Wooded Foothills

Sideboard

2 Ancient Grudge
2 Anger of the Gods
3 Collective Brutality
3 Fulminator Mage
1 Maelstrom Pulse
2 Grafdigger's Cage
1 Hazoret the Fervent
1 Liliana, the Last Hope

Spare a Home for a Mind Sculptor? Jace Tryouts

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It's been three weeks since Jace, the Mind Sculptor was unbanned. For the past three weeks, I have struggled with the card; the power is there, but an optimal shell has proven elusive. Judging by the lack of articles around the greater internet, it seems that most brewers are having similar problems. Today, I will run through what has and has not worked for me, and explain where I'm heading with Jace.

My testing process is a little odd because almost all my work is done in paper tournaments. I don't like playing online for a lot of reasons, and it's very easy to play paper for me. If you want to travel around western Denver, you can play in a 4-5 round Modern tournament every night, three of which are at my LGS, Black Gold. I can brew up a deck with the expected metagame in mind and then get immediate feedback from very good players, and we can all learn from each other's successes and failures. As someone who has managed testing teams online, I greatly prefer the paper method because it's easier to get feedback and make adjustments on the fly.

In short, everything I do is tournament-tested, but may only apply to my local metagame. Regardless, I hope that my results are useful to either confirm your own results or help you avoid my mistakes.

Initial Failure: Jeskai

I started the same place I imagine most players started: slotting Jace into an existing deck. Specifically, the Jeskai Tempo shell that's been everywhere for months. I'd been playing the stock list for months and just threw four Jaces into the list. To the surprise of nobody, it failed to mesh; the creatures didn't play well with Jace, and there weren't enough answer cards to protect Jace. It was really good to play Geist of Saint Traft and then Jace to bounce blockers, but that's quite inefficient compared to Bolting the blocker and Spell Quellering the next one.

In fact, I haven't yet found a combination that really performs. Compared with tempo and control, the creature-heavy builds haven't actually needed Jace because they tend to just swamp the opponent and burn them out without needing additional gas or an alternate win condition.

The builds I've tried even sputter in the face of formerly good matchups. Playstyle could be a factor; I do play control decks conservatively, while taking more aggressive lines with the tempo lists. However, none of the other control players I talk to have had better results. They've all had the same problems as I and are equally baffled, as Jeskai should be a good home for Jace.

Not So Miraculous: Miracles

Concurrently with my Jeskai exploration, I did the other thing I'm sure everyone has tried and built Miracles. It just seems obvious, as the Miracles spells need to be on top of your library to get value. The best card for making that happen is Brainstorm. Jace is Brainstorm on a stick.

My build proved to be so clunky that I ran it exactly once, and was very lucky to not hit an actual aggressive deck that day. By the time you can get Jace online and actually facilitate setting up your miracle cards, it's late enough for them to not be relevant. Drawing them when you don't need to, want to, or can't afford to miracle is a disaster because they just sit in your hand forever.

Another player in my area has been trying to make Miracles work in Modern for well over a year now and he took it to the extreme. He was playing Opt, Riverwise Auger, I'm pretty sure See Beyond (memory's foggy), and a full set of Jaces to ensure that he only hit Terminus when he wanted to, and that didn't work, either. He still struggled to actually set his top cards, and I picked him apart easily with more traditional control lists. His list was also too full of air to really work against creature decks.

It's not a problem of power level. Terminus is a very good spell, especially at one mana, and Entreat the Angels is a powerful finisher. Putting creatures on the bottom of their owner's library is a great way to beat the common answers to sweepers like indestructible and regeneration or to get around dredge creatures. The core UW control deck is also great.

The problem is that this is Modern, not Legacy. The real power of Legacy Miracles is the expert control it wields over its draw step. Even with Sensei's Diving Top gone, the deck has Brainstorm, Ponder, and Portent to set its top cards. That kind of effect density just isn't present in Modern. Without them, the deck will never function as well, if at all. I like Terminus, but I've just not seen the evidence that it can be consistently good.

My Current Build: UW

UW is another story, and I've had great success playing a more conventional UW Control list.

Building this deck was simple enough; I just tuned the aforementioned UW core. I scrapped the heavy anti-creature package in favor of more countermagic, as I wasn't seeing many aggressive decks and my local meta was really slowing down so I needed more cards against grindy decks. I also went for the mana disruption package. It's never completely dead because utility lands are everywhere and anyone who watched the Modern Super League knows how potent it is right now. This is my current list:

UW Control

Creatures

4 Snapcaster Mage

Sorceries

4 Serum Visions

Enchantments

4 Spreading Seas
2 Detention Sphere
1 Search for Azcanta

Planeswalkers

2 Gideon of the Trials
3 Jace, the Mind Sculptor
1 Elspeth, Sun's Champion

Instants

4 Path to Exile
2 Spell Snare
3 Logic Knot
2 Mana Leak
4 Cryptic Command

Lands

4 Celestial Colonnade
4 Hallowed Fountain
4 Flooded Strand
4 Field of Ruin
5 Island
3 Plains

Sideboard

3 Vendilion Clique
2 Blessed Alliance
2 Negate
2 Stony Silence
2 Supreme Verdict
2 Relic of Progenitus
1 Timely Reinforcements
1 Disenchant

This deck has been running very well for the past two weeks. I rarely feel overmatched and have yet to lose the very long games. It almost never runs out of cards, and so grinds admirably. I'm usually down on Field of Ruin because it costs mana to activate, but here it works wonders against Tron or Valakut, the Molten Pinnacle; we're not doing anything else on turn three, and in control mirrors, it becomes asymmetrical—Grixis and Jeskai lists contain very few basics. My success indicates that the deck is good, but how good remains the question.

The Advantage

This deck is very strong against slower decks. I've felt, and my winrate supports, that this deck is heavily advantaged against midrange, control, and big mana decks. There are lots of answers for everything, long-term advantage, and tons of mana disruption, all of which make it a nightmare for other midrange and control decks to grind through. I also have fewer dead cards in the mirror without sweepers. The deck's robust enough to eat many Thoughtseizes and still have relevant spells, which really surprised the Grixis Control players last week. I've been crushing the other blue-based control decks, Gx Tron, and midrange-Jund decks that have flooded my LGS since the unbanning.

The other advantage is this deck is an excellent Jace deck. It's very easy to clear out an opponent's threats and answers so that Jace can land and survive. Once that happens, we have plenty of ways to protect Jace long enough for repeated Brainstorms to lock up the game. There aren't any truly situational spells, only contextually poor ones like Mana Leak. Jace isn't a necessary or integral part of the deck, but a very strong payoff card. It's true that untapping with Jace often seals the game.

The Problems

This deck is slow. Really, really slow. Not just in terms of its win condition, but in terms of actual play speed, and I play fast. Over the past two weeks I've gone to time in about 75% of my matches. This is a huge deviation for me; even my previous control decks would finish in a reasonable timeframe. However, the number of decisions this deck makes and the busywork present in the deck are really dragging me down. Some time extenders include Search triggers, planeswalker activations, shuffling, and Celestial Colonnade hits.

Then there's the win condition. I actually had two Searches initially, but traded one for Elspeth because I was struggling to actually win the game. I could establish control easily enough, but actually winning was frequently challenging. There's just not many options. Obviously, you can attack with Gideon, Snapcaster, and Colonnade, but that's not always reliable and never quick. Path to Exile and Dismember are quite prevalent. You also can't always just slam down Jace and win. Plusing Jace on opponents is great, but it's not always the right play. Brainstorming turn after turn is also great, but doesn't actually win the game. There's a surprising amount of tension between the two modes, and knowing when to switch from one to the other is hard. All this combines into a deck that wins the game easily, but takes forever to actually kill the opponent.

The other problem is aggro. This version of UW Control really struggles against non-Affinity aggressive decks. Affinity has been fine because we excel at picking off the important payoff cards with counterspells and grinding one-for-one. The only times I've lost after untapping with Jace have been to Burn and Goblins. I just couldn't draw enough counters and didn't play enough lifegain to actually stabilize, and my slow clock gave them the time to find a win. Goblin Grenade has been devastating. This is a function of my build, which is consciously weaker against swarm and burn decks, and could be easily remedied.

Can It Be Fixed?

Obviously, moving the deck in a more proactive direction would solve the first two problems. However, I don't know how to do that yet. I'm already playing as fast as I can without punting wildly, and that's not helping. The deck is too slow and I need to speed it up. However, all my attempts to build a more proactive and creature-heavy list have fallen into the previously mentioned Jeskai trap and clunked themselves to death. A lot more work needs to be done before I will take a proactive Jace list to a paper tournament.

As for the second one, the solution is obvious, but I'm not certain of the benefit. My maindeck has a huge advantage in my current metagame, and changing things to solve the poor aggro matchups doesn't seem worthwhile. Any change I make will make the deck worse in control mirrors and against Tron. This may be acceptable as Eldrazi, particularly as RG Eldrazi gains steam, in which case I'll cut the Spell Snares for Blessed Alliance. And it may be the correct configuration for the wider metagame, but given how exhausting it can be to play this deck in weekly tournaments, I'd rather not take it to a GP or Open.

Keep Looking

If you really want a slow control deck and your metagame is as slow as mine, then this is a great Jace deck. However, I think there's plenty of work to be done before it becomes a great deck in the overall metagame. It bears repeating: brewing with Jace is hard. The payoff is real, and in a slower metagame, this is where I want to be. However, I don't think this is correct for the wider metagame. I'm still working on the problem and will be trying out different versions in hopes of solving my time problem.

I could also be worried over nothing if the metagame is slow enough to make that this is the correct deck. Next week, I'll look over the results from SCG Dallas for some guidance.

A Whole New Zoo: My Nacatl Chronicles

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In the weeks since Bloodbraid Elf and Jace, the Mind Sculptor became legal in Modern, Wizards has posted some novel and interesting decklists from Magic: Online. As a lover of attacks, blocks, and interaction, the Wild Nacatl decks intrigued me. I've never been a fan of the disruption-light Revolt Zoo variants, nor the activated-ability-centric Knight of the Reliquary ones. With Bloodbraid in the picture, though, it seems a more goodstuff-style Zoo deck becomes viable.

The format is Modern, which means there can't be a single way to build goodstuff decks. I set out to find a build that works for me. Today's article focuses on my brewing journey across the Zoo over the past week.

Mantis and Flayer: The Challenge

Two Tribal Flames-based Zoo lists in particular set off my brewing kick. One, first posted by HJ_Kaiser in a Modern Challenge Top 32, features 12 one-drop threats and Mantis Rider. This deck has gone on to place in a second Challenge and continues to rack up 5-0s. The other has appeared only once so far, in a 5-0 performance by Moosedroppings; this list can be more aptly described as "Little Jund" than as "Big Zoo," and packs Grim Flayer.

Each list featured cards I wanted to cut immediately: worse-Nacatls Kird Ape and Loam Lion out of the Mantis build, and unexciting meta-breaker Loxodon Smiter out of the Flayer build.

Mantis and Flayer are both pet cards of mine, so I wondered if I couldn't fit the two into the same Zoo shell. Color-wise, it seemed ridiculous, but in terms of playstyle, these were the exact creatures I wanted flanking my Wild Nacatls and Tarmogoyfs. The 5-0 decks already ran five colors for Tribal Flames. And I'd even brewed with Mantis Rider and delirium before.

Supporting Mantis

Enabling Mantis Rider mostly requires making enemy Lightning Bolts worse. There are a few ways to go about doing so: we can overload the Bolts with cheaper targets, as in HJ_Kaiser's list; run shields like Mutagenic Growth; or ramp up on targeted discard to proactively strip answers from opponents.

Taking the first route seemed like a natural solution at first. After all, Rider gets better in a like-mindedly aggressive deck, i.e. Humans.

Fitting Flayer

Grim Flayer's constraints are a bit more complicated. Mantis asks us to pack a high density of creatures, but Flayer wants a diverse array of card types. There's a reason they don't play this guy in Humans: he's just not worth two mana without delirium. Delirium gets even tougher with Bloodbraid in the mix, since the best enablers (Mishra's Bauble; Tarfire) are miserable cascade hits.

One route is to ensure the basic types—instant, sorcery, and land—are consistently represented. In a Zoo deck, opponents either deal with the one-drops or lose to them; if they fail to produce a kill spell for Nacatl, Flayer's likely to do some work even as a 2/2. Another is to run weird card types. Not one to turn down a big Goyf, I started with the latter.

Grim Zoo 1.0, by Jordan Boisvert

Creatures

4 Noble Hierarch
4 Wild Nacatl
4 Tarmogoyf
4 Grim Flayer
4 Mantis Rider
4 Bloodbraid Elf

Artifacts

2 Mishra's Bauble

Enchantments

1 Seal of Fire

Instants

4 Lightning Bolt
1 Tarfire
2 Boros Charm

Sorceries

4 Tribal Flames

Lands

4 Wooded Foothills
4 Windswept Heath
4 Verdant Catacombs
1 Flooded Strand
1 Stomping Ground
1 Temple Garden
1 Sacred Foundry
1 Breeding Pool
1 Blood Crypt
1 Godless Shrine
1 Steam Vents
1 Mountain
1 Forest

Sideboard

1 Grim Lavamancer
2 Fulminator Mage
2 Mutagenic Growth
2 Ancient Grudge
1 Fatal Push
3 Lingering Souls
4 Thoughtseize

This build, as is natural for my first drafts, was all over the place. Delirium was hit-or-miss, often depending on how often I naturally drew Mishra's Bauble. And it was totally useless in the absence of Flayer, making for some disappointing cascades. Hierarch was great at dying early, but sometimes unimpressive when it stuck. We tend to attack with enough creatures to negate exalted by the mid-game, and don't really ever need mana in excess of four.

Surprisingly, the mana was decent, if untuned. It turns out supporting five colors is feasible on so many lands. I just went with the 13 best-looking fetches to support the shocks I thought were most important. The two big issues with this deck's mana are the damage it causes and the basic land. We end up naturally putting ourselves to 12 life in many games, which made me wonder if Death's Shadow doesn't belong in the deck. Forest is kind of awkward since it doesn't cast Mantis Rider, but it casts the rest of our creatures, and allows us to operate partially under Blood Moon.

Sideboard

Lingering Souls plays the role of midrange trump, and Thoughtseize plugs critical holes against combo (and Tron, as does Fulminator Mage). Mutagenic Growth still embarrasses Lightning Bolt, which is again king in Modern.

Embracing the Dark Side

David may have struggled to fit Death's Shadow and Bloodbraid Elf into the same Jund shell, but it didn't take long afterElf became legal online for the combination to put up a win. Keeping this result in mind, I took a minor detour from my original mission to try supplementing them with Flayer and Nacatl.

Not that the detour was deliberate; I just quickly found that the Shadow package doesn't allow Mantis Rider. It's too card-heavy. Shadow demands 4 Death's Shadow, 4 Street Wraith, and 4 Thoughtseize. To its credit, though, this package excels at granting delirium.

Without Rider, we didn't want blue at all, so Tribal Flames was also trimmed. Hierarch became less impressive as a result; I cut the mana dork to make room for Wraiths, which fulfill a similar purpose of adding creature to the graveyard. This change also made Pyroclasm more attractive out of the sideboard.

Grim Zoo 1.5, by Jordan Boisvert

Creatures

4 Death's Shadow
4 Wild Nacatl
4 Tarmogoyf
4 Grim Flayer
4 Bloodbraid Elf
4 Street Wraith

Planeswalkers

1 Liliana of the Veil
1 Liliana, the Last Hope

Artifacts

2 Mishra's Bauble

Enchantments

1 Seal of Fire

Instants

4 Lightning Bolt
1 Kolaghan's Command
1 Fatal Push
1 Tarfire

Sorceries

4 Thoughtseize

Lands

4 Verdant Catacombs
4 Wooded Foothills
4 Windswept Heath
1 Stomping Ground
1 Temple Garden
1 Sacred Foundry
1 Blood Crypt
1 Godless Shrine
1 Overgrown Tomb
1 Swamp
1 Forest

Sideboard

3 Lingering Souls
3 Fulminator Mage
2 Mutagenic Growth
2 Ancient Grudge
2 Collective Brutality
2 Fatal Push
2 Pyroclasm

This build found itself short on instants for delirium, making me consider adding Manamorphose in place of the goofy enablers I hadn't yet divorced myself from. But once I did that, I without question had a worse version of Traverse Shadow on my hands.

Traverse Shadow isn't a deck that wants Nacatl over synergistic, matchup-solving bombs like Temur Battle Rage. Taking things one step further, it doesn't need so many copies of Grim Flayer, as Traverse the Ulvenwald itself is a more rewarding payoff for achieving delirium.

Returning to the Roots

So it was back to the Mantis-Flayer drawing board, now with some valuable lessons learned. No Wraith meant a return to Hierarch, and subsequently, a way to use the excess mana. I turned to Scavenging Ooze, an incidental grave-hater with wide applications against midrange decks. Manamorphose and Inquisition of Kozilek made the cut over Seal of Fire and Tarfire for help with delirium.

Targeted discard pairs well with aggression. I tried splitting Inquisition with Thoughtseize to free up some space in the board, but it proved too painful.

Manamorphose helps cast Mantis and Flayer when our lands aren't optimal, or through a Moon. The instant was also a fine cascade, as I'd often find myself with more spells to cast in hand; that way, hitting Mana off a Bloodbraid still let me add to the board.

Grim Zoo 2.0, by Jordan Boisvert

Creatures

4 Wild Nacatl
4 Grim Flayer
4 Tarmogoyf
2 Scavenging Ooze
4 Mantis Rider
4 Bloodbraid Elf

Artifacts

2 Mishra's Bauble

Instants

4 Lightning Bolt
2 Manamorphose

Sorceries

4 Inquisition of Kozilek
4 Tribal Flames

Lands

4 Verdant Catacombs
3 Wooded Foothills
3 Windswept Heath
2 Flooded Strand
2 Misty Rainforest
1 Stomping Ground
1 Temple Garden
1 Sacred Foundry
1 Breeding Pool
1 Blood Crypt
1 Godless Shrine
1 Steam Vents
1 Forest

Sideboard

3 Lingering Souls
3 Collective Brutality
2 Thoughtseize
2 Fulminator Mage
2 Ancient Grudge
1 Fatal Push
1 Mutagenic Growth
1 Swamp

After a few matches, I wanted to include more copies of Manamorphose, but lacked space. The Baubles were too important for delirium when opponents didn't have removal. This fact reveals a key weakness of 2.0: it's too reliant on opponents doing something.

The strength of Modern Zoo is its proactivity. If opponents don't do anything to interact with us, we shouldn't be struggling to stuff our graveyard. We should just be killing them.

Dumping Black

I'd doubled down on Flayer's tertiary color in the Shadow build, but now found myself dropping it entirely to try a build with only Mantis Rider instead. Striving for delirium over-diluted Zoo's gameplan. It's no wonder we've only seen a single 5-0 in the vein of Moosedroppings's Grim Flayer list.

Cutting delirium enablers made room for more lackluster cascades. A card that blew me away in each of my Flayer builds was Mutagenic Growth, and I settled on running the instant main to combat Bolt decks. I figured decks omitting Bolt would have trouble dealing with our assault in the first place, and those packing it now had extra hoops to jump through.

The exception is opponents aiming to go under even aggro decks, like Storm and Scapeshift, or ones packing sweepers like Surpreme Verdict. Spell Queller gives us game against each of these plans while pairing nicely with Noble Hierarch. It can also be saved from Bolt with Mutagenic Growth, and naturally resists Fatal Push. Finally, Queller contributes to our primary gameplan, combining with the instant to leave opponents with precious few ways to deal with aggression and joining Rider in the skies.

The initial build also featured 4 Curious Obsession as a placeholder. I'd seen the card perform in some Spirits lists and wanted to try it with Nacatl, Queller, and Rider, all of which it grows past Lightning Bolt. After about ten minutes of goldfishing, I scrambled to get the cards together and brought the deck to a weekly Modern tournament. The excursion was good for a laugh, but things didn't quite pan out. On the bright side, I realized what to include instead.

For Growth to excel, and my curve to smooth out, I needed more one-drops. But I was still down on Ape and Lion. Axing the couple Botanical Sanctums I started with for more fetches opened up Narnam Renegade, an incidental perfect fit for this deck. Renegade holds down the ground against the likes of Eldrazi, Jund, and Shadow while our evasive beaters soar over the battlefield, mitigating the deck's lack of Path to Exile (and now, Tribal Flames). It's also aggressive enough to bait removal.

Queller-Cat, by Jordan Boisvert

Creatures

4 Narnam Renegade
4 Noble Hierarch
4 Wild Nacatl
4 Tarmogoyf
2 Scavenging Ooze
4 Mantis Rider
4 Spell Queller
4 Bloodbraid Elf

Instants

4 Lightning Bolt
4 Mutagenic Growth

Lands

4 Wooded Foothills
4 Misty Rainforest
2 Scalding Tarn
2 Flooded Strand
1 Windswept Heath
1 Sacred Foundry
1 Hallowed Fountain
1 Breeding Pool
1 Stomping Ground
1 Steam Vents
1 Temple Garden
1 Forest
1 Plains
1 Island

Sideboard

3 Unified Will
3 Reflector Mage
2 Magus of the Moon
2 Rest in Peace
2 Ancient Grudge
1 Stony Silence
2 Kozilek's Return

Eight "bad" cascades is about as many as I'm comfortable with. Growth gives us an extra two damage and sometimes further buffs Tarmogoyf, but does so much for us from the hand that cascading into it is far from the end of the world.

Queller's a bit more complicated. It turns our 3/2 haste into a 2/3 flying and insulates us against removal spells, most notably sweepers—should Queller die, we get to cast Elf for free, which again triggers cascade. It's a shame the Spirit doesn't boast a "may," as 2RG for Vulshok Berserker and Talon Trooper is a fine rate. But it's still a counterspell we can run alongside cascade, and one the deck needs.

Tarmogoyf finds itself in kind of a weird space here. It remains the best follow-up to a deceased one-drop, assuring its inclusion. But we don't grow it larger than 3/4 ourselves. Regardless, Goyf is way larger than its mana cost suggests. I've just never so hungrily watched opponents cast Serum Visions and Inquisition of Kozilek.

Other Options

I initially replaced my Curious Obsessions with a 2-2 Narnam Renegade/Goblin Rabblemaster split.

Rabblemaster is awesome in this deck, especially against midrange and big mana. Versus the former, it provides a form of card advantage with the tokens, which can chump Goyf, die to Diabolic Edict effects, or crash into freshly-minused Lilianas. But our three-drop slot becomes unbearably clunky with Rabble in the mix, which caused me to max out on Renegade.

This three-drop curse plagues other possible options like Tireless Tracker and Reflector Mage. Such tools are probably best relegated to the sideboard.

Sideboard

Reflector does indeed find a spot here, replacing Path to Exile so we can run Magus of the Moon. Magus joins our "Thoughtseize," Unified Will, in hassling Tron. We can't cascade into Will, but it does outperform Seize in matchups where we want those cards.

While I generally love Pyroclasm in this kind of deck, I've opted for Kozilek's Return as extra insurance against Affinity. Crucially, the instant can also be cast on end steps after leaving up Spell Queller for a turn.

An unthinkable include for my delirium builds, Rest in Peace also appears here. This card is really gross, but few decks can splash it; fortunately, with only four Goyfs and a couple Oozes using the graveyard, we're among them.

I've even used Rest in Peace to dominate the Zoo mirror, turning Knight of the Reliquary, Voice of Resurgence, and of course Tarmogoyf into costly chump blockers. In that matchup, it's best to board Goyf out, but against decks that just lose to the hoser (i.e. Dredge), there's little reason not to leave Goyf in. Similarly, discard-heavy strategies against which Goyf is already strong, like Abzan Rock and Traverse Shadow, encourage keeping both.

Comparison to Humans

Lastly, I want to touch on this deck's niche in the Modern metagame. It's similar to Humans, but less interactive. It's also worse at goldfishing; in other words, it's less proactive when opponents let us do our thing.

That said, nobody lets you do your thing right now. In the face of disruption, Queller-Cat is significantly more resilient and proactive than Humans, as its threats tend to stand strong alone. Mutagenic Growth also grants us a free win dimension against Bolt decks—few interactive opponents can keep up with a strong curve supplemented by a timely Mental Misstep. And on the note of "playing instants and sorceries," Queller-Cat expertly wields the best card in Modern, Lightning Bolt.

The most obvious draw to this deck over Humans is its access to non-Human creatures. Queller has some coverage with Kitesail Freebooter and Meddling Mage, but does more than either of those creatures by itself, even sapping enemy mana. Scavenging Ooze gives us a much-needed mana-sink, as Humans too is prone to flooding. But Bloodbraid Elf is the deck's biggest gain, providing a Collected Company alternative that sneers in the face of countermagic and doubles our haste creature count.

Zoo Blue

Queller-Cat seems like the natural evolution of Counter-Cat. The prevalence of discard-heavy, Push-featuring strategies is bad news for Delver of Secrets. The nail in the coffin, though, is that permission decks can't run Bloodbraid Elf, a card aggro-control decks badly want in the aggro-control mirror. Queller-Cat solves that issue without actually curving all its counterspells.

In any case, it seems like there are a million ways to sling Wild Nacatl right now. What Zoo decks have you been experimenting with? Let me know in the comments.

Odds and Ends: Unusual Homes for Bloodbraid and Jace

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As the metagame continues to adapt to the recent additions of Bloodbraid Elf and Jace, the Mind Sculptor, we have seen lots of the expected: Bloodbraid bolstering Jund, and Jace slotting in nicely as a finisher for controlling blue decks. Temur Midrange was also a concept that was bandied about, and is currently seeing play. However, something else has happened: a variety of more surprising decks have taken these cards out for a spin and experienced success. Some of the new Bloodbraid and Jace shells required little alteration; others have demanded more significant tweaks.

This article explores some of the more unexpected homes for Bloodbraid Elf and Jace, the Mind Sculptor, and provides some anecdotal accounts of how the format has responded to their incorporation thus far.

We Bought a Zoo

We'll start with a somewhat under-the-radar home for Bloodbraid Elf in Naya Zoo. While the Elf was originally banned for the threat it presented in Jund strategies, it also has a storied history of being included in more aggressively slanted Naya decks, going all the way back to its time in Standard.

While Modern Zoo has been a format player as recently as early last year, it has seen hard times of late. Its threats are frequently outclassed by Eldrazi creatures and Death's Shadow, and other decks have surpassed it on the resilient aggro power rankings. Bloodbraid promises to change that by giving them a shot in the arm on the tempo and the card advantage fronts, as the Elf often brings a friend along and represents a source of damage that can close games from seemingly out of nowhere. Here's a Zoo list featuring Bloodbraid Elf that scored 5-0 in an MTGO competitive league:

Naya Zoo, by Betrix2688 (5-0, MTGO Competitive League)

Creatures

4 Wild Nacatl
4 Bloodbraid Elf
2 Courser of Kruphix
4 Knight of the Reliquary
4 Noble Hierarch
1 Qasali Pridemage
2 Scavenging Ooze
3 Tireless Tracker
4 Voice of Resurgence

Instants

1 Dromoka's Command
4 Lightning Bolt
3 Lightning Helix

Planeswalkers

1 Domri Rade

Lands

3 Forest
1 Ghost Quarter
1 Horizon Canopy
1 Mountain
2 Plains
1 Sacred Foundry
2 Stomping Ground
1 Tectonic Edge
2 Temple Garden
1 Treetop Village
4 Windswept Heath
4 Wooded Foothills

Sideboard

2 Ancient Grudge
1 Elspeth, Knight-Errant
1 Ghost Quarter
2 Gideon, Ally of Zendikar
3 Grim Lavamancer
1 Lightning Helix
2 Path to Exile
1 Reclamation Sage
1 Scavenging Ooze
1 Thrun, the Last Troll

While I think that this sideboard is still very much a work in progress (for example, I would really like to see some number of Fiery Justice to address faster creature decks), I do like the premise of pairing Bloodbraid Elf with its onetime Standard teammates in Wild Nacatl and Knight of the Reliquary, and then tacking on a ton of burn and a variety of top-end creatures.

The deck gets to be aggressive with one-drops, but can also play a grindy game as needed. Cascading into something like Tireless Tracker is a play that many opponents are ill-suited to keep pace with, as the tandem represents an enormous amount of potential card advantage as well as pressure.

Bloodbraid Zoo: Tribal Edition

Another way to approach Bloodbraid Elf in Zoo is to skew more aggressive, and incorporate it alongside lots of burn spells (including the incomparable Tribal Flames) and other haste creatures. Mantis Rider has made a big splash as one of the finishers in Humans, but is also a fantastic hit off Bloodbraid, making it a great additional payoff for incorporating all five colors of mana. Something like this list that 5-0'd sounds like a good place to start:

Tribal Zoo, by Squidkid (5-0, MTGO Competitive League)

Creatures

4 Mantis Rider
4 Bloodbraid Elf
4 Kird Ape
4 Loam Lion
4 Tarmogoyf
4 Wild Nacatl

Instants

2 Boros Charm
4 Lightning Bolt
4 Lightning Helix

Sorceries

4 Tribal Flames

Lands

1 Blood Crypt
1 Breeding Pool
2 Flooded Strand
1 Forest
1 Godless Shrine
1 Hallowed Fountain
1 Plains
1 Sacred Foundry
1 Steam Vents
1 Stomping Ground
1 Temple Garden
3 Verdant Catacombs
3 Windswept Heath
4 Wooded Foothills

Sideboard

2 Ancient Grudge
3 Grim Lavamancer
3 Lingering Souls
3 Molten Rain
4 Thoughtseize

As the deck's 12 aggressively inclined one-mana creatures suggest, this strategy lives and dies by how fast it comes out of the gate. In that context, Bloodbraid Elf is a hasty curve-topper that can sling a burn spell or find another body, and as such fills the closer role and complicates enemy stabilizing.

Looking closer, I am a fan of the sideboard Thoughtseizes, as they address the strategy's classic weakness to combo. I also like the addition of Lingering Souls in the deck's sideboard as an ideal cascade hit against grindy decks. I'm unsure the deck wants that many copies of Grim Lavamancer, but overall the deck looks well-suited to putting relentless pressure on its opponents.

Here Comes the Boom

We'll next examine a deck that has put up competitive results in the past, but is incidentally boosted by the return of Bloodbraid Elf: RG Ponza. Ponza is reliant on early accelerants to power out land destruction spells and delay its opponent's development; then, it ends the game with fatties cast ahead of schedule. It has sometimes faced the problem of drawing lots of disruption but no way to actually close the game, or investing lots of card capital in accelerants, and then running out of gas in the midgame.

Elf fixes both of those problems while providing an extra dose of early-game acceleration. The combination of Arbor Elf and Utopia Sprawl can power Bloodbraid out as early as turn two, and it has a plethora of powerful three-mana payoffs to hit in a shell such as this one:

RG Ponza, by UnionCountyGames (5-0, MTGO Competitive League)

Creatures

4 Arbor Elf
2 Birds of Paradise
4 Bloodbraid Elf
1 Courser of Kruphix
2 Inferno Titan
2 Stormbreath Dragon
3 Tireless Tracker

Enchantments

4 Blood Moon
4 Utopia Sprawl

Sorceries

4 Molten Rain
3 Mwonvuli Acid-Moss
1 Primal Command
4 Stone Rain

Lands

9 Forest
1 Mountain
4 Stomping Ground
4 Windswept Heath
4 Wooded Foothills

Sideboard

1 Abrade
3 Ancient Grudge
2 Anger of the Gods
3 Kitchen Finks
2 Pithing Needle
2 Relic of Progenitus
2 Thorn of Amethyst

An unanswered accelerant into Bloodbraid-finding-Blood Moon spells lights-out against many decks, and even Molten Rain or Stone Rain can potentially set opponents far behind. As with Naya Zoo, Tireless Tracker makes for a potent tag-team partner with Bloodbraid Elf.

The Wheel Keeps Turning

I saved the spiciest morsel for last. The most intriguing deck to benefit from these unbans is a unique deck known as Taking Turns. This strategy toiled in the shadows of the format for quite some time, until Daniel Wong broke through with it in spectacular fashion at last year's Grand Prix Las Vegas. Despite this great result, the deck is still fringe.

My theory on why this is the case is that the traditional draw engines for the deck (Howling Mine and Dictate of Kruphix) are lousy cards on their own, for several reasons. Foremost is their symmetrical nature; while Turns mitigates that once it gets going, it also makes deploying them early more risky. This problem is compounded by the fact that in order to go off, the deck usually needs these cards in play; that means they occupy a spot in the curve that could otherwise be used on interaction to prevent the deck from falling far behind, as can sometimes occur against aggressive strategies. Lastly, Mines make for weak topdecks when playing from behind, or while fishing for a closer.

Jace addresses all of these flaws neatly: its draw effect is one-sided; it can buy time with its -1; it closes the game out with its planeswalker ultimate; and it sits at a very convenient spot in the curve, typically reserved for preparing to go off. The end result should look similar to the list Ross Merriam recently featured in his Daily Digest series:

UW Taking Turns, by iwouldliketorespond

Creatures

3 Snapcaster Mage

Enchantments

4 As Foretold
1 Search for Azcanta

Instants

2 Cryptic Command
4 Opt

Sorceries

4 Ancestral Vision
1 Day's Undoing
3 Exhaustion
1 Living End
4 Serum Visions
4 Temporal Mastery
4 Time Warp

Planeswalkers

3 Jace, the Mind Sculptor

Lands

2 Field of Ruin
4 Flooded Strand
1 Gemstone Caverns
2 Glacial Fortress
1 Hallowed Fountain
5 Island
1 Mikokoro, Center of the Sea
1 Plains
1 Polluted Delta
1 Scalding Tarn
3 Tolaria West

Sideboard

2 Ceremonious Rejection
2 Disrupting Shoal
2 Spell Pierce
2 Stony Silence
4 Terminus
3 Timely Reinforcements

This list in particular borrows heavily from the mono-U build of Living End that made waves recently; As Foretold solves part of the mana bottleneck issue that can sometimes impede Turns from getting fully untracked, and with Ancestral Vision makes for a powerful card advantage engine. Living End as a one-of searchable boardwipe to shut down aggressive strategies (and sometimes recur Snapcasters expended to block) also seems good to me. Last but not least, Turns is as natural a home for Day's Undoing as there is in Modern; an emergency refill can go a long way in keeping the deck from fizzling. I'm not entirely sure how I feel about the sideboard (splashing white for those cards seems a bit dodgy), but the deck otherwise looks like it has heaps of potential.

Impressions of Post-Unban Modern

You'll notice that I devoted significantly more space talking about decks leveraging Bloodbraid Elf to good effect than I did discussing ones on Jace, the Mind Sculptor. This is by design, as I feel that thus far, the Elf has proven to be the more versatile card for deckbuilding purposes.

While Jace's potential is self-evident, this potential can only be realized in a specific shell, which is a blue-based deck that can prevent the planeswalker from being cleared by attackers or a well-timed Lightning Bolt. Outside of this context, Jace ends up being the combination of Brainstorm and Healing Salve far too often, which underwhelms for four mana. Supporting Jace effectively isn't trivial given Modern's tools and conditions.

Bloodbraid Elf is easier to accomodate, as it only requires that its home have some nice three-mana spells to cascade into and benefit from deploying extra resources quickly. While the quality of this benefit is somewhat indeterminate, certain deckbuilding concessions ensure that Bloodbraid crashes its way onto the battlefield ahead of schedule, has a quality selection of three-drops to cascade into, or both. That said, the card has not felt unbeatable; while it certainly does a lot for its cost, at the end of the day, it's a grounded creature with an average body with a somewhat random effect. Good? Certainly. Great? Perhaps. Format-defining? I wouldn't say that.

Overall, I actually have to say that Bloodbraid has been more impressive relative to my expectations. Of course, Jace was saddled with hype, as there was plenty of speculation regarding the fate of Modern after its unbanning. However, neither of the cards has felt to be "too good" for Modern thus far, which is a credit to Wizards for making what was by all accounts a gutsy move.

Anecdotally, I haven't seen a noticeable dip in format diversity, and have instead seen a plethora of interesting decks that have either incorporated Jace or Bloodbraid, or devised a strategy to combat them effectively while still remaining viable against the field. So far, so good!

Tapping Out

Modern has seemingly survived what some feared would be an apocalyptic shake-up, and I for one intend to get my fair share of matches in for what has been a quite enjoyable format thus far. If you have any sweet BBE or Jace decks that you'd like to share, or if you'd like to give your impressions on how those cards have affected Modern, drop me a line in the comments.

Jace and Bloodbraid: The Waiting Game

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Since last Monday, it seems like Jace and Bloodbraid are everywhere. This should hardly be surprising. Exciting, powerful cards promote similarly excited brewing, and as the decklists reveal, players are actually following through. But this isn't Eldrazi Winter, and the new decks aren't obviously overpowered. There's more going on. It will take a few months before the impact is fully observable, and longer to really evaluate that impact. Today, I will discuss why.

For my part, I have been working on finding the right home for Jace. I have yet to succeed, but I have eliminated some options (i.e. Miracles). What has surprised me are the number of players that are already expressing frustration and distaste for the new cards, primarily Jace. While there is the odd comment on finding Bloodbraid underwhelming, the Elf seems to either be getting passed over or praised. It will take time to really understand how this unbanning will affect Modern, not in the least because it's surprisingly tough to build a Jace deck.

Bloodbraid Slots Right In

Jund seems to be avoiding any serious shade, unlike Jace. Bloodbraid has it easy compared to Jace because players already know how to use the Elf. We did have it in Modern before now. As a result, it's a lot easier to find the right home for Bloodbraid and to play it correctly. There are a lot of players, especially pro players, that played with Bloodbraid for years before it was banned; they know what they're doing. Regardless, Bloodbraid is far more straightforward than Jace. Even BGx master Reid Duke has confirmed that casting Bloodbraid is better than anything else you could be doing.

On the flip side, I've seen far fewer attempts to innovate or explore Bloodbraid than Jace. In paper, I've only seen one Bloodbraid deck that wasn't straight-up Jund Rock. Instead, it was Jund Elves with Shaman of the Pack. Of course, Bloodbraid does belong in Jund, and oftentimes wants Kolaghan's Command; once you have those together, the rest of the deck just follows. But I'm sure we'll see more Bloodbraid innovation show up in Modern as time rolls on.

The Jace Problem

Then, there's Jace. Jace is Vintage-playable and a Legacy staple. However, it doesn't have an obvious home in Modern. Jace has never been in Modern before, and saw less play than Bloodbraid in Standard or Extended. It was ubiquitous there for about nine months, but saw little play beforehand and then got banned; Bloodbraid was played nonstop for its entire legality. That Standard also saw a huge decline in players because of Cawblade's dominance. While Jace is played heavily in Legacy, that's not a readily accessible format for most players, meaning they might not have any history or experience with the card. This makes it hard to know how to effectively weild Jace. It's also tricky to know where to run Jace, as Legacy lessons only partially apply.

I don't have an answer to the deckbuilding questions, but part of the problem is definitely players misplaying Jace. The forum posters are partially correct: Jace isn't always the most impressive turn four play. Which is why you don't always play him on turn four. Jace is not a planeswalker you just slam down; you have to find the right moment. It's not a simple metric of just being ahead on board or out of other cards or any other metric. It's very contextual, as is choosing which ability to use. As a result, optimally using Jace requires lots of practice.

Deckbuilding Challenge

Jace was unbanned to promote slower blue decks. This is a given; four mana planeswalkers have no place in aggressive decks. But just how slow? I'm not sure yet. Most decks in Legacy are very proactive because of Deathrite Shaman's ubiquity, and they play Jace. So did Miracles, a frustratingly slow deck for many pilots.

Modern contains a variety of slow control decks and tempo decks, but where is Jace best? Proactive decks like Jace because their other threats present immediate trouble, so killing Jace instead is often dangerous. Jace then finds additional threats to swamp the opponent. Slower decks like Jace because they can take their time to build up the mana to play and protect it, then use its card advantage to grind out a victory. Drawing two cards a turn is very important for an answer deck.

All that said, I've won more with Jace in the slower UW Control than in Jeskai Tempo, and it wasn't close. The tempo deck proved to be a very poor home. However, it's possible I just misbuilt the deck and it is actually better than UW. This uncertainty is reflected in the deckbuilding frustrations I mentioned. It seems like this should be easy, but it's proving otherwise.

All that being said, I have yet to lose a game with either deck where I untapped with Jace in play, regardless of the matchup. This strongly indicates that the effort of finding Jace's home will be rewarded.

Head-to-Head

What about the age-old notion of Jace and Bloodbraid answering each other? I'm not convinced. Jace is a contextual card, while Bloodbraid is always great. Jace is not an effective answer to Elf, but Bloodbraid is the best non-permission response to Jace. If there is an intentionally worse play than Unsummoning opposing Bloodbraids, I don't want to know. Meanwhile, Bloodbraid gains back tempo, catches you up on card advantage, and then kills or at least heavily pressures Jace.

On the other hand, my Jace decks have won the head-to-head matchup more often. So far I have beaten multiple midrange Jund variants fairly easily and lost only to the Jund Elves brew, and other Jace players in my LGS are seeing similar results. It's also consistent with what I'm seeing online. This isn't too surprising; blue control decks had several advantages over Jund before the unban, namely answer density and resilience, and that hasn't changed. UW was especially problematic for Jund thanks to virtual card advantage from the mana denial plan and planeswalkers. That hasn't changed. What has changed, relatively speaking, is Liliana of the Veil. The Veiled One was Jund's best card against UW previously, but Jace is better. Now, UW can make up the card loss each turn, improve their card quality, and dig two cards deep to find an answer each turn. That is a tidal shift. Yes, Bloodbraid does answer Jace, but UW has the deck manipulation to actually see Jace more often than Jund sees Bloodbraid, which tips the scales.

What Does it Mean?

I'm not prematurely claiming Jace decks are better than Bloodbraid decks. However, Jund seems to be ahead in terms of the deck tuning process, and may even be a real deck already. Every decklist I've seen so far is similar to my test list and they appear to be doing well. Bloodbraid also receives more praise than Jace from big name players. I think this is all linked. Building new decks in Modern is usually very hard, and finding room for curve toppers in existing decks more so.

One of Jund's problems is its weakness to UW decks, which could be a function not of the matchup itself, but of inexperience. The UW lists are all in flux, and it's hard to know what is actually important in the matchup. Jund is Jund, just boosted. If you knew the matchup beforehand, you know it now. This may change once things settle down. However, given the observed increase in Jund wins and the current advantage Jace decks have, I think it fair to say that this matchup will be critically important to the new Modern. If things develop as I predicted, it will be the matchup of Modern.

The Catch

It may sound like I've changed my tune about these cards. It certainly sounds like they're not obviously overpowering the format yet. The key word is yet: My testing data showed that Bloodbraid and Jace impacted fair, interactive decks the most, with a negligible effect on other strategies. I found across-the-board improvement in both tests, but not always statistically significant results. The cards pull you ahead in attrition matchups and eventually generate an insurmountable advantage, meaning that playing these cards in that type of matchup is superior to not playing them. I think the results of my data will play out over the long-term, as Modern moves closer to solving itself, with decks gradually fading away until only the best remain.

If Jace and Bloodbraid really are too powerful, it will gradually become clear as they replace the older decks at the top of the metagame. In the meantime, the less powerful, but more streamlined and balanced, decks will still win. Why wouldn't they? Good decks should be defeating speculative and unrefined lists. What matters what that process yields. If it's better than the alternatives, as I strongly suspect is the case, then we have a problem.

Looking Forward

Intuition and my data certainly indicate that midrange decks will all move towards having either Jace or Bloodbraid, but that has yet to be proven. Admittedly, my testing provides only one data point. The Classic at the Worcester Open is the first reasonably big event for this new Modern; then, the Team event in Madrid. The first huge Modern event is GP Phoenix the week after. There just isn't enough data to draw meaningful conclusions right now.

Now is the transition period: the old stalwarts are trying to hold on while the new decks try and find their footing. Of course players are going to have bad results and get frustrated. This is normal. The question is not what is going on now, but a few months from now, when we've all come off the brewing high and have settled into the new decklists. Then, the picture will begin to become clear. I'll be watching how things develop, but don't expect any confident proclamations until after GP Hartford in April.

Join my next week for a discussion of my experience testing Jace shells in the new Modern.

Modern Top 5: Unban Winners

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Bloodbraid Elf and Jace, the Mind Sculptor have been unbanned in Modern for a week now. Contrary to what we've heard since the announcement, the format is just fine, and perhaps even better: it's fresher, to be sure, with new decks popping up abusing Modern's newcomers and benefiting from the metagame warp. One development I have found especially interesting this week relates to the gains and losses made by other such role players in the format. Today, we'll focus on five cards in particular I think stand to benefit from the unbans.

This week's Modern Top 5 is a little different from previous episodes, as it deals less with Modern constants and more with of-the-moment happenings. In the spirit of breaking tradition, we'll start with our number one winner and work backwards from there.

#1: Lightning Bolt

We have to start with Lightning Bolt because of how format-warping the card is. Bolt's strength in Modern directly affects the playability of its creatures, as well as the cards players must turn to if they aim to interact with opponents. Bolt will always be a Modern staple thanks to its raw power, but the card's also on an upswing for a variety of reasons.

Relevance

No matter the matchup, Lightning Bolt does something—heck, its floor is a strictly-better Lava Spike, one of Burn's most prized spells. When it comes to cutting down opposing life totals, three seems to be a number that means something significant; Delver of Secrets and Wild Nacatl are infamous for their unprecedented ability to clock, and Shock has never impressed anyone enough to splash for in any format in Magic's long history.

Bolt's sustained relevance across different matchups is a major factor causing players to prefer it over Fatal Push as a removal option. Nobody wants to stare down World Breaker or Secure the Wastes with a Terminate in hand (incidentally, we're likely to see more Tron-style decks crop up in the short-term to quell the tide of interactive ones). But a way to close out the game? Yes, please!

Planeswalker Removal

Fatal Push removes creatures. Dreadbore destroys creatures and planeswalkers. But Lightning Bolt kills creatures, planeswalkers, and players! With Jace, the Mind Sculptor showing up in all kinds of decks, having a flexible planeswalker-removing option handy is the dream for most interactive decks. Add to the fact that most interactive decks right now are playing either Snapcaster Mage or Bloodbraid Elf, and Bolt gets even more attractive, as it pairs fabulously with both creatures—and the pair respectively incentivize casting planeswalkers Jace, the Mind Sculptor and Liliana of the Veil.

Overall Flexibility

Relevance and planeswalker removal are draws to Bolt that contribute to its overall flexibility. The reason I'm singling out the card's wide applications is that interactive decks tend to favor cards with immense utility over all others, and Bolt is the obvious poster-child for utility in Modern. Despite its simple text, the card plays so many roles that it's difficult to overlook for interactive decks, which seek to maximize the work each of their cards put in during a tournament. Indeed, even before the unban, interactive strategies were experiencing something of a renaissance in Modern: Death's Shadow was stratifying; Logic Knot carved out a niche in Tier 1; Mardu reared its head for the first time ever. Common among most of these decks was Lightning Bolt.

Lightning Bolt: After-Effects

I don't buy the arguments for Jace or Bloodbraid homogenizing midrange. If aggro-control does become more homogenized, it will be to play Lightning Bolt. Bolt's "second life" as the far-and-away greatest thing to do for one mana in Modern will surely have far-reaching effects on the format, as we'll see with the next four picks for biggest post-unban winners.

#2: Tarmogoyf

As a creature that merely attacks and blocks, Tarmogoyf is one of Magic's most conservative tournament staples in recent memory. How fitting, then, that his comeback coincide with that of the game's simplest and most iconic spell.

I bookended my long love affair with Goyf on this site with an article published last year about casting Goyf in a Fatal Push world. His reign as the greatest creature this side of the banlist, as I saw it, was over; while still an efficient creature with homes guaranteed in green midrange shells, Goyf could no longer be splashed willy-nilly into everything. Modern finally had a clean answer to the infamous beater.

The days of Goyf-splashing may be behind us for another reason, though: as more cards enter Modern, the format becomes increasingly streamlined. I don't mean it's got fewer decks; somehow, Wizards has managed to keep it incredibly diverse. Rather, the decks themselves boast enough on-theme tools these days to not want a Plan B at all, let alone one that's lost so much value thanks to Fatal Push.

That said, as interactive decks turn to Lightning Bolt as a primary removal option, Tarmogoyf's value shoots back up. Despite its fantastic applications in the mirror, I'm seeing Fatal Push be shaved unceremoniously from most Jund decks, with even Jund master Reid Duke opting for only a single copy in the sideboard. Outside of Shadow, which has precarious access to red mana, the decks that can run Bolt once again want it over anything else, opening a window for Goyf to barrel through. Oh, and did I mention Goyf's an excellent cascade hit?

#3: Reality Smasher

Eldrazi tends to have the upper hand against three-color midrange decks. Its creatures are bigger, it's got easy access to disruption like Relic of Progenitus and Rest in Peace, and Eldrazi Temple makes the archetype faster than anything Thoughtseize-fueled can muster (outside of, again, Death's Shadow—apparently the great anomaly of midrange decks). Thought-Knot Seer benefits from Bolts becoming Pushes just as Goyf does. But the tribe's biggest winner is Reality Smasher.

Haste is a broken mechanic, and easily the best of the evergreen keywords. The immediate downside of creatures relative to instants and sorceries is that players need to wait a turn before using them proactively: sure, they'll block, but that won't actually win the game. In this sense, haste functions as Time Walk a lot of the time, and is degenerate on an already pushed creature. Consider the effects of Goblin Guide and Bloodbraid Elf on a format, or how the strength of Goryo's Vengeance and Through the Breach relies on their haste-granting line of text.

Reality Smasher is one such pushed creature, and critically is un-Push-able: while four mana used to ensure a creature's robustness thanks to the prevalence of Abrupt Decay, Fatal Push spares no creature costing less than five. Additionally, flexible removal spells like Dreadbore and Maelstrom Pulse are increasing in popularity to deal with Jace, the Mind Sculptor and other planeswalkers; these sorcery-speed options cannot remove Reality Smasher before it makes a huge attack.

Bringing everything home, Smasher itself is one of these "flexible removal spells:" trample lets it run through creatures and crunch into its target, which could very well be a Jace, the Mind Sculptor. Even ticking the planeswalker up upon resolution won't save it from the colorless behemoth. On a related note, interactive decks these days tend to strive for a late-game; it's hard to out-grind an active Tireless Tracker, or Command-looped Bloodbraid Elves. Smasher offers an appealing alternative: just kill your opponent faster.

We've seen Eldrazi Tron hemorrhage shares in the last few weeks, losing out to Mono-Green Tron and most recently GR Eldrazi (a deck already incorporating Bloodbraid Elf with some success). But between this new GR build and other options, there's certainly no shortage of shells for Reality Smasher right now, and very few decks can kill it reliably.

#4: Kolaghan's Command

Like Lightning Bolt, Kolaghan's Command is a highly flexible utility spell. It's also got a damage-based removal mode that plays double-duty in two matchup Bolt partly owes its comeback mode: Affinity, where it removes Cranial Plating, and Humans, where it shatters Aether Vial. Three may be the magic number for racing, but many Modern creatures that die to Bolt also die to Command. 2 damage also destroys a ticked-down Jace or Liliana.

It's no secret that Command is an insane cascade hit; with Bloodbraid Elf in the picture, Command's role in Jund shifts from role-player to power-play. Its nastiest mode in this deck is return-a-creature, which recycles Elf itself to yield an aggressive card advantage engine.

While it's a known quantity by now, Snapcaster Mage has a similar effect for blue midrange decks. Despite I've seen Traverse Shadow lists pop up recently packing a 4 Elf, 4 Command suite, and Corey Burkhart—who finished 13th at Pro Tour Rivals of Ixalan with a 4-Command version of Grixis Controleven advocates for the entire set alongside Jace, the Mind Sculptor.

Command's combined first mode improving with a widened card pool, the relevance of its damage-based effects with more planeswalkers on the horizon, and the card's natural inclusion in decks on the upswing ensure we'll be seeing plenty of this three-drop in the near future.

#5: Thrun, the Last Troll

If interactive decks struggle to remove Reality Smasher, they'll hate dealing with Thrun, the Last Troll! We haven't seen this card out in full force since the Splinter Twin days, where it single-handedly won the tempo games (some were of course still lost to the combo after Thrun ate all the BGx player's mana). Modern's a different beast now, but with the meta shifting towards permission and removal, Thrun smells like an awesome sideboard option. It can't be touched by self-protecting planeswalkers like Gideon of the Trials or Jace, either. Only Liliana of the Veil removes it, and she does so conditionally; either way, Thrun is a major headache for BGx.

A deck that's secretly helped Thrun get to its current stage of viability is Death's Shadow. Specifically, the omnipresence of Stubborn Denial is reason enough for UWx decks to pack Supreme Verdict over Wrath of God without thinking twice, and I doubt a mild Thrun resurgence changes that, boding well for the Troll. That said, Damnation still eliminates him, so Thrun-slammers will need to keep Grixis and other black-based control decks on their radar.

Old Dogs, New Tricks

Part of the fun in a format as dynamic and, well, supported as Modern is that old favorites are often bound to spring back up eventually. Listed here are just a few of the "old dogs" poised for a comeback in the wake of the recent unban. What's your Top 5? Let me know in the comments!

Video Series with Ryland: Jace Moon

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What an absolutely wild week for Modern. Playing with Bloodbraid Elf and Jace, the Mind Sculptor legal has been incredibly exciting and exhausting. With so many shells to try, and so many changes in deck-building philosophy (particularly for control decks) I feel like I'll never have enough time to explore all the avenues! Today's Blue Moon list comes largely from the core of a 6-2 finish of MTGO user Gul_Dukat in the most recent Modern Challenge. Jace, of course, is the obvious addition to the archetype, but other innovations are present. Most importantly, in my opinion, is the implementation of four Disrupting Shoal.

When I first heard the rumblings of Shoal being used after the Jace unban, my initial impression was that it would be a trap. Nothing impressive, too restrictive, and altogether too cute. After my twenty or so matches with the card, I am incredibly impressed. I have been happy with it in nearly every matchup (GBx being the exception) and it has always overperformed. Whether it was countering a lethal Scapeshift, a turn-one Cranial Plating (I was on the draw), or helping me win early counter wars against Storm, it was outstanding.

I'm not sure that this Blood Moon shell is the best way to move forward with a Jace/Shoal list, but it is certainly a good starting point. Shoal decks are looking for a few important things:

  1. They incentivize tapping out for impactful threats.
  2. They require a heavy blue card count.
  3. They reward a variety of blue converted mana costs (low to the curve).

It may just be me (I'm a bit biased here), but this sounds excellent for UW. Originally after the Jace unban, I became concerned about the future of UW Control because of its relative lack of ability to deal with Jace efficiently in pseudo-mirrors. UW lists will always be lighter on countermagic, and without Lightning Bolt, it is difficult to have a clean answer to a resolved Jace. Now that I've been shown the truth that is Disrupting Shoal, I'm very curious to find if it can help solve some of these issues in the mirror.

This entire write-up became essentially about Disrupting Shoal (and less about Blue Moon in general) but it was hard to avoid! I'm genuinely excited about the future of the card in the format moving forward and I'm going to be testing a lot of shells with it. Enough about that though, you came here to see some games with Blue Moon!

I hope you enjoy the matches and, as usual, I'm interested to hear what kind of content you'd like to see moving forward, so I can continue to evolve and improve my videos. Please let me know your thoughts, and any improvements you would like to see concerning formatting, presentation, or whatever else strikes your fancy. If you'd like to see similar content, check out my Twitch channel for some more live Modern!

[youtube https://www.youtube.com/playlist?list=PL261kJ_cAQC8yKyh6vQg0LQiycsU924yI]

Jace Moon, by Ryland Taliaferro

Creatures

4 Snapcaster Mage
4 Thing in the Ice
2 Vendilion Clique

Enchantments

2 Blood Moon

Instants

3 Cryptic Command
4 Disrupting Shoal
4 Lightning Bolt
2 Logic Knot
4 Opt
2 Remand

Planeswalkers

4 Jace, the Mind Sculptor

Sorceries

4 Serum Visions

Lands

1 Desolate Lighthouse
7 Island
1 Mountain
3 Polluted Delta
4 Scalding Tarn
2 Steam Vents
3 Sulfur Falls

Sideboard

2 Abrade
2 Anger of the Gods
1 Blood Moon
3 Dispel
1 Entrancing Melody
1 Keranos, God of Storms
1 Negate
2 Pia and Kiran Nalaar
2 Surgical Extraction

The Spice of Rivalry: Brewing with Rivals

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So, a new set released and I haven't addressed it at all. It's not that I didn't want to, or lack things to discuss. I was just a bit busy with a far more important project. And then with watching a Pro Tour. And then with chaos. I realize that talking about Rivals of Ixalan is not exactly timely, but I've been sitting on this article for awhile now, and frankly I need more time to actually test Jace and Bloodbraid before I discuss them further.

By now, everything that could have been speculated about the various Modern playables has been dissected to death. I've got nothing to add to the speculation, but I do have reps. Several cards interested me when Rivals was spoiled, but have mostly disappointed. No real surprise there; Ixalan is a tribal block and feels very depowered compared to KaladeshShadows block, or Oath of the Gatewatch. However, there are a few gems worth discussing.

One "new" card I want to address before we dive in is Dire Fleet Daredevil. When the card was spoiled, there was a talk of a reverse Snapcaster Mage, but it has completely died. I also found it lacking. Daredevil has the "punisher" problem of being dependent on your opponent's choices to be good—specifically, they have to play spells that you want to steal. That means something bad happened to you first. However, it started popping up in Humans decks as sideboard against Jeskai. This surprised me, since it just seemed like a counter to Snapcaster Mage, which is marginal even with Aether Vial. I've played against this strategy a few times now and have never seen it work out. Spell Quellering the spell back is very big game.

UG Merfolk

If it wasn't obvious that I would start here, you've clearly never read my archive. Merfolk was my deck for years, but over the past year I've played it less. The midrange green creature decks that I used to dominate have completely disappeared, in the wake of fast, disruptive decks. Merfolk can go big and it can go wide, but it does so more slowly than other options like Humans. The metagame has just felt more unfriendly.

Ixalan attempted to reverse this trend. Instead of the traditional mono-blue or my favorite UW version, you could now play green. Kumena's Speaker and Merfolk Branchwalker proposed to overturn everything we thought we knew about Modern Merfolk. Their improved stats looked good enough to justify changing colors. The problem: Speaker was a fine card, but Branchwalker was frustrating. It was so close to Silvergill Adept, but not close enough and it never seemed to be what you needed. Then Rivals came along and gave us a new lord, Merfolk Mistbinder. This actually has changed the decision calculus and I've been running UG Merfolk for the past month.

UG Merfolk

Creatures

4 Kumena's Speaker
4 Cursecatcher
4 Silvergill Adept
4 Lord of Atlantis
4 Master of the Pearl Trident
4 Merfolk Mistbinder
4 Harbinger of the Tides
3 Merrow Reejerey

Artifacts

4 Aether Vial

Enchantments

4 Spreading Seas

Instants

2 Echoing Truth

Lands

4 Botanical Sanctum
4 Cavern of Souls
4 Mutavault
3 Breeding Pool
4 Island

Given that Lantern Control won the Pro Tour, I cannot fathom playing a creature deck without some way to remove an Ensnaring Bridge, so I'll never be without Echoing Truth. I don't miss the Branchwalkers, and the deck feels far better than the previous version of UG Merfolk. However, I'm still not sold on the deck.

Is It Better?

I'm not certain that UG Merfolk is actually better than mono-blue or my favorite UW deck. On the one hand, this is a far better aggro deck than either alternative. The green creatures allow you to curve out or kill on turn four more often. Having another pushed one-drop is enormous, and Speaker's actually worth a removal spell (unlike Cursecatcher). This may not sound like much, but getting opponents to kill something that isn't a lord is very good for Merfolk. Mistbinder isn't great compared to Master of the Pearl Trident, but a lord is a lord, and lords form the backbone of the deck. The more lords you have, the faster you kill.

But is it a better Modern deck? I'm not sure. The aggro boost comes at a cost which may not be worthwhile. The problem comes from the sacrifices necessary to play green: my deck, and many others, struggle with the color requirements.

In other versions, you only really need blue mana. UW can survive without white because we only use it for sideboard cards and Path to Exile. UG consistently needs green, meaning accepting a vulnerability to Blood Moon. This normally isn't a problem, as mana denial is weak against aggressive decks (especially ones with Aether Vial). However, you can never fully rely on Vial, and the more non-basics you play, the higher the risk that hate will be effective and worthwhile. I have been locked out by Moon with UG, but never on UW. Opting for fetchlands to mitigate this problem just makes us vulnerable to Burn. Also, relying on Cavern of Souls as a fixer complicates casting non-creature spells.

The other big problem is the sideboard. Green doesn't provide many good sideboard options other than Natural State, and targeted removal isn't very exciting. Merfolk doesn't care about hard removal so much as tempo, so Echoing Truth is as good. Meanwhile, white has gamebreakers like Stony Silence. My experience so far says that UG Merfolk is better in race situations and worse in all other matchups. If what you want is pure aggression, then by all means. However, if you're expecting longer matches where the sideboard matters, then UW is advantaged. Meanwhile, if you worry about casting your spells on time, then you'll never go wrong with mono-blue.

A Red Sun Rises

The other big acquisition is Blood Sun. The online chatter seems to have died down, but when it was spoiled, there were discussion threads all over the place about the card, mostly focused on its use in Tron—Blood Sun does not affect Tron lands. However, it can do far more with a little effort.

The Obvious Use: Tron

Sun was made to shut down utility lands, so mana production is unaffected. Even if, like the Tron lands, your lands produce mana in a weird way, it doesn't matter so long as they are producing mana. Sun also cantrips, so even when it's a poor card, it isn't too dead. While many have focused on attacking fetchlands or Ghost Quarter, Sun's real advantage is against Valakut, the Molten Pinnacle. Right now, Tron has an even-at-best matchup against Valakut. Tron has a lot of land destruction, but Valakut can power through thanks to all the ramp and race Tron's bombs. Sun shuts down the combo, forcing Valakut to either answer Sun or win with Primeval Titan (a losing plan against Eldrazi). Whether this is enough to justify sideboard space is uncertain, but it is a strong option.

Spicy Sun

Wizards has a habit of revisiting old cards and trying to improve them. The goal is to keep the old effect or something similar, but remove whatever made it broken. Sometimes it works, like turning Sphere of Resistance into Thorn of Amethyst. Oftentimes it fails, and the "fix" doesn't work. Yawgmoth's Bargain "fixed" Necropotence by doubling the mana cost, but was more broken because you drew the cards immediately. Lion's Eye Diamond has an

enormous downside compared to Black Lotus, but it's just as broken alongside Infernal Tutor. Blood Sun is a "fixed" Blood Moon. Not as clearly oppressive as Moon, but potentially more powerful. How can we break this card in the grand tradition of "fixed" cards?

The key is the line, "lands lose all abilities"—be they activated or triggered. That includes drawbacks like enters-the-battlefield-tapped or additional costs while in play. Urborg, Tomb of Yawgmoth is unaffected because of layers. Similarly, if somehow you give lands an ability after your Sun starts shining, they'll keep it. Layers are a fun and intuitive part of the rules. Sun also doesn't affect anything in your hand or graveyard because those are land cards. In Magic, a thing is only just that thing on the stack or the battlefield; everywhere else it's a thing card. I figured there had to be a way to abuse this loophole.

Amulet Titan

When I think of removing drawbacks from lands, I immediately think of the Karoo lands. Simic Growth Chamber and friends have two lines of drawback text before their Sol-land mana ability. That is potentially a huge advantage (ignoring the fact that it can't happen right away). There is one problem, however. Consider this iteration of Amulet Titan.

Amulet Titan, Daryl Ayers, 91st Place SCG Charlotte

Creatures

4 Sakura-Tribe Scout
4 Azuza, Lost But Seeking
4 Primeval Titan
1 Walking Ballista

Artifacts

4 Amulet of Vigor
1 Engineered Explosives

Instants

4 Summoner's Pact
1 Pact of Negation

Sorceries

4 Ancient Stirrings
4 Explore

Lands

4 Gemstone Mine
4 Simic Growth Chamber
3 Gruul Turf
3 Tolaria West
2 Cavern of Souls
2 Forest
2 Grove of the Burnwillows
1 Bojuka Bog
1 Boros Garrison
1 Ghost Quarter
1 Khalni Garden
1 Radiant Fountain
1 Selesnya Sanctuary
1 Slayer's Stronghold
1 Sunhome, Fortress of the Legion
1 Vesuva

Sideboard

2 Relic of Progenitus
1 Hornet Queen
1 Thragtusk
2 Tireless Tracker
3 Dismember
2 Swan Song
1 Ruric Thar, the Unbowed
2 Pyroclasm
1 Cavern of Souls

While no longer scarily explosive without Summer Bloom, Amulet Titan is a viable deck. It is also still incredibly hard to pilot. I knew several pilots during PPTQ season who burned out playing Amulet Titan; not because they struggled to win, but because of mental exhaustion. Sequencing land drops is make-or-break for the deck. While miss-sequencing land drops often impacts decks, you can lose on turn two with an Amulet deck by playing or bouncing the wrong land. I can't find the thread, but I remember after PT Fate Reforged someone figured out that if Justin Cohen had taken a different, 30+ step line, he could have won the finals. Small wonder those players I know finished the season on far easier Bant Company decks.

In exchange for that complexity, you get an incredibly potent combo engine. Even with Bloom banned, Amulet can win on turn three with the right draw and correct sequencing. It's just less likely, and the old turn two kill isn't plausible. However, the aforementioned pilots told me that you can't rely 100% on that combo kill, particularly after sideboarding. There are too many answers for the enablers and Primeval Titan. Instead, the deck adopts a Summoner's Pact value plan. This works because of Karoo lands bouncing Tolaria West to find your Pacts, so you never have to hold them, smoothing your mana development. This is a much slower plan but makes it possible to overpower highly disruptive decks you can't combo out. The idea got me thinking that if the combo isn't really reliable and you want to be a ramp deck most of the time anyway, just embrace it.

Blood Amulet

Following that logic, Blood Sun fits right into the deck. You lose some long-game value because you can't bounce Tolaria under Sun, but that can be made up for with additional midrange creatures.

Blood Sun Rising

Creatures

2 Thragtusk
3 Azuza, Lost But Seeking
2 Tireless Tracker
4 Primeval Titan
2 Walking Ballista

Artifacts

4 Amulet of Vigor

Enchantments

2 Blood Sun

Instants

4 Summoner's Pact

Sorceries

4 Ancient Stirrings
4 Explore

Lands

4 Gemstone Mine
4 Simic Growth Chamber
4 Gruul Turf
3 Tolaria West
2 Selesnya Sanctuary
2 Cavern of Souls
2 Forest
4 Grove of the Burnwillows
1 Bojuka Bog
1 Ghost Quarter
1 Radiant Fountain
1 Hall of the Bandit Lord

Sideboard

2 Blood Sun
13 lands

To make this deck work, I replaced the combo pieces with the sideboard green creatures. Sakura-Tribe Scout is fine as an enabler, but is really bad if you aren't just winning right away. If you can win off Azuza and/or Scout beatdown, you weren't losing in the first place. To make Blood Sun castable, I added more red sources and took out the combo lands. In this deck, Hall of the Bandit Lord is better than Slayer's Stronghold, because it grants haste via mana ability (which Sun doesn't stop). Also, the sequencing with Boros Garrison required to make Slayer's Stronghold and Sunhome work really complicates things.

If nothing else, this deck is "easier" enough than Amulet Titan that even I can play it reasonably. Sun often acts like an additional pair of Amulets but costs three. This limits its maindeck value, but after siding you will want more, so I went with a 2/2 split. Blood Amulet has a slower goldfish than Titan, but in exchange, the deck is easier to pilot and has a better midrange plan. I can't say it is a better deck, but I can't pilot normal Amulet like I can Blood Amulet. In my book, that makes it far better.

Good Enough?

The question is whether this strategy is worthwhile. The combo, when you pull it off, is very fast; Amulet Sun definitely isn't. Speed made the combo matchup plausible. Ramp decks tend to be quite bad against combo because they lack disruption and tend to be slower than Storm or Ad Nauseam. This version doesn't have that advantage and the combo matchup is incredibly bad.

The advantage, besides ease of play, is that you are far better against midrange decks. You're starting game one with most of the anti-midrange package in and you have disruption in Blood Sun. Considering that both Jace and Bloodbraid are now free and belong in midrange decks, it is highly likely that midrange will be your primary matchup.

It is hard to say how aggro matchups will change. The extra Walking Ballista is huge, as is Thragtusk, but you are also slower. This makes it easier to be swarmed. Then again, the rise of additional control decks may push agro out entirely. This version of Amulet isn't obviously better than the mainstream version, but it may prove better in the metagame.

The Spice Will Flow

Blood Sun may only see play as a sideboard card right now, but I'm certain that's not its only use. There's combo potential, and while I have time before GP Phoenix, I will be looking into possibilities. Join me next week as I dig into my testing results with Jace.

Oh dear, am I turning into a polite euphemism?

Play Ball: Temur Brewing with Jace and Elf

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Last weekend's unbans were met with mixed reactions from the Magic community. I found myself a little conflicted, as well; I generally like shake-ups and "fresh meat," but the back-to-back Pro Tour and GP weekends, which featured incredibly diverse metagames, had just proven Modern to be a format smack in the middle of its golden age.

Not one to mope for long, I set out to see just how good the format's new toys really were. But not in their obvious shells, although Kelsey's adoption of Jund some months ago has indeed caused me to get uncomfortably close to Liliana of the Veil. Rather, my head went to the most obvious Johnny shell: a Temur midrange deck featuring Jace, the Mind Sculptor, Bloodbraid Elf, and the recently-unbanned Ancestral Vision. This article sees where the thought experiment brought me and unveils an initial build.

Thinking "Big-Picture"

So we want to play Jace, the Mind Sculptor, Bloodbraid Elf, and Ancestral Vision in the same deck. What next? My first step was to think about what these cards do in a typical game of Magic—their effects individually and together, the matchups they shine against, and their respective (or shared) blind spots.

Strengths

Perhaps obviously, Jace, Elf, and Vision all represent two-for-ones, commonly known as card advantage. Jace draws an extra card each turn; Elf finds and casts one; Vision nets us two. Of the three, only Elf provides a tempo gain. Jace incurs the heaviest tempo loss, since it costs four mana and rarely impacts the board to any significant degree. Rather, it's the best spell to cast on an empty or stabilized board.

Synergies

Elf cascading into Vision has never been possible in Modern: the suspend card was banned at the format's outset to prevent Faeries, of all decks, from dominating the competitive scene. But Ancestral Vision does appear to offer the "best" cascade in the format, at least since the rule change that eliminated Elf's once-relevant interaction with Boom // Bust. If that wasn't exciting enough, Jace's Brainstorm ability can put Vision from our hand on top of our deck (perhaps even with an unneeded land above it) for us to cascade into deliberately.

Realistically, though, setting up "draw 3" cascades with Jace rarely comes up. When it does, we're far ahead enough for it not to matter. As such, the three cards in fact offer each other very little. There's no grinding engine inherent to them as with Elf, Liliana, the Last Hope, and Kolaghan's Command, and no major stacking payoff for Brainstorming like Terminus. In fact, Jace's neutral loyalty ability has palpable tension with Blood Moon, a natural compliment to Elf and mana dorks that I think we'd be wrong not to try in this shell; since Moon turns off fetchlands, Brainstorm itself becomes a lame spell to emulate.

Weaknesses

Jace, Elf, and Vision all share one glaring weakness: their speed. All of these cards are turn-four plays. Granted, we can cast Jace or Elf as early as turn three in this deck, but that's not much of a bump; Visions, for its part, won't resolve early unless a fast Elf cascades into it.

A prevailing narrative among those afraid of this unban claims that despite Jace and Elf being "interactive" cards, or ones that are likely to succeed in decks packed with disruption, they hammer other fair decks so hard that the best way to beat them is to cheat the game: go under the midrange decks with linear creature decks like Affinity and Humans, or over them with ramp and combo like Tron and Ad Nauseam. The data David accumulated on both Bloodbraid and Jace somewhat supports this hypothesis. In any case, though, opponents who can afford to ignore "value" are bound to have a better time against the infamous four-drops.

Incidentally, they also enjoy beating up on Ancestral Vision. Modern's linear decks generally want to win on or by turn four, which is when Vision resolves. So the sorcery finds itself with the same trouble as the four-drops: it's really slow.

Plugging the Hole

I don't think the slowness of these three cards is a death knell for our (literally) mythical Temur deck. But we'll have to build it with them firmly in mind. In other words, despite containing Jace, Elf, and Vision, our deck will have to be geared to fight fast creature decks and linear combo, since we've already got game in midrange mirrors by virtue of our powerful top-end.

Here's the build I settled on testing:

Temur Cobra, by Jordan Boisvert

Creatures

4 Lotus Cobra
4 Noble Hierarch
4 Tarmogoyf
1 Scavenging Ooze
1 Courser of Kruphix
4 Bloodbraid Elf

Planeswalkers

2 Jace, the Mind Sculptor

Enchantments

2 Blood Moon

Instants

4 Lightning Bolt
2 Supreme Will
2 Izzet Charm
2 Electrolyze

Sorceries

3 Serum Visions
4 Ancestral Vision

Lands

4 Misty Rainforest
4 Scalding Tarn
3 Wooded Foothills
2 Raging Ravine
2 Steam Vents
1 Breeding Pool
1 Stomping Ground
2 Island
1 Forest
1 Mountain

Sideboard

1 Grafdigger's Cage
1 Izzet Staticaster
2 Spreading Seas
1 Thrun, the Last Troll
3 Unified Will
2 Ancient Grudge
1 Feed the Clan
1 Dismember
1 Roast
2 Pyroclasm

Include Overview

Some of my choices are no doubt a bit surprising, so I'll outline them here.

Fast Mana

The obvious eyebrow-raising card in this deck is Lotus Cobra. The snake's usually used to ramp into five- and six-drops; in this deck, our curve stops at four. So what gives?

Cobra's a way for us to play Jace or Elf a turn early despite having had our mana dork destroyed on turn one. Especially in the early stages of the coming metagame, I expect spot removal to be at record highs to deal with Elf-featuring midrange decks, like Jund, and go-wide aggro decks that want to get under Jace, like Humans. That means our dorks need life insurance beyond just Tarmogoyf. In a sense, the snake's our Dark Confidant; if it survives a turn, Cobra turns our fetchlands into Black Lotus. We don't even need a fetch to ramp into a four-drop; any mana-producing land will do.

We also have uses for the extra mana. Cobra lets us cast Izzet Charm on our opponent's turn off a single, innocuous fetchland, and makes it easier to cast haymakers through permission. Brainstorm gives us more spells to cast, so Cobra helps double up and ensure our hand doesn't become clogged with top-end threats. Scavenging Ooze makes for a fine mana dump in many matchups, and Raging Ravine fills out the suite by costing an essential five mana to activate and attack.

Between Hierarch and Cobra, this deck packs eight creatures opponents must answer on sight. Failing to deal with Hierarch could mean a turn two Blood Moon, or an equally debilitating play like Bolt-plus-Goyf; meanwhile, turn two Cobra represents up to five mana on turn three. If Hierarch lives and we follow it with Cobra and a fetchland, we can even cast Blood Moon on turn two as well. All these high-priority removal targets make Temur Cobra an ideal home for Tarmogoyf.

Haymakers

In the mainboard, our primary haymaker is Blood Moon, although Jace and even Goyf count as haymakers in the right matchup. I've found in testing against [mtg_card]Jace, the Mind Sculptor[mtg_card] decks that it's crucial to have a way to punish opponents tapping down for the planeswalker. Against color-heavy Jace shells like Jeskai, Moon fills this role perfectly.

After siding, we gain access to game-breakers like Thrun, the Last Troll, Izzet Staticaster, and Grafdigger's Cage to hate out opponents doing certain things.

Disruption

One major issue with Temur value shells featuring Bloodbraid Elf is their strange relationship with permission. Countermagic is all but necessary in blue-based midrange decks; Karn Liberated outdoes Tarmogoyf every time. We can't always have Blood Moon, after all. But Mana Leak & co. yield dead cascades, a big liability pre-board.

Cryptic Command offers a potential solution, but it doesn't work under Moon and crowds our packed four-drop slot. Besides, we're looking for cheaper options. I've settled on a split between Supreme Will and Izzet Charm, both of which employ a non-permission mode when flipped to cascade. Neither is an exciting cascade hit, of course, but at least they do something. Charm is the better hit of the two since it deals with a small creature across the table, or loots away extra fetchlands. But Will's the preferred counterspell.

Electrolyze joins Izzet Charm as removal for small creature decks. Aggro-combo is immeasurably easier to hate out sans countermagic than spell-based combo, and Electrolyze is a beating for many flavors. It's also a fine cascade hit no matter the board, netting us a card and always doing something else.

Role Players

  • Serum Visions: Serum's a Temur staple that's in kind of a weird spot here. It's a crummy cascade hit, although not truly a "miss," but can also set up cascades in the late-game. I still think it's necessary in some number to smooth our our early-game and grow Goyf past Lightning Bolt, something likely to become more relevant as Jund goes back to 4 Bolt for Elf (besides, Bolt's just great right now in general).
  • Raging Ravine: I love this card's current positioning. After one attack, it threatens to kill any resolved and ticked-up Jace; in the meantime, it forces Jace to tick up on cast or immediately bite it to the counterless manland. Manlands are also less of a liability with Blood Moon thanks to the Ixalan rules change that lets them enter untapped under the enchantment. It's also nice to have a threat that ignores sweepers like Supreme Verdict; combined with reach, Ravine lets us faux-over-commit to the board only to punish opponents for tapping down to kill all our creatures.
  • Scavenging Ooze: Incidental lifegain and graveyard hate, plus a way to hose enemy Goyfs? Sign me up!
  • Courser of Kruphix: This card may very well prove too cute in the long run, but I wanted to play it alongside Jace, the Mind Sculptor. It curves into Jace, too, and effectively lets us re-draw the lands in our hand. Courser's a happy cascade hit and grows Goyf in the 'yard. Very possibly, I'll go back to the second Ooze in this slot, but I'll wait to see what Courser's made of first.

Notable Omissions

A couple of otherwise auto-includes for Temur didn't make the cut.

Snapcaster Mage

Snapcaster Mage has long been a mainstay in URx strategies, and certainly offers the colors something special: it's a huge end-step play that gives decks extra reach and vastly improves sideboard bullets. Beyond that, Snap's one of the best cards the wedge has when playing from behind on the board.

Unfortunately, Snapcaster Mage has too much overlap with some other cards in this deck. Bloodbraid Elf is also quite good in a bad spot, if less surgical. The Wizard is also pretty mana-intensive, and less impressive with permission when we're running such clunky counterspells. Perhaps most obviously, since Elf so often requires a tap-out, Snapcaster Mage makes for a frequently awkward cascade hit. To make the most of the 2/1, we'd want to play him alongside enablers like Thought Scour, which also hurt the overall power level of cascade. As it stands, Temur Cobra doesn't play enough instants and sorceries to benefit much from Snap's inclusion.

Huntmaster of the Fells

Another major omission from the deck is Huntmaster of the Fells. I've advocated for this card in Temur colors for virtually forever now. It's an engine that wins the game in a matter of turns if opponents fail to answer it, and leaves behind some value if they do. Beyond that, Hunt's one of the few haymakers in Modern that hoses not just attrition strategies, but creature decks—I've won many a game against Collected Company with just the Werewolf. The creature's also eminently castable under Blood Moon and provides incidental lifegain.

It's true that small creature decks are the type likely to harass Jace, the Mind Sculptor decks. But we're not your average Jace, the Mind Sculptor deck. Since we've already got heaps of value built into our primary strategy, there are simply more efficient cards to run in our 75 than Huntmaster when it comes to gunning down weenies, such as Pyroclasm.

Bonus Deck: Temur Delver

To be honest, I haven't jammed much with the above Temur Cobra deck. But that's where I'd start with my testing. Some of the deck's issues I encountered in my early testing included removing big threats, especially other Goyfs; this problem can call into question the strength of our value plans and sold me on a Roast in the sideboard. Another fault is the deck sometimes failed to capitalize properly on Blood Moon, which rewards pilots for fronting a lot of pressure.

The other deck these unbans has spurred me to return to is my beloved Temur Delver. Jace, the Mind Sculptor gives it a novel attack plan against the midrange decks that hassle us, and has wowed me in practice. I also just love Moon in this metagame, and Temur Delver wields the card expertly. Here's where I'm at with a list:

Temur Delver, by Jordan Boisvert

Creatures

4 Delver of Secrets
4 Tarmogoyf
4 Hooting Mandrills
2 Snapcaster Mage

Artifacts

1 Mishra's Bauble

Enchantments

1 Curious Obsession

Instants

4 Thought Scour
4 Lightning Bolt
1 Tarfire
1 Dismember
1 Simic Charm
4 Disrupting Shoal
3 Mana Leak
3 Stubborn Denial

Sorceries

4 Serum Visions
2 Sleight of Hand

Lands

4 Misty Rainforest
4 Scalding Tarn
1 Wooded Foothills
2 Steam Vents
1 Breeding Pool
1 Stomping Ground
3 Island
1 Forest

Sideboard

1 Engineered Explosives
1 Basilisk Collar
2 Huntmaster of the Fells
3 Blood Moon
1 Surgical Extraction
2 Ancient Grudge
1 Mountain
2 Jace, the Mind Sculptor
2 Pyroclasm

This deck's got some new tech in it, too. Basilisk Collar is disgusting with Huntmaster of the Fells and turns all of our creatures into must-remove threats against midrange. Dismember gives us a much-needed mainboard answer to fatties, while Curious Obsession critically grows Mandrills and lets a flipped Delver spot us ferocious. And I've yet to max out Tarmogoyf with this build, but in many post-board games, I do run all eight card types!

Still Chuggin'

The sky might not be falling, after all. If the beautiful, incredibly diverse Modern we had before last weekend's unbans really does get messed up, we can count on Wizards to fix it. They've always released cards from the list during periods of relative stability, and I'm glad they're still experimenting with the format. Now, I'm off for more experimentation of my own!

Systematic and Practical Testing Guidelines

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Thanks to Wizards' bombshell unban announcement, Modern is on the cusp of a great age of experimentation. Established and rogue archetypes alike will be examining their 75s in efforts to either combat or incorporate the format's latest newcomers, and I fully expect some new archetypes to appear in the wake of these powerful additions to the card pool. As any prospective deckbuilder knows, the first thing one must do after crafting a new list is to test it, which brings some questions with it. How long should I test before I trust my results? How do I know whether the cards I am testing are helping me win? Having done my fair share of testing and tweaking over the years, I'd like to open a discussion on this topic.

This article will offer some general thoughts on the deck testing process. These include setting guidelines by which to determine the length of the testing period, how to evaluate your results, and how to decide when your data is applicable.

Sample Size

As David has shown in his exhaustive testing of a variety of banned (and formerly banned) cards in Modern, it's rather difficult to collect enough matches of Magic for a deck comparison analysis to stand up to the results of a student's t-test at high confidence intervals, thanks to the often-minute differences an individual card makes in a deck's winrate along with the inherent variance of the game. This means that most experimentation that falls short of that threshold will involve some qualitative aspects. Chief among these is deciding how much data is good enough to be considered a reasonable sample.

Deciding what to define as a reasonable sample can seem somewhat arbitrary at first; after all, what is the real difference between two datasets if running a statistical test on both results in the acceptance of the null hypothesis? My definition of a reasonable sample is one that approximates a statistically valid sample while still being practical for the tester to achieve. This obviously varies with the particulars of the tester, but in the interest of providing a guideline, I would be somewhat skeptical of any conclusions made regarding a card's effectiveness that are backed by a sample of fewer than 75 individual matches, and I would prefer the number to be 100 or greater.

Given the advent of Magic Online as well as several other online platforms which enable easy access to testing, I believe that these sample sizes are relatively accessible, and they result in more stringently collected data. I would also err in favor of a larger sample for a relatively new or previously untested deck, as opposed to a small tweak in an established list. Say you're stoked for the return of Bloodbraid Elf and Jace, the Mind Sculptor, and want to test out a Temur Moon list that jams them both, like this one:

Temur Moon, by Roland F. Rivera Santiago

Creatures

4 Bloodbraid Elf
4 Snapcaster Mage
4 Tarmogoyf
2 Tireless Tracker

Enchantments

2 Blood Moon

Planeswalkers

2 Jace, the Mind Sculptor

Instants

4 Lightning Bolt
2 Tarfire
2 Mana Leak
2 Electrolyze

Sorceries

4 Serum Visions
4 Ancestral Vision
2 Roast

Lands

2 Breeding Pool
2 Forest
4 Island
4 Misty Rainforest
2 Raging Ravine
4 Scalding Tarn
2 Steam Vents
2 Stomping Ground

Sideboard

1 Ancient Grudge
2 Anger of the Gods
2 Dispel
2 Engineered Explosives
2 Disdainful Stroke
4 Huntmaster of the Fells
2 Relic of Progenitus

The rationale behind this 75 is to craft a deck that is well-suited to win the midrange mirror thanks to its ability to generate card advantage, while still holding up against aggro or big mana with removal and land disruption, respectively. Following the guidelines mentioned above, I would look to get 100 matches in before making any major changes to the list.

Data Evaluation

After deciding on a deck to test and a trial period, there are a few things to keep in mind.

  1. Don't leap to early conclusions. While it is rather natural to notice a card you're interested in testing when you draw it, and make a note of how it performed for you in that game, resist the temptation to make conclusions on it as you go along. Giving in could result in the creation of an internal narrative, which might make it harder to objectively interpret your results. Instead, write down detailed notes on how the card performed, and take a holistic view of those notes at the end of your trial.
  2. Keep detailed notes: Note-keeping was alluded to in the earlier point, but I would suggest expanding the notes beyond the cards that are being tested. Some good data to keep for pretty much any type of testing are factors such as the opposing player's deck archetype, being on the play or on the draw, any mulligans that have occurred, mana flood and screw, decisions you regretted after matches, and whether the sideboard was appropriate for the matchup. Other parameters can be annotated, but I would consider these to be the essentials.
  3. Choose a standard of success. People play Magic for a variety of reasons. While I assume that someone interested in documenting their testing in a detailed manner is looking for some degree of "competitive success," there are several ways to define even that.
    For example, the requisite winrate for a deck to break even in Magic Online leagues at the time of this writing is 50%, according to this expected value calculator.

    However, chances are the winrate will have to be quite a bit higher if you want to recoup your investment, consistently post 5-0 results that can be features on Wizards' database, or have a chance of making Top 8 in a format challenge. Higher still would be the winrate for a deck capable of taking down large paper events such as SCG Opens, Grand Prix, and Pro Tour Qualifiers. In the case of edits to an existing list, the standard of success may be relative; can this configuration of the deck perform better than the previous one against the field?

    To throw a number out there, I consider a 60% winrate in Magic Online leagues to be a good benchmark of success for any prospective brew, and would definitely be looking for the proposed Temur Moon list to meet or exceed that standard. My standard of success for any changes to the Merfolk list I piloted to a Top 16 finish at the SCG Classic in Philadelphia are a bit higher, namely because that deck has consistently exceeded that threshold in the past.

  4. Evaluate the quality of competition. It also matters who you're testing against. Obviously, there is only so much control one can exert over what opponents one faces when testing, especially if you choose to do so online. However, certain venues offer stiffer competition than others on average, and you can choose which ones you frequent depending on the standard of success you have set for the deck. Outside of a dedicated testing groups of high-level players (such as pro teams), I'd say Magic Online competitive leagues provide the best competition available to the average player, followed by the friendly leagues or local events with a disproportionate number of successful players. Next, I'd rank league efforts on other online platforms or your typical local FNM-level event. I'd honestly avoid making major testing conclusions on data taken from kitchen-table magic, two-man queues or the Tournament Practice room on Magic Online, or free play on other online platforms; the lack of stakes involved usually means opponents' skill levels vary wildly, and it becomes more difficult to separate the deck's performance from that of the players involved.

How to Move Forward

After collecting a reasonable sample and deciding on a standard of success, it's time to peruse the data and figure out how testing went. Some major questions and follow-ups to ask:

  1. How did the testing go? Did the test deck meet or exceed the established standard of success? How did the cards in question figure into the deck's meeting (or failing to meet) this standard? This is one of the points where the notes come in handy. One potential conclusion you may come to is that your deck failed to meet the standard because of mana issues, which could point to the manabase needing some reworking or the need for a larger sample to try and account for some bad variance. Alternatively, the supporting elements for the strategy may be somewhat lacking.

    For instance, let's say the Temur Moon list above doesn't quite meet our standard of success, and the chief reason why is that our Bloodbraid Elf hits were somewhat lackluster. Having detailed notes on your cascade hits can help you come to that conclusion, and address it in future configurations by incorporating cards like Vendilion Clique or Savage Knuckleblade at the expense of poor cascade hits like Mana Leak.

  2. Will the tested changes be kept or abandoned? In the case of a new archetype, this is when you should decide whether you want to tweak it further, or drop the deck altogether. If you do decide to drop the deck, will you abandon the idea? Or move forward with a new take on it?

    Going back to Temur Moon, let's say Huntmaster of the Fells is underachieving as a sideboard card, and that is causing our winrate to suffer in matchups that it is supposed to address, such as Burn. Chances are that including a more cost-efficient method to address the matchup (like Courser of Kruphix) could address the problem. On the other hand, if testing reveals that the deck isn't as strong in the midrange mirror as cards like Ancestral Vision would have led you to believe, chances are that you're better off going back to the drawing board and coming up with a new concept.

  3. Will further changes be made? In the event of a deck that met or exceeded the standard of success, you should decide whether you want to continue riding the proverbial wave of good results, or if you want to tweak it further in an effort to keep climbing. For a deck that failed to meet your preestablished standard, this is when you should decide the extensiveness of revisions you feel it needs. I would lean heavily on my notes here, as changing even a few cards can have far-reaching consequences on a deck's performance.

    For example, if the Temur Moon list described above was found to be somewhat poor at fending off artifact-based decks such as Affinity and Lantern Control, and that has either kept it from reaching my standard of success or I would like to make further changes in order to chase a higher standard of success, I would have to decide how much of my 75 I would like to change in order to shore up those matchups. Some potential bits of wiggle room are to consider Abrade in spots currently occupied by Roast, adding artifact-based sweepers such as Creeping Corrosion or Shatterstorm to the board, or whether relevant spot removal like Destructive Revelry would help shore up post-board games.

Conclusion

I have used this method several times to evaluate changes made for my decks, and I have been satisfied at the thoroughness of my conclusions, and the improvement they have resulted in. Additionally, I honestly haven't found them to be overly time-consuming, which is an important factor when considering that I have a finite amount of time to dedicate to the game. If you have any comments on this testing method or a method of your own that you'd like to share, feel free to drop me a line in the comments.

The Four-Drops Are Coming! Unban Reaction

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Wizards really dropped a bombshell on us Monday morning. Jace, the Mind Sculptor AND Bloodbraid Elf unbanned? Oof, didn't see that one coming. I'd been outlining articles for the various cards that I could see getting banned or unbanned, but these two together were not on the list. Never even considered it. However, it happened. I'll be examining Wizards' reasoning and then providing my own take based on my history testing the cards.

The Announcement

For those that haven't read the announcement, you can do so here. To summarize:

  • There's plenty of time before the next Modern Pro Tour to let the format adapt
  • The decks Jace and Elf would fit into don't seem to be too powerful
  • We are reprinting Jace, the Mind Sculptor so he will be attainable
  • Sorcery-speed four-drops don't see much play outside of Eldrazi and Tron
  • Neither card wins the game on the spot
  • By unbanning both cards, we give multiple color combinations options for curve-toppers

As a side note, nothing was banned.

To editorialize, these seem more like excuses than justifications. Just because there's plenty of time before the next Modern Pro Tour doesn't make a decision right. It still impacts everyone playing, and will have a huge impact on the upcoming SCG events and Modern Grand Prix. Furthermore, I'm really disappointed. The four-drop arguments could be copy-pastes from any internet discussion about the cards. Open any forum or subreddit thread on unbanning Jace or Bloodbraid, you will see them there. It is possible that they genuinely believe this, but I expect more from Wizards. Their previous announcements have shown far more nuance and non-public insight compared to this one.

The Cynical Reading

If you're feeling a bit cynical about this unban, you're certainly not the only one. And I can't fault you for thinking that way. I'm not saying you're right, but I can't fault you, because the unbanning of Jace specifically and unequivocally looks like a cash grab by Wizards. He was one of two cards featured in the announcement of the Masters 25 set. Wizards even cited this fact in the announcement:

  • The reprint of Jace in Masters 25 will provide greater availability for our player base.

Honestly, how else is anyone supposed to see this? Now, I'm not saying that it actually is just a move to sell packs; only the mysterious cabal that controls the banned list knows for certain. However, perception matters, and if everybody thinks this is what happened, that's all that will matter. As I'm typing this all the big sites have Jace, the Mind Sculptor listed as "out of stock" (despite having had plenty on Sunday), so the idea that money drove the decision is definitely plausible.

Don't Be Hasty

Wizards isn't necessarily being greedy and/or evil. It is equally possible and indeed equally plausible that the link goes the other way. Wizards may have decided that they were going to unban Jace at the first safe opportunity some time ago, and that opportunity just happened to coincide with the decision to reprint Jace in Masters 25. They did reprint him in Eternal Masters, so they might have wanted to release Jace for a while. 2016 saw the unbanning of Ancestral Vision and Sword of the Meek, and they've been slowly releasing cards from the original banned list since 2012 to test the waters. I'm speculating, but I'll bet that they didn't unban anything in 2017 because of uncertainty about Death's Shadow requiring action, and because they'd just re-banned Golgari Grave-Troll. I can't blame them being a bit gun-shy.

This suggests that Wizards has been priming the proverbial pump with reprints so that when the time was right, they could take the action they'd decided to take and the price wouldn't skyrocket. Tarmogoyf used to be ~$200, but thanks to constant reprints it's down to ~$90. If this is a long-coming move then now is the perfect time. With this third printing, the price will drop, so it will not be comparatively burdensome to acquire the mythic rare.

What About Bloodbraid?

The money-driven reading doesn't work for Bloodbraid Elf because it's an uncommon. Those don't tend to drive pack sales or the secondary market, current price spike notwithstanding. In a month or two, that spike will die down. Instead, the cynic would say that Bloodbraid is being released as a balance, both for the format and for perception. It's a bone thrown to the non-blue fair decks so they don't disappear, damping the reaction. This is not an unreasonable reading, considering Wizards says as much:

Adding attractive options at the same mana cost in different color combinations at the same time mitigates the risk that one or the other could pull too many decks toward it at once.

It seems pretty clear that the decision to unban Bloodbraid alongside Jace is motivated more by balancing a Jace unban than for the merits of Elf itself. Wizards' justification focused more on the diversification of BGx decks rather than on specific ideas about Bloodbraid, also lumping it into the "four-drops have to win the game" argument with Jace. I have a hard time refuting this cynical view as a result.

The Data

I'll take this opportunity to remind everyone that I have generated plenty of hard data about the impact of Jace and Bloodbraid in Modern. I spent all of January discussingBloodbraid Elf. I have clear results which show that both significantly improved their test decks. Both had strong the strongest impacts against fair decks and a weaker impact against combo. Aggro was a bit muddy; Jeskai with Jace did better against Affinity and Bant Eldrazi than without, but not statistically significantly. The only true aggro deck Jund with Elf faced was Affinity, and there was no change there. This strongly suggests that there was incentive to run those boosted versions over the alternative. It also suggests that they would be favored over large swaths of the greater metagame.

Their History

Of course, I never tested them against each other. There was no reason to; besides, it's scientifically invalid to test more than one variable under most circumstances. However, it has long been held that Bloodbraid and Jace counter each other. Wizards acknowledged this belief in the ban announcement, though that's not the justification they give for the simultaneous unban.

While there is something poetic to the age-old enemies of Standard's past both being reintroduced to Modern together, it isn't our intent that these cards balance one another out directly. It is true that Bloodbraid Elf is effective at killing Jace, but our reasoning behind the simultaneity of their unbanning is more subtle.

I will agree that Bloodbraid was good at killing Jace in Standard. However, Bloodbraid into Blightning was great at killing any planeswalker and control decks in general. The fact is that Jace and Bloodbraid have never had a chance to compete. Their overlap in Standard was less than a year long, and Jund was so pervasive it wasn't an even fight. Legacy doesn't count: the format is so blue heavy because Force of Will is so important against combo that Jund never had a chance.

The evidence available suggests that Bloodbraid is better than Jace because she answers the planeswalker and gains additional value. That's what happened in Standard. Whether this will be true outside of Standard is yet to be seen, but given the history of Jund being better than blue control in Modern, it is reasonable to believe that Bloodbraid will win this fight.

My Take

I think this has been coming for a long time. Jace and Bloodbraid have dedicated advocates who have been petitioning Wizards for years. Wizards does listen to feedback and has shown a desire to give the original banned list have a chance to be vindicated. After years of pressure and evidence that appeared to back up what they were hearing about the cards, they took their shot to enact a decision they'd made some time ago. I assumed it was going to happen eventually when I rebought Jace just over a year ago.

But I don't agree. I've said it before, I'll say it again: almost everything they said in the announcement could have come from a forum post. That's really disappointing and concerning given these cards' histories. It sounds like they didn't do any testing which suggests that they're just blowing smoke. If nothing else, Jace and Bloodbraid provide enormous pulls into Jund and blue control, which will negatively impact diversity and flies in the face of their justifications. Why would you play any other variation of BGx when you could have Bloodbraid? According to my testing, which showed both decks received statistically significant boosts across the board, it doesn't make any sense. Now, maybe they did do a lot of work and just aren't elaborating for whatever reason. I don't know that they're just spitballing about this unban. However, the way they presented their decision doesn't inspire confidence in me.

I strongly believe that we will see reduction in diversity in the midrange and control decks as the result of this unban. You will be playing Bloodbraid or Jace, and I believe that a "correct" shell for each will be found. That's what happened last time each was played. Whether the rest of the format can cope is hard to say. My data showed that their impact was weaker against unfair or aggressive decks. Maybe they will adapt, or it might be right to simply plan to go over or under the four-drops.

What Happens Now?

Well, I can say with certainty that Jeskai Tempo is ded. D-E-D, ded. As if Bloodbraid wasn't killer enough, there is absolutely no reason not to run Jace in Jeskai. This changes the fundamental nature of the deck, so the old system won't work. Exactly what the new deck will look like I can't say, but I'll definitely start with my test build, Jacekai. As for Jund, the early decks filtering out look like my test deck, so again I'd start there. Either way, you should assume that your local metagame will be full of players rocking the playsets of Jace and Bloodbraid they've been sitting on for years, hoping for this opportunity.

Maybe the metagame has matured to the point that the addition of Bloodbraid and Jace will be fine. Maybe this will be a disaster. It's too early to say. What I do know is that Todd Anderson said somewhere (I think it was an article comment) that if Jace was ever unbanned he would make it his mission to make Wizards regret their decision. The gauntlet has been laid down.

Keeping Up with the Pros: PT Rivals Tech

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It's only February, and we've already seen the most high-profile Modern event of the year. Pro Tour Rivals of Ixalan went totally according to plan: no Eye of Ugin shenanigans; no team of baby-genius-pros breaking the format in half; no flurry of bans raining down on the winning deck. So, business as usual, right? Wrong! The Pro Tour was still donkey's-exciting, thanks in no small part to the sweet decks and breakout cards of the tournament.

Today, I'll look closely at the 2nd, 3rd, and 4th-place decks—all relatively rogue flavors—as well as the cards that defined Pro Tour Rivals of Ixalan, telling the tournament's story my way: through its tech.

Triple Deck Spotlight

These three decks aren't the Pro Tour's most-played decks. Nor are they its best-finishing ones—at least, not without discounting the tournament's actual winning deck. Rather, Mardu Tokens, UR Pyromancer, and BR Hollow One mark the first serious outing for a suite of decks that have been bubbling under the scene for months now. The Pro Tour just outfitted them with the credibility needed to seduce lower-level Modern players. We'll probably see plenty more of each archetype in Modern. For now, let's break down their respective aspects.

Mardu Tokens

One deck, many names: Mardu Pyromancer; Mardu Reveler; Mardu Tokens. No matter what you call it, this deck is real! We've suspected such for months now, as selfiesek and his mysterious gang of devotees quietly murdered Magic: Online leagues with the thing. But just as it apparently takes Elvis to move rock records or Eminem to push rap into the mainstream, so too must a pro first succeed with a Modern deck to snap it into common consciousness.

Mardu Tokens, by Gerry Thompson (2nd, Pro Tour Rivals of Ixalan)

Creatures

4 Bedlam Reveler
4 Young Pyromancer

Planeswalkers

1 Liliana of the Veil

Enchantments

2 Blood Moon

Instants

4 Lightning Bolt
2 Fatal Push
1 Terminate
1 Manamorphose
3 Kolaghan's Command

Sorceries

4 Faithless Looting
1 Dreadbore
2 Collective Brutality
4 Lingering Souls
4 Inquisition of Kozilek
3 Thoughtseize

Lands

4 Blackcleave Cliffs
2 Swamp
3 Mountain
1 Sacred Foundry
2 Blood Crypt
4 Bloodstained Mire
4 Marsh Flats

Sideboard

2 Collective Brutality
1 Liliana of the Veil
2 Molten Rain
1 Ghost Quarter
3 Surgical Extraction
2 Nihil Spellbomb
1 Anger of the Gods
2 Wear // Tear
1 Fulminator Mage

I'm a fan of most changes Gerry Thompson made to the established deck, which overall just make it cleaner. He trims Lightning Helix altogether, keeping only Lingering Souls in white, and moves a second Blood Moon to the mainboard. Gone, too, is Monastery Swiftspear—the two copies always seemed strange to me in selfiesek's list, and I opted to max out on them and cut Young Pyromancer from my Shadow-inclusive build. It seems Gerry had a better idea in preserving the Shaman over the Monk, catching wind early of the 2/1's sudden relevance.

One thing I find interesting about this build is its reliance on Faithless Looting and Bedlam Reveler to dig into silver bullets. Both the main and the side feature surgical answers to problem permanents, including Dreadbore and Anger of the Gods. Looting/Reveler is certainly a powerful draw engine, and I like that Gerry recognizes that enough to build Mardu Tokens, well, like a blue deck.

UR Pyromancer

We've seen this deck pop up in Modern time and again, but with varying win conditions: Delver of Secrets; Madcap Experiment; Through the Breach; Batterskull; hell, Splinter Twin. Seasoned Moderners just call it "Blue Moon." Except, weird thing: Vieren's 3rd-place deck doesn't actually play Blood Moon. It plays Field of Ruin!

UR Pyromancer, by Pascal Vieren (3rd, Pro Tour Rivals of Ixalan)

Creatures

4 Snapcaster Mage
3 Young Pyromancer
3 Thing in the Ice

Instants

4 Opt
4 Lightning Bolt
1 Spell Snare
1 Abrade
2 Remand
2 Mana Leak
1 Electrolyze
3 Cryptic Command
1 Logic Knot

Sorceries

4 Serum Visions
3 Ancestral Vision
2 Roast

Lands

4 Scalding Tarn
2 Flooded Strand
1 Misty Rainforest
1 Polluted Delta
3 Steam Vents
1 Spirebluff Canal
1 Sulfur Falls
4 Snow-Covered Island
1 Snow-Covered Mountain
1 Island
3 Field of Ruin

Sideboard

1 Spell Snare
1 Abrade
1 Electrolyze
2 Anger of the Gods
2 Dispel
1 Negate
2 Ceremonious Rejection
1 Vendilion Clique
1 Relic of Progenitus
1 Disdainful Stroke
1 Molten Rain
1 Crumble to Dust

The first thing that struck me when I saw Pascal's decklist was its inclusion of Thing in the Ice. Thing has never seen serious play in Modern, and for good reason; it doesn't immediately warp the red zone like Tarmogoyf, and dies to the same removal spells. It also demands a shell centered around instants and sorceries, which doesn't really exist (see: lack of Delver in the format). To add insult to injury, Fatal Push removes Thing scot-free at any time.

To its credit, Thing does plug a hole long felt by UR strategies: the inability to remove large creatures. Thing indeed removes them, all while doubling as one itself. The trouble, then, lies in the transformation process.  One new card that helps tremendously on this front is Opt, a cantrip that joins Serum Visions to make flipping Thing a trivial affair. The threat of an instant-speed flip also looms larger with Opt in the mix, complicating tricks like Temur Battle Rage or other creature-based combos.

Overall, though, Thing makes the cut because it's a highly compact win condition, as is Young Pyromancer, that attacks from a different angle: it goes tall rather than wide. The two creatures also demand the same condition be fulfilled: that their caster also casts lots of instants and sorceries. Their similarity here allows for a streamlining of the deck.

Field of Ruin is rapidly shaping up to be one of the best utility lands in the format. It turns out many slower decks could have accommodated Ghost Quarter, and would have loved to, if not for its unfortunate condition of eating a land drop. Since Field immediately replaces itself, these decks are rearing their heads and making great use of the pseudo-Wasteland. I mean, Pascal runs it over Blood Moon! I'm sure he cheesed a few players expecting the enchantment during the event. And Field of Ruin itself had one heck of a tournament—but more on that later.

BR Hollow One

This next deck has been through a lot since its introduction to Modern by Julian Grace-Martin at SCG Syracuse last year. It has since dropped green for all but Ancient Grudge in the sideboard, and streamlined its threats and disruption. At Pro Tour Rivals, the BR build Ken Yukuhiro played to the semifinals enjoyed a 100% conversion rate to Day 2.

BR Hollow One, by Ken Yukuhiro (4th, Pro Tour Rivals of Ixalan)

Creatures

4 Hollow One
4 Flameblade Adept
4 Flamewake Phoenix
4 Bloodghast
3 Gurmag Angler
1 Tasigur, the Golden Fang
4 Street Wraith

Instants

4 Lightning Bolt

Sorceries

4 Burning Inquiry
2 Collective Brutality
4 Faithless Looting
4 Goblin Lore

Lands

3 Blackcleave Cliffs
3 Blood Crypt
4 Bloodstained Mire
2 Mountain
1 Scalding Tarn
1 Arid Mesa
1 Stomping Ground
1 Swamp
2 Wooded Foothills

Sideboard

1 Collective Brutality
2 Ancient Grudge
2 Big Game Hunter
2 Blood Moon
3 Grim Lavamancer
3 Leyline of the Void

Like the Eye of Ugin-powered Eldrazi decks of old, BR Hollow One seeks to dump huge bodies onto the table at laughable rates and then beat opponents to a pulp while slinging some well-timed disruption. It runs 12 enabler spells to get itself going: Faithless Looting, the best of the bunch for fixing the hand and flashback; Burning Inquiry, a Hollow One-in-a-can that can randomly screw up opponents; and Goblin Lore, which digs the deepest and doesn't minus, but costs two mana. Bloodghast and Flamewake Phoenix are reliable ways to apply pressure through removal spells, and both generate value when dumped to an enabler.

As for its primary threats, Flameblade Adept serves as the deck's "Delver of Secrets," a cheap beater that pressures linear opponents while pilots start their engines. After an Inquiry or Lore, Adept even turns on ferocious. Gurmag Angler joins Hollow One as a huge, un-Pushable creature on the cheap. Tasigur also makes an appearance for his affordable mana cost.

Lightning Bolt and Collective Brutality form the bulk of this deck's interaction. Post-board, other pieces enter the equation—I especially appreciate BR Hollow One's easy access to Blood Moon and Grim Lavamancer as hoser cards. The deck mostly struggles against the spell-based combo decks that outspeed it, since it has loads of creature interaction and enough recursive threats to hassle midrange and control. That's a lot of coverage, but I've also experimented with Death's Shadow and Thoughtseize in this deck to mixed results, and think the pair might merit another look if the metagame trends towards Past in Flames and Ad Nauseam.

Defining Cards

Every dog has its day, and every Pro Tour has its... well... defining cards.

Faithless Looting

Looting has long been one of my favorite Modern cards—on Nexus alone, I've wondered aloud why this "sleeper" doesn't see more play in red decks seeking consistency, and jammed the card into many shells with Tarmogoyf and Blood Moon. Its time has finally come to play with the big boys... and alongside none other than another of my pet cards, Bedlam Reveler!

Of course, the card didn't just shine in Gerry's Mardu Tokens deck. It also greased the wheels for a more dedicated graveyard strategy in BR Hollow One. I'd make sure to lock down a set of Lootings pretty quickly now that the cantrip's on everyone's radar—it's a matter of time before Looting finds its way into a shiny new deck you're interested in playing. We saw the same scenario play out last year with Mishra's Bauble and Death's Shadow, both now considerations among an array of Modern decks; Goblin Lore remains pretty niche, but Looting's got just the mixture of potency and uniqueness Modern demands of its key cards.

Lightning Bolt

In "A Fatal Push Retrospect and the Future of Fair," I wrote about how Fatal Push has changed Modern over the past year. A major takeaway from that article: how the metagame was starting to open itself back up to Lightning Bolt, which seemed like a card with fantastic positioning for the new year. The Pro Tour seems to have vindicated that opinion, with each of the decks showcased above packing four copies of Magic's most iconic spell. Even old man Tarmogoyf showed up to the Top 8, a direct result of Lightning Bolt gaining traction.

I stand by my opinion that fair, interactive decks badly want access to Bolt in Modern these days. Only Lingering Souls tempts a deviation from red. Modern players perpetually wondering why Sultai "isn't a thing," take note!

Field of Ruin

Besides helming Vieren's impressive UR Pyromancer deck, Field of Ruin wound up in multiple archetypes over the weekend. It replaced Ghost Quarter in BG Rock and UW Control, cameoed in Jon Finkel's Green Tron deck, and appeared in varying numbers among the Grixis Control lists. Corey Burkhart, the strategy's poster child, staunchly defended a full four Fields, cutting into his cantrip count to accommodate the land—registering, and excelling with, zero copies of Opt or Serum Visions.

Young Pyromancer

Young Pyromancer is one of the most maligned creatures in Modern, not least of all by yours truly. But man, did the little guy have a good weekend. While Pyro's rate looks bad on paper in the face of Fatal Push, going wide with tokens for just playing Magic is exactly how to beat such efficient spot removal. There's probably little dissent now about the Shaman's status as red's godly two-drop, and we're likely to see more 1/1 Elementals now than we have since Treasure Cruise. Don't leave home without your Pyroclasms!

Honorable Mention: Gut Shot

25 years from now, when players tell their grandkids about PT Rivals, Gut Shot probably won't be the card they obsess over. But the unassuming Phyrexian instant quietly snuck into Humans and Eldrazi Tron sideboards as a way to remove dangerous creatures like Dark Confidant, Signal Pest, and Young Pyromancer without spending mana.

The ability to further its own gameplan while disrupting opponents is the biggest strength of the Humans deck, as its creatures attack and block while casting troublesome spells. Eldrazi, too, fights along this axis using Thought-Knot Seer, a huge body with Thoughtseize attached. Gut Shot doubles down on this philosophy, letting pilots conserve their mana for proactive plays without letting opponents develop their own game. Interestingly, of all the free Phyrexian spells, only Gut Shot impacts the board. Also of note is that the card made waves at the last Modern Pro Tour, too, putting 15 copies in the Top 8; that year, it excelled at killing Eldrazi Mimic (and Frank Lepore) in Eldrazi mirrors, and then was never heard from until now.

Honorable Mention: Delay

Like Gut Shot, Delay far from defined Bilbao. But it still gave its first eyebrow-raising Modern performance. Despite dodging the Top 8 decklist, Delay was a common choice among Traverse Shadow players, who ran it in the side as a way to hard-answer combo spells and removal alike. Death's Shadow can close out games so quickly that a little disruption goes a long way—ideally, suspended spells never even hit the stack again. The card boasts extra utility against countermagic (which just fizzles upon second resolution) and flashback spells (notably, Past in Flames and Lingering Souls), and may become a staple of blue-based aggro-combo-control decks going forward.

A Tour de Force

And that's that: another Modern Pro Tour in the books. Of course it's easy to say now that things went so smoothly, but I'm thrilled to have the format back on the PT. There's nowhere now for Modern to go but up!

Pro Tour Rivals of Ixalan vs. The Metagame

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Pro Tour Rivals of Ixalan, the first Modern PT in two years, is in the books! And I'm feeling kind of flat about the whole thing. This is probably because I didn't watch the live version. It's not the coverage team's fault. However, I have no interest in watching live drafts, and trying to watch Modern at 4AM is not optimal. So I've been watching the clipped matches instead and enjoying some very good Magic. And also some Lantern Control. Today I will be examining both the hype leading up to Bilbao and the event's results to see if anything applies to the overall metagame.

Lantern Control won the thing; well done, Luis Salvatto. However, it doesn't really mean anything. You can read whatever you want into the result, but the Top 8 of any Pro Tour is analytically meaningless. Unlike a Grand Prix, final standings tell us very little. Pro Tours are multi-format events, and their draft portion strongly influences standings. Andrea Mengucci went a mediocre 6-4 in Modern but still squeaked into the Top 8 thanks to his flawless drafting. Meanwhile, Alex Majlaton didn't make it despite an impressive 9-1 record in Modern. For that reason, I am ignoring the Top 8 for this analysis. Instead, I will focus on the decks that went 7-3 or better in Modern. This large dataset gives an accurate picture of the PT metagame. It will be interesting to see how it diverges from the actual metagame.

Pre-PT Fears

There's no getting around that the return of the Modern Pro Tour was controversial. There have been issues surrounding the tournament in the past, and many feared the consequences. However, I didn't share the apprehension that many apparently felt about the return of the Modern Pro Tour. In fact I found it really surprising. There's always been this belief that Wizards banned cards before the Modern PTs to make them more interesting and shake up the format. And while it is slightly true, it's a dangerous oversimplification and is frankly a conspiracy theory.

Forsythe flatly stated that the PT never forced bans, just their timing. And he unequivocally said that none would happen this time. Also, the idea that Wizards always bans the winning deck is ludicrous. And completely untrue. I'd love to see Ensnaring Bridge banned, but it's not going to happen. Every ban has been justified by something other than PT wins. Thus, the ban-related fear surrounding the PT's return just baffled me.

What didn't surprise me was the groaning from the Pros. For the most part, it was the usual moaning from the usual suspects. If you're unaware, Pro players generally don't like Modern because they're used to playing the best deck possible in Standard. The fact that such a deck does not exist in Modern frustrates them, and their Standard skills don't always translate. This has a snowball effect because they never learn how Modern actually works, continue to have poor results, and get even more frustrated.

However, this time around, a new thread appeared. Apparently, Modern is too good for the Pros. The argument was that the Pros would find some monstrosity and completely ruin the best format in Magic. I actually laughed out loud it was so ridiculous. The idea that we enthusiasts needed to shield ourselves from the Pros is nuts on its face, but the arrogance on display was remarkable. History may have suggested otherwise, they were never going to break the format this time. While there are plenty of unique, interesting, and undiscovered decks lurking in subreddits and the MTGSalvation forums, there's a reason those threads go on for years without breakout success. Brewing in Modern is hard, and Pros don't dedicate the kind of time necessary to pull it off. Colorless Eldrazi was an exception, but every other deck that "broke" a big Modern tournament had been in the works for months. Considering how depowered Rivals of Ixalan is, the format was never going to break, and the results prove it.

The PT Top Tier

Pro Tours often have weird-looking metagames simply because they're exploring a new Standard. That is not the case this time, but it sill isn't a typical spread.

Deck NameTotal #
Grixis Death's Shadow7
Humans7
Burn6
Affinity5
Mono-Green Tron4
Mardu Pyromancer3
UW Control3
Eldrazi Tron3
Abzan3
Grixis Control3
4-Color Shadow2
Lantern Control2
UR Gifts Strom2
BR Hollow One2
Jeskai Control2
Bogles1
WB Eldrazi1
UR Pyromancer1
WB Zombies1
Bant Knightfall1
Madcap Moon1
RG Eldrazi1
Dredge1
Jund Death's Shadow1
Living End1
Eggs1
Titan Shift1

Linear Aggro and Grixis Death's Shadow were out in force for this tournament. I'll discuss my theory on why later, but we really didn't see anything new. Yes, even the supposed "breakout" decks were known quantities beforehand. So much for the Pros breaking the format.

Despite Lantern's win, the story of the tournament is Gerry Thompson and his incredible run with Mardu Pyromancer. And fair enough, the Mardu devotees have suffered for so long it was time they got thrown a bone. However, don't get lost in the hype. The structural problems with the deck remain, particularly its slow clock. As I'll discuss shortly, the format was very favorable for such a removal-heavy deck to thrive. And it didn't really take advantage. In the wider metagame, I can't imagine that it doesn't still get eaten alive by Valakut and Tron or struggle against Rest in Peace.

Oh, and there's also BR Hollow One. The fact that it made it in at all is surprising. Not an unwelcome surprise, mind you; the games were exciting to watch. However, the deck has a problem that will keep it from much mainstream success. I've played against the deck a lot in the past few months and it is actually weaponized variance.

Nobody knows what will happen when Burning Inquiry is cast. The caster may win on the spot, forcing their opponent to discard all their relevant cards or lands and dropping three Hollow Ones into play. Nothing could happen as both player discard irrelevant cards and there's no follow-up. Or you may screw yourself and discard all your threats. You never know. It's a gambler's deck, and if you're lucky, the pieces flawlessly fit together and you've got something broken. If not, it's an unplayable pile. Even when that doesn't happen, the deck can easily run out of relevant threats or gas. Treat it like Grishoalbrand: it's a high variance combo deck.

Day 2 Comparison

For once, Wizards is being generous with their data. We have the Day 2 conversion rate put together by Frank Karsten and the actual initial population of decks. What this clearly shows is that Humans was consistently on top of the metagame. This also means it has a poor conversion rate to my table; 7/29 or 24% made it compared to 7/20 or 35% for Grixis. This doesn't mean anything—there were more decks that directly preyed on Humans than Grixis present.

What is interesting is the top four decks from Day 1 were still the top three to convert to Day 2. The order for both days was Humans, Affinity, Burn, then Tron. This continues down the list as well. Grixis Death's Shadow was fifth; fell to sixth. Eldrazi was sixth; rose to Fifth. Jeskai control was seventh both days. Almost no movement in the chart indicates that one deck had a significant advantage over any other until after the second draft. Even then, the movement is small. My chart has Grixis instead of Tron in the top four, but Tron isn't far behind at fifth. Meanwhile, Jeskai fell precipitously to make way for Abzan Rock and Mardu Pyromancer to rise. Both these decks placed three pilots into my standings out of six Abzan pilots and seven Mardu. That's very good. It would suggest they were advantaged in some way, but we need to be careful. There's complications to these results.

Population Explanation

The easiest explanation for this metagame is population. The decks that did well in the constructed portion were highly represented in the overall population. The exceptions are Mardu Pyromancer and Abzan. This seems impressive, but remember that the pilots were Gerry Thompson and Reid Duke. Reid's a master of BGx and I can't imagine him not making it to Top 8, and Gerry's been tinkering with weird Modern decks for months. I expect he was more prepared than anyone else. As a result, the question is not why these decks performed well on the Pro Tour but why they were so well represented.

Comparison to the Real Metagame

Now, I direct your attention to the sidebar, which currently shows the December metagame statistics. If you're reading this after the next update comes out, the current order of Tier 1 is Grixis Shadow, Burn, Tron, Jeskai Tempo, RG Valakut, Eldrazi Tron, Affinity, Humans, Storm, and Counters Company. While this is similar to my table, there are a number of differences, and many "real" Tier 1 decks are not Pro Tour Tier 1. It is interesting that Grixis is on top of both my table (because alphabet) and our official rankings. However, Humans and Affinity are near the bottom, and the only Collected Company deck on my table is Bant Knightfall. In fact, Company decks were barely present in Spain compared to reality. This looks like personal bias more than anything. Counters Company has some easy Oops, I Win games, but many are prolonged slogs through removal. Many may have not considered Company because of its complexity.

Valakut only posted one result on my table; Jeskai, two. This is not too surprising for Valakut, as like Counters Company, it was poorly represented. Jeskai is more of a mystery. If I had to guess, I'd say that lack of maindeck sweepers against all the Humans decks was the problem. UW is filled with sweepers and can more easily catch back up to a fast swarm. It's not a terrible matchup by any stretch for Jeskai, but I definitely feel behind when I'm playing Jeskai against Humans. Given how many were present, I imagine that caught up with Jeskai.

Why the Divergence?

Once the players start to filter back from Spain over the next week, I expect we'll learn the truth, but for now I can only speculate about why the Pros chose the decks they did. Many would have been like Seth Manfield, trying a number of decks but ultimately settling back into one they knew well. Or they were Reid Duke, and were never not going to play their deck. This is my explanation for Grixis Shadow, Tron, Affinity, and to some extent Abzan. However, I know that many teams meet the week before the PT to choose a team deck. I would bet that many actually set out to find a new deck and break Modern. And then failed. When they realized that wasn't going to happen, they had to find something else to run. Burn and Humans have reputations as easy decks to pilot (which isn't really true) and they gravitated towards them. Humans being a more disruptive deck would have made it more attractive. However, as I said, this is just speculation and we'll need to wait to hear from the players what really happened.

Does it Mean Anything?

As an indicator of where the format is going, I believe the Pro Tour doesn't really mean anything. Weirdness surrounding how the event works and it being functionally an invitational tournament skews the hard data, and so I don't think there's much to learn about the wider metagame. However, that doesn't mean it won't have an effect. The event showcased some interesting decks from the fringe, and Lantern Control, and you'd better believe that your LGS will be swamped with Hollow One, Young Pyromancer, and Ensnaring Bridge soon. It never fails: players see something new, get excited, and buy up cards. Then, they turn around and play it to justify the investment. Be ready.

Going Forward

Despite everything, I'm glad that there was a Modern Pro Tour again. Let's face it: even when Standard was good, having only Standard Pro Tours was boring. The fact that Modern-skeptical Pros were forced out of their comfort zone was a bonus. From all appearances, Modern is too robust to be broken or solved, reaffirming the praise it has received for diversity and fun. I hope Wizards is finished forcing Standard and we continue to see Modern and team formats in the future.

Next week, I will either be reacting to the latest banlist update or finally getting around to Rivals of Ixalan in Modern. See you then!

Colorless Eldrazi Stompy Mini-Primer: Play Tips

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I've long considered myself a Delver die-hard when it comes to Modern. But I haven't been on much Delver at all since the Gitaxian Probe ban. Rather, the deck I've come to be known for in Boston is Colorless Eldrazi Stompy. In past weeks, I've reacted to local and online enthusiasm for the deck by crafting in-depth strategy primers on mulligans and sideboarding. Those two articles form a solid base for Stompy newcomers, but leave out a tougher-to-pin-down area I've taken for granted as a habitual Scourge-slinger: the deck's wealth of micro-synergies and in-game subtleties. This article seeks to rectify that.

Primers often feature a little list of helpful tips at their closure. It turns out my list is 4,000 words long. Today, we'll look closely at the individual roles played by Stompy's more challenging cards, as well as the interactions between them that must be learned to succeed with the deck.

Before we get started, here are links to the other two entries in this series:

And my current decklist, for reference:

Colorless Eldrazi Stompy, by Jordan Boisvert

Creatures

4 Eldrazi Mimic
4 Eternal Scourge
2 Matter Reshaper
2 Endless One
4 Thought-Knot Seer
4 Reality Smasher
4 Simian Spirit Guide

Artifacts

4 Serum Powder
4 Chalice of the Void
1 Smuggler's Copter

Instants

4 Dismember

Lands

4 Eldrazi Temple
3 Gemstone Caverns
4 Ghost Quarter
4 Blinkmoth Nexus
2 Mutavault
2 Sea Gate Wreckage
2 Scavenger Grounds
2 Wastes

Sideboard

3 Spatial Contortion
1 Gut Shot
4 Relic of Progenitus
2 Surgical Extraction
3 Ratchet Bomb
2 Pithing Needle

I'm actually playing a second Gut Shot over that second Surgical in the board right now, but as discussed in the last Mini-Primer, the spot is flex and doesn't affect any information here. For the sake of consistency, we'll leave the decklist untouched.

Wielding Threats

The second wave of Eldrazi are as known for their sheer bulk as for their funky text boxes. There's more to these creatures than they reveal on paper.

Eternal Scourge

We'll kick things off with our lynchpin creature, Eternal Scourge. Before the game starts, Scourge plays a Noble Hierarch/Urza's Tower role in enabling Serum Powder and Gemstone Caverns, which set up our fast mana. After, it opens up a free win dimension against opponents relying on removal or combat (read: most of them). There are few keys to remember when it comes to successfully leveraging Scourge into a "free win."

Against reactive fair decks, sit on Scourge indefinitely. In this situation, the creature's like Isochron Scepter with a Lightning Bolt, or a constantly flipping Huntmaster of the Fells: let your other resources pile up in hand while Scourge does the heavy lifting and chips away at opponents. Eventually, they'll be forced to start throwing removal spells at the thing; when they run out, we'll often still have Scourge, as well as a hand full of Seers and Smashers. It's fine to cast additional Scourges in this scenario (unless you fear sweepers and lack an exile effect), as well as Serum Powder.

These same reactive decks will still employ some proactive elements to actually close the game. Let's focus on Modern's best-performing reactive deck, Jeskai Tempo (the following principles in fact apply to all reactive decks). Their ideal line against Scourge is actually to try racing us, although many less-experienced pilots will fail to spot it and just hand us the game. Racing means end-step Spell Quellers and Snapcaster Mages. It's correct to kill these creatures on sight or add pressure to the board to combat these types of moves and maintain a damage advantage in the race. Sweepers like Supreme Verdict may also be employed to deal with Scourge, as well as tap-out math-changers like Geist of Saint Traft or Celestial Colonnade. These plays remove countermagic from the equation, affording us opportunities to cast the high-impact cards we have saved up.

Eldrazi Mimic

Our "Delver of Secrets," Mimic's role is to pressure uninteractive decks early. It's almost always correct to run it out on turn one with a Temple or Gemstone in the dark (never a Guide, and turn one Chalice is a better blind play when available). Against removal-heavy decks, it can be fine to wait and lead on Eternal Scourge to soak up removal spells, but with a sweet creature curve, just slam the Mimic and continue adding threats to the board. In that case, opponents won't be able to keep up.

Mimic's also unique in this deck for its low mana cost. Given a hand full of Mimics and three-drops, take care to spend the most mana in each turn cycle—this deck is built to tap out. For instance, it's usually correct to cast a three-drop with three mana, even if we could draw Seer next turn and hit for an extra damage with Mimic. Next turn, then, we can cast both Mimic and a two-cost utility spell like Ratchet Bomb.

Matter Reshaper

Matter Reshaper occupies the same slot on the curve as Eternal Scourge, and similarly helps out-resource attrition decks. Reshaper's applications are a little different, since it provides a small burst of value rather than warp the gamestate around itself. To its credit, Reshaper also offers tempo, or mana, by putting the revealed card directly into play. Which of the two you want to cast first depends on the kind of resource a game values.

Since Scourge grants nothing for hitting the graveyard, Reshaper's a better blocker. We also want the tempo badly when under pressure, making it an ideal play against offensive creatures. That said, Scourge's larger body can change things when it comes to 2/x creatures like Thalia, Guardian of Thraben or Goblin Guide.

The two also fight for priority based on an opponent's removal options. Against reactive decks with a Chalice in play on 1, Reshaper should be played first—enemy Bolts, Pushes, and Paths become Unsummons against Eternal Scourge regardless of Chalice, making Reshaper a more reliable damage output. But without a Chalice, if you expect these removal spells, lead on Scourge to absorb them.

Endless One

Endless often functions as an additional Eldrazi Mimic. As with Mimic, it's fine to slam Endless One for 2 with a Temple in the dark, given a robust creature curve. Otherwise, it's best to wait a turn and see what opponents are packing. Endless has utility throughout the game; it's great fast versus linear decks, on the cheap to crew Copter or present a chump block, and on 4 or more against Bolt decks. Endless can also set up an alpha strike with one or more Mimics in the late-game.

Also like Mimic, Endless should be paced or played to ensure all our mana is spent each turn. In scenarios that could go either way, though, it should of course be preserved in hand, since it comes down for more later. But don't be afraid to slam Endless for 4 or even 3 despite the rate appearing lackluster. In a topdeck scenario, tapping out for a huge One often beats playing a smaller one to activate utility lands like Sea Gate Wreckage.

Thought-Knot Seer

Should be saved for last in removal spell matchups, but resolved quickly against combo decks. An exception for the latter: don't rush Seer out if doing so means blowing Guides and messing up your curve. Our goal in combo matchups is to build the fastest clock possible while ensuring a Seer resolution before combo's critical turn, but as close as possible to that turn. Critical mass combo decks like Storm, as well as ones with mana cheats like Simian Spirit Guide, incentivize earlier Seers to mess with their assembling, get under oops-I-wins, and work the information for disruption purposes.

Reality Smasher

There's not much to say about this guy that isn't made painfully obvious by his ridiculous text box, but I'll mention that Smasher's an ideal threat to sandbag when it comes to playing around sweepers. Similarly, it's excellent against planeswalkers, which opponents go to great lengths to resolve on empty boards against us. Never walk Smasher into Liliana of the Veil against BGx. Just wait for another threat, or a mana to animate Blinkmoth in response.

Using Utility

Colorless Eldrazi Stompy's many utility spells also have some play to them.

Smuggler's Copter

In my article on sideboarding, I included Copter among the flex spot options for this deck, noting it should only really not be in the deck if everyone's playing Jund. I've since gotten in plenty of reps against Jund specifically, and have come to realize that Copter is actually insane in that matchup. As such, it joins the core and should always be included at 1 in this deck.

So why is Copter so good against Jund, a deck with a million ways to remove it at a parity gain? The card gives us what I like to call a Splinter Twin Effect. When UR Twin had Pestermite or Deceiver Exarch in play, opponents would fearfully represent one or two mana each turn as insurance for a possible combo kill. Twin leveraged the tempo stolen from that untapped mana to turn Pestermite and Exarch into legitimate threats on their own, a notion exemplified by Patrick Dickmann's Tarmogoyf-splashing Tempo Twin.

Similarly, resolving Copter heavily incentivizes opponents to represent Fatal Push mana each turn. And if they do, we've got plenty of other lines: casting and attacking with Eternal Scourge, for instance. It's almost never correct to actually crew the copter when opponents can kill it. At the end of the day, the only way they'll get past our Eldrazi Plan A is to impact the board, which forces them to tap out into Copter. It goes without saying that the amount of tempo we can gain from powering Copter out on turn one with Guide or Caverns is immense.

Opposing mana can also be dealt with proactively by casting must-answer cards like Thought-Knot Seer pre-combat, letting us crew Copter after opponents tap out to remove a creature or counter a spell. In Seer's case, the Eldrazi can crew Copter in response to removal, making the pairing especially deadly.

It's true that some decks don't need to impact the board in order to beat us—linear decks like Storm and RG Valakut spring to mind. These decks won't tap out so readily. But they also don't carry removal for Smuggler's Copter, letting us safely find Seers and Smashers to put things away. After all, Copter wouldn't produce a Splinter Twin Effect unless it was actually worth holding up mana for, but looting every turn and giving our creatures pseudo-haste (and flying) is really freaking good. If opponents want to let us do that, so be it; we'll bury them in high-impact cards.

Things get even better for Copter. It's got some synergy with Eternal Scourge, especially post-board—discarding Scourge and then exiling it to Relic of Progenitus (or Scavenger Grounds) results in a straight plus; then, Scourge can be cast from exile next turn to crew the Copter again. The Vehicle also plays an important function for us by looting past dead cards, especially Phyrexian bricks like Dismember when our life gets too low to cast them, or more lands than we can play in a turn. Doing so turns Sea Gate Wreckage back on, letting us see up to three cards per turn and efficiently dig for answers to board stalls, prison elements, or other problems. (We used to have Urborg, Tomb of Yawgmoth to deal with uncastable Dismembers, but post-Grounds, we can't fit it.)

The opportunity cost of a single Copter is quite low, although drawing multiples when you need a pilot can stink (it happened to me once at last year's Regionals; lesson learned). As a result, I can't make a compelling case for the second Copter. A "favorable" metagame for that choice would be full of value-style Company decks, making Contortion and Bomb more attractive flex spot options. But at 1, the card's one of our strongest—if densest—utility options, and a clear staple going forward.

Relic of Progenitus

By now, Relic's proactive applications with Eternal Scourge are well-known. Less obvious is the related pacing. Against counterspell decks, for example, save Relic until after casting Scourge; opponents are likely to windmill slam Ceremonious Rejection or Logic Knot when they see the Eldrazi, turning Relic into a free plus on cast. Walking Scourge into Liliana of the Veil or Supreme Verdict yields similar results.

As for grindy opponents with artifact removal, it's ideal to represent Relic mana when possible. The primary benefit of doing so is to delay Relic's removal process. Reactive opponents versed in the matchup remove Relic on sight and take the minus in stride; the rest, hungry for "value," wait on us to tap out for Smasher. Instead, Scourge eventually puts them under enough pressure that they'll be forced to remove Relic at minus anyway just to get their own engines online.

So the card is almost a guaranteed plus against reactive strategies, and often draws us many cards while disrupting opponents.

Ratchet Bomb

Like Relic, it's good to hold Bomb in hand sometimes, especially when we plan on cracking it for zero. That comes up against Storm (let them commit to Goblin tokens, which they are likely to in the face of graveyard hate) or Lingering Souls (wait for an opportunity to hit four tokens or kill them now and crash in for more damage), and Eldrazi Tron (Hangerback Walker and its tokens; Walking Ballista).

Conversely, in matchups where we're worried about a specific mana cost, Bomb needs to come down fast to start ticking up. Chief offenders include Gideon of the Trials, Geist of Saint Traft, and opposing Thought-Knot Seers. It's usually correct to tick Bomb up to the number just under our target's cost; that way we can add a charge counter on end step and blow that Geist before it blocks or attacks, and retain the option to kill Snapcasters in the meantime, for instance.

Pithing Needle

Needle is almost always saved until a target appears, unless we boast a truly fantastic curve, in which case we'll just hit the card we care most about. Common pre-emptive hits include Walking Ballista and Arcbound Ravager.

I was stoked for Sorceress Spyglass when it was spoiled, but testing has revealed its limitations. It's often a "three-drop" in this deck (we tend to start with Eldrazi Temple), which makes it incredibly clunky. And since we like saving our Needles anyway, the info only marginally improved the card. Clashing with Chalice never comes up with Needle, either; we Chalice for 0 against Affinity and side the artifact out in most other Needle matchups.

Surgical Extraction/Gut Shot

Free spells should usually be cast late, and reactively. For example, don't immediately Gut Shot that Noble Hierarch. Draw for turn first and see if anything changes. Sometimes it's better to spend turn one's extra mana on a freshly-peeled Dismember and save the Shot for a more mana-hungry turn.

The same mostly applies to Surgical, although proactively tearing out Remands or Path to Exiles can be correct before going for Reality Smasher or something. Surgical's one of those tricky cards that becomes better and better as format and matchup knowledge improves, and there's no way I could list all its uses in this section. The good news is, they tend to carry over from other Surgical-featuring decks.

One Stompy-specific thing to keep on the radar, though, and the reason a single Surgical is forever locked into this deck's sideboard, is the card's interaction with Eternal Scourge. Once opponents find a way to "permanently" remove the creature, Surgical allows us to put a full four of them into rotation, which generally ends the game.

Lands and Mana

One draw to Stompy over other Eldrazi decks is its manabase, which is composed of multi-purpose role-players.

Simian Spirit Guide/Serum Powder/Gemstone Caverns

Simian Spirit Guide is about accelerating into Chalice of the Void, but it has other uses. One can cast another, and Gemstone Caverns can cast them all. Spiting out a three-drop on turn one is fine if we have multiples and a sloppy curve. Surprise manland activations can also come in clutch.

Post-board, Guide helps enable some of our plans. Chalice on 2 shuts down Storm and even RG Valakut in some games. Guide also lets us tap out for creatures with Relic in play and blow Storm out in response to Past in Flames. It works the same way with Dismember against creature-based combos.

Serum Powder's not very exciting as a mana rock, but certainly passable. It gets us to Smasher on turn four without a Temple, and whenever we have exactly two mana to spare, it comes down free of charge (then tapping for whatever else we do). That comes up mostly with manland activations, Dismember, and Sea Gate Wreckage.

The card's also incidentally ridiculous against Wrench Mind out of 8-Rack, and hoses land destruction plans (especially Blood Moon, which is significantly worse than the cantripping Blood Sun against us).

Gemstone Caverns looks straightforward on paper, but it's not always correct to use it on the draw. Land-light openers without a two-drop play, or that want to lead on Relic, reward holding the Caverns in hand, especially against attrition-focused midrange decks. Other than that, pitching an extra Caverns or Powder is a great way to mitigate the drawback, and of course pitching Scourge results in a plus (we draw for turn despite functionally being on the play at no cost).

Mutavault/Blinkmoth Nexus

The idea behind utility lands is to ensure we've got uses for all our mana each turn, even after we've exhausted our hand. Along with Quarter, Vault and Blinkmoth most commonly activate before we run out of cards. Muta's the best on offense, although I've won many games by flying over board stalls. Blinkmoth's better on D, blocking evasive Affinity creatures (outright walling Signal Pest) as well as random stuff like Vendilion Clique. Blinkmoth can activate to pump itself after blocking, even the turn it comes into play, and can pump Mutavault—which is also an Eldrazi!

Mutavault's also a Merfolk, AKA a River Bear when opponents control Lord of Atlantis. I happily learned this at a PPTQ last summer when a spectating judge walked over to our table and informed my dumbstruck opponent that he was actually dead to my last-ditch attack.

When it comes to aggression, don't mindlessly animate manlands unless you don't mind losing them (which does come up). If possible, sponge removal with Scourge before formally calling on the backseat army.

Ghost Quarter

Our main "disruption land," Quarter helps us keep up with purer big mana strategies and disrupts land-based combos based on stuff like Gavony Township (or, more recently, Search for Azcanta).

It also destroys manlands, notably Celestial Colonnade and Inkmoth Nexus. Against said manlands, it's frequently optimal to "quarter" Ghost Quarter off to the side and wait until opponents animate (which may be never). Destroying manlands proactively is only worthwhile when doing so mana- or color-screws opponents, which is rare in non-Affinity matchups.

Screwing opponents is an important aspect of the card. Grixis Shadow only plays two basics, meaning a Quarter-heavy opener can actually tear up their mana. It's also good to pop red lands against that and many midrange decks, as Blood Moon's existence incentivizes many of them to skimp on running Mountain. Getting red back immediately then costs three life, which makes an attack from our manlands more attractive. This kind of "color-pop" is best executed on an opponent's end step, to ensure they don't have the color available next turn.

As a general rule, though, blowing up lands should take place on an opponent's draw step, especially against basic-light decks like Tron and Shadow. That way, there's a chance they've drawn a basic for turn and have to miss the Quarter search. (Same deal with Surgical Extraction.) Careful against Jeskai Tempo, though, which can sometimes spend the extra mana from the land we target on Opt or a Bolt effect.

Lastly, Quarter can target our own lands in a pinch. Sometimes we need to lock in a colorless mana source in response to Blood Moon; others, we want to fizzle a Spreading Seas draw—or just turn our blockers back on against those pesky Merfolk.

Sea Gate Wreckage

Sea Gate Wreckage's role is to help us out-card opponents in a stall. It's useful against slower aggro decks, when the board can become gummed up, and of course against attrition strategies. We can activate one Sea Gate in response to the other, since they both meet the activation condition of no cards in hand.

We can also activate Sea Gate in our upkeep, although it's often unadvisable to. If we're dead without exactly Dismember it can be good, since we might have a brick like Serum Powder on top. Otherwise, we're better off just drawing that Powder, casting it, animating a manland, and trying again next turn. Upkeep activations do become relevant when our mana piles up, which is where Powder starts to pull its in-game weight. In these cases, we should have enough mana left over to cast at least a three-drop.

Scavenger Grounds

A relative newcomer to the deck, Scavenger Grounds has handsomely earned its place in Colorless Eldrazi Stompy. It gives us a way to recycle used Scourges pre-board, which makes the creature all the more powerful against midrange strategies—suddenly, countering Scourge or stripping it with discard doesn't look so hot. It's also invaluable against Tarmogoyf, which can grow quite large sans Relic, and graveyard decks like Company and Storm.

In the matchups where Grounds has non-Scourge applications, it's usually best to sit on the land until it's needed (i.e. in response to a persist trigger) and rebuy the Scourges then than to pop it proactively. Just holding up Grounds scares opponents from casting their Snapcasters. And re: persist, it's always a hoot when Scourge trades with Kitchen Finks and then gets exiled to Grounds at the same time as the Ouphe.

Kill Spells

Removal-wise, I just have a couple little tips that don't deserve their own sections.

  • Spatial Contortion can pump our larger creatures to push through lethal.
  • Dismember can kill our blocked creature to fade lifelink from a Wurmcoil Engine.

1017 Brick Squad

I've often heard newcomers express frustration at this deck's "dead draws." But it doesn't really have any. Powder and Guide are often unexciting draws, sure, but they play roles later in the game in addition to as early as its mulligan stage. Regardless, the many micro-synergies explored in this guide tend to vastly overshadow even multiple dead draws—just this week, I beat a guy at the LGS on a mull to 5 after drawing three straight uncastable Powders, all thanks to a couple Scourges. Learn to love the brick!

On that note, this three-part "Mini-Primer" series ended up yielding an utterly comprehensive guide to Colorless Eldrazi Stompy. Hopefully it inspires more Modernites to give the deck a whirl, and who knows... maybe we'll even see some Serum Powders flying around at the Pro Tour this weekend!

Video Series with Ryland: Humans #2

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I've largely avoided repeating decks for this series to keep the content fresh and interesting. That said, I think the Humans deck has gone through a slew of changes, and while the core of the deck remains the same, the gameplay can be quite different. On top of that, it seems we still haven't found the optimal list of the archetype yet. People are still debating how to fill the "flex slot" and some lists are shifting gears in an even more aggressive way.

Week-to-week decklists have changed; for a particular stretch of time that one flex slot seemed to be the only card in flux. People had long since settled on the incredible innovation of Phantasmal Image. At this point, lists showing up had frequently opted for Dark Confidant in the 60th slot—that is until Kessig Malcontents started to creep into decklists, usually as a singleton.

Turns out, Kessig Malcontents is a house. After playing just a few games with it, you'll find yourself yearning to draw it in nearly every game. In close games it is often your best closer, and sometimes your only out. In that regard, it feels very similar to Mantis Rider. On average, I find the two cards serve nearly the exact same function the turn they come into play, each with their own unique upside. Malcontents is generally a Lava Spike in a removal-heavy matchup, Mantis Rider is often the same. Obviously the value of these cards relative to each other can easily change from situation to situation, but functionally they serve a similar purpose. They give you that much needed reach to close out tougher games.

As an aside, if there is anyone out there who has not been convinced of the truth that is Phantasmal Image, then this message is for you. It feels strange to call a "Clone" effect the best card in the deck, but in this case it is not a far cry. If you play few leagues with Humans you will likely mentally divide the deck in a few different sections. You have your interactive bears: Thalia, Guardian of Thraben, Meddling Mage, and Kitesail Freebooter. Next you have the pressure: Champion of the Parish, Thalia's Lieutenant, and Mantis Rider. Lastly, you have your closers: Mantis Rider also occupies this role, and is joined by the previously mentioned Kessig Malcontents.

In some matchups, you can't possibly draw too many Meddlers and Freebooters; in some you want to just put as much power and toughness on the table. In others the ground will get gummed up which will force you to take to the skies to whittle your opponent down, or deal them direct damage with Malcontents. In any case, your Images are additional copies of the cards that happen to matter in that particular matchup and situation. Need more Meddling Mages? No problem! Couldn't care less about naming a card? Time to ride the Mantis twice as fast. Sure, the card can get awkward in games where you simply have too many, or your opponent has so many one-for-one instant-speed removal spells they don't know what to do with themselves. Most frequently though, you will be very happy to see it join your hand.

Humans still has some issues in the format, predominately with Jeskai Control and other decks like it. That said, I think it is a strong deck and will continue to see play in the format, and most importantly, continue to become a more refined list. There are still a lot of questions about how best to build this deck and as those questions begin to come to more complete answers, I expect the deck to be an even more formidable Modern player.

I hope you enjoy the matches and, as usual, I'm interested to hear what kind of content you'd like to see moving forward, so I can continue to evolve and improve my videos. Please let me know your thoughts, and any improvements you would like to see concerning formatting, presentation, or whatever else strikes your fancy. If you'd like to see similar content, check out my Twitch channel for some more live Modern!

[youtube https://www.youtube.com/playlist?list=PL261kJ_cAQC91T0DR7nzv94l2xNdNfOZz]

Humans, by Ryland Taliaferro

Creatures

4 Champion of the Parish
3 Kessig Malcontents
3 Kitesail Freebooter
4 Mantis Rider
3 Meddling Mage
4 Noble Hierarch
4 Phantasmal Image
2 Reflector Mage
4 Thalia's Lieutenant
3 Thalia, Guardian of Thraben
3 Thraben Inspector

Artifacts

4 Aether Vial

Lands

4 Ancient Ziggurat
4 Cavern of Souls
4 Horizon Canopy
1 Plains
2 Seachrome Coast
4 Unclaimed Territory

Sideboard

2 Dismember
2 Grafdigger's Cage
2 Izzet Staticaster
1 Kitesail Freebooter
1 Meddling Mage
1 Mirran Crusader
1 Reflector Mage
2 Sin Collector
2 Vithian Renegades
1 Xathrid Necromancer

Just Keep Swimming: SCG Classic Top 16 Report

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The 2018 Star City Games Team Constructed Open was held in "Philadelphia" (the location of the event was about a half hour drive away from the actual city) this past weekend, and given that it's the first major paper tournament that's been held within an hour of me in a long time, I resolved to attend. I wasn't able to wrangle a Legacy player in order to enter the team event, so I decided to play in Sunday's SCG Classic instead. I had a pretty good run at the event, and scored a Top 16 finish with Merfolk.

In this article, I'll give you a rundown of my tournament experience, and some of the observations I had about my deck, the field, and the Modern metagame.

Preparing for the Event

The first question that had to be answered once I registered for the Modern Classic was deck choice: I am primarily a Merfolk pilot in Modern, and I feel very comfortable with the timeless mono-blue list. However, as I had mentioned in my piece discussing the Rivals of Ixalan spoilers, I have been testing UG Merfolk. I have made some edits to the list I proposed in that article (namely dropping the underperforming Merfolk Branchwalker in favor of Merrow Reejerey). My most recent UG list has been performing at a high level in Magic Online leagues, and I found myself somewhat torn as to which paper deck to sleeve up. I ultimately chose mono-blue, in large part because of my greater familiarity with the deck, which is something I consider to be highly important in Modern.

The next question I had to ask myself was one of flex spots: Kira, Great Glass-Spinner has been the traditional choice for the last few creature spots in Merfolk for a long time, but I feel like the current meta is a tad light on pure attrition decks, rendering Kira a glorified Wind Drake. Ixalan brought Merfolk some handy new options in the flex department in Kopala, Warden of Waves and Watertrap Weaver, and I've been liking both. I ultimately opted to go with Weaver, namely because I felt like needing to disrupt would come up more often than needing to protect. This is the list I ended up taking to the event:

Merfolk, by Roland F. Rivera Santiago

Creatures

4 Cursecatcher
4 Harbinger of the Tides
4 Lord of Atlantis
4 Master of the Pearl Trident
4 Master of Waves
4 Merrow Reejerey
4 Silvergill Adept
2 Watertrap Weaver

Artifacts

4 Aether Vial

Enchantments

4 Spreading Seas

Instants

2 Dismember

Lands

2 Cavern of Souls
12 Island
1 Minamo, School at Water's Edge
4 Mutavault
1 Oboro, Palace in the Clouds

Sideboard

3 Ceremonious Rejection
2 Dispel
2 Echoing Truth
4 Negate
4 Relic of Progenitus

Note the high counts of every card I have chosen to include; I run no singletons (besides the legendary lands), and only a handful of cards at two copies. I feel strongly that one of Merfolk's major strengths is being highly consistent and redundant, and I have built my deck to maximize that trait while still packing a diverse suite of answers. I'm also going heavy on my sideboard countermagic and graveyard hate, as I have found that the mainboard configuration holds its own very well against most creature decks, so I can devote lots of space to hedging against combo and control.

Overall, I feel the deck is somewhat underrated. Not many people talk about Merfolk or consider it a serious contender, but as I've had consistently positive results with it online and in paper, I sought to validate my findings against stiffer competition at the Classic.

At the Event

I arrived with a bit of time to spare, which let me take a quick look around the room. The first thing that struck me was the amount of people intending on entering the Classic. I never heard a final tally, but I believe over 300 players participated, which likely meant I would have to go through nine rounds of Swiss, and do very well in order to prize. I saw a wide variety of decklists being written up, so I had to be prepared to face pretty much anything.

The Matches

I did my best to take detailed notes throughout the course of the day, but the details of some matches stood out more than others. This section summarizes my feelings on the matchup, the result of the match, and my progress in the tournament at the top of each entry. It also gives a brief description of what cards I sideboarded in or out and why.

Round 1: Brandon on Gifts Storm (2-0 games; 1-0 matches)

This is a matchup that can be a little rough preboard as cards like Spreading Seas and Harbinger of the Tides do next to nothing, but with extensive postboard hate to bring in, I actually feel pretty confident in it overall.

Game 1 (draw): My opponent begins with the traditional fastland into cantrip, but stumbles on his second land drop despite a second cantrip. This gives me the ability to Vial in Cursecatcher when he attempts to cantrip on Turn 3, giving Master of Waves time to bash in for lethal.

Game 2 (draw): My opener is light on pressure but stuffed with hate. Dispel, a Negate, a Dismember, and a Relic of Progenitus all figure to be useful, so I keep it. I quickly remove my opponent's first cost reducer, stick my Relic, and slowly ramp up the pressure while holding up countermagic, and my opponent is unable to find a foothold, in part because of a deluge of topdecked lands.

Sideboarding

-4 Harbinger of the Tides
-4 Master of Waves
-4 Spreading Seas

+2 Dispel
+2 Echoing Truth
+4 Negate
+4 Relic of Progenitus

I bring in all of my relevant countermagic and graveyard hate, as well as Echoing Truth to out Storm's Empty the Warrens plan. On the outbound side, Harbinger and Seas do very little, and Master is a step too slow here.

Round 2: Jason on Dredge (2-0 games; 2-0 matches)

Dredge is another matchup I feel comfortable with, this time thanks to Master of Waves providing a way to come back from Conflagrate. Things only get better postboard, as the full playset of Relic is a beating for such a graveyard-centric strategy.

Game 1 (play, mull 6): Despite my being on the play, my opponent gets off to a pretty solid start, finding three copies of Prized Amalgam along with some Narcomoebas and Bloodghasts in his first few dredges. However, choosing to go for a natural draw on one of his turns cracks open the door, and some Reejerey-Vial shenanigans allow me to steal the game.

I'll describe that situation in a bit more detail, as I felt that it was one of the coolest sequences I was involved in during the tournament. My opponent cast Life from the Loam followed by Conflagrate to wipe my board, then moved to combat with a gaggle of creatures. I had two copies of Aether Vial on the battlefield. One had three charge counters, and deployed a Watertrap Weaver to tap down an Amalgam and preserve my life total. I untapped at 6 life, activated Vial in response to its upkeep trigger to bring a Merrow Reejerey onto the battlefield, then ticked Vial up to four charge counters. I then drew a land and used it to cast my second Weaver, which tapped down another Amalgam. The Reejerey trigger from casting this Weaver untapped my Vial. On my opponent's turn, he cast the aftermath mode on Driven // Despair in an effort to force some awkward blocks, but my last card in hand was Master of Waves. I Vialed in Master after my opponent had declared attacks, blocked just enough creatures to end my opponent's turn on my last point of life, then dealt lethal damage on the crackback. Phew!

Game 2 (draw): My opponent never really got off the ground on this one, as Seas combined with bounce effect after bounce effect kept the battlefield clear for my Lords and a late Master of Waves to beat him down.

Sideboarding

-2 Dismember
-4 Merrow Reejerey

+2 Echoing Truth
+4 Relic of Progenitus

Despite Reejerey's Game 1 heroics, he's generally a bit of a risky play in this matchup, as he costs too much to quickly pressure the Dredge player, but also doesn't have the massive comeback potential exhibited by Master of Waves. Dismember does little against a deck with so many recursive threats.

Round 3: Tim on GB Tron (2-0 games; 3-0 matches)

Game 1 here is pretty close, with Merfolk having a bit of an edge thanks to Spreading Seas. Postboard, this is one of the matchups my counterspell-heavy sideboard is built to face.

Game 1 (play): I come out with guns blazing, and quickly threaten a turn four kill. My opponent attempts to slow me down with Fatal Push and a turn four Ugin, but a couple of Mutavaults finish him off.

Game 2 (draw): This game went long, in part because I drew quite a few lands early. However, I was able to keep my opponent off Tron for a time with Seas, then bounce my Seas in response to an Oblivion Stone activation with Echoing Truth in order to reapply the lock. That combined with some counterspells for his bombs, and a few islandwalkers were enough to get past his Thragtusk and seal the deal.

Sideboarding

-1 Cursecatcher
-2 Dismember
-4 Harbinger of the Tides
-4 Master of Waves

+3 Ceremonious Rejection
+2 Dispel
+2 Echoing Truth
+4 Negate

This is a matchup where Merfolk needs to go heavy on the tempo. Tron packs little removal other than sweepers, which the counterspell lineup is built to negate. You want to deploy aggressively in the early game, slap a Seas on their Tron lands if you can find it, and then attack while holding up countermagic.

Round 4: Adam on Burn (2-1 games; 4-0 matches)

This is the matchup I feel most confident in as a Merfolk player. Seas effects are very painful for such a red-hungry deck, and the painless manabase combined with cards like Aether Vial to dodge Eidolon of the Great Revel and Master of Waves as a curve topper they can do little about make me a convincing favorite.

Game 1 (play): We trade cards at first, but my opponent is no match for the Master of Waves that follows my early Silvergill Adepts and Harbinger of the Tides. He gets me to single digits, but can't quite finish it before being overwhelmed by a swarm of Elemental tokens.

Game 2 (draw): My opponent finds pretty much the ideal hand against Merfolk. Swiftspear into Eidolon into Searing effects on the play puts a bit too much damage on my ledger, and my tap-out attempt at a comeback is thwarted by Boros Charm.

Game 3 (play): An early Spreading Seascripples my opponent's ability to cast his spells on curve, and Lords on offense with Master of Waves on defense run away with this one.

Sideboarding

-2 Dismember
-4 Merrow Reejerey

+2 Dispel
+4 Negate

Countermagic comes in against Burn to fight them on the stack. Reejerey is cut because having it Bolted or Searing Blazed is simply an unacceptable tempo loss, while Dismember actively helps my opponent's gameplan.

Round 5: Dylan on Affinity (0-2 games; 4-1 matches)

As anyone who's been on either side of this matchup knows, this is tough sledding for the Merfolk player. It's very difficult to draw enough disruption to make up for the difference in speed, and that disruption must be paired with a way to push damage through quickly or it still won't be enough.

Game 1 (draw): This is where I commit my first major mistake of the day. I decided to cast Harbinger of the Tides despite having an Aether Vial on two charge counters. The decision precludes me from casting a Watertrap Weaver in that same turn, results in a round of Cranial Plating-fueled damage I could have avoided, and is ultimately the difference as I am one turn away from killing my opponent.

Game 2 (play): My opponent mulls to five, but two of his cards are Whipflares. He manages to cast both of them in the same turn in order to bring himself back to card parity, and then topdecks a bit better on the empty boards.

Sideboarding

-1 Cursecatcher
-4 Master of Waves

+3 Ceremonious Rejection
+2 Echoing Truth

Rejection is the exact kind of card that's built to address decks like Affinity, and Echoing Truth can be a nice catch-all. As usual in matchups this fast, Master of Waves is too slow.

Round 6: Roman on GW Company (2-0 games; 5-1 matches)

This grindy, value-focused deck can sometimes drag Merfolk into the mid-to-late game by virtue of having beefy blockers, but my experience is that it generally just gets outmuscled by the Lords and the evasiveness provided by Spreading Seas (though they do have a ready answer for that in Ghost Quarter).

Game 1 (draw): My opponent mulls to five, and I have a hand stuffed to the brim with Lord effects. He puts up a token amount of resistance, but we're on to Game 2 pretty quickly.

Game 2 (draw, mull 5): This time, it's my turn to mull to five. However, I topdeck two copies of Merrow Reejerey, and those combine with Master of the Pearl Trident and a steady stream of Cursecatchers to tap down my opponent's blockers and keep my opponent from casting Collected Company.

Sideboarding

-4 Harbinger of the Tides
-4 Master of Waves

+2 Dispel
+2 Echoing Truth
+4 Relic of Progenitus

GW Company is highly graveyard-centric, so attacking them on that axis typically yields good results. I also bring in some disruption against Company or Path and a way to clear away blockers. Harbinger is of questionable value because the deck is typically playing defense against Merfolk, and while Master of Waves could be kept in for its army-in-a-can effect, I generally prefer to stack Lords and outmuscle them.

Round 7: Andrew on UR Kiki (2-0 games, 6-1 matches)

Combo-control decks with a relatively slow finish, limited amounts of removal, an Island-based manabase, and some virtually irrelevant disruption in Blood Moon are about as good a matchup as I can ask for. This is especially true because most of them prep very little for the Merfolk matchup, and thus only have a token amount of sweepers postboard.

Game 1 (draw): My opponent cantrips but misses a few land drops, which lets my Vial-powered hand overwhelm his disruption pretty easily. My opponent casts a Deceiver Exarch in an attempt to slow me down, but it's no match for Master of Waves backed up by Lords.

Game 2 (draw): My opponent attempts to disrupt me using Remand and Electrolyze early, and then taps out for Vedalken Shackles while Reejerey is on the battlefield. Unbeknownst to him, I have the second Reejerey and the requisite land in my hand to make my board state spiral out of control before he can untap and employ the artifact in any meaningful way. While this was not literally a turn four kill, I was insurmountably ahead by then.

Sideboarding:

-4 Spreading Seas

+2 Dispel
+2 Echoing Truth

Because this combo is creature-based and can be interrupted by Harbinger, I'm worrying less about disrupting any graveyard synergies or countering big noncreature spells and more about putting on a fast clock with my plethora of evasive creatures. Master of Waves also stays in due to my opponent's almost complete inability to answer it.

Round 8: Scott on Jund (2-0 games; 7-1 matches)

While this matchup can be challenging for the more inexperienced Merfolk players, I find it to be pretty good: I can grind along with Jund in ways other creature decks cannot, manabase disruption often hurts Jund badly, and I have a threat they struggle to remove in Master of Waves. The key is to recognize that Aether Vial is a bad card in this matchup, and to side it out.

Game 1 (draw): This game goes about as well as it possibly could for me. Double Spreading Seas on Blackcleave Cliffs takes my opponent off both black and red, significantly stymying his development. I then find double Master of Waves and quickly close the game.

Game 2 (draw): A significantly closer game than the last, thanks in large part to an early Dark Confidant that goes unanswered continually flipping over cheap removal. This time, double Master of Waves allows me to come back from a precarious board state, and my opponent never finds revolt for his Fatal Pushes and is promptly killed.

Sideboarding

-4 Aether Vial

+4 Relic of Progenitus

In a sense, my Merfolk deck is pre-boarded for Jund thanks to the deep creature count and the manabase interaction; all I really want is a way to attack the graveyard.

Round 9: A.J. on Bant Counters Company (1-2 games; 7-2 matches)

Counters Company decks are generally tough matchups for Merfolk, as we only have a handful of ways to disrupt the combo preboard, and the speed at which it can be assembled is a definite issue. However, Bant is likely the easiest of those decks for me to face, thanks to islandwalk being live a higher percentage of the time. I wouldn't consider myself to be favored, but I think I have game.

Game 1 (play): My opponent manages to line up a Spell Queller with a Lord, but double Master of Waves overwhelms his ability to block. My opponent doesn't show me any Chords or combo pieces, so I incorrectly assume he is on Knightfall.

Game 2 (draw): The assumption that he is on Knightfall ends up biting me, as I fail to play around the combo and proceed to die to it one turn before I can present lethal.

Game 3 (play): This is where I committed the mistake that more than likely kept me out of Top 8 contention; my opponent attempts to cast a Worship while I have a Negate in hand and two blue mana open, but my relaxed language upon seeing the card lets the card through. We then end up in a tight race, which he wins thanks to being able to hold up his Queller to catch my Echoing Truth rather than the other way around. I got sloppy at the worst possible time.

Sideboarding

-4 Spreading Seas
-4 Master of Waves
-2 Watertrap Weaver

+2 Dispel
+2 Echoing Truth
+2 Negate
+4 Relic of Progenitus

I'm looking to interact on the stack more in this matchup, so counterspells come in. Most of the deck's backup plans involve the graveyard in some way, so I bring Relics to shut that off. This is one of the rare creature-based matchups in which Weaver doesn't do much; I outmuscle my opponent's forces pretty readily, and it doesn't disrupt any of their combos. Master is just a bit too slow, and Seas is not critical given the presence of Islands and the lack of truly scary utility lands.

Notes and Observations

While a Top 16 finish is certainly nothing to sneeze at, I do feel like I left a Top 8 berth on the table with a couple of less-than-optimal moves that would have allowed me to steal games from bad matchups. My sloppy play aside, I think my run clearly demonstrates my initial claim: Merfolk has game against the current field. The proactive plan is strong and consistent, most of the matchups I faced were 50/50 or better, and you can generally scratch together enough disruption to affect your opponent's gameplan and help the rush hit home.

I may try out UG Merfolk the next time I get a chance to participate in one of these larger paper events, as it is slanted even more toward proactivity, but I feel very comfortable with my mono-blue list, and am confident it can thrive in most environments. If you have any comments or observations, feel free to drop me a line in the comments.

Bloodbraid Month, Pt. 5: Evaluation

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This is the big one. It's time to answer the question I've been dancing around all month: Is Bloodbraid Elf safe for Modern? Ought Wizards to rescind its banishment, to the delight of many? Or should Elf remain locked away, to the delight of many others? There have been a number of narratives running through this series, and the truth is complicated. I'm expecting a... lively comment section as a result.

To reiterate, I'm personally against unbanning Bloodbraid Elf. I've been upfront about that all month. I have a long negative history with the card and I never want to face it again. This is personal bias. It's also irrelevant.

Instead, this article looks back on the month to see what conclusions can be drawn. From those conclusions, I will extrapolate on the impact of an unban. The test will be whether you think the impacts are positive or negative. Let's go through my results in reverse order.

The Data's Story

As last week showed, Bloodbraid has a substantial and significant positive impact on Jund's win rate. This is to be expected: add a relevant, powerful card to a strong deck, and it gets better. This result strongly suggests Jund will return to being a metagame force. Jund has fallen into Tier 2 for a number of reasons, so receiving a power boost could get it back into Tier 1.

Individually speaking, there are a few weakly significant results. The strongest single result was against Jeskai Tempo. Jeskai is a reactive midrange strategy that wins via incremental advantage. Jund is very similar. Bloodbraid provides an important source of card advantage, virtual advantage, and tempo, surging Jund over Jeskai in the midgame. Jeskai lacks a similar midgame-breaker. Late-game cards are available but were not tested. This result indicates that Bloody Jund would be heavily advantaged in grindy matchups, and that incremental advantage-based decks would suffer.

The other weakly significant result was against GB Tron. Jund was heavily unfavored, but Bloody Jund made the matchup even. While Tron was still able to completely shut down Jund by attacking its mana with Karn Liberated, if Jund was able to avoid that fate, it could overwhelm Tron with the extra spells from cascade. Admittedly, the Tron deck wasn't optimized against Jund, but Tron's never really needed to be in the past. Its default plan of seven-mana haymakers has always been good enough. The fact that it may not work anymore is interesting.

The other matchups failed to make the significance thresholds, but they still hold lessons. There was movement in the matchups where tempo and card advantage are important, and against Grixis a better strategy was discovered during testing that most likely would have improved Jund's matchup to significant levels. Taken into consideration with the total result, it is safe to conclude that Bloodbraid Elf does have a positive impact on Jund's performance in Modern and that the impact will be felt across a large number of matchups.

The Testing Experience

The primary conclusion of the qualitative data from the testing process was continuity. Bloodbraid does today what it did back in 2009. If you've played with or against the card before, your conclusions are still valid. This means that lessons of past formats reasonably model the end result of unbanning Bloodbraid Elf. This will allow us to predict future results with some accuracy.

Historical Perspective

The historical narrative has been that Bloodbraid Elf paid for the sins of Deathrite Shaman. However, closer examination brought this into question. Jund was already on top of the metagame prior to Return to Ravnica, and arguably the best deck. Shaman definitely pushed the deck over the top of its closest rival, Affinity, but did not change its position in the overall metagame. Therefore, the claim that Bloodbraid's banning was unjust is questionable at best. What this indicates is that Bloodbraid alone was powerful enough to push Jund to the top of the metagame. It is also worth noting that the metagme of 2012 was similar to today's. Jund, Affinity, Tron, and Pod (now Company) were Tier 1; Storm, UWx, and Burn were Tier 2. Cards have changed for all of those strategies, but the strategies themselves remain. The same is true of Jund. This indicates that Bloodbraid will have a similar impact now as before.

What to Expect

What would this mean for Modern if Bloodbraid was unleashed today? The data show the effect on current Tier 1 decks, but that doesn't necessarily encompass the entire metagame. Such a thing is very hard to do experimentally. However, given the overall power boost and the lessons from history, there are reasonable conclusions that can be drawn about the impact on the archetypes which will suggest an impact on the metagame.

Aggro

Affinity was unaffected by Bloodbraid in my testing, which backs up history. The deck has all the tempo, and incremental card advantage only matters if it's attached to removal, which is why Electrolyze is brutal. It is unlikely to be any different for other true aggro decks. The matchup is about density of relevant removal, and Bloodbraid's impact is just a function of that aspect: the more removal you play, the more likely you see it and the more likely Bloodbraid is to hit some. All other considerations are comparatively minor, and I suspect aggro will be relatively unaffected.

Midrange

Jund historically pushed all other midrange decks out of every format except for the Brainstorm-dominated Legacy. Naya may have started out strong after Alara Reborn, but it did not survive long, and other midrange strategies were inferior to both Naya and Jund. Bloodbraid does so much for these decks in the midgame that if you're not doing something at least as powerful, you cannot compete along the same axis. Abzan traditionally preys on Jund, but it is not really doing better than Jund right now. Siege Rhino doesn't compare, and as good as Lingering Souls is in the matchup, it's not going to do enough. I cannot imagine that Jund won't become the sole non-Shadow midrange deck in Modern.

Exactly what will happen to Death's Shadow decks is hard to determine. My data indicated Jund could be boosted over Grixis Death's Shadow, and I think that if I'd understood the matchup better from the beginning, it would have clearly been favorable. This may knock Grixis out of Tier 1, but hybridization is a distinct possibility. I still believe that Death's Shadow could be made to work with Bloodbraid. If that's true, the deck would be terrifying and there would be no reason not to play Bloody Shadow Jund to the exclusion of other versions.

Control

Jeskai Tempo will not survive Bloodbraid's unbanning. My data was very clear on that front; it had a terrible matchup. Perhaps it could adapt to be more of a value creature deck, similar to the Restoration Angel decks from PT Return to Ravnica. Of course, those decks didn't do particularly well prior to the tournament or afterwards. I played something similar at the time, and Jund was an even match at best. Considering that the strategy has largely disappeared from Modern, I doubt it would actually be viable in any case. Jeskai will have to either speed up or slow down to survive. Speeding up may work, Jeskai Aggro was Tier 2 in 2012; however, Fatal Push has largely driven Delver strategies out of Modern. This makes me skeptical that such a readjustment will succeed.

However, if you go slower, I'm not certain the result would be better. After Lorwyn block and 5-Color Control rotated, no control deck could really compete with Jund and the blistering red decks from Zendikar block. You could beat one or the other if you wanted to, but beating both was a tall order. Control didn't disappear by any means, but it had to become either tap-out control or ramp. Most UWx decks went the big mana route with Lotus Cobra and Noble Hierarch to power out Jace, the Mind Sculptor, Gideon Jura, and Sovereigns of Lost Alara. Yes, these days you have Ancestral Vision and Search for Azcanta to catch up on card advantage, but both are glacial in the face of cascade's tempo bursts. True UWx control is nothing special now, and if the past is any indication, that won't change with Bloodbraid loose.

Big Mana

Gx Tron will be less of a problem for Jund than before. Bloodbraid provides card advantage, tempo, and a hasty threat to blast past Tron's haymakers. Tron has been tuned for combo and Burn decks with Collected Brutality, and not for beating Jund. A resurgent and boosted Jund will force a reevaluation and possible changes, though of what kind remains unclear. Tron may accept an even matchup against Jund in exchange for percentage elsewhere.

Other big mana decks are unlikely to be affected. The many variants of GR Valakut currently have a very good matchup against Jund, which shouldn't change. Jund has a lot of dead cards game one, not much sideboard, and difficulty racing Valakut. Discard is minimally effective since the key cards are lands, and any impact card off the top is lethal. It really comes down to Jund's clock, which will slightly increase thanks to Bloodbraid's haste, but not enough to dramatically change the game.

Combo

Storm and other spell-based combo decks won't be dramatically affected. These matchups depend on whether Jund's early discard can slow them down, which Bloodbraid doesn't affect. The clock is the other component, and while again Bloodbraid does improve the clock, it doesn't by enough to significantly shift percentages. The game should be decided by the time you'd play the Elf.

Creature combo is another story. Jund traditionally picks apart small creature decks, and current Counters Company decks are weak to Jund. It's not an unwinnable matchup by any means, and Collected Company makes up for the creatures' individual weakness. However, Bloodbraid will cause many players to pick up Jund, and the increase in a bad matchup will negatively affect Company decks. They may adapt and be fine; Pod was Tier 1 back in 2012. Or maybe the combo-heavy versions may not be viable at all, and the value-based Abzan Company will reemerge.

Overall

The way I see this playing out is for Jund to act like a wedge in the metagame. You will have to be faster or slower than Jund; trying to be similar will not work out. This has never worked since 2009 and I've seen nothing to indicate this would not continue to happen. Midrange players will be forced to either play Bloody Jund or find a new deck.

Control will be forced out of the proactive tempo role that Jeskai has successfully taken over the last year and back towards slow control. Whether this is a viable strategy is hard to say. Tron is likely to readjust in light of Jund's return and resurgence. Meanwhile, Valakut decks have good matchup against Jund and will not be negatively affected by the unban. This will incentivize players to pick up the deck, much to the chagrin of control decks. It could be a solvable problem, but I know I dread playing UW control against Breach Titan.

On the faster side of things, aggro looks to be minimally impacted, which may draw in displaced midrange players. Spell-based combo will be relatively unaffected, but creature combo may take a big hit. This may drive them out or force them out of combo and into value. The impact on format speed is indeterminate, but I believe that diversity will be negatively affected. You can't kill off other midrange decks and Jeskai Tempo and expect diversity to stay the same.

The Bottom Line

Let me simplify things by giving you the primary listed pro and con for unbanning Bloodbraid Elf.

  • Pro - Midrange Jund will be Tier 1, at or near the top of the metagame.
  • Con - Midrange Jund will be Tier 1, at or near the top of the metagame.

That's it. At the end of the day, the decision on this card comes down to whether or not you want Jund back to its old, format-dominating glory. That is the extent of its effect. Bloodbraid has never had as great an impact in any other deck, and there is no reason to believe that it ever will. If we unban Bloodbraid Elf, it will boost Jund. If that's what you want, then you support an unbanning. However, I urge everyone to consider the impact of the unban before picking a side.

The end result will be a Modern unrecognizable from the current one. If you want such a change, you support an unban. If you prefer the current dynamic, you oppose.

And that's it for Bloodbraid month. It will be a relief not to type that word for a while. I need a palate cleanser, so next week will be about PT Rivals of Ixalan. See you then!

Melding Mayhem: Innovation in Dallas

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Last weekend was SCG Dallas, a Team Constructed Open that again featured Modern experts duking it out on the big stage. As one of the last datapoints before the upcoming Pro Tour, Dallas gives us a few interesting bits of information to work with.

Today, we'll focus on the cooler deckbuilding choices made by some of the tournament's top players, as well as a few techs chosen by Top 8 competitors from the neighboring Classic tournament.

Open Developments

Let's start with the Open. This tournament featured a routinely diverse Top 8, with only Burn claiming two copies. Humans, Counters Company, and Eggs yield the most riveting decklists.

Malcontent Humans

Jonathan Rosum's 1st-place Humans deck features a new shift I'm positive we'll be seeing more of: a singleton Kessig Malcontents in the main. I had to look up this AVR common during the stream, but then marveled at the genius of its inclusion. Indeed, Rosum put a few games away with the extra reach.

Humans, by Jonathan Rosum (1st, SCG Dallas Open)

Creatures

4 Champion of the Parish
1 Kessig Malcontents
4 Kitesail Freebooter
4 Mantis Rider
4 Meddling Mage
4 Noble Hierarch
4 Phantasmal Image
4 Reflector Mage
4 Thalia's Lieutenant
4 Thalia, Guardian of Thraben

Artifacts

4 Aether Vial

Lands

4 Ancient Ziggurat
4 Cavern of Souls
4 Horizon Canopy
1 Plains
2 Seachrome Coast
4 Unclaimed Territory

Sideboard

2 Dismember
2 Grafdigger's Cage
2 Izzet Staticaster
1 Kessig Malcontents
2 Mirran Crusader
3 Sin Collector
2 Vithian Renegades
1 Xathrid Necromancer

Death by reach probably won't emerge as a primary plan for Humans. For one, there's no space to include a heavier suite of Malcontents—the other creatures are all less expendable. It also doesn't help that Malcontents mainly comes in handy when Humans already has a significant board presence. But I love the single copy as a way to close out games when battlefields get tricky. Malcontents also gives Humans something of a "Blood Moon effect"—now that it's on everyone's radar, players are likely to play around some degree of reach from Humans, which makes the deck better whether or not Malcontents occupies that flex spot.

Quelling Counters

Just behind Rosum's team, Michael Cortez brought a creature concoction of his own to the fray: Counters Company, but with a blue splash for Spell Queller.

Counters Company, by Michael Cortez (2nd, SCG Dallas Open)

Creatures

4 Noble Hierarch
3 Birds of Paradise
1 Courser of Kruphix
4 Devoted Druid
3 Duskwatch Recruiter
3 Eternal Witness
2 Fauna Shaman
1 Meddling Mage
1 Reflector Mage
1 Selfless Spirit
4 Spell Queller
3 Vizier of Remedies
1 Walking Ballista

Instants

4 Chord of Calling
4 Collected Company

Lands

1 Botanical Sanctum
1 Breeding Pool
3 Forest
2 Gavony Township
1 Hallowed Fountain
2 Horizon Canopy
4 Misty Rainforest
1 Plains
2 Temple Garden
4 Windswept Heath

Sideboard

1 Aven Mindcensor
1 Burrenton Forge-Tender
1 Eidolon of Rhetoric
3 Geist of Saint Traft
1 Kataki, War's Wage
1 Kor Firewalker
3 Path to Exile
1 Qasali Pridemage
1 Reflector Mage
2 Unified Will

Michael wasn't about to lose to Storm this tournament—Spell Queller joins the requisite Eidolon of Rhetoric here, as well as a single Meddling Mage in the mainboard to add insult to injury. Beyond these cards, Unified Will and Geist of Saint Traft complete the blue splash: the former wins even more points against the linear combo decks that can race Company as well as insurance for sweeper effects, while the latter provides the deck with another angle of attack entirely. Reflector Mage also makes an appearance to annoy big creature decks.

Going forward, I'm a huge fan of this splash. Queller shines against the removal-light decks that have the luxury of ignoring Counters Company in the first place. It's even fine against the removal-heavy decks that can hassle the deck—they're unlikely to have removal for the combo and for the Spirit, and Queller pressures removal suites even more by, well, countering the kill spells in the first place.

Egg on the Face

Finally, Jeremy Frye's team Top 8ed with the Modern player on none other than Eggs, one of the format's longest-hated combo piles.

Eggs, by Jeremy Frye (5-8th, SCG Dallas Open)

Creatures

4 Scrap Trawler
1 Emrakul, the Aeons Torn
2 Glint-Nest Crane
2 Hangarback Walker
1 Myr Retriever

Artifacts

2 Chromatic Sphere
4 Chromatic Star
2 Engineered Explosives
4 Ichor Wellspring
4 Krark-Clan Ironworks
2 Mind Stone
3 Mishra's Bauble
4 Mox Opal
1 Pyrite Spellbomb
3 Terrarion

Sorceries

4 Ancient Stirrings

Lands

4 Darksteel Citadel
1 Forest
2 Glimmervoid
2 Inventors' Fair
4 Sanctum of Ugin
4 Spire of Industry

Sideboard

3 Defense Grid
2 Fatal Push
2 Grafdigger's Cage
2 Kozilek's Return
3 Lingering Souls
3 Nature's Claim

Jeremy's no stranger to Eggs—it's apparently one of his favorite decks. I know a guy in Montreal who loves playing the deck, too. Their motivations are beyond me, but hey, that's Modern!

This isn't the same Eggs that got Second Sunrise banned. Today's build seeks to generate a ton of mana by sacrificing artifacts to Krark-Clan Ironworks and retrieving them with Scrap Trawler. Eventually, the deck has enough mana to cast a large Engineered Explosives and trigger Sanctum of Ugin, which searches up Emrakul, the Aeons Torn. In Dallas, Jeremy favored this Emrakul/Sanctum win condition over just Pyrite Spellbomb looping for resilience against graveyard hate. For more on the deck's strategy, check out Jeremy's tournament report.

As for the deck itself, I think Eggs has some glaring issues in this metagame. It's clunkier and less consistent than Storm, for instance, and doesn't punish stumbles or shaky keeps as well. Storm is also equally resistant to graveyard hate after sideboarding thanks to its Empty the Warrens plan, and of course Stony Silence is lights out for Eggs barring a natural draw into Nature's Claim.

Jeremy probably got by on two factors: the element of surprise (everyone was gunning for Storm as the top combo deck; lo and behold, zero copies made Top 8) and his own mastery of the deck. It's no secret that Modern rewards reps with one deck and format knowledge, things Jeremy had in spades for this tournament.

Classic Notables

The Classic in Dallas, while a smaller event, also saw players experimenting with novel choices.

Pyroclasm and Pia in Shadow

Gabriel Womack made Top 8 with a fairly stock Grixis Shadow list. Not-so-stock was his choice to run Pyroclasm, a card that's almost never been played in the deck. Most pilots opt for Kozilek's Return in this slot, since it hits Etched Champion thanks to devoid and disrupts Company combos with its instant typing. Also of note, Gabriel ran Pia and Kiran Nalaar as an alternate threat.

Grixis Shadow, by Gabriel Womack (5th, SCG Dallas Classic)

Creatures

4 Death's Shadow
4 Gurmag Angler
4 Snapcaster Mage
4 Street Wraith

Planeswalkers

2 Liliana of the Veil

Instants

2 Dismember
4 Fatal Push
2 Kolaghan's Command
2 Stubborn Denial
4 Thought Scour

Sorceries

2 Inquisition of Kozilek
4 Serum Visions
4 Thoughtseize

Lands

1 Island
1 Swamp
2 Blood Crypt
4 Bloodstained Mire
4 Polluted Delta
3 Scalding Tarn
1 Steam Vents
2 Watery Grave

Sideboard

1 Engineered Explosives
2 Fulminator Mage
3 Ceremonious Rejection
1 Stubborn Denial
1 Temur Battle Rage
2 Pia and Kiran Nalaar
1 Liliana, the Last Hope
2 Collective Brutality
2 Pyroclasm

Pyroclasm

Besides Return, Izzet Staticaster and Engineered Explosives are popular Grixis Shadow sideboard cards that handle go-wide strategies. All three options, though, lose out to Pyroclasm when it comes to brutal efficiency: at two mana, the sweeper offers an unparalleled rate given a board of weak creatures.

Gabriel isn't blazing an entirely new trail here—indeed, Luca Van Deun split Return and Pyroclasm 1-1 in his Grixis sideboard from GP Madrid back in October. But I personally like his all-in move toward Pyroclasm. I've long run Pyroclasm myself, in just about every red-featuring fair deck I design: I swore by a pair in Temur Delver, still run them in Counter-Cat, and ensured ways to pack them into my recent brews. So I'm of course happy to extoll its virtues.

At two mana, Pyroclasm gives casters plenty of choice. It can kill a couple dorks on-curve; be paced to sweep a larger field; combine with one-shot removal spells to dismantle boards of lords. Sure, instant speed gives Return and Staticaster their own elements of choice, too. But when I'm thinking about carefully partitioning my limited mana each turn cycle, allocating an extra mana to a sweeper effect is huge.

Grixis Shadow is also a prime candidate to run the card: it's tight on mana, has no problem casting cards at sorcery speed, and disruption-heavy enough to stomp opponents out despite the turn they get to rebuild. It also applies lots of pressure, a must for decks looking to conditional removal spells like damage-based sweepers.

Pia and Kiran Nalaar

Pyroclasm might be rare out of Grixis Shadow, but Pia and Kiran Nalaar is practically unheard of. And two copies! Chandra's parents are a real plan for Gabriel's deck, and occupy the slot generally filled by Young Pyromancer if not just additional disruption. The card is far more common in Jeskai Tempo sideboards, where it immediately goes wide with evasive bodies while presenting an element of reach—all things that help Jeskai attack from extra angles after siding.

In Grixis Shadow, the card does the same thing. Except the reach dimension isn't something Grixis is particularly good at to begin with. In this way, it's more of an "extra plan" than it is out of Jeskai, since opponents will likely monitor their life total while keeping in mind that reach from Grixis is unlikely. When Pia and Kiran comes down and presents four to eight damage right away, the math is changed significantly.

That said, I'm less optimistic about Pia and Kiran than I am about Pyroclasm. Of course, bias plays a part here; Pyroclasm is a pet card of mine, while Pia and Kiran is something I would just always splash green and play Huntmaster of the Fells over. But the most reasonable beef I have with the card is its mana cost. Four mana is quite a lot for Grixis Shadow, even for a late-game card. I wonder if something like another Liliana, the Last Hope or good ol' Young Pyromancer (blech, but numbers don't lie) wouldn't serve the deck better.

Return and Sun in Tron

Michael Chapman's GR Tron bested Gabriel to take 4th at the Classic. The go-to Tron variants this season are GB (splashing for Collective Brutality, Fatal Push, or both) and Mono-Green (trading away removal for stabler mana and compensating with Thragtusk), so it's refreshing to see a red splash perform. Michael made two eyebrow-raising choices with this list: Kozilek's Return and Blood Sun.

GR Tron, by Michael Chapman (4th, SCG Dallas Classic)

Creatures

3 Wurmcoil Engine
2 World Breaker
2 Ulamog, the Ceaseless Hunger

Planeswalkers

4 Karn Liberated
2 Ugin, the Spirit Dragon

Artifacts

4 Chromatic Sphere
4 Chromatic Star
4 Expedition Map
4 Oblivion Stone

Instants

3 Kozilek's Return

Sorceries

4 Ancient Stirrings
4 Sylvan Scrying

Lands

2 Forest
1 Ghost Quarter
4 Grove of the Burnwillows
1 Sanctum of Ugin
4 Urza's Mine
4 Urza's Power Plant
4 Urza's Tower

Sideboard

2 Grafdigger's Cage
1 Pithing Needle
1 Relic of Progenitus
2 Trinisphere
2 Thragtusk
2 Blood Sun
3 Nature's Claim
2 Warping Wail

Kozilek's Return

It has long been the standard in GR Tron to run Pyroclasm as the removal spell of choice. In fact, Gx Tron is the main deck that's kept Pyroclasm on the map in Modern for so long. Joe Losset first flipped the script by trading in the sweeper for one-shot interaction in Lightning Bolt as a way to fight Infect (a card entirely outclassed by Fatal Push in this deck, as evidenced by Losset's own switch to black last year). Without Bolt, the only removal spells worth red in Tron become sweepers.

Kozilek's Return again ups the ante. Pyroclasm, in a vacuum, seems like a better card for the strategy; Tron likes to spend all its mana each turn cycle, either cantripping and setting up or casting its haymakers, so the price tag bump matters a lot here. I assume Michael opted for Return because of the card's synergy with World Breaker and Ulamog, the Ceaseless Hunger. These top-end threats milk extra value from the removal spell, especially in a climate full of 5/5s. Return's also superior against Affinity, traditionally one of Tron's harder matchups, by killing Etched Champion and attacking manlands.

Blood Sun

Lastly on the agenda, we have Michael's decision to run Blood Sun in the sideboard. I gave my first impressions on this card a couple weeks ago, where I pegged Sun as a possible include for the big mana strategy.

Needless to say, I was pleasantly surprised to see a Tron list running Sun so early, especially since red is an out-of-favor splash for the archetype currently. I hope we hear more about the card in Tron, and how it may impact which splash is chosen by top players, in the coming weeks.

Heating Up

The pressure's on for Pro Tour competitors, as the big day now rapidly approaches. If these smaller tournaments are any indication, there's still plenty left to discover in Modern. We'll soon see if these Dallas developments exhibit staying power in a week or if a next-big-thing overshadows them.

Bloodbraid Month, Pt. 4: Quantitative Data

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Alright, time for the big reveal. With comment section chatter over possible unbannings increasing, it's time for the hard data to make its own argument. I had less fun with this test than with previous efforts, mostly because I have a long and difficult history with Bloodbraid Elf. That said, the testing was comparatively easy and painless. The combination of straightforward play and considerable experience paid off with this test.

In this series, I take a card from the Modern Banned and Restricted List and test it against a gauntlet of current Tier 1 decks. I am trying to evaluate its power in the current field and determine if it is plausible to unban. So far I've tested Stoneforge Mystic, Jace, the Mind Sculptor, and Preordain. Now it's time for Bloodbraid Elf. I've been discussing its history, how it would fit into current decks, and finally the intangibles of playing the card. Today we'll see the hard test data.

An All-Encompassing Disclaimer

These are the results from my experiment. It is entirely possible that repetition will yield different results. This project models the effect that the banned card would have on the metagame as it stood when the experiment began. This result does not seek to be definitive, but rather to provide a starting point for discussions on whether the card should actually be banned.

Methodology

This test consists of 500 total matches: 250 with the control Jund list, and 250 with the test deck, Bloody Jund. This is so I get 100 matches in against each test deck, or a nice, round number (n) for my analysis. Play/draw alternates, as does which deck is played. The first match with the control list is followed by the the first match with the test deck. The purpose is to mitigate the effect increasing experience and familiarity play on the match results. Sideboarding strategy is decided before testing begins and never changes, even when it is determined to be wrong. Otherwise, the results would be invalid. We also behaved like we didn't know what the matchup was game one.

Testing was done primarily over Skype with paper cards. We don't use MTGO because timing-out and misclicking can ruin the data. Accuracy is more important than win percentage. Also, Skype and proxies are free, while buying a deck for testing purposes on MTGO isn't. We previously used free simulation programs, but they proved too time-consuming for my team's tastes. When everything is manual, the clicks needed to play become maddening.

Note on Significance

When I refer to statistical significance, I really mean probability. Specifically, the probability that the differences between a set of results are the result of the trial and not normal variance. Statistical tests are used to evaluate whether normal variance is behind the result, or if the experiment caused a noticeable change in result. This is expressed in confidence intervals determined by the p-value from the statistical test. In other words, statistical testing determines how confident researchers are that their results came from the test and not from chance.

If a test yields p > .1, the test is not significant, as we are less than 90% certain that the result isn't variance. If p < .1, then the result is significant at the 90% level. This is considered weakly significant and insufficiently conclusive by most academic standards; however, it can be acceptable when the n-value of the data set is low. While you can get significant results with as few as 30 entries, it takes huge disparities to produce significant results, so sometimes 90% confidence is all that is achievable. p < .05 is the 95% confidence interval, and is considered a significant result. The data is almost certainly the result of the experiment. Should p < .01, the result is significant at the 99% interval, which is as close to certainty as you can get. When looking at the results, just look at the p-value to see if the data is significant.

Data

Alright, enough waiting. First, I will report the overall win percentages. Then I will post the results of the z-test to show whether the result is significant. I use the z-test because it's the more common test. I do other tests to confirm my result, but I won't report them. I'll finish this section off with some interesting statistics I kept during the test.

  • Total wins - 269
  • Total win % - 53.8%
  • Total control wins - 122
  • Control win % - 48.8%
  • Total test wins - 147
  • Test win % - 58.8%

Overall, Jund had a favorable record against my gauntlet. The control deck was just under 50% against the field, while Bloody Jund shot up to ~60%. That is quite the result and the z-test result should not be surprising.

As you can see, this result is significant at the 95% level, and very nearly at 99%. Including Bloodbraid Elf strongly affected the match results. This was not surprising to me, as I remember just how powerful the card has always been. Some other interesting results from the test:

  • Average cascade length - 2.31 cards
  • Longest cascade - 8 cards (all lands)
  • Average cascade hit's mana cost - 2.72
  • Times cascading past other Bloodbraids - 98 (once past all three!)
  • Average turn playing first Bloodbraid - 4.98
  • Times losing to Blood Moon - 15

Anyway, enough justifying my obsessive note-taking; time to actually make sense of the results. This necessitates breaking the total data down by gauntlet deck, but I must restate that the n of these tests is small in comparison. The threshold for significance is much higher.

Quick aside: the metagame today looks a lot like the metagame back in 2012. Tron, Affinity, UWx Control, Storm, and creature toolbox (then Birthing Pod, now Collected Company) are all top decks. No, it's not exactly the same as the last time Bloodbraid was loose, and Jund is not the same powerhouse either. However, it does indicate that the conditions that let Jund thrive back then are still present now, and leads me to speculate about history repeating itself.

Affinity

The classic matchup of two old rivals. In some senses, Jund and Affinity are Modern. If you don't know how this matchup normally works it's a removal heavy deck against a small creature deck. Jund wins through superior attrition while Affinity wins either through blitzkrieg or Etched Champion.

  • Control Deck wins - 28, 56%
  • Test Deck wins - 28, 56%

Dead even. Let's check out my numbers anyway.

Absolutley not significant. The matchup is determined by factors not related to Bloodbraid Elf. Specifically, whether Jund clunks out and doesn't kill enough robots to stifle Affinity. The deck is so fast that hand disruption is minimally effective, and if Affinity can stick Etched Champion with any kind of power boost (and maintain protection from colors), they're in for an easy game. Otherwise it's a Jund-favoring slog through removal. Extra card advantage and tempo on turn four don't dramatically alter the odds of either scenario.

Sideboarding

Normal Jund:

-1 Chandra, Torch of Defiance
-3 Thoughtseize
-1 Liliana of the Veil

+2 Ancient Grudge
+2 Kitchen Finks
+1 Damnation

Bloody Jund:

-1 Liliana of the Veil
-4 Thoughtseize

+2 Ancient Grudge
+2 Kitchen Finks
+1 Anger of the Gods

Affinity:

-4 Galvanic Blast

+2 Blood Moon
+1 Bitterblossom
+1 Rest in Peace

GB Tron

And now for the traditional predator to Jund. Gx Tron has always been a hard matchup for Jund, which struggles to keep pace. Thoughtseize is critical so you don't just lose to Tron's bombs, but they always have more, and it's hard to profitably interact. The GB version is said to be better than GR because of Collective Brutality, but I have no opinion.

  • Control Deck wins - 19, 38%
  • Test Deck wins - 26, 52%

That's a very large spike. The additional maindeck Thoughtseize was a factor, but not only incrementally. It's arguably the best maindeck card in the matchup, but there's only one more copy so the benefit is small. There's more to this.

The result is significant at the 90% level but not at 95%. There's that problem of the small n, as previously mentioned. I would say that these results are probably significant, contingent on additional study.

Bloody Jund had the same problems as Jund against Tron: it just doesn't measure up in raw power or speed. However, Bloodbraid allowed Jund to make up for that with card advantage and tempo. Even when Jund was behind, playing two spells made catch-up significantly easier. Tron has also cut down on Wurmcoil Engine, and that card was Jund's worst nightmare. Not a lot killed the initial Wurm, and then you had to expend additional resources to kill the tokens.

Sideboarding

Normal Jund:

-1 Liliana, the Last Hope
-2 Abrupt Decay
-3 Fatal Push

+1 Liliana of the Veil
+2 Surgical Extraction
+3 Fulminator Mage

Bloody Jund:

-2 Abrupt Decay
-2 Fatal Push
-1 Lightning Bolt

+2 Surgical Extraction
+3 Fulminator Mage

GB Tron:

None

Gifts Storm

This matchup is about Jund's clock. You can have all the disruption in the world (and Jund does), but if you don't end the game, Storm will eventually find Past in Flames and enough mana to win.

  • Control Deck wins - 26, 52%
  • Test Deck wins - 30, 60%
  • Turn three Storm wins - 5 (3 against control, 2 against test)

That is an interesting jump, but it is not going to be significant. This doesn't surprise me, there is a lot of variance associated with Storm. For example, I lost once to a turn two Blood Moon as the control deck and three times with the test deck. That's just Storm variance and Bloodbraid Elf or my play had little effect.

As I said, not a significant result. There was so much going on with Storm that I never felt that my own play mattered as much. As long as I had some kind of clock and had disruption, I'd done all I could.

Sideboarding

Normal Jund:

-2Terminate
-2 Fatal Push
-1 Liliana, the Last Hope

+2 Collected Brutality
+2 Grafdigger's Cage
+1 Liliana of the Veil

Bloody Jund:

-2 Terminate
-2 Fatal Push

+2 Collected Brutality
+2 Grafdigger's Cage

Gifts Storm:

-3 Remand
-1 Noxious Revival
-1 Gifts Ungiven

+3 Blood Moon
+1 Echoing Truth
+1 Pieces of the Puzzle

Additional Notes

The Jund sideboarding guide said to do things this way. I asked about the Surgical Extractions and was told no. Apparently, Grafdigger's Cage and Scavenging Ooze are enough. You're free to disagree, but given Storm's sideboarding toward Blood Moon and away from the graveyard, I see the point.

Grixis Shadow

The deck that eventually supplanted traditional Jund. I thought this would be a worse matchup than it proved to be, all things considered. Jund has a higher density of relevant cards while Grixis has larger threats and more ways to find them.

  • Control Deck wins - 24, 48%
  • Test Deck wins - 30, 60%

This is almost a significant result. The decks are far more evenly matched than anyone figured. This indicates to me the preference for Grixis over Jund comes from other matchups rather than any advantage over the deck.

The matchup was a weird kind of attrition: the most important spells are the discard and kill spells, which are nearly identical across decks. The blue cantrips made it more likely Grixis would see them, but that deck also had a harder time getting out threats. I also think that I played this matchup wrong, as it became clear during testing that Jund did better when it went wide around the bigger Grixis threats, making patience critical for Bloody Jund. I should have been sideboarding to take advantage of this revelation, but it was too late.

Sideboarding

Normal Jund:

-1 Fatal Push
-2 Lightning Bolt
-2 Abrupt Decay

+1 Damnation
+2 Surgical Extraction
+2 Kitchen Finks

Bloody Jund:

-3 Lightning Bolt
-2 Abrupt Decay

+1 Terminate
+2 Surgical Extraction
+2 Kitchen Finks

Grixis Death's Shadow

-2 Stubborn Denial

+1 Liliana, the Last Hope
+1 Kolaghan's Command

Jeskai Tempo

It's rather fortuitous that I'm doing the gauntlet alphabetically, as it lets me save the most interesting result for last. Jeskai Tempo has arguably been the best deck over the past few months even if it's slipping in our rankings. Its combination of removal and hard-to-fight threats is remarkably Jund-like, and I think it even plays like Jund.

  • Control Deck wins - 25, 50%
  • Test Deck wins - 33, 66%

That is a very large jump. The decks are fighting a war of attrition where tempo is a factor, or just the kind of fight that Bloodbraid Elf wins. The Elf substantially impacted the matchup.

This result is significant at the 90% level and very nearly at 95%. One more win or a control loss was needed. I would say again that this individual result is probably significant, with a high likelihood of confirmation.

Bloodbraid Elf let Jund really break things open in this matchup. Jeskai is all about incremental advantage, which is why Dark Confidant is so important to the matchup if Jeskai doesn't have a way to kill it. Bloodbraid accomplished the same job, but immediately, and with a tempo boost to boot. Jeskai tempo doesn't have a similar gamebreaker, and so fell behind against Bloody Jund far more often than the normal version. This isn't surprising: this is why Jund killed traditional control when it had Bloodbraid previously. This result was just a confirmation.

Sideboarding

Normal Jund:

-3 Fatal Push
-2 Abrupt Decay
-2 Tarmogoyf

+3 Fulminator Mage
+2 Surgical Extraction
+2 Kitchen Finks

Bloody Jund:

-2Fatal Push
-2 Abrupt Decay
-2 Tarmogoyf

+2 Fulminator Mage
+2 Surgical Extraction
+2 Kitchen Finks

Jeskai Control:

-2 Geist of Saint Traft
-2 Electrolyze
-2 Logic Knot

+2 Relic of Progenitus
+2 Pia and Kiran Nalaar
+1 Celestial Purge
+1 Vendilion Clique

Additional Notes

Not having mirror breakers like Ancestral Vision really hurt Jeskai.

What Does It Mean?

Jund was overall improved by the inclusion of Bloodbraid Elf, to the great surprise of nobody on my team. The most significant results were against Tron and Jeskai, respectively the worst matchup and a very even one. What this says about Bloodbraid Elf in the Modern metagame is the subject of next week's article. See you then!

Pro Tour Bilbao: Predictions and Premonitions

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Pro Tour Bilbao's just two weeks away. Soon, all eyes will be on Modern, the now-beloved alternative to Standard and Legacy. And perhaps for the first time as a true replacement for those formats. Wizards has shown us unequivocally that they plan on supporting this format whole-heartedly—with tournaments; with reprints; with heavy-handed (and largely successful) banlist management. Among the many paying attention to Modern, a good chunk have begun wondering about what may actually go down at the PT. Today, I'd like to add myself to their ranks.

This article expands upon and analyses Jason's Pro Tour predictions from earlier in the week and proposes some original ones. If this article gets you thinking, please join the conversation in the comment section!

Addressing Internal Predictions

In his December metagame update piece from earlier this week, Jason made a few Pro Tour predictions of his own, with which I agree to varying degrees. He touches on some crucial issues, though, so I'd like to offer my takes on those predictions before presenting my own.

The idea here, of course, is not to tear into Jason. As a highly critical person, it's my nature to dissect the ideas of others—especially ones of those I respect. I found Jason's thoughts helpful in framing my own thoughts about the Pro Tour. They aided me in examining its possible outcomes from a second perspective, which I consider integral to developing a holistic view of the format and of player opinions. Seeing where other players are at about Modern is also something Wizards pays close attention to, and can in turn can help us make accurate banlist predictions or even metagame calls.

"The Field at Large Will Be Highly Diverse"

True, but I believe the Pro Tour will appear less diverse to spectators than it is in actuality, and the tournament itself is also likely to be less diverse than Modern itself at that time.

Think way back to the last Modern Pro Tour. PT Oath of the Gatewatch featured a relatively diverse field, but coverage was dominated by Colorless Eldrazi mirrors. Indeed, the teams that "broke" the format won the most, and therefore earned the most airtime.

To be clear, we don't have a deck like Colorless Eldrazi on the horizon. But Modern's still a play-what-you-know format, and I bet the teams who prepare better will do better and garner the most visibility. These players are also likely to be on the same deck or two, as disagreement within teams on which deck to play sort of goes against the whole idea of teaming up in the first place (although it does occasionally happen).

As for the field itself, some element of its diversity is bound to come from the fact that less experienced pros are likely to misunderstand the meaning of "Modern is an open format." I've seen plenty of great players, also format newcomers, fall into the trap of putting too much stock into the idea that you can play anything in Modern by expecting to do well with any random deck by virtue of being great players. Some then chalked their losses up to variance and quit Modern; the more productive among them learned from their mistakes and have since had success by intimately getting to know one or two decks.

Come to think of it, we just saw Brennen DeCandio fall into that very trap at SCG Columbus, bombing with the utterly fringe Mono-Green Devotion. Brennan justified his choice by arguing that people are now running Field of Ruin over Ghost Quarter (something that first of all isn't true and second of all isn't enough to suddenly make this bad deck playable), betraying his lack of reps in Modern. Not-so-coincidentally, Brennan is one of the format's most vocal critics in today's pro-Modern climate, attributing his failures there to the supposed matchup lottery. I can see other qualified players buying into a similar mentality and registering some off-the-grid deck, to an extent artificially buffing the tournament's diversity.

"The Top 8 Will Reflect This Diversity."

With this point I totally disagree. The best-performing teams are likely to make it to the top and be on the same thing, yielding a Top 8 of a couple of well-prepared teams. Combined with the birthday paradox, the likelihood of this scenario makes me believe the Top 8 might feature at most five different decks and is more likely to feature four.

"Storm, Shadow and Lantern Will Be Played in Higher Numbers"

Storm, Grixis Shadow, and Lantern Control certainly seem like some of Modern's best decks to me. I'd even add Eldrazi Tron to the list. Between these four decks, so much archetype ground is covered that the arguments for playing anything else really do fall into niche territory. For reference, that's fine with me—if there's ever been a format to feature decks that win by finding and exploiting a niche, it's Modern. But Storm, Shadow, Lantern, and Eldrazi Tron make up the framework that needs to be cracked.

That said, I'm not sure I agree that these decks will be played in higher numbers. I think Jeskai Tempo will be a huge favorite among pros, as it represents what that community has consistently endorsed since Modern's beginnings. In my eyes, the pros' frequent beefs with Modern over the years have in part been influenced by Jeskai's historically poor standing; now that the deck's a real contender, I expect pros to flock to it. Part of their gravitation to Jeskai has to do with convenience. The skills integral to decks like Jeskai—grinding out opponents; navigating battlefields; balancing life points; remaining aware of in-deck resources—tend to translate very well from other formats like Standard or Legacy, and most pros play other formats. Compare Jeskai to a deck like Lantern Control, that has highly specific lines inherently and that adjusts its lines significantly depending on each matchup, and it becomes apparent that players coming from other formats would immediately discount it, or at least be less excited to put in reps with it.

Jason puts Storm and Shadow into similar categories, alluding to their Modern-nicheness. But he argues that pros are likelier than your average other-format-goer to indeed learn the ins and outs of these highly specific decks. I think he may be overestimating how much time pros who primarily play Standard or Legacy will actually want to invest into Modern for this tournament, and underestimating the tangible emotional barriers specific decks like Lantern can pose for newcomers. If a given pro is having relatively sustained success with a deck that requires of them a more familiar skillset, I think they're likely to stay on that deck and tweak it for the anticipated metagame.

One deck I do expect to be played in higher numbers is Tron, which includes both Gx and Eldrazi variants. Tron decks are relatively straightforward with a shallow learning curve, and they produce "free wins" in some of Modern's most fundamentally understandable terms: "turn three Karn." Pros with a lot on their plate are likely to be drawn to the raw power and approachability of the Tron archetype, as well as its inherently favorable matchups against the Ux control decks unendingly advocated for by pros for years.

All that said, I do think Storm, Shadow, Lantern, and Eldrazi Tron are the decks to beat, and expect at least two of these decks to be very accomplished at the Pro Tour. I just don't think they'll be played in direct accordance with their actual power level, which incidentally mirrors their current metagame share.

"Humans Will Underperform"

I agree with this assertion overall, but take issue with some of the logic behind it.

Jason writes that "Modern is a format that rewards linearity and explosiveness," and notes that "Humans can’t really boast either of those things." On the other hand, I find Humans to be extremely linear, if not quite as much as something like Burn—its games only fail to play out the same way each time because of the deck's many unique spells and lack of consistency tools. Still, barring some minor variation in terms of board-dependant sequencing, Humans tends to play its game each game, with little room for pilots to adjust their gameplans.

Nonlinearity, when possible, actually benefits strategies. The recent success of Shadow decks, Affinity, and Jeskai Tempo all attest to that—attacking from multiple angles, and boasting the ability to choose which angle to attack from at will, are indeed keys to success. It's just that nonlinearity generally comes at the cost of proactivity, as adjusting one's gameplan tends to be more reactive; proactivity, I'd say, is indeed tremendously important to success in this format.

The distinction between proactivity and linearity, hinted at in Roland's article on fairness, can certainly be tricky to pin down, since the two components tend to walk hand-in-hand. A second cost of nonlinearity is focus, which I plan to cover in detail in a forthcoming article; sacrificing synergy to attack from multiple angles can mean a drop in proactivity or consistency, both crucial components for Modern success. For more on the importance of these parameters—proactivity, interactivity, and consistency—check out my Three's Company article from September 2016.

So I'd rewrite Jason's sentence to read, "Modern is a format that rewards proactivity and explosiveness," which in my mind are synonymous terms. Of course, Humans itself is quite proactive. But then, I agree with Jason that Humans is unlikely to experience smashing success at the Pro Tour. How come?

Humans's strength lies in its ability to proact and interact simultaneously. Deploying threats like Reflector Mage or Meddling Mage interferes with an opponent's gameplan while developing one's board state. The deck's issue is a consistency one: without smoothing tools like Serum Visions or even Collected Company, Humans has no way to ensure it hits the right disruption for the right matchup. Reflector does very little against linear combo decks like Storm or Lantern, while Meddling embarrasses in the face of multiple cheap removal spells out of Jund or Grixis.

Similarly, Thalia, Guardian of Thraben offers nothing against creature-centric decks, and the same goes for Kitesail Freeboter. Many a Humans game is lost to drawing the wrong disruptive threats for the matchup, and that's not even accounting for the variance inherent to running Aether Vial (the card blows against removal-heavy decks, where we'd prefer another threat; late Vials contribute very little to a given game; removed Vials can totally screw hands depending on them).

If Humans indeed underperforms at the Pro Tour, as I think it will, it will be because of its consistency issues. I'm inclined to believe few experienced Modern players will pick Humans at all, as they will have recognized these issues in testing. If anyone plays Humans, it'll be the deck's die-hard proponents (is Collins Mullen qualified for this Pro Tour?) or players who don't play a lot of Modern (or at least haven't tested very much). I doubt such players barrel through Day 1 unencumbered.

Personal Prophecies

I'll just kind of rattle these off and open the floor to the readership in the comments.

Storm, Shadow, Lantern, or Eldrazi Tron Wins the Most

This isn't such a bold prediction, but I want to make absolutely clear that I think these four decks have the most going for them in this metagame. I'd be surprised (albeit pleasantly) if one of them (and am leaning towards two) didn't put multiple copies into the Top 8.

Meanwhile, I expect BGx decks to underperform. While Abzan and Jund have been gaining shares overall, and now combine to form a superarchetype that's the number three most-represented "deck" in Modern, the linear—especially big mana—slant I think the PT will take should keep them away from the winning tables.

The same goes for synergistic aggro decks. Let's get real: these decks kind of suck right now. Jeskai's on the up, and Shadow's likely to be a big hit in Bilbao. Company and yes, Humans are the big losers here. I think Affinity is the exception to this rule, and expect that deck to edge out other synergistic aggro contenders as Storm will other linear combo options.

Bans Unlikely

Unless something truly broken appears, I just don't see Wizards banning cards after this Pro Tour in light of reactions to their previous Modern bans surrounding Pro Tours. Even if one or two decks perform much better than others, I bet the company writes it off so long as medium-sized events maintain their diversity—which, by the way, they are likely to. In this way, Bilbao may end up a statistical anomaly as Worlds does. People have their Modern decks now and love them, and the big financial incentive to play the "best deck" will be gone after the Pro Tour. Besides, Modern shifts enough that the "best deck" is unlikely to remain so for long, at least in obvious terms.

Unbans Likely

On the subject of bans, Wizards may look to shake up the format another way. The playerbase has become increasingly vocal about certain cards on the banned list, namely Stoneforge Mystic and Bloodbraid Elf. I think if fair, three-color midrange decks besides Shadow have a poor showing as I've predicted, Wizards will look to unban one of these cards. Both coming off at once is pretty unlikely in my eyes, as Wizards has always been conservative with their unbans. They may also want to keep the format how it is if they believe it has generated enough interest on its own, since unbans are unarguably a limited resource at their disposal with which to inject new life into Modern.

Pro Tip

No matter what the future has in store for us, I'm psyched for Pro Tour Bilbao, and so are most Modern players I know. I'm not looking to be vindicated with any of my predictions—I'm just so excited that I can't help but write 2000 words about it. If you share my enthusiasm, drop me a line in the comments.

Army of the Night: Brewing Vampire Tribal

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New sets often pique the interest of Modern players. My last article discussed about how Rivals of Ixalan has brought quite a bit of excitement for Merfolk in Modern. This time around, we'll see how the set's tribal theme might have improved archetype that has been biding its time in Modern for a long while. Vampires have received special attention in Rivals, and I believe some of their new ranks have made it worthwhile to seriously explore the deck in this format.


This article details how Vampires have received additions to the card pool over time, ponders why Rivals of Ixalan might be a tipping point for the archetype's viability, and presents the list I have been testing with over the past week.

A Brief History of Vampires in Modern

Vampires have almost exclusively made their Modern impact via powerful stand-alone cards like Kalitas, Traitor of Ghet and Olivia Voldaren, rather than in a synergistic tribal deck. However, both Innistrad blocks and some cards in Magic 2011 and 2013 have pushed the concept of Vampires as a cohesive archetype in the vein of Elves or Merfolk. Creatures such as Vampire Nocturnus and Stromkirk Captain suggested that once the tribe accumulated a critical mass of cheap, efficient creatures like Gifted Aetherborn, it would have enough Vampire-specific payoffs to make a dedicated tribal deck a possibility.

On the subject of colors, there was little doubt that black would be the deck's dominant color. The vast majority of the Vampires printed are black, and many charge multiple black mana symbols. When considering other colors, the red splash was the most common choice. Only token producers like Sorin, Lord of Innistrad provided reasons to look elsewhere.

As of of Ixalan, however, cards like Adanto Vanguard, Legion's Landing, and Mavren Fein, Dusk Apostle made white a significantly more appealing option, which somewhat complicates finding the optimal configuration of the deck. Ixalan also pushed the tribe into more of a token-generation direction; however, I am deeply skeptical of a Vampire-themed, token-based strategy being fast or powerful enough for Modern given the fringe status of WB Tokens (which features stronger token generators and better payoffs).

Vampire Cards in Rivals of Ixalan

The first standout card in Rivals for Vampires is Legion Lieutenant. While it does lock you into splashing white, it's also a very promising tribal payoff card. Decks like Merfolk have long demonstrated the power of lord effects, and Lieutenant is the cheapest such effect available to Vampires.

Another potential white spell is Forerunner of the Legion; a utility three-drop with a tutor effect as it enters the battlefield is a fairly reasonable rate, especially in a tribal deck which benefits greatly from continually drawing relevant cards in the midgame.

Oathsworn Vampire is yet another. Provided that Oathsworn's condition can be met, a recurring threat will always be handy for an aggressive tribal strategy, and the body is decent for the cost. However, this card almost demands a deck built around lifelink effects in order to reliably meet its condition, so the deckbuilding requirements are a bit steep.

The final interesting Vampire from Rivals is Dusk Legion Zealot. While its 1/1 body is quite unimpressive, many tribal decks have made good use of a creature that provides an on-tribe body to project +1/+1 effects onto that also draws an extra card. Of the cards discussed thus far, this is the one I feel most confident will make an impact on tribal Vampire decks due to its similarities with Silvergill Adept, arguably the most critical creature in Merfolk.

Presenting the Test Deck

After examination of the available cards and some discussion, I settled on this list.

Mono-Black Vampires, by Roland F. Rivera Santiago

Creatures

4 Viscera Seer
4 Bloodghast
4 Dusk Legion Zealot
4 Gifted Aetherborn
4 Asylum Visitor
4 Captivating Vampire
2 Stromkirk Condemned
4 Vampire Nocturnus

Artifacts

4 Aether Vial

Instants

4 Fatal Push

Sorceries

2 Collective Brutality

Lands

4 Bloodstained Mire
2 Cavern of Souls
4 Mutavault
8 Swamp
2 Urborg, Tomb of Yawgmoth

Sideboard

2 Collective Brutality
2 Dismember
3 Fulminator Mage
4 Nihil Spellbomb
4 Thoughtseize

I chose to keep the deck mono-black as opposed to incorporating any of the previously discussed splashes. The major reason why I did so is the mana—this deck is pretty heavy on black requirements, and I was somewhat leery of trying to jam a second color. I did attempt to do so, but kept finding that the fastlands I wanted hindered my ability to cast four-drops on curve, and limited the number of land spots for utility and manlands.

Card Choices

Here's a brief summary of my card choices. My priorities in deckbuilding were to emphasize consistent openers, and ensure that the deck has a steady supply of threats on the battlefield. The curve is very similar to what you'd find in a Merfolk deck, and that is by design; I wanted to start with a deck type that had a good chance of working, and then adjust as necessary.

Creatures

Viscera Seer: Seer generates value from creatures in response to removal. It can also dig for a black card to put on top of your library for Nocturnus. Overall it's not amazing, but playable given the mostly subpar options at the one-drop spot.

Asylum Visitor: This card is good at pressuring opponents early thanks to its 3/1 body, and can also be relevant in the midgame thanks to its card-drawing ability. Lastly, the madness ability can lead to some sneaky situations with Stromkirk Condemned in which you can flash the body in at instant speed to devastating effect.

Bloodghast: An on-tribe body that makes the deck more resilient to spot removal. It also has some cute synergies with Collective Brutality, Stromkirk Condemned, and Viscera Seer.

Captivating Vampire: Lord effects make Bloodghast all the more intimidating, but Captivating also boasts the unique ability to break board stalls against opponents light on spot removal. Or just steal a Reality Smasher.

Dusk Legion Zealot: An on-tribe body that replaces itself, à la Elvish Visionary or Silvergill Adept.

Gifted Aetherborn: Trades up with beefier creatures, helps stabilize against faster aggro decks, and wins races, especially with some pumps.

Stromkirk Condemned: A recurring source of pump. Its cost can sometimes benefit us.

Vampire Nocturnus: Our primary payoff spell. +2/+1 and evasion is a massive tribal payoff, and while it can sometimes be a bit unreliable in terms of having the effect switched on, the deck is built around meeting its condition.

Spells

Aether Vial: Vial makes sense in this deck for a variety of reasons. Primarily, this deck is centered around two-drops (as the selection of one-mana Vampires is rather poor), so a one-mana accelerant makes a lot of sense. Vial's downside of being a dead topdeck later can also be mitigated by the deck's discard outlets.

Collective Brutality: Brutality serves as maindeck interaction against spell-based opponents, randomly creams spell-and-creature decks like Burn and Company, and even offers a bit of reach to close games out with.

Fatal Push: Bread-and-butter removal spell. Not much to say here other than any deck running black should consider it.

Lands

Bloodstained Mire: Mire serves several purposes in this mono-black shell. The most important function is to provide on-demand revolt triggers for Fatal Push. Mire also provides an on-demand source of landfall triggers for Bloodghast, which Viscera Seer can even use as a recurring sacrifice outlet. Lastly, in the event that Vampire Nocturnus reveals a nonblack card on top of the library, fetching provides a shuffle.

Urborg, Tomb of Yawgmoth: Simplifies meeting the deck's tough black mana requirements despite 4 Mutavault, and lets fetchlands tap for black without being cracked. Drawing the second copy is rarely an issue, thanks to the discard outlets.

Sideboard

Fulminator Mage: Slows down big mana decks, and perhaps pops a manland or two in a pinch.

Nihil Spellbomb: Standard graveyard hate. I chose Nihil over Relic of Progenitus largely because I wanted to avoid any potential awkwardness with Bloodghast.

Thoughtseize: A concession to combo and big mana decks, this card comes in anytime the deck needs more disruption.

Dismember: Takes down targets Push and Brutality struggle against, chiefly the Eldrazi and delve creatures.

Testing Results

I tested the deck against a somewhat abbreviated gauntlet of competitive Modern decks. The decks I encountered included Affinity, Eldrazi Tron, Gx Tron, Grixis Shadow, Gifts Storm, and Mardu Pyromancer. Coming in, I expected the deck to do well against Shadow by virtue of being a go-wide creature deck; struggle against Tron variants because of the relative paucity of land hate; and enjoy various degrees of success against the rest of the field. My assumptions mostly held true, with a couple exceptions.

Grixis Shadow is a very straightforward matchup for Vampires—despite its ability to disrupt creature-based synergies and present beefy blockers, Shadow is poorly suited to deal with a constant stream of attackers, especially if its blockers can be removed. Vampires is good at both of those things, and thus good against Shadow. Due to the attrition nature of the matchup, Aether Vial should be benched in favor of Nihil Spellbomb, as Spellbomb is important and the Vial is a lousy topdeck late. I feel that similar tools would be applicable when facing the aggro-slanted Delirium Shadow deck, as Push and Spellbomb are even more effective against Tarmogoyf than against Gurmag Angler.

The Affinity and Storm matchups were better for Vampires than I expected them to be. We have enough spot removal to keep those decks off-balance long enough for our own clock to finish the game. That holds especially true post-board, when we've got playsets of Brutality and Push alongside Dismember in the case of Affinity, or Spellbomb and Thoughtseize against Storm.

Vampires also proved surprisingly competent against Eldrazi Tron; while I lost any game in which my opponent was able to untap with Endbringer, I also won games in which the deck backed up an early clock with some removal, or ones in which my opponent didn't find removal and Captivating Vampire took over the battlefield. One highlight was a game in which I was able to snatch a Thought-Knot Seer and a Matter Reshaper from my opponent, and used them plus a couple of Mutavaults to close a game out through a resolved All is Dust.

On the negative side, the Tron matchup was every bit as rough as I expected it to be. Ugin, the Spirit Dragon and Oblivion Stone in particular are an absolute beating, and Wurmcoil Engine typically forces us to win on the following turn... or else. Mardu also proved to be somewhat of a struggle, especially if Vampires happened to draw more than four lands in any given game. That said, the games in which the deck drew the appropriate amount of lands felt eminently winnable. In spite of these matchup pitfalls, the deck won enough games against the field that I still think it has potential.

Overall, the matchup profile diverged a bit from other fish tempo decks like Merfolk or Humans—Vampires trades in points against big mana strategies in order to be more solid against aggro-combo. Provided that the deck can hold its own against midrange and control as Merfolk and Humans do, the matchup profile exhibits enough of a divergence in order to provide Vampires with a unique niche.

Further Testing

I want to take this opportunity to qualify all of my matchup assessments by mentioning that my testing is preliminary, and thus my impressions of the matchups require more data in order to be definitive. While I strove to be objective in my evaluation of how the deck performed, my sample is limited, and variance can always play a role.

The deck is very much a work in progress. While I feel confident that centering the deck around Vampire Nocturnus and incorporating Dusk Legion Zealot were the right choices, I would love to further test cards like Legion Lieutenant or Stromkirk Captain. Setting aside the splash colors, cards like Gatekeeper of Malakir, Kalastria Highborn, and Vampire Nighthawk did not make the cut in my 75, but perhaps they should have. I'm also questioning whether Fulminator Mage is doing enough to earn its keep; it doesn't seem to be enough to make a difference in the Gx Tron matchup, and Vampires seems capable of putting together a board state that can beat back Eldrazi Tron.

If you have any ideas on those fronts or comments about the deck in general, drop me a line in the comments. Until then, hopefully Vampires suck (or, don't) in your hands as much as they do in mine!

Bloodbraid Month, Pt. 3: Qualitative Data

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It has come to this. Time to start rolling out the results of the latest banned card test. Conducting this test has been weird for me. Having a hard deadline was actually a blessing as it helped discipline the testing period and we got done much faster than expected. However, this wasn't a fun experience for me or my team. Unlike the cards we've done previously, we all had extensive history with Bloodbraid Elf that hung over the whole experience. Old-timers can probably see where I'm going, but the rest of you will need to wait for the end.

We have two items on the agenda today. First, I need to reveal and explain our testing decks and the gauntlet. There should be no surprises here. Next, I will discuss the qualitative results. This is the "soft" data gathered during the experiment—things that cannot be numerically quantified. Everything we thought and experienced during testing is part of the testing and a result, and so needs to be reported. Furthermore, when players discuss the impact of a potential unban, it will be what most focus on, so we should be prepared.

The Test Decks

After my failed attempt to make a new, interesting deck for testing, I didn't have time to come up with Jund lists on my own. Normally, I spend some time looking through deck lists, aggregating their numbers and developing a statistically average decklist to use. I'm not interested in the best list; I'm always just looking for the most representative one. The time constraint meant I got to take an easier option. I asked my resident Jund expert if we could just use his list. He said yes, so here is what he was running back in November. For the curious, he's codename "Elliott" from a previous article. He doesn't want to be internet famous so I won't use his real name.

Jund, by Elliott (control deck)

Creatures

4 Tarmogoyf
4 Dark Confidant
3 Scavenging Ooze
2 Tireless Tracker

Planeswalkers

3 Liliana of the Veil
1 Liliana, the Last Hope
1 Chandra, Torch of Defiance

Instants

3 Fatal Push
2 Lightning Bolt
2 Terminate
2 Abrupt Decay
2 Kolaghan's Command

Sorceries

3 Thoughtseize
3 Inquisition of Kozilek
1 Malestrom Pulse

Lands

4 Blackcleave Cliffs
4 Verdant Catacombs
3 Raging Ravine
3 Bloodstained Mire
2 Blooming Marsh
2 Overgrown Tomb
2 Swamp
1 Forest
1 Blood Crypt
1 Stomping Ground
1 Wooded Foothills

Sideboard

3 Fulminator Mage
2 Ancient Grudge
2 Collective Brutality
2 Grafdigger's Cage
2 Surgical Extraction
2 Kitchen Finks
1 Liliana of the Veil
1 Damnation

In addition to the list, he also gave me a matchup and sideboarding guide. I will be posting that (kinda) next week as we go through the results, but I want to stress right now that this was all based on how things worked back in November. Please don't take any of this for actual strategic advice; I just play a Jund expert for this column.

Since we were using Elliott's list, I asked him how to rebuild with Bloodbraid Elf. At almost the same moment I hit send, his email with exactly that arrived.

Bloody Jund, by Elliott (test deck)

Creatures

4 Dark Confidant
4 Tarmogoyf
3 Scavenging Ooze
4 Bloodbraid Elf

Planeswalkers

4 Liliana of the Veil

Instants

3 Lightning Bolt
2 Fatal Push
2 Terminate
2 Abrupt Decay
2 Kolaghan's Command

Sorceries

4 Thoughtseize
2 Inquisition of Kozilek

Lands

4 Blackcleave Cliffs
4 Verdant Catacombs
3 Raging Ravine
3 Bloodstained Mire
2 Blooming Marsh
2 Overgrown Tomb
2 Swamp
1 Forest
1 Blood Crypt
1 Stomping Ground
1 Wooded Foothills

Sideboard

3 Fulminator Mage
2 Ancient Grudge
2 Collective Brutality
2 Grafdigger's Cage
2 Surgical Extraction
2 Kitchen Finks
1 Terminate
1 Anger of the Gods

This deck was not designed with the testing in mind, I didn't even tell Elliott what decks would be in the gauntlet. He assured me that this is the deck he would have played if Bloodbraid Elf was legal when we started testing. His reasoning for the changes was to make every cascade as good as possible. Therefore, the more situational Fatal Push and Inquistion of Kozilek are shaved for Lightning Bolt and Thoughtseize. The sideboard was also changed slightly for the same reason. He reasoned that Abrupt Decay isn't great, but is necessary and makes for a terrible sideboard card, so the more expensive Maelstrom Pulse was cut.

In our previous testing, we'd found that Grim Flayer was great alongside Bloodbraid by setting up the cascade, but he insisted on not playing any. Kolaghan's Command was also as good as you'd think, so I was surprised that there weren't more. When asked, my expert explained that Flayer is not well positioned compared to Dark Confidant right now. These days, card advantage is critical to Jund like never before, and Bob is the superior choice for that job. Command is very good at grinding, but he didn't think that would come up enough to warrant finding space.

The Test Gauntlet

As always, the five gauntlet decks were chosen to represent as broad a metagame as possible. Fortunately, Tier 1 is filled with diverse decks, which made the choices obvious and easy. We picked the obvious choices for aggro, control, combo, big mana, and Death's Shadow. The lists were built according to what was "stock" back in early November. Our list actually looks pretty similar to the 2012 metagame, to the point that I considered including Counters Company as a Birthing Pod analogue. Then it was pointed out that Company isn't doing that well compared to the other decks anymore, so it got left behind.

Affinity, test deck

Creatures

4 Ornithopter
2 Memnite
4 Signal Pest
4 Arcbound Ravager
4 Steel Overseer
4 Vault Skirge
3 Etched Champion
2 Master of Etherium

Instants

4 Galvanic Blast

Artifacts

4 Mox Opal
4 Springleaf Drum
4 Cranial Plating

Lands

4 Blinkmoth Nexus
4 Inkmoth Nexus
4 Darksteel Citadel
4 Spire of Industry
1 Mountain

Sideboard

3 Thoughtseize
2 Ancient Grudge
2 Rest in Peace
2 Whipflare
2 Blood Moon
1 Wear // Tear
1 Ghirapur Aether Grid
1 Bitterblossom
1 Engineered Explosives

We were never not going to test against Gx Tron, even though extenuating circumstances meant that we wouldn't use Eldrazi Tron. My Tron player hates Eldrazi Tron and insists that Gx Tron is better. I don't know if she's actually right, but I do know she had been struggling for weeks with Eldrazi Tron when I started putting the team together. Gx is also back in force in my local meta, while the Eldrazi have vanished. Your results may vary, but I believed her then and still do. I was tempted to run GR Tron for old time's sake, but BG had more wins in October.

BG Tron, test deck

Creatures

3 Wurmcoil Engine
2 World Breaker
1 Ulamog, the Ceaseless Hunger

Planeswalkers

4 Karn Liberated
2 Ugin, the Spirit Dragon

Sorceries

4 Sylvan Scrying
4 Ancient Stirrings
3 Collective Brutality

Instants

3 Fatal Push

Artifacts

4 Chromatic Sphere
4 Chromatic Star
4 Expedition Map
3 Oblivion Stone

Lands

3 Blooming Marsh
1 Forest
1 Ghost Quarter
1 Llanowar Wastes
1 Sanctum of Ugin
4 Urza's Powerplant
4 Urza's Mine
4 Urza's Tower

Sideboard

3 Nature's Claim
2 Orbs of Warding
3 Relic of Progenitus
2 Spellskite
2 Surgical Extraction
2 Warping Wail
1 Thragtusk

I planned to just run the list from the Preordain test, but I was told it was badly out of date. The differences look pretty negligible to me, but I'm not arguing with the Boulder Combo Cabal.

Gifts Storm, test deck

Creatures

4 Goblin Electromancer
3 Baral, Chief of Compliance

Sorceries

4 Serum Visions
4 Sleight of Hand
2 Past in Flames
2 Grapeshot
1 Empty the Warrens

Instants

2 Opt
1 Noxious Revival
4 Desperate Ritual
4 Pyretic Ritual
4 Manamorphose
3 Remand
4 Gifts Ungiven

Lands

4 Steam Vents
4 Spirebluff Canal
4 Shivan Reef
2 Snow-Covered Island
2 Island
2 Mountain

Sideboard

3 Blood Moon
3 Lightning Bolt
2 Dispel
2 Empty the Warrens
2 Shattering Spree
1 Echoing Truth
1 Dismember
1 Pieces of the Puzzle

Grixis Death's Shadow, test deck

Creatures

4 Death's Shadow
4 Snapcaster Mage
4 Street Wraith
2 Tasigur, the Golden Fang
2 Gurmag Angler

Planeswalkers

1 Liliana of the Veil

Instants

4 Fatal Push
4 Thought Scour
2 Stubborn Denial
2 Opt
2 Terminate
1 Kolaghan's Command

Sorceries

4 Serum Visions
4 Thoughtseize
2 Inquisition of Kozilek

Lands

4 Bloodstained Mire
4 Polluted Delta
4 Scalding Tarn
2 Watery Grave
1 Blood Crypt
1 Steam Vents
1 Island
1 Swamp

Sideboard

2 Ceremonious Rejection
2 Collective Brutality
2 Young Pyromancer
2 Temur Battle Rage
1 Liliana of the Veil
1 Liliana, the Last Hope
2 Nihil Spellbomb
1 Kolaghan's Command
1 Stubborn Denial
1 Engineered Explosives

Jeskai Tempo, test deck

Creatures

4 Snapcaster Mage
4 Spell Queller
3 Geist of Saint Traft

Sorceries

4 Serum Visions

Instants

4 Lightning Bolt
4 Path to Exile
2 Spell Snare
3 Lightning Helix
2 Logic Knot
2 Electrolyze
4 Cryptic Command

Lands

4 Celestial Colonnade
4 Flooded Strand
4 Scalding Tarn
3 Island
2 Steam Vents
2 Hallowed Fountain
2 Spirebluff Canal
1 Sacred Foundry
1 Mountain
1 Plains

Sideboard

2 Disdainful Stroke
2 Dispel
2 Relic of Progenitus
2 Pia and Kiran Nalaar
1 Celestial Purge
1 Engineered Explosives
1 Izzet Staticaster
1 Negate
1 Supreme Verdict
1 Vendilion Clique
1 Wear // Tear

With the gauntlet set, the only thing left to do was the actual, tedious grinding work of playing Magic for data. Let's talk about the unquantifiable data.

The Qualitative Results

The hard data will make its own argument about Bloodbraid next week. But also important is the soft data: What did it feel like playing with and against Bloodbraid? Did it improve the experience? That data matters because numbers cannot express player enjoyment or fun. Regardless of what the data show next week, the overriding concern for Wizards is whether an unban will make the game more or less fun. At least that's the impression their banning explanations give me.

Team Background

In the interest of full disclosure, I need to explain something about my team. I've known most of my team since we were undergrads. We've all been playing since we were kids. Everyone's a Spike, and all of us have at least a couple Pro Points in our history. We're "longbearded grinders," extending back to 2009 when Bloodbraid Jund ruled Standard.

And that's why none of us actually like the card. Even my Jund expert dislikes it now, though he admits to enjoying what it does for him (more on this later). We all dealt with the frustration of a Jund-dominated Standard, felt it again in Extended, again briefly in Legacy, and then finally in Modern. This is not the typical experience for most players, so you may have opinions that are wildly different. We're just coming to this from a long history of playing with and against Bloodbraid Elf. One peppered more with nausea than nostalgia.

More of the Same

It's really tempting to just let this section's title speak for itself. My team and I disliked this test because our experience during the test was identical to our experiences pre-January 2013: spin the wheel of git wrekt. Who's "getting wrekt" and to what degree aren't yet known, but somebody is going to be unhappy. You probably aren't getting wrekt; you get a spell off the top of your deck and play it for free alongside a 3/2 with haste. Having that make you worse off can happen, though in those circumstances you were dead anyway. That's more I got wrekt because you didn't git wrekt. Your opponent is almost certainly in for a very frustrating day, though.

Back in Standard, Elf cascades always seemed to be the perfect card for the situation, whether they were Blightning, Sprouting Thrinax, or Maelstrom Pulse. Even when they were only Lightning Bolt, Putrid Leech, or Terminate, the tempo and card advantage swing was enormous. When you were behind, no one card did more to catch back up. When ahead, nothing went further to ensuring you stayed there than Bloodbraid Elf. And that was as true during our testing as it was back in 2012.

There are few things more frustrating than losing to random luck, and that is what it has always felt like to play against cascade. There's no play to it or a sense of in-game skill. It's just variance rewarding you for playing Bloodbraid Elf. It feels great to actually play the card, and I was certainly gleeful to get rewarded by "fate" (or rather, by building a deck with Elf in mind). However, I remember how bad it felt to play against the card. If you think players whine about variance and lucksacking these days, you didn't know me back in 2010. I could have written a full textbook on the subject. When I surveyed my team about playing against Bloodbraid, the unanimous response was "It's just as I remembered it." For good or ill, that's my qualitative result.

The Virtual Advantage

The other thing is that even when you do "miss" on your cascade, you're not really unhappy. You still have a 3/2 haste creature. But there's also something more subtle going on because that bad cascade improved your next draw step. By playing Bloodbraid Elf, you don't just get the actual card advantage from casting the second card, but you can get some virtual card advantage. My average cascade during testing revealed two cards. This meant that I got a land I really didn't need off the top of my deck and then cast whatever spell I found. Even if the spell was just dead, it was a dead spell I didn't draw, making my next draw step better by two fewer dead cards on top of my deck. The actual advantage this provides in-game is very hard to quantify or even perceive, but certainly adds up over a longer game. For this reason, I was never sad to cast Bloodbraid. Even if I didn't hit well, I was better off than I would have been otherwise. Bloodbraid is very insidious because this is arguably its greatest power.

What Does it Mean?

Irrespective of the hard data, unbanning Bloodbraid will be a polarizing move. Jund players will rejoice and really enjoy having the card. Everyone else, not so much. Players hate losing to variance, and Bloodbraid Elf appears to be weaponized variance. That isn't true, but it does seem that way to outside observation. Rather, Bloodbraid rewards you for building the deck around it, maximizing the potential of each cascade. This is why I struggled to make it work in Death's Shadow Jund and why we played "weaker" but more versatile cards in Bloody Jund. This build-around-me aspect and the degree of reward is why many players love Bloodbraid. However, that won't be obvious to their opponents, who will assume as I used to that they're just getting lucky. There will be much complaining and gnashing of teeth.

Weirdly, I think that if cascade were definitively overpowered, the hatred would not exist. If instead cascade let you search your library for a card with converted mana cost less than the cascade card, it would feel better to lose to. That version is obviously stupidly overpowered, but you're losing to your opponent picking the right card to wreck you rather than it just happening to be on top of their deck. Losing to decisions feels better than losing to luck. Next week, the hard data.

December 2017 Metagame Update

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Welcome back for the December metagame update. This month saw two large-scale Grand Prix delineate an extremely diverse metagame. Perhaps it's just my own personal bias, but I believe Modern is in a great spot right now—healthy, diverse, with interactive games and relevant decisions in deckbuilding and sideboard construction. This is the "metagame to beat" as we gear up for Pro Tour Rivals of Ixalan in early February. I fully expect all the major decks in this update to make a serious bid on the biggest stage, barring something broken arising unexpectedly like Eldrazi Winter. That said, when the pros get their hands on an eternal format (especially after several years of absence), expect them to challenge assumptions, innovate, and ruthlessly weed out the lower-tier chaff. While this metagame is clearly diverse, I also think there's a clear upper tier with a better chance of success. After covering the data itself, I'll close with my thoughts on that upper tier and make a few predictions for the Pro Tour.

This month we're seeing what I believe are two distinct metagames developing on MTGO and in paper. Since the November update Tier 1 has changed only slightly, welcoming Gx Tron to its ranks as the containing decks shifted around in order. What's more interesting is how the rest of Tier 2 and Tier 3 have shaken out. Deciding where to draw the line between these was very challenging this month. At first I thought this was a function of a flat power level in the lower-tier decks that was blurring the lines between Tier 2 and 3. Upon further inspection, I think a better explanation is that the online metagame is reacting to some pretty radical differences originating from the presence of Gifts Storm.

I'll lay out that argument in more detail below. First, though, let's revisit the methods we use here at Nexus and go over the metagame data itself.

Data Collection Methods

I made one major change to data collection this month, which was to finally jettison the Day 2 component entirely. The Day 2 metagame breakdowns were initially intended to incorporate the idea of "conversion rate" in some faculty into our analysis. They accomplished this admirably until Wizards stopped reporting the Day 2 data for Grand Prix. Since that time, I've tried to operationalize conversion rate by cobbling together an index of other data points along with past Day 2 data and the breakdowns from Star City Games Opens. This process has been ad hoc, cumbersome, and seriously lacking in rigor. This month, for example, we would have been working with Day 2 data from only the SCG Roanoke Open. It really doesn't make sense to weight a single event as a separate branch of our metagame update. Moving forward this will no longer form part of our analysis, until and unless more data of this kind becomes readily available.

The paper data for December comprise 604 decklists across 79 different tournaments. The high-profile events from these data are two Grand Prix in Oklahoma City and Madrid, a Star City Games Invitational, and the SCG Roanoke Open and Classic from that same weekend. The treatment of both GP Madrid and the SCG Invitational merits further discussion as they had non-standard tournament structures.

GP Madrid was Team Unified Constructed, which means competitors on a given team could not share any cards across decklists. This incentivizes the selection of decks with little overlap across the format (Affinity, RG Valakut), and makes certain combinations of high-tier decks nigh impossible (Storm plus Grixis Shadow). It also means that one deck can perform poorly and nonetheless advance on the back of its teammates' record. That said, top finishers at GP Madrid had to slog through 14 rounds of Modern, and this event should still carry significant weight. Wizards reported all decklists with records of 12-1-1 or better—all are included in the regular paper data, but only the Top 4 teams were considered a "Major Top 8 finish."

As a split-format event, the SCG Invitational presents slightly different problems. Including Top 8 decklists would introduce Standard performance as a confounding variable. Instead, data consisted of all decks earning 19 points or more (6-1-1), which were entered as a normal paper event but didn't contribute to the Major Top 8 data.

Our MTGO data covers 379 decks from 38 events of three different types: Competitive Leagues, Modern Challenges, and PTQs.

  • Competitive Leagues - The daily 5-0 decklists published by Wizards. Remember that their current algorithm necessitates the appearance of different decks for each day, so there's a slight bias towards a more diverse metagame.
  • Modern Challenges - One for each week of the month (five in total for December). These represent the higher-tier, more competitive tournaments on MTGO, offsetting somewhat the bias of Competitive Leagues. Top 32 finishes (down to a 5-3 record) were included.
  • PTQs - There were two PTQs for the month of December, on the 11th and the 18th. Again the Top 32 is included. In November I actually treated these as Major Paper Top 8s. This month they appeared to skew the point assignments, so I went back to considering them MTGO-only data points.

The Metagame

Onto the numbers themselves. For a comprehensive explanation of how these are calculated, check out Sheridan's original description on the Top Decks page. Soon I hope to revisit some of the nitty-gritty to double-check that my updated spreadsheet ported over the old formulas correctly, and in particular that our margin of error is being calculated correctly. That will have to wait for a subsequent date, however. For now, just remember that our sample here doesn't paint an exact picture of the metagame, but an approximation. Margins of error shouldn't be huge for the top decks, but they will increase the farther down the standings we go. So make sure to take your favorite Tier 3 deck's metagame share of 0.5% (or whatever) with a grain of salt.

The complete December data is available in an easily readable form here.

Tier 1: 12/1/17 - 12/31/17

DeckOverall
Metagame %
Paper %MTGO %
Grixis Shadow5.5%4.5%7.1%
[archetype]Burn[/archetype]5.4%6.0%4.5%
[archetype]Gx Tron[/archetype]5.2%6.1%3.7%
Jeskai Tempo4.8%5.0%4.5%
[archetype]RG Valakut[/archetype]4.7%6.1%2.4%
[archetype]Eldrazi Tron[/archetype]4.6%4.6%4.5%
[archetype]Affinity[/archetype]4.5%5.1%3.4%
[archetype]Humans[/archetype]4.5%2.8%7.1%
[archetype]Gifts Storm[/archetype]4.4%2.6%7.1%
[archetype]Counters Company[/archetype]3.7%4.6%2.1%

Our Tier 1 for December consists of November's crew plus newcomer Gx Tron. In November we saw a relatively flat distribution of metagame share, with the bottom six decks in Tier 1 all hovering between 4.5% and 5.0%. Three decks—Affinity, Gifts Storm, and Jeskai Tempo—stood solidly atop this ranking, with shares ranging from 7.0% to 5.5%. In December we see Tier 1 flatten out even more, forming a pretty smooth gradient from Grixis Shadow on down. No deck is breaking 6% of metagame share, a strong sign of a diverse and healthy format.

However…this picture does start to break apart if we isolate the MTGO data. I've discussed in past articles how MTGO often represents an advanced state of the metagame due to its regularity of events and high level of competition, both of which encourage rapid iteration. Here we see three decks at the top of the MTGO metagame, each at 7.1%: Humans, Grixis Shadow, and Gifts Storm. Behind them the next highest percentage is a pretty precipitous drop to 4.5%.

I believe the key to understanding this dynamic is Gifts Storm. Storm is, to be quite simple, the most broken deck available in Modern right now—it preys on lower-tier decks like no other, presenting an extremely powerful game plan that defies interaction and wins through disruption. To defeat Storm, a mere hate piece or two usually isn't sufficient—you must also present a fast clock yourself. Try to interact too much and Storm will craft a late game where it can fight through just about anything. On the other hand, go all-in on aggression in an attempt to race and you may find yourself on the short end of the turn-three-kill stick. The decks best positioned to attack Storm present both a fast clock and significant disruption. Of these, Humans and Shadow are the most powerful options, more than capable of combating the rest of the field as well.

So I'm inclined to say Storm is warping the MTGO meta around it to some extent—as we'll see below, I believe this is effect is influencing the lower tiers as well.

Tier 1 Changes: December 2017

Deck% Change November to DecemberOverall
Meta % 12/1 - 12/31
Overall Meta % 11/1 - 11/30
Grixis Shadow+0.8%5.5%4.7%
[archetype]Burn[/archetype]+0.5%5.4%4.9%
[archetype]Gx Tron[/archetype]+1.9%5.2%3.3%
Jeskai Tempo-0.7%4.8%5.5%
[archetype]RG Valakut[/archetype]+0.2%4.7%4.5%
[archetype]Eldrazi Tron[/archetype]-0.2%4.6%4.8%
[archetype]Affinity[/archetype]-2.5%4.5%7.0%
[archetype]Humans[/archetype]-0.4%4.5%4.9%
[archetype]Gifts Storm[/archetype]-1.3%4.4%5.7%
[archetype]Counters Company[/archetype]-1.2%3.7%4.5%

Looking to the changes since November, we see a little shuffling around of relative rankings but most decks staying more or less put. The big stories here are Affinity and Gx Tron.

Affinity is following a pretty clear pattern of online players moving away from the archetype as the paper population lags behind (but still follows suit). Its November paper and MTGO shares were 7.5% and 4.8% respectively, so this decline was already in progress then. In December Affinity's paper share of 5.1% has mostly caught up to the November MTGO numbers. Meanwhile, online players expressed even more skepticism in the archetype as the MTGO share fell an additional 1.4%. It's fair to say this isn't the best time for the robots, but don't write them off entirely. A deck as brutally efficient as Affinity never truly dies, and if Mox Opal, Arcbound Ravager, & Co. don't put any pilots into the Top 8 of PT Rivals I'll be surprised.

While Affinity was going down, Gx Tron was coming up. Strangely enough, the MTGO and paper share of this archetype seem to have swapped places since November. Last month it was 2.3% in paper, 6.4% on MTGO. In December it was 6.1% and 3.7% respectively. Note that this switch is more than enough to push it up a tier, as the paper n is higher (and thus carries more weight).

So what gives? Honestly, I'm at a bit of a loss on this one. Tron was notably one of the breakout decks at GP Oklahoma City, but people were picking it up for all kinds of other tournaments too. At the same time the online players were abandoning it. Weird. If you have some inkling of why this would be the case, I'd love to hear about it in the comments.

Tier 2: 12/1/17 - 12/31/17

DeckOverall
Metagame %
Paper %MTGO %
Abzan2.7%3.0%2.4%
Jund2.6%3.1%1.8%
UW Control2.4%3.1%1.3%
Dredge2.3%1.0%4.5%
[archetype slug="5-color shadow"]Traverse Shadow[/archetype]2.2%1.5%3.4%
Eldrazi and Taxes2.1%2.3%1.8%
UR Breach1.8%1.3%2.6%
Mardu Tokens1.6%0.8%2.9%
RG Ponza1.6%1.3%2.1%
Lantern Control1.5%1.3%1.8%
Bogles1.5%1.2%2.1%
Ad Nauseam1.4%1.2%1.8%
Death and Taxes1.4%2.0%0.5%
Elves1.3%2.0%0.3%

As I alluded to earlier, there was a high degree of variance in the Tier 2 and Tier 3 archetypes that made drawing the line between them tough. This was due to a significant gulf between the MTGO and Paper metagames taken separately, indicating that each is responding to different strategic incentives. To understand what this means for our tiers this month, it will serve to examine some of the more technical details behind tiering calculations.

The metagame spreadsheet uses a point system to assign each archetype a total rank according to various criteria. These essentially break into three categories: MTGO Tier, Paper Tier, and Major Top 8 finishes. The Major Top 8 finishes are easiest to understand—archetypes earn 2 points for each Top 8, 1 point for each Top 16. This only applies for events we've labeled as "major" (for this month, both Grand Prixs and the SCG Classic/Open pairing from Roanoke).

Tiers for MTGO and Paper metagames are calculated using the standard deviation of archetype percentage. That is to say, we calculate a baseline percentage (derived from the mean) of all archetypes in the data, then measure how far above that baseline a given deck varies. Tier 3 means just above the baseline, Tier 2 means one standard deviation above, and Tier 1 means two standard deviations above. Note this is done independently for both the paper and MTGO data—from there tiered decks are assigned points depending on where they landed in both metagames, which is added to the Major Top 8 points for a final score.

Finally, this same calculation is done for the entire data set combined. That's what yields the final percentages of our metagame picture, but the format-wide tierings are calculated using the point score instead. That means they won't always correlate exactly. Most months there are several decks with point scores indicating a given tier that doesn't mesh with its total percentage. These are usually the result of a rogue deck top-eighting a major event (which, remember, will earn it 2 points regardless of total metagame percentage). For these decks I manually adjust their tier up or down before publishing the final results to better reflect the percentages.

What's weird this month is we had tons of decks like this in Tier 2 and Tier 3. It was enough that figuring out where to draw the line was difficult, and somewhat arbitrary. What this means is that the differences between the Paper, MTGO, and Major Top 8 metagames were significantly higher than normal. We already saw above how Tier 1 decks on MTGO are presenting a more polarized format than their paper counterparts. In the lower tiers it's much harder to discern a clear pattern, but a lot of archetypes are still posting huge differences between the two formats. You can see this discrepancy clearest in Dredge, Traverse Shadow, Mardu Tokens, Death & Taxes, and Elves—in addition to yet more decks in Tier 3.

So, what I think we're seeing is essentially two different Modern metagames, where the constraints placed on decks in each is markedly different. If I'm right that Storm is warping the online meta, that could easily create cascading effects down to other archetypes in the lower tiers. Whatever the cause, it's clear that players on MTGO are navigating a very different environment—more so than usual—than what you may be seeing at your local paper events.

Per Archetype Notes

  • Dredge. This deck presents the biggest gap between its paper and MTGO shares at a whopping 3.5%. November painted a similar picture for the archetype, and I recall seeing this pattern during its pre-ban heyday as well. Is it possible people are just avoiding this deck as an "unfun" option in less competitive environments? My guess is simply that players are underrating its power level, as I think that has generally been the case, but it is likely being influenced by the differences in the online meta as well.
  • Traverse Shadow. Reid Duke has been recording games with all kinds of BGx over at Channel Fireball, including all the Shadow variants. He makes a strong case for the idea that Traverse the Ulvenwald builds are fundamentally the same deck, and I'm inclined to adopt his terminology. The majority of these builds are the typical 5-Color Shadow deck with Stubborn Denial in the main and Lingering Souls in the sideboard, but the December data also includes 4-Color builds and one Jund deck.
  • Bogles. To my knowledge Bogles has never been as high as Tier 2 in our metagame standings. It jumped up about half a percent from its November shares, mostly from paper players taking a cue from online players and picking up the deck.
  • Mardu Tokens. Here we have another deck starting to bleed from online to paper, jumping up a tier in the process. Bedlam Reveler packs a serious punch as one of the best delve spells still legal in the format. That said, I'm not sure I'm in love with this deck's overall power level, and I question if it's just a worse version of black midrange standbys Abzan and Jund.

Tier 3: 12/1/17 - 12/31/17

DeckOverall
Metagame %
Paper %MTGO %
As Foretold Living End1.2%0.2%2.9%
[archetype]Merfolk[/archetype]1.2%1.8%0.3%
8Rack1.2%2.0%0.0%
Hollow One1.2%1.2%1.3%
Living End1.1%1.8%0.0%
Griselbrand1.0%0.2%2.4%
Jeskai Control1.0%1.2%0.8%
Gx Eldrazi1.0%1.3%0.5%
GW Company0.8%0.8%0.8%
Mono U Tron0.8%0.3%1.6%
[archetype]Infect[/archetype]0.8%0.7%1.1%
Amulet Titan0.7%0.5%1.1%
UR Kiki0.7%0.5%1.1%
Goblins0.6%0.5%0.8%
Knightfall0.6%0.8%0.3%
UW Midrange0.6%0.8%0.3%
RW Prison0.5%0.8%0.0%
Grixis Control0.5%0.5%0.5%

Here in Tier 3 we see more archetypes with large differences in online/paper shares, with a good number posting practically 0% or close to it in one of the two metagames. Yeesh. Your MTGO-only Tier 3 consists of As Foretold Living End, Griselbrand, and Mono U Tron, while the paper-only contenders are Merfolk, 8Rack, and traditional Living End. Note that Elves above in Tier 2 follows a similar pattern, and easily could have been lumped in with Tier 3.

Remember that Tier 3 tends to go through a ton of churn each month, and December was no different. Being aware of these decks for your competitive ventures is advisable—worrying about them is not. I don't expect these decks to put up Pro Tour Top 8s, unless one of the major teams manages to break one of the newer decks like As Foretold or BG Eldrazi.

Per Archetype Notes

  • As Foretold. Over the past month this deck has been all the rage in the hands of a number of streamers (including our own Ryland). It's always exciting when a brand-new archetype gets enabled by some unique printing like As Foretold, and this deck appears to have real legs. Resolving Ancestral Recall for zero mana ain't no joke, folks. Neither is running Living End without constraints on your ability to play interactive spells like Remand or Serum Visions. I don't think we've seen the last of this archetype.
  • Merfolk. First Merfolk went green, then they went back. There were scant UG Merfolk decks in December's data, for whatever reason. I expect that to be short-lived, however, as the new two-mana lord from Rivals of Ixalan is likely to cement the tribe's forest affiliations for the foreseeable future.
  • Hollow One. As I predicted last month, the wonky red-based discard deck has fallen from its brief time in the sun in Tier 2 territory. Builds of this deck are nowhere near ironed out, so there may still be a potent strategy here waiting to be tuned.
  • Gx Eldrazi. This category includes the old Bant Eldrazi decks, which still show up semi-regularly if in much lower numbers than their younger brother Eldrazi Tron. It also includes a number of different-colored builds (Temur, RG, and BG), which are built around the same shell of Ancient Stirrings, Birds of Paradise/Noble Hierarch, and Eldrazi Temple. Rob wrote about some known pros that have been experimenting with the shell. Could one of these updated versions with new splash colors be a breakout deck at the PT?

Pro Tour Predictions

In the introduction I stated that a higher competitive echelon of decks in Modern can be discerned. What I'm referring to with this phrase is the trio of decks posting the highest precentage on MTGO: Grixis Shadow, Humans, and Storm. As we've seen, however, this more dominant performance on MTGO isn't translating to the paper metagame. I think there are two reasons for this.

First, my hypothesis is that Storm is being played in significantly lower numbers in paper. This is the classic example of a deck that grinders and pros gravitate towards while the population at large eschews. From my own anecdotal experience speaking to local players about the archetype, I believe that much of the population at large is underestimating its power. Skill level is a real impediment too. Storm is extremely challenging to pilot well and mistakes can be very costly, especially in post-board games. If you're playing Gifts Storm at, say, 75%, there's a good chance the hate pieces will take you down after sideboarding. The feel-bads of getting Rest in Peaced into oblivion may well lead you to conclude that hate is too prevalent to play Storm right now. Meanwhile, the MTGO players, many of whom will have many more games under their belt and a more competitive environment in general to fight through, are proving that contention mistaken.

The second reason for the divergence, I believe, lies in the less predictable nature of paper metagames. Modern is famously the play-what-you-know format. While this is certainly true across the board (and quite noticeable when compared to the often-stagnant Standard), the phenomenon often appears more marked in paper. The MTGO hive mind solves formats fast, switches decks rapidly, and puts enormous pressure on Tier 2 and Tier 3 decks to put up or get out. Against linear decks like Storm, Affinity, Burn, etc., this less diverse metagame might not have a huge effect—but the same isn't true against the likes of Humans and Shadow. Those two decks aim to interact, and if they're extremely well geared to take down Storm, they can fail against some of the more fringe strategies. In a certain sense Humans and Shadow are metagame decks, preying on the abundance of Storm in the online meta but losing some of their luster when their preferred target becomes less common.

That said, it would be easy to overstate this effect. Remember our highest share on the MTGO standings is 7.1%—that's several percentage points below Infect, Dredge, and Jund at their respective heights last year. Even the MTGO metagame is uncharacteristically diverse for Modern right now. That bodes well for the format's health and its return to the Pro Tour stage in February.

Given what I've seen in the December data, here are my predictions for Bilbao:

  • The field at large will be highly diverse. Even accounting for a slightly more homogeneous MTGO metagame, the Modern format is just very diverse right now. I expect this to be carried over to the Pro Tour. It might seem like the higher skill level at the PT would lead to a more solved metagame, but I don't think that will be the case. Skill is only one factor behind the "solved" MTGO metagame—Pro Tour competitors will be faced with a much less transparent field that will be very hard to metagame against. The split-format nature of Pro Tours further compounds this: any player whose specialty is Limited may indeed select a constructed deck that fits their play style over one they believe is better positioned. Given this uncertainty, I expect most competitors to follow the age-old format adage: play what you know.
  • The Top 8 will reflect this diversity. I expect this diversity to translate to the Top 8 as well, with six or seven different archetypes and no more than two of the same type. Every deck from Tier 1 is a serious candidate for a Top 8 berth, and I believe most slots will be occupied by these decks. But I expect to see a few lower-tier decks make a showing as well. My picks for the most powerful Tier 2 options are Dredge, Lantern Control, UR Breach, and UW Control.
  • Storm, Shadow and Lantern Control will be played in higher numbers. These three decks are difficult to pilot, and easy to write off if your experience facing them is against weaker opponents. Expect the pros not to shy away from the challenge. I've already gone on record with my belief that Gifts Storm is the most powerful archetype in the abstract, and the deck best suited to taking down the format at large. I'm slightly less confident in Shadow's lasting power, but I still think we'll see a high number of pros adopt it for Bilbao (note I'm including the Traverse variants here). As for Lantern Control, this is another deck pros sing the praises of while most players yawn and look away. The newest addition to the deck, Whir of Invention, has done wonders for its consistency. Remember, this was one of the best performing decks at GP Oklahoma City until it ran afoul of the Gx Tron decks at the top tables. If that archetype is played in lower numbers, it could be Lantern's time to shine.
  • Humans will underperform. If Shadow and Lantern are being underrated, I think Humans is a little too hyped right now. It's good against Storm, no doubt, and it can pack a wallop in other matchups too. I just think it's lacking the abstract power to fight through its bad matchups. At the end of the day, Modern is a format that rewards linearity and explosiveness. Humans can't really boast either of those things, and its interaction plan is conspicuously lacking in the best disruption piece Modern has to offer, Thoughtseize. For those looking to position themselves against Storm with an interactive counterstrategy, I believe Shadow will prove the superior option that sacrifices the least in other matchups.

So, that's what I think we'll see at Pro Tour Rivals of Ixalan. I myself will be in attendance trying to compete for the glory as well, so wish me luck!

What are your thoughts on the December metagame? Did I get it right in my analysis of the differing MTGO and paper metagames? Or is something other than Storm to blame for the gap? Will this be a highly diverse Pro Tour that validates Wizards's choice to bring the format back to the big stage, or will the pros break it open? Let me know in the comments, and thanks for reading.

Modern Top 5: Fair Plan B’s

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Modern used to come under fire in its early days for how focused its decks were. The format's many linear decks gave onlookers and format dabblers the impression that Modern was but a mess of such decks "passing in the night," like "two ships." But focus isn't everything, and dilution has its merits. As perception of the format has shifted to become more positive, so to have players discovered savvier tech choices with which to give their decks multiple angles of attack.

Today's Modern Top 5 articles goes over what I consider the best options for players looking to add a new dimension of fair play to their decks, linear or otherwise.

The Elephant Not in the Room

Some weeks ago, I penned a piece on Tarmogoyf's fall from grace. Also in the aforementioned period of anti-Modern sentiment, Fatal Push was but a seed in some malicious designer's head, and not a format-defining staple. Tarmogoyf was therefore splashed into plenty of strategies as a fair Plan B, or additional angle of attack. For instance, decks looking to combat Infect with damage-based removal and sweepers could do little in the face of a Tarmogoyf, making the card a sweet pick for the Infect sideboard.

With Push keeping Goyf under control for the last year, swaths of other sideboard fair plans have emerged as real, ingenious contenders. The plans in this article exist as one-card options for decks looking to attack opponents from an angle they might not have prepared for between games, and one that has little if anything to do with their primary gameplan.

To keep things cohesive, we'll focus only on fair plans, leaving stuff like Madcap Experiment/Platinum Emperion for another day. Interestingly enough, many of the following "fair plans" end up being employed by unfair decks, since sideboarding to beat a linear combo strategy can leave players at the mercy of good ol' beatdown.

On Pick Order

Unlike the other entries in my Modern Top 5 series, this one doesn't provide metrics on which to judge each featured card. As such, the pick order is a bit up in the air. The cards are sorted subjectively, on gut reaction, and their order here is by no means set in stone.

With that out of the way, let's get started!

#5: Young Pyromancer

Young Pyromancer may well be one of Modern's most divisive creatures. The UR fanboys who play him, love him; other Delver aficionados have consistently decried the card as "garbage." Outside of some brief experiments with Day's Undoing and Dark Confidant, I've never been too keen on the Shaman myself. Pyromancer always seemed far better suited to older, stronger formats like Legacy and Vintage, where its drawback of dying to Lightning Bolt at a parity loss is greatly mitigated: cheap, unconditional removal is less plentiful in those formats, since the ubiquitous combo decks ignore it, and the combination of fast mana and free spells enable faster, stickier 2/1s.

But that was then. One might think the printing of Fatal Push would have nudged Pyromancer even deeper into the shadows. In fact, the ensuing metagame shifts have led players to discover an ideal role for red's supposed fabled two-drop: a post-board fair plan.

UR Breach, by Spottenger (5-8th, MTGO PPTQ)

Creatures

4 Emrakul, the Aeons Torn
2 Snapcaster Mage
1 Vendilion Clique

Planeswalkers

1 Jace, Architect of Thought

Instants

4 Lightning Bolt
4 Opt
4 Remand
4 Through the Breach
3 Cryptic Command
2 Electrolyze
1 Izzet Charm

Sorceries

3 Serum Visions

Enchantments

2 Blood Moon
2 Spreading Seas

Lands

2 Desolate Lighthouse
4 Polluted Delta
4 Scalding Tarn
7 Snow-Covered Island
1 Snow-Covered Mountain
2 Steam Vents
3 Sulfur Falls

Sideboard

1 Abrade
2 Anger of the Gods
1 By Force
1 Ceremonious Rejection
1 Disdainful Stroke
3 Dispel
3 Engineered Explosives
1 Keranos, God of Storms
2 Young Pyromancer

This UR Breach deck looks to cheese wins with Blood Moon and Through the Breach, cards opponents are unlikely to have answers for before siding. Young Pyromancer allows it to transition into a fair deck, playing a reactive tempo game with Snapcaster Mage and Lightning Bolt. Opponents are likely to drop some removal against this combo deck, but all the Dispels and Surgical Extractions in the world won't beat an army of Elementals.

Cantrip-heavy decks are great at mixing things up for games two and three, since their very core helps pilots find the right cards at the right time. They also naturally align with Pyromancer. It's no wonder we've seen the same plan in Grixis Shadow sideboards and even out of Jeskai Tempo.

All that said, there's a reason Pyromancer's never seen in the Storm sideboard. Opponents are in fact very likely to bring in damage-based sweepers for this matchup thanks to Empty the Warrens, and Pyromancer's vulnerable to the same kind of hate.

#4: Thragtusk

This Standard-defining fatty's first big Modern break came with a 2015 SCG Open finish by Gerard Fabiano, who took down the tournament with a head-turning Sultai Rock deck. Next, the card was played by Amulet Bloom until that deck's inevitable banning. Since then, surely to Gerard's chagrin, Thragtusk's unfair legacy has continued; the card is featured primarily in big mana strategies as a way to brute-force through disruption à la Eldrazi Tron, as in Rodrigo Togores's winning list from GP Madrid last month.

RG Valakut, by Rodrigo Togores (1st, GP Madrid 2017)

Creatures

4 Sakura-Tribe Elder
4 Primeval Titan
1 Obstinate Baloth
1 Wood Elves

Sorceries

4 Scapeshift
4 Farseek
4 Search for Tomorrow
2 Anger of the Gods
1 Sweltering Suns

Instants

4 Lightning Bolt
2 Summoner's Pact

Enchantments

2 Prismatic Omen

Lands

4 Valakut, the Molten Pinnacle
3 Cinder Glade
4 Wooded Foothills
4 Misty Rainforest
2 Forest
6 Mountain
4 Stomping Ground
60 Cards

Sideboard

1 Anger of the Gods
1 Obstinate Baloth
1 Ancient Grudge
1 Nature's Claim
1 Beast Within
1 Reclamation Sage
2 Mwonvuli Acid Moss
3 Relic of Progenitus
2 Leyline of Sanctity
2 Thragtusk

Besides Valakut, Gx Tron is Thragtusk's main employer. Tusk doesn't just check the value and body boxes, it gains life, giving it added utility in aggressive matchups—in other words, the matchups big mana decks play catch-up against once they've got their mana online.

Few and far between are the fair decks that can shell out five mana for a fatty, especially since enormous creatures come at unthinkably low CMCs these days. But anyone with a midgame predisposition and in search of a fair plan has Thragtusk as a juicy option.

#3: Tireless Tracker

Tireless Tracker attacks opponents on one of the game's most fundamental levels: card advantage. Bolt's gentle decline in popularity aids the Scout further, and Tracker slots right into most green decks running fetchlands as a result. Tracker into fetch and crack, even assuming the creature trades with a kill spell the following turn, nets two cards. And unchecked, there's no telling how much havoc Tracker can cause—it even grows in size!

The creature's also generic enough that it doesn't have to be played in a fetch-heavy deck to excel at its job.

Humans, by Collins Mullen (1st, SCG Cincinnati 2017)

Creatures

4 Champion of the Parish
4 Kitesail Freebooter
4 Mantis Rider
3 Mayor of Avabruck
4 Meddling Mage
4 Noble Hierarch
3 Reflector Mage
4 Thalia's Lieutenant
4 Thalia, Guardian of Thraben
2 Thalia, Heretic Cathar

Artifacts

4 Aether Vial

Lands

4 Ancient Ziggurat
4 Cavern of Souls
1 Hallowed Fountain
2 Horizon Canopy
1 Temple Garden
4 Unclaimed Territory
3 Windswept Heath

Sideboard

2 Ethersworn Canonist
2 Fiend Hunter
2 Izzet Staticaster
1 Mirran Crusader
1 Reflector Mage
2 Tireless Tracker
2 Vithian Renegades
2 Xathrid Necromancer
1 Anafenza, the Foremost

Humans runs only three fetchlands, but still makes room for a pair of Trackers to combat the removal-heavy midrange decks bound to hassle a synergy-based aggro strategy. The card has also become a mainstay in RG ValakutCounters Company, and even off-the-wall stuff like Amulet Titan.

#2: Death's Shadow

As a plan, Death's Shadow isn't the easiest to fit into a given deck. It's not that the cards themselves are bad, but that the package takes up a whopping 12 slots (4 Shadow, 4 Street Wraith, 4 Thoughtseize), which many decks cannot afford. That said, Thoughtseize is one of Modern's most powerful disruptive spells, so including Wraith is the real "cost" of splashing Shadow.

Shadow still ranks so high on our list because it's simply so much better than other fair plans in Modern. I've come around by now on the idea that a good deal of the format's midrange decks improve with Shadow in the mix—the marginal benefit of added robustness rarely makes up for the huge boosts in proactivity and reversibility Shadow affords, which explains why we've seen Shadowless BGx decks take such a representation dive since the Avatar was discovered.

I agree with the sentiment that Shadow's underplayed in Modern for how powerful it is, and would take the notion a step further and suggest it's even underplayed as a Plan B. Black midrange or attrition decks struggling against aggressive strategies might do well to forget about Street Wraith and play Shadow in the sideboard for some help there, so long as they're otherwise proactive enough to take on linear combo decks. What deck checks all those boxes?

8 Rack, by Tom Ross (4th, SCG Louisville 2017)

Planeswalkers

4 Liliana of the Veil

Artifacts

4 The Rack

Enchantments

4 Shrieking Affliction

Instants

1 Dismember
3 Fatal Push
2 Funeral Charm

Sorceries

4 Inquisition of Kozilek
4 Raven's Crime
4 Smallpox
3 Thoughtseize
3 Wrench Mind

Lands

4 Mutavault
4 Urborg, Tomb of Yawgmoth
1 Marsh Flats
15 Swamp

Sideboard

1 Asylum Visitor
2 Death's Shadow
4 Leyline of the Void
1 Fatal Push
1 Shadow of Doubt
2 Bontu's Last Reckoning
4 Delirium Skeins

Honestly, I'm more interested in splashing Shadow into decks with an established gameplan as an alternate Plan A, as I did last week in Mardu Shadow (a spin on Mardu Reveler). But I'm sure the card's full potential remains untapped at this point. Let's not forget about Hiroaki Taniguchi teching a Shadow in his GP Kobe Counters Company sideboard—that's the kind of innovation I'm excited to see Shadow make possible this year.

#1: Lingering Souls

I doubt this pick surprises too many readers. Souls is ridiculous against spot removal, making it an obvious consideration for decks in black and white that are otherwise soft to spot removal. Or to counterspells. Or to fliers. Or to decks that don't beat fliers. It turns out a few decks fall into these categories, including Esper Goryo's and certain builds of Jeskai Control. But Delirium Shadow best embodies the Souls-Plan-B ethos.

All that deck runs to accommodate Souls is a Godless Shrine in the sideboard. At last weekend's Open, Dylan Donegan wondered why Grixis Shadow couldn't do the same.

Grixis Shadow, by Dylan Donegan (4th, SCG Columbus 2018)

Creatures

4 Snapcaster Mage
4 Death's Shadow
3 Gurmag Angler
1 Tasigur, the Golden Fang
4 Street Wraith

Instants

4 Fatal Push
4 Thought Scour
3 Stubborn Denial
2 Temur Battle Rage
2 Dismember
1 Kolaghan's Command

Sorceries

4 Serum Visions
4 Thoughtseize
2 Inquisition of Kozilek

Lands

1 Island
1 Swamp
1 Blood Crypt
4 Bloodstained Mire
4 Polluted Delta
3 Scalding Tarn
1 Steam Vents
1 Verdant Catacombs
2 Watery Grave

Sideboard

1 Izzet Staticaster
2 Ceremonious Rejection
2 Disdainful Stroke
1 Kolaghan's Command
1 Rakdos Charm
1 Stubborn Denial
1 Collective Brutality
1 Pyroclasm
1 Radiant Flames
3 Lingering Souls
1 Godless Shrine

I wonder if this development will inspire non-Shadow decks to start running Souls in their sideboards, even if they're off by a color. Perhaps that single off-color shock isn't such a steep price to pay if it means unhindered access to Modern's best token generator.

The Start of Something New

Plan B's are an important part of Magic, and a crucial component of Modern. It only makes sense that the most dynamic constructed format would have so much divergence and diversity among tech options, even within single archetypes. What's your favorite angle to attack from? Have I missed any reliable fair plans? Let me know in the comments.

Bloodbraid Month, Pt. 2: Finding the Deck

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I am always amazed at how often people make relatively simple tasks hard for themselves. There just seems to be something in all of us that gets suspicious whenever anything is unexpectedly easy. We are ready for conflict. We prepare for projects, lessons, and assignments to be hard. When they're not, we don't know what to do. I have colleagues and students that simply will not believe that something they think is hard is actually easy. And then set out to make it as hard as they think it should be.

I am not immune to this paradox. I knew I was going to test Bloodbraid Elf in a midrange Jund shell. There wasn't any doubt. It's in my own rules to test the deck that got the card banned. I've even written about the effect Bloodbraid had in older lists. It was gong to happen. However, I still tried to avoid it.

The problem was that midrange Jund just doesn't put up results anymore. It was barely 2% of the metagame last year. Initially, the drop off was due to Jund Death's Shadow, but over the year both decks were replaced by Grixis Death's Shadow. It has proven itself the better Thoughtseize deck, and other Thoughtseize decks struggle to compete. This drop off made me curious if there was another option. I knew it wouldn't pan out, but I pressed ahead. This article documents my failure.

Prelude

I know a lot of current and former Jund players. One is on my testing team; specifically, the guy from my original proof-of-point test. When I first asked the team who was in for testing Bloodbraid Elf, he asked what version I was testing it in, midrange or Death's Shadow. I told him to recheck his inbox because I had already asked him that same question—since neither Jund deck had been doing well in 2017, I really didn't know which deck I should use. My gut said midrange, but it seemed like the Shadow variant was also viable. He was less certain about Shadow, but agreed that Death's Shadow itself made sense alongside Bloodbraid. He gave me some pointers on how to build the midrange version, but couldn't actually participate in testing. So it was up to me to see if there was anything to our intuition that Elf and Avatar could coexist.

Classic Bloodbraid Jund

Bloodbraid Elf has always been a midrange card. I remember that it saw some play in aggro decks when it first came out, but not for long. Cascade finds a random card off the top of your deck. There's never been an opportunity to set your top up for the Elf in any non-Legacy format, which has meant that every card needs to be a good hit. You don't want to waste your cascade on filler or support cards. The greater the individual cards' power, the greater the benefit of the cascade.

Of course, simply playing high impact cards isn't possible in Modern. Jund needs cheap interaction to survive. You just want to bias your interaction, particularly removal, towards being as universally useful as possible. Consider this list from the height of Jund's reign:

Jund, by Jeremy Dezani (1st, GP Lyon 2012)

Creatures

4 Deathrite Shaman
4 Dark Confidant
4 Tarmogoyf
4 Bloodbraid Elf

Planeswalkers

4 Liliana of the Veil

Sorceries

3 Inquisiton of Kozielk
3 Thoughtseize
2 Blightning
1 Maelstrom Pulse

Instants

4 Lightning Bolt
2 Abrupt Decay
1 Terminate

Lands

4 Blackcleave Cliffs
4 Verdant Catacombs
4 Treetop Village
2 Misty Rainforest
2 Marsh Flats
2 Overgrown Tomb
2 Swamp
1 Twilight Mire
1 Stomping Ground
1 Blood Crypt
1 Forest

Sideboard

2 Batterskull
2 Ancient Grudge
2 Rakdos Charm
2 Obstinate Baloth
2 Creeping Corrosion
1 Thoughtseize
1 Spellskite
1 Flame Slash
1 Melira, Sylvok Outcast
1 Darkblast

I have no idea why Jeremy was playing Treetop Village. Other Jund lists of this era ran Raging Ravine, so assuming it's not a reporting error, I guess he couldn't find Ravines for the GP. It worked, and he won the GP, but it's still strange. Other than that oddity, the deck is functionally identical to Yuuya Wantanabe's list from the Players Championship. Besides Jund's requisite discard spells, every card hits hard with cascade. That's why the removal suite is biased towards versatility with Abrupt Decay and Maelstrom Pulse, with only one Terminate. When designing my test deck, I kept this lesson firmly in mind.

Death's Shadow Jund

Death's Shadow Jund (hereafter referred to as DSJ) is the midrange Shadow deck that started it all. Ever since Grand Prix Vancouver last February, Death's Shadow has defined Modern. While the trend started with DSJ, the deck has been increasingly overshadowed by Grixis Death's Shadow (GDS), to the point it doesn't even place in our tierings. Enough has been written about why this happened that I won't elaborate beyond saying that Grixis has proved more powerful. However, DSJ continues to put up results and is a very potent deck.

Jund Death's Shadow, by DJ Deficcio (SCG Modern IQ 2nd Place)

Creatures

4 Street Wraith
4 Tarmogoyf
4 Death's Shadow

Planeswalkers

3 Liliana of the Veil

Instants

3 Fatal Push
2 Stubborn Denial
2 Abrupt Decay
2 Temur Battle Rage
2 Terminate

Sorceries

4 Inquisition of Kozielk
4 Thoughtseize
4 Traverse the Ulvenwald

Artifacts

4 Mishra's Bauble

Lands

4 Bloodstained Mire
4 Verdant Catacombs
3 Marsh Flats
2 Overgrown Tomb
1 Blood Crypt
1 Stomping Ground
1 Watery Grave
1 Swamp
1 Polluted Delta

Sideboard

3 Lingering Souls
2 Stubborn Denial
2 Ancient Grudge
2 Disdainful Stroke
2 Kozilek's Return
1 Ranger of Eos
1 Liliana, the Last Hope
1 Izzet Staticaster
1 Godless Shrine

Grixis Shadow tends to play like a weird midrange deck. Most of what you're actually doing is midrange, but at aggro-combo speeds. DSJ is decidedly aggro-combo, using its discard more defensively so it can drop enormous threats with impunity and then rapidly killing the opponent. Grinding is an afterthought relative to Grixis, and is mostly done out of the sideboard. Adding Bloodbraid to the deck will necessarily slow it down and make it more grindy, but given that the pure speed plan isn't really working right now, I reasoned that it was a worthwhile change and decided to start with just repurposing existing lists.

First Try

My first attempt simply forced Bloodbraid into a Shadow list. Everyone I asked for advice was really skeptical; it's an 18-land deck, and I'm trying to play a four-of four drop. The thought defies logic. However, I'm persistent and persuasive enough to extract necessary information and was told that Abrupt Decay and Temur Battle Rage are the weakest inclusions. They are frequently necessary, but they're not standouts or even that amazing. I started here:

Bloodbraid Shadow 1.0, test deck

Creatures

4 Tarmogoyf
4 Death's Shadow
4 Street Wraith
4 Bloodbraid Elf

Planeswalkers

3 Liliana of the Veil

Instants

3 Fatal Push
2 Stubborn Denial
2 Terminate

Sorceries

4 Inquisition of Kozielk
4 Thoughtseize
4 Traverse the Ulvenwald

Artifacts

4 Mishra's Bauble

Lands

4 Bloodstained Mire
4 Verdant Catacombs
3 Marsh Flats
2 Overgrown Tomb
1 Blood Crypt
1 Stomping Ground
1 Watery Grave
1 Swamp
1 Polluted Delta

I wanted to preserve as much of DSJ's identity as possible. That meant keeping the Traverse package, low land count, and all the discard. I made the deck and had my doubts about its viability, but saw it as a prototype list. I'd do some exploratory testing and make changes as I went.

What I found was a dead end. I won games, but it didn't feel like a cohesive deck. It's the kind of deck that startles your FNM but never goes further than that. Since I was committed to using actual good decks whenever possible, I had to scrap this version.

The Problem

DSJ plays a suprisingly high number of bad cards. Yes, the whole is much greater than the sum of its parts, but many of those parts are underpowered and/or awful cascade hits. Cascading for value requires all the parts to be as good as possible. I don't really need to explain that Stubborn Denial is as bad as it gets. There's a reason Bloodbraid was never paired with blue cards back in the day. Many cards here are far more situational and narrow than typical Jund cards, which really limits the power of cascade.

Consider Mishra's Bauble. It's played because it cantrips and fuels delirium for no mana. Between the importance of Traverse and the low land count, this is a fine card. However, it's a strikingly poor cascade hit on turn four. Hitting Traverse is also quite bad. Being able to search up Bloodbraid is great, but you want your cascade card to impact the board immediately.

Surprisingly, actually casting Bloodbraid was rarely an issue. While the deck is meant to only run on two or three lands, it's relatively easy to get to four. You have eight cantrips and Traverse if needed, so you can get to four if you want to. It's just that the deck didn't want to. I felt like I was pushing against the deck's tendencies by playing Bloodbraid. I tried a few different configurations, including taking out blue and putting back in Battle Rage, to alleviate these problems, but it never felt good enough. It was proving too hard to reliably have delirium and strong cascade hits. While balance could be reached, it was much worse than choosing one or the other. So I tried something new.

Appropriating Grixis Shadow

Rather than try to fit a four drop into an 18 land deck, I decided to try and hybridize midrange and DSJ. I was still convinced that Shadow and Bloodbraid wanted to be in the same deck. Of course, how was an open question. Death's Shadow requires plenty of ways to control your life total while midrange Jund just wants to out value your opponent. This tension is actually present in GDS and it works there, so I figured that if I just used that as a guide, I could make a functional Bloodbraid Shadow list.

Bloodbraid Shadow 2.0, test deck

Creatures

4 Death's Shadow
4 Tarmogoyf
4 Steet Wraith
4 Bloodbraid Elf

Planeswalkers

3 Liliana of the Veil

Instants

4 Lightning Bolt
3 Fatal Push
3 Kolaghan's Command

Sorceries

4 Thoughtseize
2 Inquisition of Kozilek
2 Maelstrom Pulse

Lands

4 Verdant Catacombs
4 Bloodstained Mire
3 Wooded Foothills
4 Raging Ravine
2 Overgrown Tomb
2 Blood Crypt
2 Stomping Ground
1 Swamp
1 Forest

I opted not to go up to 12 fetches like Grixis, because Raging Ravine is great in Jund. Also, where the other Shadow decks have cantrips, I had cascade hits. Between that decision and playing Bloodbraid, I had to play more lands than any other version, but Ravine is kind of a spell so it balances out. Not having all of the fetches wasn't much of a problem; I didn't have trouble getting under 13 life in my testing. I had the best black threat, the Jund removal package, and the best modular spell, as well as Bloodbraid Elf to glue it all together. It seemed like a perfect plan.

The Problem

Unfortunately, the pieces just didn't fit together. The gears were trying to mesh but were grinding too harshly to be viable. Part of the problem was the lack of grease. Cantripping is integral to the other versions, which is why they flow so well. This version had only Street Wraith, and it underwhelmed. Grixis and DSJ use Wraith as delirium and delve fuel. I was just using it to make Shadow work. It really wasn't doing enough for the deck.

Jund has traditionally gotten around its lack of cantrips with repeatable card draw (specifically Dark Confidant) and pure card quality. Its raw power made up for any other problems. While I was certainly playing powerful cards in this version, it wasn't quite enough. Shadow requires support. It's not like typical Jund creatures, where you can just slam it down and have it be good; you have to set it up. The hoops I had to jump though to support Shadow with this build got in the way of the Jund plan.

Still, I think the problem is just in execution, not conception. Jund has the tools so that you don't normally have to worry about cascading into an unplayable Death's Shadow, and the problems I mentioned may be fixable with time and testing. I am convinced that the list I was searching for exists and that Bloodbraid and Shadow can do scary things together. It just won't be found by me.

Settling for Midrange

I wasn't ready to give up on Bloodbraid Shadow, but I had to move on. I'd used up all the exploratory time I'd allocated myself and didn't have a working deck. I really needed to get moving on testing if I was to get it all done before February. Therefore, I had to do what I was always planning on doing anyway and just fit Bloodbraid into an existing midrange shell. I'm not particularly happy about it, because I believe that should Bloodbraid actually be unbanned it will be played alongside Death's Shadow, and I really wanted to test that deck. It just wasn't to be. Next week, I'll reveal the test decks and the qualitative results.

Video Series with Ryland: BG Eldrazi

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Today we have quite a treat coming straight from the desk of Willy Edel. His list was posted about a week-and-a-half ago, and as soon as I saw it I knew I was interested. Thoughtseize in my Thought-Knot Seer deck? Yes, please! While some two-color Eldrazi decks have been popping up lately (RG Eldrazi with some 5-0 League finishes), this one really caught my eye. Get it?? Like Thought-Knot Seer! Never mind…

Anyway, the deck has a somewhat similar shell to the previously popular Bant Eldrazi archetype. Mana dorks, Ancient Stirrings, Eldrazi Temple and a pile of sizable Eldrazi to run the show. In this case, however, we've replaced Path to Exile with Fatal Push, jammed in a couple Thoughtseize, and changed our posse of Eldrazi around to avoid the blue and white ones.

I'll talk about this a bit in the videos as well, but the real appeal to me in this decklist is playing a BGx-style deck that can support Thought-Knot Seer. This list doesn't necessarily accomplish that particular goal, but it's a great starting point. Playing discard alongside efficient threats is frequently a great strategy—hence the popularity and success of Death's Shadow. The threats from Eldrazi aren't cheap like in other aggro decks, but they do have another strength: they're huge. Really huge.

For that extra muscle, we do unfortunately have to sacrifice some efficiency. This list makes up for this issue with the green elements. Eldrazi Temple is a great way to help here, but only if you can find it. Ancient Stirrings does some great double duty here (as it often does) by helping us find the powerful land when we need it, or a horrific monster straight from the Blind Eternities. (Yes, I did have to look that up; lore is not my specialty.) Birds of Paradise may not be as exciting as a Sol land but it does a decent impression of one when it survives a turn cycle. In addition, it helps us fix up our somewhat troublesome manabase.

We may technically be a two-color deck, but practically, that isn't the case. Eighteen cards in the maindeck have the Wastes symbol on them, meaning that we are fully in a third, uh, "color." Yeah, it's colorless, whatever. Llanowar Wastes and Twilight Mire are the "tri-lands" here and as such we have quite a few of them. Cavern of Souls similarly can help, however very few of our spells containing colored mana symbols are creatures. This is likely one area of the deck that could use some tuning, but frankly, I'm not sure what the solution might be. It's tough to reliably support double green, double black, and colorless. Twilight Mire is the best way of doing that, of course, but filter lands always have their own issues, especially with this many other colorless lands.

The deck has been really interesting thus far and I think it honestly has some promise. It still needs some work, and I'm not sure that I have the answers. There are a lot of different avenues you can go down with this deck and I hope people really do explore the archetype. Hopefully I'll eventually have some time to dedicate to the project, but for now I'm focused on testing for the upcoming PT.

I hope you enjoy the matches and as usual, I'm interested to hear what kind of content you'd like to see moving forward so I can continue to evolve and improve my videos. Please let me know your thoughts, and any improvements you would like to see concerning formatting, presentation, or whatever else strikes your fancy. If you'd like to see similar content, check out my Twitch channel for some live Modern games!

[youtube https://www.youtube.com/playlist?list=PL261kJ_cAQC8_8Z_uOlCdfysAHcsF5YAU]

BG Eldrazi, by Willy Edel

Creatures

2 Bearer of Silence
4 Birds of Paradise
4 Endbringer
4 Matter Reshaper
4 Reality Smasher
3 Scavenging Ooze
4 Thought-Knot Seer

Instants

4 Fatal Push

Planeswalkers

2 Liliana of the Veil

Sorceries

4 Ancient Stirrings
2 Thoughtseize

Lands

3 Cavern of Souls
4 Eldrazi Temple
1 Forest
4 Llanowar Wastes
2 Overgrown Tomb
1 Swamp
3 Twilight Mire
1 Urborg, Tomb of Yawgmoth
4 Verdant Catacombs

Sideboard

3 Creeping Corrosion
2 Liliana, the Last Hope
2 Maelstrom Pulse
4 Relic of Progenitus
2 Slaughter Pact
2 Thoughtseize

Blood Sun: First Impressions

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Yesterday, Eli Shiffrin spoiled Blood Sun, a new card from Rivals of Ixalan. Modernites were quick to give the internet a piece of their mind, with thoughts ranging from the expectant "Wizards squandered an opportunity to nerf Tron" to the meme-level "I don't want to be THAT guy, but this card will probably need a ban." Others pontificated on Sun's applications with drawback-featuring lands producing more than a single mana in their mana ability, especially the Ravnica bouncelands. For my part, I'm confident the card will see Modern play in some capacity.

But in what capacity? My mind's also in pieces. Since I'm lucky enough to have this platform available to me, today's article shares the Sun-related ones. We'll look at what the card is and isn't, where it's likeliest to succeed or fail, and what a bounceland deck might actually look like.

Blood Sun Is Not Blood Moon

Let's get this out of the way first. I've already read a torrent of comments comparing Sun to Blood Moon, sometimes even calling it "strictly worse." Others still have called Sun the first "Moon effect" that Tron can run. In truth, Sun isn't a "Moon effect" at all, and it's unfair to compare it to Blood Moon. It's actually closer in design philosophy to Suppression Field. Sun and Moon are fundamentally different from one another in a few ways.

Cheesing Wins

Moon is occasionally played in Modern for help against nonbasic utility lands, sure. But most of the time, It's rushed out as a means of colorscrewing opponents, something Blood Sun by design cannot do. That said, Sun prevents fetchlands from activating, while Moon at least allows them to tap for R.

While it's true Sun can virtually destroy multiple opposing lands thanks to this interaction, it's far from a reason to play the card, and I doubt anyone will employ Sun for this purpose (other than perhaps those with access to red rituals, which we'll get to). Too much has to go right. Opponents must be on fetchlands in the first place, and have fetchlands they want/need to crack after Sun comes down on turn three (or two in a lucky game); we need to have Sun in hand to cast on the critical turn, as well as not have something more pressing to deal with that turn cycle, like an attacking creature. Modern is a fast format, and tapping out on turn three for an enchantment that doesn't impact the battle zone is as much a liability as it always has been. Moon itself is absent from many top Modern decks in part thanks to this time-off factor. Of course, Sun dismantling fetchlands is bound to come up, but I think it's more realistic to think of this application as a bonus. Pilots will need better reasons to play the card.

Stopping Utility Lands

On to Blood Sun's primary purpose, itself a mere tertiary goal for Blood Moon. Modern's incredibly vast card and deck pool ensures it's crawling with utility lands at any given time—among the most popular are Inkmoth Nexus, Ghost Quarter, Celestial Colonnade, and Valakut, the Molten Pinnacle.

While Blood Moon also stops utility lands, accommodating it requires a significant deckbuilding tax on players: they mustn't rely on utility lands themselves, and need to reliably extract basic lands from their decks. Sun's cost is less demanding on some fronts, and more on others: pilots should stay away from fetch and utility lands, mostly just running lands that tap for mana. But most decks that don't play fetches are full of utility lands (Hatebears) or otherwise could never afford to splash Sun, even with tweaks (Humans). The result is that very few existing decks can tech Sun at all.

Cantripping

I liken "draw a card" on a noncreature spell to "haste" on a creature spell. It's a line of text that totally modifies the card's playability, and the best evergreen line of text one could ask for on a spell. So is the case with Blood Sun. Thanks to the cantrip, the decks able to run it can do so at a very low opportunity cost. Draw Sun when opponents have already fetched up their lands, or don't have any utility lands? Sun cycles into another card, and its effect still sticks around for future turns!

If Blood Moon cantripped, we'd see it in a good deal more decks; one of the card's liabilities is drawing it when opponents have already maneuvered around its effect, leaving it dead in hand. The card's weakness in multiples also deters players from maxing out on it.

Finding a Home

Of course, a cantrip won't magically give a card somewhere to live. Sun may not fit into most Modern decks, but a few can still run it.

  • Affinity (likely to prefer Blood Moon in its sideboard)
  • Skred Red (also likely to stick with Blood Moon)
  • WR Burn (not yet a deck but I can see a fetchless build emerging should it need to; compared to Blood Moon, the cantrip saves Sun here)
  • Storm
  • Tron

The last two decks are the most obvious homes for Blood Sun, and the ones we'll focus on in the following sections.

Sunny Storm

Storm's initial builds post-Baral, Chief of Compliance ran Blood Moon almost by default. After all, it's no secret that a ritual-powered Moon on turn two will lock away a lot of games. As time went on, Storm players realized the constraint early Moons put on their blue mana, as well as the matchup overlap between Moon and high-impact value cards like Pieces of the Puzzle, and began cutting Moon from their sideboards. The result was fetchless Storm, which has yet to come around as the de facto ideal build of the deck, but has none other than Storm savant Caleb Scherer singing its praises no less recently than this very morning.

A turn-two Blood Sun still does a number on permission-featuring midrange decks like Jeskai Tempo, but without cramping Storm's mana. On the contrary, Sun improves Spirebluff Canal and Steam Vents, which now enter the battlefield untapped for free. Another huge draw to the card is the cantrip; in mana-heavy combo situations, Storm can even cast Sun for another draw and add to the Storm count.

Sunny Tron

Tron lands still tap for plenty of mana under Blood Sun. But some of the most common ways to hate on big mana strategies become defective. Ghost Quarter, Tectonic Edge, and Field of Ruin are common answers to Tron in this metagame, and Affinity has always posed issues for the archetype, as well—not least because no amount of Pyroclasms will counter lines like "animate Blinkmoth, equip Plating, attack." So has RG Valakut, a big mana deck that, unlike Tron, suffers terribly under Sun; it loses not just its win condition, but its fetchlands, making the card even better than Moon against them!

In Gx Tron, for which splashing is trivial, Sun solves all these land-based issues at the price of turning off a single Sanctum of Ugin. And it does so while potentially crippling opposing manabases and replacing itself in the hand. I can see Sun becoming a sideboard staple in Tron, but would be surprised if the deck started playing it main—Tron's game-one priority is staying alive until it can win, which means impacting the board or actively ramping.

Forcing a Home

There's also the possibility of building around the aforementioned interaction with Ravnica bouncelands, an interesting proposition since any ensuing deck gets to wield Sun's disruptive dimensions as a bonus. For those not in the know, Sun removes both the "enters the battlefield tapped" ability and the "return a land you control to it's owner's hand" ability from the bouncelands, turning them into actual Sol lands. I've spent about eight hours tinkering with possible builds so far, and have come to a few conclusions about this style of deck:

  • Building a manabase around a card like Blood Sun makes the deck horrible when it doesn't open Blood Sun. We should also run Amulet of Vigor to ensure we hit a combo piece, or retain one through disruption. Overloading on these redundant effects also incentivizes us to play "card sinks" like Faithless Looting or Collective Brutality.
  • The deck should be three colors so we can run about 10 on-color bouncelands. Fastlands like Blooming Marsh fill out the manabase, as their drawback is lightened by the bouncelands and outright negated under Sun. So is that of City of Brass, which also helps assure the right colors in the early turns.
  • Three-drops and five-drops are very important. Threes because turn-one Amulet into turn-two bounceland leads into one, and fives because turn-three Sun into turn-four bounceland leads into one. The best three and five I've found so far, respectively, are Liliana of the Veil and Thragtusk.
  • Our haymakers need to catch us up, since we take a turn or two off to set up (i.e. turn-two bounceland, turn-three Sun). Thragtusk is great at this, as are Batterskull and pricey planeswalkers like Elspeth, Sun's Champion or Chandra, Flamecaller.

My favorite build so far is Jund-colored:

Blood Sun Jund, by Jordan Boisvert

Creatures

4 Thragtusk
4 Tarmogoyf

Planeswalkers

4 Liliana of the Veil
1 Chandra, Flamecaller

Artifacts

4 Amulet of Vigor
2 Engineered Explosives
2 Batterskull

Enchantments

4 Blood Sun

Instants

4 Fatal Push

Sorceries

4 Ancient Stirrings
3 Collective Brutality

Lands

4 Golgari Rot Farm
4 Rakdos Carnarium
2 Gruul Turf
4 City of Brass
4 Blooming Marsh
4 Blackcleave Cliffs
1 Forest
1 Swamp

Sideboard

1 Grafdigger's Cage
1 Nihil Spellbomb
1 Wurmcoil Engine
2 Kozilek's Return
2 Ancient Grudge
3 Crumble to Dust
2 Maelstrom Pulse
3 Thoughtseize

Brutality clears the way for haymakers and eats extra lands or combo pieces; Explosives is a hyper-findable and castable piece of disruption; Tarmogoyf is an ideal Plan B should our enablers get Inquisitioned or something (we're going with Goyf-facilitating Method 3 here).

Obviously, this first-draft deck has some major issues. Sometimes, it's got way too much mana and nothing to do with it. It's also particularly soft to the cards Sun may address for other decks, Ghost Quarter, Tectonic Edge, and Field of Ruin; not to mention stuff like Blood Moon, Spreading Seas, and Fulminator Mage that we can't really interact with. But chief among the problems is opener inconsistency: two bouncelands and no "host" land requires an immediate mulligan, making me think I should run more regular lands. But doing so would incentivize heightening the curve, which pushes us further into to Amulet Titan territory—I don't want to build a worse version of that deck.

I also don't want to build a worse version of Tron. After a day of tweaking, I benched the project, realizing that Tron attains a similar level of ramp for far less effort. Sure, they don't get the incidental disruption of Blood Sun. But they can simply play the card themselves should they decide that's something they want.

Ray of Light

As a raging blizzard wails on Boston, Blood Sun's piercing brightness was just what I needed to pick me back up. After all, nothing takes your mind off subzero temperatures like new spoilers. Here's to more Modern playables and higher temperatures in the coming weeks!

Walking on Water: Merfolk After Rivals

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I normally prefer waiting until spoiler season is over to begin publishing think pieces on the upcoming cards, but had to make an exception this week. The announcement of Merfolk Mistbinder in Rivals of Ixalan has profound implications for my Modern deck of choice.

While adding green to Merfolk is something pilots of the deck have experimented with since the release of Kumena's Speaker and Merfolk Branchwalker in Ixalan, this card’s release imparts a degree of legitimacy I believe the splash lacked until now. In this article, I will provide a brief summary of Merfolk’s dalliance with green thus far, cover the splash's strengths and weaknesses, and analyze the boost Mistbinder offers the archetype.

UG's Beginnings

While Merfolk has existed in Modern for most of the format's lifespan, UG Merfolk came about when Ixalan brought us Kumena's Speaker and Merfolk Branchwalker. The support structure afforded to these cards by Merfolk’s lord effects and Aether Vial made the green splash appealing in ways no other variant has been before them; while some players have dipped their toes in white, black, or even red, none of those variants have stuck. With these Merfolk and the promise of further support in green to come, UG oozed with potential.

In order to incorporate Speaker and Branchwalker, UG pilots shaved the top end of the deck’s curve—high-cost cards like Master of Waves and Merrow Reejerey were trimmed or outright cut from the list in order to make room for the green newcomers. The switch streamlined the deck and make it more consistently aggressive in the early game, all while responding to a newfound dissatisfaction with the pricier creatures—Master of Waves especially took a hit when Fatal Push emerged to compete with Lightning Bolt as Modern’s one-mana removal spell of choice, though the extent of how much Push usurped Bolt is debatable. I still consider the Master a very potent card in the Merfolk arsenal, due to Bolt still topping the format staples chart; Jordan's not quite as bullish on the card. Because of this protean landscape, some Merfolk pilots decided to test whether Master would be a necessary component of a winning Merfolk list, as it was prominently featured in the lists of the two Grand Prix winners.

On the subject of high-profile tournaments, UG Merfolk got off to a roaring start, posting Top 8 finishes at the first two major Modern tournaments after Ixalan’s release. Here’s the list that made its way to the top tables at October’s Open in Charlotte, spawned a think piece from longtime Merfolk advocate Corbin Hosler, and set many a Merfolk pilot’s mind racing:

Untitled Deck

Creatures

4 Kumena's Speaker
4 Cursecatcher
4 Silvergill Adept
4 Merfolk Branchwalker
4 Lord of Atlantis
4 Master of the Pearl Trident
3 Harbinger of the Tides
2 Merrow Reejerey
1 Kopala, Warden of Waves

Artifacts

4 Aether Vial
1 Smuggler's Copter

Enchantments

4 Spreading Seas

Instants

2 Spell Pierce

Lands

4 Botanical Sanctum
2 Breeding Pool
3 Flooded Strand
4 Island
3 Mutavault
3 Polluted Delta

Sideboard

3 Ceremonious Rejection
2 Dismember
3 Dispel
3 Natural State
1 Negate
3 Relic of Progenitus

While some of Alan's card choices would eventually be dropped from later iterations of the deck, the list's goal is clear: lower the curve, be more aggressive, and run some sideboard tech for tough matchups that mono-blue Merfolk lacks access to. Swapping three and four drops for Branchwalker and Speaker lower the deck's curve enough that running 19 lands (typically a dicey proposition in Merfolk) is feasible, and Natural State is a sneaky-sweet addition to the deck. It zaps Ensnaring Bridge, Cranial Plating, Ghostly Prison, and other problem cards Merfolk has classically had a hard time with. The fact that this high finish was immediately followed by another Top 8 finish at an SCG Open made a strong case for the variant’s viability.

Troubled Waters

At first glance, the switch from mono-blue to UG seems to have nothing but upside: the gameplan is more streamlined and proactive (important features of Modern decks); the sideboard toolbox got deeper; the early returns were good. So, what’s the catch?

UG Merfolk is a promising variant, but one in need of reinforcements from future sets in order to be considered a legitimate alternative to mono-blue Merfolk. While this view is somewhat controversial, I am far from the only Merfolk pilot to hold it, and consensus has increasingly leaned that way over the past month or so.

The first problem it faces: the manabase is now more complicated and less reliable. One of the big draws to Merfolk has always been that it takes no damage from its lands, which incidentally hates on decks such as Burn. The lack of reliance on nonbasic lands also buffers the deck against the effects of land disruption like Blood Moon and Ghost Quarter/Leonin Arbiter. These buffers are gone in UG, which means the deck must get off to fast starts to avoid falling prey to hosers.

Another problem with the two-colored manabase is that cards like Mutavault become more of a gamble when you’re trying to hit two specific colors of mana. As described by Frank Karsten's seminal article on manabases, you need a certain number of mana sources for a given color in order to see them at a high probability, which is a critical component of getting off to a fast start. Aether Vial helps in this regard, but it does not entirely fix the problem, as we also run noncreature cards, especially in postboard games. Leaning heavily on Vial also forces us to keep it in for midrange matchups, against which siding out Vial was previously optimal and beneficial.

Secondly, Lightning Bolt is far from gone: decks like UR Breach, Titanshift, Jeskai Tempo, and Burn have kept Bolt’s stock high; up-and-comers like BR Discard Aggro and Mardu Reveler also employ it, and even Grixis Shadow occasionally dabbles in Bolt as a way to down Push-proof targets like Mirran Crusader. All these Bolts make for a very welcoming environment for Master of Waves, thus tipping the scales back in favor of the classic version of Merfolk, which also recently received a new toy in Kopala, Warden of Waves.

As an example of a list better-suited to handling the red-heavy field described above, here's a list I've been piloting to good success on Magic Online:

Merfolk, by Roland F. Rivera Santiago

Creatures

4 Cursecatcher
4 Silvergill Adept
4 Master of the Pearl Trident
4 Lord of Atlantis
4 Harbinger of the Tides
4 Merrow Reejerey
2 Kopala, Warden of Waves
4 Master of Waves

Artifacts

4 Aether Vial

Enchantments

4 Spreading Seas

Instants

2 Dismember

Lands

2 Cavern of Souls
12 Island
1 Minamo, School at Water's Edge
4 Mutavault
1 Oboro, Palace in the Clouds

Sideboard

3 Ceremonious Rejection
2 Dispel
2 Echoing Truth
4 Negate
4 Relic of Progenitus

Lastly, UG has proven more susceptible than mono-blue Merfolk to one of the classic weaknesses of Aether Vial decks: running out of gas. Not only does the deck have little use for excess mana outside of Mutavault (which is played in fewer numbers thanks to the new manabase), but it also struggles more than mono-blue when playing from behind. A Master of Waves army-in-a-can is often the perfect tonic to an underwhelming Merfolk board state, and UG has no such haymaker to turn to. Add to that the fact that UG results tailed off pretty quickly after its fast start, and it seems like the variant is close, but not quite there.

Mists of Tomorrow

But enough burying the lede. How does Merfolk Mistbinder figure into all of this? I believe this two-mana lord provides UG with an important advantage, and that is the ability to streamline even further when compared to the mono-blue version. Having access to eight one-drops and 12 two-drop lords makes it very easy to find the adequate numbers of creatures to threaten a Turn 4 kill, thus making the aggro aspect of Merfolk even more dangerous, and perhaps at last making UG a legitimate alternative to classic Merfolk. Increased efficiency and consistency generally lead to good results in Modern, as we most recently saw with the respective emergences of Shadow decks as the premier rock strategies in the format, and of Storm decks after the release of Baral, Chief of Compliance.

Furthermore, this card makes a build of Merfolk that tops out its mana curve at CMC 2 a possibility. Such a build has positive implications for cards like Aether Vial; never needing to add more than two charge counters means that an open Vial on two represents most creatures in the deck, and players will rarely run the risk of ticking Vial up to awkward numbers. That minor but occasionally bothersome detail can sometimes result in hands that stumble out of the gate, which can spell doom for such a tempo-oriented deck. It can also result in less-than-ideal topdecks, such as when Silvergill Adept (otherwise excellent in topdeck situations) is rendered uncastable due to the lack of Merfolk in hand or lands on the battlefield. Capping at CMC 2 also opens up the possibility of lowering the land count even further than most versions of UG do.

The next logical question to ask: what to replace? The first swap I would test is to bring in Mistbinders at the expense of three-drops such as Merrow Reejerey and Kopala, Warden of Waves. While these cards have served me and other Merfolk pilots well for some time now, I don’t believe their ancillary benefits outweigh more consistent early-game pressure. Alternatively, if the effects of something like Reejerey are deemed too important to part from, support cards such as Merfolk Branchwalker, Phantasmal Image, or Smuggler's Copter can be trimmed or cut to make room for Mistbinder. The loss of Branchwalker in particular will affect the deck’s resilience a bit (since it is a conditional source of card advantage), but increase the deck’s explosiveness, as it will now have up to 16 copies of a +1/+1 effect, 12 of which cost two mana. This is the UG list I intend to start testing once Rivals of Ixalan releases:

UG Merfolk, by Roland F. Rivera Santiago

Creatures

4 Master of the Pearl Trident
4 Cursecatcher
4 Kumena's Speaker
4 Silvergill Adept
4 Merfolk Branchwalker
4 Merfolk Mistbinder
4 Lord of Atlantis
4 Harbinger of the Tides

Artifacts

4 Aether Vial

Enchantments

4 Spreading Seas

Instants

2 Dismember

Lands

2 Breeding Pool
2 Cavern of Souls
4 Flooded Strand
4 Botanical Sanctum
4 Island
2 Mutavault

Sideboard

3 Dispel
4 Natural State
4 Negate
4 Relic of Progenitus

Reaching Through Mists

To play devil's advocate to myself, it's possible that Mistbinder fails to make a significant impact in UG, due to the fact that improving the deck’s straight-line aggro speed may not cause a major shift in Merfolk’s matchup profile. Decks like Affinity, Elves, and Storm will still be faster, and the deck will still need to disrupt them in order to win. Slower types such as UW Control will still seek to answer Merfolk's threats and slam win conditions they can't beat. The matchups where goldfishing fast kills more consistently are most likely to benefit the deck are medium-speed combo decks like Ad Nauseam or Titanshift, and the creature pseudo-mirror matches in Death & Taxes or Humans. These decks may not represent enough of the metagame to tangibly reward UG pilots for their deck choice.

It’s also worth noting that Mistbinder provides no means to evade blockers, which can occasionally stymie the deck’s ability to pressure the opponent’s life total. Increased reliance on green mana can make the inclusion of cards like Mutavault more difficult (especially if it’s accompanied by a lower land count), and curving out at two makes the deck more susceptible to hosers such as Engineered Explosives and Ratchet Bomb. Lastly, Mistbinder may simply provide too marginal a boost for UG to outright overtake mono-blue in the Merfolk power rankings.

Despite these concerns, I believe that Mistbinder has the potential to be a net upgrade for UG Merfolk, and bolster it to the point where it’s both a serious Merfolk variant and a player in the Modern metagame. But only testing will tell! If anyone has some thoughts to share on these or other Merfolk spoilers for Rivals of Ixalan (none of which seem particularly attractive to me so far), drop a line in the comments.

Deck of the Week: Gx Eldrazi Aggro

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Hello, Nexites, and welcome to a new edition of Deck of the Week. The new year is upon us, which means that Pro Tour Rivals of Ixalan is coming soon as well. As we gear up for the return to the first Modern Pro Tour in several years, we can expect to see pros exploring new archetypes in an attempt to break the format. MTGO will often be the place these brews make their first appearance. Today we're looking at two green-based Eldrazi decks, piloted by Gold Pro Ben Weitz and Hall of Famer Wily Edel to 5-0 League finishes. One is red-green and the other green-black, but they nonetheless share much in common.

First let's look at the decks side by side, to see where they overlap and diverge.

RG Eldrazi Aggro, by bsweitz (5-0, Competitive League)

Creatures

4 Eldrazi Obligator
4 Endbringer
4 Matter Reshaper
2 Noble Hierarch
4 Reality Smasher
2 Birds of Paradise
3 Scavenging Ooze
4 Thought-Knot Seer

Instants

4 Lightning Bolt

Sorceries

4 Ancient Stirrings
2 Forked Bolt

Lands

3 Cavern of Souls
4 Eldrazi Temple
1 Forest
4 Grove of the Burnwillows
4 Karplusan Forest
1 Mountain
2 Stomping Ground
4 Wooded Foothills

Sideboard

3 Ancient Grudge
2 Chandra, Torch of Defiance
4 Crumble to Dust
1 Engineered Explosives
2 Grafdigger's Cage
1 Pithing Needle
2 Relic of Progenitus

BG Eldrazi Aggro, by edel (5-0, Competitive League)

Creatures

2 Bearer of Silence
4 Birds of Paradise
4 Endbringer
4 Matter Reshaper
4 Reality Smasher
3 Scavenging Ooze
4 Thought-Knot Seer

Instants

4 Fatal Push

Planeswalkers

2 Liliana of the Veil

Sorceries

4 Ancient Stirrings
2 Thoughtseize

Lands

3 Cavern of Souls
4 Eldrazi Temple
1 Forest
4 Llanowar Wastes
2 Overgrown Tomb
1 Swamp
3 Twilight Mire
1 Urborg, Tomb of Yawgmoth
4 Verdant Catacombs

Sideboard

3 Creeping Corrosion
2 Liliana, the Last Hope
2 Maelstrom Pulse
4 Relic of Progenitus
2 Slaughter Pact
2 Thoughtseize

These two decks bear much in common with the old Bant Eldrazi decks that have largely fallen by the wayside. Eldrazi decks of all stripes generally try to pair the broken acceleration of Eldrazi Temple with some other kind of mana ramp, be it Aether Vial, the Urzatron lands, or mana dorks. Green-based Eldrazi decks like Bant have always opted for the latter, and in these new builds we see something similar. Birds of Paradise and Noble Hierarch help power out the typical package of Eldrazi monsters in Matter Reshaper, Thought-Knot Seer, and Reality Smasher. These are joined by additional heavy-hitting threats Scavenging Ooze and Endbringer, which also play the role of mana sink in the vein of Eldrazi Displacer. Out of the sideboard, both lists run additional planeswalkers—presumably for the grindy matchups—which can come out early thanks to mana dorks.

Playing green also provides access to Modern's most powerful cantrip, Ancient Stirrings. It does the same thing here as in any other deck, smoothing out draws, finding Eldrazi Temple for broken starts, and offering selection and a split creature/land that does wonders for consistency.

Up to now these decks may seem like exact ports of Bant Eldrazi (with Endbringer in lieu of Drowner of Hope as the top end), but the different colors lead to different supporting suites. Weitz opts for red for burn spells and Eldrazi Obligator, both of which can close out games quickly, and which lend the deck a much more aggressive bent. Edel's build tilts a bit more toward midrange, with Liliana of the Veil and Bearer of Silence generating value to grind into the late game.

Of course, in many ways the main difference between these lists will be in their selection of removal spell: Fatal Push or Lightning Bolt. Much like Tron variants before them, perhaps these decks are best understood as "Gx Eldrazi Aggro," into which we can splash any color for additional utility. Which of the two builds is preferable may be more a function of metagame than raw power. The sideboard further accentuates this notion, as high-impact cards like Ancient Grudge, Crumble to Dust, or Thoughtseize will be better or worse depending on your expected matchups.

We've focused more on blue decks lately at Deck of the Week, so it's a cool idea to stray away from them and see how the pros are preparing for the upcoming Pro Tour. We can probably expect new brews to come up in the coming days, but this list is one that looks pretty promising for now. Could this be the new face of our Eldrazi overlords in Modern?

So that’s it for this edition of “Deck of the Week.” Stay posted for our next feature next week. Until then, happy shuffling and thanks for reading!

Bloodbraid Month, Pt. 1: History of a Ban

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Happy New Year! At least, I'm assuming it's the new year. Hard to say; I'm typing this article from the bottom of what used to be a barrel of eggnog. Anyway, let's not let less-than-optimal writing conditions get in the way---it's Bloodbraid Month! Which is an excuse to hold off revealing the data from the banlist test at the end of the month. Before we get there, there's a lot of history and legwork to discuss. So find your seats and get comfortable: class is now in session.

I have an unusual opportunity with this banlist test. Unlike the other cards, Bloodbraid Elf had a good run in Modern. Preordain doesn't count, as it only survived Modern's inauguration. Bloodbraid had roughly a year and a half, from the creation of Modern until February 2013. That's not long in the grand scheme of things, but it's still a lot of time to generate data. Of course, there are complications with this time period. It was Modern's infancy, and with that came a lot of teething bans and adjustments. What I intend to do is focus my inquiry to the relatively stable period before Deathrite Shaman was released. This focus will isolate Bloodbraid Elf's impact on Jund and allow me to investigate how good that Jund deck actually was.

Background

Modern was proposed at the end of May 2011 and formally established by mid-August, partially to create a non-rotating format that Wizards could unabashedly support, unlike Legacy. The other reason was that Extended had become dramatically unpopular thanks to rotation changes, Cawblade dominance, and a general lack of support from the top.

When Modern stepped in to fill void, nobody really knew what to expect. The 2011 Community Cup was the only guidance anyone had going into PT Philadelphia, which wasn't particularly helpful as Hypergenesis was the deck from that event. PT Philadelphia was one of the most broken Pro Tours in history, with blistering combo strategies dominating the tournament. This was followed by Worlds, a tournament dominated by Zoo and Punishing Fire. This imbalance resulted in the densest cluster of bans in Magic history.

2012 was far more stable, yielding only the unban of Valakut, the Molten Pinnacle in September. Of course, on October 5th, Return to Ravnica released, and with it came arguably the best creature in the game: Deathrite Shaman. The following period led to an incredible surge of Jund wins, prompting Wizards to ban Bloodbraid Elf at the end of January.

Many subsequently pointed to Deathrite as being the real problem with Jund, claiming Bloodbraid was unfairly blamed. Furthermore, it has been argued that Jund was declining in popularity prior to Return to Ravnica's release, and Deathrite boosted the deck's popularity so much it appeared like a problem. These are the claims that I will investigate today. To do so, I will focus on the event data from January to October 2012.

Ancient History

Bloodbraid Elf-powered Jund was the deck of its era. In fact, the only reason it didn't win Worlds that year is because of a quirk of the multi-format event that favored the otherwise unremarkable Naya Lightsaber deck. Naya deck was widely considered a worse Jund list at the time, as the subsequent year of Jund domination supported. The deck technically won its Block Pro Tour, too. And even when it didn't win an event outright, it consistently still put up excellent numbers. A port of the Standard deck used to win in Extended during the Thopter Foundry/Dark Depths era; Bloodbraid-powered Jund was a multi-format all-star even pre-Modern.

The power of Bloodbraid was always cascade. Getting to play and additional spell off the top of your deck is very good. The key was maximizing the good hits and minimizing misses, and Jund had the highest concentration of good cards at the time. Blightning was usually the best, and the reason that control struggled so hard in that era, but even Putrid Leech made for a solid rip. Elf provided a reliable two-for-one or better plus a tempo boost, outpacing every other deck.

Into Modern

It wasn't clear whether Jund's pre-Modern success would continue in this new format. Combo and Cloudpost were so prevalent early on that Jund struggled. If you think Tron is bad for midrange now, imagine Jund's 12-Post matchup. That said, a few Junds did sneak in. And once the bannings took effect, Jund began to rise, eventually peaking in popularity and power at the end of 2012.

Overall Data

Modern Nexus didn't exist back then, but MTGTop8 did, and they retain their aggregate data from that era. Their metagame data for the entire year (the only way to find it without going through the entire list yourself) shows Jund sitting firmly at the top of Tier 1 at 15%, followed distantly by Affinity (11%), Birthing Pod (9%), Tron (7%), and Twin (6%). Of course, this data does include results with Deathrite legal, but only for two and a half months of the year displayed. Deathrite Shaman doesn't appear until the middle result on page 6 of 14, and there are a page and a half of results just from PT Return to Ravnica. That means that out of 13.5 pages of non-Pro Tour results, 7.5 house only Bloodbraid Jund. Even if you don't remove the PT, those results are more than Tron's total for the entire year. Simply put, Jund was Tier 1 independent of Deathrite Shaman.

The PT results for Affinity begin on page 3 of 10, leaving roughly 7.5 pages of results before the PT, as with Jund. It is reasonable to argue that Jund and Affinity kept pace with each other for the top spot in Modern at that point. Birthing Pod has 6.5 pages of pre-PT results, so it was behind, but close; a solid third. All the other decks were well behind this pace on October 21, 2012, so they were never going to compete for the top slot. Deathrite indeed provided a massive power boost to Jund, but the deck didn't really need it to keep the crown.

Thought Experiment

Consider this hypothetical: if Deathrite Shaman had not existed, what might Modern have looked like at the end of 2012? I'd argue that it would have looked nearly the same as it actually did. Jund would have held a metagame share similar to Affinity's, above other challengers. Remember: Jund's most significant non-Deathrite card from Return was Abrupt Decay. Decay was a fine removal spell, but it was always limited and only truly great against Splinter Twin decks. The flexibility was nice against Affinity and Pyromancer Ascension decks, but it doesn't substantially impact those matchups for Jund even today.

The data show that Jund took off after Return, but there is no reason to think that it would not have kept pace with the other established decks without Deathrite. No other deck received a noticeable boost from Return. Jace, Architect of Thought would be great in Twin eventually, but it took a while to be adopted.

By Events

This is a solid result, but it does rely on my interpretation of the MTGTop8 data. Therefore, I will build a separate data set based on the paper results. As far as I can tell, Star City did not support Modern in 2012; just Standard and Legacy. Therefore I will use the results from WoTC's official coverage for pre-Return to Ravnica Modern. This is composed of four Grand Prix, the Magic Cup, and the Player's Championship. I'm separating out the Player's Championship from the rest of the results because they are very weird and would skew the data. Aggregating the Top 8 decklists (which are the only ones available for the most part) yields this result:

DeckTotal
Jund7
RUG Delver6
Birthing Pod6
Affinity5
Jeskai Geist4
Mono-U Faeries2
Storm2
UR Twin2
UW Geist1
Doran, the Siege Tower1
Gr Tron1
WB Tokens1
Soul Sisters1
Esper Gifts1

Jund had the most paper Top 8's prior to October 2012. Not by much, perhaps, but the deck was still solidly Tier 1. At least one Jund deck was in every Top 8, with the earlier tournaments having multiple.  Jund had a solid steady presence before Return, contrary to claims of Jund's decline.

The Player's Championship, being an invitational tournament, had a very weird metagame. Therefore I'm going to treat it separately. The table should make why clear.

DeckTotal #
Zoo6
Jund3
UW Geist2
RUG Delver2
RUG Control1
4 Color Delver1
Affinity1

As you can see, Zoo was inordinately popular here. It shows up nowhere else, and including these results with the rest would have distorted the metagame. It makes Zoo look like a good deck, and it wasn't. That said, Jund was the second most popular deck and arguably the best. Yuuya Wantanabe won with Jund, only losing one match the whole weekend. Bloodbraid Elf was also the coverage team's #1 card of the tournament, for whatever that's worth. In both the Deck Tech videos and conversation surrounding the event, players were singing Elf's praises, pointing to it as the glue and soul of the deck. Its intrinsic two-for-one and tempo boost was as good in Modern as it had been in Standard.

Consequences

It is worth noting that the Player's Champtionship was the last paper Modern event before Return arrived. Jund had not merely won; Yuuya dominated with the deck. In fact, we see a large spike in Jund results following that tournament. Before August, MTGO Daily results for Jund are rare. There are eight Daily/Premier results prior to August, eight in August, and 36 in September. In other words, in August there were as many Jund decks reported from MTGO Daily's as in the rest of the year combined, and 4.5 times that amount in September. That is a significant and rapid increase going into the Pro Tour.

The claim that Jund was declining in popularity before Return is therefore suspect at best, and more likely outright false. The data show clearly that Jund was in fact becoming more successful online and was preforming highly in paper prior to October 2012. Why this surge happened when it did is hard to say. Maybe it was just Pro Tour testing. Perhaps players were just waiting for a break-out performance to pick up the deck. Maybe it was a lack of confidence in Modern as a whole that resolved itself over the course of 2012. Regardless, the bottom line is that Jund was more popular and successful in September than at any point in the earlier data.

Conclusion

It is impossible to say with certainty that Bloodbraid Elf would still have been banned without Deathrite Shaman's printing. However, the data show that Jund was a very strong and successful deck without Shaman. Its popularity and success was increasing prior to the explosion in October, and the trend of Jund winning paper events began in August---a trend which was specifically cited in the banning announcement.

Therefore, in my analysis, the claim that Bloodbraid Elf was only banned because of Deathrite Shaman should be considered suspect. There is evidence and data to show that it was powerful enough to propel the deck to Tier 1 without the one-mana planeswalker's help.

I believe that Jund would have been the top deck in Modern even without Deathrite Shaman. Whether it could maintain its position is hard to say. Dragon's Maze would bring Voice of Resurgence, among other cards, which would prove critical to the Birthing Pod value plan that eventually led to that deck's banning. Maybe Jund would have naturally fallen off; maybe it would have maintained or expanded its position. Who knows? What's unequivocal is that Jund was already a top deck when it was boosted by Deathrite Shaman. Therefore, given Wizards's old bad habit of banning the best decks prior to the Pro Tour, I think that Bloodbraid would have been banned eventually anyway. At most, Deathrite accelerated the timeframe.

Next week, I'll describe the struggle to actually test the elf. Until then, does anyone have suggestions for getting unwedged from the bottom of an eggnog barrel?

Modern Top 5: Year’s End Has-Beens

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Every year has its ups and downs, and so does every card. While this year blessed Modern with untold diversity, a few cards seem to have been left by the wayside. This article explores some of them in detail, reasoning why certain spells are perhaps best left in 2017.

#5: Kalitas, Traitor of Ghet

Amonkhet brought us Vizier of Remedies, which in turn begot a revitalized Collected Company deck in Counters Company. While the Vizier-Devoted Druid combination doesn't interact with the graveyard on its own, early versions of the deck also included Abzan Company's Viscera Seer plus Kitchen Finks package. The rise of Company decks left many BGx midrange players in my circles looking to Kalitas, Traitor of Ghet, a walking [mtg_card]Rest in Peace[/mtg_cawrd] with additional applications, as their curve-topper.

Counters Company pushed on, though, and away went the BGx decks altogether. Their fall from grace is one reason for Kalitas's retirement, but the others are present in its own text box: the creature costs four mana, which is more in Modern than ever thanks to Fatal Push; it doesn't cast a spell upon resolution; and it frankly looks tiny in the face of Tasigur, the Golden Fang and Death's Shadow, the creatures that dominate black midrange decks today.

BGx also lost an important showcase for Kalitas in the mirror, which in its time spoke to the Vampire's power during board stalls and attrition wars. Without creature-focused control games playing out as much, Kalitas loses much of its luster. And BGx has more pertinent options, recently employing Goblin Rabblemaster in its haymaker slot to tear through big-mana decks.

All in all, I think Kalitas is due to go the way of the Siege Rhino; that once-ubiquitous four-drop is now little more than a fringe tech choice in certain builds of BGx.

#4: Master of Waves

2017 saw Merfolk carve out a genuine niche for itself for the first time in years, preying on color-hungry Shadow decks and creature-based Tron variants alike. But the deck's always been soft to removal-packed strategies like Jeskai and Mardu, which it can still beat with a critical mass of early beaters.

Enter Kumena's Speaker, a second one-drop with which to compliment Cursecatcher, and Merfolk Branchwalker, a close-enough variation on Merfolk's best card, Silvergill Adept. These creatures up the deck's focus by cementing its aggro Plan A, incidentally improving tempo plays like Harbinger of the Tides and Spreading Seas. Plus, Botanical Sanctum renders a green splash rather painless.

These powerful new toys of course demand space, in this case often paid for by trimming Master of Waves. Master's worse now for a lot of reasons: Lightning Bolt sees considerably less play than it used to; Modern players play more heavy-duty removal spells such as Path to Exile to deal with delve threats and Eldrazi creatures; Fatal Push now exists to one-for-one it cleanly. Besides, Master does little on a board opponents have already dismantled, and nothing in matchups too fast for its steep mana cost. Even the matchups it once dominated, like BGx Rock, now boast not just Push, but Liliana, the Last Hope as easy outs.

Master still generates tons of pressure for the one-card investment, and I doubt we'll see it vacate the archetype completely. But Merfolk lists have already begun running the Wizard as just a one-of, and I see that trend stretching into the new year.

#3: Mirran Crusader

One of the year's biggest stories was the breakout success of Mirran Crusader, and to a lesser extent Chameleon Colossus, as Death's Shadow cemented itself as Modern's archetype-to-beat. These cards essentially brickwalled the entire deck, which ran no ways to remove them and generally played to a combo finish with Temur Battle Rage once one hit the table.

Since Bryan Coval's Invitational win with Death & Taxes, some Grixis Shadow decks have begun packing a Lightning Bolt to deal with Crusader and other random creatures. This change indicates a greater metagame awareness among Modern players, providing a tangible example of format adjustment. This adjustment has not proven kind to Crusader—by now, Modern has figured out how to beat Death's Shadow, driving down the card's meta share; Shadow decks largely migrated from Jund to the more Crusader-resilient Grixis; Crusader kind of sucks against every other deck, ever.

The card still seems popular as a one- to two-of sideboard call in Humans, but old habits die hard, and I doubt the little Knight that could shows his face much in 2018. Chameleon Colossus I'm more optimistic about, as the card combines with Summoner's Pact to efficiently plug a major matchup hole for RG Valakut.

#2: Engineered Explosives

If you happened to be sitting on a bunch of Engineered Explosives heading out of 2016, you done good this year. And on that note, get out now. Explosives exploded in price as midrange decks sought ways to hedge at once against both Jund Shadow and the aggressive Zoo decks that supposedly beat them (hindsight: they didn't). We can't fault them—Explosives is a heck of a flexible removal spell, and its adoption had worked wonders for Bant Eldrazi.

By now, Bant has fallen deeply out of favor compared with Eldrazi Tron. And more importantly, Modern has returned to its tempo-rules business-as-usual, wherein flexibility doesn't hold a candle to raw efficiency. With Push in play, more decks have access to better removal spells, which works against Explosives in two ways: fewer decks need Explosives for coverage alone, and the decks Explosives was played to hate out have sharply decreased in share thanks to the presence of Fatal Push.

#1: Become Immense

The number one spot goes to a card that owes its downfall almost entirely to the Gitaxian Probe ban. Probe both enabled Become Immense directly by filling the graveyard and ensured a clear coast for the pump spell's activation, making the pair a deadly duo, especially in Infect and Death's Shadow Zoo.

Of course, Become Immense generated buzz this year independent of Probe in the RG Hollow One deck. There, it threw back to Death's Shadow Zoo with Monastery Swiftspear and Street Wraith to produce eight or more damage out of nowhere, and combined with Temur Battle Rage to end games on the spot. But as more players began experimenting with Hollow One, Immense's weaknesses in the shell became apparent—it softened the deck to instant-speed removal, for instance, and overall took up too much space as a full package compared with other possible engines.

Immense may pop up from time to time in pump-focused aggro-combo strategies. But I'm not sold on these right now, which goes for Infect as well (although I do think that's the best of the bunch). Without Probe to break it open, I doubt the card ever finds a forever home as a four-of in a Tier 1 deck. That's not all on Immense, either; Temur Battle Rage itself synergizes better with existing shells while providing significantly more bang for buck, leading me to believe it's often just superior when it comes to gracing aggro decks with a combo dimension.

Old 2 New

So that's it for my rundown of the year's biggest losers. In truth, the Modern metagame had a fantastic year—Fatal Push has greatly diversified the number of playable creatures in the format, and with them, the amount of playable decks. Any of the format's fringe-played cards can have a breakout weekend, and most decks inhabit some sort of niche; onlookers have trouble arguing with Wizards's constant stance that Modern is wide-open. It'll be tough to outdo 2017, which saw increased Modern support and acclaim from professional players. But with a format community large enough, who knows what can happen? Happy new year, and see you all in 2018!

Testing Preordain: Qualitative & Quantitative Results

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David is out for the holidays until next week. In the meantime, please enjoy his article from earlier this year where he presented results from the Preordain ban test. These results were originally presented in two separate articles (here and here), but I've divided them into parts for the purpose of easier reading.

Part 1: Qualitative Results

Once again, it is time to start rolling out my results from the latest Banlist Test. As usual, I will start with the experimental setup and the unquantifiable results. I know that what most readers care about are the hard numbers, but I'm not done gathering the data yet. That will be coming sometime in September—probably. I'm done with Storm and about halfway through the UW testing. Completion date will depend on how the PPTQ season goes, as I'm splitting my testing time between that and Preordain.

For those who are new to the series, I take a card from the Modern Banned List, put it back into the deck that got it banned (or as close as possible), and see how it fares in the current metagame. My goal is to bring hard data and scientific inquiry into the discussion instead of more opinion and baseless speculation. Therefore, I play a lot of matches with the deck (normally 250 with the banned card, 250 without it) to build a sufficient data set for analysis. I take the test data, compare it to the control data, and from that I hypothesize about the safety of the test card. I laid all this out in more detail in a previous piece. The card that readers voted for me to test this time was Preordain.

This test was very different from the last several. With both Stoneforge Mystic and Jace, the Mind Sculptor, I just tested a single deck against the gauntlet. While this often took a while, the testing was fairly straightforward. I took the deck, learned the deck enough to be passable, ran the gauntlet. The decks I was using certainly helped. Yes, they were midrange decks, but their gameplan was clear and the decision trees relatively clear and comprehensible.

This time, for reasons explained here, I tested Gifts Storm and UW Control. This complicated things. To get a decent data set for both I'd have to play a lot more games. Doing the usual 500 matches would yield half the data. I made this harder for myself by playing hard decks against hard matchups. These decks require a lot of experience to navigate and Storm is very vulnerable to itself in the face of pressure. I'm not claiming to have played these decks perfectly, but I was at least average with Storm and good enough with UW that I took an updated version to a PPTQ. Thus if you see issues with the results or my data, consider that I am just one man with a few volunteers—in an enormous undertaking like this, exhaustion and deck difficulty are bound to play a part.

Experimental Setup

As always, I would be piloting the test decks against (semi-) willing opponents wielding decks that they are reasonably good with. We'd play match after match at a stretch, with me alternating between the test and control deck to even out the experience and skills I was developing during the tests. Prior to data collection, we always played at least a few practice games to get a feel for things and determine the correct sideboard plans. Previously, my team has used a variety of methods to actually play the games, including MTGO. We did not use MTGO at all this time. This prevented us from losing matches to misclicks and ruining the data set. It was also significantly cheaper. I don't own most of the digital pieces for Storm, couldn't get them, and already dislike MTGO. Playing paper in person or over Skype was much easier. And free. I like free.

As I mentioned above, my data set is normally 500 matches. That is too small a set for two decks, but it was logistically implausible to just double it. It takes months to get all the data together as is—doubling would push completion into October at the earliest. I'm just not going to put that kind of time in to this project. Therefore, this data set is 640 total matches (160 per deck, and 32 per matchup). Why 640? I didn't have a set target when I started, but I knew that 150 was the bare minimum. Of course, I was testing both decks simultaneously to save time and I was burning out. I decided I'd had enough at 27 matches, but that was an ugly looking number and felt like too big a cop-out so I kept going to 30. And then did two more so we'd get nicer aggregate numbers.

The Test Decks

All of the decks were chosen in mid-May. They are as close to "average" lists as my team could find. Several members were irritated, as they wanted to try out their personal tech during testing, but the whole point is to see how these cards work against a representative metagame. Thus we used the most average build of every deck possible.

Choosing the test decks was harder than actually fitting in Preordain. In previous tests, I actually had to build decks around the test card. Stoneforge Mystic requires six slots minimum, Jace, the Mind Sculptor benefits from and rewards decks that play lots of very cheap spells. This required actual deckbuilding. This time I'm testing a cantrip in decks that already play cantrips. I just replaced the weaker one for Preordain. There is some consideration of adding more, like a Legacy deck would do, but we couldn't agree on how to do that and the clock was ticking. I went with the quick and easy option.

Gifts Storm (Test deck)

Creatures

4 Baral, Chief of Compliance
4 Goblin Electromancer

Instants

4 Pyretic Ritual
4 Desperate Ritual
4 Manamorphose
3 Remand
2 Peer Through Depths
4 Gifts Ungiven

Sorceries

4 Serum Visions
4 Sleight of Hand / Preordain
2 Grapeshot
2 Past in Flames
1 Empty the Warrens

Lands

4 Scalding Tarn
4 Steam Vents
4 Spirebluff Canal
3 Flooded Strand
2 Island
1 Mountain

Sideboard

3 Lightning Bolt
2 Dispel
1 Swan Song
1 Echoing Truth
1 Hurkyl's Recall
1 Negate
1 Pyroclasm
1 Anger of the Gods
1 Empty the Warrens
1 Mindbreak Trap
2 Shatterstorm

The core combo of the deck is very well established, and it's just as powerful and fragile now as it was in 2013. Swapping Pyromancer Ascension for Baral and the banned Gitaxian Probe for Gifts Ungiven is the only new innovation. I saw some lists running Merchant Scroll, but that was very much a fringe choice and didn't make the cut.

The most common sideboards at the time were Gifts packages. I'm not sure they're actually better than more focused boards, particularly because there are no Blood Moons, but this was what saw the most play at the time. I don't know that it made much of a difference. My experience showed that sideboarding was a very delicate thing and I did it at the barest minimum possible to preserve the combo. I doubt that the exact composition of my sideboard would have changed that plan. There was some consideration for the transformative Madcap Experiment/Platinum Emperion combo, but everyone I asked said it was worse than extra Empty the Warrens.

There's a lot more variation in UW Control, and it took awhile to put together a "stock" list. Sphinx's Revelation and Ancestral Vision didn't make the cut in favor of Spreading Seas and Condemn, by a very small margin.

UW Control (Test Deck)

Creatures

3 Snapcaster Mage
1 Vendilion Clique

Enchantments

4 Spreading Seas
1 Detention Sphere

Planeswalkers

1 Elspeth, Sun's Champion
2 Gideon Jura
2 Jace, Architect of Thought

Sorceries

4 Serum Visions / Preordain
3 Supreme Verdict

Instants

4 Path to Exile
2 Condemn
1 Spell Snare
2 Mana Leak
1 Logic Knot
1 Negate
1 Blessed Alliance
3 Cryptic Command

Lands

4 Flooded Strand
4 Hallowed Fountain
4 Celestial Colonnade
2 Glacial Fortress
2 Ghost Quarter
2 Tectonic Edge
4 Island
2 Plains

Sideboard

4 Spell Queller
3 Rest in Peace
2 Stony Silence
2 Dispel
2 Timely Reinforcements
1 Supreme Verdict
1 Negate

The Spell Queller plan was popular at the time, though it has gone away recently. I didn't really like it, but it also didn't have much opportunity to shine.

The Gauntlet

As usual, I chose five decks from all corners of the metagame, giving preference to Tier 1 decks. Again, the point is to test the power of these boosted decks; it makes the most sense to test against the best. This was both easier and harder than before. Every type of deck was represented in Tier 1 in May, but the control deck was UW Control. Which I was already testing by virtue of it being the... erm, control deck.

I needed to use the same gauntlet for both decks so the results were comparable. As such I fudged it to use a Jeskai list. This is not unusual now, with Jeskai ticking up in popularity, but it was unheard of at the time. I'm also fudging a bit by using Counters Company as my combo deck. It's far more combo than Abzan Company was, but it's still not a true combo deck.

#1 - Grixis Shadow (Test Deck)

Creatures

4 Death's Shadow
4 Snapcaster Mage
4 Street Wraith
2 Tasigur, the Golden Fang
2 Gurmag Angler

Instants

4 Thought Scour
3 Fatal Push
2 Lightning Bolt
2 Stubborn Denial
2 Terminate
2 Kolaghan's Command

Sorceries

4 Serum Visions
4 Thoughtseize
2 Inquisition of Kozilek

Lands

4 Bloodstained Mire
4 Flooded Strand
4 Polluted Delta
2 Watery Grave
2 Blood Crypt
1 Steam Vents
1 Swamp
1 Island

Sideboard

1 Engineered Explosives
1 Grafdigger's Cage
1 Nihil Spellbomb
1 Izzet Staticaster
3 Ceremonious Rejection
2 Stubborn Denial
2 Surgical Extraction
1 Liliana, the Last Hope
1 Anger of the Gods
2 Collective Brutality

#2 - Eldrazi Tron (Test Deck)

Creatures

4 Walking Ballista
4 Matter Reshaper
4 Thought-Knot Seer
4 Reality Smasher
2 Endbringer

Artifacts

4 Chalice of the Void
4 Expedition Map
2 Relic of Progenitus
2 Mind Stone

Instants

2 Dismember

Planeswalkers

2 Karn Liberated

Sorceries

2 All is Dust

Lands

4 Urza's Mine
4 Urza's Tower
4 Urza's Power Plant
4 Eldrazi Temple
3 Ghost Quarter
2 Cavern of Souls
2 Wastes
1 Sea Gate Wreckage

Sideboard

2 Hangarback Walker
1 Basilisk Collar
2 Grafdigger's Cage
1 Pithing Needle
2 Relic of Progenitus
2 Surgical Extraction
2 Warping Wail
1 Wurmcoil Engine

#3 - Counters Company (Test Deck)

Creatures

4 Birds of Paradise
3 Noble Hierarch
1 Viscera Seer
1 Walking Ballista
4 Devoted Druid
4 Vizier of Remedies
2 Duskwatch Recruiter
2 Scavenging Ooze
1 Qasali Pridemage
4 Eternal Witness
4 Kitchen Finks
1 Fiend Hunter

Instants

4 Chord of Calling
4 Collected Company

Lands

4 Verdant Catacombs
4 Windswept Heath
2 Temple Garden
2 Razorverge Thicket
2 Forest
2 Gavony Township
1 Godless Shrine
1 Overgrown Tomb
1 Horizon Canopy
1 Plains
1 Swamp

Sideboard

3 Voice of Resurgence
2 Abrupt Decay
2 Path to Exile
1 Anafenza, the Foremost
1 Aven Mindcensor
1 Eidolon of Rhetoric
1 Kataki, War's Wage
1 Linvala, Keeper of Silence
1 Orzhov Pontiff
1 Reclamation Sage
1 Selfless Spirit

#4 - Boros Burn* (Test Deck)

Creatures

4 Goblin Guide
4 Monastery Swiftspear
4 Eidolon of Rhetoric
1 Grim Lavamancer

Instants

4 Lightning Bolt
4 Searing Blaze
4 Skullcrack
4 Lightning Helix
4 Boros Charm

Sorceries

4 Lava Spike
4 Rift Bolt

Lands

4 Arid Mesa
4 Bloodstained Mire
2 Wooded Foothills
3 Sacred Foundry
3 Inspiring Vantage
3 Mountain

Sideboard

3 Ensnaring Bridge
4 Relic of Progenitus
4 Smash to Smithereens
2 Path to Exile
2 Kor Firewalker

[su_spoiler title="* Note on Burn" style="fancy"]Naya Burn appeared to have been pushed out of the mainstream, so we used a Boros list.[/su_spoiler]

#5 - Jeskai Control (Test Deck)

Creatures

4 Snapcaster Mage
4 Spell Queller
2 Vendilion Clique

Instants

4 Lightning Bolt
4 Path to Exile
4 Lightning Helix
3 Mana Leak
2 Remand
2 Electrolyze
3 Cryptic Command

Sorceries

4 Serum Visions

Lands

4 Celestial Colonnade
4 Flooded Strand
4 Scalding Tarn
2 Steam Vents
2 Hallowed Fountain
2 Island
1 Arid Mesa
1 Glacial Fortress
1 Mountain
1 Plains
1 Sacred Foundry
1 Sulfur Falls

Sideboard

3 Ceremonious Rejection
2 Negate
3 Rest in Peace
3 Supreme Verdict
2 Timely Reinforcements
2 Celestial Purge

Preordain, Qualitatively

The initial results are actually very disappointing. At this point I've played over 500 matches (~140 to go!) and I don't have a strong opinion on Preordain. This shouldn't be surprising: it's a cantrip. Cantrips don't have that much impact on a game (unless you play a lot of them), hence the name (it's a D&D reference). They're like the oil in an engine. You notice when they're not there, but otherwise you just don't see the impact. Upgrading your cantrip is like buying higher quality oil. Yes, your engine will run smoother and your mechanic may see some improvement, but you are unlikely to actually notice any difference in normal operation.

In a way, that is my answer. It didn't really feel special to play with Preordain. It was a definite improvement over the replaced cantrip, but not enough for me to feel strongly about the card. Its value swung wildly based on the situation and stage of the game, but so does that of any cantrip. Part of that may be how I played it, and it is very possible that decks would be built very differently with Preordain in the format. But players may also find that the lengths you have to go to just aren't worthwhile, like putting high-octane gas and racing lubricant in a Civic.

In Storm

I barely noticed any difference between Preordain and Sleight of Hand. This is probably because most of the time Preordain was Sleight of Hand. I will include the actual numbers when I circle back to this, but most of the time I kept one card and bottomed the other. You do get extra value from having options, but I didn't utilize them very often. It is entirely possible that I was wrong about that, but it certainly didn't seem that way to me or my team.

Preordain was swept up in the post-Pro Tour Philadelphia 2011 crackdown on combo. At the time it made sense—not all the combo decks used fast mana but they all used cantrips. Subsequent bannings have further weakened combo. Based on what I experienced, those later bannings made cantrips worse in combo. Games when I had a cost-reducer into Gifts Ungiven were far better than stringing cantrips together. It just didn't feel important to Storm.

In Control

Of course, it really doesn't feel special in UW either. It is unequivocally better than Serum Visions after turn four, but on turns 1-2, it's worse. In the mid- to late-game, you're looking for specific answers and Preordain delivers them right away instead of setting you up for next turn. However, early on you're just looking to get deeper into your deck, and Visions will always show you three cards. You get a random card that you won't play anyway and then set up for the next two turns. It's normally correct to Visions at the first opportunity as a result. Preordain cannot do that, so you don't play it early, saving it to find specific cards when you need them. I suspect that I should have played both, but hindsight is 20/20. I believe that I'm doing better as the game goes long but losing to mana screw early more often. We'll see what happens when the data comes in.

Part 2: Quantitative Results

The time has (finally) come to actually reveal the results of my latest banlist test. Looking back, testing two different decks made this harder than it needed to be. Focusing just on Storm would have yielded more satisfying data, though not a more significant result. As you will see, it appears that Preordain would not have that much impact on the top-tier metagame for a variety of reasons. Some of these I mentioned previously; a few will be explained here. However, this ultimately doesn't matter. Other developments since I began this test ensure that Preordain is never being unbanned.

What I'm going to do is reveal the aggregated result. My questions were, "Is Preordain safe for Modern?", and whether the overall data show if this is true. I'll then break it down by deck and matchup to show how that result was achieved. What you'll see is that Preordain did not significantly impact deck performance for either Storm or UW Control. This suggests that an unban is plausible. However, as I will get to later on, this result will not change Wizards's stance, and I don't anticipate playing Preordain in Modern in the foreseeable future.

Overall Result

I feel the need to start with this disclaimer: this is not a definitive result. The results I'm reporting are my experimental results and are meant to model the impact of unbanning Preordain on the Modern metagame. It would take many more tests with more decks to give a truly definitive result.

As a reminder, there were 640 total matches, or 320 with each deck. Play/draw alternated with each match regardless of result to ensure fairness and prevent bias. They were all typical matches---best of three with sideboarding. Please refer to the previous article for all the decklists.

  • Total Match Wins: 333
  • Total Win Percentage: 52%
  • Total Control Wins: 165
  • Control Win Percentage: 51.6%
  • Total Test Wins: 168
  • Test Win Percentage: 52.5%

As you can see, I didn't have very impressive results. I'll be going into why as I deal with each deck, but having Preordain didn't feel very special. It was very similar to Sleight of Hand in Storm, and was inconsistently good in UW. I think we all know what the statistical test will show, but I'm going to include it anyway for academic honesty.

Once again, I'm reporting the z-test result because I think more people are familiar with it. As the P-value is greater than 0.05, we accept the null hypothesis and there is statistically no variation between the results. From this we can infer that Preordain had no real impact on my test decks.

Storm Results

Storm was something of an odd test for me as it really didn't feel like an integral piece of the testing. What I mean is that the matches rarely came down to how I, as the Storm player, played. A few times a poor sequence hurt me, but for the most part the actual combo played itself. I know I wasn't playing it perfectly, but Gifts Ungiven provided enough forgiveness that I didn't need to. If that card resolves, you should always win. My losses were either caused by me mulliganing to death or my opponent's disruption preventing me from comboing in the first place.

A note on sideboarding: Storm cannot afford to exchange many cards without severely harming its odds of comboing. I remember years ago hearing that Jon Finkel never sideboarded at all with Storm if he could help it, and who am I to argue with Johnny Magic? As a result I boarded as little as possible.

Grixis Shadow

I was told that Shadow was a very hard matchup for Storm. They have lots of relevant disruption and a powerful clock, the classic anti-combo recipe. This proved to be true, though Shadow has a hard time actually sticking a clock I found. They don't have that many threats, so sometimes I was able to play the long game and come back from having my hand shredded.

  • Storm Control Wins: 15
  • Control Win Percentage: 46.9%
  • Storm Test Wins: 16
  • Test Win Percentage: 50%

With only a one-game difference between test and control, there is no chance that the result is statistically significant, which the analysis confirms.

P > 0.05, so accept the null hypothesis, there is no statistical variation in the data.

Sideboarding really didn't change the matchup. Grixis had a pretty good gameplan pre-board, and it was still great after siding. There wasn't much that Storm could do to change that other than go for Empty the Warrens more.

Storm's Sideboarding:

-1 Grapeshot

+1 Empty the Warrens

Grixis Shadow's Sideboarding:

-2 Lightning Bolt -2 Terminate -2 Kolaghan's Command -1 Snapcaster Mage

+1 Grafdigger's Cage +1 Nihil Spellbomb +1 Izzet Staticaster +2 Stubborn Denial +2 Collected Brutality

Eldrazi Tron

I thought this would be a worse matchup than it ended up being. Storm doesn't fail with just one piece of disruption, so a single Thought-Knot Seer is not that bad. E-Tron sometimes just fails to do anything relevant except make a single big threat. Chalice of the Void was ignorable on one and often the game ended before they could put it on two. But when that did happen, it was game over for me.

  • Storm Control Wins: 16
  • Control Win Percentage: 50%
  • Storm Test Wins: 16
  • Test Win Percentage: 50%

Absolutely no change. Again, I don't think the statistical analysis is necessary, but here it is anyway.

There's no statistical difference between the control and the test.

I suspect that sideboarding had a much larger impact on the matchup than expected. E-Tron brings in a lot of great ways to shut down Past in Flames, meaning you're forced to rely on Empty the Warrens, for which they have All is Dust and lots of creatures. Big Walking Ballistas were a nightmare, as was Wurmcoil Engine. We debated bringing in Shatterstorm for all the artifacts and ultimately decided against it. By the time you'd play it most games, you've already lost.

Storm Sideboarding:

-1 Grapeshot

+1 Empty the Warrens

E-Tron Sideboarding:

-4 Matter Reshaper -2 Karn Liberated -1 Endbringer

+2 Grafdigger's Cage +2 Relic of Progentius +2 Warping Wail +1 Wurmcoil Engine

Counters Company

Counters was a really swingy matchup. Play/draw really mattered because you're both combo decks and can kill on turn three. Game one was just a straight race, and Storm was more consistent. After boarding it got complicated. Counters has decent answers, and Storm does not, but it might just get locked out without Echoing Truth.

  • Storm Control Wins: 17
  • Control Win Percentage: 53.1%
  • Storm Test Wins: 18
  • Test Win Percentage: 56.3%

There's a theme with these results. See if you can spot it.

Again, little has changed. Preordain isn't important in a racing situation. It just ensured that you never fizzled, which is pretty rare anyway.

Since the goal was to win turn three, Storm didn't sideboard on the play. On the draw you had to be the control deck, relatively speaking, so there was sideboarding then.

Storm on the draw Sideboarding:

-1 Baral, Chief of Compliance -1 Pyretic Ritual -1 Desperate Ritual -3 Remand

+3 Lightning Bolt +1 Echoing Truth +1 Anger of the Gods +1 Pyroclasm

Counters Company Sideboarding:

-1 Qasali Pridemage -1 Kitchen Finks

+1 Eidolon of Rhetoric +1 Orzhov Pontiff

Burn

I thought Burn would be a better matchup than it actually was. I didn't appreciate how good Searing Blaze actually was against Storm. You're reliant on your cost reducers to go off, and Blaze kills them efficiently. Burn also reliably goldfishes turn four and can turn three you if your mana cooperates, so they can race you. Also, Eidolon of the Great Revel is lights out. The only way to win with that on the field is to Empty the Warrens. And you're probably dead anyway. We always played game one as if we didn't know what we were playing, but for games two and three my Burn pilot aggressively mulliganed for Eidolon.

  • Storm Control Wins: 19
  • Control Win Percentage: 59.4%
  • Storm Test Wins: 17
  • Test Win Percentage: 53.1%

Not a big change again. I believe the difference was the Burn's aggressive mulligans paid off a few more times against the test deck.

Again, not a significant result. Well within the "noise" of the test. I actually expected this. With a smaller n-value you need really disparate results to achieve statistical significance.

Sideboarding for Storm was hard here. You needed to remove Eidolon and couldn't rely on Empty. In exploratory testing I found that you could Empty for a lot and still die so we decided to stick to the Grapeshot kill as much as possible. On the draw we decided to add more counters.

Storm Sideboarding:

-1 Desperate Ritual -1 Pyretic Ritual -1 Baral, Chief of Compliance

+3 Lightning Bolt

Additionally On the Draw:

-1 Empty the Warrens -1 Gifts Ungiven

+2 Dispel

For Burn we took out the clunkiest burn spell and Lavamancer for relevant disruption. We debated Kor Firewalker for a while and decided against it.

Burn Sideboarding:

-1 Grim Lavamancer -3 Rift Bolt

+4 Relic of Progenitus

Jeskai Control

Jeskai was another swingy matchup, mostly because their clock was what really mattered. Given the time, I would just sculpt to my heart's content and win through their permission. The fact that this version didn't have Geist of Saint Traft helped on that front, but Spell Queller was also a beating combined with all their burn.

  • Storm Control Wins: 14
  • Control Win Percentage: 43.8%
  • Storm Test Wins: 15
  • Test Win Percentage: 46.9%

With a different sideboard on Jeskai's side I can see this matchup becoming much worse.

It's very significant how not significant these results are. I really am running out of things to say here; it's only going to get worse for UW.

For sideboarding we adjusted the counter suite for Storm while Jeskai really had the opportunity to adapt. The Empty plan is meant for disruption-heavy decks, but it really hates it when you prepare and have sweepers.

Storm Sideboarding:

-1 Grapeshot -1 Remand -1 Baral, Chief of Compliance

+1 Empty the Warrens +2 Dispel

Jeskai Sideboarding:

-4 Path to Exile -1 Lightning Helix -2 Electrolyze

+2 Negate +3 Rest in Peace +2 Supreme Verdict

Storm Conclusions

Preordain did not excel in Storm. It was simply too like Sleight of Hand, which it replaced, to have any significant effect. Where it was better was post-sideboard when you were digging for pieces and seeing only junk, but that didn't happen too often. Most games I cantripped a few times then attempted to go off. Even against Jeskai the games didn't tend to go very long. The opponent's disruption and clock mattered more than the power of my cantrips. Therefore, I have no evidence here that Preordain would change anything for Storm.

UW Control Results

Testing UW was far harder. A control deck has more decisions and takes longer to finish a game, which is why this took so long, but it also required more of a play adjustment between the control and test decks. Serum Visions and Preordain are better at different things and expecting one to do the other's job was disastrous in exploratory testing. As a result I had a harder time with the deck.

Grixis Shadow

UW has a pretty good matchup thanks to its redundancy. You can't really stop their first few turns, so they will shred you, but you are likely to recover and draw more powerful cards as the game goes on. As long as you don't just die to beefsticks you've got a great shot at out-valuing them.

  • UW Control Wins: 19
  • Control Win Percentage: 59.4%
  • UW Test Wins: 17
  • Test Win Percentage: 53.1%

You know by now where this is going.

We didn't sideboard very much, both decks are close to where you want them maindeck. The adjustments were based on the assumption the games would go longer.

UW Sideboarding:

-1 Vendilion Clique -1 Spell Snare

+2 Rest in Peace

Grixis Shadow Sideboarding:

-2 Lightning Bolt -2 Terminate -1 Fatal Push

+2 Stubborn Denial +1 Liliana the Last Hope +2 Collective Brutality

Eldrazi Tron

Eldrazi was a weird matchup. Their deck is fairly inconsistent, and when I could use Spreading Seas to capitalize on that, it was easy. Against their good hands and/or Cavern of Souls, it got much harder. Playing only unconditional removal was very good as well. However, sometimes Eldrazi is just Eldrazi, and Chalice can prove backbreaking.

  • UW Control Wins: 15
  • Control Win Percentage: 46.9%
  • UW Test Wins: 16
  • Test Win Percentage: 50%

There's not much to say really, it was just a slugfest.

UW is almost pre-sideboarded against Etron. I wished it wasn't, as I would have liked more Detention Spheres for Chalices, but that wasn't an option. I debated Spell Queller but it didn't perform in exploratory.

UW Sideboarding:

-1 Spell Snare

+1 Supreme Verdict

Etron Sideboarding:

-2 Dismember -2 All is Dust

+2 Hangerback Walker +2 Relic of Progenitus

Counters Company

This was a weird matchup. Sometimes Company went for the long-game; sometimes it was just jamming the combo. UW never felt safe and it was a really stressful test.

  • UW Control Wins: 17
  • Control Win Percentage: 53.1%
  • UW Test Wins: 15
  • Test Win Percentage: 46.9%

Collected Company is a hell of a card.

I decided to target the Company value plan with my sideboarding, since that was their best card and I didn't really have more ways to interact with the combo. Spreading Seas is not effective against mana dorks.

Company went for sweeper insurance.

UW Sideboarding:

-4 Spreading Seas -1 Mana Leak -1 Logic Knot

+3 Rest in Peace +2 Dispel +1 Supreme Verdict

Counters Company Sideboarding:

-1 Fiend Hunter -1 Vizier of Remedies -1 Devoted Druid -1 Qasali Pridemage

+3 Voice of Resurgence +1 Selfless Spirit

Burn

This went worse for UW than I thought it would. It plays less lifegain and fewer counterspells so it can be a struggle.

  • UW Control Wins: 17
  • Control Win Percentage: 53.1%
  • UW Test Wins: 18
  • Test Win Percentage: 56.3%

I know the percentage jumps look big but that's just a quirk of small n samples.

Sideboarding is what you'd expect: dead cards out, counters in. The Quellers were pretty good here as both disruption and a clock. You can't wait forever against Burn. Spreading Seas is too tempo-negative to play early, and late, it's not relevant disruption.

UW Sideboarding:

-4 Spreading Seas -3 Supreme Verdict -2 Jace, Architect of Thought

+4 Spell Queller +2 Dispel +2 Timely Reinforcements +1 Negate

Burn Sideboarding:

-4 Searing Blaze

+4 Relic of Progenitus

Jeskai Control

We played this matchup as a control deck against a midrange deck. Neither I nor my Jeskai pilot were sure that's correct, but nothing else made sense at the time. It was weird because most of their cards aren't good but can still kill you if unopposed. Blessed Alliance was shockingly good as a result.

  • UW Control Wins: 16
  • Control Win Percentage: 50%
  • UW Test Wins: 20
  • Test Win Percentage: 62.5%

This matchup was the closest to actually significant results I got. I think if I had done the usual 50 it would have been significant for reasons I'll describe below.

Sideboarding in control mirrors is hard. I decided that his Snapcasters were better than mine and that I wanted to fight on his turn to resolve planeswalkers. I also didn't want to just lose to burn.

UW Sideboarding:

-4 Spreading Seas -3 Supreme Verdict -2 Condemn -1 Blessed Alliance

+4 Spell Queller +3 Rest in Peace +2 Dispel +1 Timely Reinforcements

Jeskai Sideboarding:

-2 Lightning Helix

+2 Negate

UW Conclusions

The Jeskai test revealed why my results didn't change much from control to test. Preordain is a mid-game card, and Serum Visions is an early-game card. What I mean is that during mid-game topdeck wars, Preordain is better, because you can find and cast the card you want right way. Visions gets you deeper, but you get a random card. This is great in the early game where you want to hit land drops and set up your turns. When games end quickly, Preordain doesn't get the chance to shine.

Preordain's Place

Based on my results and experience playing the card, I do not believe that Preordain is unequivocally better than Serum Visions. During the first few turns, the smoothing power of Visions is far superior, and if you want a card to set you up for the long game, you would always choose that card. However, when you need to find something right now, Preordain will be your go-to. As a result, I don't believe that they necessarily fight for space, nor would you always play sets of both. A mix is more likely. With this in mind and my lack of significant results, I believe that Preordain could be unbanned.

Some Caveats

I wasn't testing decks that overload on cantrips. This was a deliberate decision to keep this as scientific as possible. If I start wildly redesigning decks, then the test becomes more about my deckbuilding ability than the actual strength of the cards. As I've said from the beginning, it's better to use an established list and see how the card boosts its power. So I didn't play 12-cantrip Storm or Serum Visions and Preordain in UW Control.

In Storm, I'm certain this was fine. I've played heavy cantrip Storm in Modern before, and the Gifts version feels better. Having a way to search for mana and Past in Flames was very good, and I can't fathom cutting that package. Players have argued that I should just cut the utility spells for extra cantrips, but I'm skeptical. As noted, Chalice and Eidolon win the game against you, and having a few ways to answer them is necessary. The cantrips are still weaker than Legacy's; a single Echoing Truth is not going to cut it.

As for UW, I'm not certain. Finding the room for cantrips requires cutting real cards. Modern is faster than Legacy, so you can't really durdle or fill your deck with air, especially as a control deck. Miracles got away with that thanks to Counterbalance. Maybe it would be correct, but I'm uncertain. In any case, trying to find out adds more variables and is therefore untestable at this time.

It Was All for Opt

The problem is that nothing I've just said really matters. This has nothing to do with its value or the process, but with Magic moving on while I've been working. See, Opt has effectively killed Preordain's chance to be unbanned. The first reason is similarity. Opt is Preordain, adapted for instant speed. The effect is weaker, but it gains speed. Standard Wizards balancing strategy. Yes, I know Opt came first, but it wasn't appreciated in its time. If you have to nitpick, just flip my statement around; it's still true.

This feeds into the other problem. Wizards has previously said that too many cantrips is a problem. They're worried both about consistent combo and overly consistent control (à la Caw Blade). They're fine with a few weaker cantrips, but add some more power and things get risky. As a result, I think Opt is a definitive statement to the Modern crowd that the cantrips won't be unbanned. Wizards will not risk cantrips killing variance again.

In the end, that's my conclusion. Preordain is not necessarily better than Serum Visions, and would be a worthwhile risk to unban. This will not happen because Opt subsumes Preordain's theoretical place.

See you next week for the results of fitting Ixalan into Merfolk.

Colorless Eldrazi Stompy Mini-Primer: Sideboarding

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A couple weeks ago, I wrote a strategic guide to mulliganing with Colorless Eldrazi Stompy, a deck I've championed on Modern Nexus for almost two years now. Today's follow-up piece focuses on the deck's second-most-challenging (and important) aspect: sideboarding.

This article covers build variations and possible sideboard includes before jumping into the matchup guide. But first, the list:

Colorless Eldrazi Stompy, by Jordan Boisvert

Creatures

4 Eldrazi Mimic
4 Eternal Scourge
2 Matter Reshaper
2 Endless One
4 Thought-Knot Seer
4 Reality Smasher
4 Simian Spirit Guide

Artifacts

4 Serum Powder
4 Chalice of the Void
1 Smuggler's Copter

Instants

4 Dismember

Lands

4 Eldrazi Temple
3 Gemstone Caverns
4 Ghost Quarter
4 Blinkmoth Nexus
2 Mutavault
2 Sea Gate Wreckage
2 Scavenger Grounds
2 Wastes

Sideboard

3 Spatial Contortion
1 Gut Shot
4 Relic of Progenitus
2 Surgical Extraction
3 Ratchet Bomb
2 Pithing Needle

Build Variations

I've been testing a couple of changes to the sideboard recently, cutting All Is Dust and Grafdigger's Cage for additional copies of Surgical Extraction and Pithing Needle. As we'll see in the next section, there are multiple ways to construct the sideboard, although the bulk of our 15 is locked in. But before deciding on a sideboard configuration, players should tune their mainboard for the decks they want to beat.

Mainboard Flex Spots

Colorless Eldrazi Stompy has five flex spots. In my build, they're currently occupied by 2 Matter Reshaper, 2 Endless One, and 1 Smuggler's Copter. Before we jump into sideboarding, let's cover the merits of each option.

Matter Reshaper: Ideal against highly interactive decks (Jeskai, Shadow), and combat-focused ones that don't love sitting across from a three-power creature (Zoo, Humans). Lackluster against any deck that plans to ignore it (Storm, Tron, RG Valakut).

Endless One: One shines in matchups that demand a lot of pressure very quickly. In those, it's servicable as an additional two-power creature on turn one, but truly excels alongside Eldrazi Mimic itself. The X-costed Eldrazi plugs whatever hole in the curve we need filled to ensure we can continuously apply pressure. Its glaring weakness is Fatal Push, but One's still acceptable against midrange decks thanks to its potentially huge size.

Smuggler's Copter: Looting past dead cards is powerful enough in this deck that opponents basically have to deal with Copter if possible. That makes the Vehicle a Splinter Twin-style tempo play that forces interactive opponents to keep up mana each turn, lest we crew our two-mana consistency engine. It's naturally great against decks that skimp on removal, too, and useful for flying over board stalls generated by Tarmogoyf, Gurmag Angler, or Knight of the Reliquary. Copter's failings become apparent when we fail to find a pilot (rare) or when opponents load up on small removal like Bolt and Push (less rare). The card is also awful in multiples, as we can sometimes draw two Copters and no pilot, and we struggle to consistently crew a pair of them.

These days I'd advocate for a single Copter in the main in all but the Jundiest of metagames, and advise players to carefully weigh their Reshaper/One split based on the anticipated field. An open metagame calls for a 2/2 split, although I can understand the argument that Modern's variety rewards us for ramping up on proactivity (which would favor Endless One). Still, Reshaper is so nasty against removal spells that I'd be hard-pressed not to include some amount in most of my future lists.

The only other cards I'd consider for flex spots are sideboard options, namely Spatial Contortion and Ratchet Bomb. Both of these picks are highly metagame dependent. As for Relic of Progenitus, I think if you want to run that main at all, it should be at 4, with Chalice of the Void relegated to the sideboard and Simian Spirit Guide replaced by other flex spot options, including one Ghostfire Blade.

Dissecting the Sideboard

Colorless Eldrazi Stompy's sideboard can be neatly divided into three categories: spot removal, grave hate, and utility. Understanding each component and its uses is critical to success with the deck.

Spot Removal

Our sideboard removal package compliments Dismember (or flat-out replaces it against Burn and Jeskai Tempo) to give us ample ways to stomp combos, blow out blocks, and neuter aggression. Boarding in the full removal suite turns us into a Jund-style midrange deck, which is exactly where we want to be in certain matchups. Spatial Contortion is our most flexible removal spell, as it's got Bolt's admirable coverage and doubles as Lava Spike while swinging with a large creature. Gut Shot's best at pinging Dark Confidant, mana dorks, and infect creatures; All Is Dust is an option to combat value-centric Collected Company decks and random stuff like Pillow Fort.

Numbers:

  • 2-4 Spatial Contortion
  • 0-2 Gut Shot
  • 0-1 All Is Dust

Grave Hate

Our baseline grave hate package is 4 Relic of Progenitus, which also serve a unique function with Eternal Scourge. Combined, these cards allow us to "go Dredge" and essentially prevent midrange decks from ever grinding us out. Relic then replaces Bant or Tron's pricey curve-toppers like Drowner of Hope and Karn Liberated when it comes to going over fair decks, in addition to its traditional applications as graveyard hate.

Joining Relic is Surgical Extraction, another card that's nutty with Scourge (becoming a zero-mana "draw 4" once opponents manage to deal with one) and particularly effective against graveyard-based combo cards such as Past in Flames, Kitchen Finks, and Goryo's Vengeance. The floor is so high on a single Surgical that I'd never dip below one, although the second can theoretically rot in hand once all our Scourges have been exiled.

And rounding out the suite is Grafdigger's Cage, a card that provides incidental grave hate while actually owing its inclusion to Chord of Calling and Collected Company. As we'll see, our Counters Company matchup needs no help, but Knight of the Reliquary still annoys us out of the fringe Bant builds.

Numbers:

  • 4 Relic of Progenitus
  • 1-2 Surgical Extraction
  • 0-1 Grafdigger's Cage

Utility

The top dogs as far as utility goes are Ratchet Bomb, which sweeps away wide fields and kills problematic permanents, and Pithing Needle (alternatively, the slower-and-steadier Sorcerous Spyglass), which prevents combos and turns off planeswalkers. Beyond these, a wealth of cards can be ran in utility slots. Listed are those I've found passable for certain fields.

  • 2-4 Ratchet Bomb
  • 1-3 Pithing Needle/Sorcerous Spyglass
  • 0-2 Warping Wail
  • 0-1 Ghostfire Blade
  • 0-1 Damping Matrix
  • 0-1 Crucible of Worlds
  • 0-1 Witchbane Orb
  • 0-1 Endbringer

Tier 1 Sideboarding Guide

This guide covers all nine Tier 1 decks according to Modern Nexus's November metagame update, in descending order of popularity. There may of course be superior plans to the ones I propose here, but know that these are the best I've found so far, and that each has served me well.

Affinity (medium)

+3 Spatial Contortion
+1 Gut Shot
+3 Ratchet Bomb
+2 Pithing Needle

-4 Reality Smasher
-4 Simian Spirit Guide
-1 Gemstone Caverns/Wastes (play/draw)

Given some lucky scouting, we can cheese Affinity in Game 1 with a Chalice on 0; otherwise, pre-board Cranial Plating presents an uphill battle. We become favored post-board, when we have plenty of removal to break up their synergies. I like Chalice regardless of play or draw as on 0 it shuts off a large portion of their deck, and in multiples, another on 1 gives Affinity even more dead draws. Since we're counting on one-for-oneing the threats that do stick and playing a tempo game, blanking some number of opposing draw steps comes in handy.

Smasher turns the corner pretty well, and helps us steal Dismember-fueled Game 1 victories. But after siding, we're more interested in beating down with little guys while disrupting. Powders help us get to those interaction-heavy hands while dumping Scourges into exile, helping us go lower looking for hate without giving up our pressure.

Burn (favored)

+3 Spatial Contortion
+2 Ratchet Bomb

-4 Dismember
-1 Smuggler's Copter

Burn is already quite easy to beat thanks to Chalice of the Void and Thought-Knot Seer. Our many three-drops wall Burn's threats, and Simian Spirit Guide accelerates us into broken openings. Destructive Revelry comes in from their sideboard, but our combat plan will often race them anyway. On that note, it's usually correct to aggressively mull for Temple post-board, and to curve threats into Thought-Knot before slamming Chalice when possible.

Ratchet Bomb is an admittedly weak bring-in, but it beats out Smuggler's Copter and Dismember. To its credit, Bomb helps defeat Burn hands featuring multiple one-drops and provides an out to the stray Ensnaring Bridge.

Humans (medium)

+3 Spatial Contortion
+1 Gut Shot
+1 Relic of Progenitus

+3 Ratchet Bomb

-4 Simian Spirit Guide
-4 Chalice of the Void

Humans is a lot like Affinity: tough to beat Game 1, and much easier post-board. Their Game 1s are a little worse than Affinity's (no Cranial Plating) and their post-board game is a little better (thanks in large part to Reflector Mage). A key difference is we can remove Affinity's creatures before they have the opportunity to generate value, but Humans's creatures cast spells when they enter the battlefield. Additionally, Chalice of the Void blows against this deck thanks to Aether Vial and Cavern of Souls.

Reshaper is something of a double-edged sword here; while it's likely to trade with some of Humans's creatures to our benefit, the first-striking Thalias both eat it in combat.

Eldrazi Tron (unfavored)

+3 Spatial Contortion
+3 Ratchet Bomb
+2 Pithing Needle

-4 Simian Spirit Guide
-4 Chalice of the Void

The strong Gx Tron matchup is one reason to play Colorless Eldrazi Stompy, but the midrange-slanted Eldrazi Tron gives us problems. Alas, the "go Dredge" plan generally reserved for midrange is of little value against one that still tops out with colorless planeswalkers and Batterskull.

Eldrazi Tron forces us to take a hyper-aggressive role, Powdering into hands with Mimic and Seer and throwing Ghost Quarters on draw steps. Needle effects and Ratchet Bomb are crucial for dealing with Walking Ballista, quietly the deck's strongest card in the matchup---it guns down Mimic and our manlands and keeps Scourge clean off the table. Contortion removes those pesky Reshapers, pushes through damage, and helps kill big Eldrazi in a pinch.

Counters Company (favored)

+ 15

-4 Eldrazi Mimic
-2 Matter Reshaper
-4 Simian Spirit Guide
-4 Chalice of the Void
-1 Smuggler's Copter

While Counters Company walks all over Eldrazi Tron, our many removal spells ensure we have a great time against the deck. Relic gives us an endless supply of threats while negating Kitchen Finks and Eternal Witness, Needle proactively attacks whatever combo opponents seem to be assembling, and Bomb gives us a functional board wipe.

Storm (favored)

+ 4 Relic of Progenitus
+ 2 Surgical Extraction
+ 3 Ratchet Bomb

-2 Matter Reshaper
-2 Endless One
-4 Reality Smasher
-1 Smuggler's Copter

Another good matchup Colorless Eldrazi Stompy has over Eldrazi Tron, Storm simply can't keep up with our combination of pressure and disruption. Between Guide to pop Relic and the phyrexian-costed Surgical Extraction, we threaten many ways to interact with their combo while tapped out. Guide's other uses include rushing out Thought-Knots and Chalice for 2, our preferred number here. We keep Dismember for the mana bears, and Ratchet Bomb gives us an elegant answer to Empty the Warrens. Bomb should be sandbagged in hand until opponents go for some Goblins.

Jeskai Tempo (favored)

+ 3 Spatial Contortion
+ 4 Relic of Progenitus
+ 2 Surgical Extraction
+ 3 Ratchet Bomb

-4 Eldrazi Mimic
-4 Simian Spirit Guide
-1 Smuggler's Copter
-3 Dismember

This matchup only gets tricky when opponents slam us with multiple Geists. Otherwise, it's trivial to wall just one. Bomb comes down proactively to start ticking up to three, since Geist is the only shot this deck has at beating us; Ghost Quarter takes care of Colonnade, Chalice on 1 shuts off most of their burn, and Relic again plays double-duty, invalidating their attrition plan with Scourge while nerfing Snapcaster Mage and Logic Knot.

Dismember's a little too costly to keep in at 4, but joins Contortion as a way to snipe Spell Quellers. Relic already hinders Snap, so we don't need the second Surgical as much. Powder can also be cut for more threats to hedge against Stony Silence.

Grixis Shadow (medium)

+ 4 Relic of Progenitus
+ 2 Surgical Extraction
+ 3 Ratchet Bomb

-4 Eldrazi Mimic
-4 Simian Spirit Guide
-1 Smuggler's Copter

This matchup can really go either way. Sometimes we lock them out handily with a fast Chalice or Relic, and sometimes they strip our good cards, By Force our disruption, and control the field with a huge Shadow. Interestingly, our disruption combines to completely lock down their threat base should we set them up fast enough: Chalice prevents them from casting Shadow (and Bomb keeps it off the table), while Relic prevents them from casting delve threats (with resolved ones handled by Dismember). Grixis Shadow never grinds us out thanks to Eternal Scourge, which here serves as both recurring attacker and chump blocker extraordinaire.

I'd say this matchup is better for us than it is for Shadow, but it's tight enough that I'd call it medium. Some games are close and many end up wildly favoring one player or the other.

RG Valakut (unfavored)

+ 1 Gut Shot
+ 2 Surgical Extraction

-2 Chalice of the Void
-1 Smuggler's Copter

Our plan against Valakut is to race them, which is often a bleak proposition. Thought-Knot Seer's our best spell, closely followed by Eldrazi Mimic; our priority while mulliganing is to find an opener with Eldrazi Temple and one or both of those cards, which puts a lot of strain on our hands. Matter Reshaper almost never triggers here, but we keep him just for the body. Similarly, Gut Shot comes in to remove Sakura-Tribe Elder (a task also regularly executed by Dismember).

Sometimes, we can cheese victories against the deck. Chalice for 2 locks Valakut out of ramping should we land it early enough, and for 0 stops Summoner's Pact. And Surgical Extraction pairs with Ghost Quarter to remove Valakut itself (or with some removal spells to exile all the Titans). We shouldn't count on these scenarios occurring, but one key to navigating this matchup is to always look for windows to make a blowout play.

It's the Bomb

I've been asked numerous times for entry-level strategic content on this deck, and am happy to have finally written some. Between the mulligan guide and this sideboarding guide, players picking up Colorless Eldrazi Stompy for the new year should have plenty to work with to get started on the deck. Good luck to those of you who do, and be sure to let me know how it goes!

Read Part 3 of this article series, “Colorless Eldrazi Stompy Mini-Primer: Play Tips,” here.

Deck of the Week: Breach Blue Moon

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Hello, Nexites, and welcome to a new edition of Deck of the Week. The recent Modern meta has continuously shifted from fair decks, to combo decks, to big-mana decks. It says a lot about the diversity of the format, regardless of how other people think about the Top 8 decks at Grand Prix Oklahoma. With all these in mind, it might be time to shift back to an existing archetype that flourishes in a field like this, as it has all the tools to take out contenders from all corners of Modern. I'm talking about Blue Moon.

Blue Moon has been ticking up in popularity in the metagame standings, and recently it took down an Magic Online PTQ in the hands of MTGO user Rooney56. To begin, let's take a look at his list.

Blue Moon, by Rooney56 (1st, MTGO PTQ)

Creatures

3 Emrakul, the Aeons Torn
4 Snapcaster Mage
1 Vendilion Clique

Instants

3 Cryptic Command
2 Electrolyze
4 Lightning Bolt
3 Opt
4 Remand
2 Spell Snare
4 Through the Breach

Sorceries

4 Serum Visions

Enchantments

3 Blood Moon

Lands

2 Desolate Lighthouse
2 Flooded Strand
8 Island
1 Mountain
2 Polluted Delta
4 Scalding Tarn
2 Steam Vents
2 Sulfur Falls

Sideboard

4 Abrade
2 Anger of the Gods
2 Disdainful Stroke
2 Dispel
1 Izzet Staticaster
2 Madcap Experiment
2 Platinum Emperion

Blue Moon is a deck that has experienced a ton of variation over the years, most notably in its win conditions. Through the Breach plus Emrakul, the Aeons Torn is the newest addition to this arsenal.

The new face of Blue Moon bears much resemblance to Splinter Twin decks of old (some versions are even running the Kiki-Jiki, Mirror Breaker kill themselves). Rooney56's build is a classic combo-control deck. It's packed with tons of interaction in removal and counterspells, which is augmented by the always reliable power of Blood Moon to restrict your opponent's movements by disrupting their mana base. These controlling elements let you polish your hand until you can breach in an Emrakul for the win. Finally, the old Bolt-Snap-Bolt alternate wincon is on full display here too.

The list runs nine copies of permission spells that are made more potent by the presence of Snapcaster Mage. It also has the usual cantrips of a blue deck, Opt and Serum Visions, which help fix your hand and set up your lethal two-card combo. Noticeably missing in this list's disruption package is Spreading Seas, which has been cut in favor of more redundancy in the other cards. There's also a singleton Vendilion Clique that provides additional utility and much needed information before you decide to go in on a Through the Breach.

The deck's sideboard packs the Platinum Emperion plus Madcap Experiment package, which gives you an additional angle of attack besides Through the Breach and Emrakul. Favorable matchups such as Tron and Eldrazi decks are made better with access to Abrade and Disdainful Stroke. Meanwhile, Izzet Staticaster and Anger of the Gods are very good against Affinity and Humans, the premier aggro decks of the format right now.

There isn't much that's new in this build, but blue seems well placed in the meta right now. Blood Moon is the perfect compliment to this control-esque approach, and Emrakul, the Aeons Torn is an excellent finisher that can steal games in an instant. Blue Moon might just be one of the best decks to bring right now to any Modern tournament!

So that’s it for this edition of “Deck of the Week.” Stay posted for our next feature next week. Until then, happy shuffling and thanks for reading!

Crashing Through: The Rise of Combo-Control

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One of the most interesting trends that has emerged over the last few weeks in the Modern is the resurgence of combo-control. Several decks have seen success with an interactive shell that has some sort of a combo finish. Be it Living End suiting up with Cryptic Commands and Remands instead of its traditional creature-heavy shell, UR Breach buying time until it can put together Through the Breach and Emrakul, or Blue Tron pairing counterspells with a big-mana strategy, combo-control is definitely on the upswing.

This article will examine some of the root causes of this surge, and why some decks that seemingly have similar characteristics have not enjoyed the success of the above examples.

Combo-Control's Renaissance

Combo-control's shiny new standing sharply contrasts its condition a few months ago, when Counters Company and Storm were the go-to options if you wanted to play a combo deck in Modern. While those decks are still successful, the metagame has shifted to allow the hybrid decks mentioned above to join them as playable options. In a sense, this is a return to Modern's roots---combo-control had long maintained a steady presence in the format, thanks to its ability to use interaction to buy time and combo finishes to steal otherwise losing games. However, its share began to erode when bannings eliminated some of its foremost exemplars, and the emergence of powerful, streamlined aggro-combo decks like Infect made the remaining options for this archetype subpar choices.

Background Causes

What causes these decks to succeed? I believe a combination of factors fuels the success of these archetypes: new printings have either enabled or benefited them; their metagame positioning has improved; and the pure combo versions of these decks have been facing stiffer opposition lately in the form of hate cards. This section focuses on how these factors apply to the aforementioned decks, and covers one deck which they do not influence.

New Technology

New cards tend to juice up combo-control decks. The foremost example of this phenomenon is the mono-blue Living End lists that have been doing well online of late:

Living End, by 1310HaZzZaRd (5-0, MTGO Competitive League)

Creatures

4 Street Wraith
4 Curator of Mysteries
4 Striped Riverwinder
3 Architects of Will

Enchantments

4 As Foretold

Instants

3 Cryptic Command
2 Disallow
3 Mana Leak
4 Remand

Sorceries

4 Ancestral Vision
4 Living End

Lands

4 Field of Ruin
1 Ghost Quarter
12 Island
4 Tolaria West

Sideboard

3 Dismember
2 Dispel
2 Hurkyl's Recall
4 Leyline of Sanctity
4 Leyline of the Void

This deck exists thanks to As Foretold, Curator of Mysteries, and Striped Riverwinder in Amonkhet block. The new cards provide a means of casting Living End in a mono-blue deck as well as adequate payoffs for doing so.

While other combo-control decks have not been enabled to this degree by recent printings, useful cards have still come to them over the past few sets. Tron decks in general have benefited greatly from Walking Ballista, and Blue Tron is no exception. In the case of UR Breach, having another quality one-drop cantrip in Opt to help dig into combo pieces or utility has made quite a difference, as demonstrated by the following 8-0 list from a PTQ:

UR Breach, by Rooney56 (8-0, PTQ #11039156)

Creatures

3 Emrakul, the Aeons Torn
4 Snapcaster Mage
1 Vendilion Clique

Enchantments

3 Blood Moon

Instants

3 Cryptic Command
2 Electrolyze
4 Lightning Bolt
3 Opt
4 Remand
2 Spell Snare
4 Through the Breach

Sorceries

4 Serum Visions

Lands

2 Desolate Lighthouse
2 Flooded Strand
8 Island
1 Mountain
2 Polluted Delta
4 Scalding Tarn
2 Steam Vents
2 Sulfur Falls

Sideboard

4 Abrade
2 Anger of the Gods
2 Disdainful Stroke
2 Dispel
1 Izzet Staticaster
2 Madcap Experiment
2 Platinum Emperion

While it’s worth noting that some Blue Moon decks are choosing Kiki-Jiki, Mirror Breaker as a combo finish over Breach, UR Breach is the more popular of the two. Its main selling point: its combo is significantly more difficult to disrupt---not much stops an Emrakul on the battlefield, and not every deck can interact with instants.

Metagame Positioning

Next, let’s examine the position of these decks in the current Modern metagame. The current metagame features a variety of disruptive control and midrange decks at its top end, along with big mana exemplars Titanshift and Gx Tron. All these matchups generally favor combo-control, which can fight back against opposing disruption, and boasts combos that put them far ahead. Furthermore, the midrange and control decks tend to be favored against the fast aggressive decks that punish combo-control strategies for having a slower clock than pure combo and a more limited interaction suite than pure control---the strength of midrange and control then boosts combo-control indirectly, as well. For an example of a deck that benefits from this positioning, let’s take a look at a Blue Tron list from a MTGO competitive league:

Blue Tron, by shoktroopa (5-0, MTGO Competitive League)

Creatures

1 Platinum Angel
1 Snapcaster Mage
1 Sundering Titan
1 Treasure Mage
1 Trinket Mage
1 Walking Ballista
1 Wurmcoil Engine

Artifacts

4 Expedition Map
1 Chalice of the Void
1 Engineered Explosives
2 Mindslaver
1 Oblivion Stone
1 Talisman of Dominance

Instants

4 Condescend
1 Cyclonic Rift
1 Dismember
1 Gifts Ungiven
3 Remand
3 Repeal
1 Supreme Will
4 Thirst for Knowledge

Planeswalkers

1 Ugin, the Spirit Dragon

Lands

1 Academy Ruins
1 Gemstone Caverns
4 Island
1 Oboro, Palace in the Clouds
1 River of Tears
2 Snow-Covered Island
1 Tectonic Edge
1 Tolaria West
4 Urza's Mine
4 Urza's Power Plant
4 Urza's Tower

Sideboard

1 Chalice of the Void
1 Crucible of Worlds
3 Dismember
1 Engineered Explosives
1 Field of Ruin
1 Hurkyl's Recall
1 Spatial Contortion
2 Spreading Seas
3 Surgical Extraction
1 Wurmcoil Engine

A deck that can draw so many cards and produce this much mana is favored in virtually any sort of long game, making life difficult for the midrange and control decks that seek to contain it. Big mana opponents seeking to overwhelm interactive foes with sheer card quality are also in trouble. However, Blue Tron doesn’t boast much in the way of hard removal or permission, which can make its early game dicey. This deck greatly benefits from “fun police” decks keeping the faster stuff at bay. An argument can be made that sister deck Gx Tron is also strong against midrange and control, but Blue Tron being favored against other big mana decks (including in the Tron pseudo-mirror) gives it a viable niche.

UR Breach and mono-blue Living End attack on a similar, but distinct, axis: rather than employing a big-mana aspect for sky-high inevitability, they instead threaten combo finishes that essentially end the game if they resolve. That, plus their capacity to fight back against opposing interaction, means that opponents trying to keep these decks down can’t afford to draw the game out too long.

Hate for Pure Combo

An important step that should be kept in mind when evaluating a combo-control deck is to compare it to a more focused combo strategy. If the “all-in” version of the combo exists and does well, the niche for the combo-control version feels much more precarious. Each of today's covered decks has a similar strategic analog that is significantly more invested in comboing off quickly: mono-blue Living End and the original Living End; UR Breach lines up most neatly with Grishoalbrand; Blue Tron has to withstand comparisons to Gx Tron.

In the case of all of these decks, certain popular hate pieces greatly hinder their respective strategies. The combo-control version of each deck is better built to fight against these cards. Living End has to deal with Relic of Progenitus (currently the 9th-most played card in the format); Gx Tron has to fight through Blood Moon (16th); and Grishoalbrand’s reanimator aspect is shut down by Relic as well as Grafdigger's Cage (27th).

Beating hate cards is easier with more interaction (in the case of mono-blue Living End and Blue Tron), or with a way to find the more robust combo pieces (as with UR Breach). If you’re expecting a lot of hate for your combo deck of choice, dumbing it down might be the way to go.

Why Not Scapeshift?

And now, we come to a bit of a conundrum in our analysis; I’ve glossed over what some might consider Modern's quintessential example of combo-control in Temur Scapeshift. Here’s an example list:

Temur Scapeshift, by teagantime (5-0, MTGO Competitive League)

Creatures

2 Snapcaster Mage
4 Sakura-Tribe Elder

Enchantments

2 Search for Azcanta

Instants

3 Cryptic Command
1 Electrolyze
2 Izzet Charm
4 Lightning Bolt
4 Remand

Sorceries

1 Farseek
4 Search for Tomorrow
4 Scapeshift
4 Serum Visions

Lands

2 Breeding Pool
1 Cinder Glade
1 Flooded Grove
2 Forest
3 Island
4 Misty Rainforest
1 Mountain
1 Scalding Tarn
4 Steam Vents
4 Stomping Ground
2 Valakut, the Molten Pinnacle

Sideboard

2 Abrade
2 Anger of the Gods
2 Dispel
1 Engineered Explosives
2 Nature's Claim
1 Negate
3 Obstinate Baloth
1 Pulse of Murasa
1 Wurmcoil Engine

This deck was a longtime mainstay in Modern up until Splinter Twin’s banning, then seeing its meta share devoured by its all-in cousin, RG Valakut. The deck has since been relegated to fringe status, putting up results here and there, but never coming close to its former glory. Do any of the factors mentioned above bolster the deck’s cause? Could a resurgence in Temur Scapeshift be on the horizon? I'm leaning towards no.

The first category where Temur Scapeshift falls short is in the new technology department. While cards such as Search for Azcanta, Pull from Tomorrow, and Supreme Will have been bandied about as potentially worth testing in the deck, none has managed to make much of an impact. Even if these cards happen to be successful, they represent incremental improvements at best---the guts of the deck have not changed.

Secondly, Temur Scapeshift fails the positioning test when compared to RG Valakut, as demonstrated by this list:

RG Valakut, by zildjian88 (5-2, Modern Challenge #11051396)

Creatures

4 Primeval Titan
4 Sakura-Tribe Elder

Artifacts

2 Relic of Progenitus

Enchantments

2 Prismatic Omen

Instants

3 Lightning Bolt
2 Summoner's Pact

Sorceries

3 Explore
3 Farseek
4 Search for Tomorrow
4 Scapeshift
2 Sweltering Suns

Lands

3 Cinder Glade
2 Forest
7 Mountain
1 Sheltered Thicket
3 Stomping Ground
4 Valakut, the Molten Pinnacle
3 Windswept Heath
4 Wooded Foothills

Sideboard

2 Ancient Grudge
1 Anger of the Gods
2 Beast Within
1 Chandra, Torch of Defiance
1 Engineered Explosives
2 Mwonvuli Acid-Moss
2 Obstinate Baloth
1 Reclamation Sage
1 Relic of Progenitus
2 Tireless Tracker

Valakut is already strong against most midrange and control startegies by virtue of its big-mana plan, so Temur Scapeshift doesn’t pick up many points there.

It's also prepared to face early-game aggression thanks to the combination of maindeck Lightning Bolts (which it shares with Temur Scapeshift) and sweepers (which Temur does not feature). One could argue that Temur Scapeshift’s playset of Remands would help delay opponents on combo gameplans, but looking back at the current top decks reveals that pure combo decks are not only relatively few and far between, but many also feature enough mana production to absorb a single Remand and keep right on going, with Counters Company and Storm being the foremost examples. Remand also feels somewhat inadequate when compared to ramping harder when facing the likes of Affinity, Burn, Humans, and often Shadow (a delve threat, a flashed-back spell, or Kolaghan's Command being the only palatable targets). The only matchups where Temur Scapeshift seems to have an edge are big-mana mirrors, and those are not common enough to reward a pilot for switching.

Last but not least, RG Valakut is arguably just as good at fighting off hate as its combo-control cousin, as it features more copies of Valakut, the Molten Pinnacle (improving its odds against land destruction) and fetchable pieces of artifact/enchantment destruction thanks to Summoner's Pact (a plan for Blood Moon). While Temur Scapeshift does run all of these tools as well, it’s often a turn or two slower than Valakut, meaning it’s heavily diluting its main gameplan for just marginal payoffs. These factors indicate that even if the combo-control renaissance continues, Temur Scapeshift will likely remain a thing of the past, barring future improvements to its card pool.

Going Off

The metagame trends that have brought these combo-control decks to the forefront have shown no signs of abating, so I would expect all of the decks discussed in this article to maintain a presence in the format. If you have any combo-control decks that you think might be poised to make a move in the near future, or know of any combo decks that could potentially be transitioned over into a combo-control variant, I'd love to hear about them in the comments.

If I Controlled the Banned List

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Everybody fantasizes about what they would do if given the reigns of power. In fact, most discussion around banned and restricted announcements perennially involves players pontificating pointlessly about their banned wishlist. I'm not immune. So that's exactly what I'm going to do today.

I do understand how weird this article is, coming from me. I'm the guy who always stomping on banlist speculation and calling for restraint. I'm making an exception. Part of this is that it's the holidays, so I'm treating myself. But it's also a useful thought experiment to not only state and defend your opinions but justify them. It's important to see if your desires are consistent with your beliefs. Going through the cards that I want to ban and trying to justify my opinions led me to discarding many suggestions as needlessly biased. Here's what withstood my introspection.

Criteria

Hating a card is not a good enough reason. You need to have a good reason; good enough that others would understand if not agree. For the most part, I agree with how Wizards has curated the Banned and Restricted List for Modern. Twin was poorly timed, but the results have been positive enough since then that I would adopt the reasoning. In other words no consistent wins before turn four, no overly oppressive decks, nothing that drags tournaments down, etc. These should be common sense rules.

What I would do differently is how I would apply them. I want the format to be as fun as possible for everyone. I think that everyone should have the opportunity to play the kind of Magic they want, even if I'd rather you do it very, very far away from me, Lantern players! I don't have a problem with decks that purposefully create non-games. What I do have a problem with, and what I will take a more aggressive hand against, are consistent non-games. If decks can consistently lock players out early, that is a problem. I'm fine with prison decks as long as it isn't too easy to spring the trap or it's reasonably possible to escape.

What I won't consider are "justice" bans or unbans. To me, each card deserves to be treated as its own issue. The idea that it isn't fair that Ponder is banned while Ancient Stirrings is free is irrelevant. Ponder's crimes are Ponder's crimes and exile is the punishment. Stirrings is entitled to a separate trial. Speaking of...

Ancient Stirrings

I have previously written at length about why Ancient Stirrings should be banned. Lantern Control and Tron's return to the limelight reignited debate over the card. Interestingly, my reasoning and the current discussion are very similar. Apparently, there's consensus. This is nice, but it really doesn't impact anything. Rather than rehash that old article, let me explain how I would justify such a ban.

By banning Ancient Stirrings, the need to potentially ban other cards diminishes. Stirrings does something for colorless decks that would never be acceptable for any color. Oath of Nissa is as close as it gets for one mana, and that's much more limited than Stirrings. This power is not necessarily a problem, the relative justice of Ponder being banned for being too good as a consistency tool being irrelevant by my own rules. No, I would ban Stirrings so that I don't have to ban anything else from Tron or Lantern Control.

I'll start off with a bold declaration: Tron and Lantern are far better than their metagame shares will ever show. I'd wouldn't say they're the best decks by any means, but they are better than it appears. The main reason they don't see more play is that players don't want to play them. Many players, even pro level players, would rather chew their own arms off than play Tron---or even play Burn! Lantern is in a similar boat. Even its advocates admit it's not a deck anyone can stand to play, both because of how it plays and its difficulty. This bias keeps their numbers down and prevents them from being a problem.

However, attitudes change. If Tron and Lantern ever become more palatable, I think they will become oppressive. Turn three Karn Liberated is a functional lock against many decks, and Lantern can hard lock you at any point in the game. Increased popularity would decrease the fun in the format. Therefore, I would take action against these decks by targeting their consistency tool. Ancient Stirrings hits both decks and some other fringe decks that have degenerate tendencies (mainly Amulet Titan), lowering their consistency just enough that more drastic action is unnecessary. Tron is slightly less likely to have Tron on turn three; Lantern will have to work harder to actually lock the game; the number of early non-games will decrease. A surgical fix.

Simian Spirit Guide

Nothing fair has ever come out of Simian Spirit Guide, nor its predecessor Elvish Spirit Guide, being legal in a format. They have always been used to do very unfair things at no cost. Yes, the mana is temporary, but if you want Guide, you don't care. You're using it to win the game a turn early. Remember Pro Tour Colorless Eldrazi? Its Guide-enabled Chalice of the Voids locked the game on the first turn. Chalice is a fine card as long as there's an opportunity to either play around it or answer it, but turn one is too early. Guide's main use is and will always be to just get players before they can play Magic.

I know that Guide sees some play elsewhere, but those decks don't exactly promote fair Magic, either. Whether it's Colorless Eldrazi Stompy or Breach Titan, you're surprising your opponent with a big play they could never see coming. It's not the kind of Magic that my regime would encourage. The fact that Ad Nauseam combo takes a probably lethal hit is unfortunate, but it was disappearing under Storm anyway. Not much to lose.

Conflagrate

Dredge is not Magic. I don't know what game it is playing, but it's not Magic. This is not by itself a problem. Having weird decks makes the polite euphemisms happy and makes the game more interesting. Hemorrhaging cards into the graveyard is one thing, and the point of the deck. There are plenty of tools to do that and it isn't the worst aspect of the deck. It can be terrifyingly hard, but you can play normal Magic through a horde of recursive zombies. Therefore, I wouldn't ban any of the enablers like Cathartic Reunion.

What I do have a problem with is when Dredge oops-es all over its opponent. The problem card that makes Dredge really frustrating is Conflagrate. It can be sweeper or a finisher, but in either case, it repowers the dredge engine by returning cards to the graveyard. Combine with Life from the Loam for ridiculous blowouts. The card just does too much for no real price in a deck that already produces a lot of feel bad games, so it's unacceptable. In the interest of promoting more games of Magic, I'd ban Conflagrate.

Dishonorable Mentions

want to ban Eldrazi Temple, but I couldn't gracefully justify such a decision. I want it gone because Sol lands are dangerous in a format without Wasteland. Ancient Tomb and City of Traitors are incredibly powerful in Legacy and many decks can use them, but their vulnerability to Wasteland keeps them in check. Temple is the only Sol land in Modern, but Ghost Quarter is not Wasteland. The Eldrazi get to wield an unfair mana advantage that crushes fair decks and leads to non-games. Reality Smasher and Thought-Knot Seer are ridiculously powerful anyway; why do we want them played early? Besides, Temple directly contributes to the decline of non-Death's Shadow midrange and the increase in big mana's share.

Unfortunately, without Temple, I doubt the Eldrazi would see much play. I tried to convince myself that Eldrazi Tron or Bant Eldrazi could survive without Temple and failed. Eldrazi Tron is not Gx Tron, and it doesn't naturally hit Tron on turn three often. When it cannot accelerate out its threats, the deck clunks itself to death. This would increase after a ban to the point that you'd never play it over normal Tron. I'm not supposed to outright kill decks, so I can't justify banning Temple.

I'd like to ban a lot of other cards simply because I hate them, particularly Ensnaring Bridge. However, I don't need to, either because they see negligible play or there are other means to fix the "problem." In Bridge's case, I can hurt it just by banning Stirrings, reducing its chances to hit play so it can't hurt me as much. I still hate it though.

No Unbans

Given the opportunity, I would not unban anything. It seems pointless right now. I'm not saying that there aren't cards could not be unbanned, just that I don't see the value in doing so. I know that many players object to keeping cards banned forever. But I have no problem with this. Time and R&D philosophy changes do not diminish inherent power levels or forgive severe mistakes (*cough*Skullclamp *cough*).

At this point, every card on the list is there because it earned a spot. Most of the list had its time in Modern, was too good, and got axed. The cards that remain from the original banned list were all banned in other formats except for Chrome Mox, Dark Depths, and Umezawa's Jitte. And Hypergenesis doesn't count because it was legal for the proto-Modern Community Cup and was busted.

Most importantly, I see unbans as a resource, and want to be judicious about using them up. I've been over this before, but there are only a small number of cards that are serious considerations in the first place. We should only take this course with good reason, because there will be so few successful unbans. Furthermore, it is very possible that some candidates look fine on paper and won't be in reality. The case of Golgari Grave-Troll is instructive here. Doing something for its own sake is only beneficial when the thing is random personal kindness and generosity, so I won't shrink the banned list without good reason.

...Yet

There is one good reason to unban cards: reinvigorating stale metagames. If the dynamism that we've seen over the last few months breaks down or grows stale, I would be willing to release a card to shake things up. Doing so may or may not have a long-term effect, but it would energize the stagnated brewing scene to get the metagame moving again. Alternatively, if a deck proved problematic before stability set in, I could see unbanning something to try and counter that problem. This option is very risky, though. There's just not much on the list that is inherently predatory. They're mostly banned because they enabled busted decks, and would likely do so again. What I don't want to happen is Australia and the cane toad.

As may be surmised, if I needed to shake things up in a stale metagame, I would unban Stoneforge Mystic. Of the cards I've tested, it is the most tame. If its advocates are right (no evidence one way or another), turn three Batterskull wouldn't even be very good anymore. I have my own doubts of this, but I do know that unbanning Stoneforge would generate excitement and get the juices flowing for brewers. Unlike other banlist residents, Stoneforge doesn't have an obvious forever home in Modern, so it would encourage testing and experimentation. This is the best case scenario that I can foresee for an unban.

It may be surprising that I didn't say Preordain, given my test results. While the most inoffensive card I've tested, I don't think that it would really shake things up as I intend. For the most part, it just replaces Serum Visions, and that's not interesting. Also, we have Opt, which is worse but close enough---especially for diversity's sake. As for Bloodbraid Elf, I'm not saying one way or another. Next month, I'll focus on that card. You'll find out what I think soon enough!

Food for Thought

I thought this list would be longer when I started planning this article. There are a lot of cards and decks I really dislike. However, personal bias isn't a good enough reason to ban something so I've had to let them go. Not that I actually advocate any changes. There's no proof that anything needs to change. But it is fun to speculate. I'm off for the holidays, so everyone have an excellent time and I'll see you for Cascade Month.

Bedlam in Black: Brewing Mardu Shadow

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One important part of brewing is knowing when to plug holes in an existing deck. Sometimes, plugging such holes leads to new decks entirely, or into Frankenstein mashups of multiple decks. Today's brew falls into the latter category. While messing around with various Death's Shadow and Bedlam Reveler decks, I had the kooky idea of integrating the packages into a single shell. And so begins this tale of weird science!

The ensuing pile, hereafter referred to as Mardu Shadow, tries to preserve the strongest aspects of both strategies without giving up too much oomph in between. This article outlines the deck's key cards and strategic benefits, as well as my impressions after two weeks of reps.

Mardu Shadow, by Jordan Boisvert

Creatures

4 Monastery Swiftspear
4 Death's Shadow
4 Bedlam Reveler
4 Street Wraith

Instants

4 Lightning Bolt
2 Fatal Push
2 Kolaghan's Command

Sorceries

4 Inquisition of Kozilek
4 Thoughtseize
4 Faithless Looting
4 Lingering Souls

Lands

4 Bloodstained Mire
4 Arid Mesa
4 Scalding Tarn
4 Blood Crypt
1 Sacred Foundry
1 Godless Shrine
1 Mountain
1 Swamp

Sideboard

4 Blood Moon
2 Stony Silence
2 Temur Battle Rage
2 Pyroclasm
2 Collective Brutality
1 Surgical Extraction
1 Terminate
1 Dismember

Card Choices

Before we jump into the deck's strategic positioning, I want to go over the roles a few of Mardu Shadow's cards play, as well as touch on some notable omissions.

Featured Cards

Monastery Swiftspear: Puts opponents on the backfoot early, allowing us to play the game according to our own terms. In many matchups, Swiftspear marks the difference between us claiming initiative first and it being more of a wash. She's also necessary against decks that ask us to be more proactive to keep up with their gameplan, such as Storm and Tron.

Street Wraith: It's true that Mardu can take a lot of damage to its lands alone. But even with Thoughtseize in the picture, it doesn't take enough damage to enable Death's Shadow against decks that don't touch our life total for a bit (Storm and Tron again among the chief offenders). Wraith gets boarded out against most aggressive and interactive decks and joins Swiftspear as a critical player in many Game 1s.

Kolaghan's Command: An expensive card for this deck, but a necessity in attrition matchups. Command pairs with Reveler to help us never lose the grind game, and Shadow gives the card a mean toolbox aspect.

Faithless Looting: This card lets us tear through the deck like no other, providing a pseudo-Brainstorm effect with dead fetches in the late game and chewing past clunky spells otherwise. Looting's also great with Swiftspear and Reveler, not to mention its synergy with Lingering Souls.

Absent Cards

Young Pyromancer: With Shadow in the mix, we've already got enough threats. And this card is just kind of meh. Fails the Bolt and Push tests; doesn't fit well into our curve; Lingering Souls already attacks from the go-wide angle. You get the idea.

Liliana of the Veil: I went back and forth on this one for a while, but eventually left her out. Lili's expensive, sure; still, the biggest strike against the walker is her typing. We're not Delver, but we still need a relative critical mass of instants and sorceries to facilitate Bedlam Reveler.

Lightning Helix: When it comes to halting aggro decks, Lightning Helix is king. But we've got Shadow to pull points there, most notably against the Burn decks that hassle Mardu Reveler in the first place. Besides, skipping out on Helix lets us run a reliable Blood Moon plan from the sideboard, as our only white spell becomes Lingering Souls---which can just as well be pitched to Looting or Reveler and cast for black.

Path to Exile: And when it comes to removal, nothing holds a candle to Path. We're in Terminate colors, though, with Bolt and Push to boot, as well as a few plans that go over creatures that ignore all that. Path clashes heavily with our Moon plan and overall just isn't necessary.

Plugging Holes

The reason to play any mish-mash of two archetypes tends to remain constant no matter the style or format: mixes can plug strategic holes in either archetype to yield a deck overall better positioned than either of its ingredients (think Tarmo-Twin; Jeskai Breach; Eldrazi Tron). Both Shadow decks and Reveler decks have such drawbacks, which this deck attempts to remedy.

Problems with Shadow Decks

Death's Shadow has come a long way from its aggressive blitz beginnings, by now becoming one of Modern’s premier threats. It helms both Grixis Shadow, which combines it with delve threats and Snapcaster Mage into a reactive rock shell, and Delirium Shadow (of Jund, Abzan, and 5-color flavors), a highly consistent and proactive take on BGx midrange decks.

Of course, no strategy is perfect. One issue common to both of these shells is their relative lightness on threats. Removal-heavy control shells like Jeskai and Mardu plow Shadow decks, as they pack even more kill spells than Shadow has creatures. And should Shadow fail to replace its dead threats with more, a mere one or two removal spells from the other side of the table can prove enough disruption for whatever deck to get its own gameplan online, even through targeted discard and countermagic---disruption that doesn't interact with the board and looks real silly under pressure.

In Mardu Shadow, two cards address this pitfall: Bedlam Reveler and Lingering Souls. The former cleans up the mess a flurry of interactive spells can leave by gassing us back up on pressure, even serving as a respectable body itself. And Souls overloads the sort of spot removal that shines against Monastery Swiftspear and Death's Shadow, putting a tight squeeze on opponents to react from multiple angles.

Problems with Mardu Reveler

Mardu doesn’t just shine against Death’s Shadow strategies—it excels against most players looking to interact. The aforementioned combination of Reveler and Souls makes one-for-ones quite unappealing. Like many decks that shine at the grind game, though, the deck can be raced rather handily. Faster aggressive strategies tend to decimate Mardu, especially ones that don’t rely too heavily on creatures (between Bolt, Push, and Path, the shard isn’t exactly wanting in the removal department). Usual suspects include Burn, Storm, and Tron.

There are a couple ways to beat Modern’s faster noninteractive decks, but the most reliable has always been to go up on proactivity when possible. That’s why Delirium Shadow has such a ball against Tron while the more reactive UBx shells struggle—cards like Tarmogoyf and Temur Battle Rage let that deck close games out more quickly when it needs to. Unlike traditional Mardu decks, this one ups the Monastery Swiftspear count to four to help with this proactive dimension, and axes Young Pyromancer entirely; I was never big on the Shaman anyway, and it seems much too durdly for this role in particular. And naturally, there’s Death's Shadow itself, which with the right enablers can take opponents from 20 to 0 in a matter of turns. We’ve got the best in the format: Street Wraith, Thoughtseize, and plenty of fetchlands.

Rounding out the proactivity bump is Mardu Shadow's disruptive suite, which trims some of Mardu Reveler's removal to accommodate the full eight discard spells. Opening targeted discard is the nut in Modern, and this deck naturally mitigates the inherent drawback of topdecking dead Thoughtseizes later with its set of Faithless Lootings. Discard also plays well with Reveler and, surprisingly, Swiftspear. I'd gotten so used to casting her in Serum Visions decks that I'd slept on her interaction with discard, which is just as nice.

Actually, targeted discard is gravy with most of our spells---big plays like Reveler become more rewarding if we can use Inquisition to ensure we don't run into Logic Knot; Lingering Souls improves when we can first strip Electrolyze; etc. This deck also features lots of control over its life total, so having extra information with which to decide how low to go boosts Death's Shadow's potency.

Assessing the Hybrid

So that's my reasoning for the pairing, and I've been running the above build for a couple of weeks. Let's now take a closer look at how I think the deck fares compared with Shadow decks and Mardu Reveler.

Pro: More Robust

Mardu Shadow is less vulnerable to graveyard hate than either Shadow deck, and resists mana denial better than those and Mardu. Since it can leverage its proactive elements into a higher reversibility than Mardu, it's also better-rounded when it comes to matchups generally.

Pro: Free-Winninger

Between many Moons and Stony Silence from the board, the grinding plan of Reveler and Souls, Shadow's excellence in creature mirrors, and the creature-combo-shredding disruptive suite of cheap discard and removal, Mardu Shadow has a great time against plenty of decks in the field. Some of the above cards simply win the game for us.

Con: Less Consistent

The biggest issue I've run into so far is the deck's lack of focus, and of a way to smooth things out for itself---Faithless Looting only works when we've got cards to spare, and the window for Bedlam Reveler only opens in the mid-game. It's true that Mardu Shadow has the tools to beat, well, anything, as well as plans for all the matchups in Modern. But you could say the same thing about a host of other strategies, including Delirium Shadow, a far more consistent deck (albeit a more fragile one). Mardu Shadow can fall victim to drawing the wrong portion of its deck at the wrong time, and doubly so since some of its pieces can be awkward together---think opening Swiftspear, Souls, and Reveler, for instance. Consistency is a big deal in Modern, and for all its supposed improvements on other strategies, there's no denying that Mardu Shadow is less focused than any of its parts.

No Faith, No Problem

But then... so what? Modern's full of decks that cut an edge here for an edge there, and Mardu Shadow features enough individually powerful cards and interactions that I think it's totally viable in this format. Everything isn't always about scooping up small percentage points at high-level tournaments, at least for me; Modern specifically has a stronger emphasis on brewing than any other constructed format. And I hold that Mardu Shadow is one hell of a brew!

Video Series with Ryland: Mono-Blue Living End

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This deck is quite the strange one. Originally popping up on MTGO a little more than a week ago from user 1310HaZzZaRd, Mono-Blue Living End has been making waves in the community. I'll be frank—when I first looked at the deck, I was not impressed. I thought I'd give it one day on my stream since a number of people had asked about it, and it looked like it could be fun. I assumed the day would be fraught with game losses and an all-around good time. While there were certainly some elements of the original decklist that I did not like, the archetype surprised me quite a bit. After some minor tuning (which may not have even been correct), results started showing up.

Some of the leagues with the deck have been impressive; but plenty have been stinkers as well. After a few days on stream last week, I found myself with final league records of (in descending order): 5-0, 4-1, 4-1, 2-3, 2-3. Since then I have had more results, and they have been much of the same. Either relatively successful (4-1 or better), or relatively disappointing (2-3 or worse). To me this speaks of some consistency issues, but also speaks to a powerful core of the deck. There is something worth doing going on here, but fine-tuning is required.

The list we are playing today has a major addition that was not in the original lists: Chalice of the Void. While this has been somewhat of a polarizing decision on my stream (people either love it or hate it), I think it has been worth it overall, and it deserves further testing. This, however, is not the only way you could improve the archetype. There are other colors you could splash, particularly red, and there are advantages to pursuing a true Mono-Blue list similar to the original as well. These are things I want to continue to explore in the future, which I discuss more in the wrap-up video.

I have enjoyed Mono-Blue Living End quite a bit so far—certainly more than I expected. Tuning it has been a unique challenge and I am interested to see if the deck breaks through it's "honeymoon" period to become a real archetype. People are always excited to see something new and interesting come up in the Modern format. That said, I'm curious to see if this deck finds a way to stick around, or if it floats back down to the pit containing hundreds of somewhat viable Tier 3 or lower Modern strategies.

I hope you enjoy the matches and as usual, I'm interested to hear what kind of content you'd like to see moving forward so I can continue to evolve and improve my videos. Please let me know your thoughts, and any improvements you would like to see concerning formatting, presentation, or whatever else strikes your fancy. If you'd like to see similar content, check out my Twitch channel for some live Modern games!

[youtube https://www.youtube.com/playlist?list=PL261kJ_cAQC8nfQaDXkeDp1z6_79gl5Yf]

Mono-Blue Living End, by Ryland Taliaferro

Creatures

1 Archfiend of Ifnir
3 Architects of Will
4 Curator of Mysteries
4 Street Wraith
4 Striped Riverwinder

Artifacts

4 Chalice of the Void
1 Engineered Explosives

Enchantments

4 As Foretold

Instants

3 Cryptic Command
4 Remand

Sorceries

4 Ancestral Vision
4 Living End

Lands

1 Bojuka Bog
2 Darkslick Shores
2 Field of Ruin
1 Gemstone Caverns
7 Island
3 River of Tears
4 Tolaria West

Sideboard

1 Baral's Expertise
1 Commandeer
2 Disallow
2 Disdainful Stroke
2 Echoing Truth
1 Engineered Explosives
3 Faerie Macabre
2 Nimble Obstructionist
1 Negate

Deep Analysis: Comparing Metagame Methodology

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The plan for this week was to update my metagame data tables with the results of the Grand Prix. However, Jason surprised all of us with the actual metagame update. Not that I'm complaining, mind you; it was a very nice surprise. I'm glad the more rigorous and comprehensive table is back in action. In light of this development, we can do something unusual: compare results. My article series focused only on the results of high-level paper tournaments in the United States. Jason has those results, and a host of others, providing an opportunity to see if my focused data accurately reflects the metagame at large. It will also provide an excellent example of how perception of data can affect reaction to the data.

To be honest, I'm actually rather relieved. The results of GP Oklahoma City are unusual, and would have really warped my metagame projection. Don't misunderstand me; it is important and useful data. But the temptation would have been to read deeply into the results. By the time the GP rolled around, big-mana decks had mostly dropped off to inhabit the lower end of Tier 2. Even if I were aggregating them, they would have only been mid-Tier 2. No, Eldrazi Tron isn't really big-mana; it's more stompy than ramp. A resurgence, especially to this degree, is definitely worth looking into.

However, it has to be taken with a grain of salt. Wizards is not reporting the Day 2 data, without which we don't know if this phenomenon was a function of population or actual success. If non-Eldrazi Tron and Valakut decks made up most of Day 2, of course they would dominate the finals. If that wasn't the case, there are number of interesting possibilities. As it stands, it's best to evaluate the result in a vacuum. As I said, I'll come back to the GP later. For now, let's look at the two metagame projections.

Comparative Analysis

When comparing anything, it is important to compare relatively similar things. No matter the quality of the apple, it makes a poor orange. I would like to have similar data to compare, but that really isn't possible. I was collecting the Top 16 results of high level events while the full update has many levels of competition. My data is also primarily US-focused while Jason has expanded our metagame sampling overseas. By their nature, the two sets measure different things, and a true side-by-side is disingenuous.

Instead, their differences should be embraced. The metagame update should be regarded as a reflection of the "true" Modern metagame, or as close as can be accomplished. My data is a specialized subset, measuring high-level success within the greater metagame. This analysis will inform us of how well that data reflects reality, and what it may imply about the set itself. Oftentimes this method reveals hidden quirks and other interesting discussion points. For reference, my final table with the Roanoke Open results will be posted below. The total metagame is in the sidebar on the right of the screen and in the Top Decks page. Or go read Jason's article, which features plenty of links.

DeckTotal
Affinity22
Jeskai Control20
Gifts Storm14
Grixis Death's Shadow14
Eldrazi Tron11
Counters Company9
Humans8
Infect7
UW Control7
Burn6
Abzan5
UG Merfolk4
Bant Company4
Jund4
Elves4
Titan Shift4
8-Rack4
GB Tron3
Ad Nauseam3
GW Company3
Death and Taxes3
Mono-G Tron3
Mardu2
UR Breach2
BW Eldrazi2
GR Ponza2
BW Eldrazi and Taxes2
Titan Breach1
Saheeli Evolution1
Temur Aggro1
Knightfall1
5-Color Death's Shadow1
GR Devotion1
RW Prison1
Bant Eldrazi1
Abzan Company1
Grixis Control1
Living End1
Skred Red1
Bogles1
4-Color Company1
RG Vengevine1
GR Tron1
Naya Company1
4-Color Knightfall1
GW Hatebears1
Grixis Delver1
4-Color Death's Shadow1
Dredge1
Mono-Red Prison1
4-Color Control1
Enduring Ideal1
Lantern Control1
WG Taxes1
Mono-Blue Merfolk1

Similarities

First, our top 3 decks are the same. Affinity is even on top by a decent margin. It would be higher by roughly three decks if I'd done what Star City doesn't and separated Jeskai Geist/Tempo from actual Jeskai Control. That would have separated Affinity, but not dropped Jeskai from second place. In fact, Tier 1 for both sets is very similar. Seven of nine top decks are the same, even if the order is different---the order's a relatively small consideration, reflective of noise in my sample that the weighing system seeks to eliminate for the metagame update. But that's where the similarities end. While the Top Level Tier 1 accurately reflects the international metagame, the rest of my set deviates wildly.

Differences

The most notable variation affects Burn and RG Valakut/Titan Shift. Burn is the fourth-place deck in the metagame, but Tier 2 in the Top Level. Looking back, Burn is consistently Tier 1, but never gets any respect at high levels. This disdain is very counterintuitive, as you would think that players would gravitate towards winning decks. Dissecting why Burn sees so little play at high levels is an article unto itself, but I will note that it catches some undeserved flak for being a "kids' deck." Valakut is at best at the bottom of Tier 2 in my sample, yet it made Tier 1 by a decent margin. It's particularly glaring considering that it won. In its place, my data has Infect and UW Control, both of which are actually Tier 2.

My mid and lower tiers are very different from Jason's overall. Some of that may be my splitting of Tron variants, but even with that, many of Jason's lower-Tier 2 and 3 decks only appear as singletons in my data. My Tier 2 decks tend to appear as Tier 3 in the metagame. The simplest answer to these variations is that my data set isn't big enough to accurately reflect the metagame. As I've said before, the more data you have the less likely you are to miss something small but important, or to mitigate the effect of outliers. That said, the update looks at the total metagame, including international and online results, while my data is mostly SCG circuit results. The populations are very different and may not reflect each other well.

Meaning

If you are only going to examine high-level results, you will miss a lot of the metagame. They simply don't capture the whole picture. However, they do accurately reflect the top of the metagame. Consider this: the same decks that reach the finals of an Open or GP are likely to perform throughout the meta. Each high level tournament is a grueling fight through 15 rounds of high-level competition. The overall metagame is built by decks succeeding in the face of many levels of competition. If a deck can rise in the face of constant pressure from all sides in the total metagame, it *should* do similarly well at a given competition. It's also worth noting that when a deck is doing well it does attract players, which will boost its numbers. More players equals more visability.

Of course, anything can happen in a given tournament. That's why you should not draw broad conclusions from any individual result. You need multiple data points to draw a meaningful conclusion. That's why I waited until mid-November to really make statements about the metagame and the official update uses so many different events. This also highlights a flaw in my methodology. While Tier 1 was very similar, the other tiers were far off. This is expected. The lower tiers are by definition both less popular and less successful, meaning if you're only using the highest results, they're less likely to appear. When you cast a wider net they have more opportunities to appear. Therefore, my data is valuable for tracking Tier 1, which in turn determines much about player's reactions to the meta. Let's be honest, nobody metagames against or reacts to Tier 2 or 3; all eyes are on 1. This can be important for predicting how the metagame will evolve, but not to show what the overall metagame is doing.

GP Oklahoma City

Now, on to current events. Since Titan Shift and traditional Tron variants dominated the Top 8, we may learn something from their metagame positioning. The overall Top 32 looks far more like the metagame we've been reporting, featuring lots of Jeskai variants. I would guess that the Tron pilots expected to face plenty of Jeskai, and as a bonus got the gift of the many Lantern Control decks that coverage claimed were present. There's not really any evidence of that in the data. Only two Lantern decks made Top 32, but it wouldn't surprise me if there had been a lot of Lantern players. Sam Black hyped the deck and then played it at the Invitational. Some have even called it the best deck in Modern. Then, proponents discovered that Tron was a horrible matchup. Titan Shift isn't much better. If there really was all that Tron food running around, I'm not surprised by the result.

What I'd Have Brought

As noted, the metagame has been defined by decks with poor Tron matchups over the past month. I couldn't go to the Grand Prix, but if I did, I would have played Jeskai Geist with big mana in mind. I could see the trend as well as anyone, so I assumed that players would gravitate to anti-Jeskai lists. 8-Rack had been the weapon of choice at the SCG Classic, but that deck is soft to an open metagame. Going that deep is too risky, but Tron and Valakut are fine decks in their own right, and now they're well positioned. That's a perfect example of repositioning metagaming.

I had intended to reposition my deck around the big mana decks. Rather than go with the recent plan of Ceremonious Rejection and Disdainful Stroke, I'd planned to go for the cheap win.

Jeskai Tempo, David Ernenwein (Test Deck)

Creatures

4 Snapcaster Mage
4 Spell Queller
3 Geist of Saint Traft

Sorceries

4 Serum Visions

Instants

4 Lightning Bolt
4 Path to Exile
2 Spell Snare
3 Lightning Helix
2 Logic Knot
2 Electrolyze
4 Cryptic Command

Lands

4 Celestial Colonnade
4 Arid Mesa
4 Flooded Strand
2 Steam Vents
2 Hallowed Fountain
2 Spirebluff Canal
1 Sacred Foundry
3 Island
1 Plains
1 Mountain

Sideboard

3 Blood Moon
2 Vendilion Clique
2 Supreme Verdict
2 Relic of Progenitus
2 Negate
2 Stony Silence
1 Elspeth, Sun's Champion
1 Celestial Purge

That's right: three Blood Moons. Normally it's not a great card against Tron because they can just keep making land drops, but Jeskai can really apply pressure. The fact that it randomly hits a lot of decks is gravy. It can be painful for Jeskai too, but in the matchups where we're a massive dog, it's just what we need. That's also why I have Arid Mesa instead of Scalding Tarn. In those matches I have to find my Plains. We're likelier to naturally draw Island and we need white mana to cast the important threats. Given the choice between fetching Island and Plains when I had Blood Moon in hand it was always better to get Plains. Hence, extra ways to find them. I would probably not recommend anything this extreme going forward, but I stand by the plan for Jeskai mages looking specifically to beat Tron and Valakut.

Looking Forward

While metagame trends can be identified, actually using them is tricky. A lot of players saw the trend towards interactive fair decks and Affinity and away from goldfish styles and reacted. I anticipated big mana being a force but didn't predict the (alleged) Lantern surge. The Lantern players were ready to crush the interactive decks, which is what they do, but not the big mana decks. Ramp, in turn, was ready for anything but Storm. I speculate that was the key to its success. It isn't as strong against one thing as a dedicated metagame deck, but it's powerful enough on its own merits that if it didn't hit its awful matchups, it didn't matter.

I believe this strategy will be the norm going towards the Pro Tour. The trend of Jeskai, Death's Shadow, Storm, and Affinity being the top decks is likely to continue, but now players are reacting to this trend and will try to take advantage. More decks that don't fit the trend will rise, weakening said trend. What happens next is impossible to forecast. Whether this development occurs before or after the Pro Tour will prove interesting to watch.

Deck of the Week: As Foretold Living End

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Hello, Nexites, and welcome to a new edition of Deck of the Week. I must admit that MTGO player 1310HaZzZaRd has been one of my favorite deck brewers, and he was at his best again last week. The deck we're looking at today is a radical new look for Living End, hybridized with an As Foretold control shell. 1310HaZzZaRd steered this list to 5-0 finishes in two separate Competitive Leagues.

Living End has been around for a while, and any Modern regular is familiar with its wonky, strange—and extremely inflexible—strategy. It has spent much of its time in fringe Tier 2/3 territory, appearing now and again to take on an unprepared metagame. Could this shift to a combo-control shell be what the archetype needed to push it over the top?

Living End, by 1310HaZzZaRd (5-0, Competitive League)

Creatures

3 Architects of Will
4 Curator of Mysteries
1 Drift of Phantasms
3 Street Wraith
4 Striped Riverwinder

Instants

3 Cryptic Command
2 Disallow
3 Mana Leak
4 Remand

Sorceries

4 Living End
4 Ancestral Vision

Enchantments

4 As Foretold

Lands

4 Field of Ruin
1 Ghost Quarter
12 Island
4 Tolaria West

Sideboard

3 Dismember
2 Hurkyl's Recall
4 Leyline of Sanctity
4 Leyline of the Void
2 Nimble Obstructionist

Although this list looks entirely different from the conventional build, the deck still follows the same concept. It tries to fill its graveyard early with cycling creatures, then resolve a Living End for a one-sided wrath effect and a board of creatures that represent lethal damage on your next turn. This is easier said than done, as decks that pack hand disruption and/or countermagic such as Grixis Shadow and Jeskai are prominent in the format. This is where As Foretold does its magic, as it allows you to go off with Living End on the same turn that it enters play.

This list is mono-blue for a reason, as it is stacked with 12 counter spells which are all vital in helping you to protect your hand until you can resolve As Foretold. It is the only means for you to cast Living End, so making sure that it enters play is of utmost importance. Not all of your creatures are castable with your manabase, so make sure that you prioritize cycling the ones that you can't cast such as Street Wraith and Architects of Will. The rest of the creatures are pretty much vanilla, and the absence of removal could make you vulnerable to aggression if you don't get to power out Living End in time.

The deck's sideboard might come across as weird, as the 8 Leylines are completely dead draws outside of the opening hand. Both Leyline of Sanctity and Leyline of the Void can shut down some decks as soon as they hit play, but it is a risky predicament considering that you'll have to draw them on your opening hand for them to be of any use at all. The rest of the sideboard consists of more disruption and removal. The exact choices here are something that could be tinkered with once you've grown accustomed to the deck.

With the element of unpredictability as your main weapon, this list could help you take down tournaments once you've mastered the correct hands to keep. Modern will continue to be a wide-open format until Pro Tour Rivals of Ixalan, so trying this out might be a good idea after all. Just make sure that you test it against as many decks as possible!

So that’s it for this edition of “Deck of the Week.” Stay posted for our next feature next week. Until then, happy shuffling and thanks for reading!

Colorless Eldrazi Stompy Mini-Primer: Mulligans

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I've written that the average Magic player is too afraid of taking mulligans. That goes double for Modern, where card advantage matters less than in other formats, and triple for Colorless Eldrazi Stompy, which is built to mulligan aggressively into lean, powerful openers. Whether it's because of my own results with the deck, the attention it's gotten from other players, or the fact that it runs a set of Serum Powder, that deck has resonated impressively among the Moderners I interact with online and locally.

My default encouragement to Colorless Eldrazi Stompy newcomers of "reps, reps, reps" sufficed for a while, but I think the time has come to publish some more specific playing theory. Today, we'll take a close look at the deck's most integral and challenging aspect: mulligans.

For reference, here's my current list, which we'll be working from in this article:

Colorless Eldrazi Stompy, by Jordan Boisvert

Creatures

4 Eldrazi Mimic
4 Eternal Scourge
2 Matter Reshaper
2 Endless One
4 Thought-Knot Seer
4 Reality Smasher
4 Simian Spirit Guide

Artifacts

4 Serum Powder
4 Chalice of the Void
1 Smuggler's Copter

Instants

4 Dismember

Lands

4 Eldrazi Temple
3 Gemstone Caverns
4 Ghost Quarter
4 Blinkmoth Nexus
2 Mutavault
2 Sea Gate Wreckage
2 Scavenger Grounds
2 Wastes

Sideboard

4 Relic of Progenitus
1 Surgical Extraction
3 Ratchet Bomb
1 Pithing Needle
1 Grafdigger's Cage
3 Spatial Contortion
1 Gut Shot
1 All is Dust

What to Look For

I measure my openers on three metrics: free-win dimensions, curving possibilities, and effect variety. The one I value most varies by opener or opponent.

As we explore these aspects in detail, it's crucial to remember that the pressure on our openers to embody them lightens as we mulligan lower and lower. While this tip seems intuitive in writing, it's easy to neglect during a match, and the ensuing hands can spell a loss.

"Free Wins"

Freedom isn't free, as I've heard in many a rousing song of late. And neither are "free wins," hence the scare quotes. But they're close—hence this section at all. Colorless Eldrazi Stompy boasts a few cards that will put it deeply ahead in certain matchups.


Any seven-card hand without a free win dimension should be mulliganed. The same goes for many six-carders. We do start cutting corners at six, but those hands must check off other requirements (covered in the following sections). That makes "free wins" the most important factor to consider when mulliganing with this deck. Here's a breakdown of our free-win cards:

  • Eldrazi Temple: A functional zero-mana Time Walk. Temple lets us play a turn ahead of our opponents and is our most universal free-win card.
  • Chalice of the Void: Beats one-drop-centric decks (and zero-drop-centric ones post-board, like Affinity, Cheeri0s, and Living End). Also cuts out most pre-sideboard interaction from fair decks (Bolt; Push; Path) and greasing engines generally (Noble Hierarch; Serum Visions). Chalice provides more blowout victories than any of our other cards, especially in conjunction with Simian Spirit Guide.
  • Eternal Scourge: Beats removal-heavy decks by letting us "go Dredge" with a recursive threat. Most fair opponents are forced to race us to defeat Scourge, a plan complicated by our manlands, fatties, and removal. Exiling Scourge to Serum Powder means we begin the game with it for free, which makes finding the bugger quite easy and greatly reduces pressure on our subsequent mulligans.

Free-win cards also allow us to mulligan down to four or even three. A hand of four single-tap lands isn't likely to beat anyone, for instance; I would ship that in a heartbeat. There's still a chance our three yields two Temples and a Thought-Knot Seer; or land, Guide, and Chalice; or two lands and Eternal Scourge. And there's a chance those cards beat our opponents single-handedly.

A Reasonable Curve

Colorless Eldrazi Stompy goes to great lengths to ensure graceful curves occur frequently, and in spite of aggressive mulligans.


Hands with full-mana plays on the first, second, and third turns of the game should always be kept. These hands involve either Eldrazi Temple and Mimic/Endless One; Gemstone Caverns/Simian Spirit Guide with Chalice/Mimic or Temple and three-drops; or Dismember and Chalice/Mimic. A 1/1 Endless One is not an acceptable turn-one play, and neither is using Guide to accelerate into anything besides Chalice or a three-drop. But everything else goes. Endless One is particularly useful for plugging holes in clunky curves by costing what we need it to for a decent return on our investment.

Given Modern's tempo-centric nature, its fair decks are all about curving. The primary reason for Eldrazi's sustained success here is the archetype's increased ability to curve out admirably thanks to its namesake land. Thanks also to the efficiency of our threats and interaction, curving out properly in Colorless Eldrazi Stompy regularly paves a path to victory.

The Spice of Life

In other words, variety. Some openers are keepable by virtue of their heterogeneity. Look specifically for diverse forms of interaction when sitting down to a match in the dark.

Know the value of your cards in different matchups. Eldrazi Mimic and Thought-Knot Seer shine against noninteractive decks of all flavors; Matter Reshaper and Eternal Scourge hassle removal-heavy decks; Smuggler's Copter and Blinkmoth Nexus fly over board stalls; Chalice of the Void hoses aggro-combo and low-curve decks generally; Dismember ensures you don't fold to Baral, Chief of Compliance or Blighted Agent; Ghost Quarter provides some insurance for big mana.

Hands featuring multiple avenues of coverage can excuse a truant Eldrazi Temple so long as they curve well, or a wonky curve so long as they contain a free-win dimension.

Take this seven:

Blinkmoth Nexus, Ghost Quarter, Dismember, Eldrazi Mimic, Simian Spirit Guide, Chalice of the Void, Eternal Scourge

This hand free-wins against one-drop decks and removal with Chalice and Scourge, respectively; pressures big mana with Mimic and Quarter; and keeps pesky one-drops off the table. Mimic puts opponents on the back foot, and therefore combines with Chalice to buy us the time needed to make some land drops. The hand lacks Eldrazi Temple and a built-in way to cast even Eternal Scourge, and we're likely to lose a mana to our awkward curve if we cast Dismember. But I'd keep this seven blind because it interacts efficiently with many possible opponents.

What to Send Away

So we know what to look for. But what should we look to avoid? Of course there's a lot of overlap here, so I'll keep this section brief.

Lackluster Sevens and Sixes

Lands and three-drops? Yawn. One threat and some removal? No thanks! We've got four Serum Powders in the deck, so our mulligans tend to be pretty great. Any six- or seven-card hand that doesn't wow us should be mulliganed, regardless of how many Powders we've got left—if we've used some, that's a bunch of non-Temple cards out of the deck already; if not, we're likelier to hit them and dig into those Temples.

Hands Light on Plays

In the dark and on the play, the only seven-card one-landers I'd keep with this deck have Eldrazi Temple and a turn one Chalice. On six, I'd also keep one land with Temple and Eldrazi Mimic, as long as it also has three-drops or Dismember. Sevens with only Temple and no turn-one Chalice are excusable only on the draw, and only if they feature Mimic, Thought-Knot Seer, and Simian Spirit Guide.

The purpose of these examples: to illustrate how crucial it is to act during Modern games. This deck does not ever want to durdle pre-board.

Hands that don't feature more than a couple plays before any draw steps occur ride up the sliding scale of playability depending on the potency of their free-win dimensions. For instance, a six of two Guides, Scourge, Temple, Thought-Knot, and Chalice assures a fine mid-game should land arrive in a turn or two; replace Reshaper with a third Guide, and it now has Chalice into Thought-Knot built-in at the cost of robustness—no way does this new hand beat Terminate, but no way does it lose to Grixis Shadow, either. The first hand could go either way.

Since different cards provide free wins against different decks, accurate metagame prediction helps settle on these risky hands. Taking this idea a step further, deducing with some precision which decks are likelier to stay live deeper into a tournament may change how you interact with the same opener over multiple rounds.

Mastering Serum Powder

Serum Powder is the single best card we can see in our opener. A good hand with Powder is a good hand—even if it has Powder! And a bad hand with Powder is a free shot at a good hand. Considering the requirements we have of our openers, milking those re-rolls makes an enormous difference over the course of an event.

As an example of how not to use Serum Powder, take the first game of Corbin Hosler's Mining Modern feature on the deck. The first 20 seconds see him Powder away an easy keep and then keep an easy mull; that first hand contained two free-win dimensions and a reasonable curve in spite of two dead Powders, while the second had only Scourge and was way too slow for comfort. In this section, we'll take a look at why those decisions are wrong.

Primary Objective: Locating Eldrazi Temple

Eldrazi Temple is the reason we play Serum Powder. The artifact's primary goal is to find this land. Since the Eye of Ugin ban, each of Modern's Eldrazi decks has featured a non-Temple way to cheat on mana: Bant employs Noble Hierarch; Taxes uses Aether Vial; Tron has, well, Tron. And colorless Eldrazi Stompy has Serum Powder, a card that helps us aggressively mulligan into our sol land.

Almost every hand with Serum Powder that lacks Eldrazi Temple should be Powdered. The only exception: hands with turn-one Chalice and a good curve or effect variety (i.e. Chalice, Guide, Quarter, Mutavault, Dismember, Mimic, Powder).

"There Is No Powder"

Back to that good hand with Powder. How "good" should it be? After all, we certainly don't want to keep a lackluster hand with Powder. And having Powder in a keepable hand instead of pretty much any other card does dumb it down.

I follow a simple rule to analyze Powder-featuring openers: pretend there is no Powder. You know, like that kid in The Matrix. If a seven-card hand with one Powder is a passable six-card hand without it, keep the hand. The same goes for six- and five-card hands. This rule does a 180 for hands of four or smaller—we're likely to Powder these away no matter what, as most fours are significantly better than three and so on.

Things change a little for hands featuring two Powders. These hands put extra pressure on the remaining cards. Take Corbin's opener of two Powders, Chalice, Smasher, Thought-Knot, Temple, and Quarter, which minus the Powders becomes a five of Chalice, Smasher, Thought-Knot, Temple, Quarter. This five isn't just keepable, it's better than most sixes; besides, Powdering it away means one less Eldrazi Temple in the deck, and so overall worse openers down the road. So I like keeping. But replace Thought-Knot or Chalice with a second Smasher, and the hand gets significantly worse; I would indeed Powder it away in that case.

Notably, it's never correct to mulligan a hand with Serum Powder. Even one with three Eldrazi Temples. That hand is either a keep (on, say, four cards) or a Powder (on 5+ if it has no real business). As a rule of thumb, don't worry about losing certain cards in the deck to Powder; just focus on finding competent openers. Eldrazi Temple is the only completely non-interchangable card in the deck, so this rule applies just partially to that land; factor into your decision that your next opener is somewhat less likely to feature it.

Accounting for Scourge and Caverns

Powdering away a hand with Eternal Scourge is one of this deck's sublime joys. We can cast the Scourge from exile, so doing so provides us with a functional "mulligan to eight."

Every hand with Powder and Scourge that lacks Eldrazi Temple should be Powdered. That extends to hands with Guide and Chalice, and only changes in a post-board scenario. Since Temple and Scourge together provide two free win dimensions, we tend to keep hands with both, even if they have Powder. Having just Temple as a land and having just Scourge as a non-mana card are the only two reasons to Powder them away.

On the draw, Gemstone Caverns also interacts with Serum Powder. Taking a new hand here can seem appealing since Caverns is legendary, so it's nice to get extra copies out of the deck. But it's also nice to start the game on the play, which Caverns allows and is here for in the first place. Since we can exile the useless Powder to Caverns, we usually keep these hands.

Things change if we open more than one dead card; say, two Gemstone Caverns or Serum Powders, or an Eternal Scourge. Now, we have multiple cards to exile for Gemstone. In these cases, we often just Powder.

Extra Effects

Even if that's its primary goal, Powder doesn't just offer us extra mulligans. The card does have some in-game uses.

  • Ramping. Okay, here's the obvious one. In lieu of a Temple, turn three Powder lets us cast turn four Reality Smasher. And on four lands and a Temple, we can cast Powder and then play a three-drop. This play might not seem like much, but dumping our hand onto the table in the form of extra mana plays nicely with our utility lands, specifically Sea Gate Wreckage.
  • Tapping for colorless. Blood Moon is a great speed-bump for Eldrazi Tron and stops land-combo decks like Valakut and Amulet in their tracks. So it's no wonder the decks that can pack it---well, mostly Storm---do so. But the card is hilariously bad against an Eldrazi deck with four Serum Powders to back up a set of Quarters and two Wastes. The extra mana source (bringing our mainboard count to 31) also doesn't hurt against Fulminator Mage and Stone Rain, both of which can handily mana-screw other Eldrazi decks.
  • Doing artifact things. Artifact things? Artifact things. Like baiting Abrade so we can stick Ratchet Bomb. Or discarding to Wrench Mind to save us from Shrieking Affliction. These cases may be rare, but they do come up.

You Always Were... The Perfect Hand

There you have it—a crash course on mulliganing with Colorless Eldrazi Stompy. Join me soon for a comprehensive guide to sideboarding with the deck, and you'll be well on your way to dominating your local game store and getting kicked from "competitive" online Modern rooms!

Read Part 2 of this article series, "Colorless Eldrazi Stompy Mini-Primer: Sideboarding," here.

Careful Study: Determining the Fairness of Modern Decks

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Fair and unfair can prove contentious terms when it comes to deck discussion, perhaps especially in Modern. This week, I’d like to expand upon some of the ways to categorize and define decks that I initially touched upon in my articles on how to tune a deck’s mainboard flex spots and sideboard to an open meta. In these articles, I differentiated between proactive and interactive decks for the purposes of determining what strategies should be employed by the decks that fell within these categories. However, after discussing these categories in some more detail, it occurred to me that the terms I used in these articles are somewhat clumsy, leading me to think on Magic terminology generally.

This article will define the terms fair and unfair in the context of Magic gameplay, and introduce a comparison scale using some of the more common decks in Modern as references. I will also touch upon the utility of categorizing decks in this manner.

Pondering Purpose

I believe that this type of assessment has two major plusses on its ledger. The first is that improving one’s theoretical understanding of the game is a way to improve at the game itself. A glance at the ranks of professional Magic players will show this is true – many among them (notably the likes of Frank Karsten and Paulo Vitor Damo da Rosa) understand Magic at a high level, and that aids them in their play.

Second, one of the best ways to attack a given metagame is to figure out whether the decks in it share a common thread, and play cards (or sometimes an entire deck) dedicated to a strategy that they can’t handle. Take an expected field full of midrange and control decks that care about accruing card advantage. The natural counter to that sort of deck is to go over the top and play cards that are individually too powerful for midrange to handle, such as with a big-mana deck like Gx Tron. Making these sorts of calls can make the difference between showing up at an event or placing at an event.

A practical example in which tuning your deck to be more fair or unfair can be to one's benefit is when preparing a deck like Eldrazi Tron for an event. As will be discussed later on in the article, this deck is composed of a mix of fair and unfair elements. In general, it behooves Eldrazi Tron to zig when the metagame is zagging; this means leaning harder on its unfair plan when fair decks are ascendant, and doing the opposite when unfair decks are the order of the day. These sorts of decisions can make a real difference in how useful a deck's pilot finds their flex spots to be in any given tournament.

Defining Fair and Unfair

Now that we’ve gotten our purpose defined, what categories can we use to characterize decks? Fortunately, we don’t need to lay the groundwork from scratch – many terms used to describe how a deck operates are already part of the Magic players’ lexicon. For the purposes of this article, I'll be focusing on diametrically opposed terms fair and unfair. Many perspectives have been written on this topic; however, for the purposes of this article, we will use the following definitions:

Fair – A fair deck looks to operate under the base rules of Magic. These decks generally pay full price for their spells, look to win by reducing their opponent’s life total to zero, draw one card per turn, play one land per turn, and feature lands that produce one mana.

Unfair – An unfair deck circumvents these rules. Whether it be by cheating on mana, cards, or by winning in unconventional ways, unfair decks try to do things the game typically does not allow a player to do. It's readily apparent from this definition that unfair decks tend to have characteristics that many players associate with combo decks, but this relationship does not go both ways. While it is true that virtually every combo deck contains unfair elements, not every deck that contains those elements is a combo deck.

Justice for All: A Fair to Unfair Scale

Now that we know what we’re looking for, let's dive into the fair-unfair axis. we’ll set a scale of 1 to 10, where 1 is a completely unfair strategy, and 10 is a completely fair one. One thing that becomes apparent when looking at Modern’s current top decks is that very few decks truly sit at either extreme; most contain fair and unfair elements. To aid us in our categorization, we will establish ranges in which certain decks can be grouped, as summarized by the following table.

Score on Scale Category Description
1-3 Unfair deck Mostly composed of unfair elements
4-5 Mostly unfair deck Contains some unfair elements, but has fair “backup plan”
6-7 Mostly fair deck Mostly fair elements, but has some unfair elements specifically intended to generate advantage
8-10 Fair deck Mostly or totally composed of fair elements

Scale Extremes

Now that our scale and ranges have been defined, we can move on to the next step, which is to define our extremes. In my opinion, the foremost example of a fair deck in this format is currently Jeskai Tempo. Here’s an example of what that deck looks like from the most recent SCG Open:

Jeskai Tempo, by Jonathan Hobbs (12th, SCG Open Roanoke)

Creatures

3 Geist of Saint Traft
4 Snapcaster Mage
4 Spell Queller

Instants

4 Cryptic Command
2 Electrolyze
4 Lightning Bolt
3 Lightning Helix
2 Logic Knot
4 Path to Exile
2 Spell Snare

Sorceries

4 Serum Visions

Lands

4 Celestial Colonnade
4 Flooded Strand
2 Hallowed Fountain
3 Island
1 Mountain
1 Plains
1 Sacred Foundry
4 Scalding Tarn
2 Steam Vents
2 Sulfur Falls

Sideboard

1 Abrade
1 Anger of the Gods
1 Celestial Purge
2 Disdainful Stroke
2 Dispel
1 Elspeth, Sun's Champion
1 Engineered Explosives
1 Negate
1 Pia and Kiran Nalaar
2 Relic of Progenitus
1 Supreme Verdict
1 Vendilion Clique

This deck generally doesn’t cheat on mana, cards, or other resources (the only semi-offender is Logic Knot, which has delve, but 2 mana is more or less the going rate for countermagic in Modern anyway). It also has no ways to win other than by reducing its opponent’s life total to 0. I give this deck a 10 on the fairness scale.

Next, let’s look at a 1. A variety of decks sprang to mind, but the one I felt best represented the playstyle was Ad Nauseam. Here’s a list that made a Top8 at a recent RPTQ:

Ad Nauseam, by Max McVety (3rd, RPTQ Monroeville)

Creatures

1 Laboratory Maniac
4 Simian Spirit Guide

Artifacts

4 Lotus Bloom
3 Pentad Prism

Enchantments

3 Phyrexian Unlife

Instants

4 Ad Nauseam
4 Angel's Grace
1 Desperate Ritual
1 Lightning Storm
3 Pact of Negation
1 Slaughter Pact
3 Spoils of the Vault

Sorceries

4 Serum Visions
4 Sleight of Hand

Lands

2 City of Brass
3 Darkslick Shores
1 Dreadship Reef
3 Gemstone Mine
1 Island
1 Plains
1 Seachrome Coast
4 Temple of Deceit
4 Temple of Enlightenment

Sideboard

2 Bontu's Last Reckoning
1 Echoing Truth
2 Fatal Push
2 Hurkyl's Recall
4 Leyline of Sanctity
1 Pact of Negation
1 Phyrexian Unlife
2 Thoughtseize

This deck, in direct contrast to Jeskai, breaks fundamental rules of Magic left and right. It cheats on mana, cards, and other resources in order to fuel a variety of combo finishes. It has cards that outright change the circumstances in which the player loses the game, as well as multiple ways of winning the game other than reducing its opponent to 0 life.

Sorting Popular Decks

With the ends of our scale defined, we can start looking at some decklists. We’ll begin with some of the decks that have been the most popular of late, starting with Eldrazi Tron. This list is Sam Pardee's take on the archetype, courtesy of an MTGO league.

Eldrazi Tron, by Smdster (5-0, MTGO Competitive League)

Creatures

4 Walking Ballista
4 Matter Reshaper
4 Thought-Knot Seer
4 Reality Smasher
4 Endbringer

Artifacts

4 Chalice of the Void
4 Expedition Map
2 Mind Stone

Instants

2 Dismember

Sorceries

2 All is Dust

Lands

2 Cavern of Souls
4 Eldrazi Temple
3 Ghost Quarter
1 Sea Gate Wreckage
4 Urza's Mine
4 Urza's Power Plant
4 Urza's Tower
2 Wastes

Sideboard

1 Basilisk Collar
1 Gradigger's Cage
2 Gut Shot
2 Hangarback Walker
2 Pithing Needle
2 Ratchet Bomb
3 Relic of Progenitus
1 Warping Wail
1 Wurmcoil Engine

Here’s the breakdown on how this Eldrazi Tron list falls on our scale.

Unfair Elements: Changes the rules of the game (Chalice of the Void); cheats on mana (Eldrazi Temple/Urza lands)

Score: 5

Sam's deck relies heavily on Eldrazi Tron's fairer aspects, indicating that he anticipated decks would attack his unfair elements. Omitting Karn in favor of cheaper Eldrazi creatures and running Mind Stone help him play in the face of land destruction.

Next, let’s take a look at the hottest new deck on the scene in 5c Humans.

5c Humans, by Kurt Zimmer (22nd, SCG Open Roanoke)

Creatures

4 Champion of the Parish
1 Dark Confidant
4 Kitesail Freebooter
4 Mantis Rider
3 Mayor of Avabruck
4 Meddling Mage
4 Noble Hierarch
4 Reflector Mage
4 Thalia's Lieutenant
4 Thalia, Guardian of Thraben
1 Thalia, Heretic Cathar

Artifacts

4 Aether Vial

Lands

4 Ancient Ziggurat
4 Cavern of Souls
1 Hallowed Fountain
2 Horizon Canopy
1 Plains
1 Temple Garden
4 Unclaimed Territory
2 Windswept Heath

Sideboard

2 Dark Confidant
2 Dismember
2 Ethersworn Canonist
1 Fiend Hunter
2 Izzet Staticaster
1 Mirran Crusader
1 Riders of Gavony
1 Sin Collector
2 Vithian Renegades
1 Xathrid Necromancer

Here’s how Humans stacks up, according to our scale.

Unfair Elements: Aether Vial (cheats on mana), Dark Confidant (cheats on cards)

Score: 8

Next, let’s look at one of the pillars of the format in Affinity. This list found its way to place at the aforementioned Open:

Affinity, by James Johnston (9th, SCG Modern Open Roanoke)

Creatures

4 Arcbound Ravager
1 Hope of Ghirapur
4 Master of Etherium
2 Memnite
4 Ornithopter
4 Signal Pest
4 Steel Overseer
4 Vault Skirge

Artifacts

4 Cranial Plating
4 Mox Opal
4 Springleaf Drum

Instants

4 Galvanic Blast

Lands

4 Blinkmoth Nexus
4 Darksteel Citadel
4 Inkmoth Nexus
1 Mountain
4 Spire of Industry

Sideboard

2 Ancient Grudge
1 Bitterblossom
3 Blood Moon
2 Dispatch
2 Ghirapur Aether Grid
2 Rest in Peace
1 Spell Pierce
1 Thoughtseize
1 Whipflare

Affinity’s rating according to our scale is the following:

Unfair Elements: Cheats on mana (Mox Opal/Springleaf Drum); wins regardless of life total (Inkmoth Nexus); employs a combo finish (Cranial Plating/Arcbound Ravager)

Score: 5

On to one of the format’s premier interactive decks, Grixis Shadow.

Grixis Shadow, by Austin Collins (3rd Place, SCG Invitational Roanoke)

Creatures

4 Death's Shadow
2 Gurmag Angler
4 Snapcaster Mage
4 Street Wraith
2 Tasigur, the Golden Fang

Instants

2 Dismember
4 Fatal Push
1 Lightning Bolt
3 Stubborn Denial
2 Temur Battle Rage
4 Thought Scour

Sorceries

2 Inquisition of Kozilek
4 Serum Visions
4 Thoughtseize

Lands

2 Blood Crypt
4 Bloodstained Mire
1 Island
4 Polluted Delta
3 Scalding Tarn
1 Steam Vents
1 Swamp
2 Watery Grave

Sideboard

3 Ceremonious Rejection
1 Collective Brutality
2 Disdainful Stroke
1 Izzet Staticaster
2 Kolaghan's Command
2 Kozilek's Return
2 Liliana of the Veil
1 Liliana, the Last Hope
1 Stubborn Denial

Here’s how I believe Grixis Shadow stacks up according to our scale:

Unfair Elements: Cheats on mana (Gurmag Angler/Tasigur, the Golden Fang/Death's Shadow); contains a combo finish (Temur Battle Rage)

Score: 6

Last but not least, let’s take a look at the hottest combo deck in the format: Gifts Storm. This deck took down the SCG Invitational at Roanoke:

Gifts Storm, by Eli Kassis (1st Place, SCG Invitational Roanoke)

Creatures

4 Baral, Chief of Compliance
4 Goblin Electromancer

Instants

4 Desperate Ritual
4 Gifts Ungiven
4 Manamorphose
3 Opt
4 Pyretic Ritual
3 Remand

Sorceries

1 Empty the Warrens
2 Grapeshot
2 Past in Flames
3 See Beyond
4 Serum Visions

Lands

1 Flooded Strand
2 Island
1 Misty Rainforest
1 Mountain
1 Polluted Delta
4 Scalding Tarn
1 Shivan Reef
1 Snow-Covered Island
4 Spirebluff Canal
2 Steam Vents

Sideboard

2 Anger of the Gods
1 By Force
2 Echoing Truth
1 Empty the Warrens
3 Lightning Bolt
2 Madcap Experiment
2 Pieces of the Puzzle
1 Platinum Emperion
1 Shattering Spree

Needless to say, a dedicated combo deck like Storm is going to trend heavily towards the unfair side of things. Here’s the way I see it:

Unfair Elements: Cheats on mana (Madcap Experiment, Baral/Electromancer/rituals); employs a combo finish (storm cards); cheats on cards (Past in Flames); Platinum Emperion (changes the rules of the game)

Score: 2

Fade to Black

That’s all I have for you this time around. I expect there to be some dissent regarding some of my numerical values, and perhaps some of the criteria used to decide what constitutes a fair or an unfair deck. If so, please leave any comments below – I'd be happy to discuss rationale on this topic, and to discuss the fairness or unfairness of other decks.

November Metagame & Announcements

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Well, it's been a long time since I've written the full metagame update, but you folks haven't gotten rid of me that easily. Know that our plans here at Nexus have always been to resume these and make them regular, but in a way that was sustainable moving forward. Rather than make speculative promises I couldn't keep to the readership, I have elected to work on the scaffolding behind the scenes to make it all possible. Fortunately, we've been able to dedicate more resources lately to developing the required software, and have hired several people to assist. This has freed me up to work on the metagame report itself—hence our return for the month of November.

The workload involved in the metagame report is always pretty daunting, so as part of my new "keep Jason fully sane" policy, I won't be going quite as in-depth as before. The numbers are all just as robust, mind you—and they're all available in our Top Decks page as always. But rather than trying to offer a comprehensive analysis of everything, I'll be more so spit-balling about what I see as interesting developments in the data. After that, I'll have some brief announcements about what we have planned at Nexus, and what timeline you can expect it on.

November Metagame

David has been doing an admirable job of tracking the metagame in larger tournaments over the last month or so. The full November report encompasses most of these same events, but it adds a host of others for a much more complete picture. So expect my results here to differ from David's.

The sample size is substantially larger, which bodes well for statistical significance—but there are a large number of smaller, less competitive tournaments that form part of the data set too. Remember, this is a picture of the metagame "as it is played," not a theoretical treatise on strategic viability. But, of course, it still carries strategic implications. The data below should form a solid picture of what to expect if you're playing in Grand Prix Oklahoma City or Grand Prix Madrid this weekend.

Data Collection Methods

As we're coming off a long hiatus, now is as good a time as any to review the methodology we use at Nexus to calculate metagame numbers. To begin with, we compile decks from a variety of online sources, representing both MTGO results and paper tournaments from around the world. All reported archetype names are double-checked to ensure accuracy, and then normalized across sites to get a single name for each given deck.

These archetypes are placed on a bell curve, and then assigned tiers based on their deviation from the expected percentage in the metagame (one standard deviation for Tier 2, two standard deviations for Tier 1). Tierings are calculated individually for MTGO and Paper metagames, then compiled together with additional points from large-scale major events for the final metagame picture.

November's data set consists of 374 MTGO decks and 775 paper decks, for a total of 1149. Errors of margin on the Paper and MTGO metagames were 3.52% and 5.07% respectively. That latter figure seems high to me, but I will have to dive back into the data on a later date to confirm or deny. What I feel comfortable saying is that, if the exact percentages in the sample are not guaranteed to reflect percentages in the population, the tiers assigned to each archetype will be (mostly) accurate.

Paper Events

Paper events this month included the Star City Games Regional Championships, Top 8s from all reported RPTQs, the SCG Baltimore Classic, and the SCG Baltimore Team Constructed Open. For the latter, the Modern deck played by each of the Top 8 teams is included. Note that all caveats of split-format events apply here, but as only a small part of the total sample came from this event, it was unlikely to corrupt the data.

A few additional notes:

  • Hareruya. The Hareruya store in Japan runs a copious number of events each week. I've generally made a policy of omitting the weekly pick-up tournaments they publish, as attendance for these events is often lower than 20. What we retain are any larger-scale tournaments (like this one) as well as all the ongoing Sunny Day Modern Cup events.
  • LigaMagic. This site runs an independent tournament series across much of Brazil. The structure is somewhat unique, so it merits a brief description here. Each store that's part of the series will run five "qualifier" events, any number of which local players may attend. At the end of those five tournaments, the top eight point finishers are invited to a run-off tournament. Note this is done for each store in the league. Qualifier events have low attendance sizes and represent a lot of duplicate decklists, so we omit them here. But the Top 8s are a good stand-in for that of a single, larger tournament. Altogether, 17 of these run-off Top 8s are included in our sample for November.

MTGO

Much has been said of Wizards' recent decision to put the kibosh on representative reporting of MTGO Competitive Leagues. Two things hearten me in this regard. First, the makeup of archetypes in the reported League data is very similar to what we see in the rest of the metagame. While a deck can't appear on one day twice, it can appear several days in a row. The decks doing this were not fringe or rogue strategies, but the exact ones you would expect—proven, Tier 1 contenders like Affinity, Grixis Shadow, and Humans.

The other positive development is the presence of MTGO Challenges to buttress the League results. In November we had four tournaments of this kind, each of which represents a serious competitive environment where many pros and regular grinders attend. These results are not curated by WotC, but reported as-is, so we get a clear picture of which decks rose to the top.

All in all, I think the MTGO results are about as useful as they were before (assuming a similar number of Challenges each month). What they probably provide a less clear picture of is the state of the MTGO "hive mind," the collective effect of online players iterating the metagame ahead of the general population. To be sure, this process is still occurring, but it might be slightly more opaque to our analysis than before.

In addition to Leagues and Challenges, three Pro Tour Qualifiers on MTGO were held in November. One was a normal PTQ. The other two were RPTQs qualified players could attend in lieu of a paper RPTQ. In each case the Top 32 was included. Given the notorious difficultly, strategically speaking, that events like these on MTGO are known for, assigning them extra weight seemed justified.

Day 2 Data

This is another area of our analysis that has suffered from Wizards' decision to scale back deck reporting. That said, it's always been a little spotty given the low number of SCG Opens and Grand Prix. For this month, we're looking at two events. The first is the SCG Team Constructed Open in Baltimore. Decks making Day 2 in this event were undeniably influenced by their teammates' choices in Standard and Legacy. The second isn't Day 2 data per se, but each archetype's collective share of the RPTQ Top 8s, which I felt was a similar phenomenon.

Because these events don't do a great job of representing conversion after a long tournament of many rounds, the Day 2 data was weighted at half its normal value. I'll be revisiting Day 2 data in future updates, and evaluating whether or not it should continue to form a regular part of our analysis.

The Compiled Metagame

Onto the metagame numbers themselves. The most prominent narrative I've heard over the last few months is that Storm and Death's Shadow are the decks to beat. That is, at minimum, what most people in my own testing group have concluded. The November data seem to corroborate that conclusion, but they also present a relatively healthy metagame with a variety of other strategies in the top tier. For an easy-to-read version of all this data in one place, go here.

Tier 1: 11/1/17 - 11/30/17

DeckOverall
Metagame %
Paper %MTGO %
[archetype]Affinity[/archetype]7.0%7.5%4.8%
[archetype]Gifts Storm[/archetype]5.7%5.0%6.4%
Jeskai Tempo5.5%5.3%5.9%
[archetype]Burn[/archetype]4.9%5.0%4.8%
[archetype]Humans[/archetype]4.9%3.9%7.2%
[archetype]Eldrazi Tron[/archetype]4.8%5.7%2.4%
Grixis Shadow4.7%3.9%4.5%
[archetype]Counters Company[/archetype]4.5%5.4%2.7%
[archetype]RG Valakut[/archetype]4.5%5.3%3.5%

First, a note about what exactly we're looking at is in order. Whenever Magic players get together to discuss a format, the twin phrases "tier-one" and "best deck" get thrown around like a football at a family gathering. Pros are guilty of this too. It's typical to hear a lot of speculative claims based on anecdotal evidence or extremely small sample sizes from testing sessions.

And yet, I will still perk up and take notice whenever a major pro makes a statement of this nature. The thing is, there's never enough data to make definitive statements about a deck's "true" power level—that's what makes the game compelling. We can't even test one deck in a perfect facsimile of a metagame, with a control group and all, much less an entire format's worth of decks. Absent this hard data, we must rely on intuition and qualitative assessments; as pros are better at this than the average player, we're interested in the conclusions they draw.

In light of this, I think it's instructive to understand "Tier 1" as a polyvalent phrase. On the one hand it refers to a strategic phenomenon: the decks with the highest power level and most advantageous positioning in a specific metagame. This is the most commonly accepted use, and what pros generally mean when using the term. The second meaning refers to a statistical phenomenon, that corresponds roughly to the metagame as it's being played. This is what we attempt to capture, as scientifically and rigorously as possible, here at Nexus.

There will undoubtedly be some overlap between these two definitions—after all, even us lowly grinders still have a brain in our noggin, and the better decks will be correlated with higher incidences of play. Just remember that the correspondence won't be perfect. The statistical phenomenon should be seen as an indicator of deck strength, but one that's intertwined with other confounding or intervening variables—deck difficulty, perception of strength, and card availability, to name a few.

So back to our Tier 1 decks. Some of this I'm gonna go out on a limb and call unsurprising (Affinity's still good? Shocker!). Here are my notes on the more interesting developments.

  • At 4.7%, Grixis Shadow initially looks way less impressive than I had suspected. This changes once we roll in the share held by 5-Color Shadow, which appears in Tier 2 below. Together they form 6.7% of the meta, just under top dog Affinity. I'm inclined to agree with the pros' claim that something (possibly deck difficulty) is causing players to shy away from a deck that should, by most indications, see more play. Don't sleep on this matchup for GP Oklahoma City or GP Madrid—the further you get into the tournament, the more likely you are to run up against Shadow.
  • Humans are one of the biggest stories of the last month or so, and they seem to have delivered on their promise. Ixalan was good to the Human tribe with Kitesail Freebooter and Unclaimed Territory. It doesn't hurt that their matchup against two of the strongest decks (Shadow and Storm) is favorable. I don't think we've seen the last of this archetype, and it's only getting more tools as Wizards releases new sets.
  • Speaking of old decks with a new lease on life, Jeskai Tempo has been doing quite well for itself. I think this is one part metagame development, and one part Spell Queller. As sometimes happens in eternal formats, players can be stubborn to adopt new tech or shift to different strategies. Note that per our classification, none of the decks in that 5.5% figure are control variants. Almost every deck had Geist of Saint Traft, and the few that bucked that trend ran additional threats. By now the full playset of Quellers is pretty much universal. The more traditional Jeskai Control variants are covered below in Tier 2.

Tier 2: 11/1/17 - 11/30/17

DeckOverall
Metagame %
Paper %MTGO %
[archetype]Gx Tron[/archetype]3.3%2.3%6.4%
Abzan3.1%3.0%3.2%
UW Control3.0%3.4%2.9%
UR Breach2.7%1.9%2.9%
Jund2.7%2.5%1.3%
Lantern Control2.4%1.9%4.3%
Dredge2.2%1.3%4.3%
[archetype]Infect[/archetype]2.0%2.1%1.6%
[archetype]5-Color Shadow[/archetype]2.0%2.3%1.6%
Eldrazi and Taxes1.8%1.4%3.2%
Jeskai Control1.5%0.9%0.0%
Hollow One1.5%0.9%2.1%

Tier 2 looks about typical too. Per-archetype notes:

  • The vast majority of those Gx Tron decks are black variants. Collective Brutality and Fatal Push provided the deck with some much-needed utility it was lacking before, and I think this is just the de facto consensus build now. A few lists in the data were RG or Mono-Green; I believe only one splashed white.
  • The presence of UR Breach in Tier 2 might catch some by surprise, but a closer examination of the deck reveals it's basically just Blue Moon with a new wincon. Blue Moon has always exhibited lots of variety in its finishers—we've seen it packing Batterskull, Kiki-Jiki combo, Docent of Perfection, and Madcap Experiment. It appears that Through the Breach plus Emrakul is the kill of choice right now, although the Kiki-Jiki version is posting about 0.7% itself. Combining the two together they make up 3.4% of the meta, so it's safe to say Blue Moon is on the rise.
  • Rob wrote about Lantern Control earlier this week. All I wanted to note here is that outside of a few paper decklists, all these lists run four Whir of Invention. At this point I would just assume my opponents had access to that card if they're on Lantern.
  • Most people know which deck Eldrazi and Taxes refers to by now. Take one part Thalia, Guardian of Thraben and Leonin Arbiter, add a hefty dose of Eldrazi Temple, Thought-Knot Seer, and Reality Smasher, finish with a dash of Sculler-plus-Strangler seasoning. The latest trend is to cut the hatebears package entirely, yielding a more controlling variant with Lingering Souls and planeswalkers. To my eye this deck is sufficiently different to merit consideration as a separate archetype. We've reported these builds under "BW Eldrazi," which make up 0.7% on their own in Tier 3.
  • If I had to guess, I'd say Hollow One is the flavor-of-the-month that may not make the grade for long. Two variants, BR and RG, are represented here about equally. As this archetype's pilots figure out the optimal build we'll see if it can maintain its high-end showing.
  • I already discussed the Jeskai Tempo decks in Tier 1. As for old-school Jeskai Control, it's still posting a respectable standing itself, especially when considered alongside cousin UW Control. The most interesting innovation here is Search for Azcanta, which is cropping up in lots of lists as a great way to generate card advantage without clunking up hands and draws.

Tier 3: 11/1/17 - 11/30/17

DeckOverall
Metagame %
Paper %MTGO %
Elves1.3%1.8%0.8%
[archetype]Merfolk[/archetype]1.2%1.9%0.3%
GW Company1.2%1.2%0.5%
Death and Taxes1.0%1.4%0.3%
8Rack1.0%1.0%0.3%
Bogles1.0%0.6%2.1%
RG Ponza1.0%1.2%1.1%
Bant Company0.9%1.5%0.0%
Ad Nauseam0.9%1.4%0.0%
Mardu Tokens0.9%0.3%2.7%
BW Eldrazi0.7%1.0%0.3%
UR Kiki0.7%0.3%1.9%
Mono U Tron0.7%0.5%1.3%
Living End0.6%0.8%0.5%
Grixis Delver0.5%0.9%0.0%
Amulet Titan0.5%0.1%1.6%
Grixis Control0.5%0.6%0.3%
Griselbrand0.5%0.3%1.1%
4-Color Control0.4%0.3%0.0%
Sultai Midrange0.4%0.3%0.0%

Finally, the Tier 3. Again, I don't think anything here is shocking—Modern continues to present its dizzying array of strategies, and anything can win on a given weekend.

  • The printing of Vizier of Remedies has obviously given Abzan Company a new life in Counters Company, but its effects reach farther than that. Elves is also beginning to adopt the combo in significant numbers. Devoted Druid is (yup) an Elf that already fits in their core game plan, so it's a natural inclusion. A few players are still on the Mono-Green or Shaman of the Pack variants.
  • Merfolk has gone green, and I'm not sure it's going back. With one or two exceptions, everyone in November's data was on both Kumena's Speaker and Merfolk Branchwalker. Both these cards just seem like such a natural fit to me, as they play very well with lords. I'll leave it to David and Roland to discuss whether we've seen the last of the mono-blue or blue-white fish decks.
  • There's always a lot of variation in the midrange CoCo decks. Here you could lump GW Company and Bant Company together if you were so inclined, but I think they will play out differently. Note that in the Bant Company shares, most lists are actually Knightfall. Outside of the few copies of Retreat to Coralhelm, the Bant CoCo deck is almost identical, including the Kessig Wolf Run to tutor up with Knight of the Reliquary.
  • Midrange Mardu decks are often kicking around in Tier 3, but it's rare to see widespread agreement on build. Mardu Tokens may be changing that. These decks are built around a full set of Bedlam Reveler, flanked by Lingering Souls, Young Pyromancer, and/or Monastery Mentor. Notably, Bitterblossom is nowhere to be found.

Updates on Ongoing Projects

Announcement time. You may have noticed those orangeish links on a few of the archetypes in the tables above. These will eventually link to primers for each archetype. Right now the articles are just stubs, introductory pieces to be expanded upon later. Last year I found that the work required for these was about a ka-jillion times more than I had anticipated. So this is a long-term project that will take time to implement, with snippets being released as they become ready. Rob San Juan is helping me do the initial research and write-ups for the intros. After that I will start brainstorming how to flesh out the rest.

The end goal here isn't so much a series of articles that you would read from beginning to end, but more an encyclopedia of archetype information you could return to periodically to answer specific questions. There is no way that I can copy-edit all of this information, especially when you consider that it will be a moving target—new decks, new printings, developments in archetype technology, bannings, and more will necessitate regular updates. So it will be subject to a different editorial process.

What I'm envisioning is a kind of wiki that the community can help co-write and then update. That said, I want to retain a certain rigor in the information that's presented to prevent it from devolving into the sort of rampant speculation and unsubstantiated claims the internet can be prone to. I'm still trying to figure out how this can be done, but my current thought is to enlist moderators with experience playing each archetype who can monitor a given page. I'll definitely be looking for suggestions on this front from readers, so if you have any ideas, do pass them on.

Let me make clear that this is a massive undertaking, and I frankly have no concrete idea of the timeline. I hope you'll be patient with us as we put it together, and I trust you'll appreciate that we want to bring the Nexus quality of analysis to bear on the project.

Jason Schousboe
Editor in Chief

A Complicated Metagame: Invitational Weekend Update

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Once again, it's time to update my paper metagame table! Magic's had a busy weekend---between the SCG Invitational and the World Magic Cup, it was easy to miss the Roanoke Open. Which feels very odd to say, considering how popular and pervasive Opens are, but it's the truth. Not that it matters; the data it generated is still invaluable as we near Grand Prix Oklahoma City.

This article only reviews the open tournament results. Invitationals are not random samples, they're invite-only, and are therefore statistically suspicious. To take an accurate sample of a population, there needs to be an equal chance for every member of that population to be surveyed. Therefore, open tournaments provide more valid results than invitationals when it comes to deducing the metagame at large.

Of course, the new data isn't 100% comprehensive, but it's what we have.

The Open Results

Frustratingly, though understandably, there was no coverage of the Modern Open. Fair enough; if you're going to have an Invitational, you want that to take center-stage. It just means that the data I'm about to present is somewhat contextless. Previously, I was able to compare the results to the Day 2 metagame breakdown and provide a more accurate view of a deck's metagame strength. That isn't possible today, so I don't know if the results are accurate to metagame population. In other words, don't read too deeply into these results. As always, I'm just using the Top 16 decks because they're the most successful and that's all that is normally reported about Classics.

DeckTotal #
Grixis Death's Shadow3
Affinity 3
Mono-Green Tron1
Eldrazi Tron1
Dredge1
Mono-Red Prison1
GW Company1
Titan Shift1
Jeskai Control1
Jund1
4-Color Control1
UW Control1

That is an interesting spread. Mono-green Tron actually won the Open, but Affinity and Grixis Shadow are the real stories here. They're the only decks to place multiple copies into the sample; specifically, three apiece. That is quite the result. Again, without Day 2 data this could be the result of high initial population. The decks were known to be strong already, so I doubt surprise or simple power are the answer.

More interesting is the Mono-Red Prison list. It's effectively a port of Legacy Moon Stompy, and while I imagine it's the worst to play against, I'm not surprised it did well. As I've mused in the last few table updates, Blood Moon seems very well-positioned at the moment.

Travis Perlee's deck is listed as 4-Color Control because it contains one each of Kolaghan's Command and Mystical Teachings and three Lingering Souls, apparently for extra grinding value. Otherwise it's a typical Jeskai hard-Control deck. I really don't feel that one card's mana cost and flashback on four others constitutes an actually different deck, but they do change the deck's gameplan enough to fall within my own rules of differentiation (the same rules that make GR, GB, and Mono-Green Tron different decks). So I'll play along, although I hate when my own rules turn on me.

The Classic Results

With the... side-main event out of the way, it's time to examine the side-side event. The Invitational Weekend is really confusing. Anyway, Modern Classics are fascinating. There tend to be lots of interesting rogue and Tier 3 lists, which really help gauge format health. When the big decks do well it also speaks to their overall power and versatility.

DeckTotal #
8-Rack3
Jeskai Control1
BW Eldrazi Taxes1
Enduring Ideal1
Lantern Control1
Elves1
Death and Taxes1
WG Taxes1
Burn1
Mono-Blue Merfolk1
Affinity1
Eldrazi Tron1
Humans1

Wow. That is...a lot of 8-Rack. And weird 8-Rack decks, too. Aaron Slate and Michael Dudkow must be teammates, as they're playing the same 75. And with a lot of unusual choices, including Nezumi Shortfang as another Rack effect. I guess it makes sense given the singleton Ensnaring Bridge, but I've never seen that before. Why would anyone think the Kamigawa flip cards were Modern playable? It's a testament to how unexplored the cardpool really is, I suppose. Jessee Leese is on a more familiar list, but with mainboard Pack Rats. While somewhat off-theme, Rat gums up the ground against aggro decks, which can pose problems for 8-Rack, and serves as an alternate win condition.

That said, 8-Rack wasn't enough to stop Mark Stanton from taking the trophy with a pretty stock Jeskai Control list. This probably surprised the 8-Rack crew, as that's supposed to be a great matchup. The stockness of the list is its most interesting aspect. This maindeck is the most common, and even deviations don't stray that far. The sideboard is also fairly typical, though Abrade and Kozilek's Return are interesting. Abrade shines against Humans, where it picks off threats in lieu of a Vial. And Pyroclasm or Anger of the Gods seem better than Return to me, although the devoid spell does kill Etched Champion and blow out aggro-combo decks like Counters Company.

The Aggregate Metagame

The next step is to put it all together and see where things stand. For comparison, here's what the metagame looked like right after Regionals.

DeckTotal
Jeskai Control18
Affinity17
Gifts Storm14
Grixis Death's Shadow11
Eldrazi Tron9
Counters Company9
Infect7
Humans7
UW Control6
Abzan5
Burn5
UG Merfolk4
Bant Company4
GB Tron3
Jund3
Elves3
Ad Nauseam3
Titan Shift3
Mardu2
UR Breach2
BW Eldrazi2
GW Company2
GR Ponza2
Death and Taxes2
Mono-G Tron2
Titan Breach1
Saheeli Evolution1
8-Rack1
Temur Aggro1
Knightfall1
BW Eldrazi and Taxes1
5-Color Death's Shadow1
GR Devotion1
RW Prison1
Bant Eldrazi1
Abzan Company1
Grixis Control1
Living End1
Skred Red1
Bogles1
4-Color Company1
RG Vengevine1
GR Tron1
Naya Company1
4-Color Knightfall1
GW Hatebears1
Grixis Delver1
4-Color Death's Shadow1

Get that fixed in your mind, or just glance between the tables really quick. We're looking for how the metagame is developing and where things are headed. Now, on to the new results.

DeckTotal
Affinity22
Jeskai Control20
Gifts Storm14
Grixis Death's Shadow14
Eldrazi Tron11
Counters Company9
Humans8
Infect7
UW Control7
Burn6
Abzan5
UG Merfolk4
Bant Company4
Jund4
Elves4
Titan Shift4
8-Rack4
GB Tron3
Ad Nauseam3
GW Company3
Death and Taxes3
Mono-G Tron3
Mardu2
UR Breach2
BW Eldrazi2
GR Ponza2
BW Eldrazi and Taxes2
Titan Breach1
Saheeli Evolution1
Temur Aggro1
Knightfall1
5-Color Death's Shadow1
GR Devotion1
RW Prison1
Bant Eldrazi1
Abzan Company1
Grixis Control1
Living End1
Skred Red1
Bogles1
4-Color Company1
RG Vengevine1
GR Tron1
Naya Company1
4-Color Knightfall1
GW Hatebears1
Grixis Delver1
4-Color Death's Shadow1
Dredge1
Mono-Red Prison1
4-Color Control1
Enduring Ideal1
Lantern Control1
WG Taxes1
Mono-Blue Merfolk1

Welp. That's not substantially different. The composition of Tier 1 and upper Tier 2 have not changed, though a few have changed places. Even looking more broadly doesn't reveal much movement. That isn't entirely surprising; there wasn't much movement between that Regionals update and the previous one after the Washington DC Classic.

DeckTotal
Gifts Storm9
Affinity9
Jeskai Control9
Infect5
Eldrazi Tron5
Grixis Death's Shadow4
Counters Company4
Humans3
Abzan2
UG Merfolk2
Mardu2
UW Control2
Ad Nauseam2
GB Tron2
UR Breach2
Titan Breach1
Jund1
Saheeli Evolution1
BW Eldrazi1
8-Rack1
Temur Aggro1
Titan Shift1
Knightfall1
GW Company1
GR Ponza1
BW Eldrazi and Taxes1
Death and Taxes1
5-Color Death's Shadow1
Bant Company1
Burn1
GR Devotion1
Mono-G Tron1
RW Prison1

Why should there be more movement now? Nothing has surged up from Tier 2 or dropped down from Tier 1 over the past month and a half. While these tables hint at a settled metagame, do not be fooled. There is still significant dynamism, as the Roanoke results will attest. For example, Storm has been putting up results in bursts. It did very well in Cincinnati and Charlotte, maintained though DC, dropped off during Regionals, and failed to produce any results this week. This does not mean that the deck is suddenly bad. More likely, it just means that players are more prepared than they were before. Storm's return was unexpected, and it's not an easy deck to learn to play against. I'd wager players have finally put in the time to learn how to win. The probability that it returns in force in Oklahoma City is high. A deck that powerful does not simply disappear.

In comparison, Affinity and Jeskai Control consistently put up results. They started out in the top and stayed there. I feel very confident saying they're the strongest decks right now. Exactly why is hard to say. In Affinity's case, I suspect familiarity is key. It's been a deck forever now, almost always in Tier 1, and rarely changes. The pilots are so experienced the exact metagame doesn't matter. They'll play robots and win, simple as that. Jeskai is harder to evaluate. The most substantial change over the older Jeskai Tempo lists is Spell Queller, which isn't much of an explanation because similar lists made headlines last year. Metagame positioning may be the key. I've been saying for months that removal-heavy decks should be favored in the Death's Shadow-flavored metagame. Jeskai isn't the removal heavy deck I expected, but it fills the role nonetheless, feasting happily on Collected Company and Affinity in the meantime.

What Does it Mean?

There are a few ways to look at these data. When looking at the table itself, we see a very stratified upper tier. Affinity is on top, followed closely by Jeskai. There's a six-point drop-off to Storm and GDS, a three-point drop to Eldrazi Tron, and then a two-point drop to Counters Company, after which things close up. This suggests that there is a very clear power jump from Tier 1 to 2, while Tier 2 is roughly equal. Within Tier 1, there is an obvious hierarchy and two clear best decks: Affinity and Jeskai. The two are too close to really separate. This seems reasonably valid, especially when you consider how long those two decks have stood atop the metagame and the fact that they've continued separating themselves since Regionals. This view suggests a stabilized metagame.

Another option is to take the long view and see how things have changed since Charlotte. Affinity has consistently sat atop the metagame. Storm was there too initially, but has gradually dropped-off. Jeskai was tied for first, dropped slightly in Cincinnati, and since then has been competing with Affinity for the top spot. Grixis Shadow had struggled to stay as competitive before, but as Storm fell, Grixis rose, and the deck now ties with Storm.

Meanwhile, E-Tron has been inconsistent. It was initially a non-presence, and even a failure in Charlotte. It still puts up results, but they're sparse. Counters Company was considered a contender for best deck over the summer but has now fallen into Tier 2. Humans wasn't a deck until Cincinnati and has also established itself in Tier 2.

According to this second view, Affinity remains constant, but the other decks rise and fall based on those around them. Additionally, a wide range of decks have been actually winning events, and we have huge variety in the lower tiers. This view suggests a dynamic, evolving metagame.

I don't have an opinion on which is correct. I'm more inclined to take the long view and see the continued adaptation and diversity as signs that the metagame is anything but solved. However, I wouldn't fault you for disagreeing with this perspective, as Affinity's continued dominace doesn't fit with that narrative. The Grand Prix will prove the real test and should provide a definitive answer. If Affinity and Jeskai do particularly well, then the stable perspective is favored. If they're just average, then the dynamic view is advantaged.

How to Respond

Regardless of how you see this metagame, I think the response is clear. First and foremost, be ready for anything in Oklahoma City. You should do that anyway, as it's a Modern GP, but the data show many different decks winning. That said, Affinity and Jeskai are winning more than other decks, so if you need to focus on any decks, pick those two. If you intend to play a top-tier deck, know that everyone else will be aware of your gameplan and prepare accordingly. Readjustment and preemptive sideboard plans will be your best friend.

The Lesson of 8-Rack

What you shouldn't do is take a metagame deck to the tournament and expect it to pay off. I know that 8-Rack did well this week, but that doesn't mean it will continue to do so. It isn't a typical part of the metagame; prior to this week, there was only one result for 8-Rack in the table. If you do want to metagame, look somewhere else. Players aren't going to be surprised anymore, and surprise is critical for decks like 8-Rack.

Use Data Wisely

I've said it before, and I'll say it again: don't overreact to the data. Try to keep your intellectual skepticism, because what these data unequivocally show is a wide-open field where anything is possible. If you fixate too much on any one aspect, the others will bite you. Best of luck to any of you going to Oklahoma City, may your performance be worthy of including in the data next week!

Deck of the Week: Lantern Control

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Hello, Nexites, and welcome to a new edition of Deck of the Week. There has been some buzz lately that control is actually good in Modern again. We all know that means Cryptic Command and Snapcaster Mage, but really, what's more controlling than a full-on prison deck? That's right—Lantern Control has been on the rise, powered by the new tech of Whir of Invention. This weekend Sam Black proved its power in the current meta with an 8-0 performance at the Star City Games Invitational that helped cement his finals appearance.

If you're an avid follower of Modern, by now no doubt you're familiar with the absurd weirdness that is Lantern Control. This deck has been around ever since Zac Elsik won Grand Prix Oklahoma City with it in 2015. It tends to drift in and out of Tier 2, and now seems to be a time of resurgence for the archetype. Sam's list is typical of what's been appearing in MTGO Leagues.

Lantern Control, by Sam Black (2nd, SCG Invitational)

Artifacts

4 Lantern of Insight
4 Codex Shredder
3 Ensnaring Bridge
1 Grafdigger's Cage
4 Mishra's Bauble
4 Mox Opal
2 Pithing Needle
1 Pyrite Spellbomb
2 Pyxis of Pandemonium
1 Witchbane Orb

Instants

1 Abrupt Decay
4 Whir of Invention

Sorceries

4 Ancient Stirrings
4 Inquisition of Kozilek
3 Thoughtseize

Lands

1 Academy Ruins
3 Botanical Sanctum
4 Darkslick Shores
4 Glimmervoid
2 Island
4 Spire of Industry

Sideboard

2 Abrupt Decay
1 Ancient Grudge
1 Grafdigger's Cage
2 Leyline of Sanctity
1 Nature's Claim
1 Pithing Needle
1 Porphyry Nodes
1 Pyroclasm
1 Search for Azcanta
2 Tezzeret, Agent of Bolas
2 Welding Jar

If you haven't had the privilege of seeing this deck in action, or simply need a recap, here's what's going on. This deck is pure prison, dead-set on locking out an opponent from relevant draws using the namesake card, Lantern of Insight. A permanent peek at the top of the opponent's deck combines nicely with the so-called "mill rocks," Codex Shredder and Pyxis of Pandemonium. These allow the Lantern pilot to control every draw step the opponent gets, effectively shutting down their game plan entirely. Disruption in the form of Thoughtseize, Ensnaring Bridge, and Pithing Needle augments this plan by answering whatever has managed to slip past the draw-step filter.

It's always exciting to see Lantern Control doing well, but the big story here is Whir of Invention. This isn't Sam's tech, exactly—it's a pretty universal four-of inclusion by now in all the MTGO decklists, and paper Lantern players are following suit. One of Lantern's traditional weaknesses was the difficulty of finding key lock pieces before it was too late, and an overreliance on Ensnaring Bridge specifically. Whir addresses both of these problems neatly, allowing the deck to incorporate a toolbox element to line up the perfect answer to the situation at hand. Past builds tried to use Infernal Tutor in this role, but the Chord of Calling analog from Aether Revolt avoids the problem of having to empty your hand first.

Alongside Ancient Stirrings, this suite of tutors ensures that the new Lantern Control will rarely be lacking for a mill rock or Lantern of Insight to begin locking down the opponent. It also means the archetype can afford to run several silver bullets like Grafdigger's Cage and Witchbane Orb. Sam has elected for only the most high-impact cards in this capacity, but you'll notice both are well positioned against Storm and Death's Shadow. Post-board, Whir in response to removal can also fetch up a Welding Jar to act as a protection spell for your most important permanent.

Also notable in Sam Black's list is some sideboard tech in Tezzeret, Agent of Bolas and Search for Azcanta. Tezzeret gives an opponent a one-turn clock to respond if you already have a plethora of artifacts in play, while also finding extra threats with its second ability. It is an interesting piece to side in against control and mirror decks, or even in some midrange matchups where they are already hard-pressed to find a solution to your other artifacts. On the other hand, Search for Azcanta gives you more power to filter your draws, and a very reliable card-advantage engine once it has flipped. I could see both of these being relevant in the grindier matchups, but Tezzeret also provides a much needed win condition outside of the painful (and possibly draw-inducing) Millstone plan.

With new solutions to problems that vexed the archetype in the past, and a rise in midrange decks that struggle against it, it's not hard to see why Lantern Control is doing well. This is a classic example of the "know what you play" mantra in Modern, as learning the fiddly ins and outs will take time and perseverance. But it looks like a great metagame call at the moment, and definitely worth mastering if you have the pieces!

So that’s it for this edition of “Deck of the Week.” Stay posted for our next feature next week. Until then, happy shuffling and thanks for reading!

Boremandos Enraged: Brewing Jeskai Delver

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Deep in the Modern annals lies a deck called Boremandos. This deck was the format's first to feature Delver of Secrets, and was wildly successful in its heyday. It paired Delver with Steppe Lynx, Remand, and a hearty dose of burn spells to gently disrupt opponents and kill them quickly, and eventually inspired the blueprint for Counter-Cat.

These days, Delver's all but completely vacated the competitive scene. Not true of Boremandos's spiritual big brother, Jeskai Tempo. So what would it take for Delver of Secrets to claw its way back into successful Jeskai shells? Today's article explores the two builds I've been working with, and how Spell Queller and Chart a Course revolutionize the archetype.

Queller Delver

I started with the most vanilla shell possible---a 4-Snap, 4-Queller reactive deck à la Jeskai Tempo, but with Delver of Secrets over Celestial Colonnade. Ryan Overturf experimented with a similar build when Queller was spoiled, if working from a Grixis Delver vantage point. Reps and tuning led me here:

Queller Delver, by Jordan Boisvert

Creatures

4 Delver of Secrets
4 Snapcaster Mage
4 Spell Queller
1 Vendilion Clique

Instants

4 Path to Exile
4 Lightning Bolt
2 Lightning Helix
1 Boros Charm
4 Disrupting Shoal
2 Mana Leak
2 Logic Knot

Sorceries

4 Serum Visions
4 Chart a Course

Lands

4 Flooded Strand
2 Hallowed Fountain
2 Island
1 Mountain
1 Plains
1 Sacred Foundry
4 Scalding Tarn
3 Spirebluff Canal
2 Steam Vents

Sideboard

2 Geist of Saint Traft
1 Engineered Explosives
1 Wear // Tear
2 Stony Silence
2 Rest in Peace
2 Disdainful Stroke
1 Ceremonious Rejection
1 Celestial Purge
1 Surgical Extraction
2 Pyroclasm

Quell Honneur!

Spell Queller is the reason to play Jeskai Delver. The card is just amazing in Modern. It's a Thought-Knot Seer-plus against less interactive decks (flying and stealing tempo are major upgrades), and can overload damage-based removal with Delver and Snapcaster at its wings. Best of all, Queller lets Delver play the excellent reactive game it never had access to.

Modern Delver decks have always boasted awkward threat suites. Without a true Nimble Mongoose equivalent in the format, it's short the one drops necessary to go all-in on a thresh plan (without dipping into four colors). The accepted solution has historically been to dumb down the strategy with Snapcaster Mage, giving the deck a more reactive bent (see: Grixis Delver). Pre-Queller, that plan also found itself lacking; no "second Snapcaster" exists.

Enter the Spirit. Spell Queller plays well both proactively and reactively, making it an easy fit in a 4-Snap Delver pile. We've now got plenty to do on an opponent's turn, as our open mana represents proactive plays like Snap-Bolt should they do nothing and reactive plays like Queller otherwise. Since Delver of Secrets only costs one mana, plopping him down to force an opponent's hand into our reactive creature plays is also an option as of the mid-game. Compare with a Colonnade plan, which asks pilots to extend the game significantly so that they can afford to tap down and animate the bulky land.

Other Creatures

Perhaps we should ask not what Queller can do for Delver, but what Delver can do for Jeskai. In short, the transforming Wizard improves Jeskai Tempo's matchups against decks that prove challenging to interact with, such as Tron and Dredge.

It also stirs the pot in fair mirrors. A turn one Delver puts opponents on the back foot immediately, which changes the flow of the game. As for the argument that Delver weakens the deck to Fatal Push, I'd sure rather my Delver eat the removal spell than my Colonnade. And on a good day, Delver teams up with Snap to gobble down the precious Bolts that potentially make Queller a liability in these matchups.

I also want to touch on Vendilion Clique. The 3/1 might not seem like much on the surface, but I think it's still one of Modern's hallmark creatures. Clique's problems are twofold: it's legendary, complicating building a deck around it, and it's expensive as a flex choice at three mana. Decks can only run Clique if their mid-to-high-end isn't occupied by something else. The biggest strike against the card is that it lacks a home.

But it's as flexible as ever and comfortable in Jeskai Delver, where it slots into the curve as Queller #5. Fatal Push slicing into Lightning Bolt's shares has incidentally improved the card, as has the general aggro-control trajectory of invalidating grounded combat via Eldrazi and Death's Shadow.

One big departure from Boremandos, and from many Jeskai Tempo lists: this build doesn't play Geist of Saint Traft in the mainboard. I have never been impressed with this card in Modern, and I think it's worse now than ever. Matter Reshaper and Death's Shadow can make getting through pretty challenging, and decks like Humans and Taxes block the 2/2 incidentally. Geist is better when the deck has more mana to throw around and is heavier on noncreature sources of damage. I think it has a place in our 75, but prefer Clique in the main.

Removal/Burn

Path to Exile is one of the main reasons to play white right now, so we naturally max out on those. The Bolt split proved a bit more challenging to figure out. I wanted to preserve Jeskai Tempo's burn-you-out plan to some degree, explaining the full set of Lightning Bolt and Snapcaster Mage. But I found Lightning Helix too inefficient to play in large quantities in a Delver deck. Besides, Delver itself compensates for dropping some reach spells by making our other burn all the more potent.

Boros Charm plays a few roles in the deck. Charm-Snap-Charm represents up to ten damage, which of course is ridiculous. Double strike mode never, ever comes up. The card's indestructible mode does, though; protecting Queller from removal to stop opponents from reclaiming their exiled spell, or saving Geist of Saint Traft post-board from a costly sweeper, are its primary uses. Oh, and one-shotting fresh Lilianas. Yum!

I considered rounding out the suite with Electrolyze, but eventually just opted for a pair of Pyroclasms in the sideboard. Lyze is too unlikely to impact the board to be worth three mana in this deck. It's more of a necessity in less proactive Jeskai decks, which can only do their requisite durdling if they clear opposing fields of incidental threats while pointing heavy-duty removal at the real ones.

Permission

The permission suite is simple and effective. I'm not a big fan of messing around with splits of stuff like Spell Snare or Deprive. Leak and Knot are great at stopping spells out of Queller's range, and both can help preserve an early lead from Delver; that's exactly what we want our costed counterspells to do. Why try harder?

Color is another big draw to Queller in a Delver strategy over, say, Hooting Mandrills. Disrupting Shoal is already fantastic in Counter-Cat, which runs 23 blue spells; this deck packs a whopping 29 blue spells. That's almost half the deck!

With its higher curve, Jeskai is likelier to hardcast Shoal in the late-game, and even to flash it back with Snapcaster Mage. But Shoal also plays an important role in the deck's design when it comes to balancing the curve. Minus the arcane instant, I think 20 lands is too few for a deck maxing out on Queller, Snap, and Chart. Since these cards can be pitched to Shoal, though, irksome mana-light early-games can be smoothly navigated into favorable board positions. We've also got too much card advantage, a mechanic notoriously overrated in Modern; Shoal's card disadvantage contributes positively to the balance, letting us benefit from those spells in grindy matchups and turn them into mana against faster decks.

Chart a Course

We touched above on the effect of including Delver of Secrets in Jeskai for fair mirrors. It's true that removal-heavy decks get a boost against us when some of our burn and two-for-one spells are 3/2s instead. But I've found Chart a Course to help offset that disadvantage.

Chart has seen steady play in Vintage and Legacy since its release, but it's obvious why more decks don't play it in Modern: like Clique, the card lacks a true home. It's obviously great in Delver decks, but like, there are no Delver decks.

I expect that to change, if slowly. Backed up by some burn or another creature, Delver really is best-of-breed when it comes to pressuring uninteractive opponents. And Chart a Course neatly greases the engine as well as Serum Visions.

Sideboard

The sideboard is the other major draw to Jeskai Delver. Stony Silence and Rest in Peace can both be had relatively pain-free, giving the deck a potent prison dimension in post-board games against large chunks of the field. Geist of Saint Traft is simply a tough-to-kill threat that covers for Spell Queller in removal-heavy matchups, and Celestial Purge is anti-Lili tech that also removes Death's Shadow and a host of other random stuff. The counterspells here are all geared to fight big mana.

Pussyfooting Around

Playing a better reactive game is all fun and dandy, but Modern has never really rewarded reactiveness as it has proactiveness. My next order of business was to sleeve up an old friend and test an 8-Delver strategy without Wild Nacatl.

Jeskai Lynx, by Jordan Boisvert

Creatures

4 Steppe Lynx
4 Delver of Secrets
4 Snapcaster Mage
3 Spell Queller

Instants

4 Path to Exile
4 Lightning Bolt
4 Disrupting Shoal
2 Mana Leak
2 Spell Pierce

Sorceries

4 Chart a Course
4 Serum Visions

Lands

4 Flooded Strand
4 Scalding Tarn
4 Arid Mesa
1 Polluted Delta
2 Steam Vents
1 Hallowed Fountain
1 Sacred Foundry
1 Plains
2 Island
1 Mountain

Sideboard

2 Geist of Saint Traft
1 Engineered Explosives
1 Wear // Tear
2 Blood Moon
2 Rest in Peace
2 Stony Silence
2 Negate
1 Disdainful Stroke
1 Ceremonious Rejection
1 Electrolyze

What's New

Steppe Lynx's inclusion changes the deck in a couple ways. Less-efficient reactive spells like Lightning Helix and Logic Knot get the axe right away. Chart a Course improves and is likelier to be cast earlier, putting a premium on cheap permission---I love Spell Pierce in this kind of shell.

One of the issues with Chart's blind draws is that it sometimes just digs into a bunch of lands, overall having little impact on a game. Steppe Lynx gives us a use for these whiffs. Running and finding more fetches also makes Blood Moon an appealing candidate for the sideboard, further bolstering the Rest in Peace-Stony prison dimension.

Three-Way Tension

Nothin's free, of course. This build is pushed into three conflicting directions.

  • High instant/sorcery count. Necessary for Delver.
  • High land count. Necessary for Lynx.
  • High creature count. The 8-Delver approach needs us to keep the pressure on, and running more lands facilitates maxing out on Snapcaster and Queller.

It's impossible to fulfill all three requirements, so I've been working on striking the correct balance. So far I've bounced around between 20-land builds, 21-land builds, and 22-land builds, filling the extra slots with Quellers or Deltas. Right now, I like this one. The Boremandos decks of old would sometimes go as low as 20 instants and sorceries, but we're a civilized people now.

Quell 'Em All

If I had to say which of these decks is better, I'd put my money on the first, if only because it's so similar to an existing Tier 1 deck. That said, I'm not totally convinced the proactivity bump from Delver is worth giving up Cryptic Command and the late-game Colonnade engine. Although I do know I would never go near the Command deck, so at least it's worth it for me. Modern's about playing what you love, after all. On that note, good luck to all the Modern-lovers attending the SCG Invitational this weekend---we'll be watching!

Video Series with Ryland: Dredge

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Dredge is a deck that ebbs and flows in popularity quite a bit in Modern. At some points in time, you would struggle to find many Dredge lists in a tournament center, and at others, it is the leading archetype. The reason for this is well known: the archetype preys on the format when people are unprepared. The deck is absurdly powerful, and it has been ever since the printing of Cathartic Reunion. That card put Dredge back on the map and was the biggest reason, in my opinion, that Golgari Grave-Troll had to be re-banned. Dredge has been on the rise again lately, so I thought it might be a good time for us to take it for a spin.

Cathartic Reunion is not the only powerful enabler present in this deck; you'll find both Insolent Neonate and Faithless Looting right alongside it. Combine that with the powerful engine provided by Life from the Loam coupled with Conflagrate, and you have some incredible reach. Closing games out with your opponent at ten or more life is often not a struggle when three Conflagrates show up in your graveyard. The relatively new Prized Amalgam gives you additional and reliable power alongside Bloodghast and Narcomoeba, allowing you to put a ton of power on the table early. With all that is going right with this deck what's not to love?

Oh yeah, hate. Modern has a myriad of cheap and efficient hate. Don't care about your own graveyard and you're playing white? Rest in Peace is clearly the way to go. If it stopped there, Dredge would be great all the time. Too many people don't fit into that slim category. However, with the cardpool Modern has to offer, there are many more reasonable choices. Playing black and want a card that is good in fair matchups and unfair ones? Nihil Spellbomb. Not playing black or white? No problem! Would you like Surgical Extraction, Leyline of the Void, Ravenous Trap, or Relic of Progenitus? Yeah I guess you can play Tormod's Crypt if you really want to...

No matter what matchup you are playing, people are going to have graveyard hate in Modern, and frankly, that's a good thing. Graveyard use in the format is too ubiquitous, especially in any deck trying to do anything remotely unfair. It's important that every archetype has access to hate, or decks like Dredge would run wild. At the very least, it would choke the format into a place where you had to be playing the right colors for hate, or be doing the thing that required said hating.

That said, I think Dredge is powerful enough that even when it is an expected archetype, even when people are packing that extra fourth graveyard hate slot, the deck is still a reasonable choice. Its ability to be proactive and powerful early coupled with a sideboard of anti-hate allow it to win games through Rest in Peace, or Relic of Progenitus. On top of that, you win a surprising number of games by just hardcasting Amalgams and Ghasts. That is the advantage of playing this fetchless manabase; being able to consistently cast Narcomebas and Amalgams is incredibly important, and in my opinion, more important than using a fetchland to play around Anger of the Gods.

I hope you enjoy the matches and as usual, I'm interested to hear what kind of content you'd like to see moving forward so I can continue to evolve and improve my videos. Please let me know your thoughts, and any improvements you would like to see concerning formatting, presentation, or whatever else strikes your fancy. If you'd like to see similar content, check out my Twitch channel for some live Modern games!

[youtube https://www.youtube.com/playlist?list=PL261kJ_cAQC8emUukXjy-INuWfzf2Hr3X]

Dredge, by Ryland Taliaferro

Creatures

4 Bloodghast
3 Golgari Thug
1 Haunted Dead
4 Insolent Neonate
4 Narcomoeba
4 Prized Amalgam
4 Stinkweed Imp

Instants

1 Darkblast

Sorceries

4 Cathartic Reunion
1 Collective Brutality
3 Conflagrate
4 Faithless Looting
3 Life from the Loam

Lands

3 Blackcleave Cliffs
4 Copperline Gorge
3 Dakmor Salvage
4 Gemstone Mine
1 Karplusan Forest
4 Mana Confluence
1 Mountain

Sideboard

2 Abrupt Decay
2 Ancient Grudge
2 Collective Brutality
1 Darkblast
1 Destructive Revelry
1 Driven // Despair
2 Lightning Axe
1 Start // Finish
2 Surgical Extraction
1 Vengeful Pharaoh

Don’t Metagame GP Oklahoma City

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Next week is Grand Prix Oklahoma City, the biggest Modern event before the Pro Tour. And this week, there is a Modern Open alongside the SCG Invitational. These events should generate a lot of useful data. It will be tempting to wield this data and metagame your deck ahead of the Grand Prix. I am warning you to avoid this trap. While it's possible to game the field and succeed, it is improbable. Instead, focus on making your current deck as robust and versatile as possible. In a field as wide open and unpredictable as Modern, it's a more reliable strategy.

Building around the incoming data is tempting for me, as well---I am doing a lot of data gathering and analysis myself. Next week, I'll add the Open results to that data set, building as clear a paper metagame picture as I currently can. As such, I could assume to have a definitive read on the metagame and plan accordingly. Or at least come up with a bold declaration and click-baity title to boost my unique view count. However, I know how much uncertainty there actually is in the wider metagame. I also don't enjoy sticking my foot in my mouth (I do know where it's been, after all). Instead, I will examine the metagame trajectory leading into the GP. From there, I will discuss how to actually prepare your deck for the GP.

The Current Metagame

Let's start by looking at where the metagame currently stands. I have not updated my tables since all the Regionals results came in, mostly because I'm leery of the Baltimore Classic results. It was a team open; those tend to promote and reward weird deck choices, and that weirdness is often reflected in the Classic results. Regardless, the dataset we have is more than adequate.

DeckTotal
Jeskai Control18
Affinity17
Gifts Storm14
Grixis Death's Shadow11
Eldrazi Tron9
Counters Company9
Infect7
Humans7
UW Control6
Abzan5
Burn5
UG Merfolk4
Bant Company4
GB Tron3
Jund3
Elves3
Ad Nauseam3
Titan Shift3
Mardu2
UR Breach2
BW Eldrazi2
GW Company2
GR Ponza2
Death and Taxes2
Mono-G Tron2
Titan Breach1
Saheeli Evolution1
8-Rack1
Temur Aggro1
Knightfall1
BW Eldrazi and Taxes1
5-Color Death's Shadow1
GR Devotion1
RW Prison1
Bant Eldrazi1
Abzan Company1
Grixis Control1
Living End1
Skred Red1
Bogles1
4-Color Company1
RG Vengevine1
GR Tron1
Naya Company1
4-Color Knightfall1
GW Hatebears1
Grixis Delver1
4-Color Death's Shadow1

This table gives the illusion of definitiveness by compiling the past month or so of high-level paper results. With the strangling of MTGO results, this is the best data we have. Good data should lead to good decisions. Following that premise, one would expect that the best deck for GP OKC would be geared against Jeskai and Affinity, they being the clear two best decks. Having good plans for Storm and Grixis Shadow is also important.

Jeskai Control, Storm, and Affinity sit atop the field as they have all month, with Grixis Shadow snapping at their heels. Everything else lurks nearby. No reason to think anything will dramatically change. To put it broadly, we have lots of blue decks that maximize efficiency, both interactive decks and combo, and an explosive creature deck. Looking down the table, we have lots of decks that are similar but generally slower to Tier 1. They are either more interactive, resilient, or go bigger than Tier 1 decks to make up for reduced speed. So, would a fast deck that ignores interaction be favored?

This mentality eventually leads players to thinking that Bogles is good (Bogles being very much a metagame-call deck). And fair enough, it is winning, even if mostly online. However, it's done so before, and will likely always pop up whenever players aren't looking. That's what a metagame-call deck does. If it was an actually good deck it would see consistent play. If you try and use that deck to run the tables at a large, open tournament like a GP, prepare for disappointment.

The Trap

That Bogles kind of thinking is a trap. As Jason noted, the MTGO metagame is far more predictable than the paper one. There's no single explanation as to why this is true (and why doesn't matter much anyway), but results have consistently shown that there is far less diversity in the competitive MTGO metagame, so metagaming is more likely to payoff.

Predictability is the key to all metagaming. When playing a strong deck, raw power overcomes a lot of unpredictability. It shouldn't matter too much how unexpected and weird the opposing deck is, because yours is just better and will win anyway. When playing a glass cannon, nothing unexpected can happen. It is targeted at very specific strategies or interactions, and when those aren't present, the cannon shatters. That's metagaming in a nutshell: get it right and run the tables; get it wrong and go home early.

This problem was explained to me with the following analogy (if anyone knows where it's from, please remind me). The typical Tier 1 deck is an impenetrable fortress. Heavy cannons, massive fortifications, and a huge garrison make direct attacks suicide from anything not similarly equipped. The glass cannon is a ninja that can bypass all of that, enter the base and utterly destroy it---clean, quick, surgical, and embarrassing for that theoretically impervious fortress. However, if a random man with a dog and a gun happens along the ninja before he enters said fortress, the mission is blown. The dog raises the alarm, the man sees and shoots the ninja, whatever. Cover blown, fission mailed. The man has no chance against the fortress, but he can ruin the ninja's day. Therein lies the danger of trying to metagame a Modern Grand Prix.

The Grand Prix Metagame Problem

There will be a lot of figurative guys with dogs and guns at the GP (hopefully not literal ones). Remember my GP Vegas report? My friend played 8-Whack not only because he liked it, but because its speed let him dodge most interaction from Tier 1 and just win. He was very much gaming the system and became the ninja in my analogy. He just happened to hit the worst possible matchups the first two rounds. Decks that had no chance in the wider metagame, but were perfectly situated to ruin him. Weird and unique decks are the lifeblood of a Modern Grand Prix. You're not guaranteed to hit a given Modern deck in the first place, as no deck makes up enough of the metagame for that, but open tournaments notoriously bring out the fringe. You can't metagame fringe.

Day 1 vs Day 2

There is one caveat: the Day 1 meta is nothing like Day 2's. If you could start in Day 2, you absolutely could game the meta successfully, because it is likely to reflect the "real" metagame closely. Think about it: the "real" tierings are determined by win percentages from many players over many games. A large open tournament has many players and many games. The tournament's winnowing process is (sort of) the same as the actual metagame's, only accelerated. Thus, the best decks should rise to the top and make up the bulk of Day 2 while all those random armed dog walkers will have gone home.

For this reason, some players advocate preparing specifically for Day 2---focus your sideboarding strategies and testing on the "best decks" and don't worry about anything else. This never made sense to me. You can't just avoid Day 1. Even with byes, there's still a high probability of something weird sneaking through the first few rounds and even into Day 2. Furthermore, even if Day 2 does accurately reflect the true metagame, there's no reason to think your opponents will. Even in Standard, ostensibly bad decks make Top 16s. Right now, Temur Energy and Ramunap Red are the best decks, but Electrostatic Pummeler decks still win. Even mono-black aggro can get there. In Modern, it's guaranteed that something unusual will win. At least one will Top 8 and the Top 32 often features plenty of Tier 3 or lower decks. It's a wide open metagame; you can't just pretend otherwise.

That's why I don't include invitational tournaments in my metagame analyses. Frequently, the players will game their decks based on who they know will attend. For the SCG Invitationals this didn't used to be true, but they drastically cut the number of IQ's. So the population is smaller, and more players are likelier to be known, with biases towards certain decks or types of decks. This increases predictability and the opportunity to metagame. Worlds is worse; players have flatly admitted that it happens. It starts out non-representative, and when you add in that it isn't a random population sample, it really isn't a statistically valid result (no matter how interesting for other reasons).

Broaden Your Horizons

If you cannot directly metagame the Grand Prix, what can you do to get an edge? Over many years of playing GPs, I've found that small changes are usually best. Anything can show up on Saturday, so you need to be ready for that. It's very unlikely that you will find an actually unique way to attack such a large tournament. Therefore, I recommend embracing the openness and preparing accordingly. This is especially important for Tier 1 decks. Everyone knows about your deck, and therefore knows how to attack it. Rather than making huge changes and showing up with a subpar build, just anticipate how you can be attacked and preempt them.

Increase Robustness

Every known deck has known strengths and weaknesses. Thus, players know how you attack and how to attack you. A very good strategy is simply to head off their attack by making your own strategy more robust post-board. Do you run a small number of win conditions, making you vulnerable to Slaughter Games? Just bring in more. Rather than relying on Primeval Titan, I've seen plenty of Valakut, the Molten Pinnace decks shift into midrange decks with Obstinate Baloth and Chandra, Torch of Defiance. Or, if you rely on the graveyard as Storm does, you dodge the hate cards with Empty the Warrens. Small changes like these that reduce expected lines of attack frequently provide more value than more dramatic alterations.

Maximize Sideboard Coverage

As noted above, the GP will have plenty of decks in many combinations. This will reduce the effectiveness of more narrow answers and reward those who plan for a broader metagame. Take out the really narrow answers and put in the broader ones. They may not be as effective in specific matchups, but being better across the board is more important. You will see something weird; you want to have something.

Don't Fret

Finally, have you ever considered just not changing your deck? Like I said above, it is very likely that even in the best circumstances you won't see the same deck more than once. You can take a loss or two in a long tournament and it doesn't hurt much. You deck has terrible matchups (this is Modern), and somewhere in the room somebody is playing that deck. Are you actually likely to sit across from them at any point? If it's a relatively common deck then be ready, but otherwise, why worry?

The other reason is that if you're making changes just for the GP, you probably won't have the time to adequately test. It takes considerable time to build a good sideboard. Trying to game a massive open field is time-consuming to begin with; do you have the time to substantially change things? The other thing you don't want to do is dodge right off a cliff. You may design the right repositioning strategy based on your read, only to have been wrong and hurt yourself. That matchup you expected took a more controlling form than you thought, and where your old plan would have been fine, now you're at huge disadvantage. Doing nothing would have served you better.

Consider this: during the Gunfight at the O.K. Corral, Wyatt Earp was the only participant who escaped injury, and he didn't move from his original position. Everyone else was trying to dodge for cover and was hit. Same thing happens in Magic. Older versions of decks will suddenly reappear because everyone adjusted away from them and now that older configuration is superior. Sometimes the best way to reposition yourself is to wait and let everyone else do it for you.

Don't Overthink Things

What I'm saying is whatever you've practiced and tuned going into Oklahoma City is what you should continue playing at Oklahoma City. Your deck is already part of the metagame, and must be doing well enough for you to travel to a Grand Prix. Don't panic and assume your deck isn't good enough for a big event just because it's a big event. My final advice is this: don't stress yourself out. Thinking too much about the problem gets you second guessing yourself, and that always leads to problems. You'll do better just by being confidant and relaxed. Next week I'll update the table again, and we'll see how it all plays out.

Deck of the Week: Bogles

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Greetings, Nexites. For this week's Deck of the Week segment I'm taking over from Rob, but you can expect him back in full force next week. Last weekend was an interesting one for Modern, as we saw an old fringe deck put up not one, but three finishes in high-level MTGO tournaments. I'm talking, of course, about the much maligned and polarizing Bogles. Coming more or less from out of nowhere, it put two pilots in the Top 8 of the Modern Challenge, and qualified one player for Pro Tour Rivals of Ixalan with a Top 8 berth in the MTGO Regional PTQ.

It's been a while since we've seen much of Bogles—much less multiple finishes in a single weekend—and this outcome might be a clue about the current metagame's effect on deck choice. The newer Bogles versions seem to have adopted some interesting tech, which I'm guessing is instrumental to their success. Take a look at the qualifying decklist from the Regional PTQ, which was typical of the bunch.

Bogles, by filippidis (Top 8, MTGO Regional PTQ, 11/25/17)

Creatures

4 Slippery Bogle
4 Gladecover Scout
4 Kor Spiritdancer
1 Dryad Arbor

Instants

2 Path to Exile

Enchantments

1 Cartouche of Solidarity
4 Daybreak Coronet
4 Ethereal Armor
1 Gryff's Boon
1 Hyena Umbra
3 Leyline of Sanctity
4 Rancor
4 Spider Umbra
1 Spirit Mantle
1 Triclopean Sight
2 Unflinching Courage

Lands

1 Forest
4 Horizon Canopy
1 Plains
4 Razorverge Thicket
2 Temple Garden
4 Windswept Heath
3 Wooded Foothills

Sideboard

3 Gaddock Teeg
3 Rest in Peace
3 Seal of Primordium
3 Spirit Link
3 Stony Silence

As a person who has been playing a lot of Gifts Storm of late, I can say this deck looks downright scary. It's absolutely packed to the brim with answers to Storm, and it seems well geared against the other consensus best deck, Death's Shadow. Unlike Humans, the other anti-Storm deck that's cropped up of late, this deck looks to have strong natural positioning against both of the top decks in the meta—not a bad place to be.

I'm no expert on the exact configuration of Bogles over the years, but there are some interesting card choices across the three builds that represent at least a partial evolution of the archetype.

  • Cartouche of Solidarity. This is clearly a (relatively) new adoption by Bogles, seeing as the card itself is only about a year old. Much like its creature-combo brethren Infect and Death's Shadow, Bogles often struggles with a painfully low threat count. Each of these decks has a different way of mitigating this problem. Infect and Bogles attempt to protect their creatures (via instants and hexproof, respectively), while Death's Shadow has several library manipulation and recursion tools that let it run extra virtual copies of its threats. Of these, Death's Shadow is probably the best at addressing the issue—cantrips and card advantage tend to do that—whereas Infect and Bogles have traditionally struggled with it more. When creatures die, there aren't many more to be found.

Cartouche does a great job of helping ameliorate this problem, while still playing well in Bogles's core game plan. Of course, if you haven't drawn any creatures at all you're still out of luck, but the Cartouche ensures you have extra bodies to suit up to spread out damage, and acts as a natural counter to edict effects. The lists by filippidis and Elfkid only ran a one-of, but Modern Challenge finalist Dreamcrusher119 elected to go up to the full playset. I'm interested to see which of these tacks becomes the standard.

  • Leyline of Sanctity. Speaking of edict effects, those maindeck Leylines seem to be working overtime in this strategy. The obvious application is clearly to shut off Grapeshot, but it also does a great job of protecting versus black control elements. Both Thoughtseize and Liliana of the Veil don't play with a Leyline out, which means the lone threat you had to mulligan to find stays firmly in hand, and won't fall to a Lili minus. As a Storm player, seeing these in the maindeck is the scariest aspect of the list. We can theoretically counter with our own maindeck Empty the Warrens or Echoing Truth, but too much of that will dilute our game-one advantage. I would say jamming white Leylines randomly into most decks is a suspect strategy at best, but in Bogles, where the card shores up several weak points at once, it seems like an excellent meta call.
  • Gaddock Teeg. The sideboard of all three of these lists is clearly built with Storm in mind, and nowhere is this more apparent than in the inclusion of the classic Kithkin Advisor. Teeg's traditional job has always been to shut down Wrath effects, but Bogles is usually not hard-pressed to beat true control strategies like Jeskai or Esper. To my eyes, what those three copies say is, "I don't want my opponent casting Gifts Ungiven or Past in Flames." No doubt he can still come in against the hapless control player to make that matchup even more miserable, and he might also have reasonable applications against stuff like Scapeshift, Ad Nauseam, or Through the Breach.
  • Rule of Law. White's status as best sideboard color in Modern is well known, and all three lists include typical fare like Rest in Peace and Stony Silence. Elfkid's third-place deck in the Modern Challenge ran Rule of Law as well. Did I mention I don't want to face this as a Gifts Storm pilot?

I'll be honest—when I first heard Bogles had dominated the weekend's MTGO events, I was skeptical of its staying power. But looking over these lists and thinking more carefully about how they might play against the two format boogeymen (Storm and Shadow), I'm a little heartened by its chances.

However, as with Humans from a month ago, I question if this archetype has the raw power and resiliency to compete in a large-round, open event like a Grand Prix. Remember, on Magic Online metagames are more predictable, an effect we can expect to be even more pronounced in large-scale tournaments like PTQs and Challenges. Showing up with a lower-tier deck tailored to beat specific matchups is appealing in an environment like this, but I'd caution against applying a similar tactic to GP Oklahoma City.

But then, I've been wrong before. Bogles has certainly had its proponents over the years. What are your thoughts?

Triple Threat: My Aggro-Control Weapons of Choice

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I've been singing Modern's praises for, well, ever. At one time, I thought I was either the format's single biggest proponent or just some kind of insane zealot. But as time goes on and Modern steadily grows in popularity, articles like PVDDR's "The Problem with Modern" start looking hopelessly dated, and are met with a rising tide of affirming format-explainers like Jadine Klomparen's "How I Learned to Stop Worrying and Love Modern."

While singing those praises of mine, I've written from a theoretical standpoint about many format features I enjoy. Not in a while, though, have I engaged with my love of Modern on a more personal level. In Magic, I like combat, and I like interacting. So naturally, aggressive decks with disruptive elements tend to end up my favorites. Today's article covers the three decks I'm currently on that allow me to get all I need out of the format, each boasting its own unique style (and set of spells, besides lone repeat Tarmogoyf) without escaping the aggro-control macro-archetype.

Thresh: A Quick Clock and some "No"

Thresh is a spell-based tempo archetype that rides a few fast, efficient threats to victory by supplementing them with ample reactive disruption. The strategy never gained much traction in Modern, a format historically dominated by the rock decks that tend to hassle thresh; it's far more celebrated in Legacy. Still, as BGx Rock loses shares to focused aggro decks like Shadow and Humans, thresh becomes more appealing here.

I used to get my thresh kicks on Temur Delver, a deck I came to be known for. But I've held since the Gitaxian Probe banning that Counter-Cat is where thresh players want to be in Modern.

Counter-Cat, by Jordan Boisvert

Creatures

4 Wild Nacatl
4 Delver of Secrets
4 Tarmogoyf
3 Hooting Mandrills
1 Snapcaster Mage

Instants

4 Lightning Bolt
4 Path to Exile
2 Thought Scour
3 Disrupting Shoal
2 Spell Pierce
2 Mana Leak

Sorceries

4 Serum Visions
2 Sleight of Hand
3 Chart a Course

Lands

4 Misty Rainforest
2 Arid Mesa
3 Scalding Tarn
2 Flooded Strand
1 Breeding Pool
1 Stomping Ground
1 Hallowed Fountain
1 Steam Vents
1 Temple Garden
1 Island
1 Forest

Sideboard

1 Snapcaster Mage
2 Huntmaster of the Fells
1 Tamiyo, Field Researcher
2 Spreading Seas
1 Ancient Grudge
2 Negate
2 Engineered Explosives
1 Pithing Needle
1 Surgical Extraction
2 Pyroclasm

Counter-Cat seeks to set up a board advantage (a feat often as simple as playing a turn one Wild Nacatl) and then maintain it until the opponent loses through combat. So if opponents start ahead, Counter-Cat plays the midrange game to claw back ahead on the board; otherwise, it sits on permission spells to get in free attacks, and dumps its hand of stockpiled threats when it runs out. The deck's robust sideboard allows it to seamlessly transition into a removal-heavy midrange deck, a creature-heavy aggro deck, or a permission-heavy tempo deck as needed.

Further reading:

Strengths & Weaknesses

The deck's transformative sideboard abilities give it game against a large portion of the field, but a couple strategies or key cards line up so well against us that we're dogs to them no matter what. Those cards are Knight of the Reliquary, Drowner of Hope, and Runed Halo. Counter-Cat's toughest matchups are UW Control, Bant Eldrazi, Mardu Reveler.

On the bright side, threat-light aggro decks (Burn; Affinity; Infect), synergy-dependant aggro decks (Merfolk; Slivers; Spirits), and uninteractive combo decks (Counters Company; Storm; Valakut) are all a breeze to beat. Three-color midrange decks and Eldrazi decks besides Bant find themselves in the middle.

What's New

Not much has changed since the last version of Counter-Cat I posted here, but I have switched out the second Ancient Grudge for another Engineered Explosives in the side. Explosives is in a great spot for a deck like this one, since it deals with the pesky three-drops we hate---and that are now on the rise. I made the swap a couple weeks ago as a concession to Humans.

Stompy: Lock You Out, Beat You Down

Stompy decks are relative newcomers to Modern, first bursting onto the scene at Pro Tour Oath of the Gatewatch in Colorless Eldrazi Stompy and sticking around to some degree in Skred and Eldrazi Tron. The archetype wants to slam lock pieces and follow up with big threats, killing opponents before they can draw out of the lock.

Both as a Blood Moon aficionado generally and as a person who's always wanted Chalice of the Void to succeed in Modern, I'm a big fan of the strategy. As soon as the "little" Eldrazi creatures were spoiled, I got to work on various stompy shells, and still play the one that dominated the Pro Tour.

Colorless Eldrazi Stompy, by Jordan Boisvert

Creatures

4 Eldrazi Mimic
4 Eternal Scourge
2 Matter Reshaper
2 Endless One
4 Thought-Knot Seer
4 Reality Smasher
4 Simian Spirit Guide

Artifacts

4 Serum Powder
4 Chalice of the Void
1 Smuggler's Copter

Instants

4 Dismember

Lands

4 Eldrazi Temple
3 Gemstone Caverns
4 Ghost Quarter
4 Blinkmoth Nexus
2 Mutavault
2 Sea Gate Wreckage
2 Scavenger Grounds
2 Wastes

Sideboard

4 Relic of Progenitus
1 Surgical Extraction
3 Ratchet Bomb
1 Pithing Needle
1 Grafdigger's Cage
3 Spatial Contortion
1 Gut Shot
1 All is Dust

Colorless Eldrazi Stompy leverages Serum Powder and Gemstone Caverns, each propped up by Eternal Scourge, to aggressively mulligan into hands that operate at a speed opponents can't compete with. Any five-to-seven-card hand without a "free win" dimension is usually sent back. Those dimensions include turn one Chalice of the Void (against Serum Visions decks and aggro-combo), Eternal Scourge (against removal-heavy midrange decks), and, of course, Eldrazi Temple.

Further reading:

Strengths & Weaknesses

It makes the most sense to discuss this deck's strengths and weaknesses relative to those of its natural foil, Eldrazi Tron. Stompy is definitely unfavored in that pseudo-mirror, as well as weaker to value-based Company decks. But it gains points elsewhere: our Affinity, Storm, and Ad Nauseam matchups are quite good, for instance, as are our creature combo matchups. Gx Tron is also a cinch for Stompy thanks to Eldrazi Mimic and our faster Chalices. I also prefer our odds against Shadow, since in addition to Chalice of the Void, we pack a full set of Relic and the frustrating Scourge package.

Differences aside, Stompy obviously has many similarities with Eldrazi Tron. Like that deck, we're practically invulnerable to Blood Moon, and can steal plenty of games with Chalice or Thought-Knot. We're also helpless in the face of Valakut, the Molten Pinnacle without a quick start.

What's New

For starters, the flex spot split in the main now consists of 2 Matter Reshaper, 2 Endless One, and 1 Smuggler's Copter. Reshaper's stock falls as the format becomes unintractive, and without so much Fatal Push anymore, I like cutting two for Endless Ones. Copter is a fantastic smoother in this deck that lets us attack from a different dimension with flying, but was also unplayable with Push running rampant.

Gone too are Urborg, Tomb of Yawgmoth and the third Sea Gate Wreckage, those lands replaced by Scavenger Grounds. Grounds does give us incidental graveyard hate for Storm and friends in game 1, but more importantly lets us slam Eternal Scourges guilt-free into counterspells and other 3/3s alike, knowing we can rebuy them all later. The addition greatly improves our midrange matchups pre-board, a crucial adjustment now that they've adapted to fight our cousin, Eldrazi Tron. Sea Gate is a great mana sink in the late-game, but if we're adding Grounds, I'm comfortable cutting one. Between the six manlands, 2 Grounds, and 2 Wreckage, I think we've got plenty to do with our mana---especially since Grounds also lets us re-cast deceased Scourges. As for Urborg, I liked the land most of the time, but it proved a bit unreliable at one copy. We're back to running Copter now, giving us another use for those uncastable Dismembers in the late-game and making Urborg more superfluous.

The sideboard also gets an update. Excited as I was for Sorcerous Spyglass in this deck, things just didn't work out; most Pithing Needle matchups didn't require a Chalice on 1 anyway, and would often have me board out the Guides. Needle truly shines as a reactive answer to manlands and planeswalkers, and as a proactive answer to combo pieces and Cranial Plating. Its cheaper cost is vastly preferable to Spyglass's information in these cases. Grafdigger's Cage and All is Dust are concessions to value Company decks, the latter also helping against anyone going wide who can beat a few Spatial Contortions (i.e. Humans). Gut Shot still an auto-include because sometimes your opponent's at 1 life and you draw it.

Rock: Strip, Strip, Strip; Now, Kill This!

Rock is a spell-based midrange archetype that uses cheap, proactive disruption to pave the way for its powerful threats. Thresh is synonymous with Legacy as rock is with Modern: no matter how the format shifts, many players will always associate the format with discard spell into Tarmogoyf. Historically, gatekeepers Jund and Abzan have held the keys to Club Rock; Death's Shadow, though, with its decent big mana matchups, changed that by diversifying the archetype.

The low curve inherent to Shadow decks is what drew me to rock for the first time, and lately I've been learning to love targeted discard with the little guy's help in Tarmogoyf colors.

Delirium Shadow, by Jordan Boisvert

Creatures

4 Death's Shadow
4 Tarmogoyf
4 Street Wraith

Planeswalkers

2 Liliana of the Veil

Artifacts

4 Mishra's Bauble

Instants

3 Fatal Push
1 Tarfire
2 Abrupt Decay
1 Terminate
1 Dismember
2 Stubborn Denial
2 Temur Battle Rage

Sorceries

4 Inquisition of Kozilek
4 Thoughtseize
4 Traverse the Ulvenwald

Lands

4 Verdant Catacombs
4 Polluted Delta
4 Bloodstained Mire
2 Overgrown Tomb
1 Watery Grave
1 Blood Crypt
1 Stomping Ground
1 Swamp

Sideboard

1 Izzet Staticaster
1 Ranger of Eos
2 Ancient Grudge
2 Disdainful Stroke
1 Stubborn Denial
1 Kozilek's Return
2 Collective Brutality
1 Liliana, the Last Hope
3 Lingering Souls
1 Godless Shrine

The natural evolution of Death's Shadow Jund, Delirium Shadow preserves that deck's Traverse the Ulvenwald-centered core while splashing blue or white for Stubborn Denial or Lingering Souls, respectively---and often both.

Strengths & Weaknesses

After a period of metagame consolidation around Eldrazi Tron, Grixis Shadow, and Storm, Modern is fanning out again, and at a massive scale. Narrow hosers like Rest in Peace lose value in these scenarios, as evidenced by the success of graveyard-independant decks such as Humans. Modern today is a far cry from the Modern of two months ago, when everyone and their moms brought a box full of Nihil Spellbomb to each event. Thus, the stage is set for Delirium to again usurp Grixis and other delve-based versions as top Shadow deck.

By many measures, Delirium is a better deck; it's certainly more proactive and consistent, which helps immensely in an open metagame. Another thing Delirium has going for it: its flexibility. The deck can be built any which way; foregoing a splash or Temur Battle Rage, dipping into more exotic card types, and splitting up the planeswalker suite are all options for potential pilots. As with Counter-Cat, plenty of colors yield plenty of options.

As mentioned, Delirium is softer to graveyard hate and to Fatal Push than Delve Shadow, although both of those things are on the downswing. It also struggles with Shadow's traditional weaknesses: go-wide aggro decks, like Humans and Affinity, and prison strategies featuring pertinent hosers like Blood Moon or Chalice of the Void. Jeskai's recent success is no accident, either; that deck has more removal spells than Shadow has threats, not to mention enough burn to close out the game outside of combat. (For what it's worth, Goyf is as good as ever against Jeskai.)

What's New

I've only messed around with this deck for a month or so, and still have a ton to learn. But a few of my choices might seem a bit wacky. First, I like a Tarfire for the upside with Goyf. Damage-based removal is great in a format that's mostly shifted towards Fatal Push, as it's got more targets; Tireless Tracker, Devoted Druid, and Goblin Rabblemaster all die to the instant. I added Tarfire over the third Denial to hedge against go-wide aggro.

Terminate also shares its spots with Dismember. The Phyrexian instant generates blowouts in this deck since it can act as a double-Mutagenic Growth at any time for our Shadows. It also gives us a big edge against other Shadow decks, especially those with delve threats, and Eldrazi.

Lastly, I'm firmly in the Temur Battle Rage camp with this deck. Adding a combo dimension for such a minimal investment allows us to make really stupid attacks even when we don't have the Rage and still force odd blocks. I'm guessing that's the reason some omit it, too; opponents might put us on Rage regardless. But I've been in plenty of situations where the one card I can draw to bail me out of a given situation is Temur Battle Rage, and for that reason, I love packing it. Rage also has the additional benefit of lightening the load on our sideboard and flex spots, since it gives us a compact way to beat cards we otherwise shouldn't, like Lingering Souls or Mirran Crusader. Tarfire and Dismember both improve the card, too, by growing our threats extra stages for double strike.

Thanks Ungiven

So those are the three decks I'm most thankful for this season. Hopefully everyone has a good holiday. And as we inch closer to the new year, remember this lesson from ol' me: always play what you love!

Deck of the Week: Mardu Reveler

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Good day, Nexites, and welcome to a new edition of Deck of the Week. In my relentless pursuit for the "next big thing" in Modern, I found another gem that we could try, and maybe polish, for the coming days. Without further ado, let's take a look at this undefeated deck from one of MTGO's Competitive Modern Leagues.

Mardu Reveler, by Selfeisek (5-0, Competitive Modern League)

Creatures

4 Bedlam Reveler
2 Monastery Swiftspear
4 Young Pyromancer

Enchantments

1 Blood Moon

Instants

1 Burst Lightning
3 Kolaghan's Command
4 Lightning Bolt
2 Lightning Helix
2 Terminate

Sorceries

1 Dreadbore
4 Faithless Looting
2 Forked Bolt
4 Inquisition of Kozilek
4 Lingering Souls
3 Thoughtseize

Lands

4 Blackcleave Cliffs
1 Blood Crypt
4 Bloodstained Mire
1 Marsh Flats
3 Mountain
2 Sacred Foundry
1 Swamp
3 Wooded Foothills

Sideboard

2 Blood Moon
1 Dragon's Claw
2 Fatal Push
1 Kambal, Consul of Allocation
4 Leyline of the Void
2 Pithing Needle
1 Shattering Spree
2 Wear // Tear

Modern is arguably in its finest state since the format started. There is no superior deck, and there are multiple ones that you could sleeve up to a tournament and help you go all the way. For the third week in a row, I was able to find an innovative take on an existing archetype that might be able to "crack" the stalemate in the format.

This Mardu deck looks more like a Burn deck that's supported by some of the best black and white cards in Modern right now. Discard spells such as Thoughtseize and Inquisition of Kozilek are key components of any deck that's running black, because it keeps you out of trouble against combo decks such as Counters Company and Gifts Storm. Lightning Helix nullifies the life loss from the shocklands, fetches, and Thoughtseize, while helping you get ahead against aggro decks. Lingering Souls is very good in this deck because it gives you chump-blockers when you're on the defense and a resilient threat with evasion in control or midrange matchups.

The red cards in the deck are all gasoline. Young Pyromancer is at the center of attack, with 30 instant and sorcery spells in the deck that all act as enablers for its ability. Bedlam Reveler is the mid-game changer, as it allows you to draw three cards as soon as it hits the battlefield (assuming you've spent most of your spells in the earlier turns). Faithless Looting gives you the option to filter your hand if it gets filled with lands, or if you need to fill the graveyard with more cards to help Bedlam Reveler come to play earlier. There's also a singleton Blood Moon that could shut down a lot of decks when it hits play. The rest of the red spells all deal direct damage to the opponent.

In a format where getting ahead is crucial, but coming back from the depths of death is more important, this deck is in a good position to contend with higher-tier decks such as Grixis Death's Shadow and Humans. There are some pieces that I'd love to alter in the deck, but for now I'll leave it as it is and give it a test drive. If you have some ideas of what we could do to improve it, just let us know in the comments section below.

So that’s it for this edition of Deck of the Week. Stay posted for our next feature next week. Until then, happy shuffling and thanks for reading!

Repositioning and Counterboarding: A Beginner’s Guide

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Nothing is harder to see than the obvious. This is the problem of teaching Magic to new players. Whether you humiliatingly miss an on-board win, or your "missing" keys are on the table right in front of you, it happens to everyone. It can even apply to knowledge. It is easy to forget how daunting your field is to newcomers. To you, a given step is so obvious that it doesn't bear mentioning, and you forget that isn't true for everyone. It may even be something that is unnecessary for you, but only because you know how to safely cut that corner. There are very important lessons about how to play the game that are so intuitive to experienced players we forget that it actually isn't obvious. It gets worse once you start delving deeply into theory.

I'm bringing this up because I realized I skipped something important. Last year, I covered the basics of sideboarding, and some advanced techniques. I thought I'd covered everything. I was wrong. There was another technique that is a strategy unto itself. It was just so obvious to me that I had no reason to think about it, much less write it out. Then, I was asked about my strategy for the Jeskai control mirror, where I just slam Geist of Saint Traft and ride him to victory. Some were confused; doesn't card advantage decide control mirrors? The exception was so intuitive to me I assumed everybody knew. I deliberately go all-in on being the aggressor.

I do this so that I don't have to fight over being the control deck. That is a fight I cannot reliably win because I rarely pack mirror-breakers. Crucible of Worlds in conjunction with Ghost Quarter, extra card draw, or unanswerable threats provide some advantage that wins the game unassisted in the control mirror---and are, quite frequently, poor everywhere else, so I don't play them. Instead, I become the beatdown, which my opponent is unprepared for, and just overwhelm them. Today's article is about effectively utilizing this repositioning and counterboarding strategy.

Non-Conventional Wisdom

The basics of sideboarding are well-established: take out bad cards, put in good cards. Nice, simple, and teachable. Exactly what makes a card "good" or "bad" can be easily explained in the matchup's context, yielding an easy system for new players to learn with. Then, experience teaches the nuances and alternatives derived from that basic structure.

Historically, sideboard strategy has simply extended this logic. Control versus control was about who was the better control deck. The first time I heard about this was during PT Philidelphia 2005 in relation to the Gifts Ungiven mirror. It was said that whoever played draw-go longest while still making land drops had the advantage and "should" win. I heard this reiterated for years regarding control mirrors (I recall some event where commentators discuss the merits of choosing to draw in the mirror, but I can't find the clip). On the opposite end, aggro mirrors were thought to depend on playing first. This makes quite a bit of sense. If your and your opponent are situated to take a certain role, whoever executes it worse should lose.

The better control deck and/or control player was always assumed to be advantaged. But I'd heard a different message, and it worked for me.

Wisdom of the Ancients

If nothing else, this article series has served to dredge up important old articles. One article that spoke to me and developed my sideboarding was already old when I got serious about competitive Magic: Mike Flores's "Why Dave Price Goes Second." Take a minute to read this article before we continue. Flores was arguing that when decks are similar card advantage matters most. It doesn't have to be about two-for-ones, though that helps. The way that the true mirror matches play out, everything trades equally because all the cards are the same. Therefore, the player who drew second will win. Expanding the idea, any two similar decks will have some advantage in something, and you should focus on that thing primarily. You can gain the advantage just by playing fewer lands (drawing more action), having superior tempo, or having better mana sinks and the ability to wield them. The key is identifying which advantage lies with which player and plan accordingly.

When I read "Why Dave Price Goes Second," the fact that the deck on the draw was advantaged in the mono-red beatdown mirror floored me. The concept disagreed with everything I'd heard. To be fair, I wasn't sophisticated enough as a player to really get any of that, but one idea stuck: for the most part, when decks do similar things, card advantage wins unless there's something inherently non-interactive about the matchup, as Flores explains at the end of the article. If that's the case, you should focus on that to the exclusion of all else. Over time, this principle has developed into my repositioning strategy.

The Reposition Sideboard

When I approach a mirror match, or a match against another deck operating on a like axis to mine, I start by determining which role my opponent is likely to take. This is pure "Who's the Beatdown?". If my opponent is a control deck and wants to sideboard to be more of a control deck, and I don't/can't play cards to really break open that matchup, I will take the opposite role. In past UW control mirrors, I've cut a lot of slower permission and card advantage spells to play more Vendilion Clique and Geist of Saint Traft. What I'm doing is shifting position so I can dodge opponent's more powerful cards and play a game they weren't expecting. This is also useful if you believe your opponent is more skilled than you and will therefore win a long game.

A reposition is similar to transformative sideboards, but not as extreme. Rather than make a dramatic shift, you've altered your strategy based on your opponent's intended attack. Here's the principle illustrated:

I am simplifying this, but when two decks oppose each other, they tend to attack each other on one axis. Control vs. aggro being consistently about threats is one example. When you transform, you have pivoted to an entirely new axis; one utterly different from your initial gameplan. When you reposition, you're shifting out of the way of the incoming attack. It's not about dramatically changing your gameplan, but invalidating your opponent's strategy. It's picking the ground where you are ready and advantaged to fight on.

You never want to fight on your opponent's terms. They picked that ground for a reason; do you really want to be Lee at Gettysburg? It's much better to be the one deciding how the battle will unfold. In the earlier UW example, I wasn't going to win the prison/control game that my opponent anticipated, so I became more of a tempo deck. Long-game cards are meaningless against Geist. If you can't win the fight, win a different one first.

I should note that this is not appropriate for all decks or matchups. You do need to plan ahead to make it possible, and even then, your main strategy may not allow it. Humans is going to be basically the same deck pre- and post-board no matter what you do, so why try there? Even if you dedicated considerable sideboard space to the idea, the manabase would still limit your options.

Repositioning in Action

Let's apply this theory to the original Jeskai example. Most guides will advise you to play more attrition cards and Negate. Taking that into account, remove slower permission spells, since you're not aiming for a long game, in favor of the full set of Geists and extra Dispels. That gives you the advantage in resolving and protecting Geist and winning the game before attrition starts to matter.

This is also where my UW Merfolk deck shone. It's game one plan was not dramatically different from mono-blue, we play fish and attack. Having the white allowed me to take a different tack post-board against creature decks. Merfolk is neither explosive nor very fast, but it is overwhelming. Eventually, you go bigger but  you survive that long. This makes it vulnerable to fast aggro, especially Affinity, Elves, and Humans. Accepting this fact gave me the option to take a more controlling role. By running white I had hard removal that didn't cost life and the option for more, namely Sunlance and Condemn. This gave me the option to play a longer game, trade creatures, and gradually come out ahead. Had I stuck to the accepted plan of being the better aggro deck, I would have performed worse because I started out as the worse aggro deck.

For an older but much clearer example, think back to Ravnica/Time Spiral Standard. The default aggro deck of the day was Gruul Aggro. It had all the best (read: biggest) creatures at the low slots, including Tarmogoyf. It was hard for other decks to compete in the same space. I was running Boros Aggro and absolutely crushed crushed the Gruul decks that Regionals. My deck ran 20 creatures, 20 burn spells, and 20 lands, and I was using Boros Garrison to cheat on land. The typical Gruul deck was mostly creatures and ~22 lands. I had Inherent Card Advantage (go back to Dave Price), so I just embraced it. I traded every creature I played, burned all of their creatures, used Jotun Grunt to contain Tarmogoyf, and I won the attrition fight every time.

When it came time to sideboard, I fully embraced this control reposition strategy. My weak creatures came out for more burn and protection from red creatures and I had a pretty easy matchup. My opponents never saw it coming and weren't ready.

Exercise Discretion

Be careful with this strategy. You don't want to get too clever or dodge into a tree. It's very easy to try this and make either the wrong adjustment or have your opponent anticipate you and lay an ambush. It may not even go that far; they could just chose a different strategy than expected. Then you're the one out of position. Be careful and use it wisely.

Counterboarding

No, I don't mean adding more counterspells to your sideboard (necessarily). The other very common strategy that never gets spelled out is counterboarding. This is where you sideboard to directly answer your opponent's sideboard/overall strategy and advance your own. It's not just about having answers; it's about invalidating the intended strategy organically.

You see this often in control verses aggro matchups, though it's everywhere. Sweepers are very powerful against creature aggro, so you expect control decks to have a lot of them after-board. Sideboarding into Selfless Spirit or Heroic Intervention completely negates this plan. You anticipated your opponent's sideboarding strategy and shut it down. This is normal boarding. The counter designation applies to the Spirit, which actively advances your gameplan while also answering their strategy. Intervention, like Brave the Elements, is just an answer; Spirit actively wins the game. That's a true counterboard. Counterboarding requires answers that proactively advance your core gameplan.

One of the best recent examples is the adoption of Ghirapur Aether Grid by Affinity. The card isn't very effective by itself, but as an answer to Stony Silence, it's phenomenal. In slower matchups, Affinity has the time to build up non-creature artifacts that are otherwise useless and just ping an opponent to death. Stony hurt, but you got around it with a card that is reasonable on its own.

For another example, look to Xathrid Necromancer out of the Humans sideboard. It synergizes with the rest of the deck, and neutralizes otherwise deadly sweepers from control. Well, except for Anger of the Gods. Which is what Meddling Mage is for.

Ideally, every sideboard slot would work this way, but that isn't always possible. Sometimes you just need hosers or reactive answers instead of threats. Still, counterboarding is a powerful way to switch up your gameplan and gain a considerable edge. Just don't shoot yourself in the foot trying.

Keep Learning

So, that was my epiphany for the week. But I'm sure there are more "obvious" lessons out there that I haven't thought to discuss. Can you think of any? Let me know in the comments.

A Fatal Push Retrospect and the Future of Fair

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Modern's detractors have long cast the format as a writhing mess of linear decks, all ignoring each other or skillfully opening sideboard hosers all the way to each hyper-aggressive Top 8. But until recently, Modern's pound-for-pound fairest deck---Jund---has commanded more metagame shares than almost anything else. That deck's resignation as king gave way to a variety of decks, including sleeker versions of BGx. And now, it's primed for a comeback. At the center of each shift lies Fatal Push.

In dethroning Tarmogoyf as the play-or-die fair-deck poster-child, Fatal Push has opened up plenty of design space for Modern's fair decks. This week, we'll take a closer look at Push's effects on the format and the fair decks the card enables.

The Push Trajectory

Plenty has been written on Fatal Push at this point; Nexus itself has covered Push's applications in control decks, its impacts on creature playability, its overall strength in Modern, its relation to other removal spells, and, of course, the cooling effect it's had on Tarmogoyf. Here, we'll take a look at Modern almost a year after Push was spoiled, zoning in on the card's history and the format shifts that have taken place around it.

February: Shadow Becomes Interactive

The one-two punch of Gitaxian Probe's banning and Fatal Push's sanctioning lead to the rainbow-colored, aggro-combo Shadow decks' metamorphosis into Death's Shadow Jund, which took Modern by storm at GP Vancouver.

With Golgari Grave-Troll getting the axe alongside Probe, players skimped on graveyard hate in February, setting the stage for a delirium-based strategy to emerge. Josh Utter-Leyton and friends realized the true strength of Traverse the Ulvenwald was not to leverage access to a mid-game creature toolbox, but to functionally run additional copies of the best creatures available to a given strategy.

After a ban, players tend to ease off their ravaged broken deck and settle back into traditional format gatekeepers. Neither were those decks equipped to deal with Fatal Push nor their pilots ready for the card's impact. Death's Shadow Jund therefore preyed on Modern's go-to decks by immediately exploiting Push's power, leaving the likes of Jund and Affinity in the dust.

May: Shadow Goes Blue

Ryan Overturf's Grixis Delver list from March marks Shadow's first foray into Grixis colors, but far from its last. Grixis Shadow would soon drop the Delvers to usurp Death's Shadow Jund as the go-to Shadow variant.

Post-Vancouver, Fatal Push surged in popularity to combat Death's Shadow Jund---after all, the card represents Modern's cleanest answer to both Death's Shadow and Tarmogoyf, the pair of which make up 100% of the deck's threats. One obvious solution for Shadow players looking to beat Push was to drop Tarmogoyf, by far their threat softest to the removal spell, for delve threats, which resist Push altogether.

Enter Grixis Shadow, which replaces Tarmogoyf and Mishra's Bauble with delve threats and Thought Scour. It also moves from the grave-reliant precision of Traverse the Ulvenwald to the hand-fixing comforts of Serum Visions. Poor, flexible Abrupt Decay is an unfortunate casualty of this switch, to be sure. But in its place, Grixis gains Stubborn Denial, a valuable answer for pesky topdecks.

A breakout GP weekend highlighted by a Copenhagen win put Grixis Shadow high on everyone's radar, and locked it in as Modern's premier interactive deck for most of 2017. Without so many Abrupt Decays to worry about, Eldrazi Tron was also able to gain traction in the metagame, riding Chalice of the Void to victory against the Shadow decks. Gx Tron has always lined up well against midrange, but Shadow's high reversibility and access to Stubborn Denial complicated the plan of ramping into colorless planeswalkers; Thought-Knot Seer and Reality Smasher plugged this hole gracefully while fortifying Tron's aggressive matchups.

October: Fish Returns

Push only kills Death's Shadow and (blech) Snapcaster Mage out of the Grixis variant, and does little against Eldrazi. Likewise with Lightning Bolt. So increased the stock of catch-all removal like Path to Exile and Terminate going into the middle of the year.

As the metagame became polarized around Grixis Shadow and Eldrazi Tron, players began looking for ways to exploit Modern's solved state. Mana denial proves problematic for both Shadow and Eldrazi when backed by a clock, and Thalia, Guardian of Thraben heavily taxes the former while shutting down Storm, the Eldrazi-killer that began cutting into Matter Reshaper's shares early this summer. Brian Coval was onto something when he took SCG's Season One Invitational with Death and Taxes.

Some months later, Collins Mullen debuted the ultimate fish deck: Humans. His melds the tribe's best into a five-color machine that proacts like Merfolk and disrupts like Hatebears. With Shadow and Eldrazi pointing players towards Path and Terminate, Bolt-able, Push-able, high-priority creatures like Kitesail Freebooter and Noble Hierarch become a real pain to deal with. Humans capitalizes on these strained removal suites.

The Push Effect

The rise of Humans, a deck full of creatures that would never have seen the light of play in the Bolt-centric Modern of 2016, speaks to the true effect of Fatal Push: the removal spell has dramatically increased diversity among playable Modern creatures and archetypes. To get an idea of Push's impact, let's compare the Top 50 most-played Modern creatures from What's in a Goyf? to those from two weeks ago.

All but one of the eighteen CMC 1-2 creatures that did not transition to the current list (the "one" being a lone Lord of Atlantis, the 50th most-played creature at the time) can be traced to Bushwhacker Zoo, Infect, and Abzan Company. In place of the creatures lost, the ten newcomers represent fourteen different decks:

  • Death's Shadow: Shadow (Jund, 5-Color, Zoo, Grixis)
  • Vizier of Remedies; Devoted Druid: Counters Company, Elves
  • Young Pyromancer: Grixis Delver, Mardu Pyromancer
  • Goblin Electromancer; Baral, Chief of Compliance: Storm
  • Bloodghast: Dredge, Hollow One
  • Champion of the Parish, Thalia's Lieutenant: Humans, Humans Company
  • Walking Ballista: Eldrazi Tron, Counters Company

These creatures helm a healthy variety of different strategies, especially compared to the paltry three decks represented by the creatures we lost. Additionally, they tend to have significantly more overlap than the creatures from a year ago when it comes to the decks they inhabit, indicating a more open metagame.

One possible conclusion from this data: a few dominant aggro strategies (BGx, Infect, Zoo, Abzan Company) kept diversity low pre-Push. Push's printing and the subsequent metagame shifts have resulted in a net diversity gain for Modern, essentially pulling shares away from Tarmogoyf (long the format's most-played creature) and the decks fast enough to get under it, and redistributing them among a host of different strategic archetypes that now have room to breathe.

Fairest of Them All

A fair aggro deck like Humans doing well bodes even better for fair decks in Modern. When the number of playable creatures increases, so does the value of a husky removal suite, and only fair decks can lay claim to those---everyone else is too focused on their own gameplan. So what do the future's fair decks look like?

Jeskai Control, by Jonathan Rosum (4th, SCG Syracuse)

Creatures

4 Spell Queller
4 Snapcaster Mage
1 Thundermaw Hellkite
2 Geist of Saint Traft

Instants

4 Cryptic Command
3 Electrolyze
4 Lightning Bolt
3 Lightning Helix
3 Logic Knot
4 Path to Exile

Sorceries

4 Serum Visions

Lands

3 Island
1 Mountain
1 Plains
4 Celestial Colonnade
4 Flooded Strand
2 Hallowed Fountain
1 Sacred Foundry
4 Scalding Tarn
2 Spirebluff Canal
2 Steam Vents

Sideboard

2 Relic of Progenitus
1 Rest in Peace
2 Runed Halo
2 Stony Silence
2 Ceremonious Rejection
1 Dispel
1 Wear // Tear
1 Vendilion Clique
1 Elspeth, Sun's Champion
1 Anger of the Gods
1 Supreme Verdict

This Jeskai list is the latest in a series of impressive finishes for the shard, a winning streak that even has Eldrazi Tron godfather Todd Stevens singing Weissman's praises. The key card in these tempo-focused builds is Spell Queller. Queller clocks in the air and boasts a ridiculous ability in matchups without efficient removal for it. Between Queller and the age-old incidental win condition of Bolt-Snap-Bolt, Jeskai has plenty of tools to close out games with these days, a crucial front it's come a long way on since the Shaun McLaren "glory" days of Colonnade-or-bust.

Jeskai has Bolt/Helix for small creatures and Path/permission for large ones, with Snapcaster Mage to double up on its best cards in a given matchup. Burn spells are also great in bulk vs. Shadow decks, and Jeskai features the ability to run powerful hosers in the sideboard.

I can see versions of this deck sans Spell Queller succeeding should the format become radically fair (probably leaning into planeswalkers, Geist of Saint Traft, or Sphinx's Revelation). But there's always checks like Tron to keep that scenario from happening, which in turn demand the types of linear answer decks that hate facing Spell Queller. Either way, I'd count on Quellerless variants emerging and occasionally topping, but the card's got a forever home here regardless.

Mardu Pyromancer, by SELFEISEK (5-0, Competitive League)

Creatures

4 Bedlam Reveler
2 Monastery Swiftspear
4 Young Pyromancer

Enchantments

1 Blood Moon

Instants

4 Lightning Bolt
2 Lightning Helix
1 Burst Lightning
2 Terminate
3 Kolaghan's Command

Sorceries

4 Faithless Looting
4 Inquisition of Kozilek
3 Thoughtseize
1 Dreadbore
2 Forked Bolt
4 Lingering Souls

Lands

4 Blackcleave Cliffs
1 Blood Crypt
4 Bloodstained Mire
1 Marsh Flats
2 Sacred Foundry
3 Wooded Foothills
3 Mountain
1 Swamp

Sideboard

2 Blood Moon
2 Dragon's Claw
2 Fatal Push
4 Leyline of the Void
2 Pithing Needle
1 Shattering Spree
2 Wear // Tear

SELFEISEK has apparently been ravaging the online scene with this Mardu Pyromancer deck. Mardu Pyromancer out-grinds just about everything and practically never loses to creature decks. I featured a version of Mardu Pyromancer that splashes blue for Delver of Secrets and Chart a Course a few weeks ago, but have come around on the idea that SELFEISEK's original creation already has the tools it needs to become a major player in Modern. The extra card draw is superfluous here, and Delver's role is better filled by Blood Moon against many decks.

Graveyard hate cuts out this deck's card advantage engines, but lines up poorly against aggressive threats Monastery Swiftspear and Young Pyromancer. Paired with a discard spell and some burn, these creatures can make short work of players banking too heavily on a Leyline of the Void or Rest in Peace.

No basic Plains here, but the opportunity cost of that single Blood Moon in the main is low enough to justify the enchantment regardless. There are some games that won't come easy without its help, i.e. against Scapeshift decks. In those matchups, losing access to Lightning Helix is the least of your worries. And a dead Moon can be fed to Faithless Looting.

Jund, by Tyler Lutes (3rd, SCG Louisville)

Creatures

4 Dark Confidant
4 Tarmogoyf
3 Scavenging Ooze
1 Kalitas, Traitor of Ghet
1 Olivia Voldaren

Planeswalkers

1 Chandra, Torch of Defiance
4 Liliana of the Veil

Instants

1 Abrupt Decay
3 Fatal Push
2 Kolaghan's Command
2 Lightning Bolt
3 Terminate

Sorceries

3 Inquisition of Kozilek
3 Thoughtseize
1 Maelstrom Pulse

Lands

1 Forest
2 Swamp
4 Blackcleave Cliffs
1 Blood Crypt
3 Bloodstained Mire
1 Blooming Marsh
1 Overgrown Tomb
4 Raging Ravine
1 Stomping Ground
1 Twilight Mire
4 Verdant Catacombs
1 Wooded Foothills

Sideboard

4 Fulminator Mage
3 Kitchen Finks
1 Stormbreath Dragon
2 Leyline of the Void
1 Ancient Grudge
1 Life Goes On
2 Surgical Extraction
1 Collective Brutality

Reid Duke said it best: nothing picks apart small creature decks like Jund. Tyler's September list borrows heavily from Duke's philosophy, down to grinning anachronism Olivia Voldaren. While I can't comment on the Vampire's viability, I will concede that discard spell into Dark Confidant is sure to pulverize any Thalia strategy out of a deck this heavy on removal spells.

Creature decks that go smaller than Humans, namely Infect and Counters Company, have sprung up to punish such removal-light strategies. Jund stands to dominate this side of the metagame and I feel it's on the cusp of a thrilling revival. Recent lists have dipped into Blood Moon and Goblin Rabblemaster to gain an edge against big mana, but doing so might not even be necessary a month from now; perhaps the full set of Fulminator Mage will do the trick.

I'd also be remiss not to mention Delirium Shadow, itself the evolution of Death's Shadow Jund (now splashing blue and white for Stubborn Denial and Lingering Souls, respectively). This deck boasts many of Jund's same tools, but gives up some robustness and stability for reversibility and consistency. Its streamlined nature makes it softer to hosers and easier to hate out, but I don't see Delirium Shadow leaving the scene in the long-term. It's just too good at doing what it does, which is basically what Jund does. And what Grixis does. And what Abzan does.

Learn to Love It All

Enjoying Modern is impossible without an appetite for diversity, Wizards's number-one measurable priority when it comes to managing the format. For some, therein lies the format's curse; without a clear subset of reliable "best decks," certain draws to other constructed formats, like Standard, are eliminated. But for many others, Modern's unending diversity is a feature, not a bug; one that encourages innovative deckbuilding, succinct metagame prediction, and an equally ravenous appetite for reps.

Modern's sky is not falling, nor has it been over the course of the year. In 2017, I've heard serious calls for bans of Eldrazi Temple, Chalice of the Void, Death's Shadow, Street Wraith, Traverse the Ulvenwald, Baral, Chief of Compliance, Vizier of Remedies, and Devoted Druid. But it seems to me like Modern is just chugging along, its gears ever-spinning and ushering in constant change: move along; nothing to see here. Or stay awhile, and dust off those Lightning Bolts for the new year!

Video Series with Ryland: UR Kiki-Jiki

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Which deck is better: UR Breach or UR Kiki-Jiki? Undoubtedly this is the question I received the most while playing this deck on Twitch. The decks are incredibly similar, both relying on Blood Moon and an A+B combo, but they do have different strengths and weaknesses. My write-up and video series with UR Breach can give you a little bit of a background on that archetype if you are interested, and here I'll largely be focusing on the differences between the two similar archetypes.

The largest advantage of the Breach deck lies within its combo. Aside from countermagic and specific discard, it can be difficult to interact with Through the Breach and even more difficult to interact with Emrakul, the Aeons Torn. Outside of tapping it with Cryptic Command (or hilariously enough a Pestermite) you are going to be "annihilated" for 6 and have to deal with 15 power coming your way. One weakness worth mentioning, however, is that 15 points is not always enough. Frequently Modern manabases will have already taken care of those first five points, and occasionally Snapcaster Mage teamed with Lightning Bolt can finish the job—but this will not always be the case. There will be close games with this deck where you attack with an Emrakul and lose anyway.

Contrast this to the Kiki deck featured today. You will always win after a successful assembly of your combo, but how often will that occur? Your pieces are dramatically more fragile. Kiki-Jiki, Mirror Breaker is a 2/2. Pestermite is a three-mana 2/1 and Deceiver is a three-mana 1/4. Let that sink in; these pieces are not safe from Modern removal. One of your pieces (maybe two) will be soft to burn-based removal, and on top of that Path to Exile or a revolted Fatal Push are equally sufficient. Sometimes your opponent just doesn't have it or you can set up a timely tap with a redundant Pestermite, but more often than not, removal will easily break up your combo.

The strength in the UR Kiki deck lies within its plan B. Both decks have an underlying tempo plan built into the deck. Any deck with the ability to play Bolt, Snap Bolt, is going to be interested in going after their opponent's life total in some portion of its games. Instead of having an uncastable 15/15 or a five-mana do-nothing sorcery, this deck has flying 2/1s with a relevant enter-the-battlefield trigger. It does still contain a somewhat poor five-mana value creature, but most importantly it is only occupying two slots rather than four. Add Vendilion Clique, Electrolyze, and the aforementioned Snapcasters the the mix, and you have a clear tempo-oriented plan.

I've definitely had a good time with this deck thus far. While the advantages within each of the two archetypes are clear to me, I'm uncertain with archetype is better in the meta at large. I must admit at the very least I am swayed somewhat by the tempo argument within the Kiki deck; that kind of solid underlying secondary plan (arguably primary plan) is appealing to me. I discuss this a bit in the video content, but there are other avenues to explore with this archetype that remove Blood Moon and instead pursue a third color for something like Tarmogoyf, or Tasigur, the Golden Fang alongside Kolaghan's Command. I have not tested this myself but it could very well be a solid way to develop the archetype.

I hope you enjoy the matches and as usual, I'm interested to hear what kind of content you'd like to see moving forward so I can continue to evolve and improve my videos. Please let me know your thoughts, and any improvements you would like to see concerning formatting, presentation, or whatever else strikes your fancy. If you'd like to see similar content, check out my Twitch channel for some live Modern games!

[youtube https://www.youtube.com/playlist?list=PL261kJ_cAQC9MgyNHYx0QRLR8dWM8D3G9]

UR Kiki-Jiki, by Ryland Taliaferro

Creatures

2 Deceiver Exarch
2 Kiki-Jiki, Mirror Breaker
4 Pestermite
1 Pia and Kiran Nalaar
4 Snapcaster Mage
1 Vendilion Clique

Enchantments

3 Blood Moon

Instants

1 Burst Lightning
2 Cryptic Command
1 Electrolyze
4 Lightning Bolt
4 Opt
4 Remand

Sorceries

4 Serum Visions

Lands

1 Cascade Bluffs
4 Flooded Strand
7 Island
1 Mountain
1 Polluted Delta
4 Scalding Tarn
3 Steam Vents
2 Sulfur Falls

Sideboard

1 Anger of the Gods
1 By Force
2 Dispel
1 Engineered Explosives
1 Harvest Pyre
1 Izzet Staticaster
2 Jace, Architect of Thought
1 Keranos, God of Storms
1 Negate
1 Pia and Kiran Nalaar
2 Relic of Progenitus
1 Roast

Deck of the Week: Orzhov Planeswalker Control

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Hello again, Nexites, and welcome to a new edition of "Deck of the Week." Today, I'll be sharing a deck that I think is a good choice for the current metagame. It went undefeated in one of MTGO's Competitive Modern Leagues, and should be something that's worth trying.

Orzhov PW Control, by aytor_92  (5-0, Competitive Modern League)

Creatures

1 Baneslayer Angel
3 Wall of Omens

Artifacts

3 Relic of Progenitus

Instants

4 Fatal Push

Planeswalkers

1 Elspeth, Sun's Champion
1 Gideon Jura
2 Gideon of the Trials
3 Liliana of the Veil
1 Ob Nixilis Reignited

Sorceries

1 Collective Brutality
2 Damnation
3 Inquisition of Kozilek
3 Lingering Souls
4 Night's Whisper
3 Thoughtseize
1 Wrath of God

Lands

4 Concealed Courtyard
2 Fetid Heath
1 Godless Shrine
4 Marsh Flats
3 Plains
4 Shambling Vent
3 Swamp
3 Tectonic Edge

Sideboard

1 Celestial Purge
1 Collective Brutality
1 Fracturing Gust
3 Fulminator Mage
2 Kor Firewalker
1 Rest in Peace
2 Runed Halo
2 Stony Silence
1 Surgical Extraction
1 Timely Reinforcements

Since Collins Mullen's Humans deck took down SCG Cincinnati, a lot of players have decided to give the deck a try. One week later, Matt Ling won the SCG Washington Classic using almost the exact same list that put the whole Modern world on notice. And just recently, three more variants of the Humans deck made it to the Top 8 of the SCG Invitational Qualifier in Danbury. It's about time to adjust to this trend by using a deck that will give it a run for its money.

One look at this list and you'll notice that this is a control deck. With seven card disruption spells on the main deck, it is able to get rid of Humans's troublesome cards like Meddling Mage, Kitestail Freebooter, and Thalia, Guardian of Thraben. By taking away that element of their deck, you'll be able to draw out your army of planeswalkers with ease, or wipe out any board presence that they've established with the help of Wrath of God and Damnation. The singleton Baneslayer Angel will always come in handy as soon as it hits the battlefield whether you're ahead or defending.

Orzhov colors have always been flexible when it comes to sideboarding, and this deck's boarding plan has been well thought of. It has answers to some tricky matchups like Burn with cards like Kor Firewalker, Celestial Purge, and Timely Reinforcements. And if the hand disruption isn't enough, it also has Runed Halo which is able to shut down combo decks on its own.

If you're a control player who's looking for a decent deck, I think that this build is actually pretty good. The mana base is solid, the planeswalkers are all powerful, and the spells are all relevant in today's metagame. With the relative dearth of true blue control decks, there aren't too many bad matchups out there for it.

So that’s it for this edition of “Deck of the Week.” Stay posted for our next feature next week. Until then, happy shuffling and thanks for reading!

You’ve Got Another Thing Coming: Building Sideboards in an Open Meta

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Modern remains wide-open, which carries implications for deckbuilding. Last week, I talked about mainboard flex slots. This week, we’ll tackle a significantly thornier topic: sideboarding. Due to Modern's wide variety of linear decks, and the relative lack of powerful catch-all answers that you see in formats like Legacy or Vintage, ours is a format that puts a lot of pressure on sideboard slots. Building a proper sideboard is crucial to successful event preparation.

This article is the second in a two-part series that breaks down the implications of an open metagame for prospective deckbuilders. It discusses various sideboard-building philosophies, and analyzes which work best in a diverse field. As with mainboard flex spots, we'll see that proactive decks and reactive decks operate differently on this front.

Careful Study: Categorizing Decks

In order to provide a framework in which to evaluate sideboard choices, I've summarized this handy tier list breakdown by the MTG DataMine to see if we can spot any trends. We'll only include decks indicated in the analysis as being 1% of the metagame or more to keep things brief. The categorizations will mostly be done in accordance with Jordan’s article on archetype conventions. I will also note common types of sideboard cards that shine against the decks in question.

DeckMetagame ShareArchetypeGood Sideboard Cards
Gifts Storm7.33%Combo (spell-based)Permission, discard, graveyard hate, spot removal
Affinity6.85%Aggro-comboArtifact hate, spot removal, sweepers
Grixis Death’s Shadow6.13%Midrange (rock)Graveyard hate, spot removal
Eldrazi Tron5.53%Aggro-combo-controlArtifact hate, land hate, sweepers
Jeskai Tempo5.41%Control (Weissman)Permission, graveyard hate
5c Humans5.05%Tempo (fish)Land hate, spot removal, sweepers
Gx Tron4.45%Combo (land-based)Artifact hate, permission, land hate
Death and Taxes3.97%Tempo (fish)Spot removal, sweepers
Burn3.49%Aggro-combo (critical mass)Land hate, lifegain, spot removal
Counters Company3.37%Combo (creature-based)Permission, discard, graveyard hate, spot removal, sweepers
Titan Shift3.25%Combo (land-based)Permission, land hate
Dredge3.00%Aggro-combo (synergy)Graveyard hate, sweepers
Abzan2.88%Midrange (rock)Graveyard hate, land hate
UW Control2.76%Control (Weissman)Permission, graveyard hate
Lantern Control2.64%Control (prison)Artifact hate, permission, graveyard hate
Bant Company2.64%Aggro-combo-control (goodstuff)Permission, graveyard hate, spot removal, sweepers
Infect2.40%Aggro-combo (pump)Permission, discard, spot removal, sweepers
Elves2.04%Aggro-combo (synergy)Permission, spot removal, sweepers
Jund2.04%Midrange (rock)Graveyard hate, spot removal
Blue Moon1.80%Combo-control (spell-based)Permission, graveyard hate
BGx Death’s Shadow1.44%Midrange (rock)Graveyard hate, spot removal
GW Company1.44%Midrange (goodstuff)Permission, graveyard hate, spot removal, sweepers
Merfolk1.44%Tempo (fish)Spot removal, sweepers
GR Ponza1.08%Midrange (stompy)Permission, discard, land hate, spot removal
U-Tron1.08%Combo-control (land-based)Artifact hate, counterspells, land hate

One takeaway from these numbers is that graveyard hate is awesome right now---many of the decks performing well of late derive value from it in some form or fashion. The splashability of pieces like Relic of Progenitus and Grafdigger's Cage provides ample incentive to pack at least some graveyard interaction. Land hate is also in a good spot, although few decks can easily accommodate cards that can punish Modern's ubiquitous greedy manabases.

Slice and Dice: Proactive vs. Interactive

In moving beyond these broad trends, we must again distinguish between proactive and interactive decks. My definition of proactive deck, for the purpose of this analysis: one heavily invested in advancing its primary gameplan at the expense of interacting with its opponent’s. Interactive decks do the opposite.

Thunderstruck: Proactive Decks

As mentioned above, most proactive decks are linear in nature, and generally should expect opponents to board in "hate cards" or "hosers" that inhibit their deck’s gameplan. Some classic examples include Stony Silence against Affinity or Relic of Progenitus against Dredge.

One major decision proactive deck pilots must make is whether to dedicate sideboard space to fighting hosers, or to try dodging them in the interest of bolstering their matchups against the field at large. The validity of either of approach depends heavily on how generally applicable the hosers in question are against the field. Remaining space should be used to address potential weaknesses in the primary gameplan. Proactive decks generally don’t want to side in many cards at once---diluting their primary gameplan rarely ends well.

An example of a deck that packs cards to fight back against hate is Dredge. As we saw in the summary of frequently played Modern decks above, graveyard hate comes in handy against a wide variety of decks, which means that most opponents facing Dredge should have cards to bring in against them. A Dredge pilot that prepares for the hate gives the deck a shot to succeed, as evidenced by this list that did well in a Magic Online PTQ:

Dredge, by wild88plk (7-1, Modern PTQ #10985218)

Creatures

4 Bloodghast
3 Golgari Thug
3 Insolent Neonate
4 Narcomoeba
4 Prized Amalgam
4 Stinkweed Imp

Instants

2 Darkblast

Sorceries

4 Cathartic Reunion
1 Collective Brutality
3 Conflagrate
4 Faithless Looting
3 Life from the Loam

Lands

4 Arid Mesa
2 Blood Crypt
4 Copperline Gorge
2 Dakmor Salvage
2 Gemstone Mine
1 Mana Confluence
2 Mountain
1 Scalding Tarn
1 Steam Vents
2 Stomping Ground

Sideboard

2 Abrupt Decay
2 Ancient Grudge
2 Collective Brutality
3 Failure // Comply
1 Hallowed Fountain
2 Lightning Axe
1 Maelstrom Pulse
1 Nature's Claim
1 Vengeful Pharaoh

This Dredge sideboard features various ways to destroy the artifacts and enchantments typically used to hold down graveyard decks, employing Abrupt Decay, Ancient Grudge, Maelstrom Pulse, and Nature's Claim. Its remaining space is mostly spent on ingeniously covering its primary gameplan’s main weakness (spell-based combo decks such as Storm) with Failure // Comply. If cast from the hand, this card buys Dredge two turns to finish opponents before their payoff spells hit. Furthermore, Comply can be proactively used from the graveyard to stall for a turn.

Another deck that considers this approach is the resurgent Infect. Thanks to the possible speed of aggro-control decks, few Modern decks have ever done well while skimping on spot removal, so poison counter enthusiasts should expect to protect or replace their creatures with some regularity. And most decks pack at least a couple of extra removal pieces in their sideboard. Fortunately, there are several options an Infect pilot can use to ward off enemy interaction to good effect. Here’s a list from the recent SCG Regionals tournament in Atlanta that prepared for spot removal:

Infect, by Zan Syed (4th, SCG Regionals Atlanta)

Creatures

4 Blighted Agent
4 Glistener Elf
2 Jace, Vryn's Prodigy
4 Noble Hierarch

Instants

1 Apostle's Blessing
3 Become Immense
3 Blossoming Defense
2 Dismember
4 Groundswell
4 Might of Old Krosa
4 Mutagenic Growth
4 Vines of Vastwood

Sorceries

1 Distortion Strike

Lands

2 Breeding Pool
1 Dryad Arbor
2 Forest
4 Inkmoth Nexus
2 Misty Rainforest
2 Pendelhaven
2 Verdant Catacombs
2 Windswept Heath
3 Wooded Foothills

Sideboard

1 Dispel
2 Dissenter's Deliverance
2 Grafdigger's Cage
2 Nature's Claim
2 Shapers' Sanctuary
2 Spell Pierce
2 Spellskite
2 Viridian Corrupter

Zan's sideboard employs a variety of anti-interaction tools. It has the classic permission package of Dispel and Spell Pierce, a redirection effect in Spellskite, and a useful newcomer in Shapers' Sanctuary. Sanctuary keeps Infect from running out of gas as it uses protection spells to ward off removal, improving the deck's defensive and counterattack capabilities. As with Dredge, this list's remaining sideboard real estate counters Infect's other major weakness (artifacts such as Chalice of the Void and the aforementioned Spellskite).

Lastly, we’ll look at the other side of the coin. A proactive deck that I don’t believe should worry much about sideboarding for hosers is Gx Tron. This powerful big-mana deck requires somewhat specific hate cards to be bottled up (Blood Moon and Spreading Seas come to mind), and even those cards only buy the opponent time. Rather, Gx Tron should focus its sideboard on beating the fast aggressive decks that have preyed on it over the years. This list espoused those priniciples to the tune of a 6-1 finish at a recent Modern Challenge:

GB Tron, by dm95 (6-1, Modern Challenge)

Creatures

1 Emrakul, the Promised End
1 Ulamog, the Ceaseless Hunger
1 Walking Ballista
1 World Breaker
3 Wurmcoil Engine

Artifacts

4 Chromatic Sphere
4 Chromatic Star
4 Expedition Map
4 Oblivion Stone

Instants

1 Dismember

Sorceries

4 Ancient Stirrings
3 Collective Brutality
4 Sylvan Scrying

Planeswalkers

4 Karn Liberated
2 Ugin, the Spirit Dragon

Lands

1 Blooming Marsh
3 Forest
1 Ghost Quarter
1 Llanowar Wastes
1 Sanctum of Ugin
4 Urza's Mine
4 Urza's Power Plant
4 Urza's Tower

Sideboard

1 Dismember
2 Nature's Claim
3 Relic of Progenitus
1 Seal of Primordium
2 Surgical Extraction
2 Thought-Knot Seer
3 Thragtusk
1 World Breaker

Not allotting much space to anti-hoser tech lets Tron play powerful anti-aggro tools like Thragtusk and Thought-Knot Seer, along with some ever-handy graveyard hate in Relic of Progenitus. All that said, GB Tron is somewhat unique among successful proactive decks in its ability to ignore hate cards. 

Blood and Thunder: Interactive Decks

Interactive decks face a similar dichotomy to proactive ones when crafting their sideboard, but in the opposite direction. While packing sideboards with focused hosers can turn certain matchups around, it’s a bet that only cashes in against opponents vulnerable to those particular hosers. As there simply aren’t enough sideboard spots to hose the entire field, interactive decks must decide between specialist and generalist sideboards. The latter affords them room to tech for unfavorable matchups, at the expense of not squelching the proactive types quite as efficiently.

One deck that favors a generalist sideboard is Jeskai Tempo. Because the combination of burn spells, counterspells, and instant-speed threats is so universally effective, Jeskai has little need to pack hate cards for one or two decks. Instead, it can use that sideboard space to aim at graveyard and big mana strategies, which the Jeskai mainboard is soft to. Here’s another example list from the Modern PTQ that illustrates this point:

Jeskai Tempo, by superradjoe (7-1, Modern PTQ #10985218)

Creatures

3 Geist of Saint Traft
4 Snapcaster Mage
4 Spell Queller

Instants

3 Cryptic Command
2 Electrolyze
4 Lightning Bolt
4 Lightning Helix
3 Logic Knot
4 Path to Exile
1 Spell Snare

Sorceries

4 Serum Visions

Lands

4 Celestial Colonnade
4 Flooded Strand
2 Hallowed Fountain
3 Island
1 Mountain
1 Plains
1 Sacred Foundry
4 Scalding Tarn
2 Spirebluff Canal
2 Steam Vents

Sideboard

1 Anger of the Gods
1 Celestial Purge
1 Ceremonious Rejection
2 Disdainful Stroke
2 Dispel
1 Izzet Staticaster
2 Relic of Progenitus
2 Stony Silence
1 Supreme Verdict
1 Vendilion Clique
1 Wear // Tear

Even seemingly narrow cards in this sideboard (like Ceremonious Rejection and Celestial Purge) cover a lot of ground. Rejection works against Eldrazi or Tron in addition to Affinity and Lantern Control, and Purge answers anything from Blood Moon to Liliana of the Veil to Death's Shadow to Tasigur, the Golden Fang. The main cards of interest in this sideboard are Disdainful Stroke (handy against big-mana decks of all stripes in addition to anyone trying to cast Collected Company or Gifts Ungiven) and article all-star Relic of Progenitus.

Of course, many interactive decks do have a “blind spot” wherein their interaction lines up poorly with what opponents are doing. These matchups are generally to be considered extremely difficult to win unless the pilot packs dedicated hate. When expecting the blind-spot deck in question, preparing to face it can be sound strategy, so long as the hosers do not compromise effectiveness against the field. Take Death and Taxes, which is generally considered to fare poorly against fast go-wide decks like Affinity unless it hates them out post-board. Here’s a list that did exactly that at an SCG Regionals tournament in San Diego:

Death and Taxes, by Gilbert Saiz Jr. (8th, SCG Regionals San Diego)

Creatures

4 Thraben Inspector
4 Thalia, Guardian of Thraben
4 Leonin Arbiter
4 Flickerwisp
3 Blade Splicer
1 Aven Mindcensor
1 Thalia, Heretic Cathar
2 Mirran Crusader
4 Restoration Angel

Artifacts

4 Aether Vial
2 Smuggler's Copter

Instants

4 Path to Exile

Lands

1 Cavern of Souls
1 Eiganjo Castle
4 Ghost Quarter
4 Horizon Canopy
9 Plains
4 Tectonic Edge

Sideboard

1 Declaration in Stone
2 Dusk // Dawn
2 Ethersworn Canonist
1 Gideon, Ally of Zendikar
2 Grafdigger's Cage
1 Mirran Crusader
1 Phyrexian Revoker
2 Rest in Peace
1 Settle the Wreckage
2 Stony Silence

While Stony Silence might raise eyebrows given the number of artifacts in this shell (especially considering most of them are handy against the likes of Affinity, and thus unlikely to come out postboard), having the ability to deal a crippling blow to the robots’ efficiency makes having the card worthwhile. Another pseudo-hoser for go-widers in Settle the Wreckage gives the deck more shots at finding the backbreaker it needs to overcome that sort of tough matchup. As Modern becomes less open mid-season, hedging against specific strategies in this way can yield many victories.

In the End

That’s all for this series. I hope you’ve enjoyed it. If you have any thoughts on the deckbuilding philosophy principles I espoused in this or my previous article (in agreement or otherwise), please leave them in the comments section below. I look forward to your feedback, and thanks for reading.

Enter Clean-Up Step: Metagame and Ixalan Updates

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Sometimes it's necessary to revisit older topics. Whether it's previously unavailable data coming in, or assumptions and beliefs evolving, it's good to revisit previous statements and articles to see if they're still valid. Today I will first finish off my Regionals update, then I need to revisit some Ixalan cards both because I missed them and because I said I'd have more results to report.

Updating Regionals

First thing's first, the results from Regionals are finally all in. Chicago's Top 8 was posted sometime after my metagame update was published. I don't know when it was posted—I didn't notice until late Friday. Rather than update that article well after publication and have nobody notice, I waited to include them. I like my work getting recognized. As I predicted, it made very little difference to any of my conclusions.

DeckTotal
Jeskai Control18
Affinity17
Gifts Storm14
Grixis Death's Shadow11
Eldrazi Tron9
Counters Company9
Infect7
Humans7
UW Control6
Abzan5
Burn5
UG Merfolk4
Bant Company4
GB Tron3
Jund3
Elves3
Ad Nauseam3
Titan Shift3
Mardu2
UR Breach2
BW Eldrazi2
GW Company2
GR Ponza2
Death and Taxes2
Mono-G Tron2
Titan Breach1
Saheeli Evolution1
8-Rack1
Temur Aggro1
Knightfall1
BW Eldrazi and Taxes1
5-Color Death's Shadow1
GR Devotion1
RW Prison1
Bant Eldrazi1
Abzan Company1
Grixis Control1
Living End1
Skred Red1
Bogles1
4-Color Company1
RG Vengevine1
GR Tron1
Naya Company1
4-Color Knightfall1
GW Hatebears1
Grixis Delver1
4-Color Death's Shadow1

As I said, nothing has substantially changed from last week. The success of Grixis Delver and Four-Color Shadow adds more diversity into the pool, but as I noted singletons don't mean anything analytically. The biggest impact was Jeskai Control overtaking Affinity at the top of the chart. That is all I would read into this. The difference is too small, meaning there's no evidence that Jeskai Control is actually better or more successful. I do believe that Jeskai is advantaged over Affinity and Storm, but the evidence doesn't prove that true.

As for the wider metagame, the results do muddy the waters about Eldrazi Tron and Counters Company. They've closed the gap on Grixis Death's Shadow enough that it's not clear that they're still Tier 2. I'm fairly certain that all three ride the boundary between Tiers 1 and 2 using our usual formula. I still don't have the time to do the data entry to verify this; I'm relying on years of working with data to eyeball the standard deviation. I think it's reasonable to say that GDS, Etron, and Counters Company are Tier 1.5 based on my data. They're strong decks that are positioned poorly compared to Tier 1 but better than Tier 2.

The Next Update

This is where the metagame stands going into GP Oklahoma City. We have a fairly well established Tier 1 to attack, with a wide field of decent decks to prepare for. I do not intend to update my table until after the GP, which will be the prospective metagame going into the Pro Tour. I am not going to include RPTQ decks in my sample. As of typing this sentence they're not posted anywhere, and I have no idea when or if they will be, so the point is rather moot. However, even if they were available, I'd be leery of using them because the RPTQ is an invitational event. Thus, it has a low, non-random sample size, which limits how descriptive it is of the metagame as a whole. I've been over this before. Should results come in, they're worth looking at as curiosities and deckbuilding exercises, but I'm skeptical of their value to this data set.

Assessing Ixalan Acquisitions

Every time a new set comes out, everyone has to get in on reading into the new cards. And why not? It's fun to guess and speculate. We do it too. What doesn't always happen is going back over your assumptions to see how they've played out. After several months with the cards, I have some more information and results to share. I still stand by everything from my spoiler article, but I have some nuance to elaborate upon. And a card that I need to actually consider.

Branchwalking

Merfolk Branchwalker continues to flummox me. Admittedly, I covered this fairly comprehensively before, but I'm still unsure what to think. Having continued to play the card, I've constantly wondered if I'm playing it wrong. The problem isn't the card in a vacuum; you play it for value (still not a full card of it, but really close). The problem is what to do when you have a choice between Branchwalker and Silvergill Adept. I can't shake the feeling that there is a correct way to sequence them and I'm not doing it right.

Follow me. When you Adept, you draw another card. Simple and straightforward. With Branchwalker, you reveal the top card and if it's a land it's slightly worse than if you'd played Adept because your opponent knows you drew a land. Otherwise, you get a better creature on the board and the option to improve your next draw. In some situations, that is actually better than a cantrip. Also the more lands left in your deck, the more likely it is that you hit land. This pulls me in two directions, as the first point indicates that you play Branchwalker later when you can bin cards more freely, but the first suggests early plays so you hit needed lands.

The other consideration, which never occurred to me until it happened in-game, is against discard. If you main phase Adept, draw a good card, but can't play it yet, it becomes vulnerable to discard. With Branchwalker, you can only expose a land to Thoughtseize. Yes, it might get you Thought Scoured, but that's arguably good for you because it's not great for your opponent (Scour's funny that way). That situational benefit again makes it hard to say Adept is better and I'm starting to chase my own mental tail about these two cards. I'm starting to lean to Branchwalker being better early. Is it just me, or is anyone else struggling with this problem?

Opting Out?

Next is the much hyped Opt. Everyone was all over this card. We joined in the hype too, though halfheartedly compared to some. Modern doesn't have many good cantrips, and an instant-speed one that is actually card selection is unheard of. It made perfect sense to start running the card in every blue deck and wild speculation declared the death of Serum Visions. As always, at Nexus we were far more circumspect and Jordan identified that it wouldn't replace any existing cantrips, but it could see play as an additional cantrip.

And after a full month, almost nothing has changed. Since October, I've only seen Opt occasionally. During September I saw plenty of four-ofs in Storm and Jeskai lists. These days it's maybe a two-of in Storm occasionally. I can't speak for the Storm players, but I tried it for weeks in Jeskai Control/Tempo/Geist/Whatever-Star-City-Arbitrarily-Calls-It-This-Time and it was very meh. It was nice as a supplement, but never great. Just nice. I never ran it exclusively, always in addition to Serum Visions and it just isn't as impactful. Leaving up one blue mana isn't that relevant to Jeskai. The effect was nice, but I was always ambivalent once it resolved. My experience says that fair decks don't want that kind of incremental effect. And I don't think Storm needs it, though I could be mistaken.

Fruitless Searching

This brings me to the main reason I wanted to recover this topic: Search for Azcanta. When this card was spoiled, I immediately dismissed it. I instinctively declared it unplayable. It just looked too durdly, and the more I thought about it, the more convinced I became. It's a two-mana enchantment that doesn't do anything when it hits play, and even once it starts working it's not doing much. Thassa, God of the Sea may cost more but she also impacts the board and still sees no play. We have better ways to filter draw steps and fill the graveyard. For the same cost you could have Bitterblossom, which wins the game if unmolested. Some pointed to Azcanta, the Sunken Ruin as the real reason to play Search, but again the payoff just seemed too low. You get a legendary land that durdles more for effectively four mana. That just didn't sound playable.

Imagine my surprise when I started seeing bold declarations about the card. I'm always willing to assume that I'm wrong, but this didn't make sense. So I tried it for myself in some online leagues. Afterwards, I found out that several other control players at my LGS had the same thought. After about a week of tournaments, we all compared notes and had come to the same conclusion.

Search wasn't worthwhile. Not one of us had seen any improvement in our win percentage. One player on UW Control saw his go down significantly. And yes, we were all playing durdly control decks, two Jeskai and the aforementioned UW. And yes, we were playing it on turn two to maximize the value and built our decks around the enchantment. It didn't help. Emma Hardy compared it to Gideon of the Trials yesterday (it makes more sense in context), but I wouldn't even go that far. Search wasn't doing enough to justify the slot for any of us. I was dead first. You lose tempo playing the card and that does matter. Incremental draw-step improvement doesn't help much playing from behind. Even when you did flip into Azcanta proper, it still wasn't great. If you needed the land drop, it always took too long to matter.

If you needed spells you had to pay to find them. Yes, you could pull ahead on cards going long, but by the time any of us had that opportunity the game was decided. The opponent was either out of cards already, or we were dead. It was easy to get ahead on cards, but that didn't always matter. If you think you can dig for answers as you need them, they'd better be really cheap because four mana is a lot when you're desperate. Our conclusion was that Search is a win-more card, and I was glad to get off the durdle plan and back to Spell Quellers and Geist of Saint Traft.

The Problem of Incremental Advantage

This leads into a topic that I've wanted to discuss for some time, but I couldn't stretch into a full article. Incremental advantage is overrated. Piling up tiny edges and bits of card quality can work (that's Jund's plan), but it can't be all that you're doing. You need 100 pennies to equal a dollar. I just realized as I was typing that sentence that it's the perfect analogy and I'm dropping everything else to run with it. Yes, every penny you collect gets you closer to that dollar, but you get there a faster with nickels. Even then, if your opponent is collecting dimes, you're losing ground.

If you're straight up multiple-for-oneing your opponent, that's like you're getting several dollars worth of value in a game. When you're spending the same resources as your opponent, but your cards are a little better than theirs, you're gaining incremental value. Trading up on mana or value is getting some change back from the exchange, and that does add up. But it needs to be relatively substantial to matter. Jund works because it is built to play better cards than their opponent so they always trade up. This is like getting quarters back. You only need four to get the full dollar of value. This is why Ancestral Vision was so good against Jund. You got back the value you lost from them and doing so a few times buried Jund.

Incremental engines like Search are attractive because they do build over time. The problem is the amount of time it takes. You can have all the incremental advantage in the world, but the hard advantage from a single impactful card will effortlessly overwhelm it. Consider Search against Geist of Saint Traft. Search will get you value over a long game, but Geist ends it. Compare this to Bitterblossom, which is an incremental engine but creature tokens are far closer to real cards that improving your draw. It gets you there faster.

For that reason, you need to be careful with incremental advantage. It has to be fairly impactful to begin with to be worthwhile. In other words, the problem with Search for Azcanta is that it only gives you pennies worth of value until it becomes Azcanta, the Sunken Ruin, when it still provides less than a dollar of value.

End Turn

That's it for this week. If you have any additional insights into the cards I've discussed I'm happy to hear it. See you next week.

Relics of Prodigy-Ness: Eccentricity at Regionals

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Another SCG Regionals is in the books. I had to change that link, by the way—in some crazed stupor, I accidentally waded through the results of the Season One Regionals tournaments from February (yes, the ones I even placed in) and wrote a 3,000-word article about all the rogue decks at those tournaments, which I found very impressive (wow! That's a lot of Bant Eldrazi! And where's Grixis Shadow? Didn't David say the deck was well-represented? Cool, Naya Landfall! etc.). (To my credit, is this page not a little misleading?) But then I figured it out and, after breaking some dishes, wrote this one.

I did briefly wonder if I couldn't just find a way to publish the other article. It might earn a few laughs, after all; me closely analyzing Amulet Titan's positioning with opponents loading up on grave hate and damage-based sweepers to beat combo, for instance. But of course, no luck. Besides, I know I'm not alone in wanting to see the technology unearthed this time around.

Working so directly with last season's decklists, though, and now this season's, revealed something to me: there are far fewer rogue decks this time around. Still plenty of juicy developments, of course. Just far fewer rogue decks.

For a detailed metagame breakdown of the events, check out David's piece from earlier this week. But today, we'll be looking at the Top 8-reaching decks that stood out the most to me. Hopefully the hot takes included here won't be read as hard-and-fast endorsements or dismissals of the decks at hand. Instead, consider this article something like a guided tour of this weekend's peculiarities. And that's all the preamble I've got left in me!

Grixis Control

Grixis Control, by Ryan Overturf (5th, SCG Regionals)

Creatures

4 Snapcaster Mage
2 Tasigur, the Golden Fang
1 Gurmag Angler
1 Vendilion Clique

Instants

4 Opt
4 Fatal Push
4 Lightning Bolt
4 Spell Snare
4 Mana Leak
4 Terminate
2 Electrolyze
2 Kolaghan's Command

Sorceries

4 Serum Visions

Lands

2 Island
1 Mountain
1 Swamp
1 Blood Crypt
3 Bloodstained Mire
4 Polluted Delta
4 Scalding Tarn
2 Steam Vents
2 Watery Grave

Sideboard

1 Engineered Explosives
2 Nihil Spellbomb
3 Ceremonious Rejection
3 Countersquall
1 Dispel
2 Spell Pierce
1 Anger of the Gods
2 Collective Brutality

The Scoop

While it's no surprise to see Ryan on a Grixis deck, it's impressive he managed to Top 8 with Grixis Control, an archetype thought dead ever since Corey Burkhart stopped topping with the deck in February. The former Delver aficionado has come around on Fatal Push, but is as high on Spell Snare as ever despite its shared coverage with the Aether Revolt removal spell.

The rest of Ryan's spell suite is similarly streamlined, down to the 4 Terminate/4 Mana Leak non-split. Divergence from this radical four-of approach comes only in the creature suite, which is surprisingly skimpy in light of the recent complaints of threat-lightedness leveraged against Grixis Shadow, and given the lack of Creeping Tar Pit.

Analysis

In all honesty, the card that seems to carry this build is Opt. Opt is a spell I mostly decried as superfluous upon its release, but the focus of my analysis pertained to Delver strategies. These decks generally prefer to cantrip in the main phase in case they hit something they want to cast immediately, like another threat.

Grixis Control is markedly more reactive than any breed of Delver, making Opt a smoother fit. But the primary reason the card has earned inclusion in even Grixis Shadow decks, which have plenty to do in the main phase, is also the reason it shines in this shell: it's amazing alongside Snapcaster Mage. Opt gives Snapcaster players a highly proactive play to make on an opponent's end step (body + a draw) should opponents tip-toe around such plays to rob Grixis of tempo (i.e. by refusing to cast a threat opponents could Snap-Push). The presence of Opt in the graveyard ends up forcing opposing hands, which incidentally improves all the removal and counterspells.

Opt takes the place of Thought Scour here. While turn-two delve guys are nice, Ryan's deck wants to grind opponents out the old-fashioned way, so that extra velocity winds up not meaning much. A scry and a draw, though, helps get to the correct four-ofs faster.

Anticipating a field of Shadow, Eldrazi, Affinity, Storm, and Company, I think this deck looks pretty good. I bet its Jeskai matchup needs work, but you can't beat everything, and hey, I could be wrong.

RG Hollow One

RG Hollow One, by James Townsend (6th, SCG Regionals)

Creatures

4 Hollow One
3 Goblin Guide
2 Hooting Mandrills
4 Insolent Neonate
4 Monastery Swiftspear
4 Street Wraith
4 Vengevine

Instants

3 Become Immense
4 Lightning Bolt
2 Temur Battle Rage

Sorceries

4 Cathartic Reunion
4 Faithless Looting

Lands

5 Mountain
1 Arid Mesa
3 Bloodstained Mire
2 Copperline Gorge
3 Stomping Ground
4 Wooded Foothills

Sideboard

2 Grim Lavamancer
3 Blood Moon
4 Leyline of the Void
2 Ancient Grudge
2 Destructive Revelry
2 Feed the Clan

The Scoop

Modern Nexus just did a feature on BR Hollow One, a shell taking advantage of looting effects with Bloodghast and Flamewake Phoenix. That deck seems to be the evolution of the Vengevine build innovated by Julian Grace-Martin earlier this year. And yet here's RG Hollow One again, piloted by James Townsend to a 6th-place finish.

This larval version of the deck packs a Become Immense/Temur Battle Rage combo super-charged by hasty one-drops Goblin Guide and Monastery Swiftspear. Those same one-drops bring Vengevine back from the dead, and the green giant joins Hollow One as another four-power creature. Hooting Mandrills rounds that crew out, its trample adding relevance to Become Immense in lieu of a Battle Rage.

Analysis

Much brainstorming has been done around finding an optimal shell for Hollow One—after all, a big body that comes down for one or fewer mana and doesn't die to Fatal Push or Lightning Bolt at least seems to fit the playable-in-Modern bill enough to be worth building around. Strategies have ranged from RG with Vengevine to Jund with Death's Shadow to greenless with Shadow to now BR without it. I don't think James's finish demonstrates the cycle closing, but rather an outdated build.

For one, it can't be right to omit Flameblade Adept. Vengevines, Shadows, or neither, the card represents the deck's best possible turn-one play and is disgusting in multiples. Adept lacks haste for the Battle Rage combo, but I think it's good enough to merit consideration regardless.

Second, Burning Inquiry is a fantastic enabler in this deck, and perhaps superior even to Faithless Looting. A single Inquiry lowers Hollow One's cost to zero, while Looting and Reunion make it cost one (plus the cost of the discard spell, which gives it an unexciting cost of three in Reunion's case). Inquiry may be less of a necessity, though, without a critical mass of cards that like to be discarded; I have sometimes found the card lacking in my my more dedicated Shadow/Delve builds, anyway. It also clashes with the Battle Rage combo, which requires multiple parts to function.

It will be fascinating to watch these decks continue to evolve as Hollow One carves out a niche for itself in Modern. Already we've seen the deck tentatively toe the line between abusing the graveyard and losing to graveyard hate, but I bet it settles into a constant shell in a couple of months.

Infect

Infect, by Zan Syed (4th, SCG Regionals)

Creatures

4 Glistener Elf
4 Blighted Agent
4 Noble Hierarch
2 Jace, Vryn's Prodigy
1 Dryad Arbor

Instants

1 Apostle's Blessing
3 Become Immense
3 Blossoming Defense
2 Dismember
4 Groundswell
4 Might of Old Krosa
4 Mutagenic Growth
4 Vines of Vastwood

Sorceries

1 Distortion Strike

Lands

2 Forest
2 Breeding Pool
4 Inkmoth Nexus
2 Misty Rainforest
2 Verdant Catacombs
2 Windswept Heath
3 Wooded Foothills
2 Pendelhaven

Sideboard

2 Grafdigger's Cage
2 Spellskite
2 Viridian Corrupter
2 Shapers' Sanctuary
1 Dispel
2 Dissenter's Deliverance
2 Nature's Claim
2 Spell Pierce

The Scoop

Infect is back, and taking names—mostly, it seems, in the hands of Zan Syed. Zan's big innovation is moving from Spellskite to Jace, Vryn's Prodigy, which is a more immediate threat and equally magnetizes enemy removal. The difference? If opponents don't have an answer on sight, Jace will transform and start generating advantage, pressuring opponents from an angle Infect's never had access to.

With Jace's looting effect, Zan also finds a way to make Become Immense work in multiples. Although he can't quite justify a full set without Gitaxian Probe, he gets darned close at 3 copies, and Immense is the card that truly makes the deck.

Analysis

As of Khans of Tarkir, Infect has existed in some capacity to check linear combo decks that skimp on creature interaction. The rules of Modern are, simply: no top-tier deck may consistently win the game before turn four. Combo decks that don't win with creatures are those most likely to be banned on this metric, since it's harder for opponents to interact with them and their early kills are therefore guaranteed.

Aggro decks that goldfish a similarly early win rate, though, are protected by the losses and later kills guaranteed when playing against interactive decks. So, unless a combo deck is doing something it shouldn't, which is invariably addressed by the banlist, aggro-combo decks remain a turn faster than linear combo decks and exist to check them.

Enter today's Modern, where Storm is format boogeyman. How many Lightning Bolts does that deck play? So long as combo represents a significant portion of the metagame, Infect should remain a constant in Modern. It just didn't have any room to breathe while Death's Shadow was taking the format by, uh, storm.

Jund Midrange

Jund Midrange, by Jason Bryant (6th, SCG Regionals)

Creatures

4 Tarmogoyf
4 Dark Confidant
3 Goblin Rabblemaster
2 Scavenging Ooze

Instants

4 Fatal Push
2 Lightning Bolt
3 Terminate
2 Abrupt Decay
2 Kolaghan's Command

Planeswalkers

3 Liliana of the Veil
1 Liliana, the Last Hope

Sorceries

3 Inquisition of Kozilek
3 Thoughtseize
1 Maelstrom Pulse

Lands

2 Forest
2 Swamp
4 Blackcleave Cliffs
1 Blood Crypt
3 Bloodstained Mire
2 Overgrown Tomb
2 Raging Ravine
1 Stomping Ground
1 Treetop Village
4 Verdant Catacombs
1 Wooded Foothills

Sideboard

1 Grafdigger's Cage
2 Nihil Spellbomb
1 Huntmaster of the Fells
3 Blood Moon
2 Ancient Grudge
1 Kozilek's Return
1 Chandra, Torch of Defiance
1 Anger of the Gods
3 Collective Brutality

The Scoop

Notice anything special about this Jund deck? If you follow Modern closely, probably not. Blood Moon has been creeping in and out of Jund sideboards with some frequency since Eldrazi Tron rose to take on Shadow decks. Goblin Rabblemaster has become more of a constant within the archetype for its ability to produce a ton of pressure out of nowhere, providing Jund with the proactiveness prized in an open metagame.

For everyone else, though, who got the memo that Jund was dead and Shadow now rules Modern, this list is possibly breathtaking. Both the threat suite and the manabase receive a makeover to accommodate Blood Moon, with Raging Ravine dropping to two and four-drops completely abandoned.

Analysis

In truth, Moon makes a lot of sense out of Jund. Sure, it's weird with fastlands and Raging Ravine. But combined with the pressure Jund is able to come up with, of, say, a Confidant or a pair of Goyfs, it puts games away quite handily against the archetype's deadliest opponents: Eldrazi and Tron. And, er, Eldrazi Tron. Not to mention Scapeshift.

Kelsey is a big fan of these Moon-featuring Jund decks and has even transitioned to playing Jund herself, leaving me alone on Counter-Cat. Every time I tried to take the Moons out, she'd tell me the card was the reason she wanted to play Jund in the first place. That made little sense to me at first, but the enchantment is shaping up to be a legitimate tech choice for Jund Midrange, and I'm excited to see whether players adopt it more sweepingly; not only is big-mana here to stay, but interactive decks like Shadow and Humans are churning out increasingly greedy manabases.

Delirium Shadow

Delirium Shadow, by David Salazar (8th, SCG Regionals)

Creatures

4 Death's Shadow
4 Tarmogoyf
4 Street Wraith

Artifacts

4 Mishra's Bauble

Instants

4 Fatal Push
3 Stubborn Denial
2 Terminate
2 Abrupt Decay
1 Kolaghan's Command

Planeswalkers

2 Liliana of the Veil

Sorceries

4 Inquisition of Kozilek
4 Thoughtseize
4 Traverse the Ulvenwald

Lands

1 Forest
1 Swamp
1 Blood Crypt
4 Bloodstained Mire
2 Overgrown Tomb
4 Polluted Delta
1 Stomping Ground
1 Watery Grave
3 Wooded Foothills

Sideboard

2 Fulminator Mage
1 Ghor-Clan Rampager
1 Izzet Staticaster
1 Shriekmaw
1 Ancient Grudge
2 Disdainful Stroke
1 Kozilek's Return
2 Surgical Extraction
1 Liliana, the Last Hope
2 Collective Brutality
1 Maelstrom Pulse

The Scoop

And speaking of greedy Shadow manabases, here's David Salazar's Delirium Shadow. SCG has this deck named "4-Color Shadow," and I've seen exact replicas of it with a Godless Shrine and Lingering Souls in the sideboard called "5-Color Shadow." Others still call it "Jund Shadow" after the deck that started it all. These decks all share one core, though, and that core revolves around Mishra's Bauble, Tarmogoyf, and Traverse the Ulvenwald.

The most common route to take these days seems to be to play all five colors, relegating the white splash to the sideboard for souls and Ranger of Eos. Some versions go straight Jund. Others still go Jund with Souls in the side. And the occasional weirdo plays Sultai or Abzan.

Red is usually included, though, for its incredible utility spells: Kolaghan's Command, Ancient Grudge, and the supremely divisive Temur Battle Rage, which some players swear by and others despise. David passes on those here; I love them.

Analysis

The reason I featured this list: it's the first I've seen to omit the white splash but still run blue. David must have liked his grindy plan enough without Lingering Souls, which surprises me since he's on only two Lilianas (many lists run a third). More likely still: David wanted to include graveyard hate, which Delirium Shadow decks are starting to cut. The coverage from Stubborn Denial and Temur Battle Rage tends to eliminate the need for Nihil Spellbomb or Surgical Extraction.

I wonder if the bluffing dimension influenced David's deckbuilding choices. Opponents are likely to put him on Temur Battle Rage in game one, as it's still in the majority of Delirium Shadow lists. Threatening the aggro-combo win is sometimes even better than actually having it, especially against interactive decks; perhaps David picked up some grinding points that way.

Surgical Extraction, too, enables surprise blowouts; this card is far more common out of Grixis, as Delirium usually prefers Spellbomb for its card type and utility in fair matchups.

Finally, Ghor-Clan Rampager and Maelstrom Pulse are two other little-seen cards in the archetype that earn slots in the sideboard, and that can catch opponents off-guard; both relics from the deck's infant stages. David can still aggro-combo enemies by tutoring up the bloodrusher, or randomly have an answer to some gross permanent opponents put too much faith in.

In case I haven't made it obvious, I personally have been putting in reps with Delirium Shadow (featuring both splashes) and love the way the deck plays. It attacks players on every level: in hand via discard; on the stack via permission; on the board via removal; during combat via Battle Rage. Best of all, the mana's so good any hate card can be included. Despite Grixis Shadow's apparent stranglehold over Modern's Shadow decks, I think the limitless possibilities of Delirium Shadow ensure its status as a competitor in the format for the foreseeable future.

An Unceremonious Bunch

There you have it: the Season Two Regionals innovation. No breakout decks or stunning rogue surprises here. But the developments we did see are still promising from a diversity standpoint—Jund and Infect clawing their way back into the metagame, for instance. Modern might be a new dog's game (Collins Mullen continued his winning streak with yet another 1st-place finish), but its old dogs can still learn tricks.

Defining RPTQs: A Guide to Success

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Regional PTQs for Pro Tour Rivals of Ixalan start next week, and the RPTQ format is Modern. For those of us who are competing (I’m not one of them, but I know a few), there are a few angles of attack that I wanted to discuss today. I'll also provide some general thoughts on the metagame now that the "Humans shock" has settled somewhat. This will be a two-part article: the first, a general discussion around RPTQ preparation and strategy; the second, a few decks that caught my eye heading into RPTQ season, along with some unique perspective around the philosophy behind archetype choice. I’ve got some video content I’m working on as well, but I couldn’t let this opportunity to discuss RPTQ strategy slip me by. Let’s get to it!

A Brief History

Standard Esper Dragons, by Trevor Holmes (1st, RPTQ)

Creatures

3 Dragonlord Ojutai
2 Silumgar, the Drifting Death

Planeswalkers

1 Ugin, the Spirit Dragon
1 Ashiok, Nightmare Weaver

Instants

4 Dig Through Time
3 Hero's Downfall
3 Foul-Tongue Invocation
2 Dissolve
3 Bile Blight
1 Ultimate Price
4 Silumgar's Scorn
2 Anticipate

Sorceries

2 Thoughtseize
2 Crux of Fate

Lands

4 Dismal Backwater
2 Caves of Koilos
2 Haven of the Spirit Dragon
4 Island
4 Polluted Delta
2 Swamp
4 Temple of Deceit
4 Temple of Enlightenment
1 Urborg, Tomb of Yawgmoth

Sideboard

3 Stratus Dancer
2 Tasigur, the Golden Fang
1 Dragonlord Silumgar
1 Ashiok, Nightmare Weaver
2 Drown in Sorrow
1 Virulent Plague
1 Foul-Tongue Invocation
1 Ultimate Price
2 Thoughtseize

For those who know my (brief) competitive resume, you know that I hold a dear place in my heart for the Regional Pro Tour Qualifier circuit. Back in Fate Reforged Standard, in the middle of my streaming heyday, I spent weeks grinding and perfecting my Esper Dragons list, learning the ins and outs of every matchup and perfecting my sideboard strategy to a card. While the fact that Esper Dragons was the best deck in the format at the time certainly helped, I owe my Pro Tour berth to the RPTQ circuit and the hours I spent preparing for it.

With RPTQs coming back around, here’s a few things I learned the first time around that I feel give me a unique perspective on how to approach this particular event.

A Strange Case Indeed

RPTQ events (and competitors) are an interesting breed. There’s a mix of the old PTQ grinder crowd, mixed in with the new crowd of wide-eyed and innocent small-town PPTQ winners. As a result, the types of decks (and players) you face at RPTQs can vary wildly from event to event, but nevertheless create a unique environment that always ends up very unlike the crowd you find at Star City Games Opens and Grand Prixs.

I’m a firm believer in playing the field, which doesn’t necessarily align with the metagame. SCG Opens often tend to be very “top-heavy,” in the sense that a large number of players are running either the best deck or the deck they feel best beats the best deck. Grand Prix are much larger, and contain a more diverse range of experience and skill level in the player base, so the diversity in archetype tends to match. The top decks are present of course, but so are a bunch of random chaff that you have to weed through in the early rounds. While this is obviously a generalization, and variance in your pairings can give you vastly different results, for the most part it holds true.

All that to say this: oftentimes the deck you choose to play and your resultant success is just as dependent on the type of event as all the other factors we are familiar with. The metagame, the rock-paper-scissors theory, deck familiarity, and more are all factors we take into account—but the type of player and quality of event we are playing in can influence results just as well. Packing Grixis Death’s Shadow at SCG Charlotte a while back—on the very weekend when everyone was gunning for Grixis Death’s Shadow—is a bold move, and must be considered during deck and sideboard construction. Were that event a Grand Prix, I would have spent less time teching for the mirror and opposing hate cards, and more time preparing my deck (and my comfortability) for an open field.

That brings us back around to RPTQs. How do we prep for a field that offers a unique playerbase, somewhere in between a Grand Prix and an SCG Open? The grinders will be out in force, and we’ll have to beat them at the top tables to get the invite, but our day could easily be ruined by some rando going rogue with a pet deck. Back at my RPTQ (indulge my Standard reminiscing for a second) my whole event was almost ruined by Zack Jesse (the throwback!) piloting an Abzan Reanimator list I was completely unprepared for. I had spent all my time preparing for Mono-Red, Deathmist Raptor and Den Protector and was completely unprepared for an archetype that didn’t play by the rules. Victory was eventually achieved, but on the back of familiarity with my archetype and the ins and outs of how to play it rather than familiarity with every matchup in the field.

So, as always is the case with Magic, we’ve got options! Been playing Jund for years? Know the ins of outs of every matchup? Then you know your deck is a 50/50 deck, but go ahead and play it, content with the knowledge that you’ve tested every possible matchup more than your opponent, so you deserve to win even though you sleeved up a million removal spells against Tron. If that doesn’t describe you, and you recently found yourself with a beggar’s chance at the bright lights, perhaps something straightforward like Affinity is more to your liking. If you’ve been neck-deep in the metagame trends for the past few weeks, and you know what everyone is playing because you’re a genius, attacking with something off the wall like Living End, Ad Nauseam, or Bogles could be the way to go. The best thing about RPTQs, in my opinion, is that all options are possible, and the event is small enough that literally anything can take the room by surprise.

A Few Options

Mono-White Tron, by Biggy0125 (5-0, Modern League)

Creatures

4 Walking Ballista
4 Thalia's Lancers
2 Ulamog, the Ceaseless Hunger
4 Solemn Simulacrum
1 Elesh Norn, Grand Cenobite

Artifacts

2 Oblivion Stone
4 Talisman of Unity
4 Expedition Map

Instants

4 Path to Exile

Planeswalkers

4 Karn Liberated
1 Ugin, the Spirit Dragon
1 Elspeth, Sun's Champion

Sorceries

2 Wrath of God

Lands

1 Eiganjo Castle
1 Geier Reach Sanitarium
1 Ghost Quarter
8 Plains
4 Urza's Mine
4 Urza's Power Plant
4 Urza's Tower

Sideboard

1 Crucible of Worlds
4 Leyline of Sanctity
1 Linvala, Keeper of Silence
1 Linvala, the Preserver
3 Rest in Peace
1 Stony Silence
1 Tamiyo's Journal
2 Wrath of God
1 Wurmcoil Engine

So I have no idea if this deck is good, but it intrigues me for a couple reasons. First, the catchy sideboard with all the great cards, complete with Rest in Peace, Stony Silence, and a playset of Leyline of Sanctity because you know somebody’s going to be playing Burn. It dodges the main downside of tricky decks, in the sense that they’re, you know, tricky decks, which is often a synonym for "bad." At worst, its still Tron, and a bunch of decks in the format still fold to an Ulamog, the Ceaseless Hunger. At best, you look like a super genius, and can present the triple threat of powerful deck/attacks the field/off the radar. You know, that deck that crushes you while you sit there thinking to yourself, “Yeah, I just got next leveled.”

Is Thalia's Lancers actually good? I question it, but I shouldn’t, because I haven’t played it yet. And neither should you. I’m not above any card or strategy if it’s the one that’s going to help me win, and if that’s the attitude you have going into an RPTQ event, then you just aren’t meant for the Pro Tour. Sorry. Playing on the largest stage requires suspending disbelief, putting aside pride, and looking under every possible rock for the edge it takes to be a champion. For me, that card was Stratus Dancer. My final round, my Pro Tour win-and-in, came against Mono-Red, and I won the match by beating down for a few turns with a Stratus Dancer, then casting Silumgar's Scorn and Foul-Tongue Invocation to survive his lethal. Make the Pro Tour with a card that makes your opponent read it. It’s a memory you will never forget.

UW Control, by Andrew Gordon (4th, SCG Syracuse Regionals)

Creatures

2 Wall of Omens
2 Snapcaster Mage

Enchantments

1 Search for Azcanta
4 Spreading Seas
2 Detention Sphere

Instants

1 Sphinx's Revelation
1 Supreme Will
3 Cryptic Command
3 Mana Leak
4 Path to Exile
1 Blessed Alliance

Planeswalkers

1 Gideon Jura
2 Gideon of the Trials
1 Jace, Architect of Thought

Sorceries

3 Supreme Verdict
4 Serum Visions

Lands

4 Celestial Colonnade
4 Field of Ruin
3 Flooded Strand
1 Ghost Quarter
2 Glacial Fortress
1 Hallowed Fountain
1 Irrigated Farmland
5 Island
3 Plains
1 Prairie Stream

Sideboard

1 Celestial Purge
1 Crucible of Worlds
1 Dispel
1 Elspeth, Sun's Champion
1 Negate
2 Relic of Progenitus
1 Rest in Peace
1 Settle the Wreckage
2 Stony Silence
1 Surgical Extraction
1 Timely Reinforcements
2 Vendilion Clique

I know, it’s a control deck with Gideon of the Trials and Search for Azcanta. I can’t help myself. I love this deck for a couple reasons. First, every single card in this deck signals to me that the pilot knows what he’s doing. I’m not saying this is a perfect list, as the numbers could just as easily be experimental as intentional. But this is the sort of deck you play for weeks and weeks, trying out tons of variations of cards, finding the flex slots, and tuning for specific matchups. This type of approach takes dedication, and an iron will. I spent weeks grinding Esper Dragons only for it to become a target right before my RPTQ, but I stayed the course. UW Control will definitely not be a target in the same sense that Esper Dragons was, but a strong finish or two from a control deck right before the RPTQ can potentially ruin plans you've been working towards fruition for weeks.

Conclusion

I know from experience that taking down an event with a deck you’ve played for weeks and weeks, perfecting it to the best of your ability, culminating finally in ultimate victory… It’s something special. RPTQs, in my mind, bring out the type of player you are, whether you realize it or not. How do you respond to a challenge? Do you face it head on, putting all of your faith in how you play your signature deck on game day? Do you bank on preparation, essentially betting your results on how accurately you were able to figure out the field? Or do you roll the dice on something you might not be too familiar with, but nevertheless feel will give you a hot-hand type effect?

What type of player are you? If your RPTQ is coming up, you’ll know soon enough. If this round isn’t your opportunity, get there, so you can find out.

Thanks for reading,

Trevor Holmes

Deck of the Week: BR Discard Aggro

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Editor's note: Please welcome Rob San Juan to Modern Nexus, who will be writing a weekly feature and some other behind-the-scenes content.

Hello, Nexites! My name is Rob San Juan, and I'll be restarting the old "Deck of the Week" segment. This was previously handled by our editor, Jason Schousboe—I'll be taking it over for the days to come. In case you're wondering what this is about, I'll be featuring Modern decks that are under the radar but have performed well in tournaments. Who knows? One of them might just help you win a big one without having to worry about being prepared for by potential opponents.

The recently concluded Pro Tour Ixalan featured the Standard format, so there's not much to see there. However, secretly making shockwaves online is this new black-red aggro deck that went undefeated after 15 games in three different Modern leagues:

BR Discard Aggro, by 1310HaZzZaRd (5-0, Competitive Modern League)

Creatures

4 Flameblade Adept
4 Bloodghast
2 Flamewake Phoenix
4 Hollow One
4 Street Wraith
4 Gurmag Angler

Instants

4 Lightning Bolt
4 Fiery Temper

Sorceries

4 Burning Inquiry
1 Call to the Netherworld
4 Faithless Looting
3 Cathartic Reunion

Lands

1 Blackcleave Cliffs
4 Blood Crypt
4 Bloodstained Mire
3 Mountain
1 Stomping Ground
2 Swamp
3 Verdant Catacombs

Sideboard

2 Lightning Axe
3 Thoughtseize
3 Ancient Grudge
3 Dragon's Claw
4 Leyline of the Void

This deck is pretty straightforward in its approach. All it wants to do is to punish your opponents using cheap but efficient creatures. A turn-one Flameblade Adept is very lethal, and it could simply end your opponent's night as early as turn three, given the correct sequence of draws and resources.

This deck is all about generating advantage. Discarding cards like Bloodghast, Flamewake Phoenix, and Fiery Temper to your Burning Inquiry, Faithless Looting, and Cathartic Reunion fixes your hand or disrupts your opponents while constantly applying pressure. Cycling Street Wraith gives you a cantrip of sorts that pumps the Adept and your graveyard, while also minimizing the cost of Hollow One (until sometimes, it's basically free to cast!). Then, after all the discard and cycling action, Gurmag Angler feeds off your graveyard which is almost always full to the brim.

Looking at the sideboard, it stays within the deck's concept of being disruptive (by adding Thoughtseize) but still offensive at the same time. It also provides backup that could prove useful in some lopsided matchups. Here, you'll see use for the green mana source that may otherwise seem odd in the flashback cost of Ancient Grudge (besides the fact that your opponent could overthink what you're doing because of the Stomping Ground). The Leyline of the Void basically shuts down most graveyard-dependent decks that could pose problems to our deck. The Dragon's Claw is gas in matchups such as Burn and other rogue decks that are red-heavy.

In a nutshell, this deck is all about hitting hard and ending games real quick. It doesn't require serious planning while playing, unlike Storm and control decks. It barely defends itself in creature-filled boards (Bloodghast can't even block!), but has able-bodied crits to get the job done and, most importantly, threatens your opponent at every turn possible. Just what you expect out of a classic black-red deck.

So that's it for this edition of "Deck of the Week." Stay posted for our next feature next week. Until then, happy shuffling and thanks for reading!

Metagame Developments: The Regionals Update

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So, here it is, the big update. After today, we will definitely have enough data to make actual conclusions about the metagame. I won't go as far to say that it is the definitive metagame—it's not that big. However, this will show what you can expect going into Grand Prix Oklahoma City. The online metagame has always been weird compared to paper (which is one reason it was weighted differently in the old updates), but paper results tend to model future events well. When a deck starts doing well, players see this and will adopt or adapt to that deck. Then the metagame as a whole adapts. Therefore, players will see these results, and if you're metagaming you need to react to their reaction.

Star City Games Regionals is important from a statistical standpoint as it constitutes a large random sample when put together. For the Eastern United States, anyway. Each result represents hundreds of players from a wide geographic area. As a result, the likelihood that it represents the "real" metagame is very high. Not perfect, but better than anything else we have. Had there been more events out west, it would have been an actual random sample of the entire US metagame. I'm not bitter at all that I didn't have one within reasonable travel distance. Just for the record.

Before we move on, a public service announcement. Alex Bertoncini won the San Diego Regionals. Yes, that Alex Bertoncini. His suspension is over. For those who may not know, he's a notorious, repeat cheater from the Star City circuit. I'm not going to go into the whole saga here, but former teammates publicly accused him of cheating in various ways. He was banned for 18 months back in 2011, got six months added to that suspension for some streaming incident, and then got caught again and banned for three more years.

If you're sitting across from him, consider preemptively calling a judge and asking them to watch him. Once may be forgiven, but twice is a pattern. It's not worth the risk to yourself. He's got too much history and has been too unrepentant too often for me to believe he's changed his ways. Watch him like hawk. And Get. A. Judge.

Regionals Results

The fact that SCG runs lots of big events and sponsors events like Regionals is great. It's important to the growth of the game. The fact that it's SCG doing it is very frustrating because you never know when, or if, the event results will be posted. I held this article up for a day in hope that all of the results would be available. It was in vain. Only nine results are currently available on the Star City site. I found the Worcester results online, but there's still no sign of Redmond's results. I've also heard that there were actually 12 and one wasn't listed, but I can't verify.

In any case, I'm not waiting anymore. And it's honestly not that big of a problem—we have 80 new data points already. That's more than enough to increase our total data set to sufficient levels. If the missing results ever show up, I will revisit this table. And even without the outstanding result(s?), we have a very interesting metagame developing.

DeckTotal
Affinity8
Jeskai Control7
Grixis Death's Shadow7
Gifts Storm5
Burn4
UW Control4
Humans4
Counters Company4
Elves3
Eldrazi Tron3
Bant Company3
Abzan3
UG Merfolk2
Infect2
Jund2
Death and Taxes1
GB Tron1
Bant Eldrazi1
Mono-Green Tron1
GW Company1
Abzan Company1
Grixis Control1
Living End1
Skred Red1
Bogles1
Four-Color Company1
RG Vengevine1
GR Tron1
Naya Company1
Titan Shift1
GR Ponza1
WB Eldrazi1
4c Knightfall1
GW Hatebears1

Making Sense of It All

The first thing I notice is Storm. It has sat at parity with Jeskai and Affinity for weeks but here it slipped. Not by much, but it is noticeable. Exactly what this signifies is hard to say, but considering how many writers have been banging the "Watch out for Storm" drum for weeks, I wouldn't be surprised if the message finally got through. Storm is potent, but very linear and vulnerable to attack. I wouldn't be surprised if a metagame adjustment was in progress, though I don't have the evidence to say that it's actually happening.

What I can be more definitive about is Affinity's result. Yes, I do consider Bertoncini's win suspect because of his reputation, but the rest of the results show that the robots are thriving. A random sampling of decklists suggests why: there's not a lot of dedicated Affinity hate out there. Rather than Stony Silence, Hurkyl's Recall, or Creeping Corrosion, players are sideboarding more general cards like Natural State and Wear // Tear. And fair enough, those effects are more versatile and therefore valuable in an open meta. However, most decks can't race Affinity and struggle to win without dedicated hate. I keep yelling about this, but when you leave hate at home, Affinty just wins. The evidence is clear: Affinity is very good, bring the hate.

Looking beyond the top slots, the striking thing of this set is the spread. Out of 34 unique decks, only 15 have more than one representative. That is enormous diversity. The most plausible explanation to me is specialization. I imagine that many of these pilots have been on their deck for years now and can win regardless of the metagame hostility. Even when this is not the case, surprise is definitely a factor. How many of you have seen RG Vengevine enough to know how to react? Rogue decks, whether driven by a master or a newbie, will do better than expected because they are unexpected.

Aggregated Metagame

Alright, now it's time for the real reason everyone is here. This is our aggregated paper metagame. 160 data points from high-level Magic over the past month, providing a reasonably accurate picture of the format. Take a look.

DeckTotal
Affinity17
Jeskai Control16
Gifts Storm14
Grixis Death's Shadow11
Eldrazi Tron8
Counters Company8
Infect7
Humans7
UW Control6
Abzan5
Burn5
UG Merfolk4
Bant Company4
GB Tron3
Jund3
Elves3
Mardu2
Ad Nauseam2
UR Breach2
BW Eldrazi2
Titan Shift2
GW Company2
GR Ponza2
Death and Taxes2
Mono-G Tron2
Titan Breach1
Saheeli Evolution1
8-Rack1
Temur Aggro1
Knightfall1
BW Eldrazi and Taxes1
5-Color Death's Shadow1
GR Devotion1
RW Prison1
Bant Eldrazi1
Abzan Company1
Grixis Control1
Living End1
Skred Red1
Bogles1
4-Color Company1
RG Vengevine1
GR Tron1
Naya Company1
4-Color Knightfall1
GW Hatebears1

I know I said I would be cutting down the table, but then Jason showed me that you can break it up into pages. My main reason for proposing cuts in the first place was the unreasonable size of the thing, so now cuts are unnecessary. Problem solved. This also leaves me with far more to talk about, mostly about how this compares to last week's table.

A few things really stand out. First and foremost, the top three are still top three. I believe it's reasonable to abandon any doubts that Jeskai Control, Gifts Storm, and Affinity are solid Tier 1 decks. They've been on top since I started this series. To some extent this isn't surprising. Storm is the fastest combo deck that is reasonably consistent, Affinity is the same for aggressive creature decks. This makes them the best there is at what they do, which is effectively the definition of Tier 1. Why Jeskai is on top is harder to pin down. It is a very consistent control deck with good matchups against the Storm and Affinity, but that's not really the full story. I'll be going into more detail in the next section.

The second thing is Grixis Death's Shadow's rise. It was just barely a presence in the Open listings, but Regionals gave it a massive shot in the arm. This is interesting, and provokes a lot of questions that don't have answers. The deck is not easy to pilot and is known to fail without outside assistance in a way that few other decks can. The influx might be a function being advantaged in shorter tournaments. It is also possible that a lot of players bought into the deck over the summer and stuck with it where the Open players made changes. This is one to watch—odd spikes are where the interesting research is done.

The final thing is that, despite everything, Eldrazi Tron continues to lag behind. All summer it sat at the top of metagame standings and everyone saw it as GDS's equal—and arguably, its foil. Now it struggles. Why is hard to determine, but I suspect the answer is Storm. During my Preordain testing I found that Eldrazi Tron didn't perform well against Storm. My results were exactly 50/50. The problem was that Storm requires quite a bit of interaction over several turns to defeat, and Eldrazi really only has Thought-Knot Seer early. Chalice of the Void can be lights out if you get it on two quickly, but most of the time it's too slow. Being mostly non-interactive was fine when you're against a lot of decks that need to interact to win, like BGx or Jeskai, but against other non-interactives you have to be faster to win. Etron is fairly slow, so when it can't just overwhelm its opponent with powerful monsters, it doesn't work as a deck.

Tier 1

The next step, naturally, is to arbitrarily divide up the table! I don't think that my decision on Tier 1 is too controversial, but the line between Tier 2 and 3 is rather blurry. I went with the less-than-scientific measure of what felt correct. Generating a quantitative calculation of the tiers involves a lot of extra data entry that I unfortunately didn't have time for. However, we can still make a solid qualitative assessment of where the tiers separate, even if it is inexact.

Deck
Affinity
Jeskai Control
Gifts Storm
Grixis Death's Shadow

As a reminder, here's what we've always said about Tier 1:

Tier 1 represents the most-played strategies in Modern. You are likely to play against such a deck in a tournament and need to prepare to face all of them over the course of a day. Your testing gauntlet should include all the Tier 1 representatives and your sideboard plan should account for facing them. Tier 1 decks will regularly top-eight events and you can expect to see at least a handful of them in any given winner’s bracket.

Sounds right for these four decks. We have the two best goldfish decks and the two most interactive, and as I said above there is a good reason for this. Jeskai's place is almost certainly the result of the pivot to being more of a tempo deck than true control. Jeskai has always had a lot of interaction between counters and creature removal, and while that's great against Affinity, it's not enough to beat Storm. You have to win before they recover. The tempo versions with Spell Queller and maindeck Geist of Saint Traft are actually able to pressure Storm, so they're rising over the true control decks.

GDS is similar, but with more impressive threats and discard. My experience says that GDS has the advantage versus Jeskai and is a little better against Storm, but is very vulnerable to Affinity thanks to all the damage it does to itself. I wildly speculate that this is why they're ranked as they are.

Tier 2

Now the second tier. Once again, here's what that means:

Tier 2 represents current tournament-viable strategies that you may or may not face from event to event. Although you should know how all these decks work in case you face them, you don’t necessarily need to have dedicated sideboard plans and testing aimed at Tier 2 decks. Tier 2 decks won’t always top-eight events but they are certainly capable of doing so.

Tier 2 is where the strategies that are close dwell. Traditionally this has been filled with metagame decks, poorly positioned Tier 1 contenders, and decks that are missing something.

Deck
Eldrazi Tron
Counters Company
Infect
Humans
UW Control
Abzan
Burn
UG Merfolk
Bant Company

And in this case, a lot of formerly Tier 1 decks. All of these decks have their strengths, but (for the most part) are slower than the Tier 1 offerings. Counters Company is slightly less consistent and slightly slower than Storm, and much slower than Affinity as a creature deck. UW Control has no measurable clock compared to Jeskai.

The decks in this tier are doing something similar to Tier 1—though they're less vulnerable to hate, interestingly enough. Graveyard hate cripples half of Tier 1 and seriously hurts Jeskai. On the other hand, Affinity is Affinity and can always be hated out. The only deck in Tier 2 that really has any hate is Company with Grafdigger's Cage. The notable exceptions are Infect, an aggro/combo deck, and Humans, which is very much a tempo/fish/aggro-control deck depending on how you define them. I'm not sure if Infect is actually playable or if players just aren't ready for it, but Humans is very much a metagame deck. It's designed to prey on Storm and GDS and race anything else. Its matchup against Jeskai is pretty bad, so I don't see it breaking through, but I would expect it to remain a solid Tier 2 deck.

Tier 3

Finally, those who are lingering on the edge of viability, Tier 3.

Tier 3 represents fringe strategies that might succeed at tournaments under the right circumstances. You are unlikely to encounter these decks at any given event and don’t need to prepare for them. If you want to take an off-the-radar strategy to your next tournament, Tier 3 decks give you unexpected options which might excel in certain metagames.

This is where the enthusiasts and hopefuls live, decks that players love despite their flaws or bad matchups. And sometimes, that faith is rewarded.

Deck
GB Tron
Jund
Elves
Mardu
Ad Nauseam
UR Breach
BW Eldrazi
Titan Shift
GW Company
GR Ponza
Death and Taxes
Mono-G Tron

Oh, how the mighty Jund has fallen. Perhaps it is for the best; it sat on top for so long, a little humility will be good for it. I don't think there's anything wrong with the deck, it's just that GDS does a similar thing faster. That's been a theme of this article. Ad Nauseam was once the only true combo deck in Modern, but the faster Storm has eclipsed it. To me, Tier 3 has a lot of decks that suffer too much from clunk and awkwardness to consider. But then a lot of players won't go anywhere near my decks either, so Pot-to-Kettle.

The Singletons

There are a lot of these. So many that I'm not making a table. These decks are statistical outliers, so keep in mind their ostensible representation here is likely exaggerated. Arguably a lot of Tier 3 is too, but at least they have a friend. What's important about these decks is that there are a lot of them, indicating just how open the metagame truly is. You don't need to prepare for any of these decks specifically, but you do need to be ready for any deck.

Prepare

So that's the successful, paper, tournament metagame. I would not say this is the metagame you should expect if you're grinding Leagues on MTGO. However, if you're going to GP Oklahoma City or an RPTQ, this is what you need to be ready to face. How you do that is up to you. You could prepare for this exact metagame, you could go deep and try to prepare for player's reactions, or you can just do what you were going to do anyway because you love your deck the way it is. Either way, you have a month to prepare. See you next week!

King of the Hill: Using Your Flex Slots in an Open Meta

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If you’ve been playing Modern over the last few months, you may have noticed an interesting trend in the metagame results: no one deck is top dog. While a familiar cast of characters inhabits the top of the charts, it seems as if any one of them can do well in a given tournament, all while a steady stream of new or left-for-dead archetypes throw their hats into the ring.

This article is the first of a two-part series that breaks down the deckbuilding implications of an open metagame. In this installment, we'll discuss what an open meta encourages pilots to do with the most variable slots in an established deck (hereafter referred to as flex slots). As we'll see, proactive and reactive deck use their space differently.

Measuring Modern’s Diversity

Modern has long prided itself on being a format in which a variety of decks can compete (a rare feat for non-rotating constructed formats), but a field this wide sticks out even here. One way to describe this metagame is “expect the unexpected.” To illustrate Modern’s diversity, I’ve summarized the results of some recent Star City Games (SCG) tournaments and Modern challenges.

EventUnique Archetypes in Top 8Unique Archetypes in Top 32
SCG Classic Washington, DC (Oct. 28)711 (Top 16)
SCG Classic Cincinnati (Oct. 21)612 (Top 16)
SCG Open Cincinnati (Oct. 21-22)821
SCG Classic Charlotte (Oct. 14)612 (Top 16)
SCG Open Charlotte (Oct. 14-15)623
Modern Challenge (Oct. 29)721
Modern Challenge (Oct. 22)722
Modern Challenge (Oct. 15)817

In the Top 8 of the recent SCG Open in Charlotte, a novel Humans deck ran through the event in impressive fashion, and Infect (a deck regarded as unplayable in Modern since the rise of Death’s Shadow) also earned a berth in the Top 8.

These numbers paint an impressive diversity picture, and still don’t entirely capture how wide-open the field is. It seems like every week another deck comes out of the woodwork to crash a tournament; the October 22 Modern Challenge was won by a UB Mill deck nobody’s seen since last year’s Grand Prix Los Angeles.

Bring It On

What does this diverse field mean for you, the player? How do you prepare for a large event, in which you’re liable to see just about anything the format’s vast card pool can offer? The first step is to take objective stock of your deck’s possible proactivity level. For instance, UW Control wouldn’t sideboard cards in the same fashion as Burn, because the two decks require different adjustments based on their respective mainboards’ capabilities.

A proactive deck’s gameplan typically involves more dedication to executing its Plan A, which can be anything from slinging Bolts, to assembling a lethal board state, to simply comboing off. A reactive deck, on the other hand, molds its gameplan around disrupting what its opponent attempts to do. Decks heavy on discard spells, removal, and countermagic typically fit that description best.

Architecture of Aggression: Proactive Decks

In open metagames, the priority for a proactive deck is to double down on its primary gameplan. It’s often tempting to hedge against certain strategies by putting in a card or two to address them, at the expense of points versus the field at large—resist that temptation. Stick to what your deck does well early on, then adjust accordingly depending on the nature of your opponent (and how they can disrupt you). To put this advice into action, let’s look at a couple of examples.

Aggro-Combo: Affinity

Virtually all Affinity players run 2 Memnite in their maindeck, but many rotate through a variety of options for the slot that could be occupied by the third copy of the card, as it is considered flex. I believe that under the current metagame paradigm, a 3rd Memnite is the cog that fits best.

The benefits of such a decision are the slightly higher odds of opening with zero-drop creatures that can switch on metalcraft, tap for Springleaf Drum, wear Cranial Plating, or just chip in with damage here and there when the ground is open. I also currently favor maindecking Master of Etherium, as that card can take over a board state and demand an answer very quickly. Finally, I’d recommend packing the full 4 copies of Galvanic Blast for a similar reason—it gets opponents dead.

Zachary Purgh abided by these principles to place 27th in the Cincinnati Open:

Affinity, by Zachary Purgh (27th, SCG Cincinnati)

Creatures

3 Memnite
4 Ornithopter
4 Signal Pest
4 Vault Skirge
4 Arcbound Ravager
4 Steel Overseer
4 Master of Etherium

Artifacts

4 Mox Opal
4 Springleaf Drum
4 Cranial Plating

Instants

4 Galvanic Blast

Lands

4 Blinkmoth Nexus
4 Darksteel Citadel
2 Glimmervoid
4 Inkmoth Nexus
1 Mountain
2 Spire of Industry

Sideboard

2 Ancient Grudge
1 Blood Moon
1 Dismember
3 Etched Champion
1 Ghirapur Aether Grid
1 Grafdigger's Cage
2 Rest in Peace
1 Stubborn Denial
2 Thoughtseize
1 Whipflare

This list is all-in on proactivity, with Zachary relegating Etched Champion to the sideboard to max out on mainboard copies of Master of Etherium. While Champion is an undeniably powerful card and should form part of every Affinity 75, it shines brightest in the face of interaction, whereas Master of Etherium is the stronger choice when goldfishing fast kills.

Linear Combo: Storm

For another potential application of this philosophy, take Storm’s end-game. Grapeshot is the quintessential Storm payoff card, but some players are fond of a single copy of Empty the Warrens in the maindeck to hedge against disruption.

However, there’s no way of knowing that you’ll face disruption necessitating an Empty the Warrens-fueled finish in game one, so those copies of Empty may be better off in the sideboard. The main cards I would consider to replace them: more Grapeshots. These extra copies increase the chance that you go off successfully without the elements that make reaching a Storm count of 20 a virtual certainty (Gifts Ungiven and a cost reducer).

At the same Open, Scott Simmons streamlined his Storm deck in this way to take 2nd place:

Storm, by Scott Simmons (2nd, SCG Cincinnati)

Creatures

4 Baral, Chief of Compliance
3 Goblin Electromancer

Instants

4 Desperate Ritual
4 Gifts Ungiven
4 Manamorphose
1 Noxious Revival
2 Opt
4 Pyretic Ritual
3 Remand

Sorceries

4 Serum Visions
4 Sleight of Hand
2 Past in Flames
3 Grapeshot

Lands

4 Scalding Tarn
3 Flooded Strand
3 Steam Vents
4 Spirebluff Canal
3 Island
1 Mountain

Sideboard

3 Blood Moon
1 Dismember
2 Dispel
1 Echoing Truth
3 Empty the Warrens
3 Lightning Bolt
2 Shattering Spree

Resist and Bite: Interactive Decks

A different paradigm applies to interactive decks. While being as proactive as possible is usually a boon in Modern, the win conditions in more reactive decks are often too slow to risk ignoring what an opponent is up to altogether. Therefore, a reactive deck must strike a balance between cards that promote its gameplan and ones that disrupt opponents.

Because Modern features decks with various angles of attack, reactive decks in such an open metagame should prize flexible, “catch-all” interactive cards that allow them to affect as many different opponents as possible. Example spells that fit the bill include Cryptic Command, Kolaghan's Command, Liliana of the Veil, and Supreme Verdict. If your colors line up with any of them and you have open deck slots, they usually deserve consideration.

Interactive Aggro: Humans

For an example of this focused maindeck philosophy, look no further than the hot-running 5-Color Humans deck. This deck took down the Cincinnati Open, as well as a Classic in Washington, DC one week later, thanks in no small part to its highly focused mainboard configuration:

Humans, by Matt Ling (1st, SCG Washington DC Classic)

Creatures

4 Champion of the Parish
4 Kitesail Freebooter
4 Mantis Rider
3 Mayor of Avabruck
4 Meddling Mage
4 Noble Hierarch
3 Reflector Mage
4 Thalia's Lieutenant
4 Thalia, Guardian of Thraben
2 Thalia, Heretic Cathar

Artifacts

4 Aether Vial 

Lands

4 Ancient Ziggurat
4 Cavern of Souls
4 Unclaimed Territory
3 Windswept Heath
1 Hallowed Fountain
1 Temple Garden
2 Horizon Canopy
1 Plains

Sideboard

2 Ethersworn Canonist
2 Dark Confidant
2 Fiend Hunter
2 Izzet Staticaster
1 Mirran Crusader
1 Reflector Mage
1 Tireless Tracker
2 Vithian Renegades
2 Xathrid Necromancer

This list is built to do a handful of things at a high level: it reliably pumps out creatures with a variety of color requirements via Aether Vial and rainbow lands, it punishes linear decks with a variety of disruptive creatures, and it provides pump-based payoffs for a go-wide tribal weenie strategy. In all cases, the layers of redundancy built into the list improve its function, and attempting to diversify the maindeck with matchup-specific hedges would likely result in a worse list. In any case, the no-nonsense creature suite featured here has served the deck well over the past few weeks.

Rock Midrange: Grixis Shadow

This advice applies to Modern’s premier interactive strategy, Grixis Shadow, for which Liliana of the Veil is a flex card. Take Michael Kidd’s Top 16 list from the SCG Open in Charlotte:

Grixis Shadow, by Michael Kidd (16th, SCG Charlotte Classic)

Creatures

4 Death's Shadow
4 Snapcaster Mage
2 Gurmag Angler
2 Tasigur, the Golden Fang
4 Street Wraith

Planeswalkers

1 Liliana of the Veil

Instants

4 Fatal Push
4 Thought Scour
1 Opt
2 Stubborn Denial
2 Terminate
2 Kolaghan's Command

Sorceries

4 Serum Visions
4 Thoughtseize
2 Inquisition of Kozilek

Lands

2 Blood Crypt
4 Bloodstained Mire
1 Island
4 Polluted Delta
3 Scalding Tarn
1 Steam Vents
1 Swamp
2 Watery Grave

Sideboard

1 Anger of the Gods
1 By Force
2 Ceremonious Rejection
2 Collective Brutality
1 Deprive
1 Engineered Explosives
1 Kozilek's Return
1 Liliana of the Veil
1 Liliana, the Last Hope
2 Nihil Spellbomb
1 Stubborn Denial
1 Temur Battle Rage

Kidd dedicates his limited flex slots to Liliana, who boasts utility in aggro, combo, and midrange matchups alike; and to Opt, which helps find the diverse tools needed to take on an open metagame.

Big Mana: Eldrazi Tron

Another such example is Eldrazi Tron, which has typically employed a wide variety of different spells to complement its Eldrazi core. Curve-smoothers like Mind Stone are a little specific to metagames that offer the time to drop a mana rock. In a wider metagame, supplementing the mainboard with extra interactive spells seems to be the correct call, as demonstrated by Thomas Lee’s 3rd place list from the Washington Classic:

Eldrazi Tron, by Thomas Lee (3rd, SCG Washington DC Classic)

Creatures

4 Walking Ballista
1 Wurmcoil Engine
2 Endbringer
4 Matter Reshaper
4 Reality Smasher
4 Thought-Knot Seer
1 Ulamog, the Ceaseless Hunger

Artifacts

1 Basilisk Collar
4 Chalice of the Void
4 Expedition Map
1 Relic of Progenitus

Instants

2 Dismember

Sorceries

2 All is Dust

Planeswalkers

2 Karn Liberated

Lands

3 Wastes
1 Cavern of Souls
4 Eldrazi Temple
3 Ghost Quarter
1 Sea Gate Wreckage
4 Urza's Mine
4 Urza's Power Plant
4 Urza's Tower

Sideboard

2 Grafdigger's Cage
2 Ratchet Bomb
2 Relic of Progenitus
2 Sorcerous Spyglass
1 Witchbane Orb
2 Blight Herder
2 Spatial Contortion
2 Warping Wail

A Relic of Progenitus and a Basilisk Collar may not be what immediately springs to mind when you think “catch-all interaction," but these cards have a surprising amount of relevance against the field. Modern is home to many decks that depend on the graveyard to varying degrees, making Relic a pretty handy card to have in the main. Collar contributes to the cause by hedging against Burn and by making the “ping” effects on Walking Ballista and Endbringer more relevant against creature decks.

While these are far from the only options available for these flex slots, I believe some form of interactive effect is critical in the current metagame, and a diverse field calls for flexible options.

On the Road Again

That does it for mainboard flex slots. Next week, we’ll zone in specifically on sideboarding in open metagames. If you have any thoughts on the deckbuilding philosophy principles I espoused in this article (in agreement or otherwise), please leave them in the comments section below. I look forward to your feedback, and thanks for reading.

Pushing Back: How to Goyf in 2017

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In "What's in a Goyf? Benchmark Creature Playability in Modern," I considered the bar creatures must meet to make the cut in this format. Aether Revolt gave us Fatal Push, and that bar has since changed—but no creature has felt the shift like Tarmogoyf. Today, we'll zone in on Goyf's fall from lofty heights and examine the creature's current applications.

When Push Came to Shove

Creature worth is always measured in the context of a given format's premier removal. Lightning Bolt's long-uncontested reign as Modern's most reliable one-mana kill spell established three as the format's magic number. And it's no coincidence that Jund and UR Twin, Modern's iconic police decks, both employed a full set of Lightning Bolts throughout their heydays.

So of course the printing of Fatal Push remodeled the Modern landscape. Let's compare MTGGoldfish's 50 most-played creatures today to their Top 50 list from May 2016, when I wrote "What's in a Goyf?"

As a reliable one-mana kill spell, Push certainly beats Lightning Bolt, hitting a whopping 86% of the list vs. Bolt's 76% coverage from a year ago. These days, Bolt shoots a statistically similar 78%, so the card isn't worse in a vacuum; it's just been joined by a younger, more specialized partner. Push skirts on Bolt's utility dimensions of interacting with planeswalkers or closing out games, but outperforms Bolt as removal, leading some decks to prefer it, or at least not to splash red (the more flexible card of the two, Bolt still leads Push by 9% in terms of overall representation).

Based on these Goldfish charts and the metagame dynamism we've observed since Aether Revolt, Push's introduction seems to have modified the bar for Modern creature playability in two significant ways:

  1. More three-drops that die to Bolt have become playable (Spell Queller; Tireless Tracker; Thalia, Guardian of Thraben; Goblin Rabblemaster).
  2. Two-drops that don't die to Bolt have become worse (Tarmogoyf; Thing in the Ice; Spellskite; Wall of Roots).

Overall, Push's presence increases diversity among playable Modern creatures. The new three-drops that are soft to Bolt outnumber the tried-and-true, Bolt-resistant two-drops that now lose value.

But there weren't many such two-drops in the format to begin with—the scarcity of these creatures made them indispensable in pre-Push Modern. Tarmogoyf, their poster-boy, has almost always been the format's most-played creature. Today, the Lhurgoyf clocks in as the 15th most-played creature. What happened, exactly?

Tarmogoyf: A Retrospect

To understand Goyf's future, we must understand Goyf's past. I've identified five chief draws to Tarmogoyf in pre-Push Modern, all of which contributed to its iron rule. Before Fatal Push, Tarmogoyf:

  • Excelled on offense. Goyf provided more aggression for his cost than any other creature in Modern, and it wasn't close. Even decks with virtually no aggro plan sometimes splashed Tarmogoyf for a reliable way to attack opponents from a new angle.
  • Excelled on defense. The green giant also did a fine job of locking down the battlefield—nothing deters opponents from attacking like a huge body. In terms of board presence, a permissible answer to Tarmogoyf was another Tarmogoyf, leading to "Goyf stalls" eventually broken by Bolts or Hierarchs.
  • Sapped mana from opponents. No mana-positive method to remove Tarmogoyf existed. The exception: Path to Exile, which due to ramping the Goyf player was often inferior to parity-costed options like Terminate and Abrupt Decay. Both of which, mind you, are much tougher to splash. Spell Snare and even Flame Slash enjoyed widespread play for their coveted ability to do in a small window what Fatal Push now does in a wide one: trade with Goyf at a mana gain.
  • Sapped cards from opponents. Decks not in white, BG, or BR had no way to effectively remove Goyf at all. Available solutions ranged from Engineered Explosives to Threads of Disloyalty, which all came at a mana loss and proved too narrow for mainboard inclusion. But tempo aside, these decks were often forced to spend two removal spells (often Lightning Bolts) on a single Goyf, rendering the creature a makeshift card advantage spell in many matchups.
  • Punished opponents for interacting. Naturally, Goyf also rewarded its pilots for interacting, as shown by its tenure in BGx Rock. But this unique punishment aspect even earned the threat some play in linear decks. Whether the fatty buried Birds of Paradise or Glistener Elf, there was no funeral procession like a Tarmogoyf. And who wants to Thoughtseize away a card that actually advances your combo plan when you'd just respond by slamming a one-card win condition?

Who Played It?

I don't want to say everybody, but... well, everybody. Pre-Push, Tarmogoyf was a fixture in the aggro-control decks that policed Modern's linear decks, even finding its way into UR Twin in the form of Patrick Dickmann's groundbreaking Tempo Twin. Goyf was no total stranger to linear or combo strategies, either. Any of them in the market for Goyf's benefits would occasionally shrug and splash the beater themselves, among them AffinityInfectScapeshift, and Birthing Pod.

Your Four Goyfs: Where Are They Now?

With Aether Revolt, everything changed. No longer would Goyf glacialize the battlefield or threaten to steal the game unless opponents sacrificed tempo and cards to remove it. Fatal Push answers Tarmogoyf more unequivocally than any Modern spell ever has (including surgical anti-Goyf tech like Deathmark and Self-Inflicted Wound).

Tarmogoyf remains playable, but it's no longer insane. Think of it as "Wild Nacatl-Plus." Even though Modern now boasts a reasonable answer, Goyf still offers a whole lot of power and toughness for the cost; regardless of which player is attacking, it's likely to command respect on the ground.

Goyfing Today: A Crash Course

Not all decks run Fatal Push, and Tarmogoyf is just as good against the nonblack decks as ever. But facts are facts: Push has single-handedly caused Goyf's shares to plummet, and this era's successful Goyf decks all do one (or more) of three things to hedge against the instant.

This section touches on each of these methods while exploring how non-Goyf decks leverage the same principles.

Method 1: Overload Opposing Answers

Okay, now kill this.

Naya Company, by Casper Schaefer (11th, SCG Charlotte)

Creatures

4 Noble Hierarch
1 Birds of Paradise
4 Wild Nacatl
4 Tarmogoyf
3 Voice of Resurgence
2 Qasali Pridemage
2 Scavenging Ooze
4 Knight of the Reliquary
3 Loxodon Smiter
1 Tireless Tracker

Instants

4 Lightning Bolt
4 Path to Exile
2 Collected Company

Planeswalkers

1 Elspeth, Knight-Errant

Lands

4 Windswept Heath
4 Wooded Foothills
3 Arid Mesa
2 Stomping Ground
1 Sacred Foundry
1 Temple Garden
1 Horizon Canopy
1 Kessig Wolf Run
1 Ghost Quarter
2 Snow-Covered Forest
1 Snow-Covered Plains

Sideboard

2 Engineered Explosives
2 Aven Mindcensor
1 Kor Firewalker
2 Blood Moon
2 Stony Silence
1 Worship
1 Eidolon of Rhetoric
1 Blessed Alliance
1 Kataki, War's Wage
1 Thalia, Guardian of Thraben
1 Fiery Justice

Opponents can't Push your Goyf if they've spent it on something else. Aggressive one-drops and mana dorks are ideal in the role of drawing fire away from Tarmogoyf, since they trade evenly with Push on mana. But must-answer two-drops work in a pinch. BGx Rock can sequence Tarmogoyf, Dark Confidant, and Grim Flayer in an order that sticks the best of the bunch.

In the comments of my June article on Counter-Cat, some readers disagreed with my assessment of Wild Nacatl as a Push magnet, saying opponents would have just Bolted the Cat before Aether Revolt and never had an answer to Goyf. I think this view ignores the shifts decks have made to accommodate Fatal Push. Push replaces copies of Lightning Bolt and Terminate in the decks that ran those, so pairing Goyf with one-drops incentivizes opponents to burn their heavy-duty removal early. They'll have less lightweight removal for little threats at all, as Push cuts into those numbers.

Example decks: Zoo, Company, BGx Rock

Relation to non-Goyf decks: The most obvious deck currently overloading removal spells is Humans, the breakout fish deck from SCG Cincinnati that went undefeated in that tournament before winning the Washington Classic a week later. No matter how much coverage spot removal spells have, threat-heavy decks like these will always barrel through a copy or two. In a way, stronger removal enables these archetypes. By axing narrower role-players like Lightning Bolt and Terminate for a compact suite of reliable Fatal Pushes, defensive decks lose an edge in swarmier matchups, where they'd rather have a critical mass of removal.

Method 2: Proactively Strip Opposing Answers

Seize, targeting Push?

Jund, by Tyler Lutes (3rd, SCG Louisville)

Creatures

4 Dark Confidant
4 Tarmogoyf
3 Scavenging Ooze
1 Kalitas, Traitor of Ghet
1 Olivia Voldaren

Instants

3 Fatal Push
2 Lightning Bolt
3 Terminate
1 Abrupt Decay
2 Kolaghan's Command

Planeswalkers

4 Liliana of the Veil
1 Chandra, Torch of Defiance

Sorceries

3 Inquisition of Kozilek
3 Thoughtseize
1 Maelstrom Pulse

Lands

4 Verdant Catacombs
3 Bloodstained Mire
1 Wooded Foothills
1 Overgrown Tomb
1 Stomping Ground
1 Blood Crypt
4 Raging Ravine
4 Blackcleave Cliffs
1 Blooming Marsh
1 Twilight Mire
2 Swamp
1 Forest

Sideboard

4 Fulminator Mage
3 Kitchen Finks
1 Stormbreath Dragon
2 Leyline of the Void
1 Ancient Grudge
1 Life Goes On
2 Surgical Extraction
1 Collective Brutality

Plucking removal spells from an opponent's hand before casting Tarmogoyf has always performed well in Modern, and the line is more relevant now than ever. Outside of targeted discard, attrition engines like Liliana of the Veil, Smallpox, and Lingering Souls also proactively pressure opponents to dump their Fatal Push.

Why the focus on proactive disruption? Reactive answers lose out to discard because Modern lacks efficient permission. We don't want to trade a two-mana Mana Leak for a one-mana removal spell. The only blue instant we've seen fill this role is Stubborn Denial, a card less reliable and splashable, and one that crucially costs just one mana.

Example decks: BGx Rock, BGx Shadow

Relation to non-Goyf decks: Shadow employs this method to protect their namesake threat—while it admittedly trades with Push at mana parity, Death's Shadow still requires a hefty gameplay investment. Eldrazi Tron also utilizes the strategy. Four-drops are inherently riskier against Fatal Push than three-drops, since they cost more mana but ask opponents to fulfill the same conditions to snipe them. Thought-Knot Seer carries Eldrazi decks for the reason that it protects itself by casting Thoughtseize. Last but not least, Humans applies strip-and-commit with Kitesail Freebooter.

Method 3: Ask Better Questions

AKA grow bigger Goyfs.

5-Color Shadow, by Clay Spicklemire (6th, SCG Louisville)

Creatures

4 Death's Shadow
4 Tarmogoyf
4 Street Wraith

Artifacts

4 Mishra's Bauble

Instants

4 Fatal Push
3 Stubborn Denial
2 Terminate
1 Abrupt Decay
1 Dismember

Planeswalkers

3 Liliana of the Veil

Sorceries

4 Inquisition of Kozilek
4 Thoughtseize
4 Traverse the Ulvenwald

Lands

4 Bloodstained Mire
4 Marsh Flats
4 Verdant Catacombs
2 Overgrown Tomb
1 Stomping Ground
1 Watery Grave
1 Blood Crypt
1 Swamp

Sideboard

1 Nihil Spellbomb
1 Izzet Staticaster
2 Ancient Grudge
3 Disdainful Stroke
1 Kozilek's Return
1 Stubborn Denial
1 Temur Battle Rage
1 Liliana, the Last Hope
3 Lingering Souls
1 Godless Shrine

Playing a boatload of creatures? No thanks. Tempo-negative discard spells? Eh. Incidentally maximizing the potency of my favorite creature? Now here's a Push-proofing method I can get behind! While Clay's deck heavily flexes Method #2, 5-Color Shadow approaches the Push problem from another angle: it breeds 6/7 Tarmogoyfs.

Spell Snare only trades with Goyfs on the stack, while Fatal Push kills them any time after resolution. Still, one Goyf the size of two Goyfs gives opponents half as much time to find that Fatal Push. And even if opponents have the Push, so what? These Goyfs are so great they're worth a lost mana here and there, and their sheer bulk scoops up points ceded to the instant in matchups where bulk matters dearly, like Eldrazi Tron.

BGx Rock decks all run plenty of copies of Liliana of the Veil, but the fun doesn't stop there for Shadowless Goyf decks. Nihil Spellbomb, Seal of Fire, Mishra's Bauble, and other rare-type spells have seen varying play in rock decks, allowing them to capitalize on Method #3.

Example decks: BGx Rock, BGx Shadow

Relation to non-Goyf decks: While building around Goyf's literal text box is the least popular way to enable it, this method aligns most closely with Modern's identity. Infect, Dredge, Affinity, Burn, Counters Company, Elves, Tron... these top performers prize synergy over raw power, favoring cards that advance their linear gameplans to tried-and-true goodstuff staples.

Tarmo-Boyf

Combat adeptness; unparalleled splashability; large spikes. So long as these constants remain, I don't see Modern ever divorcing this hunky beater. Even as the world's #1 Tarmogoyf fan, I'm happy with how Push affects the format, and the first to admit that Goyf was a tad overpowered before the instant's arrival. Here's hoping Wizards continues to print efficient, generic answers à la Fatal Push that help Modern internally regulate its strongest cards, and that the format remains extremely diverse. In the meantime, may your green guys triumph!

The Strange Case of the Metagame and the Unbannings

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It begins, gentle seekers of glory. Today is a day of great opportunity and gangrenous rot. The pallid sun meekly illuminates the great ravenous hordes as they linger, eager and anxious, waiting for their moment, when they shall be unleashed upon the world to slack their unending hunger for inadequately-proportioned sugary confections. For those whose time has passed, however, there is business to attend to. Business both eldritch and neoteric. This article is being published on Halloween, in case that wasn't immediately obvious. Therefore, I recommend reading it in Doctor Orpheus' voice. For today we shall contemplate both the All-Consuming Metagame and The Wrongly Banned Things.

Two great tasks remain before the sun again rises, relegating their purpose to eternal exile in the purgatory of missed deadlines. And not one has anything to do with candy, to the lament of all. Unless you accept that knowledge is the candy of the mind.

Let us begin at once with the new, for new knowledge has been granted to us of the All-Consuming Metagame. Though not as potent as previous revelations, we are now able to observe its shape, and may infer insight of things to come. The next, I must at last renew the Great Work. Investigating the truth behind the faith of The Wrongly Banned Things now has more import than ever, and though I am loathe to do so, I know what must now be done. Let it commence!

They Who Rose Above

Let us begin with the new. A great contest was held in the nation's capital this weekend past, though it was not of the Modern format. Instead we must content ourselves with a sideshow. Fear not, though—the Great Feeding to come at week's end will certainly sate your appetite for data. Though of minor note comparatively, the SCG Washington D.C. Classic Top 16 results are another piece of the puzzle, and do indicate our target's movements.

DeckTotal
Jeskai Control3
5C Humans2
UR Breach2
Eldrazi Tron2
Infect2
Gifts Storm1
Affinity 1
Bant Counters Company1
RW Prison1
GB Tron1

The Gatekeepers of Data (Star City Games), in their great inscrutability, have classified Timothy Taylor's deck as Jeskai Tempo. This despite it clearly being another Jeskai Geist deck, not dissimilar to Joe Jancuk's Jeskai Control list. I defied their will and combined it with its brethren, as it rightly ought be. 'Tis worthy of note that the Ghostly versions of Jeskai have far outshone other variants these past few weeks. While the more staunchly defensive decks are seeing success, the ability to become the aggressor is far more valuable.

Of worthy note is the deck of mere mortals that defied the Elder Horrors to win the day. Though they be weak in abstract, the whole is always greater, and powerful clocks and disruption will still slip through to victory. Ryland has far more insight on that subject, but I do note that this field appears less than favorable. Humans exists to punish Storm, as the villagers may sack Frankenstein's castle. Control and creature combo should collapse the ground beneath their feat, yet that did not happen. A testament, perhaps, to the ceaseless fortitude of humanity.

Amassed Compilations of Accomplished Magicians

It is with this in mind that we turn our attention back to the true purpose of this endeavor. Though the vision remains clouded, clarity is finally within reach. The results of the Classic do not count as strongly as an Open or Grand Prix, but they do serve to reinforce the pattern of results we have witnessed so far. Sadly for me, the Lords of the Deep did not appear in these results. Apparently they're only interested in the big event, not the sideshow.

DeckTotal
Gifts Storm9
Affinity9
Jeskai Control9
Infect5
Eldrazi Tron5
Grixis Death's Shadow4
Counters Company4
Humans3
Abzan2
UG Merfolk2
Mardu2
UW Control2
Ad Nauseam2
GB Tron2
UR Breach2
Titan Breach1
Jund1
Saheeli Evolution1
BW Eldrazi1
8-Rack1
Temur Aggro1
Titan Shift1
Knightfall1
GW Company1
GR Ponza1
BW Eldrazi and Taxes1
Death and Taxes1
5-Color Death's Shadow1
Bant Company1
Burn1
GR Devotion1
Mono-G Tron1
RW Prison1

I know that I pledged to begin culling the list this week, but only two new decks emerged so it seemed pointless. Doubtless, the list will not escape the delete key again next time. Sun and Moon always lurks along the fringe, ready to pounce on the unsuspecting. As I have repeatedly noted, one would expect that the Blood Moon, Herald of Non-games and keystone of prison strategies, would be putting up more results. Apparently they of the Federal District heard my call, as both the Breach decks and the prison deck wielded the Moon. Does this harken to a world of safer manabases? Highly unlikely, but the clever may yet exploit this.

Intriguingly, the resurrection of Infect has progressed. Could it be, that the declaration of Gitaxian Probe's exile, coupled with the advent of Fatal Push was erroneous?! No, almost certainly not, the deck is far worse now than it was. But when you keep watch for giants, it is the ants that get you. Black-based interactive decks have suffered greatly over the past year, with even that which killed them, Death's Shadow, failing to maintain its ascendancy. Rather than a return on its own merit, I suspect that the disappearance of predators is far more to blame for the diseased menace's return. Again, only time and data will tell.

The Telltale Trend

What is most significant is that the top three decks are the same now as they were weeks ago in Charlotte. Storm, Affinity, and Jeskai Control have maintained their lead, while contenders have risen and fallen around them. This speaks strongly to their potency, but the true test comes next week. If this trend is sustained by Regionals, then we must conclude the omens were true, and Tier One will be established.

Based on this data, it appears that interactivity is being pushed down. Jeskai remains at the top, but BGx and Grixis Death's Shadow are falling away, and only occasionally surface in the rankings. In their place, Infect, Eldrazi, Affinity, and Storm reside. Why is an open question. Perhaps this is just a fluctuation, and the coming results will vindicate their place. I hope the opposite is not true.

The Impending Resurrection

In truth, I had intended to respond to the unfortunate rash of ignorant attacks on Modern. However, Ari Lax and others descended upon the ill-informed before I had the chance, and did excellent service. Lend your eyes to them, it is well worthwhile. I have nothing to add to their responses, so instead I will contemplate an older topic. Argument, speculation, dogma, and vitriolic emotion have always clouded discussions of the Modern Banned List. Players all have their own agendas and beliefs and seek out those who agree with them. Every time the discussion revives, the tribes return to perpetuate this stalemate. Like clockwork, it has reemerged, and requires addressing.

I have attempted to bring verifiable truth into the morass by actually testing the candidates. This is not done without considerable effort, and a touch of madness, on my part. As a result there is not time to test everything, nor do the methods allow it to be done quickly. If there exists a way to personally play 500 matches of Magic when it's not your full time job in a month or less—which does not require sacrifice to elder gods most dark and vile—I am open to suggestions. That said, Wizards has implied that my endeavor is more important than ever, and I must recommence the Great Work immediately, lest I be overtaken by the march of time.

The Impetus

For the uninitiated, in their October Announcement, Wizards strongly implied that they will unban something following the next Pro Tour. As expected, a firestorm of speculation followed. Much has been written on this already, some articles better than others. I have attempted to tame the wild claims and banish the baseless claims to the dark corners where they belong, but I have a problem. While I have covered all the plausible candidates previously, there is one that has never merited a full investigation. Now, I fear its pull has become inexorable.

Voices from the Past

There are those, whom I can only assume are possessed by madness, who argue for such abominations as Cloudpost or Umezawa's Jitte to return to the world. Such cards should never have been at all, and do not deserve to feel the fabric of a playmat against their card-backs again. However, there is a small group that consistently make the lists of the more sober observers. These are Stoneforge Mystic, Jace, the Mind Sculptor, and Bloodbraid Elf. Frequent, though less consistent, considerations are Green Sun's Zenith, Preordain, and Splinter Twin.

Much of the discussion about the also-rans is the continued lamentation of Twin's demise coupled with distaste over the circumstances of other bannings. In many cases, it comes down to unprecedented swap bannings, wherein the offender is released in exchange for something taking its place. I believe a better name is in order, but maintaining this Lovecraftian-Gothic tone is draining my creativity. Something that invokes A Tale of Two Cities would be appropriate. This is not how Wizards behaves, nor does it make sense in the rational world, so I will not address it here.

The discourse over the primary considerations is far more meaty. There are actual, intelligent arguments against their continued banishment. Fortunately, I have tested two-thirds of these cards and have actual data to back my claims.

As They Stand

Let me remind you of the results of my inquiries. Both Jace and Stoneforge have had the chance to make their cases, and I don't feel either was strong. Bloodbraid has not been tested. I felt no need to do so. My time is finite and I wished to use it to answer actual questions. The effect of Jace, Stoneforge, and recently Preordain was unclear. There was knowledge to be gained and value in seeking it because the world had changed so much since their exile.

The same was not true of Bloodbraid Elf. It and Jund were always one. Yes, it did dally with other colors, but the Elf requires a deck with only good cards to truly rise. That is the entire gameplan of Jund. The outcome was certain. I would play Bloodbraid in Jund, a Tier 1 deck. Jund would get better because card advantage tacked onto free mana is very good. I proved this to some dissenters previously. The world is at last sufficiently different that there is something to gain from this inquiry.

Where I Stand

In case this is not yet crystalline, I am testing Bloodbraid Elf next. My approach won't be surprising or novel—I'm gathering Jund lists and will slot in the Elf. I must do this now because in February it may be unleashed, and the world must know what to expect. I do not relish the thought, as I don't expect to be surprised or even illuminated by the results. Yet, we are all bound by forces outside our control, and my quest for knowledge will not be complete without a full test.

As for the others, it is worthwhile to consider not only the demonstrable power of the cards but also the consequences. What does the format actually gain by their inclusion? A card may have nothing to offer with its power and yet be unworthy thanks to other detriments. That is why ne'er again will you durdle with Sensei's Divining Top.

Stoneforge Mystic

The first test. The progenitor. This is the card that I strongly consider revisiting, as I don't feel Abzan was the best home for the card. What that home is, I'm not certain, though Death and Taxes and Jeskai are strong contenders.

The Test Results: My testing did not show a consistent power boost. Stoneforge into Batterskull or a Sword is very hit-or-miss. Sometimes it is overwhelmingly powerful. Sometimes it is just a cantrip. The context, and how it's wielded, made far more impact than anything intrinsic to the card itself.

What Would Be Gained: The primary consideration is that Stoneforge Mystic is white. White is heavily underplayed in Modern, something Wizards has lamented on several occasions. Stoneforge would provide a strong incentive to play white, which may bring more midrange diversity.

What Would Be Lost: Fair creature decks would greatly suffer. A typical aggro deck cannot force its way through Batterskull. The impulse would be to go over or under the card, which would push aggro decks—already suffering in the metagame—to the brink.

Where I Stand: I believe that Stoneforge is plausible power-wise. However, the consequences make it less clear. Perhaps allowing white to be a real color is more important than harming Burn or Zoo-style decks. Perhaps not; it is unclear.

Jace, the Mind Sculptor

My second test. The most contentious. The totality of the data gave a very clear result, but the inadequacies of my method diluted the details. There is still a very clear message to be gleaned.

The Test Results: Jace's inclusion in Jeskai Control was a significant improvement over Nahiri, the Harbinger. Every matchup was improved by Jace, an impact which increased as the matchups became more fair. His value against unfair decks was limited, but utterly devastating to Jund.

What Would Be Gained: Jace is a very strong incentive towards midrange and control. He fits in well to the strategies and matchup plans and requires no additional support. His cheap cost also makes him easy to defend.

What Would Be Lost: Non-blue midrange would suffer. Jace wins attrition games. Jund had Liliana of the Veil to counter Jace and she couldn't do it. Lili's impact is symmetrical, Jace's is not. He allowed Jacekai to stay ahead of Liliana's discard and find answers. There would be a strong disincentive to play any non-Jace midrange deck. It is likely that other fair decks would suffer as a consequence.

Where I Stand: Sing not the praises of the Mind Sculptor. Do not sacrifice all other midrange upon his alter. The consequences will not be acceptable. In any fair matchup Jace wins the game, and not quickly. Unlike other planeswalkers there is no coming back from an unanswered Jace. Elspeth, Sun's Champion's tokens can be swept and the value is lost, but many turns of Brainstorming generates card advantage both real and virtual that cannot be overcome. You cannot go through him, only over or under. This would generate pressure to move towards faster combo or aggro decks, which is a return to Gitaxian Probe Modern. We are better for not living beneath his shadow.

I Gaze Into the Abyss...

I will have the Bloodbraid results ready before the Modern Pro Tour. It must be done. Hopefully next week the Regional results will be in, and the true nature of the metagame will be revealed. I'll see you then.

Video Series with Ryland: 5C Humans

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What a crazy week for Modern. This week I'll be exploring Collins Mullen's 5-Color Humans deck which he took on an undefeated run to a trophy at the most recent SCG Open in Cincinnati. Tons of great content has already been written about this feat, including Trevor Holmes's article just recently posted, so I will try to keep it brief and get to the games!

People have been asking me all week if I thought this deck was the real deal and if it would continue to show up in a big way. Frankly, I think the answer is a resounding yes. As always, the meta will adapt—it's unlikely that Storm will remain a free win game one when you name Grapeshot on Meddling Mage, and I've already been blown out by Anger of the Gods from the Storm sideboard. But the strongest element of this Humans deck, in my opinion, will be its unyielding power within the luxury of adaption.

Have you done a Gatherer search for Human? There are 1254 Modern-legal Humans in Magic. Yes, most of them are unplayable nonsense. But among all of the unwanted and unloved Humans of the Magic worldthere is a plethora of powerful options. There are some small decisions: should I play Orzhov Pontiff or Izzet Staticaster; Fiend Hunter or Banisher Priest; Dark Confidant or Tireless Tracker? Not every decision is so small, however—dependent on the metagame you could make broad shifts in the decklist to attack in a different way.

Is the format less combo oriented? Cut the Meddling Mages or Freebooters and add whatever grindy elements you want to attack a more Midrangey format. Play maindeck Bobs and Tireless Trackers to generate more card advantage; potentially even switch up the manabase to support Collected Company for more grinding. Need to race more often? Could consider even lower-to-the-ground Humans like Lightning Mauler or Burning-Tree Emissary to give you more explosive starts. Some of these things may never end up being a good idea, but the excitement comes from the ability to adapt to an ever-changing Modern world. This is what will give the deck the legs to continue to be a powerhouse in the format.

I've enjoyed the deck so far, and I highly recommend picking it up if you are interested. I would like to issue a small warning, however. In my opinion, this deck will require frequent tuning to succeed. As I alluded to previously, many decks (Storm included) are already adapting to beat Humans. If you want to move continue piloting this deck for a long period of time, you will have to adapt as well.

I hope you enjoy the matches and, as usual, I'm interested to hear what kind of content you'd like to see moving forward, so I can continue to evolve and improve my videos. Please let me know your thoughts, and any improvements you would like to see concerning formatting, presentation, or whatever else strikes your fancy. If you'd like to see similar content, check out my Twitch channel for some more live Modern!

[youtube https://www.youtube.com/playlist?list=PL261kJ_cAQC_rRt7bA0v3jH7Zz0CXZJv7]

5C Humans, by Collins Mullen

Creatures

4 Champion of the Parish
4 Kitesail Freebooter
4 Mantis Rider
3 Mayor of Avabruck
4 Meddling Mage
4 Noble Hierarch
3 Reflector Mage
4 Thalia's Lieutenant
4 Thalia, Guardian of Thraben
2 Thalia, Heretic Cathar

Artifacts

4 Aether Vial

Lands

4 Ancient Ziggurat
4 Cavern of Souls
1 Hallowed Fountain
2 Horizon Canopy
1 Plains
1 Temple Garden
4 Unclaimed Territory
3 Windswept Heath

Sideboard

1 Anafenza, the Foremost
2 Ethersworn Canonist
2 Fiend Hunter
2 Izzet Staticaster
1 Mirran Crusader
1 Reflector Mage
2 Tireless Tracker
2 Vithian Renegades
2 Xathrid Necromancer

Uncharted Waters: Gwixis Delver in Modern

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Ever since I wrote a piece on Chart a Course in Counter-Cat, I've conducted routine searches on decklist websites for the card. My motivation was to unearth some sweet new applications for Chart in Modern to further inspire my own brewing. After weeks of the card only appearing in Vintage Delver decks, it started showing up in some Legacy Delver decks. This week, Chart finally crossed over into Modern---one online league featured my 3-Chart build of Counter-Cat, and soon another debuted a 4-Chart Grixis Delver deck... splashing Lingering Souls!

Talk about "sweet new." I began messing around with that Grixis list as soon as I laid eyes on it. Today's article explains how the deck works, its strengths and weaknesses, and my proposed modifications.

Introducing Gwixis Delver

Grixis Delver has always had issues in Modern. Does a tiny white splash solve them? The apparent result of this shallow thought experiment reveals a complicated answer. Here's shadowfuryix's original list:

Gwixis Delver, by shadowfuryix

Creatures

4 Delver of Secrets
2 Monastery Swiftspear
1 Soul-Scar Mage
3 Young Pyromancer
2 Snapcaster Mage
2 Bedlam Reveler

Instants

4 Thought Scour
4 Lightning Bolt
3 Fatal Push
2 Terminate
2 Kolaghan's Command

Sorceries

1 Serum Visions
4 Faithless Looting
4 Chart a Course
4 Lingering Souls

Lands

4 Polluted Delta
4 Scalding Tarn
2 Steam Vents
1 Watery Grave
1 Blood Crypt
1 Hallowed Fountain
2 Spirebluff Canal
1 Island
1 Swamp
1 Mountain

Sideboard

4 Disdainful Stroke
1 Ceremonious Rejection
1 Fatal Push
3 Thoughtseize
1 Anger of the Gods
2 Snapcaster Mage
1 Nihil Spellbomb
1 Wear // Tear
1 By Force

Delver of Secret-ly Midrange

Modern lacks the tools to make a truly ferocious thresh deck, although I've certainly tried---no Daze or Stifle here. Besides, tempo-centric formats like Modern tend to be hostile to tempo decks anyway, as they're full of the aggro and midrange strategies that prey on those decks; by contrast, card advantage-centric formats like Legacy brim with control and combo strategies, rendering tempo quite powerful there.

So Delver's role in Modern is somewhat nontraditional: it doesn't helm its own archetype as it does in eternal formats. Rather, Delver of Secrets plays a role in Modern similar to that of Splinter Twin, by giving aggro-control decks a way to close out games against big mana before being totally subsumed by its late-game. Modern "Delver" decks often aren't true "Delver" decks at all, but midrange decks trending aggressive.

Mardu Pyromancer: Retrained

Gwixis Delver makes little secret of its identity as a midrange deck. It borrows many elements from Mardu Pyromancer, a deck yet to experience breakout success, but that's inhabited Modern in some capacity for years. That deck also runs Swiftspear, Pyromancer, Souls, and Reveler as threats, Lightning Bolt and Fatal Push as removal, and Faithless Looting as a consistency engine.

Despite lacking in Burn, Gwixis is a more aggressive version of Mardu Pyromancer. It trades Mardu's targeted discard for card draw in Chart a Course, and some of its removal spells for proaction in Delver of Secrets. I'm a big fan of taking this direction. Modern has always rewarded players for proactivity, but the current format seems to necessitate it; Storm, Tron, and (apparently) Humans are all top decks that demand a fast clock. There's a reason SCG Cincinnati featured an all-aggro Top 8, and housed only two expressly reactive decks (Jeskai and Abzan) in its Top 32.

The playstyle of this more-aggressive Pyromancer deck ends up creeping closer to Counter-Cat's, and both decks follow a two-phase gameplan. Phase one involves applying a fast clock and complimenting it with disruption. Should opponents answer that clock, the decks enter phase two: for Counter-Cat, that's dump more threats onto the table; the ones we haven't been playing, since we've been spending our mana on cantrips and disruption. For Gwixis, it's pull way ahead on cards (similar to Counter-Cat's post-board plan of slamming Huntmaster and Tamiyo once we've exhausted enemy removal). This distinction in phase two plans forms the basis of Gwixis's better and worse matchups compared with those of Counter-Cat.

Mico-Synergies Abound

As I played with Gwixis Delver, I continually discovered micro-synergies that kept me hooked. Many of them even involve Chart a Course:

  • After opponents wipe the board, we can land Swiftspear, swing, and Chart to restock on cards.
  • Lingering Souls ensures we rarely need to discard to Chart.
  • Chart can bin Lingering Souls for easy flashback.

And, of course, plenty don't:

  • After emptying our hand traditionally, then casting Bedlam Reveler, we can start flashing back Souls from the graveyard and not worry about making the Devil more expensive.
  • Early Lootings can dump Souls for cheap flashback and make Fatal Push less of a liability against decks with few targets.
  • Flashed-back Lootings help "fix" the blind plusses from Chart and Reveler.
  • Thought Scour sometimes plusses by milling Lingering Souls.
  • Snap-Kolaghan's-Reveler out-grinds every fair deck.

Combined with basic how-tos for Delver (i.e. Scouring away a bad scry on the upkeep) or Pyromancer (i.e. sticking Pyro, then playing a sorcery with instants in tow in case of removal), Gwixis has a lot of play and plenty of fun interactions to unearth.

Weakness and Resistance

Good news first: Gwixis Delver attacks from a few different angles, which helps it survive in the face of hostility. Opponent light on removal? Delver, Swiftspear, and Pyromancer should clean them up quickly. Heavy on it? Bedlam Reveler and Lingering Souls await in the wings. Leaning on graveyard hate? Most of our threats operate independently of that resource. On sweepers? We'll cast Charts instead of over-commiting to the board, and keep our grip/graveyard stocked with attackers.

Besides including answers to potential roadblocks, the deck comes complete with a "free win" dimension crucial in Modern. Colorless Eldrazi Stompy has turn-one Chalice of the Void for early wins and the Relic of Progenitus/Eternal Scourge combo for later ones; similarly, Gwixis can ride a pair of lucky one-drops to a speedy victory or handily out-resource spot-removal decks with tokens in the late-game.

Onto the deck's pitfalls. Some decks reward us for extending our phase one aggro plan, especially combo decks. Storm is the big one here---if they Bolt our Delver, or if we fail to open Delver, it can prove very difficult for us to assemble enough pressure to kill them before they go off. Tapping out for Young Pyromancer is pretty bad when our big counterspell costs two mana, and Swiftspear doesn't impress when we're holding up mana, either. Perhaps obviously, Lingering Souls and Bedlam Reveler are not highly reliable threats against decks uninterested in interacting. And hold-over Grapeshots gun down our squad with ease.

Wild Nacatl, Tarmogoyf, and Hooting Mandrills combine with Counter-Cat's mainboard permission to give that deck a huge edge against Storm that I missed dearly while losing to Gifts Ungiven with Gwixis. Realistically, this deck performs worse against most linear strategies, but the ones that don't care so much about anti-creature disruption (Storm, Valakut, Gx Tron) become nightmare matchups I sought to improve with the sideboard.

I wonder if Gwixis Delver might be a level too far ahead of the metagame to flourish. As aggro-combo now rises to combat Storm, and creature-heavy fish strategies like Humans show up to hose hyper-focused opponents, grindy midrange decks like Jund start looking a lot more attractive. Since that's exactly what Gwixis Delver wants to sit across from, the deck may need to wait a month or so for that shift to fully take place before being well-positioned.

Gwixis Delver: Remixed

I put in a few matches with shadowfuryix's list before changing some things to make the deck more palatable. Everyone's got their own playstyle—er, vices; I liked most of what the deck had going on enough to stick with it, but felt pretty shameful not running the full set of Serum Visions.

Gwixis Delver, by Jordan Boisvert

Creatures

4 Monastery Swiftspear
4 Delver of Secrets
2 Young Pyromancer
2 Snapcaster Mage
2 Bedlam Reveler

Instants

3 Thought Scour
4 Lightning Bolt
3 Fatal Push
1 Terminate
1 Kolaghan's Command

Sorceries

4 Serum Visions
4 Faithless Looting
4 Chart a Course
4 Lingering Souls

Lands

4 Polluted Delta
4 Scalding Tarn
2 Steam Vents
1 Watery Grave
1 Blood Crypt
1 Hallowed Fountain
2 Spirebluff Canal
1 Island
1 Swamp
1 Mountain

Sideboard

3 Disdainful Stroke
2 Spell Pierce
2 Thoughtseize
2 Collective Brutality
1 Surgical Extraction
1 Anger of the Gods
1 Terminate
1 Dismember
1 By Force
1 Engineered Explosives

Serum Visions is a must in this deck for fixing shaky openers. It does that far more gracefully than Faithless Looting, which is more of a late-game digging and filtering tool. The card also gets us extra mileage out of our threats by cheaply triggering Swiftspear and Pyro, setting up Delver, and serving as extra Snap and Reveler food.

To make room for Serum, I removed some of the clunkier gold spells and one Thought Scour. I like cheap spells in my Delver decks, and figured the additional one-mana cantrips would pull Scour's velocity weight.

I also cut the lone Soul-Scar Mage for another Swiftspear, and made room for a fourth by axing the third Young Pyromancer. Running Scar over a Spear didn't make any sense to me since the latter is so nice with Chart and off a Reveler.

I'm not big on Pyromancer in Modern at all, but am willing to continue testing two copies. Pyromancer seems to shine in midrange mirrors and against small creature decks, while leaving much to be desired against control and spell-based combo. Dropping Mardu's discard spells hurts Pyromancer's viability and makes it more of a turn-three play against interactive opponents. I'd love something like Tasigur, the Golden Fang in this slot to address these problems, but delve creatures conflict with our other plans and we're not exactly in a position to splash for Tarmogoyf.

Spell Pierce and Collective Brutality are cards I absolutely wanted in the sideboard. This deck already grinds well, so I felt the second Command and the other two Snaps were largely superfluous in the 75. Terminate is an important tool for big creatures, but I think we can afford to run one Dismember in place of a third copy.

Smooth Sailing

It's way too early to tell if Gwixis Delver has legs in Modern, but I think the testing I have done has at least revealed its shorcomings. And I have Counter-Cat to fall back on should I grow tired of getting smushed by damage-based sweepers, so I'm not particularly attached to this deck either way.

I'm more excited about Chart a Course's applications in Modern, which this past week has hinted it. I'm not terribly surprised we haven't seen a successful UR Delver deck, as I panned that deck as more of a trap in my analysis of Chart; still, I'm tickled that the two results we do have are from four-color Delver decks, which are exceedingly rare. Should the format continue to trend towards the linear, with Infect and other aggro-combo strategies cropping up to combat Storm and spell-based combo, Delver may see a resurgence, which bodes well for Chart a Course. Until then, count on me to keep you posted on this story's developments!

The Humans Arrive: Modern’s Next Big Thing

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Humans is a thing, yo. I wish that period was a full stop. Pack it up, work here is done, go home and kiss the kids. Not because I don’t want to write the article or anything. Simply because those five words encapsulate the range of emotions I’m feeling as I look over the SCG Cincinnati Open results more beautifully and eloquently than the other 1495 words I’ll write today. It’s all downhill from here folks.

Today, it’s all Humans. Where the archetype came from, its evolution, and what it has grown into today. I’ll admit, I’ve long scoffed at attempts to revitalize the archetype in Modern, but an Open win is, in my mind, the barometer for success. Yes, Skred and Slivers have won tournaments too, but so has Affinity, and Jund, and Splinter Twin, and Jeskai Tempo. Where does Humans fall on that spectrum? I’m glad I asked.

Blitz Me, Baby

Standard Naya Blitz, by Brad Nelson

Creatures

3 Frontline Medic
4 Boros Elite
4 Burning-Tree Emissary
4 Experiment One
4 Flinthoof Boar
4 Lightning Mauler
4 Mayor of Avabruck
4 Champion of the Parish

Instants

4 Searing Spear
4 Giant Growth

Lands

4 Cavern of Souls
1 Rootbound Crag
4 Sunpetal Grove
4 Stomping Ground
4 Sacred Foundry
4 Temple Garden

Sideboard

4 Boros Charm
2 Gruul Charm
3 Thalia, Guardian of Thraben
4 Fiend Hunter
2 Pacifism

This deck from Return to Ravnica-era Standard ruined 2013 for me. See, UWR Flash was the deck. Augur of Bolas, Restoration Angel, Searing Spear, Pillar of Flame. Esper Control was a thing. Jund was awesome. Standard was power level off the charts mode. Blitz put them all to shame.

Mayor of Avabruck, Champion of the Parish, and Thalia, Guardian of Thraben made Humans a deck way back when Innistrad came out, but Snapcaster Mage and Invisible Stalker were the Humans everyone was playing. Delver of Secrets and Phantasmal Bear dominated that format, and Champion of the Parish was forced to wait. It wasn’t until later, when Gatecrash brought in Frontline Medic, Boros Elite, Burning-Tree Emissary, and Experiment One, that Humans finally got its time in the spotlight…and by God did it shine.

You want nutdraws? We’ve got 'em. Champion into Mayor into Elite paired with Mauler? The bit players didn’t really matter, as long as you were attacking with a 3/3 on turn two. Twelve one-drops alongside millions of ways to push incredible amounts of damage made the deck a fast, powerful, consistent machine. Flood the board, overload their defenses, and double-Giant Growth to the face or overpower their defender to keep the hits coming.

The only thing that kept this deck in check was the incredible power level of everything else in the format. Return to Ravnica’s multi-color spells and easy mana allowed everyone to play three colors, which meant manabases were painful, but answers were aplenty. Still, Humans had the power and speed to win early, and the insane card quality to keep the game going late. Sounds like a recipe for success to me.

Modern, A Week Ago

The notion of Humans in Modern is enticing, as better mana and a ton more Humans options suggests that the deck can ramp up its card quality and compete in a more powerful format. While this works in theory, in reality cards like Tarmogoyf, Lightning Bolt, Path to Exile, and Inquisition of Kozilek are too ever-present for the archetype to enjoy widespread success. What it is trying to do on the board Affinity can just do better, as its synergies are just as powerful and it can dump its hand way earlier. In terms of fast, inevitable damage, Burn can play just as quickly, and few of its cards require the red zone for success.

The deck has nutdraw potential, but so do all the other aggro decks—and most require unique answers or play problematic things like Cranial Plating or Eidolon of the Great Revel. Humans in Modern has power, but can’t afford to play removal thanks to ever-present opposing disruption, so Tarmogoyf becomes a two-mana wall that acts as The Abyss against all our guys.

Modern, Today

The landscape has changed. Behold the new version of Humans that Collins Mullen used to take down SCG Cincinnati.

Modern Humans, by Collins Mullen (1st, SCG Cincinnati)

Creatures

4 Champion of the Parish
4 Kitesail Freebooter
4 Mantis Rider
3 Mayor of Avabruck
4 Meddling Mage
4 Noble Hierarch
3 Reflector Mage
4 Thalia's Lieutenant
4 Thalia, Guardian of Thraben
2 Thalia, Heretic Cathar

Artifacts

4 Aether Vial

Lands

4 Ancient Ziggurat
4 Cavern of Souls
1 Hallowed Fountain
2 Horizon Canopy
1 Plains
1 Temple Garden
4 Unclaimed Territory
3 Windswept Heath

Sideboard

1 Anafenza, the Foremost
2 Ethersworn Canonist
2 Fiend Hunter
2 Izzet Staticaster
1 Mirran Crusader
1 Reflector Mage
2 Tireless Tracker
2 Vithian Renegades
2 Xathrid Necromancer

Modern Humans in 2017 is coming up all power. Eight one-drops, but four of them don’t attack. Noble Hierarch helps us play threes on turn two, of course, but what it really does is let us play two two-drops on turn three. This isn’t an "attack with three characters on turn two as often as possible" Humans deck à la Naya Blitz of 2013. This is a "play powerful creatures that all make each other better, over and over and over until we win" Humans deck of the here and now.

Identity is something important to keep in mind here, as it informs decisions like Champion of the Parish/Aether Vial on turn one. I haven’t played all the matchups or scenarios yet, but it’s Vial, not even close. With nineteen two-drops, Vial is at its best on two, though Reflector Mage at instant speed is an excellent payoff for ticking it up to three as well.

Where Humans decks of old offered speed and consistency, this deck offers plays. Plays like Kitesail Freebooter to steal an opposing threat or piece of removal, and Meddling Mage as an immediate follow-up to negate a second card from their hand. In a format where everyone else gets to play Thoughtseize and Thought-Knot Seer, an on-tribe Tidehollow Sculler that is easier to cast and triggers our Champion of the Parish and Thalia's Lieutenant feels downright nasty.

Path to Exile, a longtime staple of aggro decks that can’t quite cut it, is thankfully absent here, because it actually isn’t good enough. Cutting a threat for removal not only dilutes the core strength of our deck (consistency and power), it hurts us against those decks that don’t play creatures, or are otherwise well prepared for a removal spell. Grixis Death’s Shadow would love nothing more than for us to spend time, mana, and resources on something that plays directly into their Stubborn Denial. The best way to lose against a deck like Grixis is to see three lands, Path, and two creatures in our opener, then have one of our threats get taken away by a discard spell and another die to a Fatal Push.

As is always the case in Modern, decks have dual identities, in the sense that they need to be "good" in the abstract, but more importantly need to be good in the context of the surrounding metagame. Here’s what some of the other decks in Modern are doing currently:

  • Jeskai Tempo - Kills a thing or two, plays Counterspell attached to a 2/3 flyer, plays Geist of Saint Traft as a 2/2 on turn three.
  • Grixis Death’s Shadow - Disrupts literally everything you try to do, drops itself below 10 to play a creature, or plays a seven-drop 5/5 for one mana by emptying their own graveyard.
  • UR Gifts Storm - Has begun to cut the two-drop storm ramp creatures for Opt, playing to the Gifts Ungiven long-game.
  • Affinity - Plays artifacts and ignores what everyone else is doing.

As is clear to see, the format is soft to a deck that attacks with creatures the normal way, assuming, of course, that said deck can overcome inherent disadvantages of being a creature deck in a format that’s hostile to that kind of vanilla strategy. "Normal" meaning non-Affinity, non-Merfolk, non-delve, non-hexproof—basically how everyone else chooses to play creatures. Grixis Death’s Shadow has long since cut Lightning Bolt, everyone is worried about how to stop Geist of Saint Traft and seven-mana delve creatures, and Tarmogoyf is nowhere to be found.

I can’t leave without talking about the sideboard, which is an absolute deckbuilding masterpiece. Fifteen creatures, all Humans, all toolbox, all the time. Ethersworn Canonist for Storm, Vithian Renegades for Affinity, Anafenza, the Foremost for graveyard shenanigans, and a ton of value creatures for removal of all types. Were it not for Aether Vial, this deck wouldn’t have a Stubborn Denial target in the 75.

I’m only a few games in with the deck, but my surprising top-performer so far has been Mantis Rider. It attacks fearlessly into Spell Queller, sticks around to block Geist of Saint Traft (even though we know it's dying), and hits over the top of Tasigur, the Golden Fang. Rider can add up to five or more damage on some boards thanks to Mayor, Champion, and Thalia's Lieutenant. Haste and vigilance is such a potent combo, turning an even board state into a five-point life swing (our three, plus the two we are blocking from our opponent). With Tireless Tracker out of the board, this Humans deck has so many tools at its disposal to beat its opponent in a variety of ways.

Conclusion

I’ve had the chance to play a few matches already with Humans, and I plan on playing a bunch more. The deck is powerful, consistent, flexible, and above all else, fun! Not only is it a unique take on an archetype that many (myself included) have passed over, it's an excellent choice for the current Modern metagame and an incredible exercise in individuality in deckbuilding. Play it—or against it—and you’ll find out for yourself soon enough.

Thanks for reading,

Trevor Holmes

The_Architect on MTGO

Metagame Developments: SCG Cincinnati Analysis

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Another week, another Star City Open, another round of data collection. As a general observation, the metagame diversity on display is remarkable. As the data will show, there are numerous viable archetypes and considerable diversity within those archetypes. However, clear front-runners are emerging. Should these continue through Regionals I think the metagame tiering will emerge.

I will be going into more detail when I actually present the data, but the lack of Blood Moon decks in this meta is still really surprising. The number of decks that either actually or functionally fold to the card is staggering. I assume this is due to the lack of a good shell, but if Jeskai is making a comeback I would expect Blue Moon to reemerge as its predator. They're extremely similar, but Blue Moon was nearly pre-sideboarded against Jeskai and has Blood Moon to just win. The fact that it hasn't is confusing. Is the deck actually bad, or are players just afraid of trying it because they think it's bad?

The Day 2 Metagame

The first thing worth noting about the Cincinnati Open is that it was apparently much smaller than Charlotte. Day 2 consisted of 67 players compared to the previous 128. The drop-off is staggering, suggesting it was half as large as the previous week. Knowing nothing of the local Magic scene, I imagine that it's the result of last weekend being Homecoming/midterms for many schools so they didn't come out. Also, it is Cincinnati; we can't expect too much. Urban mockery aside, it's a very interesting data set, as you may see from the top decks.

DeckTotal
Grixis Death's Shadow7
Counters Company7
Gifts Storm4
Elves4
Infect4
Five-Color Death's Shadow3
Scapeshift3
Affinity3
Eldrazi Tron3
Burn3
Jund3
BW Eldrazi and Taxes3
Abzan2
Jeskai Control2
GB Tron2

Worth noting that last week the Day 2 table was a tiny fraction of the represented decks, while this time it's a large majority. This may be a function of the smaller size of the tournament, or it could be that the crowd was naturally more homogeneous. Impossible to say.

It is interesting that the old consensus best decks, Grixis Death's Shadow and Counters Company, were the most represented decks. A few months back they were everywhere, and while GDS continues to be a force, Counters had almost disappeared. Jeskai began to rise around the same time, which doesn't surprise me. I've become something of a broken record on this, but Counters Company is fundamentally fragile. Playing tons of cheap removal is excellent against them. Jeska's non-presence in Day 2 is almost certainly linked to CC's ascendance in this meta.

Scrolling down a bit, we see Storm has a strong showing, as does Elves and Infect. Elves is interesting because it was also present in the same numbers back in Charlotte, but did not make the Top 16. It would appear that it's very good at cutting through random decks, but once things get more focused it fails. The deck is extremely explosive, but not like Affinity. It has plenty of combo kills, but they're not as fast or reliable as Counters or Storm. It's a lot of different strategies meshed together and it's not quite good enough.

Also interesting, both week's Day 2 chart toppers are down in the bottom half of the table. The twin colorless menaces of Affinity and Etron only put three pilots a piece into Day 2, which is interesting given the makeup of the rest of the field. Their worst matchups aren't well represented, in fact they're both pretty good against GDS, though Counters can be unfortunate. I'd guess that it's a local popularity thing. You need to really dedicate yourself to Affinity to do well, especially in a world where everyone is ready for you. This limits the deck's appeal. Etron plays "Battlecruiser Magic" better than anyone, and that's not a game many players like. You have to be okay with doing nothing but playing lands into big beasts, so even when the deck is well positioned many players just don't want to play the deck. As a result, I'm not reading anything into those numbers. It's the Top 16 that really matters anyway.

Cincinnati Open Top 16

And they're not really here either—just one copy of Affinity. I guess colorlessness is (finally) becoming a liability. Despite its smaller scale, this Open showcased a remarkable diversity of decks. Players who watched the coverage know that there were a lot of unique decks on display, at least for Day 1. They started focusing in on the same players as Day 2 wore on. The deck results confirm this, with eight different decks in the Top 8. The Top 16 continues this trend.

DeckTotal
Gifts Storm3
Counters Company2
Humans1
UG Merfolk1
Infect1
Affinity1
BW Eldrazi and Taxes1
Death and Taxes 1
Jeskai Control1
Ad Nauseam1
UW Control1
Five-Color Death's Shadow1
Bant Company1

Once again, the only UG Merfolk deck to make Day 2 is in the Top 8. This still doesn't mean anything statistically, but it is very interesting. I don't really know what the story is so there's nothing to conclude. If it's a tale of a lone representative slicing through all comers then the deck has serious potential. If that player is just blessed by the pairings god and runs extremely hot all weekend while all the other Fishermen fail Day 1, that's not really a result. That's just luck. And the curse of not having Day 1 data available to see.

Storm is another matter. Four decks made it into Day 2 and three made Top 16. Of course, two of them squeaked in at 15 and 16, but that's irrelevant statistically. Storm is the real deal, people. Its enemy Grixis Shadow did far worse, interestingly. Seven decks made the cut yet none are present here. There's only a single Five-color Shadow deck. I don't see anything inherent in the Day 2 archetypes to indicate this collapse. Either fate intervened or everyone was ready for Shadow, and as previously discussed, Shadow really can't handle being targeted.

Despite the good showing, Storm did not win again this weekend—this should come as no surprise if you look at the winning decklist. Maindeck Thalia, Guardian of Thraben, Meddling Mage, and Kitesail Freebooter say one thing very loudly: I'm not losing to Storm! It worked, and frankly the Ethersworn Canonists are overkill. Take that lesson to heart: persistent disruption and a clock beat Storm.

The rest of the Top 16 is eclectic, but the really interesting list is Infect. Whether this means the deck isn't truly dead is hard to say, mostly because I think a great deal of its success came from the brilliant sideboard plan. Invisible Stalker is an excellent transformative plan against a lot of decks, and a great example of what I've said before about such plans. I have to believe that Kenyon Collins earned a lot of free wins thanks to this juke, and that, more than Infect's viability, that's what earned him a Top 8. Regardless, I'm going to start running more Spell Snares just in case.

Cincinnati Classic Top 16

Onto the Classic results. I'm still a little skeptical of their value relative to the Opens, but at this point I'm desperate for data. It's also been argued to me that Classics contain a lot of decks that scrubbed out of the Open, and so indicate the Day 1 metagame. This is a decent point, though I'm not sold on its veracity. Still, an analyst works with the data he's given. And this is a very interesting data set.

DeckTotal
Affinity3
Eldrazi Tron3
Burn1
Mardu1
GR Devotion1
Infect1
Gifts Storm1
Mono-Green Tron1
Counters Company1
Ad Nauseam1
Grixis Death's Shadow1
Jeskai Control1

Apparently, all the colorless decks went to the Classic instead of the Open. Affinity even closed out the finals. My best guess is a favorable environment. Again, I'm not seeing decks that are known to be good against either Affinity or Etron. They're powerful enough that they just get there if you aren't ready and it looks like the Classic wasn't. Worth noting, the Infect list that top-eighted the Classic does not have Invisible Stalker. I'd guess that he was secret tech and am curious to see if it catches on now that the secret's out.

Just like last week, there's a Mardu list here. I don't have much to say about the deck; it's just really interesting that it keeps cropping up in Classic results. Is this a case where it can only make it through a Classic and lacks the legs for a longer tournament, or do Mardu players only run them at smaller events? I don't know. I doubt there's a good answer, but it's an interesting speculation piece. I'm glad it's not popular or successful, frankly. My decks have poor matchups against All-the-Removal.dec.

Aggregated Metagame

With that done, let's put it all together. Last week I put the results together to form the Charlotte metagame. I'll skip that this week, if you don't mind. Looking at the metagame of a given large tournament can be instructive, but that's not my goal. We're trying to get a handle on the metagame going into GP Oklahoma City and the Pro Tour, so we need to put all the data together. So that's what I did and will continue to do going forward.

DeckTotal
Gifts Storm8
Affinity8
Jeskai Control6
Grixis Death's Shadow4
Infect3
Counters Company3
Eldrazi Tron3
Abzan2
UG Merfolk2
Mardu2
UW Control2
Ad Nauseam2
Breach Titan1
Jund1
Saheeli Evolution1
BW Eldrazi1
8-Rack1
Temur Aggro1
GR Scapeshift1
Knight Company1
GW Company1
GR Ponza1
GB Tron1
Humans1
BW Eldrazi and Taxes1
Death and Taxes1
5-Color Death's Shadow1
Bant Company1
Burn1
GR Devotion1
Mono-G Tron1

That is...a lot of deck names. Starting next week I'll be culling singletons from this table. I imagine that I'll be upping the cut-off in a few weeks time too. I'm not interested in what did well at one tournament, but about finding a deck's actual metagame strength. If it can't muster at least another result by next week, they're outliers. Besides, if I don't start trimming then this article series will become nothing but the aggregate metagame table. That's not an article, that's a bad Powerpoint presentation. I can do better than that.

The data is also what you'd expect given the online chatter and the actual strengths of the decks. Affinity and Storm are on top followed by Jeskai. After that there is a steep drop off, with lots of three- and two-ofs. This suggests two things. The first is that players who have stuck by their decks (Affinity) are, as everyone always bangs on about, advantaged. Which makes sense, and is validating for all the times I've said it. We also have unfair combo doing well, for the first time in a while. It is too early to tell whether this is a new normal or a function of slow adjustment. It therefore follows that a deck that interacts favorably with both is in third place. That's how we'd expect it to work in a healthy metagame in an adjustment period.

It looks like we're getting some trends going, but I urge you to remain cautious. Two data points do form a line, but that is not the same as a trend. More data is needed. Consider that Counters Company and Eldrazi Tron did not appear on the table last week. With a pool this small, minor variations have a huge effect. The data from the SCG Washington DC Classic may be wildly different, especially considering that it will likely be filled with Legacy players. It won't be until the data from Regionals comes in that I'll be willing to call anything a trend.

Regionals will be the real test. Drawing players from about two-thirds of the US (curse Star City pulling out of the West! No, Texas and California don't count), it comes close to a true random sample of the entire Modern player base. Once all that data is processed we should have enough for some actual conclusions.

A Picture is Forming

So what can we conclude from all this? First and foremost, don't ignore Affinity! When you don't pay enough attention to the mechanical menace it does Affinity stuff to you. Unless you want that to happen, plan ahead and pack your hate. The deck is vulnerable to hate; there is flexible and effective hate available. Use it. I stress this as a hard rule for a reason.

Secondly, come ready for Storm. Fast, unfair, non-creature combo is something relatively new to Modern. You could be forgiven for not knowing how to prepare for it, but not anymore. It's a known thing, you need to be ready. The maindeck strategy of disruption into a clock is very good here, and there is hate available. You don't have to live in fear, but you do need to know what to do. No excuses, know how your deck beats Storm. If you're going to struggle, find a sideboard plan.

Next week there's a Classic to add to the table, and some old business to conclude. See you then!

Challenger Approaching: Unban Candidates

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The October 17 banlist announcement came and went, and no changes were made to Modern. But that doesn't mean there's nothing to glean. Wizards dropped some juicy information this announcement, and today we'll deduce which cards the company has their eye on unbanning.

Wizards's latest "No changes" gave us some valuable insight into how they're planning to manage Modern's banlist in the coming months. From the October 17 announcement:

The competitive balances of all the major formats are in healthy places at this point, so we are making no changes.

In the course of discussing options for this announcement, we did discuss unbanning in Modern. However, given the current healthy state of the format and the upcoming Modern Pro Tour, we plan to wait for the results of Pro Tour Rivals of Ixalan to evaluate any potential changes for the format. We anticipate making an announcement in February after the results from that tournament come in.

Speaking of which, we do not anticipate making any changes to Modern with the January 15 announcement. We're sensitive to the timing of that announcement relative to the Pro Tour, and only would make a change if it were very clearly needed. Given the current state of the format, we believe that will be extremely unlikely.

Some key takeaways:

  • Wizards considers this metagame "healthy." That's in line with my own assessment, and it provides a relatively solid benchmark with which to measure the health of future formats. Still, it would be nice to have more hard data to put to the "healthy" name.
  • Wizards is considering Modern unbans. I think this is an exciting sign overall and applaud Wizards both for their restraint with this announcement and for keeping us in the loop.
  • Wizards won't ban anything until after the Pro Tour. The best news of the announcement, for a couple reasons. First, players spooked by community doomsaying can confidently invest in cards they were afraid of losing to the banlist (looking at you, Chalice of the Void). Second, it seems Wizards plans to make good on its promise not to use bans as a way to shake up the Pro Tour format, a strategy which led to enough public unrest for the company to suspend the Modern Pro Tour last time around.

If It Ain't Broke...

The banlist's primary goal is to address format issues. Wizards bans cards in Modern for one of two reasons: offenders lower format diversity, or they violate the Turn-Four Rule. The only exceptions to this rule are cards that were banned from the format's outset, because of a belief they would fall into one of those two categories (Mental Misstep, Jace, the Mind Sculptor, Chrome Mox, the artifact lands) and cards that make too many games go to time (Sensei's Divining Top, Second Sunrise).

It stands to reason, then, that if the format has no issues, nothing should be banned. Whether cards should be unbanned in such a scenario proves a divisive topic, with some arguing that healthy metagames should be milked with minimal interference, and others preferring a slimmer list or exciting new additions to the card pool. The latest announcement tells us Wizards is leaning toward the latter side of the debate.

Wizards has always been conservative when it comes to unbanning cards in Modern, and Golgari Grave-Troll's brief reign of terror reveals why. Despite the occurrence of "successful" unbans, as when Bitterblossom and Ancestral Vision came off the banlist and did close to nothing, I think gaffes like the Troll unban are likely to scare Wizards into pushing the envelope even more cautiously. After all, the public backlash resulting from a hasty mistake naturally dwarfs that resulting from inaction during times of peace.

The Bottom Line

In terms of format health, the name of the game when it comes to Modern management has always been diversity. That's why the bulk of Modern bans have referenced metagame share and win percentage. If unbanning a card stands to increase diversity, the card becomes a potential unban candidate.

The Unban Candidates

Ranked likeliest to unlikeliest, here are the five cards I think have the best shot at being unbanned in Modern. My arguments for each card are based on their past performance and the current metagame, so it's possible something deeply alters Modern in the next however-many months that influences the views presented here.

1. Stoneforge Mystic

Stoneforge Mystic has never been legal in Modern, and I'm interested in seeing what she can do. She certainly passes the level-one test of not fitting straight into an existing top-tier archetype. I hold my position from June that Stoneforge is safe for Modern.

Modern Nexus's own tests with the card cautioned against an unban, with David concluding in 2016 that the Kor mainly punished fair aggro decks (something he considers a net negative). But I'm not sure she still does. Death's Shadow has driven many linear aggro-combo strategies out of the format, with only Affinity and Burn remaining to helm the archetype. That means fewer linear options that ignore Mystic altogether. As for fair aggro, the decks that exist and perform don't want Stoneforge anyway. Those in Modern's bottom rung might be able to actually use her.

A speedy Batterskull puts in work against two of the format's top decks, Eldrazi Tron and Grixis Shadow, and the card advantage Mystic provides shines in matchups traditionally more difficult for creature-based aggro strategies, such as Jeskai Tempo. Since these aggro decks make up a small portion of the metagame, a Stoneforge unban might make increase diversity by encouraging, say, Hatebear decks. I can also see Stoneforge buffing or nuancing other strategies, like BW Tokens, Abzan Rock, UW Control, and Jeskai Tempo.

Unbanning Mystic doesn't have many cons. I doubt she homogenizes midrange decks in the way Siege Rhino or Bloodbraid Elf have in the past, as nonwhite rock decks still offer tangible incentives (3-4 Ghost Quarter and solid mana for BG; red utility spells and Raging Ravine for Jund). As for the raw power level of cheating out Batterskull on turn three, I'm not sure it's even on par with that of casting Thought-Knot Seer, Collected Company, or Shadow-Stubborn on that same turn. To top it off, Stoneforge is easier to kill now than ever thanks to Fatal Push, Collective Brutality, and of course Kolaghan's Command.

Verdict: Unban

2. Jace, the Mind Sculptor

Another card to never have seen the light of Modern, Jace, the Mind Sculptor is one of the most polarizing cards on the banlist.

Let's again refer to David's testing, which unsurprisingly found that Jace helps control decks beat fair decks and doesn't help them beat unfair ones. While David argues the results signify a Jace unban making Modern less fair overall, it's important to remember that Jace himself would exclusively see play in fair decks. It's also relevant that the format's best-performing fair deck, Grixis Shadow, is too strapped for mana to run Jace itself, suggesting that Jace's arrival to Modern would in fact diversify blue midrange strategies.

On to the card's power: Jace, the Mind Sculptor is the best planeswalker ever printed. But he wouldn't be the best one in Modern—Liliana of the Veil would keep that title. Modern is the most tempo-centric of all constructed Magic formats, which bodes badly for Jace. The blue walker hardly affects the board when he comes down, and resolves a full turn later than his sister-in-crime. Liliana also has utility in nearly every matchup, whether she's removing threats against midrange or choking resources against combo. "Drawing more cards" is also powerful in every matchup, but Jace's prohibitive costs—both his CMC and his double blue requirement—make him less attractive against many decks, especially of the combo variety (including aggro-combo and big mana). Even Jace's color works against him; black, not blue, has the strongest tools for surviving to turn four.

Consider tapping out for Jace against each of Modern's top decks. Shadow can Stubborn Denial him; Jeskai can Logic Knot him; Eldrazi can resolve Reality Smasher and kill him; Tron can stick Karn and exile him; Company can chain a couple copies of its namesake and go off; Valakut, Storm, Burn, and Affinity can outright kill you. The only currently-performing deck I'd want to cast Jace against is BGx Rock, which isn't even performing very well.

Verdict: Optimistic

As an aside, I've seen people suggest unbanning Jace and Bloodbraid Elf together. I think this suggestion is a little silly. For starters, the latter does not do a particularly great job of policing the former. But the implications of recklessly unbanning two untested bombs at once are massive.

3. Bloodbraid Elf

Speaking of Bloodbraid Elf, here's a card David took a hard no on. Granted, that too was in 2016, when Jund was a top-tier competitor. Nowadays, Jund is far from advantaged in the way it used to be. Red's wealth of utility spells (Bolt, Grudge, Command) doesn't seem worth trading away the flexibility of Path to Exile and Lingering Souls, making Abzan the BGx Rock deck of choice for many Modern players—that is, when BGx Rock is played at all. The consensus is that the higher-reversability Grixis Shadow has functionally replaced these decks in the metagame.

Bloodbraid Elf is impactful enough that I would expect Jund to immediately bounce back if it were unbanned. That's reason enough to be wary of the card, as Jund has dominated Modern for, well, ever; I don't know about you, but I'm happy with BGx Rock being a Tier 2 option for once. With that said, I doubt Elf-wielding Jund boasts a better matchup spread than Grixis Shadow does, and even with Elf, it doesn't just start beating Eldrazi Tron and other big mana decks with any semblance of consistency.

The first problem with an Elf unban is that it challenges Standard cards to hit a higher bar to see play in Modern. Tireless Tracker, Kalitas, Traitor of Ghet, Grim Flayer, and other creatures have gradually trickled into BGx Rock decks from new expansions since Elf's banning. I would expect that trend to slow to a crawl with Elf available as a frequently superior option to anything reasonable to print in Standard, which undermines Wizards's goals for Modern. Jace, the Mind Sculptor kind of runs into this problem too, but playable blue planeswalkers are rare enough in Modern to make that more of a corner case. Creatures, however, are plentiful, and most Modern shake-ups come from new midrange creatures entering the format.

A second problem lies with fairness: not the convoluted fair-unfair Magic theory continuum, but the more traditional sense of the word. Jund sat atop Modern for years while Ancestral Vision, Sword of the Meek, and Bitterblossom, cards that represented a chance to help struggling lower-tier strategies, rotted forgotten on the banlist. Why should Jund get its favorite toy back as soon as it's relegated to Tier 2? No one deck "deserves" to be Tier 1 in every metagame.

On the surface, this fairness argument has little to do with Wizards's vision of the format. But I think it can be linked to the company's conservatism with unbans. If they're that scared to let off Wild Nacatl, what are Bloodbraid Elf's odds?

Verdict: Pessimistic

4. Splinter Twin

Ah, the actual most polarizing card on the banlist. It seems to me that players who want Splinter Twin back don't understand how the deck warped Modern during its legality. But Modern has changed, as it always does, and the card's as deserving of a second look as any.

Modern is stronger now, making Twin relatively weaker than it was while legal. Death's Shadow and Thought-Knot Seer in particular seem to line up very well against Twin. Fatal Push has also graced the format, giving black mages a cheaper option than Terminate and Abrupt Decay to hold up mana for—representing two mana each turn was devastating for BGx rock decks in the matchup. But Push still prevents players from cracking their fetchland. And that's just the first and smallest of many strikes against Splinter Twin.

In an otherwise phenomenal article from this week, Modern: The Best It's Ever Been?, Shaun McLaren posed an ill-conceived query:

UR Gifts Storm is a bit of a problem. The problem isn't necessarily the deck itself; it's more "why does this get to survive and Splinter Twin doesn't?"

Answering this question in depth illuminates Twin's many strengths, especially considering Storm is currently one of the best-performing decks in Modern.

  1. Without a mana bear, Storm is a turn-five or -six combo deck. With one, it's a turn-three or -four combo deck. But the bears can often be killed on an opponent's main phase. Twin forces players to run instant-speed creature interaction, and it always threatens a kill once it has three lands.
  2. Twin has a solid Plan B—an aggro-control plan in fact so solid, it's secretly the deck's Plan A. Contrarily, Storm cannot attack from multiple angles.
  3. Storm folds to graveyard hate. Besides finding and casting Echoing Truth without exiling too many resources, the deck's out to a Rest in Peace is to resolve a big Empty the Warrens. This plan gives opponents time to draw a sweeper or just win on their own terms. For its part, the Twin combo does not use the graveyard at all, allowing the deck to gracefully toe the fine line between using the powerful graveyard tools at its disposal and becoming overly reliant on them.
  4. Twin is harder to hate out than Storm for other reasons—in addition to graveyard hate, cards like Thalia, Guardian of Thraben, Chalice of the Void, Eidolon of Rhetoric, and Eidolon of the Great Revel all greatly hinder the deck. Anti-Splinter Twin hosers (i.e. Torpor Orb, Illness in the Ranks) tend to be more narrow and less splashable, and fail to address Twin's primary fair gameplan in the first place.
  5. UR Twin was banned in part for homogenizing URx decks. Grixis Shadow and Jeskai Tempo prove Storm does not commit the same crime.

Twin's two biggest offenses are how it hinders turn-three plays and abuses the Turn-Four Rule. Cards like Tireless Tracker, Course of Kruphix, and Geist of Saint Traft would go the way of the dodo if Twin were legal, as slamming them on-curve necessitates that pilots relinquish their interaction mana on Twin's combo turn.

I'm also of the opinion that decks with a consistent turn-four combo have no business also being premier fair decks. Why play any aggro-combo, aggro-control, or combo-control deck when you could play Twin instead? Company would prove the biggest loser if Twin came back, as it functions as a worse version of midrange-plus-combo, loves tapping out for three-drops, and runs limited removal. Losing Company ensures a significant net diversity loss, as Collected Company helms multiple decks, including Bant Humans, Four-Color Humans, Bant Spirits, Slivers, Elves, Naya Company, Abzan Company, Kiki-Chord, and Counters Company.

Much of what I wrote when Twin was banned is still true today, and Twin coming off the list would surely shake Modern to its core. Given that Wizards likes where the format is at right now, there's no way Twin comes off any time soon.

Verdict: Remain banned

5. Preordain

Serum Visions is one of the most played cards in Modern, and for good reason—it rocks! While Preordain fulfills a slightly different function; it's a strict upgrade to the already-played Sleight of Hand, and miles better than Opt. Never mind that it slots right into the format's leading fair deck; unbanning Preordain would at least kill cantrip diversity.

I touted Preordain as a possible solution to the broken Dredge-Infect metagame last year. But without those decks at full power, the format looks a lot more reasonable, and I don't think releasing this busted cantrip will do anybody any favors. Wizards will continue banning degenerate decks as they emerge, rather than try to unban cards of similar power level to combat them with, and let Modern's power level steadily rise over time. Doing so allows cards to cross over from Standard.

Of course, it's theoretically possible Modern eventually reaches a power level where Preordain is fine. That stage would likely involve Serum Visions becoming unplayable, since if there's a top-tier Serum Visions deck, Preordain is bound to stay on the banlist regardless. But considering Wizards is done printing efficient blue filtering in Standard, and that sort of effect will always have a home in any constructed format, I wouldn't count on Visions ever being unplayable in Modern. Regardless of how strong Preordain is in a vacuum, it's stuck on the banlist for good.

Verdict: Remain banned

I'm With the Banned

Outside of these five cards, I don't think it's responsible to entertain arguments for anything else on the Modern banlist to come off. Those I've heard in favor of some of the other cards vary from suggesting unprecedented and unjustified "swap bans" (i.e. artifact lands for Cranial Plating) to helping control become a Tier 1 strategy for no apparent reason (i.e. "free Sensei's Divining Top so we can play Miracles!") to betraying a gross misunderstanding of a particular card's warping effects (i.e. Umezawa's Jitte; Punishing Fire).

My stance on this last point might change as Modern evolves. For instance, I can see Seething Song coming off in a Modern that has banned Past in Flames and perhaps even Manamorphose for future offenses (both cards, to be absolutely clear, are completely safe at this stage).

In any case, right now I couldn't be happier with Wizards's management of Modern and with the format as a whole. Do you agree or disagree with my banlist takes? Let me know in the comments!

What’s Winning, Why, and How to Beat It

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The Star City Games Charlotte Open results are in, and there are numerous other Modern events on the horizon. In a few short months, we’ll have a Modern Pro Tour on our doorstep as well. Summer is over, fall is here, and Modern is back in the spotlight. It is time.

This week, I’ll be taking a look at the latest results from SCG Charlotte, but instead of doing an event analysis as I usually do (David already did something similar earlier this week), I’m going to branch out a bit. Instead I'll be talking about the major players in the format at this point, why they are winning, and what their primary weaknesses are. This article will hopefully serve as a reference in the coming weeks to go back to, as any of these archetypes grabs the spotlight for themselves. Think of it like a primer, but for the metagame as it stands halfway through October. Let’s get to it!

UR Gifts Storm

UR Gifts Storm, by Paul Muller (1st, SCG Charlotte)

Creatures

4 Baral, Chief of Compliance
2 Goblin Electromancer

Instants

4 Desperate Ritual
4 Manamorphose
3 Remand
4 Pyretic Ritual
1 Noxious Revival
4 Opt
4 Gifts Ungiven

Sorceries

2 Past in Flames
4 Serum Visions
4 Sleight of Hand
3 Grapeshot

Lands

2 Island
1 Mountain
4 Shivan Reef
2 Snow-Covered Island
4 Spirebluff Canal
4 Steam Vents

Sideboard

1 Dismember
2 Dispel
2 Empty the Warrens
3 Lightning Bolt
4 Pieces of the Puzzle
2 Shattering Spree
1 Wipe Away

It only makes sense to start with the champion, Paul Muller’s UR Gifts Storm. The deck won the SCG Open in Charlotte and put a second copy in the Top 4, as well as placing two copies in the Top 4 of the Modern Classic. Storm isn’t doing anything unique or fresh at this point, but a few new pieces of tech and some metagame shifts have resulted in favorable conditions for Storm to capitalize on.

Of the four Storm decks to Top 4, only one list (Kazu Negri placing third in the Classic) chose not to play Opt and Pieces of the Puzzle in some number. You can say he Opted out. Pieces of the Puzzle doesn’t necessarily count as new tech. But as David explained in his article, how we view the metagame and decklist iterations is changing—so waiting to see MTGO technology make its way into paper lists is a good line in the sand to draw.

The old Pyromancer Ascension mold of Storm is dead and buried, replaced by value, consistency, and inevitability. This is evidenced by all four of the Storm lists trimming Goblin Electromancer to fit in Opt, which a few months ago many players might have considered sacrilegious. The real card here is Gifts Ungiven, which keeps the value coming and is more important than the two-mana ramp creatures. In a format where Jeskai Tempo is killing just about everything that hits the table, Gifts Ungiven makes sense, and the archetype is definitely capable of going off without one of their creatures on the table. Don’t scoff at their 17-land manabase—Storm is hitting five mana, oftentimes on curve or just a turn behind. All those cantrips add up, and the traditional waiting game blue decks like to play with Storm doesn’t work anymore.

UR Gifts Storm is winning because it employs a strong, consistent curve that can live through a Thoughtseize, and the format is favorable for it. In the past, Pyromancer Ascension Storm was crushed by Jund Midrange, as they saw their hand ripped apart by Thoughtseize and Liliana of the Veil, and their board demolished by Lightning Bolt and Abrupt Decay. Now the Jund decks play Death's Shadow and a fair amount of air, and while they hit hard, Storm can take a Thoughtseize to the face and move right along without too much trouble. Most decks in the format aren’t fast enough to consistently beat it before it can go off, in large part because Grixis Death’s Shadow is forcing the rest of the meta to slow down.

To beat Storm, you can race them, rip apart their hand (quickly), or sidestep them entirely and force them off their game. When they chain, they are doing so on their turn, which plays right into the hands of Ad Nauseam, an archetype just about everyone has forgotten about. You can try racing them with Affinity, but Storm knows its weaknesses and is ready with Shattering Spree and Lightning Bolt. Thoughtseize is a start, but you have to back that up with fast, hard-hitting pressure or more control and discard à la Esper Control. Esper Charm repeatedly to keep them hellbent is a solid strategy, but one they are definitely prepared for, with playsets of Gifts Ungiven and Pieces of the Puzzle to fight on that front.

Jeskai Tempo

Jeskai Tempo, by Jacob Ballington (1st, SCG Charlotte Classic)

Creatures

3 Geist of Saint Traft
4 Snapcaster Mage
4 Spell Queller

Instants

4 Lightning Bolt
3 Cryptic Command
3 Lightning Helix
2 Spell Snare
4 Path to Exile
3 Logic Knot
2 Electrolyze

Sorceries

4 Serum Visions

Lands

4 Celestial Colonnade
4 Flooded Strand
2 Hallowed Fountain
3 Island
1 Mountain
1 Plains
1 Sacred Foundry
4 Scalding Tarn
2 Steam Vents
2 Sulfur Falls

Sideboard

1 Celestial Purge
2 Disdainful Stroke
2 Dispel
1 Engineered Explosives
1 Izzet Staticaster
1 Negate
2 Pia and Kiran Nalaar
2 Relic of Progenitus
1 Supreme Verdict
1 Vendilion Clique
1 Wear

The current control deck of the format, Jeskai Tempo is playing all the usual suspects, while also finding room in the maindeck for seven copies of Spell Queller and Geist of Saint Traft. Don’t believe Jeskai is actually a control deck masquerading as aggro? Four Celestial Colonnade, Supreme Verdict, and more counterspells and reactive cards in the board suggest otherwise. The deck plays reactively against just about everyone, killing all creatures that hit the table until they see an opportunity to Spell Queller or Cryptic Command something relevant, and then it's off to the races. If you try to play them like a control deck, they drop Geist of Saint Traft, clear out all the blockers, and punish the format for remaining soft to hexproof creatures.

In large part, the deck is winning because everyone else is letting them get away with thirteen cards that only kill creatures and/or deal damage, and eleven threats that don’t play great defense. The deck plays incredibly well when it can put its opponent on the back foot, and with most decks in the format concerned with attacking with creatures, that tends to be pretty easy to do. Jeskai lines up incredibly well against Grixis Death’s Shadow, as it can easily burn them out once they've done half themselves. It has plenty of answers to Death’s Shadow’s threats, and Geist of Saint Traft is incredibly difficult for Grixis to answer. Against the field, Jeskai Tempo is consistent while also being proactive and disruptive. It also turns the corner well, as blue mages love to pontificate about.

The answers to beat Jeskai Tempo are no big secret; the problem is doing so without dying to the rest of the format. Eldrazi Tron would love to chain Reality Smasher, Matter Reshaper, and Thought-Knot Seer all day with a Cavern of Souls. But that deck is having trouble beating Storm and can’t convert a Day Two performance into a Top 16 finish, judging by the results at Charlotte. The deck wins, but not very quickly, which is an avenue we can pursue as long as we aren’t attacking with creatures. Living End has Spell Queller and Logic Knot to contend with before four mana, which is manageable, and Ad Nauseam can punish Jeskai for playing things like Lightning Helix, Path to Exile, and Electrolyze.

Spell-based combo isn’t for everyone, however, so if you insist on attacking with creatures, make sure they come with value attached. Jund Midrange with Tireless Tracker and/or Kitchen Finks can attempt to grind, but this version of Jeskai forces you to have the Thoughtseize or Liliana of the Veil for their Geist of Saint Traft. Thrun, the Last Troll, of course, flips the script entirely.

Affinity and Death’s Shadow

I’d be remiss to ignore Grixis and Affinity, even though the answers to fight them are well known at this point.

Affinity wins through sheer speed and power, and the ability to dump their whole hand by the third turn. Grixis Death’s Shadow wins through the ability to grind through all the resources you have and replay the same huge threat multiple times for one mana. Affinity can be beat with artifact hate, removal spells and lifegain. Grixis Death’s Shadow can be beat with graveyard hate, inevitability, and threats that aren’t dealt with through normal means.

The issue here is that we only have fifteen sideboard slots, and Affinity forces us to find those sideboard cards in our opener, while Death’s Shadow just Thoughtseizes them away. It isn’t enough for our sideboard to shore up a weak matchup; the deck we play has to come from at least a close-to-even position to begin with. Finding an archetype that can do this, while also possessing the power to beat Jeskai Tempo, UR Gifts Storm, Eldrazi Tron, and the random stuff that people play in Modern, is no easy task.

Conclusion

If we are just looking at the results of Charlotte, that would be your metagame, besides Affinity of course. Eldrazi Tron remains a player at the early tables, but only one traditional Eldrazi Tron deck managed a Top 32 finish between both events, and it barely snuck in at 31st.

Grixis Death’s Shadow is still everyone’s target, but past the early tables it seems that a field full of Storm, Jeskai, and Affinity is the one you will face. The top decks have blatant weaknesses, but the puzzle to solve here is how to beat them without losing to the very decks they are capitalizing on themselves.

Thanks for reading,

Trevor Holmes

Shifting Metagame: SCG Charlotte Analysis

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You may not have heard, but there's a Modern Pro Tour coming up. This is leading to an influx of interest in our beloved format and increased tournament support. The past weekend had an SCG Modern Open in Charlotte; next weekend there's another in Cincinnati, SCG Regionals are in November, and then the SCG Invitational and GP Oklahoma City in December. That's moving in the direction of a reasonable data set. Therefore, it's time to scrutinize the metagame again.

We've been over this before, but Wizards' decision to reduce and regulate what MTGO results get published hampered our ability to analyze the metagame. Selectively picking five different decks rather than the random ten they previously released ruined MTGO as a data source. Curated samples reveal the biases of the curator, while random samples more accurately reflects the population. If every data point has the same chance of being chosen, then the final data set will proportionately represent the population. This no longer being the case for MTGO, we have to use paper events and preferably big ones to get a decent sample size. These don't happen often so it has become harder to accurately model the metagame. Just like Wizards intended.

However, when there are a number of big events close together, as there will be between the SCG Opens and Classics, we will get enough data points from random samples that we can in fact do some analysis. So over the next few months I'll be putting these big event results together and attempting to project the Modern Pro Tour metagame. It's hard to say at this point how well it will reflect the "real" metagame, but that's what research and experimentation are for, aren't they? My plan for this week to start putting together the data set and see how things look. As more big events take place I will add them in and start to evaluate the trend. Hopefully patterns of success will emerge and from those I can make conclusions about the state of the Modern metagame.

A Colorless World

I'm starting with the broadest data available, the Day 2 Metagame Breakdown. Lacking Day 1 data, this is the total population for our next steps. There are a lot of decks, but I want to highlight the upper quarter of the data.

Deck Total
Eldrazi Tron15
Affinity13
Jeskai Control10
Burn9
UR Storm7
Grixis Death's Shadow6
Jund6
Abzan5
Elves4
GR Ponza4

That is a lot of colorless decks. Affinity and Etron represent 35% the table and 22% of the total Day 2 field. Etron being popular is not exactly surprising; it's been doing well for months. Mana acceleration coupled with big, disruptive threats is a fine strategy, especially when you have a good matchup against the format's boogeyman. Affinity had fallen off over the summer, so it's made a pretty surprising resurgence here.

The Affinity surge may help explain the return of Jeskai Control. Largely replaced by UW during Death's Shadow's heyday a few months back, Jeskai boasted a better matchup against both Affinity and Counters Company and has been steadily climbing in popularity. I do wonder how many of the decks listed as Jeskai Control are actually tempo decks, but that changes nothing. Bolt-Snap-Bolt decks are making a return.

The really interesting part, at least to me, is at the bottom of the table. Grixis Death's Shadow, after spending months as Modern's "best deck," only put six copies into Day 2. This is the same as Jund, the deck it theoretically replaced, with midrange Abzan just behind them. This suggests that the metagame warp I noted months ago is weakening. Eldrazi Tron and GDS are powerful, but far from unbeatable.

The problem with both is that they have lots of air. Etron has lots of lands, land search, and mana rocks. GDS plays the most efficient threats, removal, and disruption, but it doesn't play a lot of them. It's held together by cantrips. Both decks have a tendency to do nothing if their initial hand isn't good enough to win. BGx is a pile of the best cards that are relevant the entire game. They even have lots of creature-lands so their lands remain live draws. As counter-strategies emerged and the novelty wore off, I'm not surprised that players went back to the old reliable standbys. From that overall population, what actually rose to the top?

Charlotte Open Top 16

Storm won Charlotte, though given that the finals were against Affinity this isn't too surprising. Fast combo is traditionally advantaged over creature decks, though Affinity was hampered by some subpar draws. What really surprised me was the semifinal game against Grixis Death's Shadow. The matchup is very favorable for GDS and yet it just couldn't close the game. The fundamental flaw of the deck I mentioned above was on full display, as Andrew Jessup had plenty of early disruption but not the early threats to close the game before Paul Mueller recovered.

However, all that is less important than the overall view of the metagame that the tournament gave us. I'm just using the Top 16. The Top 32 is nice and all even if the prizes are a bit weak, but when trying to find the best decks in the tournament we should pick the best results. It would also make the table prohibitively huge.

DeckTotal
Storm2
Affinity2
Grixis Death's Shadow2
GW Company1
GR Ponza1
UG Merfolk1
Breach Titan1
Infect1
Abzan1
Jeskai Control1
GB Tron1
BW Eldrazi1
8-Rack1

Not a single Eldrazi Tron. Out of fifteen decks, nobody made Top 16. One did squeak into Top 32, but only just at 31st. That is a remarkable failure to convert. Jeskai also had disappointing results. Of the previous list toppers, only Affinity remains, both representatives in the Top 8 no less. Exactly what all this means is hard to determine. We don't have enough data yet to really make any determinations, and if we just go by conversion rates, then UG Merfolk is the best deck with 100% Day 2/Top 8 conversion. We're just looking for a place to start—if these trends continue that's something to investigate.

GDS placing two copies into Top 16, even just barely, does still speak to its power. The observed drop-off in popularity and failure to win events may have taken it down a peg, but it's still a powerful and terrifyingly efficient deck. Don't sit on Storm either. Combo is back. And far faster than it used to be. Ad Nauseam was the only real combo deck for years because of its resistance to disruption relative to Storm. It appears that isn't good enough anymore and speed is ruling the combo world. Be aware and be ready.

Charlotte Classic Top 16

The Open results are nice, but 16 data points just won't get us anywhere. The Classic may not have been as harsh a crucible, but it's still a large tournament and yields far more valuable data than four-round Modern Leagues or a PPTQ. Therefore I'm going to bring in the Classic Top 16 as well.

DeckTotal
Jeskai Control3
Affinity2
Storm2
Temur Aggro1
GR Scapeshift1
Mardu1
Saheeli Evolution1
Jund1
Knight Company1
UW Control1
Abzan1
Grixis Death's Shadow1

That's very interesting. Affinity and Storm placed two copies again. As above, it doesn't mean anything yet, but it is interesting. This marks them as the decks to watch. Placing well in two events speaks well of their power. However, this is the Classic accompanying a Modern Open. The player base of such events tend to be players from the Open who didn't make Day 2. As a result, you tend to see similar decks. However, we do assume that the best decks win more, so that could also be an indication of their place in the metagame. We need to wait until next week to see.

The other interesting thing, from a metagame analysis standpoint, is Jeskai's outstanding result. Representing 19% of the Top 16 and winning the event is nothing to dismiss. Or it looks that way. This is one of those cases where decks that aren't really the same are being lumped together. Two decks, including the winner, are actually Jeskai Tempo decks with Geist of Saint Traft and Spell Queller. They assume the control role most of the time, but they're not real control decks. The other is a true Nahiri, the Harbinger control deck in the classic model. It's a fine enough distinction that I won't split hairs, especially since it's not universally accepted as a distinction.

There are a lot of fringe and rogue decks in this Top 16, but you shouldn't read too much into them. It was a relatively small event compared to the Open, and this gives weird brews a better chance to spike the event. As I've covered before, the smaller the dataset the more likely it is that outliers will affect the data.

Charlotte Metagame

That's nice and all, but how is any of this helpful? By itself it isn't. It's when we put the data together that the overall metagame picture will start to emerge. We're not to the point where we can really make valid arguments about the metagame, but we can see the relative strengths of the decks at SCG Charlotte. With the data from Cincinnati next week and more in coming weeks, we will build a far more accurate picture. Eventually we will have enough to actually draw conclusions about the Modern metagame.

DeckTotal
Storm4
Affinity4
Jeskai Control4
Grixis Death's Shadow3
Abzan2
UG Merfolk1
Breach Titan1
Infect1
Jund1
Saheeli Evolution1
Mardu1
BW Eldrazi1
8-Rack1
Temur Aggro1
GR Scapeshift1
UW Control1
Knight Company1
GW Company1
GR Ponza1
GB Tron1

You could probably see this table coming. Storm, Affinity, and Jeskai decks had the best weekend, accounting for 37.5% of the total Top 16 finishes. If you wanted to do well, these decks gave you the best odds in Charlotte. If they continue to do well this will indicate high-tier status. Following them are GDS, Abzan, and then all the singletons. These individual finishes aren't statistically meaningful and if they remain alone after the Washington DC Classic I will be trimming them from the table. They're just meaningful to the rest of the data. What you should take away is the affirmation of the old saw, "Play your deck." The deck you know and love above all others is still the best choice for you at any event. It may not have staying power of the tier decks, but that doesn't matter if you win.

The other thing to conclude from this table is that Etron was a very poor choice in Charlotte. Whether this was because of weaknesses in the deck or a very hostile metagame is impossible to say. If this continues, a reexamination of the deck and its place will be necessary. Who cares if it grinds results well on MTGO if it falls apart on the bigish stage? Of course, having said that, it's pretty much guaranteed to come roaring back next week. Of course, it could all be a double-bluff, but at that point I'm just chasing my tail and need to abruptly transition to the next section.

What Does It Mean?

Nothing in terms of the actual metagame. But as a result there is quite a bit to investigate. I keep coming back to the failure of Etron in Charlotte, but given the results, perhaps that isn't surprising. Etron feeds on midrange decks and Chalice-soft decks. There isn't much midrange present here, and most decks have adapted to Chalice enough that it isn't game-ending. Even GDS can push through a Chalice, even if two can be problematic.

This may help explain why Storm did well. The only spaghetti-monster that Storm really cares about is Thought-Knot Seer, and that's not as intimidating as you might think. Chalice is also not that effective on its own since the cantrips aren't too important. Chalice for one only hurts if you're struggling to go off, while Chalice on two is devastating. But that doesn't happen often before turn four, giving Storm plenty of time to just win. The Eldrazi's lack of interactive spells really hurts. I'd guess that Storm fed off slower combo decks and Etron on its way to the top.

Affinity and Jeskai being the other two big decks is interesting because Jeskai has such a good matchup against Affinity. The deck is mostly removal and unless Affinity can Cranial Plating an Etched Champion it won't fight through all of it. This isn't even getting into the sideboard cards. I'm guessing the Affinity players dodged a lot on their way up the brackets. These decks also probably explain Burn's drop. Lightning Helix and Vault Skirge are bad news for red decks. This isn't even considering Affinity's speed advantage or the counters from Jeskai. Neither is exactly cold to Etron or Storm either.

Based on these results, I think the top decks were the right choice at the right time given what they faced. Next week I will see if they had any staying power, and that's when the real analysis will get started. See you then!

My Ship Now: Taking Hostages in Modern

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If you're like me, most of the excitement surrounding Standard revolves around which of its cards break into Modern. The worlds-apart nature of both formats guarantees that many Standard all-stars don't make it over this way, and some Standard duds boast impressive utility in Modern. Every so often, though, a card makes a big splash in both formats. Inspired by the Standard hype for Hostage Taker last weekend, I took it upon myself to see if I couldn't get the Pirate thieving in this format.

Today, we'll look at the findings from my week of testing Hostage Taker, and my own take on where she might belong.

Finding a Shell

This first step is the most obvious of the process, but also one of the more challenging: where can Hostage Taker shine? I knew I wanted to play her in an interactive deck featuring Fatal Push and targeted discard, and that I'm too restless a brewer not to splash a third color. To get started, I thought about what each one offered.

Core Components

Targeted discard: Discard spells are uniquely terrifying in Modern, as no other form of proactive interaction can be used offensively and defensively with such grace; Collective Brutality is especially flexible. In our deck, they strip a removal spell to make way for Taker, or slow opponents down long enough for us to cast her.

Permission: Unlike discard spells, counterspells are quite weak in this format. But we're already in blue, so they're at least worth a look for the sideboard.

Fatal Push: Handily gets us into the late-game Taker requires and beats up on most creature decks. The juiciest Taker targets are higher on the mana curve, leaving Push to clean up the rest.

Serum Visions: Nothing fancy here; just the bar for library manipulation in Modern.

Nameless Inversion + March of the Drowned: The Johnny in me messed around with this combo—usually alongside Thought Scour—a little too much for comfort before finally dumping it. The floor on March isn't so bad with Scours, though, since it can also return non-Pirate threats like Snapcaster Mage. If we get another Pirate on Hostage Taker's level in the next set, tribal-March might be worth revisiting.

Draws to Green

Mana dorks: Taker costs four mana, which is quite a bit in Modern—it doesn't make her uncastable, but it does limit the types of decks that can play her. Dorks mitigate this issue by accelerating into Taker a turn early, as well as helping cast the creature she exiles.

Tarmogoyf: Taker doesn't apply much pressure on its own, so some form of compact proaction is necessary to deal with big mana and linear combo strategies. Tarmogoyf ain't what it used to be, but man if it doesn't still apply a buttload of pressure and induce headaches for opponents without Fatal Push. Since we're already in dorks and discard with a green splash, Goyf is likelier to live past the villainous instant.

Build-around options: Traverse the Ulvenwald

Draws to Red

Damage-based sweepers: Red sweepers have been awesome in Modern for as long as I can remember, and that's still the case today. Pyroclasm remains my personal favorite, and it doesn't even knock out Taker.

Lightning Bolt: This blue-chip-staple cum utility-figurehead performs swimmingly in the aggro-control shells Hostage Taker demands.

Kolaghan's Command: With Taker in the picture, Command promises plenty of value in addition to its standard disruptive applications.

Blood Moon: There's nowhere to play it, but Blood Moon kicks butt right now. Eldrazi Tron, Valakut, and Grixis Shadow play a gross game of rock-paper-scissors atop the format, and Moon significantly disrupts all three. Removing Taker without fetches for revolt can also prove burdensome for opponents on black.

Build-around options: Rowdy Crew (with mana rocks and March)

Draws to White

Path to Exile: Best removal spell in the format. Given the options available to us today, and Taker's own coverage, Path is less a reason to go into white than an obvious include if we do.

Build-around options: Spell Queller, processor effects, Crib Swap (with March)

Early Testing Conclusions

Messing around with Sultai decks taught me that running Taker alongside mana dorks was a winning combination. Taker dies to Bolt and to a revolted Push, and both spells are likely to gun down Noble Hierarch as soon as the Druid rears her head. Plus, dorks speed up Taker's deployment. The Sultai builds I liked best ran six Lilianas (4 Veil/2 Hope), Thought Scour, Snapcaster Mage, Goyf/Scooze, and delve threats alongside targeted discard and pushes. They ate up creature decks that didn't go insanely wide and couldn't for the life of them beat big mana.

I also fiddled with some Grixis shells and found Blood Moon to work well with Hostage Taker. In terms of metagame coverage, it's nice that Moon plugs some holes in the Tron matchup. My problem with Grixis was that I lacked the utility of Sultai's cards—it had no Tarmogoyf to apply pressure with, Liliana, the Last Hope outperformed Kolaghan's Command, and incidental hosers like the walkers and Scavenging Ooze eluded the shard outside of Moon itself.

After a while, I remembered that I'd already built a deck running dorks, Moons, and off-color four-drops. Here's what grew out of that idle thought:

Turbogoyf '17 (1.0), by Jordan Boisvert

Creatures

4 Hostage Taker
4 Birds of Paradise
2 Magus of the Moon
4 Tarmogoyf
2 Tasigur, the Golden Fang
4 Huntmaster of the Fells

Artifacts

2 Dimir Signet

Enchantments

4 Blood Moon
4 Utopia Sprawl

Instants

3 Fatal Push
2 Lightning Bolt

Sorceries

4 Faithless Looting
3 Collective Brutality

Lands

4 Verdant Catacombs
4 Wooded Foothills
2 Bloodstained Mire
1 Stomping Ground
1 Blood Crypt
1 Steam Vents
3 Forest
1 Mountain
1 Swamp

Sideboard

3 Goblin Rabblemaster
2 Kolaghan's Command
2 Dismember
2 Kozilek's Return
2 Stone Rain
2 Thoughtseize
2 Slaughter Games

I'm certain this isn't the "optimal" shell for Hostage Taker, just as the default Bant Spirits isn't the optimal home for Spell Queller—the versatility of these creatures suggests they'll find homes across multiple archetypes, and the most successful host for either depends on how the metagame shapes up. That said, I figured it was as fine a place to start as any, so I stuck with Sultai Moon all week. Staying within a framework is crucial to my exploration process: I wanted to see what Hostage Taker could do in a deck finely tuned to both the metagame and my own preferences.

Breaking Down Sultai Moon

First of all, what is this mess of a deck? It's not all that foreign—for my first build, I just took the "Turbogoyf" Abzan Moon blueprint I introduced nearly two years ago (definitely follow that link if you don't remember) and made some key swaps:

-4 Siege Rhino
-4 Abrupt Decay
-4 Lightning Bolt
-2 lands

+4 Hostage Taker
+4 Fatal Push
+4 Collective Brutality
+2 Tasigur, the Golden Fang

The shell of course evolved from there, as evidenced by the above decklist.

What's New

Brutality replaced Bolt as reach/toughness-based removal, and man is it great in this deck. We've always wanted more discard outlets than just Faithless Looting; since we stop making land drops at four mana, those Lootings were in high demand for Abzan Moon, and frequently just better Harmonizes with a Moon on board. Targeted discard helps Goyf survive in Fatal Push Modern and otherwise clears the path for our haymakers to resolve and wreak havoc. It also gives us a source of lifegain now that Rhino's leaving.

Fatal Push is a more obvious upgrade to Abrupt Decay, which I started running in my Turbogoyf decks with the primary function of executing my opponent's Tarmogoyfs. Against any deck with cheap creatures, Push is the best card in Modern when it comes to surviving into big-play territory, and a blessing for this archetype.

I also found there to be too many lands and shaved a pair for 2 Tasigur, the Golden Fang. I've discussed the banana man in this deck before, but negatively; he's much better in this build. Brutality helps power him out early while making use of the crappy cards we net off his ability, and Tasigur conveniently walls Thought-Knot Seer. Critically, six-drops are very annoying to kill in Modern right now.

Later Adjustments

I somehow still felt too mana-heavy in testing, and cut a couple lands for Dimir Signet. Having Signet in the deck lets us rush out turn-two Moons without any of our secondary colors and reliably Loot into them, which let me cut the couple blue fetches and the basic Island I ported over from Abzan Moon. Signet also provides a new card type for Tarmogoyf, and we've got plenty of ways to discard it. Lastly, Signet gives us another strong two-mana play should our dork die or we lead with a removal spell, as it immediately ramps us into a four-drop. Shaving lands for Signets meant going up in number of mulligans, but I watched for this drawback closely and wasn't bothered by it. The hands we end up keeping are just stronger now, and we flood less; our good hands beat opponents even if we're way down on cards, since Moon can end games on its own.

After getting bodied by Spell Queller at a locals, the other change I made was to re-adopt Lightning Bolt. I found room by trimming a Brutality and a Push, since Bolt covers similar ground. Its utility really is unparalleled and I'm happy to have it back.

I started with Negate in the sideboard and then went over to Thoughtseize, a more reliable piece of disruption here with more synergy with our gameplan. The Rabblemasters there come in for Taker or dead interaction against linear decks, where they join Goyf in applying lots of pressure very quickly. Kolaghan's Command gives us a grind plan for slug-fests.

Assessing the Taker

One problem I've encountered with Moon decks is the tempo loss incurred by spending three mana on an enchantment; if opponents already have creatures in play, they can sometimes make short work of us before we can recover. That's why Tarmogoyf pairs so well with Moon: it comes down first, offsetting our do-nothing next turn.

Another important role to fill in Moon decks is what comes down after. Huntmaster of the Fells is fine on the back foot so long as we have a turn or two to flip him; Siege Rhino addresses only specific kinds of game states, doing nothing against wider boards or ones populated by fliers. Similarly, no four-mana planeswalker ever gave me the coverage I desired in such situations. When we're under pressure, though, Hostage Taker is a fine follow-up to Blood Moon, and one that combines especially well with our other cards—casting a spell with Taker helps transform Ravager of the Fells, lets us stockpile cards in hand for big Looting turns without leaving our mana unspent, and mitigates flooding by giving us something to do with the extra mana (resolve Taker, immediately cast its hostage).

Taker's Downfall

While I did commandeer a Wurmcoil Engine and an Oblivion Ring in testing, Taker's best matchups are obviously not the linear ones. Against decks without creatures, we just want to back our Moons up with a lot of pressure, essentially rendering Taker dead in hand.

Additionally, my testing with the Sultai deck revealed to me that Taker's role in creature mirrors was vastly similar to Liliana of the Veil's: to create a big tempo swing and force opponents to expend more resources answering this one card. The dream scenario of Taker resolving and stealing a Goyf we can then cast indeed turns the tide in those matchups. But often, so does just slamming a Liliana, and while Lili doesn't put us as far ahead as Taker can in certain situations, or address stuff like Cranial Plating, she has far wider applications. Taker is quite weak against decks like Valakut or Ad Nauseam, for example, whereas an early Lili puts away games in those matchups.

For Sultai Moon at least, I found the correct step forward was to abandon blue entirely and just run Liliana. I don't think such a direction was ideal two years ago, when we desperately wanted more powerful threats in that slot; with Brutality and Push in Modern, though, I think Turbogoyf gains enough tools to function without a fourth color splash.

Here's the updated deck:

Turbogoyf '17 (2.0), by Jordan Boisvert

Creatures

1 Goblin Rabblemaster
4 Birds of Paradise
2 Magus of the Moon
4 Tarmogoyf
2 Tasigur, the Golden Fang
4 Huntmaster of the Fells

Enchantments

4 Blood Moon
4 Utopia Sprawl

Planeswalkers

4 Liliana of the Veil

Instants

3 Fatal Push
2 Lightning Bolt

Sorceries

4 Faithless Looting
3 Collective Brutality

Lands

4 Verdant Catacombs
4 Wooded Foothills
2 Bloodstained Mire
2 Stomping Ground
1 Blood Crypt
4 Forest
1 Mountain
1 Swamp

Sideboard

2 Goblin Rabblemaster
2 Kolaghan's Command
2 Dismember
2 Kozilek's Return
1 Ancient Grudge
2 Stone Rain
2 Thoughtseize
2 Slaughter Games

Taker's Future

This analysis revealed Taker to be a narrower, weaker Liliana of the Veil. But that doesn't mean it's doomed not to see Modern play. Taker still has some unique applications, like removing artifacts pre-board (Grixis has Kolaghan's Command, but Esper and Sultai don't) and exiling any creature (something straight UB, without Terminate or Path to Exile, lacks). As such, I expect it to become a consideration for BGx Rock decks looking to splash a third color.

These kinds of decks might actually benefit to some degree from running more than four Liliana of the Veil-style effects, and Taker definitely gives an edge in the midrange mirror. The Pirate's applications with Chord of Calling, Traverse the Ulvenwald, and other creatures-matter cards also give me hope it will be picked up as a bullet in other strategies.

Lastly, I think Taker may have something to offer the creature-heavy white decks we've seen around Modern. While Death & Taxes represents the shell's most simple incarnation, many versions splash black for Wasteland Strangler or blue for Spell Queller. If these decks can run Eldrazi Temple, there's got to be a way to make an Esper build work. Tidehollow Sculler, Thalia, Guardian of Thraben, Eldrazi Displacer, Spell Queller, and Hostage Taker all compliment each other quite well in terms of effects, and Taker handily replaces Thought-Knot Seer on the curve. Just imagine flashing her in with Aether Vial—shiver me timbers!

Knave-r Give Up

It's always been fun for me to try out Standard powerhouses in Modern—among the most recent, Heart of Kiran, Smuggler's Copter, and Emrakul, the Promised End. Sometimes, as with Spell Queller and Reflector Mage, Standard hits become Modern hits; others, as with Aetherworks Marvel, they fall flat. I expect Hostage Taker to mostly do the latter, although I'd be surprised if she didn't find a niche somewhere. But believe you me, matey: a niche.

Two Forks: Embarking on a Video Journey

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I’ve been toying around with the idea of getting back into video content, in part because I’ve found myself wanting to do similar things for other games I’ve been playing lately, like Star Wars: Destiny and, most recently, Legend of the Five Rings: The Card Game. Video content is a unique animal in requiring much more work on the front end (recording, voice work, editing, publishing) than written pieces, and the target audience tends to be more focused. With written work, anyone can read if they choose, and what they take from the writing is up to them. Some skim articles for decklists or interesting tech; others settle in for the experience, as the author takes them for a ride. I’ve always considered written content simultaneously more welcoming and more strategic, while video content has always seemed to be more about entertainment and visuals.

It might seem weird to do a written article on the various ways to approach video content, but the more I’ve looked around, the more surprised I’ve been to find basically no information on the subject. With a wealth of content creators out there, and a ton of different outlets for video content (YouTube creators, Twitch casts, website-driven), the avenues and particulars for consuming catered content can be daunting, and it’s something I want to dive into and analyze if I can.

This article won’t be a survey of the different content creators out there, but a deeper look into the types of Magic content that is already being created (and potentially into unexplored areas). It's a collaborative effort, so take notes and let me know your thoughts at the end. If you’ve ever wanted to have your voice heard and potentially shape a final product, "get in on the ground floor," so to speak; this week, you’ll get your chance!

A Brief Overview

I’ll spend a little bit of time going over the various styles of video content I’ve found so far, but the meat of this article focuses on you, me, and what readers want out of future video content in my column. I know Ryland has been doing some traditional video content recently, in a similar vein to the "Trevor Holmes Plays MTGO" series I did a while back, and that stuff has been great to watch. It’s my intention to branch out a little bit, in an attempt to offer something unique while also making sure not to step on Ryland’s toes and take away from the great work he’s been doing. So, let’s get into it!

The "Let’s Play"

The tried-and-true method for video content in Magic, "let’s play" content aims to put the viewer in the driver's seat (or at least provide a third-person view) as they watch the content creator play games, either online or over-the-table. This type of content accounts for the majority of the video offerings out there, as it's easy to watch, entertaining, and offers something for everyone. Players looking for a strategic edge can watch a deck being played to gain matchup insight, and glean info on both how to play or how to beat a specific archetype. Twitch content most often falls in this vein, but with a more casual "live atmosphere" effect thrown in.

If there is a downside to this type of work, it’s the natural effect of oversaturation, as just about everyone is doing it. Dozens of streamers and just about every major Magic site has let's play content of one sort or another, which isn’t a bad thing, but it does make it difficult to bring something new to the table. Let’s play therefore ends up in this weird space where it's on the content creator to bring something unique in terms of commentary to the table, but only viewers "in the know" are aware of it; most that haven’t watched tend to continue not watching, as they stick to their preferred video series that they know.

The Commentary

We all know this one, as "the commentary" is the most recognizable and wide-reaching of all the types of Magic content out there. SCGLive is the big dog here, and the Wizards’ Pro Tour coverage of course, and the options drop off a cliff from there. The commentary is defined by individuals giving match/tournament analysis from a top-down level, playing neither side but offering insight and entertainment at a macro scale. This type of content has a ton going for it, so take your pick. The best players, high profile events, ‘something for everyone’ in regards to archetype, commentator personality, etc.

The downside to this type of content is it isn’t quick, and the market is basically cornered. While you can jump into a SCGLive stream for 30 minutes, you’ll be pretty lost as far as the whole event is concerned, but that’s not too big of a deal. I remember fondly Saturday’s of old as I did various things around the house and let the stream run in the background. For the simple man, there really isn’t a market for this type of content on the individual level, as its almost impossible to bring the same level of intrigue and entertainment value the Pro Tour offers to a weekly FNM stream, complete with commentary from Joe Schmoe.

The Spoiler Hype

I’ll be honest and say I tend to avoid this type of content like the plague, but I appreciate it for what it is and know this type of work is a big hit with the casual crowd. We all love spoilers, and I don’t fault anyone for how they choose to consume it. Personally, I like to look at new cards in a vacuum, on my own in silence, preferably with a skeptical eye and a ton of sighing and grunting. Still, this type of content is instantly recognizable for what it is, and has a perfect home on YouTube. Quick, flashy, meant to generate excitement—for the most part, this work skimps on analysis and caters to hype. That's not to sound disparaging, as spoiler content does what it does well.

If there’s a downside here, it's that this type of content comes and goes with the season, like business at Party City. If you plan on staying open, you’re going to have to offer up something more. (I have to end the Party City analogy here, because I truly don’t know what they do outside of the window of October 29 to October 30, which is when I’m usually there.)

The Weekend Update

Here’s where I start to branch out and come up with things that I haven’t seen done that much (but then again, I haven’t been looking). I assume some content creator out there has explored this stuff in some capacity, but in my own echo chamber of strategic high level content I haven’t come across it yet. That being said, a sort of news parody-type content for Magic happenings could be very interesting, as the anchors discuss what’s been happening recently, talk about events coming up, throw in jokes, and wrap everything up in a package of agenda loosely labeled as comedy. I went off a bit there, but I think the idea has legs, though I wonder how it holds up when there isn’t much actual news to report on. Nexus would have to stick to Modern, and include relevant goings-on in the community while straying away from Standard talk.

If there’s a downside, its that this type of content will probably rely heavily on writing and production value, and on the skill of the anchor to land the jokes. The line between weekend update content and video podcast is blurry, and in my mind this type of content works best when each offering spins a specific narrative, or tells a story. Jay-Z could musical guest and Ryan Gosling could host, I guess. That might help it be successful.

The "20/20 Investigates"

Another option could be a video offering of something similar to the old metagame updates, using visuals, decklists, and bullet points to work through metagame shifts and trends in a visual manner. This type of content would align most closely with a run-of-the-mill written article, and the script for the voice work would probably stand alone as just that—but it's better, because video!

I kid, but only slightly, as most video content that isn’t commentary or let's-plays works just fine as text content anyways. Let’s not fool ourselves here. Video work, when done well, involves written work applied to visual aids, so it can stand alone as a written piece if we break it down. The value here would come from a clear dissemination of valuable information in an entertaining manner. And big words.

The downside here is that this type of content would probably involve a lot of work on the backend, as I’m basically doing all the research that would normally go into a written article on metagame analysis and trends, but then adding on top of that a swath of graphics, decklists, transitions and the like. Still, if done well, the end result could be pretty sweet.

Real Talk

If there are others let me know, but from a quick look around, and prior experience, I found three primary styles of video content, and came up with two ideas of my own. My thoughts tend to lean more towards something long-form, unique, and geared towards a more invested crowd that is searching for high-level content. The goal is to be just as informational as entertaining, because if we aren’t offering strong analysis, wouldn’t we be better off just streaming? Again, nothing wrong with any of that, just thinking out loud about potential opportunities to plant a stake in some unclaimed land and fly the Nexus flag high.

The options, of course, are endless. Am I in front of the camera or talking over full-screen graphics? Is there a co-host? Should the video content be weekly? I have other commitments as well, so while I’d love to do a full-scale production every week, finding the proper balance between backend work and the quality of the final product is essential.

So here is where you come in. Let me know first what type of video content, if any, you enjoy consuming, and what type of content you would like to see on Nexus that would make you excited to come to the site. The whole purpose here, of course, is to provide something that you want to see. I could go through a primer of every deck in Modern, good and bad, but what’s a primer without seeing the deck in action, and does that mean we’re just doing a more involved let’s play? That’s fine if so, but I want to know what you think before I dive in and start working on something unique. I’m me, which means I’ll leverage my insatiable need to try and do something at least a little different to keep myself interested, which is both a good thing and a bad thing. Rein me in and set me free, so to speak. I’m interested to hear what you have to offer, and excited to see what roads might lie ahead.

Thanks for reading, and you better type something before clicking away!

Trevor Holmes

Video Series with Ryland: UR Breach

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Hello, everyone! This week I'll be exploring a relatively new archetype, UR Breach. It started appearing more frequently on Magic Online approximately two months ago when a 5-0 list by Gsy was posted. Since then, there have been intermittent 5-0s with some additional success in larger events. User CharLy was able to go 9-0 in the Modern MTGO PTQ in early September, and about a month later Phillip Nelson got 15th in the SCG Dallas Modern Classic. While many improvements have already been made to the lists, I think the archetype is still largely unexplored; it seems a long way away from being fully optimized, which makes it a great choice for testing!

UR Breach is an "A+B Combo" deck trying to cast Through the Breach while holding an Emrakul, the Aeons Torn. Then, with a hasty 15/15 annihilator 6 creature in play, you are able to attack for what is usually good enough. It is important to keep in mind that while Emrakul has protection from colored spells, it can be blocked. Fortunately, within Emrakul's brick of text you will also find "Flying," so some evasion is still present. Even if your opponent can block after annihilator, losing seven permanents (six from the sacrifice and one from the block) will usually be good enough to win you the game eventually—but not always, so it is important to be wary of that possible situation.

In addition, a five-mana spell can often be a tad bit slow in the current Modern environment. As such, the rest of the deck is built to support a "slower" combo. First thing you will notice when you look at the decklist is a complete lack of mana acceleration. Many slower combo decks in Modern will often look to mana acceleration to alleviate their speed issues. For example, in any Ad Nauseam decklist you will find both Pentad Prism, and Lotus Bloom. Ad Nauseam is a particularly good example because it is also an "A+B Combo" deck trying to cast a five-mana spell to win the game. UR Breach, however, looks instead to play a control game on its early turns.

There are three big themes in the decklist that allow us to pursue this angle of attack:

  1. Denial in the form of counterspells.
  2. Mana denial via Blood Moon.
  3. Creature removal via burn spells.

The two big counterspells present are Remand and Cryptic Command. These are incredibly important because they both are so excellent at buying you additional time, while simultaneously digging deeper into your deck. Maybe you tap your opponent's team, draw a card. Maybe you bounce a problematic permanent, draw a card. Maybe you counter an irksome spell, draw a card. Whatever you are doing with these cards will likely give you the time you need, hopefully while drawing you the other half of your combo.

On top of that, Blood Moon can sometimes win you games on its own. This won't often be the case, but by and large, it will be irritating for most opponents. It may cause them to sequence their lands in a strange way or fetch basics they otherwise wouldn't want in order to play around it. Perhaps it will simply stop them from ever being able to double-spell in a single turn. Regardless, Blood Moon is present here to buy you some additional time to try and get you to a point in the game where you can reliably cast Breach.

After considering those two big elements we're left with the removal. The important thing to note about the burn is that is really serves triple duty here. Yes, it removes small creatures, which is incredibly important against aggro decks. However, it also often serves as the final five points against decks that aren't damaging themselves with their mana base. In addition to that, like any good Modern deck we have a plan B. Our plan B is very reminiscent of the Splinter Twin deck of old. (Although true, I hesitate to mention this fact considering the huge discrepancy in power level between these two decks.) Bolt, Snap Bolt, is still a reasonable way to win games, especially when backed up by Vendilion Clique and Electrolyze. This plan is usually more likely to work out when your opponent is hampered by Blood Moon, but it is worth noting that it is always available.

I've actually enjoyed this deck quite a bit so far, and it has been better than I expected. My win rate has not been spectacular, hovering around 60-65%, but as I said, I think there are still improvements to be made to the list. The sideboard is probably the roughest element of the list, but I'm not quite sure how to fix that—it is definitely something I will continue to think about moving forward. Bottom line, I think there is definitely something here, but I'm not sure it's better than the Grishoalbrand deck, the other Breach deck that springs to mind. Certainly these two decks have different approaches to the archetype, but at their core they are both trying to do powerful things with Breach, and both support Blood Moon. I think the extra explosiveness and additional combo present in Grishoalbrand may be better than the tempo/control elements found in UR Breach.

I hope you enjoy the matches as much as I always do! As usual, I'm interested to hear what kind of content you'd like to see moving forward, so I can continue to evolve and improve my videos. Please let me know your thoughts, and any improvements you would like to see concerning formatting, presentation, or whatever else strikes your fancy. If you'd like to see similar content, check out my Twitch channel for some more live Modern!

[youtube https://www.youtube.com/playlist?list=PL261kJ_cAQC_HJJ93ko5Ylp2XckUuDs-K]

UR Breach, by Ryland Taliaferro

Creatures

4 Emrakul, the Aeons Torn
4 Snapcaster Mage
2 Vendilion Clique

Enchantments

2 Blood Moon

Instants

3 Cryptic Command
2 Electrolyze
4 Lightning Bolt
3 Opt
4 Remand
1 Spell Snare
4 Through the Breach

Sorceries

4 Serum Visions

Lands

2 Desolate Lighthouse
4 Flooded Strand
8 Island
1 Misty Rainforest
1 Mountain
4 Scalding Tarn
2 Steam Vents
1 Sulfur Falls

Sideboard

2 Anger of the Gods
1 By Force
2 Ceremonious Rejection
3 Dispel
2 Engineered Explosives
1 Izzet Staticaster
1 Jace, Architect of Thought
2 Roast
1 Spell Snare

UG Merfolk: You Got Ixalan in My Fishbowl!

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The past month has been odd for me. I have been advocating UW Merfolk forever, but almost every other Fish player is mono-blue. It made sense. Perfect, painless mana all the time is really appealing. Then Ixalan happened and everyone is experimenting with other colors. I'm not complaining but it feels weird.

The fact that they're still not talking about UW is a little frustrating. Instead, it's UG that's getting attention. And fair enough, that's what Wizards, weirdly, decided for Ixalan's Merfolk. I guess they all became druids while I wasn't looking. And that's fine. Lots of people go through that phase in college, why would fish-people be any different?

That said, after the initial excitement faded so did interest in altering Merfolk. Players are still experimenting, but the widespread interest seems to be gone. I think that the lackluster early results put a lot of players off. Things that are merely good rather than amazing tend to fade from view. The thing is, I think UG is perfectly fine. You have to adjust your expectations somewhat, but it does work. It just depends on what you want from the deck.

Fresh Fish

While there are a good number of Merfolk in Ixalan, most aren't Modern-playable. This is not surprising, really—Modern is far more demanding than Standard, and that's what Wizards designs for. There are just three Merfolk worth considering.

Merfolk Branchwalker - The main draw. Silvergill Adept is the best card in Merfolk, and Branchwalker is most of an extra copy. Not quite, but close. As a result, most of the speculation has revolved around this card.

I've been testing Branchwalker extensively and my conclusion is that explore is about 60% of a cantrip. Scry 1, give this creature a +1/+1 counter is okay, but not really a card. But you do get to draw lands, which is fine. It's just a fine card.

Kumena's Speaker - The aggressive one-drop that Merfolk didn't have. A lot of criticism of Merfolk has focused on its curve being so two-drop-heavy. Speaker promises to change that, though I don't know if...he?...can keep that promise. One-mana 2/2's aren't that impressive anymore (thanks, power creep) and the two-drops are all pretty important. That said, smoothing out the curve to be more aggro than tempo is nothing to dismiss.

Kopala, Warden of Waves - Finally, the card that is of most interest to players who don't understand Merfolk. Or Modern. I believe the speculation that she will replace Kira, Great Glass-Spinner is wrong—Kopala is much worse.

Most removal in Modern costs one mana, which means her ability is annoying, but not burdensome. And irrelevant in the late game. You are much better off maindecking Kira. However, as a sideboard card Kopala has promise, as she's very effective alongside Kira. Requiring two spells and four extra mana to kill a creature is very good. I've run an extra Kira in my sideboard forever, and against decks like Jeskai control I would happily take Kopala instead of Kira the third.

So two possible maindeck inclusions and a sideboard card. Not much, but enough to get players talking. And then not actually doing much with the cards.

Fishbones

Part of the problem is that it's hard to brew with Merfolk. There isn't much you can change because Fish has a very large core. By this I mean that there are a lot of cards that you have to play in every deck. Without them, the deck's identity begins to erode and the strategy weakens. It can be done, but you need a very good reason to do so. Let's consider a typical mono-blue Merfolk deck based on what I've recently seen being played.

Average Modern Merfolk

Creatures

4 Cursecatcher
4 Silvergill Adept
4 Lord of Atlantis
4 Master of the Pearl Trident
4 Harbinger of the Tides
4 Merrow Reejerey
2 Kira, Great Glass-Spinner
4 Master of Waves

Artifacts

4 Aether Vial

Enchantments

4 Spreading Seas

Instants

2 Dismember

Lands

4 Mutavault
4 Cavern of Souls
12 Island

Most Merfolk decks look extremely similar because they have to. Otherwise they wouldn't be a tribal aggro deck. This is a large core at work. It's best to think of this like Earth's crust. I could have sworn we've covered this before, but I can't find the article, so I'll explain here.

The Core

These are the cards that define the deck. If you don't play these, usually as full sets (though you can get away with shaving), you're not playing the deck. In Merfolk, they are:

  • Cursecatcher
  • Silvergill Adept
  • Lord of Atlantis
  • Master of the Pearl Trident
  • Aether Vial
  • Spreading Seas

These 24 cards make Merfolk Merfolk. If you want to get technical, there is an inner and outer core, which are the creatures and non-creature spells respectively. It's a distinction between the key cards and their key support. The creatures represent the two best individual Merfolk and the two best lords. Vial is the mana engine/tempo booster that makes the deck viable, and Seas is a disruptive card that facilitates evasion. They're what makes any Merfolk deck good.

And it's over a third of the deck—60% of the non-land cards. That doesn't leave much room for other things, and there are plenty of cards that you still need in Merfolk for the deck to function.

The Mantle

Mantle cards are important cards that make the rest of the deck better. They synergize with the core, amplify its effects, and/or compliment the strategy in an intrinsic way. In other words, they're cards that you almost always play in the deck, but they're not critical or always four-ofs.

  • Harbinger of the Tides
  • Merrow Reejerey
  • Kira, Great Glass-Spinner

Reejerey is the other good lord, and it can become a mana engine when the stars align. It's expensive so it sees less play than other lords. Harbinger is the other best two-drop. It's a fine tempo card, but its main job is curve filler with upside. It can be a big upside, but that's just gravy compared to being a two-mana Merfolk. Kira is the best removal protection around and is critical for a deck that absolutely requires lords in play to function. You need these cards to make the core work, but you don't need the cards to play the deck.

Crust

Crust cards are the hangers-on and flex-spots. They're not intrinsically valuable or even that powerful, but you get value by having them in you deck, either through power boosts or hole-filling. Your deck gets better because you have them, but if you don't, the core strategy isn't harmed.

  • Master of Waves
  • Dismember
  • Mutavault

Dismember is my stand-in for the flex-spot, and I don't think it's controversial to say that any instants you play are crust cards. They exist to fill holes in your linear tribal-aggro deck. Mutavault is a creature-land, and not one you'd play normally except that it benefits from tribal synergies. The deck works just fine without it, but is unequivocally better for its inclusion.

Master of Waves is a parasite, and as I'll discuss later, I don't think it's a necessary one. Master's only connection to the rest of the tribe is his creature type. He only cares about the blue pips in the upper right corner of the card. Put him in another blue deck with lots of permanents, he'd be just as good.

Therefore, the Merfolk crust is ten cards, four of which are lands. That's not much to work with. Even if you stretch into the mantle, you don't gain many slots to mess with. Look back at my history with Merfolk—I never shave more than four cards from the mantle. That's not much room for a brewer to maneuver. For many, this kills the interest. It doesn't matter how much work you put in, you're just not going to leave much of a mark. I see this as a challenge. Given our limited space and the requirements of the deck, the key isn't to massively change the deck. It's about adjusting how you approach the cards and how they reposition the deck.

The Company Conundrum

Another barrier to acceptance is that the new cards push you into green. I don't know if you know, but there's this really busted card in green called Collected Company. Company works really well in creature decks, and Merfolk is a creature deck. Therefore it would stand to reason that Company would be good in Merfolk. It hasn't been. Up until now Company has never done enough to warrant inclusion. See, Company is at its best when you're cheating in more than four mana's worth of creatures, preferably ones with enters-the-battlefield triggers. That isn't going to happen in Merfolk. Also, to stretch into green you'd have to play Breeding Pool and weaken your matchups against other aggro decks. Therefore, the community consensus is that Company is unplayable in Merfolk.

I've never been one to accept conventional wisdom at face value, and in this case I believe that I'm right to do so. As I mentioned above, Company is a broken card (Wizards admitted it wasn't really tested). This has led to it being the lynchpin of broken decks in both Standard and Modern. And yeah, it will be better in broken decks because they're broken decks. Whether it's a Bant value deck or Counters Company, if you're already doing something powerful, doing it instant speed at a discount is better.

However, what if you're just looking for a way to find and play more creatures? It's not as good. But it's not bad to use the card as it was (supposedly) designed.

In the Company of Fish

If you're going to try and play Collected Company in Merfolk, you need to make some changes. First of all, the Master of Waves needs to go. It's not a hit for Company, and they're both four-drops in a deck with 20 lands. There's no room. Also, I don't think Master is that good anymore. Going wide has not been working out for me like it used to. If you have a good devotion count against most decks these days, you're probably winning anyway. Also, most of the removal is white and black instead of red, making Master far more fragile. The ability is less relevant and less likely to matter anyway. I gladly cut the card so we can run Branchwalker.

Some have said that you should cut Vial for Noble Hierarch as well, but this seems poor. Hierarch is mana acceleration. Vial is a tempo booster. Tempo is far more valuable to Merfolk than acceleration. The old school Abzan Company ran around 12 non-creature spells anyway, so we should be fine. Remember, we're not trying to maximize Company, we just need the value.

UG Company Merfolk

Creatures

4 Cursecatcher
4 Silvergill Adept
4 Merfolk Branchwalker
4 Lord of Atlantis
4 Master of the Pearl Trident
3 Harbinger of the Tides
3 Merrow Reejerey
2 Kira, Great Glass-Spinner

Artifacts

4 Aether Vial

Enchantments

4 Spreading Seas

Instants

4 Collected Company

Lands

4 Island
4 Misty Rainforest
4 Breeding Pool
4 Botanical Sanctum
4 Mutavault

This deck was fine. It wasn't great in my testing but it wasn't bad either. Company was a perfectly fine replacement for Master, and I didn't miss him in any games. Branchwalker was also a fine card. Not a standout, but fine.

The thing is, that result is deceptive. In a different metagame, this style is the Merfolk deck to play. It just doesn't run out of gas. Ever. You have twelve cantrips and Collected Company to make sure the creatures never stop flowing. As long as you demonstrate basic discipline and don't overextend, you will wear down any attrition deck. You just have too many two-for-ones built into the deck. And with some tuning you could add more. If midrange Jund and true Jeskai control make comebacks, this is what I'd throw at them. They just won't wear me down. Go over me, maybe. But not outgrind me.

Of course, that's not the metagame we face right now. Card advantage is far worse than tempo and velocity. Company doesn't really help with those here. You're not gaining mana, really, and you aren't accelerating. Grixis Death's Shadow and Eldrazi Tron won't care about your cards while they overpower you, while Counters will use Company like it's actually meant to be used to just break you. But if that ever changes, take another look.

...Or Not

With that in mind, you're better off not going for Company and instead going more aggro. I've had far more success switching out Company for Kumena's Speaker and just going full creature rush. This also lets you naturally go wide without relying on a 2/1 and improves your goldfish by a fraction of a turn. It's noticeable, but hard to quantify. The problem is the mana. You're much more vulnerable to Burn and getting raced than before. This is just the price of fetch/shock mana bases. We're gaining stability, thinning, and a flatter curve in exchange for vulnerability to Burn and the severely underplayed Blood Moon.

As an alternative, you can go pseudo-colorless by using Cavern of Souls and the strictly-worse Unclaimed Territory instead of Misty Rainforest and Breeding Pool. You don't take damage, can effortlessly cast all your Merfolk, and you sometimes get value when Jeskai players mistake your announcing Territory mana as Cavern mana. The problem is that you severely limit your access to actual colored mana which limits your sidebording options. You can't board in green cards, you don't have enough mana sources. Blue is plausible but still risky (only 8 sources). Colorless is fine but there aren't many options Merfolk actually wants. It may not be worthwhile, but it presents interesting problems that I will certainly enjoy tackling.

School's Not Out

Despite the difficulties, I strongly believe that UG Merfolk does have a place in Modern. What that place is will depend on solving the mana question and on the continued nature of the metagame. Considering that Wizards seems really excited about mono-green Merfolk, I suspect that color will get the power in the next set too. So if you want to update your list, now's the time to get working.

Have you had a different experience? I'm eager to hear it in the comments.

Chart Toppers: Counter-Cat After Ixalan

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My Ixalan spoiler review covered cards leaked back in June, and was published well before Wizards revealed the full expansion. As such, it didn't discuss Chart a Course, a spell spoiled during the Magic: Arena unveiling that has me giddier than anything else in the set.

Chart a Course has shown promise in my go-to Delver deck, Counter-Cat. This article closely analyzes the card there, primarily in relation to its main foil, Snapcaster Mage.

Plundering Secrets

I've written about drawing extra cards in threshold decks before. In short: it rules. Thresh is loaded with cards so efficient it can afford to make tempo-negative plays (like cast cantrips) and yet play to establishing and maintaining a board advantage, so drawing into more of them at a discounted rate is hugely powerful. While Chart a Course is no Gush or Treasure Cruise, it does offer thresh players more cards on the cheap.

Chart a Course: Face Value

Chart has something special over equally costed selection cantrips like Anticipate and Strategic Planning: it fixes our hand. Cantrips that interact with the hand are among the best (see: Brainstorm), as they give casters more options. The benefit of hand-fixing on a cantrip is so high that I've included Faithless Looting in decks with little to no graveyard synergy.

Obviously, though, Chart excels in a deck that attacks throughout the game. Its ensuing Divination mode vividly evokes Night's Whisper. Whisper is seldom played in Modern outside of critical-mass combo decks like Grishoalbrand, for a couple reasons: first, Modern has always been tempo-centric, deterring players from casting two-mana sorceries that don't impact the board; second, Whisper's life loss adds up over multiple copies, further compounding the tempo issue. Modern decks skip out on Dismember for similar reasons, despite the card being one of the most efficient and reliable kill spells in the format—they're already built to push their life totals to the limit relative to their aggro matchups.

Whisper sees play as a one- or two-of in Czech Pile, the new poster-boy for fair Legacy decks. That deck is a literal "pile" of the 60 best cards in the format. Whisper isn't even blue for Force of Will, testifying to the potential of a two-mana "draw two" and reminding us that pure card advantage at this price point is scarce and exciting.

Chart is significantly better than Whisper in shells that can support it, as noted by Jarvis Yu in an article that has him singing its praises for eternal formats. And Modern has become less tempo-centric with the arrival of Grixis Shadow, which also bodes well for the card.

Whether Chart a Course succeeds here depends on if it finds a home. Of course, Pile-style rock decks can't assimilate Chart themselves; such decks spend early turns disrupting, not attacking. Neither can linear aggro, which favors blitzing opponents to out-grinding them. That leaves spell-based tempo, or threshold decks.

Chart in Counter-Cat

When it comes to thresh decks in Modern, I feel Counter-Cat is the strongest option. And at a glance, it seems Chart fits perfectly into that deck. Chart gets us ahead on cards in grindy games without compromising our core gameplan, a previously impossible feat (Modern's other card advantage tools are tough for Delver decks to adopt). In doing so, the spell addresses one of Counter-Cat's longstanding weaknesses.

Counter-Cat occasionally chokes on mana and struggles to play out its cards optimally; in these scenarios, clunky midrange spells like Snapcaster or Huntmaster can clog. But Chart plows through the deck and into land drops. Besides netting us mana over longer games, Chart does work in a flood, launching us into mini-combo turns wherein we string a bunch of cantrips together and refill on business. As Treasure Cruise taught us, cards beget cards.

The discard clause on Chart is barely a drawback here. With eight functional Delvers and seven functional Goyfs, Counter-Cat is built to apply pressure quickly, allowing us to skirt it altogether. And in lieu of an attacker, Counter-Cat is bound to stockpile dead fetches in longer games, which Chart chews past admirably.

Accommodating Chart

Our most recent build of Counter-Cat, which features Disrupting Shoal, has performed well for Kelsey and I in the current metagame. I wanted to keep its core constant when incorporating Chart. Doing so involved establishing the build's essential pieces, so that I could tweak the uncovered flex spots freely in testing to identify the right number for the Ixalan uncommon.

At first, I excluded Mandrills #3 and the Scours from this list. I knew I needed two instant-speed cantrips, and figured I could trim the Ape and run Opt instead if a build called for it. Mandrills naturally proved too exceptional to only include at two copies, and in my preliminary testing with Opt, I ended up missing the velocity from Scour even on zero Snapcasters. After tinkering with several configurations, I realized running two Scours to support a third Mandrills was indeed optimal, and included that package in the core.

Since Sleight of Hand and Chart a Course are both sorcery-speed cantrips, I also excluded Sleight from the core's first draft, at one point testing a list with 4 Serum, 4 Chart, and 0 Sleight. I soon realized running a pair was integral to repairing precarious openers, despite paling in early-game effectiveness compared with Serum Visions. Sleight offers the next-best-thing in terms of hitting that crucial second land drop, and of course wows as a topdeck.

Counter-Cat w/ Shoal: Core

Creatures

4 Wild Nacatl
4 Delver of Secrets
4 Tarmogoyf
3 Hooting Mandrills

Instants

4 Lightning Bolt
4 Path to Exile
2 Thought Scour
3 Disrupting Shoal
2 Spell Pierce
2 Mana Leak

Sorceries

4 Serum Visions
2 Sleight of Hand

With our standard 18 lands, the core leaves 4 spots for other cards—all of them blue to surpass Disrupting Shoal's magic number, 22. I wanted 2 Chart a Course at minimum, but since it's a novel addition, I didn't include it in the core. Realistically, then, we have two slots remaining. I messed around with these options in varying combinations all week.

  • 1 Snapcaster Mage: Ideal for metagames teeming with aggro-control and aggro-combo. We can't play more than one of this expensive creature main.
  • Disrupting Shoal #4: Ideal for linear aggro and combo metagames. Chart ups our ability to Shoal for two, the ultimate number (we have Leak/Pierce up for three-drops and generate the most tempo from countering a two-drop for no mana). It also helps negate Shoal's card disadvantage, and Shoal lets us continue interacting while tapping out for Chart on turn two. Chart even draws us into the lands that make hard-casting Shoal attractive later.
  • 1-2 Spell Snare: Post-Fatal Push, Snare's stock dipped as its prey was squeezed out of the format. Decks like Eldrazi, Company, and even Shadow make a mockery of the card. Snare has served Counter-Cat well over the years, but I was relieved to cut it from this new build.
  • Sleight of Hand #3: 4 Sleight was always too many in testing, as it's never phenomenal early. Still, it does repair lacking hands better than Chart at only one mana. Chart is predominantly the better topdeck.
  • Chart a Course #3-4: For more on this card, keep on reading.

Spell Snare wasn't missed in testing. Our costed permission exists to trade one-for-one with spells we can't cleanly answer with removal, like Primeval Titan, Collected Company, and planeswalkers. All Snare tackles in this category is Snapcaster Mage. I tried the fourth Shoal to compensate for the lack of Snare; it ended up being superfluous.

The battle between Snapcaster Mage and Chart a Course is a bit more complicated, so we'll explore that in detail.

Snapcaster vs. Chart

Snapcaster Mage and Chart a Course fulfill alike purposes in Counter-Cat: they trade our mana for cards. They do so in dissimilar ways, and are each suited to disparate game states. This section illustrates their conflict.

We'll center this debate around the mana factor. Gone are the days of slamming Snapcaster Mage on turn two and flashing back Gitaxian Probe for zero; now, plussing off the Wizard costs at minimum three mana (two for Snap himself and more for the flashed-back spell). Chart a Course offers a more conditional plus (we need to have attacked), and costs just two mana. Both spells put us up by one card. So what does Snapcaster offer us that Chart doesn't to justify its steeper mana cost?

Draws to Snap

The two cards we "draw" with Snapcaster Mage are set in stone. One is an instant or sorcery in our graveyard, which we must cast this turn. The other is a 2/1 body with flash. Comparatively, Chart a Course always offers us mystery cards, barring a scry—the two on top of our deck. This divergence forms the backbone of Snap's pros and cons over Chart.

Chart is unparalleled in straight attrition matchups, since we just need cards there; Snap wins out in games that become more answer-focused. He's great in matchups where we want more copies of a key spell such as Path to Exile, since he lets us run a functional five—Chart amasses our existing resources; Snapcaster creates more.

In terms of matchups, Snapcaster appears better suited for two types of opponents: removal-heavy aggro-control and linear aggro-combo.

Snap affects the board, either by establishing or enhancing a clock, or by flashing in to block an opponent's creature. That gives him the edge against decks preventing us from ever establishing a clock, perhaps more so now that attacking soups up our cantrips. Overloading enemy removal is our goal in these matchups, and we'd frequently prefer one of the cards we net off our plussing spell be a 2/1 on the field than a blind pull.

Snap triumphs during races, too: where tempo matters, so does a body. That includes aggro-combo. Take Burn, where flashing back Bolt or Pierce while turning sideways or trading with Goblin Guide is infinitely more appealing than tapping down lands in the main phase to draw cards.

Unlike Chart, which can theoretically become two fetchlands, Snap cannot "miss." He also plusses every time, whereas Chart sometimes asks us to discard. This fidelity is Snap's chief boon: he always represents a 2/1 and a binned instant or sorcery. His other main perk: Snap's interactivity buys us time, so he amends threatless hands and combats targeted discard. No card in the deck plays better from behind.

Draws to Chart

There are times when a 2/1, or the cards in our graveyard, don't matter. Chart offers hope regardless of the situation.

For example, Snap does very little in the early game. If we don't have instants or sorceries we want to flash back in our graveyard, he's nearly uncastable. But Chart a Course joins Goyf as a sweet follow-up to a one-drop. We rarely need to hold up countermagic as of turn two in this deck, so Chart a Course gives us a second-turn play that proactively advances our gameplan without overcommitting resources to the board. Chart can also be resolved early to sculpt our hand, attack or no.

So Chart's got the advantage early on. What about later? I originally thought Snapcaster Mage was strictly better late-game than Chart a Course. After all, we'll have a juicy graveyard by then, not to mention enough mana to invalidate Snap's most immediate pitfall. Chart has pulled me deeply ahead in enough late-games that I've come to reconsider this position.

At the end of the day, drawing two in a cantrip-heavy, bomb-heavy, 18-land deck is ridiculous, especially in the mid- to late-game when five or six of our lands have been fetched out. I've found the raw harvest of Chart's rips to rival the utility of Snap's precision in many games, although sometimes we really do want a particular card, and happen to have a copy sitting in the graveyard.

Chart also ignores grave hate. When opponents land Rest in Peace, Snapcaster's simply a sad body. Sans Chart, we'd be locked out of card advantage avenues until our fourth land drop.

Following that thread a bit, Chart beats out Snap at locating undrawn cards. That boosts its value post-board, when we badly want to see Tamiyo, Field Researcher, Ancient Grudge, Pyroclasm, or other win-buttons. With Charts in the deck, I have found and cast my hate more consistently than ever, as well as resolved better Needles and Explosives—cards with high ceilings and narrow optimal windows gain the most from extra digging.

Finally, Chart harmonizes with our threat suite. An unraided Chart makes us discard a card, which stuffs our graveyard for Tarmogoyf and Hooting Mandrills. And Chart's decisive typing reinforces Delver of Secrets.

Making Peace

There's a limit to the amount of Snaps Counter-Cat can run, both because of his mana cost and because he cuts into our instant/sorcery count. Subsequently, the deck can struggle against grindy midrange strategies. But since our new card advantage spell doesn't have these problems, we can run as many as we choose, increasing our odds against anyone casting Inquisition of Kozilek without sacrificing the integrity of our other components.

That's not to say we should totally abandon Snapcaster Mage. When played together, Chart and Snapcaster gel into a formidable card advantage engine. Snap flashes Chart back to draw more cards, or comes down on the opponent's turn to then attack, enabling raid. He makes for a dynamic pickup with the draw spell.

So, is Snapcaster "better enough" to be worth the third mana? I'm not comfortable dipping below 26 instants and sorceries, and would certainly rather a third Mandrills than a second Snap. But as a singleton, the Wizard earns his spot. I'm even following Kelsey's lead in adding a second to the side—post-board, we have more key spells to rebuy, as well as enough mana to support Snapcaster.

Pawing It All Together

For reference, here's what we ran in the four spare slots pre-Ixalan:

  • 1 Snapcaster Mage
  • 1 Sleight of Hand
  • 2 Spell Snare

Now, I'm on these:

  • 1 Snapcaster Mage
  • 3 Chart a Course

Kelsey runs another Sleight over the third Chart, and we're watching to determine which is best. Sleight's preferable in mana-light game states, which the deck often encounters pre-side.

Counter-Cat, by Jordan Boisvert

Creatures

4 Delver of Secrets
4 Wild Nacatl
4 Tarmogoyf
3 Hooting Mandrills
1 Snapcaster Mage

Instants

4 Lightning Bolt
4 Path to Exile
2 Thought Scour
3 Disrupting Shoal
2 Spell Pierce
2 Mana Leak

Sorceries

4 Serum Visions
2 Sleight of Hand
3 Chart a Course

Lands

4 Misty Rainforest
2 Arid Mesa
3 Scalding Tarn
2 Flooded Strand
1 Breeding Pool
1 Stomping Ground
1 Hallowed Fountain
1 Steam Vents
1 Temple Garden
1 Island
1 Forest

Sideboard

1 Snapcaster Mage
2 Huntmaster of the Fells
1 Tamiyo, Field Researcher
2 Spreading Seas
2 Ancient Grudge
2 Negate
1 Engineered Explosives
1 Pithing Needle
1 Surgical Extraction
2 Pyroclasm

Charting Elsewhere

A few players have sought my opinion on Chart a Course in other Delver decks, specifically regarding UR shells. Given the low number of quality threats available to UR, though, that deck already maxes out on Snapcaster Mage, and as such has plenty of card advantage built into its framework. Chart should improve the deck without solving its problems, which makes me less interested in its applications there.

Chart does solve problems for Counter-Cat, though, which already possesses the tools UR lacks: robust threats; heavy-duty removal; sideboard haymakers. An economical, mechanically synergistic way to access more of those tools is just what the veterinarian ordered, and I'm eager to discover exactly how much wind Chart a Course blows into our sails.

Empire State of Mind: Remembering the Fun of Magic

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Sometimes you don’t know what you need until it’s given to you. No, that’s not a 2017 Cinderella cover or anything, it’s just simple truth. Whether it’s a breath mint from a helpful friend or a simple check-yourself-before-you-wreck-yourself, this age-old adage repeats. As Magic players, we experience this phenomenon all too often, whether we notice it or not. A loyal buddy gently advises you against playing Seismic Assault. A kind opponent instructs your RG Breach deck in the lesson of Mana Leak. No, I get it, buddy, you drew too many lands. Sure.

Last week, through a series of complicated events, I found myself 600 miles away from home, in Tampa, Florida, playing Standard. Dramatic pause for inserted scream track. Don’t worry, this isn’t a Standard tournament report, but in a more real sense it is entirely a report on the experience of jumping headfirst into an environment you are wholly unprepared for. You look confused, so I’ll speak plainly. Today, I’ll be giving an account of what it’s like to play Magic free from the shackles of analytical burden, as what some in the business refer to a "filthy casual." Then, I’ll take this experience and attempt to stuff it inside a Modern deck you can play and win with. You know, without feeling like the world is against you and life isn’t fair because Sun Titan isn’t good in Modern.

I had no intentions of playing. I was along for the weekend with my dad, getting away for a couple days to travel down and watch the Tampa Bay Buccaneers beat the New York Giants at home (which we did, thank you very much). We had some free time on Friday and decided to hop in on FNM, him piloting some Grixis monstrosity, while I searched desperately for Star Wars: Destiny pickup games. I got stood up by someone that said they were interested and would meet me there, so I pushed past bad memories of high school and begrudgingly accepted a half completed UW Reanimator deck.

“Hold on, half of those cards have rotated.”

A More Casual Foray

Wondering where my evening had gone, I sat down against my first opponent with some Sacred Cats and a one-of Opt as recent additions to the maindeck, because, you know, one-drops. Keep in mind I haven’t played Standard since Jace, Vryn's Prodigy was new, and you can probably tell where this is going. All the dual lands in my deck were Chinese, but that’s okay because I only had like two or three anyways. You can see I wasn’t exactly being set up for success here.

For someone like me, obsessed with context, infatuated with the need for perfect information and the desire to "take the best line," getting handed a thrown-together deck and a hasty “good luck kid” as I’m kicked out the door feels something like getting dumped into a bucket of boiling tears, except the tears are made of acid and its slightly humid outside.

This is a love story though, or at least a romantic comedy, so the good guy wins in the end. I went 3-1, knowing nothing about the format, what my opponent was doing, or even what I was doing. “My card gets God Pharaoh's Gift but I don’t know what that does—hopefully it helps me here…” I faced my dad in the last round and scooped him into Top 8, where he got to Top 4, split, and took home 22 packs. As an aside, calm down with the five rounds plus Top 8, CoolStuff Games. This isn’t SCG Tampa here.

I say all that to say this: there is value in not knowing everything about the format. In my state of blissful ignorance, I wasn’t playing around counterspells because I didn’t know what counterspells to play around, or if there even were any worth playing in Standard. I had Hope of Ghirapur but didn’t know what I was Hoping for—a miracle I guess. No, wrong plane. Sweepers had to be a thing, because I looked around and others were playing creatures, so it made sense, but I didn’t know what colors they were, where they were costed, or who was playing them.

As a result, I made horrible plays all day long. I didn’t respect the Supreme Will, because I didn’t know what Supreme Will did. That Hope of Ghirapur was an Aven Skirmisher for my purposes, which apparently is just fine when he can swing for six turns. I was a bumbling idiot, and for the first time in a long time, I had a blast playing paper Magic.

See, I’ve been on the other side. I was the competitive grinder that consistently placed in the top ranks at FNM, because in reality I didn’t belong there but I wasn’t about that #grindlife. Anything other than a victory was a bad day in my eyes. If you ain’t first, you’re last. I remember round-one nightmares, being down a game against Mr. Casual and his Bogles deck, praying that I wouldn’t lose because I was better, I deserved it, I wanted it more. I remember winning, getting some packs, and being disappointed that I had "wasted" my Friday because I didn’t pull anything of value.

Fast-forward two years. I’m happily apologizing in advance to my first round opponent for not knowing any cards he’s about to play, and I catch that same look in his eyes. The look that was in my eyes countless times. “Please God, don’t let me lose to this n00b.”

There’s a peace in knowing that you can’t know keep track of what every card on the board does, an affliction that plagues me and prevents me from playing Munchkin to this day. There’s a peace in realizing that you are woefully unprepared, and that’s okay, because you are playing bad cards that your opponent who plays every week doesn’t know (so we’re kind of even, but not really). There’s a peace in playing the game to take pleasure in the little things, like playing two Regal Caracal’s and swinging in with armies of cats, pumping that embalmed Sacred Cat we chumped with earlier into a 3/3 because value. There’s a peace in not remembering the names of all these cards and having to go through Gatherer to figure out what they are, because not only do I not remember, but MTGGoldfish apparently deems them fringe, as who plays Regal Caracal?

For someone whose Magic career has gone through shifts, but who has almost always been focused on competition, maximizing my performance, and being the best I can be, there’s a peace in playing for the love of the game.

Building Solar Flare for 2017

I just want value. I want to do fun things while at the same time trying to stay alive—not so I can win, but so I can do more fun things. I want moments. I want to see mountains, Gandalf—mountains—and then find somewhere quiet where I can finish my book.

Solar Flare, by Trevor Holmes

Creatures

1 Elesh Norn, Grand Cenobite
1 Iona, Shield of Emeria
2 Snapcaster Mage
4 Jace, Vryn's Prodigy

Artifacts

1 Crucible of Worlds

Instants

3 Thought Scour
1 Think Twice
1 Forbidden Alchemy
3 Gifts Ungiven
2 Cryptic Command
1 Mystical Teachings
3 Fatal Push
1 Path to Exile

Planeswalkers

2 Liliana of the Veil

Sorceries

1 Collective Brutality
3 Lingering Souls
2 Thoughtseize
1 Inquisition of Kozilek
1 Supreme Verdict
1 Damnation
1 Unburial Rites

Lands

4 Polluted Delta
4 Marsh Flats
1 Flooded Strand
1 Hallowed Fountain
1 Godless Shrine
2 Watery Grave
1 Darkslick Shores
1 Urborg, Tomb of Yawgmoth
2 Island
1 Swamp
1 Plains
3 Ghost Quarter
1 Creeping Tar Pit

Sideboard

3 Stony Silence
2 Leyline of Sanctity
2 Leyline of the Void
1 Wrath of God
1 Timely Reinforcements
2 Surgical Extraction
2 Geist of Saint Traft
2 Negate
1 Jace, Architect of Thought

What is the difference between Esper Gifts and Solar Flare? Depends on who you ask. Answer probably involves the question, "Do you want to win?" We’ve established that I don’t.

I’m not interested in the likely fact that Serum Visions is probably better. I’m tired of casting that card. I’m tired of my opponent resting his head on his knuckles while I agonize over my scry decisions like the blue player that I am. I much prefer playing Thought Scour. No format knowledge necessary, mill me every time, get our value and move on. Trimming a Thought Scour to play one Think Twice because we were out of space in the list? Sure! While we’re at it, lets add a Forbidden Alchemy in there too. Mini Mystical Teachings, you say? Gotta add, big daddy.

I don’t want to Goryo's Vengeance Obzedat, Ghost Council on turn two. That’s too competitive. I want to extract all the possible value I can from as many one-of instants and sorceries as possible, all the while giving myself as many targets for my flipped Jace, Vryn's Prodigy. I want to cackle evilly and twiddle my fingers as my opponent dejectedly says, "go," and I marvel at the millions of options before me. I want to have seven cards in hand at all times, and access to every single card in my graveyard. I want there to be no distinction between land, creature, and spell, all merely food for the engine.

There’s a peace in not worrying for once about the metagame, about covering our bases, about maximizing our sideboard slots. There’s a peace in just playing a combination of our favorite cards, and if it doesn’t work, it doesn’t work. There’s a peace in knowing that we are probably marching to our deaths, but by God we’ll do it happily like the blind idiots we are.

“His old life lay behind in the mists, dark adventure lay in front.”

Thanks for reading,

Trevor Holmes

Testing Preordain: Quantitative Results

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The time has (finally) come to actually reveal the results of my latest banlist test. Looking back, testing two different decks made this harder than it needed to be. Focusing just on Storm would have yielded more satisfying data, though not a more significant result. As you will see, it appears that Preordain would not have that much impact on the top-tier metagame for a variety of reasons. Some of these I mentioned previously; a few will be explained here. However, this ultimately doesn't matter. Other developments since I began this test ensure that Preordain is never being unbanned.

What I'm going to do is reveal the aggregated result. My questions were, "Is Preordain safe for Modern?", and whether the overall data show if this is true. I'll then break it down by deck and matchup to show how that result was achieved. What you'll see is that Preordain did not significantly impact deck performance for either Storm or UW Control. This suggests that an unban is plausible. However, as I will get to later on, this result will not change Wizards's stance, and I don't anticipate playing Preordain in Modern in the foreseeable future.

Overall Result

I feel the need to start with this disclaimer: this is not a definitive result. The results I'm reporting are my experimental results and are meant to model the impact of unbanning Preordain on the Modern metagame. It would take many more tests with more decks to give a truly definitive result.

As a reminder, there were 640 total matches, or 320 with each deck. Play/draw alternated with each match regardless of result to ensure fairness and prevent bias. They were all typical matches---best of three with sideboarding. Please refer to the previous article for all the decklists.

  • Total Match Wins: 333
  • Total Win Percentage: 52%
  • Total Control Wins: 165
  • Control Win Percentage: 51.6%
  • Total Test Wins: 168
  • Test Win Percentage: 52.5%

As you can see, I didn't have very impressive results. I'll be going into why as I deal with each deck, but having Preordain didn't feel very special. It was very similar to Sleight of Hand in Storm, and was inconsistently good in UW. I think we all know what the statistical test will show, but I'm going to include it anyway for academic honesty.

Once again, I'm reporting the z-test result because I think more people are familiar with it. As the P-value is greater than 0.05, we accept the null hypothesis and there is statistically no variation between the results. From this we can infer that Preordain had no real impact on my test decks.

Storm Results

Storm was something of an odd test for me as it really didn't feel like an integral piece of the testing. What I mean is that the matches rarely came down to how I, as the Storm player, played. A few times a poor sequence hurt me, but for the most part the actual combo played itself. I know I wasn't playing it perfectly, but Gifts Ungiven provided enough forgiveness that I didn't need to. If that card resolves, you should always win. My losses were either caused by me mulliganing to death or my opponent's disruption preventing me from comboing in the first place.

A note on sideboarding: Storm cannot afford to exchange many cards without severely harming its odds of comboing. I remember years ago hearing that Jon Finkel never sideboarded at all with Storm if he could help it, and who am I to argue with Johnny Magic? As a result I boarded as little as possible.

Grixis Shadow

I was told that Shadow was a very hard matchup for Storm. They have lots of relevant disruption and a powerful clock, the classic anti-combo recipe. This proved to be true, though Shadow has a hard time actually sticking a clock I found. They don't have that many threats, so sometimes I was able to play the long game and come back from having my hand shredded.

  • Storm Control Wins: 15
  • Control Win Percentage: 46.9%
  • Storm Test Wins: 16
  • Test Win Percentage: 50%

With only a one-game difference between test and control, there is no chance that the result is statistically significant, which the analysis confirms.

P > 0.05, so accept the null hypothesis, there is no statistical variation in the data.

Sideboarding really didn't change the matchup. Grixis had a pretty good gameplan pre-board, and it was still great after siding. There wasn't much that Storm could do to change that other than go for Empty the Warrens more.

Storm's Sideboarding:

-1 Grapeshot

+1 Empty the Warrens

Grixis Shadow's Sideboarding:

-2 Lightning Bolt -2 Terminate -2 Kolaghan's Command -1 Snapcaster Mage

+1 Grafdigger's Cage +1 Nihil Spellbomb +1 Izzet Staticaster +2 Stubborn Denial +2 Collected Brutality

Eldrazi Tron

I thought this would be a worse matchup than it ended up being. Storm doesn't fail with just one piece of disruption, so a single Thought-Knot Seer is not that bad. E-Tron sometimes just fails to do anything relevant except make a single big threat. Chalice of the Void was ignorable on one and often the game ended before they could put it on two. But when that did happen, it was game over for me.

  • Storm Control Wins: 16
  • Control Win Percentage: 50%
  • Storm Test Wins: 16
  • Test Win Percentage: 50%

Absolutely no change. Again, I don't think the statistical analysis is necessary, but here it is anyway.

There's no statistical difference between the control and the test.

I suspect that sideboarding had a much larger impact on the matchup than expected. E-Tron brings in a lot of great ways to shut down Past in Flames, meaning you're forced to rely on Empty the Warrens, for which they have All is Dust and lots of creatures. Big Walking Ballistas were a nightmare, as was Wurmcoil Engine. We debated bringing in Shatterstorm for all the artifacts and ultimately decided against it. By the time you'd play it most games, you've already lost.

Storm Sideboarding:

-1 Grapeshot

+1 Empty the Warrens

E-Tron Sideboarding:

-4 Matter Reshaper -2 Karn Liberated -1 Endbringer

+2 Grafdigger's Cage +2 Relic of Progentius +2 Warping Wail +1 Wurmcoil Engine

Counters Company

Counters was a really swingy matchup. Play/draw really mattered because you're both combo decks and can kill on turn three. Game one was just a straight race, and Storm was more consistent. After boarding it got complicated. Counters has decent answers, and Storm does not, but it might just get locked out without Echoing Truth.

  • Storm Control Wins: 17
  • Control Win Percentage: 53.1%
  • Storm Test Wins: 18
  • Test Win Percentage: 56.3%

There's a theme with these results. See if you can spot it.

Again, little has changed. Preordain isn't important in a racing situation. It just ensured that you never fizzled, which is pretty rare anyway.

Since the goal was to win turn three, Storm didn't sideboard on the play. On the draw you had to be the control deck, relatively speaking, so there was sideboarding then.

Storm on the draw Sideboarding:

-1 Baral, Chief of Compliance -1 Pyretic Ritual -1 Desperate Ritual -3 Remand

+3 Lightning Bolt +1 Echoing Truth +1 Anger of the Gods +1 Pyroclasm

Counters Company Sideboarding:

-1 Qasali Pridemage -1 Kitchen Finks

+1 Eidolon of Rhetoric +1 Orzhov Pontiff

Burn

I thought Burn would be a better matchup than it actually was. I didn't appreciate how good Searing Blaze actually was against Storm. You're reliant on your cost reducers to go off, and Blaze kills them efficiently. Burn also reliably goldfishes turn four and can turn three you if your mana cooperates, so they can race you. Also, Eidolon of the Great Revel is lights out. The only way to win with that on the field is to Empty the Warrens. And you're probably dead anyway. We always played game one as if we didn't know what we were playing, but for games two and three my Burn pilot aggressively mulliganed for Eidolon.

  • Storm Control Wins: 19
  • Control Win Percentage: 59.4%
  • Storm Test Wins: 17
  • Test Win Percentage: 53.1%

Not a big change again. I believe the difference was the Burn's aggressive mulligans paid off a few more times against the test deck.

Again, not a significant result. Well within the "noise" of the test. I actually expected this. With a smaller n-value you need really disparate results to achieve statistical significance.

Sideboarding for Storm was hard here. You needed to remove Eidolon and couldn't rely on Empty. In exploratory testing I found that you could Empty for a lot and still die so we decided to stick to the Grapeshot kill as much as possible. On the draw we decided to add more counters.

Storm Sideboarding:

-1 Desperate Ritual -1 Pyretic Ritual -1 Baral, Chief of Compliance

+3 Lightning Bolt

Additionally On the Draw:

-1 Empty the Warrens -1 Gifts Ungiven

+2 Dispel

For Burn we took out the clunkiest burn spell and Lavamancer for relevant disruption. We debated Kor Firewalker for a while and decided against it.

Burn Sideboarding:

-1 Grim Lavamancer -3 Rift Bolt

+4 Relic of Progenitus

Jeskai Control

Jeskai was another swingy matchup, mostly because their clock was what really mattered. Given the time, I would just sculpt to my heart's content and win through their permission. The fact that this version didn't have Geist of Saint Traft helped on that front, but Spell Queller was also a beating combined with all their burn.

  • Storm Control Wins: 14
  • Control Win Percentage: 43.8%
  • Storm Test Wins: 15
  • Test Win Percentage: 46.9%

With a different sideboard on Jeskai's side I can see this matchup becoming much worse.

It's very significant how not significant these results are. I really am running out of things to say here; it's only going to get worse for UW.

For sideboarding we adjusted the counter suite for Storm while Jeskai really had the opportunity to adapt. The Empty plan is meant for disruption-heavy decks, but it really hates it when you prepare and have sweepers.

Storm Sideboarding:

-1 Grapeshot -1 Remand -1 Baral, Chief of Compliance

+1 Empty the Warrens +2 Dispel

Jeskai Sideboarding:

-4 Path to Exile -1 Lightning Helix -2 Electrolyze

+2 Negate +3 Rest in Peace +2 Supreme Verdict

Storm Conclusions

Preordain did not excel in Storm. It was simply too like Sleight of Hand, which it replaced, to have any significant effect. Where it was better was post-sideboard when you were digging for pieces and seeing only junk, but that didn't happen too often. Most games I cantripped a few times then attempted to go off. Even against Jeskai the games didn't tend to go very long. The opponent's disruption and clock mattered more than the power of my cantrips. Therefore, I have no evidence here that Preordain would change anything for Storm.

UW Control Results

Testing UW was far harder. A control deck has more decisions and takes longer to finish a game, which is why this took so long, but it also required more of a play adjustment between the control and test decks. Serum Visions and Preordain are better at different things and expecting one to do the other's job was disastrous in exploratory testing. As a result I had a harder time with the deck.

Grixis Shadow

UW has a pretty good matchup thanks to its redundancy. You can't really stop their first few turns, so they will shred you, but you are likely to recover and draw more powerful cards as the game goes on. As long as you don't just die to beefsticks you've got a great shot at out-valuing them.

  • UW Control Wins: 19
  • Control Win Percentage: 59.4%
  • UW Test Wins: 17
  • Test Win Percentage: 53.1%

You know by now where this is going.

We didn't sideboard very much, both decks are close to where you want them maindeck. The adjustments were based on the assumption the games would go longer.

UW Sideboarding:

-1 Vendilion Clique -1 Spell Snare

+2 Rest in Peace

Grixis Shadow Sideboarding:

-2 Lightning Bolt -2 Terminate -1 Fatal Push

+2 Stubborn Denial +1 Liliana the Last Hope +2 Collective Brutality

Eldrazi Tron

Eldrazi was a weird matchup. Their deck is fairly inconsistent, and when I could use Spreading Seas to capitalize on that, it was easy. Against their good hands and/or Cavern of Souls, it got much harder. Playing only unconditional removal was very good as well. However, sometimes Eldrazi is just Eldrazi, and Chalice can prove backbreaking.

  • UW Control Wins: 15
  • Control Win Percentage: 46.9%
  • UW Test Wins: 16
  • Test Win Percentage: 50%

There's not much to say really, it was just a slugfest.

UW is almost pre-sideboarded against Etron. I wished it wasn't, as I would have liked more Detention Spheres for Chalices, but that wasn't an option. I debated Spell Queller but it didn't perform in exploratory.

UW Sideboarding:

-1 Spell Snare

+1 Supreme Verdict

Etron Sideboarding:

-2 Dismember -2 All is Dust

+2 Hangerback Walker +2 Relic of Progenitus

Counters Company

This was a weird matchup. Sometimes Company went for the long-game; sometimes it was just jamming the combo. UW never felt safe and it was a really stressful test.

  • UW Control Wins: 17
  • Control Win Percentage: 53.1%
  • UW Test Wins: 15
  • Test Win Percentage: 46.9%

Collected Company is a hell of a card.

I decided to target the Company value plan with my sideboarding, since that was their best card and I didn't really have more ways to interact with the combo. Spreading Seas is not effective against mana dorks.

Company went for sweeper insurance.

UW Sideboarding:

-4 Spreading Seas -1 Mana Leak -1 Logic Knot

+3 Rest in Peace +2 Dispel +1 Supreme Verdict

Counters Company Sideboarding:

-1 Fiend Hunter -1 Vizier of Remedies -1 Devoted Druid -1 Qasali Pridemage

+3 Voice of Resurgence +1 Selfless Spirit

Burn

This went worse for UW than I thought it would. It plays less lifegain and fewer counterspells so it can be a struggle.

  • UW Control Wins: 17
  • Control Win Percentage: 53.1%
  • UW Test Wins: 18
  • Test Win Percentage: 56.3%

I know the percentage jumps look big but that's just a quirk of small n samples.

Sideboarding is what you'd expect: dead cards out, counters in. The Quellers were pretty good here as both disruption and a clock. You can't wait forever against Burn. Spreading Seas is too tempo-negative to play early, and late, it's not relevant disruption.

UW Sideboarding:

-4 Spreading Seas -3 Supreme Verdict -2 Jace, Architect of Thought

+4 Spell Queller +2 Dispel +2 Timely Reinforcements +1 Negate

Burn Sideboarding:

-4 Searing Blaze

+4 Relic of Progenitus

Jeskai Control

We played this matchup as a control deck against a midrange deck. Neither I nor my Jeskai pilot were sure that's correct, but nothing else made sense at the time. It was weird because most of their cards aren't good but can still kill you if unopposed. Blessed Alliance was shockingly good as a result.

  • UW Control Wins: 16
  • Control Win Percentage: 50%
  • UW Test Wins: 20
  • Test Win Percentage: 62.5%

This matchup was the closest to actually significant results I got. I think if I had done the usual 50 it would have been significant for reasons I'll describe below.

Sideboarding in control mirrors is hard. I decided that his Snapcasters were better than mine and that I wanted to fight on his turn to resolve planeswalkers. I also didn't want to just lose to burn.

UW Sideboarding:

-4 Spreading Seas -3 Supreme Verdict -2 Condemn -1 Blessed Alliance

+4 Spell Queller +3 Rest in Peace +2 Dispel +1 Timely Reinforcements

Jeskai Sideboarding:

-2 Lightning Helix

+2 Negate

UW Conclusions

The Jeskai test revealed why my results didn't change much from control to test. Preordain is a mid-game card, and Serum Visions is an early-game card. What I mean is that during mid-game topdeck wars, Preordain is better, because you can find and cast the card you want right way. Visions gets you deeper, but you get a random card. This is great in the early game where you want to hit land drops and set up your turns. When games end quickly, Preordain doesn't get the chance to shine.

Preordain's Place

Based on my results and experience playing the card, I do not believe that Preordain is unequivocally better than Serum Visions. During the first few turns, the smoothing power of Visions is far superior, and if you want a card to set you up for the long game, you would always choose that card. However, when you need to find something right now, Preordain will be your go-to. As a result, I don't believe that they necessarily fight for space, nor would you always play sets of both. A mix is more likely. With this in mind and my lack of significant results, I believe that Preordain could be unbanned.

Some Caveats

I wasn't testing decks that overload on cantrips. This was a deliberate decision to keep this as scientific as possible. If I start wildly redesigning decks, then the test becomes more about my deckbuilding ability than the actual strength of the cards. As I've said from the beginning, it's better to use an established list and see how the card boosts its power. So I didn't play 12-cantrip Storm or Serum Visions and Preordain in UW Control.

In Storm, I'm certain this was fine. I've played heavy cantrip Storm in Modern before, and the Gifts version feels better. Having a way to search for mana and Past in Flames was very good, and I can't fathom cutting that package. Players have argued that I should just cut the utility spells for extra cantrips, but I'm skeptical. As noted, Chalice and Eidolon win the game against you, and having a few ways to answer them is necessary. The cantrips are still weaker than Legacy's; a single Echoing Truth is not going to cut it.

As for UW, I'm not certain. Finding the room for cantrips requires cutting real cards. Modern is faster than Legacy, so you can't really durdle or fill your deck with air, especially as a control deck. Miracles got away with that thanks to Counterbalance. Maybe it would be correct, but I'm uncertain. In any case, trying to find out adds more variables and is therefore untestable at this time.

It Was All for Opt

The problem is that nothing I've just said really matters. This has nothing to do with its value or the process, but with Magic moving on while I've been working. See, Opt has effectively killed Preordain's chance to be unbanned. The first reason is similarity. Opt is Preordain, adapted for instant speed. The effect is weaker, but it gains speed. Standard Wizards balancing strategy. Yes, I know Opt came first, but it wasn't appreciated in its time. If you have to nitpick, just flip my statement around; it's still true.

This feeds into the other problem. Wizards has previously said that too many cantrips is a problem. They're worried both about consistent combo and overly consistent control (à la Caw Blade). They're fine with a few weaker cantrips, but add some more power and things get risky. As a result, I think Opt is a definitive statement to the Modern crowd that the cantrips won't be unbanned. Wizards will not risk cantrips killing variance again.

In the end, that's my conclusion. Preordain is not necessarily better than Serum Visions, and would be a worthwhile risk to unban. This will not happen because Opt subsumes Preordain's theoretical place.

See you next week for the results of fitting Ixalan into Merfolk.

Walk Hard: Brewing with Temporal Mastery

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When Opt was spoiled for Modern, I wrote a piece about how I didn't think the card would see much play. That didn't stop me from putting together a bunch of decks with the card. During those experiments, I took a literal "walk" on the wild side, following a tangent deep down the rabbit hole of Magic's most iconic new-frame keywords: miracle.

"Scry 1; draw a card" isn't a very exciting effect. Tacking on "take an extra turn after this one" certainly changes that. We can cast Temporal Mastery for its miracle cost after Opt finds it on our opponent's turn, giving us multiple shots to get extra turns on the cheap between their end step and our draw step. But can the card work in Modern? Read on to find out!

What's in a Turn?

Okay, level zero. We're building a deck around taking extra turns. So what are the things we only get to do once per turn? If we manage to construct a deck that does many of those things, the extra turns we take might actually reward our efforts.

  • Drawing for turn
  • Spending mana
  • Combat
  • Making a land drop
  • Activating planeswalkers
  • Using cards with a "once per turn" clause

The first two aren't tough to build around at all—every deck enjoys drawing for turn and spending its mana. Next! Combat is something certain decks avoid entirely (Ad Nauseam), or at least functionally (Valakut); others would love an extra attack step (Zoo). We're on to something with this one. Making a land drop falls into a similar boat: there are decks that play fine off three lands, like Grixis Shadow, and others that simply won't beat you unless they can pay to activate their Celestial Colonnades.

"Once per turn" clauses are rare in Magic, compared with, say, Yu-Gi-Oh!; the reason is that tacking mana costs onto activated abilities keeps them from being abused too often in a turn. But Magic still has cards that tap to activate their costs. One card type that does so functionally is planeswalker, which I do think is worth exploring with Temporal Mastery. I couldn't find any explicit "tap" cards in the Modern pool that are worth building around Mastery for.

Version 1: Temur Delver

The first place I started was with old faithful, Temur Delver. Since I already wanted to run plenty of cantrips, including Mishra's Bauble, Temur seemed like a great launch pad—Bauble synergizes well with many of the cards here, and if any deck wants to take extra turns on the cheap, it's the one with low-cost threats. Referring to our list above, Temur maximizes the second combat step and free-mana dimensions of an extra turn.

Temur Temporal, by Jordan Boisvert

Creatures

4 Delver of Secrets
4 Monastery Swiftspear
4 Tarmogoyf
3 Hooting Mandrills

Artifacts

4 Mishra's Bauble

Instants

4 Opt
2 Thought Scour
2 Vapor Snag
4 Lightning Bolt
2 Spell Pierce

Sorceries

4 Serum Visions
4 Temporal Mastery
2 Faithless Looting

Lands

4 Misty Rainforest
4 Scalding Tarn
1 Stomping Ground
2 Steam Vents
1 Breeding Pool
3 Island
1 Forest
1 Wooded Foothills

Sideboard

1 Pithing Needle
1 Grafdigger's Cage
2 Huntmaster of the Fells
3 Blood Moon
1 Search for Azcanta
1 Dismember
2 Ancient Grudge
2 Stubborn Denial
2 Pyroclasm

The Good

I built the deck with eight one-drops to maximize the impact of an early Temporal Mastery. Leading with Delver, Swiftspear, or Tarmogoyf and then happening to draw the miracle on turn three would pile damage on to the tempo gained from an extra land drop or free mana for a cantrip, putting us even farther ahead.

Mishra's Bauble also plays tons of roles in this deck, as it did in my original Bauble-featuring Temur shell, Banana Phone. On the surface, the artifact allows us to draw a card on the opponent's turn, potentially triggering miracle. But it does more, too. Bauble triggers prowess on Swiftspear, fills the graveyard for Tarmogoyf and Hooting Mandrills, helps flip Delver by giving us multiple looks at our top card, and of course offers incidental deck manipulation with Scour and fetchlands.

Faithless Looting is a card that might seem weird at first, but my love for this oddball cantrip knows few bounds. It seems like the best option for dumping Temporal Masterys we open or accidentally draw into during our main phase, as it's cost-efficient and we can flash it back after milling one with Thought Scour. Looting can also grow Goyf astronomically in non-interactive matchups like Valakut or Tron, making a quick 5/6 with which to beat some face, or power out Hooting Mandrills in a pinch.

While it doesn't pertain specifically to a Temporal Mastery-wielding build of Temur Delver, Hooting Mandrills is also just the stone nuts right now. It's nearly impossible for many decks to remove, comes down quickly, and ignores chump blockers on offense. I'd say it's the best creature in Counter-Cat and one of the better-positioned creatures in the format generally, beating out even Tasigur, the Golden Fang and Gurmag Angler thanks to trample.

The Bad

One problem with Temporal Mastery in this deck is that we don't get to play a lot of cards integral to the Temur Delver strategy because we lack room. Mana Leak is crucial to our plan against big mana, for instance; Disrupting Shoal and Spell Snare work wonders against linear aggro decks. Mastery is a high-variance card that doesn't address any specific problems, and playing it forces us to abandon the answers we run out of necessity.

I ran into a lot of tension between miracle and Monastery Swiftspear. The prowess creature incentivizes us to cantrip as much as possible during the main phase, which we are happy to do since we don't play two-mana counterspells. But cantripping in the main phase makes Temporal Mastery a lot worse, as we're likelier to draw it. I think Serum Visions is something of a necessary evil when it comes to miracle—after all, it sets up a trigger better than anything else in the format. But the other cards we use to draw on the main phase—Opt, Scour, and Looting—increase our odds of drawing a dead miracle. Of course, the alternative is to attack for almost no damage. Neither plan is very appealing.

A solution I toyed with was to simply run Wild Nacatl over Monastery Swiftspear. But every build I tried ended up being a worse Counter-Cat. No matter what I cut to make room for the Mastery package, I missed it: Shoals, Paths, Leaks, Snares, Sleights, you name it. Not to mention Opt is quite bad for Counter-Cat, and for strategies that want to cantrip on the main phase in general (one of the main reasons I don't expect it to see much play).

Version 2: Jeskai Tempo

I decided to try Opt-Mastery in a deck lighter on attack steps, but which could take advantage of another benefit of extra turns: making more land drops. The burn-heavy Jeskai Tempo lists running around operate primarily at instant speed, making them intriguing as possible homes for the package.

Jeskai Temporal, by Jordan Boisvert

Creatures

4 Spell Queller
4 Snapcaster Mage

Instants

4 Opt
4 Lightning Bolt
4 Path to Exile
2 Lightning Helix
2 Electrolyze
4 Remand
2 Cryptic Command

Sorceries

4 Serum Visions
4 Temporal Mastery

Lands

4 Celestial Colonnade
4 Scalding Tarn
1 Mountain
3 Island
1 Plains
1 Hallowed Fountain
2 Steam Vents
1 Sacred Foundry
3 Flooded Strand
1 Desolate Lighthouse
1 Sulfur Falls

Sideboard

1 Relic of Progenitus
1 Vendilion Clique
1 Rest in Peace
2 Stony Silence
2 Kozilek's Return
1 Surgical Extraction
1 Negate
2 Spell Pierce
1 Elspeth, Sun's Champion
2 Supreme Verdict
1 Dusk // Dawn

The Good

Once we open a hand without Masteries, the opportunity cost of having them in the deck is very small. Sure, we need to sequence our cantrips a little differently with knowledge of the sorcery, but it's common to get an extra turn or two in longer games for virtually no cost. When we have lots of lands to play, or mana lying around to cast more cantrips or removal spells before untapping again, that extra turn does put us far ahead. I also once had the pleasure of ripping Mastery on eight lands, which translated to a free Colonnade attack that allowed me to deal a lethal 11 damage more or less on the spot thanks to a sandbagged Lightning Bolt.

Besides Opt, this deck runs Remand and Cryptic Command to set up draws on the opponent's turn. Both of these spells are sometimes clunky with miracle, as it happens that we need to counter something and won't have the mana to Temporal should we draw it. But this problem mostly comes up with Command, and even then, the odds are against it occurring; once we stabilize the board around turn four, it's generally easy to cast the Masteries we draw as we find them.

Unlike Temur Delver, Jeskai Tempo can actually hardcast Temporal Mastery in the late-game it often aspires to, making Faithless Looting unnecessary.

The weirdo card in the sideboard is Spell Pierce, which I love in all my controlling Ux decks these days. It's just nutty against spell-based anything, where it retains targets deep into the game; even lol-I'm-flooding piles like, uh, the Jeskai mirror have turns where they animate Colonnade and tap out for Logic Knot, or try to Snap-Command something. Pierce is also super good against Collected Company, where it often catches them off guard and frequently lets us lock up the game (CoCo players are quick to cast their namesake card in the main phase if we don't have two mana up, since we might just have Dispel anyway and leave that up for the whole game; even once they learn of Pierce, I haven't found that they play around it).

The Bad

Land drops are all well and fine, but losing out on attack steps is seriously saddening. I took a good deal of extra turns with this deck where all I'd net out of Mastery was a free land drop or draw, which was not what I needed. Queller and Snap simply weren't around enough to let me reliably extract damage from the miracle.

What I did often need was removal or a win condition, and burn spells provide both. I went down to 2 Electrolyze and 2 Lightning Helix to make room for new cards here. Adding Mastery isn't mostly "free" after all, since it cramps Jeskai's critical-mass control-combo aspect of, "End Step, burn you out."

It's interesting that something like Time Walk really is more broken in Vintage than it would be in another format, since Vintage players actually have enough mana and efficient spells as of turn one to make good use of an extra turn as soon as they can resolve it.

Version 3: Esper Midrange

At this point, there was a once-per-turn resource I hadn't yet tried to abuse with Temporal Mastery: planeswalker activations. My stab at an Esper shell sought to combine Delver's combat steps and Jeskai's land drops with a band of up-ticking superfriends.

Esper Temporal, by Jordan Boisvert

Creatures

4 Jace, Vryn's Prodigy
4 Snapcaster Mage
3 Tasigur, the Golden Fang

Artifacts

4 Mishra's Bauble

Enchantments

1 Search for Azcanta

Planeswalkers

4 Liliana of the Veil
1 Liliana, the Last Hope

Instants

2 Opt
4 Fatal Push
2 Path to Exile

Sorceries

2 Lingering Souls
3 Temporal Mastery
4 Serum Visions
2 Collective Brutality

Lands

2 Marsh Flats
2 Watery Grave
1 Godless Shrine
1 Hallowed Fountain
1 Plains
2 Swamp
2 Island
4 Polluted Delta
3 Flooded Strand
2 Creeping Tar Pit

Sideboard

4 Thoughtseize
2 Collective Brutality
2 Surgical Extraction
2 Flaying Tendrils
2 Stony Silence
3 Spreading Seas

The Good

This deck did an okay job of addressing the problems of the last two—Lingering Souls, Snapcaster, and Tasigur form the "combat" squad, and Esper Midrange is, well, midrange-y enough to want to make its land drops.

Esper also afforded me the opportunity to try the new planeswalker rule, although, with just one spare Liliana, it didn't come up often. I wanted that Liliana to reliably recur a creature, but don't play enough to justify multiples. The Last Hope still plugs holes in of the Veil's approach to board control, and I love having the two on the board together against creature decks.

The deck's most exciting planeswalker, though, is Jace, Vryn's Prodigy. Jace's looting effect is very relevant here: it dumps extra Masteries, or Souls for a cheap flashback cost; recurs our important spells; and draws a card on the opponent's turn, potentially triggering miracle! Maxing out on Jace lets us finally trim some copies of Opt, which I still believe is a pretty sorry cantrip.

As with my Esper Vehicles list, this deck really wants to have multiple planeswalkers in play. It's hard for fair decks to beat us when we can pull that off. But I skipped out on Gideon of the Trials here, which is definitely a great card. Trials excels in a shell with sweepers, which would clash with this deck's gameplan. I also didn't want to stretch my mana too thing, and was therefore wary of anything costing double blue or white (Liliana of the Veil is insane enough to earn an inclusion regardless).

The Bad

Esper Midrange runs into the same problems other non-Shadow midrange decks have in Modern: it's too inefficient and clunky to keep up with Tron and some of the more linear decks in the format. Abzan, the best of the bunch, has made up for this shortcoming enough with its positive Shadow matchup to retain a respectable metagame share hovering around 4%. But the same can't be said for other black decks of its ilk. Since this deck is more focused on synergy with its walkers and Masteries, and especially soft to Fatal Push thanks to Jace, Vryn's Prodigy, I don't anticipate it even having a great Shadow matchup, which combines with Esper's other issues to make the whole shard kind of unplayable.

Search for Azcanta is another once-per-turn effect that increases the value we get from extra turns. I only even transformed it once, thanks to Tasigur eating up the graveyard, and even then its three-mana Impulse mode is a bit slow for Modern. Scrying once per turn and dumping cards is okay, and synergizes with Mastery, but it's not worth two mana. I pegged this card during spoiler season (but, out of doubt, omitted it at the last minute from my spoiler review) as a possible include in decks looking to go longer that are strapped on mana, such as this one. After testing, I think both its sides are too low-impact for the cost.

Maybe Next Turn

As always, hindsight's 20/20—why would Temporal Mastery make it in Modern if it never saw play in Legacy, a format that for years was dominated by a miracles deck packing enablers as potent as Sensei's Divining Top, Ponder, and Brainstorm? That deck gets its name from Terminus, a card that plugs a hole in the Counterbalance-Top strategy.

My brewing mistake with these Mastery decks is that I set out to build around a specific card, without giving much thought to the archetypes I slotted the card into—whether those decks wanted such a card in the first place; what problems, if any, the card remedied; which threats, if any, Mastery posed to their integrity. Brewing in this way does have one major benefit: it helps us find an ideal shell (or close) for a certain card, which allows us to say with the certainty of experience why a certain card, or decks built around it, aren't playable in the format.

I've learned the hard way that Temporal Mastery just isn't right for Modern. But best of all, I know why. Are there any cards you think might work in the format, but are virtually unplayed? Let me know in the comments, and if the card piques my interest, it might get a case study of its own!

Deep Dives: Understanding Death’s Shadow

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This past week I found myself looking back at some of the first articles I wrote here at Nexus, for some reason or another, and discovered something interesting about my writing. No, it’s not that I love control, or have a tendency to play tempo-oriented decks, or really really like to talk about context in Magic, though all of that is of course true. Interestingly enough, I haven’t done many primers in my life (or at least  my Magic content career), which both surprised me and made complete sense at the same time, if that’s possible. It might come from my firm belief that sideboarding should be a fluid process, and part of me feels that primers tend to fall into the "basic level info" camp for a format where most players learn the intricacies of one deck and tend not to switch, but I just haven’t felt the draw to that style of writing compared to other topics I’ve explored.

Still, something in me felt the desire to branch out a little bit. Looking back at my content, I discovered that my old Video Series were, in a sense, brief primers I used to do on a weekly basis. In the lull period between a potentially outdated format and one where Ixalan is out in full force, it seemed like the perfect time to try my hand at something new(old). Since I also noticed that my first article was on Grixis Control, and my second article was on Suicide Zoo, it seems fitting (and perhaps overdue) that this primer be on Grixis Death’s Shadow.

Cue the audible groans! See, I can imagine most of you already aren’t too excited about an article all about Grixis Death’s Shadow, and I get it. Nobody likes paying their taxes either. On one hand, some of you are Grixis players yourselves, which means most of the content here might be information you might already know. For the rest of you, you’re probably tired of seeing Grixis Death’s Shadow in matches at this point, so the mere thought of reading about the deck probably inspires nightmares of painful fingernail extraction while Justin Bieber prunes his facial hair in your direct line of vision.

Therein lies the rub. I’m banking on the assumption that you’re a diligent, tax-paying, law-abiding citizen: one that takes their licks when they're given; one that grits his teeth and puts his nose to the grindstone, doing the dirty work that needs to be done to achieve everlasting success and a better life for generations to come. It’s not glamorous. It’s not sexy. It’s the inner workings of Grixis Death’s Shadow, how it runs, and how to beat it.

The Basics

Grixis Death’s Shadow, at its core, is a resource-driven value engine that combines disruption and cheap threats in a synergistic package with game against just about everything. So, basically, a sickening package of aggression, value, and flexibility. Shadow decks are hard to fight because they are hard to pin down, and can pivot and adapt to just about any role or situation it's required to take in a given matchup. As evidenced by its long history in Modern, Death’s Shadow is cheap, fast, and powerful enough to make it difficult to race or fight fair, and going unfair plays right into the disruption game Death’s Shadow decks can play so well.

The core revolves around eight (sometimes one more or fewer) cheap threats, in the form of Death's Shadow itself and delve creatures like Tasigur, the Golden Fang and Gurmag Angler. I say "cheap" in the sense that both creatures carry restrictions regarding when they can be played, with Death's Shadow requiring us to drop below a certain life threshold and delve creatures requiring cards in the graveyard to pay their exorbitant mana costs.

This is basic info, of course, but it’s important to put into words because this oft-overlooked fact is one of the few ways to fight the deck. For all its strengths, eight threats is a very low number if we can stop them on the way down. By that, I mean removing the recursion engine of Kolaghan's Command chained with Snapcaster Mage, or taking away the graveyard as a resource to cast the delve spells. Cards like Surgical Extraction to take away all Death's Shadows immediately halves the threats Grixis has to deploy, and bombs like Leyline of the Void can shut down the deck's engine entirely.

The Rest

Beyond the self-explanatory cards like Serum Visions, Thought Scour, and Street Wraith, Grixis Death’s Shadow employs a midrange value package, disruption, removal, and protection in varying numbers. We’ll take them one at a time, and discuss briefly what these cards do for the strategy.

First up is proactive disruption, which usually takes the form of six or seven one cost discard spells like Thoughtseize and Inquisition of Kozilek. Grixis Death’s Shadow tends to play threats for one mana, but almost never on the first turn, which allows them to take advantage of targeted discard as a form of disruption that can be used for both offense and defense. Stripping a removal spell that could answer Death's Shadow can often be all that’s needed to win, as our creatures hit so hard, and removing opposing threats can give us time to get our engine going or dig for threats should we be missing them in hand.

Trading a card in hand and a resource for a card in our opponent’s hand often puts us at a disadvantage as far as rate is concerned, in the sense that we are exchanging an ‘even’ effect (both players losing a card from hand) but we are spending a resource (one mana) and our opponent is not. This fact, again something that might be basic info, still gives a clue towards a weakness of the deck, which is that it leans heavily on using that first turn to push its opponent off their game and give it time to bring its engine online. Quick, aggressive strategies that can make discard a liability, in the sense that sometimes the Death’s Shadow player can’t afford to spend a resource on something that doesn’t interact with the board. A quick start from the enemy can knock the archetype out of its lane and put it on the back foot.

This notion of playing on the "back foot," or on defense, is one that players might remember from the days of tempo-aggro, epitomized by Delver of Secrets decks. Delver decks always experienced a wide discrepancy in terms of power level depending on whether those archetypes had their namesake card in play or not. Tempo-generating spells like Vapor Snag and Spell Pierce gain value when the opponent is forced to play into them, which happens most often when we have a creature out applying pressure. In the same way, Death’s Shadow decks rely on playing and keeping a threat on the field; otherwise, Stubborn Denial becomes useless, and discard in high numbers becomes a liability in the lategame.

Unfortunately for the field, Grixis Death’s Shadow plays like a supercharged Delver deck, in the sense that we turned our Spell Pierce into a (relatively) unconditional counterspell in Stubborn Denial, and traded our 1/1 that sometimes became a 3/2 flier for a 4/5, or an X/X that sometimes grows into 8/8 or larger. This is what those of us in the business call power creep, boys and girls.

When our threats hit so hard, Stubborn Denial to gain us another turn of uninterrupted combat phases becomes that much more powerful, and recursion effects like Kolaghan's Command get compounded as well. The power level of just about everything gets ramped up when we improve our core threat base, which is why Delver of Secrets decks could never make that final push into the top tier while Death’s Shadow decks could, even though they play most of the same cards.

As for the sideboard, I hesitate to give too much information, as I'm a firm believer in personalized sideboards that fit the player, and not the deck. Besides, with how quickly things can move in Modern (looking at you, Geist of Saint Traft), including sideboard information in a primer that hopes to remain a reference for the future seems presumptuous at best, and dangerous at worst. Who knows what the meta will look like two months, or even two weeks from now? Probably a lot like this one, but my point remains!

Conclusion

This might not have read like a traditional primer, which was actually by design. Hopefully, my experiment was successful, and this primer successfully discusses how a deck is built, how it works, and how best to attack it, while dodging the traditional “these are the creatures, these are the draw spells, this is the sideboard” method in which primers are usually written. If you liked this approach, let me know in the comments below, and I can expand to other decks in the format in a similar manner. If you didn’t like this approach, obviously let me know as well, so I can work to improve in the future! Primers are a tool in my repertoire that haven’t gotten much use, and I plan for that to change moving forward, but with a signature twist, of course. Thanks for reading, and I’ll see you next week!

Trevor Holmes

The_Architect on MTGO

Testing Ixalan: Exploring Traps

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With a new set comes new speculation, new brews, and new bold declarations. Archetypes are revived, archetypes are doomed, new decks exist, the new decks are terrible—we've heard it all before. I try not to speculate and only talk about cards once I've actually played with them. This means I'm pretty late to the party in terms of new releases, but I like to think that my data makes up for that. It is considered polite to let me keep that illusion, thank you very much.

Last week I shared my intention to bring you the data on Preordain this week. Unfortunately, intent does not translate into reality. Magic takes quite a bit of time to play, and control takes even more. As a result I didn't finish testing UW Control until it was too late to make this week's article. That's just how it goes when you're coordinating a massive volunteer project. You only work when you can sync schedules. Instead, this week will be about my exploration of Ixalan. I've been testing some new cards while waiting to complete Preordain and it has not been encouraging. Better than I thought, but much worse than you may hope.

I should also preemptively mention that I'm not talking about any Merfolk this week. That deserves its own article which I'll be writing after the Preordain results. There's a lot more to discuss there, and I want more time to actually try out my ideas. The preliminary results are...complicated. I need more data to really address that topic.

The Mechanics

While Ixalan has a lot of interesting cards and creative world-building, it's fairly boring mechanically. We've seen Treasures before as Gold tokens from Theros block, though the only notable card that made them was Gild. I know that Wizards insists that the tokens are different, but changing the name does not a different effect make, Rosewater! The main difference is that the Treasure mechanic gets supported in the set. Enrage is fine, but not very interesting. You get a cookie when your creature gets hurt. So what? Also it came directly from Hearthstone. Not innovative, and not really worth testing. If you'd play it without enrage, it's a playable card. If you'd only play it because of enrage triggers, don't bother. Explore is the most interesting. Cantrips are good, and explore is very similar. Maybe it's good enough?

Lost in the Jungle

As I'm going to detail more when I do the Merfolk article, explore is really hard to evaluate. Not because of what it does, mind you. It's a weird blend of scrying and drawing a card with creature buffing thrown in. It's almost always worse than just drawing a random card, but it's better than scry 1. The problem is making that work in Constructed. Cantrip creatures are good. Creatures that provide +1/+1 counters are occasionally good. Self-mill is very good in the right deck. Explore has parts of all of these. When you see a land, you draw a card. When you don't, you get a small buff and the option to bin the card. On its face, having parts of mechanics is not good. It will never be as good at buffing as an actual buff card, cantripping as a cantrip, or milling as Thought Scour or dredge.

However, flexibility adds a lot to a card's playability. I didn't think that Collected Brutality was good enough for Modern because none of its modes is Modern-worthy. I was completely wrong, Brutality is fantastic, even when you're not taking advantage of the discarded cards. As a result, maybe explore is good enough. I'll have a better answer soon.

Keep Track of Your Valuables

Just so everyone is perfectly clear, Lotus Petal is a fairly busted Magic card. Not Mox-level busted, but pretty up there. The Treasures are Lotus Petals. One would think they would also be busted. I did, and I tried to make them work. They're not. Yet, anyway. Treasure generation is tied to some fairly unimpressive Constructed cards. They tend to be just barely Standard-playable and I can't imagine any of them making the jump into Modern. However, this is Wizards of the Coast, and messing up free mana is their thing. Energy may not have made it into Modern, but it was very busted in Standard, as I predicted it would be. This makes me wary of treasures.

There's nothing that really strikes me right now as dangerous about Treasure. The best idea I've had for making them involves Revel in Riches, Night of Souls' Betrayal, and Forbidden Orchard to generate extra mana. And that's much, too slow for any Constructed format. Maybe you can make the alternate win work, but that seems unlikely. Any other Treasure-generating loop I've come up with makes mana on its own, so they're superfluous. It's not broken. But again, this is Wizards. There could be some monstrosity lurking in Rivals of Ixalan that makes these Lotus Petals good. So watch for that.

Looking for a Home

This section is for the other tested cards that I can't find a home for. One of them is a very powerful card that is useful almost anywhere but I don't know if any deck actually wants it. The other is just a worse alternative that plenty of players will gravitate towards, but end up disappointed in. They're fine cards on the spoiler sheet, and they play out just fine. The problem is actually dedicating deck space to them. One is an interesting problem to continue working on but the other is a dead end. You've been warned. I'll also cover Opt, which is a good card that you need to be careful with.

Can't See it from Here

The first one is the card that has generated the most buzz for the longest time: Sorcerous Spyglass. I love this card. Combining Pithing Needle and Peek just sounds fantastic. Blind-naming with Needle can be incredibly frustrating. If your opponent has something to hit, you always know with Spyglass. You even get information on their hand. Consensus puts that at not quite worth a card, but as a bonus to another effect it's fine. Needle is a fine sideboard card and has been on the edge of maindeck-playable for some time now. Since Spyglass proves a bonus, it stands to reason that it is a maindeck card.

The problem is that I cannot determine which deck wants to maindeck Spyglass. The fundamental problem with Needle has always been that it doesn't do much on its own. Only when you combine it with lots of pressure or other lock pieces is it anything more than annoying. Needle shuts down one card-name's non-mana activated abilities. It does nothing else. That leaves the remaining 56 cards to kill you. Needle has always been at its best shutting down planeswalkers and non-mana combo engines. If it can't do that, it's worthless. It's also a soft answer, in that it can be removed and the target turns back on. This is why it's relegated to the sideboard.

Some players don't realize this, but Needle, and now Spyglass, can hit lands. They can't stop them from making mana, but they can name them. The fact that Phyrexian Revoker does stop mana abilities is why it can't name lands. For the most part this is just used to shut down utility lands. But you can also name fetchlands and turn Needle into, effectively, land destruction. Against some decks this is huge—think Death's Shadow's mana base. The problem has always been that unless you know exactly which lands are in your opponent's hand, they could sequence around the Needle, limiting it's effectiveness. Spyglass solves this problem for an additional mana. It was this use for the card that I decided to test.

Since I was planning to try the card as a land destruction spell with upside, it made the most sense to try it in Death and Taxes. I just took my PPTQ list and changed the Selfless Spirits and Revoker to Spyglass and tried it out. It was...okay. The kind of card that did what you wanted, but you're not thrilled about. You're fine playing it but left asking if there's something better. It overlapped with Leonin Arbiter, but I was often okay with that thanks to the greater flexibility. The real problem was that it didn't add to the clock, which is already a problem for DnT.

The other problem is that I don't know if any other deck wants this maindeck. There are plenty of prison decks that already use Needle, but the Peek is largely superfluous. Sun and Moon, the deck I tried, didn't care about the opponent's hand because they either invalidated it already or couldn't do anything with the information. Turns are fairly scripted with that deck, I found. It will also never replace Needle in sideboards. Needle is cheaper and if you want to side in this effect, you already know what you're naming. The card is good, I just haven't found its home yet.

Naught But Ruins

There have been flurries of conversation swirling around Field of Ruin. It's clearly a "fixed" Ghost Quarter that won't set you back on mana. Theoretically, anyway. You still spent most of a turn of mana to kill your opponent's land. Ultimately, this is the problem with Field. It seems good, but it's too inefficient.

Outside of combining with Leonin Arbiter to become Strip Mine, the big draw of Ghost Quarter is that it has no cost. You just fling it at a Tron piece and are done. They get a basic land, but that's much better for you than letting them have that Tron piece. This leaves you free to use the rest of your mana to do something else. This efficiency is invaluable. Land destruction is a tempo tool. It creates a temporary hiccup in your opponent's plan that you then exploit. If you fail to do so quickly, they'll recover and probably crush you. They're playing real cards; you have land destruction. It's only when you hard-lock them with recurring LD, like looping Quarter with Crucible of Worlds, that it actually wins the game on its own.

Therefore, despite appearances, Field of Ruin will not make it in Death and Taxes. I know some writers on big sites talked about how good it was alongside Arbiter, but I think they just forgot that his effect is symmetrical. Paying four mana to destroy their land is really bad. It has been suggested that control might play it against Tron. I tested this usage and found it very poor. UW Control already has Spreading Seas, whose net effect is pretty similar and hits a turn earlier. Having Field as a backup was okay but not great. On turn three against Tron you really need to have a clock out or you'll just lose to all the bombs. Spending that turn turning lands into basics wasn't of much use. After turn three, Tectonic Edge is just better. There's no reason to play this card.

Don't Opt in Automatically

Finally, don't just jam Opt because it's instant speed. It's not appropriate for every deck that want cantrips. It is a fine card, but the effect isn't quite big enough for it to actually replace Serum Visions. See, Opt only shows you one card. That's not what you want from a cantrip, especially in a control deck. When you need to dig, you need to dig, and one card doesn't qualify.

I tested Opt in UW Control and it was very poor. UW is more of a tap-out control deck these days than classic permission control. As such, you really don't care about Serum Visions being a sorcery. What you do care about is it seeing three cards, even if you don't have control over which one you draw. Later in the game you usually don't use all your mana during your opponent's turn anyway, so there's no real cost. I've also found that optimal play is somewhat inflexible in the deck (your actual answers at a given time are limited) so the flexibility of instant speed is kind of wasted.

Where Opt belongs is in decks that play primarily at instant speed, like the Jeskai Midrange list that won SCG Louisville. That deck already plays primarily at instant speed so it could use the additional flexibility. Whether Opt is actually good enough there I haven't tested yet, but it will be better than in the slow control decks. Before, if you wanted to Serum Visions turn one you had to give up on Lightning Bolting a turn one play. Now you can do either. That seems pretty good.

Seek the Unknown

Ixalan may not have much that is unequivocally Modern, but there are plenty of almost-there's that something is bound to shake out. At minimum, Siren Stormtamer will have a home in that mono-blue Favorable Winds deck. It's just a question of determining whether there's anything for the actually good decks. Next week, definitely time to evaluate Preordain.

Video Series with Ryland: Amulet Titan #2

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Hey everyone! I'm back again with Amulet Titan. Many of you had requested I return to this deck once again and considering how much I love it, I'm happy to oblige. I've been back at it on my stream and thought this would be a good opportunity to return to titaning people in the most exciting way. Much of this write-up will be familiar to you if you saw my last Amulet series, but I will try to highlight some of the small differences in the list and meta.

A quick recap for those unfamiliar: Amulet is a combo deck trying to cast Primeval Titan as quickly as possible. Often, Titan appears on turn three, and while unlikely, there is the potential for a turn-two Titan. The deck largely accomplishes this by abusing the power of its namesake card, Amulet of Vigor, in combination with the bounce lands from Ravnica, such as Simic Growth Chamber.

Currently, not much has changed since last time. The sideboard has some very minor changes, the biggest of which is cutting the three-mana sweepers for two copies of Pyroclasm. Frankly, I cannot definitively vouch for the validity of this change, but it is something I want to continue to test. Yes, Kozilek's Return can be very powerful against Affinity, but so can clasm. Costing two mana is a huge drop from three and can really help you in double-spelling sooner. In addition, sometimes you need to be able to reliably kill things on turn two (see Devoted Druid and Steel Overseer) and Kozilek's Return will do that job much less frequently.

In addition, the Bojuka Bog has moved to the maindeck, replacing the fourth Explore. This has largely been to make room for more sideboard threats, such as Ruric Thar, the Unbowed. Admittedly though, I'm not sure he's the additional threat I want. Certainly he is powerful against Storm, and there are other matchups he is reasonable against (Burn, Control, etc.). That said, I'd like to have a more rounded threat that is reasonable in just about every slower matchup; something like an additional Tireless Tracker.

I mention this because you will see me employ a near "transitional" sideboard plan, as you have likely seen me do in the past. This plan involves cutting our namesake in Amulet (no, not Titan, I'm not that crazy) and adding in all of our additional threats. When this plan is effective, you will end up playing a slower, more traditional ramp-style game, where you find ways to make extra land drops and begin casting fatty after fatty. This plan is particularly potent against any deck with heavy disruption of any variety, be it discard or removal. As such, I will almost always cut Amulet in matchups where speed is not essential.

I hope you enjoy the matches as much as I always do! As usual, I'm interested to hear what kind of content you'd like to see moving forward, so I can continue to evolve and improve my videos. Please let me know your thoughts, and any improvements you would like to see concerning formatting, presentation, or whatever else strikes your fancy. If you'd like to see similar content, check out my Twitch channel for some more live Modern!

[youtube https://www.youtube.com/playlist?list=PL261kJ_cAQC--3xRXfKK6TELSIGQ32EPe]

Amulet Titan, by Ryland Taliaferro

Creatures

3 Azusa, Lost but Seeking
4 Primeval Titan
4 Sakura-Tribe Scout
1 Walking Ballista

Artifacts

4 Amulet of Vigor
1 Engineered Explosives
3 Relic of Progenitus

Instants

1 Pact of Negation
4 Summoner's Pact

Sorceries

4 Ancient Stirrings
3 Explore

Lands

1 Bojuka Bog
1 Boros Garrison
1 Cavern of Souls
2 Forest
4 Gemstone Mine
1 Ghost Quarter
2 Grove of the Burnwillows
3 Gruul Turf
1 Khalni Garden
1 Radiant Fountain
1 Selesnya Sanctuary
4 Simic Growth Chamber
1 Slayers' Stronghold
1 Sunhome, Fortress of the Legion
3 Tolaria West
1 Vesuva

Sideboard

2 Dismember
1 Engineered Explosives
2 Pyroclasm
2 Swan Song
1 Hornet Queen
1 Chameleon Colossus
1 Ruric Thar, the Unbowed
1 Thragtusk
2 Tireless Tracker
1 Reclamation Sage
1 Seal of Primordium

Where Is My Mind: Brewing BW Shadow Pox

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Confession time: one of my pet cards is Smallpox. That might seem weird coming from an attacks-loving aggro-control enthusiast such as myself, but Smallpox has a lot of the elements I prize in a card: its symmetry makes it innocuous; its floor is low, and its ceiling miles high; its conditions ask pilots to build around it, rather than slot it into existing decks. After Tom Ross's success last weekend on 8-Rack, I figured now's as good a time as any to unveil a Smallpox brew of my own.

In this article, we'll take a look at both decks and discuss the different applications of Smallpox.

Smallpox and 8-Rack

On September 17, 2016, Tom Ross piloted his build of 8-Rack to 7th place of a Star City Games Modern Open. Tom's build eschews Ensnaring Bridge for Smallpox, making his list more of an attrition-based midrange deck than a prison one.

In an elegant Mind Twist-of-fate, exactly one year later, Tom Ross piloted a nearly identical deck to 4th place of another Open: SCG Louisville. This updated version swaps three of its four Dismembers out for Fatal Push, and runs a single Marsh Flats over a Swamp (the sideboard does get a significant overhaul).

Here's his list:

8-Rack, by Tom Ross (4th, SCG Louisville)

Planeswalkers

4 Liliana of the Veil

Artifacts

4 The Rack

Enchantments

4 Shrieking Affliction

Instants

1 Dismember
3 Fatal Push
2 Funeral Charm

Sorceries

4 Inquisition of Kozilek
3 Thoughtseize
4 Raven's Crime
4 Smallpox
3 Wrench Mind

Lands

1 Marsh Flats
4 Mutavault
4 Urborg, Tomb of Yawgmoth
15 Swamp

Sideboard

1 Asylum Visitor
2 Death's Shadow
4 Leyline of the Void
1 Fatal Push
1 Shadow of Doubt
2 Bontu's Last Reckoning
4 Delirium Skeins

Explaining 8-Rack

Tom has written three comprehensive articles covering his take on 8-Rack, so I won't delve too deeply into the deck's inner workings. But for our purposes, we will briefly examine what this deck does and why it succeeds.

Superficially, 8-Rack's got a simple gameplan: shred opponent's hand, stick The Rack, apply a little more disruption, win. It even claims victory via clocking, or delivering set amounts of damage over multiple turns, contributing to its unintuitive status as something of an aggro-control deck. 8-Rack can be broken down into threats (Rack effects) and disruption (targeted discard and removal), as can Jund or Grixis Shadow.

What are the pros and cons of 8-Rack over those decks? Smallpox makes it challenging to play creatures, meaning flexible options like Tarmogoyf and Scavenging Ooze go out the window. It also strains the manabase, complicating splashes. And targeted discard, the deck's principle form of disruption, can prove lackluster in certain matchups (vs. Affinity, for instance).

On the bright side, removal spells are totally blanked by this deck; pilots can Inquisition turn one and take a card that advances the opponent's gameplan rather than a stranded Fatal Push, which can't be said of traditional midrange decks. 8-Rack's functional threats are tougher to remove than creatures. The deck's configuration also makes its mana a breeze, if limiting its sideboard options.

The Next Step

My problem with using Rack effects as threats are threefold. For one, I don't like how many slots they take up. Having historically favored standalone threats like Delver of Secrets and Thought-Knot Seer, leaning too deep into synergy territory turns me off. The Rack and Shrieking Affliction are only threats when backed up with a steady stream of discard effects.

Second, I like to have outs in my deck, and black alone doesn't offer much in the way of hosers or interaction for noncreature permanents. I imagine 8-Rack players sometimes scoops to an unfortunate card (i.e. Leyline of Sanctity) or boardstate opponents manage to assemble (i.e. a couple of menacing planeswalkers) without having outs for the scenario in the deck. And lastly, I just really like attacking. Perhaps too much. Animating Mutavault's all good and well, but I don't feel like I'm really playing Magic if I can't draw for turn and immediately turn a creature sideways.

As a result, my Smallpox decks have always omitted Rack effects and played creatures, starting with Tarmogoyf back in 2013. I realize Tom's got answers to my beefs, i.e. expect tons of Leylines? Don't play 8-Rack. But when I sleeve up a Smallpox deck, it's not to crush everyone in my path with a slick metagame call; it's to get what I want out of the game, which always includes attacking, and at that time happens to also include casting Smallpox.

To clarify, I don't think 8-Rack is necessarily better than other Smallpox decks, which as we'll see operate differently. But it has certainly won more, and I'm positive Tom has tested and tuned enough to have landed on something truly formidable given the right conditions (as his results also indicate). Until a Rackless Pox deck actually starts winning somewhere, I'm more than willing to give him the benefit of the doubt. Of course, that doesn't mean we can't experiment.

BW Shadow Pox

In the car coming back from SCGNY, I caught the Smallpox bug, as I do about once a year, and got to thinking about a shell that could accommodate Death's Shadow. My logic was that the deck already shreds opposing hands to clear a path, and has space for Street Wraith. Besides, running Shadow makes the life-loss inherent to running multiple colors desirable rather than risky. Shadow would help us close out games faster than the Bloodghast/Lingering Souls plan common among non-Rack Pox decks (inasmuch as choices can be "common" for decks this fringe). I jotted down a list on a life pad, put in some reps when I got home, made an update after the new planeswalker rule, and ended up with this:

BW Shadow Pox, by Jordan Boisvert

Creatures

4 Death's Shadow
4 Street Wraith
2 Gurmag Angler

Instants

2 Fatal Push

Planeswalkers

4 Liliana of the Veil
2 Liliana, the Last Hope
4 Gideon of the Trials

Sorceries

4 Inquisition of Kozilek
4 Thoughtseize
4 Smallpox
2 Lingering Souls

Lands

4 Marsh Flats
4 Flagstones of Trokair
4 Urborg, Tomb of Yawgmoth
4 Fetid Heath
2 Shambling Vent
4 Godless Shrine
1 Swamp
1 Plains

Sideboard

2 Stony Silence
2 Fragmentize
2 Rest in Peace
1 Surgical Extraction
1 Fatal Push
1 Dismember
3 Collective Brutality
1 Lingering Souls
1 Bontu's Last Reckoning
1 Anguished Unmaking

The strength of BW Shadow Pox is its robustness, which comes from its tendency to attack opponents from many different angles. For example, Fatal Push trades with exactly one of our cards. Death's Shadow is too much of a threat for opponents not to keep it in after siding, but when we want to stick Shadow, we can just rip it away with a discard spell before casting the Avatar. The rest of the time, we'll just ignore it. Similarly, many of the most played interactive cards in the format—Chalice of the Void, Rest in Peace, Liliana of the Veil, etc.—are simply "eh" against us. This philosophy informs my numbers and card choices more than other factors.

Leveraging Smallpox

Diabolic Edict effects tend to be excellent versus decks slamming fatties like Gurmag Angler and Death's Shadow. So my first order of business was to mitigate the tension between these threats and Smallpox. The solution lay in the deck's mana curve. Given their own summoning conditions, Shadow and Angler don't easily come down before turn three in most matchups. But with its ten three-mana planeswalkers, this deck is built to wait on deploying them until turn four anyway. By that point, opponents should be struggling with their resources and staring down a card-carrying member of the Gatewatch. Curving out in this way also allows us to cast Smallpox and immediately chase it with a threat, since we'll have three to four mana available on that crucial turn.

8-Rack wants to bring games to a low-resource state for both players, so Tom Ross avoids high-curve cards and value engines. BW Shadow Pox has a different gameplan, though. We use Smallpox to pull ahead of opponents early on, and induce stumbling across the table. That way, they'll have a harder time dealing with the threats we throw at them, which each attack from different angles, or keeping up with us once our value engines get going.

It can't be overstated that while 8-Rack and BW Shadow Pox are both Smallpox decks, they use the card for different purposes and have different gameplans. Some cards Tom advises against in 8-Rack, like Flagstones of Trokair, are natural fits here. Our dream curve is turn one Urbrog, Inquisition; turn two Flagstones, Smallpox; turn three planeswalker. We're fine with opponents making their land drops eventually; we just want it not to matter by the time they do. 8-Rack aims to strip the gamestate down to nothing and win before opponents can rebuild, while this deck aims to mana-screw opponents early and flood them late. For both decks, Smallpox is integral.

Threats

Death's Shadow and Gurmag Angler are threats opponents must answer, lest they close out the game. Once they've been killed, Smallpox becomes live again, and if they go unmolested, our opponent simply becomes dead. Both threats also play excellent defense, which actual creatures should; it's something the fatties have over Bloodghast & co.

Lingering Souls fills multiple roles in this deck. It's an easy way to turn Smallpox back on when we've got a fatty in play, but that's more vestigial. The combat potential of 1/1 Spirits houses the card's true value. Besides its synergy with our self-discard effects, which gives us Spirits on the cheap, Lingering Souls represents a sizable aerial threat at four whole damage. By flying and going wide at once, it incentivizes opponents to have a very specific type of answer that doesn't do anything against the rest of our deck—gumming up the ground with Shadows of their own won't cut it, and spot removal leaves much to be desired in the face of a token horde. Souls also provides some much-needed defense for decks like Affinity, and can chump four times when we need to buy time or protect our planeswalkers.

Shambling Vent is my creature land of choice. As mentioned, we tend to accrue resources with this deck, and can therefore afford its activation cost. I like having access to lifegain in the mainboard on a Shadow plan, and 2/3 are surprisingly relevant stats in this Bolt-light Modern. Another draw to this land is its mana-fixing property. Favoring Mutavault increases our risk of bricking on colors when we consistently need WW or BB in the early turns.

Planeswalkers

As with 8-Rack, Liliana of the Veil is our best walker. She destroys hands and keeps the board clear while dealing with problematic permanents in the late-game.

Gideon of the Trials is actually amazing in this deck. He combines well with our other walkers by forcing opponents to stick multiple creatures to break through; with Gideon neutralizing a threat, our removal can usually keep a second at bay, giving us time to tick Liliana back up. Decks that want to beat us off the board have Gideon's emblem to think about, which combined with our kill spells is enough to lock many opponents out. And Gideon even turns sideways once opponents run out of cards.

Liliana, the Last Hope covers many of the weaknesses of Liliana of the Veil. While the latter can struggle against mana dorks or creature tokens, for instance, the Last Hope provides a literal bullet stream of value and tempo. Her minus recurs dead Shadows and can even draw us cards with Street Wraith.

Interaction

As Modern's Shadow decks and Jund before them have shown us time and again, Inquisition and Thoughtseize are some of the most powerful interactive spells in the format. Here, they take away crucial early pieces to give us time to set up with a planeswalker, and clear the path for our important spells later on. We don't mind pacing our discard spells, unlike 8-Rack, which often wants to cast them as soon as possible to maximize its mana usage and damage output.

The Fatal Pushes help with faster creature decks that can power through a discard spell and a Smallpox. Between our many planeswalkers and fatties, we don't need as much removal as 8-Rack does, but it's important to have a little.

Sideboard

I haven't yet put in the reps to have a tuned sideboard (in other words, a tuned 75), but this is where I'm starting. It's a pile of removal, sweepers, hosers, and utility spells.

Since BW Shadow Pox attacks from many angles, graveyard hate is weak against us—only four of our cards care, excluding Liliana, the Last Hope. And Lingering Souls is serviceable either way, meaning it's really just the two Anglers that lose out if opponents stick a Rest in Peace. So we play our own Rest in Peaces, as well as Stony Silences. These white enchantments are largely responsible for players praising white as Modern's "sideboard color." They put in work.

It's too bad I couldn't find room for Collective Brutality in the main; this card is nuts. Another card I want to mention directly is Anguished Unmaking, which I think doesn't see play mainly because it lacks a home. Unmaking is a highly flexible (if pricey) card I think will catch on in some decks down the road, providing a similar function to Engineered Explosives.

A Pox on Both Your Houses

BW Shadow Pox is far from optimized. It needs a good deal of jamming and tuning that I'm not really up for—come the end of the weekend, my interest in this kind of deck will have likely started waning. But I think the strategy has potential, as many do in Modern. Either way, Smallpox is a powerful, unique card that's a blast to brew around. Congrats to Tom on his finish, and thanks for inspiring me to dig up this little number.

Ixalan Spoiler Wrap-Up and Looking Ahead

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We’re back! Today, we’re looking at the rest of the spoiled cards for Ixalan, to see what could make an impact in Modern. Like I discussed last week, I’m choosing to approach these spoilers from the mindset of the best-case scenario, imagining what would have to happen to make them see play. As is often the case, most of the cards we look at never make it into Modern, but approaching spoilers in this way will get us prepared and help us keep an eye out for favorable conditions that could help some of these cards along.

There are only a few spoilers left to cover in the context of Modern, so I'll follow those up with a recap of SCG Louisville and my thoughts on the current state of the format. Enough talk, let’s get to it!

Finishing the Spoilers

Perilous Voyage

As a brief aside, I started getting into competitive Magic around Zendikar time, even though I was still relatively green. I remember my dad pulling a Verdant Catacombs as a rare, getting disappointed, and neither of us understanding why you’d want to pay life to get a land when Evolving Wilds does it for free.

But enough of that; I bring up Zendikar because Perilous Voyage is the latest in a lineage of Unsummon effects, dating back to Into the Roil, one of my first favorite cards. A couple years ago, when the card pool looked very different, Into the Roil was a card that popped up in Modern control sideboards. It wasn’t great, but it was there. Does Perilous Voyage improve enough on the formula that it could see play?

One thing to keep in mind is that scry is actually really, really good, especially in Modern. Since I’m reminiscing, I remember the Theros scrylands being underwhelming at first, and we quickly learned how powerful that effect could be when we got it effectively for free in our mana base. Paying two mana to bounce a permanent isn’t knocking anyone’s socks off if we’re looking at rate, especially because we can't get ahead on mana (by bouncing a four-mana thing or whatever) without missing the scry.

It’s possible that the extra utility of scrying makes up for it, but the answer to this question revolves around context, as most things in Modern do. How aggressive is the format? Is Tarmogoyf seeing widespread play, or are people flooding the board with one-drops? What about problematic permanents? Is there even a control deck that wants this?

These are the questions we need to answer to determine whether Perilous Voyage passes the "environment test" that grants entry into the playable-tier of cards in Modern. Currently, the answer is definitely no, but in a grindy alternate reality of Modern where players are taking more turns and things like Bitterblossom need to get bounced so they can get countered, I could see it. But I’m not excited about it.

Tocatli Honor Guard

This one was spoiled a while ago, and I passed over it (perhaps wisely). But we’re getting thin, so I’m going to talk about it here. Torpor Orb on a creature took a while for them to print, and now that it has, I wonder if we want it anymore. When Amulet Bloom and Splinter Twin were running around, this guy would have been nice to have. Now his main targets are basically Eldrazi Tron and Breach decks.

Still, stopping Thought-Knot Seer and Primeval Titan is pretty good, as well as hitting Snapcaster Mage (though we weren't targeting him specifically). It will be interesting to see if Hatebears wants this guy, as it hurts our own deck as well, but giving up Flickerwisp and Tidehollow Sculler to turn off the cards that really hurt us seems like a fine tradeoff to make. Plus, don’t forget there’s value in sequencing to get those effects before we shut them down.

Elves has Elvish Visionary, Dwynen's Elite, Shaman of the Pack… There’s actually a fair number of incidental value we can stop by playing this, and if there’s ever a deck that doesn’t feel embarrassed to play a 1/3, it's Hatebears. Don’t forget, Counters Company is still kicking around too.

Assessing Ixalan as a Whole

And…that’s about it as far as spoilers go. A few other possibilities were mentioned in the comments of last week's article, but I’m less excited about those cards. Star of Exctinction on Boros Reckoner to do 20 is far from great; not only do we need to resolve the spell, we need Reckoner to stay alive in a format full of removal and get to seven mana. Why not just play Scapeshift?

No, for the most part, I don't expect any of the Dinosaur tribal cards to make an impact, and the mechanics in Ixalan aren’t too Modern-friendly either. Treasures actually could have some use in Modern, but it would need to be something that generates a repeated effect at a low enough cost that it can help us power out our hand before we can do it naturally on turn five. It’s difficult to make a card that does that without having it also dominate Standard. Raid is tough to put on a card cheaper than CMC 3 and have it be playable, but not busted, but explore is wordy enough that some use could be made of it. Unfortunately, I didn't see any card using the mechanic that was pushed enough.

So, as a quick recap, the spoiled cards from Ixalan I think have the greatest chance of making it into Modern are Opt, Kopala, Warden of Waves, Growing Rites of Itlimoc, and Tocatli Honor Guard. Of these, potentially Tocatli Honor Guard might provide a minor bump in Hatebears’s value against the field, but Growing Rites of Itlimoc has the most potential for making a larger shift.

It will be interesting to see what Elves as a top tier deck would do to the format. Can Grixis Death’s Shadow afford to drop low in life, only to die to Shaman of the Pack? Can Affinity keep up? How much removal is enough? I’m curious to see what kind of changes that brings about—but first we have to see the card in action to determine if it makes the cut, and then we need to figure out if Rites changes Elves’s position in the grand scheme.

And the Rest...

So, for the rest of my time this week, I wanted to give a little mini-synopsis of my thoughts on the format moving into October, and give some nuggets from the Modern Open in Louisville. This is definitely drifting into "grab bag" territory, but I wasn’t expecting Ixalan spoilers to dry up as quickly as they did. In a way this worked out for the best, as I’ve wanted to get out a few tidbits about the format for a little while but haven’t wanted to tack them on to my more opinionated pieces.

SCG Louisville

I didn’t watch the event, and haven’t heard much buzz about it, but how about Harlon Firer and Brandon Dalloway dominating with almost the same list? And Jeskai Queller, to top it off! Different sideboards (which I prefer, as Modern is very much a format that rewards sideboarding to the player, and not the deck), and only a two-card difference between the two maindecks, sends a clear message: Louisville was their world, and everyone else is just living in it.

Jeskai Queller, by Harlan Firer (1st, SCG Louisville)

Creatures

4 Spell Queller
4 Snapcaster Mage
3 Geist of Saint Traft

Instants

2 Electrolyze
3 Cryptic Command
4 Lightning Bolt
4 Path to Exile
3 Lightning Helix
3 Logic Knot
2 Spell Snare

Sorceries

4 Serum Visions

Lands

4 Celestial Colonnade
4 Flooded Strand
2 Hallowed Fountain
3 Island
1 Mountain
1 Plains
1 Sacred Foundry
4 Scalding Tarn
2 Steam Vents
2 Sulfur Falls

Sideboard

1 Celestial Purge
2 Disdainful Stroke
2 Dispel
1 Engineered Explosives
1 Izzet Staticaster
1 Negate
2 Pia and Kiran Nalaar
2 Relic of Progenitus
1 Supreme Verdict
1 Vendilion Clique
1 Wear // Tear

Grixis Death’s Shadow remains at the top of the pile on MTGGoldish, but you wouldn’t know it by looking at the results of Louisville. I haven’t been following the ins and outs of the format religiously, but I have noticed tell-tale signs of settling. The established decks have been kept relatively in place for a few months at this point, and the format (and player lists) contain few surprises, which lets abominations like Clay Spicklemire’s Five-Color Death’s Shadow do work. When all of the enemies are known, you can build just about anything to attack not individual decks, but format weaknesses.

Clearly, that’s what Jeskai Queller—essentially a glorified burn deck—is doing here, as Geist of Saint Traft backed up by tons of removal and Spell Queller to cover bases and keep applying pressure shows. When Modern gets into a rut like it has been recently, oftentimes just playing something rogue that asks the right questions can be enough to bump other decks out of their lane. I liken it to walking down the street in a foggy state of mind. If you aren't vigilant, you won't be able to react to the car driving by and hitting the puddle next to you at 40 miles an hour, and that's what Geist of Saint Traft does to this current format. I imagine most players over the weekend just blinked dumbly as it came down, knowing that they had nothing in their 75 that could deal with it.

The big question moving forward, of course, is whether Geist of Saint Traft will inspire some changes in decklists that cause ripple effects resulting in format shifts. The card’s weaknesses are well-known at this point—so do the format zombies shift a few cards around and put it back in its place, or will it cause some movement in the market share at the top tier? There’s no way to know until we see it, so the best thing we can do now is try and imagine what a format that's conscious of Geist of Saint Traft might look like, and how can we position ourselves properly to beat it. Looking to you, Kitchen Finks…

Thanks for reading,

Trevor Holmes

Back on the PPTQ Grind: Week Seven and Wrap-Up

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Yes, you read that title correctly. For better or worse, this series is coming to its end for the year. The only remaining PPTQ for PT Rivals of Ixalan is Sealed Deck, so this is the end. Until the Modern grind resumes next year, anyway.

I really wasn't sure what to expect this week. The PPTQs have been wildly different, both in terms of attendance and metagames. My performance has also swung wildly between almost getting there and just bombing out. It's been mostly highs and lows, with the only middling result coming in week three. Sometimes that has been because of my deck choices. Sometimes I just wasn't there mentally. I've had my share of excellent plays and embarrassing mistakes, good and bad fortune. I just didn't quite get enough to actually make it. That's disappointing, but I've been at this long enough to know that's just how it goes.

Before we go on, I want to draw attention to the SCG Modern Open in Louisville last weekend. The Top 32 is interesting, most prominently Tom Ross being Tom Ross and getting in with 8-Rack, though I especially want to highlight the UW Merfolk list at 29. It's really nice to see others doing well with the decklist I've championed for so long. Self-congratulation aside, the finals were closed out by what Star City is calling Jeskai Control, but they're definitely midrange decks. In fact, the lists are very nearly identical. Both are built to maximize Snapcaster Mage and Geist of Saint Traft with lots of burn and Cryptic Command; they're far more aggressive than true control. I didn't see the finals, but just looking at the lists, I'm guessing that Harlan's Spell Snares gave him the edge to win. Snapcaster is critical to these decks and having a cheap answer is great.

The Deck

While we're still thinking about Louisville, my Spirits list is exactly what you want against those Jeskai lists. Cavern of Souls, Aether Vial, hexproof creatures, and Chalice of the Void shut down their interaction, forcing them to race. You can definitely lose if you can't answer Geist and burn, but that's fairly rare. I've hit the deck many times and it's never been close.

I played basically the same Spirits list for this week as previously, with just a small tweak to the sideboard. The maindeck has consistently proven that it does exactly what it's built to do and lock down interactive decks while having game against the midrange creature decks. Creature swarms continue to be problematic, but solving that would destroy the deck's identity. I'm fine with this and look to improve things with the sideboard.

UW Spirits, by David Ernenwein (PPTQ Deck)

Creatures

4 Mausoleum Wanderer
4 Selfless Spirit
4 Rattlechains
2 Phantasmal Image
4 Reflector Mage
4 Spell Queller
4 Drogskol Captain
2 Ninja of the Deep Hours

Artifacts

4 Chalice of the Void
4 Aether Vial

Enchantments

2 Detention Sphere

Lands

3 Seachrome Coast
3 Hallowed Fountain
4 Cavern of Souls
4 Flooded Strand
1 Moorland Haunt
4 Island
3 Plains

Sideboard

4 Unified Will
3 Rest in Peace
3 Supreme Verdict
3 Stony Silence
1 Kor Firewalker
1 Grafdigger's Cage

Testing had shown Meddling Mage to be largely unnecessary, so I cut him. I was told that Burn and Dredge would be quite popular so I added more cards for those matchups. In retrospect, I should have just played more Cages.

The Tournament

This PPTQ was held in south-central Denver. I had never been to this particular store and knew nothing about the player base. You tend to know who plays where if you grind as much as I do, but while I knew the shop was fairly venerable and reasonably popular, nobody ever talked about it as "their" store. I hate going in unprepared, so I asked around about the local metagame during the week. I was told that Burn, Dredge, and non-creature combo were popular in that area, so I prepared accordingly. This PPTQ was very large for this season at 50 players for six rounds, many of which I had not seen before at any event.

To be fair to my informants, there was a fair amount of those decks present. There were just a lot more Collected Company decks. They'd completely disappeared over the past month, yet here they were, out in force. Even some players who I knew always play other decks were on Company. Did I just miss the memo or was this the strategy all along? Company, and value creature decks in general, are terrible matchups for Spirits. Chalice is too slow, their clock is faster, and they can just combo me out. My day went quite poorly, with only two wins against midrange Abzan and Jund. I played all six rounds because traffic was horrible and lost to Counters Company, Kiki-Evolution, Grixis Delver, and Bant Company. The Delver match was particularly frustrating as that's normally a good matchup thanks to Chalice but I drew the wrong cards at the wrong time and my opponent drew very well. Variance.

A highlight was Ninja of the Deep Hours. He was phenomenal in both my wins and even in my losses generated quite a bit of value. Lightning Bolt is still out of vogue, though making a comeback, which means many players have to jump through hoops to remove him. In one game against Abzan, Ninja hit turn two and never left the board because my opponent couldn't trigger revolt for Fatal Push. Since adopting this deck, Ninja has averaged two card draws and a favorable trade each time he's played. If you're picking up this deck, I know he looks weird, but you should not cut Ninja of the Deep Hours.

Overall

So with the season winding down, it's time to look back at my performance and look for areas to improve. That was, after all, one of my goals with this series. I've been on the grind for a long time now, and I'm pleased to say that I have been improving. It's hard to quantify exactly how much, since my first PTQ way back in Mirrodin block, and especially since the old PTQs and current PPTQs work differently, but it is working. There was a time that I bombed every single Constructed event that I attended. The only PTQs I actually did well in, until I actually won the last Modern PTQ playing Merfolk, were Limited. My constant work is paying off and I'm getting closer more often. I'm just looking for that last little push to actually get there again.

The other factor for me is that I'm known now. For years, I was underestimated because I wasn't particularly successful or well known. That has changed. During the first year of PPTQs I had a lot more Top 8s than this year, but I was also very well-positioned playing Merfolk in fields of Splinter Twin, and I surprised a lot of players. They didn't know what to expect and I was able to use that information advantage well. I don't get that boost anymore. I think that this shift away from my most familiar deck and players knowing what to expect from me is partially to blame for my only making two Top 8s this year.

The weird part for me is how swingy my results have been. With the exception of week three I've either bombed out or been second. I believe that this is a function of the decks I've played, and for reasons I'm going to detail, I'm not unhappy with this.

Deck Choice

Overall I'm happy with my deck choices, though they didn't always work out. This last week I should have been playing Merfolk, as it has a much better matchup against Company decks thanks to its faster, more consistent clock. But I only know that in retrospect. Based on the information I had going into each tournament, I made the best decision I could on which deck to play. There were certainly decks that were better positioned than what I played (I think that week two was actually Storm's week to win) but I didn't have those decks with me. For what I do have put together and practiced, I picked correctly based on my information.

The other thing is that I ended up playing a very swingy deck. This was huge change for me because I normally play decks with even matchups and often build my deck to be even more average. You never know what you're going to hit at a Modern tournament, and I like to hedge.

This year, I purposefully played a deck that was extreme. I've been advised by a number of actual Pro Tour staple players and some semi-pros that you're more likely to spike a tournament this way. Even BBD during his run to World Champion said that you just need to get lucky and hit the right meta to get there. When I hit favorable metagames and matchups, I went right to the top, losing to decks I was very unlikely to beat under any circumstance. When I was off, I had no chance. I knew this going in, and while I wish I had gotten there, if my finals opponents had been playing different decks I may have won easily. I've never said that about any other deck I've piloted. Merfolk is good, but the games are often close, especially these days.

Areas to Improve

I've kept notes about mistakes and things I missed for years now, and my post-match lists are getting longer. Partially this is because I'm getting more meticulous, but it's mostly because I'm noticing things I've never noticed before. I don't make big mistakes now, when my brain is functioning anyway. Instead, it's a lot of little sequencing errors or misevaluations. Shocking on the wrong turn so that I represent the wrong spell; which creature I run into removal; when to hold excess lands or just play them; playing around too many spells that I know my opponent has in hand. The little mistakes may only be worth a few fractions of a percent, but they add up. I'm noticing that there are a lot of almost undetectable miscues that don't hurt on their own, but when combined with others will turn the game around. I need to get better at the micro-side of my play and managing the game.

I am proud of how far I've come this season, though. Over the past two months I've gotten much better at divining my opponent's deck and cards in their hands and adjusting my play accordingly. Playing a more complicated deck was challenging and for the most part I rose to the challenge and developed my skills noticeably. This bodes well for my future grinding.

About Spirits

I cannot say that UW Spirits is a good deck in an open metagame. It has a lot of very bad matchups that you struggle against even if you heavily sideboard against them. However, it is excellent at doing what it was designed to do: beat Fatal Push. Between all the three-drops and Rattlechains, you're just not vulnerable to Push. You can avoid most other removal as well thanks to hexproof and Selfless Spirit. Combine this fact with Chalice and you have a deck that just stomps on Grixis and Jeskai lists. If your meta is mostly Death's Shadow or control, then I heartily recommend this deck.

However, it is susceptible to being proactively ground out. You only get value from your creatures when they're dodging your opponent's spells, and against a Company deck, you will often fall behind. You don't have much board interaction either, so anything that can go big quickly, like Champion of the Parish, can be very problematic. It's very much a deck that you have to dodge and get lucky with, but when you do it is rewarding.

...Until Next Time

Hopefully some of you actually did get there this year. If so, I wish you luck for the RPTQ. I have one more try in a few weeks, so hopefully I get the good Sealed Pool. Next week, if things come together and I can get the last matches completed, there will be the data from the Preordain testing. See you then!

Pay to Play: Brewing Counter-Vamp

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I've been a little distracted from Magic lately, and not even grinding the PPTQ season as planned. But all it takes for that to change is a well-timed spoiler from Wizards. Ixalan's been delivering plenty of those, and between the dripping-with-flavor new cards and the juicy-looking Magic: Arena, I'm back on the proverbial horse—the brewing horse, that is.

In this article, I'll take you through my brewing process this week, which saw me trying to fit [tippy title="Adanto Vanguard"][/tippy] into a Delver of Secrets shell.

Cullen Scales

A few factors pushed me to experiment with [tippy title="Adanto Vanguard"][/tippy]. For one, I enjoy brewing with new spoilers; for another, Vanguard seemed like a quick solution to some problems I've been noticing in the kinds of decks I play.

Tarmogoyf and Fatal Push

I've been playing lots with Counter-Cat lately, and one thing that comes up against black decks is the fragility of Tarmogoyf. If I'm going to spend two mana on a beater, I want that creature not to die to commonly-played removal spells at a parity loss. That used to be Tarmogoyf's strength in Modern: removing it meant trading evenly on mana with something like Terminate, losing tempo with something like Maelstrom Pulse, or giving opponents a land with Path to Exile. Hence why Spell Snare and Liliana of the Veil shone so brightly; they were the only good answers to Tarmogoyf.

Goyf is still Goyf. It applies lots of pressure for two mana, and plays defense as admirably as offense. But the presence of Fatal Push in the format undermines Tarmogoyf in an unprecedented way.

The Soldier That Sucked

While perusing the latest Ixalan spoilers, a relatively simple card caught my eye: [tippy title="Adanto Vanguard"][/tippy]. This two-mana Vampire turned sideways for three and would be impossible to kill cleanly—the neatest removal spell was Path to Exile, which as mentioned carries a hefty drawback in the tempo-oriented Modern format. Everything else becomes Vexing Devil, a card shunned by competitive players for its dealbreaker punisher mechanic.

Granted, turning all your opponent's removal spells into Vexing Devil isn't a sure-fire way to win. Vexing Devil is indeed quite good in multiples. But there happens to be a card in Modern's card pool that rewards players for taking damage. And since [tippy title="Adanto Vanguard"][/tippy]'s ability can be activated at will, the Vampire boasts palpable synergy with Death's Shadow.

Finding a Shell

I didn't have to look long to find a shell. Instead, I immediately tried fitting [tippy title="Adanto Vanguard"][/tippy] into a build of Counter-Cat, my Wild-Nacatl-featuring Delver deck.

I've tried running Death's Shadow and Delver of Secrets together before. The main problem I ran into there was a deckbuilding one: Delver required a critical mass of instants and sorceries, and Shadow required, well, Street Wraith. That one threat then took up eight creature slots, making Delver less reliable unless I was willing to pack fewer actual threats than I'd have liked. That's what I did, and the deck failed.

[tippy title="Adanto Vanguard"][/tippy] represented a solution to this problem. A threat itself, the Vampire wouldn't take up precious slots for air. It also supported Shadow as well as Wraith, if not better, constantly threatening a pseudo-Hatred effect whenever the two co-existed on the field. Incorporating Vanguard and Shadow into a Delver shell would allow me the threat-heavy lineup I was used to while ostensibly adding better cards into the deck's answer pool, as well as an aggro-combo dimension.

Version 1: Esper

To approach the project, I broke down Counter-Cat by color. Blue was necessary for cantrips and permission, which form its backbone. The other colors played were green, for threats, and white/red, for removal and to support Wild Nacatl. With Nacatl out of the picture, red seemed vestigial, and green was made unnecessary by the idea of the deck in the first place: to transition away from Tarmogoyf. White and black, which I was already in for the threats, enjoy the best removal in Modern. But green was the easiest cut, since Vanguard and Shadow were lined up to replace Nacatl and Goyf anyway. To sub in for Hooting Mandrills, the best creature in the deck, I of course chose Tasigur, the Golden Fang.

My initial shell then stuck to Esper colors, and otherwise tried as closely as possible to port over the Counter-Cat foundation. Since I was familiar with Counter-Cat, playtesting with a near-clone would hopefully give me insight into the changes I had to account for in these colors and with these cards. As mentioned, Vanguard replaced Tarmogoyf on the curve, but Nacatl in size; Shadow filled the role of resident fatty previously occupied by the Lhurgoyf. The counter suite remained unchanged, and the eight-pack of Bolt/Path became a split of five one-mana removal spells and a set of Thoughtseize, the latter a crucial Shadow enabler and all-around ridiculous spell.

Counter-Vamp 1.0, by Jordan Boisvert

Creatures

4 Delver of Secrets
4 Adanto Vanguard
4 Death's Shadow
2 Tasigur, the Golden Fang
1 Snapcaster Mage

Instants

2 Opt
2 Path to Exile
3 Fatal Push
3 Disrupting Shoal
2 Spell Pierce
2 Spell Snare
2 Mana Leak

Sorceries

4 Thoughtseize
4 Serum Visions
3 Sleight of Hand

Land

4 Polluted Delta
4 Flooded Strand
4 Marsh Flats
2 Watery Grave
1 Hallowed Fountain
1 Godless Shrine
1 Swamp
1 Island

Sideboard

1 Nihil Spellbomb
1 Surgical Extraction
1 Negate
1 Disenchant
1 Snapcaster Mage
2 Spreading Seas
1 Path to Exile
2 Ceremonious Rejection
2 Liliana, the Last Hope
1 Illness in the Ranks
2 Collective Brutality

As is always the case with a first draft, the deck had plenty of issues. Here are some of the ones I noticed:

The Irrelevance of Countermagic

The deck's permission suite, copy-pasted from Counter-Cat, was far worse in this shell than in its original home. Tapping out and protecting our threat, the Delver dream, proved less relevant when [tippy title="Adanto Vanguard"][/tippy] protects itself anyway, and Shadow comes down late enough for us to back it up with mana. Similarly, Vanguard and Shadow each provide a lot of value against the grindy interactive decks that tend to beat up on Delver strategies in the first place, so Shoal's value in Game 1 scenarios plummets there.

Spell Snare and Mana Leak, too, failed to impress. Leak is great on turn two after leading with a Delver; Counter-Cat has multiple ways to ensure this sequence thanks to Wild Nacatl. [tippy title="Adanto Vanguard"][/tippy], though, costs two mana and makes expensive permission unappealing. Death's Shadow, our new one-drop, also doesn't resolve until past the first turn. That means Leak is often used defensively, while we set up; in such cases, removal spells generally fulfill a similar purpose and are more efficient. Spell Snare specifically played like a worse Fatal Push most of the time.

That said, Spell Pierce was great in this deck. It would get even better if we could ramp up on proactivity.

Opt, I Did It Again

I covered Opt's implications and applications in detail last week. My take was that the card would shine in highly reactive, instant-speed decks like Jeskai, and prove lackluster elsewhere, where Sleight of Hand offers pilots making a choice twice as much information. Pilots of other decks are also likely to want to cantrip at the earliest possible opportunity anyway to make use of the card they draw on their main phase.

That's not to say I wasn't at least interested in testing Opt, and many of the blue decks I played last week tried to squeeze some copies in. Counter-Cat likes a pair of Thought Scour to enable quick Hooting Mandrills, but also to have something to do on an opponent's end step after holding up Leak/Pierce/Snare/Shoal/Snap for a turn. Kelsey's testing revealed that two one-mana, instant-speed cantrips was the right number. Since Counter-Vamp only runs two delve threats and no Goyfs, I figured the velocity of Thought Scour might be less important than the card selection of Opt, and tested with the Ixalan cantrip.

It turns out even with so few graveyard synergies, Scour's velocity was sorely missed. I split my bottoms and tops with Opt maybe 50-50, but still wished I could have a blind dumping effect over the scry nearly every time. It's generally correct to just throw Opts on the opponent's end step if possible, as we usually need more cards and will always need the mana down the road. But the kind of card we drew mattered less than the cycling effect, indicating Scour would be better in this slot.

Removal and Utility Issues

Even with 4 Thoughtseize, the 3 Push/2 Path split still left me wanting, homesick for Counter-Cat's heavy removal suite. Using Bolt, Push, or Path on an opponent's creature often robs them of tempo, since they've invested resources into resolving that creature; Thoughtseize does no such thing. While it's great at stripping an opponent of options, the targeted discard spell is somewhat at odds with the Delver school of tempo swings, no matter how necessary it is with Death's Shadow.

Esper also suffered from utility issues. I found it challenging to remove pesky permanents like Chalice of the Void or Ensnaring Bridge post-board, or to win through them, which informed some of the sideboard decisions (no, Disenchant is not the card I was most excited to run in my sideboard). Boards full of small creatures also pestered me, even with the Last Hope. As with Fatal Push, many of the must-run cards in these colors are low on utility, which clashes with yet another Delver school.

Version 2: Splashing Red

Besides addressing the problems outlined in the Esper version directly, my second build included red for its utility and for the allure of an aggro-combo gameplan.

Affording Utility

Red provides many utility options in Modern, including the king of utility, Lightning Bolt. Bolt's ability to provide reach (a whole attack's worth) or board control makes it a stunningly good card, even in this metagame. The card's relevance in a Delver of Secrets deck also cannot be overstated. Delver decks like interacting on either player's turn, racing in the sky and with direct damage spells, and breaking up creature synergies. Bolt just does everything the deck wants to do, unlike a card like Fatal Push; our goal is frequently to just kill our opponent before their strategy comes online, so cards that excel at bringing us into the late-game are only sometimes relevant.

Another draw to the color are the sideboard options. Kolaghan's Command and By Force are significantly more employable Chalice of the Void-destroyers than Disenchant (barf). The best red sideboard card, though, is Pyroclasm, which I've been swearing by for years. Two damage is often as much as 3 when it comes to go-wide matchups, and the one mana of difference between Clasm and Anger of the Gods—adding insult to injury, the one colored mana of difference—makes an enormous difference in a deck with cantrips. Pyroclasm is definitely worse with Vanguard than it is with Wild Nacatl, which is unfortunate, but I think it's still the best at its job. We can also take 4 damage to protect Vanguard if we need to.

It's not red, but Collective Brutality was moved to the mainboard in this version for even more utility. The card synergizes with Claim // Fame and alleviates life point tension, all while being a strong interactive card in its own right.

Working the Aggro-Combo Dimension

The color also gives us multiple reliable gameplans. While Death's Shadow and [tippy title="Adanto Vanguard"][/tippy] form something of a combo together already, supportive red cards make their cute interaction into a viable way to cheese opponents and steal games.

First up, let's consider Temur Battle Rage, one of the most pushed aggro-combo enablers the game has ever seen. Battle Rage was fine in Jund Shadow, but things get silly with [tippy title="Adanto Vanguard"][/tippy] in the picture. Since Shadow can now grow into the double-digits whenever we see fit, a pair of these makes our aggro-combo plan into something opponents must respect. To make room for Battle Rage, I axed some of those clunky counterspells; proactivity is generally valued higher than interactivity in Modern anyway, and we no longer have Disrupting Shoal to worry about.

Next, we get Claim // Fame, which I think Counter-Vamp is primed to abuse. The above Esper build didn't use the graveyard enough for my tastes. One mark of successful Modern decks is their ability to straddle the line between using the powerful graveyard-based spells available and becoming too reliant on those synergies; ideally, we can sufficiently punish opponents that bring in too much graveyard hate by ignoring it. Claim // Fame is our nothing-without-a-'yard card, as Tarmogoyf is for Counter-Cat. Its haste function further buffs our aggro-combo dimension, and Claim can notably return [tippy title="Adanto Vanguard"][/tippy] against those pesky Liliana of the Veil decks.

Besides Unearthing either half of our "combo," the card revives Delver of Secrets when we need an aerial threat and Snapcaster Mage when we need a given instant or sorcery in the graveyard.

Including Claim // Fame pushed me to max out on Thought Scour and cut the second Tasigur for another Snap.

Counter-Vamp 2.0, by Jordan Boisvert

Creatures

4 Death's Shadow
4 Delver of Secrets
4 Adanto Vanguard
1 Tasigur, the Golden Fang
2 Snapcaster Mage

Instants

4 Thought Scour
4 Lightning Bolt
2 Path to Exile
2 Fatal Push
2 Spell Pierce
2 Temur Battle Rage

Sorceries

4 Thoughtseize
4 Serum Visions
2 Claim // Fame
1 Collective Brutality

Lands

4 Polluted Delta
3 Scalding Tarn
2 Flooded Strand
2 Bloodstained Mire
1 Watery Grave
1 Hallowed Fountain
1 Godless Shrine
1 Steam Vents
1 Blood Crypt
1 Swamp
1 Island

Sideboard

1 Engineered Explosives
2 Spreading Seas
1 Path to Exile
2 Ceremonious Rejection
1 Kolaghan's Command
1 Surgical Extraction
2 Liliana, the Last Hope
1 Nihil Spellbomb
1 Collective Brutality
1 By Force
2 Pyroclasm

The Vanguard Problem

The issue I had with [tippy title="Adanto Vanguard"][/tippy] after some sets with this build is that it might not do enough for its cost. Three power for two mana is nothing to write home about; the card costs twice as much as Wild Nacatl! Plus, it doesn't wall Goblin Guide, survive Pyroclasm, or even block an undelirious Grim Flayer on defense. Heck, Liliana, the Last Hope can pick it off as easily as a Spirit token.

Against noninteractive matchups, two mana is an awful lot for three power. Perhaps the card's combo implications with Death's Shadow make up for this downfall, but in some games, I would draw one and not the other and fail to apply enough pressure. And if opponents prioritize killing Death's Shadow, Vanguard gets even worse.

Another issue with Vanguard is that some decks are happy to use their removal spells as reach. Take Jeskai Queller, a burn-heavy tempo deck that wins on opponent's end steps over the course of four or five turns. An unstoppable beater would be great against this kind of deck, but Vanguard's only unstoppable if we choose to actively advance Jeskai's gameplan. Ironically, Tarmogoyf is much stronger against this removal-packed deck, as it doesn't play Fatal Push.

And there's the crux of it: as I said before, Goyf is still Goyf. Vanguard is not Goyf. Its application with Shadow and Battle Rage needs to carry the card, since Vanguard itself is just too weak and fair. At the end of the day, while Vanguard is better than Goyf against Push specifically, too few decks play Push to make up for its other shortcomings.

Mana Issues

The mana was actually pretty good in this deck, but then, I'm no stranger to sculpting land-light, four-color manabases. I still ran into some games where I'd have all four colors across two lands, including a Godless Shrine or Blood Crypt that couldn't tap for anything. The solution to this problem is to tweak the color layout of the spells, accounting for colors as I would for mana curve; there's also surely a practice element at work, and more time playing and fetching would likely lead to fewer games with a dead land.

A Looming Shadow

Is this deck a worse Grixis Shadow? In short, yes. But that's what you get for playing Delver of Secrets in Modern these days. I liken it to playing non-Mentor cantrip decks in Vintage; while Delver used to form the cornerstone of the Preordain-Gush strategies there, since Monastery Mentor's release, blue decks have uniformly revolved around the more compact win condition. The main reason to play something like Counter-Vamp is wanting to play something with Delver of Secrets in it, which honestly isn't such a bad reason in as open a format as Modern. But at that point, I think I'd still rather play Counter-Cat.

Mo' Tweaking, Mo' Problems

The beauty of brewing is that as problems are identified and solved, new problems arise, sometimes as a result of another fix. This constant stream of challenges is what makes brewing such a stimulating and interesting part of Magic. Often, after a certain amount of testing and tweaking, I'll find that the "optimized" version of what I started with is an overall worse version of an existing deck; other times, I'll lose interest in the brew after a few drafts, perhaps ceasing to explore my options before developing a worthwhile deck. And occasionally, I'll stumble across something fun and unique like Eldrazi Stompy or Counter-Cat, and continue playing it indefinitely.

As always, I raise my glass to Wizards for continuing to print interesting cards like [tippy title="Adanto Vanguard"][/tippy] that get my creative juices flowing. Which cards from Ixalan have you brewing? Share with me in the comments.

Ixalan Spoilers: Part 1

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As much as I enjoy talking about the fringe aspects of Magic—perspective, identity, opportunity—I can’t ignore a new set on the horizon. Ixalan is here, bringing along Pirates, Dinosaurs, treasure, and things that turn into land. I don’t know what’s happening, which means I’ve been out of the loop for too long. That being said, let’s dive into spoilers, the old school way. No twist, no fresh take. Just cards, what I think about them, and where they could possibly fit in Modern. As is the case with classic spoiler discussion, let’s suspend reason (slightly) and imagine best-case scenarios. Rather than what is most likely to happen, I want to focus on what it would take to see these cards make an impact in Modern. It’s hype time.

As of this writing (Tuesday evening, September 12) there are 148 of 279 cards spoiled. With the prerelease in two weeks, we should know all the cards by the time my next article goes live, but it’s possible a few might slip between the cracks. Still, I expect most cards that could make an impact to fall within the 90% window I can cover. This has been a public service announcement.

The Cards

Jace, Cunning Castaway

It isn’t better than Jace Beleren (my favorite planeswalker of all time) and Baby Jace doesn’t see play—but for a minute, what would a deck that plays this look like? Naturally, blue decks with creatures that deal damage makes me wish it created Merfolk Illusion tokens, but alas.

I’m annoyed that we don’t even get card advantage as a reward for hitting with a creature, and instead get filtering as our payoff. How many hoops do we have to jump through to get "draw a card" on a cheap blue planeswalker? This guy definitely won’t see play, but Doubling Season plus [tippy title="Jace, Cunning Castaway"][/tippy] to make infinite Jace’s is something fun at least.

Growing Rites of Itlimoc

Next up we have the first of several double-faced transform lands. This one transforms into [tippy title="Itlimoc, Cradle of the Sun"][/tippy].

A slower Gaea's Cradle that (probably) replaces itself to give Elves a ton of mana on turn—three?—is interesting, in the sense that it helps their nut draws and provides an extra few ways to generate a bunch of mana for Ezuri outside of Elvish Archdruid. Growing Rites could get powered out and flipped on turn two by a turn-one Llanowar Elves, followed by turn-two Heritage Druid into two Elves into Rites. This gives us four mana on our end step to Collected Company on turn two, which feels real nice for sure.

This has to be more interesting than Lead the Stampede. But I worry that moving away from Lead towards something that helps our velocity at the cost of our consistency is the wrong move when we’re already worried about Thoughtseize taking away our payoff, and removal spells keeping our board thin. Still, I’m interested to see what Rites can do.

Search for Azcanta

Aaaaaahhhhhh!!!!!! They put Azure Mage on a land! Those idiots, they’ve doomed us all!

I’ll admit, I’m super excited about [tippy title="Search for Azcanta"][/tippy] in grindy blue decks, even though I know that the lategame isn’t blue’s problem. Tons of leftover mana isn’t common in Modern unless things are going very badly for our opponent or we drew horribly, in which case we’re probably dead regardless. In addition, a two-mana thing that has the potential to draw us a card for three mana the next turn (and every turn after that) is the very definition of slow.

We are never using [tippy title="Search for Azcanta"][/tippy] the way we imagine, by drawing into that gas to save us against Affinity beating us down. Where it might shine is in the midrange and control matchups, where a million options to tech against the grindy decks already exist. I think the card will be fun, but this is the answer to a question blue currently isn’t asking in Modern.

Kopala, Warden of Waves

Essentially a Kira, Great Glass-Spinner-lite effect on a Merfolk. So, awesome. We can play this alongside Kira or instead of it—I’m sure the Merfolk players will gladly tell you which is better, but regardless, this card ramps up the power of the archetype just a bit, which might be all it needs.

Vapor Snag is still good last time I checked, and while Fatal Push definitely hurt the archetype, its pedigree is proven at this point. As much as I usually hate seeing Merfolk (as I’m often playing Blue), I do miss having it around the metagame, and Kopala making the cut should definitely help it out.

Various Merfolk Stuff

[tippy title="River Sneak"][/tippy] doesn’t make it in a crowded two-drop class, but I applaud it for trying. Two lords, Phantasmal Image, Harbinger of the Tides, and Silvergill Adept are for the most part unbeatable at this point. [tippy title="Deeproot Waters"][/tippy] is slow, but it rewards us for filling our deck with a ton of the same effect. Twenty-sixish ways to generate "free" value is fine, and at worst, those tokens can chump as we’re racing. At best, they get pumped to 2/2s or 3/3s and we look like geniuses.

Quick Hits

Ashes of the Abhorrent

[tippy title="Ashes of the Abhorrent"][/tippy] does most of what we want, while also gaining us a little bit of value along the way? I’m not impressed. The matchups we lose to graveyard decks comes when they answer our answer or power through somehow, and I don’t think 3-5 life at best will save us in those situations. Rest in Peace is just way more impactful, exiling everything forever so that even when they find their answer, they're starting from ground zero.

Opt

I'll defer to Jordan on this one. If you haven't had a chance to read his take on cantrips and how Opt will fit into Modern, I suggest taking a look.

Thaumatic Compass

Finally, there's [tippy title="Thaumatic Compass"][/tippy], which transforms into [tippy title="Spires of Orazca"][/tippy]. So, it draws lands, and when we have seven lands, it turns into Maze of Ith. Obviously we want the Maze before seven lands, but I could see this card in those grindy Tron decks that don’t exist anymore thanks to Eldrazi and RG Breach taking away their market share.

Conclusion

Only seeing half the set, I’m excited for the level of card quality I’ve seen so far, but, as is often the case, no clear standouts for Modern have popped up yet. The card I think is most likely to make an impact is [tippy title="Growing Rites of Itlimoc"][/tippy], and the card I think is most likely to see play is [tippy title="Kopala, Warden of Waves"][/tippy].

Looking at the state of Modern over the past few weeks, no major changes or shakeups are necessary, as the format continues to stay diverse and relatively fair. This is a good thing, but for the most part unrelated, as set releases rarely line up with a troubled Modern as a potential solution to fix anything. Still, Ixalan looks to have interesting mechanics and unique effects, and I would love to see a transform card make its way into a popular Modern deck at the very least.

Thanks for reading, and I’ll see you next week for Part 2 of Ixalan spoilers!

Trevor Holmes

Back on the PPTQ Grind: Week Six

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An unexpected problem with managing a long running series is the intro. This is the sixth time I've had to report that I didn't get there and I'm worried that I'm just retreading old ground at this point. My only hope is that by pointing this fact out and turning it into my intro, I can claim that it's making some meta-pretentious, post-modernist ironic statement about writing style and reader expectations. So that's exactly what I did; please buy it.

After my terrible performance last weekend, I was determined to redeem myself this week. I took extra precautions to ensure that I was on top of my game and spent more time than normal tuning and practicing with my deck. It very nearly paid off. However, it wasn't my weekend. I'm disappointed, but I can't be too upset. It's been said before that sometimes it's just your tournament and everything goes your way. That was true for the winner of this PPTQ, and I can't really argue with fate. I'll just cross my fingers and hope next week it's my turn to run hot.

In other news, Ixalan spoilers continue to roll in, and I'm starting to warm to UG Merfolk. I said that it would take a green Cursecatcher and/or Silvergill Adept for me to consider it, and that partially happened. Merfolk Branchwalker is not Adept, but it is similar enough to have me interested.

Getting a land off the top is fine, but I'm having a hard time evaluating the rest of the ability. In the early game, I imagine you'll take anything you see and won't be binning anything. Thus you're just giving your opponent free information in exchange for a power/toughness boost. However, later on you'll be happy to mill away a useless Aether Vial or Cursecatcher. Explore looks close to cantripping, so I'm definitely going to look into the inclusion. Of course, the problem with UG has always been how to actually fit Collected Company into Merfolk, and nobody's solved that to my knowledge.

The Deck

Once again, I played UW Spirits. This should come as no surprise. I did go to the tournament site with my UW Control and Death and Taxes shells, but I wasn't expecting to actually play them. The tournament was held in Longmont, which is roughly halfway between Boulder and Ft. Collins. Longtime readers will know that Boulder is known for combo and control, while my experience with the northern crowd told me to expect creature combo and Blood Moon. Spirits is best in those matchups, and it would take seeing a lot of Tron for me to change decks.

UW Spirits, by David Ernenwein (2nd Place, PPTQ)

Creatures

4 Mausoleum Wanderer
4 Selfless Spirit
4 Rattlechains
2 Phantasmal Image
4 Reflector Mage
4 Spell Queller
4 Drogskol Captain
2 Ninja of the Deep Hours

Artifacts

4 Chalice of the Void
4 Aether Vial

Enchantments

2 Detention Sphere

Lands

3 Seachrome Coast
3 Hallowed Fountain
4 Cavern of Souls
4 Flooded Strand
1 Moorland Haunt
4 Island
3 Plains

Sideboard

4 Unified Will
3 Rest in Peace
3 Supreme Verdict
3 Stony Silence
2 Meddling Mage

I mentioned last week that I was intending to change up the land base and sideboard. I've generally been happy with my sideboard except for Grafdigger's Cage, and this was especially true if the combo players turned up in force. Don't know if you've heard, but Meddling Mage is really good against combo decks. Ethersworn Canonist is better against Storm and Ad Nauseam, but Boulder combo tends to be more like Bubble Hulk: setup-heavy, single-card combo rather than explosive turns. Cage is great against primarily Company decks, and mediocre as graveyard hate. Delve and Tarmogoyf have been more popular recently and RiP is phenomenal there. I wasn't expecting much Company anymore, so I went for the more consistently useful hate card.

As for the maindeck, I'm still generally happy with my configuration. Ninja is a little weak, but it plays so well with everything else I'm doing that I'm willing to accept this. The looks I get are also great value. The only problem I've had is my land base. The deck really needs 22 lands, but drawing too many is a death sentence. With only Ninja for card draw, when you need to hit three lands and often want five or six, flooding is still a problem. I tried several different fetchland manabases and eventually settled on the four Strands. Running more fetches made it noticeably harder to hit five mana and made the deck more vulnerable to burn. Not by a lot, but enough that I don't thinks it's worthwhile, given the first problem.

The Tournament

If nothing else, dedicatedly grinding PPTQs takes me to places and stores that I never knew existed. I'd never heard of the site until it appeared in the PPTQ listings, and I don't often have any reason to travel north of Boulder. You live in a state but don't usually see much of it, so this is a nice bonus.

The turnout was pretty low; only 25. I don't know if the local scene is really small or if the word didn't get out, but that's way down from every other PPTQ this year. I do know that a lot of the usual crowd including much of the Boulder crew weren't present. Apparently a number of them have been skipping other responsibilities, nerdy and otherwise, to grind PPTQs and were now in trouble. This deprived me of planned-for good matches, but ultimately wasn't a problem as I went 3-0-2 in the Swiss, double drawing into the Top 8. I just got crushed in the finals to end in second place.

There were a lot of unusual decks at this PPTQ, the Top 8 consisting of RG Ponza, Breach Titan, Naya Zoo, Bant Humans (same player and deck from week two), my UW Spirits, Death and Taxes, Mono-Blue Favorable Winds, and Mono-Blue Grand Architect. The judge was perplexed, especially about my Ninja. In truth, I saw three Death's Shadow and two Eldrazi Tron decks at the tournament, but they all fell short. There were a number of Chord of Calling decks too, but Jeff Hoogland wasn't piloting them, so they did poorly. Now that players have had time to adjust, they're just no longer that threatening.

What Happened?

Partially I ran pretty well and partially I had good pairings. There were a lot more decks than usual where Chalice of the Void was backbreaking. This led to me having fairly easy games. When Chalice wasn't great, flying was. The only problem was my weakness to Valakut, the Molten Pinnace, which beat me in the finals. I hit Grixis Shadow, Saheeli Evolution, and the Mono-Blue Winds deck in the Swiss, then Bant Humans, Grand Architect, and finally Titan. Like I said earlier, odd deck turnout. I really can't say much about my own play, as there weren't a lot of complicated situations or judgement calls to make. For the most part my opponent and I just played out our cards and whoever had the best grip won. Somehow this ended with me being advantaged even though I was on the draw for most of the day. Also, I really only had one close game. Somebody got blown out every other game.

I did start on the play against Grixis Shadow round one, but due to a one-drop-heavy hand I had to delay playing my Chalice for one. This gave my opponent the opportunity to Thought Scour into Tasigur, which came close to racing me. It didn't, as I was free to dump Spirits into play and then counter the Kolaghan's Command that would have gotten him back into the game. Game two he had a great draw with Liliana, the Last Hope and double Death's Shadow and I was crushed. Game three I have the turn-two Chalice, and he has the Tasigur. But I break serve with Reflector Mage and he never catches up. I drew three Chalices that game, discarding one and having the second destroyed by Command, which took his whole turn of mana and let me stick the third one to lock things up.

Against Saheeli Evolution he had the turn-four combo every game but I kept breaking it up by either flashing in threats to kill Saheeli Rai or Detention Sphereing her away. At that point he became a fairly underpowered Kiki-Chord deck and games one and three I just flew past him to victory. Game two I bricked off long enough that he stabilized and crushed me. Eldritch Evolution was made into a liability several times thanks to Wanderer and Spell Queller.

If you've never heard of the Favorable Winds deck it's filled with one-mana blue fliers like Judge's Familiar and Jace's Phantasm, which it turns into real cards with Smuggler's Copter and the eponymous enchantment. This comes together for him game one and I get swamped. Games two and three this does not happen, as he doesn't get his enhancers and I have Chalice for one to lock out his creatures. I'm just bigger than him and force my way through. The fact that his only relevant interaction for my deck was Psionic Blast was a factor. It obviously worked, as he made Top 8, but man that is going deep. I double-draw because I'm starving and have amazing breakers.

The quarterfinal against Humans went basically the same as the other aggressive matchups. Game one I curve out and have a Spell Queller for his Thalia's Lieutenant. Game two his Champion of the Parish gets huge and I don't see Reflector Mage. Game three I curve out again. Against the Architect deck there is one interesting play where I use Wanderer triggers to trick my opponent into sacrificing his Walking Ballista for no value after dumping his entire hand. This lets me win the race with my 2/1s when I probably should have lost. Game three goes long because I keep a control hand with two Supreme Verdicts and don't see much action, but he's out of it by the second Verdict. My two games against Titan are similarly uninteresting, as I don't really have any relevant interaction for game one and game two I mulliganed to a very mediocre five.

Not that I'm too surprised. I knew I would probably lose if I hit Breach Titan and was hoping its pilot would fall to Ponza in the quarterfinals. He didn't, for the second time that tournament. He even told me that he'd gotten past three other Blood Moon decks that day. Sometimes, the cards are just on your side and you run hot.

Lessons Learned

The main takeaway I had was how open Modern is and the unpredictability of the PPTQ meta. I saw plenty of known decks in the room, including Storm and UW Control, but mainly hit fringe decks. I am of course guilty of this as well (I get a lot of confused looks playing Rattlechains) but it is impressive.

On the Deck

I really didn't learn very much from this tournament. The deck displayed all the strengths and weaknesses I knew about, both in terms of matchups and the overall strategy. The main thing I'm really working on is the sideboard. I'm vulnerable to decks where Chalice is bad. Against decks that go bigger I lack relevant interaction, while against other Cavern of Souls decks I easily fall behind if they don't stumble. This has left me wondering if I need to refocus my sideboard to address this problem.

Moving Forward

I intended to stick with my current deck stable through the season, though I think Merfolk will work its way back into the lineup. If mono-blue decks keep showing up in force, it's perfect. Affinity and Tron, once metagame mainstays, have vanished alongside Company decks so the format is far more favorable now than it was in August. I'll have to see what my scouting shows.

...And On...

Still a few weeks left in the season for me and I will definitely keep trying to make it. Hopefully, it will be this week.

One note before I go: the Iconic Masters release notes have a very significant ruling, and easily the most important thing to come out of a set that I found disappointing. Yes, Grove of the Burnwillows and Horizon Canopy are welcome reprints, but there's been a subtle change to how Blood Moon effects work. Before, you had to play by any rules-setting effects of your soon-to-be-Mountains with Blood Moon around. This meant that you still had to pay two life for your shock-mountains and pick a creature type for Cavern. Now, those don't happen. This makes it free to play your Mountains, but it also means that when the Moon rises, your Cavern of Souls doesn't make anything uncounterable. Adjust your play accordingly.

Opting In: Modern Cantrips

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This week marked some big news for Modern: Opt is finally entering our card pool. I've heard some decry the card as a worse Visions that will only see play in draw-go and tempo decks, and others still call Opt a change to our card pool nearly on par with Fatal Push's impact. For me, Opt's arrival means more deckbuilding options in the cantrip-heavy decks I favor when I'm not tapping Eldrazi Temple. Plenty has been written about casting Legacy-level cantrips like Brainstorm and Ponder, but precious few resources exist detailing the intricacies of Serum Visions or Sleight of Hand. Well, never fear—Captain Hooting Mandrills is here!

The Opt reprint has caused me to think hard about Modern's cantrips. This guide assesses where Opt will and won't see play over other options, in addition to providing format newcomers with a crash course on how they can draw a card.

Understanding Cantrips

Cantrips don't influence the board or interact with opponents. So why do people spend mana on them, especially in a format as brutally fast as Modern? Well, cantrips fundamentally affect and positively influence deck design. They also grant players more consistent games. Lastly, cantrips frequently offer additional benefits in decks that play them. Let's explore each of these notions in detail.

Deck Construction: The Turbo Xerox Rule

The Turbo Xerox Rule, named for the first true netdeck, states that for every two cheap cantrips in a deck, its land count can be reduced by one. I've got a lot of waxing about cantrips ahead of me, so let's have Patrick Chapin explain this one:

Alan Comer actually singlehandedly invented the concept of using cheap cantrips to fix your mana. In fact Turbo Xerox is the fundamental strategy that most blue Legacy decks are built on! What Comer realized was that even with just seventeen Islands and four Portents he had about an 85% chance of having two Islands by turn two on the play (almost 90% on the draw). This also doesn't take into consideration mulligans which easily pushed him into the mid-90s. [...]

If it sounds like this is a lot of work just to get three Islands by the third turn it is but it is not without a payoff. Once Comer made that initial investment to assemble three Islands by turn three he had a major advantage over every other deck he would face. People with 23 land in their deck draw land 38% of the time. Turbo Xerox draws a land just 28% of the time. This means that more than one out of four times that you would draw a land you don't need you instead draw a spell.

In-Game Allure: Improving Consistency and Velocity

Drawing fewer unneeded lands in the mid- and late-game is already a great payoff for including cantrips, but that payoff is mostly created and accounted for in the deckbuilding stage. Cantrips also provide in-game consistency by smoothing out draws. This consistency effect is the most tangible benefit of resolving cantrips and the first new players tend to grasp.

Taken to its logical extreme, the Turbo Xerox Rule can be applied to nonland cards, too. Cantrips greatly improve the chances of seeing a crucial one-of, such as Secure the Wastes in a highly reactive Weissman deck, in the right game window. Scry effects also allow pilots to tuck a Secure they see too early. With cantrips, sideboard cards are seen more frequently, as are the right cards for any given situation.

A less explicit form of consistency that cantrips provide is velocity, or the motion of cards between zones—specifically, from unknown zones to known zones. Cantrips move a card from the hand to the stack to the graveyard, while also moving one or more cards from the library to the hand or the graveyard. All that movement, especially combined with the hard consistency of card selection effects, works to enable powerful payoff cards. If card selection alone isn't worth the cost, the "negative tempo" of spending mana on cantrips is usually negated by the virtual mana gained from casting a 5/6 for two mana, which makes cantrips deceptively powerful even beyond their more obvious uses.

Icing on the Cake: Promoting Synergy

That's not all—in many decks, cantrips do even more than affect deckbuilding and provide consistency. Throw some creatures with prowess or delve into the mix and they become enablers for a uniquely aggressive strategy. Young Pyromancer and Monastery Swiftspear are creatures that slot effortlessly into cantrip-heavy decks; Delver of Secrets practically demands one. Snapcaster Mage, too, gets much stronger in a deck with cantrips, as pilots can rush it out proactively against do-nothing opponents and enjoy extra library manipulation and a card for their trouble.

Some cards still care about graveyard density, such as Bedlam Reveler or Tasigur, the Golden Fang. Others still benefit from a critical mass of cantrips in a deck, like Disrupting Shoal. When many of these elements come together, micro-synergy-laden aggro-control machines known as threshold decks take form.

"Draw a Card" in Modern

By now, you're sold on cantrips. The rest of this article compares the cantrips available in Modern. I've divided the covered cantrips into three categories, based on the type of advantage they're played for: immediate card selection, delayed card selection, and velocity.

I've omitted from this piece cantrips played for their "real" effect, such as Twisted Image and Peek, as well as cantrips that can "miss" like Oath of Nissa and Ancient Stirrings. Also absent are cantrips that cost two or more mana, like Anticipate and Nihil Spellbomb. While these cards are all technically cantrips, they're not cantrips in the Turbo Xerox sense of early-game fixing, mid-game smoothing, and late-game digging; the cards considered here deliberately provide selection or velocity.

Immediate Card Selection

Immediate card selection is the most powerful form of selection, and the cantrips played in eternal formats—Brainstorm, Ponder, and Preordain—all fall into this category. Modern's immediate selection cantrips are notably less powerful than those three, but far from unplayable.

Sleight of Hand

The go-to Serum Visions 5-8, Sleight of Hand usually sees play in combo decks, which need as much selection as they can get. It's also notably better than Serum Visions in decks like Storm, which gains little from delayed selection once it starts going off, and Ad Nauseam, which wants to find and suspend Lotus Bloom on turn one.

In terms of power, Sleight of Hand is a strictly worse Preordain; instead of choosing what to do with the two "scried" cards, casters are forced to top one and bottom the other before drawing. It's so much worse (Serum Visions rests between them on the power scale) because Preordain gives players so many options---they can top top and draw, top bottom and draw, or bottom bottom and draw. That's also why Ponder is leagues ahead of Preordain in a format with fetchlands. With a fetch in play, Ponder casters can choose to take only the first card, the first and the second, all three, or another card altogether, and all while seeing three cards before deciding which come to the hand. Brainstorm operates similarly, although since it also tucks cards from the hand, it gives casters even more options than the already busted Ponder. These two cantrips are blue-chip staples in Legacy and restricted in Vintage for the wealth of options they supply, and Sleight of Hand doesn't offer much in the way of choice.

Most Serum Visions decks don't play Sleight of Hand. The card's effect is simply so small that many decks don't want to spend a mana on it. Many reactive decks, like UW Control, play Serum Visions to help set up their early draws. Sleight is significantly worse at setting up early draws, since it doesn't see as many cards.

Decks with both Serum Visions and Sleight of Hand have cantrip sequencing to worry about. Casting Serum first and then Sleight is ideal for finding an immediate answer, since it sees up to five new cards and ensures the one we want is drawn if among them. Casting Sleight, then Serum also sees a total of five cards, but the last two won't be accessible this turn; that's fine and even preferable if we're out of mana anyway or already have something else to do with our mana this turn cycle, as it smooths out our draws for longer and hides cards from hand disruption. I'm looking forward to seeing how Opt influences cantrip sequencing in decks that run Opt and one or two other cantrips.

Opt

I've heard people call Opt a "strictly better Sleight of Hand." That it is not. In a topdeck war scenario, Sleight of Hand is the better cantrip to draw. If Sleight reveals two cards of similar relevance, players can choose the better card for the situation. By contrast, if Opt reveals a card less impactful than the majority of the other cards in the deck, players are correct to bottom that card and draw a fresh one. But there's a chance that second card is even worse.

Notably, the same doesn't hold true for good cards: if players take the card they scry, but the next card is even better, they still get to draw that better card next turn (barring something like a fetchland activation). Even a Sleight that reveals two bad cards is productive, since those cards won't have to be drawn for turn; a Sleight that reveals two good cards, though, can be painful, since one will be lost. Either way, pilots draw a good card, and since the point of immediate selection is, well, immediate selection, Sleight trumps Opt in this kind of game state.

It also trumps Opt in the early stages of the game, when players need to make their land drops. Imagine keeping a one-lander in Counter-Cat (to follow this example, click on this link and glance over the decklist), fetching up a Steam Vents, and leading with Delver. Next turn, we draw a nonland card and cast Opt. If Opt reveals Island, we're likely to scry top, draw it, and play it. But what if the next card is a fetch? We often don't want a third land drop in this deck until turn four or five, so we'd rather have put the Island on the bottom and drawn the fetch right away to cast Wild Nacatl. Sleight of Hand allows us to do that. And if both cards are nonlands, the result is the same regardless of whether we have Opt or Sleight—in fact, Sleight ensures we get the best of those two cards despite them both being nonland cards, whereas Opt guarantees we get the second nonland card, which may be worse than the first.

All that to say I don't see Opt totally replacing Sleight in decks that play the latter. But I do see Opt slotting into decks that don't run Sleight of Hand. The main reason is its typing: instant speed is a huge deal for certain decks, especially draw-go ones. Even the mighty Serum Visions has a palpable tension in the Jeskai Tempo lists we've been seeing pop up, which has plays at every turn of the game—Helix turn two, Queller turn three, Command turn four. Casting one-mana sorceries throws a wrench into that curve, forcing players to take a turn off of representing their spell. Opt can come down on the end step when opponents smugly pass the turn without making a move, providing selection and velocity virtually for free.

In this sense, I think Opt is much closer to Think Twice than it is to Sleight of Hand. But it's possible threshold-style decks like Grixis Shadow will end up wanting it, too. It will be fascinating to see which decks adopt Opt as Modern evolves post-Ixalan, and to observe the effects this card has on deckbuilding.

Faithless Looting

Faithless Looting is more of an honorable mention in this list, since it's a -1. The other cards here all replace themselves. To compensate, Looting provides Modern with a pseudo-Brainstorm, helping fix hands that already have bad cards in them. A deck with Looting is a deck that can sit on extra lands without playing them with the knowledge that a "Draw 4 cards" effect exists in the deck somewhere.

The decks that play Looting, though, benefit from its drawback. Hollow One, Vengevine, Stinkweed Imp, and Griselbrand all adore this card, which proactively advances graveyard-based gameplans while providing the many aforementioned benefits of cantrips. Modern is the most card-advantage-centric it's been in a good while, but the more tempo-centric the format pendulum swings, the better Looting will be—and the higher the chances of it showing up in non-graveyard decks.

Delayed Card Selection

While delayed selection is worse than immediate selection, the best cantrip in Modern happens to belong to the former group. The best cantrips in the game elude our legal card pool, and Serum Visions happens to reign supreme among those that remain.

Serum Visions

This oft-reviled cantrip was once ritualistically omitted from Jeskai Control lists because of its damning sorcery typing. Not anymore! Modern has come around on the power of Serum Visions, even if some guys at your FNM keep telling you how bad it is because they've recently played some Legacy. Visions is hard selection that looks further than any other card in the format for its cost.

Serum Visions is uniquely excellent at setting up future turns. When players don't have much mana handy, Visions can even be better than Preordain. It sees the same amount of cards, but the sequencing of its effects hides juicy targets from Inquisition of Kozilek or Thought-Knot Seer. Visions is also a great cantrip to chain, since the second Visions will draw the card found with the first.

Perhaps the biggest strike against Serum Visions is its interaction with fetchlands. Setting up future turns is obviously powerful, but the scry is lost if players crack a fetch. This interaction forces players to fetch in suboptimal ways, sometimes taking damage from untapped shock lands before casting the cantrip and then never spending the mana. But we've all fetched a tapped land and then found a one-drop with Serum's blind draw. I think this factor makes Serum Visions a difficult cantrip to resolve correctly, as its resolution incorporates many aspects of the game state, including life totals, remaining deck contents, and bluffing.

Mishra's Bauble

Mishra's Bauble doesn't provide any selection on its own, but given Modern's high volume of fetchlands, it often reads "0: Scry 1, then draw a card at the beginning of the next turn's upkeep." That "next turn's upkeep" clause makes Bauble a very interesting cantrip to play. Finding removal with it during the main phase ensures pilots have that removal spell on their opponent's next turn, and Bauble can be used to manipulate the library around upkeep triggers like that of Delver of Secrets to gain extra peeks.

Granted, the conditional selection Bauble provides is minute, as it should be for a zero-cost spell. Rather, Bauble is usually played for velocity reasons, as well as for its phenomenal typing; being an artifact, Bauble triggers prowess, grows Tarmogoyf, and enables delirium and metalcraft in addition to providing marginal selection and replacing itself. Talk about role play!

I almost included Bauble in the velocity section below, but it does provide delayed card selection. Consider it a straddler of the selection-velocity cantrip fence.

Velocity

Velocity cantrips don't provide any card selection, instead focusing on moving cards between zones. They're often on the cheaper side, costing one or zero mana while many of Modern's selection cards cost two. They're also frequently niche.

Thought Scour

Thought Scour is the only velocity cantrip to actually cost mana. But its cost is well-deserved, as it dumps a whopping three cards into the graveyard, including two new ones from the deck, and immediately replaces itself. That's a lot of juice for Snapcaster Mage, Grim Lavamancer, Gurmag Angler, or what have you—three cards is the same amount we see with Serum Visions! Of course, Scour offers no control over which card makes it to the hand. But that's not the point. Decks that toolbox out of the graveyard, or can interact with the graveyard in some way, love Thought Scour; it's much easier to squeeze value out of cards in the bin than out of ones in the deck, after all.

Street Wraith

Like Mishra's Bauble, Street Wraith draws a card for no mana. Instead of providing a little selection and wonky artifact synergies, Wraith costs life and draws the card right away, while enabling some synergies of its own. Death's Shadow turns the life point cost into a benefit and uses Wraith to fuel delve and super-power Serum Visions; Living End reanimates Wraith as part of its primary game plan while using it to dig into its namesake card; Hollow One cares specifically about the word "discard."

Wraith's two-life cost makes it a tough sell in other decks thanks to the format's aggro decks, especially Burn. That's despite its apparent floor as a split card that's one side cantrip, one side 3/4 swampwalker. Modern is too fast for that second side to matter much, so, like Bauble, Wraith finds itself relegated to decks that can abuse it in multiple ways.

Can't R.I.P.

That's right, no peaceful rest for the weary—or rather, for those of us obsessed enough with cantripping to tirelessly test Opt in different shells until Ixalan drops. One thing's for sure, though: despite our inevitable fatigue, we won't be the ones who can't rip the right answer!

Timeless Lists: Reflections on Masterpieces in Deckbuilding

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This week I wanted to do something a little bit different from my past couple articles. Leave it to me to propose a tonal shift to my article topics, and then immediately afterwards break from the mold to do something different. Still, a couple personal/opinion pieces in a row suggests a shift every now and then, and I found myself hesitant to discuss Ixalan spoilers this soon, or MTGO tournament results. Instead, I thought it would be a fun exercise to take a look back at a few archetypes of ages past that have stuck in my mind through the years. Each deck has impacted me personally and spoke to me in one sense or another. I find this interesting as a sequel of sorts to my article about identity in Modern, and I think this is a topic we can all take something from, or at least break from the mold and entertain ourselves for a little bit as we reminisce. For those seeking the ever-elusive "edge," I’ve found success with this before—by breaking outside of the box that is the current Modern landscape, we can often stumble upon something that we can apply to our decklists (or thoughts) today. So, let’s get to it!

As a brief note, these lists are not meant as examples of the "best lists" in Magic, but rather a small collection of decks that impacted me personally. I encourage you to reflect on your own, and let me know in the comments what they are and why you chose them!

UW Blade, by Trevor Holmes (10th, SCG Charlotte 2011)

Creatures

4 Delver of Secrets
4 Snapcaster Mage
1 Spellskite
2 Consecrated Sphinx

Planeswalkers

2 Gideon Jura

Artifacts

2 Sword of Feast and Famine
1 Sword of War and Peace

Instants

4 Mana Leak
2 Dissipate
4 Think Twice
2 Midnight Haunting

Sorceries

3 Day of Judgment
3 Ponder

Lands

1 Moorland Haunt
2 Inkmoth Nexus
4 Seachrome Coast
4 Glacial Fortress
3 Ghost Quarter
7 Island
5 Plains

Sideboard

2 Geist of Saint Traft
1 Azure Mage
3 Timely Reinforcements
1 Batterskull
1 Sword of War and Peace
2 Tumble Magnet
1 Ratchet Bomb
1 Oblivion Ring
3 Flashfreeze

This one is almost six years old at this point, and it’s still one of my favorite decks. This particular Open was my second-ever high-level tournament, fresh off of a stomping at GP Pittsburgh a couple months before. Illusions was all the rage back then, and Delver was the talk of the town. Mono-Black Infect was packing ten removal spells in some lists, and UW Illusions, Tempered Steel and Humans were priced into racing.

I show this list not because it's good, but because this event taught me the value of responding to format perception, beyond just playing a strong list. Illusions players were playing 20 lands and eight one-drop creatures, and their success depended entirely on whether they could overload opposing removal and curve out consistently. Sound familiar? For me, Timely Reinforcements and Day of Judgment were much more interesting spells to be casting, but I was worried that classic UW Control was too slow to succeed against all the tempo-aggro and Wolf Run Ramp running around.

So, I had the bright idea of jamming some token generation, instant-speed tricks, and four copies of Delver of Secrets into a control shell in an effort to "pivot" and disguise my plan against my opponent. Delver of Secrets was public enemy number one on the weekend, and most of my cards suggested I was playing some slightly larger UW Illusions amalgamation, so I thought I had a good chance of confusing some opponents and generating some poor sideboarding decisions in my post-board games.

Amazingly, it worked beautifully. Delver of Secrets was killed on sight almost always, but opposing removal was quickly made awkward in the face of Midnight Haunting and Moorland Haunt tokens. This played right into my plan of forcing my opponent to spend time, mana, and resources dealing with my threat instead of playing their own. Swords made every single creature a threat, and my opponent couldn’t afford to tap out to overload my defenses for fear of getting hit with a Sword of Feast and Famine on the backswing. Opponents were forced into slowing down and spending removal on tokens, which played right into my Gideon Jura and Consecrated Sphinx endgame. After board, they had the unenviable decision of keeping in removal for Delver and Sword-wielding tokens, while I could tune to their exact gameplan or blow them out with things like Geist of Saint Traft and Batterskull.

It was a Frankenstein, but it worked. I took 10th, on the back of a ton of misplays (remember, second tournament, and I was very much interested in playing pet cards and archetypes like Consecrated Sphinx over the consensus best option). I won my win-and-in and missed Top 8 on tiebreakers. I was hooked. While the decklist looks like a monster (no one-for-one removal in the maindeck in an Illusions format?!), the thought process behind my decisions were spot on, and I almost got there in a format where playing anything but Delver of Secrets in an aggressive shell was considered a mistake.

The lesson, if I can give one, is that the consensus version of a deck isn’t always the right one, and value can be found in other places than on printed cardboard. This, more than anything, translates directly to Modern, where players spend countless hours tweaking decks and practicing matchups. Looking past the novelty of going rogue, the right list, on the right day and with the proper conditions, can do anything—even in the hands of an inexperienced pilot.

Grixis Control, by Patrick Chapin (2nd, GP Orlando)

Creatures

2 Snapcaster Mage
2 Olivia Voldaren
1 Inferno Titan

Artifacts

1 Batterskull
2 Ratchet Bomb
3 Pristine Talisman

Enchantments

2 Curse of Death's Hold

Instants

3 Mana Leak
1 Ancient Grudge
1 Doom Blade
1 Go for the Throat
4 Desperate Ravings
3 Forbidden Alchemy

Planeswalkers

2 Liliana of the Veil
1 Sorin Markov

Sorceries

2 Ponder
2 Whipflare
1 Black Sun's Zenith
1 Devil's Play

Lands

4 Darkslick Shores
4 Blackcleave Cliffs
4 Sulfur Falls
2 Drowned Catacomb
2 Shimmering Grotto
1 Copperline Gorge
4 Island
2 Mountain
2 Swamp

Sideboard

1 Mana Leak
2 Ancient Grudge
1 Curse of Death's Hold
1 Ratchet Bomb
1 Liliana of the Veil
2 Negate
2 Dissipate
2 Blue Sun's Zenith
1 Karn Liberated
1 Sorin's Vengeance
1 Life's Finale

And then there’s this deck, which taught me to love a collection of 75 cards. GP Orlando in early 2012 was Delver city. Roughly a month after the SCG Open from above, Illusions had shifted away, replaced by Delver/Invisible Stalker/Geist of Saint Traft with Runechanter's Pike and a ton of tempo spells like Gut Shot and the like. I played two maindeck Mental Misstep here—I talked a bit about this event last week—for all the one-drop creatures and removal spells running around, and it was amazing. Patrick Chapin went the other way, playing Pristine Talisman into Curse of Death's Hold. Because, you know, reasons.

Four Desperate Ravings and three Forbidden Alchemy pretty much sums up that format for me. It was insane. The endgame was Sorin Markov and a flashbacked Devil's Play, or just making your opponent concede out of pure boredom. The deck was built to beat up on Delver decks, which were assumed to keep down all of the Wolf Run Ramp titan decks in the field. It’s poetic that Chapin lost in the finals to Conley Woods’ BG Wolf Run Ramp brew, which was packing Grave Titan as an immediate board stabilizer that couldn’t be removed by one card (because only an idiot would play Day of Judgment, right?).

This decklist taught me the lesson of variability at the top tables, and the danger of going too far down the rabbit hole. It’s not entirely fair, as Chapin definitely had a plan for regular Wolf Run Ramp, but Grave Titan was a problem he couldn’t solve. One Life's Finale isn’t enough, and while I love this decklist with all its intricacies (two Blue Sun's Zenith in the board!) this event showed me that you can only control too much (pun definitely intended). For Modern, when I’ve crafted that perfect Spell Queller tempo brew I always look back and remember that in a volatile format, sometimes doing the simple thing is the best thing.

Little Kid Abzan, by Jacob Wilson (7th, PT Fate Reforged)

Creatures

4 Noble Hierarch
4 Birds of Paradise
4 Voice of Resurgence
2 Qasali Pridemage
3 Kitchen Finks
3 Loxodon Smiter
4 Siege Rhino
3 Wilt-Leaf Liege

Instants

4 Path to Exile

Sorceries

4 Lingering Souls
2 Thoughtseize

Lands

3 Gavony Township
3 Forest
1 Swamp
1 Plains
3 Razorverge Thicket
1 Godless Shrine
1 Overgrown Tomb
1 Temple Garden
4 Verdant Catacombs
4 Windswept Heath
1 Marsh Flats

Sideboard

2 Thoughtseize
2 Chalice of the Void
2 Fracturing Gust
1 Relic of Progenitus
1 Stony Silence
1 Zealous Persecution
2 Sword of War and Peace
1 Ajani, Mentor of Heroes
1 Rule of Law
1 Slaughter Pact
1 Leyline of Sanctity

For the last deck of the day, Jacob Wilson’s Little Kid Abzan from Pro Tour Fate Reforged reminds me of what is possible in a card pool as diverse and wide-open as Modern. As has always been the case, the biggest draw for me in Modern has been the varied possibilities and directions you can go in deckbuilding, all while remaining in the same color. BGx has seen every archetype under the sun at this point, from broken combo in Birthing Pod, to pure control like Death Cloud, to midrange strategies like Jund and Junk, to aggressive combo decks like Elves and Abzan Company, to glorified Stompy decks like this one.

I’ve always been one to watch Abzan’s mutations from the sideline, content to play primarily with blue cards, and my view from the outside has given me a clear perspective on the archetype. While it rarely seems to reach the coveted prize, nevertheless it remains an alluring puzzle that players can’t resist picking up. I played Abzan in Standard at Pro Tour Magic Origins, and just playing the deck was tantalizing, to say the least. Spending mana on powerful things, impacting the board with every action you take—in that event, Abzan gave me that feeling of "identity" that I used to feel with blue.

Conclusion

I never was into Yu-Gi-Oh as a kid, but I grew up in the 90's and early 00’s, so I couldn’t avoid it. I know nothing about the game or the lore behind it, but I know about "heart of the cards’" at least, and sometimes I can just about feel that in Magic. I know it’s nothing more than projecting personal feelings of attachment onto the 75 in front of me, but Magic for me has always been about chasing that elusive perfect deck. The one that aligns correctly with proper play and "just right" conditions to dominate a weekend. The one that mutates from a simple collection of cards in sleeves into… something else. Magic, for me, has always been a collection of tools and simple rules, given with trust to me to figure out, like a map towards hidden treasure. I’ve been at it for years, and will continue to be for the foreseeable future, and Magic remains as it was after my 10th place finish at my first SCG Open. The addicting, irresistible allure of a puzzle that can never be solved.

Thanks for reading,

Trevor Holmes

Video Series with Ryland: Living End

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Hey, everyone! I'm back with another video series, this time with Living End. Outside of some minor excitement about the printing of new cyclers in Amonkhet, Living End hasn't received a lot of attention of late. Nonetheless, Asger Thorsboe Lundblad was able to secure 19th place at GP Birmingham about a month ago with a few unique tweaks. At this point the added touch of Amonkhet is to be expected, and Lundblad's list is no different. His major innovation is the addition of a white splash for Vault of the Archangel, which also enables (at least in theory) hardcasting Leyline of Sanctity post-board.

The best part about Living End, at least in my opinion, is the consistency. With so many cyclers you see a ton of cards; land-light hands often easily hit their land drops, and hands that are lacking a cascade card can find one without much trouble. This, however, can also be a detriment. With the sheer number of cards you see, finding your namesake card is also not a terribly hard task, and as such has the propensity to punish you. Living End resides in the strange category of decks that never want to draw their namesake card; instead it prefers for cascade to do all the heavy lifting!

One of Living End's key components is Fulminator Mage, which the deck looks to abuse as much as possible. Not only can its namesake card bring it back sometime after an activation, the deck also has access to Simian Spirit Guide to turn your Fulminator into a Sinkhole! Fulminator is often a key card in the matchups where your opponent can effectively interact with a flood of huge creatures at once, principally Supreme Verdict decks. Restricting your opponent's ability to cast their outs is an integral part of this deck's strategy.

The deck can also be brutally fast. Most of the time you are looking at fourish creatures entering play on turn three (hopefully on your opponent's end step thanks to Violent Outburst), but once again our friendly Ape Spirit can come into play. Coupling the "free" cycle of Street Wraith with the mana acceleration of Spirit Guide we can often have a formidable board state as early as turn two. Most opponents are not equipped to deal with something like that—at least not in game one. Surprise, graveyard hate can be an issue for the deck. Certainly there are outs in Beast Within, Krosan Grip, and Ingot Chewer, but that doesn't mean it isn't irksome. Sometimes you are forced to hold back your cyclers to the best of your ability; sometimes you have to go with Plan B: hardcast your draft chaff.

Living End has not performed exceedingly well for me so far, but frankly, I think this list could potentially go through some changes to help alleviate that. I think the white splash is likely to be a hindrance far more often than it is helpful. Traditionally, some lists have looked toward Kessig Wolf Run for a utility land. That said, I'm more inclined to give up on the utility lands altogether and stick with a more solid manabase. In a deck with so few lands, I'm not sure I want to continue taking the risk that a colorless land gets in the way. I've seen some lists experiment with Blood Moon, and I am also interested to see where that might lead. It feels like the archetype could definitely support it when built appropriately.

Those thoughts however, are for the future. For now let's look to the games! As I said last time, I'm interested to hear what kind of content you'd like to see moving forward, so I can continue to evolve and improve my videos. Please let me know your thoughts, and any improvements you would like to see concerning formatting, presentation, or whatever else strikes your fancy. If you'd like to see similar content, check out my Twitch channel for some more live Modern!

[youtube https://www.youtube.com/playlist?list=PL261kJ_cAQC_WYa0JDR6TAtGGGw8aC6pF]

Living End, by Asger Thorsboe Lundblad (19th Place, GP Birmingham)

Creatures

1 Archfiend of Ifnir
2 Architects of Will
4 Desert Cerodon
1 Faerie Macabre
4 Fulminator Mage
4 Horror of the Broken Lands
4 Monstrous Carabid
3 Simian Spirit Guide
4 Street Wraith

Instants

2 Beast Within
4 Violent Outburst

Sorceries

4 Demonic Dread
1 Kari Zev's Expertise
3 Living End

Lands

3 Blackcleave Cliffs
1 Blood Crypt
3 Bloodstained Mire
2 Blooming Marsh
1 Forest
1 Godless Shrine
1 Mountain
1 Overgrown Tomb
1 Sacred Foundry
1 Stomping Ground
1 Swamp
1 Vault of the Archangel
2 Wooded Foothills

Sideboard

1 Beast Within
2 Faerie Macabre
3 Ingot Chewer
1 Krosan Grip
4 Leyline of Sanctity
2 Ricochet Trap
2 Shriekmaw

Back on the PPTQ Grind: Week Five

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Argh. Falling short of your goals is disheartening enough. Knowing it was because you didn't perform at you best is far worse. Doing so on your home turf is humiliating. This week's PPTQ did not go well; that's the tagline here. Just in case it wasn't immediately apparent.

This week's PPTQ was held at my local shop, Black Gold. I'm there a lot of the week playing weekly Modern tourney's and I definitely consider it my home turf. You can imagine how excited I was at the prospect of winning this for the home team. And my disappointment when that didn't happen. My poor result is directly the result of poor play on my part, but I will also be deflecting some of the blame onto circumstance. I was under the weather last weekend and it impacted my play. I wasn't actually sick, but in that pre-sick phase where you're just lethargic and spacey. Just out of things enough to punt my way out of the tournament.

On a more upbeat note, Ixalan spoilers have begun. I have yet to see any Modern-worthy Merfolk but there's still about 60% of the set to go. Having the tribe in blue-green is interesting, as players have been trying to integrate Collected Company into the deck for some time now. While Company is certainly powerful, it has never been enough to justify distorting the mana base, cutting Aether Vial, or any other compromises necessary to make room. If Ixalan brings a green disruptive Merfolk à la Cursecatcher or a two-mana cantrip like Silvergill Adept, then it might become worthwhile. Things will have to dramatically change course though—current signs are not encouraging. Merfolk already get big so the counters theme is needless and we already had Monastery Siege which wasn't good enough. Giving it fins won't change that.

The Deck

Two weeks ago I nearly got there playing UW Spirits. I kept playing the deck and am overall very happy. I'm doing a lot of individually powerful things and there's very good synergy. Reflector Mage, Spell Queller, and Chalice of the Void are shockingly powerful cards and incidentally synergize well. Clearing a board with Mage and then keeping it clear with Chalice and Queller feels disgusting. The Chalices also really compliment the Spirits theme of untouchable creatures, often acting as pseudo-Drogskol Captains while simultaneously preventing the opponent from advancing their gameplan. It's also nice to have a card that some decks just can't beat. Spirits is still very vulnerable to creature swarms and Chalice isn't effective everywhere, but great in enough places to be very worthwhile. Besides, sometimes you just race them with fliers.

UW Spirits, by David Ernenwein (PPTQ Deck)

Creatures

4 Mausoleum Wanderer
4 Selfless Spirit
4 Rattlechains
2 Phantasmal Image
4 Reflector Mage
4 Spell Queller
4 Drogskol Captain
2 Ninja of the Deep Hours

Artifacts

4 Chalice of the Void
4 Aether Vial

Enchantments

2 Detention Sphere

Lands

4 Seachrome Coast
4 Hallowed Fountain
4 Cavern of Souls
2 Glacial Fortress
1 Moorland Haunt
4 Island
3 Plains

Sideboard

4 Unified Will
3 Grafdigger's Cage
3 Supreme Verdict
3 Stony Silence
2 Meddling Mage

The maindeck is largely unchanged. Cryptic Command was very good, but Cavern of Souls occasionally made things awkward. It was easy to get two same-colored mana, but three was proving a stretch. This was fixable by moving away from Plains in the mana, but I found myself wanting something cheaper anyway. This deck is weirdly mana-hungry. Sphere was seeing play as a catch-all anyway; it made sense to promote it to maindeck.

Hibernation had a standout performance two weeks ago, but it just wasn't good enough anymore. Elves and Counters Company have virtually disappeared from my regional meta while white-based creature decks are rising. This necessitates a change to Supreme Verdict. Wrath of God was a serious consideration for quite a while, but Verdict was the clear choice. Yes, I do remember what I said about Cavern making color-intense spells awkward, but that was mostly in relation to triple blue. Double-white, single-blue is easier to manage. Uncounterability was also important because the mono-blue Grand Architect deck has been showing up in force recently and it sucks losing to Judge's Familiar.

Meddling Mage is in Detention Sphere's old slot, mostly because Storm has been popular recently. I've tried a number of cards in that slot, including Runed Halo, and am not really sure what is best. Being a creature for Vial, a human for Cavern, and having applications in many matchups currently wins it for Mage, but that could easily shift.

The Tournament

I had been preparing for and looking forward to this PPTQ for quite some time. On the day of I was no longer optimistic. I just had no energy and it felt like I was thinking through mud. Which might have been less my actual health status than the fact that I woke up really late and had to scramble a bit to get to the site. This didn't leave me much time to actively scout, but I also didn't have to. I recognized most of the faces there and knew that this would be a pretty wide assortment of decks present. I saw part of the Boulder combo collective, the red aggro-loving central Denver crowd, and the usual suspects from the local meta. My assessment was for lots of combo, control, Eldrazi Tron, and Burn. In other words, it was a cross-section of the Denver meta.

This was good news for Spirits. The deck targets combo and control, and Burn is heavily splash-damaged by Chalice. Etron can be tricky thanks to Walking Ballista but its otherwise very winnable with a fast draw and/or Reflector Mage. While I scrambled to register I was feeling very confident.

The store was very nearly full, but I didn't hear exactly how many players were in the PPTQ. It was six rounds long, and prior to the repair I heard 49. Then a number of players who had called ahead but arrived later than expected, which added I'm not sure how many players. I wasn't unhappy with this; my round one opponent had a UW Control deck that I knew would be a nightmare. It had all of the sweepers and was splashing for Lingering Souls (don't know if it still was). The repair moved me from table three down to eighteen against Grixis Control, a much better matchup.

It doesn't help. He outdraws me by a good margin game one, then I make a series of serious punts to lose game two. This becomes the theme of the day and I drop out of prize contention at 1-2-1. My only win was more about my opponent's deck failing her than anything I did.

What Happened?

I was just not playing well. There's a lot to keep track of in a basic game of Magic. Competitive jacks that up considerably with the additional rules. Couple that with the bookkeeping needed to preserve match integrity and in my case write about afterwards, and Magic is a very mental game. And my mind just wasn't working. On several occasions I just spaced through decision trees, or came to the correct decision only to not execute it properly. Yes, I wasn't at full capacity, but that doesn't excuse the general sloppiness of my play. General spaciness and the odd missed trigger sure, but I really should have been paying more attention.

The first example was round one, game two. My opponent has out Izzet Staticaster (yes, she is) which decimated my Mausoleum Wanderers several turns earlier. I have Spell Queller out with an important spell under it and Chalice on one. I've beaten my opponent down quite a bit and he's going for Damnation to get his spell back. I have Rattlechains and Selfless Spirit in hand, so all I have to do is play Rattlechains and give him hexproof. Either that resolves or my opponent goes for Staticaster—either way I then flash in Selfy, save my creatures and two-for-one my opponent. The problem is that when I execute the plan I say "trigger," and immediately play Selfy. Meaning the Rattlechains isn't hexproof yet. Meaning I just feed the Staticaster. And give my opponent the time they need to get back into the game.

Another good example is from my draw. I was against Esper Control at the end of a long game capping off a long, hard-fought match, and we were nearly to time. I'd already missed several Chalice triggers which would have ended things earlier. We needed a judge's clarification on a rule and it took several minutes. Within a few seconds of play resuming, time was called. We tie the game with my opponent at one. During turns I realized I should have asked for a time extension due to the judge call. I didn't even consider it then, but I normally do ask. As a result I get a draw instead of a win. Just wasn't thinking.

Lessons Learned

If you're not 100%, and you're going to play competitive Magic, don't play a complicated deck. Given my mental state I really should have been playing Merfolk. It would not have been as well positioned but it has far less to keep track of or things to screw up. Being 90% instant-speed with lots of odd interaction gives Spirits a lot of power and flexibility but it also makes it easy to screw yourself. Mefolk plays fish and turns them sideways, which is all I was really up to do. Again, don't be too ambitious and play what you are able to play well, not the best deck.

I'm also changing how I play my cards. Normally artifacts and enchantments go on my left side near my deck, but this is a problem when you play Chalice. You can miss those triggers and being relatively new to the card I keep forgetting it exists. I normally put them where they're hard to see, and not having that reminder is making me delete them from memory to make room for all the new stuff that has happened since I cast the card. No longer. From now on Chalice goes right in the very middle of the battlefield where it can always remind me it exists and to counter things. Most players will see Chalice and not play spells that get hit, but some heads-up players will try to sneak stuff past you. When you're as dozy as I was, it works and wins you games. No more!

On the Deck

While I'm generally very happy with the deck I have noticed some problems. First and foremost: I'm tired of Grafdigger's Cage. It was great two weeks ago, but with Company decks falling off and not much Dredge to worry about it's just not very good graveyard hate. Exiling cards is critical against graveyard combos like Storm or Thopter Foundry, delve creatures, and Tarmogoyf. It's been almost two weeks since I've needed Cage but I keep needing Rest in Peace and not having it. That will change for next week.

The other problem, and I don't have a clear solution, is the land count. You have lots of three-drops and often want five or six lands to maximize your spells and protection, so 22 lands is critical. However, flooding is a problem when your only card draw is Ninja of the Deep Hours, and there's really no room to add ways to smooth your draws. It would just change the deck too much.

Adding fetchlands has been suggested, and it is a good one, though not without problems. On the one hand you keep the land count but you get to thin the deck of lands. That's good. The problem being that you're doing more damage to yourself in a deck that struggles against creatures. You also have to make cuts. Cut too many basics and you're suddenly dead to Blood Moon. Cut into the dual lands and you weaken your color balance. You also will draw fewer lands, and that is sometimes a problem. That said, I do think this is solvable, and I will be experimenting with new manabases this week.

Moving Forward

I see myself sticking with Spirits since it has so much play against so many decks in the Denver meta. However, I'm going to be bringing along easier decks just in case. This will entail some time dedicated to refamiliarize myself with Merfolk, which I haven't played in months. I may also finally build Little Kid Abzan since I have all the cards and it is straightforward and powerful. You shouldn't expect yourself to be at your peak all the time. You want to be, but I will be hedging in the future.

...And On...

The PPTQ that I'm attending this week is up north again, and while my default remains Spirits I could see myself adjusting back to UW Control if the meta looks like it did the first few PPTQs. Still not giving up! Good grinding, and may you get there before me.

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David Ernenwein

David has been playing Magic since Odyssey block. A dedicated Spike, he's been grinding tournaments for over a decade, including a Pro Tour appearance. A Modern specialist who dabbles in Legacy, his writing is focused on metagame analysis and deck evolution.

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Jurassic Plank: Ixalan Spoiler Review

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Two months ago, a foil rare sheet from Ixalan was illegitimately posted online. Most of us glanced over the fuzzy pictures and then returned to the hi-res Hour of Devastation spoilers. But then Hour came out, and the fuzzy pictures beckoned from the abyss.

Fortunately, Wizards didn't make the more patient among us wait too long to get a hold of that sweet information. A mothership article from this week gives some perspective on the leak and officially spoils the cards from the sheet. Today, we'll assess the hits and misses among those spoilers.

The Good

These are the cards I think will surely turn up in Modern, and stick around for a while in some quantity, even if certain metagame shifts cause them to fall out of favor.

Settle the Wreckage

Many are pegging this mass-Path to Exile as the breakout Modern card in Ixalan. I'm not nearly as optimistic. The card is fine and will see play, but not at all on the level some might have you believe.

Settle's "attacking creatures" clause makes it impossible for it to break up combos or synergies; opponents have to play into the instant for you to even cast it. Decks with counterspells or Thoughtseize (Delver, Shadow) can sit around and build a board while they're waiting to draw disruption for Settle. Decks with non-combat-step creature tricks (Company, Elves) can accrue value or simply go off rather than declare any attackers. Settle then looks like it will be best against purer aggro decks like Zoo or Eldrazi. Against Zoo, though, smaller sweepers like Anger of the Gods are generally favored due to their efficiency; for its part, Eldrazi will have no problem sitting on a couple attackers and swinging in with a lone Smasher (or, even worse, Eternal Scourge!).

That's a lot of trash talk for a card that makes my playables list. But playable it is, and I expect Settle to make many Jeskai Control-style lists at one copy. Additional copies incentivize opponents to play around it, while a single copy incentivizes them not to play around it, and therefore maximizes the odds of a blowout. Besides, many decks attacking with multiple creatures won't have enough basics to search up to get full "value" off Settle's drawback, especially since they're likely facing a deck with Path to Exile.

Entrancing Melody

Here's another playable I think was overhyped at first, if mostly in the circles I frequent. When Ixalan was partially leaked, Entrancing Melody looked as though it could be an instant, and an instant-speed, flexible control magic is just what the doctor ordered in Temur Delver. Wizards' official spoiler dispelled that myth, but I nonetheless set out testing Melody as a two-of in the sideboard.

To say I was unimpressed would be an understatement. But Temur Delver is a deck with very specific requirements of its cards, so Melody's failure there doesn't necessarily speak to its viability in Modern generally. I can envision this card becoming a role-player in a number of archetypes, and especially in those without access to efficient removal---in other words, interactive color combinations lacking white and black may want Melody as a way to remove Death's Shadow and Kalitas, Traitor of Ghet alike. That it can't be blanked by commonly-played removal such as Abrupt Decay gives Melody a leg-up over its obvious competition in Threads of Disloyalty, and compatibility with Snapcaster Mage is a plus for reactive strategies like Blue Moon.

Sorcerous Spyglass

I've made no secret of my infatuation with this card, even showcasing it in my Hour of Devastation spoiler review while leaving the other Ixalan cards alone. Well, I'm still excited! Here's a brief review of what the card does in Colorless Eldrazi Stompy, specifically:

  • Comes out proactively against decks with multiple potential targets, turning on Sea Gate Wreckage and helping curve.
  • Gets around Chalice of the Void on one, increasing relevance against bigger Serum Visions decks.
  • Compliments our aggression by sometimes hitting spotted fetchlands and slowing opponents down.

Unlike with Melody, my preliminary tests with Sorcerous Spyglass have proven very fruitful. I wouldn't even be surprised if other decks started packing this card despite it costing more than Pithing Needle.

Kopala, Warden of Waves

There isn't much to say about this guy---he's just an on-tribe Kira, Great Glass-Spinner. Granted, Kira's ability is a bit better, but given Merfolk's level of aggression and tendency to run Cursecatcher, I don't see pilots missing it much. Kopala's "pay 2" clause can be compared to Diffusion Sliver's, and that card is a staple in its respective deck (whenever it shows up).

On-tribe is relevant for a couple of reasons. With UWx control decks now regular players in the metagame, things have become a little more difficult for Merfolk. Kira's something of a trump in that matchup, and Kopala will come in handy, too; notably, Kopala has a far better chance of becoming counter-proof with Cavern of Souls than Kira does. More immediately, Kopala's typing grants it islandwalk and pumps from Merfolk's lords, which for me make it a shoe-in over the clunky Spirit. I believe players may experiment with a 1-1 split before going full-Kopala.

Shaper's Sanctuary

Shaper's Sanctuary, for all intents and purposes, is a one-mana Wild Defiance. With Bolt being largely replaced by Push, it's actually better. I expect this card to fly under the radar without a home for a few months, and eventually be picked up by spell-based aggro-combo decks, which will probably remain Tier 3 but will still appreciate this addition to their arsenal.

Sanctuary punishes opponents for slinging removal spells. The absolute best way to interact with decks like Infect and Turbo Druid is to throw removal spells at their creatures and run them out of threats, so Sanctuary seems poised to make a killing in their sideboards.

I don't see it out of more focused decks like Affinity, though. For one, Sanctuary doesn't help Affinity get going, unlike protective artifacts such as Welding Jar or Spellskite. It's also fairly narrow in its application, unlike Spell Pierce and Thoughtseize. The final nail in the coffin for Sanctuary in Robots is that the best way to beat Affinity isn't with spot removal at all---it's with hosers.

All that said, I'd love me some Sanctuary in the newer BUG Infect lists running around (employing none other than Disrupting Shoal!), or even in the Vengevine decks filling in for aggro-combo's now-missing links. It's certainly excellent against Death's Shadow, the archetype's chief predator.

The Bad

These cards are either outclassed by other options or overly niche. All of them are traps. I won't cover any of the obviously bad cards in the set, but rather focus on ones people have pegged as potential Modern candidates.

Outclassed

Ashes of the Abhorrent: Combines Grafdigger's Cage's ability with a bizarre lifegain clause, and while each are respectable tools for a sideboard, they don't work on one card. At the end of the day, Modern players will always prefer the card that does its job better than one that provides two watered-down effects useful in different matchups. In this case, that card is either Rest in Peace or Grafdigger's Cage, depending on the deck.

Deadeye Tracker: This gripe is more personal than the others. With the resurgence of Pirates, the Rogue type I love so much has all but been abandoned. And for what? A marginal flavor gain? Pirates are practically rogues, after all. But they don't enable Thieve's Fortune, and therefore are of little use to me; part of the appeal of new sets is perusing the Rogues, and now I have none to peruse!

Deadeye is the Rogue I mourn the most. So much juicy text! (Explore is one of the wordiest, most confusing, and overall worst-designed mechanics I have seen in ages, mind you.) Ixalan admittedly looks great so far, but I'm definitely excited to return to a plane with Rogues. Hopefully, the coming Dominaria block doesn't convert too many of them to swashbucklers in the interest of backwards compatibility with Standard.

Kumena's Omenspeaker: Omenspeaker gets +1/+1 if controllers also control an Island or other Merfolk. I've seem some suggest Omenspeaker as a possible beater in Merfolk, where it might take the place of Cursecatcher. I just don't think the power/toughness increase is worth the latter's utility, or a splash. That said, we've seen Merfolk splash green before, for Collected Company; We're probably just one pushed Simic Merfolk away from the deck going in that direction again. Omenspeaker is not that Merfolk, and I doubt Merfolk runs it if it does end up splashing.

Niche

Old-Growth Dryads: Wild Nacatl is certainly powerful, but ramping opponents by one on the first turn is a cost far too steep to justify playing it in non-Naya decks. Whether it's a cost too steep to justify playing it eight times remains to be seen. If Dryads sees any Modern play, it'll be in a hyper-aggressive Zoo list; I especially like how it improves Hidden Herbalists, which notably can't cast red spells, and sometimes yields awkward draws with Kird Ape (the obvious cut). There's no way Dryads makes it into better-rounded decks like Naya Company or Counter-Cat.

Tocatli Honor Guard: This one will see play if Torpor Orb becomes a playable card again. I just don't see that happening in the near future. Guard is still a welcome addition to Modern's ever-growing toolbox of white hatebears, and lovers of Death and Taxes-style decks should pick up their playset when the card inevitably settles at bulk prices post-prerelease.

Deeproot Waters: Waters is an enchantment that creates a 1/1 hexproof Merfolk token whenever you cast a Merfolk spell. Okay, so spending three mana on something other than a creature is not something Merfolk normally wants to do. Sure. But Waters still has me intrigued, as it gives the deck a unique angle of attack.

Against removal-heavy attrition decks, having a pair of sideboarded Waters in the deck allows Merfolk to play very conservatively and build a gameplan around resolving the enchantment. Once it sticks, those hexproof 1/1s are sure to make short work of an opponent stockpiling Snapcasters and Paths. Waters is similar to Affinity's Ghirapur Aether Grid in this way, and in line with the way I like to build my sideboards, even if I'm totally off-base about Merfolk ever wanting this card.

Jace, Cunning Castaway: The last card on our list strikes me as pretty miserable. Jace's plus is exceedingly narrow, not even hitting enemy creatures like Tamiyo, Field Researcher; his minus is similarly underwhelming, creating a fragile bear by resetting to a single loyalty. And his ultimate is... making copies of himself? Because if one terrible planeswalker is good, three is surely better!

Jace still costs three mana, a magic number for Modern planeswalkers. Liliana, the Last Hope has become a staple, as has Gideon of the Trials, and Liliana of the Veil makes a strong case for being the best card in the format, period. Even Nissa, Voice of Zendikar has enjoyed fringe play in GW Tokens.

Since Jace costs 1UU, though, we'd do best to compare him to other planeswalkers in that price range. Jace Beleren is all we've got, and that walker sees play exclusively in Taking Turns, a deck that makes great use of his plus and minus abilities. Outlook not-so-good for the Castaway, although a deck may eventually emerge that can use him.

A Note on Planeswalkers

As David mentioned earlier this week, planeswalkers undergo a rules change with Ixalan that allows differently-named walkers of the same type to be on the battlefield at once. Liliana and Gideon are the two characters that stand to benefit from this change, the former in BGx rock decks and the latter in control and prison strategies.

I doubt the change propels any of these archetypes to new heights on its own, but it will definitely be interesting to see how deep midrange decks go into employing planeswalkers over creatures. Should the multi-Lili decks prove a force to be reckoned with, we'll have Sorcerous Spyglass with which to battle them, not to mention Liliana's Defeat!

Planking in Strange Places

Ixalan seems like a great world so far, and I'm loving the colors and design. Hopefully we'll get some Modern-playable dinosaurs so I don't feel like a total chump building around Gishath, Sun's Avatar. As is the case with a foreign land, though, you never know.

Jordan Boisvert

Jordan is Assistant Director of Content at Quiet Speculation and a longtime contributor to Modern Nexus. Best known for his innovations in Temur Delver and Colorless Eldrazi, Jordan favors highly reversible aggro-control decks and is always striving to embrace his biases when playing or brewing.

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Perspective: A Letter and Pro Tour Story

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Last week, I wrote a very personal opinion piece titled “Getting Disillusioned – What Magic Is Missing”. In the article, I put forward my perspective on Modern Magic, how I feel playing the game, and what sort of experience I find myself craving that Magic hasn’t been able to provide for me recently. I received a ton of feedback, and I appreciate all the responses, positive and negative. This week, in response to a comment left on my last article, I am going to tell a story, from the heart, about my Pro Tour experience two summers ago. With the Pro Tour returning to Modern in a few months, a room full of new players will be experiencing the show under the lights for the first time (maybe even you, or someone you know). This is the unfiltered thoughts from someone who’s been there.

Part 1: A Letter to You

Before I jump in, I wanted to set aside a little space for some real talk. These past few weeks have been interesting for me, and I am thankful for the opportunity to present whatever interests me and have readers consider it worthy enough to read. On one hand, I’ve been going through a bit of writer’s block (and player’s block), in the sense that I haven’t felt the fire to write or play Magic like I used to. This happens to all of us (even content creators) and different people deal with it in different ways. Some writers phone it in, or move away from the game entirely, but Magic is too much an integral part of who I am that I find that notion reprehensible.

Instead, I’ve begun to branch out into different styles of writing, as I’m sure you’ve noticed. My bread and butter will always be trend-spotting and sideboard tuning, as my roots are heavily ingrained in the Gerry Thompson school of thought. I’ve seen the comments from some readers remarking on the lack of statistical data analysis, and I understand that desire, but that has never been my area of expertise. Two years ago I was brought on to Nexus by Sheridan as an author that could provide a fresh perspective. I was streaming Magic almost daily back then, and I believe my contributions were valuable because they had personality. In my attempts to provide valuable strategic content and insights, I lost a little of that personality along the way.

Through this last month I’ve rekindled that fire that diminished with time regarding my writing. Everything changes, and I’m not buried in the trends and day-to-day shifts of the Modern metagame as I used to be. I still play, but I play less, and it seems unhelpful to continue to write about event results and metagame analysis week to week if my backend work in that area has diminished. I still plan on providing insights like I used to, but they will be more infrequent, when I have something really valuable to offer.

As readers of our content, every one of you brings your own wishes and desires for the content you want to consume from us here at Nexus, and the same goes for us as writers. Personally, and I’ve never admitted this before, I write (and used to stream) purely for the interaction that comes with it. I crave it. In my mind, my most successful article simultaneously pissed a ton of people off, and singlehandedly forced us to move away from anonymous comments to our current system. There’s nothing more demoralizing for me than writing (or streaming) to an empty room. I can’t help but notice that in these past few weeks, I’ve received more comments in my last three opinion pieces than I have in all my articles combined going back to March. I’m excited about writing again, and based on the number of comments, most of you are excited to read it. I’m curious to hear what you think, but for now, a story.

Part 2: A Blessing and a Curse

I remember my RPTQ win like it was yesterday. Here’s the first article I ever wrote about Magic, over 100 articles later and it’s still my best. Corbin Hosler taught me the value of finding a narrative in your writing—here’s the spotlight he did on me at Pro Tour Magic Origins. My Pro Tour experience will easily go down as Top 5 life experiences when the credits roll, and just talking about it again puts that itch back in my head, to call off work on the weekend and drive through the night to the next big event.

Competitive Magic for me is all about the moments. My first big Magic road trip came in 2012, when I drove through the night to play in Grand Prix Orlando with a family friend. I had just played in my first Grand Prix a couple months before, in Pittsburgh. I equipped a Sword to a Phantasmal Image. Things did not go well.

Thursday I get a text from Stephen, who I grew up watching play cards with my dad at our kitchen table, asking if I’m interested in going to Orlando for the Grand Prix. He lives in Atlanta. I live in North Carolina. #doingit. I have to work, so I get out at 10pm from my serving job, and drive four hours to meet him outside Atlanta, rolling in around 2am Friday morning. Keep in mind he’s been working all day. We drive through the night, pulling into Orlando sometime around lunch Friday, on barely any sleep. Stephen goes right from the drive to a business meeting with a client, and we finally get to the hotel room early afternoon. Stephen collapses on the bed (having been up since Thursday morning), and after about five minutes pops up and says, “ready to play?!” We proceed to grind side events all day in preparation for the main event.

I do surprisingly well in the main event. Delver is my deck (like everyone else), but I’m on maindeck Mental Misstep to punish the mirror and Tempered Steel. I’ve got Craig Wescoe on the ropes in our win-and-in match to make Day Two when he topdecks back to back Hero of Bladehold to steal the win. I’m not crushed. I’m hooked. Three and a half years later and I’m standing in the hall at Pro Tour Magic Origins. Across a throng of competitors I make eye contact with Craig Wescoe, and wonder briefly how many Hero of Bladehold’s he’ll draw today.

At the end of the weekend I finish 8-8. I beat Paul Cheon, I beat Martin Juza. I lost to Stanislav Cifka. I’m not crushed. I’m hooked.

For a competitor, the Pro Tour is the ultimate prize. To play in a tournament you had to qualify for, alongside the best competitors in the world—there’s no way to describe it. The fact that beneath the mystique of coverage, right outside the frame, its just another tournament in another conference hall just makes it even more surreal. Within two rounds, the years-long goal of “get on the Pro Tour” evaporates, to be replaced by “get on the stage.”

Once the novelty wears off, reality starts to set in. After I’m done geeking out over all the pros I recognize, I stop looking at their faces and start looking at what they are doing. In groups of four and five, everyone is huddled around computers, busy updating their scouting lists with information on competitors' decklists. I catch snippets of conversation, tips for matchups and draft strategies that are three levels deeper than what I even thought was possible. I shuffle through my Abzan list, realizing that five drafts with helpful locals and a couple weeks of testing with proxies against a couple friends still leaves me hopelessly outmatched.

I’m not the most skilled player in Magic. I’m not even close. I’m good, and probably only playing at half my potential, but nevertheless, my biggest takeaway from my Pro Tour experience was that I had peaked. I grinded day after day for hours to perfect my RPTQ list and lines, and that work paid off. It got me on the Pro Tour. I kept at it, played tight, and finished 8-8. I went 50% against the best players in the world, working alone for the most part. I showed myself, and others, that I was capable of holding my own against the best of the best. I also showed myself that I couldn’t do any better without serious life changes.

No team, limited time to play and depleted funds for travel. Summer was over, there was no way I could maintain the level of grind it took to make it past the RPTQ level and reach the Pro Tour again. Even if I got there, I had college, a job, and student loan debt to contend with. Two local Grand Prix a year wasn’t going to cut it. I had found my ceiling, and was surprised at my reaction to it. It wasn’t discouragement—more like realization. I did it once, but to do it again, I had to go all-in. If you told me before the Pro Tour that I would go 8-8, be ecstatic with the result, but nevertheless cut back on playing and streaming, I would have told you to get lost. I worked all summer to get partnered, I was streaming to 150+ viewers daily, and I let it go.

It doesn’t add up, I know. It wasn’t laziness, it wasn’t despair. I set a goal, worked hard for it, and accomplished it, but in doing so I realized how unsustainable it really was. I knew that you have to have a team to compete on the Pro Tour level, that you have to dedicate everything you have to get results, but it wasn’t until I was standing in the center of the event hall, watching the teams around me work like gears on a machine, that it finally hit me. I had achieved my dream, but in the process I lost the mystique. The truth was cold, and while I gained an experience I will never forget, I can’t help but notice that I lost a little something too.

Thanks for reading,

Trevor Holmes

Control Decks in Modern: Exploring the Variations in Viable Archetypes

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For a long time, control decks in Modern have struggled to gain some inkling of viability. Considering the huge breadth and diversity of Modern, a deck composed of all answers has be tuned just right for the current metagame. While this is already quite the lofty task, the next step is near impossible—getting pairings to match that expected metagame. Modern does have a relatively established list of Tier 1 decks that are consistently performing better than the other options. However, time and time again, people will play what they want to play in Modern, which has implications for the control deck.

Whether it be because they love their deck, don't have the ability to switch, or don't follow the metagame closely enough, some people will always play their Modern deck, no matter the circumstances. While the degree to which this is the case varies, you will encounter it whether you are attending a local event, an SCG Open, or a GP. Having some number of byes at a large event can somewhat change the equation. When metagaming, earlier rounds in any given tournament are more likely to contain matchups you aren't prepared for. However, having byes doesn't give you a ticket to avoiding the outliers; even in round 3, 4, or beyond, you can easily be playing against something far outside the expected metagame. This makes it quite difficult to construct a good control deck in Modern — you never really know what you are going to be seated across from in any given tournament.

Even through all of this, control archetypes have persisted through the last few years, largely due to the same tenet I just described—people will play what they want. In recent months however, the place of control in the meta has solidified somewhat, with decks like UW Control and Jeskai rising closer to the top (if not the top itself). Given these circumstances I wanted to take the opportunity to explore the different control options in the format and why I may prefer one over the others (spoiler alert: it's still UW).

The Outliers

Esper Control is certainly a fan favorite. When people think of "true" control, this is likely where their mind might wander. Tons of instant-speed options, often threat-light and answer-heavy. Frankly, who doesn't love casting an Esper Charm? Often these lists will sit back, eventually cast a Sphinx's Revelation at the end of their opponent's turn, and finally finish them off with something like a Secure the Wastes. All in all, a true "draw-go" game plan.

Esper Control, by lejonss0n (5-0, MTGO Competitive League)

Creatures

3 Snapcaster Mage

Instants

4 Cryptic Command
4 Esper Charm
3 Fatal Push
3 Logic Knot
2 Path to Exile
1 Negate
1 Secure the Wastes
2 Sphinx's Revelation
4 Think Twice

Sorceries

4 Serum Visions
4 Supreme Verdict

Lands

3 Celestial Colonnade
3 Drowned Catacomb
4 Flooded Strand
3 Glacial Fortress
2 Hallowed Fountain
3 Island
1 Plains
4 Polluted Delta
1 Swamp
1 Watery Grave

Sideboard

3 Engineered Explosives
1 Elspeth, Sun's Champion
1 Gideon Jura
2 Negate
1 Path to Exile
1 Runed Halo
3 Timely Reinforcements
3 Thoughtseize

This type of list struggles the most with the issues that I have laid out already. Being that it is almost entirely composed of answers, you can easily find yourself in a matchup that you aren't really prepared for. Traditionally, decklists like these can have a difficult time against some combo decks and especially the big-mana decks. As always, you can tune your list to help in any given matchup, but those styles will be the ones Esper will flail against, even with some specific tuning.

Out of all of the available control decks in Modern, Esper is my least favorite. While I enjoy playing draw-go, Modern is not the right format to be metagaming to answer every threat that every opponent will present for 15+ rounds. Certainly it is still viable, but I believe it will struggle more than the other available archetypes.

The "Strictly" Worse

Grixis Control has largely faded into the background of late due to the popularity and similarity of Grixis Death Shadow. It has the same package of Tasigur, the Golden Fang/Gurmag Angler (the split varies) and a removal suite including Fatal Push and Terminate. Obviously the biggest difference (and the easiest place to draw the line between the two archetypes) is the inclusion of Cryptic Command, and the exclusion of Death's Shadow.

Grixis Control, by Billy McCurdy (1st, SCG Modern IQ Glassboro)

Creatures

3 Tasigur, the Golden Fang
4 Snapcaster Mage

Instants

4 Cryptic Command
1 Go For the Throat
3 Kolaghan's Command
4 Lightning Bolt
2 Negate
2 Spell Snare
3 Terminate
4 Thought Scour

Sorceries

4 Ancestral Vision
4 Serum Visions

Lands

1 Blood Crypt
3 Creeping Tar Pit
3 Island
1 Mountain
4 Polluted Delta
4 Scalding Tarn
2 Steam Vents
1 Sulfur Falls
1 Swamp
2 Watery Grave

Sideboard

1 Collective Brutality
2 Damnation
1 Dispel
2 Dragon's Claw
3 Fulminator Mage
2 Nihil Spellbomb
1 Sun Droplet
2 Surgical Extraction
1 Terminate

I'll be blunt—I don't think there is much reason to play Grixis Control over the Death Shadow variant at the moment. Removing some proactive elements from the well-oiled machine that is GDS to add reactive cards like Cryptic Command or Spell Snare weakens the strategy overall in most situations. It is possible that this change may benefit the archetype in particular matchups. That said, I can honestly not think of a matchup where that would be the case. Fortunately, Modern is a pretty wide format, so there has to be at least one... right?

When comparing Grixis Control to Epser, I do like the presence of delve threats that Grixis lists often employ, especially alongside Snapcaster Mage and Lightning Bolt. It can close games out more quickly and has an easier time being proactive when necessary. I think it may be slightly better than Esper, but not by a significant margin. If I ever feel tempted to sleeve up some Kolaghan's Commands, I'm sticking with Death's Shadow.

The Frontrunners

Jeskai Control is perhaps the least "controlling" deck on the list. These decks often employ more tempo elements than control elements, although it can vary. The addition of red to a UW shell gives access to many burn-based removal spells in Lightning Bolt, Lighting Helix, and Electrolyze. Add Snapcaster, Spell Quller, and even potentially Geist of Saint Traft to the mix, and suddenly it is very easy to turn the corner in any given game. Control elements are still present but they are almost entirely instant-speed. These lists will typically have fewer Supreme Verdicts and instead lean on additional counterspells, as well as their ability to quickly close out games.

Jeskai Control, by Jonathan Rosum (5th, SCG Modern Open Richmond)

Creatures

4 Spell Queller
3 Geist of Saint Traft
4 Snapcaster Mage

Instants

4 Cryptic Command
3 Electrolyze
4 Lightning Bolt
3 Lightning Helix
3 Logic Knot
4 Path to Exile

Sorceries

4 Serum Visions

Lands

4 Celestial Colonnade
4 Flooded Strand
2 Hallowed Fountain
3 Island
1 Mountain
1 Plains
1 Sacred Foundry
4 Scalding Tarn
2 Spirebluff Canal
2 Steam Vents

Sideboard

1 Anger of the Gods
1 Celestial Purge
2 Ceremonious Rejection
1 Disdainful Stroke
1 Dispel
1 Elspeth, Sun's Champion
2 Relic of Progenitus
1 Rest in Peace
2 Stony Silence
1 Supreme Verdict
1 Vendilion Clique
1 Wear // Tear

I really like the construction of this list. Similar to Esper lists, Jeskai's ability to play almost entirely at instant speed is a huge advantage. It makes your counterspells that much better when you rarely are doing much of anything on your own mainphase. Tapping out for things like Supreme Verdict or a planeswalker can easily get you in trouble when your opponent untaps with your shields down. Jeskai makes up for its lack of additional Verdicts with its ability to close games with Queller, Snapcaster, and a flurry of burn. Since being printed, Queller has been a wonderful addition to the archetype, giving access to another pseudo-counterspell that also functions as a tempo threat. In that regard, it fills a similar role to Snapcaster Mage.

I think Jeskai is a very reasonable choice in Modern. Having a proactive plan that you can rely on against nearly every deck in the format is a huge advantage. What better plan than throwing a bunch of burn in your opponent's direction? In my opinion, that is what makes it more viable than both Grixis and Esper: it's buttery-smooth instant-speed game plan coupled with the ability to turn on a dime against any strategy. The versatility of this game plan and the fluid nature of Jeskai's role assessment are phenomenal assets when played well.

The Favorite

Ah, I've saved the best for last (at least for me): UW Control. UW is closer to Esper than the others in the regard that it is a "true" control deck. It is playing for the late, late, LATE game and rarely looking to pressure the opponent early. However, while similar in that regard, the two decks are quite different overall. UW trades an instant-speed game plan for what is largely a tap-out control plan. You'll see UW lists playing fewer Cryptics and Snapcasters than other control archetypes. They will instead be replaced with things like more planeswalkers and sorcery-speed cantrips.

UW Control, by Ryland Taliaferro (34th, SCG Modern Open)

Creatures

2 Wall of Omens
2 Snapcaster Mage

Enchantments

2 Detention Sphere
4 Spreading Seas

Instants

3 Cryptic Command
2 Mana Leak
1 Negate
4 Path to Exile
1 Sphinx's Revelation
1 Supreme Will
1 Think Twice

Planeswalkers

1 Gideon Jura
2 Gideon of the Trials
1 Jace, Architect of Thought

Sorceries

4 Serum Visions
3 Supreme Verdict

Lands

4 Celestial Colonnade
4 Flooded Strand
2 Ghost Quarter
3 Glacial Fortress
1 Hallowed Fountain
1 Irrigated Farmland
5 Island
3 Plains
2 Tectonic Edge
1 Temple of Enlightenment

Sideboard

1 Blessed Alliance
2 Dispel
1 Elspeth, Sun's Champion
1 Geist of Saint Traft
1 Grafdigger's Cage
2 Negate
2 Rest in Peace
2 Stony Silence
1 Supreme Verdict
1 Timely Reinforcements
1 Vendilion Clique

Now I'm a little biased towards this particular list but this deck is an absolute delight to play. It is far more proactive than traditional control strategies. As such, it has better game against big-mana decks than any other control deck I have ever played in Modern. The coupling of Spreading Seas with Ghost Quarter and Tectonic Edge can help an outstanding amount against any Valakut, the Molten Pinnacle strategy or Tron deck.

Why UW?

Truly I do not want to undersell this point: the land destruction package showcased here is the true power of this archetype. Ghost Quarter is often a Strip Mine without much effort, and don't get me started on Spreading Seas. Not only does it cantrip, but it has good targets in nearly every matchup. Take the most extreme example: the mono-colored decks. Mono-White Death and Taxes is playing Horizon Canopy, Tectonic Edge, Ghost Quarter, and Cavern of Souls; all of which are situationally good targets. Even Merfolk has troublesome Mutavaults! I'm forced to admit that there are places Spreading Seas isn't great, UR Storm being the best example. However, that is rare and even in those cases all you are stuck with is a mildly awkward cantrip.

Speaking of cantrips—this deck has a lot of them. Most of the cards are either lands (love those) or cards that have some (ir)relevant text that ends or begins in draw a card (love that part). I often joke with my viewers that all I ever want to do when playing this deck is hit land drops and draw cards; there is some real truth to that. This deck has some incredible consistency and the obscene number of cantrips is a big part of pulling it all together. The sheer number of cards you go through allows you to mulligan very infrequently, which is a huge boon to consistency in and of itself. Most hands that have between 2-5 lands are keepable partially because of those cantrips.

On a related note, the manabase contributes to that consistency as well. Being a two-color deck opens up a world of advantages. You take far less damage from your manabase than any of the three-color counterparts, which can lend you percentage points against Burn. In addition, the basic lands help insulate you somewhat from Blood Moon. I've already mentioned the ability of the utility lands to disrupt the opponent's gameplan, but have yet to explore how it smooths out our own. Twenty-six-land decks may be prone to flooding, but this deck plays well with flood. Ghost Quarter and Tec Edge are often better than a spell and will function as such. On top of that you have Temple of Enlightenment and Irrigated Farmland to help mitigate flooding. Even if you do find yourself flooding, you have Celestial Colonnade to give you something to do with all that mana! At first glance, a five-land opener may look unkeepable, but on second inspection you may realize you have a GQ, a Colonnade, and a Farmland. Suddenly, that hand doesn't sound so bad! Whether or not such a hand would actually be a keep is dependent on a lot of factors, but the point remains that the utility lands provide access to a wider range of keepable hands.

Moving Forward

In case it somehow wasn't abundantly clear, UW is the pick for me. I certainly wouldn't fault anyone for choosing Jeskai over it—I think both are reasonable decks. They both have access to a somewhat proactive game plan when required, land destruction for UW and the burn plan for Jeskai. These plans have game against nearly every deck in the format because they attack one of two primary game concepts: mana or life total. In most cases, you won't win the game if you can't cast your spells, and uh, well, you aren't going to win the game if you're at 0! (But Phyrexian Unlife and Gideon of the Trials! Yeah, sure... you got me.)

The place where I fall in love with UW over Jeskai is in the consistency department. In my experience UW mulligans less often, especially below six, and struggles less after mulliganing. Draws are often less clunky than Jeskai and your cards generate more value on average. I think some amount of my bias can be chalked up to personal preference, but frankly I don't dislike how Jeskai plays.

It is definitely important to mention, however, that the meta has shifted in a way that is not ideal for UW. Some of the worst matchups are getting more popular, namely Storm, and some of the best matchups are fading a bit, particularly Death's Shadow. Even with that said, if I'm sleeving up a control strategy any time soon, I'm likely to stick with UW.

“No Changes” – Reactions to the Banlist Announcement

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It is inevitable. Every time a new Banned and Restricted Announcement comes out, speculation runs rampant. Everyone has their pet cards to advocate for or against, everyone is utterly convinced they're right, and they take offense to disagreement. Every single time. It's really tiring. I've written about this problem before. I have no problem discussing possible B&R changes as long as it's informative and civil. This is usually not the case. As previously mentioned, many players refuse to abandon their pet cards regardless of arguments presented or contrary evidence. This is why Sheridan started actually testing banned cards and I've kept it going. Evidence-based discussion is good. Speculation is unhelpful.

This is especially frustrating for me because Wizards surprised everyone again by making no changes to everything but Vintage. The last time I was this blindsided by a B&R update was when Splinter Twin was banned. Not that this is a bad thing. I had resigned myself that the anti-Death's Shadow crowd were going to get their way. It appeared overwhelming—LSV and other pros were calling for it, Shadow had been on top for months, and it had good (though not spectacular) showings during the Modern GP weekend.

The available evidence was going the banning crowd's way. I figured it was inevitable but that wasn't the case, and I'm pleased it wasn't. Hopefully now we can move on and discuss the far more interesting changes that followed the B&R on Monday.

Don't Fix What Isn't Broken

It is very frustrating when Wizards only comments on the changes they make. I know why they don't explain the non-changes (time constraints and process integrity are very real things), I just wish it wasn't the case. We've gotten their thoughts on "No Changes" a few times but I'd like it to be a regular feature. It would be nice to know their reasoning for no changes, since "We think everything is fine" is very, very different from "We need more data." As such, I'm left to speculate, analyze, and extrapolate about their decision-making. Keep that in mind for the rest of this section.

The key to this decision is Wizards' information monopoly. Now, Wizards has always had an information advantage over players. They make the game and run MTGO and the DCI. They can see any and all data they want about any metagame at any time, and have said several times that's exactly what they do. And this is fine—they need that data to make the game better. It is also fine that they don't make all that data public. Trade secrets are a real thing, as is fear of data mining killing formats. Arguably, the ultimate problem with the last few Standards was they got solved too quickly. What makes it annoying is that they know better than we do if the format is actually healthy.

The controversial announcement that MTGO would only report five 5-0 decklists per day halved our data. MTGO data has always been somewhat suspect and our metagame calculations reflected this fact. However, it was still our most consistent source of raw data on the metagame. Lacking this source makes actual data analysis problematic, especially during droughts of paper events. Wizards doesn't have this problem. Therefore, they will know with certainty if there's a diversity-harming warp while we can at best make educated guesses. In other words, we only think we know. Wizards actually knows. And they made a decision in line with this knowledge.

What We Do Know

The thing is, everyone should have been able to come to the same conclusion. I know I've said that the pro-Death's Shadow-ban crowd was getting the evidence on their side to make their case, but I never thought it was that strong. The evidence of oppression just wasn't there. The metagame has been trending away from Death's Shadow and Eldrazi Tron for at least the past two months. They're still very good decks, but their metagame share have been trending downwards.

Now, some of that is definitely artificial, with Wizards preferring not to release multiple copies of the same deck in their 5-0 League postings, but you could also see this in paper events.  Eldrazi Tron closed out the finals at SCG Syracuse before failing to make Top 8 in both São Paulo or Birmingham. Grixis Death's Shadow's best high-profile result was second at SCG Richmond. Those are good results, but they're not exceptional. Yes, both show up in the Top 8s and Top 16s, but that's what you would expect from any Tier 1 deck, like Affinity. Had Shadow or Tron decks been winning events consistently, this would be a very different conversation.

What this strongly suggests is not only that Modern can handle Shadow, but that it has already done so. Back in May and June Shadow was everywhere and appeared to be unstoppable. Then along came Death and Taxes to spoil the party. Then the Shadow decks adjusted and DnT disappeared again, but in that hiccup everyone saw that the deck was very vulnerable. Strategies evolved, players learned how to adapt to the deck and its metagame share began to fall. Where once it appeared that Shadow was redefining Modern, it appears that all it's done is redefine midrange in a way that lets control back into the format. Once Bloodbraid Elf and Deathrite Shaman were gone, Jund hung around for years without causing problems. It appears that Shadow has taken over that job and created a new metagame. Therefore, nothing needed to go.

The Unbans Issue

The "Ban It!" crowd really should have seen Monday coming, and it appears based on a glance around the internet that most players did. However, the "Unban It!" crowd is once again disappointed. They shouldn't be, but they are. Again. And I'm not surprised. Unbans are not something to take lightly. I don't care how much you want to play with your pet card or how unjust its banning is(n't), there is a sizable risk to removing anything from the banned list. Wizards is not going to do anything on a whim, and if the metagame is good now, why should they shake things up? If everything is fine, don't risk breaking it.

I know that players will point to the successful unbannings of Bitterblossom and Sword of the Meek as reasons to unban more cards. I will counter that unbanning Golgari Grave-Troll was a mistake, and should have been a predictable one for Wizards. They knew what was coming in Shadows over Innistrad and Kaladesh and should have seen what they would do to Dredge (I have no proof, but I strongly believe that the unbanning was a marketing move to show off the new cards in Modern). However, that's rather dismissive. My real question is "Are you sure?"

See, at this point there are very few cards from the original, speculative banned list left. Most of the current list has had its time in Modern, and proved problematic. Of that original crew, we have obviously busted stuff like Hypergenesis and Dread Return, Legacy staples in Jace and Stoneforge Mystic, and the artifact lands. Bitterblossom was king in Standard and a prince of Extended, but Magic was a very different game in 2014 (when it was unbanned) than 2008. The same is true of Sword of the Meek. Great for its time, but now answers exist. The cards still on the list are just as potent now as they were then. Does Wizards want to take that risk? Whether or not they should is the whole purpose of my Banlist Testing series.

Regardless of personal opinion, there was no evidence that anything needed to happen in Monday's announcement. The format has adapted to the changes and appears to be thriving, meaning no bans are required. Diversity is high, Modern is more popular than ever, and there have been plenty of new decks and innovations, so there's no reason to run any risks and shake things up with an unban. Is everybody clear on that? Great! Let's move onto something much more interesting that also came out Monday.

Legendary Planeswalkers!

That was already true of Jace, the Mind Sculptor but now it applies to everyone. Ixalan will do away with the planeswalker uniqueness rule. "What is that?" most of you are asking. Something that only recently started to affect Modern, I answer. And then proceed to give a non-snarky, actually helpful answer.

Right now you can only have one planeswalker of any type under your control. Planeswalker type is the walker's first name. Most of the time this is irrelevant, especially in the older formats. Planeswalkers consistently define Standard, but most make no impression on Modern, and only JtMS and Liliana of the Veil see wide play in Legacy and beyond. As a result, you really didn't have any reason to play more than one version of a planeswalker, so this special version of the legendary rule never came up.

However, that changed recently. Liliana the Last Hope is a very powerful card and directly competes with Liliana of the Veil. They're very different cards but both at home in midrange black decks. You would expect there would be a split between them in midrange maindecks. You would (mostly) be wrong. There were a number of reasons, but a really subtle one was that you could never have both in play a the same time. This was a huge liability when you drew them both and actually wanted both. There were many feel-bads associated with using the first one for a while and then replacing it with the other. As a result, of the Veil sees the majority of mainboard play with a few the Last Hope is a sideboard card.

It has happened even more recently to Gideon. This was not a problem before because Gideon Jura and Gideon, Ally of Zendikar don't go in the same decks. Jura is very much an anti-aggro card while Ally is anti-control. It just never came up. Gideon of the Trials changed that. I will attest that it is a good control card. It is awkward to play both Jura and of the Trials in the same deck. It's not the worst to play out of the Trials and eventually replace him with Jura, but it's not optimal either. Starting with both in hand is also less than fun.

What Does It Mean?

What the upcoming change means is that planeswalkers work the same as any other legendary permanent. Ergo, same card name rather than same planeswalker type. Just like with Thalia, Guardian of Thraben and Thalia, Heretic Cathar, you can have both Gideon of the Trials and Gideon Jura on the battlefield together. This will be huge for control decks. When of the Trials was spoiled many players joked about Gideon tribal decks. While possible to build them, it was never going to work because you could only have one in play at a time. Now, you actually can curve Trials into Ally into Jura. Then presumably win by attacking for 15 after clearing out blockers with Jura's +2 ability. Will this actually be good? I don't know, but I do know that at the PPTQ where I played UW Control there were games I could have won if I could have had Jura and Trials on board together. This will be significant.

As for Liliana, it doesn't remove all the barriers to an eight-Lili deck, but it does remove that feel-bad part. Now you can have of the Veil on board to pressure control and combo while the Last Hope ticks up to victory. Grixis Shadow has been running one or the other, usually the Last Hope, and I don't think they want to overload on three-drops. However, it is certainly possible for more grindy matchups. It also raises the possibility of other midrange decks rising to take advantage of her power. I would not be surprised if this incentivized a return to traditional Jund and Abzan.

Back to the Grind

After a two-week break I'm going back on the PPTQ grind next week. Hopefully this will be the last article in the series, but you never know. Best of luck to the rest of you, and may you make it!

Diving In: Content, Stability, and Motivation

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Yesterday, our own Trevor Holmes published "Getting Disillusioned—What Magic Is Missing." That piece describes the allure of other games while exploring motivation and writer's block. I don't agree with everything he wrote—opinion pieces are like that—but I think Trevor raised some interesting points, and his article got me thinking about my own motivations and the things I love about Magic and other games.

In this article, I'll share my thoughts as coherently as possible. I'd also like to explicitly open up the comments section for readers to share their relationships to Modern Nexus, and to let me know about the sort of content they'd like to see from me in the future.

The Quest for Content

By now, over two years into Nexus's lifespan, some of our writers (and readers) have raised the issue of running out of material. Writers I've spoken to from other sites have also expressed to me a similar problem: it's sometimes difficult to come up with a brand-new topic every week. What about weeks where we don't play much Magic, or have time to follow the tournament scene? Or weeks where there aren't any major tournaments and we haven't done much experimenting?

I'm fortunate that this isn't a problem I encounter often. I play in multiple Modern events each week, practice matchups in cafés with Kelsey for fun, and put in reps on Cockatrice while Boston slumbers. All that time in the game fills my head with ideas, and I turn those ideas into articles, even if certain ideas prove less interesting to readers than others. Sure, some weeks I don't play as much, but in those cases I can usually flesh out an article I've had steeping in my head for some time and put it to paper, like my entries in the Modern Top 5 series or my thoughts on player etiquette and toxicity.

Tapping the Reflecting Pool

I can remember a time at Modern Nexus when readers voiced a frustration with our writers focusing too much on their respective pet decks, a time when readers voiced a frustration with our extensive coverage of the Splinter Twin ban, and a time when readers would have given anything not to hear about Eldrazi for the umpteenth week in a row. For starters, I think I speak for everyone at Modern Nexus when I say we appreciate these comments and use them to better meet reader expectations in the future. But if our writers tackle issues they have no interest in, the content they produce is likely to betray some of that disinterest. It's a fine line to walk.

Luckily, our interest in Magic (and specifically, in Modern) all but ensures we often have something interesting to discuss that readers will also appreciate. After all, Modern is a format known for shifting wildly between events, affording room to breakout brews, and breathing in new life with most expansions. To a degree, the more hard-to-pin-down the topic at hand, the more articles on it write themselves; Modern is quite dynamic, and so yields engrossing content.

The format's currently in a weird place, as it has been in the past—when Twin was banned, nobody knew how Modern would shake up, and Nexus could do little other than speculate on that future and meditate on the ban's meaning; when Eldrazi ran rampant, there simply wasn't much to Modern outside of the spaghetti monsters, and our articles reflected that reality. Modern is still chock-full of decks; in fact, it seems more decks are viable now than have ever been at a single time. But the decks don't vie for position these days so much as occupy set-in-stone metagame shares and topple each other haphazardly, as lemmings, according to those shares in event standings. In other words, despite its diversity, Modern is experiencing a period of stability. And for Modern, that's weird.

Stability²: The Gift & the Curse

Previously, our content reflected negative instances of "weirdness." Modern Nexus is now reflecting something positive: the format's newfound stability. The arrival of Death's Shadow midrange decks has deeply altered the format in a way that incidentally cleaned up almost all of its problems. No white? Fixed. No blue? Fixed. No control or tempo? Fixed. No variety among Company decks, fish decks, combo decks, and the like? Fixed! When I asked last month whether Death's Shadow was friend or foe to Modern, I sided with the former; now, I feel my choice has been vindicated. Not only has Shadow dropped in metagame representation, the benefits of having it around have become more apparent, and the cons alleviated. Loss of diversity among aggro-combo decks? Meet Vengevine; and remember Death's Shadow Zoo? Loss of diversity among midrange decks? Welcome back, BG Rock and Abzan!

On Trevor's article, David Ekstam half-jokingly commented, "Perhaps people read and comment less now because they are occupied playing Modern matches?" I think there's something to this thought—when players get most of what they need out of playing Modern, they're probably less likely to look for it elsewhere, in this case via online content or engagement. The format is healthier than it's ever been, and truly boasts something for everyone. Besides, the Modern Pro Tour again looms in the distance, this time with the promise of no shake-up bans. The jokes I used to make at FNM after a fast match, like "that's why we play Modern!", aren't as funny anymore, because they don't ring as true. The players I meet are thrilled about where the format is at, and so am I.

All this to say I think fewer players are angry at one aspect of Modern or another. When they are, they'll consume plenty of online content, post comments, and otherwise look to validate their disgruntlement. During "broken" metagames centered around Eye of Ugin or Golgari Grave-Troll, the e-sphere was filled with deafening calls for adjustments, primarily to the banned list but always with the extreme voice or two suggesting the removal of the Modern format. Today, that doomsaying is long-gone, and the Modern events are more packed than ever.

Solving the Millennium Puzzle

So stability is great for Modern, and perhaps not so great for content writers. But that doesn't mean good content isn't makeable. Take Ari Lax's recent SCG article, "How to Exploit Modern;" here, Ari proposes a theory about Modern metagame shifts and tacks on a discussion on interactive cards. It's a little jumbled, sure, but for the reason that Ari has so much to say that it was obviously tough to fit it all into one article. It seems the writer has recently learned a lot about the format, probably by playing it, and is bursting with valuable new ideas. In the context of Trevor's article from this week, Modern is Ari Lax's Destiny. So, what's mine?

Banished to the Actual Shadow Realm

As someone excited by change and stimulated by obstacles, I somewhat share Trevor's disillusionment with Modern, although I think to a smaller degree. I need look no further than my spare time for the proof: for the last few weeks, I've been obsessively building Traditional Yu-Gi-Oh! decks. Here's a game that represents everything Magic actively tries to avoid.

Allow me to indulge in a brief comparison of the fundamental differences between Magic and Yu-Gi-Oh! If you doubt this section will be of interest to you, feel free to skip it, but I personally find the discrepancies remarkable.

  • There is no mana in Yu-Gi-Oh! Some Magic cards exist in Yu-Gi-Oh! at no cost: Wrath of God; Plague Wind; Thoughtseize; Divination; Gifts Ungiven; Ponder. You can guess what that means for gameplay: games are blisteringly fast, highly roll-and-draw-dependent, incredibly swingy, and almost exclusively combo-centric.
  • Successful Yu-Gi-Oh! decks are synergy machines packed with on-theme cards, and with little room for off-theme cards—think of Affinity, which has never wanted Modern staples like Bolt or Goyf.
  • As with Galvanic Blast in Affinity, only the strongest disruptive cards (Counterspell and Force of Will analogs, mostly) are splashed into these decks. Without mana, there is no color pie, and every deck with space for them runs the same disruptive staples.
  • Yu-Gi-Oh! is hugely complicated. Rather than actively simplify the game, as Wizards of the Coast R&D has done with New World Order, Yu-Gi-Oh!'s designers purposefully make the game more complicated as time passes by changing its rules. Contemporary cards have multiple, wordy effects with tiny text. Yu-Gi-Oh! allegedly encourages complexity creep to stimulate its playerbase, advertising itself as an ever-evolving game.
  • Yu-Gi-Oh! only has two formats: Advanced (which everyone plays) and Traditional (where banned cards are restricted to 1 copy each; nobody plays this format, it seems, except me).
  • Rather than utilize a rotation system to move new product, Konami shamelessly power-creeps its better cards. New expansions routinely carry cards more powerful than any the game has seen before, which cleanly leaves out-of-print strategies obsolete.
  • Yu-Gi-Oh! has a banlist almost entirely motivated by short-term profits. Konami bans and limits cards that form the backbone of winning archetypes when they want to sell something new, like another expansion... but not before reprinting those expensive cards in deluxe tins, and waiting until that product has moved. In terms of metagame, such a banlist ensures multiple Tier 0 formats each year.

Greed, For Lack of a Better Spell, Is Good

To a Magic player, many points on this list are completely unheard of. But it works for Yu-Gi-Oh!, which despite the heresy, touts itself as the #1 TCG in the world (a record confirmed by Guinness in 2011, although I can't find anything more recent). One thing to learn from this statistic is that Wizards has more options when it comes to game management than it may care to admit, and can stand to significantly improve its overall strategy, although these are topics for another article. More on-topic is the question, why am I, a Modern die-hard, playing this game that violates so many Magic tenets?

Commenters on Trevor's article noted the potential benefit of spending time with another game. Indeed, playing Yu-Gi-Oh! again over the last year or two has given me what I consider some unique insights into Modern, as well as the away-time needed to generate perspective. I also think Trevor was on to something when he mentioned that Destiny decks all play differently from one another, while Magic decks all feel the same; I don't entirely agree (playing with or against Affinity feels totally different from playing with or against Burn, and each has a clear identity), but the thought merits exploration. What kinds of deck identities are present in Modern? Which does the format lack? Yu-Gi-Oh!, like Destiny I presume, does a great job of giving each deck (or, shoved-down-your-throat-via-a-bunch-of-synergistic-cards "archetype") its own identity and playstyle.

But that's not what I love about the game. I've watched high-level tournaments and seen 8-0 players make ridiculous mistakes or fail to know every effect of their opponent's cards. So why are they winning? Because Yu-Gi-Oh! is a deckbuilder's game through-and-through. There are general metagame shifts, of course, but the players that win big events often do so with unique tech choices and plays. For example, at WCQ Chicago last month, Esala Wathathantrige—playing the established best deck in the format—dumbfounded announcers with combos they had never seen before, that he no doubt had slaved over while preparing; combos, mind you, that utilized all the same cards routinely found in the Zoodiac deck. I find this emphasis the game has on innovation, as well as its speed and excess, very appealing. Modern of course possesses these dimensions as well, albeit in varying quantities. But hey, lately I've been playing Affinity on weekends, so there you go.

My Grandpa's Website Has No Pathetic Articles

Perhaps the perceived standstill in Modern writing has to do with the format becoming stable. It's also possible it has to do with motivation. In any case, I firmly believe Magic is the greatest game, and while others may captivate me more right now, I still play a good amount and am sure I'll return to it in full force in the near future. Along the way, I think it can be beneficial to our understanding of what we love so much about Magic to figure out what we love about our distractions from it. What do these games have that Magic is missing?

Most of my Magic writing involves theorizing, metagame analysis, and brews. It's rare that I publish articles such as this one, heavy with introspection and, well, ramblings. But I thought Trevor raised some interesting points in his article, and opened the way for a productive conversation with our readership. Hopefully the discussion can continue here.

Getting Disillusioned – What Magic Is Missing

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This one will be a little off the rails. A couple weeks ago, I highlighted an opportunity I saw for Wizards to do something risky but with the potential to change Modern forever. The feedback I received was… voluminous, and well appreciated, even though most everyone disagreed with me. Regardless, I learned something through the process, or at least I think I did, which brings us to my article today. I’ve noticed, as you probably have too, a general level of stagnation when it comes to the Modern discourse, on this site and others. I remember fondly a time around a year ago when Eldrazi played two Sol Rings, every article I wrote generated comments galore, and anonymous individuals from across the globe could shout whatever they pleased at me with no fear of repercussions. It truly was the wild west.

Times have changed. I’m over two years into my position as content writer here at Nexus, and while I love having a platform to talk about whatever I want week after week, I’ve found myself growing tired. Sunday nights, scrolling through tournament results, wondering what I’m going to write about this week. I’ve grown… less interested, and judging by your engagement, less interesting. I still love writing, and I enjoy the feedback I do receive, but I can’t help but reminisce on the glory days, when my words had more impact, generated emotion, stirred controversy. It’s this memory that led me to branch out a few weeks ago, in search of a topic that could be called fresh. It’s this memory that leads me to my topic today.

Part 1: Another Lover

I have a confession to make. I’ve been seeing someone on the side. It’s not you, it’s me. When I said I had been testing Grixis Death’s Shadow, what I was really doing was playing some Star Wars: Destiny on the side. I can explain. Grixis is great, but things have just gotten so routine between us. Matches are predictable; the fire is gone. I just don’t feel the energy anymore, you know? Star Wars: Destiny, on the other hand, it's dangerous. I feel like I get it, and it gets me. There’s violence in it, it’s real. I can’t explain it; when I play it, I just feel so alive. And I think I can fly.

Magic players are notorious for playing one game. Magic: The Gathering is a jealous lover—it requires all of your time, doesn’t like it when you talk to others, watches you when you think it isn’t looking. I know; I’ve been there, and it wasn’t healthy. It’s because I know this that I can feel you getting uncomfortable as I’m sitting here, talking about another option. But there is life outside of Magic, whether you want to admit it or not.

Star Wars: Destiny, like any individual on the side, has its flaws. It’s goldfishy and non-interactive at times, and downright broken at others. For all of that, though, the game has identity. Every deck feels unique, as every deck is unique, thanks to character pairings that change how each archetype plays and feels. Playing Poe Dameron and Maz Kanata feels like your playing a different game compared to Darth Vader and Royal Guard. Emperor Palpatine and Bala-Tik/Tie Pilot/Stormtrooper/Stormtrooper are both villain decks, but they couldn’t be less alike. Each deck is 30 cards, and you see all 30 cards just about every game. Players are allowed up to two copies of any card, and the tuning… it's incredible. I know it hurts to hear me say this to you, but I’m telling you. It’s like nothing you’ve ever experienced.

I know Star Wars: Destiny is bad for me. Fantasy Flight Games’s Organized Play is, for the most part, nonexistent, and the title of World Champion means nothing, and is worth even less. High-level tournament prizes reward players with trophies and playmats. "Cash" is a dirty word, not even whispered in secret. But the games, man. 48 different characters after two sets, with more on the way. Infinite possibilities; creativity to satisfy all desires. It’s bad for me, but I just can’t stop. I’ve considered drastic changes. Quitting Magic. Devoting myself to a non-existent, unreliable tournament circuit. Writing strategy articles (wait, I actually am doing that one). It has me in its clutches, and I don’t know why.

Part 2: What She Has That You Don’t

Actually, I do know why. I’m telling you all of this, confessing my sins to you, because I’ve looked deep down inside myself, found something that scared me, and am baring it all. Magic: The Gathering has lost my interest recently, and Star Wars: Destiny has enticed me, because while deep down I know that Magic: The Gathering is right for me, I just can’t help but imagine life differently. See, Magic: The Gathering is reliable. I know what I’m getting when I lock myself down; I know what time she’ll be home at night. The games are fun, but I’m imagining our future and it feels the same. I’ve been playing for six years, but it feels like sixty.

Part of this comes from best-of-three matches. I’m not advocating for Magic to remove this feature, as the game probably wouldn’t survive. It’s just… winning doesn’t really feel like winning. Take down game one, and you don’t feel "happiness" or "victory." I feel relief most of the time—relief as I dodged the game-one loss and avoided the feeling of dread that comes with having to claw back two victories to take the match. Games of Magic often feel like work, but the work I’m doing is minesweeping explosives out of a desert of cancer. Every step is a wince as my life flashes before my eyes. Phew, avoided the mull to five. Phew, avoided the nut draw. Phew, avoided the mana screw. Phew, avoided the unwinnable matchup. Phew, actually saw my sideboard card! Magic is addicting, because it delivers its drug in continuous drips. The constant drip of relief as disaster is dodged.

See, I bought into a lie. Red decks feel different then green decks! Black decks feel evil, while white decks feel heroic! This might be true in Limited, to an extent, but we don’t really experience Magic this way ever, especially in Modern. Affinity decks are fast, Jund decks are grindy, Living End is crazy. That’s true on a macro level, but in-game things feel similar. Hope you get a good mix of lands and spells, hope the top of your deck delivers, hope your opponent doesn’t run you over. Decisions are fairly straightforward, and there are maybe a handful of things you can do to influence a match one way or another.

It’s hard to communicate this to you without you actually playing the game, but Star Wars: Destiny just feels different. It’s powerful, in a way that Magic aspires to be. You draw five cards a turn if you want. The decisions are literally endless. There is no tether to lands to play things; you gain set resources each turn, and can gain extras through cards and dice rolls. The dice rolls, which made me skeptical at first, provide that variance that Magic does, without the crazy highs and lows that accompany it. Even though the game in its current state is actually kind of broken, you can still win with anything. That’s something that is hard to explain, even though I’ve been in the middle of it for weeks now.

Part 3: The Point

This isn’t an article about getting you to dump Magic and play Destiny. This article, these 1250 words I’ve written up to this point, are my way of voicing what I’ve been feeling for a long time; Magic, for all its charms, isn’t perfect, and it's missing things. Infect, that old archetype that once existed, had a palpable identity. Splinter Twin brought fear to the table. Dredge carried with it a certain feeling of doom. Magic’s game design is perfect, I know that now. But the cost of perfection is soul. Given enough time, Modern has turned from a format that could claim unique experiences to a grind-fest of value and percentages. Elves used to feel so on the edge. They knew they were playing garbage cards, and you knew it too. The goal for them was to be as fast as possible, and for us to stop them at all costs. Now, there’s the primary game, and the Collected Company value subgame. Eldrazi used to feel broken (well, it was broken, but it felt broken too). Now it’s just gigantic things packed with game text after another until you collapse. Control used to feel unique; ugly and slow and plodding and hopeless, but nevertheless, unique. Now it feels like Jund with a different skin on it. The well has been poisoned.

I’m not sure what can be done. The rules shouldn’t change, but Magic is missing that pull, that allure of a unique experience that keeps me coming back. The system is perfect, as it always was. But I need something more than perfection. This is what draws me to shake-up bans. This is what has me smiling at the thought of broken things like Treasure Cruise getting printed. I feel, deep down, that at this point it's difficult to create something unique and fresh from the vast number of cards already printed without breaking the game wide open. I know I’m in the minority, and Magic is growing, but I find myself growing away from it. I still love it, I know we are right for each other, but my eye is wandering. I don’t plan on leaving, but I feel guilty for thinking about it.

Thanks for reading,

Trevor Holmes

Testing Preordain: Qualitative Results

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Once again, it is time to start rolling out my results from the latest Banlist Test. As usual, I will start with the experimental setup and the unquantifiable results. I know that what most readers care about are the hard numbers, but I'm not done gathering the data yet. That will be coming sometime in September—probably. I'm done with Storm and about halfway through the UW testing. Completion date will depend on how the PPTQ season goes, as I'm splitting my testing time between that and Preordain.

For those who are new to the series, I take a card from the Modern Banned List, put it back into the deck that got it banned (or as close as possible), and see how it fares in the current metagame. My goal is to bring hard data and scientific inquiry into the discussion instead of more opinion and baseless speculation. Therefore, I play a lot of matches with the deck (normally 250 with the banned card, 250 without it) to build a sufficient data set for analysis. I take the test data, compare it to the control data, and from that I hypothesize about the safety of the test card. I laid all this out in more detail in a previous piece. The card that readers voted for me to test this time was Preordain.

This test was very different from the last several. With both Stoneforge Mystic and Jace, the Mind Sculptor, I just tested a single deck against the gauntlet. While this often took a while, the testing was fairly straightforward. I took the deck, learned the deck enough to be passable, ran the gauntlet. The decks I was using certainly helped. Yes, they were midrange decks, but their gameplan was clear and the decision trees relatively clear and comprehensible.

This time, for reasons explained here, I tested Gifts Storm and UW Control. This complicated things. To get a decent data set for both I'd have to play a lot more games. Doing the usual 500 matches would yield half the data. I made this harder for myself by playing hard decks against hard matchups. These decks require a lot of experience to navigate and Storm is very vulnerable to itself in the face of pressure. I'm not claiming to have played these decks perfectly, but I was at least average with Storm and good enough with UW that I took an updated version to a PPTQ. Thus if you see issues with the results or my data, consider that I am just one man with a few volunteers—in an enormous undertaking like this, exhaustion and deck difficulty are bound to play a part.

Experimental Setup

As always, I would be piloting the test decks against (semi-) willing opponents wielding decks that they are reasonably good with. We'd play match after match at a stretch, with me alternating between the test and control deck to even out the experience and skills I was developing during the tests. Prior to data collection, we always played at least a few practice games to get a feel for things and determine the correct sideboard plans. Previously, my team has used a variety of methods to actually play the games, including MTGO. We did not use MTGO at all this time. This prevented us from losing matches to misclicks and ruining the data set. It was also significantly cheaper. I don't own most of the digital pieces for Storm, couldn't get them, and already dislike MTGO. Playing paper in person or over Skype was much easier. And free. I like free.

As I mentioned above, my data set is normally 500 matches. That is too small a set for two decks, but it was logistically implausible to just double it. It takes months to get all the data together as is—doubling would push completion into October at the earliest. I'm just not going to put that kind of time in to this project. Therefore, this data set is 640 total matches (160 per deck, and 32 per matchup). Why 640? I didn't have a set target when I started, but I knew that 150 was the bare minimum. Of course, I was testing both decks simultaneously to save time and I was burning out. I decided I'd had enough at 27 matches, but that was an ugly looking number and felt like too big a cop-out so I kept going to 30. And then did two more so we'd get nicer aggregate numbers.

The Test Decks

All of the decks were chosen in mid-May. They are as close to "average" lists as my team could find. Several members were irritated, as they wanted to try out their personal tech during testing, but the whole point is to see how these cards work against a representative metagame. Thus we used the most average build of every deck possible.

Choosing the test decks was harder than actually fitting in Preordain. In previous tests, I actually had to build decks around the test card. Stoneforge Mystic requires six slots minimum, Jace, the Mind Sculptor benefits from and rewards decks that play lots of very cheap spells. This required actual deckbuilding. This time I'm testing a cantrip in decks that already play cantrips. I just replaced the weaker one for Preordain. There is some consideration of adding more, like a Legacy deck would do, but we couldn't agree on how to do that and the clock was ticking. I went with the quick and easy option.

Gifts Storm (Test deck)

Creatures

4 Baral, Chief of Compliance
4 Goblin Electromancer

Instants

4 Pyretic Ritual
4 Desperate Ritual
4 Manamorphose
3 Remand
2 Peer Through Depths
4 Gifts Ungiven

Sorceries

4 Serum Visions
4 Sleight of Hand / Preordain
2 Grapeshot
2 Past in Flames
1 Empty the Warrens

Lands

4 Scalding Tarn
4 Steam Vents
4 Spirebluff Canal
3 Flooded Strand
2 Island
1 Mountain

Sideboard

3 Lightning Bolt
2 Dispel
1 Swan Song
1 Echoing Truth
1 Hurkyl's Recall
1 Negate
1 Pyroclasm
1 Anger of the Gods
1 Empty the Warrens
1 Mindbreak Trap
2 Shatterstorm

The core combo of the deck is very well established, and it's just as powerful and fragile now as it was in 2013. Swapping Pyromancer Ascension for Baral and the banned Gitaxian Probe for Gifts Ungiven is the only new innovation. I saw some lists running Merchant Scroll, but that was very much a fringe choice and didn't make the cut.

The most common sideboards at the time were Gifts packages. I'm not sure they're actually better than more focused boards, particularly because there are no Blood Moons, but this was what saw the most play at the time. I don't know that it made much of a difference. My experience showed that sideboarding was a very delicate thing and I did it at the barest minimum possible to preserve the combo. I doubt that the exact composition of my sideboard would have changed that plan. There was some consideration for the transformative Madcap Experiment/Platinum Emperion combo, but everyone I asked said it was worse than extra Empty the Warrens.

There's a lot more variation in UW Control, and it took awhile to put together a "stock" list. Sphinx's Revelation and Ancestral Vision didn't make the cut in favor of Spreading Seas and Condemn, by a very small margin.

UW Control (Test Deck)

Creatures

3 Snapcaster Mage
1 Vendilion Clique

Enchantments

4 Spreading Seas
1 Detention Sphere

Planeswalkers

1 Elspeth, Sun's Champion
2 Gideon Jura
2 Jace, Architect of Thought

Sorceries

4 Serum Visions / Preordain
3 Supreme Verdict

Instants

4 Path to Exile
2 Condemn
1 Spell Snare
2 Mana Leak
1 Logic Knot
1 Negate
1 Blessed Alliance
3 Cryptic Command

Lands

4 Flooded Strand
4 Hallowed Fountain
4 Celestial Colonnade
2 Glacial Fortress
2 Ghost Quarter
2 Tectonic Edge
4 Island
2 Plains

Sideboard

4 Spell Queller
3 Rest in Peace
2 Stony Silence
2 Dispel
2 Timely Reinforcements
1 Supreme Verdict
1 Negate

The Spell Queller plan was popular at the time, though it has gone away recently. I didn't really like it, but it also didn't have much opportunity to shine.

The Gauntlet

As usual, I chose five decks from all corners of the metagame, giving preference to Tier 1 decks. Again, the point is to test the power of these boosted decks; it makes the most sense to test against the best. This was both easier and harder than before. Every type of deck was represented in Tier 1 in May, but the control deck was UW Control. Which I was already testing by virtue of it being the... erm, control deck.

I needed to use the same gauntlet for both decks so the results were comparable. As such I fudged it to use a Jeskai list. This is not unusual now, with Jeskai ticking up in popularity, but it was unheard of at the time. I'm also fudging a bit by using Counters Company as my combo deck. It's far more combo than Abzan Company was, but it's still not a true combo deck.

#1 - Grixis Shadow (Test Deck)

Creatures

4 Death's Shadow
4 Snapcaster Mage
4 Street Wraith
2 Tasigur, the Golden Fang
2 Gurmag Angler

Instants

4 Thought Scour
3 Fatal Push
2 Lightning Bolt
2 Stubborn Denial
2 Terminate
2 Kolaghan's Command

Sorceries

4 Serum Visions
4 Thoughtseize
2 Inquisition of Kozilek

Lands

4 Bloodstained Mire
4 Flooded Strand
4 Polluted Delta
2 Watery Grave
2 Blood Crypt
1 Steam Vents
1 Swamp
1 Island

Sideboard

1 Engineered Explosives
1 Grafdigger's Cage
1 Nihil Spellbomb
1 Izzet Staticaster
3 Ceremonious Rejection
2 Stubborn Denial
2 Surgical Extraction
1 Liliana, the Last Hope
1 Anger of the Gods
2 Collective Brutality

#2 - Eldrazi Tron (Test Deck)

Creatures

4 Walking Ballista
4 Matter Reshaper
4 Thought-Knot Seer
4 Reality Smasher
2 Endbringer

Artifacts

4 Chalice of the Void
4 Expedition Map
2 Relic of Progenitus
2 Mind Stone

Instants

2 Dismember

Planeswalkers

2 Karn Liberated

Sorceries

2 All is Dust

Lands

4 Urza's Mine
4 Urza's Tower
4 Urza's Power Plant
4 Eldrazi Temple
3 Ghost Quarter
2 Cavern of Souls
2 Wastes
1 Sea Gate Wreckage

Sideboard

2 Hangarback Walker
1 Basilisk Collar
2 Grafdigger's Cage
1 Pithing Needle
2 Relic of Progenitus
2 Surgical Extraction
2 Warping Wail
1 Wurmcoil Engine

#3 - Counters Company (Test Deck)

Creatures

4 Birds of Paradise
3 Noble Hierarch
1 Viscera Seer
1 Walking Ballista
4 Devoted Druid
4 Vizier of Remedies
2 Duskwatch Recruiter
2 Scavenging Ooze
1 Qasali Pridemage
4 Eternal Witness
4 Kitchen Finks
1 Fiend Hunter

Instants

4 Chord of Calling
4 Collected Company

Lands

4 Verdant Catacombs
4 Windswept Heath
2 Temple Garden
2 Razorverge Thicket
2 Forest
2 Gavony Township
1 Godless Shrine
1 Overgrown Tomb
1 Horizon Canopy
1 Plains
1 Swamp

Sideboard

3 Voice of Resurgence
2 Abrupt Decay
2 Path to Exile
1 Anafenza, the Foremost
1 Aven Mindcensor
1 Eidolon of Rhetoric
1 Kataki, War's Wage
1 Linvala, Keeper of Silence
1 Orzhov Pontiff
1 Reclamation Sage
1 Selfless Spirit

#4 - Boros Burn* (Test Deck)

Creatures

4 Goblin Guide
4 Monastery Swiftspear
4 Eidolon of Rhetoric
1 Grim Lavamancer

Instants

4 Lightning Bolt
4 Searing Blaze
4 Skullcrack
4 Lightning Helix
4 Boros Charm

Sorceries

4 Lava Spike
4 Rift Bolt

Lands

4 Arid Mesa
4 Bloodstained Mire
2 Wooded Foothills
3 Sacred Foundry
3 Inspiring Vantage
3 Mountain

Sideboard

3 Ensnaring Bridge
4 Relic of Progenitus
4 Smash to Smithereens
2 Path to Exile
2 Kor Firewalker

[su_spoiler title="* Note on Burn" style="fancy"]Naya Burn appeared to have been pushed out of the mainstream, so we used a Boros list.[/su_spoiler]

#5 - Jeskai Control (Test Deck)

Creatures

4 Snapcaster Mage
4 Spell Queller
2 Vendilion Clique

Instants

4 Lightning Bolt
4 Path to Exile
4 Lightning Helix
3 Mana Leak
2 Remand
2 Electrolyze
3 Cryptic Command

Sorceries

4 Serum Visions

Lands

4 Celestial Colonnade
4 Flooded Strand
4 Scalding Tarn
2 Steam Vents
2 Hallowed Fountain
2 Island
1 Arid Mesa
1 Glacial Fortress
1 Mountain
1 Plains
1 Sacred Foundry
1 Sulfur Falls

Sideboard

3 Ceremonious Rejection
2 Negate
3 Rest in Peace
3 Supreme Verdict
2 Timely Reinforcements
2 Celestial Purge

Preordain, Qualitatively

The initial results are actually very disappointing. At this point I've played over 500 matches (~140 to go!) and I don't have a strong opinion on Preordain. This shouldn't be surprising: it's a cantrip. Cantrips don't have that much impact on a game (unless you play a lot of them), hence the name (it's a D&D reference). They're like the oil in an engine. You notice when they're not there, but otherwise you just don't see the impact. Upgrading your cantrip is like buying higher quality oil. Yes, your engine will run smoother and your mechanic may see some improvement, but you are unlikely to actually notice any difference in normal operation.

In a way, that is my answer. It didn't really feel special to play with Preordain. It was a definite improvement over the replaced cantrip, but not enough for me to feel strongly about the card. Its value swung wildly based on the situation and stage of the game, but so does that of any cantrip. Part of that may be how I played it, and it is very possible that decks would be built very differently with Preordain in the format. But players may also find that the lengths you have to go to just aren't worthwhile, like putting high-octane gas and racing lubricant in a Civic.

In Storm

I barely noticed any difference between Preordain and Sleight of Hand. This is probably because most of the time Preordain was Sleight of Hand. I will include the actual numbers when I circle back to this, but most of the time I kept one card and bottomed the other. You do get extra value from having options, but I didn't utilize them very often. It is entirely possible that I was wrong about that, but it certainly didn't seem that way to me or my team.

Preordain was swept up in the post-Pro Tour Philadelphia 2011 crackdown on combo. At the time it made sense—not all the combo decks used fast mana but they all used cantrips. Subsequent bannings have further weakened combo. Based on what I experienced, those later bannings made cantrips worse in combo. Games when I had a cost-reducer into Gifts Ungiven were far better than stringing cantrips together. It just didn't feel important to Storm.

In Control

Of course, it really doesn't feel special in UW either. It is unequivocally better than Serum Visions after turn four, but on turns 1-2, it's worse. In the mid- to late-game, you're looking for specific answers and Preordain delivers them right away instead of setting you up for next turn. However, early on you're just looking to get deeper into your deck, and Visions will always show you three cards. You get a random card that you won't play anyway and then set up for the next two turns. It's normally correct to Visions at the first opportunity as a result. Preordain cannot do that, so you don't play it early, saving it to find specific cards when you need them. I suspect that I should have played both, but hindsight is 20/20. I believe that I'm doing better as the game goes long but losing to mana screw early more often. We'll see what happens when the data comes in.

Coming Soon

So that's it for now, I'll be back with the data sometime relatively soon. Next week, we'll be seeing if anything interesting happens to the banlist on Monday.

Trending Now: Breaking Down the Richmond Tournaments

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When a bunch of events come around, I always plunge right into the decklists. That's how I get a sense for what Modern looks like, and especially for what kind of innovations are right around the corner. Someone always has the great idea first, and by actively looking for trends and tech, we can be some of the first to catch on.

Trevor covered the dual GPs this week, so this article aims to give readers a full metagame picture by tackling the two SCG events in Richmond: the Open and the Classic. I'll approach this article in the same way I approach the lists: by checking the Top 8, and then by zoning in on the most interesting-looking decks. We'll do a single "deck feature" per tournament.

SCG Richmond Open

Opens are basically mini-GPs, and as such deserve to be taken seriously. This particular Open featured a more diverse field than we saw in Syracuse, where a pair of Eldrazi Tron decks faced off in the finals.

Quick Hits

Top 8:

Notable decks:

Jeskai Control, by Benjamin Nikolich (4th, SCG Richmond Open)

Creatures

3 Snapcaster Mage
1 Torrential Gearhulk

Instants

4 Path to Exile
2 Lightning Bolt
2 Lightning Helix
2 Electrolyze
4 Cryptic Command
3 Logic Knot
1 Mana Leak
1 Negate
3 Think Twice
1 Sphinx's Revelation
1 Secure the Wastes

Planeswalkers

1 Ajani Vengeant

Sorceries

4 Serum Visions
2 Supreme Verdict

Lands

4 Flooded Strand
4 Scalding Tarn
2 Steam Vents
2 Hallowed Fountain
1 Sacred Foundry
3 Celestial Colonnade
1 Desolate Lighthouse
1 Ghost Quarter
2 Glacial Fortress
1 Spirebluff Canal
1 Sulfur Falls
2 Island
1 Plains

Sideboard

1 Engineered Explosives
1 Izzet Staticaster
2 Runed Halo
2 Celestial Purge
2 Dispel
1 Lightning Helix
1 Negate
1 Wear
2 Vendilion Clique
1 Elspeth, Sun's Champion
1 Supreme Verdict

Contrary to my initial impressions, it seems Queller-less Jeskai Control isn't so flash-in-the-pan after all; an identical deck landed Patrick Reynolds a 24th-place finish at this same tournament. The archetype just represents a fundamental break from the Spirit-featuring lists we saw earlier in this metagame and are continuing to see at certain events.

Jeskai Control is the natural evolution of UW Control, which I at first pegged as Modern's superior Weissman build. After all, splashing for... Lightning Bolt doesn't sound very appealing right now. And between Spreading Seas, Ghost Quarter, and Tectonic Edge, UW gets to run 8+ land disruption effects in its mainboard, which seems very appealing against Eldrazi Tron and Death's Shadow alike; Todd Stevens's GW Company list has been picking up steam lately for this reason. So, why the move into red?

By far the biggest problem facing UW Control is the early-game against aggressive decks. Path to Exile may be Modern's best removal spell, but spending it on Goblin Guide or Wild Nacatl is asking for trouble. Of course, it's that or just-die-now, so UW can have a tough time slugging through speedy threats—especially if it has taken mulligans that game, which can cripple it in faster matchups. UW often mulls into land-heavy hands, which are needed to win most games; notably, these hands suck against a quick clock. Thoughtseize's ubiquity only adds insult to injury on this front.

Lightning Bolt is an ideal no-strings-attached answer for early creatures, and has been an auto-include in the strategy for as long as it's existed in Modern. Fatal Push does do the job better, but it's something of a one-trick pony. And as noted by celebrated UW pilots such as bennyhillz, splashing black into UW Control merely improves the deck's favorable matchups while somehow making virtually every other matchup worse. Bolt's tremendous utility, as well as the similar options also available in red, make it the preferred removal spell and red the ideal splash.

Perhaps more importantly, attacking from multiple angles is great in a format as diverse as Modern. Supplementing Celestial Colonnade and Snapcaster Mage with reach has proven a winning strategy since the format's early days, and with big mana decks relying more heavily on creatures, Path to Exile's stock goes way up. After all, Gx Tron variants have long been cited as the reason for control's decline in the wake of the Twin ban; the printing of Ceremonious Rejection couldn't have come at a better time, either.

Lastly, even though Lightning Bolt doesn't kill any threats out of Grixis Shadow, it's fine at killing opponents. Especially when they're forced to go below 10 life to ensure Shadow survives those Bolts at all.

SCG Richmond Classic

Classics are significantly smaller than Opens, and only last a day. But they're still grueling nine-round events that provide valuable Modern datapoints. Since we don't have statistics like Day 2 conversion rates to worry about with Classics, I'm generally less concerned with them as hard metagame indicators. Rather, I see Classics as breeding grounds for sleeper tech and interesting builds. The good stuff in these smaller events is often picked up by more dedicated grinders and sewn into the Modern consciousness later, at a larger tournament. Carefully perusing Classic results gives us something of a sneak-peak.

Quick Hits

Top 8:

Notable decks:

Rally the Bengals

The deck we'll look at from this event is Steven Borakove's Naya Company deck, which came in 2nd.

Naya Company, by Steven Borakove (2nd, SCG Richmond Classic)

Creatures

4 Wild Nacatl
4 Noble Hierarch
4 Tarmogoyf
3 Voice of Resurgence
2 Scavenging Ooze
2 Qasali Pridemage
4 Renegade Rallier
3 Knight of the Reliquary
1 Aven Mindcensor
1 Tireless Tracker

Enchantments

3 Seal of Fire

Instants

4 Collected Company
4 Path to Exile

Lands

4 Windswept Heath
4 Wooded Foothills
1 Arid Mesa
1 Misty Rainforest
2 Stomping Ground
1 Temple Garden
1 Sacred Foundry
1 Ghost Quarter
1 Horizon Canopy
1 Kessig Wolf Run
1 Stirring Wildwood
2 Forest
1 Plains

Sideboard

1 Engineered Explosives
1 Ratchet Bomb
2 Tormod's Crypt
1 Aven Mindcensor
2 Blood Moon
1 Seal of Primordium
2 Stony Silence
2 Blessed Alliance
2 Thalia, Guardian of Thraben
1 Elspeth, Knight-Errant

This deck looks sweet on paper. It features eight potent one-drops: a set of Hierarchs to ramp into three-drops, and a set of Nacatls to start beating down opponents quick. Both require a turn-one removal spell. But early interaction doesn't put the nail in the coffin for Naya Company, which also boasts a laudable late-game; Knight of the Reliquary, Scavenging Ooze, and of course Collected Company all make for dreamy topdecks.

Tying everything together is Renegade Rallier, which Borakove seems to have purposefully built around. Tarmogoyf and Voice of Resurgence are perfect recursion targets, but the three copies of Seal of Fire are the deadest giveaway. Seal gives the deck even more to do at the one-mana spot, taking pressure off hands without a one-drop green creature. It reliably grows Goyf past Angler/Tasigur/Smasher, too. Its main purpose is obvious, though: to trigger revolt. Having Seal on the field lets pilots tap out for Companies at will without having to worry about hitting revolt for a possible Rallier reveal.

The strength of Naya Company seems to be how its cards line up against certain strategies. Voice of Resurgence is a major headache for Grixis Shadow and other, truer permission decks; Goyf hassles interactive strategies without Fatal Push and helps clock linear decks; Scavenging Ooze takes a bite out of Dredge and other graveyard strategies; Knight outgrows every creature in the Eldrazi decks, as well as Dismember. After sideboarding, Aven Mindcensor becomes a two-of to limit searching and Thalia, Guardian of Thraben keeps Storm and other decks full of Serum Visions from doing their thing.

If the deck has a failing, it's in the consistency department. There's no way to find or draw the correct card against the correct deck outside of Collected Company, and even that's a shaky option. I'm sure this deck runs into a good deal of unfortunate games against Storm where Voice and Knight aren't enough, or against Shadow where Qasali Pridemage is forced to pick up the slack after a couple Thoughtseizes. This kind of consistency issue more or less comes with the territory of building goodstuff aggro decks in these colors. Whenever I do build this sort of deck, I always find myself splashing Serum Visions and then just playing Counter-Cat.

Another potential issue is that of heavy-duty graveyard hate. I brewed a good deal of Renegade Rallier decks when the card was spoiled, and mostly Zoo variants; besides some difficulty applying an adequate clock against Gx Tron, I found my main problem was giving up too many points against decks with graveyard hosers by focusing on revolt. By toning down revolt support, though, I made the Ralliers I did run questionable includes. Between Goyf, Rallier, Voice, Knight, and Ooze, Borakove's deck has plenty reason to feel bad about staring down a Rest in Peace. Sure, Nacatl and a few bears can get a difficult job done in theory, but the creature suite loses a lot of oomph without a graveyard. Collected Company also gets much worse when its hits are so neutered.

A Fancy Feast

That's truly what it is to get four event results in a single weekend. Just ask Ajani Vengeant and Wild Nacatl! All jokes aside, Modern seems from this weekend to be in a great place. Good luck to everyone searching for their RPTQ invite this weekend.

A Format Overturned: Investigating the Dual GP Weekend

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Whoa crazy crazy. After two weeks in the weeds discussing possible major changes to Wizards’ approach to Modern, it’s high time for nice, wholesome event analysis, and what a weekend for it. Two Grand Prix in Birmingham and São Paulo, a Modern Open and a Modern Classic in Richmond, not to mention two weeks of online events are at our fingertips, and I don’t even know where to start. Burn, BG Rock, Bant Knightfall, and Titan Shift are the hot decks this weekend. This isn’t 5-0 flash-in-the-pan results. These are the finals archetypes of our two Grand Prix. Let’s figure out what the hell happened.

As we’ll have our hands full digging into the surprising results from the two Grand Prix, I’ll be focusing my attention exclusively on those two events. It might seem weird to overlook the SCG Open and Classic, but I’ve got bigger fish to fry here. Just keep in mind that those events also happened, and the results were more…shall I say…usual. As we’re about to descend into the world of insanity, a little perspective will serve us well. That being said, let’s start at the top.

Grand Prix Birmingham Top 8

  • 1 Burn
  • 1 BG Rock
  • 1 Abzan
  • 1 Counters Company
  • 1 Bant Knightfall Humans
  • 1 Grixis Death's Shadow
  • 1 Lantern Control
  • 1 Titan Shift

Before diving into the lists, let’s grab some immediate takeaways from the archetype representation. This will do a few things for us, primary among them craft a narrative about the event that we can then investigate once we look into the decklists. For example, what should be immediately apparent is the lack of just about any Tier 1 archetype presence in the Top 8 of GP Birmingham, minus the lone Shadow deck, of course. No Eldrazi Tron, no Affinity, and only one Grixis list. That’s a pretty big deal, and immediately suggests a field hateful to the top decks. This isn’t groundbreaking, by any means, as most events are filled with players prepared to beat the top decks in the field. Usually, it’s the second level that influences whether the top decks, or the decks tweaked to beat the top decks, come out on top.

In most cases, whether the "meta decks" beat up on the top decks depends almost entirely on the success or failure of the "format police," the stress-test deck that holds all of the random archetypes under the surface. In Modern, that title is usually held by Burn, Affinity, and Eldrazi Tron. Go too far down the rabbit hole (like by playing Rise // Fall or Monastery Mentor instead of generally powerful cards) and decks like these will punish you for your decisions. Affinity and Eldrazi Tron double as stress-test decks that also happen to be two of the best decks in the field—so, in theory, a meta deck that is able to fight these two strategies should do well.

This reasoning suggests why we see Burn on top, and neither Affinity nor Eldrazi Tron anywhere in the Top 8. Rogue strategies like Bant Humans and Lantern Control appear to be precursors to an Affinity-less/Bant Eldrazi-less Top 8. They also fit into the narrative that these meta decks fell short of the other format stress test, Burn (which took down the whole event). Burn winning an event always comes with a sort of “shrug, yeah that makes sense I guess” reaction, as everyone knows Burn is capable of taking an event by surprise, but players tend to focus on the more unique matchups.

Now that we have an idea of what happened, let’s dig into the lists to see if we can find any information that supports (or invalidates) our theory.

BG Rock, by Steve Hatto (2nd, GP Birmingham)

Creatures

4 Dark Confidant
2 Eternal Witness
2 Kitchen Finks
2 Scavenging Ooze
4 Tarmogoyf
2 Tireless Tracker

Instants

1 Go for the Throat
3 Fatal Push
3 Abrupt Decay

Planeswalkers

3 Liliana of the Veil
1 Liliana, the Last Hope

Sorceries

3 Thoughtseize
4 Inquisition of Kozilek
2 Maelstrom Pulse
1 Collective Brutality

Lands

3 Swamp
4 Blooming Marsh
2 Forest
3 Ghost Quarter
3 Hissing Quagmire
1 Marsh Flats
2 Overgrown Tomb
1 Scavenger Grounds
4 Verdant Catacombs

Sideboard

1 Damnation
2 Flaying Tendrils
4 Fulminator Mage
2 Grafdigger's Cage
1 Liliana's Defeat
1 Liliana, the Last Hope
2 Nihil Spellbomb
1 Ramunap Excavator
1 Surgical Extraction

Another strong finish from BG Rock takes me back to Sol Malka’s finish at SCG Atlanta—you know, the thirteen-singleton sideboard special. Steve Hatto is a little more reserved here, maxing out on Fulminator Mage and devoting five cards to fight graveyard strategies. The bias against graveyard and big-mana decks is reinforced by Scavenging Ooze in the maindeck and three Ghost Quarter to go along with the sideboard Ramunap Excavator. Ditching red only really costs us Lightning Bolt and Kolaghan's Command, and in exchange we get super smooth mana and some extra life.

BG Rock is similar to Jund in that we can build it to beat just about anything, and it doesn’t have many natural enemies besides big control (which is kept down by everything else) and big mana. If you are ever curious about the expected meta for an event, the first place you should always look is the highest-performing midrange strategy. In this case, we only had to go to second place, which is a good sign that Steve hit the nail on the head.

Counters Company, by Oscar Christensen (Top 4, GP Birmingham)

Creatures

4 Birds of Paradise
4 Devoted Druid
1 Scavenging Ooze
1 Walking Ballista
1 Viscera Seer
4 Vizier of Remedies
4 Duskwatch Recruiter
2 Renegade Rallier
3 Kitchen Finks
4 Noble Hierarch
4 Eternal Witness

Instants

4 Chord of Calling
4 Collected Company

Lands

3 Forest
2 Gavony Township
1 Godless Shrine
2 Horizon Canopy
1 Overgrown Tomb
1 Razorverge Thicket
2 Temple Garden
4 Verdant Catacombs
4 Windswept Heath

Sideboard

1 Dusk // Dawn
1 Eidolon of Rhetoric
1 Kataki, War's Wage
1 Linvala, Keeper of Silence
1 Orzhov Pontiff
4 Path to Exile
1 Qasali Pridemage
1 Selfless Spirit
1 Sigarda, Host of Herons
3 Sin Collector

I’m highlighting Counters Company here not because I see anything especially unique with the decklist, but rather because its position in the Top 4 says enough. Counters Company is relatively straightforward: Lightning Bolt goes down, and its value goes up. Looking at the rest of the Top 8 (and specifically the Abzan and BG decks in the Top 4) suggests to me that most players chose to trim cheap removal and focus instead on attacking the format in unique ways. If this continues, expect Counters Company to continue putting up results.

Burn, by Loïc Le Briand (1st, GP Birmingham)

Creatures

4 Monastery Swiftspear
4 Goblin Guide

Artifacts

4 Shrine of Burning Rage

Instants

4 Searing Blaze
4 Lightning Bolt
4 Skullcrack
4 Lightning Helix
4 Boros Charm

Sorceries

4 Rift Bolt
4 Lava Spike

Lands

3 Inspiring Vantage
4 Arid Mesa
3 Bloodstained Mire
3 Mountain
2 Sacred Foundry
1 Stomping Ground
4 Wooded Foothills

Sideboard

4 Destructive Revelry
2 Grim Lavamancer
2 Kor Firewalker
2 Path to Exile
3 Relic of Progenitus
2 Shattering Spree

Finally, a Burn list we can actually showcase! Cutting Eidolon of the Great Revel for Shrine of Burning Rage is surprising, and definitely catches my attention. Eidolon of the Great Revel is solid, relatively guaranteed damage, but against a format caught unawares, Shrine of Burning Rage is absolutely insane. Grixis Death’s Shadow’s primary plan against Burn is damage control backed up by a quick clock, and Shrine of Burning Rage can grow to five counters or more relatively quickly. Once it’s down (which is usually on turn two), Stubborn Denial is no longer relevant, meaning Shrine can sit and build up damage until the last moment, when it gets fired off as an uncounterable kill spell.

Kolaghan's Command is a weakness, for sure, but Loïc Le Briand managed to capitalize on a correct assumption Jund players would leave the R part of their decks at home. Yes, in the maindeck they have Abrupt Decay and Maelstrom Pulse, but post-board the BGx players need to decide whether it's smart to leave in expensive removal against a deck with only twelve permanents. Shrine could even come out!

Grand Prix São Paulo Top 8

  • 2 Grixis Death's Shadow
  • 1 Bant Knightfall
  • 1 Titan Shift
  • 1 Tron
  • 1 Abzan
  • 1 Counters Company
  • 1 Jeskai Control

Switching gears, the story of Grand Prix São Paulo is relatively similar. No Affinity or Eldrazi Tron in the Top 8, and only two Death’s Shadow decks making the cut. Instead, Bant Knightfall wins the Grand Prix, beating Titan Shift to get there! This is a finish long in the making, as Knightfall had yet to see that definitive finish to put it into the conversation of high-tiered decks we expect to see win an event. A GP Top 8 here and there for a couple years is nice enough pedigree, but the archetype has been in need of a win to give it that final push.

Bant Knightfall, by João Lelis (1st, GP São Paulo)

Creatures

4 Birds of Paradise
1 Qasali Pridemage
2 Selfless Spirit
2 Kitchen Finks
4 Spell Queller
3 Thalia, Heretic Cathar
3 Tireless Tracker
4 Noble Hierarch
4 Knight of the Reliquary

Enchantments

3 Retreat to Coralhelm

Instants

3 Path to Exile
4 Collected Company

Lands

1 Breeding Pool
1 Temple Garden
4 Flooded Strand
4 Forest
1 Gavony Township
1 Ghost Quarter
1 Hallowed Fountain
1 Island
2 Misty Rainforest
2 Plains
1 Sejiri Steppe
4 Windswept Heath

Sideboard

1 Bojuka Bog
3 Ceremonious Rejection
3 Flashfreeze
1 Fracturing Gust
3 Mirran Crusader
1 Path to Exile
2 Phyrexian Revoker
1 Qasali Pridemage

The maindeck is business as usual for the most part, with a good mix of three-drop value creatures and tempo options to pull everything together. Spell Queller has always been an integral part of this archetype, giving us the ability to react against just about anything while presenting an evasive clock and making the math hard for our opponent. In the sideboard, three copies each of Ceremonious Rejection, Mirran Crusader, and Flashfreeze make it very clear who João was targeting going into the event.

If there ever was a weekend for Knightfall to take down an event, it would be this one. Where the story of Birmingham was Burn as the last stress-test left standing, here, Knightfall was able to fight through (or dodge) all the archetypes that have kept it down for so long. It’s not so much stars aligning as it is "right deck for the right weekend," and I appreciate seeing a deck that on a normal day falls short finally getting one for the home team.

Titan Shift, by Vitor Grassato (2nd, GP São Paulo)

Creatures

4 Primeval Titan
1 Reclamation Sage
1 Wood Elves
4 Sakura-Tribe Elder

Enchantments

3 Prismatic Omen

Instants

2 Summoner's Pact
3 Lightning Bolt

Sorceries

4 Scapeshift
4 Search for Tomorrow
4 Farseek
3 Hour of Promise

Lands

3 Bloodstained Mire
3 Cinder Glade
3 Forest
6 Mountain
4 Stomping Ground
4 Valakut, the Molten Pinnacle
4 Wooded Foothills

Sideboard

1 Ancient Grudge
2 Anger of the Gods
2 Beast Within
2 Chalice of the Void
1 Crumble to Dust
2 Engineered Explosives
1 Fracturing Gust
2 Grafdigger's Cage
2 Obstinate Baloth

Those three Flashfreeze in the Knightfall board were instrumental in pushing João over Titan Shift in the finals to grab the trophy. Three Flashfreeze and four Spell Queller is bad news for a deck as singularly focused as Titan Shift, but looking past that, Vitor Grassato’s list was great for the weekend. A focused and linear maindeck, baked up by game against fast aggro, problematic permanents, and graveyard strategies, is a formula for success, and one that is common in nearly every archetype in Modern. So, why Titan Shift, and why this weekend?

Hour of Promise doesn't make Zombies for us, unfortunately, but not having to get basic lands makes it better than Explosive Vegetation at least. The ability to tutor up two Valakut, the Molten Pinnacle and then just make land drops as usual for six damage a pop gives a lot of longevity to the strategy, and helps Titan Shift in those control matchups where blue hopes to hide behind a wall of counterspells (assuming we can resolve the Hour, of course). That being said, I wonder if Explosive Vegetation on turn three to set up a turn-four Scapeshift is just better, but I'll defer to Vitor and players with more experience than I.

Wood Elves as the fifth Sakura-Tribe Elder is cute too, but, as always, Titan Shift owes its success to the metagame just as much as its own deck composition. Eldrazi Tron, Affinity, and basically any other unfair thing can give it a lot of trouble, as doing essentially nothing of impact before turn four can be problematic. That’s always been the problem with the archetype, and it's no big secret. A little luck and the right metagame, combined with the right list, all together leads to a solid performance by Titan Shift.

Conclusion

The story of both Grand Prix was a success for the little guy. Most of the format players seemed to take a day off en masse, but it wasn’t by choice. The field successfully targeted the format boogeymen, and kept them down into the later rounds of the events. Burn, BGx, Knightfall, and Titan Shift were the winners on the day, but how long can that be sustained? Will we see the Tier 1 decks reclaim the throne next week? Or are we looking at a new shift? Titan Shift is picking up steam online, and potentially deserves a place among the top tier in the format. Or will the format adjust and push it back out of the conversation? Let me know what you think below, and thanks for reading!

Trevor Holmes

Back on the PPTQ Grind: Week Four

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This is a very frustrating week for me. You see, I have a very good result to report on and an embarrassingly bad one as well. It's not the ideal result, but much better than previous weeks. I almost got there, but that just isn't good enough for me. I'm massively competitive and will never be satisfied with anything less than victory. Given that, my second place finish at the PPTQ really stung.

This was the double PPTQ week, thanks to the RPTQ for Pro Tour Ixalan. I have to reiterate how annoying it is that Denver always gets the Standard RPTQs but not Modern ones. I want to get back on the Pro Tour regardless of format, but Modern is so much more enjoyable to me that I actually look forward to grinding this season. Not having to travel for them is a huge bonus, especially because it will be winter travel. Why couldn't the Modern RPTQ be in summer? It's so much easier to travel then. Still, at least this doubles my chances of getting there.

A quick note before we go on: neither Eldrazi Tron nor Grixis Shadow won a big Modern event this weekend. Grixis did have a very good showing, however, getting second in Richmond, and placing copies into the Top 8s of both GP Birmingham and GP São Paulo as well as the Classic. This ensures that Grixis will remain the focus of banning speculation for the foreseeable future. It doesn't matter if you believe it's justified or not, there is a very strong opinion in the community that the deck is too good and they are gathering the evidence to prove it. Couple this with calls from pros like LSV and I definitely wouldn't bet against the deck surviving past August 28. Which likely means that Eldrazi Temple will remain, much to my dismay.

The Deck

Last week I got my best result so far with UW Control. 10th may not be Top 8, but it is so much better than dropping with a losing record. As a result I intended to stick with the deck for another week. It was fairly well positioned, but I knew I needed additional practice. After spending the week doing just that, I was far less confident in my choice.

Two problems with my deck had appeared. First and foremost, I was struggling against red decks. Burn was an okay matchup, especially after board, but red creature decks were a nightmare. The problem was that my list was built to deal with small numbers of large creatures, not swarms. Against a swarm you need to prevent a lot of damage prior to playing your sweeper so you don't just die to the second wave of haste creatures and burn. This means Wall of Omens and Kitchen Finks, both of which aren't good anywhere else. I felt that this problem was acceptable—it didn't seem likely that this would manifest at the PPTQ. Goblin Bushwhacker decks just show up in my local meta every few months and aren't a reason to abandon a deck.

What was an actual problem was the mirror. I played a number of matches against several different types of control decks over the week and didn't win a single one. While in a few cases it was entirely my play mistakes that cost me, it was consistently clear that I was simply disadvantaged against other control decks. I didn't have anything to really break open the mirror and I was grinding at disadvantage. I didn't have Ancestral Vision to pull ahead on cards, Crucible of Worlds to grind out their lands, or extra disruption to force through a win. I just had to grind and hope they bricked out first. Was it doable? Certainly. Is that a great way to spend a tournament? No. This convinced me that control was a risky choice, and once I got to the site I decided not to play control. Instead, I played this:

UW Spirits, by David Ernenwein (2nd Place, PPTQ)

Creatures

4 Mausoleum Wanderer
4 Selfless Spirit
4 Rattlechains
2 Phantasmal Image
4 Reflector Mage
4 Spell Queller
4 Drogskol Captain
2 Ninja of the Deep Hours

Artifacts

4 Chalice of the Void
4 Aether Vial

Instants

2 Cryptic Command

Lands

4 Seachrome Coast
4 Hallowed Fountain
4 Cavern of Souls
2 Glacial Fortress
1 Moorland Haunt
4 Island
3 Plains

Sideboard

4 Unified Will
3 Grafdigger's Cage
3 Hibernation
3 Stony Silence
2 Detention Sphere

Yep. That's Ninja of the Deep Hours. And a full set of Chalice of the Void. Spicy, but there is madness to my method.

See, my versions of Spirits have always been great against control decks and terrible against creatures. I decided to just embrace this when I rebuilt the deck this week. Therefore I played the absolute best protection card in Chalice instead of Kira, Great Glass-Spinner. Playing Chalice meant cutting Path to Exile, which was never very impressive anyway. This let me play a full set of the far more impressive Reflector Mage, which is a messed-up card at instant speed even in Modern. Playing a full set of Cavern of Souls ensures that the only maindeck card that I can't cast through Chalice is Aether Vial. Ninja was added because this deck can flood and wanted some kind of card advantage, and I remembered that reusing Reflector Mage is very good.

The sideboard was built based on what I saw in my pre-tournament scouting. Extra counters for blue decks, Cage for graveyard and Chord decks, Hibernation against green decks, Stony for artifact combo. I didn't expect many Tarmogoyf decks so I didn't think Rest in Peace was necessary. The Detention Sphere was my flex slot. I initially had Disenchant, but after some consideration Sphere was better. Being able to hit multiple copies of a thing is good, but the main reason was in case I hit creature decks where Hibernation was poor. With no testing of this configuration, I sat down for round one.

The Tournament

The PPTQ was being run alongside the Last Chance Qualifier for the RPTQ. It was a large LCQ (didn't check numbers) and a 38 player PPTQ. This utterly maxed out the available space, and we had to be packed in like sardines to make it work. I really wish they didn't run things like this, or at least planned for huge attendances but c'est la vie. Additional judges would have been great, though in truth most events could use additional judges. Another six-round day, this time much longer because of logistical problems and players going to time.

When I was scouting, it was hard to tell how many players were there for Modern. Of those I knew weren't in the LCQ, I identified three control players and four Chord players. I then saw two players testing with red decks (was hard to tell what exactly), two more playing Delver, and two on Storm. I never saw any Affinity, but I did see a Thopter Foundry player. Between the control decks, red decks, and Storm, UW Control felt like a poor choice. I really hate playing from behind round after round, and that is exactly what would happen in this field.

On the other hand, lots of control and combo with slower creature decks is exactly what Spirits wants to see, so I hurriedly rebuilt the deck from the cards I had with me. This worked out, as I finished in 2nd place, losing the finals to my nemesis, the UB Faeries player from last week. At least I don't have to worry about him at any more PPTQs this season. My Swiss record was 4-1-1, defeating Jeskai Control, Allies, Eldrazi Tron, and Jund Shadow, losing to the Thopter deck, and drawing with Counters Company. I beat midrange Abzan and Elves during Top 8.

What Happened?

I lost the finals because that Faeries deck is a terrible matchup. Normally, while I can't stop them from casting Bitterblossom, I can push through it just by going big. Chalice and Cavern shut off their interaction so I can win at my leisure. The problem is that this particular player plays a lot of devastating three-drops, namely Sword of Light and Shadow and Liliana, the Last Hope. He also has Creeping Tar Pit and Mutavault. I don't have instant speed answers except for Cryptic Command and Vialing in Reflector Mage, both of which are temporary. So I'm simply cold to creature lands, particularly one I can't block. Game one is a close race that he wins by drawing Cryptic when I don't, game two Tar Pit gets there.

My other loss, to Thopter Combo in the swiss, was poor fortune. In game one I didn't have Spell Queller until the turn after he plays Ensnaring Bridge, and then he plays a second one the turn afterwards so I can't Cryptic my way out. Game two I mulligan to a terrible five and just die. Nothing I could do there. Normally decks like that are good matchups but I just didn't draw the cards to win.

Most of my wins were the result of my clock, and I got lucky against Allies. Jeskai can't really match Vial into Chalice for one, and when you have Queller for sweepers it's just unfair. Then again, that's what the deck is meant to do against Jeskai. Jund Shadow went the same way, with me also getting considerable mana and card advantage bouncing Reflector Mage with Ninja. He did get a game off of me by chaining a Grim Flayer into Tarmogoyfs. I could have set a Chalice on two when he only had Flayer on the board, but I couldn't remove it then and his deck is mostly ones, so that was the number I chose. I think if I do choose two I could have still lost based on all the ones he milled with the Flayer; hard to say. That was also how my quarterfinals match against Abzan went down. Game one against Eldrazi was easy, he played all the Chalices while I just flew in for massive damage. Game two he had turn four Ulamog, but I'd done enough damage that with a chump I was able to just nose him, winning at one life and four cards in library.

I should not have beaten Allies. It is exactly the sort of deck that should crush mine. Luckily for me, his draw was lackluster. Reflector Mage bought so much tempo that, coupled with a pumped Wanderer countering Collected Company, I won the race game one. Game two he was stuck on just Cavern of Souls for land, but had a lot of one-drops that got me to nine. Thankfully, that took long enough that my mull to five with Vial and Reflector Mage could blank an attack step and stonewall him until I had the win. Elves should have been a similarly bad matchup, but his draw is poor game one and game two I draw a Grafdigger's Cage to prevent him comboing off and then two Hibernations to seal the game. That's a really great card against Elves.

You may have noticed that I'm only talking about the Saturday PPTQ. This is because I didn't actually check on the Sunday PPTQ, concurrent with the RPTQ, and assumed it was at the same time as the previous one. It was not. It was earlier. As a result I missed it. In my defense, the first PPTQ ran very long in a building where the AC was badly overworked and I got home late. However, that is no defense. Always, always, always check before you go! I'm very irritated at myself over this.

Lessons Learned

My main takeaway is that preventing your opponent from playing Magic is a great way to win. My deck accomplishes this in spades and I could definitely see myself playing at another PPTQ. Also, always check the day and time of tournaments. That's... just awful of me.

On the gameplay side I felt like my play improved, but that may have simply been because I had to make fewer decisions playing this deck than UW Control. Once you're opponent's deck is neutered, you're free to do whatever. I will remind myself of this before the next one so I don't get undisciplined.

On the Deck

I was very happy with the maindeck and I don't think I want to make changes. Ninja was cute, but he can also be very effective. Drawing cards and reusing Rattlechains and Mage were all very good, but my opponents kept spending entire turns worth of mana to kill him and that's even better, especially with Vial. Chalice was generally better than Path, so I'm planning on sticking to this plan.

The sideboard was built according to my scouting and I will be making changes. Hibernation was great but it probably won't be great next time. I played against more decks that RiP was good against than Cage, but that also isn't likely to be a consistent thing. There was no Affinity, but had there been I would have wanted Kataki, War's Wage over Stony. Since I can protect Spirits like him it makes sense in an Affinity field to have him, but otherwise Stony is better. I'll just have to see where things stand in two weeks.

Moving Forward

Yes, two weeks. This week is GP Denver and there are no PPTQs to grind. I'm not playing the main event because I don't have a playable Standard deck and don't want to buy one just for this tournament, but I will grind Modern side events to evaluate my deck for the week after. I really like Spirits and I would like them to be good enough for the rest of the season. Hopefully it will work out.

...And On...

This means that I'll need to actually write something new next week. Might as well make it my qualitative report on Preordain. I've finished the Storm testing and am just under halfway through the Control test (been on the back burner compared to PPTQ work) but I've got enough of a handle on the card to give you a general idea about the card's place in Modern. Good luck and keep grinding!

Modern Top 5: Hosers

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Modern Top 5: Utility Spells kicked this series off, and in my eyes, it was hugely successful. Not only did it present a measurable way to analyze cards that I'm quite proud of, but the article also inspired a lively debate in the comments. Today, we'll revisit the series, focusing on some of Modern's most defining and reviled cards: hosers.

Hosers and utility cards are perhaps total opposites of one another; hosers occupy sideboards and have narrow, powerful applications, while utility cards passably play multiple roles and pepper the 75 as space allows. We'll use the same formula we did last time, but with some necessary tweaks.

Definitions and Parameters

As in Modern Top 5: Utility Spells, we won't get far in the way of constructive discussion without first defining the term at hand. Hosers are cards that single-handedly turn off or severely hinder the use of a single mechanic. Since Modern rewards deckbuilders for extreme focus, hosers generally have a high impact here—most of the format's linear decks are entirely built around a certain mechanic (Dredge, Affinity, etc.), and even its interactive decks tend to dip their hands pretty deeply into one cookie jar or another (be it graveyard synergy, one-drops, etc.). We'll again outline three parameters by which to rate the format's hosers. Power and splashability make a return today, and are likely to become staples of this kind of discussion; the third metric, flexibility, will be replaced. After all, flexibility isn't exactly what anyone looks for in hoser cards.

Power, Stickiness, Splashability

Most obvious when sizing up a card is the strength of its effect; how much does the card do for its mana cost? Many spells have different effects at different stages of the game; Engineered Explosives, for example, is great against a board of three Tarmogoyfs and miserable against a creatureless Scapeshift opponent with six lands. When it comes to hosers, a card's power level is also related to the uniqueness of its effect; Ghostly Prison and Ensnaring Bridge, for example, fight for favor in similar shells. The generally superior choice among them edges out the other(s).

We'll also look at power in terms of a card's floor (the worst it can do) and ceiling (the best it can do). Since hosers are so narrow by definition, though, we'll consider their floors and ceilings in terms of the matchups they're actually sideboarded in for; otherwise, many would have a floor of zero. It would be unfair to judge hosers the same way we judge utility cards for this metric, as the latter regularly find themselves occupying flex spots in the mainboards of interactive and linear decks alike.

The reason all decks don't play such powerful cards is simple: hosers generally provide symmetrical effects. Good luck squeezing Rest in Peace into your Tarmogoyf/Lingering Souls deck! Hosers see play limited by how many decks can both wield it and ignore it. The third aspect to consider is whether the deck needs that effect to begin with—in linear decks that are fast enough, such as Affinity, turning off graveyards isn't exactly the first order of business. That deck in particular can often beat Dredge before its graveyard becomes genuinely frightening, and if the robots are worried about Conflagrate, Spell Pierce is a better side-in anyway. Taken together, these points form another crucial metric for analyzing a hoser's worth: splashability. Here we're talking not just the mana restrictions on the card, but the more general strategic ones as well.

Lastly, hosers see play based on how challenging they are to remove. While hatebear-style creatures like Aven Mindcensor boast powerful effects, countering a bird that's flashed in in response to a fetchland is as simple as casting Fatal Push. Stony Silence, for instance, asks Affinity a much tougher question: did you open a Spire of Industry? If not, the enchantment is favored to stay on the board for the rest of the game, which is then likely to end shortly. This concept forms the basis of our new second metric, stickiness.

Here are the parameters we'll use to judge our hosers:

  • Power: The degree of impact the card tends to have for its cost (floor vs. ceiling).
  • Stickiness: The trouble opponents have removing the card.
  • Splashability: The ease with which Modern decks can accommodate the card.

We'll again rate each parameter on a 1-5 scale, with 1 being the worst and 5 being the best, and add them all up for a card's final score out of 15. To it we hop!

#5: Chalice of the Void

Similar cards: Eidolon of the Great Revel, Trinisphere

Power: 4

For a paltry two mana, Chalice of the Void can grind entire decks to a halt, sitting around as something of a Pandora's Box of Counterspell. But the artifact wasn't taken seriously in Modern for most of the format's lifespan. The conversion of BGx Rock to Grixis Shadow, a deck significantly more focused around the 1-CMC slot, and the subsequent metamorphosis of Gx Tron into Eldrazi Tron, a deck that can painlessly accommodate Chalice, has led to the card's meteoric rise.

Chalice is also relatively flexible. Coming down for zero on the play against Affinity can be nearly as debilitating as resolving Stony Silence. Coming down for two against UR Storm not only prevents the deck from going off, but turns off their preferred answer to hosers, Echoing Truth. And the now-constant threat of Chalice on one in Modern further contributes to Gx Tron's fall from grace. Why play a deck that loses to Chalice when you could play a similar deck that abuses it?

In relation to its contemporaries, Chalice shines even brighter. Eidolon of the Great Revel is trivial to remove, and at least gives opponents the option of resolving their spells. Trinisphere can be fought through with simple land drops and costs more than a Chalice on one.

Stickiness: 3

Chalice's ultimate balancing factor is its card type. Every Modern player packs interaction for artifacts, and between Ancient Grudge, Wear // Tear, and now By Force, there's no shortage of options available. Perhaps the single best card against Chalice of the Void is employed in multiples by the deck it directly preys upon, Grixis Shadow: Kolaghan's Command is too pricey to ever stop with a Chalice and comes with a second effect to boot. Grixis Shadow's Snap-Kommand plan gives them a line against even multiple Chalices.

That said, it does help that Chalice can be used to turn off artifact removal. Resolving it for two against Burn, for example, takes Destructive Revelry out of the picture.

Splashability: 1

The reason Chalice is so good in Modern is the same reason so few decks can play it. One-drops are everywhere in this format, and most decks would rather run even just one or two playsets of cheap interactive cards or strategic enablers than the off-theme hoser.

Overall: 8/15

#4: Blood Moon

Similar cards: Choke

Power: 3

Blood Moon is a tricky hoser to evaluate. Its strength is contingent both on whether opponents open hands with the option of fetching around Moon, and on whether they choose not to fetch around it regardless. Decks like Death's Shadow don't have much of a plan against decks like RG Ponza other than to get under them, which means taking plenty of damage early on to facilitate their namesake threat. Since the most efficient way to do that is to fetch into shocklands, just the threat of Blood Moon gives Ponza a sizable edge in some games.

That threat is the next thing we'll talk about. Sure, Mooning your opponent on three shocks will probably put away the game. But players are wise to Moon now, and generally slow themselves by a turn or two to make sure that doesn't happen. Resultantly, Moon creates a weird tension—we need to run it to benefit from the effect of threatening it, but should we draw Moon instead of proactive cards after opponents slow themselves down to play around it, the speed bump is lost. Managing this tension means learning to fetch in a way that doesn't telegraph a Blood Moon when we have it (i.e. by digging out Shocks and sandbagging basics in hand), and fetching in a way that suggests it when we don't.

Moon also wins games by invalidating certain strategies. Decks revolving around certain lands, like Scapeshift or Amulet Titan, have a hard time winning through Moon even with their colors. Similarly, supplementing Moon with any kind of pressure makes it tough for big-mana strategies like Eldrazi Tron to resolve threats impactful enough to reclaim a populated battlefield.

Stickiness: 4

Enchantments are tough to remove. It helps that Blood Moon complicates casting Abrupt Decay, one of the cleanest answers around. Certain shards and wedges have few options when it comes to removing the Moon, especially Grixis (conveniently the best deck's color combination).

For some decks, killing Moon is as simple as rapidly fetching out basic Forest; after that, any Destructive Revelry or Seal of Primordium drawn will take it off the table. But that plan doesn't account for the possibility of multiple Moons, the fact that diggers like Serum Visions become harder and sometimes impossible to cast, and Moon's effect in the meantime, which otherwise prevents players from casting their spells normally. While destabilized, their opponents have plenty of time to just kill them—or to Stone Rain that Forest.

Splashability: 2

Many two- and even three-color decks featuring red can splash Blood Moon. But there aren't many of those decks out there anymore. For those that do exist, accommodating the Moon forces deckbuilders to construct their manabases a certain way that leaves them more painful (more fetches and shocks) and less flexible (fewer utility lands). Usually, this trade-off isn't worth it. But we do still see decks like Affinity packing Moons in the sideboard despite the card's non-synergy with creature lands.

Overall: 9/15

#3: Grafdigger's Cage

Similar cards: Rest in Peace

Power: 3

Cage has a strange and narrow effect, but there's no arguing that it's great for the cost. If opponents draw a Lingering Souls, Snapcaster Mage, or Kitchen Finks this game, Cage has already paid for itself in terms of card economy. And it often does much more. Resolving Cage against Collected Company decks forces them to play a fair creature game with eight blanks in their deck; sticking it against reanimator strategies like Grishoalbrand or Ghost Dad similarly shunts opponents into an uncomfortable Plan B. Against Storm or Dredge, the game is just over unless opponents remove the artifact.

A big draw to hoser cards generally is how low-maintenance they are; players can resolve them and then go about their business as the hoser sits there and disrupts opponents. Usually, though, hosers cost between two and four mana, requiring players to functionally take a turn off to deploy them. Since Cage costs only one, it hardly interferes with curving or an otherwise proactive gameplan.

Stickiness: 3

Like Chalice of the Void, Cage suffers from the curse of the artifact type. But unlike Chalice, it's very hard to remove Cage at mana parity. Almost every played answer costs two or more mana (including the three-mana Qasali Pridemage and Reclamation Sage, common solutions from the Company decks Cage brutalizes). That means that at its floor in relevant matchups, Cage steals tempo from opponents. As a bonus, Modern's best destroy effect for artifacts, Ancient Grudge, can't be flashed back while Cage is in play, forcing strategies like Dredge to find their answer the old-fashioned way.

Splashability: 4

The narrowness of Cage's effect, combined with its low and generic mana cost, renders the card highly splashable. Only decks reliant on casting cards from the graveyard (featuring the aforementioned Snapcaster Mage, Lingering Souls, etc.) need skirt it. It's no wonder we've been seeing so many Cages in sideboards as of late.

Overall: 10/15

#2: Rest in Peace

Similar cards: Grafdigger's Cage, Leyline of the Void

Power: 5

The only card here to earn a 5 in this category, Rest in Peace is great at virtually all stages of the game. Speed bump effects like Nihil Spellbomb and Relic of Progenitus let opponents rebuild after nuking the graveyard; similar hosers like Leyline of the Void are often too slow to have any real impact if cast later. Rest in Peace is really two cards in one, nuking the graveyard when it resolves and then preventing further abuse until dealt with. For its two-mana cost, this double-spell effect is a steal.

Stickiness: 4

Rest in Peace shares the coveted enchantment type with Blood Moon, making it tough to remove. Fortunately for opponents, their ability to find answers isn't touched by Rest in Peace; conversely, their proactive plans—be they swinging with Goyf and delve threats, growing a fleet of Amalgams, or comboing out with a huge Past in Flames—are neutered.

Splashability: 2

Many Modern decks use the graveyard, which limits Rest in Peace's appeal for some white decks. But white is also the color least likely to use the graveyard, so in one- or two-color shells, the card's a shoe-in. UW Control, Death and Taxes, and white Eldrazi decks love the card; linear strategies like Burn and Affinity have also been known to run it occasionally.

Overall: 11/15

#1: Stony Silence

Similar cards: Damping Matrix, Suppression Field

Power: 4

Stony's as close to a "win button" as we have in Modern against artifact strategies. The other cards on this list are far from game over—they're easier to remove, for one, and their effects can be navigated around; Dredge can cast Amalgam through a Rest in Peace, for instance. And compare Stony to its kin, Damping Matrix and Suppression Field. Stony's more surgical than the former, as well as cheaper, and it blows the latter out of the water when it comes to raw power.

Stickiness: 5

Enchantment that prevents artifact sources from producing colored mana? Yes, please! And if your colors can't remove artifacts by themselves, forget about it—Ratchet Bomb and Engineered Explosives won't help you here.

Splashability: 4

Granted, Stony Silence has a color requirement. But it's not an intensive one; the card merely requires pilots to have access to white mana in any small capacity. Thanks to Affinity's recent reign of terror, we've seen Stony Silence enter sideboards all over the Modern, even in the Aether Vial-featuring Death and Taxes. The splash hate from a card this impactful is great enough to keep less proactive artifact strategies like Tezzeret and KCI Combo from rearing their ugly, metal heads.

Very few decks activate abilities of artifacts, making Stony Silence plenty splashable—and those that do all but lose to the card, making splashing it very attractive.

Overall: 13/15

Hose House?

So there you have it: the second edition of Modern Top 5! Any hosers I missed? Want to convince me why Ensnaring Bridge deserves a spot? I'll see you in the comments.

A Modern Proposal: Six Years Later

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This week, I’m doubling down. Modern is returning to the Pro Tour, and with that, banned list discussion is certain to resurface. I’ve chosen to get out ahead of it; my article last week speculated on a potential opportunity for Wizards of the Coast to "solve" the banning problem once and for all. Unsurprisingly, this take was pretty controversial. This week, I want to go a step further.

It’s easy to talk in broad terms about grand plans for the future, highlighting only the best case and ignoring the worst. I’m not going to do that. Instead, I want to take a systematic approach to the nitty-gritty, getting deep into the logistics of what a format-shaking shift might look like. This article will be speculative in the sense that we'll discuss decisions that Wizards of the Coast could potentially make, but my goal here is to outline, as specifically as possible, the theoretical approach they could choose. Farther down, I'll provide my own proposition for a rotating banlist that I believe will help to alleviate some of Modern's problems. Let’s get started.

Thesis

Modern has been plagued by bannings for the entirety of its six-year existence. Wizards of the Coast has flip-flopped regarding its treatment towards professional play, starting with supporting the Pro Tour, then attempting to remove it, then later successfully removing it, to now bringing it back. While the format is incredibly fun, stagnation is a real issue, and worries that the format under the spotlight will make things worse are prevalent. New set releases are currently the only way to introduce new cards to the format, but Wizards has to get creative to fit in cards that don’t adversely affect Standard. It is my opinion that all these issues can be solved by a policy switch from "fix-it bans" to "shake-up bans."

For clarity, here are the main arguments for and against a policy change to bannings. Entire articles can be spent on each point, so forgive me if I don’t elaborate fully here in the interest of economy.

For: No more inconsistencies from the top. Wizards' position on Modern (rumored or otherwise) has been, at best, inconsistent. Popular opinion among the community has been that WoTC considers the Modern Pro Tour as a pressure to be more hands-on regarding Modern, which some say has led to bans in the interest of a more interesting viewing experience. In 2017, we still don't really know Wizards' position, because their official language has often been non-committal and the waters are muddied with public opinion at this point. Nevertheless, uneasiness lingers among the playerbase as Modern returns to the Pro Tour, and all eyes are on Wizards’ reaction to the format, rather than, you know, the game.

For: Strategic implications. Shake-up bans would allow for seasonal shifts in the metagame, as effectively new cards are introduced and certain cards are removed, for a short while. Stagnation could be avoided entirely, as the entire format constantly adjusts to respond to new conditions. Modern would be volatile, fresh, and ripe for exploration.

For: Narrative changes. Modern is polarizing. Those who play it love it; those who don’t could care less. For years, Modern has been a format of incredible richness and character, but the discussion concerning the format has always been polluted by talk of stagnation and bannings. New players watching the Pro Tour are turned off by this discussion, souring their potential interest in the format. Change the narrative, change the perception.

For: Excitement. In my experience, playing Modern requires a sacrifice in terms of interest regarding set release. New sets are for Standard players, and 95% of the cards are irrelevant when it comes to Modern. Shake-up bans can provide a similar seasonal excitement that Standard players enjoy with every set release.

Against: Format stability. Bannings or unbannings will undoubtedly cause major shifts in the metagame, potentially turning an unbalanced situation balanced—but also likely breaking the format in some cases, at least until the next shift. Volatility goes both ways, and it will be impossible to prevent stagnation without also having the pendulum swing to the other side of the spectrum sometimes.

Against: Communication issues. The press releases from the top must be clear, approachable, and easy to understand. New players (especially younger ones) don’t like/understand being told they can’t play with certain cards. PR is an integral part of this process, as winning the hearts and minds of the players is probably more important than any logistical issue.

Against: Effects to the secondary market. This is the big one. Modern is expensive, and bannings by their nature remove entire decks from the metagame, causing price fluctuations. The current barrier to entry for the format is high, and most players only have access to a couple decks (or one). Getting hit by a ban is not fun, and wariness come ban time could create an unhealthy environment, or kill the format entirely.

There are more nuances, of course, but these are the main arguments. The positives include potential gains regarding strategy, interest, viewability, communication, and in the playerbase. The negatives include potential losses in terms of stability, player interest, and format health. Any potential shift in policy towards Modern would require specific attention paid towards timeline, communication, and the secondary market. If I were in charge, here are the steps I would take to implement this strategy.

Step 1: Establish a Banning “Rotation”

Currently, bans are indefinite. Splinter Twin is gone, and probably never coming back. Jace, the Mind Sculptor has never seen the light of day in Modern, and potentially never will. Step 1 would involve a new banlist, with a few offenders given "permanent" status, while other new bans would be temporary. A banning would occur every six months, with that ban lasting a year and a half. The exact numbers would obviously have to be tweaked, but the idea is that any banned card will return eventually.

In this scenario, bans are more prevalent, but they are consistent, reliable, and temporary. Much of the fear regarding bans in Modern surrounds the unknown. You know, the inevitable buttclench every few months at midnight, as you peek between your eyelids and hit refresh on the B&R update webpage. If you really weighed out the options, and had to choose between an all-powerful indefinite ban-hammer that could come at any moment, or a temporary ban-slap-on-the-wrist that you could prepare for, which would you choose?

Step 2: Clear communication

The ban list would be organized into three tiers. Tier 3 (Black) contains permanent bans; cards like Treasure Cruise, Green Sun's Zenith, and the artifact lands. To start, only cards that were banned either at the format's inception or immediately after Pro Tour Philadelphia would start at Tier 3. This means Splinter Twin could come back. Bloodbraid Elf could return. Tier 2 (Red) would be new bans, with one new card (potentially two, but probably one) added every six months, to be removed in a year and a half. No card can be banned without first being on Tier 1 (Yellow), or the Watchlist. Cards on the Watchlist are legal, but at risk of being banned. Five cards are on the Watchlist at all times, and must stay there for a minimum of three months before getting banned. Cards can move backwards and forwards on the Tier List, from Black, to Red, to Yellow, to off, and vice versa.

The Tier List sounds complicated, but it’s relatively straightforward and follows WoTC’s overall set release pattern. Every three months, a new set is released, and with it comes a change to the Yellow Tier. Every other set release (twice a year) we’ll see a banning, on the first and third set release of the calendar year. So, with every set release, cards can jump on and off the first Tier, but a card can only be banned every other set release. No matter what, players will always have a minimum three-month warning period before a card is banned.

With each set release, Wizards would release a statement on the state of Modern, explaining what they are seeing and asking for feedback. As they aren’t “fix-it” bans, Wizards doesn’t need to act like the format police. Let the community vote on what they want to see changed. Maybe a card from the top deck is the one to go, or maybe it’s something that’s just been in play forever, like Lightning Bolt. The most important thing is communication. Don’t blindside the community, make sure their voices are heard, and explain clearly the thought process that led to the decision making. Even if people disagree, no change is permanent.

Step 3: FTV: Modern?

A standalone, Modern-only product that fixes secondary market considerations is a necessity. Once a year, Wizards could produce a fifteen-card standalone collection, one that contains ten already-printed copies of Modern staples (perhaps with alternate art) and five new cards for Modern play only. With this product, Wizards could kill two birds with one stone, printing extra copies of format staples along with new cards to add to the format.

While Wizards does design with Modern in mind, they dedicate little attention to the format directly. They would much rather spend their time world-building and storycrafting their Standard and Draft experiences in each set release. Develop a team, in tune to the pulse of the community, that tests Modern and works to dream up new cards free from fitting into Standard’s thematic and strategic feel. Modern Masters was fine, but Modern players don’t need a unique draft experience or a ton of Commander and draft filler. Give us our sexy alt-arts, price it to sell, and make sure it actually affects prices. $8 Modern Masters packs might be a great short-term cash grab, but I’d gladly drop $100 every Christmas if it meant I was getting multiple format staples and new cards. As a final note, any card printed in Wizards’ yearly standalone should have a 12-month period of immunity from the Watchlist.

To summarize, here's my proposal:

  • A banning rotation. Three Tiers, minimum three months' warning before any card is banned. Any banned card is automatically unbanned after 18 months.
  • The establishment of a community watch and/or a dedicated group (in-house, or potentially a player’s committee) that tests changes, communicates with the playerbase, and releases regular updates and articles explaining the state of the game.
  • A standalone solution designed specifically for Modern players, with the aim of bringing down the secondary market prices of staples and introducing select new cards to the format, outside of constraining factors like Standard and Draft playability.

Conclusion

I know it’s a scary topic. I know there are tons of questions, and potential for error. My goal with this article (and my article from last week) is to hopefully cut through most of the entrenched opinions and present a possibility. I love Modern, and I see the potential for what it could be, and an opportunity to change it for the better. Modern is returning to the Pro Tour in February of 2018, and we have a chance to use that stage to introduce something new, fresh, exciting—and yes, maybe scary—to the conversation.

Bannings are an integral part of Modern (and perhaps now Standard as well), and it doesn’t look like they’ll ever go away. Why don’t we start talking about using the bannings for good, and letting them be a positive. Thanks for entertaining my long-winded ideas. As the preacher said, “I could write shorter sermons, but once I start I get too lazy to stop.”

Thanks for reading,

Trevor Holmes

Video Series with Ryland: GW Company

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Hey, everyone! I'm back with another video series, this time with GW Company. Todd Stevens has been championing this deck for a while, most recently with a first-place finish at the SCG Team Constructed Open in Atlanta. This deck is an excellent choice for anyone who might be expecting a largely fair metagame and is quite a treat to play for anyone who enjoys playing lands to reap some sweet benefits.

This deck has some real wonderful synergies; other than just being a reasonable beatdown deck, your package of Azusa, Lost but Seeking, Ramunap Excavator, and Courser of Kruphix can generate some insane advantage incredibly quickly. It only gets better at that point with the possible addition of a Knight of the Reliquary or a Tireless Tracker to the mix.

The most wonderful part about this engine is the vast number of ways it can generate entirely unique types of advantage. If you have a Ramunap Excavator and an Azusa, you can use Horizon Canopy to draw three cards every turn, Ghost Quarter to demolish three of your opponents lands per turn, or add Courser to begin gaining a minimum of three life per turn. With the low number of basics many decks in Modern contain, you can quickly get to the point where you are Strip Mine-ing your opponent multiple times every turn, all the while gaining extra life or making additional clues.

Knight of the Reliquary allows you to control the top card of your library when you have a Courser, tutor for your Gavony Township, Ghost Quarter, or Horizon Canopy, and beat down efficiently. All of the cards function together wonderfully, and while you don't need all the pieces at once to be productive, each piece of the puzzle you add compiles to produce an even more formidable machine.

Honestly, as Magic players, we all love value. Who doesn't? We mention it all the time (assuredly too often). This deck scratches that itch we all have to generate as much of that sweet, sweet value as we possibly can in one turn. When playing it I often find myself trying to maximize the number of shuffles I can produce in one turn, so that I can use my clues to draw the specific cards I want, all while playing lands from the top of my library when they appear. That is why this deck is such a delight to play—when the cogs all come together, your sequencing becomes an intriguing puzzle to figure out how to draw the most cards and gain the most life, at the least expense.

That said, I am not overwhelmed by the deck's performance. It has been reasonable, and most fair matchups feel favorable. However, when confronted with the slightest whiff of degeneracy, the deck folds. This deck is flat-out poor at interacting with your opponent. Any combo-oriented match that demands early and frequent interaction (especially with something other than creatures or lands) will likely steamroll GW Company. The only ways for the deck to interact are Path to Exile (for any problematic creatures) and Ghost Quarter (for any irksome lands). Other than that, your plan quickly becomes beating down your opponent before they assemble their combo, or trying to get to the point where you are blowing up all of their lands with repeated Ghost Quarters. Against something like Storm, Ad Nauseam, Valakut, or one of Modern's many other combo decks, this will typically be far too slow. That said, we do have some sideboard slots to try and shore up some of these matchups, but if it were up to me I would pick playing against a fair deck over an unfair one every time.

Enough about the deck, let's hop into those games! As I said last time, I'm interested to hear what kind of content you'd like to see moving forward, so I can continue to evolve and improve my videos. Please let me know your thoughts, and any improvements you would like to see concerning formatting, presentation, or whatever else strikes your fancy. If you'd like to see similar content, check out my Twitch channel for some more live Modern!

[youtube https://www.youtube.com/playlist?list=PL261kJ_cAQC-Tl2ESEWBvht_mDujqF1RA]

GW Company, by Ryland Taliaferro

Creatures

2 Azusa, Lost but Seeking
3 Birds of Paradise
4 Courser of Kruphix
2 Kitchen Finks
4 Knight of the Reliquary
4 Noble Hierarch
3 Ramunap Excavator
2 Scavenging Ooze
1 Tireless Tracker
4 Voice of Resurgence

Instants

4 Collected Company
4 Path to Exile

Lands

1 Breeding Pool
4 Forest
1 Gavony Township
4 Ghost Quarter
2 Horizon Canopy
3 Misty Rainforest
2 Plains
4 Windswept Heath

Sideboard

1 Aven Mindcensor
1 Bojuka Bog
2 Engineered Explosives
1 Kataki, War's Wage
1 Qasali Pridemage
1 Reclamation Sage
1 Sigarda, Host of Herons
2 Stony Silence
4 Unified Will
1 Whisperwood Elemental

Back on the PPTQ Grind: Week Three

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Another week, another PPTQ, and another failure to qualify. On the one hand, this is nice: I don't have to actually think about my article week to week. On the other, I'm still not qualified for the RPTQ. With the good comes the bad, I suppose. Anyway, before I get into my tournament, lets talk about the real news from the weekend: SCG had a Modern Open in Syracuse, and Eldrazi Tron closed out the finals. There were also two more copies in the Top 32. Considering that only six copies made Day 2, that is a very solid conversion rate. Much better than Grixis Shadow's, which only put one copy into Top 8 and one into Top 32 after having brought eight pilots to Day 2.

I'm sure this will fuel banning arguments to no end, but I'd rather focus on Tron. It shows up in event and MTGO results at least as often as Shadow. I said almost a month ago that Eldrazi Tron was the real problem in the Modern meta and Grixis Shadow was talking advantage of its wake. Evidence is accruing for my theory.

There's another Modern Open and two Grand Prix this weekend. I would not be surprised if E-Tron took down at least one of these events. Should that happen, I expect E-Tron to overtake Grixis Shadow on the Salty Player Banlist Calls ranking chart. I think the evidence that Death's Shadow needs to go is ambiguous at best, but to me it increasingly appears that Eldrazi Temple needs to go. We'll see what happens Sunday.

The Deck

I was extremely frustrated with Death and Taxes after last week. That's not totally fair to the deck; I wasn't hitting the matchups I was targeting, and that cripples the deck. However, that is still a scathing indictment. If the deck can't win against randomness, I really shouldn't run it at PPTQs. Therefore I relegated it to the backburner, with the plan of only running it if I saw a lot of Tron.

I haven't had good results with Merfolk in more than a month, and this PPTQ was up north again, so I expected lots of Affinity. That left me with UW Control. Not that this is a bad thing—UW was the first deck I built in Modern, back when recurring Kitchen Finks with Sun Titan was the best way to grind through Bloodbraid Elf. It has been a while since I actually sleeved the deck up for a tournament, however, so I put a lot of extra work into knocking off the rust and tuning the deck. Taking this deck to local weeklies really shocked other players; I've played various aggro decks for so long that's all anyone thinks I can play anymore. It was oddly satisfying watching them be shocked and confused by Celestial Colonnade.

The deck went though a number of iterations, but a variation of Ryland's deck had the best results for me, so that's what I prepared for the PPTQ.

UW Control, by David Ernenwein (10th Place, PPTQ)

Creatures

2 Snapcaster Mage
2 Wall of Omens

Instants

4 Path to Exile
3 Mana Leak
1 Negate
1 Blessed Alliance
2 Sphinx's Revelation
2 Cryptic Command

Enchantments

4 Spreading Seas
2 Detention Sphere

Planeswalkers

1 Gideon of the Trials
2 Jace, Architect of Thought
2 Gideon Jura
1 Elspeth, Sun's Champion

Sorceries

4 Serum Visions
3 Supreme Verdict

Lands

4 Celestial Colonnade
4 Flooded Strand
4 Hallowed Fountain
4 Ghost Quarter
4 Island
3 Plains
1 Temple of Enlightenment

Sideboard

2 Rest in Peace
2 Stony Silence
2 Negate
2 Dispel
3 Geist of Saint Traft
1 Wrath of God
1 Grafdigger's Cage
1 Blessed Alliance
1 Condemn

The most obvious change from Ryland's list is that I'm running fewer lands. I flooded out more often than I got mana-choked in testing, and I really didn't like Irrigated Farmland, so I cut that and an Island. The change freed up space for Blessed Alliance, which I badly wanted in the utility slot and against Eldrazi. Think Twice is a fine card in multiples, but was unimpressive as a one-of. I also wanted two Sphinx's Revelation, so I made the swap. Finally, my planeswalker suite includes more Gideon Jura and a maindeck Elspeth. The Gideons were an availability issue, as Gideon of the Trials is sold out in my area and my order still hasn't arrived. As I learned during the PPTQ, you frequently need an early clock in this deck. I was also boarding Elspeth in so often that I just maindecked her.

The main difference in the sideboard is all the Geists. Against Gx Tron and combo you desperately need a fast clock to back up your counters and Geist of Saint Traft is as good as it gets in UW. He's pretty poor in a lot of matchups, but when he's good he's amazing, and better at that job than Vendilion Clique.

The Tournament

This was much smaller than the previous two PPTQs, only 33 players. Which is just enough for six rounds again. The judge wasn't particularly happy about that, but it ended up working out. Only two rounds went to time and most were done 10+ minutes early. Fast tournaments are one of the rare pleasures of Magic and enhanced the experience greatly.

I didn't really get any information from my pre-tournament walk around. There were a few players working on their decklists, but I knew what they were playing beforehand either because they always play the same decks (they being Living End, Jeskai Control, and Zoo) or because I saw them last week (Bant Humans, Kiki-Chord). Therefore I just sat down and registered my list. Five and a half hours later I was done, in 10th Place with a 3-2-1 record.

What Happened?

Fate certainly played a part. My round one opponent was one of the best, and easily most successful, UB Faeries players in the state. Not an auspicious way to start a tournament. For those unaware, control decks have never done well against Faeries unless they have Volcanic Fallout. It was never unwinnable, even in Standard, but trying to grind them out is daunting at best. It's worse for me—he runs Sword of Light and Shadow maindeck and Ancestral Vision sideboard. I also never test against Faeries so I'm at a huge disadvantage. I get crushed.

Things improved from there. I beat Grixis Shadow, Gifts Storm, and a weird Temur Hollow One deck in quick succession. The turn one Flameblade Adepts confused me greatly, though it made sense with all the Faithless Lootings and Burning Inquirys the deck played. It seemed really explosive but lacked reach or staying power, and so despite some huge Kiln Fiend-esque hits, I stabilized and won easily both games. You may think this put me in good position for Top 8, but my breakers were almost as bad as they could be, so I wasn't holding out much hope.

Any such hope was extinguished next round when I lost to Merfolk. In my experience, this is a terrible matchup for Merfolk, but I'll freely admit that my experience is not typical among Merfolk players. Game one I saw no sweepers and could never turn the corner against Kira, Great Glass-Spinner. Game two I saw mostly sweepers and not enough answers to his Mutavaults backed with Dispel. I was still in the prize hunt and didn't want to fight late afternoon traffic, so I stayed for the final round against GW Hatebears. Neither of us have the breakers to make it in unless disaster strikes everyone above us.

I won game one in crushing fashion, but game two I kept a mulliganed one-lander and eventually lost. In my defense, it was the kind of one-lander you keep on the draw, with a white source, three Path to Exile, Condemn, and Blessed Alliance. But it takes four turns to draw another land and another two to draw the third. I never saw the cards that I swapped for the lands so this wasn't a deck-building problem but pure variance. The worst part is that if I got to five mana a turn earlier I still would have turned the corner but it wasn't to be. I still just barely failed to stabilize and win. Game three is another grindfest that goes to time just as I play Elspeth and start the process of winning. The draw gets both of us prizes and my best result so far this season.

The Top 8 consisted of Amulet Titan, that Bant Humans list, the Merfolk deck that beat me, Counters Company, Kiki-Chord, Grixis Shadow (not the one I beat), Jund Rock, and Storm. I didn't stick around to see who actually won; I was really hungry by that point.

Lessons Learned

Unlike in previous weeks, I cannot point to any grand strategic error or misplay that cost me the tournament. It seems very unlikely that I could beat Faeries period, though I nearly stole game two thanks to an early Gideon of the Trials and Bitterblossom damage. However, his deck is a card advantage machine and I could never compete. It may be possible to build the deck to win those games; I just don't know if it's worthwhile. My loss to Merfolk was mostly due to drawing the wrong part of my deck at the wrong time, but I might have done better if I'd sideboarded differently. Spreading Seas is generally very bad against Merfolk so I took out three but I really needed them against all of the Mutavaults. This requires reevaluation.

What I am sure about is that I threw a lot of value away and made several games closer than they should have been thanks to poor sequencing and timing decisions. I fetched at less-than-optimal times, used removal in the wrong order, and forgot to use my planeswalkers entirely throughout the day. Did it affect the outcome of any games? Probably not; my more powerful cards pulled me through. Yes, playing control is hard, but that's no excuse for poor play. I knew I was rusty with control, but I apparently didn't appreciate how rusty. I have got to tighten up and play better if I'm going to keep playing UW. There was one unforgivable sequence in which I thought through my plan, worked out the correct sequencing, and then still messed it up. It didn't cost me the game, but it could have. I think my problem is that I tunnel-visioned into the situation immediately in front of me and kept missing the greater strategic picture. And also just brain-farted like a champ. Everybody punts indeed. I need to fix this if I'm to get back to the Pro Tour.

On the Deck

I was generally happy with the deck. Not having two cheap Gideons is a problem that I hope will be fixed soon. Gideon Jura is great against swarm decks but there just aren't many of those in Modern now. Having a cheap, recurring answer that is also a great source of damage is essential. 

I also wasn't impressed with Wall of Omens. It rarely blocked anything, and would have been better as Think Twice most of the time. Even when it did block, it always died. I'd like to see a more impactful spell in that slot.

It's weird to say, but UW feels like a deck build for post-board games. Affinity and Dredge are game one decks, meaning they are very favored in most game ones but lose a lot after sideboarding. UW feels like it loses a lot of game ones because it's spread too thin, but it makes up for it with much better sideboard games. I'm curious about whether making the deck a little more extreme maindeck is a good option. Not sure what exactly that will entail, but it is interesting to think about.

Moving Forward

UW is likely to remain my deck for the next week. The format has been much more hostile to Merfolk and Death and Taxes than expected, but counters and sweepers are still good. My practice focus will be less on deck construction than actually playing the game well. My strategic play is suffering from small, tactical level mistakes, and that has to change.

And On...

This is an RPTQ weekend, and that also makes it a double PPTQ weekend. I expect the first one to be easier than the second since most of the local sharks will be playing the LCQ, but I intend to hit both. Hopefully, lightning will strike once this week. Good luck, and grind on.

Push It: Analyzing Modern’s Kill Spells

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In The Bolt Test: Modern's High-Water Mark, I revisited an old Mike Flores article on toughness. Flores claimed a format was often defined by the amount of damage its red removal spell dealt. Burn spells generally serve as some of the most efficient—and versatile—removal spells in a given card pool, for their cheap costs and ability to go to the head; as such, it makes sense that formats would revolve around them. But today's Modern revolves as much around its other notorious removal spells. Now many months into the emergence of Fatal Push on the scene, I felt it was time to re-evaluate Modern's removal spells, examining where they're played, what they do, and the effects they have on the format.

So, I checked the most played removal spells in Modern on MTGGoldfish and compared them to a slew of successful decklists from the Star City Games database. This article explains my takeaways regarding Modern's three defining removal spells: Lightning Bolt, Path to Exile, and Fatal Push.

Lightning Bolt

The first big takeaway from my data collection process (which involved very scientifically looking over recent event results and identifying which decks played which removal spells): Bolt sees play in as many top-tier decks as Path does, despite being a full 12% further down the representation list.

Homes

Analysis

The probable reason for Bolt's appearance in so many decks is its versatility. I called out Bolt as one of Modern's deftest role-players in Modern Top 5: Utility Cards, but reducing Bolt to a mere "utility spell" would have been unthinkable in the format's early days. Still, it's the card's undeniable utility that guarantees it so much action.

Lightning Bolt serves two primary roles in Modern decks. The first is to remove early threats. This mode is employed by decks trying to survive the early game, either to shine in the midgame (Jeskai Control) or to execute a game-winning combo (Scapeshift). Decks have always played Bolt for this purpose, but those that ran it used to be even more diverse, pushing the card into the 40%-played range. These days, rock-style attrition decks have mostly transitioned away from red, and the combo decks that once relied on Bolt as early interaction now have Push to splash for (including some Scapeshift decks). As we've seen, though, quickly removing x/3s is not terribly important in this metagame, thanks in large part to Death's Shadow.

The card's second mode is to just close out games. Players love to claim Bolt is weak against Shadow, but that's like saying Blood Moon is weak against three-color midrange decks. Once Shadow decks see a red land, they're forced to stay above 3 life, and ideally above 6. They're also heavily incentivized to go below 10 life so Shadow itself resists Lightning Bolt. That greatly limits the plays Shadow decks can comfortably make by limiting the window in which they can deploy and benefit from their namesake threat.

What players mean when they say Bolt is bad against Shadow is that it's bad at one of its usual tasks: removing early threats. Shadow's early threats do happen to resist the instant. But Bolt's second mode of killing opponents is still live in the matchup, and becomes relevant much faster than it does elsewhere. I'm not saying Bolt is a fantastic card against Shadow; just that I'm not surprised the card is still a cornerstone of so many strategies even while the top decks—Shadow, Eldrazi, UW Control—blank its removal mode.

Path to Exile

The perennial gold standard for removal in Modern, Path to Exile is currently the format's most-played card. So much for no white in the metagame!

Homes

Analysis

Fatal Push has changed Modern in multiple ways. The re-discovery of Death's Shadow led to a midrange deck that wields Push expertly and gives it relevance in the mirror. Other decks have also turned to Push as a superb way to remove Death's Shadow. All that Push has rendered Modern something of a hostile place for cheap creatures, opening the floodgates for delve creatures, Eldrazi, and Titans to pound through and dodge the removal spell.

Enter Path to Exile, the only one-mana removal spell in Modern that removes all those threats. Path now is looking the best it has since Twin's legality.

The card's role in Modern decks is the same as it always has been: remove a creature, no questions asked. But not many decks can run Path for the simple reason that splashing white is quite costly in Modern. Shadow's brutal efficiency as a police deck forces strategies to become as focused as possible; otherwise, the one-two-three punch of Inquisition of Kozilek into Thoughtseize into Death's Shadow is sure to put a dent in any kind of synergy players have cooking.

"Focus" here means avoiding dilution, which explains why we've seen less-consistent combo decks (due to lack of workable pieces) like Grishoalbrand fall off the map. It also means not splashing extra colors when unnecessary. Consider the aforementioned Scapeshift deck that splashed black for Push and Brutality. While those spells are definitely ones the deck wants, and play to the mid-game better than Bolt does, players have found dipping into a third color so perilous that the splash has largely been abandoned by now.

Fatal Push

Ah, the belle of the ball. For a time some weeks ago, just before Wizards slashed its released MTGO data, Push was actually the most-played removal spell in Modern. But the format has adapted and shifted to fight Death's Shadow, and unlike during the yardstick-most-oppressive Modern format of Eldrazi Winter, the best way to beat it is actually not just to also play Death's Shadow. It's to play Path to Exile. Where does that leave Fatal Push?

Homes

Analysis

In terms of present representation, a few points beneath Lightning Bolt. But notably, Push sees play in fewer decks than either of those spells despite boasting a representation score just 5% below that of Lightning Bolt. The first reason is simple: Grixis Shadow still makes up a sizable portion of the metagame, even though Modern has shifted to attack it directly. For some, that indicates a fundamental (and perhaps bannable) problem with Shadow's power level. But Shadow's shares have decreased some, and I'm holding out for more major event results before also declaring it too strong for Modern—after all, the deck's presence has done a lot of good for the format.

The second reason is also simple, if we can stand to compare Push to Bolt yet another time. Just as Bolt was slotted into a myriad of decks for different reasons, Push finds itself in plenty of Tier 2 and 3 strategies by virtue of being excellent at a similar task. In fact, Push is better at stopping early beaters and breaking up blistering creature synergies than Bolt ever was, since it deals with the likes of Tarmogoyf scot-free and can even take out beefier threats like Kalitas, Traitor of Ghet with a little work. Those numbers add up and help Push claw its way past the 20% mark.

Lastly, I think Push might actually be worth more than MTGGoldfish makes it out to be. Since Wizards stopped releasing so much uncurated MTGO data, we've had for our analyses a more fractured metagame picture than ever. With such a powerful deck in the format, it's not just possible, but likely, that Grixis Shadow sees more play than is indicated by those miserly 5-0s. That predicament alone throws the whole thing off. Shadow has continued to do well at larger events; if my theory proves correct, we'll see it continue that trend at SCG Syracuse this weekend.

Honorable Mentions

There are, of course, other removal spells in Modern. But Bolt, Path, and Push will remain the three most important for years to come. Let's touch on the few other staples anyway.

Terminate

A clunkier Path to Exile, and often just a worse Push, Terminate isn't the Modern icon it once was. Sees play mostly in Grixis Shadow as a way to kill delve threats, Titans, and co., but notably struggles in the face of Kitchen Finks, Voice of Resurgence, and Wurmcoil Engine.

Collective Brutality

Similarly to Lightning Bolt, Collective Brutality is a utility spell at heart. It's black's go-to toughness-based kill spell, and can do more for the mana than anything else in Modern. I can see Terminate becoming more fringe in the future, but Brutality is going exactly nowhere, and should remain a sideboard staple and mainboard tech for as long as Modern remains a tempo-centric format.

Abrupt Decay

This one's sort of a sleeper right now. Sol Malka ran the full 4 Decay in his aforementioned BG Rock deck alongside just 2 Fatal Push, and I think he's on to something. Decay cracks 'walkers like Liliana and Gideon as well as annoying lock pieces like Chalice and Bridge. It also can't be countered while targeting a Shadow, which is currently huge. I think the main reason Decay doesn't see more play is its color combination. There are simply too few interactive black-green decks right now to cause its representation to increase.

Dismember

Thanks mostly to Burn, Dismember has never seen much play in Modern. These days, many of the decks that might have wanted it simply have better options available to them. That leaves Dismember in a funky spot. Only decks without black, white, and often red, that are in the market for a kill spell, and that have lifepoints to spare, can pack the card. Of course, the colorless Eldrazi decks make great use of it, and I think it could see more play in Shadow decks—it's terrific in the mirror, where it accelerates out your Shadows while killing your opponent's and plays nice with Snapcaster Mage when it comes to filleting Gurmag Anglers.

Get Up on This

There are plenty of ways to kill a creature in Modern, which is great news from a health perspective. Since Push's release, the reviled aggro-combo archetype has all but met its doom, giving way to its more interactive kin in Burn and Affinity. It's probably no surprise that Bolt is my favorite way to say "die," but there's no accounting for taste. What's yours?

The Bilbao Effect: The Chance to Change Modern Forever

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Modern Magic’s history under the lights has been… complicated. As a format, it was born into fire in 2011 with Pro Tour Philadelphia, and since then, the format has bounced from darling to redheaded stepchild to orphan and back, faster than strobe lights at a Skrillex show. Bannings, Pro Tours, more bannings (as a result of Pro Tours) and droughts of high-profile events have plagued the format for six years and counting, but through it all, Modern has thrived. The prevailing wisdom regarding Magic Organized Play (consistency, interactivity, and reliability), has not necessarily applied to Modern, cementing its status as an enigma in the minds of players and R&D alike. We stand today on the precipice, as Wizards of the Coast descends once more into the fray. Modern Magic will return to the Pro Tour on February 2, 2018. Bilbao is the setting. What will be the story?

Today, we will be diving into the Organized Play announcement, detailing the changes that are coming to Modern, and discussing what the potential effects of these changes to our format can be. We’ve got a lot to get through, so let’s get started.

Part 1: The Bilbao Effect

It’s curious, or perhaps fortuitous, that the first Modern Pro Tour in two years would be held in Bilbao. If you haven’t heard of Bilbao before, don’t worry. It’s only the tenth largest city in Spain, and relatively unimpressive compared to the likes of Madrid, Seville, Granada, Valencia, and Barcelona (of course). In the 80’s, Bilbao was plagued by numerous problems, primary among them an economic crisis tied to deindustrialization. Bilbao probably wouldn’t even exist today, if not for one event: the design and construction of the Guggenheim Museum, by Frank Gehry.

The Bilbao Effect is a reference to this event—a singular building, constructed by a quirky architect, became singlehandedly responsible not only for revitalizing a city on the brink, but also for reimagining its identity as a city and for the profession of architecture itself. In that sense, an interesting parallel can be drawn between Gehry’s bold work of art in 1997 and Wizards of the Coast’s bold choice to re-introduce Modern to the Pro Tour spotlight. Gehry’s design was originally condemned in the architecture community, and reviled by the locals it "intruded upon." While Gehry is almost universally despised by his peers, his contributions to the profession can't be ignored. In the same way, Modern has had its own successes, but not without similar struggles with community acceptance.

Pro players have gone on record stating their dislike for the format. Restrictive secondary market prices for format staples have choked playerbase growth. The overall power level of the format makes it all but impossible to prevent blowouts and "unfair" strategies from cropping up. Archetypes are linear, games are non-interactive, and silver bullets dominate matchups. Strategies are complex, and a steep learning curve prevents newcomers from understanding coverage, much less playing it themselves. In the end, the Guggenheim literally shocked the world, transforming Bilbao from a smog-ridden, dying post-industrial shell into a thriving, cultured tourist destination, and a stagnant architectural discourse into a modern, fresh profession. Could Modern Magic experience something similar?

Part 2: Pros and Cons

For those of us who play Modern, our desires are simple but tend to fall within two camps. One camp approves of plentiful Modern Grand Prix events, but doesn’t want to see Modern Pro Tours. This camp points to the numerous bannings that have come about, in part, to create an interesting, dynamic viewing experience on Pro Tour weekend. This camp subscribes to the prevailing "banning = bad" theory. They don't want to see decks/collections partially invalidated due to bannings, and place blame for said bannings at least in part on the spotlight that comes from Pro Tours. The other camp just enjoys Modern and wants to see it spread. This camp feels that Modern Pro Tours do more good than harm by bringing attention to the format and drawing in new players from Standard, and possibly even outside of Magic.

This division seems clear, but it doesn’t take into account multiple factors—the large portion of Magic players who don’t play or aren’t interested in Modern, the non-players looking at Pro Tours from an outside perspective, and the content creators, who place their feet firmly in both camps. In addition, these two arguments hold at their core a few assumptions that have yet to be proven entirely true. For one, it isn’t clear that Modern Pro Tours bring about more bannings, as there exists evidence to support both sides. In addition, it is difficult to gauge outside perspective on Modern Pro Tours, and whether they bring players to the game or push them away. This is where discussion of high-level Modern play tends to get bogged down, so I’ll do my best to clear the air.

First, the prevailing thought about bannings. Most proponents point to a few statements WoTC has made in the past that suggest an incentive to shake up "solved" Modern formats, in order to coax a more exciting viewing/playing experience for spectators and competitors. The argument here is that without Modern Pro Tours, bannings would be more infrequent, and players on the fence about buying in would feel more secure doing so with greater confidence that their deck of choice will remain legal. The argument against points to a seemingly continuously broken Modern format that requires bannings regardless of Pro Tour consideration. Ponder and Preordain. Birthing Pod. Bloodbraid Elf. Deathrite Shaman. Dig Through Time. Splinter Twin. Summer Bloom. Eye of Ugin. Gitaxian Probe. Golgari Grave-Troll. Even with no Pro Tour last year, Modern still saw a banning as if it had one anyways, lending credence to the argument that Modern and bannings are synonymous, like peanut butter and jelly, or Lebron and diva.

Second, the "bannings are bad" argument. I’ll admit that I’ve been oblivious about Standard for a while now, since shortly after Pro Tour Magic Origins to be exact. That’s a long time to be out of the loop, but my time on the outside has given me a perspective pretty unique among non-Commander content writers. Not sure I should boast about that, but there it is. My time away from Standard Magic has let me observe from the outside, and I’ve been surprised by what I’ve seen. The common belief has always been that bannings are the tremor before the earthquake, a portent of doom that will signal the end of Magic and the rise of D&D as the game of choice. Ominous whispers from the shadows tell of Affinity and the Dark Ages of 2004. Well here’s a hot take for you… I’m starting to believe that bannings aren’t that bad anymore.

I remember when I started playing Magic, shortly after M10 was released in July 2009. It wasn’t until the beginning of 2011 that I graduated from the kitchen table (even though I was a regular contributor at FNM in my innocent youth). Nevertheless, I remember the Jace, the Mind Sculptor and Stoneforge Mystic bannings clearly, as they came right at the time when my competitiveness, experience, and income level were at odds with each other. I couldn’t afford Jaces, so I was happy to see them go. I loved Magic, so I was terrified to hear rhetoric that the game might be over. Bannings were bad, because Magic is broken, and never forget that Vault Disciple.

Since Modern was conceived in May of 2011, the format has experienced a major banning at least once every calendar year besides 2012 (and we saw a banning December of 2011 and January of 2013, so in my eyes 2012 got lucky). That sounds normal because we lived through it, but think about it. Before Stoneforge Mystic and Jace, the Mind Sculptor were banned in June of 2011, Magic hadn’t experienced a banning in Standard for six years. Modern hadn’t existed as a format back then, so it’s not entirely fair to compare, but think about that. For six years, no banning to a major competitive format, and then, starting with Jace and Stoneforge, at least one a year, every year. Remember when people thought Magic was in trouble in June of 2011? Ten separate Modern bannings (events, not cards) and three Standard banning events have occurred over the past six years. Magic might not be growing at Innistrad and Return to Ravnica levels, but it certainly isn’t going away. The prevailing wisdom regarding bannings in Magic is false.

Part 3: The Truth

I don’t know what’s happening with Standard right now. We’re 60% of the way through the year, and Standard has seen three bannings so far. Three. One in January, one in April, one in June. I’m playing Star Wars: Destiny a ton now, but I still see players packing in to the LGS on Friday Night, and the Pro Tour is still drawing large crowds. Most people I talk to give some variation of, “Yeah, that $*#( cray, yo,” but they are all still playing. In June of 2011, if I told you that after they banned Jace and Stoneforge, they’d make two more bannings within seven months, would you have bought WoTC stock? Doubtful.

So, I think it’s clear that we need to come around to the facts. Bannings assuredly have some impact on Magic’s playerbase, but neither their frequency nor their size will ever be the death of the game. Players will play, because deep down we are all addicted, and while we may not welcome bannings, we shouldn’t be scared of them.

But, what if we did welcome bannings? Hopefully you’re still with me to this point, because it’s important that I have you convinced that bannings aren’t a harbinger of doomsday to get you to buy in to this idea. If Magic is still going strong throughout numerous bannings (13 in six years, remember) is it too alien to accept them as "part of the game?" Could bannings actually be seen as a positive, rather than a negative?

In Standard, I think the answer will always be no. A large portion of that field will always remain casual, and telling a player they cannot play is never a good thing. I’m not ten anymore, but I remember showing up to a Lord of the Rings CCG event with banned cards in my deck, not even knowing what errata meant or how to use the Internet to find information (it was 2001, before you judge). For Modern, I’m starting to come around to the idea, however. We’re all adults here, and at the end of the day, a fun, interesting format is our main goal. Bannings as a tool to shake things up, rather than a disaster to avoid at all costs, could bring us the regular shake-ups that we crave, but never receive, with set releases. The playerbase has shown that, just as they might threaten moving to Canada after a political election, players rarely quit after a banning rocks their world.

I know my bias as an online player and content creator is influencing my opinion. Monthly articles about banning speculation and the myriad of strategic consequences that could have on the format is a Magic writer’s wet dream. The risks for me are negligible; I don’t have a paper collection and I borrow my online cards for free. I’m the quintessential outsider, no skin in the game, yet I judge from the sidelines. I feel you there, hating me. I understand what I am, but my position lets me imagine a possible future, one where banning discussion in the chat of WoTC’s Twitch stream isn’t toxic, and doesn’t push new players away. It’s a utopian dream, of course, but one that, like all utopias, has a seed in reality.

Wizards of the Coast has a problem on their hands, but it isn’t what you think. Three bannings in seven months for Standard is embarrassing, and they need to get their act together. Ten bannings in six years for Modern is an opportunity, one that they should fully embrace. This coming February, we will see Modern return to the stage in Bilbao, Spain. A quirky, daring gaming company has the opportunity to shock the world, and change the discourse around Magic forever. The locals might revolt, the worldwide community might snicker, but with a little courage and a lot of heart, Wizards of the Coast could change how we play, discuss, and view card gaming forever. It could just be poetic. It might just be fate.

Thanks for reading,

Trevor Holmes

Back on the PPTQ Grind: Week Two

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Another week, another PPTQ, another time I didn't get there. Which is good news for this article series, bad news for my desire to get back on the Pro Tour. Especially considering the announcement about the PT this season is feeding. Modern is back on the Pro Tour, and I'm elated. Not only will I get to play a superior format if I get there, but I'll actually want to watch PT coverage again.

Having Standard every PT just left me cold. Ever since I first became aware of the Magic Pro Tour, the older formats made for better watching. In the old days, you cared about the Block Constructed PT to tell you what was good from the new block, but you really ate up the Extended PT coverage. That was were the cool decks lived and was the kind of Magic you aspired to play. Everyone could play Block or Standard, but Extended was where the masters shined. In my opinion, that inspiration and allure has been missing since the PT became Standard-only. I'm all for Modern's return!

The Decks

As I said last week, I intended to play a new deck for this PPTQ. But exactly which deck, I didn't know. After some tinkering, I ended up on Esper Control. The archetype dropped out of sight sometime after Trevor covered it extensively. I was never sure why; dedicated card advantage is excellent against attrition decks like Grixis Shadow. I assume that it was too slow for the meta, as the version I played last week is absolutely glacial. That wasn't a problem for me because it fulfilled my main concern of beating Chord of Calling decks: deplete their resources enough, and it doesn't matter how you win. I maxed out on removal for small creatures, relegated discard to the sideboard, and added planeswalkers to close out games. It worked; I demolished every green creature deck I faced during testing. The deck is an enormous dog to Tron, but as I saw last week, Tron players don't show up to PPTQs, so I considered it an acceptable risk.

Esper Control, by David Ernenwein (PPTQ Deck)

Creatures

4 Snapcaster Mage
2 Tasigur, the Golden Fang

Instants

4 Fatal Push
3 Path to Exile
3 Negate
1 Blessed Alliance
4 Esper Charm
2 Cryptic Command

Planeswalkers

1 Elspeth, Sun's Champion
2 Gideon Jura
1 Gideon of the Trials

Sorceries

4 Serum Visions
3 Collective Brutality
3 Supreme Verdict

Lands

4 Flooded Strand
4 Polluted Delta
2 Marsh Flats
2 Creeping Tar Pit
2 Hallowed Fountain
2 Island
1 Watery Grave
1 Godless Shrine
1 Plains
1 Swamp
1 Darkslick Shores
1 Seachrome Coast
1 Celestial Colonnade

Sideboard

4 Thoughtseize
3 Ceremonious Rejection
2 Dispel
2 Lost Legacy
2 Surgical Extraction
1 Blessed Alliance
1 Disenchant

If the sideboard looks unrefined, that's because it is. I spent most of my available time this week working on the maindeck and using the sideboard to fill holes that came up. Not that it mattered, as I audibled off Esper. You probably knew that since this section title is plural, but for reasons that are in the next section, I couldn't justify playing any control deck. While I think that call was correct, the matchups that I actually hit would have favored this deck.

I again played Death and Taxes, to which made some adjustments since last week. I cut angels for Selfless Spirit maindeck and cut Gideon for Burrenton Forge-Tender. Spirit is not a great two drop, but it has utility and evasion, making it ideal for both curve purposes and the hole I identified last time. Forge-Tender is also good against sweepers with special utility against Burn, and frankly I couldn't think of anything else I wanted in that slot. After scouting the field at the venue, I also took out the Devout Lightcaster for a Disenchant.

Death and Taxes, by David Ernenwein (PPTQ Deck)

Creatures

4 Thraben Inspector
4 Thalia, Guardian of Thraben
4 Leonin Arbiter
2 Selfless Spirit
1 Phyrexian Revoker
1 Serra Avenger
4 Flickerwisp
4 Blade Splicer
2 Mirran Crusader
3 Restoration Angel

Artifacts

4 Aether Vial

Instants

4 Path to Exile

Lands

10 Plains
4 Ghost Quarter
4 Tectonic Edge
2 Horizion Canopy
2 Kabira Crossroads
1 Cavern of Souls

Sideboard

2 Burrenton Forge-Tender
2 Wrath of God
3 Rest in Peace
2 Stony Silence
1 Phyrexian Revoker
2 Sunlance
1 Disenchant
2 Grafdigger's Cage

The deck felt and played much better than last time, and it's going to take a huge metagame shift for me to change it again. The sideboard is another story, and I will certainly adjust it before I play again. Revoker has been better than I expected, and I keep hitting matchups where Wrath is good; better than Dusk // Dawn. More tuning is required.

The Tournament

I was surprised to find out upon arriving at the site that this would be another huge PPTQ. Once again, there were 46 players for 6 rounds of Swiss. The north doesn't get many PPTQs compared to Denver, so I guess this shouldn't have surprised me. What was surprising were the decks I saw in the games room. I don't know what I was expecting to see, but five Prison decks and five Affinity decks laid out for registration definitely wasn't it. As I was moving to an empty seat, I saw two more Affinity deck sheets laying around. This forced me to completely reconsider my deck choice.

I had with me the Esper Control deck, UW Merfolk, and DnT, as well as the ability to switch Esper into pure UW if the need arose. As I sat down, I knew Esper was out of the question. Three of the Prison decks were Sun and Moon variants, with Lantern and the UR As Foretold deck I mentioned a few months ago.

That made four dedicated Blood Moon decks. Affinity also plays Blood Moon in the sideboard. Esper control can't beat Blood Moon. You'd think that a deck with maindeck enchantment removal could fight Moon, and as long as it happens after turn three, you'd be right. However, all of these decks accelerate out the Moon early (because Simian Spirit Guide is good for Magic), and getting my lands turned to mud before I can fetch my basics kills the deck dead. I'll never play a deck that loses to a card that ~25% of the field has, so I had to change. There was also a number of Bant Eldrazi decks, which also aren't great for Esper. Not bad, exactly, but not something I wanted to face.

Merfolk was also out because of all the Affinity, so my choice was between rebuilding Esper into UW, which I had *just* enough time for, or playing DnT again. I looked around the room again and saw two GR Valakut, the Molten Pinnacle decks, so that ruled out UW. Not saying it can't be done, but I've never beaten GR Valakut with UW Control. I do that regularly with DnT. With good matchups against Prison, Affinity, and Valakut decks, I was feeling confidant. I saw only one Shadow deck and no other black decks during that room scan, so I cut Lightcaster for an answer to Ensnaring Bridge.

All that scouting went to waste, as I was not paired against any of those decks. Instead, I hit UW Delver, Bant Humans, Boros Burn, Counters Company, and Living End, finally dropping at 2-3.

What Happened?

Partially Wrath of Pairings, partially variance, and partially one huge misplay game three against Living End. For some reason, I hit the room's outliers instead of the decks with actual representation. You should always own your losses and learn from them, but hitting two rogue decks in a row is really anomalous. That makes for a difficult analysis—did I misevaluate something, or just get unlucky in pairings?

Round 1 against Delver I get crushed with Delver into Delver, both of which flipped immediately, and he countered my first Flickerwisp so I couldn't stabilize. The next two games I just slaughter him with Thalias and Blade Splicer.

Bant Humans is very nearly unwinnable and I never stood a chance. It's not only a faster clock, it goes wide and big. I didn't really have a chance and my poor draws didn't help.

My Round 3 Burn opponent only had two lands game one and one game two, and I got to Strip Mine him in both. Once that happens, they aren't really games, are they? Kabira Crossroads continued to be great here.

Against counters, I lock him off four mana with Arbiter and Revoker on Devoted Druid and just amp up the pressure until he dies in Game 1. The next two games involve me flooding out while he goes nuts with Renegade Rallier. I lament failing to draw Grafdigger's Cage and he agrees that he would have just lost to that card.

The last round against Living End was very hard. Game 1, I effectively hard-lock him with Thalia and land destruction. Keeping Living End from five mana with Thalia around shuts the deck out. Game 2, we both mulligan, and he has a phenominal curve which dances around and through Rest in Peace and my taxes. In Game 3, a critical misplay cost me the tournament. When playing a creature deck against Living End, you need to apply enough pressure to force them to go off, but hold enough threats in hand so that once they go off, you can flood the board again. The ultimate goal is to force another End, which will be more favorable to you.

I had a steady clock, but decided to Vial in a Flickerwisp to speed things up and get some value. Unfortunately, he had Violent Outburst to really get me. I fight on thanks to Mirran Crusader blocking Horror of the Broken Lands, but I'm forced to play around Archfiend of Ifnir, and by the time I get to Path, the damage is done. I have to use Restoration Angel to save Crusader; it gets shrunk and then killed by Deadshot Minotaur. He's at 2 life but has Desert Cerodon to prevent my lethal attack. When I die, the Path I need is on top of my deck.

Had I not played out that Flickerwisp, I would probably have won that game. I made a bad call about my clock and was rightly punished. In fairness, had I not flooded on lands and Vials immediately afterwards, I may still have won. That's no excuse, because if I'd cleared that Cerodon, I would have won anyway. Interestingly, Merfolk has a better matchup against Living End thanks to its counterspells. This match remade the case for including Warping Wail in the sideboard. My opponent showed how well End pilots can deal with RiP these days; having additional angles of attack would have been a good idea.

Lessons Learned

I have to be more careful about managing my clock. My final loss was entirely due to misevaluating the board state and undervaluing that Flickerwisp. I believe I've gotten complacent regarding that, since I played Merfolk for so long it became second-nature, but DnT is a different beast. When I play it in the future, I need to be more conscious of how my cards interact with the board and the clock. Muscle memory isn't going to carry me anymore.

I've also noticed that I'm getting very good at reading the room, making the right call on my decklists, and then not following through. Some of this is definitely overconfidence, but I think I may be overvaluing this information. This happened at the RPTQ as well, so I think it must be me. I need to re-evaluate how I'm using scouted information and if I'm making the right calls.

On the Deck

I was generally very happy with my deck, but there was an interesting conversation about it after my Round 5 loss. I had both my Crossroads in play by then, and several observers commented that if they had been Horizon Canopys, I would have won. After checking my game notes, I believe this is wrong.

The first Crossroads was my first land of the game and I played at least three spells with it before I had a choice to not take damage. That's five life gained, and represents no less than one draw step. I was at 22 when my opponent began attacking me, and he was very cautious about it, since he was at 4 and then 2 life. He only attacked with his mono-black creatures, and never the green or multicolored ones until I was very, very dead. Had I been lower, he may have been more aggressive, and I would have died before I actually did considering my poor draws. Thus, I argue that Crossroads did draw me cards in a sense, and I ended in the same or worse position as if I'd had the Canopies.

Moving Forward

This week's PPTQ is south from the last one, but still in northern Colorado. I won't be taking Esper along; Blood Moon appears to be popular up there (I saw a number of Zoo decks with Magus of the Moon, too). UW is not the best-positioned against Prison decks, but it demolishes the other decks that were present last weekend. I'm planning to build and test that deck primarily this week, but again, we'll see where things stand once I get to the tournament.

...And On...

That's it for this week. I hope some of you have succeeded where I failed. I'll be back next week with the latest results. Keep grinding!

New Beginnings: Implications of a Modern Pro Tour

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Modern's had some year. Star City Games kicked off its Modern-heaviest SCG Tour schedule yet, Modern Masters 2017 dropped containing a slew of much-awaited reprints, and multiple pros came around on the format (with some even calling Modern the "The Greatest Format"). And—most recently—Wizards of the Coast announced Modern is back on the Pro Tour.

Wait, back on the Pro Tour? Last time Modern was on the Pro Tour, its position there was blamed for the Splinter Twin ban, both indirectly by Wizards and more explicitly by the community (and even by writers on this very site). So, what gives? Are we in for another round of "shake-up bannings?" We've received a wealth of information from Wizards about Modern since that fateful January; today, we'll size it all up to answer that question.

Level 0: Mo' Modern...

Format newcomers will no doubt consider the addition of Modern to the Pro Tour great news. Having Modern on the Pro Tour means they've got something highly engaging to watch come Pro Tour season, not to mention something to maybe play for in the very distant future. I know if the Pro Tour were always in a format I didn't like for whatever reason (say, because it rotates and I don't get to jam my favorite cards), making it to the Pro Tour would strike me as less appealing. With Wizards' announcement, the bunch of Modern PPTQs currently underway represent quite a ceiling—this tournament at my LGS could lead to a seat on the largest Magic stage in existence, and I could be playing my pet deck the whole time!

Going a bit deeper, Modern's position on the Pro Tour signals a doubling-down by Wizards on their support of the format. Sure, Modern Masters sets seem to be going nowhere, and Star City Games has supported Modern unconditionally this year. But Wizards' recent gaffes in Standard, and their ham-fisted attempts to fix it, have all but left Modern on the back burner. Add to that occasional waves of community interest in unofficial formats like Frontier, and Mark Rosewater's hinting at design considerations for a post-Modern format, and newer players have wondered if it's financially reasonable to buy into Modern. For many, purchasing a deck full of pricey staples is excusable only if the format's liable to exist five years from now.

Putting Modern back onto the Pro Tour should quell some of these fears, as it's a bone thrown directly from Wizards to players and lovers of the format. The move is as tangible a "we still love Modern" as we could hope for from the company.

Level 1: ...Mo' Problems?

Longtime Nexus readers and Modern players are bound to be more cautious of the announcement. After all, Modern was removed from the Pro Tour for a reason; nay, for multiple reasons. When Modern was axed from the Pro Tour in 2016, Wizards had plenty to say. Let's look over Aaron Forsythe's now-classic Modern article, "Where Modern Goes From Here," to see if his points still stand.

Emphases on Innovative Deckbuilding and New Cards

Wizards pays for the Pro Tour with their marketing budget, so the tournament has to show off Magic's new blood. Aaron identified this goal as seeming directly at odds with having the tournament showcase a non-rotating format:

So why isn't [Modern] right for the Pro Tour? It comes down to our goals for the events. The first is that we want to reward good drafting, innovative deck building, and tight gameplay in unestablished environments. Second, we want to highlight the newest card set. To those ends, we positioned the Pro Tour events just a couple weeks after each new set comes out, which both provides the fresh new proving ground for our players and showcases each new set in a premier-level setting right at the beginning of its life cycle.

Modern has definitely shown itself of late to be a format that rewards innovative deck building. Take the breakout success of Jund Shadow. That deck soon morphed into Grixis Shadow, which in turn opened the floodgates for previously-unplayable decks like Death and Taxes and UW Control to stake out shares in the metagame. Tron's major adjustment of becoming more of a midrange deck with Eldrazi creatures, another stride made to combat Shadow decks, has equally affected these shifts.

The discovery of Death's Shadow has spurred Modern into a state of comfortable dynamism, boasting a fluctuating lower-tier metagame while retaining slower-moving pillars of linearity (Affinity, Burn) and interactivity (Shadow, Tron). Its established set of "best decks" isn't overpowered as to keep out innovation, instead promoting creativity as a way to attack the hyper-focused strategies at the top.

As for showing off new sets, Modern isn't much better than it used to be. But it's always been fairly adept at this goal, at least in my eyes, and despite what Aaron claims in the quote above. Ceremonious Rejection, Walking Ballista, and Fatal Push are just some of the many cards that entered the Modern consciousness with the recent Kaladesh block, and all have reshaped the landscape (especially the latter). With Wizards apparently committing to including more general answers in newer sets, the odds of another Fatal Push-esque card appearing in Standard are high, and these types of all-purpose solutions are often recruited for Modern play.

Our top players pointed out to us that Modern wasn't often about innovating or solving the puzzles presented by a new card set, but rather it rewarded huge numbers of repetitions with established decks, and while that kind of play can be interesting and is relevant to a lot of the Magic audience, it wasn't what the Pro Tour was supposed to be about.

Everything above said, Modern certainly will remain a format about putting in reps. Nothing has changed in the last year on this front. Wizards must have decided they want their Pro Tour to be about watching highly experienced pilots after all.

The Pro Tour "Predicates" Bans

Moving on, Aaron addresses one reason cards are frequently banned before Pro Tours:

In order to try to present the players with a new environment to explore, we'd implement the changes to the banned list that we had identified throughout the previous year right before the Pro Tour, which often cast a shadow of dread over the impending Pro Tour for many of the format's fans, as the spotlight of a Pro Tour accelerated the rate at which we'd ban problematic cards in the format.

Here we see the idea of "shake-up bannings" come into focus. As Sheridan once put it, these kinds of bans can deeply shake format confidence. At the time of the Twin ban, Wizards spoke more on the subject via Twitter:

By "predicates," Aaron means that having a Pro Tour accelerates the speed at which bans occur. In Sheridan's words, "Although those cards may have been bannable independently of Pro Tour pressures [...], the Pro Tour rotation forces Wizards’ hand and expedites the banning before the metagame can naturally police an offending deck. The end result could be the leading Tier 1 deck suffering an annual ban solely to ensure a more interesting Pro Tour."

Obviously, dumping that kind of pressure on Modern creates a very frightening scenario. But there's some light at the end of the tunnel. While Modern's rates of evolution haven't fundamentally changed much since 2016, Wizards's policy apparently has:

I'm not sure this tweet suffices as reassurance (I'd say we're due for an official, base-touching article from Wizards explaining their re-addition of Modern to the Pro Tour in depth). But it definitely helps!

"Solved Format" Diversity Bans

Unfortunately, Wizards managing the format "as [they] do now"—which seems to hinge mostly on diversity indicators like metagame shares and winning percentages when not dealing with Turn-Four Rule violators—doesn't account for another ban-related symptom of having a Modern Pro Tour. Aaron writes:

On top of that, the skill of the pro players combined with the high incentives of the event really accelerated the tuning and development of the best decks (such as this year's Eldrazi menace) to a large degree, which isn't great for a format that is designed to change very slowly over time. We'd rather let those deck evolutions play out over months on Magic Online or at store-level events, as that accelerated metagame pace often just means speeding up more changes to the banned list as well.

We live in an era dominated by information, and Wizards increasingly limits how much of it reaches us—with the stated goal of preventing formats from becoming "solved" too quickly. Agree or disagree with Wizards's data secrecy, one thing is for sure: the company feels that solved formats lead to decreases in diversity, and I've yet to hear any convincing argument to the contrary.

What does this mean for the Modern Pro Tour? Well, if groups of highly motivated professional players band together, as they do, and "solve" the format, as they are indeed paid to do, diversity is then bound to decrease, and Wizards is then bound to ban something. That sort of banlist management, which pays attention mostly to hard numbers and diversity indicators, is still "as we do now," to quote Aaron.

Level 2: The Leap of Faith

The next step, at least for me, is to take both sides into account and come away feeling okay about this decision. More exposure does translate to more players, and I'm happy Wizards is seriously recognizing that people love to play and watch this format.

The way I see it, the ceiling on this decision is pretty high—more people flock to Modern, and Wizards perhaps invests more resources in improving and maintaining the format (internal testing teams, the consideration of non-Standard supplementary products, a Modern "press secretary" who would regularly communicate with players about Wizards's visions and goals for the format, etc.—all things that might be worth looking into).

The floor? Some cards are banned in Modern and Wizards cancels the Modern Pro Tour again. Modern survived the first time that happened, and bounced back stronger than ever. Call me a believer.

Innovations in Modern: Decklists from SCG Atlanta

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The SCG Modern Classic in Atlanta last Sunday signaled the end of Modern as we know it. Hour of Devastation is officially upon us, and with it, our reckoning has arrived. Armed with powerful new spells, creatures, and everything in between, the world’s best brought their collective knowledge to bear, shaking the foundations of our beloved format to its core under their combined might (do foundations have a core? I’m an architect, I should know). Behold, your new Modern influencers: Rhonas the Indomitable, Claim to Fame, and Irrigated Farmland! Hm. Well, that was disappointing...

So, by all early indications, it doesn’t look like Hour of Devastation is a knock out of the park, but as we discussed last week, that’s kind of okay. Modern is great right now, and far from solved, so a set release that doesn’t add much to the card pool is much more welcome than, say, if the format were busted beyond belief. Remember a few weeks ago when everyone said Death's Shadow needed to be banned? Remember a few weeks before that when Counters Company took an event by storm? And what about before that, when Dredge and Storm were putting up strong, consistent results? See what I mean? I could go on and on, but the truth of the matter is that Modern is great, and life is good—let’s appreciate it while we have it.

Let’s dive in to the Modern Classic results from Atlanta. Even though there weren’t many Hour of Devastation inclusions, there were still a ton of new archetypes and innovations hidden in the lists. How is that possible? Well, let’s look and see…

Shadow Domain Zoo, by Daniel Keigans (2nd, SCG Atlanta)

Creatures

4 Wild Nacatl
4 Tarmogoyf
4 Death's Shadow
4 Street Wraith
4 Monastery Swiftspear
3 Goblin Guide

Enchantments

1 Gryff's Boon

Instants

4 Lightning Bolt
4 Might of Alara
2 Dismember
3 Boros Charm

Sorceries

4 Tribal Flames
1 Claim // Fame

Lands

2 Windswept Heath
1 Temple Garden
4 Wooded Foothills
2 Arid Mesa
1 Blood Crypt
4 Bloodstained Mire
1 Breeding Pool
1 Overgrown Tomb
1 Sacred Foundry
1 Steam Vents

Sideboard

1 Ancient Grudge
1 Collective Brutality
1 Gaddock Teeg
3 Grafdigger's Cage
3 Pyroclasm
1 Rise // Fall
2 Stony Silence
3 Thalia, Guardian of Thraben

I’m not even going to try and hide my excitement. This deck looks so sweet. Might of Alara? Are you #^($&@ kidding me? Daniel’s list is so cool, I don’t even know where to start. Creatures seems like a good bet, but really this deck is just Burn, but a Burn deck that can actually beat Leyline of Sanctity and grind out the midrange decks.

Kolaghan's Command, Traverse the Ulvenwald, and company are gone, instead replaced by Tribal Flames, Boros Charm, and Might of Alara. We’ve finally reached the point where there are just so many good cards to play in Modern that the lines between Death’s Shadow Aggro, Zoo, and Burn are forever blurred. This week, dodging Leylines (and potentially Oketra's Last Mercy) seemed to be Daniel’s goal, and it worked out well for him. I appreciate going all-in and trusting your gut about the format, as there isn’t a basic land in sight. By sleeving up this 75, Daniel made a statement about where he expected the field to be, and I hear it loud and clear. This is what those in the business call betting the farm, and Daniel cashed in.

Next week, who knows if players will adopt his list, but that doesn’t really matter. Whether Daniel’s version of Death’s Shadow Jund, or Zoo, or creature Burn, or whatever you want to call it, is the right version for next week is hard to say. But I’m interested in seeing how the classic Death's Shadow decks will respond to this newcomer entering the clubhouse. Stubborn Denial was the de facto "best card" a couple weeks ago, but it doesn’t do much against 19 creatures attacking into you, especially when this list also has access to a ton of pump and burn to go with it.

It is interesting to note Daniel’s lack of discard, which of course doesn’t work when he’s trying to drop one-drops onto the field as fast as possible. Spell-based combo and the like could be happy to see this change, but it’s not like they are much happier to see a Wild Nacatl on the table instead. Will this push the format into more goldfishy combo, or will we see Jund and other removal-heavy decks come back even stronger as a result? I’m keeping my eyes on this one.

Grixis Delver, by Troy Smith (3rd, SCG Atlanta)

Creatures

1 Gurmag Angler
4 Snapcaster Mage
4 Delver of Secrets
2 Young Pyromancer
2 Tasigur, the Golden Fang

Instants

2 Kolaghan's Command
4 Lightning Bolt
3 Mana Leak
2 Spell Snare
2 Remand
2 Fatal Push
3 Terminate
4 Thought Scour
1 Murderous Cut

Sorceries

2 Inquisition of Kozilek
4 Serum Visions

Lands

1 Watery Grave
1 Blood Crypt
4 Bloodstained Mire
1 Darkslick Shores
3 Island
1 Mountain
4 Polluted Delta
2 Steam Vents
1 Swamp

Sideboard

1 Crumble to Dust
2 Dismember
1 Dispel
1 Engineered Explosives
1 Izzet Staticaster
1 Magma Spray
1 Pithing Needle
2 Relic of Progenitus
2 Surgical Extraction
2 Thoughtseize
1 Vandalblast

Not to be outdone, Troy Smith decided to pack Grixis Delver like it was 2015. It feels like I missed some Twitter hashtag or something, where all of the players decided to bring off-brews of all the established archetypes. This is classic Grixis Delver, all the way down to the Young Pyromancer, Remand, and Dispel in the sideboard. I’ll be honest, I love Delver of Secrets just as much as the next guy, but I can’t think of a reason why Delver of Secrets and Remand are better than Death's Shadow and Stubborn Denial, unless getting off the graveyard was 100% the way to go this weekend. It feels to me like the graveyard wasn’t supposed to be a big target heading into this weekend, but based off what I’m seeing, I’m starting to expect that was what was in players' minds as they chose their lines.

Still, Grixis Delver is a solid choice, and capable of strong results in the hands of a skilled pilot. It’s been so long since I’ve seen Mana Leak I had to reread it (nah, not really), but with midrange poking around again, the card finally seems solid. Not against Goblin Guide and Memnite, of course, but we knew that from the semis. I can get behind six one-mana removal spells again (plus Murderous Cut) but Fatal Push is the one we need to be maximizing. I understand the Bolt/Snap/Bolt potential, but Daniel’s list is just begging to blow you out every time you think about casting Lightning Bolt against his creature.

BG Midrange, by Sol Malka (4th, SCG Atlanta)

Creatures

4 Dark Confidant
1 Kalitas, Traitor of Ghet
1 Eternal Witness
4 Tarmogoyf
2 Tireless Tracker
3 Scavenging Ooze

Artifacts

2 Mishra's Bauble

Instants

2 Fatal Push
4 Abrupt Decay

Planeswalkers

3 Liliana of the Veil

Sorceries

2 Maelstrom Pulse
2 Thoughtseize
1 Traverse the Ulvenwald
4 Inquisition of Kozilek
2 Collective Brutality

Lands

4 Blooming Marsh
2 Forest
3 Ghost Quarter
3 Hissing Quagmire
2 Marsh Flats
2 Overgrown Tomb
2 Swamp
4 Verdant Catacombs
1 Windswept Heath

Sideboard

1 Bloodghast
2 Duress
1 Flaying Tendrils
1 Ghost Quarter
1 Golgari Charm
1 Illness in the Ranks
1 Kalitas, Traitor of Ghet
1 Liliana, the Last Hope
1 Maelstrom Pulse
1 Shadow of Doubt
1 Slaughter Pact
2 Surgical Extraction
1 Unravel the Aether

Still in the Top 4, Sol Malka makes an appearance with a masterpiece, in every sense of the word. Tireless Tracker, Eternal Witness just for the value, this is the kind of deck that dreams are made of. The singleton-Traverse the Ulvenwald, 13-different-cards-in-the-sideboard special. Every single card in this deck dares you to cut it before playing at least 10 games with the list. Don’t even try it.

There are just so many plays. One copy of Bloodghast in the board, because—why? It’s a 2/1 that keeps coming back to apply pressure against control, sure, and it combos with Kalitas, Traitor of Ghet when we have the mana and all the time in the world. Do we dare be so cute? Liliana of the Veil is just a three-of, but not Abrupt Decay; we’re packing the full four. That makes sense, as small creatures were apparently the way to go, but then we get to the two copies of Fatal Push and I’m just amazed. Again, I know just by looking at it that this deck is a finely tuned machine of metadeck domination, and I can’t wait to pick it up and start grinding games with it.

Jeskai Flash, by JD Umberson (5th, SCG Atlanta)

Creatures

4 Spell Queller
4 Snapcaster Mage
1 Vendilion Clique

Instants

4 Cryptic Command
3 Electrolyze
4 Path to Exile
4 Lightning Bolt
4 Lightning Helix
3 Logic Knot

Sorceries

4 Serum Visions
1 Supreme Verdict

Lands

3 Celestial Colonnade
1 Desolate Lighthouse
4 Flooded Strand
2 Hallowed Fountain
2 Island
1 Mountain
1 Plains
1 Sacred Foundry
4 Scalding Tarn
3 Spirebluff Canal
2 Steam Vents

Sideboard

2 Anger of the Gods
1 Blessed Alliance
1 Celestial Purge
1 Crumble to Dust
1 Dispel
1 Elspeth, Sun's Champion
1 Engineered Explosives
1 Izzet Staticaster
2 Rest in Peace
2 Stony Silence
1 Vendilion Clique
1 Wear // Tear

We’ll continue with the theme and go right to the 5th-place list to finish things out today. Sorry Affinity, but nobody cares. This is Magical Christmasland, and we only allow interesting decks here. Spell Queller and a ton of Burn spells is a lost three evenings waiting to happen, and I’d be lying if I said this wasn’t the first deck I loaded onto my MTGO account after going through the results. The options, of course, are endless. Opponent does something on three? Spell Queller 'em. They don’t play along? Electrolyze for two and cycle away. Next turn, let’s Cryptic Command. If not, lets Snapcaster Mage into Lightning Helix.

This deck is exactly what I want to be doing when you don’t expect many Tarmogoyf or Death's Shadow—or if the Tarmogoyf/Death's Shadow decks stop packing discard spells. Against the midrange decks, we’re a draw-go Burn list that can counter whatever they decide to eventually throw our direction, while we’re doing damage all along the way.

Conclusion

So, Hour of Devastation isn’t making a large impact, but the results from this weekend are evidence enough that Modern’s card pool is insanely deep already, and practically anything can put up strong results on any given weekend. I, for one, am fine with the way things are looking early into this new Modern, but that’s just because it looks almost exactly like old Modern with some brand new clothes.

What do you think? What are you playing heading into August 2017? Please tell me somebody is playing Kiki Jiki, Mirror-Breaker, or Geist of Saint Traft, or Bitterblossom. Anything is possible, apparently.

Thanks for reading,

Trevor Holmes

Back on the PPTQ Grind: Week One

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It's Modern season, time to grind for the Pro Tour! I've spent most of my career on the grind and this year is no different. Therefore I will be documenting my attempt to climb back to the Pro Tour for the rest of the summer. If my past experiences are an indication, this will be like watching me play a roguelike game (constant horrible failure until a miraculous breakthrough occurs that is not my fault).

The plan is that every week there is a PPTQ to attend I will do so. I may hit several if it's a practical option (I'm not going out of state for a mere PPTQ). I will go over the what and why of the deck I play, how I fare, and what lessons I learn for the next one. Doing nothing but match reports will be more boring to write for a month solid than it will be to read them, unless I win. Then I will do a normal report because I'll want to crow, as would anyone. Hopefully you'll learn from my mistakes, misreads, and losses to avoid them yourself. At very least, airing my failures will provide self-motivation to improve.

The Deck

Last Week, I laid out my deck choices and the relative strengths of each in my expected metagame. After additional scouting and practice during the week, I eventually decided on DnT. I'd had good results over the previous month, I knew it well, and it had the best matchups against both Affinity and Tron, which I expected to be everywhere.

My list is fairly standard, since there's really not much reason to deviate from Brian Coval's Invitational maindeck. My unique contributions are from testing since then and some adjustments for the Denver metagame.

Death and Taxes, by David Ernenwein (PPTQ Deck)

Creatures

4 Thraben Inspector
4 Thalia, Guardian of Thraben
4 Leonin Arbiter
2 Serra Avenger
1 Phyrexian Revoker
4 Blade Splicer
4 Flickerwisp
2 Mirran Crusader
4 Restoration Angel

Artifacts

4 Aether Vial

Instants

4 Path to Exile

Lands

10 Plains
4 Ghost Quarter
4 Tectonic Edge
2 Horizon Canopy
2 Kabira Crossroads
1 Cavern of Souls

Sideboard

3 Rest in Peace
2 Stony Silence
2 Gideon, Ally of Zendikar
2 Sunlance
2 Wrath of God
2 Grafdigger's Cage
1 Devout Lightcaster
1 Phyrexian Revoker

I had been playing Weathered Wayfarer, but it rarely did enough to justify keeping it. Meanwhile, I really like Revoker against Affinity, so it took the slot. The other big thing is Kabira Crossroads. There is a lot of Burn in Colorado, particularly in Denver. Kitchen Finks is the best card for that matchup you can maindeck. Finks is otherwise terrible in the meta, so I'm playing a card that lets me build my own Finks. It was a one-of tutor target for Wayfarer, but when she got cut I added an additional Crossroad. I could only get two Horizon Canopy's for the tournament, but I probably wouldn't play more than two anyway. Relying on painlands for mana is dangerous in a Burn-heavy meta. I tested online with four and lost a number of matches to self damage so I wanted to cut them back regardless.

The sideboard has some more spice. Gideon is a very good card in grindy matchups and I did expect control decks to be popular. There's a second Revoker for Affinity and combo decks, as well as Grafdigger's Cage against Company decks and Dredge. While I understand the merits of playing Relic of Progenitus instead of Rest in Peace, I really wanted two Cages. This required cutting a Relic, and as a three-of RiP is better than Relic. Being less likely to draw it early makes me want the more impactful card.

I had been playing Dusk // Dawn, and while it is a very good card against Eldrazi and Shadow, I expected more Affinity and was otherwise good against the top two decks. Wrath is necessary against Affinity's go-wide plan and the random green creature decks that always crop up. Finally, rather than a third Mirran Crusader I have Devout Lightcaster. While worse in a vacuum, it is phenomenal against Shadow decks. With the deck sorted, it was time to actually face the field.

The Tournament

The actual PPTQ was held at one of the smaller stores on my end of town. Based on past experience, I expected this first tournament to be huge while subsequent weeks it would shrink substantially. I wasn't wrong—we had 46 players for six rounds of Swiss. Prize would be based on standings and pay out to X-2 or better while you'd need at least that to make elimination rounds. This was also a packed field, with nearly every grinder in the state present. My gut said it would be a hard gauntlet.

I was right. I dropped at 1-3. I also only hit other grinders, many of whom I hit at weekly tournaments. Not happy, but I also can't be too upset.

What Happened?

The short answer is that Death and Taxes happened. Basically, everything I've said about the deck was validated by this PPTQ. When you hit the matchups you're targeting the deck is amazing. If you don't, you really need to draw the right pieces of your deck at the right time. I had a lot of close games but couldn't quite pull through.

I beat an Esper Death's Shadow deck thanks to its fragile manabase, lost to Grixis Control when I drew the wrong parts of my deck for games two and three, and then lost close races to first Boros Burn then Naya Burn. I'm not exaggerating about the Grixis match—in game two I had the graveyard hate when he had all removal and sweepers, while game three he had the fast-Tasigur-into-Kalitas-with-removal draw, while I was all threats and no interaction. Had I had the game-three draw in game two I probably win, or vise versa.

As annoying as that is, it's the price of playing a deck like DnT. Without deck manipulation you just have to hope that all your disruption is always relevant, and unfortunately it just wasn't this time. I may have lost the Shadow match if my opponent had a basic Plains in their deck. I Ghost Quartered his white sources before he could Lingering Souls me out of the game. Not unwinnable, but I hate fighting that battle.

You could chalk this up to Luck of DCI Reporter but ultimately the field I expected wasn't there. The Affinity and Eldrazi players just didn't show. I counted two Affinity decks, one GR Tron, and a Bant Eldrazi player in total during round three. There were a few Grixis decks, of which I think only one was Shadow, but for the most part UWx Control, Burn, and Chord of Calling decks were in vogue. Given this, Merfolk's faster clock would have been preferable, though my UW Control list was the actual correct choice. Dispel and planeswalkers were very strong against the actual field last weekend.

Lessons Learned

The main lesson from this is not to assume the metagame. I went in on the assumption that the grinders (which I expected would make up the majority of the field) would be playing highly tiered decks. Death's Shadow and Tron were popular choices back at States. Many of those who went to GP Las Vegas took or tested those decks, and the weekly tournaments where we all practice and test were full of Tron and Affinity. It made sense to me that this would continue, and this led me to pick the metagame deck for the tournament.

I could have audibled into Merfolk since I had the deck with me. There was another Merfolk player there and he was at the high tables when I left, so it is possible that my deck choice doomed me. However, that interpretation is disingenuous and counterproductive. I made impactful play mistakes and some ultimately wrong strategic decisions during the tournament, which I will be detailing in the next section. A few of these were wrong because of how they played out on later turns, but in general I played sloppily. I can identify two very bad keeps and three play mistakes that contributed to losses. Whether I could have won those games is irrelevant (my opponents drew very well every match)—I was not playing anywhere close to my best. If I want to get back to the Pro Tour, I need to focus.

Therefore, my focus for the next tournament will be on the best deck choice for me, rather than the expected meta, and on keeping my head on the game.

About the Deck

I feel compelled to mention at this point that DnT is not a bad deck. I could have won all the matches I played, and would have won against Boros Burn if I'd taken the line I'll be talking about below. It wasn't the best positioned for the specific tournament, but it was still a fine choice and had my predictions panned out it would have been the correct choice. Don't just write it off.

Construction Changes

It's very weird to say this, but Restoration Angel was really bad last weekend. My hand was clogged with multiples several games and even when I was jamming Angels it just did not feel impactful. The problem is that a 3/4 flier for four isn't that great anymore (nice work, Fatal Push) and trying to get value off a Blade Splicer was shockingly hard. Older versions of the deck still had Kitchen Finks to find value more reliably. I still want a few copies but I'm leery of continuing with the full set.

I was very happy with Kabira Crossroads. Most of the time it's not much but against Burn I got to build Finks quite a bit. This kept me in game two against Boros Burn, which I should have lost easily. I also got value in that matchup by confusing and tilting the most successful Burn player in the state. Huge upside, and I consider that reason enough to keep it in going forward.

As for the sideboard, Gideon was a fine card but he wasn't spectacular last weekend. That slot needs reevaluation, and I may move him to the maindeck in place of some Angels. Not necessarily for two Restos—Serra Avenger can also be awkward without Vials, but I hate cutting too far on two-drops. I think that either Burrenton Forge-Tender or Selfless Spirit are the call in Gideon's slot. I needed an answer to sweepers against Grixis Control, and while Spirit is better for that, Forge-Tender is also solid against Burn. I'll see where things stand later this week.

Playing the Deck

It hadn't come up in testing or practice for weeks, but Death and Taxes is a slow deck. There's no exponential growth like Merfolk, explosiveness like Affinity, or flurry of Burn to close a game. There's just piling on pressure from disruptive but unimpressive creatures until the opponent caves. You're always trying to go wide with three-drops, and that slows things down. This requires you to be as aggressive as possible against other fast decks. However, most of my experience the past month has been against grindy matchups and Tron, where you focus more on disruption and survival. The clock problem never came up, so I didn't remember it at a critical point.

In game three against Boros Burn, I had a Blade Splicer, Flickerwisp, and two Golem tokens at 8 life. I had four mana, facing two cards in my opponent's hand, three lands, 12 life, and two Goblin Guides. I have Resto in hand. I chose to attack with Wisp and hold up Resto in case he has Searing Blaze next turn. He does have Blaze, but doesn't mainphase it or play a land. To have any hope of winning I have to Resto first—he Blazes my Splicer for one, I cannot kill him on the backswing, and die to his remaining burn in hand. If instead I had been more aggressive and attacked with the Golems then I could have played Resto after combat, made another Golem and he couldn't kill me first. I left the door open and he walked through. My experience against non-Burn told me to take the more conservative line and it was the wrong one. Writing it out now it seems obvious, and it should have been. The fact that it wasn't means I deserved to lose.

The big lesson here is to remember your deck's weaknesses and adjust your play accordingly. I've learned this before and I needed this reminder.

Moving Forward

I'm probably not going to run DnT again this week, partially because I think it will be poorly positioned and partially because I don't think I'll have time to answer the questions I raised in the Construction Changes section. What I will run is uncertain. Many grinders from the last PPTQ will be at the next one and they will be reacting to their results. So the meta I saw is unlikely to be indicative of the one I will face, though you can never discount card availability and deck loyalty. I do know that I'd like a deck with more individually powerful cards to simply haymaker my way to victory. It will depend on how testing goes this week. Still, I could definitely see running the deck again if the meta looks favorable, or later in the season.

Grind On

My next PPTQ is Saturday in northern Colorado. This is a problem for metagamers because the Colorado Magic scene is very regionally divided. The Greater Denver metagame accounts for the Denver metro area and Colorado Springs and represents about two-thirds of total Colorado players. Most of the rest come from the north (I've never seen any PPTQs west of Boulder) and they've always done their own thing. Wyoming figures prominently into their equations. This will be interesting.

Keep grinding, and may you get there before I do!

Video Series with Ryland: Amulet Titan

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Hey, everyone! I'm back with another video series, this time with Amulet Bloom. Amulet has been an absolute blast to play for me this past week and I haven't wanted to put it down, so here we are. I've been playing a lot of UW Control previous to this, and while I will still likely take UW to any competitive event I may find myself attending, the power and consistency of Amulet has greatly impressed me.

Amulet is fast, powerful, and resilient. For the uninitiated, Amulet is a combo deck trying to cast Primeval Titan as quickly as possible. Often, Titan appears on turn three, and while unlikely, there is the potential for a turn-two Titan. The deck largely accomplishes this by abusing the power of its namesake card, Amulet of Vigor, in combination with the bounce lands from Ravnica, such as Simic Growth Chamber.

More than anything else, this deck is fun. The sheer number of lines available to you on every turn is astounding, and you will find yourself constantly tutoring your deck for multiple cards. This deck plays quite differently from every other deck in the format; its angle of attack is unique, and its means to that end even more so. I cannot recommend picking this deck up enough if you are interested in it; it will be well worth your time.

On top of that, the deck has performed better than I had hoped. It was much more resilient to discard than I would have thought, and its sideboard plan of removing the Amulets to become a fair ramp deck is really powerful. If memory serves, I believe I am approximately 39-20 with the deck this past week—nothing to write home about, but certainly respectable. Frankly, I am certain that win-loss ratio would be much better had I played better over the week. I've learned a ton from playing the deck, and have ten tons more to learn. Overall, I've been impressed with the list and will likely continue to play it when presented with the opportunity, largely because of how much of a blast it is.

Enough about how much I enjoy the deck, let's hop into those games! As I said last time, I'm interested to hear what kind of content you'd like to see moving forward, so I can continue to evolve and improve my videos. Please let me know your thoughts, and any improvements you would like to see concerning formatting, presentation, or whatever else strikes your fancy. If you'd like to see similar content, check out my Twitch channel for some more live Modern!

[youtube https://www.youtube.com/playlist?list=PL261kJ_cAQC9nhBzmUnQW3hVMnEh6exy9]

Amulet Titan, by Ryland Taliaferro

Creatures

3 Azusa, Lost but Seeking
4 Primeval Titan
4 Sakura-Tribe Scout
1 Walking Ballista

Artifacts

4 Amulet of Vigor
1 Engineered Explosives
3 Relic of Progenitus

Instants

1 Pact of Negation
4 Summoner's Pact

Sorceries

4 Ancient Stirrings
4 Explore

Lands

1 Boros Garrison
1 Cavern of Souls
2 Forest
4 Gemstone Mine
1 Ghost Quarter
2 Grove of the Burnwillows
3 Gruul Turf
1 Khalni Garden
1 Radiant Fountain
1 Selesnya Sanctuary
4 Simic Growth Chamber
1 Slayers' Stronghold
1 Sunhome, Fortress of the Legion
3 Tolaria West
1 Vesuva

Sideboard

1 Bojuka Bog
1 Chameleon Colossus
2 Dismember
1 Engineered Explosives
1 Firespout
1 Hornet Queen
1 Kozilek's Return
1 Nature's Claim
1 Reclamation Sage
2 Swan Song
1 Thragtusk
2 Tireless Tracker

Grave Musings: BUG Rogues and BURG Shadow

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Rest in Peace wasn't always a Modern staple. For a long time, its status was similar to Blood Moon's: the card was relegated to the sideboards of decks fringe and unreliable for the reason that they themselves lacked powerful graveyard synergies, and kept down by synergy-shredding strategies like Jund Rock. But Modern has changed, and its widespread adoption of graveyard hate deeply affects strategic viability.

This week, we'll take a look at how two of my brews—Sultai Rogues and BURG Shadow—fare in the current metagame, and examine the restrictions on graveyard synergies imposed by today's Modern format.

The Roguest Rogue Deck

Here's my current build of Sultai Rogues.

Sultai Rogues, by Jordan Boisvert

Creatures

4 Fourth Bridge Prowler
4 Faerie Miscreant
4 Tarmogoyf
2 Snapcaster Mage
2 Spellstutter Sprite
2 Faerie Impostor

Artifacts

2 Cloak and Dagger

Instants

4 Fatal Push
4 Thieves' Fortune
1 Abrupt Decay
1 Murderous Cut

Sorceries

4 Traverse the Ulvenwald
4 Serum Visions
2 Collective Brutality

Lands

4 Polluted Delta
4 Misty Rainforest
4 Darkslick Shores
1 Watery Grave
1 Breeding Pool
2 Overgrown Tomb
2 Island
1 Swamp
1 Forest

Sideboard

1 Grafdigger's Cage
1 Pithing Needle
2 Chameleon Colossus
1 Reclamation Sage
1 Thrun, the Last Troll
1 Thragtusk
1 Abrupt Decay
1 Dismember
2 Spell Pierce
2 Ceremonious Rejection
2 Spreading Seas

Other than the sideboard, which has received a complete makeover, this list is almost exactly the one I posted back in February; the biggest change I made between versions was dropping Mutavault for more Darkslick Shores and accommodating a fourth green source to hedge against Spreading Seas and improve the Traverse-for-a-haymaker plan post-board. Vault was tough on our mana and rarely relevant outside of helping close longer games; its purported tribal synergies barely reared their greedy heads.

Positioning

Part of the reason I returned to Sultai Rogues is I like how its threats line up right now. Small fliers that replace themselves are great at overloading heavy-duty removal spells like Fatal Push and Path to Exile, and excel in metagames light on Lightning Bolt. I've tuned the deck to beat up on Death's Shadow (Push, the aforementioned fliers, Chameleon Colossus), Eldrazi Tron (the fliers again, Goyfs, Seas/Rejection), and Affinity (Prowler, fliers). I also like how Sultai Rogues picks up virtual free wins against decks that care about sticking x/1s early thanks to Fourth Bridge Prowler. Steel Overseer, Noble Hierarch—even the rare Dark Confidant or Grim Lavamancer aren't long for this world against us, and the newcomer really ties the deck together just by virtue of being an on-tribe one-drop.

Which brings us to the real reason to play this deck: consistency. Opponents land a Tasigur? Murderous Cut. They land Phyrexian Unlife? Abrupt Decay. They offer us a window to get crazy in the late-game? Traverse for Snap, Snap-Traverse for Imposter, Imposter bounce Snap, Snap-Traverse for Spellstutter Sprite. Our combination of Serum Visions, Traverse the Ulvenwald, and Thieves' Fortune helps us find exactly what we need when we need it.

Negating that engine proves simple enough—opponents just need to shoot our turn-one Rogue with the quickness. In this metagame, though, that's a Push or Path not directed at Tarmogoyf, so we're generally a lock to sculpt a competent gameplan before the 1/1 dies. Often, the card advantage generated by micro-synergies featuring Miscreant, Prowler, Imposter, Snapcaster, and Sprite snowballs to create a game state in which opponents are forced to burn their powerful removal spells on our 1/1s after all, but later than they should have, opening the floodgates for a couple Goyfs to come down and finish up. And of course, should our 1/1s die early, Goyf is a reasonable a follow-up as ever, now forcing opponents to have a second Push handy.

Some Good Fortune

My first experiments with Thieves' Fortune proved relatively fruitless, as I ended up concocting a worse Splinter Twin. To quote myself in "Prowl Service: Brewing Temur Rogues," "I built a deck around Thieves’ Fortune that ran better without Thieves’ Fortune." Simply put, the card wasn't worth brewing around. Sultai Rogues does not suffer from this issue.

Thieves' Fortune is in fact the reason to play the deck at all, and with eight one-drop Rogues (neither Faerie Miscreant nor Fourth Bridge Prowler existed when I took this project up over a year ago), the card becomes very reliable. So much so that I'd play eight copies if I could, signaling to me that this build at last takes advantage of the card properly.

Besides ensuring things run smoothly, Fortune makes Sultai Rogues highly adaptable. Sideboard bullets like Thrun, Colossus, Thragtusk, and Pithing Needle are laughably easy to find. The consistency afforded by Theives' Fortune (which, incidentally, practically turns on delirium by itself) gives us a reasonable plan against any deck that struggles against a certain hate piece in our colors.

The Rogue Problem

Post-Prowler, the Rogue problem isn't any longer the literal problem of lacking playable Rogues. Rather, it's the polarizing effect Death's Shadow has had on the format. Just as blazing-fast aggro-combo decks ruined Gitaxian Probe for the rest of us, Jund Shadow's presence has ramped up Modern's graveyard hate, which weakens Traverse and Goyf and lowers the payoff of casting Thieves' Fortune.

Testing with this deck, and with Shadow decks of my own, has shown me that if I want to play a delirium strategy competitively, there's in fact little incentive not to just play Shadow. But is Traverse the Ulvenwald itself even worth building around anymore?

Clam // Fame Shadow

A few weeks ago, Claim // Fame had me excited as a potential include in a four-color Death's Shadow deck. I've put in some reps with the deck and made some changes.

BURG Shadow, by Jordan Boisvert

Creatures

4 Death's Shadow
4 Tarmogoyf
3 Snapcaster Mage
4 Street Wraith

Artifacts

3 Mishra's Bauble

Instants

3 Fatal Push
3 Thought Scour
2 Stubborn Denial
1 Temur Battle Rage
1 Abrupt Decay
1 Dismember
1 Murderous Cut

Sorceries

4 Serum Visions
4 Thoughtseize
2 Inquisition of Kozilek
2 Claim // Fame

Lands

4 Polluted Delta
4 Misty Rainforest
3 Verdant Catacombs
1 Overgrown Tomb
1 Watery Grave
1 Breeding Pool
1 Blood Crypt
1 Steam Vents
1 Swamp
1 Island

Sideboard

1 Claim // Fame
1 Maelstrom Pulse
2 Liliana, the Last Hope
1 Nihil Spellbomb
1 Fatal Push
1 Kozilek's Return
1 Surgical Extraction
2 Ceremonious Rejection
2 Ancient Grudge
1 Stubborn Denial
2 Collective Brutality

Notably, Traverse the Ulvenwald is now gone from this list! Hang on—isn't this the deck I'd play to abuse Traverse in the first place? Well, yes and no.

Claim Chowder

This build of Four-Color Shadow takes the Grixis Shadow core and sacrifices delve threats for Goyf and Claim // Fame. What we end up with is a Shadow deck better suited to combat midrange strategies than Grixis, able to apply pressure more quickly via Goyf, and close games out of nowhere with a powerful Battle Rage. In other words, BURG Shadow attacks opponents from more dimensions than Grixis does. The Scour-plus-Snap-plus-bullets package also contributes to this goal.

BURG doesn't gain these angles of attack for free, though. Relying on Goyf over delve threats makes the deck softer to Fatal Push, if better against Path to Exile. And running Claim // Fame further weakens the deck to grave hate.

That's actually the reason Traverse finally got the axe in favor of Serum Visions—delirium is just too easy to disrupt. Interactive (read: black) decks don't even need to run symmetrical hosers like Rest in Peace or Relic of Progenitus to disrupt delirium effectively. Leyline of the Void has seen some play in and out of Dredge sideboards, but the real culprit here is Nihil Spellbomb. Since the rise of Jund Shadow, Spellbomb has quietly stormed the Modern scene and made sculpting a gameplan around delirium a huge liability.

Another card to watch out for is Surgical Extraction. While Extraction can be hit-or-miss against Shadow decks, depending on the in-game context, it's insane against Claim // Fame. Extraction can disrupt a Traverse or mess up the scry from Serum Visions, but its strongest use here is blowing out a Claim or a Snapcaster Mage target. Countering an opposing spell for zero mana, gaining information, and taking out all of an opponent's copies of Fatal Push/Death's Shadow/etc. at the same time gives the card an incredible ceiling. It doesn't help that Surgical sees play virtually everywhere these days, making it an even surer shot to run into than Nihil Spellbomb. We can beat Spellbomb by trading in Traverse for Visions, but there's no easy fix for the Surgical problem. On paper, Claim // Fame should be an absolute bomb in the Shadow mirror; in practice, Spellbomb and Surgical make the mirror close if not unfavorable.

The Delirium Effect

So, what's the solution? The conclusion I've arrived at—that I don't much like, mind you—is that Grixis Shadow is still a better deck. Utilizing the graveyard is powerful enough in Modern to be practically necessary for many strategies. Grixis does a great job of walking the line, using the graveyard as much as it can without totally biting the dust in the face of hate. Fewer delve cards or Snapcasters and the deck would lose out on its oomph and grind game; more graveyard synergies and the deck will likelier fold to a single Rest in Peace. The reason this revelation troubles me is that it bodes ill for lower-tier decks, and especially for brews.

Over the last couple of weeks, we've seen dedicated graveyard strategies like Storm, Dredge, and Jund Shadow dive in representation percentages, and decks that otherwise seem well-positioned, like Esper Gifts and Knightfall, have all but dropped off anyone's radar. Modern's exemplar grave hate has finally clawed its way to the format's forefront, and has brought with it what seems like a net diversity loss. That's a strike against Shadow omitted in last week's piece, which tallied the deck's positive and negative effects on the format; mostly, though, it's a strike against Traverse the Ulvenwald, which forms the backbone of the most effective Death's Shadow deck in the absence of grave hate.

Either way, it's bitterly funny to me that Dredge isn't the deck that inspired so much grave hate. Rather, Dredge appears to have been incidentally hated out of the format by virtue of everyone packing Rest in Peace, Surgical Extraction, and Nihil Spellbomb to fight Shadow, just as Affinity was more easily incidentally hated out while Lightning Bolt remained a major player in Modern. With Bolt absent from the spotlight, that deck has maintained an impressive top-tier share, despite its own supposed softness to targeted hate.

This dark cloud does have a silver lining. Barring perhaps UW Control, whose own inconsistency and durdliness keep it from Modern's throne, the format's top decks are all easily disruptable. Do you badly want to beat Affinity? Ancient Grudge, Kozilek's Return, and Stony Silence happen to still be cards. Shadow? There are plenty of splashable grave hate options, as mentioned above; an abundance of removal also does a number on this deck, as do narrower options like Chalice of the Void and Runed Halo. Titan Shift? The long-forgotten Blood Moon would like a word.

It seems the trick, and what I anticipate to become a deciding factor in competent brewing this season, is to find a way to accommodate these hate cards into shells proactive enough to dismantle UW and Eldrazi Tron but not overly soft to hate cards themselves. Easier said than done, I know. But the decks that succeed on this metric, assuming they're out there, stand to inspire Modern's next big permutation.

Back to the Darwin Board

All good things must come to an end. I have badly wanted Traverse the Ulvenwald to work in Modern since it was first spoiled, and my wish was granted—at the cost of making the card unplayable once more. But Modern is constantly evolving, and the format's cyclical nature gives me hope that I'll be able to tutor up haymakers again some day. That said, I hold that just about anything works at the local level, and you'd better believe I'll be slamming consecutive Chameleons against Grixis Shadow again tonight.

A Dramatic Set Review: Hour of Devastation and My Modern Wishlist

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Today, I'm trying something different. Hour of Devastation released last Friday, but I haven’t had time to look at any spoilers, or read any discussion about new cards. As a result, we have an incredible opportunity to talk about the new set both before and after seeing every card surrounded by its context, in the same article! Stick with me here. Rather than give the vanilla, "Here’s a list of cards most likely to see play, but you already knew that!" I plan on talking about Modern as it is now, what I would like—not expect, but like—to see in the new set, and then immediately dive under the hood to see what has been given to us.

As you’re almost assuredly already familiar with the card pool, this article will be a literary form of dramatic irony, like when Juliet commits suicide thinking Romeo has done so himself. Article about Magic -> literary genius. We’ve bridged the gap, people.

Act 1: Ignorance Is Bliss

Let’s face it, the last few sets haven’t been great for Modern. Amonkhet, Aether Revolt, Kaladesh, Eldritch Moon, Shadows over Innistrad. Khans of Tarkir block feels like it happened years ago (oh wait, it did!), and it's been a while since I’ve seen a new card get me excited for Modern, beyond usual levels. Here’s a list of the recent new contributions to Modern:

  • Fatal Push
  • Collective Brutality
  • Spire of Industry
  • Ceremonius Rejection
  • Baral, Chief of Compliance
  • Gideon of the Trials
  • Liliana, the Last Hope
  • Chandra, Torch of Defiance
  • Grim Flayer
  • Vizier of Remedies
  • Selfless Spirit

Hmm. Well, that wasn’t what I was expecting. It wasn’t until I had actually pulled up the teams to see what new cards were actually seeing play that I realized exactly how much of an impact recent set releases have had. Somewhere along the way, without even knowing it, it seems I have fallen into a rut of sorts, where I just expected each new set not to provide much for Modern, and the status quo to be maintained. Perhaps, subconsciously, I was still reeling from the effects of delve and the multiple bannings/unbannings we’ve had over the past couple years. Regardless, I’ve learned something about myself that surprised me, which means… introspection time.

At the risk of falling into random musing territory here, I’m wondering out loud why it is I was surprised to see a healthy list of new additions to the Modern card pool. One possible answer could be "level of play," as only Fatal Push has made a significant impact on multiple decks in the format. Still, Baral, Chief of Compliance has reinvigorated an archetype, and Vizier of Remedies has spawned its own, but both are out of sight, out of mind for their own reasons.

In Baral’s case, I have only seen Storm from a distance, not having much firsthand experience with the archetype either before or after its printing. As a result, seeing Storm in the metagame list feels like business as usual to me. “Yep, it’s always been there, moving on.” For Vizier of Remedies, it popped up one weekend, but hasn’t been able to stick, in part because it’s probably "too powerful." That’s a discussion all its own, but I think it’s safe to say a two-card combo that can do nasty things on the second turn is "too powerful" assuming no interaction. As a result, Counters Company exists as this deck that could compete in Modern on power level alone, but can't hold up to dedicated hate. So, to conclude, I don’t think level of play is the answer here.

What about a lack of knowledge/familiarity with the format? Lol. My RAM feels differently—MTGO has eaten it all to pieces. I knew all these cards existed, they just clearly didn’t imprint enough on my mind to make a significant impact. No, I think the answer lies on the emotional spectrum; none of them excite me. You know, like when your horrible team does something incredibly amazing? Or you eat the best burger of your life? Fatal Push is an excellent card, don’t get me wrong. But it doesn’t rustle my jimmies. Sorry, it’s not you, it’s me.

A big part of it, I already know, is that Modern is great. Matches are fun and interactive, nothing is broken, nothing needs to be banned, and the format is far from solved. Even with Grand Prix and SCG Opens seemingly around every corner, innovation keeps happening, to the point where I almost don’t even want another set. Let me solve this format before giving me the next one, maybe? I know I’m in the minority here, but I feel like we’re living through Modern’s (and Magic’s) golden age right now, and things are on their way down. Standard isn’t going so hot from what I hear, and WoTC’s track record hasn’t been great recently, so just, give me some space, yo’. What do you give the man who just wants time?

Act 2: The Pursuit of Happiness

I can’t go into a set release wishing it didn’t happen and simultaneously looking for something to excite me. That’s like staring at your peas wishing it was cake. The longer you want for cake, the worse those peas are going to taste. I sound like my mother, but she never even said that. I’m losing it. Still, I have to wish for something, otherwise I don’t have a dog in the fight, and another set release will go by whilst I remain unimpressed on the sidelines.

Knowing nothing about Hour of Devastation, mind you, I guess it would be nice to have another aggressive option for fast decks. Burn and Affinity have their lists fairly set, but beyond that, another fast aggro deck taking a piece of the pie would shake things up and introduce some diversity without totally upsetting the scales. Merfolk doesn’t seem like a likely candidate, and that archetype is failing primarily because of the field and Fatal Push, so its troubles are less likely to be answered by a new printing. But Tarmogoyf, as crazy as it seems, is outclassed in this current format, and I’d like to see him return. Two mana for an X/Y is much fairer than Death's Shadow, even I will admit, but his supporting cast has always been lacking. A Scavenging Ooze-esque creature for green or white could be interesting, with Hatebears making a recent appearance.

As far as spells go, could we see black get some card draw that is better than Painful Truths? I like the card, but life isn’t the resource I want to be giving up in my three-color Modern deck. Something that doesn’t use the graveyard, or it would just make Death's Shadow decks better. The goal here is to give Jund and Junk a little push back into the conversation, and perhaps shift some control strategies away from Jeskai and towards Esper. They are never giving up white, but if we could see Esper Charm back in the format, that could do some interesting things to all the grindy midrange decks taking advantage of its absence.

For combo, it’s never been my wheelhouse, but I’m ready for toolbox tutor to come back in some capacity. I know its playing with fire, but Birthing Pod was so good for providing a unique experience and rewarding both deck and format knowledge. Unfortunately it was too good and pushed out all other creature decks, but there isn’t a reason why toolbox couldn’t exist in some other fashion. I just want to exchange mana for options, and play a deck with lots of one-ofs. Solar Flare is almost there, but it uses the graveyard at a time when it's too popular to do so.

For control I wouldn’t mind seeing a finisher, but it would have to be insane to see play, like over Elspeth, Sun's Champion levels. There’s just no reason to go above 24 land in a format where Death's Shadow and Stubborn Denial can kill us so quickly. Cheap card draw would be nice, but it would have to be better than Thought Scour, which we’re not even taking advantage of as we’re trying to do big things. We’re never getting that Counterspell, so we should just put that to rest.

No, what we need is a three- or four-mana play that knocks our opponent off their game, something bigger than Kalitas, Traitor of Ghet or Gideon of the Trials. Nahiri, the Harbinger was spot on, but Reality Smasher, Stubborn Denial and a poor supporting cast must be keeping it down.

Act Three: Seeing the Light

  • Oketra's Last Mercy
  • Rhonas's Last Stand
  • Champion of Wits
  • Torment of Hailfire
  • Ramunap Excavator
  • Supreme Will
  • Reason // Believe

I’m choosing to list these all at once, rather than individually, both because it's different and because I don’t want to feel obligated to spend a paragraph on cards that don’t deserve it. I'll touch on each one, for about as much time as I feel it merits.

Oketra's Last Mercy is interesting, yes. Is it better than Leyline of Sanctity? Doubtful. We’re gaining life, which you probably know by now, so Skullcrack and Atarka's Command are on like Donkey Kong. I wish it wasn’t in white, but it is what it is. Affinity is the type of deck where lifegain is just that—they are building boards with most of their wins anyways so going from 2 to 20 probably only gains you a couple turns, and nothing if they’re killing you with Infect. Besides, we’re in white, so tell me why Stony Silence wasn’t good enough?

Rhonas's Last Stand could be that Tarmogoyf companion we were talking about, or it could be nothing. The lands-don’t-untap clause is so interesting because even if we try and dodge it with mana guys, we still have to sacrifice that land mana at some point, either this turn or next. Is Experiment One, Tarmogoyf, Rhonas's Last Stand into Dismember good enough? Probably not, but someone will try.

Champion of Wits is probably horrible, but could be good enough if the stars align. Control has gone so tap-out lately that a 2/1 that loots for two and chumps a Thought-Knot Seer isn’t embarrassing, if it comes back as a 4/4 to trade later and draw 4, discard 2. If we’re playing this, it’s because the body matters, and I don’t see that happening. If it was a 1/3, or even better a 0/4, then maybe, and if eternalize cost 6 instead of 7. So close, but it's probably for the better.

Torment of Hailfire is a Johnny-type card that can just kill you, leaving you shaking your head at the maniac casual as he signs his match slip. Just play a control game, tap all your mana and off you go. If Eldrazi wasn’t the best way to spend your mana these days, I could see this card, but it isn’t better than Karn Liberated or Ugin, the Spirit Dragon off a Sanctum of Ugin. There was a weekend two years ago when Mono-Black Tron was an option. Still, it’s so black to say, “Screw Sphinx's Revelation, this game has gone on long enough. Tap all my mana, you LOSE.”

Ramunap Excavator. Would you play Crucible of Worlds if it was green and a 2/3? I can see it. Leonin Arbiter, this guy, and start chaining Ghost Quarters. The body is unimpressive, but that’s what we say about all of Hatebears’s dudes. This guy has an effect the deck wanted and at least two power. That’s all they need, right?

Now Supreme Will, on the other hand, could be the Mana Leak/Forbidden Alchemy hybrid we never knew we wanted, this time with 80 miles to the gallon! I’m not excited to be playing counterspells in Modern anymore, unless they cost one mana, but the ability to have every single card in my UW Draw-Go cantrip has me itching to throw it in. I wish it was two mana for a Force Spike or Sleight of Hand at instant speed, but as much as I want to convince myself that would be okay to print, I imagine it's still too good.

No, if we are seeing anything impactful from this set, it's probably Reason // Believe. I’m not familiar enough with the quirky card pool to know if there are enough options for setting our library, but there has to be support for it in the card pool. The card just feels so Scapeshift. Do nothing, hit your land drops, draw some cards, kill you. This card has me wishing for a Magic of ages past where Courser of Kruphix and Oracle of Mul Daya were good cards. Who knows, maybe it can happen.

Conclusion

So, how did we do? It doesn’t seem like we have either the clear all-star like Fatal Push or the sideboard workhorse like Collective Brutality this time around. For control, we might have something in Torment of Hailfire to push people towards black. Green aggro could take advantage of Rhonas's Last Stand. Hatebears might have a walking Crucible of Worlds.

For the most part, it’s a bunch of "maybe it’ll work, shrug?" type cards, which means a few potential days of halfhearted attempts at trying them out and then back to the old grind. I’m not too upset about that, but I wish there was one really good addition. I’d be fine if WoTC even said, “Set releases from now on are Standard-only, but we’ll release one card on its own for Eternal too.” Give me that Scavenging Ooze-esque card. We'll give you our huddled masses. We need it.

Thanks for reading! I hope you enjoyed my article this week; I had a blast trying something different! Let me know what you think below, about the article, your thoughts on the set, or anything else. First one to 5-0 with Wretched Camel gets a pack from me in the mail.

Trevor Holmes

An Affinity for Couriers: GP Las Vegas Report

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Hello, everyone. My name is Andrew Dang. I placed 67th in Grand Prix Las Vegas playing an Affinity build of my own design with Bomat Courier. I began experimenting with Courier soon after the release of Kaladesh, and initial results led me to believe the card had promise. After nine months of testing and honing my list, I managed to 12-3 the main event in Vegas (with no byes). Today I'll recount the long and arduous journey I embarked on to reinvent Affinity, and what I learned along the way. Before getting into the tournament itself, I'll explain how I arrived at my list and discuss my approach to major matchups.

The main reason Bomat Courier was even remotely on my radar was due to the age-old debate of Thoughtcast vs. Galvanic Blast. For those unfamiliar with this debate, Affinity has always been very tight on colored mana sources, which means a limited number of slots for non-artifacts. Galvanic Blast looks to close out games faster by removing blockers and providing burn-based reach. Whereas the advantage of Thoughtcast is that it makes your longer games more consistent, at the cost of slowing down your deck.

Players have gone back and forth on which card is better positioned, and it can depend on both metagame and personal preference. My thought was to see if Bomat Courier could do a fine enough impression of both cards to take over the slot.

Developing Bomat Affinity

While my current list plays 4 Bomat Courier alongside 4 Galvanic Blast, this was not always the case. I originally began with a standard Master of Etherium list, cutting the four colored slots for Bomat Courier. I found that Bomat Courier would usually average out to be two cards and 2 damage. Imagine all of the upside of Thoughtcast while dealing 2 damage at the cost of just one additional red mana!

After these initial tests, I started to opt for a more aggressive build, even trying Simian Spirit Guide to accelerate the extremely aggressive turn-one hands. This proved to be a bit too reliant on opening with the small threats like Signal Pest and Bomat Courier, and too weak to longer game plans. I wasn't ready to give up yet, though. While the stock lists of Affinity have always merited their place in the Modern meta, after all this testing I felt that the deck could be improved immensely with the introduction of Bomat Courier. So back to the drawing board it was.

Then a good friend of mine recommended trying Galvanic Blasts alongside Bomat Courier. The pairing of reach with the explosive starts of Bomat Courier, mixed in with the normal opening hands of 3-4 artifacts on turn one, proved to be a match made in heaven. Stock Affinity often runs into the problem of the opponent stabilizing with 6-7 life. With the inclusion of Bomat Courier, this was rarely what happened. Instead they would “stabilize” at 3-4, well in range of Galvanic Blast and Blinkmoth Nexus damage.

Bomat Courier is an extremely relevant threat in every stage of the game. Early it gets in chip damage and threatens to draw tons of cards if left alone. Late-game a hasty Courier off the top can attack for lethal with a Cranial Plating, or help swarm around blockers. As it's often a lightning rod for removal, it can also pave the way for your other creatures to break through.

Making Room for Courier

With the Galvanic Blasts back in the deck, I had to decide what would get cut to make room for Bomat Courier. I settled on cutting the Masters, one Steel Overseer, and a land.

-2 Master of Etherium. Typically I found that Master of Etherium would get destroyed for one mana (aka with Fatal Push). Affinity is extremely concerned with mana efficiency and board development, so losing your three-drop for so little investment from the opponent was a serious problem. Bomat Courier would offer the same trade while leaving two mana open, which could be used to drop more threats or animate a Blinkmoth Nexus.

-1 Steel Overseer. Overseer is typically the worst threat in Affinity. It does nothing the turn it comes down, and usually just dies. Absolutely horrible card—left unattended it can win games, but we are in the format of Fatal Push and Lightning Bolt.

-1 Land. The deck did not really need the additional land as it was too low to the ground, less prone to flooding, and more densely packed with threats.

Here is the final package I registered for the Grand Prix:

Bomat Affinity, by Andrew Dang (67th, GP Vegas)

Creatures

4 Bomat Courier
4 Arcbound Ravager
4 Ornithopter
2 Memnite
4 Signal Pest
4 Vault Skirge
3 Steel Overseer
2 Etched Champion

Artifacts

4 Cranial Plating
4 Mox Opal
4 Springleaf Drum
1 Welding Jar

Instants

4 Galvanic Blast

Lands

4 Blinkmoth Nexus
4 Darksteel Citadel
2 Glimmervoid
4 Inkmoth Nexus
1 Mountain
1 Spire of Industry

Sideboard

1 Ancient Grudge
1 Blood Moon
1 Collective Brutality
2 Dispatch
2 Ethersworn Canonist
2 Ghirapur Aether Grid
2 Grafdigger's Cage
1 Spell Pierce
1 Thoughtseize
1 Wear // Tear
1 Whipflare

Match-ups and Sideboarding

Death's Shadow

Whether Grixis or Jund, the Death's Shadow matchup plays out pretty similarly, with Jund having a higher threat potential. Either way focus on card advantage while drawing their removal away from the serious threats, aka Etched Champion and Cranial Plating. Ideally Bomat Courier should be the first play of the game, because it allows you to passively generate advantage that can accumulate and take over games.

In:
+2 Dispatch

Out:
-1 Steel Overseer
-1 Galvanic Blast

Titan Shift

The name of the game is racing. These games are extremely dependent on whether your opponent fetches and shocks, or has the ability to retain their life total through basics. If so, go for infect kills with Arcbound Ravager and Inkmoth Nexus. If they fetch and shock, go for faster kills with Cranial Plating and Signal Pest combined with Bomat Couriers.

In:
+1 Thoughtseize
+1 Collective Brutality
+1 Blood Moon
+1 Spell Pierce

Out:
-3 Steel Overseer
-1 Galvanic Blast

Eldrazi Tron

Again this is a race. Your end goal is similar, except these games will typically involve drawing multiple cards off of Bomat Courier. Focus on card advantage and dealing damage in quick succession before they can get Tron online. These lists typically do not play Oblivion Stone, so rain the aggression on them.

In:
+2 Dispatch
+1 Ancient Grudge
+1 Wear // Tear

Out:
-2 Etched Champion
-1 Steel Overseer
-1 Galvanic Blast

Living End

This becomes a great matchup with the inclusion of Bomat Courier. Navigation around their namesake card is everything. Keep some creature threats in your hand so that you can discard them as part of Bomat Courier’s effect. Reanimating two Etched Champions and a Vault Skirge while drawing four cards with Bomat Courier feels amazing, not to mention that it will come back to join the party as well. Remember to do this in response to Living End going on the stack and not in response to the cascade trigger, so they can't choose to whiff. This match is also won with Arcbound Ravager.

In:
+2 Ethersworn Canonist
+1 Collective Brutality/Thoughtseize

Out:
-2 Steel Overseer
-1 Galvanic Blast

Company/Elves

Dangerous matchup. Galvanic Blasts are used to kill their creatures here, typically the combo pieces. Spot removal won’t be enough for later stages of the game. Go for damage and kill them ASAP.

In:
+2 Grafdigger's Cage
+2 Ghirapur Aether Grid
+1 Whipflare

Out:
-3 Steel Overseer
-1 Welding Jar
-1 Galvanic Blast

Storm

Drop their life total to 0 or infect them out—your choice, but race is the pace. Decent matchup post-board. Game one is definitely winnable if you can kill their creature(s).

In:
+2 Ethersworn Cannonist
+2 Grafdigger's Cage
+1 Spell Pierce
+1 Collective Brutality

Out:
-3 Steel Overseer
-2 Etched Champion
-1 Galvanic Blast

Burn

Race, definitely in your favor both pre- and post-board. Watch out for their creatures because those can rack up damage very fast. Vault Skirge makes these games easy. Bomat Courier offers race potential, and fliers are hard for them to deal with.

In:
+1 Collective Brutality
+1 Spell Pierce

Out:
-2 Steel Overseer (You should be noticing a trend.)

BGx (Jund/Abzan)

The important thing in the BGx matchup is to make sure your threats connect and don't meet a removal spell without giving you some kind of advantage. The two best tools you have are Cranial Plating, which hits for enormous chunks of damage, and Etched Champion, which can win single-handedly. Don't deploy either of these threats until it's safe. For Champion that means with metalcraft turned on, whereas for Plating you'll want to bait out artifact removal and try to land it when you know it's good for at least one hit.

Bomat Courier will likely open a gap in their defenses due to the threat of card advantage. Play out Steel Overseer or Arcbound Ravager with the idea that these will die. Do not fight too aggressively over their removal unless lethal is one turn away.

In:
+2 Dispatch

(Against Abzan also bring in enchantment removal due to the threat of Stony Silence).

Out:
-1 Galvanic Blast
-1 Steel Overseer

While Steel Overseer is a target for removal, post-board that's the only thing it's good for. The mana investment starts to get steep in the battle for marginal advantages—better to remove their blockers and get in damage where possible.

UWx/Grixis Control

Incremental damage is important against this style of deck. Their first few turns will be focused on slowing down your plays with small counters and bits of removal while sculpting a better hand. Out of UW Control, their board wipe will typically come down on turn four. Push damage and prioritize card advantage for Bomat Courier.

From Grixis, Kolaghan's Command is the larger threat. However, play so that you can connect with a large attack on turn four, after the initial resolution of Kolaghan's Command. This is typically when their guard is down, or when they deploy their own threat. Hold up the card advantage that Bomat Courier can produce.

In (Grixis):
+1 Blood Moon
+2 Dispatch (against the Tasigur/Gurmag Angler variant)

Out:
-1 Galvanic Blast
-2 Steel Overseer

In (UWx):
+2 Ghirapur Aether Grid
+1 Blood Moon
+1 Thoughtseize/Collective Brutality

Out:
-2 Galvanic Blast
-1 Vault Skirge
-1 Steel Overseer

Tournament Report

Day 1

Round 1: Living End

Game 1: He is on the play and mulligans. I have control over the board state, do not draw Bomat Courier or Arcbound Ravager, but finish with Galvanic Blast and Blinkmoth Nexus post-Living End.

Game 2: I start with Bomat Courier. He casts Living End on turn four, after missing a land drop, when I have two Etched Champions and a Vault Skirge in hand. In response, I sacrifice Bomat Courier and attack back for lethal with a Cranial Plating and the Etched Champions.

Round 2: Elves

Game 1: He curves out with Heritage Druid and Elves. Then Elvish Archdruid into Ezuri, Renegade Leader kills me on turn three.

Game 2: I mulligan to four, and do not see colored mana for my Ethersworn Canonist to slow him down.

Round 3: Burn?

I do not recall what deck he was playing, possibly Burn. Either way the match was short.

Game 1: I have a fast game with Cranial Plating, killing him on turn four.

Game 2: Very similar to the previous game but I end the game with Galvanic Blast and Blinkmoth Nexus.

Round 4: Grixis Death Shadow

Game 1: The game gets to a point where I take 9 damage from a Death's Shadow and Snapcaster Mage. But I win in the attack back with a Galvanic Blast when he is at 7.

Game 2: I am on the draw again, however Cranial Plating pulls most of the aggressive artifact destruction like Kolaghan's Command. Bomat Courier shines in this game as it ends up being based on attrition. He empties my hand with discard spells and kills both my Ravager and Vault Skirge. But with Bomat Courier out on turn one gaining advantage every turn, I'm able to recover by cashing it in for a new hand.

Round 5: Grixis Death Shadow

Game 1: Opponent mulligans to four, with no early discard spells. I land an Etched Champion he can't deal with.

Game 2: Turn-one Serum Visions into top, top. This spells really bad news from that turn on. He puts down an early threat after Thoughtseizeing and I die to it.

Game 3: Luckily enough I get to play Bomat Courier on turn one, and generate a threat each turn thereafter. He has to deal with the other threats, like Signal Pest and Cranial Plating, and it allows for Bomat Courier to bring me back into the game.

Round 6: Eldrazi Tron

Game 1: Good match-up. I am able to establish the board before he can, and kill him after a Reality Smasher tap-out.

Game 2: Sadly the opponent can’t get on board fast enough as he draws Tron too late with Thought-Knot Seer hitting nothing. I have Cranial Plating and attack for 11 in that turn and he cannot recover.

Round 7: Amulet Titan (Chris Loukopoulos)

Funny story, this match was for a Day 2 win-and-in. I end up getting matched up against one of my friends from our local game store.

Game 1: My hand is amazing but he has three Amulet of Vigors and kills me on turn two with an insane combo of Azuza, Lost but Seeking and three Titans.

Game 2: I am able to get under his threats and kill him quickly after landing a Blood Moon, with him having no green for enchantment removal at the time.

Game 3: He effectively ends the game by popping an Engineered Explosives on two to clear the board. It comes at the cost of destroying two of his own lands (Gemstone Mines), and tapping out. That gives me room to cast a Blood Moon again, which his deck cannot handle.

Round 8: BG Rock

Game 1: He is never able to establish a threat without me removing it. Bomat Courier digs me deeper and chips in damage very well this game. The game ends with Dark Confidant’s flip for three on a Liliana when I have a Blinkmoth Nexus for lethal.

Game 2: Inquisition of Kozilek and an early Tarmogoyf take advantage of my slow start. Key note here: he takes my Bomat Courier off the discard, and I cannot establish a good board.

Game 3: Opponent gets no second land and I get a Cranial Plating on my Vault Skirge so he cannot recover.

Round 9: Jund Shadow (Hao-Shan Huang)

Game 1: This was an amazing first game, one that I will remember for a very long time. My opponent was an amazing player with very intricate thinking, seeing many turns down the line.

I am able to create pressure on top of the damage that he deals to himself. He has very precise movements and impressive decision making. The board is stalled when I have two Galvanic Blasts, but he is able to turn off metalcraft for one of them. The second is turned back on with my Blinkmoth Nexus and an attack for lethal.

Game 2: He keeps a one-land hand with Mishra's Bauble, Fatal Push, and discard. I have turn-one Bomat Courier, but he respects it and Fatal Pushes it immediately. Next turn he passes without a land, after making me discard my Arcbound Ravager. I have Inkmoth Nexuses plus a Signal Pest to end the game when he misses another land.

Day 2

Round 10: RG Tron

Game 1: He gets early Tron and Karn Liberated starts annihilating my hand and board.

Game 2: Turn-two Cranial Plating equipped and attacking; he cannot stabilize.

Game 3: An early Cranial Plating again and Galvanic Blasts to end with more creature lands.

Round 11: Eldrazi Tron

Game 1: He has a slow start, and I can get underneath his threats. By the time he would stabilize he is one turn away from lethal.

Game 2: He keeps a turn-three Tron with Expedition Map, but I kill through poison after he gets Tron and cannot disrupt me enough.

Round 12: Affinity

Games 1 and 2: Both games Bomat Courier gets me enough for lethal infect, after he taps out to play a creature. Game one it's a Master of Etherium with no flier, and game two it's an Arcbound Ravager he taps his Blinkmoth Nexus to cast.

Round 13: Eldrazi Tron

Game 1: I establish a strong board with Signal Pest and attack for 7 on turn two with Bomat Courier. I have Cranial Plating for turn three.

Game 2: I punt like crazy and play into Walking Ballista.

Game 3: I get him to two life but cannot close out the game with his Chalice of the Void on one.

Round 14: Abzan (Lukas Blohan)

Game 1: I am able to get an early Bomat Courier and pressure his life total. I finish the game with Etched Champion after he starts casting multiple Lingering Souls.

Game 2: I have two Cranial Platings with Vault Skirge, but Lingering Souls start to block very well. He punts slightly not leaving enough blockers for the attack back with my Blinkmoth Nexus for lethal.

Round 15: Bant Humans

Game 1: Extremely bad match-up for the inclusion of Bomat Courier considering they have Thalia, Heretic Cathar. Doesn’t change how the game plays out too much with Galvanic Blast.

Game 2: He gets board control and huge Human threats.

Game 3: I mulligan to four with no land, but two Mox Opals, a Bomat Courier and Springleaf Drum. I draw a land two turns in but by that point it is too late. Nevertheless, he has three Path of Exiles for any creature I play and I cannot come back.

Conclusion

Bomat Courier was amazing for me during the whole tournament. It stole several games back after a string of removal had taken care of my more pressing threats. Another thing I noticed was the constant decision-making it forced on both players. Even so much as playing lands in an order to hide the fact that you have access to red mana changes the way you sequence your plays.

I think Bomat Courier should definitely see more play in the future. I took on many strong players and can honestly attribute many of my wins to Bomat. Give it a try, and decide if it is for you.

How to Approach the PPTQ Season Metagame

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For most players, this week is the start of the Modern PPTQ season. Technically it started last week, but many of those PPTQs were Sealed to coincide with Hour of Devastation's release. Hopefully you have chosen your deck and are getting in the reps you need. This is Modern, master your deck—you've heard this before. What you might not have heard is how to prepare for the metagame. I'm going to describe my methods this week.

Every serious player devours metagame data. We want to win and will look for any edge. This is a good thing; decisions based on facts and data tend to be good. However, that data has to be applicable first. Relying on aggregate metagame data is a trap for PPTQ players. Those projections, standings, and data sets are tools to explain the total metagame. Unless you're going to a GP-level event with players from all over the state and country present, you're not going to see that entire metagame. At local events you're going to see a local metagame, and understanding how that differs from the national trend is the key to successful preparation.

A Metaphor and a Stats Conundrum

I'm sure everyone intuitively understands what I'm talking about, but I'm not leaving it to chance. Imagine each deck is a drop of oil paint. Placing each drop into a tank of water forms the entire metagame. Each drop floats alongside all the other drops in an oddly mesmerizing mosaic. A tournament is taking a plastic square and blocking off a section of that tank. The decks at the tournament are all the drops inside that square. When we do metagame analysis we stir the waters so that the colors separate out and we can see their relative quantity and draw conclusions. This is intended to inform us of the probabilities of seeing a given deck at a tournament and the relative strength of each deck.

As a result, the larger the square the more likely it is to accurately reflect that analysis. Smaller cubes are more likely to miss a color entirely, or even contain some that the big analysis will filter out. How many FMN metas contain lots of janky weirdness that never shows up on any standings? Mine definitely does. As a result, statistical modeling breaks down on the small scale. This is natural. Statistical analysis is intended to take lots of little numbers, aggregate them, and then model the totality of reality. The smaller the scale you're working with, the harder it is to get meaningful results. I've mentioned this about my sample sizes in previous banlist tests. This is why statistical analysis is great for looking at crime trends in an entire state, but if you want to examine a specific neighborhood you need to send in an expendable sociology student with surveys.

For this reason, PPTQ players should regard the total metagame data as a general guide. For reasons I'll be going into shortly, it is unlikely that a given PPTQ will model the aggregated data. Instead, you should regard those stats as an a priori (theoretical) assumption and point of departure for your analysis, not as the end point.

Who's Your Local Meta?

For me the most basic question is, "Who else is going?" Obviously, you can't know exactly who will be there (unless you're a time traveler or precog), since some players won't decide to go until that morning, and others may have spent weeks planning only for something unexpected to arise. (As in the trip car's transmission blows half an hour in because the driver's mechanic didn't actually fix the problem, despite billing as if he did, and then despite the ruined trip absolutely not being the driver's fault, the rest of the car never quite forgives him.) You can however get a sense of who might go and what they are likely to play.

See, PPTQs don't draw that wide an audience. Every early- to midseason PPTQ I've ever been to had five rounds and about 30 players. The only times they're smaller than 20 is when TOs have deliberately and aggressively limited participation, and they're only bigger towards the end when everyone's desperate. There are a lot of PPTQs in a season (in most places) so there's less incentive to drive for hours to make one. As a result most of the participants will be local players. Therefore you should know what at least 50% of a given field is just by being a member of your Magic community. Most players play the same deck at every event, either by choice or necessity, so whatever you see winning at FNM will also be at the PPTQ.

Gather Information

Of course this is not universally true; plenty of players will bring their janky fun to FNM because it's FNM and you'll never see their real deck. You need to look deeper to find out their preferences. You can also never forget the impact of big names on a metagame. When decks get a lot of coverage and pros extoll their virtues, players listen. Sam Black was partially responsible for Death's Shadow's rise by constantly hyping the deck. Decks that get a lot of press the week before an event will be more prevalent. Pay attention and plan accordingly.

Therefore, just listen to what your fellow players are saying. Even those who intend to play a different deck at every event or never publicly say what they're playing have opinions and will share them readily. Whether it's chatter between matches or social media discussions, you can find out what players in your area are thinking. This gives you a sense of their perception of the metagame and how they're preparing. Oftentimes players will reveal their deck choice just by revealing their biases.

Of course, don't be deceptive or manipulative about finding this. Having a reputation as a sketchy or manipulative player is bad. It's a great way to end up shunned and banished from the community. Don't pressure players to divulge information or leak confidential information. All I'm saying is that people talk and if you pay attention to conversations you will learn all you need.

Who Else May Come

It's also important to consider those players who will travel to the event. Some enjoy the trip, others have to because they don't have many where they live. Every region will also have a significant grinder population that will absolutely attend every event they can until victory is achieved. And everyone knows who they are. You see the real grinders at every event, you hear them constantly chattering about matchups and the meta, and other players talk about them. I'm a well-known grinder in my state, everyone knows the decks I favor, and I have the same information about the other compulsive grinders I hit every weekend. If you don't already know, just ask. Reputations are powerful and useful things.

What's Your Regional Quirk?

The final thing to consider is your region's reputation. The metas of many US states have quirks or favor certain types of deck over others, regardless of format or season. Colorado is notoriously red-heavy, while I've heard that Virginia's meta is so spikey thanks to Star City Games being there that the metagame charts are perfectly accurate. This is not necessarily accurate, but it can help guide your decisions.

Put It Together

The biggest question for me facing the first PPTQ Saturday is my deck choice. I have a number of decks that I'm very practiced with in this meta and I have a good sense of how they fare against the tiered decks. Picking which deck to register comes down to my read of the metagame and the best-positioned deck for this week. And you always have to consider this on a weekly basis—players at this PPTQ will react to what they saw for next week. Never rely on outdated reads or reasoning if you want to metagame. The decks I'm considering are UW Merfolk, Mono-White Death and Taxes, and UW Control.

As I mentioned, Colorado has had a reputation for being a Burn state for a very long time. It's not undeserved. It also tends to have lots of Jund and Tron. This has been the trend, but it isn't guaranteed. My local game store is arguably the center of Modern in the Denver area. We have the most Modern tournaments and the highest turnout every week. There has been a high amount of Burn and Tron, with Eldrazi recently having the edge on traditional Gx, but Jund has disappeared and there's only one GB Rock player left. Some have simply been turned off by all the Tron, others jumped ship to Death's Shadow. There has also been a surge in Living End and Affinity, both of which were big players two years ago but disappeared last year. Generally, every player talks about their deck as their deck and plays them at every event, so I'm not worried about left-field choices.

Looking to the other known spikes and grinders, there are several wildcards. There is a community of combo enthusiasts based at the School of Mines who sometimes come, as well as a significant cabal of Collected Company captains from all over. A sizeable group often comes down from Wyoming during PPTQ season but I know very little about their deck preferences. The usual grinders are split between just playing the best decks and weird metagamed decks. However, a number have started talking about and testing UWx control decks and they're starting to win local tournaments. This leaves me thinking that Affinity, Burn, and Tron of both varieties will certainly be present, with Death's Shadow, UWx control, and Living End likely to be there. Thus I'll be picking my deck and sideboard based on these six decks. You can't predict what combos or brews will show, so don't try. Most of your sideboard cards will work against them anyway.

What Does It Mean?

The whole point of metagaming is to maximize your odds of only hitting good matchups while avoiding bad ones. Given the expected metagame, I see the field like this:

BurnAffinityTronLiving EndGrixis ShadowUWx Control
MerfolkGoodBadFairGoodGoodGood
Death and TaxesGoodGoodVery GoodFairGoodBad
UW ControlGoodGoodFairVery GoodGoodFair

Now, based on this chart Merfolk seems like the weakest choice: the matchups are generally good but not spectacular and you have the very bad Affinity to consider. DnT is generally strong against the field but I have consistently struggled against control decks, particularly the Jeskai lists many appear to favor. UW doesn't have any truly bad matchups, which indicates that it is the best choice. However, that isn't the end of things because you have to consider what will happen if everyone draws the same conclusions as you.

Mirror Mirror

The final thing to consider is the mirror. How likely are you to face a mirror match, and how well prepared are you for one? If you're really weak to the mirror, either because you're unpracticed or you've metagamed away from the mirror, it may be fine if you're unlikely to face it. If you've got a brew, you can ignore the mirror. Playing a Tier 1 deck is more dicey; there's a much higher chance other players will play your deck. In the Merfolk mirror, I have a huge edge because I play Path to Exile and more non-islands than anyone else. There's not much in the sideboard except Echoing Truth, but I don't expect more than one other Merfolk player at any tournament, so why worry? I've also been playing the deck so long I've had plenty of practice.

For UW Control I'm more worried. As I noted above, there's been an upsurge in UW recently. While my technical play in the mirror is good thanks to years playing the deck, my deck is weak to other control decks. I don't play Ancestral Vision because it's too slow most of the time, but it really aides the mirror and I know that many other control players have Vision. This leaves me weak to the mirror.

Finally I have never played an actual DnT mirror. I've played against GW Hatebears, Eldrazi and Taxes, and mono-white Emeria, the Sky Ruin decks plenty but never DnT. I'm the only one who's tried until recently. This is a problem because social media chatter indicates that players who I'd never have thought would even consider a deck similar to DnT are seriously planning to play DnT. This isn't a disaster; they're going to be as green as me, but it's not what I call optimal either.

Here Goes

There are some local tournaments that I'm going to gather additional data from before I make a final decision. If I was less confident in my existing decks, I would probably make the choice now and focus on practicing before the season really starts. Fortunately I have the luxury to try to get more information before pulling the trigger. See you next week with the tournament report.

Death’s Shadow: Hero or Villain? Metagame Impacts

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The "Death's Shadow is the best deck" narrative we saw emerge in force around Grand Prix Vancouver has now split, with some claiming Eldrazi Tron is in fact the best deck. I tend to agree with the former, and will softly make a case for that inclination in this article. Regardless, we can surely agree that both decks are very powerful. Their influence in Modern is another, and in my eyes more interesting, story.

It's possible to read the metagame as David did earlier this week and point to Eldrazi Tron as the catalyst for Modern's reshaping. But it seems to me that Grixis Shadow is truly the best deck, and the one at the root of the shifts—ban Eldrazi Temple, and I bet Grixis Shadow enjoys a similar amount of success if not more, and the metagame trends established in the past few weeks intensify. Today, we'll look at the warping effects Shadow has had on the Modern metagame to assess whether the deck does more harm than good.

The Good

Providing a Skill-Testing, Interactive Option

Perhaps most obviously, Shadow being the format's best deck is great news for the Twin apologists who have been clamoring for such a deck. It's a Snapcaster Mage deck, which fulfills a certain niche by itself. It also doesn't suffer from the BGx problem of awful ramp matchups. The deck's skill ceiling is miles-high, and Shadow plays very fair Magic very effectively. That's why, despite the deck's sustained success, players calling for a Shadow ban are in the minority.

Enabling Control

Control decks in Modern have always struggled with the format's diversity. They found it difficult to at once attack linear combo decks, fast aggro decks, and attrition-style BGx decks at once. Control should have a naturally favorable BGx matchup, for example, but the deck was often stretched thin enough that the matchup was winnable for Tarmogoyf—in fact, BGx often preferred to pair with control decks than with Tron.

Now that Grixis Shadow is the reigning midrange deck in Modern, life gets much easier for reactive control decks. At level zero, Shadow is easier to beat than other midrange decks. It plays fewer threats and is overall much more fragile, trading in the robustness of GBx for the consistency and efficiency necessary to defeat big mana.

Going deeper, ramp's switch from Gx Tron to Eldrazi Tron, itself imposed by Shadow's presence, also throws a bone to control decks. Matter Reshaper and Reality Smasher are a lot easier to beat than Karn Liberated and World Breaker; after all, they die to cards that are great against the format's other top deck, Path to Exile and Surpeme Verdict.

Opening the Floodgates to Innovation

A year ago, Bolt was everywhere, and Mirran Crusader was a poster-child for unplayable Modern creatures. But times have changed. Shadow is focused and streamlined enough that savvy deckbuilders can find ways to exploit its taut design, such as running a three-mana, pro-black creature.

The general decline of Bolt has also fueled some innovation. Bolt is miserable against Shadow decks, and the Shadow decks don't have to play it to do well—in fact, they're often better off without it to gain an edge in the mirror. All that one-upmanship creates yet another opportunity for brewers to break through, though, and it's no coincidence we've seen Hatebears-style fish decks perform admirably at multiple high-profile events now, putting two players into the GP Las Vegas Top 8 and taking down the SCG Season 1 Invitational.

Given Modern's vast card pool, we're sure to see some more clever maneuvers to beat Shadow in the near future. But it's also important to remember that the innovation won't last forever. Once the dust settles, and Shadow gets more comfortable with its seat in the usurped BGx throne, Modern will stagnate again; the strategies that beat Shadow will have been discovered, and Shadow will either have adjusted to beat them or resolved to dodge them. Hopefully, more of those strategies pop up before that happens, and are competent enough to become Modern fixtures.

Adding Color Diversity

Wizards has recently expressed a desire to improve Modern's color diversity. At the time of the announcement, everyone and their Goblin Guide knew the company was referring to white and blue's relative weaknesses in, and absences from, the metagame. The statement even inspired me to write an article in favor of a Stoneforge Mystic unban.

Jund Shadow has since evolved into Grixis Shadow, a blue deck itself, which in turn buffed Path to Exile decks like UW Control and Hatebears. While I still don't think Stoneforge would be too powerful for Modern, the goal of that possible unban—to improve color diversity—has already been achieved by Grixis Shadow.

The Bad

Homogenizing Midrange

To be fair, pre-Shadow "discovery" and post-Twin ban, Modern's midrange decks were almost exclusively of the BGx Rock variety. That's a solid year of Goyf dominance. One might conclude, then, that Shadow isn't homogenizing midrange decks; midrange decks were already homogenized.

Why, then, does Shadow make up such a large percentage of all midrange shares? It currently occupies shares comparable to those of Jund and Abzan in the post-Twin period, and both decks are still Modern-legal in their entirety. So, as David asked, where's the Jund?

I think the answer is a bit more complicated than "Jund loses to Eldrazi Tron." In my experience, in fact, BGx does better against Eldrazi Tron than it does against Gx Tron. It's true that Shadow tends to defeat big-mana decks where Rock has failed, with Eldrazi Tron posing the most serious hurdles for Shadow (and still struggling in the face of an experienced pilot). But here, too, the refined statement, "Shadow beats big mana," doesn't account for other factors in BGx's decline—such as Dredge's comeback (fueled mostly by players realizing the deck is actually still great) and the rise of control decks (which are incentivized to play heavy removal suites in this metagame).

It doesn't just stop at metagame positioning. Grixis Shadow (and Jund Shadow, for that matter) is simply a far better Modern deck than BGx Rock. In "Death's Shadow: Analysis, Implications, Potential," I ran Shadow decks through the three golden parameters of Modern viability: proactivity, interactivity, and consistency. My theory states that successful Modern decks must score reasonably on one or two of these metrics while specializing in another, or otherwise totally nail one component. Shadow decks score highly on all three, though, which is something we haven't seen in Modern outside of decks Wizards has banned. That's not necessarily to say that I think Shadow will get a ban, but it does provide some quantifiable measures of the deck's immense power, especially relative to that of other Modern decks.

Gutting Aggro-Combo

Linear combo has never dominated Modern, if mainly for the reason that Wizards is forced to ban them—in order to succeed in a given metagame, linear combo must win more quickly than the format's aggro-combo decks, which in turn must win before turn four to be viable in Modern. Fast linear combo decks then violate the Turn-Four Rule and rarely last. Still, somebody has to police Tron and company. That's where aggro-combo comes in.

Aggro-combo frequently wins before turn four when unmolested, but the nature of its win conditions (Blighted Agent, Kiln Fiend, Signal Pest, etc.) opens the door for opponents to interact with them. As a result, these decks rarely become oppressive, and create a healthy (on paper, at least) rock-paper-scissors effect where midrange beats aggro-combo, aggro-combo beats ramp, and ramp beats midrange.

Grixis Shadow's rise to dominance has ravaged the once-diverse aggro-combo lineup. Three episodes led to its dismantling:

  1. The banning of Gitaxian Probe. In hindsight, it's probably for the best that Grixis Shadow never got to play with this card. But without Probe, Infect can't run as many copies of Become Immense and loses both the information necessary for such an all-in strategy, and velocity helpful for streamlined decks. Many other aggro-combo decks, such as UR Kiln Fiend and Jeskai Prowess, also went extinct with the Probe ban.
  2. The printing of Fatal Push. Perhaps the most impactful card to ever be printed in Modern (and not subsequently banned), Push radically reinvented the format landscape, pummeling the stock of Tarmogoyfs and Blighted Agents alike. Aggro-combo decks have a miserable time closing out games against decks with Fatal Push, and those decks happen to make up a huge portion of the metagame. It doesn't help that Push is great against the Shadow decks as well, so players suiting up to beat Shadow are likely to sleeve up a card that incidentally crushes aggro-combo.
  3. We don't need 'em. The least-talked-about reason for aggro-combo leaving the building? Its functions are being fulfilled by the Shadow decks. Thoughtseize into Shadow into Denial is plenty good against big mana and linear combo, so more fragile aggro-combo decks like Infect become silly to play—they retain their good combo matchups, but lose to Shadow and to decks trying to beat Shadow. Shadow borrows those good matchups and... well, and is Shadow.

On the surface, it might be tempting to cheer at the fall of aggro-combo. The archetype was everywhere after Twin got banned, and drew ire from players concerned Modern had become too linear. Indeed, since Shadow's ascent, Modern is significantly more interactive (in no small part thanks to the most popular deck being one of the most interactive the format has ever seen).

Aggro-combo devolving into only Burn, Affinity, and Dredge lowers format diversity. Where there were once plenty of aggro-combo options to choose from, only two remain. The third point on our above list concerns me the most. Shadow now controls not just the vast majority of the midrange shares but a good deal of the aggro-combo shares, simply by virtue of fulfilling the latter's roles more effectively.

The (Supreme) Verdict

Ultimately, whether the pros outweigh the cons depends on subjective perceptions of format health. So what do you think? Is Shadow friend to Modern, or foe? Let me know in the comments.

Metagame Predictions Five Weeks Out – Gauging the Results

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Five weeks ago, I made some bold predictions about where I thought Modern was headed for the summer of 2017. Fresh off SCG Baltimore, Modern was firmly in the grasp of Grixis Death’s Shadow, as the format was just beginning to warp around it. Today, we’ll look at those predictions to determine what I got right (or wrong), and to take state of the format as it stands today.

Breaking Down the Data

The premise of “A Look Ahead: Predicting Modern Five Weeks From Now” was simple: in an attempt to challenge my grasp of the format and how it reacts to new information, I chose to put myself under the lights, predicting a possible future based on all information I had at the time. Before we figure out if I got things right, let’s recap my predictions from the beginning of June.

I outlined two possible scenarios, but chose to stick to one: that Grixis Death’s Shadow would adapt to widespread hate in the format, establish itself as a permanent player in the field, and lower Eldrazi Tron's shares as a result. In the absence of Eldrazi Tron, the floodgates would be opened to a variety of “new” archetypes that were kept in check by the midrange menace. Here is what I said then:

It is my belief that Grixis Death’s Shadow will not remain on top for long, but before it falls from its throne Grixis will see the format shift around it in a meaningful way. While five weeks is a short enough time to see a small shift back to the way things were before Modern weekend, I believe that Counter Company as a new archetype in the format will force decks to prioritize cheap removal highly, which will continue to play into Grixis’ hands. If more players pick up the deck, which is likely given its strong performance, and said players choose to target Eldrazi Tron with their sideboards, we could see the format stress test take a significant hit.

A diminished Eldrazi Tron would allow multiple strategies into the fold that will in turn diversify the threats against Grixis Death’s Shadow, causing its decline (but overall, an increase in format health). Who comes out on top is hard to tell, and frankly, not really that important. Still, I’m banking on Eldrazi Tron diminished five weeks from now, midrange back in the fold, and a more diverse metagame across the board. This thanks to Grixis Death’s Shadow, which owes its thanks to Counters Company, which owes its thanks to Eldrazi Tron. The circle is now complete.

So, how did I do? Keep in mind how things looked five weeks ago. With SCG Baltimore in the books, and SCG Charlotte impending, Grixis Death’s Shadow was at the forefront of everyone’s minds, and a solution had yet to be found. Now, we know what happened; Hatebears came out of nowhere to punish a Grixis Death’s Shadow archetype that had folded in on itself in an attempt to beat the mirror. By exposing a self-made weakness thanks to a lack of Lightning Bolt, Standard all-star Mirran Crusader took a weekend’s worth of events by storm, and unseated Grixis Death’s Shadow from the throne. Hatebears was able to capitalize on a preoccupied “bad matchup,” and pounced. Thanks to a solid matchup against Eldrazi Tron, Hatebears took over an unsuspecting field.

But, as we now know, Hatebears was then easily hated back out of the format. All it took was a few more Izzet Staticaster, a couple extra Lightning Bolt, a return to Anger of the Gods, and a re-sleeving of red removal. Grixis Death’s Shadow did what it always does—adapted—and Hatebears retreated back into obscurity. In its place, non-Shadow midrange came out in full force. Jeskai Control, RW Prison, UW Control, and a whole slew of Bx midrange strategies took its place, unseating Eldrazi Tron during the four-event weekend I covered in my last article. Death’s Shadow returned, but in a variety of flavors; Classic, Grixis, even Esper made an appearance.

Just look at the main theme of last weekend’s results:

First, while the established non-Shadow midrange decks (Abzan and Jund) put up uninspiring results individually, collectively the macro-archetype performed well, especially considering the narrative that Eldrazi Tron has been pushing midrange out of the fold. While Abzan and Jund account for only 50% of the midrange representation, BG, Death and Taxes, and BW Smallpox each make a case for midrange succeeding in Modern, albeit in unconventional forms. Going further, you can make a case for the RW Prison deck as midrange as well, along with Kevin Jones’s Jeskai Control list, which makes use of large amounts of burn and Spell Queller.

The numbers from last weekend suggest that times are changing. Where midrange was once entirely absent from the picture, it has now returned to occupy an even share of the frame. If we group Death’s Shadow decks with midrange (as it is, in fact, the best midrange deck), we can easily see that the macro-archetype is back in a big way—but to be truthful, it never really left. Midrange was always present in Modern, in the form of Eldrazi Tron itself. Death’s Shadow is midrange; Eldrazi Tron is midrange; basically, everything in Modern that isn’t spell-based combo or creature aggro is midrange at this point. Still, the narrative that Eldrazi Tron was pushing “other” midrange decks out of the picture was true; as Eldrazi Tron diminished, these archetypes returned. BG Midrange, RW Prison, Smallpox, Abzan, Jund, and other such archetypes crawled out of the caves they were hiding in two weeks ago, offering some measure of validity to the idea that Eldrazi Tron had kept them from success.

So, it seems that my prediction about Eldrazi Tron’s decline was fulfilled two weeks ago, but what does that mean for now? With no major events recently (besides the four events from the beginning of July), all we have to go off of is Modern League finishes and aggregated MTGO data. MTGGoldfish still shows Eldrazi Tron grabbing a significant portion of the finishes, but only six copies were able to put up Modern League finishes in the past two weeks. This suggests to me that Eldrazi Tron’s numbers are shrinking, and its metagame percentage will continue to diminish as those old finishes fall out of scope.

In its place, what do we see putting up results? Jeskai Control. Lantern Control. Esper. Abzan. UW. Unlike Hatebears, which put up impressive results for a week only to vanish afterwards, the midrange decks that made an appearance two weeks ago are continuing to put up results. Non-Grixis Death’s Shadow, non-Eldrazi Tron midrange is back, and for now, it seems its here to stay.

Trust the Numbers?

Up to this point, my conclusions have all been based on results that have played out over the last few weeks, which puts us in an interesting position regarding ‘legitimacy’. While the numbers suggest that Eldrazi Tron is on the decline, and other midrange decks are on the rise, it’s difficult to tell based on a couple weeks' worth of numbers whether this is a true indicator of the direction the format is moving, or just of some short-term trends that coincidentally line up to support my narrative. For example, next week we could see Counters Company and/or Hatebears come back into the discussion, and the format would look entirely different.

From my perspective, these risks in data analysis are always present, no matter the situation. Whether we’re looking at an event’s worth of data, a month’s, or even a whole year's, it’s always possible that outliers are to blame for influencing the results that we see. Counters Company players might have taken a week off, for example. Is five weeks really enough time to make substantial claims about the format and the direction that its heading?

I think the answer to that question is murky, so I’ll just leave it at this: if we can make claims about format direction after just a weekend’s events worth of data, we should feel confident in our claims by looking at five times that information. Counters Company could just be laying low, or “waiting for the right list,” or getting overshadowed by other decks, but it’s been a month now and we’re not seeing results. How much time do we give it before moving on? If the deck could really challenge the format in a specific way, I think we would be seeing it put up Top 16s, at least. There exists a contingent in every format that will give any deck a try. I don’t buy in to the narrative that it’s a deck worthy of putting up strong results that people just aren’t giving a chance. Still.

The deck is capable of winning games in Modern, don’t get me wrong. I’m not disputing that—it has proven itself on that front. I don’t argue that Skred can’t win games, but we all agree that Skred isn’t influencing the format in any particular way. Counters Company is clearly ahead of Skred in the sense that it has a proven pedigree of impressive finishes, but the deck is still “brand new” and hasn’t answered the most important question in Modern yet: can it stand the hate? Until that happens, and we see Counters Company succeed in a prepared field, I’m not ready to give it a pass without finishes in a weekend event.

Conclusion

So Counters Company failed to secure any significant portion of the metagame, and for now it looks like it's gone for good, at least in the short term. The time for a creature combo deck like that to succeed has passed, as removal and reaction is once again the key to Modern. While I’m not quite ready to look ahead just yet, a wide-open field of midrange decks jockeying for position will inevitably initiate an arms race of value, as each deck attempts to go bigger in the hopes of gaining an edge in the midrange mirrors. Look for sideboards to get more and more greedy, and these strategies to become increasingly more inbred, until a well-tuned, powerful archetype takes the bottom out from under the field. Will it be Affinity? Dredge? Burn? Merfolk? It’s too early to say, but make no mistake, it will happen. The question is, will you be ready for it? Thanks for reading, and I’ll see you next week.

Trevor Holmes

Jund’s Demise: The Hidden Metagame Warp

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Everyone is fixated on Grixis Shadow. And rightly so—the deck is very powerful and has been sitting at the top of every metagame chart since April. And I think this is incorrect. I have some reason to believe that Shadow is a symptom of the metagame, not the cause. The Modern PPTQ season starts at the month, and players need to be ready to confront the real power in the format, Eldrazi Tron.

After playing many paper tournaments, sifting through extensive MTGO results, talking with other players, and some personal meditation, I've come to the conclusion that Eldrazi Tron is facilitating the current atypical metagame. It is responsible for midrange Jund's disappearance, and with that the rise of decks that Jund would normally hold in check. Death's Shadow has directly benefited and used this to ascend the metagame. This dual system is currently self-perpetuating, but I don't think it will last. The question is not if it will fall but when. Allow me to explain.

Bipolar Metagame

Go ahead, get the jokes about bipolar disorder out of your system. I'll wait.

Good now? Can we pretend to be adults now? Alright, in a bipolar metagame you have two top decks that dictate what decks see success. A recent example of this was the Standard metagame before the January bannings. GB Delirium and UW Flash sat at the top of the metagame because they complimented each other. Delirium was the best midrange deck, preying on the fast creature swarms and go-big midrange decks that beat Flash. Meanwhile Flash was strong against combo, grindy midrange, and control strategies that beat Delirium. Consensus was that they were 50-50 against each other, but in my opinion as a Flash player Delirium was advantaged. This allowed the two decks to effectively split the metagame.

Compare this to unipolar where one deck dominates. Eldrazi Winter is an ur-example: you either played the top deck or your deck targeted the best deck. This is quite clearly unhealthy since a targeted deck should fall to all the hate but in a truly unipolar metagame the top deck is so much better it doesn't matter. When the top deck does fall to being targeted, then it's not unipolar at all but multipolar. There are a number of different decks that could be the top deck with no real advantage over the others. The top slot depends not on the decks themselves but the rest of the metagame. This is what we saw last summer, where the members of Tier 1 didn't change much but the positioning of the decks within the Tier did, constantly. This is generally held to be a very healthy metagame.

Whether a bipolar metagame is healthy depends on a number of factors. The problem the aforementioned Standard had was the lack of answers or counterstrategies to challenge the top decks. This is not a problem for Modern and its vast cardpool. The question instead is whether the bipolarity keeps out too many decks and harms diversity.

Where's the Jund?

I came to my realization because I wondered why Jund has so thoroughly disappeared. It has been reduced to a blip at best in metagame rankings. Even Abzan is hurting, when it normally assumes Jund's position when Jund itself falls. This is my clue to the truth of the metagame, because on paper the meta is filled with decks that Jund should feast upon. Collected Company decks and Affinity are good matchups, and both are doing very well. There are lots of fragile combo decks, brews, and control decks that lose to Liliana of the Veil. Death and Taxes won the invitational and Jund crushes DnT. With all this food around, something must be keeping Jund out.

That something is Eldrazi Tron. Traditional Gx Tron was a very bad matchup but it was winnable. The Fulminator Mage into Surgical Extraction plan that emerged at the end of last year did a lot to beat Tron. However, it doesn't work against Eldrazi Tron and the matchup is naturally worse besides. Gx Tron has to hit Tron to do anything but in Eldrazi Tron it's a perk. Furthermore, removing four lands from Gx Tron is deceptively powerful. Despite being the poster child of big-mana decks, Tron is land-light. It runs 20 lands, at most, relying on all its cantrips and Sylvan Scrying to cheat the land count. Reducing that further can mean they never hit six mana even in a long game. Eldrazi doesn't cheat on lands and also has Mind Stone. Land destruction is not a good answer to spaghetti monsters.

Furthermore, the Eldrazi are simply phenomenal against Jund regardless of the shell. Bant Eldrazi was Jund's foil until Etron took over. Jund was good because Lightning Bolt and Inquisition of Kozilek hit everything in Modern. Thought-Knot Seer and Reality Smasher broke the rules and invalidated Jund's removal. Without its removal, Jund is nothing. Etron holds this advantage, which coupled with its more stable mana allowed it to supplant the Bant version.

The Shadow Effect

This trend was reinforced by the rise of Grixis Shadow. Bolt hits exactly Snapcaster Mage and Bolting a Shadow player is a dicey strategy. Inquistion is decent, but all the delve creatures hurt. This resistance is one explanation for Grixis topping Jund Shadow. The bottom line is that with two very good decks having a natural advantage over it, there was little chance for Jund to hold onto its traditional place in Tier 1. Abzan has done better but Etron is still a bad matchup. This is good for Shadow decks because Jund grinds well thanks to Terminate, Scavenging Ooze, and Kalitas, Traitor of Ghet, which gave it an edge on Shadow.

Shadow has also been scratching Etron's back. Gx Tron, in my experience, has the advantage on Etron and Shadow is very good against Gx Tron. Traditional Tron hits Tron more often and sooner than Etron, which allows it to power out its big threats more quickly. Etron's removal is also irrelevant against Tron, while Oblivion Stone is excellent against Etron. Winning the race to bomb-land is good in a matchup that's all about the bombs. Shadow has hand disruption, a quick clock, and counterspells which combine into a nightmare for Gx Tron. Etron has a more favorable matchup thanks to redundancy and Chalice of the Void. As a result Shadow has driven Tron out of Tier 1.

Ancillary Effects

The ending of GBx's reign has allowed previously suppressed decks to rise. I won't go into every deck because this article would go on forever, and instead will focus on more well known decks. Do note that GBx's fall does not pertain to Burn's or Affinity's rise—these decks benefit more from reduced attention than changes to other decks. Play too loose with your life total, Burn gets you. Fail to pack hate for Affinity, it gets you. Jund's demise is minor in comparison.

First and foremost is the rise of Counters Company. Jund preyed on Abzan's little creatures and lack of removal for Scavenging Ooze, which nearly drove the archetype to extinction. Between Jund's suppression and the new Vizier of Remedies combo, the deck is ascendant for the first time in over a year. In addition to these factors Counters is a very fast combo deck, winning turn three frequently unless disrupted. This makes it a good choice in the metagame. Etron doesn't have much interaction except for Chalice, and setting that to one accomplishes little against Company. They're also redundant enough to overcome Shadow's discard and Fatal Push. Eternal Witness and Collected Company are a huge beating in attrition matchups.

UW Control has also benefited from Etron and Shadow. UW has the advantage against both decks, though it's less than you'd think. Discard and Chalice in quantity are beatings. The story of UW's return to the upper tiers is Gx Tron's demise. Beating control decks with planeswalkers was Tron's thing and it was good at that thing. Spreading Seas and the banning of Eye of Ugin helped but it was still bad. Instead of being ~30% to win, UW is more like ~40%. However, Etron is all creatures, which UW beats up on. Again, without the predator, the prey rises. Jund's disappearance also helped. The matchup was 50-50; hard to win but easy to lose. With a hard matchup gone, the deck sees more good matchups and it rises in the rankings.

I said above that Jund preyed on fragile combo decks and brews. It would follow that decks like that would rise now. This is not happening. As I'm finding out in my banlist testing with Storm, Grixis Shadow and Etron are both good at taking Jund's place against the fringe. Chalice is crippling for combo decks, as is disruption and a clock. Even Ad Nauseam, long the most reliable and potent combo deck, is falling off. Not a great time to be a polite euphemism.

Finally, we have DnT. I have been working on this deck for a long time and it is finally good. Not because the deck itself is good (The only substantial change in over a year is the addition of Thraben Inspector) but because of Shadow and Etron. Yes, the deck has very good matchups against both, but the big change was Jund's death. I spent a lot of time trying to make the Jund matchup acceptable and eventually gave up. Jund was built to take apart small creature decks and that's DnT in a nutshell. With the apex predator gone and prey abundant, the midlevel predator moves into apex territory.

Is This a Problem?

I don't think this bipolarity of Shadow and Etron will last, and so it won't be a problem. The answer decks are already seeing play and loosening the top dog's hold on Modern. Things will not return to the way they were before Death's Shadow became a thing, but we will see the old dynamism return and the healthy multipolar meta reemerge.

The bipolar meta was bad for Standard because it could not be broken. There was no going over Emrakul, the Promised End, wide against Ishkanah, Grafwidow, under Reflector Mage, or long against Smuggler's Copter. Those were the best cards in that Standard and the two top decks made the best use of those cards. Answers or counterstrategies simply didn't exist in the cardpool thanks to Wizards' design decisions. There's only so much you can do in Standard and unexpected problems won't have answers.

That problem does not exist in Modern. The format's vast cardpool ensures that for any problem a solution exists. It may not be obvious, but it does exist. It is only when a deck is obscenely broken (Eldrazi Winter) that the process of discovery and adaptation fails. This process is going on right now and ensures that the bipolarity will not hold. Exactly what the new meta will look like is unclear yet, but I suspect some Lightning Bolt deck will rise to feast on the Company decks and DnT.

End of an Era

The other thing that will contribute is the change in MTGO results reporting. If you didn't know, Wizards is reducing the number of 5-0 decklists they report each day from ten to five. They will also all be different decks since each deck has to be at least ten cards different from the others. Their stated goal is to foster creativity and innovation (it's the last line of the third paragraph). The unstated goal is to further reduce data mining in Magic, making it harder to solve formats and trying to prevent the diversity problems that plagued Standard.

As someone who does a lot of stats analysis (heck, that's what this site was founded on) this change seems harmful. Less data means less data to analyze, which means a smaller sample size, which means a worse modeling of reality, etc., etc., Statisticians Lament. But then that's the whole point. Wizards has been concerned about data mining being used to solve formats too quickly and thereby "ruining" them. It's why back in 2015 they asked MTGGoldfish to stop using bots to "watch" replays to gather more data than Wizards published. As far as Wizards is concerned, less data published means less opportunity to solve Standard, meaning Standard stays interesting longer

I get their reasoning, even if I don't agree with the decision. A lot of the problems that this change is trying to solve come from how Wizards has designed sets over the past several years. On the other hand, with so many eyes looking at sets and tinkering with Standard these days, it is far more likely that everything will be found in even the most complicated set. Makes our job harder, but it will make Standard look unsolved and open longer. Thus, for now, the impact is ambiguous.

What is not ambiguous is how it will affect perceptions of the metagame. The direct impact will be MTGO losing value as a data source. This will give more weight to paper results, which tend to be more diverse than MTGO. This will make it harder to identify which deck is actually "the best," and fewer players will choose to play that deck. While data analysis and data mining are very useful tools to identify trends and explain the world, they can also become self-fulfilling prophecies. It's complicated, but in short identifying what the statistically "best thing" is will draw attention to it. With increased attention comes more utilization, which in turn biases the data toward the thing. Thus with lessened MTGO data, players will be less likely to see the current "best deck," and those who always try to play the "best deck" will be less likely to identify it correctly. This will also help break up bipolar metagames due to increased chaos in the deck selection process.

In summation, the metagame may have shifted into a less diverse state, but not a stable state. Between Modern's natural tendency to self-correct over time and Wizards new policy, the instability will increase. This will break the top decks' hold on the format and soon the old dynamism will return. Did I miss something or confuse you? I'll be in the comments.

Video Series with Ryland: UW Control

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Hey, everyone! I recently got back from the highly anticipated SCG Season One Invitational in Roanoke. While the namesake event did not go well for me with my usual weapon of choice (Jund Shadow), my choice for the Open performed much better. Today I'll discuss what led me to try my hand at UW Control at the Open, before running the deck through a league on MTGO.

The night previous to the Open I contemplated many deck choices for the event that I thought might be a fun departure from my typical Shadow list. I considered Krark-CIan Ironworks, Eldrazi Tron, Storm, Abzan, and everything in between. After some thought, and with my friend's Eldrazi Tron deck in my backpack, I slept soundly thinking I would be registering it as my 75 the next morning. When I woke up however, I had a quite sudden change of heart—I hadn't seriously considered it much previously, but UW Control sounded like a blast. I have always enjoyed playing control decks and it had been a while since I had the pleasure of doing so. In addition, UW has a good matchup against the ever-popular Grixis Death's Shadow deck, which helped solidify my decision. I quickly threw the deck together, trusting the list's specifics to a long-time advocate of UW, MTGO user bennyhillz. I used his list card-for-card, with no deviations.

The deck performed far better than I had hoped. This particular list was amazingly smooth, and had much more game in a large variety of matchups, not just the expected few. At the end of the first day I was 8-1, having lost only two games to Dredge in Round 7. While I was disappointed to miss a "perfect" day by such a close margin, I was still quite pleased with the deck and the results up to that point, especially considering that I had played against eight different decks in those nine rounds. The second day of the tournament started similarly strong but ended in some disappointment as I lost my final two rounds, both of which were win-and-ins to the Top 8. Instead, I ended up on 12th place.

Overall, I was incredibly impressed with the list (if that wasn't clear already) and I fully intend to continue playing it as I move forward. As such, it is the perfect choice for today's league! I don't yet want to change a single card from the list (again, full credit to bennyhillz), as I think the current list is very well tuned. Many people are playing with a single copy of Glimmer of Genius . While I don't currently have a desire to swap any card for it, Glimmer is definitely on my radar, and something to continue thinking about.

Enough about the past weekend, let's hop into those games! As I said last time, I'm interested to hear what kind of content you'd like to see moving forward, so I can continue to evolve and improve my videos. Please let me know your thoughts, and any improvements you would like to see concerning formatting, presentation, or whatever else strikes your fancy. If you'd like to see similar content, check out my Twitch channel for some more live Modern!

[youtube https://www.youtube.com/playlist?list=PL261kJ_cAQC8r29aQRH8x3i0WRQnJn9Kg]

UW Control, by Ryland Taliaferro (12th, SCG Open Roanoke)

Creatures

2 Snapcaster Mage
2 Wall of Omens

Enchantments

2 Detention Sphere
4 Spreading Seas

Instants

2 Cryptic Command
3 Mana Leak
1 Negate
4 Path to Exile
1 Sphinx's Revelation
1 Think Twice

Planeswalkers

1 Gideon Jura
2 Gideon of the Trials
2 Jace, Architect of Thought

Sorceries

4 Serum Visions
3 Supreme Verdict

Lands

5 Island
3 Plains
4 Celestial Colonnade
4 Flooded Strand
2 Ghost Quarter
3 Glacial Fortress
1 Hallowed Fountain
1 Irrigated Farmland
2 Tectonic Edge
1 Temple of Enlightenment

Sideboard

1 Grafdigger's Cage
2 Rest in Peace
2 Stony Silence
1 Condemn
2 Dispel
2 Negate
1 Geist of Saint Traft
1 Vendilion Clique
1 Elspeth, Sun's Champion
1 Supreme Verdict
1 Timely Reinforcements

Contorting the Competition: SCG Invitational Report

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Last weekend, I attended the SCG Season 1 Invitational in Roanoke, VA. The tournament was a blast, and I learned a lot: Zombies is a worse Monument, speeding in Virginia is a criminal offense, and most of all, people love Modern! Most of my Invitational opponents (and the tournament's winner) were Modern fanatics, and the Modern Open and Classic were packed. It was awesome to play the format competitively with so many other devotees.

This article goes over my matches with Colorless Eldrazi Stompy, the deck I piloted to a 7-1 (7-0?) finish in the tournament's Modern portion. I'll also briefly recap my Standard matches and round out last week's thoughts on competition now that I've had a big bowl of perspective.

Notes on the Deck

I played the same list described in my article from last week, which I'll post again for reference. My Mono-Black Zombies list for Standard was also the same, although I dropped one Westvale Abbey for a 23rd Swamp.

Colorless Eldrazi Stompy, by Jordan Boisvert (29th, SCG Season 1 Invitational)

Creatures

4 Eldrazi Mimic
4 Eternal Scourge
4 Matter Reshaper
4 Thought-Knot Seer
4 Reality Smasher
4 Simian Spirit Guide

Artifacts

4 Chalice of the Void
4 Serum Powder
1 Ratchet Bomb

Instants

4 Dismember

Lands

4 Eldrazi Temple
3 Gemstone Caverns
4 Ghost Quarter
4 Blinkmoth Nexus
2 Mutavault
3 Sea Gate Wreckage
1 Urborg, Tomb of Yawgmoth
2 Wastes

Sideboard

4 Spatial Contortion
4 Relic of Progenitus
3 Ratchet Bomb
2 Pithing Needle
1 Gut Shot
1 Surgical Extraction

SCG Season 1 Invitational - Day 1

Colorless Eldrazi Stompy doesn't just mulligan a lot, it Serum Powders a lot. At the beginning of every game, I'll use a key to simplify relaying die rolls and the mulligans taken by each player. Some examples:

(Play; MPM 5 - 7): I'm on the play. I mull to 6, Powder for 6, and then mull to 5; my opponent does not mulligan.
(Draw): I'm on the draw. Nobody mulligans or Powders.
(Play; P 7ss - MM 5): I Powder for 7 and end up with two copies of Eternal Scourge in exile. My opponent mulligans twice.

Round 1 vs. Kevin Jones on Jeskai Queller (2-0)

Game 1, W (Play): How better to start a tournament than with Celestial Colonnade first thing in the morning?  I keep a Temple and stick Eternal Scourge on turn two. Kevin tries to race me with Snapcaster Mage and Spell Queller, but is soon forced onto the defense, and I stick a Chalice on one. That gets me Bolted twice in response, which brings me to 4. My four Quarters keep Colonnade from sealing the deal. In hindsight, I should have aggressively thrown some Quarters at Kevin's red sources, as he already had Mountain in play.

Sideboarding:
-4 Eldrazi Mimic
-4 Simian Spirit Guide
-1 Ratchet Bomb
-2 Dismember

+4 Spatial Contortion
+4 Relic of Progenitus
+2 Pithing Needle
+1 Surgical Extraction

Game 2, W (Draw): I keep a seven of two non-Temple lands, Scourge, Reshaper, Seer, Surgical, and Spatial. All I need with this hand is three mana to apply a good deal of pressure throughout the game, and I have interaction for Kevin's aggression and for any kind of Snapcaster shenanigans. It helps that I draw Relic for turn. My opponent misses a land drop and Scourge takes over the game, eating removal but coming right back. I throw Surgical at Serum Visions to mess up his top-top scry, but he rips a third land anyway.

While I'm attacking with and re-casting Scourge, my Relic gets Wear'd, and my Seer gets Quellered. When I pass to Kevin, he cracks his last untapped land, a Flooded Strand. In response, I'm able to Spatial Contortion the Queller without fearing the Path to Exile I know he has in hand. I snatch that with my now-resolving Thought-Knot, and manage to fade my opponent's one Surpreme Verdict to crack in for lethal.

I made a couple of minor misplays this round, but the matchup is so good we enjoy a sizable margin of error.

Round 2 vs. Eldrazi Tron (2-0)

Game 1, W (Draw; M 6 - 7): I keep a threat-heavy, two-temple hand and draw Mimic for turn. The curve goes Mimic, Seer, Seer, Smasher.

Sideboarding:
-4 Simian Spirit Guide
-4 Chalice of the Void

+2 Spatial Contortion
+1 Relic of Progenitus
+3 Ratchet Bomb
+2 Pithing Needle

Game 2, W (Draw): I pitch Scourge to Gemstone Caverns and rip Eldrazi Temple for turn. I lead on Mimic anyway to maximize my damage output next turn, but it dies to a kamikaze Walking Ballista. Scourge beats down a little while my opponent flounders on triple Power Plant (he draws the fourth a little later). I Dismember a Seer in response to its enter trigger, spending all of my mana and paying only 2 life thanks to Caverns; unfortunately, I draw another Dismember off the leave trigger and am forced to exile it rather than kill a lone Hangarback Walker. I end up then drawing Matter Reshaper into Reality Smasher to overwhelm the construct.

This matchup is quite swingy and usually depends on who opens more Temples. Natural Tron also works from their side, although it's not ideal. Ballista used to be a pain for this deck, but with the 4 Bomb, 2 Needle plan, I'm less afraid of it.

Round 3 vs. Sol Malka on BG Rock (2-1)

Game 1, L (Play; P 7 - 6): What a treat to pair with none other than the inventor of rock midrange himself, and just a couple weeks after I featured his deck here on Modern Nexus! In this game, I get Sol down to 11 before the ground stalls out with two Goyfs and a Scooze to my horde of Eldrazi. From there, I chip him down to zero in the air with a pair of Blinkmoths.

Sideboarding:
-4 Eldrazi Mimic
-4 Simian Spirit Guide
-4 Chalice of the Void
-1 Serum Powder

+4 Spatial Contortion
+4 Relic of Progenitus
+3 Ratchet Bomb
+2 Pithing Needle

Game 2, L (Draw): We trade resources for awhile, and I set up to take control of the game with Relic and Scourge. Then Sol draws Kalitas. In my giddiness, I throw the game by double-blocking it with a couple Mutavaults, forgetting the Vampire can eat a Zombie token and outsize my lands.

Game 3, W (Play; MPP 6s - 7): I lead with Relic and manage to embarrass a turn-one Inquisition of Kozilek with my opener full of Temples and Smashers. Relic gets Decayed, but my 5/5s close out the game with ease.

BG Rock trades Abzan's Lingering Souls and Path to Exile for mainboard Ghost Quarters, which actually don't hurt me much. Scooze and Kalitas can still take over the game unmolested, but if we're careful, it won't happen. The biggest loss from ditching white in this matchup is Stony Silence, which shuts down my Relic-Scourge plan and blanks Ratchet Bomb.

Round 4 vs. Tom Ross on G/R Tron (2-1)

Game 1, W (Draw; P 7 - 7): I powder away a dead seven for a Temple hand with two Mimics, Seer, and Chalice. The Chalice ends up never being cast, as I put Tom on Eldrazi Tron after seeing an Urza land and play threats instead. Then Grove of the Burnwillows pays for Sylvan Scrying, but I'd still rather cast Seer and crack for 8 than lock my opponent out of Chromatic Stars. The plan works and we go to Game 2.

Sideboarding:
-1 Ratchet Bomb
-2 Dismember

+2 Pithing Needle
+1 Surgical Extraction

Game 2, L (Draw; M 6 - 7): I keep six cards without a Temple that feature Mimic, Quarter, and Surgical, and scry Simian Spirit Guide to the top. That allows me to cast Mimic on turn one and Quarter-plus-Surgical the Tron lands before Tom makes his third land drop. That's what goes down, but I fail to apply more pressure, losing to Thragtusk, a pair of Wurmcoils, and Karn before I can seal the deal.

Game 3, W (Play): I cast a turn-one Needle calling Expedition Map, since I'm casting Chalice for one next turn. Tom casts Ancient Stirrings. In hindsight, I should have called Oblivion Stone; that would let me resolve Chalice without fear of losing it. By calling Map, I allow my opponent to resolve another one-drop on his turn instead, which ends up having little impact in the grand scheme of things—he's already locked out of Map once Chalice comes down.

Tom casts Sylvan Scrying, and Scourge resolves on my turn three. Oblivion Stone wipes everything I've landed, including a Powder I dropped to help turn on Sea Gate Wreckage. I recover with Thought-Knot Seer and take Wurmcoil Engine, but a second Stone kills my 4/4. A second Chalice comes down, and this one wrecks Tom's future draws. Mutavault and Eternal Scourge get my opponent down low, and he eventually taps out for a topdecked Wurmcoil Engine at 2 life, hoping I forget about my pair of Blinkmoths. I don't.

Gx Tron lacks the "I drew Temples" factor of Eldrazi Tron, and it's pretty soft to Needle and Chalice, making it a decent matchup for this deck. Ross and his crew (including vocal Eldrazi Tron proponent Todd Stevens) were all on the deck this weekend, and performed poorly overall.

Rounds 5-8 (Standard)

Round 5 vs. BG Energy: 1-2
Round 6 vs. Temur Energy: 2-0
Round 7 vs. Mardu Vehicles: 2-0
Round 8 vs. Monument: 0-2

I took plenty of mulligans in these rounds thanks to opening one-landers the majority of the time. Had no idea what to do against Monument, which stomped me, and felt fine elsewhere. Made a good deal of rookie sequencing errors and learned a lot about basic Standard interactions. Considering I hardly did any testing, I was happy to 2-2, but would have liked to be x-1 going into Day 2.

SCG Season 1 Invitational - Day 2

Round 9 (miss)

I accidentally turn off my iPad alarm instead of snoozing it, and wake up naturally 40 minutes into the round. Oops! I hurry over to the Berglund center and un-drop just in time for Round 10.

Round 10 vs. Jeskai Queller (2-0)

Game 1, W (Draw; PMMP 5ss - 7): What did I say about starting the day off with a hot cup of Colonnade? My opponent is speechless as I use a pair of Powders and start the game with Gemstone Caverns in play. Mimic dies quickly but the Scourges get their clobber on, beating my opponent down to six as I Dismember a Queller on Chalice to keep myself alive. With my opponent depleted of resources, Mutavault squeezes in lethal as Quarter keeps Colonnade from animating.

Sideboarding:
-4 Eldrazi Mimic
-4 Simian Spirit Guide
-1 Ratchet Bomb
-1 Dismember

+4 Spatial Contortion
+4 Relic of Progenitus
+2 Pithing Needle

Game 2, W (Draw; M 6 - 7): I keep Temple and Scourge, but the 3/3 gets Ceremonious Rejection'd. My stack of removal keeps Clique and Queller from clocking me. Eventually, I rip Relic of Progenitus, and throw Scourges at my opponent until he dies.

Round 11 vs. Joseph Soto on Grixis Shadow (2-0)

Game 1, W (Draw): I open a pair of Temples with Thought-Knot Seer and a couple Smashers. Then I draw Mimic for turn, and Eternal Scourge on turn two, giving me a perfect curve. I skip one attack to develop my board and avoid growing a couple of 2/2 Shadows; my opponent fails to find a Thoughtseize and I kill him the following turn.

Sideboarding:
-4 Eldrazi Mimic
-2 Simian Spirit Guide

+4 Relic of Progenitus
+2 Ratchet Bomb

Game 2, W (Draw; PMPM 5s - 7): Thoughtseize takes my Dismember, leaving me with two Temples, Blinkmoth Nexus, and a Ratchet Bomb. I had scryed Chalice of the Void to the top, and stick it on turn two (that and a second one some turns later, as Kolaghan's Command insurance). Tasigur comes down for three mana, walling Scourge and the Thought-Knot Seer I then resolve. A couple turns later I draw Smasher and put the game away.

I overestimated the importance of Guide in my sideboarding. We also really want all the Bombs against them, as Shadow's their only card that gives us fits. Our sets of Relic and Chalice tend to overwhelm their Commands.

Round 12 vs. Jeskai Control (2-0)

Game 1, W (Play; PM 6 - 7): I've lurked around the top tables enough to know my opponent's on Jeskai, and get to keep a juicy six with Temple and Scourge, scrying another Scourge to the top. I eat a Helix early on, and fizzle another one aimed at Scourge once I start beating down. Two Electrolyzes keep the Scourges at bay for a time, but true to name, they come back and continue attacking. Quarter kills one activated Colonnade and my opponent lacks the mana to activate his second.

Sideboarding:
-4 Eldrazi Mimic
-4 Simian Spirit Guide
-2 Dismember

+2 Spatial Contortion
+4 Relic of Progenitus
+1 Ratchet Bomb
+2 Pithing Needle
+1 Surgical Extraction

Game 2, W (Draw): I neglect to use Gemstone Caverns, since I have three lands in my opener and want all the cards. I lead with Relic after drawing Scourge for turn (of course), and I find another Scourge soon. Those never die, although my opponent tries to keep his head above water with some fancy Cryptic Command maneuvers. He draw-bounces my first Chalice in response to the Chalice at two, then makes Snapcaster-Ceremonious to counter the new one. I just keep casting my Scourges and stockpiling Reality Smashers in hand until my opponent's down to one card and I draw Thought-Knot Seer. Seer comes down and my opponent casts Snap, targeting Electrolyze; the coast is clear now, so I play a Smasher and attack for game.

Rounds 13-16 (Standard)

Round 13 vs. UW Monument: 2-1
Round 14 vs. Temur Energy: 1-2
Round 15 vs. UW Monument: 0-2
Round 16 vs. Abzan Delirium: 2-0

My hands were significantly better this day, and I also had a better grip on Zombies. I got a crash course in beating Monument from a friend of a friend just before Round 13, and was happy to defeat it this time around. Then I got a Game Loss against Temur Energy during a deck check; I'd borrowed this deck, sleeves and all, from a local Boston player. Apparently, Westvale Abbey could be seen through the orange sleeves! Next round, Jody Keith crushed me on Monument, and at the very end of the tournament, I paired once again with Sol Malka on Rock. Recursive threats are a pain for BGx midrange decks, and it didn't help that Sol went to four in Game 2 while I opened a strong seven.

Closing Thoughts

The Invitational was my first-ever multi-format event, and I had a great time. I didn't think I'd like it as much as Modern-only tournaments, but splitting the tournament this way breaks it up neatly and challenges players to ration their prep time. The Invitational yielded the toughest field of players I've had the pleasure of playing against, and it re-ignited my competitive spark.

So despite all the "I'm not cut out for professional play" in last week's article, I'm very excited for the next Invitational, which I qualified for by making Top 32. For that event, I plan to spend more time with Standard and make sure I'm properly prepared for both halves of the tournament, instead of just the Modern portion.

The prep I did for that half ended up being more than enough, as I didn't lose a played Modern match all weekend. The only decks I was afraid of were other Eldrazi strategies, as those matchups often come down to who draws more Temples. I don't feel Colorless Eldrazi Stompy has any actually bad matchups right now and was very happy with my configuration over the weekend (although I was underwhelmed by Surgical Extraction—Sorcerous Spyglass can't get here fast enough).

Er... well, there is one bad matchup. In the Classic on Sunday, I went 6-2, narrowly losing to GB Tron and not-so-narrowly losing to UB Tezzerator. Three Ensnaring Bridge and 4 Whir of Invention-into-Pithing Needle-naming-Ratchet Bomb is truly impossible for this deck to beat. But that's Modern—no matter how powerful your strategy, there's always a predator!

Four-Event Recap: Metagame Shifts

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Modern tournament decklists are flooding in to the point where the phrase “too much of a good thing” is starting to come to mind. Nah, who am I kidding. I love this stuff. I hope you do too, because today we’re going to dive right in. I plan on recapping and analyzing high-level Magic tournament results until the day I die, so let’s swallow the knife and get down to it. Today, we’ll be taking a look at the 7-1 or better decklists from Star City Games’ Invitational in Roanoke, along with the Modern Open results, Modern Classic top performers, and select lists from the Modern MOCS event. That’s a lot of info to go through, so we’ll do things a little differently today. Let’s begin!

When looking at four events worth of data, we run the risk of getting hopelessly lost in the shadows. It might make sense to divide and conquer, by approaching the data in stages. We'll start at the macro level and increase in detail, but keeping the events together—that will let us sift through all the information in manageable chunks. As long as we take care not to draw conclusions from finishes across events (taking a finals performance of Affinity and comparing it the Top 4 representation in another event, for instance) we should avoid any potential landmines just fine.

Deck Representation

For the purposes of this article, I will be aggregating the Top 16 of the Roanoke Open, the Top 8 of the Classic, all 7-1 or better Modern decklists from the Invitational, and all x-1 or better lists from the MOCS. This leaves us with 15 Invitational lists and 10 MOCS lists to go with 24 lists from the Open and Classic combined. We’re already making some assumptions and skewing data just by choosing which filter to apply to the lists, so before the breakdown, I’ll give a brief reasoning for why I chose to filter the data this way.

When viewing multiple events worth of data, it’s essential to find a delicate balance of inclusion that doesn’t apply too much weight towards one event or overshadow another. On the other hand, multiple event analysis brings with it a bunch of issues, such as how to parse split-format results like the Invitational with "lower-merit" results like the Classic. There is no easy solution, but by sticking to a linear progression of events, wherein the higher-weighted events are contributing more lists, we can build in some protection against inaccurate conclusions.

So, in order of importance, here are the data sets we’ll be grouping together in this section:

This gives us 39 entries to analyze, in the hopes that when combined, they will give us a clear picture of the top performers in Modern at the beginning of July. As is shown in the numbers, we’re following that linear progression for the most part, with the only outlier being the Modern Open contributing one more list than the Invitational. Here, I could see taking only the Top 12 of the Open, which would fit in nicely between the Invitational’s 15 lists and the MOCS’s 10, but excluding 13th-16th just feels wrong. Perhaps it's because we always speak in doubles (champion, finalist, Top 4, Top 8, Top 16, Top 32), but drawing an excluding line that doesn’t fall on one of those boundaries feels incorrect to me.

Finally, I’m placing the Open ahead of the MOCS here, even though you can argue that the MOCS finish is more prestigious. Open events contain many more rounds, and as it stands currently I don’t have Top 8 information for the MOCS. On to the numbers!

DeckNumber of Finishes
Affinity5
Grixis Death's Shadow5
Eldrazi Tron4
Jeskai Control4
Gx Tron3
UW Control3
Abzan2
Counters Company2
Merfolk2
Amulet Titan1
BG Midrange1
Bant Eldrazi1
Burn1
Colorless Eldrazi1
Death and Taxes1
Death's Shadow Jund1
Esper Death's Shadow1
RG Ponza1
Jund1
Lantern Control1
Living End1
Titan Breach1
Titan Shift1
UB Faeries1
Gifts Storm1
RW Prison1
Domain Zoo*1
BW Smallpox1
--
--

Before moving on to the next phase of analysis, I’m curious what happens when we combine like archetypes in an attempt to gain a more macro perspective of the data. Looking at the archetype representation across all four events gives some interesting pieces of information to tackle at first glance.

Of course, the biggest story here is the goose egg Dredge put up, unable to make a strong finish in any event of the four. Going back into the lists confirms the horrible performance by Dredge, as only one pilot was able to make it into the records for any event: Ben Weitz (BSWeitz on MTGO) with a 6-2 performance in the MOCS. In a similar fashion, Burn put up disappointing results, in the sense that one finish across four events is underwhelming if we buy into the narrative of Burn as a significant player in the format.

Finally, after a strong performance the week before, Hatebears seems to have been hated back out of the metagame, with Grixis Death’s Shadow numbers predictably rising back up to re-take its formidable share of the format. That is, until you actually look at the decklists, and see that Brian Coval's Death and Taxes list that won the Invitational is actually... Mono-White Hatebears. We need to agree on some naming conventions here, guys.

Macro ArchetypeNumber of FinishesContaining Decks
Death's Shadow Variants8Death's Shadow Jund, Domain Zoo, Esper Death's Shadow, Grixis Death's Shadow
Control Variants9Jeskai Control, RW Prison, UB Faeries, UW Control
Midrange6Abzan, BG Midrange, BW Smallpox, Death and Taxes, Jund
Mana Decks7Amulet Titan, Gx Tron, RG Ponza, Titan Breach, Titan Shift
Eldrazi Variants6Bant Eldrazi, Colorless Eldrazi, Eldrazi Tron,
Affinity5Affinity
Non-Affinity Aggro3Burn, Merfolk
Spell Combo3Gifts Storm, Lantern Control, Living End
Creature Combo2Counters Company

Well, that definitely tells a different story. Looking at the results through this lens immediately challenges a few of my perceptions about the results. First, while the established non-Shadow midrange decks (Abzan and Jund) put up uninspiring results individually, collectively the macro-archetype performed well, especially considering the narrative that Eldrazi Tron has been pushing midrange out of the fold. While Abzan and Jund account for only 50% of the midrange representation, BG, Death and Taxes, and BW Smallpox each make a case for midrange succeeding in Modern, albeit in unconventional forms. Going further, you can make a case for the RW Prison deck as midrange as well, along with Kevin Jones’s Jeskai Control list, which makes use of large amounts of burn and Spell Queller.

Finally, Eldrazi Tron remains the ever-changing enigma it has been for months now. You could call it midrange, mana deck, or non-Affinity Aggro. But to be as accurate as possible, Eldrazi decks deserve their own category, with the knowledge that they play multiple roles well. I would hesitate to apply Eldrazi Tron’s numbers towards the mana decks category, as that can lead to inaccurate conclusions about the format. Keep that mental asterisk in place, though.

Finalists

Enough with all this Top 16 talk. What about the winners? Here are the finalist performers from each event, with the 8-0 MOCS list subbing in.

  • Affinity – Open, 1st
  • Grixis Death’s Shadow – Open, 2nd
  • Gifts Storm – MOCS, 8-0
  • Merfolk – Classic, 1st
  • Tron – Classic, 2nd
  • Death and Taxes – Invitational, 1st
  • Grixis Death’s Shadow – Invitational, 2nd

Here we come to an impasse, as the Top 4 Invitational Modern lists all failed to go 7-1 or better in the main event. Nevertheless, three of the four 5th-8th-place lists did go 7-1 or better in the Swiss, and the Top 4 Modern lists had to fight through them to make the semis, so by default, the numbers have to be included. This makes things really messy though, as Brian Coval’s Invitational-winning Death and Taxes/Hatebears list is not the one represented in the preceding section of our analysis, which belongs to Robert Luposki’s 13th-place finish at the Open. The same can be said for Daniel Fournier’s 2nd-place finish with Grixis Death’s Shadow.

Still, for those wondering where the format goes from here, the majority of the field will be reacting to the winners, and not to the 39-list breakdown I posted above. Hopefully, we can get a step ahead by using the former to inform our analysis of the latter, but if the masses choose to head in another direction, can we really say they are wrong for doing so? Besides the two copies we saw, where are all the other Hatebears decks? Was the deck "worth" targeting? Or is it more likely that the conditions aligned perfectly for a poor deck to put up results for just a week? We can’t answer those questions without diving into some lists.

Decklists

Grixis Death’s Shadow, by Daniel Fournier (2nd, SCG Invitational)

Creatures

4 Death's Shadow
2 Gurmag Angler
4 Snapcaster Mage
4 Street Wraith
2 Tasigur, the Golden Fang

Instants

2 Stubborn Denial
4 Thought Scour
2 Terminate
4 Fatal Push

Planeswalkers

2 Liliana of the Veil

Sorceries

4 Thoughtseize
3 Serum Visions
3 Inquisition of Kozilek
1 Rise // Fall

Lands

4 Scalding Tarn
2 Blood Crypt
1 Steam Vents
2 Watery Grave
4 Polluted Delta
4 Bloodstained Mire
1 Island
1 Swamp

Sideboard

3 Ceremonious Rejection
2 Collective Brutality
1 Kozilek's Return
1 Disdainful Stroke
2 Stubborn Denial
2 Izzet Staticaster
1 Liliana of the Veil
3 Leyline of the Void

Hey look, Liliana of the Veil in the maindeck! This is a move I’m happy to see, and it’s not just a flash in the pan, as Dan Jessup had two copies in his sideboard as well. More interesting right now, however, are the two copies of Izzet Staticaster in the board, which show a concentrated desire to be prepared against Lingering Souls tokens and a myriad of x/1 creatures. Grixis Death’s Shadow maindecks will always be tight, and at this point 10-15 sideboard cards are set in stone for the most part. It’s those small deviations and opportunities for gaining an edge where we can really gain an insight into what was going through these players' heads as they were preparing for the tournament.

Beyond that, I’m interested in Disdainful Stroke as an extra form of disruption against both Eldrazi Tron and Nahiri, the Harbinger. Control and midrange were out in full force across these events. This is a move I can get behind, as it’s basically a Negate that counters Thought-Knot Seer and Gurmag Angler while also stopping planeswalkers and Collected Company. I definitely wouldn’t cut a Ceremonious Rejection or Stubborn Denial for it (and I’m glad Daniel didn’t), but if you can find the room, which Daniel certainly did, I think it was a great card for the weekend.

UB Faeries, by Brandon Dempsey (4th, SCG Roanoke Classic)

Creatures

3 Snapcaster Mage
4 Spellstutter Sprite
2 Tasigur, the Golden Fang

Enchantments

4 Bitterblossom

Instants

4 Fatal Push
2 Mana Leak
3 Cryptic Command

Planeswalkers

4 Liliana of the Veil

Sorceries

4 Inquisition of Kozilek
4 Ancestral Vision
2 Thoughtseize

Lands

3 Creeping Tar Pit
4 Darkslick Shores
1 Drowned Catacomb
2 Flooded Strand
3 Island
4 Mutavault
4 Polluted Delta
1 Swamp
2 Watery Grave

Sideboard

2 Ceremonious Rejection
3 Collective Brutality
2 Damnation
1 Duress
2 Go for the Throat
2 Liliana, the Last Hope
1 Negate
2 Nihil Spellbomb

This list isn’t Faeries. It’s actually good. Brandon Dempsey took the best cards out of Faeries (Spellstutter Sprite and Bitterblossom) and stuffed them into a blue-black control shell, and the results are glorious. This new version of Faeries has actually been floating around for a while on MTGO, but hasn’t done much outside of a 24th-place finish at GP Vegas by Yuta Takahashi.

Cutting Vendilion Clique and Mistbind Clique, and pushing up to the full four of all our best cards, gives this archetype what it’s always been missing: consistency. The games where we don’t draw Bitterblossom were always the worst, which is the biggest “bad deck propped up by good card” smoking gun I could think of. So, cut the bad cards. It’s that simple.

In the end, this pairing will probably always play second fiddle to white’s great answers and sideboard spells, and a win condition that hurts our life total in a color combination lacking for lifegain will continue to cause us issues. Still, the archetype finally feels streamlined, powerful, and consistent. It just needs the metagame to shift in a certain direction (along with the right list and pilot) and it’s capable of cracking the finals threshold. When we get to the point where control decks can play Damnation in the maindeck, that’s when we know we’re there.

RW Prison, by David Jones (10th, SCG Roanoke Open)

Creatures

1 Emrakul, the Aeons Torn
4 Simian Spirit Guide

Artifacts

4 Chalice of the Void

Enchantments

4 Blood Moon

Instants

3 Lightning Helix
2 Cast Out
2 Blessed Alliance

Planeswalkers

2 Chandra, Torch of Defiance
4 Nahiri, the Harbinger
1 Ajani Vengeant
2 Gideon Jura
2 Gideon of the Trials

Sorceries

3 Wrath of God
2 Anger of the Gods

Lands

4 Temple of Triumph
4 Arid Mesa
1 Ghost Quarter
3 Marsh Flats
1 Mountain
1 Needle Spires
6 Plains
4 Sacred Foundry

Sideboard

1 Batterskull
1 By Force
1 Elspeth, Sun's Champion
2 Grafdigger's Cage
3 Leyline of Sanctity
1 Linvala, Keeper of Silence
1 Pithing Needle
3 Rest in Peace
2 Stony Silence

I’ve been pretty hard on RW Prison in the past, but this is a version I can get behind. Four-x Blood Moon, Chalice of the Void, and Nahiri, the Harbinger isn’t enough to win against a diverse field, and the deck has needed to adapt to survive for a few weeks now. If there’s something there, I think it involves Gideon of the Trials. Simian Spirit Guide remains one of the strongest cards in the deck, but with our high land count and effectively dead cards in every matchup, we need our bomb to be just that. Gideon of the Trials on turn two, or even just cast normally, followed by another planeswalker, is the type of oomph we need to make up for our awkward maindecked role-players. Again, though, none of this is new tech.

RW Prison is succeeding right now because midrange and control are creeping back into the picture. Dredge, Storm, Living End, Ad Nauseam—all of these weird spell-based combo decks are falling away, thanks to discard, Stubborn Denial, and a quick clock. That's letting value midrange decks gain a foothold again despite a bad matchup in Eldrazi Tron. Once RW gets its sideboard down, watch out. I’d be less surprised to see this spike an event before Jund or Abzan, and it could happen quickly.

Conclusion

So there you go—I said positive words about RW Control. We’ve seen it all, folks, time to shut it down. There’s a million more nuances and takeaways we can pull from this quartet of events, but I only have time for a few. What did you think of the results? Any takeaways or clues to the format’s next steps that you think I missed? Let me know in the comments below. Thanks for reading, and I’ll see you next week.

Trevor Holmes

Innovations Among the Rubble

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Note: This article was supposed to go up yesterday. Our server troubles prevented that. I really liked the opening I wrote. Pretend it's still July 4th for me, please.

Happy Fireworks Day, America! As you celebrate America's birthday through the medium of smoldering craters as Ben Franklin intended, remember: safety first. The Founding Fathers spent their lives writing an award-winning musical to give you the freedom to set your idiot self on fire, but that does NOT mean you should. You cannot partake in the revelry from inside an emergency room. And the nurses are always hurtfully sanctimonious. Besides, explosions are more impressive when you can see the whole thing than when they're right in you face. Choose appropriately.

On an unrelated note, well done Jordan on your 7-1 Modern showing at the Invitational. And for being 29th overall in a tournament that perfectly showcased both the power and fragility of Grixis Shadow. Ergo, I will leave discussing that event to the guy who was actually there and instead talk about the upcoming Hour of Devastation, otherwise known as the Ernenwein Family Fourth of July Picnic! Yes, from the opening Oozing of the Potato Salad to the traditional Ignition of the Gazebo, few things are guaranteed to cause as much Destructive Revelry as my family gatherings. I'll begin this tale with the Year of the Unholy Brisket...hang on.

Ah. This Message Brick that was just hurled through my window is from Jason.  It's a "gentle" reminder that this is a Magic site. Also, apparently, the next set release is also named Hour of Devastation. I'm supposed to talk about that one. Easy mistake to make, really. This is awkward. Let me just spend a few minutes looking over the spoiler and then break out my proxies and test for a few hours. I'll be back.

Not Quite Powerful Enough

I'm back and a little underwhelmed with Hour. There are plenty of interesting cards, but for the most part, they are very conditional. Not conditional like "Mana Leak is a conditional counter," but like "If certain conditions are met and/or the format moves X direction, this card will be playable." That doesn't give me much hope for their utility, but I am always ready to be wrong. I mentioned Claim /// Fame in Grixis Shadow last week, but after some test games, it isn't as good as Kolaghan's Command. When the stars align it is very good, but most of the time the lack of versatility hurts too much. So I'll be talking about other cards today.

So You Want to Beat Burn?

Oddly enough, Burn has gotten a lot of attention surrounding this release. There's nothing revolutionary or obviously good, mostly because Wizards is unlikely to release a functional reprint of Lightning Bolt. However, there are some interesting cards that could work, as well as a potentially huge hate card against the deck. The former are options that could take the deck in new directions without making it obviously stronger. The later is very much a high-risk, nearly-instant-win card.

Let's begin with the hate card, Oketra's Last Mercy. In case you were unaware, should this card successfully resolve, you should defeat Burn (it is always possible to punt a game away or draw poorly). I remind you yet again that the basis of Burn is the Philosophy of Fire, which if you're not up to that impenetrable wall of text says among other things that Shock is worth a card because it trades for two life. The fact that Burn trades a card for 3-4 life is why it is a good deck. If you Last Mercy for ~10 life (which is what you should be doing, as anything less is a bad Timely Reinforcements), you effectively five-for-one your opponent. That is backbreaking for burn. Burn is built to reliably deal 18 damage. Asking it to deal 28 is absurd. The only problem is that setting a life total is considered "gaining" (or in rare cases, losing) life, so Skullcrack more than counters Last Mercy since the no-untap clause still applies. If that happens, you almost certainly lose.

I don't think any decks that could play Last Mercy actually need it, since white control decks have Timely and Death and Taxes has Burrenton Forge-Tender. Maybe there's an undiscovered combo for which this is the missing piece (some kind of Necropotence-like engine?) That said, if you're feeling lucky and really want to stick it to Burn, you can't do better.

So You Want to Be Burn?

Onto the cards that Burn will actually play. I want to begin with Blur of Blades. This card will not see any play right now, but if this were last year I would be gushing about how Blur shines against Infect. Infect was tough for Burn because it was faster and Wild Defiance/Mutagenic Growth killed Burn's interaction. Blur ignores those cards thanks to the -1/-1 counter, ensuring that the infector will die once the pumps wear off (give it up for state-based actions!). Searing Blaze will always be better against every other deck, and for that reason, Blur is not a playable card. I've tired to find scenarios where that counter would be better and cannot without going gimmicky. Also, there's the mathematical problem of 3>2. However, if Infect ever returns, remember. Remember.

The next possibility is Wildfire Eternal. I want it on record that I wrote "Elemental" there three times. I find the names in this set dyslexic (more on this to follow). Anyway, this card is unlikely to see play because four mana for a 1/4 non-evasive creature is too much (Afflict is not evasion, even though it's unlikely anyone will block an Eternal). However, free spells are good. I know that the polite euphemisms are looking for ways to combo off with this and Enter the Infinite or what-have-you, but I think a more realistic approach is as free mana to overwhelm a control deck. The usual strategy is to save up burn to try and force a win over your untap step and Eternal gives you extra mana to work with. As a curve topper, I could see it getting some use. I also know some burn players that have been playing Thunderous Wrath and would appreciate a way to cheat it out in case it shows up in their opening hand. Almost certainly not good enough, but something interesting to try.

Finally, Ramunap Ruins. I hate this card because I always think and type it as "Runemap." Even when I warn myself. I had to correct that opening sentence a lot. I am not dyslexic normally, but I've come to believe this set causes dyslexia. Is it just me?

Moving on. On paper, this card looks bad. Five mana (effectively) for two damage is bad. The thing is, Barbarian Ring sees play in Legacy Burn. It is also better in every way except that it isn't Modern legal. Until now, Burn's closest option was Keldon Megaliths, which enters tapped and only does one damage, making it bad. The fact that Ruins is untapped and also taps for painless colorless mana unlike the Ring gives it legs. The question is whether Burn actually needs it, having made do without for so long. I don't think Burn needs Ruins, but some players may want it. I tested Ruins as a way to "cheat" in a late game, and it did what I expected. However, I don't know why you'd play any other deserts to feed Ruins, limiting its utility. A very interesting card but not obviously good enough.

Appearances Deceive

A lot has already been said about the next card in the dark. I've been testing (steady yourself, Ernenwein) Rune <DAMMIT!> Ramunap Excavator and I'm not impressed. It's not that Excavator is too vulnerable or Crucible of Worlds a bad effect, but it really doesn't have a home. Crucible is powerful; extremely powerful in the right deck. The problem is that such a deck has never really existed in Modern. There just aren't the lands to abuse and land destruction isn't prevalent enough to justify an answer. I've seen Crucible most commonly used as a fun-of value card for control decks. It just doesn't work.

Excavator promises to fix that by being a creature. Creatures can at least attack so they're somewhat useful goes the theory. They can also be played via Aether Vial and Collected Company which is why everyone went nuts about Excavator in WG Hatebears. Between the cheating methods and all the spell-like lands you would think it be excel. You, much like me, would be wrong. It was really, really, average. Once again, my Inner Craig Wescoe was very disappointed.

The problem is mana cost and stats. The three-drop slot is absolutely clogged in Hatebears. Loxodon Smiter, Flickerwisp, Mirran Crusader, Blade Splicer, and Brimaz, King of Oreskos are all fighting for space as is, how does Excavator compare? It's a 2/3 with a value generation ability that you cannot use turn three. That really doesn't stack up favorably to the rest of the group. Going long it absolutely has the power to generate insane amounts of value, but getting to that point means that you're almost certainly winning anyway. You can absolutely Strip Mine your opponent out of the game or draw two cards a turn with Excavator, but if you have the time to do so, why haven't you won yet? And Excavator won't help much on actually winning since a 2/3 is not an impressive attacker and will be outclassed by almost everything. As a maindeck strategy I don't see it working out.

However, there is so much value to be had that I can't just dismiss Excavator. As a sideboard card against Tron I can see this really putting you over with infinite Ghost Quarters, or outdrawing control decks with Horizon Canopy. The fact that it half-dodges Fatal Push is not insignificant. Whether that's as good as it sounds is up in the air, but Inner Craig Wescoe is very hopeful. And it's nice to throw him a bone every so often.

Potentially Potent

The next two cards that stood out are in fact powerful enough. The problem is that I don't know if their decks are good enough to compete. There's little chance they'll elevate their homes out of Tier 3, but they could potentially bring them the attention necessary to at least gain respect.

Always with the Snakes

The drawback on all of the <God>'s Last <Whatever> spells is significant. You get a very powerful effect at the cost of effectively Time Walking yourself. For this reason, I have doubts about their playability in a format as fast and efficient as Modern, centering on how many things have to break your way for your opponent not to wreck you with their "free" turn. And yes, it's not so bad in the late game etc., etc., etc., but if you've made it to the late game with a deck that wants these effects you've already won. Unless you're playing Rhonas's Last Stand. Then you've probably lost.

The token has been compared to Tarmogoyf, which isn't really accurate. I think Gurmag Angler is stronger parallel. They're both five-power creatures available on turn two that require setup. Tarmogoyf grows bigger and blocks better than the snake token. The snake technically comes with a drawback, but green creature decks also have mana dorks, which mitigates the problem. In aggressive decks that need big creatures and don't have much to do with their mana anyway, the Snake is an excellent beater. A 5/4 for two is a potent threat.

The problem is that Last Stand lacks a viable home. It's a sorcery so you can't hit with Collected Company, and it doesn't have any special abilities, so there's no Chord or Company deck that would play it. The only deck that wants big dumb beaters is Mono-Green Stompy, which is so one-dimensional that everyone sees it coming from miles away. Sometimes, though. Sometimes, they can't get out of the way. Stompy just gets there every so often. I could see an undercosted threat doing work there. It certainly worked for Grixis. Don't write Last Stand off just yet.

Part of a Good Breakfast

Lastly, lets talk about Cheeri0s. When Sram, Senior Edificer was printed there was hype for days about that wonky combo pile finally becoming a real deck. Even I got in on the action. And then it all died. The deck was still too fragile and inconsistent to really make it with the big decks. Which is a shame; the deck is different and fun, and I believe that unfair combo is a necessary part of a well-balanced metagame. It just wasn't to be.

Now, Cheeri0s may have gotten a new piece to the puzzle. Retract is the supercharger for the engine, and with Leave /// Chance it looks like they've got a whole extra engine. Leave acts as extra Retracts, making the full combo a little easier to pull off, but it's Chance that's really interesting. The great flaw in Cheeri0s is that without Sram or Puresteel Paladin in play the deck is filled with blanks. Chance lets you turn all those blanks into cards, either to get the combo started or to fine tune a draw. Lets face it, discarding a bunch of equipment is not that burdensome. I doubt this pushes Cheeri0s beyond low Tier 2, but that would still be a huge step up.

Face the Future

Hour of Devastation is nothing close to Khans of Tarkir. If it houses something truly format-shaking, I don't see it. But there are a lot of interesting cards that encourage tinkering and exploration which is far healthier. Did I miss something? I'm always open to being wrong, so let me know what you think in the comments.

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David Ernenwein

David has been playing Magic since Odyssey block. A dedicated Spike, he's been grinding tournaments for over a decade, including a Pro Tour appearance. A Modern specialist who dabbles in Legacy, his writing is focused on metagame analysis and deck evolution.

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Announcement: Server Change

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Hello, Nexites. No doubt you have noticed the repeated downtime issues we've been experiencing over the last few months. I'm happy to report that we've just finished switching to a new server, which should mean the end of them. As it turns out, we were breaching the terms of service of our old server with traffic volume, which is sort of both a good and bad problem to have. In any case, our new setup should avoid this restriction and let us focus on bringing you the Modern content you've come to expect. It also frees me up to work more concertedly on some new features in the works.

Moving forward, we have some exciting new content coming to the site. If you haven't had a chance to check out the videos Ryland Taliaferro has made for us yet, there will plenty more opportunities soon enough. He'll be writing/recording for us twice per month, bringing you his insights as he pilots a variety of decks through MTGO leagues. We also have a new author coming on, Andrew Dang—I'll let him introduce himself in his first article in a week or two.

Regarding the giant elephant in the room: the metagame updates. No, they're not gone forever. No, I also can't keep doing them as I did before. Basically, the time commitment was way too high. One of the things I've been working on for the past few months (which was derailed by all the server crashes) was to automate the data entry process. I'm close to rolling out a weekly update of the database, so you'll be able to track how the meta evolves on a regular basis. These updates will, of course, use the rigorous methodology and careful deck typology Nexus has become known for. I plan to augment them with monthly discussions of metagame changes, but the new articles will be less comprehensive than before, simply highlighting the changes I believe are most notable or interesting.

Thanks for sticking with us recently as we've waded through the mud. I hope you'll join us for these new contributions and others as we keep building Modern Nexus.

Jason Schousboe
Editor in Chief

Jason Schousboe

Jason was introduced to Magic in 1994, and began playing competitively during Time Spiral block. He has enjoyed a few high finishes on the professional scene, including Top 16 at Grand Prix Denver and Top 25 at Pro Tour Honolulu 2012. He specializes in draft formats of all stripes, from Masters Edition to the modern age.

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Relics and Revelations: SCG Roanoke Invitational Prep

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Preparation means something unique to everyone, and each player has their own pre-tournament ritual. Mine tends to vary depending on how invested I am in the format, and what other stuff I have going on. The SCG Roanoke Invitational will be underway by the time this piece goes public. In this article, I’ll describe how I prepared for that dual-format event, and reveal what I learned along the way about setting goals and relaxing expectations.

Motivation and Level Calibration

I’ve worked hard on preparing for the Invitational ever since Star City Games let me know I was qualified a month ago. “Hard,” of course, is relative, and what’s hard for me might not be what’s hard for you. In truth, preparing for this tournament has shown me that I’m not as serious a player I once thought I was. Part of my preparation has in fact consisted of coming to terms with that realization.

A couple years ago, when prompted about my Magic aspirations, I would reply that I wanted to make the Pro Tour. Not to win it, necessarily, but to compete at the game’s highest level. At the time, I would occasionally go to Competitive REL events, and greatly enjoyed the competition I found there. In the meantime, I brought silly brews to FNMs and tolerated the low quality of my opponents.

When I talked to Josh Utter-Leyton, a player I respect immensely, about this aspiration at GP Charlotte in 2015, he told me I could make the Pro Tour if I wanted to—whether I did or not depended on how much grinding I was prepared to do. His comments went over my head. Here I was doing well at what I considered a high-level tournament with Temur Delver, a deck I’d created myself and recently won a Classic with (my most significant Magic achievement to this day). If anyone can make it, I thought to myself, I should have no problem.

It turns out Josh’s advice was spot-on, and I paid for not taking it to heart. In failing to prepare for GP Detroit (where I hadn't even made Day 2) and the RPTQ (where I'd made the ultimate rookie mistake of playing something I hadn’t tested in that metagame), I demonstrated to myself that I may not care enough about breaking into higher levels of competition to put in the hours Josh wisely identified as necessary. I meditated on these events over the last couple of weeks, which saw me grind out more games of Modern instead of committing to testing with Standard, or bring jokey decks to my local tournaments (including, of all things, an updated version of Banana Phone). Kelsey asked, if I wasn’t going to put in the work I’d need to win the tournament, why travel to the tournament at all?

Some marinating led me to this answer. I think this level of tournament is the one I really like playing in. GPs, Opens, Classics, and other medium-level Competitive REL Modern events have given me the most fun games of my career, as well as the most instructive. When I arrived to the RPTQ and proceeded to get stomped by players who had done their research, I understood at last that I wasn’t the best Magic player, even if I was the best at my humble LGS. There will always be someone smarter, or willing to do more work than me, a step above. Based on where I’m currently at with Magic, I think I want to be pushing at that level and aspiring to challenge those players with greater frequency. If doing so helps me improve (which it may), and I outgrow those players too, then I’ll have to reconsider my stance and think about committing more time to the game so I can continue competing at a level that stimulates me. I’m pretty sure the level I’ve decided to focus on is about as far up as I can go without having to dip into Standard and Limited, and I’d prefer to stick to Modern if possible; I just have way more fun here.

Despite my revelation that I actually don’t want to make the Pro Tour, I’m still stoked for the Invitational weekend, and excited to play the best Magic I can. Here’s what I’ll bring to battle in each format.

Standard: Mono-Black Zombies

I messed around with a few different Standard decks before settling on Zombies. I don’t want to dwell too much on the Standard metagame in this article (both because we’re Modern Nexus and because it just isn’t that interesting to me), but I think my experience of choosing a deck for a format I don’t play, specifically as someone who exclusively plays Modern, may interest some readers.

Mono-Black Zombies, by Gerry Thompson

Creatures

4 Metallic Mimic
4 Cryptbreaker
4 Diregraf Colossus
4 Dread Wanderer
4 Lord of the Accursed
4 Relentless Dead

Enchantments

3 Liliana's Mastery

Instants

3 Fatal Push
2 Grasp of Darkness

Sorceries

4 Dark Salvation

Lands

22 Swamp
2 Westvale Abbey

Sideboard

2 Fleetwheel Cruiser
1 Skysovereign, Consul Flagship
4 Scrapheap Scrounger
1 Fatal Push
2 Grasp of Darkness
3 Liliana, the Last Hope
2 Never // Return

I started testing for the Invitational just after the Aetherworks Marvel ban. Prior to that, I had no idea about the format, but was sure I would borrow Marvel from someone for the tournament. All I knew was that it was a swingy, fast, linear, infuriating deck that would likely give me some free wins. With Marvel out of the picture, I turned to the other Standard deck I’d at least heard about: Mardu Vehicles.

The Rejects

Vehicles is a highly interactive midrange deck with aggressive one-drops, recursive and evasive threats, and a respectable mid-game plan in Gideon, Ally of Zendikar. It also has the option of sideboarding into a planeswalker-centric control deck. In other words, Vehicles is a jack-of-all-trades full of stand-alone good cards, which is kind of what I enjoy playing in competitive events. I like to think that my skills in combat, sequencing, and pacing removal will translate smoothly between formats.

The pros seemed pretty down on the deck, with many citing Zombies and the various flavors of BG as superior choices. The consensus among them seemed to be that with Marvel gone, the decks that Marvel suppressed, and that are otherwise better than Vehicles, can rise up. I started to feel that Vehicles might be a strong choice since everything I read brushed it aside, as it might surprise players expecting the ostensibly stronger Zombies & co. Besides, it’s not like Vehicles is bad, by any means—it’s one of the few decks in Standard with passable one-drops and one of the few that properly wields the strongest card in Standard, Gideon, Ally of Zendikar.

Soon into my testing, though, I started having doubts. For one, the internet had no consistent opinion on the planeswalker plan for post-board games. I knew I would lose some matches to my own bad sideboarding, which I would prefer to avoid. Second, Mardu Vehicles is a deck that’s been around in Standard for what seems like forever at this point—after all, even I’d heard of the deck! Perhaps if the pros weren’t covering it as much, it wasn’t because the deck was necessarily a bad choice, but because everyone already knew plenty about it. Including how to beat it. My opponents were all guaranteed to have thought-out plans against me, whereas I was hoping to walk in and blindly turn guys sideways into the hate. Not to mention the possibility of a mirror-match: pairing with another Vehicles player almost guarantees that I lose, since they’ll have more experience in navigating the matchup and with sideboarding.

Next up was Temur Emerge. A friend whose Modern prowess I admire showed up to FNM trying to piece together a Standard deck he’d seen a tweet about for a PPTQ the next day, even though he also hadn’t played the format in years. I brought him some Kozilek's Returns the next morning and watched him play a little. He managed to Top 8 with a rogue Elder Deep-Fiend deck (for those of you who play Standard, think Temur Energy minus Glorybringer, but plus Deep-Fiend and delirium enablers) and zero format experience.

The deck seemed fun, and I rationalized to myself that having Kozilek's Return to survive the early-game, Tireless Tracker to pull ahead in the mid-game, and an incredible top-end threat in Fiend put me in a solid position to go over the fair decks (of which Standard is almost entirely comprised) without first losing to the aggro decks.

I gave up on that deck for a couple of reasons. First, it was a little too synergy-oriented for my taste; without the admittedly weak Vessel of Nascency, Temur Emerge often had trouble turning on delirium. A friend I asked for advice told me the deck “needed x and y to come together” before succeeding, and he was right. Second, I realized it was suicide to bring a brew (and an untuned one, at that) to a competitive tournament in a relatively solved format that I’d never played. The best decks are established in Standard, and plenty has been written about them. I decided it was wiser to do my homework and then pick the deck I thought had the best shot of putting me into Day 2.

Back to Black

That deck was Mono-Black Zombies. Most of the top players agree Zombies is the deck to beat this weekend, meaning I’ll have a target over my head. That doesn’t bother me so much as long as I’m playing something competent that I feel okay about. The deck’s apparent grinding and aggressive capabilities appeal to the Spike in me, and you only have to tap a few zombies to Cryptbreaker once to be hooked. Gerry Thompson’s excellent article on the deck gave me an idea of how to sideboard, and a couple of test matches later, I was off to the races.

Modern: Colorless Eldrazi Stompy

This choice should come as a surprise to exactly no-one. After all, I said just last week I’d be playing it! I still made one small change to my configuration:

Colorless Eldrazi Stompy, by Jordan Boisvert

Creatures

4 Eldrazi Mimic
4 Eternal Scourge
4 Matter Reshaper
4 Reality Smasher
4 Thought-Knot Seer
4 Simian Spirit Guide

Artifacts

4 Serum Powder
4 Chalice of the Void
1 Ratchet Bomb

Instants

4 Dismember

Lands

4 Eldrazi Temple
3 Gemstone Caverns
4 Ghost Quarter
3 Sea Gate Wreckage
4 Blinkmoth Nexus
2 Mutavault
1 Urborg, Tomb of Yawgmoth
2 Wastes

Sideboard

4 Relic of Progenitus
3 Ratchet Bomb
2 Pithing Needle
4 Spatial Contortion
1 Gut Shot
1 Surgical Extraction

That change was to swap out the singleton mainboard Relic of Progenitus for a Ratchet Bomb. I liked Relic as a hedge against Death’s Shadow, but that matchup is already quite good pre-board thanks to Chalice of the Void. The rest of the time, Relic can sometimes brick later in the game with a Chalice on one, since opponents are unlikely to remove the lock effect before sideboarding. Relic is also dead versus Eldrazi Tron, another matchup I wanted to hedge against—Bomb shines there while also boasting utility against Shadow and many other decks, including Affinity.

Speaking of Affinity, I expect it to perform very well this weekend despite its success at GP Las Vegas two weeks ago. The Invitational crowd is likely to be aware of that deck’s cyclical metagame positioning, and I bet many will try to next-level the competition by sleeving up such an obviously “unsafe” choice.

Stompy in the Metagame

Let’s tackle the deck’s positioning more explicitly. Honestly, I love my chances with Colorless Eldrazi Stompy. I have the intimate knowledge of the deck necessary for success in Modern, it’s a rogue strategy I don’t think opponents will be prepared to beat, and my win rates are superb across the board. Death’s Shadow has all but taken care of GR Valakut, and I believe Death & Taxes/Hatebears/Counters Company will edge out Bant Spirits.

Those are the deck’s two worst matchups. Beyond that, Tarmogoyf, Ancient Grudge, and Maelstrom Pulse made Jund Shadow a harder matchup than Grixis, and the Traverse build has mostly died out by now.

While Eldrazi Tron can be swingy depending on who draws more Temples, I’m also comfortable with my matchup there and wouldn’t mind facing the deck a couple times this weekend. Ideally, though, I’d pair with the rest of the field, which I think will have a very hard time winning through our many angles of attack: Relic shuts down graveyard strategies, Chalice halts opponents too focused on casting one-drops, Thought-Knot Seer and Eldrazi Mimic hassle combo, Scourge lets us “go Dredge” against attrition strategies, and our 13-card post-board removal suite keeps creature decks off their win conditions long enough for Reality Smasher to stick and close out the game.

But What About Eldrazi Tron?

I actually think Colorless Eldrazi Stompy is just a better version of Eldrazi Tron, which is itself one of the strongest decks in Modern. It’s not like I’m bringing a totally rogue deck like Temur Delver to the Invitational; we share plenty of cards with the reigning colorless king. The reason people aren’t playing this deck? They haven’t caught on.

Comparing the two decks, we see that Colorless Eldrazi Stompy has a lower curve, meaning it misses out on cards like Karn Liberated and All is Dust. But since it kills opponents much faster, it doesn’t need those late-game cards. Simian Spirit Guide makes Chalice of the Void all the more potent in our deck than in Eldrazi Tron, in addition to helping buff our openers.

These openers form the other major draw to Stompy. Thanks to Serum Powder and Gemstone Caverns, we don’t have to durdle around with Expedition Map before casting huge guys. Rather, we have more reliable access to fast mana early on, like Bant Eldrazi. Unlike Bant, though, we’re not praying that our mana dork sticks or hoping to open certain colors to get there.

So what does Tron have over Stompy? The big one here is Walking Ballista. Even when cast “fairly” for = 3 or similar, Ballista is a tremendously versatile card, and one of the major draws to Eldrazi Tron. Of course, the aggro decks it typically dismantles already fold to our removal suite, so Ballista’s true potential lies in its occasional paring with Basilisk Collar. Since Collar is never run as more than a two-of in Eldrazi Tron (and frequently only earns itself a single slot, in the sideboard), I don’t think that’s a particularly alluring reason to run Tron lands over creature lands.

Going back to Colorless Eldrazi Stompy, we also pack a backbreaking combination in our 75: Scourge plus Relic. This pairing makes it impossible for grindy decks to actually grind us out, forcing them into an aggressive role immediately if they want to beat us at all. Even then, they’ll have to defeat us through an unending stream of Wild Nacatls. And I’ve found it more common that opponents fail to realize the role they must take to win, and instead start Bolting and Pushing Scourge to protect their life points. Not once has this strategy worked against Scourge plus Relic, and although I expect my Invitational opponents to be significantly better than those players I duel with on a daily basis, I’d be surprised if nobody made that mistake this weekend.

Shooting for a Pass

For me, Magic is a game about learning. Learning which cards to add or cut; how to sequence plays better in a given scenario; what to play around or towards depending on the format. There’s even learning to be done out-of-game, as I was fortunate to discover this month. Wish me luck this weekend (or tune in on stream now) and I’ll touch base with you again next Friday!

The Summer of Fringe: Reactions to Shadow

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Modern is going through something of a shake-up right now. Over the last few weeks, we’ve seen the status quo turned on its head with the rise, and subsequent fall, of Grixis Death’s Shadow. For months before Grixis’ ascension, weekly results were the same bland mini-variation of Affinity, Dredge, and Eldrazi Tron. Death’s Shadow Jund would rise up here and there, Storm would rear its head, and Burn would make everyone question their life choices.

Now, anything is possible. Just ask Mirran Crusader. No, this isn’t tech against Infect in New Phyrexia Standard. This is Lightning Bolt Modern, except everyone left their Lightning Bolts at home. Hold on to your seat kids, because we’re currently in that crazy period where anybody can play anything, because much of the meta is playing bad lists. Scared? You should be. Today, I’m going to try and talk you through it. Welcome to Fringe Modern.

What the Hell Happened?

See, it starts simple enough. Some well-meaning mages get together, discover a strategy that employs all the best cards, and do well on one weekend. That pushes the envelope just a little bit, and before you know it everyone loses their minds. People don’t like losing matchups where they draw their sideboard cards, and the people have spoken. Forget John Tucker, Grixis Death’s Shadow must die. See, Grixis Death’s Shadow is powerful, and hits hard, and has disruption and card advantage and checks all the boxes. We could be here all day talking about what it does right, but what really matters is what it doesn’t do, which is not fold to a couple sideboard spells. Eldrazi Tron can play some Relic of Progenitus and Chalice of the Void, but that doesn’t matter when Grixis’ creatures are bigger, their removal is better, and they play a card that counters Eldrazi’s whole deck. Neat Relic of Progenitus, buddy. Take 10?

The tools to beat Grixis have been right in front of us, so the story here isn’t as simple as, “oh, it just took a while to find the right tech.” Thanks to Eldrazi Tron, most of the decks that could beat Grixis couldn’t make it through the format gatekeeper, so they rarely got to face their mark after the fifth round. Then, Mono-White Hatebears happened.

The New Baseline?

You heard that right. Mono. White. Hatebears. Craig Wescoe even made an appearance, but he was packing green cards too. Grixis Death’s Shadow cut their Lightning Bolts, and Eldrazi Tron pushed out Jund Midrange. And here we are.

Mono-White Hatebears, by Theau Mery (2nd, GP Vegas)

Creatures

4 Restoration Angel
4 Thalia, Guardian of Thraben
4 Thraben Inspector
1 Weathered Wayfarer
2 Serra Avenger
1 Phyrexian Revoker
4 Flickerwisp
4 Leonin Arbiter
1 Mirran Crusader
4 Blade Splicer

Artifacts

4 Aether Vial

Instants

4 Path to Exile

Lands

1 Cavern of Souls
1 Eiganjo Castle
4 Ghost Quarter
4 Horizon Canopy
9 Plains
4 Tectonic Edge

Sideboard

2 Burrenton Forge-Tender
2 Dusk // Dawn
1 Grafdigger's Cage
2 Mirran Crusader
4 Relic of Progenitus
2 Silence
2 Stony Silence

I spotlighted this deck last week, but if I’m a betting man (and I am) I’d say you skimmed over it—because I did too, and I wrote about it! It’s 2017 and Thraben Inspector is still being played in a format with Tarmogoyf, Goblin Guide, and 4/5s for one. Silence is in the sideboard. I remember casting Silence against my dad at the kitchen table in 2011. What have we become?

If you’re scoffing along with me, you’ve already lost. Jund Midrange could come back and beat this deck to a pulp (and I imagine it will soon), but until then you have to deal with it. If you’re not playing Lightning Bolts, you’re part of the problem. This deck exists, in July of 2017, because everyone is looking at everyone else, expecting each other to the dirty work. It’s the bystander effect, and Hatebears is the enabled bully.

Welcome to Your Tape

It’s on you now. If you’re not playing Hatebears, Eldrazi Tron, Affinity, Dredge, Burn, or Death’s Shadow, you’re on the outside looking in. Choose your weapon wisely, because you are the one responsible for fixing this mess—or busting it wide open, depending on where you let your allegiances lie. Here come the players.

Solar Flare, by Finalnub (5-0, Modern League)

Creatures

1 Elesh Norn, Grand Cenobite
1 Snapcaster Mage
4 Jace, Vryn's Prodigy
2 Obzedat, Ghost Council
1 Iona, Shield of Emeria
1 Griselbrand

Instants

1 Go for the Throat
2 Path to Exile
3 Gifts Ungiven
2 Fatal Push

Planeswalkers

2 Liliana of the Veil

Sorceries

1 Thoughtseize
3 Goryo's Vengeance
4 Serum Visions
1 Unburial Rites
3 Inquisition of Kozilek
2 Lingering Souls
3 Collective Brutality

Lands

1 Concealed Courtyard
2 Creeping Tar Pit
2 Darkslick Shores
1 Fetid Heath
4 Flooded Strand
2 Godless Shrine
1 Hallowed Fountain
1 Island
4 Marsh Flats
1 Plains
1 Seachrome Coast
2 Swamp
1 Watery Grave

Sideboard

1 Celestial Purge
1 Countersquall
2 Detention Sphere
1 Disdainful Stroke
1 Disenchant
1 Murderous Cut
1 Negate
2 Nihil Spellbomb
1 Ojutai's Command
2 Stony Silence
2 Supreme Verdict

Obzedat, Ghost Council? Why not? Having Thragtusk flashbacks yet? Jace, Vryn's Prodigy to dump all our sweet flashback spells and enable Goryo's Vengeance and Unburial Rites only works when our opponent is playing a 1/2 that cantrips, and their endgame is, “how many Golems can I make this game?”

You might wonder about a graveyard combo deck in a field where everyone is packing Relic of Progenitus like it’s the Wild Wild West, but that’s not what we’re looking at here. Solar Flare is a midrange deck, (made possible by Fatal Push, by the way) that happens to use its graveyard for value. Trust me, finalnub is happy everytime you drop Relic of Progenitus against him. What are you going to do, use it in response to Unburial Rites? No problem! Relic activation resolves, activate Jace, discard another fatty to bring back, resolve Unburial Rites. They play five. Five gigantic creatures in a turn-four format.

Except this isn’t a turn-four format anymore, is it? Sure, Dredge still wins games quickly, as does Affinity, but everyone is prepared for those matchups. The rest of the field is wide open, because everyone is finally back to dedicating five-plus slots to interacting with their opponent. We haven’t been able to say that since Splinter Twin, now have we?

Mono-Blue Tron, by shoktroppa (5-0, Modern League)

Creatures

1 Snapcaster Mage
1 Solemn Simulacrum
1 Sundering Titan
1 Treasure Mage
1 Trinket Mage
1 Walking Ballista
1 Wurmcoil Engine
1 Platinum Angel

Artifacts

1 Chalice of the Void
1 Engineered Explosives
1 Oblivion Stone
1 Relic of Progenitus
1 Talisman of Progress
2 Mindslaver
3 Expedition Map

Instants

4 Remand
3 Repeal
1 Fabricate
4 Condescend
4 Thirst for Knowledge
1 Cyclonic Rift

Planeswalkers

1 Ugin, the Spirit Dragon

Lands

1 Academy Ruins
1 Gemstone Caverns
6 Island
1 Oboro, Palace in the Clouds
1 River of Tears
1 Tectonic Edge
1 Tolaria West
4 Urza's Mine
4 Urza's Power Plant
4 Urza's Tower

Sideboard

3 Dismember
1 Engineered Explosives
1 Ghost Quarter
2 Hurkyl's Recall
3 Spatial Contortion
3 Spreading Seas
1 Surgical Extraction
1 Wurmcoil Engine

Here, a wild Mono-Blue Tron appears, like it's 2015. I wonder what Amulet Bloom is doing these days? While a ton of counterspells don’t look that great against an Aether Vial, Mono-Blue Tron has ways of making Hatebears talk. Against everyone else, all those interactive spells don’t do much against an Expedition Map, because the Tron everyone has been taught to fear comes in Eldrazi colors (get it?!). If anything can whip this format into a shape, it’s a nice healthy dose of Condescend, but Mono-Blue Tron’s sideboard options have always left something to be desired. You know, like options.

Mardu Aggro, by Selfeisek (5-0, Modern League)

Creatures

4 Young Pyromancer
4 Bedlam Reveler
2 Monastery Swiftspear

Enchantments

1 Blood Moon

Instants

3 Kolaghan's Command
2 Terminate
4 Lightning Bolt
2 Lightning Helix
1 Burst Lightning

Sorceries

4 Faithless Looting
4 Lingering Souls
2 Forked Bolt
3 Thoughtseize
4 Inquisition of Kozilek
1 Dreadbore

Lands

1 Marsh Flats
3 Mountain
1 Sacred Foundry
1 Swamp
3 Wooded Foothills
4 Blackcleave Cliffs
2 Blood Crypt
4 Bloodstained Mire

Sideboard

2 Blood Moon
2 Dragon's Claw
2 Fatal Push
4 Leyline of the Void
2 Pithing Needle
1 Shattering Spree
2 Wear // Tear

This week was almost a Mardu article, but the deck never made it out of my sketchbook and into Magic Online. I was playing Nahiri, the Harbinger, but I can understand the hesitation to play a four-drop in an open field where some of our opponents are going wide. Regardless, removal, Young Pyromancer, and Blood Moon were all in the mix, and I’m glad to see them here.

Sometimes we can get in our own way as deckbuilders/players, and ignore the facts in front of us in the search for some hidden answer. Sometimes, the solution is as simple as, “Not playing Lightning Bolt got us into this mess? Guess I’ll play Lightning Bolt…” Remember that hero we were searching for earlier? Selfeisek’s got the team on his back.

Grixis Death’s Shadow showed us the power of just emptying your hand as fast as possible. Burn, removal, discard—we’ll take it all if it costs one mana, and then we’ll play Bedlam Reveler, and another one, and another one. He’s got Hatebears covered for sure, and Eldrazi Tron should have a hard time fighting through removal, Blood Moon, discard, Lingering Souls, and Young Pyromancer. Against the field? I’ll take one mana spells.dek for 1000, Alex.

Conclusion

If you’re a meticulous tuner who likes solving puzzles with neat, orderly rules and everything in its place, this format is probably driving you nuts right now. If you like to live dangerously, flirt with disaster, or put extra bacon on that cheeseburger, live it up buddy. Regardless of which side you’re on, this format is wide open right now; that much is for certain. Whether you’re looking to close the door, or bust it off the hinges, this is what your peers have been up to.

What about you? Let me know in the comments below what you think about the format right now and what steps you’ve taken to adjust to it. Thanks for reading, and I’ll see you next week.

Trevor Holmes

The Shadow Over Modern

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I was planning to write a general guide to beating the top decks in Modern, as alluded to last week. However, my discussion kept circling back to Death's Shadow. Every time I talked about how various decks were constructed, it inevitably involved Shadow. The strategy discussion? Even as I described picking apart Counters Company with Lightning Bolt, my thinking returned to Death's Shadow.

Once I noticed this, I couldn't stop noticing it, couldn't stop puzzling about it, and now I'm perturbed by it. The metagame and Death's Shadow have become inextricable in my mind. I've been trying to unravel how this happened, but it just seems to be me chasing my own tail. Care to join me as I work my way through?

Luis Scott-Vargas recently set off a firestorm with his call to ban Death's Shadow. Agree with him or no, a Hall of Famer making such an unequivocal statement is significant. His argument is that Grixis Shadow is too efficient and resilient for Modern, and it is gradually going to take over. It plays a lot of one-mana disruption and wins with one-mana beefsticks. You have to set them up, but that really isn't a problem for Grixis. The anti-ban crowd is up in arms over this video, despite LSV making it clear that Shadow doesn't actually require a ban.

I am conflicted. On the one hand, I agree with LSV's points about Grixis Shadow. On the other, there doesn't appear to be a problem. I see some troubling signs, but it is far too early to be definitive.

The Looming Shadow

I've been over this a number of times, but I'll say it again just to be clear. Grixis Shadow is the best deck in Modern. The evidence is pretty overwhelming. The fact that it didn't put a copy into the Vegas Top 8 is beside the point. The deck is powerful, reasonably resilient, and relatively consistent. I've compared it to Legacy Grixis Delver, which is also on top of the Legacy metagame. By itself, this is not a problem. It is natural for there to be a best deck in any format, and for that to prove especially true while the deck is relatively new. We've seen it before with Tron, Bant Eldrazi, and Infect. Eventually, the metagame will respond, answers will be found (assuming you're not in Standard and they just don't exist), and other decks will regain ground.

However, one cannot count on that happening every time. The Counterbalance/Sensei's Diving Top lock had existed in Legacy for years but never really took off until Terminus was printed. It quickly established itself as a powerhouse, particularly in the hands of Joe Lossett. In 2014, it was recognized as the format's boogeyman. By 2015, Miracles was the unchallenged best deck in Legacy. And there it sat until Top was banned earlier this year for being the best deck, year in and year out. Was there movement, diversity, and innovation during its reign? Certainly, but always in the context of improving your Miracles matchup. While Legacy was mostly healthy, the format was clearly warped, and all decks orbited Miracles. Ultimately, this is the concern with Shadow. Not that it's too powerful, but that it is warping Modern.

Why Shadow?

As I've said, Grixis Shadow most resembles a Legacy deck. It is based on being as efficient as possible and plays as many one-mana spells as possible. Much of the deck is interactive, with full sets of Thoughtseize and Fatal Push in every deck alongside some number of Stubborn Denial, Inquisition of Kozilek, and Terminate, with Snapcaster Mage to double up on interactivity. This isn't a problem by itself—players like interactive decks. It's one of the great appeals of Magic. Shadow intends to shred its opponent's hand with discard, then drop a 5/5 or thereabout for one black mana and ride it to victory. A generally fair strategy.

The problem with all of this is speed. The interaction is very one-sided in most matchups. Shadow is proactively disrupting your gameplan, either by breaking up your win condition or invalidating your answers. As a result, Shadow almost always decides how the game will be played. If they can clear the way for an early win, they will do so. If they cannot win quickly, they'll simply grind you out. This flexibility and information advantage was seen before, when Gitaxian Probe was in Infect. Combine the cheap interaction with the information, and the fact that all of this is filling the graveyard for Gurmag Angler to come down as early as turn two, and it becomes very hard for decks to actually play against Shadow.

Is This a Problem?

I don't know. On the one hand, I like the fact that the best deck in Modern is an interactive one. This isn't like Infect or Amulet Bloom, ships sailing past their opponent in the night. Interactivity and actual gameplay is a good thing. The question is whether or not it's too good a thing. It is hard to match the proactivity of Grixis Shadow, and as a result, even answer-heavy control decks can find themselves scrambling for answers on a very fast clock. Shadow simply picks their hands clean of answers, then asks if they can find more before dying. It is possible, but it feels like they're warping themselves to fit into Grixis Shadow's orbit. That's worrying.

Does Difficulty Matter?

One of the arguments that keeps coming up against a ban is that Grixis Shadow is a hard deck to play correctly that rewards skill. This means that only those players who are actually good are winning with the deck, and that the format should reward skill. This strikes me as extremely elitist and fairly facetious, but I will concede that the deck is hard to play well and that small sequencing errors often decide games. However, everyone said the same thing about Amulet Bloom and it was still banned. Miracles was also very hard to pilot correctly and dominated for years. It didn't matter that Joe Lossett could resolve his Top activations in less than a second or that it had taken him years to get to that point. What mattered was the impact of the deck itself on the format.

As a result, I don't believe that the difficulty of a deck should factor into ban considerations. Very hard decks may never put up the numbers to warrant a banning, but they can still be unacceptable. Amulet Bloom certainly was a very powerful deck that really didn't play Magic, but it was so easy to misplay with it and lose that fewer players sleeved it up than "should have." The real question is not how well the cream does, but the normal milk. If average players can pilot a deck well enough to consistently win, and the best make it look easy, we have a problem. Don't fixate on the perceived difficulty; ask yourself if the deck is powerful enough that even when you don't play optimally you will still consistently pull through. I don't think Shadow is there, but I feel like I should be adding yet onto that statement.

Is the Format Just a Satellite?

The real concern for me is the format becoming defined by Shadow the way Legacy was by Miracles. Is the deck beatable? Absolutely. Do you have to adapt your gameplan because of Shadow's existence? Maybe. The impact is hard to see in the wider metagame, but I do see it in the other decks I intended to discuss today. The fact that I am seeing it at all does set off the warning bells. Remember, Splinter Twin similarly demanded that you adapt to its presence or die, and that was banned. I didn't agree with the decision, but that was Wizards' justification.

Counters Company

The new Counters Company deck has eclipsed Abzan Company. Utilizing the Vizier of Remedies/Devoted Druid infinite mana combo in tandem with the Kitchen Finks/Anafenza, Kin-Tree Spirit/Viscera Seer infinite life combo appears to have greatly improved the deck by turning it into a dedicated creature-combo deck. It was formerly a Gavony Township beatdown deck that sometimes won via combo. The deck has finally started putting up results after months of sliding down the metagame charts, but I don't actually believe that's the new combo's doing. At least against the decks I play, Counters Company is much worse than Abzan Company.

Abzan and Counters Company inhabited different worlds, and as a result, the Counters deck is far more fragile than Abzan could be, even though it wins (outright wins, not the functional infinite-life win) on turn three far more often than Abzan ever did. Notably, Lightning Bolt is at an all-time low because it's ineffective against Grixis Shadow. Abzan Company was full of Tarmogoyfs and Wall of Roots to dodge Bolt, which forced it to play a slower, value-based game.

Counters is filled with excellent Bolt targets, but it doesn't matter because nobody plays Bolt. Death's Shadow has forced players to play hard removal instead, which limits the options to Path to Exile, Fatal Push, and Terminate. This shift makes the formerly unimpressive creature combo a far more attractive plan than ever before. All thanks to Grixis Shadow.

Eldrazi Tron

Similarly to Company decks, Eldrazi Tron has replaced traditional Gx Tron as Modern's big-mana deck. Dropping hordes of undercosted spaghetti monsters early is a really good strategy. Couple this with the power of Chalice of the Void and supersized Walking Ballistas and you've got a powerhouse... that is in many ways worse than Gx Tron.

Tron was terrifying because you could always lose to the top of their deck. Even if you survived the initial bomb, Tron had so much land search and cantrips that they would find more and more until you could take no more. The deck could shrink itself so rapidly that you'd be facing just bomb after bomb very quickly. Eldrazi Tron can't do that; it only has a few Mind Stones and Expedition Maps. As a result, if you survive the initial onslaught, Eldrazi Tron struggles to recover.

The key to Eldrazi Tron's success is Chalice being good. Modern has traditionally had too high a curve for Chalice to really be effective. The key cards always cost two or more and Chalice is only outstanding when you're shutting down one-mana spells. While every deck had some, they weren't particularly important. The fact that you can't readily Chalice on turn one is another factor.

Grixis Shadow is built around one-mana spells, and its efficiency is encouraging other decks to follow suit. This means that Chalice has plenty to prey on, and if you have impressive enough follow-ups you can lock your opponent. The fact that Eldrazi Tron is based on creatures rather than planeswalkers is another consideration, since Gx Tron is really hurt by Stubborn Denial. I don't think Eldrazi Tron is actually better than traditional Tron, but it possesses the right tools for a Shadow metagame.

Affinity

Every Shadow deck plays a full set of Fatal Push, and some number of Kolaghan's Command and Terminate. Two years ago, everyone assumed that this combination in the new Grixis Control lists spelled the end of Affinity. They were wrong. This belief led to players cutting their Affinity hate, and the result was one of the best seasons the robots ever experienced. The thinking came full circle in Las Vegas. Between the rise of Grixis and the belief that the format had just passed it by, everyone had simply written Affinity off. This came back to bite everyone and three Affinity decks made Top 8. Whether this will be sustained is an open debate, but what isn't is that Affinity benefited from the focus on Grixis Shadow. It was one of my sideboarding rules for a reason: don't assume others will take care of Affinity for you.

Burn

Burn has been a Tier 1 deck for a long time. This isn't surprising in a world of fetch/shockland manabases. However, a lot of previously good matchups have disappeared, and you'd think that Burn would drop off. Jund was good for Burn, as was Gx Tron, and both are now gone. In their place, Chalice decks and combo decks have risen, and neither are good news for Burn. Yet the deck remains top-tier and arguably the third or fourth best deck, thanks to Grixis Shadow. Burn is not vulnerable to discard and preys on decks that self-harm. Now that Burn players are adjusting their sideboards with Shadow in mind, they're able to take advantage of the meta and are arguably keeping Shadow in check.

What Does It Mean?

Everything I've said suggests that Shadow is beginning to warp Modern around itself. Card choices are being made specifically because the deck exists, and deck shares are rising and falling based largely on their Shadow matchup. This is indicative of a Miracles-like metagame forming. On the other hand, it is far too early to tell. The deck has only existed a few months; it took years for the impact of Miracles to crystalize in Legacy. For all I or anyone knows, it might be temporary. In a few months, Shadow may be dethroned as players develop the strategies necessary to cope. The PPTQ season begins soon, and I suspect those results will really determine whether Shadow has what it takes, or if this was all hype and confusion.

LSV mentioned that new cards may well tip the scales on Grixis Shadow. This is always possible, and we haven't seen all of Hour of Devastation or Ixalan yet. I don't think that Claim // Fame is that card, as it's very similar to Orzhov Charm and that really didn't catch on for Shadow players. Still, we need to wait and see.

On an unrelated note, I have a question for any Gifts Storm players out there: is the transformative sideboard with Madcap Experiment and Platinum Emperion any good? The split between that and traditional sideboards seems even. I'm comfortable enough with the Storm maindeck to start my experimentation with Preordain but I need to work out the sideboard. Any insight on this front is appreciated.

Know Your Enemy: Analyzing GP Vegas

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A week ago, if you asked anyone down on the street what the most dangerous deck in Modern was, two times out of ten you would get “Grixis Death’s Shadow” as your answer. The other eight would have no idea what you were talking about, and point you in the general direction of the nearest psych facility. You may agree or not. But after just one weekend of dominant play at Star City Games Charlotte, the Magic community collectively decided that Grixis Death’s Shadow was an oppressor that needed to be eradicated.

Now Grand Prix Vegas results are in, and the world has delivered its verdict: Grixis Death’s Shadow will be stopped at all costs. Today, we’ll be taking a look into the weekend’s results, and diving specifically into the psychology behind what inspires a community to "target" a deck. Let’s dive in.

Part One: GP Vegas by the Numbers

We’ll start with Grixis Death’s Shadow. No copies in the Top 8, two copies in the Top 16, four more in the Top 32. We’ve seen results like these before, so it’s not a stretch to infer that Grixis Death’s Shadow was a popular deck capable of putting up strong results that was inevitably brought down by a hostile field. Log this away—we’ll get back to it later when we start digging into lists. The second-biggest story, of course, is three copies of Affinity in the Top 4, with one taking home the trophy. I say second-biggest because if there’s any deck that could put up results like this without anyone batting an eye, it’s Affinity. Again, more on this later. Finally, even more perplexing is the absence of Dredge and Storm, replaced by Burn, Hatebears, and Taking Turns at the top tables. There’s a ton of information to break down here, so let’s start at the top.

Where Is Grixis?

At SCG Charlotte, Grixis Death’s Shadow players trimmed Lightning Bolt in an attempt to gain an edge in the mirror, and to help poor matchups like Eldrazi Tron. By doing so they opened up a weakness that previously was protected by Eldrazi Tron (it’s complicated) wherein small creature decks could capitalize assuming they could deal with Thought-Knot Seer. Enter Mirran Crusader. In a Lightning Bolt format, Mirran Crusader is beyond embarrassing, worse even than Geist of Saint Traft in a format full of blockers. Unfortunately for Grixis Death’s Shadow, the deck became too inbred, focusing on beating itself and fighting a myriad of hate from all angles of the format. It pushed itself too far down one end of the spectrum, until it found itself losing in areas that could have been easily protected.

Relic of Progenitus. Grafdigger's Cage. Dispatch. Vapor Snag. Rest in Peace. Affinity has no shortage of sideboard options to fight Grixis Death’s Shadow, but it can’t do it all itself. Ceremonious Rejection on top of Kolaghan's Command is too good, but with a little bit of help from the other decks in the format, Affinity can find itself brought back to relative parity. Grixis Death’s Shadow still probably wins the matchup, but in the end, that didn’t really matter. The field chose to attack Grixis Death’s Shadow, and by doing so, they ignored Affinity and removed one of the plugs holding it from flooding the metagame. Hence, three copies in the Top 4.

Hatebears

The new kid on the block this week wasn’t Counters Company, as some predicted, but Hatebears. Counters Company thrives in a Lightning Bolt-less format, but Fatal Push is just as effective against it. While it has methods of its own to fight Eldrazi Tron (the real format oppressor) Counters Company can’t claim the same level of resilience against Tron that Hatebears can. Leonin Arbiter and Ghost Quarter is nothing new, but it doesn’t need to be. If it ain't broke, don’t fix it, as someone said. Weathered Wayfarer is also old tech, but it shows that Eldrazi Tron is foremost in Hatebears’ mind as an archetype to target.

Untitled Deck

Creatures

4 Flickerwisp
4 Leonin Arbiter
1 Mirran Crusader
4 Thalia, Guardian of Thraben
4 Thraben Inspector
1 Weathered Wayfarer
4 Restoration Angel
2 Serra Avenger
1 Phyrexian Revoker
4 Blade Splicer

Artifacts

4 Aether Vial

Instants

4 Path to Exile

Lands

1 Cavern of Souls
1 Eiganjo Castle
4 Ghost Quarter
4 Horizon Canopy
9 Plains
4 Tectonic Edge

Sideboard

2 Burrenton Forge-Tender
2 Dusk // Dawn
1 Grafdigger's Cage
2 Mirran Crusader
4 Relic of Progenitus
2 Silence
2 Stony Silence

Hatebears gets a lot of hate (heh) and for good reason, but it’s hard to argue with what the archetype is bringing to the table right now. Grixis Death’s Shadow does some pretty unfair things, of course, but it can be attacked in fairly straightforward ways. Before, players tried to fight Grixis on one axis, be it their graveyard or their board, but Death’s Shadow has shown that it’s strong enough to fight back against half-hearted hate. Stubborn Denial and Thoughtseize are incredible cards for helping Grixis through any sticky situation, but under dedicated hate, the deck can’t hope to succeed for long. Sure, they’ll take a match here and there through multiple Path to Exile and Relic of Progenitus, but when every single opponent, match after match, is prepared to fight both their board and their graveyard, Grixis Death’s Shadow is going to fall eventually.

I saw this coming last week, which is why I made moves to shift away from creatures and the graveyard towards planeswalkers and card advantage. Whether these sorts of moves will keep Grixis in the hunt is yet to be seen, but even if players make these changes en masse, the deck can’t hope to survive while it’s facing archetypes primed to beat it like Hatebears. Hatebears as it is built currently can present a proactive gameplan against the field at large, while bringing specific cards to bear in problematic matchups. Blade Splicer into Restoration Angel isn’t blowing the socks off of anyone in 2017, but as long as Relic of Progenitus can slow down multiple archetypes a significant number of turns it seems that’s all it takes. Burrenton Forge-Tender for Burn and Anger of the Gods; Thalia, Guardian of Thraben for spells; Relic of Progenitus for the graveyard—on and on it goes. The format is polarized at this point, and the enemies are known.

Part Two: Public Enemy Number One?

Grixis Death’s Shadow has nobody to blame but itself. Or does it? While it’s true that they opened themselves to getting destroyed by Mirran Crusader, it can be argued that the format-wide pushback to a deck that is debatably fair is an over-reaction, or at least premature. Yes, it feels bad to get hit by a 10/10 Death's Shadow that was cast for one mana, but alongside Affinity, Dredge, and Storm, is that really “too crazy” for Modern? Dredge can flood the board with creatures on turn three (or two), and Conflagrate our board or our life total for 8+ damage. Affinity dumps its hand on the second turn, and Storm can combo out on turn two or turn 10. Are Thought Scour, Kolaghan's Command, and undercosted 5/5’s really worth freaking out about?

Apparently, yes. See, Grixis Death’s Shadow is a machine, and nobody likes machines. They rage against them, even. I testify that it doesn’t matter how many copies Affinity puts into the Top 4 of events, players will refuse to wake up to the truth; they are biased against value decks. It feels worse to lose to Grixis Death’s Shadow because games take longer, because they play Thoughtseize, because they “always have the Stubborn Denial,” because it isn’t fair to play a 4/5 on turn two, or a 2/2 that grows quickly on turn three. Apparently, it’s much more fair to lose to Cranial Plating on a lifelinked, flying Vault Skirge attacking for seven on turn two, or the one-card combo Cathartic Reunion turning over a ton of value into the graveyard. Why is this?

It all comes down to psychology, and human emotion. See, we like to say that we’re analytical and unbiased, capable of making decisions based on evidence alone. But in the end, the biggest driving force behind our opinions is emotion. And no matter what you think, everyone can agree that for some reason it just feels worse losing to Grixis Death’s Shadow than it does to Affinity. We all know why, but we don’t think about it consciously. Everyone knows they’re going to lose to Affinity game one, and they don’t mind, as they know they can destroy Affinity in post-board games with Stony Silence. We’re sheep, gladly giving in to an archetype that does incredibly unfair things because we have in our possession that magic bullet that can solve all our problems. We don’t care, and neither do Affinity players, because they are smarter than us, and they know that eventually, our memories will fail us, and we’ll move on to other perceived threats, leaving them to do what they do, in an endless cycle.

Grixis Death's Shadow, on the other hand, is too resilient, and less all-in, to be destroyed in one fell swoop by a sideboard bomb. It feels worse when they reload from your Relic of Progenitus, because the deck is built that way on purpose. Still, it seems like the deck is overpowered because it's able to shrug off one copy of a sideboard spell, and as Magic players, we've become conditioned to believe that our sideboard spells are all bangers. There was a time when every deck in the format had to slow down, play fair, do their part, and find some room for Dismember. I'm not saying that's where we are, but before placing all the blame on Death's Shadow, maybe we should look to playing interactive Magic first. Maybe that's a bad idea, but I'd rather try it and say it didn't work than not try at all.

Dredge doesn’t care if you ban its Dredge 6 value piece. There’s plenty more where that came from. Bloodghast, Narcomoeba, Prized Amalgam, Cathartic Reunion, Life from the Loam, hell, even Conflagrate would have been better ban decisions, but here we are. No, the biggest enemy is Grixis Death’s Shadow, because it dares to play Thought Scour and trade a bad Burn matchup for a powerful creature to use against everyone else.

Conclusion

See, I know myself enough, and I’m honest enough with myself to realize that my position on this is coming from a perspective influenced by emotion. I am what I am, and what I am is a middle class, Southern, white male that loves casting blue spells. Naturally, this makes me the enemy, and means my perspective is flawed, but I digress. I hope this doesn’t come across as a whining piece lamenting the unfair bullies of the format that won’t let me enjoy my sweet Grixis limelight for just a week before they rip it away from me. Sure, that’s part of it, but really, I’m more perplexed by the overreaction of everyone else than anything.

I’ll continue to attempt to approach the format in interesting ways, and I hope you do the same. For those looking for hot takes, Jeskai Control is bringing the heat right now. So sleep now in the fire, and I’ll see you later this week.

Thanks for reading,

Trevor Holmes

What’s the Time? HOU and XLN: First Impressions

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GP Las Vegas has come and gone, but excitement surrounding Modern still pulses through the community. Vegas saw some very interesting decks make the Top 8, and not only are Hour of Devastation spoilers providing plenty to discuss, but Ixalan's contraversial rare sheet leak has given format aficionados an unprecedented amount of new information to digest. Today, we'll look at the most exciting cards from Hour so far, paying extra attention to one from that set and to one from Ixalan (spoiler warning!).

Claim // Fame

I've clamored for an Unearth reprint since I bought my Goyfs in 2012, and Claim // Fame is as good as it's gonna get. Unlike Unearth, the card is sometimes dead, and therefore worse overall. But it's definitely better in some matchups, where it provides value in the form of immediate damage. Having Fame in the graveyard forces opponents low on life to respect the threat of a creature coming down and closing the game right away, which can provide sizable tempo gains over many turns, à la Splinter Twin. And many of Modern's best creatures fulfill the requirements for Claim, which reanimates Tarmogoyf/Snapcaster Mage/Death's Shadow, Devoted Druid/Vizier of Remedies/Duskwatch Recruiter, and others.

In Death's Shadow

Claim // Fame certainly seems tailor-made for Shadow, and appears to be significantly better than Kolaghan's Command as a recursive option. This upgrade comes in the form of efficiency---using Claim to return a Goyf saves four mana over using Kolaghan's to return and then cast that same Goyf, costing pilots one instead of five. I think that easily compensates for the perhaps more powerful (but still situational) second mode on KC, which will never be worth four mana... and remember, Fame gives Claim a second mode, too!

That said, the card only bests Kolaghan's if it reliably has targets. Out of Grixis, Claim reanimates just Snapcaster and Shadow. That's why I personally like the card in a shell with Goyfs, and think its addition to Modern might finally open the door for some Sultai-slanted builds to pop up. My first take:

Four-Color Shadow, by Jordan Boisvert

Creatures

4 Tarmogoyf
4 Death's Shadow
2 Snapcaster Mage
4 Street Wraith

Planeswalkers

2 Liliana of the Veil

Artifacts

4 Mishra's Bauble

Instants

3 Fatal Push
2 Thought Scour
2 Stubborn Denial
1 Temur Battle Rage
1 Abrupt Decay
1 Murderous Cut

Sorceries

4 Traverse the Ulvenwald
4 Thoughtseize
2 Inquisition of Kozilek
2 Claim // Fame

Lands

4 Verdant Catacombs
4 Polluted Delta
3 Misty Rainforest
2 Overgrown Tomb
1 Watery Grave
1 Breeding Pool
1 Blood Crypt
1 Swamp
1 Island

Sideboard

1 Fulminator Mage
1 Izzet Staticaster
2 Liliana, the Last Hope
1 Nihil Spellbomb
1 Fatal Push
1 Kozilek's Return
1 Surgical Extraction
2 Ceremonious Rejection
2 Ancient Grudge
1 Stubborn Denial
2 Collective Brutality

I think preserving the best elements of Jund and Grixis Shadow is the ideal starting path here---Goyf, the Traverse package, Temur Battle Rage, and Ancient Grudge from Jund, and Snapcaster Mage and Stubborn Denial from Grixis. Since we're keeping more from Jund and need Goyf for Claim // Fame to shine brightest, I've gone with a Jund-ier core.

Although creating a deck full of one-drops of four different colors doesn't really work, a gentle fourth-color splash is standard fare for the Jund Shadow decks. They usually splash white for Ranger of Eos and Lingering Souls after siding, but have increasingly been known to incorporate Denial on occasion. Luckily for Claim // Fame, red is already an ideal splash for Sultai colors; Battle Rage, and red sideboard options like Kozilek's Return and Ancient Grudge, give the deck some juice against the strategies now cropping up to beat Grixis Shadow, such as slamming Chalice of the Void or running a bunch of Mirran Crusaders.

As a bonus, returning to Tarmogoyf makes the Shadow deck more robust in the face of Liliana's Defeat, a card we're sure to see more of to combat the strategy (more on Defeat below). Shadow decks boast an exceptionally powerful and flexible core. The more the deck enjoys the spotlight, the larger the target on its head looms. With people rightly attacking Shadow in highly specialized ways as a result, innovative builds become more attractive. I'd be surprised if Claim // Fame didn't earn an inclusion in some of them.

Sorcerous Spyglass

Up next is the new card I'm most excited about, which is a shame since we won't get it for a few months. Sorcerous Spyglass is a two-mana Pithing Needle that allows casters to see an opponent's hand before naming a card. It doesn't even target, allowing it to get around Leyline of Sanctity.

While mana efficiency matters enormously in Magic and in Modern, I expect Spyglass to become a sideboard staple for a couple of reasons, and all but invalidate Pithing Needle.

Decks with multiple targets: The other day, I paired against Abzan Company and led off my game two with Pithing Needle on Devoted Druid. As it turned out, my opponent had opened Birds of Paradise, Kitchen Finks, Viscera Seer, and Vizier of Remedies, and curved into the combo perfectly. I was able to break it up with Dismember on the Vizier plus an active Ratchet Bomb on one, but I lost my misguided Needle in the process.

Decks like Abzan Company have multiple targets for Pithing Needle, which is why Needle is so good against them---in this matchup, for example, it can hit Seer, Druid, Recruiter, Ooze, or Township, which are all fine choices depending on the scenario. But since Needle can only hit one, it's often best to wait to cast Needle until opponents have already resolved their permanent (and, in many cases, used it). Consider also Grixis Shadow---both Lilianas might give you trouble, but the last thing you want is to name the Last Hope only to hopelessly watch your opponent tap down for of the Veil. Or consider Eldrazi Tron, where Map, Quarter, Ballista, Collar, Endbringer, and Karn are all permanents players might want answers for. Or consider Affinity, where the payoff spell can range from Ravager to Overseer to Plating. Spyglass solves this issue by providing hand information first, allowing us to choose the most desirable card we see.

Fetchlands: I think the biggest draw to this card, and somehow the least talked about, is its interaction with fetchlands. We've all heard the amazing stories of naming a fetchland with Pithing Needle and essentially blowing up an opposing land or two for one mana in the process. Pulling that off requires opponents to have the correct fetchland in hand at the time of Needle's resolution, making it a wildly inconsistent line. Spyglass changes all this by revealing the hand first. Oh, you have a Scalding Tarn? I'll name that. Boom! Two-mana Stone Rain.

Most Modern decks play heaps of fetches, so consistently having this kind of upside on the card makes it much, much better than Pithing Needle ever could be. There was always the chance with Needle that opponents would never draw the card we brought it in for, or any card we wanted to hit with it. An early Spyglass is nearly guaranteed to Blackmail an opponent's land at worst. The reveal clause gives Spyglass a very high floor, and one that easily pays for its pricier mana cost.

Even when opponents have juicy targets in their hands, it might be correct to name a revealed fetch. Spyglass can "get" land-light opponents in the same way that Spreading Seas or Blood Moon can, but since it gives us information before we make a decision, we get to choose whether to follow through with a mana denial plan or just name the best activated ability card in an opponent's hand or deck. That's exactly the kind of flexibility I look for in a Modern card.

In Colorless Eldrazi Stompy

Spyglass does something extra for Colorless Eldrazi Stompy. Pithing Needle has always been great in this deck's sideboard, but it creates some tension with Chalice of the Void. There are some matchups for which we want both (such as Grixis Shadow) but must make tough decisions about which to prioritize casting. Since Spyglass costs two, it doesn't overlap with a Chalice on one, further reducing strain on our openers and early lines.

Besides, since the deck is so aggressive (and employs a particularly aggressive Plan A against most linear decks in Modern), I think Spyglass's fetchland-shorting dimension becomes especially potent. Being tight on mana is one thing, but being tight on mana while getting smacked around by 3/3s is another---just ask your local Legacy player.

Colorless Eldrazi Stompy, by Jordan Boisvert

Creatures

4 Eldrazi Mimic
4 Eternal Scourge
4 Matter Reshaper
4 Thought-Knot Seer
4 Reality Smasher
4 Simian Spirit Guide

Artifacts

4 Serum Powder
4 Chalice of the Void
1 Relic of Progenitus

Instants

4 Dismember

Lands

4 Eldrazi Temple
4 Ghost Quarter
3 Gemstone Caverns
4 Blinkmoth Nexus
2 Mutavault
3 Sea Gate Wreckage
2 Wastes
1 Urborg, Tomb of Yawgmoth

Sideboard

4 Spatial Contortion
3 Ratchet Bomb
3 Relic of Progenitus
3 Sorcerous Spyglass
2 Surgical Extraction

This list is just what I plan on bringing to the SCG Invitational next weekend, but with a slightly modified sideboard (-2 Needle, -1 Gut Shot, +3 Spyglass). The mainboard Relic occupies my sole flex spot, and is a hedge against Shadow, Dredge, Living End, and the Rest in Peace-featuring UW decks popping up to beat all three.

Hour-nable Mentions

Before I go, here's a brief review of the other standout cards from Hour of Devastation so far. I'll avoid discussing the Ixalan cards here in case some readers, like me, prefer Wizards's scheduled, hi-res spoilers to a heap of barely-readable dinosaurs we won't get until September (that said, I obviously did take a gander; temptation is a crueler mistress than of the Veil herself). But if you're interested in the Ixalan rares, a quick google search should point you towards the archeological site.

Liliana's Defeat: [Sorcery. Destroy target black creature or black planeswalker. If it was a Liliana planeswalker, its controller loses 3 life.] I mentioned this one above, and man, is it a doozy. Here's a card that kills any of Grixis Shadow's high-impact cards, no questions asked, for one mana. It can even be Snapped back! Expect Defeat to be a staple in black sideboards as a one- or two-of while Grixis Shadow remains Modern's premier rock deck.

Solemnity: Three mana is a whole lot for a permanent that doesn't immediately impact the board, but folks will try to break Solemnity anyway. It helps that the card has a disruptive effect against some decks---Affinity and Infect might struggle to close out games under the enchantment. Solemnity's real potential isn't its disruptive capability, though, but the way it combos with our own cards. With the enchantment on the table, Thing in the Ice flips after just one instant/sorcery is cast, Kitchen Finks persists forever, Jötun Grunt gives white a Goyf, and Phyrexian Unlife becomes a super-Worship. But if that's not enough to get your gears spinning, keep right on reading.

Ramunap Excavator: Giving beloved noncreature permanents legs is nothing new for Wizards, but these kinds of reveals still manage to energize the community. Excavator represents Crucible of Worlds on a body. Talk about a card Todd Stevens wishes he had three months ago, when he actually played the clunky artifact in his GW Company deck! I expect Excavator to re-ignite interest in that deck, however fringe it may be, and pop up from time to time in value-based shells with important lands. Think Hatebears, another on-color deck with Companies, Quarters, and Canopies.

Oketra's Last Mercy: Whether or not this card breaks into the competitive circuit (double white is a pretty intensive color cost for the white decks that struggle against Burn, like Bant Eldrazi), you can bet your bottom you'll see it at FNM for years to come. Burn players, beware: someone's got it out for you. Fortunately for Lava Spikers, Mercy can still be countered with Skullcrack and Atarka's Command; the Comprehensive Rules dictate that "if an effect sets a player’s life total to a specific number, the player gains or loses the necessary amount of life to end up with the new total."

Nimble Obstructionist: Vendilion Clique is a powerful card, and one that's seen its fair share of tournament play. But it's always had a tough time in Modern, where it dies to Bolt and heavily taxes manabases. Of course, Bolt isn't great right now, so three-mana, 3/1 flying bodies may have more relevance than usual---Kelsey has even been liking a Clique in her Counter-Cat sideboard lately. Either way, though, Clique never offers more than virtual card advantage, something control decks aren't looking to get for such a hefty cost.

Enter Nimble Obstructionist. Obstructionist fits more easily into three- and four-color decks with its splashable 2U cost, but its chief upside in relation to Clique is the ability to two-for-one opponents. Stifle has never been legal in Modern (much to my dismay), and Trickbind charges too much for the effect. But paying one more mana for a cantrip seems fair to me, and positively awesome when coupled with a second mode of respectable, evasive, instant-speed clock. Notably, Obstructionist's Stifle ability can't be countered by a counterspell... but it can be countered by another Obstructionist!

Bontu's Last Reckoning: Not untapping your lands sucks, but it doesn't suck as much as dying. Modern is a very fast format. Reckoning gives black decks a fairly unconditional sweeper that I think will definitely see play in sideboards. Killing an Angler and a Shadow with one card isn't something currently available to Modern players for three mana, and that price point makes it easier to flash back with Snapcaster Mage than something like Damnation. Reckoning also provides a highly impactful effect to decks that don't often get to four mana, and one that practically loses its drawback in late-game topdeck-mode situations, despite still costing the same amount.

Scavenger Grounds: [T: Add C to your mana pool. 2, T, sacrifice a desert: Exile all cards from all graveyards.] I almost put Grounds into my above Colorless Eldrazi Stompy list over that flex-spot Relic, but I'll have to test with the card to see if it makes the cut there---after all, we only have room for 2 Mutavault, a card we'd like to run more of if able. Either way, Grounds is an obvious shoe-in for Eldrazi Tron, a deck that not only likes its disruptive effect but has a way to consistently access the card thanks to Expedition Map. Since Grounds can sacrifice any desert to activate its ability, it even plays nicely with our next card...

Hostile Desert: [T: Add C to your mana pool. 2, exile a land card from your graveyard: Hostile Desert becomes a 3/4 elemental creature until end of turn. It's still a land.] Yet another inclusion I'll have to test in Colorless Eldrazi Stompy, Hostile Desert costs more to activate than Mutavault, but also brings significantly more power to the table. 3/4 is freaking massive! For reference, that's the size of many young Goyfs, and of Stirring Wildwood---a land that costs a whopping three mana (including two of different colors) to activate, and still sees play. Hostile Desert is very pushed as far as colorless manlands go, and I'm interested to see if it breaks in to many non-colorless Modern decks as a result (as Mutavault historically has). Resisting Bolt is a major plus in this format.

Time to Get Ill

With each passing hour, we get closer to Hour itself---a brand new set of Magic! Which new cards have you excited? Let me know in the comments.

That’s So Modern: GP Las Vegas Report

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Grand Prix Las Vegas was massive. You knew that from the coverage, but numbers don’t have the same impact as being there. I had to elbow my way to the match slip box past hundreds of players milling around the Vintage Magic and Quiet Speculation booths while over half of the actual GP contestants played on. Couple this with the packed side events and the loaded panel stage, and I’m shocked the plumbing survived the weekend. And the really amazing thing? It only took up three-quarters of the event hall.

You already know that I didn’t win, and if you’re weird enough to sort through the round results, you also know how well I did. I’m not unhappy with my results under the circumstances (which I will describe momentarily). But for me, the main takeaway was how far I’ve come and how far I have to go. Making Day 2 is getting much easier, but consistent prizing remains elusive. I just have to keep my head up and take things one hurdle after another.

Getting Ready

I’ve mentioned my preparation for this GP a few times. Between grinding for byes and my dedicated testing, I felt I had an excellent handle on the metagame and on how to play against all the big decks (more on that next week). My problem was my deck. I felt that UW Control was well positioned in the expected meta thanks to strong matchups against Grixis Shadow, Eldrazi Tron, and Counters Company; however, I knew I was not going to bring it to Vegas. Slow control decks are exhausting to pilot at the weekly tournaments. Playing such a deck for seven rounds on Day 1 was not appealing. I was certain that I would be fine for the first few rounds, but fatigue would set in and a misplay could be fatal. I needed something more forgiving of mistakes.

I’m most comfortable with UW Merfolk, but I was rather leery of actually taking it to the GP. To be clear, the deck is great; it has a phenomenal matchup against Eldrazi Tron, which I expected to be popular thanks to Todd Stevens, and against the total field. But I was still worried. Grixis is a coin flip. It is very winnable, but Grixis has plenty of hands that fatally pick apart Merfolk and win before you can recover. I think the average Merfolk hand stacks up well against the Grixis' average but my great hands don’t just crush Grixis like theirs will. Counters Company is another problem, mostly because I can’t play enough removal to consistently break up the combo. The combo is very fast and more often than not they win without any resistance from Merfolk. And there are always the twin nightmares of Affinity and Elves. I was hoping for something better.

I hoped that something would be Death and Taxes. On paper, the deck stacked up very well against all the top decks. Thalia, Guardian of Thraben and Leonin Arbiter really put the screws to Grixis, Ghost Quarter and Tectonic Edge are great against Eldrazi Tron, Blade Splicer and Flickerwisp grind Affinity down, and Arbiter is solid against Company decks. This was borne out by Theau Mery's run. The problem was that I could not get the deck to work for me. Most of my games played out like the Vegas final with clunky awkward hands and worse draws. Had I played more games like Mery’s quarter- and semifinal matches, I probably would have played the deck as well. As it was, I left it at home. For the record, at one point I was playing Mery’s exact maindeck, and it was my worst configuration. I’m glad it worked out for him and the deck receives the attention it deserves, but I’m a bit bitter that it didn't work for me.

In the end, I registered this version of UW Merfolk:

Uw Merfolk, by David Ernenwein (GP Las Vegas)

Creatures

4 Cursecatcher
4 Silvergill Adept
4 Harbinger of the Tides
4 Lord of Atlantis
4 Master of the Pearl Trident
3 Merrow Reejerey
2 Kira, Great Glass-Spinner
3 Master of Waves

Artifacts

4 Aether Vial

Instants

4 Path to Exile

Enchantments

4 Spreading Seas

Lands

4 Seachrome Coast
4 Wanderwine Hub
4 Mutavault
6 Island
2 Cavern of Souls

Sideboard

1 Kira, Great Glass-Spinner
2 Echoing Truth
2 Grafdigger's Cage
2 Stony Silence
2 Rest in Peace
2 Ethersworn Canonist
4 Unified Will

I moved away from utility spells in the maindeck, focusing on maximizing topdeck value with Harbinger of the Tides over maindeck Echoing Truth. I still wanted them as a catch-all, particularly against tokens and Ensnaring Bridge or as sweeper protection, so they moved to the board. Vendilion Clique has been very good for me but never outstanding, while Kira is mediocre in some matchups and an all-star others. I cut two Islands for Cavern of Souls as insurance against Chalice of the Void.

The Grand Prix

I arrived in Las Vegas Friday around 10:30 intending to play the Modern scheduled events. I wanted to get a better sense of what the other grinders were playing and their take on the metagame. Unfortunately, I was a bit under the weather thanks to the previous night’s buffet… being of lesser quality than advertised. Uncertain of my ability to actually finish the event, I just watched. This proved a good decision.

The field was very diverse, which I found both encouraging and terrifying. Encouraging because Merfolk does well in an open, unfocused field, and terrified because there was a lot more Affinity and Elves than I wanted to see. Of course, even with heavy sideboarding those matchups are awful, so I wasn’t going to change my deck. I didn't see much Eldrazi Tron or Grixis Shadow, which was confusing. Confident that I wouldn’t be taken completely by surprise tomorrow, I went to my hotel room and slept off my discomfort.

Day 1

My byes gave me a leisurely morning, which I took advantage of by watching the coverage. I was supposed to arrive by 11, but these things always drag even without Miracles so I didn’t actually play my first round until well after noon.

Round 3 Grixis Shadow

Game 1 (Play, 6-7)

My hand is a little slow but it’s solid with several Silvergills to make up for my mulligan. My opponent also starts slow with just a tapped Watery Grave, but several Thoughtseizes and fetch/shocks let him deploy Death's Shadow. I cantrip into Harbinger to negate his attack and then kill him with islandwalk. I only dealt nine damage that game. How Shadow decks don’t auto-lose to Burn still shocks me.

Sideboarding:

-4 Aether Vial, -1 Master of Waves
+2 Rest in Peace +1 Kira, Great Glass-Spinner +2 Echoing Truth

I take out the Vials because they’re terrible topdecks and the Master because he’s slow and Grixis often has Liliana, the Last Hope. I board like this against every Shadow deck I hit.

Game 2 (Draw, 6-6)

My hand opens with Cursecatcher then plays out Spreading Seas. My opponent doesn’t do anything for his first two turns, but when I try to Spread his Blood Crypt, he pauses for a while. I assume he has Stubborn Denial based on his demeanor—and it would be correct to counter here—but instead he eventually says, “I see that as beneficial,” and lets it resolve. This baffles me, but he has another Crypt to play out Liliana, the Last Hope who eats my Cursecatcher.

I spread that Crypt as well, pass, and use my lords to chew through his removal while Lili ticks up. He ultimates Lili and finally plays a Shadow, but I have two lords and an Adept in play and knock him to six. He has a very hard look at his hand, then discards Anger of the Gods to Collective Brutality and sees that I will drop additional lords to kill him on my turn. He couldn’t play Anger due to lack of red mana which he could have avoided by countering my earlier Seas.

3-0

Round 4 Grixis Shadow

Game 1 (Play, 7-7)

Best deck twice in a row. Expectations met. I play a turn-one Cursecatcher and counter his Thoughtseize to protect both my hand and his lifetotal. I’ve found that chip-shotting Shadow is a bad plan. Build your board and hit for very large chunks to deny them fast threats. He has a lot of removal and multiple Shadows and Gurmag Angler to shut me down completely. Removal, Merfolk can beat; removal plus a clock is much harder.

Sideboarding:

Same as above

Game 2 (Play, 6-7)

I keep a one lander with Cursecatcher and multiple cantrips but miss my second land drop. I knew it was a risk, but mulliganing against Grixis is a great way to lose. Had I hit my land my hand was great, but it may not have mattered—my opponent has another excellent draw and I deal exactly two damage this game.

3-1

Round 5 Sultai Delirium

Game 1 (Play, 6-7)

My opponent doesn’t do much this game, though that may have to do with my Vial and Cavern of Souls shutting down counters. He plays a lot of manlands and Mishra's Baubles and gets run over.

Sideboarding:

I have no idea if a Sultai Shadow deck exists, and his cycled Architects of Will strongly suggest a delirium theme, so I board like he’s a control deck.

-4 Spreading Seas
+2 Rest in Peace, +2 Unified Will

Game 2 (Draw, 7-7)

A lot of removal and discard is thrown at me, including a Snapcaster Mage found by Traverse the Ulvenwald, but I’m under no pressure and Vial in Master of Waves for three backed up by Will for his Damnation to close the game. I’m feeling hopeful; decks like this are exactly what Merfolk wants to see all day.

4-1

Round 6 Eldrazi Tron

Game 1 (Draw, 6-7)

My opponent leads with Eldrazi Temple and moans when I open on Island, Aether Vial. He’s well aware of how bad this matchup is for him. He also has two more Temples, but can only muster a Chalice for one and some small Walking Ballistas. I play around his All Is Dust and quickly rebuild with lords to grow out of Ballista range and just crush him. He’s flush with mana but has nothing to do except cast a Karn that is just an overpriced Vindicate.

Sideboarding:

-2 Cursecatcher, -2 Aether Vial, -2 Kira, Great Glass-Spinner
+2 Stony Silence, +4 Unified Will

The plan is to play out threats under the Eldrazi then counter their relevant spells. Lacking the cantrips of Gx Tron, Eldrazi Tron tends to flood out, and I’ve found that if you beat their opening hand you win the game.

Game 2 (Draw, 7-6)

We both start slow, but I don’t have white mana for the white spells I keep drawing, meaning I fall behind his turn-three Endbringer and follow-up Thought-Knot Seer. I keep cantripping with Adept and Seas looking for white, then Harbinger-bounce the Seer to try and hit. I don’t, and I should be dead when my remaining Path is exiled the following turn. However, he forgets the Seer trigger when he replays it. I finally draw Seachrome Coast, Path the Endbringer, then trade off Master of Waves and tokens with his Seer and Reality Smasher to stabilize at 1 life. He doesn't draw anything relevant for the rest of the game. No bones about it, I would have lost if not for his misplay.

5-1

Round 7 Grixis Shadow

Game 1 (Draw, 7-7)

Another Grixis deck, but he has the mediocre draw into Tasigur who gets Harbingered and I islandwalk around his follow-up. Instead of removal he has cantrips and Denials so I just win.

Sideboarding:

Same as above

Game 2 (Draw, 7-7)

I play a lot of cantrips, but can’t really put together any pressure. His draw is removal-heavy including two very good Anger of the Gods with a Death's Shadow. I stand no chance.

Game 3 (Play, 4-7)

I triple-mulligan. No chance to win. I’m not sure how well I would have done with seven cards given what he shows me, but I’m completely doomed at four. Bad beats.

5-2

Round 8 Abzan Midrange

Game 1 (Draw, 6-7)

My opponent has a removal-heavy draw that I gradually work my way through. She’s stuck on two lands and eventually the removal runs out so I get there easily.

Sideboarding:

-4 Aether Vial
+2 Rest in Peace, +2 Echoing Truth

This is my classic Abzan sideboarding. You take out the dead topdecks and add in hosers for Lingering Souls.

Game 2 (Draw, 7-7)

My opponent opens on Grim Flayer while I attack her lands with Spreading Seas. This time, she’s creature- and land-heavy and I’m under pressure, but that dissipates when I RiP, trade Silvergill for Kitchen Finks, and Path the Flayer. I do get wiped by Flaying Tendrils, but it takes her Souls tokens too. I then drop several Master of Waves for the win.

6-2. I’m now locked for Day 2, though I have to win out to have a realistic chance at any kind of prize. With at least 4,000 players (seatings went up to the 2,000s), you’ll need to be at worst X-4 to win anything other than a single Pro Point.

Round 9 Counters Company

Game 1 (Play, 7-7)

I keep a one-lander with two Vials. My opponent kept at one lander with Birds of Paradise and two Devoted Druids. Every time he uses his mana dorks, I bounce them. That buys me the time to draw Path to Exile and another land so I can remove his Druids before Vizier of Remedies hits the table, and I attack for lethal.

Sideboarding:

-2 Kira, Great Glass-Spinner
+2 Grafdigger's Cage

I don’t really have much, but Cage is incredibly powerful since it shuts off all their tutors.

Game 2 (Draw, 7-7)

I have another land-light hand with Vial while my opponent has the combo turn three and is visibly irritated when I have Path to not die. I continue to develop my board while he just has more mana dorks. After counting his mana, I know that he can Chord of Calling for Devoted Druid and combo next turn. He already telegraphed at least one Chord by rereading my Cursecatcher. I have Vial on two and five mana, so I play Seas and two Adepts looking for Cage. I find it. He has Chord, but only for one thanks to Cursecatcher, and gets Viscera Seer. He draws nothing relevant before dying.

7-2

A very good Day 1. It’s going to be a struggle tomorrow, but I’m feeling hopeful. Better still, there are a lot of other Denver players making the cut, some at 8-1.

Day 2

Round 10 UW Control

Game 1 (Draw, 7-7)

A Celestial Colonnade is not how I wanted to start the day. All the sweepers and haymakers makes this a very hard matchup. Fortunately for me, my opponent blows both his Supreme Verdicts early, and thanks to Cavern of Souls I can rebuild with impunity. His Elspeth, Sun's Champion looks to try and clog the board, but I force my way past the tokens with Reejerey and Harbinger. Once Elspeth is gone, I find a Lord of Atlantis to swing for the win.

Sideboarding:

-4 Path to Exile, -2 Harbinger of the Tides, -1 Master of Waves
+2 Unified Will, +2 Echoing Truth, +2 Rest in Peace, +1 Kira, Great Glass-Spinner

Game 2 (Draw, 6-7)

I open on Island, Vial, and my opponent plays Spreading Seas on my Island. I guess he was really desperate for the cantrip. He then plays Gideon of the Trials and gets an emblem while I play RiP. From there I fairly easily take down the Gideon and then win in two turns. Despite a Glimmer of Genius, my opponent has few relevant spells this game. Bad beats.

8-2

A great start to the day, and now I’m locked for a winning record overall. You’ve got to start with the small goals, then go for the big ones. Get a winning record first, then go for hitting the prizes.

Round 11 RG Valakut

Game 1 (Draw, 6-7)

My heart sinks when I see a turn one Valakut, the Molten Pinnacle. This is an awful matchup, especially on the draw game one. To make matters worse, my hand is very slow. I have no meaningful impact on the game and get Scapeshifted out turn five.

Sideboarding:

-4 Path to Exile
+4 Unified Will

My only hope is to counter their haymaker cards and race. Ramping them is not a winning strategy.

Game 2 (Play, 7-7)

This time my opponent has a slow start and I have a fast one. Unified Will on Primeval Titan seals the game.

Game 3 (Draw, 7-7)

My opponent has a lot of accelerants and Anger of the Gods, but he leaves me a window to win. He Summoner's Pacts for Primeval Titan with only two green sources, and Titans in two Valakuts. If I draw Seas off my draw steps and pair of Adepts, I will win via Pact trigger. Sadly, it’s not to be.

8-3

Round 12 Affinity

Game 1 (Play, 6-7)

Lovely, my nearly unwinnable matchup. He has a nuclear bomb of an opening hand to boot. At least it's over quickly.

Sideboarding:

-4 Aether Vial
+2 Stony Silence, +2 Echoing Truth

I spend a lot of time thinking about bringing in Kira as a blocker, but Affinity has Whipflare, and I don’t want to board into that card.

Game 2 (Play, 7-7)

I play a turn-two Stony Silence. This leaves him with only Vault Skirges for offense, which I easily race.

Game 3 (Draw, 6-7)

My hand has several Paths but only a Cursecatcher for offense. This is a drawn-out affair, but I can never put together enough of a clock to get there, and his final three draw steps are power cards to slam the door.

8-4. I’m more than likely out of serious prize contention, but I’ll stay in for the outside shot.

Round 13 Dredge

Game 1 (Draw, 7-7)

My hand is fast enough that I make a game of it, but he gets multiple Conflagrates to shut me down and has Bloodghasts for days. Life from the Loam was very good for him.

Sideboard:

-4 Spreading Seas
+2 Rest in Peace, +2 Grafdigger's Cage

Game 2 (Play, 5-7)

By all rights I should have lost this game. My keep is mediocre and has no hate, but his dredges are so poor that I creep back in. Conflagrate and Darkblast have me on the ropes when I find Rest in Peace and catch him with nothing meaningful in hand. I trade my creatures for his creatures, find more creatures, and win at two life. Maybe my luck has turned?

Game 3 (Draw, 7-7)

Nope. I keep because I have Paths and a good curve but no hate. He has lots of removal, good dredges, and lots of Conflagrates. I have him at four and need a lord to win, but I brick and die.

8-5. At this point I’m only playing for a single Pro Point and given how things are going that is unlikely. I drop.

Wrap-Up

Hitting a run of bad matchups Day 2 was just poor luck. I was fortunate to win Round 8, but that was also the most winnable of the bad matchups. I was very unlikely to beat Valakut or Affinity, and Dredge is a coin flip under the best circumstance. DCI Reporter was simply unkind.

As for my deck, overall I was very happy with my configuration. I never needed the Ethersworn Canonists, but I saw a lot of combo decks at other tables so it was good to have them. Against Grixis, I feel like Spell Pierce is very good, but I don’t think I can justify cutting anything for them. Perhaps I will just have to bite the bullet. Next week I’ll go into countering the top decks. See you then!

Bonus Bad Beat Story! A friend of mine was playing 8-Whack at the GP. Round one he is paired against a woman whose boyfriend also plays 8-Whack and she had built a deck filled with walls specifically to beat 8-Whack. It did, the one deck that it could. The following round he was paired against a Doran, the Seige Tower deck. Functionally identical but better in every way. He dropped at 1-4.

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David Ernenwein

David has been playing Magic since Odyssey block. A dedicated Spike, he's been grinding tournaments for over a decade, including a Pro Tour appearance. A Modern specialist who dabbles in Legacy, his writing is focused on metagame analysis and deck evolution.

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Posted in Modern, TournamentsTagged , , , 2 Comments on That’s So Modern: GP Las Vegas Report

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This Deck Is Busted: SCG Charlotte Tournament Report

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Make no mistake: Grixis Death’s Shadow is by far the best deck in Modern. Last week, I was able to attend SCG Charlotte, and I saw firsthand the levels of devastation and permeation Grixis Death’s Shadow has brought upon the format. While the last match on camera was the Eldrazi Tron/Living End final, don’t think for one second that the answer to Grixis has been found. I’ve returned from the front lines to give my scouting report. Ignore it at your own peril. This is my SCG Charlotte tournament report.

Preparation

“This deck is busted.” – Cedric Phillips, on Grixis Death’s Shadow

It seems like forever ago that I was busy grinding matches and drawing up format diagrams in preparation for SCG Baltimore. While it’s only been a few weeks, so much has changed in that time, both in Magic and in real life. I went from being locked to attend both Baltimore and Charlotte, to most definitely not going, back to attending Charlotte, all in the span of a couple of days. Long story short, I found out I could play in the event on Friday morning, and the next 24 hours became a rushed attempt not only to brainstorm what I was going to play, but somehow to bring the cards together to do it.

Unsurprisingly, I settled on Grixis Death’s Shadow. I already had a list in mind that I would have taken to Baltimore, and a lot happened that weekend to confirm in my mind the preconceptions I had about the format. I knew that a lot had changed in a week as well, though, and I couldn’t sleeve up my now-outdated list and hope to make a significant impact on Saturday. How quickly things change.

The biggest change, of course, was that Grixis Death’s Shadow was now on everyone’s radar. The “window” was still open, as it had taken over the format just a few days before, but the opportunity to surprise the field was over, in a huge way. Sleeving up Grixis Death’s Shadow came with a clear understanding that I was putting the biggest target on my head by doing so. To pilot the deck was in itself a testament to its power to handle the hate.

This is the list I settled on for Saturday:

Grixis Death’s Shadow, by Trevor Holmes (SCG Charlotte)

Creatures

4 Death's Shadow
4 Street Wraith
4 Snapcaster Mage
2 Tasigur, the Golden Fang
2 Gurmag Angler

Instants

4 Thought Scour
3 Fatal Push
1 Terminate
2 Lightning Bolt
2 Kolaghan's Command

Planeswalkers

1 Liliana of the Veil

Sorceries

3 Thoughtseize
3 Inquisition of Kozilek
4 Serum Visions

Lands

4 Polluted Delta
4 Scalding Tarn
4 Bloodstained Mire
2 Blood Crypt
2 Watery Grave
1 Steam Vents
1 Island
1 Swamp

Sideboard

3 Ceremonious Rejection
2 Stubborn Denial
2 Surgical Extraction
2 Collective Brutality
1 Jace, Architect of Thought
1 Nihil Spellbomb
1 Anger of the Gods
1 Terminate
1 Liliana, the Last Hope
1 Kolaghan's Command

My main change from the “stock version” was the adoption of Liliana of the Veil in the maindeck and Jace, Architect of Thought in the sideboard to complement the already present Liliana, the Last Hope. The mirror is skill-intensive, to be sure, but it is also extremely luck-based, and it can be difficult to come back from lopsided draws. While I was comfortable with my experience level with the deck (I’ve been piloting Death's Shadow for months by the way, way before it was cool), I hadn’t had enough time to test the mirror beforehand. I knew going in to the event that any serious competitor sleeving up Grixis Death’s Shadow would be worried primarily about Eldrazi Tron and the mirror, and I wanted an edge against the best deck in the field, just like everyone else.

See, I knew firsthand from playing the deck that it does incredibly scary things, but has a few glaring weaknesses as well. Death's Shadow is an incredible creature, but for all its strengths, it doesn’t attack well through tokens, and it lacks haste. The deck has access to Snapcaster Mage to make things interesting, but for the most part it plans on dropping one large, cheap creature and getting to work. What does well against one large creature? Liliana of the Veil. The fact that Grixis Death’s Shadow players trimmed Lightning Bolt across the board (a move I heavily considered, but eventually didn’t make) only helps Liliana’s chances of sticking. Her only weakness (once she hits the battlefield) is Kolaghan's Command, assuming I drop her and immediately Diabolic Edict. It helps that Kolaghan's Command is usually the best card to choose with Inquisition of Kozilek/Thoughtseize anyway, so my sideboard strategy doesn’t push me off of my main plan.

To make room for Liliana of the Veil, I trimmed a Terminate, but I should definitely have cut a Lightning Bolt instead. Not that it excuses my mistake, but I did agonize over both options for a while before submitting my list. My thinking was that Liliana of the Veil accomplishes similar objectives to Terminate in the sense that I would hopefully be using it to kill larger creatures that Fatal Push and Lightning Bolt couldn’t, and by doing so, I could retain Lightning Bolt to help against the faster matchups. In addition, I was planning on keeping the second copy of Terminate in the sideboard and knew I could side it in when necessary. In reality, I ended up using it in almost every matchup, as I wanted it against Tron for sure and played the mirror multiple times during the day. Lightning Bolt came out often, and while I didn’t drop a match in the mirror, having the extra Terminate definitely would have made things easier.

As for the sideboard, I was expecting a lot of Tron and Dredge, with the possibility of Living End or Tokens making an appearance. Jund/Abzan remained noticeably absent from the field thanks to Eldrazi Tron, but if they were ever to make an appearance, this weekend was their time. Scavenging Ooze and Lingering Souls are both great right now, as evidenced by Grixis’ renewed use of Izzet Staticaster in the sideboard. Thus, I was cautiously optimistic that I could cut Izzet Staticaster for another option that could help in the matchups that I knew I would face, and as long as I didn’t open myself up too much to Tokens, I would be able to get by.

Jace, Architect of Thought fit my needs perfectly. I knew I wanted a third planeswalker for the mirror and against control, as well as a second planeswalker against Eldrazi Tron to power through the mid-game. Jace fit the bill, and even covered my bases against Lingering Souls by assuring I wouldn’t die to a swarm of fliers. Obviously it’s not as great against tokens as killing them outright, as Izzet Staticaster would, but by still being serviceable against them while providing a ton of value in other matchups I felt confident in the choice.

About ten minutes before decklist submission I talked myself into a third Kolaghan's Command in the board over the second Nihil Spellbomb. This was very, very wrong, and probably this decision alone cost me Day 2 at least (I finished 5-3). In my opinion, this decision was a classic case of talking myself into a narrative and “going too far down the rabbit hole," as it were. The narrative I had crafted for myself was that graveyard hate would be prevalent (which it was) and that I should be prepared to have an edge in the mirror (which I should). Basically, I convinced myself that Dredge would be a poor choice on the weekend, as it would catch secondhand graveyard hate from opponents looking to target Grixis Death’s Shadow. This also was true, but I neglected to think about whether I could beat Dredge with the sideboard spells that I had should I wind up facing it (which I did).

In the end, Kolaghan's Command and Nihil Spellbomb are both serviceable in the mirror, and outside of Affinity (which was nowhere thanks to Ceremonious Rejection) and some extra value against Eldrazi Tron, there is little benefit to Kolaghan's Command over Nihil Spellbomb against the field. Basically, I traded an important card that was great against one of my worst matchups for an okay card that wasn’t necessary against anything, and I was punished accordingly.

Tournament Report

Round 1 began with a matchup against Elves and a prompt 0-2 beating. It’s comical in a sense how true the cliché “make it out of the early rounds” rings true. When Counters Company is strictly the better deck, when removal is so prevalent that small creature decks are kept from serious consideration, when one of the best decks in the field is one of your worst matchups, still, someone chooses to show up with Elves. I don’t mean to dismiss anybody’s deck choice, and there are numerous cases where playing the exact deck everyone expects to be horrible is the right move. Still, it’s frustrating to lose to a deck that I “should” beat to start the day, when that deck wasn’t on my radar and I drew poorly.

Rounds 2 and 3 went much better, and I climbed to 2-1 after beating the mirror twice. I don’t have much to say about these games other than that a combination of archetype experience, a strong plan, and a little bit of luck contributed to solid wins. Liliana of the Veil in the mainboard performed as expected, giving me a solid alternate angle of attack. Meanwhile, boarding into planeswalkers and removal while boarding out Street Wraith and Lightning Bolt made my Death's Shadow worse than theirs, but gave me plenty of alternative angles of attack while they were busy trying to deny me my graveyard.

Round 4 saw me defeat Eldrazi Tron with a solid combination of discard, aggression, and Kolaghan's Command on Chalice of the Void. I’m not at the point where I feel comfortable boarding out a delve creature, but I won't argue with anyone who chooses to go that route. While I didn’t see any of these changes in my Tron opponent’s list, I will say in this section that Todd Steven’s adoption of Cavern of Souls and Wurmcoil Engine are both solid options for fighting Grixis Death’s Shadow. I was worried about running into Cavern of Souls throughout the day, as they don’t have to play four thanks to Expedition Map. In any case, my opponent failed to play it and I failed to draw Ceremonious Rejection in our match, so it ended up not mattering. As a final note, Street Wraith is, in my opinion, the best card in this matchup, as it gets our Death's Shadow down quickly and grows it larger than Reality Smasher/Thought-Knot Seer while digging us into sideboard spells as fast as possible.

Rounds 5 and 6 yielded a win against an interesting Jeskai Burn list. While I’m sure that Serum Visions/Snapcaster Mage/Mantis Rider provide something of value to the archetype, I found the matchup easy, as I could aggressively approach Death's Shadow levels without having to worry about dying quickly to three burn spells over a one-turn sequence (one end of my turn, two on his). My opponent traded efficiency for longevity, when really what I think he needs to do in the matchup is race.

In Round 6, against classic Death’s Shadow Jund, my planeswalkers again pulled their weight; when the dust settled after trading threats and answers, the extra value was able to grind my opponent down.

Round 7 broke my five-win streak, as I ran into a Charlotte local, Joel Sukhram, piloting Jeskai Control. This match was weird, as I felt I had prepared adequately for grindy matchups, yet still found myself coming up short. If I remember correctly, Restoration Angel and Celestial Colonnade were able to deal with my Liliana of the Veil in game one, as I saw no Fatal Push. In game three, I lost to Elspeth as I drew two early Fatal Pushes and few threats. I had him on Kiki Jiki, Mirror-Breaker, which was part of the reason why I kept Push after board, and while I was correct, I never saw the combo.

I definitely feel like the Restoration Angel build of UWx Control is best against me, as it has enough removal to deal with my initial attack unless I find both an early discard spell and Stubborn Denial (which did not happen here). Fliers are a great response to my planeswalker angle of attack, and keeping in Fatal Push in a control matchup reminds me too much of my time spent playing old Grixis Control, when opponents were forced to keep in Path to Exile against me.

Round 8 marked the end of the road for me when I fell to Ben Friedman playing Dredge. I thought Anger of the Gods, Nihil Spellbomb, and two copies of Surgical Extraction would be enough here, but Ben played around Anger perfectly and Leyline of the Void shut down the one copy of Surgical Extraction I could find. I died in unspectacular fashion to Scourge Devil and Conflagrate in games two and three respectively. 4 Leyline of the Void is a beating. If that trend continues, Grixis Death’s Shadow might have to drop Surgical Extraction for Grafdigger's Cage, as one Nihil Spellbomb is often not enough.

I dropped with one round left, hitting the road early to attend a family event. 5-3 is an underwhelming record, but I found my losses encouraging in a certain sense. Two were to decks that I did not expect to see (Elves and Jeskai Control), both of which I feel confident I could beat given another chance. The third loss was to Dredge, which I deserved after skimping on sideboard hate. The fact that only one Dredge deck cracked the Top 30 reassures me that it wasn’t the best choice for the weekend, so all in all I feel like my analysis of the weekend was correct, even though my results don’t show it.

In conclusion, I feel like I made correct choices on the weekend for the most part, and can’t point to any play mistakes that cost me the matches I lost. My area of improvement is most definitely in deck composition, as my maindeck was off by a card and my sideboard was off by at least two. Still, I can’t help but wonder what could have been had I not drawn poorly against Elves, and was able to put up more of a fight against Jeskai. Against the decks I was worried about (Death’s Shadow, Burn, and Eldrazi Tron) I finished 5-0, but if we could pick our opponents, we would all go undefeated.

Thanks for reading,

Trevor Holmes

What Are You? Innovation in Charlotte

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SCG Charlotte is in the books. Grixis Shadow and Eldrazi Tron were the tournament's clear winners, both in terms of representation and apparent power. But while everyone was distracted by that onslaught of under-costed threats, a smaller tournament was underway. Despite being won by Grixis Shadow, the Charlotte Classic yielded a few especially sweet brews, which we'll explore today.

Foreward: A Note on Unbans

I may have defended a Stoneforge Mystic unban last week, but I'm fine with the "no changes" announcement we received instead. Like I said in that article, Modern is in a great spot right now.

I think after Grixis Shadow's impressive performance at SCG Charlotte, Wizards wants to wait longer to see if Modern shakes itself out. Should Shadow continue putting up these kinds of Top 8 numbers, a ban might be in order, but I really don't think that's going to happen. Either way, if there's anything to learn from previous unbans, it's that Wizards always wants to be sure the format is in a safe place before making another one.

Charlotte Classic Standouts

I know, I know. "It's a Classic, not a GP. Of course freaky decks are going to squeeze through the cracks! But those decks will never succeed in a room full of strong players on strong decks."

This argument (in case anyone was planning on making it---ha-ha, 8 Mile'd!) seems as old as 8 Mile itself by now, and I'm still not convinced. "Freaky decks" are the lifeblood of this format. Even Death's Shadow was a freaky deck, until it wasn't. Not to say any of these decks are the next Death's Shadow---they almost certainly aren't. But players do see these lists and pick the decks up, and then, suddenly, people are playing them. Rogue finishes in documented events do increase the format's diversity, even if only marginally; at worst, they serve as consummate advertisements for Modern's limitless possibility, potentially drawing new players in. But most importantly, at least for the purposes of this article: they are really fun to look at!

Ye Oldest; Ye Faithfulest

Sol Malka clawed his way into 2nd with an updated take on The Rock, the BGx midrange deck to his name whose iterations have policed Modern with a spiky fist since the format's humble beginnings. At a time where those usual suspects, Jund and Abzan Rock, have all but been replaced by Death's Shadow decks, Sol's "pure" Rock list provides a welcome blast-from-the-super-past.

BG Rock, by Sol Malka (2nd, SCG Charlotte)

Creatures

4 Dark Confidant
4 Tarmogoyf
3 Scavenging Ooze
1 Eternal Witness
1 Tireless Tracker
2 Kalitas, Traitor of Ghet

Planeswalkers

3 Liliana of the Veil

Instants

2 Fatal Push
4 Abrupt Decay

Sorceries

4 Inquisition of Kozilek
2 Thoughtseize
2 Collective Brutality
2 Maelstrom Pulse
1 Traverse the Ulvenwald

Artifacts

2 Mishra's Bauble

Lands

4 Blooming Marsh
2 Forest
3 Ghost Quarter
3 Hissing Quagmire
2 Marsh Flats
2 Overgrown Tomb
2 Swamp
4 Verdant Catacombs
1 Windswept Heath

Sideboard

1 Ghost Quarter
1 Slaughter Pact
2 Duress
1 Illness in the Ranks
2 Surgical Extraction
1 Golgari Charm
1 Shadow of Doubt
1 Unravel the Aether
1 Flaying Tendrils
1 Liliana, the Last Hope
1 Maelstrom Pulse
1 Tireless Tracker
1 Kalitas, Traitor of Ghet

Lightning Bolt and Path to Exile are appealing spells, to be sure. But Bolt hasn't broken many hearts in Modern's most recent era. Path's absence is the real head-scratcher here: why give up the best removal spell in Modern and Lingering Souls?

Simple: Ghost Quarter. I identified Quarter as one of Modern's top five utility cards early in the Shadow format, and with the rise of Eldrazi Tron, the card has become even more relevant (Collective Brutality and Surgical Extraction, two more of my picks, also make the cut in Sol's list). BGx Rock decks have always struggled against big mana strategies like Eldrazi and Tron. A few mainboard copies of Quarter---especially backed up by the fourth in the side---is an elegant answer to Modern's new darling deck, itself a mash-up of both archetypes.

Quarter also becomes attractive when decks push their manabases to logical extremes, as do the Shadow decks. Once those particular strategies plant two basics on the table, it's Strip Mine season.

Graveyard hate hurts the Shadow decks, too, and Sol runs three copies of Scavenging Ooze with which to get his munch on. Ooze is a natural foil to Dredge, another proven deck in this metagame, and to Company, a favorite going into the weekend. Neglecting a splash helps sate three Oozes, as Raging Ravine and Lingering Souls aren't around to eat up that mana.

Excluding Shadow, the only Rock deck currently showing promise in Modern is Willy Edel's Abzan Traverse, a deck that wasted no time in wooing BGx lovers trapped in the Shadow Realm (it even put another player into the Classic Top 8). Abzan Traverse is essentially a Shadow-less Abzan Shadow, preserving the deck's graveyard-stocking dimension but skipping out on its one-mana 12/12. BG Rock borrows many elements from this dumbed-down Shadow deck, including the Baubles---but its delirium package proves far less involved. Sol runs the ancient Dark Confidant over Grim Flayer, and only plays a single Traverse the Ulvenwald in his 75!

I assume the justification for these modifications is to hedge against grave hate. Shadow, Dredge, and Company were all big names going into the tournament, and ones with big targets on their heads. Sol must have tested against Rest in Peace, Nihil Spellbomb, and similar cards, and decided that while Traverse is powerful, he didn't want to sleeve up a 75 so soft to hosers. Kalitas, Traitor of Ghet then fills out the creature suite, providing some of the late-game oomph ceded to a slimmer delirium package.

My Go, My Go, My Go

Up next, we have Ali Aintrazi's Bant Turns, easily the most scattered-looking deck in Top 8. But Ali's success story isn't a particularly rare one in Modern---the man just plays what he likes. In an article published just over two years ago, the brewer wrote, "I usually don't play Modern, but when I do...I play a sweet Time Warp deck! And there's nothing better than taking an extra turn with a planeswalker or four in play." Keep on truckin', Ali.

Bant Turns, by Ali Aintrazi (8th, SCG Charlotte)

Creatures

4 Courser of Kruphix
4 Noble Hierarch
3 Jace, Vryn's Prodigy

Planeswalkers

2 Nissa, Steward of Elements
2 Jace Beleren
2 Garruk Wildspeaker
2 Narset Transcendent

Instants

3 Cryptic Command
1 Sphinx's Revelation

Sorceries

2 Serum Visions
1 Fog
1 Seasons Past
4 Time Warp
3 Walk the Aeons

Enchantments

4 Utopia Sprawl

Lands

4 Misty Rainforest
2 Flooded Strand
3 Breeding Pool
1 Hallowed Fountain
1 Temple Garden
1 Mikokoro, Center of the Sea
1 Faerie Conclave
1 Treetop Village
4 Forest
4 Island

Sideboard

1 Fog
1 Gigadrowse
1 Grafdigger's Cage
1 Celestial Purge
1 Rest in Peace
3 Spreading Seas
2 Stony Silence
2 Ensnaring Bridge
3 Rule of Law

Some testing with the deck reveals there's more to it than initially meets the eye. Turns has existed in Modern since 2013, and it's always been pretty miserable. The deck's first iterations combined Howling Mine with Jace Beleren to chain together Time Warps until a win condition presented itself. It saw a resurgence (in as much as a deck this fringe can resurge) after the release of Journey into Nyx, which offered the more expensive but slightly less symmetrical Dictate of Kruphix (flashing Dictate in on an opponent's end step denies them the first extra draw).

Of the strategy's glaring problems, its most obvious are a lack of speed and the unfortunate symmetry of its card advantage engines. In the most recent port of his Standard deck to Modern, Ali Aintrazi addresses both of these issues.

Noble Hierarch and Utopia Sprawl jump-start Turns into its Time Walk-phase, while Jace, Vryn's Prodigy increases early-game velocity with its looting ability. The biggest innovation here, though, is Ali's abandonment of the situational Temporal Mastery and the double-edged Mine effects. He replaces these cards with planeswalkers, who play double-duty as incremental card advantage engines and as engine grease for the combo. Planeswalkers also act as targets for opponents and otherwise interact using their abilities, giving them even more over the deck's previously-accepted, critical-mass-of-'Walks core.

The aforementioned Jace, Vryn's Prodigy transforms for the mid-game into Jace, Telepath Unbound, a faux-Snapcaster Mage that flashes back Time Warp multiple times over the course of the turn-spanning combo. Similarly, Narset Transcendent's -2 gives Time Warp rebound while helping draw through the deck with her plus.

OG 'walker Garruk Wildspeaker and newcomer Nissa, Steward of Elements round out the planeswalker suite. The former combos with Utopia Sprawl to generate massive amounts of mana and compliments Faerie Conclave and Treetop Village in presenting a respectable clock. For her part, Nissa serves a multitude of roles---she Coiling Oracle-trips into lands, casts spells on top of the library, and smooths out draws for a whole game.

Holding everything together is Courser of Kruphix, a creature that digs through the deck at worst, and boasts a number of interesting micro-synergies at best. Between Nissa, Narset, either Jace, and even Serum Visions, Courser does a good deal more here than simply act as a Narset Transcendent for lands (although that's nice, too). And all that on a hard-to-Push, 2/4, life-netting body! Bant Turns is truly a Courser deck, in the same way that Todd Stevens's GW Company from a few months ago was truly a Courser deck. That's right---Death's Shadow is the best creature in Modern and we're seeing Courser decks.

Before we move on, talk about hosers in the sideboard. Why "oops, I win" when you can "oops, you lose?"

Rising to the Challenge

Last but not least, we have John Middlebrook's 15th-place exercise in breaking goofy Kaladesh cards. True to name, Challenge Breach uses Dubious Challenge and Through the Breach to cheat fatties into play and assumes a win from there.

Challenge Breach, by John Middlebrook (15th, SCG Charlotte)

Creatures

4 Glimmerpoint Stag
4 Flickerwisp
4 Birds of Paradise
2 Noble Hierarch
4 Emrakul, the Aeons Torn
3 Griselbrand
1 Elesh Norn, Grand Cenobite
1 Platinum Emperion
4 Simian Spirit Guide

Instants

3 Path to Exile
3 Through the Breach

Sorceries

4 Dubious Challenge

Lands

4 Windswept Heath
3 Flooded Strand
1 Arid Mesa
3 Temple Garden
2 Hallowed Fountain
2 Overgrown Tomb
1 Sacred Foundry
1 Steam Vents
1 Breeding Pool
1 Stomping Ground
1 Boseiju, Who Shelters All
1 Plains
1 Swamp
1 Forest

Sideboard

2 Ceremonious Rejection
1 Dispel
1 Celestial Purge
2 Rest in Peace
2 Stony Silence
1 Anger of the Gods
3 Leyline of Sanctity
2 Madcap Experiment
1 Slaughter Games

Challenge Breach is one of those decks that has me immediately excited as I first gloss over the list, and severely bored by the time I've finished reading it. It plays similarly to RG Valakut, which gets my vote for dullest deck in Modern: ramp up, cast Sneak Attack analog, hopefully win with ensuing boss monster---either go way over the top of fair decks and beat them, or succumb to the combo deck's fundamental turn. This idea for a Dubious Challenge deck has actually been kicked around since last year, but John's Classic finish marks the strategy's first competitive outing (and enjoys a much-improved backup plan in Through the Breach).

Dubious Challenge works as follows: the pilot casts Challenge, finds a fatty (preferably Emrakul, but Griselbrand or lesser options like Elesh Norn will do in a pinch) and a blinker (Flickerwisp or Glimmerpoint Stag), and passes the creatures to their opponent. That opponent chooses whether to take the fatty, which gets blinked and returns to its owner's side of the field at the next end step, or the blinker, which presumably will blink nothing. From there, the opponent has all of one turn to win around the fatty before said fatty attacks and kills them. Through the Breach exists as a back-up plan for fatties drawn naturally, as well as something to do with all those extra Griselbrand cards.

Luckily for John, "boring" does not always equal "bad." In fact, the deck looked positively awesome when it dismantled Brad Nelson's Grixis Shadow two games to zero on camera.

The main thing Challenge Breach has going for it over Valakut is speed. With plenty of dorks, 4 Simian Spirit Guide, and four quasi-win conditions that cost only four mana, the deck is capable of very consistent turn three combos and some turn two combos. Challenge Breach pays for this speed increase by trading away Valakut's inevitability---given a few turns, the Primeval Titan deck will kill you, even if it does so by simply ramping into Lightning Bolts (er, Mountains). Conversely, Challenge Breach can be crippled in a number of ways (most effectively via Stubborn Denial or Grafdigger's Cage, but can we please print Containment Priest for Modern already), and it doesn't exactly get to play a fair game in the meantime (depending on how you view paying 2WW for a 3/3 vigilance).

Just Another Day in the Sun

Novel decks popping up and experiencing ephemeral success is standard fare in Modern, and it's nice to know that tradition isn't going the way of the dodo in the Death's Shadow-Eldrazi Tron metagame. Here's to hoping GP Las Vegas brings us more cool brews, and please post any I may have missed in the comments.

Enemy Sighted: GP Vegas Metagame

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I originally planned for this article to be about planning for a tournament in an open metagame. The results from the Kobe and Copenhagen GPs and from the SCG Baltimore Classic indicated that the metagame was very open and unpredictable. Results from MTGO confirmed this, although Death's Shadow decks, particularly the Grixis version, were clearly at the top of the metagame. Then I saw the metagame breakdown for the Charlotte Open and the four Grixis Shadow decks in the Top 8. Now I'm worried. I'm going to watch the Top 8 now, and see how this shakes out. I hope I'm overreacting.

Okay, we're good. Grixis did not take down the Open. In fact, it didn't even make the final (although the bracketing helped). Todd Stevens and Eldrazi Tron won on the back of amazingly good openings against Living End. Seriously, Chalice of the Void and Relic of Progenitus on turn one? It would have taken some effort on Todd's part to lose. Skimming the rest of the Top 32 shows another Grixis list. 5 out of 13 on the decklist page for Grixis is not a bad result.

Now, to look at the Classic results. Huh, Grixis Shadow won. With two more sitting just outside Top 8. With a Jund Shadow list at fourth. Well done, Ryland! Hard to extrapolate anything else without additional data. However, when you consider everything together, there's really only one conclusion: Death's Shadow is the card in Modern right now, and the best shell is Grixis. Why this is and what it means for GP Las Vegas will be my focus today.

The Inevitable Derailment

I have to start with a reminder not to use these data as an excuse to start calls for bannings. I've been over this before. While Wizards has elaborated about their methodology since I wrote that article, the point still stands. We cannot be certain what will happen, and doing so has poisonous effects on the community. Until there is clear evidence for the need for a ban, I will not speculate on bans, and neither should you. It is far more productive to focus on the metagame as it currently exists and learn what the data has to teach us. Furthermore, any bannings announced today would have had no effect on Vegas, as the changes won't take effect until the 19th. Let's focus on the now, not on the future.

Addressing the Data

The GP and Star City results point to Grixis Shadow as the most successful deck in Modern. The deck won two events and put up strong numbers in most of the others. Death's Shadow decks of other iterations also put up good numbers. Taking into account only the Top 8 (to make the table understandable), we clearly see the this play out.

Deck NameTotal #
Death's Shadow Variants10
Eldrazi Tron3
Living End3
Dredge3
Collected Company Variants3
Burn3
Jeskai Control2
Affinity2
Storm2
BG Rock1
Four Color Control1
Abzan1
Turns1
Lantern1
Titan Shift1
BW Eldrazi1
Ad Nauseam1
Esper Control1

Talk about a run away victory for Death's Shadow. This pattern of results continues into the Top 16 results, but the table gets too large and unwieldy to be useful. Focusing in on the Shadow results, Grixis emerges the clear winner.

Deck TypeTotal #
Grixis7
Jund2
Abzan1

These data are not the whole story, but they do tell a tale. The only reasonable conclusions are that Death's Shadow is the most successful deck at high-profile tournaments, and that Grixis is the most successful version of that deck. Taking into consideration other data sources, specifically the aforementioned MTGO results, solidifies this conclusion. There are many viable and successful decks behind Shadow, but it's clearly—nevermind, the pun is too obvious to actually write. You're big readers now; you can do it yourself.

Why Death's Shadow?

The first question is, why now? Death's Shadow has been legal for Modern's whole life, as have its enablers (fetch/shocklands, Street Wraith, Thoughtseize). However, the first time I remember seeing anyone pilot the deck was early last year, and as an all-in combo deck with Become Immense and Gitaxian Probe---a forerunner of the Death's Shadow Zoo decks of last PPTQ season. Every time I saw that deck it lost to creature decks that went wide, or to Burn. Yet the deck picked up steam thanks to its ability to consistently kill on turn three, which strongly contributed to Probe's banning. I and everyone else assumed that without Probe, the deck was finished. It was certainly true of Infect and the Kiln Fiend, so why not Shadow?

I believe the problem is that nobody really understood Death's Shadow until last summer. When it was spoiled in Worldwake, the evaluation was, "Yeah it can be a massive creature, but it takes so long to get low enough for it to be worthwhile. By the time that happens your opponent will just kill you, or kill it then you." I remember many players trying to make the deck work, but the Avatar was just a removal target to control players, and aggro players simply swarmed around it. You had to rely on your opponent too much to make Shadow work. However, in Modern, you can lower your own life total by choice, and play Shadow early enough for it to matter. Early enough that your opponent may not have answers.

I suspect this all started when a Zoo player ran across Shadow while rummaging through their bulk box and recognized its potential with Probe. With this technological breakthrough, Shadow simply became the most efficient creature in Modern. Yes, you were very vulnerable to Burn, but they had to outright kill you or risk dying on the backswing. Burn also took a hit when the enemy fastlands were printed. With the logical counterstrategy diminished, players were free to wield Magic's best creature however they see fit.

Why Grixis?

Honestly, I think it's convenience. Grixis decks naturally did a lot of damage to themselves before Death's Shadow was a thing. Grixis Shadow is just Grixis Control with Street Wraith and Death's Shadow. Just look at Trevor's or Ryan Overturf's Grixis lists from the past year, then look at the lists from Charlotte. They're all very similar. Compare this to the Jund version, which warps its lists to accommodate both Shadow and Traverse the Ulvenwald. The Grixis shard has less work to do.

There is another factor: the mana base. Stubborn Denial is extremely powerful alongside Shadow. I don't know of any other deck that can have better-Negate online as often as Grixis Shadow. The Jund decks were stretching to play the card, but it fits into Grixis naturally. Grixis also has the best enablers for the delve threats, which play nicely with Denial and Shadow, and even resist Fatal Push. While other versions may be better at utilizing Shadow thanks to Traverse and other cards, Grixis offers the most streamlined package.

The Ugly Corollary

There a final factor at work here. The big-name authors on the big sites have extolled the New Testament of Grixis Shadow since Copenhagen; some, for months. With all that attention, it was inevitable for more players to pick up the deck. The bandwagon effect is very powerful. More players means more results. As a result, without data on the Day One metagame for the SCG events, it is impossible to tell if Grixis' success is the result of it actually being the best deck or of it being played in overwhelming numbers. The Law of Large Numbers guarantees that if enough players play a deck, it will win. Squeaky wheel gets the grease, hyped deck gets the numbers, and numbers ensure a win. I will proceed on the assumption that the "real" power of Grixis is lower than our data indicate for this reason.

Also, the deck plays a lot like a Legacy deck. Players enjoy Legacy, even though many can't afford the format, so I'd guess some are living the "Legacy experience" vicariously with Grixis Shadow. The deck is also attracting Legacy players, boosting the numbers and results.

The Other Players

Despite Shadow's surge, Modern still looks like it's in a good place. My table has 18 different decks; 21, if you break up the Shadow and Collected Company decks. Shadow may be on top, but it is by no means unbeatable. Todd Stevens proved that this weekend. Shadow decks may make up a quarter of the Top 8, but again, looking around the web, it commands at most 10% of the meta. As I'm going to explain, Shadow decks are very powerful when they get ahead of opponents, but they do struggle with playing from behind, and sometimes simply fail. This dimension doesn't appeal to every player, and every player won't get the memo on the "best deck." So you cannot focus exclusively on Shadow decks if you want to win. You need to be ready for a very open metagame.

How to Approach Vegas

First and foremost, you need to have a plan for Shadow decks. It is the top deck, and plenty of people will play it; perhaps even more than do now, if trends continue. Grixis Shadow should be your priority, but have some idea of how Jund operates as well. After that, you should plan on facing those decks with three wins on my table. They correspond with numerous websites' Tier 1 rankings. Once that is done, have a plan for the two-win decks, even if you don't have time to test the matchups. They're good decks that are Tier 1-2 depending on where you look. Finally, make sure that your deck is simply a solid deck. There will be a lot of randomness, as there always is at GP's. Powering through is your best bet.

Facing Grixis

While every deck has its own quirks and modifications, there are a number of constants across all Shadow lists, particularly the Grixis versions. First, they're all streamlined and low-to-the-ground. Shadow lists are built to be as efficient as possible. Everything is cast for one mana except for Snapcaster Mage, Kolaghan's Command, Terminate, and sometimes Liliana. This is extremely important because all these decks have incredibly low land counts. Grixis lists only have 19 lands and Jund lists run 18, of which 12 are fetchlands. They're guaranteed their colors, but not without a price---these lists are vulnerable to mana disruption... though not as much as you may think. I'll talk about why in a minute, but Shadow decks are very good at defending themselves. Couple this fact with their efficiency, and you cannot risk your own gameplan for the sake of disrupting theirs.

You would think that lock pieces, particularly Chalice of the Void, would be game over for Shadow decks, but that's not normally the case. They play a full set of Thoughtseizes and some Inquisition of Kozileks, so there is a good chance you'll never get to cast your card; even if you do, they have Stubborn Denial. After Chalice resolves, Grixis can power through with delve creatures and/or K-Command. The Jund decks even have Abrupt Decay. Lock pieces are not particularly effective against Shadow decks, and I would look at them as speed bumps. They'll buy you time to execute your own plan, and time is what you need.

The best way to deal with the Shadow decks is to survive them. Their strategy is based around picking yours apart with discard then dropping a threat you can't answer. It's very tempo-like in that they want to force you onto the back foot and leave you there until they win. Without a threat of their own, they don't have the answer density to effectively play on the back foot. To attack the Shadow decks, you need to be undisruptable.

Attack Plan

I am convinced that the key to beating Shadow lies in deck construction. Their strategy is built around shooting holes in yours and exploiting the gaps. If the holes aren't big enough, the whole thing falls apart. A typical Grixis list runs 6 discard spells, 6 removal spells, 2 Denial, and 2 K-Command. It wins with 4 delve creatures, 4 Shadow, 4 Snapcaster Mage, and sometimes Street Wraith. If you play a threat- or answer-dense deck, Grixis Shadow lacks the means to effectively answer you. The deck is stretched very thin. It sometimes exacerbates this problem with Thought Scour.

Against Grixis, I expect my opening hand to be crippled before I can react. I've found that the best counter is to make the top of my deck as good as possible. Shadow decks don't have many reserves after the opening salvo. They have cantrips, but they're not drawing to much.

I'm told that BW Tokens is good against Shadow for the above reasons. I have no idea if that's true, but they're not putting up results. This may be because of bad positioning against the rest of the meta, or my source may be wrong. I've also seen some players try Leyline of Sanctity against Shadow. I'm skeptical, since Shadow is more likely to open discard than you are a Leyline, but if your plan is weak to discard already, it may be your best option. Assembling an unassailable fortress is a decent strategy; just make sure you win or create a hard-lock before the monsters smash down the door.

Facing the Rest

The other decks are fairly well known and you should have decent plans already, but I want to highlight Eldrazi Tron. The best way to attack Gx Tron has always been land destruction, but Eldrazi Tron plays so many lands that you're unlikely to make a dent. However, you can give them major problems just by playing permission. Eldrazi Tron can't play as many Cavern of Souls as Bant Eldrazi, nor does it have Ancient Stirrings to smooth out its draws. If you don't lose to the deck's opening hand or can answer its threats, the deck struggles to regain momentum. It can reliably get all the mana in the world, but it can't always use it.

A final note on the Company decks: I find the Vizier builds less frightening than the older versions. Nowadays, Company is very combo-focused, while last year it was more value-based, and actually played removal. I've found the newer versions to be more explosive but more fragile, and Company has become essential to their gameplan where it was once a bonus. This means, for the first time, I recommend Grafdigger's Cage. It does a number on Company, Dredge, Storm, and Grixis decks. With Affinity losing metagame share (and respect, if you listen to many commentators), artifact hate is on the decline. Just don't forget to pack another, harder piece of hate for Dredge. It sucks to lose to Dredge.

Roll the Dice, Intelligently

The metagame remains far too open for you to prepare for everything, so you'll need to accept losing to fringe decks. No matter how good you think your deck is, there is a deck out there that crushes you, and somebody will play it, even if it is bad in a vacuum. Just accept that and move on. Prepare for what you know. I'll see you next week, hopefully triumphantly.

Video Series with Ryland: Death’s Shadow Jund

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Hey, everybody! I'm back again with some more video content with Modern Nexus! There have been many Modern events of late, and as such I've been testing with a lot of decks that I intend to play in those events, tuning them to the best of my ability. Considering the meta at the moment, that basically means I've been playing each and every different variant of Death's Shadow.

The deck for today's Modern league is my current front-runner out of those different lists. I've enjoyed my time with Jund Death's Shadow quite a bit and I feel like it is still the most powerful and consistent out of the options. For this league (and for the current foreseeable future) I've opted to splash white instead of the more common blue splash for Stubborn Denial. While Denial is certainly powerful (see Grixis Shadow), white gives impactful options for grinding such as Lingering Souls and Ranger of Eos. On top of that, you get some potentially game-ending sideboard bullets in Kataki, War's Wage and Eidolon of Rhetoric. After these videos were recorded, I continued to test and explore the different variants of Shadow (Grixis, 4-Color, Sultai, Jund) during the week leading up to SCG Charlotte, but Jund splashing white remained my favorite.

As such, this is the exact list I brought to the Modern Open. Unfortunately I missed Day 2 at 6-3. Preparing for the Modern Classic on Sunday, I swapped a Liliana, the Last Hope for an additional Liliana of the Veil, and a Surgical Extraction for a Nihil Spellbomb, both in an attempt to improve my Grixis Shadow match-up. I took that slightly updated list to a 4th place finish at the Classic. I intend to continue tuning the list, likely in a similar direction.

As I said last time, I'm interested to hear what kind of content you'd like to see moving forward, so I can continue to evolve and improve my videos. Please let me know your thoughts, and any improvements you would like to see concerning formatting, presentation, or whatever else strikes your fancy. And if you'd like to see similar content, check out my Twitch channel for some more live Modern!

[youtube https://www.youtube.com/playlist?list=PL261kJ_cAQC9clFrbS6JphuDvep_2iM_z]

Death's Shadow Jund, by Ryland Taliaferro

Creatures

4 Death's Shadow
4 Tarmogoyf
4 Street Wraith

Artifacts

4 Mishra's Bauble

Instants

3 Fatal Push
2 Tarfire
2 Kolaghan's Command
2 Temur Battle Rage
1 Terminate
1 Abrupt Decay

Planeswalkers

2 Liliana, the Last Hope
1 Liliana of the Veil

Sorceries

4 Traverse the Ulvenwald
4 Thoughtseize
4 Inquisition of Kozilek

Lands

4 Verdant Catacombs
4 Polluted Delta
4 Bloodstained Mire
2 Overgrown Tomb
1 Blood Crypt
1 Stomping Ground
1 Godless Shrine
1 Swamp

Sideboard

3 Lingering Souls
1 Ranger of Eos
1 Eidolon of Rhetoric
1 Kataki, War's Wage
2 Collective Brutality
2 Surgical Extraction
1 Fatal Push
3 Fulminator Mage
1 Nihil Spellbomb

Drawing Conclusions: Stoneforge Musings

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I've had my mind on the Modern banned list a lot lately—in December, I optimistically wondered at the possibility of a Preordain unban; more recently, I wrote up some general thoughts on format health. In the conclusion of that article, I offered, "Blue and white do continue to struggle relative to the other three colors, making me think now’s perhaps as good a time as any for an unban. Wizards has always waited for periods of relative stability and health [...] to release cards back into Modern, and I wouldn’t be surprised if something like Stoneforge Mystic came off this time around."

Indeed, a Stoneforge Mystic unban seems feasible for the first time ever. This article examines official statements from Wizards, the company's past behaviors, and Modern Nexus's own tests with Mystic to determine whether the card would be safe to release from the banned list.

A Blade Unforged

Wizards's banned list announcements, as well as their reasoning for banning Stoneforge Mystic from Modern in the first place, provide an ideal starting point for our discussion. At the end of the day, Wizards will decide whether Stoneforge ever again sees the light of day, but we can still draw conclusions from the language and habits of the company. Scrutinizing and understanding their previous actions will help us predict the card's fate accurately.

Stoneforge Mystic: The Crime

For starters, what did Stoneforge actually do to earn its ban? In Modern, nothing; the card was banned before it could ruin the format. Rather, Stoneforge was immediately banned from Modern as a sort of insurance. Just before Modern's creation, the Kor Artificer gave Wizards headaches as it dominated Standard alongside Jace, the Mind Sculptor and put on a show eternal formats, too. Here's Tom LaPille's explanation for banning Stoneforge from Modern's outset:

I hope that the fact this card is on the banned list isn't a surprise to you. Stoneforge Mystic has by now made its mark on every format from Standard to Legacy, and Stoneforge-based blue control decks regularly do well in Legacy tournaments. Porting such decks into Modern was a trivial affair, and resulted in very powerful decks. We prefer to just ban this card rather than risk yet another format dominated by Stoneforge Mystic.

In 2011, Wizards was primarily concerned with ensuring Modern wasn't simply a potpourri of existing decks from other formats, and especially from the miserably stagnant Standard they'd just diffused. They wanted the format to have a unique identity and original decks. Success in this aspiration was crucial at the format's birth, as Modern was not yet established, and needed to offer something novel and alluring to pique the interest of players frustrated with the dreary "Standard Plus" of Extended.

Similar Offenders: Valakut, Blossom, Vision

LaPille's theme of immediately banning recent, powerful Extended and Legacy strategies from Modern went beyond Stoneforge Mystic. Valakut, the Molten Pinnacle, Bitterblossom, and Ancestral Vision all reserved spots on the banned list too, as well as similar blurbs featuring much of the same language. By now, each of these other cards has come off the banned list. This section dissects the texts Wizards provided with those unbans.

Valakut, the Molten Pinnacle

Unbanned: September 20, 2012

Rationale:

Recent Modern tournaments have been diverse, with no deck dominating the metagame. Since Modern is a non-rotating format, banned cards never rotate out. The DCI is unbanning a card to see how that affects the format. We looked for cards that were on the initial banned list for Pro Tour Philadelphia. We wanted a card that would not easily slot into an existing top deck and also wanted to enable a deck with a different play pattern than the current top decks. After examining the options, Valakut, the Molten Pinnacle was selected as the card to unban.

Here, Wizards points to format diversity as a motivator for an unban. Modern looks especially healthy these days, meaning the time may be right for a card to come off.

They also acknowledge that the card to unban would need not to slot into a top-tier Modern deck. Since Death's Shadow's ascent, traditional BGx Rock decks like Abzan occupy a pitiful metagame share, and Stoneforge for the first time doesn't easily slot into any of Modern's top decks (Grixis Shadow, Jund Shadow, Storm, Affinity, Eldrazi Tron, Vizier Company, etc.). The card also enables new play patterns by bolstering fish decks like Death & Taxes and permission-based card advantage decks like UW Control.

Bitterblossom

Unbanned: February 3, 2014

Rationale:

At the time of Modern's inception, the dominance of Faeries in Standard was at the front of our minds. Therefore, we took the conservative approach of including [mtg_card]Bitterblossom[/mtg_card] in the initial banned list. After observing the evolution of the Modern format, we feel that it is of an appropriate power level to compete with the other powerful strategies in the format.

Wizards concluded in this announcement that casting Bitterblossom on turn two would not put the game away. After all, many Modern decks aim to win by turn four. While Bitterblossom interacts with some of these strategies, it leaves plenty of ground uncovered. Wizards was vindicated in their assumption, and may come to a similar conclusion regarding Stoneforge Mystic.

Ancestral Vision

Unbanned: April 4, 2016

Rationale:

Ancestral Vision is a very efficient card-drawer. Historically it has been strong in decks using the cascade mechanic, which immediately casts Ancestral Vision from the deck to draw three cards. It has also been strong in blue-based decks that are playing a longer, attrition-style game. With the current banned list, including Bloodbraid Elf, the types of cascade cards usually played with Ancestral Vision are not available. While there are some control decks that would use Ancestral Vision, it is an underplayed portion of the metagame. To allow for an increase in the number of blue-based control or attrition decks, we are unbanning Ancestral Vision.

This announcement calls out lesser-played archetypes as potential motivators for an unban. The fish and control shells in which Stoneforge Mystic finds itself most at home have been under-represented in Modern for years, especially compared with midrange archetypes like BGx Rock or aggro-combo decks such as Affinity and Burn.

Wizards also mentions that the cascade creatures that make Vision great in Legacy are not legal in Modern. Similarly, the crucial Umezawa's Jitte is banned in Modern. Stoneforge Mystic in Modern is literally a less powerful card than Stoneforge Mystic in Legacy for this reason, and significantly so; Jitte is almost always included alongside Mystic in that format.

What Stoneforge Does for Modern

Based alone on the unban justifications for Valakut, Blossom, and Vision, it already seems Stoneforge Mystic has a chance of coming off the banned list. After all, the card seems to fulfill the conditions of each of these three announcements! To recap those goals, a Stoneforge Mystic unban would:

  • Come during a period of stability and diversity.
  • Not slot cleanly into a top-tier Modern deck.
  • Perhaps enable decks with play patterns different from those of the top decks.
  • Boost still-struggling, permission-based attrition decks.
  • Produce a much weaker version of the card than is available in Legacy.

But Stoneforge Mystic does something more for Modern: it specifically addresses a problem Wizards has with the format. Here's a quote from their April 24 banned list announcement this year:

In Modern, Death's Shadow continues to be the best deck, but technology like Condemn is starting to emerge, and the format appears to be in a safe spot at the moment. While deck diversity is good, we're keeping an eye on color balance. If there's an easy change to the banned list that could open up more decks in the future, we will examine it when other formats have less pressing needs.

Black, green, and red have been Modern's primary colors for years. Blue has needed help since the Twin ban, but is looking up now with Grixis Shadow and UR Storm (in fact, I would be against a Preordain unban now, and am relieved Wizards waited before pulling the trigger on that one). White, though, continues to struggle, often relegated to sideboard bullets or a Lingering Souls splash. Fatal Push's arrival only worsens the scenario by giving non-white decks a one-mana, heavy-duty removal spell.

Stoneforge Mystic may be powerful enough for players to splash for, as they do for Tarmogoyf. If it is, the "easy change" of unbanning the card could help mollify Modern's color diversity issues. And if not, Mystic doesn't belong on the banned list anyway.

Recalling the Nexus Stoneforge Tests

I'd be remiss not to mention the data Modern Nexus itself has procured on this subject. Our own David Ernenwein put in 600 games with a Stoneforge Mystic-featuring Abzan deck and concluded an unban to be unsafe for Modern. Here's his recommendation:

Based on the results of my testing Stoneforge Mystic in Junk Abzan I recommend against unbanning. My results partially prove the hypothesis true, but analysis of the impact suggests that over the long term it will have the opposite effect.

While its power is manageable and it would give players more reason to play white, its impact would not be positive. It negatively impacts the viability of fair aggro decks and non-Stoneforge midrange decks, while having a negligible impact on the less fair decks. The likely outcome would be a shift to more unfair decks and the speed of the format increasing to try to ignore and invalidate Batterskull and Swords. Therefore there is no reason to unban Stoneforge Mystic.

As he elaborates in the article, David found Stoneforge to aid fair midrange decks in combating aggro decks. He also found Stoneforge's presence to benefit unfair aggro decks that didn't care about Batterskull, especially Infect. But Infect bit the dust with the Probe ban. Modern's existing midrange decks, including the now-fringe Abzan, could definitely use a hand against the format's aggressive stalwarts—which, in turn, include the Death's Shadow menace.

Closing Statements

Four months have passed since GP Vancouver, and Death's Shadow is still Modern's deck-to-beat. Luckily for everyone, Shadow is a skill-intensive deck Modern players enjoy playing with and against, and prefer losing to over something linear. And while it's the best deck around, it's far from oppressive in terms of representation, whether or not those numbers correlate perfectly with its strength.

It seems to me that Wizards is at a crossroads. It's likely that classical BGx Rock decks return to their former glory should Wizards decide to neuter the Shadow decks, and at that point, Stoneforge Mystic could become an issue in Abzan. But should Wizards leave Shadow alone, Stoneforge can be unbanned without fear of creating a Tier 0 powerhouse, and stands to benefit the already thriving metagame in multiple ways. Let's hope the company's learned its lesson from trying in vain to shape Standard with a series of brute-force bans and tries giving Modern tools rather than taking them away.

A Look Ahead: Predicting Modern Five Weeks From Now

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This week, I plan on doing something unique. Event analysis has long been my preferred approach when it comes to writing—and reading—about Magic, and I feel strongly that my skills in methodically sifting through data, testing hypotheses, and arriving at conclusions is one of my biggest strengths in Magic, both as a writer and as a player. Still, I’m starting to come around to the idea that I should be considering a different direction when it comes to my weekly articles. The week before Baltimore, I correctly called Grixis Death’s Shadow as the deck to play on event weekend. The weekend after, I broke down the results (and my claims), evaluating the tournament results and speculating on what to do moving forward. Both of these pieces failed to generate much interest. The way I see it, there are two possible scenarios here: 1) everyone knew about Grixis Death’s Shadow, and my claims weren’t the hot takes I thought they were, or 2) I must be incredibly boring.

Feel free to tell me if I’m wrong, but for now, I’m going to go with Scenario 2, which means this week is as good a time as any to double down. I successfully called Grixis Death’s Shadow this weekend; can I do it again? Today, we’re going to take a look at the format as it stands now, anticipate what changes could be on the horizon, and conclude with some definitive claims about where I expect the format to be in a couple of weeks. Hopefully, this will prove as exciting for you as it is for me, as I flex my analysis muscles like never before, and put what little reputation I have on the line.

Modern Today

Grixis Death’s Shadow is the new kid on campus, a true dark horse candidate, catapulted seemingly out of nowhere to its lofty throne atop the Modern metagame spread. Central to its success is the relative strength and strong positioning it enjoys due to how its removal lines up against the format’s threats, and vice versa. Playing Lightning Bolt and Fatal Push to kill opposing small creatures, while simultaneously sidestepping the same removal with delve threats like Tasigur, the Golden Fang and Gurmag Angler, is the primary reason why Grixis Death’s Shadow is the current format king. The deck is fast, powerful, and flexible, and can play any phase of the game from a position of strength.

Hot on its heels, Eldrazi, Affinity, and Burn threaten to take the throne. In recent weeks, Affinity occupied the top spot, but only by default, as prospective opponents chose to devote sideboard slots to fight combo strategies like Dredge and UR Storm. Now, Affinity is seeing its numbers dwindle slightly, not due to any increase in specific hate, but rather a decrease in favorable format conditions thanks to a rise in cheap removal and Kolaghan's Command out of Grixis Control. Burn, on the other hand, is watching its stock rise, as Dredge and Grixis Control, poor and good matchups respectively, trend in favorable directions. Finally, as consistent as ever, Eldrazi Tron remains the culprit behind this highly linear field, single-handedly forcing midrange and RG Tron out of the Modern landscape.

Waiting in the Wings

Below these frontrunners are a shortlist of potential candidates, each looking to ascend into the conversation of top decks in the format. Modern’s second tier is smaller today than it’s ever been, thanks in large part to Eldrazi Tron forcing homogeneity in the format. As has always been the case, and is more so today—do what you want to do, and do it quickly. Jund, Abzan, and Grixis Midrange strategies have an uphill battle against five-plus highly competitive, highly focused top strategies, and stumbling in 2017 Modern is just as fatal, if not worse, as it has been in years past.

Still, UR Storm and Dredge lead a pack of plucky hopefuls, joined by newcomers like Living End and Counters Company. As is the case with Living End, it seems destined always to play second fiddle to Dredge, as it is hurt by the same cards without the consistency or reliability Dredge can claim game after game. Counters Company threatens to take over the format on power level alone (a two-card combo to give infinite mana on turn three?!) but runs headfirst into a format that currently remains prepared to deal with it, thanks to Grixis Death’s Shadow and their plentiful disruption and removal.

Two Possible Scenarios

As I see it, there are two possible scenarios that could play out in the next five weeks, a time period I’ve chosen specifically as it's not too long to become too unpredictable, yet not too short that nothing will happen. While it’s true that Modern moves slowly when there are no major events like we saw two weeks ago, five weeks is usually enough time for some changes to be made, both at the top and under the surface. After all, before Grixis Death’s Shadow took the lead, Affinity occupied the top slot in the format for at least a month, and before that, Dredge was putting up consistent results while the rest of the format came around to packing the hate they needed to supplant it. Five weeks ensures that the online metagame will “solve” the current format as it stands, whether that means things staying as they are now or molding to how thing should fall, while also giving the opportunity for a large-scale paper event to come along and shake things up.

Now, back to those two scenarios. Don’t worry, I won’t be hedging my bets and doing one of those, “banking evenly on both scenarios so I’m right no matter what happens” cop-outs here. I am, however, being honest by saying that the future is unpredictable, and the format can move in two very distinct directions based on one point of deviation. Let’s look at our options.

1) Eldrazi Tron recedes

First, as I’ve said for a while, the true villain in the format isn’t the top deck of the month—it’s Eldrazi Tron. Before, Bant Eldrazi kept many of the “honorable” strategies that struggled through one glaring weakness out of any hope for possible contention. If you stumbled too often, Eldrazi would destroy you. If you couldn’t turn the corner, Eldrazi would grind you down. If you didn’t find your answer in time, Eldrazi would run you over. Bant Eldrazi is gone from the top tables now, but the format boogeyman remains in the form of Eldrazi Tron—only this time it’s gotten even better.

Tron decks have always been the traditional foil to the midrange decks of Modern, claiming strong matchups across many different metagame contexts and format changes. Currently Eldrazi Tron is occupying this role most prominently, as the strongest and best represented big-mana deck. While Eldrazi remains a top-four archetype in the format, midrange will continue to struggle in their current form. The matchup against Eldrazi may look good for reactive decks on paper, but it isn't thanks to a ton of free value and game text that Eldrazi gets to enjoy. It’s a true catch-22 scenario—midrange could tool their decks to take down Eldrazi Tron, but in doing so would lose to everything else in the format, which has trended more linear and easily disrupted thanks to midrange not being around to punish them. Were Eldrazi Tron to suddenly disappear, midrange would return in full force, bringing with it sweeping changes to the highly linear Modern format we see today.

The seeds of Eldrazi Tron’s demise were planted two weeks ago, in the form of Ceremonious Rejection. Grixis Death’s Shadow proved to the world that it was possible to tune your maindeck to fight a large portion of the field, while at the same time retaining a core strategy, leaving the sideboard to shore up a few concentrated matchups. Three Ceremonious Rejection is a statement—one that, if adopted, will cause things to change, for better or for worse. Eldrazi Tron could adopt Cavern of Souls, but in doing so would have to lose Ghost Quarter, and it’s possible Cavern of Souls might not even be enough. Forcing Eldrazi Tron to become one-dimensional, losing out on their Karn Liberated top end (not to mention a ton of their fixing) could prove to be too much for the archetype, and might sponsor a change at the top. If this happens, expect midrange to return, individual archetype representation to fall across the board, and (potentially) a more diverse spread of archetypes to find a foothold.

2) Grixis Death's Shadow folds to hate

The second option, of course, is basically the opposite. The format chooses to respond disproportionately to Grixis Death’s Shadow, attacking its perceived threat to the format status quo, and in turn, Grixis Death’s Shadow fails to defend against this new threat while also keeping up its efforts against poor matchups across the board. With Grixis Death’s Shadow out of the picture, we could expect to see Burn’s numbers dip again, while Affinity potentially regains the top spot as players go back to see-sawing between fighting Dredge and UR Storm.

I find this unlikely, but possible, due in large part to Eldrazi Tron forcing format homogeneity. Grixis strategies of all flavors have suffered when there have been too many enemies to fight, and it’s poetic, in a sense, to see its true enemy in the format (Eldrazi Tron) doing it a favor by keeping out potential strategies that could give it trouble. Living End, Merfolk, true control, Scapeshift, and even ramp decks would have success against Grixis Death’s Shadow in its current form, but none of those strategies can pass the Eldrazi test that stands as a barrier to entry for the format.

Conclusion

It is my belief that Grixis Death’s Shadow will not remain on top for long, but before it falls from its throne Grixis will see the format shift around it in a meaningful way. While five weeks is a short enough time to see a small shift back to the way things were before Modern weekend, I believe that Counter Company as a new archetype in the format will force decks to prioritize cheap removal highly, which will continue to play into Grixis’ hands. If more players pick up the deck, which is likely given its strong performance, and said players choose to target Eldrazi Tron with their sideboards, we could see the format stress test take a significant hit.

A diminished Eldrazi Tron would allow multiple strategies into the fold that will in turn diversify the threats against Grixis Death’s Shadow, causing its decline (but overall, an increase in format health). Who comes out on top is hard to tell, and frankly, not really that important. Still, I’m banking on Eldrazi Tron diminished five weeks from now, midrange back in the fold, and a more diverse metagame across the board. This thanks to Grixis Death’s Shadow, which owes its thanks to Counter Company, which owes its thanks to Eldrazi Tron. The circle is now complete.

Thanks for reading.

A Curious Trend: GP Vegas Prep

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By the time this article goes live, it will be just over a week and a half until the Modern portion of Grand Prix Las Vegas. To close a previous thread, yes, I am going and yes, I did win two byes. Not because I actually won a GPT (I have a habit of getting second place at these things), but because I ground out the last 200 or so points I needed in May. This triumph did come at a great and terrible cost, however. I had to play Standard again. *Horrified shuddering*

Anyway, back to good Magic. Over the past month I have witnessed an odd trend at both the GPTs and weekly Modern tournaments: dedicated Legacy players. This is not a bad thing; new players leads to more innovation and coverage. More dynamism and visibility incentivizes Wizards to expand Modern tournaments. That's why I've spent so many words trying to make Modern easier for new players. However, most converts come from Standard. The Legacy crowd was an anomaly, especially since they usually want Modern to be Legacy-lite. I'm more accustomed to hearing them bemoan Modern's lack of cantrips and weaker combo decks. Recently, they've actually enjoyed themselves. This piqued my curiosity.

Talking to the Legacy players didn't yield any insights. I don't think I expected them to just give me an unequivocal answer, but I definitely didn't get one. Everybody had their own reasons for playing more Modern and for picking their deck. However, I think I have an answer. The Legacy players tended to favor Grixis Shadow and Eldrazi Tron decks, which are in fact Legacy-lite decks. Seeing that GP Vegas begins with a Legacy event, this has implications for the Modern field. The consensus best decks (which are definitely popular, but I'm skeptical they're really "the best") are Grixis Shadow, Eldrazi Tron, and Company Combo. Exactly which Company deck is the best is unclear, but both versions are considered very good. Based on this Legacy factor, I think the Vegas metagame will be skewed towards Shadow and Eldrazi. Prepare accordingly.

Legacy-Lite Modern

I will admit that the connection between Modern Grixis Shadow and Legacy Grixis Delver looks thin. As you'll see when I get to the decklists, there's not much overlap. The connection is far more subtle. There is no such problem with Eldrazi Tron. It is Legacy Colorless Eldrazi, but Modern-legal. While I cannot prove this, I suspect this has been the key to it dethroning traditional Tron lists. I know that its land base is harder to disrupt and its spells are overpowered for their cost, but the deck is very clunky compared to regular Tron. The higher threat density is good, as is the mana explosion from Tron, but the lack of accelerants compared to Bant Eldrazi and cantrips compared to GR Tron often make it worse than both. The best explanation I have is the Legacy crowd giving the deck a boost. Just look at the lists.

Legacy Colorless Eldrazi, by Brandon Johnson (8th Place, SCG Louisville)

Creatures

4 Eldrazi Mimic
4 Endless One
4 Matter Reshaper
4 Thought-Knot Seer
4 Reality Smasher
2 Endbringer
1 Walking Ballista

Artifacts

4 Chalice of the Void
2 Umezawa's Jitte

Instants

2 Dismember
2 Warping Wail

Sorceries

2 All is Dust

Lands

4 Ancient Tomb
4 Cavern of Souls
4 Eldrazi Temple
3 Eye of Ugin
3 City of Traitors
3 Wasteland
2 Mishra's Factory
1 Urborg, Tomb of Yawgmoth
1 Karakas

Sideboard

4 Thorn of Amethyst
4 Leyline of the Void
2 Ratchet Bomb
2 Phyrexian Revoker
1 Batterskull
1 Walking Ballista
1 Crucible of Worlds

Eldrazi Tron, by Fumiyasu Suzui (4th Place, GP Kobe)

Creatures

4 Walking Ballista
4 Matter Reshaper
4 Thought-Knot Seer
4 Reality Smasher
3 Endbringer
1 Ulamog, the Ceaseless Hunger
1 Emrakul, the Promised End

Artifacts

4 Chalice of the Void
4 Expedition Map
2 Mind Stone

Instants

3 Dismember

Planeswalkers

2 Karn Liberated

Lands

4 Eldrazi Temple
4 Urza's Tower
4 Urza's Mine
4 Urza's Power Plant
4 Ghost Quarter
2 Wastes
1 Sanctum of Ugin
1 Sea Gate Wreckage

Sideboard

4 Relic of Progenitus
2 Pithing Needle
2 Ratchet Bomb
2 Spellskite
2 Surgical Extraction
1 Crucible of Worlds
1 Ugin, the Spirit Dragon
1 All is Dust

The two decks share the same core of Eldrazi and are built to wield Chalice of the Void. Go back to PT Oath of the Gatewatch and the start of Eldrazi Winter and the similarities get more pronounced. Modern Eldrazi Tron is as close as possible to the Legacy version, and as those who remember the reign of Treasure Cruise Delver can attest, playing a Legacy deck in not-Legacy is really powerful. Colorless Eldrazi was very popular until recently thanks to a good Miracles matchup, so I suspect there will be plenty of pilots willing to make the swap (back?) to Modern.

Explaining Legacy-Lite

I think that what I originally perceived as increased fragility was actually a "legacification" of Modern decks. Legacy rewards decks that are pushed to the extreme of efficiency. Between fast mana, cantrips, and efficient threats it is not only possible, but preferable, for decks to be as cheap as possible. A typical Standard deck's average converted mana cost is 3-4. There are cheap enablers, answers, and threats leading into overwhelming threats. Modern decks' average CMC is normally 2. All of the best answers are one mana while the best threats tend to be at two. Decks don't play many 3-4 CMC spells, but there are enough to boost the average. In Legacy the average is one, and really it's less than one. Not only are there actual zero-cost spells like Lotus Petal, but there are lots of alternate costs that make spells free (i.e. Force of Will and Daze). Yes, I know they have actual mana costs, but that's not important. If they weren't free they wouldn't see play. Ergo, legacified decks will be pushed towards all one-mana spells.

Furthermore, Legacy decks tend towards the fragile. Jordan and I have been over this a number of times, but having Brainstorm and Ponder allows decks to run fewer copies of cards and still expect to see them. Couple this with the fetchlands and you have lots of decks that run few "actual" lands, few threats, and more answers. This facilitates the aforementioned efficiency, allowing decks to only run the essentials, but it also means that they're fragile. With low threat density and high numbers of durdle cards, if you beat the first few threats from a Legacy list, particularly Delver, they are unlikely to have follow-ups. They'll find more eventually, but not without a lot of durdling first. This goes back to the car analogy I'm fond of because F1 is just like Legacy. Their cars, particularly the engines, are legendarily efficient and powerful, but if you get a rock into the system it explodes. When Legacy decks do they're thing it's a wonder to behold, but when things break down they really break down.

Grixis Shadow

As a result, I argue that Grixis Shadow is the Modern version of Legacy Grixis Delver. Delver of Secrets has never been very good in Modern, mostly because you cannot guarantee it will flip. Brainstorm makes it far more likely in Legacy. Even if that weren't the case, Legacy decks are removal-light compared to Modern so Delver usually just dies. It's just not an impressive threat. Death's Shadow has come to fill that niche.

Grixis Death's Shadow, by Mattia Rizzi (1st Place, GP Copenhagen)

Creatures

4 Death's Shadow
4 Snapcaster Mage
4 Street Wraith
2 Gurmag Angler
2 Tasigur, the Golden Fang

Instants

4 Thought Scour
3 Fatal Push
2 Lightning Bolt
2 Stubborn Denial
2 Terminate
2 Kolaghan's Command

Sorceries

4 Thoughtseize
4 Serum Visions
2 Inquisition of Kozilek

 

Lands

4 Bloodstained Mire
4 Flooded Strand
4 Polluted Delta
2 Blood Crypt
2 Watery Grave
1 Steam Vents
1 Island
1 Swamp

Sideboard

3 Ceremonious Rejection
2 Stubborn Denial
2 Surgical Extraction
2 Collective Brutality
1 Liliana, the Last Hope
1 Anger of the Gods
1 Engineered Explosives
1 Grafdigger's Cage
1 Nihil Spellbomb
1 Izzet Staticaster

Legacy Grixis Delver, by Spencer Garnier (1st Place, SCG Louisville)

Creatures

4 Delver of Secrets
4 Deathrite Shaman
3 Young Pyromancer
1 True-Name Nemesis
2 Gurmag Angler

 

Instants

4 Brainstorm
4 Lightning Bolt
1 Spell Pierce
4 Daze
1 Dismember
4 Force of Will

Sorceries

4 Ponder
4 Gitaxian Probe
2 Cabal Therapy

Lands

4 Wasteland
3 Volcanic Island
2 Underground Sea
2 Flooded Strand
2 Misty Rainforest
2 Scalding Tarn
2 Polluted Delta
1 Tropical Island

Sideboard

2 Flusterstorm
1 Engineered Explosives
1 Grafdigger's Cage
1 Baleful Strix
1 Grim Lavamancer
1 Darkblast
1 Diabolic Edict
1 Fire Covenant
1 Kolaghan's Command
1 Pyroblast
1 Red Elemental Blast
1 Surgical Extraction
1 Vendilion Clique
1 Cabal Therapy

Grixis Shadow is aping Grixis Delver. Yes, the cards are different, but they are as close as possible given the translation from Legacy to Modern. It has powerful one-mana (most of the time) threats, lots of cantrips, the best answers, an aggressively low land count, and some long-game value. The decks even play similarly. Legacy Delver seeks to ride a single threat to victory, wielding its answers defensively as protection and to keep the opponent on the back foot. Grixis Shadow is slower, but it also tries to force the opponent onto the back foot with discard while killing you with a massive threat. It may not be identical, but the same principles are at work. Play the best cheap threats possible and back it up with lots of disruption.

Implications

I've been polishing my Merfolk deck for the GP for months, but recent metagame developments and this revelation has shaken me. While I have good matchups against Eldrazi and Grixis decks, Merfolk isn't the best deck to really exploit this information. If two of the best decks in Modern are really Legacy-ports, then it would stand to reason that they should be attacked like Legacy decks. How practical this actually is will be covered in the next section, but it will still help guide us in the right direction. Full disclosure, in Legacy I play Death and Taxes. This should not be surprising. My experiences with these matchups are going to be the basis of my discussion. If you want more of an overhead view, go see a Legacy specialist.

Eldrazi Tron

Colorless Eldrazi is a very easy matchup for Death and Taxes. Eldrazi relies on Chalice of the Void to meaningfully disrupt opponents. Even when it sticks turn one, Chalice is bad against DnT. Flickerwisp invalidates Chalice and you also have Cavern of Souls and Aether Vial. Additionally, Wasteland and Rishadan Port can cripple mana-hungry decks. Eldrazi has so many lands that they will get out of it, but it rarely matters. The big problem that Eldrazi has against DnT in Legacy is Swords to Plowshares. Eldrazi gets a lot of value from the size of its creatures because hard removal outside of counters is pretty rare.

What this implies for Modern is that the key to beating Eldrazi Tron is to not lose to Chalice and pack hard removal. The deck plays a lot of creatures, but it also has a lot of lands. If you can deal with the first few threats there is a very good chance Eldrazi will simply flood out. The key is to avoid the lock piece and counter their size advantage. The deck is not fast, just overwhelming, so if you do dodge Chalice it's not that hard to race them. Don't try to go bigger than the Eldrazi, go under them.

Grixis Shadow

Legacy Delver against DnT can be weird. DnT packs a lot of good cards, but an unanswered Delver is still lethal. Sometimes you will Wasteland them out of the game, other times you stonewall them with creatures until equipment wins the game. Sometimes they just race you, sometimes they trade resources until you run out, sometimes Tarmogoyf just smashes through. The one thing I've found that consistently works is dodging, by which I mean you avoid their interaction. Legacy interaction is primarily countermagic and sometimes just sticking a Vial or Cavern wins you the game. Delver needs its interaction to line up in very specific ways and when that doesn't happen the deck falls apart. You really don't need to pick a Delver deck apart, if your cards don't line up the way Delver needs them to they may be powerless to win.

Similarly, Grixis Shadow needs to pick your hand apart to win the game. It often only has a threat or two in a game and if they get answered Shadow may impotently watch itself die. Therefore, if you're going to answer the deck you need to invalidate their interaction. Having a gameplan that is resilient to discard is a great plan, but so is invalidating their interaction. I've watched Little Kid Abzan dismantle very good Shadow players because Loxodon Smiter is so good against discard. A hand of just Smiter would normally be a mulligan, but against Shadow it might be a free win. I've also seen Shadow decks fall to UW Control because they knew the control player had more answers for their only threat than they could discard. Robust redundancy is terrifying to fragile decks. It is also important to note that just like Legacy Delver, Grixis shadow does not run many actual mana sources. As a result, it is possible to take them completely off their lands.

Can This Be Exploited?

It's tempting. I don't know if it is possible but it is very tempting. Thinking about all of this really makes me want to run Modern DnT in Vegas. The problem is that the actual Legacy crowd is small relative to other formats, and despite the large turnout I expect I don't think it will be enough to really tip things in Grixis and Eldrazi's favor. GPs are enormous tournaments and Modern is far too diverse a format for such a targeted approach. If the format was more legacified (legacrific?) then it would be a possibility, but as is I think it unwise to take an anti-Shadow or anti-Eldrazi deck to Vegas. There's too much noise in Modern for that to be a sure strategy.

Still, it's important to remember that the best decks in Modern are based on Legacy decks, and can be beaten by the same means. They're very good decks, but don't let the hype fool you. They're fragile and dodgeable. Attack them from angles they're not ready for and the decks just crumple.

Scratching the Itch: Returning to Counter-Cat

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I like winning as much as the next guy. Maybe even more. That's why, since even before the Gitaxian Probe ban, I've brought Colorless Eldrazi Stompy to three local tournaments a week. In doing so, I've racked up more store credit than I know what to do with, and gained a reputation around Boston as the boy who never cracked a fetch. How ironic---my first competitive Modern deck was Counter-Cat, a deck that played more fetchlands than mana-producing ones (something I can assure you was controversial at the time).

But while weeks turned to months as I exiled many openers in search of the "perfect five," my girlfriend Kelsey stuck by her Wild Nacatls. She learned to play Magic watching me pilot Counter-Cat at friendly FNMs, and barring an early stint with Jeskai Delver (I always forget new players actually have to play with Geist of Saint Traft before fully grasping how tiny it is), has played Counter-Cat for the entirety of her Magic career.

No matter the deck I'm on at a given time, Kelsey's affinity for Counter-Cat keeps me in touch with it, and keeps me tweaking it. Our latest build came about while we brainstormed ways to attack Death's Shadow Jund. Watching her pilot this build convinced me to try it out myself, and my own results in turn convinced me that Counter-Cat might actually be great right now.

The Cat's Meow

Let's start by addressing the literal elephant in the room: Wild Nacatl. The last time I brought this card up, I was thinking about integrating it into Death's Shadow Jund, where it might provide the early clock I was looking for in that deck. At the time, though, Modern was more hostile to Nacatl, and the creature didn't fit smoothly into the strategy for a host of other reasons I won't get into here.

But Nacatl is freaking bonkers right now for a few reasons that I will get into.

1. Nobody Is Playing Lightning Bolt

As of today, Lightning Bolt posts a 22% representation share according to MTGGoldfish. Granted, that's an improvement on its bleaker 19% share from a couple weeks ago, but it's still an unprecedented low for Modern's most historically played card. So, what's going on?

Perhaps most obviously, Fatal Push is going on. The card is great in Modern and deals with lots of threats Bolt can't touch, such as Death's Shadow and Tarmogoyf. It also allows black decks—which already enjoy another of the strongest disruption spells in the format, Thoughtseize—to reliably answer early creature plays with astounding efficiency and without needing to dip into other colors.

Bolt is also polarizing against Shadow decks, which most players have high on their radars these days. It's only impressive in this matchup for decks boasting a high degree of reversibility. These decks can sit around accruing cards and incentivize the Shadow player to burn ten life turning on its threats before getting in one hit with a fatty of their own and then ending things with a couple of domed Lightning Bolts.

Counter-Cat is one of these decks, but most Bolt decks in Modern aren't, which explains why even red-inclusive strategies like Grixis Shadow are choosing to all but abandon the iconic instant. Fortunately for us, the Kolaghan's Commands and Tarfires that replace those Lightning Bolts are pretty bad at killing Wild Nacatl, leaving only Path to Exile (woot, more mana to spend on Disrupting Shoal!) and Fatal Push (woot, one-mana spell not aimed at my two-mana Tarmogoyf!) to answer the feline at mana parity.

It's possible Bolt sees a comeback in the approaching weeks to help deal with UR Storm and Abzan Company, two successful decks in this metagame that rely heavily on creatures that flunk the Bolt Test. (Eldrazi Displacer deserves an honorable mention as yet another threat that continues to perform admirably in spite of its cost-to-toughness ratio.) But I'm counting on the Shadow decks and on faster combo decks to adapt and keep those strategies in check. Besides, Bolt isn't just going to swing back to 40% overnight.

2. Most of Modern Isn't Looking to Interact

Modern has always been a breeding ground (it's becoming increasingly difficult to use descriptive words absent from the titles of Modern dual lands) for linear decks, and today's format is no exception. UR Storm, Titan Shift, Living End, Tron, and Ad Nauseam are all players in this metagame, and running two sets of Delver of Secrets helps loads against each one. After all, thresh strategies were invented to prey on combo. Linear decks are rarely equipped to block opposing threats, which often makes Nacatl even better than Delver (it's easier to grow).

In Modern's more robust combo decks, blockers also find themselves in short supply. Abzan Company provides a fine example of Modern decks trending towards a single dimension. Here's a deck that has always claimed a decent fair game in addition to packing a combo. But with Vizier of Remedies in the format, the go-to Company builds are forsaking a grindier fair plan to dump eggs into their proverbial combo basket. This change drastically improves the relevance of turn-one, three-power clocks from its opponents.

The reasons for this shift are simple. With Modern's reigning best deck being a hyper-efficient, triple-threat disruption machine, any kind of synergy-based strategy needs to double down on its gameplan to stand a chance of executing it. Diluting synergy plans with fair cards to pull weight in the traditionally grindy BGx matchups doesn't cut it against the archetype's new breed of leaner, faster decks.

3. The Non-Shadow Interactive Decks Don't Block

Or, at least, they don't block well. Consider, again, Abzan Company—if Vizier of Remedies or Devoted Druid are blocking Wild Nacatl, we're in okay shape. These creatures used to be Wall of Roots and Spellskite.

Similarly, gone are Wall of Omens and Restoration Angel from most builds of UWx Control. Modern's shifts to accommodate bigger beaters—Death's Shadow, Tarmogoyf, Reality Smasher—leave little room for early blockers (a major reason Burn has performed so well online).

To fulfill a similar function, players have gravitated en masse to Lingering Souls, even splashing the card into the already-three-color Shadow decks. But Lingering Souls isn't great at blocking Wild Nacatl, either. The card shines when its Spirit tokens wall something that costs a significant amount of mana, such as Tarmogoyf, for multiple turns, or when they manage to team-block and subsequently kill a larger threat. Nacatl costs just one mana and can't be killed by the spell's front or back end alone, instead requiring the full five-mana investment to make a trade. And while Counter-Cat does play Tarmogoyf as well, it also packs plenty of Hooting Mandrills, another creature that sneers in the face of 1/1 tokens.

Re-Introducing Counter-Cat

I know some readers routinely skip to the decklists in the articles they read. For the more patient among you, reading through the above 1,000 words of Nacatl adulation must have been like pacing around the kitchen, hungrily watching me open a very large can of Fancy Feast. Well, it's time to eat!

Counter-Cat, by Jordan Boisvert

Creatures

4 Wild Nacatl
4 Delver of Secrets
4 Tarmogoyf
3 Hooting Mandrills
1 Snapcaster Mage

Instants

2 Thought Scour
4 Lightning Bolt
4 Path to Exile
3 Disrupting Shoal
2 Spell Pierce
2 Spell Snare
2 Mana Leak

Sorceries

4 Serum Visions
3 Sleight of Hand

Lands

4 Misty Rainforest
2 Arid Mesa
3 Scalding Tarn
2 Flooded Strand
1 Steam Vents
1 Temple Garden
1 Stomping Ground
1 Hallowed Fountain
1 Breeding Pool
1 Island
1 Forest

Sideboard

2 Spreading Seas
2 Huntmaster of the Fells
2 Negate
1 Dispel
1 Surgical Extraction
1 Grafdigger's Cage
2 Engineered Explosives
2 Pyroclasm
1 Destructive Revelry
1 Ancient Grudge

Post-Ban Tweaks: Cutting Helix

Counter-Cat only played two copies of Gitaxian Probe, but the ban still shook the deck's foundations. To quote my introductory article on the deck, here's what Probe does in Counter-Cat:

  • It grows an early Tarmogoyf past Lightning Bolt.
  • It fuels delve.
  • It flips Delver of Secrets.
  • It allows us to run fewer lands.
  • It gives us something to do with Snapcaster Mage for zero mana in a draw-go stalemate or an otherwise tight spot.
  • It lets us know whether we should dig for protection like Mutagenic Growth before committing threats to the board.
  • It provides perfect information so we know how to pace Spell PierceSpell SnareRemand, and Mana Leak, as well as whether to hold up permission/removal or to increase our board presence.

Finding one card in Modern's admittedly deep card pool that filled all these roles was a fool's errand. So we started with a pair of Sleight of Hands, which proved surprisingly serviceable.

To be clear, losing Probe hurt the deck's consistency and decreased its proactivity (while gently improving our long-game). But without the life loss from Probe built into the deck's configuration, we were able to cut Lightning Helix, a frequently clunky card that's always been something of a necessary evil in Counter-Cat. Dropping Helix opened up the possibility of running Breeding Pool, a land that doesn't cast Boros-colored spells but has otherwise always been very appealing. Pool helps with the consistency issues created by Probe's void by improving the mana, lightening the load on our openers, and providing an extra failsafe against land destruction.

We also cut a Snapcaster Mage from the deck, although having one for utility reasons still seems beneficial. Snap is the most expensive spell in the deck, and our curve increases without Probe around. Probe also helped excuse running multiple Snaps, since we could slam the Wizard on turn two to get an extra draw when playing around enemy disruption.

Adjusting for Shadow: Adding Shoal

Kelsey had the idea of adding Disrupting Shoal for some points against Death's Shadow. Shoal performs well both offensively and defensively; it protects a pair of one-drops to help them get the job done, and it stops opponents from executing their own gameplan. The counterspell also gives Counter-Cat something to do with its occasional mid-game flood, hard-countering whatever opponents draw off the top of their decks.

Shoal's protective function overlapped with Mutagenic Growth, which we wanted to move away from anyway. As previously stated, Lightning Bolt is experiencing record lows in representation, and the card's combat-trick dimension loses value in such a linear format. Growth is also the wrong color for Shoal.

To hit enough blue cards and surpass the magic number 22, we added another Sleight and a pair of Thought Scours, which help with Hooting Mandrills. Scour is especially neat in Counter-Cat, since we can lead with a fetchland and represent Spell Pierce, Spell Snare, Lightning Bolt, and Path to Exile on our opponent's turn while still having access to a proactive play should they simply draw and pass.

Sideboard

We also made some significant changes to the sideboard, the biggest of which are the adoption of Engineered Explosives and Spreading Seas. The former destroys just about everything in a four-color deck, making it a great hedge against random post-board haymakers. The latter attacks Modern's increasingly precarious manabases without asking us to play a Blood Moon-resilient one ourselves. Both are stellar against Shadow decks.

Disrupting Shoal, Delver of Secrets, and Counter-Cat's wealth of permission and removal in its 75 make sideboarding very tricky with this deck. Maintaining the right density of blue spells for Shoal, or instants and sorceries for Delver, is crucial when making between-game decisions. It's sometimes correct to completely axe one of these packages from the main 60 to enable a more dedicated permission-based or removal-based gameplan, depending on the matchup.

With Path to Exile being the only white card in the 75, Counter-Cat sometimes boards into a Temur deck featuring "Kird Ape-Plus." This plan is most common against linear combo decks and against creatureless control decks, as Spreading Seas takes care of manlands like Celestial Colonnade in those matchups. The plan also makes us nigh-impervious to Blood Moon, allowing us to shave a Destructive Revelry from the sideboard.

Comparisons to Temur Delver

I gave up on Temur Delver not too long after the Probe ban, although I did try to rekindle the strategy a couple of times. More dedicated players than I have stuck with it, employing Narnam Renegade in some number to tame Modern's cliques of fatties. In many ways, this build of Counter-Cat is strikingly similar to those newer builds of Temur Delver, except it runs Nacatl over Renegade and mainboard Paths over sideboard Moons.

Path to Exile helps Nacatl break through, so we don't miss deathtouch so much here. In fact, I'd say Path to Exile is the biggest reason to play Counter-Cat—no, it's not even Wild Nacatl! The card removes any threat from either Death's Shadow deck, no questions asked, and ramping those decks is rarely a factor since they only play two basics. Path is also one of the few playable Modern spells that can take out a Reality Smasher or Wurmcoil Engine.

Compared with Temur Delver, Spell Pierce still gets the nod for us over Stubborn Denial. Pierce plays better with our many one-drops, as it excels against opponents on the back-foot. It's also tougher to get ferocious quickly in this deck; Mandrills is mostly a back-up plan should our one-drops get removed, and Goyf takes longer to grow without enablers like Tarfire.

Nacatl's Out of the Bag

So there you have it: my latest secret sauce. Assuming I can track down some extra Engineered Explosives, I'm excited to join Kelsey in turning everyone's favorite kitty sideways like in the grand ol' days. I encourage anyone looking for quick thrills in this uncharacteristically stable metagame to do the same.

Grixis on Top: Modern Weekend Recap

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I'm trying very hard not to say, "I told you so." Grixis Death’s Shadow, days after I touted it as the best deck to play heading into the competitive weekend, took down the SCG Open in Baltimore that I hoped on attending, crushed the field at GP Copenhagen, and took third place at Grand Prix Kobe. Out of the four events that happened last weekend (the above three, and Baltimore’s Sunday Modern Classic), Grixis Death’s Shadow won two events and took third in another. It probably would have crushed the Classic as well, but most of it’s pilots were probably still deep in the main event. For a writer, besides actually sitting down and doing well physically, results like these provide the next best thing: the sweet, sweet nectar of validation.

Today, we’re going to dive into the weekend’s events, with a focus on Grixis Death’s Shadow—why it did so well and where to go from here.

The Events

Rather than the traditional approach of analyzing each event individually, I think there’s enough data to look at each event as part of a whole. Usually, simultaneous events have different enough metagames and format characteristics that lumping them together would prove to be a mistake, but here, the results themselves tell a different story. What do I mean by that?

Take two hypothetical events, running side by side in different locations on the same weekend. One event might have two copies of a combo deck in the Top 8, with another in the Top 16, while the other might have just one copy in the Top 16, or none at all. It’s entirely possible that in the first event said deck just “got lucky,” and was able to convert a couple extra Top 16 positions into strong Top 8 finishes. More likely, however, is that Event A presented more favorable conditions for said combo deck to succeed, while Event B presented a more hostile field, potentially with more consistent hate.

So, with that in mind, what initial broad conclusions can we draw from the weekend’s results? The goal here, of course, is somewhere around equal parts figuring out "what happened” and “what other people will take away from the results." How the format reacts could fall anywhere on the spectrum, like when people panic after Skred spikes an event, or they see a major archetype shut out of the Top 8. As is always the case, analysis is a murky business.

Takeaways

Grixis Death’s Shadow dominated. It won Copenhagen, and put another in the Top 16. Kobe had one take 3rd, with another in the Top 16. Baltimore had one win the Open, another in the Top 8, and one more in the Top 16. No copies in the Classic, but again, I read that as a positive, as many of those players were probably still playing in the Open on Sunday.

We talked last week about removal being good again, and alluded to Vizier Company as a deck that appeared to take advantage of an apparent lack of removal in the format, thus necessitating its return. In that regard, Grixis Death’s Shadow clearly delivered. Burn was absent from Copenhagen, Kobe, and the Baltimore Open Top 8s, and Affinity was absent from Copenhagen and Baltimore. Players came ready to kill creatures, I'm guessing due in large part to these deck’s successes leading up to the event and Vizier Company’s perceived strength on the eve of the tournaments. While most players were busy targeting small, cheap threats, Grixis Death’s Shadow found itself positioned excellently to join in on attacking the top decks, while dodging the hate itself.

Further evidence that reactive strategies filled with removal were a strong choice last weekend was present in the form of control decks. Basically non-existent before this weekend’s events, control came back in a big way. Jeskai Control and Four-Color Control split the finals of the Classic, but more importantly, control put up strong numbers at Kobe as well. In a true example of a rock-paper-scissors metagame, control capitalized on the plentiful midrange decks that showed up as well. Without midrange decks to beat up on, control wouldn’t have done well this weekend. We saw this before the event, as midrange found its numbers disappearing thanks to Eldrazi Tron. And, of course, midrange wouldn’t have found success without plentiful targets for its removal on Saturday. As is clearly shown here, it’s often a good idea to play a deck that beats the “best decks,” but playing a deck that beats those decks can be a strong option as well.

The New Standard?

Taking a look at the highest-finishing lists, we see a convergence of card choices for Death's Shadow, which appears to have reached a new consensus build. Here's the deck Mattia Rizzi used to take down GP Copenhagen, just one to two cards off of Brad Nelson's winning list from SCG Baltimore.

Grixis Death's Shadow, by Mattia Rizzi (1st, GP Copenhagen 2017)

Creatures

2 Tasigur, the Golden Fang
4 Death's Shadow
2 Gurmag Angler
4 Snapcaster Mage
4 Street Wraith

Instants

3 Fatal Push
2 Kolaghan's Command
2 Lightning Bolt
2 Stubborn Denial
2 Terminate
4 Thought Scour

Sorceries

2 Inquisition of Kozilek
4 Serum Visions
4 Thoughtseize

Lands

2 Blood Crypt
4 Bloodstained Mire
4 Flooded Strand
1 Island
4 Polluted Delta
1 Steam Vents
1 Swamp
2 Watery Grave

Sideboard

2 Stubborn Denial
1 Anger of the Gods
3 Ceremonious Rejection
2 Collective Brutality
1 Engineered Explosives
1 Grafdigger's Cage
1 Izzet Staticaster
1 Liliana, the Last Hope
1 Nihil Spellbomb
2 Surgical Extraction

I knew going into the event that my maindeck would be several cards off the accepted standard in Grixis Death's Shadow builds. We talked last week about paper events lagging behind MTGO results—that’s often true to an extent with metagames, but even more so with decklists. Usually (but not always), top performing decks are often the same 60-card prototypes those of us familiar with online lists have seen before, with a few correct sideboard changes rounding things out.

That, of course, is exactly what we’re seeing here. Grixis Death’s Shadow is already set when it comes to taking down creature decks, and with Ceremonious Rejection, Collective Brutality and Surgical Extraction in the sideboard to handle Eldrazi Tron, Burn, and Dredge, respectively, the deck has a ton of options to fight most of the top decks in post-board games. Stubborn Denial does double duty against spell-based combo decks, control strategies, and removal on our threats, and is a strict upgrade to Dispel (an already excellent blue sideboard card) if we play our cards right.

When you take into account that Grixis Death’s Shadow’s representation could have been even higher, had its pilots not been split among Jund (and even a couple Abzan) builds, it’s clear to see that the stars aligned for the archetype this weekend. Vizier Company’s timely success clearly helped out the archetype, as it’s easy to believe that some players chose to pick up the deck, which played right into Grixis’ plans.

There were plenty of targets on people’s minds going into the weekend, but thanks to that representation split across the various color combinations, it's clear that Death’s Shadow was not one of them. No, the primary enemies in everyone’s minds were small creatures, Dredge, Storm, and Eldrazi Tron. A proactive, consistent, powerful maindeck, with excellent sideboard spells for dedicated matchups all worked together to help propel Death's Shadow into the prime spot to take this past weekend by storm, but it couldn’t have done anything without the format playing along.

Moving forward, Death’s Shadow will be back on everyone’s radar, but how will the format choose to react? Before, midrange and control decks devolved into an arms race of value to fight Death’s Shadow’s multiple angles of attack, and fast linear strategies pounced on the opportunity. Will the format react accordingly, learn from the past mistakes, and take a different turn? Or will we find ourselves in a circle of metagame iterations, chasing our own tail? It’s too early to tell, but for now, I know what I’ll be playing.

Thanks for reading!

Finance 101: Hype, Spike & Creep – Three Causes of Price Changes

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The price of cards is a mysterious concept to a lot of people. To many, trying to predict them is about as accurate as soothsaying. I'm not entirely sure that it isn't, but there are definitely some patterns and trends you can use to increase the accuracy of your predictions. Many players ask, "Why is this card going up?" or, "Why is this card going down?" A lot of the time, a little research can easily point you in the right direction. Today I intend to provide a basic framework that can help you answer those questions for yourself.

I like to divide all price changes into three different categories: hype, spike, or creep. This is an imperfect system, but it does a nice job of covering the major reasons why a card may be on the move. Depending on which of these factors is driving the price change, you can expect differing outcomes. For each type I'll discuss why it affects prices, how to recognize it, and what kind of future movement it typically indicates.

Hype

Hype is one of the most important factors behind changes in price. It can come in many different forms, but the most common is during spoiler season for a new set. New cards often receive the most hype going into a set release but it's also important to consider what other cards it can affect.

In my last article, I wrote about how Harsh Mentor could reinvigorate Burn, but I had no data to support this claim. I realized while talking with my editor that what I meant and what I wrote were not exactly the same. While I had no concrete data to support the claim that Harsh Mentor would make Burn a better deck, I had a strong reason to believe it would make the deck more desirable to play. This is the classic hype scenario.

As you can see on this graph, Harsh Mentor was pre-ordering for as much as $12 with no tournament results. That's the biggest red flag in my mind that this is a hype-based price. Most hype-based prices quickly dissipate as people get less excited when the card fails to put up great tournament results. I generally advocate avoiding pre-ordering new cards because they quickly fall victim to hype pricing and rather to invest in the other cards you will need for whatever deck you're building.

With that in mind, not every hype card ends up being a bust. Devoted Druid is a good example of a card that is actually living up to the hype. When Vizier of Remedies was spoiled, people quickly caught on to the infinite green mana combo that you can make with Devoted Druid. On hype alone, Devoted Druid jumped from $1 to $7—but after the SCG Team Open last weekend put up a 2nd place finish with the deck, it exploded again! Is the price still hype or is it something else now? It's hard to say at this point. One tournament doesn't make a deck, but it is certainly looking like it's going to transition into a spike.

The best way to figure out if something is a hype price increase or a spike price increase is to check tournament results. Devoted Druid and Harsh Mentor both started as hype increases but eventually Devoted Druid put up some results to elevate it further. Generally speaking, hype dissipates and the card's price goes with it. If you are interested in buying into a card or a deck that has been hyped but hasn't put up results, the worst thing to do is to impulse-buy it. Many people get the idea, "It might keep going up!" and rush to buy a card, which makes it go up even more. That self-fulfilling prophecy is one of the most dangerous scenarios for a buyer—as the price increase isn't based on real demand, it will almost inevitably fall back down.

Many people will point at Devoted Druid and wonder what to do about it. My personal plan for this type of card is just to test it directly in games. Proxy some decks, play with friends, figure out if it's actually good. Maybe you won't find the most perfect version of the deck, but if something is there you will probably be able to figure it out. If you tested the deck right after the first price jump, you would have had a few weeks to buy it for $5-$6 before it spiked to $10. Ultimately, waiting will save you more money than buying early.

Spike

Spike is a common term used to describe any card that rapidly increased in price. I don't really like using it to explain all of those situations because a lot of the time there are a lot of nuances that get lost in translation. Spikes are caused by an increase in demand or a drought of supply. Sometimes there is a third option, which is a buyout. This is when a speculator attempts to buy up every copy of the card on the open market, in an attempt to artificially drive up prices. At this point, it's very difficult to successfully buy out any Modern-legal card because there are just so many copies of almost all of them. Malicious buyouts happen almost exclusively on Reserved List cards (all of which are not Modern-legal).

Spikes initially will look a lot like a hype increase on price charts, but where they differ greatly is that spikes are driven by tournament-results. If you aren't paying attention you might miss some exciting decks making Top 8 or Top 16 of a tournament and really pushing demand for the card in the short term. Sometimes people don't wait for the end of the tournament to buy in and that causes the most problems. Once again, my piece of advice is to avoid buying in immediately if you see the price has gone up a lot. Spikes usually aren't sustained for long and will eventually go down as people list new copies on the internet.

Mishra's Bauble is one of the better and newer examples of a spike that is driven partially because of its rarity and partially because of its performance. Right now, Death's Shadow in its various forms is one of the best decks in Modern and the demand for this card is outrageous. Good showings on weekends propel it up, and then it kind of "takes a week off" before spiking again. This is the kind of behavior I expect in the future of this card until it gets reprinted or people figure out a deck that consistently beats Death's Shadow and it falls out of favor. Right now it looks like it's on a downward swing, so if you wanted to buy them for a deck then now is a reasonable time. Just don't buy them during the weekend when it's doing well at a Grand Prix.

The biggest difference between hype and spike is seen when you look at the buylist price of a card. If there is real demand from players and not just speculators, you will see stores adjust their buylist price to reflect the new price of the card. If it's just hype, they may still adjust the buylist price of the card but it will take a lot longer. Maybe weeks or a month instead of a few days.

Creep

Creep is by far the least noticed type of price change, but also one of the most impactful over long periods of time. If I asked you to tell me the price of Lava Spike without looking it up, what would you guess? It's probably a few dollars, right? Maybe $2 each?

Nope, they're $4.50 each! When did that happen, you ask? Well, over the course of three years it went from $1 to $4.50, maybe $0.10 to $0.15 at a time. It doesn't look flashy and it doesn't show up on interests pages like MTGStocks.com. This is creep. It's slow and continuous and it catches you by surprise when you least expect it.

Creep is eternal and it is due to constant demand or constant lack of demand. Players want Lava Spike a lot. They might not play Modern and they might not buy 16 copies at once, but they slowly purchase available copies over time and buylists rise to attempt to keep them in stock. What can happen sometimes, however, is cards that creep can suddenly explode into hype or spike. If Burn puts 4 decks in the Top 8 of a Grand Prix, maybe Lava Spike becomes $10 for the weekend. Or maybe some key cards get reprinted in the Burn deck and suddenly there are a lot more people that need Lava Spikes.

While it's hard to say with 100% certainty, I'd guess that the reprint of Goblin Guide and Arid Mesa has propped up Lava Spike a bit recently because it made the Burn deck cheaper to buy. Many people focus on Eidolon of the Great Revel because it went from $6 to $12, but Lava Spike is also a card that has seen considerable price increases since then. If you read my Burn Financial Deck Tech that I wrote in January, I suggested buying Eidolon and waiting to see if Lava Spike was in MM3. Unfortunately, I failed to suggest that you quickly buy it if it wasn't. You could have saved a few dollars if you needed them.

Cards that creep usually continue to creep until new cards are printed or they have a really big breakout performance. While that seems pretty self-explanatory, you can see that for the most part they just continue to creep.

Some cards creep down. Spellskite was really popular when Splinter Twin was legal. The banning of Twin had an immediate impact and then threw it into a slow creep down. Infect not being as popular as it once was also lessens the demand on this once-$40 rare to the point where you can buy it for one fourth of that price 17 months later. I'm not expecting Spellskite to see any real movement up in the near future unless something changes. There's no reason for players to need the card for now. It might plateau at $10 and start increasing in a year or two but it's still too far away to tell.

Ultimately, cards that are creeping are the safest to buy, whether now or later. While you can save a lot of money waiting on hype cards or potentially save some money on spike cards, creep cards are unlikely to really cost or save you a lot of money unless you're waiting for a specific event. In the case of Lava Spike, I would have waited for the full spoiler of Modern Masters 2017 and then purchased them when it was confirmed they were not in. With Spellskite, the next qualifying event is likely to be a rogue deck or unbanning that causes them to become popular again. I would keep an eye on the MTGO Modern League decklists to see if Spellskite is becoming more favored.

Wrapping It All Up

Identifying cards you wish to buy and figuring out if they're currently in hype, spike, or creep can help you make much more informed purchase decisions. Because card prices are not an exact science that can be predicted, it's still possible you could make the best educated guess and be wrong. That's the unfortunate part of card prices and why soothsayers like myself try to keep everyone up to date!

Beginner’s Guide: Managing Deck Complexity

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Welcome back to the Beginner's Guide. Once again, it is time for some general advice for those making the transition from Standard to Modern. As always, my intention is to provide a foundation for newer players to build on. Once this is established, only then are you ready to talk about all the nuance that aficionados appreciate. That complexity is, in a certain sense, one of the hallmark attributes of the Modern format itself.

It has been some time since my last entry in this series, mostly because I had covered everything that I initially intended to. However, watching some new Modern converts struggle has inspired me to take to the keyboard and set them straight. I think too many new players are playing decks that are too difficult. To be clear, I am not calling them bad Magic players—many of them do very well in Limited or Standard. But Modern is an entirely different beast which they lack the tools to tame.

Its vast cardpool makes the format hard to comprehend, and the corner-case interactions of older cards can easily confuse rookies. It is critical for new Modern players to have realistic views of their abilities, and to not pick a deck just because a streamer made it look cool and easy. I am not saying that you should never challenge yourself, or that you should only play Little Kid Abzan. I simply mean that Magic is a very complicated game, and you don't want to bite off more than you can chew.

Defining Complexity

You don't want to play too complicated a deck too quickly. This generally isn't a problem for Standard players. Magic is a game with a lot of moving pieces, and Wizards tries to limit how complicated Standard decks and card interactions can be. Anyone who follows Mark Rosewater knows how worried he is about complexity overwhelming newer players. Wizards normally does a good job of ferreting out overly complicated interactions in order to make the game easier for new players to understand. This translates into Standard decks being fairly straightforward and easy to understand. If I show you decks like Mardu Vehicles or Temur Marvel and you know anything about Magic, you know what they do. That isn't always true in Modern, and it's a great way to have zero fun playing the game.

Merriam-Webster defines complicated as "consisting of parts intricately combined," or as "hard to understand or analyze." This definition provides an acceptable starting point, but it isn't really useful for Magic. Consider the universal fundamentals of constructed Magic: to play the game, each player needs to have at least 60 cards in a deck, of which you cannot have more than four of any one card (except for basic lands), and each deck is unique to the player. That's already a lot of intricately combined parts, which makes it hard to understand or analyze the game. Saying one deck is "more complicated" than another is tricky when they all start out complicated.

I find that a better measure of deck complexity is how easy it is play. Assume that I hand you a deck you've never seen before, without any explanation. Just leafing through the deck, how hard will it be for you—and I do mean you, this is a subjective test—to pilot the deck adequately? Depending on your answer, the deck may be too difficult to pick up blind. I'll break the tasks required to pilot a deck competently into three categories: understanding what the deck does, winning with the deck, and recovering from mistakes. Let's look at each of these in turn.

1. Understand the Deck

If I hand you a deck that you have never seen before, how likely is it that you will know what you are supposed to be doing? How likely is it that a completely inexperienced player misreads the deck and uses the wrong strategy? Or simply has no idea what that strategy is? Consider the aforementioned Little Kid Abzan. One look at the deck, and you know that it casts big beaters and attacks with them. Is that all there is to it? No, of course not. But you will have a general idea of what to do.

Now consider Ad Nauseam. There is no guarantee that a new player will see that the deck combines Angel's Grace and Ad Nauseam to draw the whole deck and then kill with Lightning Storm. In fact, they might think that Ad Naus is just a draw spell and you're trying to build up lands in hand the normal way to win via Storm while the Graces simply keep you from dying. Similarly, is there any hope that newbies understand how Amulet of Vigor combines with Simic Growth Chamber? Complicated decks are harder to understand.

Another thing to consider is card choice. Certain cards might make perfect sense to an experienced player, but bewilder a new player. It took a long time for Mishra's Bauble to catch on because its roles in Death's Shadow decks are far from intuitive. Similarly, new players might dismiss Tarfire as a bad Lightning Bolt, missing the vital function it plays. Not to mention, say, the function of the bullets in a Kiki-Chord deck. Non-obvious card choices are made for non-obvious interactions, and tend to increase a deck's complexity.

2. Win With the Deck

It is very easy to lose a game of Magic: just do nothing until your life total hits zero. Winning a game against non-goldfish opponents is already hard. They're trying to win too, and probably also trying to stop you winning first. How much harder does your deck make winning? In other words, if an average player with no experience of the deck picks it up, can they win a game against a player of equal skill? The less likely winning in that scenario, the more complicated the deck.

Consider Little Kid Abzan vs. Amulet Titan. As previously mentioned, a basic knowledge of Magic will tell you to attack with Loxodon Smiter until your opponent loses. Nothing special. While a new player may understand that the goal of Amulet is to ramp into Primeval Titan, how is not exactly obvious---or in any way normal Magic. Add in all the triggers, odd rules interactions, and mana counting, and it becomes very easy to be overwhelmed. Therefore, it is unlikely that they will play well enough on purpose to win, making Amulet a very complicated deck.

The other thing is whether players understand how to win with the deck. Sometimes, the actual playstyle necessary for a deck to succeed is deceptive. Modern Collected Company-based decks look a lot like aggressive creature decks. However, playing them like that is less than optimal, since their threats aren't particularly impressive, nor are their clocks that fast. Both versions should be regarded as combo decks first and foremost and played as such, which might not be apparent to an outsider. Similarly, Standard control decks take far more passive lines than their Modern counterparts, and attempting to play the latter like the former is a recipe for failure.

3. Know What to Do When Something Goes Wrong

If the game isn't going as expected, how hard is it to recover? Put another way, can a new player understand when they are losing? Whether they can actually save the situation is not related to complexity. As I've said, Magic is hard. So hard that sometimes things can be going very badly for you without you realizing it. It is also possible to play badly but think you played well. Complex decks often find themselves in situations where they have fallen far behind but it isn't obvious.

It is very apparent when a creature deck like Little Kid or Merfolk is behind or outright losing: they're not the ones attacking their opponent and/or they have no cards against an opponent with many cards. On the other hand, Storm can more easily be losing a game to control and not realize it. The deck requires specific combinations of cards in hand and in the graveyard to win, but it also needs to actually resolve those spells. You may miss the window where resolving key spells is possible against UW Control---in practice, you cannot push through all their counterspells where you could have earlier. Such scenarios can prove easy to miss. This increases complexity and the difficulty of the deck.

Play mistakes account for a related aspect. Complicated decks tend to be far less forgiving of mistakes. You can make sequencing errors or miss damage in Little Kid, and it may not matter because Siege Rhino forgives many sins. Conversely, tapping the wrong land for a spell can prove fatal in Amulet Titan. Simpler decks are generally more forgiving of missteps, while extremely complicated decks rarely win without tight play.

"Easy to Play, Hard to Master" ≠ Complexity

The section heading says it all. Just because it takes awhile to really get good with a deck does not make the deck complicated. The path to achieving mastery may be complicated, and the play patterns necessary might be unintuitive, but those factors are irrelevant to complexity as outlined in this article. Merfolk rates very low on my complexity scale because it is easy to understand the deck. However, it contains plenty of non-intuitive interactions and sequencing decisions that make it a hard deck to pilot expertly. These quirks don't matter to a beginner, because they will still play well enough with the deck to win. Therefore, a deck with multiple expert-level interactions is not by itself complicated.

Most players think of matchups as immutable numbers that reflect the "reality" of the games; Tron is "favored" against Jund, Infect "crushes" Ad Naus, Abzan Company is "good against" Burn. These phrases may be true, but they don't tell the whole story. I think of all decks having win percentages as a range. There is a base win percentage that reflects how often an average player with general knowledge of the deck will win. Then there is the low bound, reflecting that of a complete newbie, and an upper bound for master-class players. Most decks will have a fairly big gap between their average and master levels; skill does that to win percentages. Decks with large gaps to the lower bound are more complicated, reflecting how unintuitive they are for new players. For this reason, it doesn't matter how much "play" a deck has once you "git gud" with it. What matters is how easy it is to play blind.

Why Complexity Matters

I see many new players playing decks that they do not fully understand, and as a result, they languish on the low end of their win percentage. Again, not because they are bad at Magic, but because there is far more to consider when playing a Modern deck than a Standard one. A lot of Modern decks are not newbie-friendly, particularly if said newbies want to play a deck that is considerably different from what they previously played.

Players need to be honest with themselves and evaluate their abilities and the deck they have selected. That's why I left the above criteria subjective: it will vary player to player. If you look at deck and are confused by what it does, how it wins, why it has certain cards, or what you need to be aware of, you should probably put the deck down. The purpose of the game, for many players, is to have fun. It's tough to have fun when you're confused and frustrated, no matter how many other players say your deck is great.

An Object Lesson

Consider a combo player switching from Standard to Modern. In Standard they played Rally the Ancestors combo. The deck has a lot of moving parts and plenty of different angles of attack at its disposal, but actually assembling the combo and winning is reasonably straightforward. There's very little uncertainty about it; once you start going off, you can't really fizzle. Even if the deck failed to outright kill in one turn, that failure didn't use up all your resources, so you can try again later. You might not even have to actually combo. Just flooding the battlefield with creatures and winning via combat is a legitimate gameplan. Rally boasts lots of power, flexibility, and forgivingness.

Assume that they took those skills and tried to play Modern Storm. Storm has no forgivingness, no backup plan, and no room to maneuver. You either successfully combo or you die. The deck is utterly alien to this player. Their Standard combo skills will be wasted on this deck. Spell-based combo is difficult even for experienced players, so what hope does a new player have? That player should try a Modern Company deck, since it will be more familiar.

As a less-extreme example, take a Standard New Perspectives combo player. Perspectives does nothing until it resolves its namesake and then draws its whole deck. While superficially similar to Storm decks, once it starts going off, there is no chance of fizzling barring opponent interference. Storm does fail mid-combo sometimes, and knowing how to manage those situations is critical to success with the deck. A Perspectives player might also find Storm too hard, if not as much as the previous player. In this case, an adjustment towards Ad Nauseam would be better. The decks are more similar and the skills translate more directly.

Keep it Simple

We play Magic because it's fun. Many players find complicated decks fun. However, this doesn't mean that you should jump right into complicated Modern decks. To avoid frustration, players should honestly assess themselves before jumping into their first tournaments. When playing a new deck, you must ask if you really understand what you are doing. Sometimes you'll be piloting a deck that makes perfect sense to you without any practice. Other times, you should hold off on sleeving up that new hotness until you have more practice. After all, confusion is not fun.

Meditations on Format Health

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Since the Golgari Grave-Troll banning, the Modern banlist hasn't been updated. But the format has changed dramatically, welcoming Fatal Push into its upper crust and appropriating Death's Shadow for a Probeless era. Of course, the format's recent stability hasn't stopped detractors from clamoring for bans or unbans. Today, we'll explore what makes a format healthy, and why the notion of metagame health is so emblematic of Modern.

The Meaning of Health

Many discussions about format health are rife with miscommunication. The reason? Everyone has their own definition of "health." For many, health relates directly to one's own preconceptions regarding deck diversity, archetype balance, fairness, and fun. Since each player is bound to hold unique opinions on such topics, I'm skeptical of discussions based around them. Rather, grasping and dissecting Wizards of the Coast's understanding of "health" stands to yield far more productive results, as that understanding allows us to accurately predict banlist announcements.

Modern Health

Fortunately, we know quite a bit about Wizards's views on the subject. In a game-changing mothership article last year, Sam Stoddard outlined some guidelines for Modern metagame health. He claimed that Modern should:

  1. Have a diverse top-tier metagame featuring over a dozen archetypes.
  2. Not be dominated by fast, non-interactive decks (consistent kills before turn four are a red flag).
  3. Be at a power level that allows some newly printed Standard cards to affect the format (we don't have other ways to introduce cards into the format, and we like it when cards or decks can transition).
  4. Have as small a banned list as possible that accomplishes all the previous goals.

Let's break down these points one by one.

It shouldn't come as a surprise that first on the list is diversity. Since there are only so many strategic archetypes (control, combo, tempo, etc.), I think it's safe to assume Stoddard is using the word to refer to broad labels for unique strategies (i.e. Death's Shadow Aggro, BGx Midrange, etc.). Modern can't be diverse if one deck consumes too much metagame share, so it makes sense to ban cards from decks that fit that description. Based on Wizards's Jund bans, it seems that the cut-off for over-dominance hovers between 12% and 20%—decks this popular should set off alarms. The number gets lower for decks that violate Wizards's format guidelines in other ways (see: Twin).

Next up is the Turn Four Rule. This one is pretty straightforward, so long as the meaning of the Turn Four Rule isn't lost in the fact that it contains the words "turn" and "four" (faulty grounds for confused players to claim any deck that can win before turn four should crumble under the hammer).

Third, Wizards wants Standard cards to enter Modern with relative frequency. An example of how this goal might apply to a banlist decision: having cards like Jace, the Mind Sculptor legal sets the bar very high for planeswalker viability, and might keep otherwise fine walkers from seeing Modern play. And a less controversial one: having Golgari Grave-Troll legal makes Dredge so consistent that it becomes incorrect to play other graveyard decks, invalidating delirium and many other graveyard-based mechanics Wizards might roll out through Standard.

The final point is more about "banlist health" than format health, so we'll table it for now.

More recently, and absent from this list of bullet points, is another guideline: Wizards has expressed interest in improving Modern's color diversity (presumably by throwing a bone to either blue or white decks).

When considering Wizards's views of the format, it becomes imperative to refer to the above points. Whether a card, deck, or decision is "healthy" for the format, according to Wizards, depends on its adherence to these values.

The Eternal Double Standard

The above guidelines refer to Modern, and to Modern only. I often see players comparing Modern to Legacy, either to annoyedly wonder why Wizards doesn't let Modern self-regulate in a similar way or to admire Legacy's wealth of viable decks. Besides the fact that Modern lacks self-regulation tools like Force of Will and Wasteland, and therefore needs banlist assistance to address issues like Eye of Ugin Eldrazi or Grave-Troll Dredge, Wizards clearly has very different goals for that format. Miracles took up 20% of the metagame for over a year before Sensei's Divining Top was finally banned. That would never happen in Modern.

As for viable decks, how many can there really be if the top decks are allowed to hold such large share portions? I think Legacy is so "diverse" because people play with the decks they've had forever and the cards they like, no matter how good or bad they are. There's more on the line when it comes to Modern, a format supported by Wizards and other tournament organizers at high levels of competition. I think it's best to keep the Legacy comparisons out of discussions on Modern's health.

Modern's Divisive Nature

More than any other non-rotating format, Modern frequently inspires heated debates about format health. We're currently coming out of Modern's infancy, a period in which Wizards guided the format's evolution with a steady hand. Now that Modern has caught on with the players, the company will recommit to Standard, its primary cash cow. But the effects of the company's diligent Modern-shaping linger on, inciting ban-mania whenever the format shifts.

This ban-mania is invariably linked to one of two recurring player gripes with Modern: the abundance of linear decks, and the distinct lack of a top-tier Weissman deck.

Lots of Linear

It seems whenever a new deck breaks out at a streamed tournament, ban-mania consumes the online Modern community. Or does it? When Bant Eldrazi, Death's Shadow Jund, or, most recently, the Vizier of Remedies-featuring Abzan Company enjoyed a string of favorable results, the ban-mania crowd proved mostly silent. Indeed, it seems this crowd only rears its ugly head when linear decks have good tournaments.

If Cheeri0s, Grishoalbrand, Lantern Control, and other such linear decks reliably inspire a knee-jerk descent into ban-mania after an impressive game on stream, we'd do well to know why. I think a few factors are at play here.

First, these decks simply do more broken-looking things than most interactive decks can muster. Tarmogoyf will never kill on turn two; Puresteel Palladin will. Pundits imprudently cite Modern's notoriously perplexing Turn Four Rule to defend calls to axe Sram, Senior Edificer, Nourishing Shoal, or any other key component of a linear deck that doesn't come close to having enough of a meta share to actually deserve a banning.

Realistically though, these decks give up interactivity and consistency points to achieve their occasional explosiveness. If they didn't, they'd be stronger decks; more people would play them, and they'd put up the kinds of numbers that might actually spur Wizards into action.

Second, Modern is a format principally defined by proactivity. Some players, especially ones that favor reactive strategies, take issue with this predicament. For them, decks that exemplify that proactivity-first credo—combo decks—represent fundamental issues with the format.

Now, think back to Death's Shadow Jund. Here's a deck that had a phenomenal breakout weekend, was heralded as the "best deck in Modern" by pros who gushed about it for weeks, handed an Open win to Austin Bursavich, who hadn't played constructed Magic in years and missed several Bauble triggers, and continues to put up impressive numbers by any standard. And yet, no ban-mania! Death's Shadow strategies are chock-full of interaction, and despite their reversibility, are about as fair as aggro decks can get in Modern. It's the format's linear decks that create ban-mania.

Muh Serra Angel

Another recurring theme with banlist discussion is players' fixation on having a Weissman, or "pure control" deck in Modern's top tier. Modern has plenty of control hybrids available, ranging from tempo to midrange to prison. But for some reason, a small, vocal subset of players won't settle for anything less than a style of deck that hardly even exists in other formats anymore.

To these players, I ask: why should Weissman be a top-tier Modern deck? One could make the argument that it provides yet another archetype, and therefore increases diversity. But the hoops Weissman has to jump through to become a major player in Modern are enormous, which explains why it hasn't done well in years, despite Modern shifting often and deeply. Wizards would need to somehow sneak less-conditional countermagic, more efficient card draw, and a reliable way to beat ramp decks (question mark) into the format without ruining Standard, and it seems they're yellow to.

Also of note: for all the doomsaying, Snapcaster Mage is currently Modern's fifth-most-played creature, beating out Thought-Knot Seer and even Death's Shadow.

The State of the Format

So, how's Modern doing? From here, the format looks great. Not one deck even cracks 8% on MTGGgoldfish; the format's best deck is firmly midrange, not combo; and Standard cards as innocuous as Vizier of Remedies continue to pop up and make waves. Blue and white do continue to struggle relative to the other three colors, making me think now's perhaps as good a time as any for an unban. Wizards has always waited for periods of relative stability and health (in their eyes—in other words, the kind of health we just spent the article defining) to release cards back into Modern, and I wouldn't be surprised if something like Stoneforge Mystic came off this time around.

Jordan Boisvert

Jordan is Assistant Director of Content at Quiet Speculation and a longtime contributor to Modern Nexus. Best known for his innovations in Temur Delver and Colorless Eldrazi, Jordan favors highly reversible aggro-control decks and is always striving to embrace his biases when playing or brewing.

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Baltimore Prep, Part Two: Everything Has Changed

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A lot can change in a week. I was all set for SCG Baltimore this weekend, and then two things happened. First, some family issues came up that would unfortunately prevent me from traveling to play Magic. Second, Devoted Druid and Vizier of Remedies spawned a new(ish) archetype that, well, changed everything. What was good last week is suddenly obsolete. Welcome to the frontier of Wild West Modern. Hope your reflexes are sharp.

My article this week will continue my preparation for Baltimore that I began last week, and talk about what I was planning on bringing to battle on Saturday. I’ll hold off on the Vizier Company discussion until next week at least, as even though I won’t be playing, I still have a ton of work and outlook on the format that I’d like to discuss.

What I Would Have Played

Prior to Vizier of Remedies turning the format on its head, Modern was for the most part a known entity, and I was confident I had found a decent angle with which to attack the format. Affinity, Eldrazi Tron, Death’s Shadow, Dredge, and UR Storm were the top decks to beat, with midrange decks, Burn, Ad Nauseam and Knightfall waiting in the wings. This is what I planned on taking to Baltimore:

Grixis Death’s Shadow, by Trevor Holmes

Creatures

4 Death's Shadow
4 Snapcaster Mage
4 Street Wraith
2 Tasigur, the Golden Fang
1 Gurmag Angler
1 Vendilion Clique

Sorceries

4 Thoughtseize
2 Inquisition of Kozilek
4 Serum Visions

Instants

4 Fatal Push
3 Lightning Bolt
1 Terminate
2 Kolaghan's Command
4 Thought Scour
1 Stubborn Denial

Lands

2 Blood Crypt
2 Watery Grave
1 Steam Vents
1 Swamp
1 Island
4 Polluted Delta
4 Bloodstained Mire
4 Scalding Tarn

Sideboard

2 Stubborn Denial
2 Liliana of the Veil
1 Kolaghan's Command
1 Kozilek's Return
2 Collective Brutality
2 Fulminator Mage
1 Terminate
2 Surgical Extraction
2 Ceremonious Rejection

If you read last week’s article, then it’s possible that my eventual deck choice doesn’t come as a huge surprise. I didn’t have a ton of time to test, but I did have enough time to explore a few options, such as Eldrazi Tron, Burn, and UR Storm. Before delving into Grixis Death’s Shadow, here are some quick hits on what I thought about these archetypes and why I eventually moved on.

The Rejects

Eldrazi Tron’s identity in this format is less ramp-combo and more midrange, which is the primary reason I wanted to test it as a potential option for Baltimore this weekend. RG Tron always leaned a little too heavily for me on having the right mix of ramp/lands/payoffs, and if it's opponent wanted to beat it, they could succeed with a conscious sideboard.

Eldrazi Tron operates differently in basically every way. Unlike RG Ramp, they have a ton of things they can do before seven mana, and don’t need to hit their top end or assemble their combo to win the game. Where RG Tron had a ton of dead draws late (assuming their initial threats were dealt with), Eldrazi Tron keeps the threats coming well into the lategame.

I abandoned the deck due to a combination of card availability issues, personal bias, and in-game negatives that I just couldn’t get over. I had a feeling that UR Storm would be popular on Saturday, and was worried too many Blood Moons and not enough early interaction from me would complicate the matchup. Burn and Affinity are also just a little too fast for my liking, even though both matchups are winnable.

I liked a lot of what Eldrazi Tron was doing, but I didn’t feel like I was leveraging my preparation and knowledge of the format into an archetype that would properly reward me for my work. Again, I definitely acknowledge some bias in this conclusion, and wouldn’t fault anyone for playing Eldrazi Tron, as the deck is clearly strong.

Burn was another deck that I wanted to try. I already had some experience with the archetype, and felt it was positioned fairly well for the weekend. What do Affinity, Eldrazi Tron, Dredge, and UR Storm all have in common? No white! Lifegain is (was) currently at an all-time low, with no real control deck putting up results, and Abzan showing diminished numbers as well. With people also trimming Lightning Bolt, I felt Goblin Guide would often manage to stick around for a few hits.

In the end, I just couldn’t pull the trigger on bringing Burn to a large event. I know that stigma has been disproven before, but I really wanted a great sideboard, don’t get to play paper Magic that often, and was hoping to enjoy my rounds—I don't love playing Burn.

By the time I got around to UR Storm, I was almost out of time, and I knew I would do myself a disservice by sleeving up the complicated combo deck without putting in the requisite reps.

The Victor

And that brings us to Grixis Death’s Shadow.

This deck checked a lot of boxes for me. I was intimately familiar with the color combination, having played pretty much every Grixis deck viable (and not viable) over the past few years, so I already had a lot of the groundwork done when it came to numbers and the sideboard. I had recently played the deck for a two-week period, so once I had my sights set on where I wanted to be, I only had to test the updated list to get reacquainted with the deck's sequencing and roles. And, well, I really wanted to do well with a deck I enjoy playing. I am what I am.

So, the list. I knew pretty early that I wanted to go down to three delve creatures. After a couple weeks of testing I was getting double delve creatures in my opener a little too often for comfort, and I felt like the graveyard hate would be a little too plentiful with Dredge still lurking around in people’s minds. I was prepared to transition from a classic Death’s Shadow Aggro deck in game one into a more reactive shell postboard, and I knew that if I expected graveyard hate to be out in some number, Liliana, the Last Hope is not where I wanted to be. Liliana of the Veil, on the other hand, is more than capable of winning games by herself, and is better than Liliana, the Last Hope could ever try to be against decks like Burn, Eldrazi Tron, and UR Storm.

If the subgame were all about value, and replaying creatures as much as possible, I'd find a way to play three Kolaghan's Command in the maindeck and I definitely wouldn’t be trimming on delve threats. But as it stands with the stock build, the deck is a little too one-dimensional for my tastes. There’s a difference between graveyard synergies and relying on your graveyard to win, and if we're in the latter camp, why not just play Dredge? I’m not saying that Grixis Death’s Shadow can’t win without the graveyard, but I definitely want to be above just a couple threats once my opponent sticks a Rest in Peace or something.

Vendilion Clique is a powerful alternative threat that can help shore up some of the points lost against combo, since I’m making room in the maindeck for a third Lightning Bolt in place of Stubborn Denial. I’ve found that in game one, when I’m losing, it’s not to spell decks, thanks to my six discard spells. I’m getting run over by creatures, and Stubborn Denial is far from ideal against Etched Champion. Vendilion Clique and Lightning Bolt over Gurmag Angler and Stubborn Denial might seem like a big change, but in practice, it just trades a bit of value in one area to regain it in the form of another card. Same number of threats, same amount of disruption.

Based on what I was seeing in the MTGO metagame, my high-priority targets were Eldrazi Tron, Burn, and UR Storm. Ceremonious Rejection is a nice bit of spice that, while narrow, handles every single spell Eldrazi Tron can throw at us for one mana. I debated for a while about the numbers between Fulminator Mage and Ceremonious Rejection, eventually settling on two of each, but I could definitely see cutting both the Fulminator Mages for a third Rejection and an Izzet Staticaster. With this list, I’m going all-in on my bet that white won’t be showing up in large numbers, thanks to Eldrazi Tron, but a little hedge can't hurt.

With this list, what I’m most proud of is my post-board configuration against Burn. Nobody likes losing to that deck, and I believe I’ve found a solid configuration that gives me an edge in the matchup without diluting my sideboard too much against other matchups.

Collective Brutality, Stubborn Denial, Kolaghan's Command, and Liliana of the Veil combine to provide a ton of discard and countermagic, especially when added to our maindeck spells. Our goal is to run Burn out of cards as quickly as possible and sneak in a quick threat. We don’t have much to board out after Street Wraith, and I end up keeping a couple Thoughtseize in; Deflecting Palm is popular, and even turning Bolt into Shock can be the difference between winning and losing sometimes. Thoughtseize is by no means a great plan, but it is definitely serviceable in many situations.

Conclusion

When I was still planning to attend SCG Baltimore, I was pretty confident in this list. I felt certain that I had done the appropriate amount of work, avoided common preparation pitfalls, and put myself in a solid position to control my own destiny. Vizier Company has turned the format on its head, though, taking advantage of a lack of one-mana removal and counterspells. Will Spell Snare be the best card of the weekend? Lightning Bolt doesn’t solve everything, but it certainly helps. It will be interesting to see how everyone reacts to this new development, only a week before SCG Baltimore. I’ll see you on the other side.

Video Series with Ryland: 4-Color Saheeli Evolution

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Greetings, everyone! I'm back for more action here at Modern Nexus, this time with the debut of my video series. I tend to cast a pretty wide net in Modern, which means I have experience playing a large range of different archetypes. In my videos I'll be exploring these decks and trying to shed some light on how I see individual matchups and archetypes across the Modern metagame.

Today's featured deck is a four-color combo deck built around the Saheeli Rai/Felidar Guardian combo that was recently banned in Standard. The deck has much in common with Kiki-Chord, relying on mana dorks and Eldritch Evolution and employing a midrange value strategy for its Plan B. But instead of Kiki as our top-end combo finish, we have Saheeli and Felidar, both of which combo with much of the deck's other pieces. The full decklist can be found below the videos.

I intend to develop the video series further as the weeks go on, so let me know your thoughts on the formatting, presentation, or any other concerns in the comments. Also be sure to check out my Twitch channel for more live content.

Deck Tech

[youtube https://www.youtube.com/watch?v=zeUqsHH-oNA&w=560&h=315]

Round 1 vs. Affinity

[youtube https://www.youtube.com/watch?v=ZUn9upPFHE0&w=560&h=315]

Round 2 vs. Knightfall

[youtube https://www.youtube.com/watch?v=Gi3wGTcAqaU&w=560&h=315]

Round 3 vs. Knightfall

[youtube https://www.youtube.com/watch?v=bQ37FekodRo&w=560&h=315]

Round 4 vs. Dredge

[youtube https://www.youtube.com/watch?v=rcJh8CPmi7s&w=560&h=315]

Round 5 vs. Elves

[youtube https://www.youtube.com/watch?v=BACCPlSMI6Q&w=560&h=315]

4-Color Saheeli Evolution, by Ryland Taliaferro

Creatures

3 Birds of Paradise
3 Noble Hierarch
2 Wall of Omens
2 Scavenging Ooze
4 Voice of Resurgence
2 Renegade Rallier
1 Kitchen Finks
1 Eternal Witness
4 Felidar Guardian
1 Thragtusk
1 Sun Titan

Enchantments

4 Oath of Nissa

Instants

3 Path to Exile

Planeswalkers

4 Saheeli Rai

Sorceries

3 Eldritch Evolution

Lands

4 Wooded Foothills
4 Windswept Heath
1 Misty Rainforest
1 Temple Garden
1 Stomping Ground
1 Breeding Pool
1 Hallowed Fountain
1 Sacred Foundry
2 Razorverge Thicket
1 Scattered Groves
1 Gavony Township
3 Forest
1 Plains

Sideboard

1 Path to Exile
1 Gaddock Teeg
2 Unified Will
1 Negate
2 Rest in Peace
1 Kataki, War's Wage
1 Izzet Staticaster
1 Reclamation Sage
1 Magus of the Moon
1 Eidolon of Rhetoric
1 Obstinate Baloth
1 Linvala, Keeper of Silence
1 Eldritch Evolution

The Prophecy Is… Ambiguous 

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The Oracle at Delphi was always correct. Every ancient Greek source confirms this truth. No matter what you asked the Oracle, the answer would accurately foretell the future. However, thanks to surviving prophecies, we now know she owes this accuracy to vagueness. The Oracle answered questions in ways that could mean anything. When asked about the outcome of a battle, her answer might be, "A great kingdom will fall." That kingdom could be yours or your opponent's, but whose became clear only after the fact. Hence, the Oracle was never wrong. For the skeptics of the ancient world, this must have been frustrating to the point of infuriating.

This is equally true of As Foretold. I have been quietly experimenting with this card since Amonkhet was released and I still cannot tell if it is good. Every time I play the card I feel like I'm rolling dice. It might be good, it might be mana wasted. I never know until after the game whether the card was good. Sometimes, even then it gets messy. My gut tells me it's a win-more card, but I keep seeing just enough potential to stop me from dismissing As Foretold. I just can't tell if it's the real deal or if it's just...oh, what's the word?

Seeking the Oracle

It's always best to start at the beginning. As Foretold has generated a lot of hype and speculation. Everyone should know what it does by now, but as a reminder, it's an Aether Vial for any spell with converted mana cost less than or equal to its number of time counters. Rather than tap, it allows players to cast a free spell once each turn, or twice each turn cycle. Essentially, it's a mana generator.

I was pretty down on the card in my preview article. I could not determine where the card belonged, and it looked too much like a win-more card for me to seriously investigate. However, Jordan was much more open to the card. He noted how busted free mana has been and how control decks could leverage the free spell effectively. I can see the point, but to me the problems with the card—chiefly, its durdliness and slowness—outweighed any advantage. I just didn't see how it could be worthwhile.

The thing is, it appears I was in the minority on As Foretold, at least among online writers. Sean McLaren went on about it at length the day after I was dismissive. Ben Friedman thinks it is broken. Frank Lepore tried it and had fun. Then again, playing less-than-competitive decks and having fun doing so is his thing, so it's hard to draw serious conclusions from Lepore. My point is that there was enough evidence that the card was reasonable that I began to soften.

All that was coupled with pressure from players at my LGS who really liked the card. I'm a fast player who normally plays fast decks, so I have a lot of free time to talk shop. Once again, I proved to have the minority opinion, as most players thought Foretold at least deserved a try. Some were all over the card and desperately wanted to break it. When I consistently find myself in the minority, I like to carefully reexamine my position in case I'm one who's wrong. I decided to reevaluate my position and give As Foretold another look.

Hearing Her Wisdom

I started playing around with Foretold towards the end of April, and I wasn't having any success. Everyone agreed with my assessment that Foretold belonged either in control or in a dedicated combo shell, so I conducted my tests with UW Control. I felt that just jamming the card into any existing combo deck was a recipe for clunk, and I was skeptical of other control decks succeeding in this metagame. I started McLaren's suggested list, and then brewed and tuned based on my experience. I didn't really have any success.

Of course, the build may just have been unrefined. However, I was also not impressed by Foretold itself. I never felt like it did anything. Yes, I cast free spells when it was in play, and yes, getting to play Ancestral Vision right away felt good. I just never felt that it was winning me games I would otherwise have lost.

My testing in control shells ended up with a decklist very similar to the one that Ross Merriam highlighted. Not exactly the same, but close enough that I won't post the decklist. What I want to highlight is that Merriam's on-camera experience very closely mirrored my own. As Foretold's most relevant use is accelerating Ancestral Visions, which may not even be good, because on turn three you may have to discard. That's not the worst, but it's also nothing special. After several weeks of having "nothing special" as my results, I put the Foretold's away. I don't have the evidence to say that they are worthwhile in control.

Seeking Guidance from Others

However, control isn't Foretold's only possible shell. A number of players that I've run into online and at my LGS have tried to build around the card more centrally. I don't think there's any collusion between them, and it would be anomalously coincidental to the point of paranoid conspiracy if the paper players were also the online players, but they've all arrived at Jeskai Restore Balance decks. I don't have their lists, but each one is built around Greater Gargadon, Restore Balance, As Foretold, and Nahiri, the Harbinger. In addition, they have a number of cheap interactive cards, Ancestral Vision, and sometimes Wheel of Fate. I've never actually seen them cast Wheel, but they are trying it. Their idea is that you are Jeskai Control but get to play a prison-style game with Restore Balance enabled by Gargadon. To my knowledge none of these decks have won any events, but they've done reasonably well for the past week.

When they assemble their pieces, the decks I've seen are very potent. There's just not much you can do when you have no lands against a Greater Gargadon, a full grip of cards, and free spells every turn. However, the operative word in the first sentence is when. More than other decks, these Balance decks need to draw the right cards at the right time to have any chance of victory. Failing to draw Balance can prove fatal. Not setting Balance up with Gargadon can spell doom. Failure to draw Foretold may cause the deck to do nothing. I've played a number of games against the deck where Foretold never resolved and I won with lots of my opponent's scary suspended spells several turns away from resolving. There is power there, and where there is power there is potential, but as far as I'm concerned, these decks are unforgivably fragile.

My final problem is that Restore Balance already exists as a deck. A deck that, while it isn't very good in the overall metagame, is very good at enabling Restore Balance. As a Balance deck, the Foretold version is noticeably worse than the older versions. From what I've seen so far, I don't think they do anything else enough better to justify deviation.

Pondering the Meaning

I still have serious doubts about As Foretold in Modern. It's durdly and slow, but that really isn't the problem. The problem is impact. Of course, enablers are only as powerful as the things they enable, and there are some very powerful things that you can do with Foretold. But what happens when you don't? What if you don't have Ancestral Vision when you play Foretold, or it's incorrect to play Balance then? Foretold won't always enable anything you want to do. And this is the fatal flaw of the card.

During testing, I found that in UW Control, the card didn't do that much. In normal builds, I rarely feel that I lose because I couldn't cast enough spells. I often have mana constraints, but that's not why I lose. By itself, Foretold doesn't solve that problem, although it improves drawing Vision late. Of course, most UW decks have solved that problem already by replacing Vision with Think Twice or other cantrips. I didn't find that I needed extra mana very often as long as I hit my land drops. Control rarely struggles with playing the spells in its hand. It struggles with having the right spells at the right time. Foretell helps with the former and not with the latter.

What you want to be doing with Foretold in control decks is using the free spells to do things other than answering your opponent. The problem is that most of your deck is cheap answers. As a result, I found that I was in fact wasting mana because of Foretold. Where I really wanted the mana was when I got over four counters, because that's when it enables sweepers and planeswalkers with protection. Of course, the best-case scenario occurs around turn seven, by which time control is either dead or stabilized anyway.

I just never really needed more mana in most of my test games. Control decks are already built to leverage a mana advantage over time and play more powerful spells later in the game. At best, Foretold reinforces that trait. At worst, it forces you to drop your shields at sorcery speed to generate an incremental advantage down the line. There are plenty of decks that can either functionally or actually win the game in that window. Foretold asks us to justify cutting control cards for a ramp spell... in a control deck.

Pondering My Conclusions

However, despite all of this, I have found enough upside in Foretold that I can't just dismiss its potential. There are times when you are constrained on mana or outright mana screwed, and in those situations, Foretold is a lifesaver. That's when you actually need the extra mana, and in those situations, the benefit actually does balloon over time.

Furthermore, that extra mana really had an impact when I tried a Foretold Control deck against a normal UW deck. Now, it didn't resolve very often, and on a few occasions I got really punished for tapping out turn three, but those times when I did resolve Foretold, the mana advantage it generated provided the leverage I needed to grind out my opponent. I was left wondering if Foretold isn't actually an engine card but the new Geist of Saint Traft: a way to break control mirrors. It may be too slow compared to Geist, but an enchantment is also less vulnerable. Perhaps something to circle back to down the line.

The Prophecy... Fulfilled?

There is still the possibility that there exists a deck to really abuse As Foretold lurking somewhere out there. Modern's cardpool is a vast and unexplored jungle, after all. I've seen enough to prevent me from outright dismissing the card, but I am getting close.

Anyway, it's now time for what everyone is really here for: the voting results! By a vote of 21 to 12, the winner is Preordain!

Frankly, I'm relieved. I not only wanted Preordain to win, I assumed it would before I put the issue to a vote. It would have been embarrassing to redo the preparations I'd already done if Dig had won instead. So I'll be getting started on that and should have results... eventually. Late summer/early fall, probably.

A number of readers have expressed interest in helping with this project. I want to thank you for the offers, but I have a crew that is more-or-less willing to help already, and I know when and where to find them. I will keep those who have expressed interest in mind, and I may have a request for you soon. Stay tuned.

Mana Heals All Wounds: Exploring Vizier Company

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When Amonkhet spoiled, Vizier of Remedies sparked interest among Modern players as a possible redundancy boost to Abzan Company, the grandchild of beloved Modern archetype pillar Birthing Pod. It's been nearly a month now since the set was released to Modern, and Vizier seems to have succeeded in improving Abzan Company... as well as in spawning some Company variants of its own! Today, we'll check in on Vizier's progress and go over the decks it fits into.

Vizier's Appeal

Together, Vizier of Remedies and Devoted Druid make infinite mana. That's an interaction I wrongly glossed over as superfluous in my set review—after all, it doesn't even win without a way to spend the mana. But Vizier-Druid has been putting up interesting results online in different shells, so I decided to figure out what the combo has that Abzan Company doesn't.

Beating the Hate

Grafdigger's Cage, one of Modern's most splashable sideboard cards, is the bane of Abzan Company. Not only can Company no longer use their namesake card or Chord of Calling with Cage in play, but should they assemble the combo naturally, Cage stops Kitchen Finks from ever persisting. Surgical Extraction, too, has been gaining steam as a super-flexible way to combat strategies like Dredge, Company, and even Death's Shadow; this card blows out the combo while opponents are tapped out by exiling all copies of Finks in response to its persist trigger.

If Vizier-Druid has one huge draw, it's that these cards don't affect it. The new combo doesn't care about the graveyard at all, allowing it even to defeat hosers like Leyline of the Void.

As a cost for this immunity, players must include in their decks a number of ways to win after assembling infinite mana, and none of them are quite as useful on their own as Viscera Seer. That load is lightened by the fact that Chord and CoCo can now be cast for free.

Attacking from Unique Angles

Decks that attack from multiple angles have a good time in Modern. Take Splinter Twin, a deck in part banned for its flexibility, or Knightfall, a Company deck gaining momentum online.

Abzan Company has always had a fair plan and a combo plan, but Vizier lets the deck split that combo plan into two directions. Traditional Abzan Company lists are still enjoying some success, too; both decks benefit from opponents never knowing which combo to playing around until later in the match.

The Decks

Now we'll look at four different Vizier builds. I'll rate each, in relation to one another, on a scale of 1-3 (with 1 being awful, 3 being great) using the three metrics I consider integral to Modern success: proactivity, interactivity, and consistency.

Turbo Vizier

Our first deck marks Vizier's breakout success in its own shell. Kevin Page took a deck singularly focused on the Vizier-Druid interaction to 19th place at the Atlanta Classic last month.

Turbo Vizier by Kevin Page (19th, SCG Classic Atlanta)

Creatures

4 Simian Spirit Guide
4 Noble Hierarch
1 Llanowar Elves
4 Devoted Druid
4 Vizier of Remedies
4 Duskwatch Recruiter
1 Eternal Witness
1 Spellskite
1 Anafenza, Kin-Tree Spirit
4 Walking Ballista
1 Rhonas the Indomitable

Instants

4 Chord of Calling
4 Collected Company
4 Path to Exile

Lands

4 Windswept Heath
2 Misty Rainforest
2 Razorverge Thicket
1 Gavony Township
4 Temple Garden
3 Forest
3 Plains

Sideboard

3 Surgical Extraction
2 Heroic Intervention
2 Stony Silence
2 Reclamation Sage
2 Rhonas the Indomitable
4 Leyline of Sanctity

Kevin has a few interesting things going on in this list. Most arresting is his full set of Simian Spirit Guide, which accelerates the combo by a full turn. I have long touted Guide's power and splashability in a format so tempo-focused, so the card's showings in strategies as diverse as Zoo and now Company doesn't surprise me. Modern's most explosive combo decks, including Grishoalbrand, Blazing Infect, and Amulet Bloom, are known for their ability to produce turn-two kills; Guide gives this deck the same dimension, powering out a combo piece on turn one and letting pilots do the rest next turn.

Notably, Guide isn't only useful here when it enables a turn-two kill. Threatening to drop Collected Company a turn early, or even on turn two with a mana dork, allows the deck to invalidate carefully-planned disruption from across the board for a tempo-netting "Splinter Twin effect."

Walking Ballista, Rhonas the Indomitable, and Duskwatch Recruiter make up the deck's win conditions. Ballista provides the most immediate kill, as infinite mana makes it arbitrarily large and deals as much damage as pilots want. Rhonas serves as a Chordable win condition that doesn't care about hate cards like Stony Silence, a Pithing Needle that named Ballista, or a Surgical Extraction that removed the artifact. Recruiter allows pilots to dig through their deck until they find one of these creatures.

Although it doesn't go infinite, Anafenza, Kin-Tree Spirit certainly improves the deck's four Ballistas. Ballista is best in high numbers here since it can't be Chorded for or put into play with a Company without immediately dying to state-based actions, and I like having a way to make it better.

Lastly, Kevin included a set of Path to Exile in his deck. The Abzan Company decks of old rarely had room for mainboard Paths, which already bodes well for the Vizier decks.

Proactivity: 3
Interactivity: 2
Consistency: 1
Total: 6

Abzan Company

Speaking of Abzan Company, up next we have a relatively traditional build of the deck that pushes around some moving parts to incorporate an unadulterated Vizier package. Dispencer 5-0'd a MODO league with this deck a week ago today.

Abzan Company by Dispencer (5-0)

Creatures

4 Viscera Seer
4 Birds of Paradise
4 Devoted Druid
4 Vizier of Remedies
4 Duskwatch Recruiter
4 Kitchen Finks
2 Eternal Witness
1 Murderous Redcap
1 Walking Ballista

Instants

4 Chord of Calling
4 Collected Company
3 Fatal Push

Lands

4 Windswept Heath
2 Marsh Flats
2 Misty Rainforest
4 Blooming Marsh
1 Razorverge Thicket
1 Gavony Township
1 Horizon Canopy
1 Godless Shrine
1 Temple Garden
1 Overgrown Tomb
1 Forest
1 Swamp
1 Plains

Sideboard

1 Burrenton Forge-Tender
2 Kataki, War's Wage
1 Big Game Hunter
1 Eidolon of Rhetoric
1 Loaming Shaman
1 Orzhov Pontiff
1 Reclamation Sage
1 Condemn
4 Thoughtseize
2 Collective Brutality

Dispencer doesn't play more dorks than Kevin, but he does omit the Guides. That means he's willing to give up some explosiveness—but for what? Well, including both the traditional Abzan Company lifegain combo and the new Vizier combo makes Collected Company significantly more dangerous.

The odds of hitting one of the two combos with a Company skyrocket with so many enablers, especially since Vizier of Remedies itself plays double-duty as a Melira effect for Kitchen Finks and as the other half of the Devoted Druid combo. Finks is a decent card on its own in many matchups, and the same can be said for Viscera Seer, which gives adding the traditional combo extra appeal.

As for disruption, Dispencer opts for Fatal Push over Path to Exile in his list. I think the change is pretty much a strict upgrade in this metagame and one of the big draws to splashing black (the others being a second combo, thanks to Viscera Seer, and Collective Brutality in the sideboard).

Proactivity: 1
Interactivity: 2
Consistency: 3
Total: 6

WG Vizier

Three days after Dispencer's finish, Madsutzo went 5-0 with a more streamlined Vizier deck. His cuts Kevin's Guides for six more mana dorks, giving it similarly explosive starts and superior mulligans.

WG Vizier by Madsutzo (5-0)

Creatures

4 Renegade Rallier
4 Birds of Paradise
4 Noble Hierarch
2 Avacyn's Pilgrim
4 Devoted Druid
4 Vizier of Remedies
4 Duskwatch Recruiter
2 Thalia, Guardian of Thraben
4 Eternal Witness
1 Rhonas the Indomitable

Instants

4 Chord of Calling
4 Collected Company

Lands

4 Windswept Heath
4 Verdant Catacombs
1 Razorverge Thicket
4 Horizon Canopy
2 Temple Garden
3 Forest
1 Plains

Sideboard

3 Burrenton Forge-Tender
1 Caustic Caterpillar
4 Stony Silence
4 Path to Exile
1 Selfless Spirit
1 Eidolon of Rhetoric
1 Linvala, Keeper of Silence

There are two big factors to talk about with this list. For one, the whopping ten dorks all but ensure Madsutzo opens on one. But winning on turn two requires four mana, not three, so what gives? This deck uses its frequent three mana to cast Renegade Rallier on turn two, getting back a land to offer up to five mana on the following turn. Madsutzo's deck is therefore very focused on turn three, which is when it goes for the kill. Renegade Rallier also notably reanimates any combo piece with revolt activated—Druid, Vizier, and even Recruiter. In longer games, it becomes a one-card win-condition and pressures opponents to keep the board totally clear.

Second, Madsutzo's build includes an interesting tech choice for Company decks: Thalia, Guardian of Thraben. Nothing puts the hurt on an opponent's cheap answers like a Sphere of Resistance effect, and Thalia can bring the beats when she needs to. I especially like her in conjunction with Renegade Rallier, another card with a relevant effect. Combined, the two form a four-turn clock, letting Madsutzo's deck play fair better than Kevin's.

It's a shame this deck can't fit any hard removal in its mainboard, but Madsutzo does have his requisite set of Paths in the side.

Proactivity: 2
Interactivity: 1
Consistency: 2
Total: 5

Eldritch Vizier

The last deck we'll look at today abuses the snubbed Eldritch Evolution, and re-introduces to Modern one of the format's most archetypal riches-to-rags stories: Spellskite.

Eldritch Vizier by syounennAattyan (5-0)

Creatures

4 Spellskite
4 Birds of Paradise
4 Noble Hierarch
1 Llanowar Elves
4 Devoted Druid
4 Vizier of Remedies
3 Duskwatch Recruiter
4 Eternal Witness
1 Walking Ballista

Instants

4 Chord of Calling
4 Collected Company

Sorceries

4 Eldritch Evolution

Lands

4 Windswept Heath
4 Wooded Foothills
4 Misty Rainforest
2 Razorverge Thicket
2 Temple Garden
3 Forest

Sideboard

1 Burrenton Forge-Tender
1 Caustic Caterpillar
1 Qasali Pridemage
1 Scavenging Ooze
1 Aven Mindcensor
1 Fairgrounds Warden
1 Fiend Hunter
1 Reclamation Sage
1 Selfless Spirit
2 Sigarda, Host of Herons
4 Leyline of Sanctity

Proactivity: 1
Interactivity: 1
Consistency: 2
Total: 4

syounennAattyan's WG deck plays plenty of dorks, like Madsutzo's, and similarly foregoes removal in the main. It's built to take advantage of Eldritch Evolution by turning those dorks into combo pieces or Spellskites with which to protect combo pieces. There's nothing flossy going on here; syounennAattyan's spiciest Evolution payoff is Eternal Witness, whose primary purpose here is likely to retrieve Companies.

To be honest, I doubt this build has much over Madsutzo's. There's a reason nobody plays Eldritch Evolution: it's freaking expensive! By the time syounennAattyan casts the sorcery, Kevin Page may have already won. Besides, Renegade Rallier seems like a superior turn-two play, since it doesn't eat a creature and has more utility in the late-game.

The reason to play syounennAattyan's build, if any, is access to a post-board toolbox. But if I wanted to toolbox, I would just go with a more classic Abzan Company variant.

An Apple a Day Keeps the Bolts Away

With Lightning Bolt seeing play at all-time-low numbers, Company decks are poised for a resurgence. I think the introduction of Vizier of Remedies to Modern gives them exactly the kind of juice they need to enjoy breakout performances at the coming Modern GPs. Whether you love or hate Company, such an outcome would at least yield a stock list; the first two presented in this article look the best to me, but to know which builds end up most successful, we'll have to wait and see.

Event Preparation: Getting Ready for SCG Baltimore

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Last week, an old Magic buddy texted me out of the blue, asking if I was interested in going to SCG Baltimore at the end of the month to play some live Modern. My first reaction: “Can’t do it, I’ve got way too much going on…” But then I remembered that it’s summer, and I have next to no responsibilities!

Once it was established that I was probably going to go, our follow-up conversation went something like this:

Me: "We’re going. Sweet, now what are we going to play?"
Him: "I always play Jund, year after year, no matter what. I know next to nothing about what my opponents are doing."
Me: "Welp."

I figured this week was as good a time as any to talk about event preparation in general, and specifically give some insight into my work leading up to Baltimore, which is currently in its beginning stages. Next week might serve as a follow-up to our discussion here, but for now, my goal is to provide an introduction to event preparation strategies in general, while also providing solid information about Modern as it stands halfway through May 2017. The hope here is that there's something for everyone: those looking to play in a large-ish event at any point in the future, and those interested in winning in Modern at all levels right now. Hopefully you fall into one of those camps; if not, I suggest reading a finance article or something.

As a brief reminder, from here on I'll be referring to MTGO metagame information and basing my analysis and speculation on that data. I'm exclusively an online player, and when it comes to predicting metagame trends, I've had the most success looking at online data, coupling it with my own experiences, and then translating that info to the paper world. Usually, you can expect the MTGO metagame to move roughly a couple weeks ahead of the paper metagame. It's also often the best window into the pro community's take on the format—not too many pros show up to IQs or local paper tournaments, but you'll find plenty of known usernames in the 5-0 League finishes.

Hopefully that provides some context for why I value MTGO results so highly. Onwards!

Step 1: Lay Out Your “Knowns”

The first step in event preparation is listing all the information available to you at Level 0. As everything we do from here will undoubtedly be tied both to information and speculation from this point, having a visual guide to the “knowns” will help us from straying too far down the rabbit hole, keep us on track, and give us a clear goal to work for. Here’s my list of knowns, two weeks ahead of Baltimore.

Time (10 days). As I’m writing this on Tuesday, I’ve got a little over a week to prepare for the event. Realistically, given other commitments and things going on (getting back from vacation, then starting a new job next week), I’m expecting I’ll be able to devote around 10 hours to event prep at most, spread out in evenings over a week-long period. Outlining how much time you have to work, and thinking about said time both quantitatively and qualitatively (when you’ll be able to work) is essential to event prep. Will we be able to start from “square one” and approach the format from a macro-level, with the ability to devote time and energy to multiple archetypes? Or will we have to concentrate our time on one specific archetype, focusing instead on tuning and matchup practice?

Card Pool. Do you have access to any deck, if necessary? Slightly less important than time, card pool also influences the subsequent decisions we’ll be making. I’ve experienced both extremes, going from having access to virtually every card/deck in the format, to the point I’m at now, where all the cards I own are virtual. I’ll undoubtedly be borrowing cards from various friends/contacts, but I’ll have to test with the knowledge in mind that my first, second, or even third option for final build might not be available to me.

Prior Knowledge. This holds true across all formats, but is especially true for eternal formats like Modern and Legacy: archetype familiarity often trumps right deck for the field. Modern rewards intricate knowledge of deck strategy, sequencing, sideboarding, and understanding of roles, more so than Standard and Limited. Tron might be the best deck in the field, but if I’ve never played a match of Tron in my life, and am well-versed in the ins and outs of Ad Nauseam, I’ll need to take a hard look at what the best use of my time is.

Time and prior knowledge are closely tied, to the point where they should probably be equal on this list. In an ideal world, we’d love to be able to systematically work through our initial format assumptions, proving and disproving, moving closer to the final result with each game played. In reality, we never have enough time to do all the exploring we’d like to do, and some leads result in dead ends, or even backward steps as we spend time tuning archetypes that we later find fall short. It’s no secret that the best-performing players have ways of beating father time, be they teams, Facebook information groups, or sources of expertise that they can rely on to point them in the right direction or specialize the work.

So, let’s lay out where we’re at. Ten days away from SCG Baltimore, MTGGoldfish pegs the top decks as Affinity, Storm, Eldrazi Tron, and Death’s Shadow, with a variety of decks grouped slightly lower in representation below them. Looking back a couple weeks, Dredge has dropped out of the top tier it once occupied, to be replaced by Storm; Death’s Shadow is the most played archetype, though its numbers are split between traditional and Grixis variants. Recently, I’ve had experience piloting various UWx strategies, and both Shadow variants, and I’m well-versed in Burn, Jund, and Abzan. Beyond that, it’s uncharted territory.

Step 2: Define Targets, Narrow Choices

Taking in what we know—prior knowledge, time constraints, and available card pool—our next step is to translate that information into something manageable that takes into account our unique situation. The best way to filter information is to break it into smaller chunks, and refine from there, starting with macro-archetype.

Here is the macro aggro/combo/control breakdown as I see it, among the 13 most represented archetypes on MTGO.

  • Aggro: 25%
  • Combo: 18.5%
  • Midrange: 13.6%

MTGGoldfish metagame numbers are weird, because all archetypes are weighted equally. Any deck that puts up a 5-0 finish grabs a piece of the pie, so you tend to see a larger split than conventional paper metagame breakdowns. Click the "load more" button a few times and you'll see 40 archetypes represented sometimes, often among them duplicates of some top decks but with a different name, or with a single odd card choice the site's formula doesn't seem to like. So, take those numbers with a grain of salt, but for the most part recognize that they are at least slightly accurate, and have some use to us.

What’s immediately apparent to me is Eldrazi Tron’s identity in the field not as a ramp-combo deck, as normal Tron decks would be classified, but as midrange. With Jund falling out of the higher-curve end of deck representation, thanks in large part to Eldrazi Tron, it appears that Tron itself has taken on the role of midrange, thanks to its variety of threats and ability to compete well into the lategame with its card advantage and pricey spells. Dredge essentially swapped places with Storm, and while it might seem like focusing on Storm would be a good place to start, we would do well not to forget that just two weeks ago Dredge occupied Storm’s slot. Focusing on one at the expense of another will just result in Dredge creeping back up into the top tier, as the deck has certainly demonstrated its pedigree at this point.

Another point of interest is the lack of a true control deck among the top options. UW has taken over where Jeskai and Grixis used to roam, but 2% of the metagame is nowhere near enough to make a significant impact. This, to me, suggests two possibilities. The first is that the format is hostile to control, and the deck cannot hope to succeed in a field apparently detrimental to its survival. The second is the opposite—with no control deck making any impact on the format, its possible that other decks have ignored it in terms of preparation and construction, and the field might be ripe for control to come in and make an impact.

Step 3: Look at Individual Decks

Once we’ve gained an understanding of the macro archetypes at work in the format, the next step is to highlight strengths and weaknesses of particular archetypes to determine their viability come event time. We do this not just to figure out what we should be playing ourselves, but to speculate on what other players will be doing as well. Affinity might be one of the most played archetypes right now, but if it can’t beat a clear enemy, and most players know that, the field might decide in large numbers not to bring Affinity to event day. This is one of many variables that can influence disparity between what we see in the statistics compared to the actual day-of metagame. I’ve already done a bit of exploring here, but will continue to do so over the coming days. Here are my initial impressions of some of the top decks in the format.

Affinity

Affinity is well-positioned to capitalize on a field where the best aggro deck doesn’t play a creature on turn one. Thoughtseize and discard are poor against a strategy that dumps its hand on turn two, as is a cavalier approach to one’s life total. Both are core tenets of Death’s Shadow, the deck on everyone’s radar. While the rest of the format continues to warp itself around Fatal Push, Affinity is playing the same list from years ago, with only a few minor changes. It still dies to Stony Silence, but that doesn’t matter, as Stony Silence and Affinity have existed side by side for years and the deck continues to be a staple of the top tables.

Storm

Dropping Pyromancer Ascension and adding Gifts Ungiven, as well as another Goblin Electromancer in the form of Baral, Chief of Compliance, has contributed into Storm’s ascension (heh) to the top decks in the field. Previously, a couple discard spells was all it took to take this strategy down, and it rarely managed to untap with Electromancer and go off. Now, a higher land count and the addition of Gifts Ungiven has Storm well-prepared to go into the midgame against any opponent, and any turn could be your last against this deck, whether they have something on the board or not.

Eldrazi Tron

Bant Eldrazi has largely been replaced by colorless Eldrazi Tron, which combines the best of both the old Eldrazi and RG Tron lists into a streamlined powerhouse that plays both sides of the curve well. Basilisk Collar on Walking Ballista handles most of the creature decks in the format, and even with Eye of Ugin banned, the deck still gets to do crazy things with its manabase and undercosted threats. Matter Reshaper, Thought-Knot Seer, and Reality Smasher are assuredly to blame for the deck’s success, as each are packed with as much power, toughness, and incidental value that Wizards’ could possibly fit into the design template. No wonder the deck is so strong.

Death’s Shadow Aggro

This deck packs more value and punch into undercosted spells than anything I’ve seen in the format since Dig Through Time. Death's Shadow, as long as you cut the chaff and don’t mind being patient, can be played alongside a number of other powerful spells as basically the black Tarmogoyf. Death’s Shadow Aggro does what Jund or Little Kid Abzan never could: present a consistent, powerful clock without sacrificing card quality.

The deck takes advantage of a number of powerful synergies while not overly relying on any one in particular, and gets to play Death's Shadow, in my opinion the most individually powerful card in the format. The fact that the card has spawned multiple decks around it, the fact that it tends to be those decks' namesake, and the (granted, premature) discussion of its possible banning all contribute to my belief that Death's Shadow is running the format right now. No other non-combo card in Modern threatens victory more quickly than this card, and its play is primarily responsible for a decrease in play of Lightning Bolt, the previous so-called king of Modern. Death's Shadow has been around for years, but he’s finally found the right home.

Burn

Burn has benefited greatly from all the recent changes to the format. Jeskai Control’s demise is a welcome sight, as is the rise of Death’s Shadow and Storm’s interest in slowing down its gameplan. Burn's only natural enemy is Dredge (depending on who you talk to, Affinity can be tough as well), but for the most part, Burn is well-positioned to attack a format that is largely ignoring it. Maindeck lifegain in the form of Basilisk Collar is never pretty, but for the most part, I see a field with plenty of solid matchups and not many poor ones.

Knightfall

As was prophesied with the printing of Spell Queller, Knightfall has been able to incorporate a few new printings not necessarily “meant” for the archetype, into a shell that has quietly been putting up an increasing number of strong finishes online. At first glance, it seems this is due more to the characteristics of the format than to the individual merits of the archetype itself, but it’s difficult to argue with what the deck brings to the table. A fast, proactive gameplan, individually powerful spells, the ability to switch roles if necessary, and great sideboard spells in all the right colors is a recipe for success. I’m definitely intrigued.

Dredge

It happened more slowly than I expected, but players finally came around to the notion that Dredge is not gone for good, and will continue to put up results if not respected. For now, it looks like the field recognizes the aggro-combo deck’s threat, but as we’ve seen time and again with Affinity, everyone loves to cheat. What Dredge does and how to beat it are clearly known at this point, but who knows what story Baltimore will tell?

Abzan

Jund’s surprising disappearance has left Abzan the format's de-facto reigning midrange deck, depending on how you feel about Eldrazi Tron. Lingering Souls, some maindeck lifegain, and not having to rely on Lightning Bolt are all strong draws to the archetype. The ability to play better sideboard spells is another solid strength it can claim. I’ve wanted to sit down and explore this deck in depth for a bit now, and while I don’t want to speak too soon, I wouldn’t be surprised if my initial impressions about the format lead me down the Abzan road in the next couple of days.

Conclusion

We’re getting a little long here, so for now I think we’ll bring this article to a close. We can build upon this framework next week, on the eve of SCG Baltimore. I currently plan on attending, but card availability and travel costs might prove an issue. If so, I’ll definitely be at Charlotte in early June, and I’m looking forward to backing up all this theory with some strong results, or at least an interesting report.

Let me know what you think in the comments, about the article and the format as a whole. What are your impressions about the field ahead of the event, and what do you expect to see happen on Saturday? Thanks for reading, and I’ll see you next week.

Financial Set Review – Modern Masters 2017, Part 2

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I'm back this week with more of my popular financial set review, now tackling the Modern Masters 2017 rares. I won't cover each rare in the set, but I will review the most important ones in depth. I also want to talk about a few choice uncommons, so grab your calendars and wallets. You'll need them to plan out the rest of your MM17 purchases!

Fetches

Everyone cares about these cards, right? They surprised at rare, kicking off the spoiler season with a bang. But where will they actually end up? Well, ever since we've had all 10 fetches in Modern, they have slowly gravitated away from the prototypical pricing scheme of years past. No longer are we bound by the "blue tax" typically prescribed to dual lands that produce blue mana. Instead, rarity and deck popularity are more driving forces than ever on the price of these cards.

The two most popular fetches, which are likely to remain the most expensive, are Scalding Tarn and Verdant Catacombs. In a distant second will be Misty Rainforest and Arid Mesa. The least popular and least expensive is Marsh Flats, and I'm not expecting that to change. Importantly, the price of these lands should continue to diverge, as the popularity of the lands is more relevant at many levels than their rarity. My expectation is that Tarn and Catacombs will rebound, Mesa and Rainforest will converge to be about the same price, and Marsh Flats will soon hit Khans of Tarkir fetchland prices.

Scalding Tarn

Short-Term Price (next 3 months): $55
Mid-Term Price (next 6 months): $55
Long-Term Price (next 12 months): $65

Verdant Catacombs

Short-Term Price (next 3 months): $45
Mid-Term Price (next 6 months): $45
Long-Term Price (next 12 months): $55

Misty Rainforest

Short-Term Price (next 3 months): $30
Mid-Term Price (next 6 months): $35
Long-Term Price (next 12 months): $40

Arid Mesa

Short-Term Price (next 3 months): $30
Mid-Term Price (next 6 months): $35
Long-Term Price (next 12 months): $40

Marsh Flats

Short-Term Price (next 3 months): $28
Mid-Term Price (next 6 months): $25
Long-Term Price (next 12 months): $20

Blood Moon

No matter how many times you print it, Blood Moon is one of those cards that will always manage to claw back to its old price tag. Did you know Blood Moon was $7-8 for about eight months after it was reprinted in Modern Masters in 2013? In four years since then, it's been as high as $55. This is a maindeck card and sideboard card, unlikely to ever get banned, and unlikely to ever fall out of favor. I would be very cautious about waiting to buy these, because I think it will only take one or two strong Modern or Legacy showings to push them back to $30-35.

Short-Term Price (next 3 months): $20
Mid-Term Price (next 6 months): $25
Long-Term Price (next 12 months): $35

Damnation

Truth be told, I thought Damnation would continue to fall from here. The reality of the situation is that the memes were real. A lot of people wanted a Damnation reprint really bad, and when we got it they decided $20 was the right price to buy in. While it's not terribly popular in Modern, Damnation is still an important sideboard card for some decks. The casual demand for the color-shifted Wrath of God won't slow down, and this flat line is probably as low as it goes. It may start rebounding with the new Commander product in a few months, so I'd hop on this now. The most you could save by waiting is maybe $2-3, but you could lose upwards of $10 on each copy if Commander players go nuts for it again.

Short-Term Price (next 3 months): $20
Mid-Term Price (next 6 months): $25
Long-Term Price (next 12 months): $30

Goblin Guide

Goblin Guide has a curious story. It clearly started out far too expensive for its own good, but now it's still dropping by a few dollars a month. I think part of the reason is that Eidolon of the Great Revel has taken up some of the lost value, but another factor may be the new Guide art, which just isn't very appealing to many players. Burn also isn't putting up the numbers that really help bolster the price of its cards.

In my opinion, for the foreseeable future, Goblin Guide will continue to decline in price until around January of next year if Wizards doesn't throw Burn a bone in new extensions. I think the combination of Fatal Push and additional fast lands (Blooming Marsh, etc.) has put a tangible strain on Burn's better matchups. It's possible that Harsh Mentor helps reinvigorate the archetype, but I don't think improving already-good matchups will solve Burn's problems.

Short-Term Price (next 3 months): $16
Mid-Term Price (next 6 months): $13
Long-Term Price (next 12 months): $20

Death's Shadow

Death's Shadow's price is rather low for such a flagship Modern card, but it's likely due to the fact that a lot of the deck's cost is tied up in a few very hard-to-find cards. Mishra's Bauble, Tarmogoyf, Verdant Catacombs, and Thoughtseize make up a larger portion of the deck than Death's Shadow itself. We have seen the reprint of some of those cards start to filter down to the previously much-less-expensive cards in the deck. Thoughtseize itself has finally shown some signs of life after being relegated to $11 for almost a year. It's now up $6 almost exclusively thanks to its play in Shadow decks.

I would continue to wait for the price to drop if you are looking to get into the deck until we see some marquee reprints. Some less-assuming ones I would watch out for are Street Wraith, Mishra's Bauble, and ironically, Fatal Push. Fatal Push is pretty expensive due to its dual Standard and Modern demand, but it seems like the perfect kind of card to be reprinted heavily as an FNM promo. If we see a reprint of Bauble, Fatal Push, or Street Wraith, I would make a move on Death's Shadow.

Short-Term Price (next 3 months): $8
Mid-Term Price (next 6 months): $6
Long-Term Price (next 12 months): $15+ (assuming reprints)

Stony Silence & Grafdigger's Cage

Stony Silence and Grafdigger's Cage are very similar to each other and can be looked at the same way. They're powerful hate cards that fall in and out of favor depending on the top decks in the format. That being said, they're from sets that, generally speaking, are a little under-printed. They were each worth $10-15 before the reprint, and it wouldn't surprise me if a good weekend for Affinity or Dredge propelled them close to their pre-reprint price.

If you want to see an analogous scenario, look at Rest in Peace, which didn't get reprinted and doubled in price almost instantly. These are the kinds of cards that I tell people to buy a few copies of and throw into a closet for a few years. They're not exciting, and nobody will talk about them—but they will move.

Short-Term Price (next 3 months): $4
Mid-Term Price (next 6 months): $5
Long-Term Price (next 12 months): $8-10

Path to Exile

Path to Exile hasn't be less than $8 in years. Please don't do yourself the disservice of failing to buy these again. I understand it doesn't look like a big discount, but players literally cannot get enough of Path. It's hugely popular in casual circles because it removes almost any creature, and nearly every white deck in Modern plays four copies in their 75. If you have plans to play any deck with white mana in Modern, you will not regret owning a set of these as soon as possible.

Short-Term Price (next 3 months): $7
Mid-Term Price (next 6 months): $8
Long-Term Price (next 12 months): $10

Inquisition of Kozilek

If you came up to me and said, "Hey Jim, I have $20 to spend on Modern cards, what should I buy?" I would only have one answer. This card was $26 right before Oath of the Gatewatch was released, and it wasn't even reprinted there! From $26 down to $4 you are able to buy a whole playset of these and then still have money for another half a playset for the cost of a single copy a year ago. Inquisition of Kozilek is ubiquitous, powerful, and—right now—cheap. There is no place for it go but up unless it gets reprinted again. I'm not expecting that to happen and I think you will be happy if you purchase these today.

Short-Term Price (next 3 months): $4
Mid-Term Price (next 6 months): $5
Long-Term Price (next 12 months): $8

Honorable Mentions

Serum Visions, Terminate, and Might of Old Krosa are the remaining uncommons in this conversation. If you don't have Serum Visions yet, I'm honestly not sure what you're waiting for. But if you need Terminate, it's probably not going to get cheaper. Might of Old Krosa is only played in one deck, and was expensive because of its rarity. If you have no interest in playing Infect, you don't need to worry about Might of Old Krosa.

I expect all of these cards to remain under $2 for the next year.

It's a Wrap

Hopefully I covered all the cards you are interested in in Modern Masters 2017. If not, you can always feel free to leave a comment below or shoot me a message on Twitter. If you enjoy this style of writing or would like to see more regarding future expansions, please let me know in the comments! I'm always looking for new ways to present information about the financial side of Magic.

It’s Time Again: Banlist Options

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Tilt is quite a mighty thing. Re-reading my fevered scrawlings from last week proved deeply concerning. I knew I was unwell, but I didn't know how unwell. While I'm better now, I may need to refocus before things get worse. Therefore, it's time to torture myself by beginning another Banlist Test.

In Moby Dick, Ishmael goes to sea to center himself when teaching gets him down. When I start to feel too sane and begin perceiving the truth behind reality (again), I dip into the insane with complicated and strenuous academic research. I'm once again prepared to exhaust myself (along with the poor souls who acquiesce to being my testing partners) in an investigation of Modern's banned list.

I've done this twice before, and it has not gone well for those who advocate for a shorter list. Stoneforge Mystic and Jace were highly impactful against fair decks but ineffective against unfair decks, which does little to address the problems players have identified with Modern. Suppressing fair decks allows more unfair deck to rise, to the detriment of the format. Everyone should have expected this result. Jace, the Mind Sculptor and Stoneforge Mystic were very oppressive to fair decks in Standard and, reportedly, Extended. This time I'm looking to the other end of the metagame, with a new strategy for testing the banlist.

Unfinished Business

First thing's first: I need to close a previous thread. During last week's fugue, I noticed that Death's Shadow is far more fragile than the old Jund decks. I postulated that this would make Surgical Extraction a maindeckable card for the first time (that I can remember) in UW Control. However, enough of my rationality remained to solicit opinions about my conclusions. As the feedback was guardedly optimistic, I thought it reasonable to actually test my idea. Not in paper, you understand. My rational mind would not allow it. I was still conscientious enough to be ashamed of myself for conceiving this idea. Public humiliation just isn't my thing. I have a reputation to uphold. While the Paper Sack Mask of Shame is always an option, I decided to test for free online. With actual free software. I wasn't willing to pay MODO for this crazed idea.

It was a colossal failure. I'm not going to share the decklist I tried because it was an appallingly bad idea. Surgical Extraction proved itself wholly unworthy of maindeck inclusion in my UW list. However, I could not tell whether this was a result of Extraction itself providing a marginal effect, or of the surrounding shell. UW Control cannot make full use of Extraction because it cannot actively put targets into the graveyard. The deck is purely reactive, and only has the opportunity to extract what opponents want extracted. Path to Exile's "upside" of exiling doesn't help matters. All I really found is that UW cannot maindeck it profitably. The question of its actual maindeck potential was uncertain.

Question of Home?

So I changed over to an Esper list. I thought that Inquisition of Kozilek and Thoughtseize would enable Extraction enough to actually test my hypothesis. It didn't. At least not verifiably. Having either discard spell in hand with Extraction and then hitting a card you wanted to Extract didn't happen very often. Having Fatal Push to get Shadows into the graveyard was better, but it didn't always matter. My win percentage only incrementally increased, which may have just been variance. I didn't acquire enough data to give a good answer, which might be the answer by itself. Extraction may only be good in games you'd win anyway with control decks.

I cannot say that this disproves my overall theory, because I'm told the strategy actually works in Lantern decks. I've even received testimonials on this subject. I don't know if they're true or even plausible, as I'd rather chew my own head off than play Lantern. That may be the real answer though. If you have to go as far as to play Lantern Control for an idea to be good, it might not be worth it.

One last thing, and this one is just shameless bragging—I was right about the bicyclers. Sam Stoddard shared developer comments that clearly showed that they did cost these away from Modern playability. Life from the Loam is one lesson that Wizards has actually learned from.

Banlist Adjustments

Anyway, back to the plot. I asked for feedback on my the Banlist series and you responded. The main request was for me to do Preordain, followed by Dig Through Time. Conveniently, those would have been my own picks for another test. The problem is how. I still intend to test cards in the decks that got them banned. If the old offender still offends, then the card should probably remain banned. However, neither you nor I care about that part. We want to know if these cards would boost the fair blue decks. Most of the clamor about unbanning centers on this idea, and the cards I've tested so far are believed to boost fair decks. This was borne out by your feedback.

The thing is that unbanning a card to boost a deck can be dangerous, as Golgari Grave-Troll demonstrated. I need to proceed delicately with this test because I cannot ignore the impact that the test cards would have on unfair decks. No, it really isn't the point of the test or what we all care about here, but it is the gatekeeper to their actual acceptability in Modern. Therefore, I need to alter my methods. I've already decided how to proceed, and I will lay out my plan shortly. Before I get to that, I need to address something that I will inevitably be asked about, again, and explain why I will continue not to test Bloodbraid Elf.

Because Bloodbraid Elf

Here's how the argument for Bloodbraid goes: It's not fair. Bloodbraid Elf wasn't the problem, it was Deathrite Shaman. It's powerful but fair. It died for Shaman's sins. Bring back Bloodbraid Elf! It's not that good anymore.

Look, I've heard it all. It all. You've made these arguments about unbanning the Elf repeatedly, and I have repeatedly answered them. Henceforth, I will respond simply with "No, because Bloodbraid Elf." Deathrite was the real problem at the time, but Bloodbraid was never innocent. It has always been a format-defining card and frustratingly overpowered. Cascade for value has never been fun to play against or good for the game as a whole.

Wizards may have gotten the order of the bans wrong, but both cards needed to go. Elf was just better than anything else you could do, and even now it still would be. I tried it. It's stupidly good. Return it to Modern and you make everything about Jund again. And it would be Jund. Elf gets better the more individually powerful your cards are, and Jund has always had the highest density of high-impact cards. It defines the deck. Jund is its home and one true love; all the other decks are just pretending. I know what will happen if I test the deck, you know what will happen, and there's nothing interesting to learn. I'm not testing Bloodbraid Elf.

Bloodbraid and Shadow Together

Midrange Jund has been replaced by Death's Shadow Jund. It has dropped to low Tier 2 status everywhere. It's provably not as good anymore. At four mana, Elf is too expensive for DSJ to reliably support currently. It also doesn't play well with all the discard and Mishra's Bauble. Ergo, the Elf partisans are already pointing to this as a reason to unban the Elf. It isn't, but they will argue it is. The best-case scenario under current conditions is that midrange Jund and DSJ coexist and split their metagame share. This would still make both Tier 1 decks. Considering that the two decks share a card pool, it's mostly a case of different win conditions—it would be more reasonable to combine their metagame shares, pushing them well above everyone else. I would consider this a metagame warp.

More likely, players would simply alter DSJ to accommodate Bloodbraid. DSJ is Jund, just pushed to a Shadow-facilitatating extreme. Playing two spells for the price of one is good. Playing two spells for the price of one is very good. In fact, cheating on mana is busted. Why wouldn't you play Bloodbraid in DSJ? I don't have an answer, and neither did any Jund experts I asked. I've asked a wide range of current and former Jund players, including my Jund test partner, and they would all play Bloodbraid Elf in DSJ. In fact, several independently gave me the same recommendation about how to build such a deck. Both of them would cut the Traverse the Ulvenwalds and Baubles for Elf, some extra lands, and Kolaghan's Command. Shave some discard for an extra Tarfire, and you have a less explosive, but more powerful and grindy deck.

I'll take their word. Elf would probably be good in Shadow. Unbanning something to make the best deck better is bad for Modern. No Bloodbraid Elf. Because Bloodbraid Elf.

Adjusted Methodology

So, how do I intend to actually test the next card? First of all, I have already chosen both the possible cards and decks that I will use. As you will see, I need to get started as quickly as possible. This test is not just about the cards being "okay" for Modern. We are investigating whether or not they are "worth it." In other words, we are looking to see if their impact on fair control decks is greater than their impact on the decks that got them banned. I have every expectation that the unfair decks will see a boost. How big I don't know, but it will be there. That's not a question worth investigating. Whether that impact is greater than that on other, fairer decks is.

The cards will first be tested in the decks that got them banned. This will be done like the previous tests. After that, I will repeat the tests with UW Control. I picked UW because it is a fair blue deck that is performing reasonably well in the current meta, or at least better than other versions. Yes, there may be better homes for both cards in a vacuum, but looking at the current metagame, I doubt either card will have much effect outside of UW. Grixis Control is not doing as well, and RUG Scapeshift is no longer viable. Even if either card is utterly busted, I don't think the deck will get enough of a boost to produce a decent result. Going from unplayable to reasonable would be an interesting result, but I'm not willing to spend all my time on such a gamble.

After that, I will compare the two results. I will look not only for which deck performed better in the tests, but the size of the difference too. Similar results would indicate a general boost in power, while significantly different results would show that one deck is favored by that card. Exactly what either result means depends greatly on context. Control and test deck receiving a similar boost may indicate that a card is safe, or it could mean that it is metagame-warping. The test decks doing significantly better obviously means that unbanning is a bad idea, but a massive boost to control could indicate that it would be oppressive in a different way. A lot will depend on why the results happen.

Finally, to forewarn you, I am not gong to play 500 matches with each deck. It took four months to get the data for Jace, and I will not make you wait eight-plus months for this test. It's just not acceptable. I will have to play more matches in total this time, and I've committed to that, but I don't know yet exactly how many. I'll see how the first test goes.

Make Your Choice

I imagine everyone has figured it out already, but I will make it explicit. You have two choices for the next banned test. They are:

  • Dig Through Time - Banned because Wizards feared that it would just replace Treasure Cruise. It will be tested in an updated UR Delver shell based on the deck that got Treasure Cruise banned.
  • Preordain - A victim of Modern's severe brokenness at inception. Preordain was banned along with Ponder to slow down combo decks, specifically Storm and Splinter Twin. Since Twin is also banned I will use a UR Gifts Storm list.

Once again, you can exercise your voting rights to pick my next torment/project. Write in the comments of this article which card you want to see. Note that only comments to this article will be counted—I won't be tallying votes from other social media or other articles. Discuss it as much as you like elsewhere (not like I can stop you), but if it isn't written here, it won't count. Voting closes next Sunday at 11:00 Pacific time. Any vote after that point will not be heard. Go.

Digging Into Grixis Death’s Shadow

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Last week, I suggested Grixis Death’s Shadow as one of a shortlist of archetypes that I felt was strongly positioned against the major players in the format. A combination of disruption, cheap threats, and a proactive gameplan that can mold to fit a variety of matchups seemed very appealing in a Modern format full of fast, powerful opponents, all pursuing various strategies.

Not one to avoid my own advice, I felt it necessary to pick up the deck myself and see what it had to offer. So, this week's article discusses Grixis Death's Shadow specifically, but overall I’ll be looking at the format critically, with an eye towards how best to attack the field as it stands today.

The Premise

To begin a discussion on Grixis Death’s Shadow, it’s important to outline what drew me to the archetype in the first place. Without a clear question in mind, like “does this deck effectively attack the top strategies while presenting its own powerful gameplan,” it can be difficult to objectively evaluate performance. Elves, for example, "does its thing” pretty consistently, but who’s to say we’re in the market for what Elves brings to the table?

It seems like basic, self-explanatory stuff to put into writing, but oftentimes just making a list, or jotting down bullet-point observations about the format, can go a long way towards asking the right questions. We don’t have ages to find the right archetypes to test against a specific field, as oftentimes the window of opportunity can open and close within a matter of days. Starting the race halfway down the track might sound like cheating, but if all we’re doing is getting a clear picture of readily available information, you have to ask yourself: why haven’t I been doing this all along?

So, with that being said, the structure of this article will break down into three sections. First, I'll give an overview of what I like about Grixis Death's Shadow, followed by an in-depth breakdown of my experiences against the top decks. To close, we'll bring it all together into a definitive conclusion about the archetype.

Untitled Deck

Creatures

4 Death's Shadow
4 Street Wraith
4 Snapcaster Mage
2 Tasigur, the Golden Fang
2 Gurmag Angler

Sorceries

2 Inquisition of Kozilek
4 Thoughtseize
4 Serum Visions

Instants

4 Fatal Push
1 Terminate
4 Thought Scour
2 Kolaghan's Command
2 Stubborn Denial
2 Lightning Bolt

Lands

2 Blood Crypt
4 Bloodstained Mire
4 Polluted Delta
4 Scalding Tarn
1 Steam Vents
1 Island
2 Watery Grave
1 Swamp

Sideboard

2 Collective Brutality
1 Izzet Staticaster
1 Kolaghan's Command
1 Kozilek's Return
1 Liliana, the Last Hope
1 Liliana of the Veil
2 Stubborn Denial
2 Surgical Extraction
1 Terminate
2 Fulminator Mage
1 Vendilion Clique

An Overview

As a quick aside, last week I got some helpful feedback indicating confusion about which metagame I was talking about. In most of my articles, I refer to the Magic Online metagame by default. The MTGO metagame is usually a couple weeks ahead of the paper metagame, and slightly more aggro-slanted. Moving forward, I'll do a better job of specifying this in each article that deals with the MTGO metagame specifically, but as a general rule, most of my articles will be geared towards the MTGO metagame (in other words, the possible near-future paper metagame).

So, Grixis Death’s Shadow. Last week, we outlined the major players in the format as Affinity, Eldrazi Tron, and Dredge. Grixis Death’s Shadow was one of three archetypes that came to mind as being strongly positioned against both the top decks, and the majority of the field, and I felt it warranted a deeper look. To summarize, Grixis Death's Shadow:

  • Is a faster, more proactive version of Grixis Control, trading its top end for a quick clock.
  • Upgrades weak creatures and situational tempo spells from Grixis Delver into a reliable, powerful shell.
  • Positions itself between fast aggro and grindy control, while retaining elements of both.
  • Employs removal, permission, and cheap/robust threats to survive against control.
  • Possesses the best sideboard options outside of white.

Playing a few matches with the deck confirmed most of these initial impressions. Against aggro, 4 Fatal Push and 2 Lightning Bolt is a strict upgrade to some number of Terminate, as killing enemy threats at mana parity helps greatly in the tempo department. Assuming we can stabilize, our cheap threats boast bodies big enough to gum up the ground long enough for us to find a second creature and start attacking, without having to worry about killing everything.

The downside, of course, is that while our creatures usually cost B, each comes with a restriction. Death's Shadow can be stranded in hand if we don’t have a Street Wraith to help out, and while opponent will usually play along and help us below 13 life, we sometimes end up in an awkward position where we’d rather play Death's Shadow now, but must must wait a turn.

Gurmag Angler is a fine creature as well, but sometimes having to wait until turn 3 to cast it, or having to cast Thought Scour under fire first, can feel strange. We’d often rather interact with the board than do those things. You could make a case for Gurmag Angler just costing UB in those situations (the Thought Scour plus its own casting cost), but especially in a deck with 19 lands, we’d much rather use that early mana on other spells.

Against combo, Thoughtseize into threat into Stubborn Denial is about as good as it gets. Discard backed up by a quick clock and counterspells is the dream, and this deck assembles the combination more reliably than Grixis Delver ever could. Supported by ample sideboard room for options like Fulminator Mage and Surgical Extraction, Grixis Death’s Shadow is well-positioned to handle most of the unfair strategies in the format (besides Bogles, which is somehow still kicking around).

The downside, of course, are those opponents who can capitalize on our cavalier approach self-damaging. Burn is an absolute nightmare, and Affinity can be difficult to beat if we get off to a slow start. That being said, let’s move forward into individual matchup breakdowns.

Affinity

On paper, in theory, or whatever other cliché you’d like to use, this matchup looks great. Upgrading from Terminate to Fatal Push is even better when our opponent is playing multiple 1 and 0 costs creatures on turn 1 instead of one guy. A couple removal spells, backed up by Kolaghan's Command, followed quickly by a fast threat should be enough to take over.

In reality, this example scenario happens most of the time, but disaster can still strike. It's possible to miss on one of our six one-mana removal spells in our opener, leaving us with awkward creatures that don’t block Affinity’s and a whole lot of air. 19 land and some greedy spell costs price us into grabbing at least one shockland, and we can get run over before stabilizing.

A lot of lists online are running Kozilek's Return over Anger of the Gods, which is pretty much a necessity thanks to our manabase. Casting Anger means fetching two shocks, as we’re not running basic Mountain, which doesn’t really help cast anything else in our deck. This version of Grixis Death’s Shadow is UB-based, evidenced by its mere two copies of Lightning Bolt. Anger of the Gods is clearly better than Return, but we can’t afford it. Luckily, Return pulls extra weight against Affinity, where it blows out mid-combat modular dumps, slays infecting manlands, and kills Etched Champion.

The big issue with this matchup is that Affinity positions itself to be great against discard, and we relying on our discard as a turn one play. We can cast Fatal Push instead, but in the draws where we don’t see Push, this shortcoming comes into focus. Affinity also mostly dodges Stubborn Denial, our main catch-all answer to most problems. Still, a little bit of sideboard help should be all we need to handle the little robots.

Eldrazi Tron

Were this a regular Tron deck, our gameplan would be simple: Thoughtseize a thing, play a threat, and keep them behind with Fulminator Mage and Stubborn Denial. The fact that they get to play their top end and have relevant beaters like Thought-Knot Seer and Reality Smasher a turn faster than they should makes things really difficult for us. Go too reactive and they’ll run us over with the creature half of their deck. Load up on removal and die to their top end. Eldrazi Tron gets to benefit from so much incidental text on their spells that trying to play fair starts to seem like a ridiculous uphill battle.

So, don’t play fair. Our clearest path to victory is the simplest one: drop a threat and beat down for four turns. Stubborn Denial and Fulminator Mage won’t quench our opponent's unending value stream, but making them stumble for a turn or two might be all we need to put the game away.

As much as Lightning Bolt doesn’t do much in the matchup, keeping it in post-board can often be the difference between winning and losing. Six damage with a Snapcaster Mage in the mix speeds up our clock by a full turn—just beware of Relic of Progenitus. And Chalice of the Void. And the rest of their deck.

Dredge

Luckily, Dredge isn’t too much trouble for us, assuming we find Surgical Extraction. I’m not a fan of Nihil Spellbomb, as we’re really only looking to nab Bloodghast and Prized Amalgam. Extraction does all we need it to do, and Snapping it back slows Dredge to a laughable crawl. Nihil Spellbomb is a little less impactful, meaning we probably have to play two in addition to a copy of Surgical Extraction in the board.

So, why not just play 2 Surgical Extraction and save ourselves the extra sideboard slot? I’ve seen some players bring Spellbomb in for mirror matches, but I’m amazed they find enough cards to trim for it, and I don’t think it's very good. Fatal Push and Stubborn Denial are what that matchup revolves around.

Conclusion

Against the big three in the online metagame, Grixis Death's Shadow performs about how you would expect, but there are some nuances and traps to avoid in specific matchups. The deck isn’t perfect, and by playing with our life total we literally are playing with fire (no Burn pun intended) but overall I’m pleased with how it performs against the field.

Outside of the big three, most matchups go relatively the same way depending on macro-archetype, but beware of strategies that are really far left of field. Storm can be difficult if we don’t see discard, and every matchup goes smoother if our creatures come down quickly. I’ve learned the hard way not to play Grixis Death's Shadow like a control deck, but I have found success with some Vendilion Clique-like effects in the board. Good luck, and let me know how you are attacking the format!

Death’s Shadow of Doubt: Exploring Aggro-Control

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Immediately following its mainstream introduction to Modern by Josh Utter-Leyton and his crew at GP Vancouver, Death's Shadow gained significant footing in the metagame. The explosion of Jund Shadow onto the paper scene at roughly 10% has since cooled, with the deck taking a more reasonable 8% share when lumped in with Abzan Shadow builds. Part of the reason for this change is the deck's splintering into distinct BGx and UBx variants, with Grixis Shadow leading the charge for Snapcaster Mage aficionados. The success of Grixis Shadow---or more specifically, Shadow's occasional adoption of soft permission and cantrips---has led many to wonder whether the deck falls under the ever-misunderstood strategic umbrella of "tempo."

I've touched on archetype theory before (a few times, in fact), and have since crystalized my vision. The aggro-control archetype in particular merits further discussion, and even a comprehensive text of its own. As I see it, tempo is one of two subsets of aggro-control... in addition to being a mostly-unrelated in-game mechanic! Confused yet? In this article, I'll do my best to clear the smoke hanging over the murky waters of tempo and midrange.

*Disclaimer 1: Archetype discussion can prove tricky and controversial, so some readers may disagree with the theory laid out in this article. My goal here is simply to clearly articulate my own definitions. Success will inform my future articles, giving me a linkable piece to explain what I mean. That said, feel free to pick bones/brains in the comments.
*Disclaimer 2: I may self-plagiarize a little.

What Is Aggro-Control?

Magic strategy consists of three universally-accepted super-archetypes: aggro, combo, and control. Picture the three archetypes as occupying corners of a triangle. The triangle's sides, then, represent hybrid archetypes: aggro-combo, aggro-control, and combo-control (aggro-combo-control, the G-Class of Magic archetypes, is rarely seen and smugly occupies the center of the triangle). Aggro-combo decks are aggro decks containing turbulent combo elements (Infect, Affinity), and combo-control decks are control decks boasting a combo finish (Temur Scapeshift). Aggro-control, though, is a trickier beast to pin down.

The Flavors of Aggro-Control

I disagree with the popular school of Magic thought that uses the terms "aggro-control" and "tempo" interchangeably. These definitions awkwardly exclude midrange decks from the archetype triangle, despite the fact that midrange decks clearly employ elements of aggro and elements of control.

In my eyes, aggro-control decks are interactive creature decks that disrupt opponents with either spells or permanents. They are also fair, meaning they don't cheat on resources and do win over multiple combat steps. There are two types of aggro-control decks: midrange and tempo. Whether an aggro-control deck falls under one category or the other depends on the order in which it tends to deploy its threats relative to its disruption.

Midrange: Disrupts opponents, then establishes a clock.
Tempo: Establishes a clock, then disrupts opponents.

Midrange, or "Revenge of the Fatties"

Midrange decks spend their early turns disrupting opponents. By the time they're ready to play threats, they have multiple mana sources available, giving the archetype access to some of the most impactful creatures in the game (Siege Rhino, Reality Smasher).

The two subdivisions of midrange are defined by the type of disruption they employ: spell-based or permanent-based.

  • Rock: Disrupts opponents with noncreature spells and planeswalkers and accrues card advantage with favorable trades, then takes games with its few, individually powerful threats.
    Modern examples: Death's Shadow Jund, Abzan
  • Stompy: Disrupts opponents with noncreature permanents, then ends the game with high-curve threats. Stompy decks sometimes play similarly to fish decks, except the disruptive effects are more powerful and not on bodies (i.e. Thorn of Amethyst over Thalia, Guardian of Thraben). Since that means fewer attackers, stompy’s threats have to pull double-duty when it comes to closing out games and they’re frequently more expensive.
    Modern examples: Skred Red, Colorless Eldrazi Stompy

Rock is historically one of the strongest archetypes in Modern. Until recently, Jund has policed the format with an iron fist; today, the more consistent, more proactive Death's Shadow Jund has arisen to take its place.

Stompy's a relative newcomer to Modern that rarely saw competitive success prior to Eldrazi Winter. Modernites have since wizened up to the bad-assness of Chalice of the Void, and together with other highly capable lock pieces like Relic of Progenitus and Blood Moon, the archetype has made a name for itself in the format. For those wondering, Eldrazi Tron also qualifies, but it straddles the line between stompy and ramp---some recent builds even relegate Chalice to the sideboard, and pack just two copies. I went with my own Colorless Eldrazi deck as an example because it's a purer stompy deck.

Tempo, or "Oops, I Won Lol"

Midrange is a relatively simple form of aggro-control to explain. Not only is Modern's history littered with examples of midrange decks, the term itself doesn't refer to anything else. Before we explore the tempo side of aggro-control in the same way, we need to address the dimension that makes the word so inaccessible: tempo actually has two discrete meanings.

The Meaning of Tempo

One such meaning is the commit-then-disrupt aggro-control archetype described above. The other describes an in-game resources that translates to time, and that's what this mini-section examines.

Many players peg Vapor Snag and Spell Pierce as "tempo cards," thereby associating them with tempo decks. In doing so, they conflate "tempo" with "temporary advantage," which is a common American affectation. Vapor Snag indeed generates a temporary board advantage, and Spell Pierce is only live temporarily. But even these two concepts of "temporary" are disjunct, demonstrating that "temporary advantage" is not what "tempo" actually means.

In fact, the word tempo comes from the Italian for "time" (as seen in sheet music). It's an in-game mechanic as fundamental as card advantage, but less tangible, and therefore tougher to grasp. To understand tempo, it helps to think of mana as time (you know, like Dad always used to say---"time is mana!"). It takes time to produce mana; players are only allowed one land drop per turn, and lands can only tap for mana once each turn.

Snag and Pierce often affect the board or the game state in a way that steals mana (and by extension, time), from opponents. Examples include bouncing a three-drop, or countering a CMC2 removal spell. If anything, their ability to "trade up" on mana in this way is what makes them tempo cards, and not their apparent transience.

This whole notion of tempo cards is ambiguous, though. When you Pierce a Thoughtseize, the counterspell hasn't netted you a mana advantage. So is it still a tempo card? I think it's more useful to think of tempo as an in-game mechanic, as we do with card advantage. Spell Pierce can generate tempo, just as Kolaghan's Command can generate card advantage. But it won't always, and where it does or doesn't depends greatly on the situation, the deck it's played in, and the reasons it's in that deck at all. Pierce is never played as a tempo card in combo decks, for example, where its role is usually to protect key cards.

Now that we've established the meaning of tempo as an in-game mechanic, we can see why it's so bewildering to also have a strategic archetype with the same name. If control decks were instead called "card advantage decks," those would also inspire dubiety---after all, don't midrange decks also care about card advantage? Realistically, every deck cares about card advantage to a degree, and every deck cares about tempo, too; I've even written that Modern in particular is the most tempo-centric constructed format, meaning its decks tend to care more about tempo than they do in other formats.

Unfortunately, the two unconnected meanings of tempo are so entrenched in Magic theory that it would be nigh impossible to replace one with a different word, even if doing so promises an unprecedented level of clarity. Silver lining: with that depressing reality acknowledged, we can finally dissect tempo decks the same way we did with midrange decks earlier in the article.

Tempo: The Archetype

Tempo decks spend their early turns playing threats, and subsequent turns disrupting opponents while their threats close out the game unmolested. Since cheap threats come down in the early-game, when opponents are less likely to have mana available for interacting, soft permission and taxing effects prove ideal forms of disruption with which to protect those threats. These types of cards are also the most likely to steal tempo from opponents, who often feel like they're on the edge of resolving some meaningful spell all game, but suffer defeat what always seems like one turn too early. Midrange decks have mana set aside in the early game exactly for interacting, which makes tempo strategies easy prey for them.

As with midrange, the two subdivisions of tempo are defined by the type of disruption they employ; in this case, creature-based or spell-based.

  • Fish: Plays many interchangeable/synergistic threats that work together to accelerate the clock or disrupt opponents, and a small number of noncreature spells.
    Modern examples: Merfolk, Death & Taxes, Humans, Spirits
  • Thresh: Plays a few highly efficient, individually powerful threats and disrupts opponents with noncreature spells. Often trades card advantage for speed. Modern contains very few viable thresh decks. For the sake of example, the most celebrated thresh deck in Magic is Legacy’s Canadian Threshold.
    Modern examplesMonkey Grow, Grixis Delver

Despite the name, fish decks don't solely include Merfolk; Death & Taxes, Hatebears, and Spirits are all go-wide aggro-control decks that gently disrupt with like-minded weenies as they increase their own board presence. Most fish decks rely on tribal synergies to keep up with Modern's goodstuff decks, while others assemble squads of weenies that disrupt in similar or complimentary ways. Merfolk, a strategy as old as the game itself, is unequivicolly the most iconic example of a tribal fish deck in Magic; in my opinion, an exemplar non-tribal fish deck is Vintage's Noble Fish.

Thresh decks are protect-the-queen strategies stocked with permission, removal, and cantrips. The name refers specifically to Threshold, a format-hopping tournament staple that included the first stand-alone "queens" in Nimble Mongoose and Werebear (today, All Grown Up! as Delver of Secrets and Tarmogoyf).

Just as not all fish deck creatures boast a Merfolk creature type, thresh decks don't necessarily have to use the graveyard. But they often do, as the undercosted threats Wizards prints tend to come with graveyard-reliant conditions. As an example to the contrary, Death's Shadow strikes me as an example threat with potential in thresh strategies (although I honestly don't see such a deck coming together in Modern anymore without Gitaxian Probe).

Veteran readers will notice that "thresh" is a new name I've given to what I used to call grow decks. Like "tempo," "grow" is a loaded word with a convoluted history and multiple meanings*---in other words, the type of term I'd like to avoid if able. I think "thresh" more accurately reflects an important aspect of these decks: that they'll happily throw away cards in exchange for a tempo advantage, and closely budget their resources (especially mana) throughout the duration of most games.

*Conversely, many of Magic's most famous grow decks, including the fabled Miracle Grow and the combo-control slanted Vintage powerhouse Gro-A-Tog, possess built-in ways to recoup card advantage at little cost à la Treasure Cruise (frequently, via Gush), which Thresh decks lack. In hindsight, the only true grow deck Modern has seen was the Cruise-featuring URx Delver.

Death's Shadow: Tempo Deck, or China Fake?

According to my presented definitions, Jund, Abzan, Grixis, and Esper Shadow alike are all firmly rock midrange decks. That said, I recognize the ambiguity, which I think comes from a few places:

  • "Tempo" being a term that refers at once to an in-game mechanic and to a division of aggro-control strategies is highly disorienting
  • Grixis and Esper Shadow play cards often associated (however correctly) with thresh decks, including Serum Visions, Thought Scour, Stubborn Denial, and Tasigur, the Golden Fang
  • Death's Shadow decks enjoy high "reversibility," allowing them to take on tempo roles with ease in matchups that require it of them

The Hallmark of Flexible Aggro-Control Decks

That last point introduces a new Magic term I've concocted. Reversibility refers to an aggro-control deck's ability to assume the role of its archetypical opposite when necessary.

Tempo decks want to defeat opponents before they can execute their gameplans, and midrange decks want to bring the game to a state in which an opponent's game plan isn't impactful enough. It's no wonder, then, that BGx has always struggled against Tron; all the Thoughtseizes in the world won't bring the game to a point at which Tron cares about Olivia Voldaren, or at which Jund and Abzan can laugh off Ugin, the Spirit Dragon. BGx's only realistic option in this matchup is to assume a tempo role, playing threats as quickly as possible and then disrupting with Fulminator Mage or Crumble to Dust while praying, against all odds, to deal 20 damage in time.

Of course, Jund and Abzan are still absolute dogs to Tron. Their "tempo plan" simply isn't effective enough to succeed in the matchup. We can say, then, that traditional BGx midrange decks have relatively low reversibility. Death's Shadow Jund, by contrast, has high reversibility: thanks to cards like Street Wraith, Temur Battle Rage, and of course Death's Shadow itself, the deck excels at shifting gears, goldfishing turn 4 kills the Kalitas decks of Christmas past could only dream of.

For a closer-to-home example, I've often included cards like Huntmaster of the Fells in the sideboards of my Temur Thresh decks to help with reversibility. While Thought Scour and Stubborn Denial shine against linear combo decks like Ad Nauseam, they do squat against faster creature decks like Infect, Affinity, and Merfolk. Such decks force Temur Thresh to transform into a midrange deck post-board to weather the assault.

Dreadnoughts Need Nought Apply

Tarmogoyf and Lightning Bolt are examples of cards that perform admirably both offensively and defensively, making them usual suspects in high-reversibility decks. The same can be said of Death's Shadow. It's no wonder Jund Shadow is so powerful---in addition to being highly proactive, highly interactive, and highly consistent, it's got high reversibility. But despite its remarkable competence, there's still one thing Death's Shadow ain't got: a membership to Tempo Decks of America.

Financial Set Review: Modern Masters 2017

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Hey guys, I'm here this week to give you my set review of the critically acclaimed Modern Masters 2017! It might seem a little weird reviewing a set so far after release, but I have found many people asking the same questions over and over about the cards contained within. I wanted to take the time to explain my thoughts about how the set has shaken out so far, where it's trending, and what this means historically for the future.

In today's article I'm going to talk about the mythics. Join me next week for the rares. I'll cover all the cards that I think are interesting from the financial perspective, and along the way offer my thoughts on broader trends in general. For each card I'll provide a short-, mid-, and long-term prediction of its retail price.

Cavern of Souls

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Cavern of Souls is a highly anticipated reprint that was originally a rare but upgraded to mythic in this set. Avacyn Restored copies of the card peaked at about $62 before the reprint. The Modern Masters 2017 pre-order price started conservatively around $35 and saw a brief dip on release weekend as all cards did. Right now it's trending up and I don't expect that to change for the short term.

I predict the future of this card to look a lot like Mox Opal from Modern Masters 2015. It will stay around $40 for the rest of the year before the year-end sell off. In early January, when people are ready to get back into Magic and looking to spend their holiday cash, it's likely to go up. The card is pretty important as a mana-fixer and provides a lot of utility against counter spells—that may be obvious, but unlike other dual lands its effect is not easily replaceable. If we get significant tribal support in Modern the rest of the year, we could see it pick up in price quicker and threaten to regain its former $60 price tag. The price tag next year will look pretty cheap for this card as its demand is unlikely to be satisfied by the supply brought by MM3.

Short-Term Price (next 3 months): $45
Mid-Term Price (next 6 months): $35
Long-Term Price (next 12 months): $60

Snapcaster Mage

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Snapcaster Mage is a quintessential blue-mage card in Modern and was one of the first cards people pegged as being an easy inclusion in Modern Masters 2017. What most people didn't expect was that it would appear at mythic. Obviously it would have been a ton cheaper if that wasn't the case, but the number of people who put off buying Snapcaster Mage really hurt its price pre-reprint. The Innistrad version peaked at $80 during the weeks following Modern Masters 2015 and had lost about half of its value by the time it was reprinted in Modern Masters 2017. All of that demand isn't being satisfied by Snapcaster Mage at mythic. It's clear from the recent RPTQ promo printing and subsequent MM17 reprinting that players think we're done getting more Snapcaster Mage for the near future.

The pre-order price went from $45 down to $35 on release weekend as people tried to break even. Now that people are drafting Amonkhet and not really busting boxes of MM3, the price is actually higher before the reprint (and higher than its pre-order price). According to MTGGoldfish's play data, Snapcaster Mage is in 11% of Modern decks with an average of three copies per deck. One of the few creatures played more than that is Noble Hierarch which is a whopping $70 now, despite being reprinted as a rare in MM2. I would not be surprised to see $100 Snapcaster Mage sometime next year.

The slight light at the end of this tunnel may be Iconic Masters. Now I'm not going to say to put all of your eggs in this basket, but as far as blue cards that are iconic and reprintable go, Snapcaster Mage is high on that list. I'd say there is a small chance that all of the Invitational cards get reprinted (maybe with their original art?). If you're unfamiliar with them you can find them here, but the most Modern-relevant ones are Ranger of Eos, Dark Confidant, and Snapcaster Mage.

Short-Term Price (next 3 months): $50
Mid-Term Price (next 6 months): $55
Long-Term Price (next 12 months): $75+

Liliana of the Veil

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Liliana is an odd case. A lot of players (despite being misguided) thought that returning to Innistrad meant we were going to get a standard-legal reprint of Liliana of the Veil. Obviously that did not come to fruition (although the Liliana we did get was pretty great)—that caused a big spike as people had been putting off buying her for a while. Since her reprint her price movement has been a little rocky, but I'll try to explain what's going on.

Liliana is a key part of a very expensive set of decks. The Liliana/Dark Confidant/Tarmogoyf line-up has been rock solid for years—because of this, Lilianas themselves are not terribly valuable to the average player. Release weekend has its usual price crashes as people rush to sell. Now it has crept back up as players who were waiting for the reprint start to buy in.

The future of the card likely relies on how the most recent ban announcement affects the other formats she is legal in. At this point it stands to reason that her popularity in Legacy could be greatly affected by the banning of Sensei's Divining Top. I am not knowledgeable enough about Legacy to make a prediction as to how players will respond, but I think it is important to consider the worst-case scenario for players that need her. If the decks that play Liliana start to make up a larger share of the playing field in Legacy, we may see her increase in value. If the cards she is naturally good against (like True-Name Nemesis) increase in popularity, she may also increase in price.

That being said, she is also what I would consider an iconic planeswalker. I think if they are to include any planeswalkers in Iconic Masters, Liliana of the Veil is on the shortlist with Nicol Bolas, Planeswalker, Jace, the Mind Sculptor, and Karn Liberated. Honestly, it's hard to tell what's going to happen in her future until we get spoilers for Iconic Masters.

Short-Term Price (next 3 months): $85
Mid-Term Price (next 6 months - no reprint): $80
Long-Term Price (next 12 months - no reprint): $100

Linvala, Keeper of Silence

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Hey, you didn't think it would be all bad news in this article, right? Linvala, Keeper of Silence is largely a success story due to the fact that its price was entirely hinged on rarity and not the play it sees. Linvala is a rare and very powerful Angel for casual decks as well as competitive decks. Due to the fact that most decks that play her only play one (as a Chord of Calling target), I don't expect any rebound anytime soon.

A close analogue you can use is Elesh Norn, Grand Cenobite. While the white Praetor has more in common with Craterhoof Behemoth, both it and Linvala are singleton competitive cards with some casual backing. I wouldn't be surprised to see Linvala back around $12 in a year.

Short-Term Price (next 3 months): $8
Mid-Term Price (next 6 months): $6
Long-Term Price (next 12 months): $12

Tarmogoyf

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Tarmogoyf had an unusual price history so far. It actually went up in pre-order pricing briefly due to a Crystal Commerce error that caused stores to be de-listed from TCGPlayer (which is where MTGStocks data is gathered from). So its spike is actually a result of some very odd technical glitches and not actual demand.

Since then it has been steadily trending downward, despite being the 2nd most popular creature in Modern after Noble Hierarch. I want to take a minute to point out the success of Modern Masters sets bringing the cost of Tarmogoyf from its peak at $209 down to $85 over the course of two years. This gradual decrease finds a happy medium between satisfying new players and pre-existing owners. That being said, this is the third time we've seen Tarmogoyf get reprinted, so I'm not sure that it will be able to climb back over $100 even in a year. Most people that want them have them at this point. You can also make the argument that it's a very iconic card—keep Iconic Masters in mind if you're not in a rush.

Short-Term Price (next 3 months): $85
Mid-Term Price (next 6 months): $75
Long-Term Price (next 12 months): $85

Voice of Resurgence

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The last card on my list is Voice of Resurgence. It's the lone card worth mentioning in Dragon's Maze now that Beck // Call and Breaking // Entering don't work anymore. This is a staple of decks that are just not very popular. It's not a popular casual card and I'm hard pressed to find any reason it would really increase in price. This will probably bottom out at $8-10 and then slowly creep up year over year as supply dries up. This will be the quintessential card in 2019 whose price people will be surprised by.

Short-Term Price (next 3 months): $9
Mid-Term Price (next 6 months): $8
Long-Term Price (next 12 months): $12

The Rest

The remaining mythics are trivially expensive (Past in Flames) or not applicable in most Modern decks (Craterhoof Behemoth), and thus don't need to be covered in great detail. They will likely continue to fall in price throughout the year until December, and then make the slow creep back up to their original price over a number of years. If these are cards you're looking to acquire, I wouldn't put a terrible amount of thinking into the timing.

I hope you enjoyed this new take on a set review. Whether you enjoyed it or not, I'd appreciate some feedback in the comments below. I plan to do another article to cover the important rares in the set. I would like to know what you found useful, or any questions that I didn't answer so I can include them next time. Thanks for joining me!

All Is Glass: Modern’s Fragility

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The line between genius and madness is indistinct. The line between epiphany and world-class tilting-off is blurry. I'm in something of a fugue, and uncertain of where I stand anymore. While I am personally certain of the veracity of my forthcoming statement describing the Modern metagame, my ability to perceive normal reality is compromised. I'll have to let you be the judge of my conclusion's validity. Though my overly complicated yet erudite vocabulary appears unaffected—nay—enhanced. Exceptional.

Allow me to explain how it came to this. I am grinding Modern Grand Prix Trials, trying either to find the last 150 planeswalker points I need or to win byes outright for Grand Prix Las Vegas. The demise of SCG IQ's in the western states and my early PPTQ win means that I will be short two GP byes for the first time in years. Curse you, good fortune! And the end of Star City's secondary market monopoly! Thus, I have sought out as many opportunities as are logistically practicable to correct this problem. And failed.

Getting to the Top 8 is not a problem. Closing the deal has been another matter. All this frustration has not been for naught, however. I have noticed a trend in the decks that I am losing to, one that may apply to the metagame overall. Robustness has fallen by the wayside. I have seen the traditional deckbuilding constraints of this format disregarded and pilots rewarded for their blatant disrespect for established wisdom. It has gotten to the point that I am a fraction of a degree of tilt away from maindecking a playset of Surgical Extraction in UW Control. Surgical Extraction!

What Does It Mean to be Robust?

I'm certain that the topic of robustness in Magic has been covered before. It may even have been by me. I'm not going to look (if it was, indulge me with a link). Not everyone, to their shame, has read my entire back catalogue of exquisitely insightful articles. If you haven't, then pay attention—this section is crucial to understanding my delirious epiphany. They who write the dictionary define robust as strongly formed or constructed, among other things that don't apply to inanimate objects. In Magic, robust describes decks that are not easily disrupted. A robust deck has many cards that do similar things, so that if one is removed, another easily takes its place. On the other hand, fragile decks depend on certain specialized cards that are irreplaceable. If those are lost, the deck falls apart.

Consider Merfolk and Ad Nauseam. The former is built to take advantage of tribal synergy while the later exploits the interaction between Angel's Grace and Ad Nauseam to claim victory. Merfolk is a very robust deck because, while many of its cards are specialized, they are still creatures that can attack for damage. In an attrition fight, each card is effectively a copy of every other card. The removal of one card from the deck does not greatly impair Merfolk. I have been Surgically Extracted several times playing the deck and won for this very reason.

Compare this to Ad Naus. Failure to resolve the namesake card is a failure to win. Such is the nature of linear combo: live by the exploit, die by the failure to execute the exploit. Slaughter Games on Ad Nauseam utterly cripples the deck, virtually winning the game by itself. Therefore, Merfolk is a robust deck, while Ad Naus is fragile. With these definitions out of the way, let me get to the point.

Modern's Defining Characteristic

Traditionally, Modern was known for robust deck construction. Lacking the card selection of Legacy, players had no choice. In Legacy, players can Ponder and Brainstorm to find the cards they need. Serum Visions is a poor replacement. Jund's targeted discard and Liliana of the Veil make it even worse. When you expect to have your hand shredded before you can meaningfully play, lost cards must be easily replaceable.

Like Jund, Infect also reinforced the importance of robust deckbuilding in Modern. If players did not meaningfully interact with Infect before turn three, they would certainly lose. Oftentimes, it took multiple interactions to not die. Therefore, Modern decks could not rely on a single playset of cards, and necessarily diversified their answers. (Or killed faster, but those decks are irrelevant to this discussion.) The point is that for most of the format's history, Modern decks were case studies in robust construction. But no more.

Consider our data on the March metagame. Now look to MTGGoldfish and MTGTop8. I see Death's Shadow Jund, Dredge, Storm, and Ad Nauseam. Eldrazi Tron is dethroning traditional Tron. Burn, Abzan, and Bant Eldrazi remain, but they are declining relative to the top decks. I also see the walls of reality crumbling and breaking as I delve further than Man was ever meant to, but that's likely unrelated. Overall, decks that I consider fragile are eating at the metagame stock of robust decks.

To be clear, I do consider Eldrazi Tron the more fragile deck. True, it has even more unfair land redundancy, and can theoretically accelerate through disruption, but its gameplan is comparatively unfocused. The preponderance of cantrips ensures that Gx Tron actually sees threats beyond the initial hand and that the lands will flow. Eldrazi Tron is always at the mercy of the top of its deck. Similarly, every threat from Gx is potentially backbreaking; the same cannot be said of Matter Reshaper or even of Thought-Knot Seer. Blood Moon is also more effective against Eldrazi Tron, which require colorless mana to function, than against Tron.

Regardless, more and more fragile decks are doing well in Modern now than they have in the past. After observing the phenomenon for weeks, I have an idea why.

The Shadow's Deviation

The demise of Infect is undoubtedly a significant factor. It is no longer so punishing to miss on certain effects in your opening hand. Decks can then allow themselves to be less robust in exchange for card flexibility and explosive power. You don't need as much early creature removal, so you can afford to focus more on advancing your own gameplan. This is the advantage of a more fragile deck—in place of redundancy, you can live in Christmasland. There is now less punishment for being fragile. Decks that were weak to Infect, or simply worse at being linear than Infect, like Storm, are returning to prominence. (Additional printings are also a factor in Storm's resurrection.)

Normally, one would expect Jund to police these fragile decks and reward the robust ones, but this doesn't appear to be happening. The traditional "fun police" deck has nearly vanished. Its cousin Abzan remains, but not to the same degree as traditional Jund. Instead, Jund has been replaced, subsumed even, by Death's Shadow. The unusual creature has proven to be remarkably powerful. Enough to bend decks around its constraints. As a result, we are seeing decks reveling in nihilistic disregard for their lifetotal and playing functionally fewer than 60 cards. Burn has risen again to contain the new menace, but Shadow still sits atop the format. And grappling with why is pushing my sanity to the brink. The deck should not work as well as it clearly does!

Death's Shadow wields many of Jund's tools. In fact, it plays more of those key disruptive cards than Jund did. In many ways, it is grindier than midrange Jund. I would argue that DSJ is simply Jund pushed to the extreme. However, by radicalizing itself, it has deeply changed. It wears the skin of Jund, it shares its mannerisms and values of Jund, but something is off. Despite appearances, DSJ is not a robust deck. It is one of the most fragile decks in the format. And Modern is following its lead.

Examining the Deviant

I hear the wails about how all the various Death's Shadow decks pack numerous ways to recur and tutor up their threats. But that's consistency, not robustness. DSJ has to run those cards. Death's Shadow is their gameplan and must be found and defended. Tarmogoyf, and occasionally Liliana, the Last Hope, are backups to that plan. These decks are playing Mishra's Bauble and Street Wraith not because they are powerful, but because of how they enable Death's Shadow. They play the maximum amount of discard to ensure Death's Shadow will survive to attack. They play Traverse the Ulvenwald to find Shadows and Kolaghan's Command to recur Shadows. It's all about the Shadow.

A cheap fatty is very good. The shell around that fatty has proven itself. The problem is that without that fatty, the whole thing crumbles. Most of the deck just doesn't do anything. After a certain point, even the cantrips aren't good. Jund was always a force to be reckoned with because you could guarantee that every card in the deck was a live and potent draw. That isn't quite true about DSJ. Without its namesake card, the deck is really unimpressive. This leads me to believe that the deck is far more fragile than players give it credit for. I think of midrange Jund like a square of bricks. Not impressive by itself, but solidly built no matter how you look at it. DSJ is more like a steel beam. It can survive massive compressive forces, but it fears sheering forces and sideways hits.

This is not a unique feature of the constellation of Death's Shadow decks. Combo decks and many others are trading resilience for power, growing more fragile than before. Abzan CoCo decks are becoming increasingly combo-centric and abandoning any pretense of the fair plan. Doing so gives them more free wins, but also increases the risk of clunky draws that require Collected Company or Chord of Calling to fix. Eldrazi Tron is replacing Gx Tron, enjoying more power at the expense of consistency. I could go on. Whether directly because the rock-solid decks have themselves gone for more power and fragility, or because decks are simply free to push themselves without the threat of Infect, I find the trend to be clear. Robustness is now less important than power.

Implications

This brings me to my impulse to start maindecking Surgical Extraction. It is looking increasingly as though Extraction cards are actually as potent as we all thought when we first learned about them. Ever since Cranial Extraction was unveiled, players have dreamed dark fantasies about neutering their opponent's deck for nothing. Those dreams died when they discovered how easy it actually was for most decks to survive such attacks. Assuming you even got the opportunity to do so against aggressive decks. Even Surgical being free didn't solve this problem. Against non-combo decks, Extraction effects just aren't effective.

With the increasing specialization and fragility of deck design in Modern, this dream is being revived. It is becoming increasingly plausible that Extracting something will actually cripple decks as intended. If you Surgical Death's Shadow, the deck loses half of its win conditions (excluding Street Wraith). Not only that, but unlike most decks of the past, it makes the deck noticeably worse. So much of any Death's Shadow deck is built specifically around that card that losing the threat is actually debilitating, a first for fair decks. This is weird, and assuming it is not just me manically searching for meaning where there is none for my constant disappointment, it suggests a new angle of attack against the metagame.

Control Boost?

For these reasons, I am  considering playing Surgical as an actual plan in control decks. I have had little trouble overcoming the initial wave from my non-control opponents, but over time, I just start falling behind as recursion and value begin to pile up. That doesn't even count the times that actual graveyard shenanigans broke my defenses. Between crippling my opponent's deck and traditional graveyard hate, my frustration and tilt are pushing me toward that unthinkable void.

And yet, I do not commit. Whether it be from fear of crossing that yawning chasm or some lingering rationality holding me back, I know not. So I ask you, the readers, to judge my question: Is this finally the time of the Extractors? I may be mad, but Grafdigger's Cage has been on the edge of maindeckability for some time now. And indeed, with creature tutoring and graveyard recursion on the rise, perhaps its time, too, has come.

Modern Top 5: Utility Cards

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For all their clickbait connotations, "best of" lists have always resonated with the Magic community. Something about us—perhaps as spell-slingers, or maybe just as humans—simply adores scrolling through a list... whether that scrolling induces nods of agreement, disapproving tsk-tsks, or furious keyboard mashing. Modern Top 5 is a series I'm starting today in honor of that infatuation. It will cover staples, decks, and anything else that inspires another edition of Buzzfeed's oldest trick in the book.

This first edition focuses on the format's best utility spells. As with any "best of" list, my choices are sure to be controversial to some degree, but the value quantification system introduced in this article will hopefully help justify my choices. Let's hop to it!

What's in a Word?

Well, before we do any proper hopping, we should flesh out the term at hand. Mark Rosewater has defined utility cards as those "that serve singular, basic, evergreen functions." While I understand the appeal of this definition from the designer standpoint, where the term "utility" compares to, say, "build-around," I think it holds little merit for the competitive player. We already classify the sundry spells Rosewater considers "utility" such as Murder, Counterspell, etc. as "removal," "permission," and the like. "Utility" becomes more useful to us when it comes to classifying a trickier card like Simic Charm, which sometimes doubles as either.

As I define it, utility describes a card's ability to play different roles. Simic Charm, then, is a quintessential utility card—not only can it serve as removal with bounce mode, permission with hexproof mode, or pump with +3/+3 mode, it does cool stuff like stop triggers from Ulamog, the Ceaseless Hunger or provide reach during combat.

Since utility cards do so many different things, they're frequently metagame-dependent. As such, the utility cards played in Modern decks generally occupy flex slots in the main or address strategic weaknesses in the sideboard.

Measuring Utility

Most of the "best of" articles I've read list a series of cards or decks and provide a couple of thoughtful paragraphs on each, doing little to justify the list's order, or to quantify the value of each pick. I think it's crucial we approach our lists in Modern Top 5 with a few parameters in mind. We'll rate each of the five utility cards in this article on a scale of 1-5 for power, flexibility, and splashability, with 1 being the worst and 5 being the best. That way, we can establish a hierarchy at a glance and come out with a clear winner.

Back to Simic Charm. Given its admirable flexibility, why doesn't it see play in more decks? Flexibility may be a key aspect of the utility card, but it's not all one needs to make waves in Modern. The other two parameters we'll judge utility cards by are power and splashability. Cue glossary:

  • Power: The degree of impact the card tends to have for its cost.
  • Flexibility: The card's usefulness across diverse situations and game states.
  • Splashability: The ease with which Modern decks can accommodate the card.

Power and flexibility will be rated by considering both a card's floor (the least it will do) and its ceiling (its best-case scenario). For example, Lightning Bolt's power floor is higher than Fatal Push's, as Push is dead when opponents have no creatures while Bolt can go to the face.

Splashability will be rated by considering how many existing Modern decks can accommodate the card and whether they'll want it. For example, despite its lack of a color identity, Ghost Quarter doesn't fit into BGx midrange decks. These decks can easily run Fulminator Mage as mana disruption instead, and prefer not to miss a land drop if they don't have to.

Applying the Parameters

Outlining these three parameters solves for Simic Charm's elusiveness. Unsummon, Giant Growth, and Mizzium Skin are all one-mana effects in Modern, but Simic Charm costs two mana. As such, it leaves much to be desired in terms of power; the format's other two-drops far exceed the power level of each of these effects. Despite Charm's flexibility, it does next to nothing when pilots lack a clock, robbing the card of some points on this metric. And in terms of splashability, Charm's appeal is limited by its UG cost, and by its strategic restriction to creature-based decks in need of flexible utility spells.

Temur Delver happens to make great use of Simic Charm, but it's no wonder we don't see it elsewhere in Modern. I would rate Charm 1-3-1 on this scale, giving it an unfortunate overall rating of 5 out of 15.

With the method out of the way, let's hop to it for real!

#5: Ghost Quarter

Power: 2

In terms of effect, Ghost Quarter is essentially Sea's Claim. Sea's Claim is no Modern all-star (it's only seen in Merfolk sideboards, where it gains extra utility by granting creatures evasion). But in some scenarios, Ghost Quarter far outdoes Sea's Claim.

Quarter can go off at instant speed and doesn't have a color requirement, making it something of a colorless-costed "Seal of Sea's Claim" (using Quarter right away costs a functional mana, since it uses the turn's land drop). Threatening to pop activated creature lands or to disrupt colors can force opponents to expend valuable resources getting it off the table. Against decks with few basics, including Death's Shadow variants, it quickly turns into a free Stone Rain.

Combining it with Leonin Arbiter or Aven Mindcensor yields the same result. And combining it with Surgical Extraction instead can devastate big-mana strategies.

Flexibility: 4

Ghost Quarter's aforementioned benefits over Sea's Claim make the land much more flexible than its enchantment counterpart. But Quarter's most flexible quality is its ability to just tap for mana each turn. That Quarter does something so universal and crucial, in addition to offering a unique disruptive effect, secures its status as the only land-destruction card to earn mainboard slots in competitive Modern decks.

Splashability: 3

Any deck can theoretically play Ghost Quarter, a colorless land. But decks with color-intensive mana costs like Burn or Death's Shadow, which have little use for generic mana, should avoid Quarter like the plague. Decks that require a critical mass of a certain kind of land, like Scapeshift, also lose out on Ghost Quarter, as do ones that need their lands for other purposes, like Affinity. Anyone else can play it, though; I've even seen Quarter in some sideboards, and it's a strong tech choice in decks with ways to search it out (Ancient Stirrings, Expedition Map, Knight of the Reliquary).

Overall: 9/15

#4: Engineered Explosives

Power: 3

Playable Vindicate effects are rare in Modern, and limited mostly to Maelstrom Pulse and Abrupt Decay. The former is so gently played because of its prohibitive cost, and the latter because of its Inquisition of Kozilek clause. Engineered Explosives kind of suffers from both of these drawbacks at once.

Casting and cracking Engineered Explosives is almost always a tempo-negative play—when it can't remove a swarm of tokens, or multiple cards with the same converted mana cost, pilots are all but guaranteed to lose some mana on the exchange. It's also quite rare to encounter Modern decks that reliably produce four distinct colors of mana and play Engineered Explosives.

With all that being said, Explosives is one of the format's few true catch-alls, and it occasionally enables blowouts. Pulse might kill two Goyfs, but it won't kill a Goyf and a Scavenging Ooze. And EE's effect doesn't target, which lets it handle boards full of beefy Bogles.

Flexibility: 4

The main reason to play Engineered Explosives is its flexibility. Here's a mainboard-worthy card that ensures players can answer anything. Liliana of the Veil with six counters? No problem. Ensnaring Bridge? Still in the game. Souls flashback Souls? Let me just Snapchat my buddy this board. Explosives might be costly, but it really does it all.

Splashability: 3

Color-light decks like Tron and Skred, as well as mana-light decks like Burn and Death's Shadow, can't splash Engineered Explosives. The artifact limits itself mostly to three-color midrange decks (although some two-color decks can also play it profitably). In those, it's a staple. It even gives certain wedges and shards the ability to destroy permanents they would normally squirm against, like Tarmogoyf against Temur or Rest in Peace against Grixis. Thanks to the card's high flexibility, even decks with in-color removal for everything, like Abzan, are liable to run a copy or two.

Overall: 10/15

#3: Lightning Bolt

Power: 4

Lightning Bolt is Magic's original utility staple, and that's largely due to its absurd power level. One mana, one card, three damage. At any other point in Modern's history, I would have given this card a 5 for power, but Bolt really ain't what it used to be. One of the best cards in the format? Sure. But the iconic spell's main task in the decks that play it is to remove cheap creatures, and Fatal Push straight-up outclasses it there.

Flexibility: 4

Bolt owes its flexibility to the pliable nature of damage-based removal. Consider the other forms of removal: exile, which is dead in creatureless matchups; destroy, a strictly worse exile; and bounce, a strictly worse destroy. Damage-based removal can also slay planeswalkers, and goes straight to the dome against Ad Nauseam, Scapeshift, and other linear combo decks, making it hugely valuable for any kind of fair strategy. Even Scapeshift itself makes great use of Bolt in combo mirrors, where it shaves a turn off the clock by allowing for lethal Scapeshifts at seven lands.

Splashability: 4

Red decks with low curves and high curves alike love Lightning Bolt, so long as they can do something with Lava Spike mode. Otherwise, they're usually better off playing Fatal Push or other more reliable kill spells, if any—these decks generally employ a highly proactive gameplan and only run interaction in the sideboard (UR Storm, Grishoalbrand). Modern also houses a few interactive red decks that don't play Bolt for other reasons, including Death's Shadow Jund (which prefers Tarfire for its added utility dimensions) and RW Prison (which omits one-drops in favor of Chalice of the Void).

It should be noted that one- or two-color decks in the market for cheap removal/utility spells can splash red guilt-free. Since Lightning Bolt is red, the risks of being shut out by Blood Moon are mitigated by splashing the color Moon forces us to produce. Consider UG, and how easily Temur operates under a Moon compared with Sultai—while Fatal Push is better at killing creatures, Bolt's flexibility can't be understated, and the Temur deck can even sleeve Moon up itself!

Overall: 12/15

#2: Collective Brutality

Power: 4

Give -2/-2? Disfigure. Discard a card? Duress. Drain two life? Erm... well, that one also seems overpriced. Indeed, (nearly) each mode on Collective Brutality has a cheaper analog. So why is this card's power level so much higher than Simic Charm's? Because we can choose multiple modes? Specifically, because we can choose multiple modes at no additional mana cost. No other Modern two-drop has an effect as impactful as "kill a creature and Duress you."

As for the drawback of discarding cards... who cares? Card advantage is way overrated in this format, and Brutality decks are likely to have extra cards to throw around most of the time. When staying alive against aggressive opponents is a priority, it dumps clunky spells like Gurmag Angler or Ancestral Vision. In grindy games, it recycles sandbagged fetchlands. And in decks with graveyard synergies, Brutality's escalate cost can even create an advantage.

At the end of the day, every deck has extra cards sometimes. Brutality turns them into relevant effects without guaranteeing card disadvantage just for sleeving it up, unlike, say, Faithless Looting.

Flexibility: 4

Collective Brutality shines at all stages of the game. Over the first few turns, it kills attackers and strips an opponent's hand of relevant cards. Discard mode is even valuable against creature-heavy decks like Company and Eldrazi; early on, they're likely to have targets. Later, it helps close out games with reach, clears the way of permission for crucial spells, and breaks board stalls. The sorcery also kills weaker utility creatures like Grim Lavamancer and Thalia, Guardian of Thraben at any point in the game.

The mere presence of Brutality in Modern changes the way games are played. It does for black decks what Kolaghan's Command did for BRx decks by giving them a mainboard-worthy hate card for one of Modern's premier aggro-combo strategies. Throwing Bolts at a Grixis opponent isn't as reliable now that the shard can gain life out of nowhere.

Splashability: 4

Since Brutality is so brutally productive, it's a natural fit in any deck looking to get to the mid-game. It's also an obvious shoe-in for graveyard synergy decks like Dredge. Thanks to its cheap cost and lenient color requirement, any deck with black mana or a highly stable manabase can run Brutality. Just last month, Cory Gorman splashed black for three copies in his Classic-winning RG Scapeshift deck.

Overall: 12/15

#1: Surgical Extraction

Power: 4

While Surgical Extraction reads like a -1, it often trades for an opponent's card. And it does so for no mana, something very few Modern one-for-one cards can lay claim to (actually, just Gut Shot, which is significantly narrower). Only blind (and bad) Surgicals really whiff. Surgical Extraction is one of Modern's most skill-intensive cards, and experience directly translates to Surgical strength.

Like Engineered Explosives, Surgical Extraction possesses an extremely high ceiling. Even during one-for-one trades, Surgical sometimes nabs an extra card, like when it exiles Griselbrand in response to Goryo's Vengeance, or incidentally hits a second copy of a target in an opponent's hand.

The truly devastating Surgicals are those that hit Past in Flames after a Gifts Ungiven from Storm. Or Manamorphose in response to a mid-combo Past in Flames to deny the Storm player any more blue mana for the turn. Or Finks after Abzan Company expends resources Chording for their combo pieces to turn off the deck's infinite life dimension altogether. Or Ad Nauseam after nabbing a copy with Thoughtseize. In this last instance, Surgical actually has the four-mana effect of Cranial Extraction; in the others, it stops game-winning plays cold, sets back an opponent's development, and steals tempo.

The primary aspect that gives Surgical so much power is its mana cost. Meaningfully interacting with key plays from across the table while tapped out is big game—it basically translates to having Grafdigger's Cage in play against Abzan Company, except the Company player can't remove it and doesn't even know you have it until your eyebrows raise in preparation for the you-just-activated-my-trap-card face.

Last but not least, Surgical's granting of perfect information makes siding for game three a cakewalk. And seeing an opponent's hand reveals when to go for it with Temur Battle Rage.

Flexibility: 4

In Modern's Twin days, Surgical Extraction was a fringe sideboard option for combating combo plays. Today, the card also boasts applications against most fair decks in the format—Kolaghan's Command, Snapcaster Mage, Traverse the Ulvenwald, Liliana of the Last Hope, Renegade Rallier, and Kitchen Finks all give the card something of value to do when it isn't totally neutering opponents.

Surgical's relevance against fair and unfair decks alike give it extra play in matchups that can go either way. Take Company, where it either blows out the combo or exiles all copies of Collected Company to insist opponents play a boring creature deck (well, more boring). Or Dredge, where it either eats all the Prized Amalgams or just keeps a stumbling opponent off dredgers. Or Death's Shadow Jund, where it either soft-counters Traverse the Ulvenwald by removing a card type or exiles 50% of the deck's threats in one fell swoop. Or Ad Naseaum, where it removes all copies of the deck's namesake spell or just messes up the scry from a Serum Visions.

You can even pay B for Surgical if you want to. Talk about options!

Splashability: 5

Literally any deck can play Surgical Extraction. Eldrazi Tron plays it, and that's a deck with Chalice of the Void. Utility cards don't get more splashable than this one.

Overall: 13/15

A Collective Effort

In Monopoly, utilities were often the least exciting properties to own. But in Modern, utility cards give lists their personality, lovingly hogging the flex spots in Tier 1 and Tier 3 decks alike. Hopefully, this article provides you with a useful metric by which to analyze utility cards for competitive play.

What did you think of Modern Top 5? Which categories would you like to see me dip into next? Let me know in the comments.

Three Archetypes to Attack the MTGO Metagame

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I’m not one to play the “best deck." Usually, that’s because I’m packing some form of control, tempted by the cruel mistress that is card advantage. Oftentimes, this obsession translates directly into uphill battles and short Saturdays, but that’s neither here nor there. Still, my time spent attacking the format from the outside has given me a fairly unique perspective regarding the “less popular” members of society. While others are listening to Drake, I’m rocking some Stray From the Path. You get the picture.

That being said, I’m getting pretty tired of seeing Affinity, Eldrazi Tron, and Dredge on the top of the MTGGoldfish metagame chart. We're only a couple days into Amonkhet’s potential Modern shakeup, but I’m not one to wait and see what developments are down the pike. While others join them, I plan to beat 'em.

With that said, today I'm going to discuss some archetypes on the edge that I believe are well positioned to take down those three decks. Keep in mind, we're talking about the MTGO metagame exclusively—in paper we tend see a higher diversity of archetypes, so this kind of pinpoint targeting may have less mileage there.

Metagame Context

As always, to know what we’re looking to beat, we should understand what we’re after, and the best ways to fight it. As a visual learner, I’ve found that writing down, reading, or talking about accepted concepts in list form helps give me a clearer picture of the issue at hand. To keep things fresh, I’ll be adding in some hot takes on how lists are positioned this week. Our targets:

Affinity

Affinity is still Affinity, but I have noticed more Master of Etherium and Blood Moon than normal in the lists. Master of Etherium has always been great as a way to add some bulk to boards and to present a large target in one card, but sleeving it up over Etched Champion, which is usually swapped out in some number for the three-drop, says something about how you expect the field to be on game day. It’s clear that Affinity these days is worried less about dodging removal-heavy decks like Jund and control, and more about quickly producing lots of damage. While I don’t normally like Blood Moon out of Affinity, as most players will fetch basics post-board anyways, it's hard to argue that dropping it on turn two on the play isn’t powerful, especially against Eldrazi Tron and Death’s Shadow (two of the other top five decks).

Stony Silence remains the best way to fight Affinity. Beyond that, there's always removal and artifact hate. Lingering Souls is still great, and I like Liliana, the Last Hope and lifelink as well. Why am I telling you what you already know? Because the community knows all this, and yet refuses to play enough artifact hate to keep Affinity out of the most represented column. Until another deck occupies that top slot, expect a weekly PSA.

Eldrazi Tron

Walking Ballista really pushed this deck to the next level. Early, it’s a thing to put on the board. Late, it’s a mana sink. At worst, it has haste and eats a removal spell, like pricier Reality Smasher. At best, it does some damage, trades with a card, and does some more damage on the way out. It’s insane that on top of all the incidental text that Eldrazi Tron gets on its threats, it now gets a threat and a removal spell on the same card. Eldrazi Tron has just enough undercosted, overpowered threats to keep it from being one-dimensional, and still retains a top-end package that can put any game away if opponents dilly-daddle. I have to say, that’s the first time I’ve heard that word in ten years, and the first time I’ve ever seen it put to writing. We’re forging new territory here at Modern Nexus.

To fight Eldrazi Tron, you have to play combo, discard, or not care about a 4/4 that steals cards on turn three. That a tall order, but definitely doable, as long as you can execute your gameplan quickly. Eldrazi Tron is the lone stalwart lurking in the room, ready to pounce on whatever metagame deck you’ve concocted that combines the perfect answers to the top three victims of choice. Attacking the deck's manabase is fine, but be aware that Eldrazi Tron sees it coming, and has the ability to board out of its top end completely. If you’re holding Spreading Seas while they're dropping Eldrazi Mimic, you’ve already lost.

Dredge

And then there’s Dredge. We all know what Dredge does at this point, and it’s clear that Rest in Peace alone won't keep it down. If you’re not playing white, be sure to bring along Leyline of the Void, whether you can cast it or not. You can try and race, but Gnaw to the Bone is tough to beat if you’re one-dimensional, and Dredge can easily assemble a strong board with Conflagrate on deck by turn three. If you ask me, Golgari Grave-Troll should still be here and Cathartic Reunion should be gone. For now it appears we're all stuck with the graveyard menace as a major archetype.

The Players

Grixis Death’s Shadow

Normally I’m not a fan of Delver strategies, but when you trade out the 1/1 and situational tempo spells for Death's Shadow and individually powerful cards, something strange happens: you miraculously turn a bad deck into a good one! Grixis Death’s Shadow is a better version of Grixis Control right now. It's a reactive, disruptive strategy with a built-in card advantage engine and the ability to turn the corner and quickly close out the game.

Death’s Shadow Grixis trades in the Mishra's Bauble and Traverse the Ulvenwald package for Snapcaster Mage, Kolaghan's Command, and more removal. Street Wraith is still in place, because we can actually cast it if necessary. This leads to a threat-dense, mana-efficient deck that plays out lots of creatures when it needs to, but otherwise spends the early turns reacting, disrupting, dropping a large, undercosted threat, and bringing the beats when given an opening.

Against most of the top decks, Grixis Death’s Shadow finds itself well-positioned to handle what’s thrown at it. Affinity has a difficult time fighting through Kolaghan's Command and a ton of removal; Dredge has to contend with Nihil Spellbomb and Surgical Extraction; and Eldrazi Tron has to hope Grixis stumbles, or find a Chalice of the Void. A quick threat backed up by disruption is the best solution to the wide range of combo decks available to Modern, and the ability to play both Thoughtseize and Negate is excellent, especially when Negate costs one mana (in the form of Stubborn Denial).

Burn

As long as you can dodge Gnaw to the Bone out of Dredge, Burn is set against most of the top decks in the field. It’s faster than Affinity (well, than just about anything), goes under Eldrazi Tron’s tremendous value, and puts a quick clock on all of the combo decks running around. While everyone else is busy packing narrow answers like Rest in Peace and Stony Silence to fight the unfair decks, Burn can just cast seven spells and win the game.

Beyond the obvious, some subtler shifts in the format, along with the spells people are playing, all line up to make Burn a strong option. Besides Death’s Shadow damaging Burn’s credibility, the fact that it rarely casts a creature on turn one makes it difficult for the deck to race. While others play Tasigur, the Golden Fang to dodge Fatal Push, by doing so they remove a potential blocker for our cheap threats on the early turns. It doesn’t really matter that Tasigur, the Golden Fang costs one mana if we took four damage from Goblin Guide before he comes down.

It’s clear that Burn is affecting the format already, with Basililk Collar showing up in Eldrazi Tron. Basilisk Collar’s primary purpose is to suit up Walking Ballista and gun down the board, but regardless, maindeck lifegain in a deck full of fatties is never a good sight for Burn. Regardless, the Burn hate is currently pretty low, so if you want to watch the world burn, now’s the time!

UW Control

I hate to be that guy and advocate yet again for my preferred archetype, and trust me, I looked everywhere for a third option that I could claim at least equal in strength to UW against these opponents. I don’t want to sound like a broken record, but the deck is very strongly positioned right now. It can afford to play both Rest in Peace and Stony Silence in multiples, as well as the cantrips to help find them quickly. It can also easily tool its maindeck to fight the field while using its sideboard to shore up holes. Wall of Omens covers bases against most of the aggressive decks, and we can play Spreading Seas in the maindeck to help against Eldrazi Tron and other big mana decks.

As always, Control isn’t the perfect solution. Its losses are often credited to great draws from opponents or pilot stumbles. In addition, the field is always a little too large to handle everything, and it can be difficult to line up answers versus a myriad of threats correctly. Finally, there isn’t as much midrange around to beat up on, although Jund and Abzan are still lurking in the middle of the pack. Still, UW can claim strong matchups against the top decks, while still having game against Modern's lower tiers. I would consider any archetype that satisfies that requirement a fine option, whether it falls within my wheelhouse or not.

Conclusion

Outside the three options I listed, a few other decks showed promise, but had one or two glaring issues that needed addressing. Elves is too easily disrupted and runs into some issues against each of the top three, not to mention its clear uphill battles against other decks in the field. That is true for some of the decks I discussed above as well, but each of those options could claim a position of power against the big targets in the format. Storm is the clear “best positioned” of those outside the top three, but since it’s the fourth most-represented deck on MTGGoldfish, it's hard to call it fringe. Finally, GR Breach is a strong deck as well, but can stumble against disruption and lose to itself on occasion. Still, if you’re looking for a non-Storm fourth option to the three I mentioned, GR Breach is probably where you want to be. Good luck!

Thanks for reading,

Trevor Holmes

Financial Deck Tech: Eldrazi Tron

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Back-to-back deck techs!? You betcha! I've been putting some more thinking into what Iconic Masters means for Magic, and how Wizards of the Coast could have approached it. I think there could be some pretty important reprints in that set that will help Eldrazi Tron the most, and I want to talk with you about them!

Overview

Eldrazi Tron is the newest flavor of Eldrazi decks that revolve around the bulky beaters printed in Oath of the Gatewatch. It's a flexible deck that avoids most of the pitfalls of a traditional Tron deck, and has access to more explosive starts than Bant Eldrazi. Eldrazi Tron fuses those two decks, playing to their respective strengths without really adopting their weaknesses.

Eldrazi Tron, by Anont Friend (8th, SCG Modern Classic Atlanta)

Creatures

4 Walking Ballista
1 Hangarback Walker
4 Matter Reshaper
4 Thought-Knot Seer
4 Reality Smasher
3 Endbringer

Artifacts

2 Basilisk Collar
2 Mind Stone
4 Expedition Map

Instants

3 Dismember

Planeswalkers

1 Karn Liberated
1 Ugin, The Spirit Dragon

Sorceries

2 All Is Dust

Lands

2 Cavern of Souls
4 Eldrazi Temple
4 Ghost Quarter
1 Sea Gate Wreckage
4 Urza's Mine
4 Urza's Power Plant
4 Urza's Tower
2 Wastes

Sideboard

4 Chalice of the Void
1 Grafdigger's Cage
2 Pithing Needle
2 Relic of Progenitus
3 Surgical Extraction
2 Ratchet Bomb
1 Trinisphere

Note: This decklist was slightly modified, as the sideboard only included 2 Chalice of the Void and 13 cards. I assume there was a mistake during decklist translation and it should be 4 Chalice of the Void.

Who Is Eldrazi Tron for?

Eldrazi Tron best suits players who don't mind getting their hands dirty with some brutally efficient creatures at the cost of giving up colored spells. It interacts better when it's the aggressor, which it can do by just playing big threats and not actually having to disrupt opponents much. It's easy to pick up and play for beginners, but also produces some tough lines that reward more experienced players. I'd say it's one of few decks with both a high skill floor and skill ceiling. In other words you don't need tons of experience to pilot it competently, but there are still plenty of edges to be gained as you learn the deck better.

Why not Bant Eldrazi?

This deck is very similar to Bant Eldrazi, so it's hard not to compare the two. Due to its access to colored mana, Bant Eldrazi gives you more card selection (Ancient Stirrings) and more sideboard options (Rest in Peace, Stony Silence, Engineered Explosives, etc.). The downside is that the colored mana often reduces your starting life total to 17 or 15 due to fetches, shocks, and pain lands. Losing life proves especially problematic against aggressive decks like Burn and Affinity. On the other hand, Bant Eldrazi also has Eldrazi Displacer and Drowner of Hope, each of which can dominate creature matchups single-handedly.

Eldrazi Tron is slightly less expensive to build. It doesn't need as many Cavern of Souls, and the other lands are also generally much cheaper. In terms of strategy, Eldrazi Tron is less sensitive to the land destruction cards used to disrupt Bant Eldrazi and regular Tron decks. Since all of its lands make colorless mana, it doesn't really care about getting hit by the now-ubiquitous Ghost Quarter.

The Future of Eldrazi Tron

I don't expect Eldrazi decks in general to get a lot of love in the near future. We got four whole sets of them in a row in Standard, and I think that players are pretty sick of them, so they may be retired for a while. It's possible we get an Eldrazi Commander deck, since it's a pretty well-supported tribe, but any new cards there won't be Modern-legal.

The most impactful improvements I can foresee in the future are to the colorless hate cards. Right now, Eldrazi Tron leans heavily on Chalice of the Void to interact meaningfully with creature-light, spell-heavy decks. I don't see a future where we necessary get a card that is better than Chalice at that job, but maybe we'll get cards that interact with the graveyard better, or Wizards will decide to slap Thorn of Amethyst's ability onto an artifact creature. Thorn is already played in the similarly-built Eldrazi decks in Legacy, which need extra interaction for noncreature spells.

The Core

Looking over lists, it appears Eldrazi Tron is in a feeling-out phase at the moment. While it's not hard to identify the cards that form the true core, numbers sometimes vary between lists. In addition, certain core cards, while always appearing the 75, are alternately relegated to the sideboard. I can't think of another deck for which so many players have come to the conclusion that a card is necessary, but are in disagreement about where to put it.

That being said, I think the core of non-land cards is definitely Matter Reshaper, Thought-Knot Seer, Reality Smasher, Walking Ballista, Endbringer, Karn Liberated, All Is Dust, Expedition Map, Mind Stone, and Chalice of the Void. Chalice is the oddest card, because there is often disagreement about where it should end up. In any case, it is extremely important to the deck.

The lands in this deck also form an important part of the core. I would not play the deck without Wastes, Eldrazi Temple, Cavern of Souls, Urza's Mine, Urza's Power Plant, or Urza's Tower. Wastes stops you from randomly getting hosed by Ghost Quarters and Blood Moons (remember, you need colorless sources to cast your creatures!).

Which Purchases to Prioritize

The first order of business should be getting the creatures from Oath of the Gatewatch squared away. They are insanely cheap for what are basically Legacy and Modern staples. About $50 is all it will set you back for Thought-Knot Seer, Reality Smasher, Matter Reshaper, and Endbringer. Just do yourself the favor and grab 'em now, because they're really not going to get much cheaper. While it is true that they rotate out of Standard this fall, they basically see no play in competitive Standard decks—their price tag is held up almost entirely by demand from Modern and Legacy players.

After these cards, it's a little harder to decide which purchases to make. I'd recommend getting Expedition Map and Mind Stone, as their price is also influenced by Commander players. If there's anything I've learned about the financial dynamics of Commander cards, it's that you often don't know they're going to spike until it's too late to do anything.

Next, you should bite the bullet and buy the cards that were recently reprinted in Modern Masters 2017. Cavern of Souls and Basilisk Collar are the highlights here. While I think it's pretty unlikely that we get an Eldrazi Commander deck, I wouldn't fault you for waiting on All Is Dust and Eldrazi Temple next. Those two cards are most likely to be inclusions in that style of deck, which would lead to a significant price decrease, like the Merfolk cards I talked about last week. That being said, I think an Eldrazi Commander this soon is unlikely, since we already have five to choose from.

What's left? The cards I think might be part of Iconic Masters. It's really hard to put a finger on what is "iconic" in Wizards of the Coast's eyes, but I think there is an argument to be made for a few cards in particular. Is Urza's Tower an iconic land? I think so. Why does it matter? Well, the Tron lands themselves are not particularly expensive. You can find all 12 for around $15 if you buy the cheapest ones. Things get interesting when we look at people's preferred Tron lands, which are sometimes quite expensive. Your options for black-bordered Tron lands are foreign black-bordered 9th Edition (Russian), Antiquities (~$8-10), or Foil 8th or 9th Edition (~$40 if you can find them). If the Tron lands are reprinted in Iconic Masters, the market would be flooded with these desirable cards, alleviating some of the foil price if that's your thing.

Along a similar vein, I think that you are good to wait on Karn Liberated and Chalice of the Void to see if they're included in Iconic Masters, because you don't really have much to lose. If they don't get reprinted, they might be up a few bucks per copy. If they do get reprinted, you might end up spending half as much on them.

The card I want to wait the longest for is Walking Ballista. It's a cornerstone of so many Standard decks that you can really save yourself a lot of money if you wait for it to fall out of favor. That might not be for a year and a half until it rotates, but it certainly won't get terribly more expensive in the meantime.

Subsequent Upgrades

Hey, maybe you don't care if you have to use Chronicles or 5th Edition Tron lands. If it's fine with you, it's fine with the DCI. You can always upgrade to some less grotesque-looking lands later. Jokes aside, I would spend most of my money buying into sideboard options so I can customize my deck and adapt to shifting metagame. If you see a lot of Storm or Dredge, then maybe you want some Surgical Extractions in your sideboard. If you have a lot of Jund players in your area, maybe you'd rather play more Hangarback Walkers and Ulamog, the Ceaseless Hunger.

While it isn't an upgrade per se, I would probably invest in a playset of Endless One and Eldrazi Mimic. They were once an important part of the deck, and I can see some scenarios where you're going to wish you had bought them for about $1 each (which you can do now) instead of having to spend $4-5 on them should they break out in a weekend.

Final Thoughts

Eldrazi Tron is likely here to stay and will be a powerful deck for the future. It's relatively inexpensive to build, and with a few more reprint opportunities in the wings, you might find yourself spending a lot less for a new Modern deck than you originally anticipated.

The Circle Is Complete: Testing Updates

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Publication does not mean that an experiment is complete. Oftentimes readers see trends or have insights that never occurred to the author. Other times feedback leads to epiphanies which requires additional investigation. As a result, in academia it is important to revisit old papers and reexamine conclusions. Therefore, I'm going to spend today following up on my previously reported projects. I've had time to do the additional testing I've alluded to previously, so it makes sense to report on the new results.

These are not new results or tests. Rather, these results are refinements of the previous two weeks of testing and some additional data collection. The big change comes from reexamining one of my results from the Jace test—I better understand now what the Bant Eldrazi results actually mean. The result was not statistically significant but it showed a large improvement, and I have a better handle on why. This also has additional implications for the viability of Jace, the Mind Sculptor in Modern.

A disclaimer before we begin: I stand by all my previous conclusions. All that data and the conclusions I drew from them are still correct. What my retests have done is refine those conclusions. I understand my data and what it all means far better now than when I published. Therefore it makes sense to pass this along to all of you. I will do so in reverse chronological order, starting with the bicycle lands.

Slow Ride

Last week I concluded that the new Life from the Loam engine was worse than normal Dredge. Despite being potent tools to dig through your deck or simply smooth out your draws, the bicyclers were too slow and mana-intensive to be worthwhile. Everything the deck was doing was simply more inefficient and slower than Dredge without a sufficient upside. This is still true—with a caveat I will get to below—but what I could not explain was why the decks I tried felt so wrong. I couldn't put my finger on any one thing at the time, but I just felt bad playing Loam decks. True, I don't like them as a strategy but that is not normally a problem. I test a lot of decks I don't enjoy playing because it's called testing. There was something else about Loam that made it uncomfortable to test, especially compared to the original versions.

It wasn't until I was helping another player test their version of a Loam engine deck last week that I understood my problem. I wasn't doing anything. It wasn't just that the Loam engine is inherently durdly. I've played UW Control for years. The problem is that the durdling wasn't accomplishing anything. I know that sounds contradictory, so let me explain. Durdling is generally defined as doing a lot of things without advancing your boardstate. Typically this is accomplished by drawing cards and not doing anything with them. This is not necessarily a problem as long as you're not under pressure and/or you are drawing cards that will eventually push you towards victory. That wasn't happening in my Loam decks. If normal durdling is spinning your wheels then what I was doing was driving a wheelless car. I had the gas pedal to the floor, stuff was happening, but I wasn't going anywhere.

Failure to Start

The problem with the Loam engine is that it does nothing slowly. All of the problems I already knew about contributed to this. But what I didn't appreciate until I was skating to victory unmolested with UW Control was how much air Loam decks required. There just weren't many cards that did anything. Loam drew lots of cards and gained plenty of card advantage, but it didn't mean anything. At least when you draw cards and do nothing in UW Control you're building the resources to lock up the game. Here? Loam was using air to find more air. My opponent was many, many draws up on UW and was still behind in cards.

Consider the problem of building around the bicyclers. You need the bicyclers obviously, and they're pretty bad on their own in Modern. You need Loam, which doesn't really do anything on its own. And then you need the rest of the land base, the payoff spells and finally some enablers to help set it all up. It was a very slow and awkward combo deck, and they were ultimately terrible. So few cards matter in a vacuum that when you cannot find them fast enough in a real game your deck is blank.

This problem could be fixed, but I don't think it's worthwhile. The older Loam decks were really Dredge decks before dedicated Dredge was good. Any attempt to build around the bicyclers would necessarily be clunky, slow, and lead you down the road to terrible combo decks. They are clunky and slow cantrips after all. As such I don't see anything coming from these cards.

A Long Shadow

That said, there may still be hope for a Loam combo deck. Shadow of the Grave is very potent and if the right shell can be found it might be good. It won't be found by me—my attempts have all been total failures—but I'm sure a list exists. A true combo Loam deck would use the titular card to find the lands so that you kill in one turn with Shadow. There's still the problem of Loam being slow, but if the rest of the deck is streamlined and fast enough, it may not matter. At the very least a deck like that would have no reason to slow down and pointlessly draw cards.

Tried and True

Next, lets go back two weeks to Gideon of the Trials in Ad Nauseam. I found that Gideon was a competitor with Phyrexian Unlife since it played better with Pacts and offered the potential to "gain" more life against certain aggro decks. At the time I speculated that being on the draw in my test games reduced Gideon's impact. Subsequent testing has confirmed that result. The more quickly that Gideon hits the board, the greater his impact. I stated in the comments of that article that Gideon vs. Unlife would come down to whether players valued Gideon's variable impact or Unlife's certainty more. I can confirm this—Gideon has a lower minimum value than Unlife but a much higher maximum.

Additional testing, both with the original test decks and additional decks, showed that Unlife does effectively the same thing against every deck. You don't die from lethal damage and have an additional ten life as long as Unlife stays on the board. Nothing surprising. Gideon has many different outcomes. Against creature decks he represents a minimum of five life up to infinity. It is very unlikely that any deck will ever hit Gideon for exactly four, as the math of Modern threats and burn means they will almost certainly overkill him. Add to that the damage that Gideon's +1 directly prevents and the upside starts getting larger and larger, especially against decks that play few threats at a time. This impact grows larger when you're on the play rather than the draw. Unlife doesn't really care about die rolls.

Furthermore, against UW, Unlife did very little while Gideon had some impact. When Boseiju, Who Shelters All wasn't a factor (most of the time) UW could sit back on its counters and Vendilion Clique, and Ad Nauseam would never resolve. Unlife's extra time really didn't matter. Gideon was an actual threat that had to be answered at some point. Because Gideon threatened your life total he couldn't be ignored, which helped Ad Naus find windows to go off. I had to leave in Paths against Ad Naus because of Gideon during testing. In my valuation, that's a good reason to make the switch.

The Question of Placement

The question that I cannot answer is how many Gideons and where. I think Ad Naus wants at least a few, but I don't know if they're maindeck or sideboard. His value is inherently swingy, dependent on both play/draw and the matchup. Thus I don't know if you just want him against control out of the sideboard or if you want a maindeck split. Even the actual Ad Naus player I was testing with who agreed with my conclusion isn't sure. It will be interesting to see, in any case, and players should prepare accordingly.

Clarity in Colorlessness

I was never happy with the Bant Eldrazi section from my Jace testing. I don't mean with the results or conclusions—experimental data is experimental data and it says what it says. I mean in the actual games. The regular Jeskai results were exactly in line with what we both expected, and we played the matchup well enough to be satisfied. But when it came to Jacekai (with Jace), neither I nor my opponent thought we played well.

I don't think I utilized Jace correctly. For my opponent's part, he decided midway through testing that he was playing suboptimally and that a different strategy was in order. However, it was far too late into testing to make the adjustments he wanted. He wanted to change so much about his playstyle that it would have invalidated everything we'd already done and that was not acceptable. Neither of us was willing or able to redo weeks of work.

We both felt that we needed to mulligan more aggressively. Most of Jacekai's cards were relatively low impact, so I could give up some number of them to find the really important cards. I know that UW has a better matchup than Jeskai due to more hard removal, so I should have used my mulligans to try and see more UW cards rather than burn. My opponent felt that post-board he needed to be a prison-aggro deck and so had to mulligan for Chalice of the Void and/or Cavern of Souls. During the game he needed to be more judicious with his threats.

Additionally, both of us wanted to change how we played with Jace. I realized too late that I was too passive, Brainstorming all the time, when it would have been better to aggressively Unsummon monsters to crawl back some tempo. My opponent realized he was wrong about not attacking Jace since I was digging to Supreme Verdict, which is the best card I had against him. It was also very hard for me to win when I didn't have Jace on the board.

Finally, we both wanted to change our sideboarding. I should have been playing the Spreading Seas. Clique proved to be less impactful than I thought and the burn was bad. My opponent realized that he wanted Elspeth, Sun's Champion rather than Drowner of Hope.

Different Approach, Same Result

So, we made our changes, and tried a few matches to see if there was a difference. The total match wins would have been different, but I don't believe that my conclusions would have changed. We played seven full matches and Jacekai won four. There were a number of practice games beforehand. Seas was a big factor in many games, keeping Eldrazi off colorless mana, while Elspeth was a far more dangerous threat than the other non-Reality Smasher cards. My opponent went harder for the Chalice plan than before, but we didn't see a measurable impact. It is likely, had we the time and desire to do another hundred matches, that the result would be a few points lower than the original results, but not by much.

Implications

What really stood out for both of us and what prompted me to report this in the first place was how much better the games felt for Jacekai when I pretended I was really UW Control. Path to Exile and Blessed Alliance into Supreme Verdict with Cryptic Command was a monstrous beating for Eldrazi. Deliberately filtering through burn with Jace was a much better strategy than I gave it credit for, meaning I actually didn't need to -1 Jace as much as planned. This leads me to believe that a repeat of the test with an UW Control deck would be a much clearer favorable result for Jace and a stronger case against an unban.

I initially thought that Jace would be favored in decks that want to see lots of cards. It made sense, Legacy decks that play him look to filter though lots of cards and that was my basis for comparison. During my testing I started questioning this assumption and this retest confirmed my doubts. Jace is good with lots of cards, but as individual card impact increases, the value of Jace also rises. Finding some burn is okay, but finding the sweeper you need is much better. I think that against the current meta, a UW deck with Jace would be overpowering. As such I'm more skeptical of unbanning Jace now than I was last month.

Looking Ahead

Next, I'm going to do something I might regret. I'm going to ask you what you want to see from the next banned card test. No restrictions. This won't directly determine the card I actually end up testing like last time. I'm just—interested isn't the right word—curious about what you want. Cards, decks, methods, whatever. I've mentioned my opinions on the banlist before, but I think it is important to get a feel for what the community believes. Of course, everyone's random opinions aren't as rigorous as actual testing. But at this time I need them to improve the series. At minimum, it will tell me what your pet cards and decks are, useful information for unrelated and more sinister plots. Go nuts comment section, I'll be lurking.

Analyzing the April 24th Banlist Announcement

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April 24th came and went, and besides some misguided grumbling about Death's Shadow, most Modern players were content. Without one deck consistently surpassing 10% of the metagame, a "no changes" banlist announcement was easy to predict. But Wizards went the extra mile with this particular announcement, including a blurb about Modern despite choosing not to shake it up. The information present in that blurb and its implications deserve a closer look.

Today's article breaks down Wizards' most recent banlist announcement and considers what it means for Modern.

Analyzing the Announcement

Let's begin by looking at the announcement itself. Here's Aaron Forsythe's paragraph on Modern, in its entirety:

In Modern, Death's Shadow continues to be the best deck, but technology like Condemn is starting to emerge, and the format appears to be in a safe spot at the moment. While deck diversity is good, we're keeping an eye on color balance. If there's an easy change to the banned list that could open up more decks in the future, we will examine it when other formats have less pressing needs.

It's unprecedented for Modern players to receive banlist information in an official announcement when the format in question doesn't experience any changes. This section closely examines each juicy bit of the above blurb.

"Technology like Condemn"

The specific presence of Condemn may not have done much to stop Modern's Death's Shadow decks, which, as indicated in the announcement, do indeed still rule the format. But there's no arguing against the fact that Condemn has seen much more play over the last couple months than ever before. It's dreamy against Death's Shadow, where it removes an attacking fatty (i.e. Tarmogoyf) while shrinking (or outright killing) any Death's Shadows. Condemn currently sees play in UW Control, where it helped Greg Orange and his team take first at GP San Antonio, and as a sideboard staple in synergy-driven creature strategies like BW Eldrazi, Soul Sisters, Tokens, and GW Hatebears.

Of course, Condemn's applications pretty much stop there, leaving some to question whether Wizards truly believes the still-fringe Dissension uncommon will solve Death's Shadow Modern all by itself. But I think when Aaron refers to "technology like Condemn" (emphasis mine), he means that the format is beginning to find effective ways of attacking its best deck. Spreading Seas, Engineered Explosives, and Fatal Push have all seen play increases, too, in no small part due to their strength against Death's Shadow Jund.

"Deck Diversity Is Good"

I think this quote has a lot more meaning than it's currently getting credit for. Aaron acknowledges that Death's Shadow is the best deck, but when he goes on to say that "deck diversity is good," he essentially says the deck is safe at these representation levels. That means Wizards isn't necessarily waiting for more data with which to justify a Death's Shadow ban (as they were with Felidar Guardian)—they're okay with the current metagame share of Death's Shadow decks.

A couple of scenarios may change their mind. Death's Shadow could rise in popularity, which would lower deck diversity. Alternatively, other decks like Dredge and Affinity could climb high enough to push more decks out of Modern's lower tiers, which would also lower diversity. If neither of these things happen, though, this quote suggests to me that we don't need to worry about a Death's Shadow ban anytime soon.

"Color Balance"

Aaron goes on to acknowledge a color imbalance in Modern. It doesn't take a genius to figure out that blue and white are the format's two colors most desperately in need of some help—green sees plenty of representation between Goyf, Hierarch, Company, and Stirrings; red gets love thanks to Bolt, Anger, Moon, and Guide (either one); and black, perhaps now Modern's best color, has Shadow, Push, Thoughtseize, and Liliana (also either one, but mostly the Innistrad version).

The announcement communicates that Wizards will look for "an easy change" to the banlist that addresses this color imbalance. Luckily for Wizards, they won't have to look too hard; I can see a couple from here.

Of the blue and white cards on the banlist, the only ones that I think fulfill Wizards' color diversity goals are those that fit into fair decks, and not combo pieces. In other words, Jace, the Mind Sculptor and Stoneforge Mystic seem to me like the most obvious candidates for an unbanning. Combo cards don't necessarily improve color diversity, since they're frequently used with little regard for their color—think Manamorphose in Storm, Simian Spirit Guide in Ad Nauseam, or Nourishing Shoal in Grishoalbrand.

I also believe Preordain is safe for the format, but it does slot easily into combo decks. UR Storm has been on an upswing since Baral, Chief of Compliance was printed, so I doubt Wizards would start here. After all, Preordain's applications in unfair decks are more immediately obvious than its roles in fair decks.

It's also possible, at least on paper, that the preferred "easy change" is a ban, and not an unban. Removing color-defining staples from the format, though, is likely to incite a serious player fallout. Imagine the reactions if Tarmogoyf, Lightning Bolt, or Thoughtseize ate a ban to give blue or white some breathing room. Not only have we seen that "opening space" bans rarely have a desired effect (see Splinter Twin being banned to increase URx diversity, and ending up making reactive blue decks unplayable altogether), there are more palatable options available (like unbanning Jace or Stoneforge). Also, you know, the fallout!

This "color balance" clause also makes it seem like Death's Shadow is safe from a ban. After all, banning a piece from Death's Shadow would do very little to help with color balance. After the Probe and Grave-Troll bans, but before Death's Shadow Jund started to catch on, BGx midrange decks (Jund and Abzan) combined for an 11% metagame share. Now, Death's Shadow Jund, Abzan, and traditional Jund (which wallows in Tier 2 at 3%) all combine for a comparable 15% share.

I think Wizards is very unlikely to ban a card unique to Death's Shadow for color diversity reasons (examples include Bauble, Wraith, Traverse, and Shadow itself), since blue and white already struggled in the post-Probe-ban metagame. A Shadow-specific ban would probably reset the format to again have an 11% BGx share and few, if any, blue- or white-based interactive contenders. In fact, I think there's a case to be made for Death's Shadow's presence bolstering removal-stocked strategies like UW Control, which prey on Death's Shadow and saw practically no play before the deck took off.

"Less Pressing Needs"

Lastly, Aaron comments on the timing of such an unban, stressing that it won't occur until "other formats have less pressing needs."

This quote seems to reinforce the narrative that Wizard's doesn't care too much about Modern. In actuality, Wizards just has a lot on their plate. Like any company, it needs to properly allocate its resources to achieve its bottom line: financial growth.

Right now, that means focusing on Standard. Wizards used to pay more attention to Modern, sure. But Modern was a fledgling format at the time. Now that it's popular enough to actually cannibalize attendance records at Standard events, I don't think it would be fair of us to fault Wizards for spending extra energy on its smaller, more lucrative format.

I also think a policy of waiting best befits a diverse environment like Modern. In a format with such a deep card pool, I think it's usually wise to let things try to iron themselves out (so long as the format isn't in complete shambles in the meantime). After all, Death's Shadow itself was only recently discovered in a competitive capacity. Wizards hates bans as much as we do.

Many of us had assumed Wizards spends less time on Modern than it does on Standard and Limited, but it's still nice to hear them come out and say it explicitly every once in a while. I'm happy Aaron included this bit in the announcement; given "no changes," most Modern readers probably weren't even expecting to be acknowledged. The mention makes good on Wizards' apparent understanding that what the playerbase thinks matters, and continues their recent trend of increasing transparency and openness with players (things we were once starved for).

Wrapping Up

There are a few key points Modern players can reasonably draw from this banlist announcement:

  • At its current metagame representation, Death's Shadow Jund is safe from a ban.
  • Bans are only liable to happen if deck diversity suddenly plummets.
  • A blue or white unban is likely if fair decks featuring the colors continue to post results similar to those they've had recently.

A larger takeaway: Wizards does care about Modern, and about its players. It was awesome of them to pair the "no changes" announcement with so much information. I hope they continue touching in with the playerbase in future banlist updates, whether changes are made or not.

The Dangers of Over-Sideboarding in Modern

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Sideboarding is without a doubt one of the most essential and difficult-to-master skills in Magic: The Gathering. In tournament Magic, you play more sideboard games than pre-sideboard games by a wide margin, and the difference between sideboarding well and sideboarding poorly will frequently be a deciding factor in your eventual match result. In a format as wide and open-ended as Modern, this effect is compounded; you need to be prepared for far more decks than you would in Standard, for example. Not only that, but the depth of the card pool requires you to be prepared for a variety of lists even within a single established archetype. Does your opponent playing a RG Valakut deck have Scapeshift in their 75? Do they have Through the Breach? Chalice of the Void? Any one of these small differences can have a huge impact on your sideboarding plan.

So far, all of this is likely obvious to you; however, you also need to be aware of how the large card pool affects the construction of your own deck, a point that eludes many. What do I mean by this? Many of the archetypes within Modern are high enough in power level and consistency that sideboarding can quickly become more of a hindrance than a privilege. Sideboarding too many cards, or simply the incorrect cards, will disrupt the overarching strategy of your deck.

I would like to explore a couple different ways that sideboarding can hurt you, and how to avoid those scenarios. In Modern I've found there are two primary difficulties: one concerning quantity (sideboarding in too many cards), and one concerning quality (sideboarding in cards that are too narrow). That is certainly a little vague, so let's dive in!

Sideboarding with an "Engine" Deck

The delicate balance that sideboarding creates is more apparent when playing with particular strategies. It's a lot harder to disrupt the general flow of your own Jund deck than it is to neuter the consistency of your Krark-Clan Ironworks Combo deck.

For instance, take a look at the following list of Krark-Clan Ironworks Combo:

Krark-Clan Ironworks Combo, by Ryland Taliaferro (Test Deck)

Creatures

4 Scrap Trawler
2 Hangarback Walker
1 Emrakul, the Aeons Torn

Artifacts

4 Chromatic Sphere
4 Chromatic Star
2 Engineered Explosives
4 Everflowing Chalice
4 Ichor Wellspring
4 Krark-Clan Ironworks
2 Mind Stone
4 Mox Opal
4 Terrarion

Sorceries

4 Ancient Stirrings

Lands

1 Academy Ruins
1 Aether Hub
4 Darksteel Citadel
1 Forest
4 Grove of the Burnwillows
2 Inventors' Fair
4 Sanctum of Ugin

Sideboard

3 Defense Grid
1 Grafdigger's Cage
3 Leyline of Sanctity
4 Nature's Claim
2 Nihil Spellbomb
2 Padeem, Consul of Innovation

For those of you who may be unfamiliar, Krark-Clan Ironworks (KCI) is a combo deck that utilizes the mana-making ability of KCI in combination with Modern's "Eggs"—Chromatic Sphere, Chromatic Star, and Terrarion. The goal of the deck is to abuse this synergy to draw cards at a rapid rate while generating mana, which you will use to hardcast an Emrakul, the Aeons Torn.

Putting the List to the Test

Keeping the above list in mind, imagine that you are playing against an Abzan Midrange deck. How would you sideboard? This particular list has a lot to offer that you might be interested in: Leyline of Sanctity to fight against discard; Nihil Spellbomb to weaken the power of Tarmogoyf, Lingering Souls, and Grim Flayer; Padeem, Consul of Innovation to protect your artifacts from targeted removal; and last but not least, Nature's Claim to destroy an opposing Stony Silence. All of these cards have good utility in the matchup, but at what cost?

Here is how I would sideboard:

+3 Leyline of Sanctity
+4 Nature's Claim

-2 Chromatic Sphere
-3 Everflowing Chalice
-2 Terrarion

In an engine deck such as KCI combo, you can only afford to take so many crucial pieces out of the deck before the machine stops working. It is very possible to brick while comboing, and over-sideboarding will only make that more likely. Frankly, bringing in 7 cards with this strategy is already pushing it—any more would be far too detrimental to the overall consistency of the deck. Considering this, I'm unfortunately compelled to leave the Spellbombs and the Padeems at home.

When facing a situation like this one, you are forced to prioritize. You simply cannot bring in 11 cards, so which spells will make the cut? In this matchup Stony Silence is without a doubt the largest concern. It is incredibly hard to win through a Stony without answering it, so Nature's Claim is definitely coming in. In addition, the average Abzan Midrange deck will be packing around 7 discard spells between Thoughtsieze and Inquisition of Kozilek. Like any combo deck, KCI is not particularly fond of having its hand ripped to shreds. There are a few essential pieces that are generally required to win the game, and having these cards persistently discarded is not a good recipe for success. Having hexproof essentially requires your opponent to answer your threats on board rather than removing them from your hand.

Sideboarding with Hate Cards

While there is more risk of over-sideboarding with an engine deck like KCI, there are other ways of making this mistake that do not involve sheer card quantity. Sideboard cards that are too narrow can dilute your strategy in the very same way. However, this risk will certainly vary from card to card. Stony Silence is one of the most striking examples of a card that is very difficult to over-sideboard with. When you feel compelled to side in Stony, it is typically because your opponent is leaning heavily on artifacts with activated abilities that are essential to their utility. Decks like Affinity and KCI are some prominent cases. In these situations Stony is absolutely going to be worth the slot in your deck considering how disruptive it can be to your opponent's strategy.

However, I would be remiss if I didn't mention that even hate cards as pointed and specific as Stony Silence do have their moments where they cross into the realm of over-sideboarding. Consider the situation when you are playing against Eldrazi and Taxes, or Merfolk. Sure, your opponent has Aether Vial, and sure, the card is outstanding in their deck. It is rare however, that it is correct to bring in Stony Silence in these cases. 90% of the time, your opponent will be quite happy to see you put a Stony Silence on the table when A) they might not even have a Vial, and B) Stony Silencedoesn't affect the current board state.

You will continue to get beat down by your opponent's rag-tag band of fish or hate bears without batting an eye. You certainly don't want to be in this situation and draw a second Stony Silence—having to see the smug look on your opponent's face as you play Stony number two the turn before you die to their pile of bears is an unpleasant circumstance to say the least. All this goes without even mentioning the fact that Vials already have diminishing returns in a game of Magic. They are largely bad top-decks and are often worse in multiples.

Extracting a Plan

Compare this to a card like Surgical Extraction. Surgical is also a card that appears in many sideboards, and rightfully so—sitting down to play some Modern without graveyard hate in your 75 is far too dangerous. There are countless decks that utilize their graveyard to execute their primary game plan: Storm, Dredge, Goryo's Vengeance...the list goes on. Whether brewing or net-decking, you will often find yourself with Surgical in your board for these reasons, and others—but when should you bring it in?

Much like Stony Silence, some of the answers seem obvious. If you find yourself seated across from Dredge or a Reanimator deck, you will quickly pull Surgical to the front when thumbing through your board—but what about a much closer case?

Imagine now that you are playing the following list of Death's Shadow Aggro and are up a game against a GW Tron opponent:

Death's Shadow Jund, by David Ochoa (3rd, Grand Prix San Antonio)

Creatures

4 Death's Shadow
4 Street Wraith
4 Tarmogoyf

Artifacts

4 Mishra's Bauble

Instants

1 Abrupt Decay
3 Fatal Push
2 Kolaghan's Command
1 Tarfire
2 Temur Battle Rage
2 Terminate

Planeswalkers

2 Liliana of the Veil
1 Liliana, the Last Hope

Sorceries

4 Inquisition of Kozilek
4 Thoughtseize
4 Traverse the Ulvenwald

Lands

1 Blood Crypt
4 Bloodstained Mire
1 Forest
1 Godless Shrine
1 Overgrown Tomb
2 Polluted Delta
1 Stomping Ground
1 Swamp
4 Verdant Catacombs
2 Wooded Foothills

Sideboard

1 Anger of the Gods
2 Collective Brutality
1 Fatal Push
2 Fulminator Mage
1 Liliana, the Last Hope
3 Lingering Souls
1 Maelstrom Pulse
2 Nihil Spellbomb
1 Ranger of Eos
1 Surgical Extraction

Weighing your Options

How do you board? Obviously the 2 Fulminator Mage are excellent in the matchup and should certainly come in. In addition, Maelstrom Pulse is a good way to deal with a threat that slips through the cracks, such as a Karn Liberated. But what about this singleton Surgical Extraction? If my stream's Twitch chat is any indication, many of you would bring it in. Here is what I would do:

+2 Fulminator Mage
+1 Maelstrom Pulse
+1 Liliana, the Last Hope

-3 Fatal Push
-1 Terminate

This particular board doesn't really have that much for this matchup. I would prefer to have more Fulminators and likely wouldn't be opposed to some form of additional threat, or even perhaps an Ancient Grudge. That said, I would not bring in the Surgical.

Why? Certainly I understand the appeal—you constantly get to take a peek at your opponent's hand when you are playing 8 one-mana discard spells, and who doesn't want to Surgical an Urza land blown up by a previous Fulminator Mage? I don't deny that Surgical can have some power in the matchup—however, it does not ultimately assist you in your primary game plan, and will often rot in your hand with no good target. On top of that, your opponent is likely bringing in some number of Rest in Peace that could cause Surgical to be dead altogether.

Considering Your Game Plan

How would you expect the average game in this match-up to play out? Ideally, you will be leading on early discard spells and then following up with some threat, either Death's Shadow or Tarmogoyf. You will be looking to destroy your opponent's Urza lands with Fulminator Mage as quickly as possible, then hopefully repeating the process by utilizing Kolaghan's Command or Liliana the Last Hope's second ability.

At this point in the game, if you have sided in Surgical Extraction, drawn it, and also drawn Fulminator Mage, you will find yourself with a good target: an Urza land in your opponents graveyard. Not having to worry about your opponent assembling Tron will give you some extra breathing room and help buy you plenty of time to finish the game—but was it necessary?

In this hypothetical situation, you have most likely already played some number of discard spells, landed a threat, and used a Fulminator Mage to destroy an opponent's Urza land. During this period, you've also been attacking with your threat(s); how much more time do you really need? You won't be able to accomplish every angle of disruption each game, but your primary game plan relies on some combination of these different angles of attack to buy you enough time for your Goyfs and Shadows to get the job done. Surgical only helps buy you additional time when drawn in combination with the Fulminator, or in combination with discard spells. Otherwise, it serves no purpose.

Everything is Situational

Consider the following alternate reality where your Death Shadow Jund list is slightly different. Your maindeck is identical to the previous list excepting the following changes:

+1 Fatal Push
+1 Lingering Souls

-1 Abrupt Decay
-1 Terminate

Sideboard remains unchanged.

Is siding in Surgical in this instance more reasonable, or is it still over the top? Personally, this configuration would push me over the edge and cause me to side in Surgical. The Fatal Pushes cannot remain for postboard games, and the maindeck Souls (an unusual choice, to be sure) are far too slow to make a relevant impact. Nothing else in the board is particularly productive, and as such, I'm left with the Surgical. I mention this instance to illustrate how situational each sideboarding decision can be. I stand by the claim that Surgical Extraction should not be brought in for this particular matchup, when you have reasonable alternatives or don't need to cut many cards. However, sometimes you simply need to get more cards out of your maindeck—for those instances, Surgical has some merit and can definitely do the job.

Surgical Extraction is just one example of a card like this in Modern. Many "cranial" effects are similar culprits: Stain the Mind, Slaughter Games, and others. Blood Moon can often offer a comparable temptation, just as the previously mentioned Stony Silence can.

Resist the Temptation

Why as Magic players are we so often tempted to make something work even if it might be a stretch? The answer is simple: it's human nature. We often look at cards in our opening hand, cards in our sideboard, or cards available to us when constructing a deck, and we think about the ways we can make those cards work. We think about all the possible applications, the situations where they can be good, and we spend significantly less time thinking about the ways in which we can get punished for keeping a close hand or siding in a card with a very narrow application. Learning to reign in this impulse and tighten up our sideboarding decisions will ultimately lead to a higher win percentage, especially in Modern.

 

Modern’s Removal: Blessing or Curse?

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You sit down to fill out the last few slots of your generic three-color midrange brew. You’ve responsibly dedicated seven slots to removal; now what? You’ve heard Lightning Bolt is good, but is it really the best option in 2017? What’s a mage to do?

Today, we’ll be using theory and analysis in combination to frame a fresh discussion around one of the most influential tenets of Modern Magic: removal. With Amonkhet set to shake things up as we speak, I figured now is as good a time as any to talk about ever-present, unchanging Magic principles. As we all know by now, a particular spell’s success or failure is just as dependent on context as it is on rate or power. As Modern remains primarily a format where you die by being dealt 20 damage, a summary and discussion on the best means to prevent said damage sounds appropriate. Let’s get to it!

Chicken or the Egg?

Wild Nacatl is a powerful creature, which pushes opponents to play Lightning Bolt to fight it. Lightning Bolt is a fine answer to Wild Nacatl, which discourages opponents from playing Wild Nacatl. This is the circle of life in Modern; a symbiotic relationship between creature and kill spell. Both options are powerful enough on rate alone to see play regardless of context, but their relative worth can rise and fall depending on multiple factors. If Lightning Bolt is all over the format, Wild Nacatl’s relative strength worsens (slightly) while other options get better. Monastery Swiftspear, Goblin Guide, Strangleroot Geist, and Experiment One (to an extent) all perform similar functions, but in slightly different ways that have cascading repercussions (or benefits) depending on how they align with the format.

The most recent example of this philosophy in practice is the mismatch between Tasigur, the Golden Fang and Fatal Push. Fatal Push has had three months to affect Modern, and is the primary reason why manlands are down, delve creatures are up, and Death's Shadow aggro is kept in check. The card is powerful, so it sees heavy play—in return the format shifts organically to respond to its effects. Tasigur, the Golden Fang, Reality Smasher, Gideon Jura, and Lingering Souls are some of the best ways to fight Push.

Now, all of these cards saw play before Fatal Push, and Fatal Push is still seeing play despite their presence. Great cards stay great; it’s the cascading effects we need to watch out for. This is a game of inches, one where Esper Control is a slightly better metagame choice than UW Control based on the specific cards that other archetypes are employing to adjust into a better position against the field. Intricacies, also known as the absolute best part of Magic.

A Summary of Options

Here are the most popular, unique and effective non-sweeper options to handle creatures in Modern. By no means is this list exhaustive, but for the most part there should be a comp here for whatever spell you might need in a certain situation.

Path to Exile
Condemn
Oust
Vapor Snag
Fatal Push
Devour Flesh
Lightning Bolt
Dismember
Terminate
Abrupt Decay
Azorius Charm
Detention Sphere
Maelstrom Pulse
Engineered Explosives

Modern is defined by mana efficiency, so for the most part one-mana removal spells are conditional, two-mana unconditional, and three-mana unconditional with a chance for some value attached. For more on this, refer to my first article ever written on this site for 1500 words on this topic alone. As a good rule of thumb, most creatures in Modern follow a similar pattern; one mana for a weak threat, two mana for a threat with some resiliency, three mana for value. A creature that can “trade up” across the chart is considered strongly positioned, while one that trades down is relatively weak.

The best way to illustrate this is through examples. Knight of the Reliquary is actually a strong option in a Lightning Bolt-dominated format, but lines up poorly against Terminate (two-mana answer for a three-mana threat). One-mana threats are baseline neutral because, worst case, they will always generate at least a mana’s worth response from the opponent (unless you play into a sweeper, which is why sweepers are awesome). Until a couple months ago, Tarmogoyf was the gold standard for two-mana threats because a good one-mana solution to the threat that didn’t give back some form of value just didn’t exist. Path to Exile gave a land, Dismember gave it haste, Condemn and Oust were too conditional to be played. Playing a threat with the security that it would at least be answered evenly was for a long time the closest thing to a safe bet, like that one time I doubled $50 on 11 playing blackjack. I lost that hand, and Tarmogoyf has as well, thanks to Fatal Push.

Among these options, the best, cheapest, mono-color option that reliably trades up the chart is surprisingly Strangleroot Geist. Thanks to haste, it is always generating some form of value in every situation that doesn’t involve Path to Exile. Unfortunately, it’s in the worst color. Voice of Resurgence is more powerful, and probably just as playable, as every deck that plays green usually plays white as well.

Remember, the idea here isn’t to "blank" removal; that’s impossible for the most part. We don’t play Wild Nacatl in the hopes that our opponent just "doesn’t have it" and we get to hit for four turns un-impeded. We play Wild Nacatl because (before) it put our opponent on a four-outer: have Lightning Bolt or take some damage. Even if they do have it, we have more creatures to play. It’s a numbers game; if we wanted to overload removal we’d play Young Pyromancer in every red deck. The goal is to attempt to line up our threats as awkwardly as possible to our opponent’s answers, and vice versa.

As is the case with every rule that doesn’t involve mathematics, outliers exist. Detention Sphere on paper is bad; unless we’re getting multiple cards' worth of value out of the spell, we’re at a disadvantage. Detention Sphere’s true strength is latent—it gives us flexibility, often in archetypes that need it the most. UW can handle all the creatures you can throw at it; you can’t say the same about Blood Moon, Keranos, God of Storms, and Liliana of the Veil. Three mana might be “overpaying” 80% of the time, but if it gets us to our lategame or solves the issue at hand, it’s worth it every time. This is why Jund plays Maelstrom Pulse, and why Grixis would as well if it were on-color. No, we’re not packing four and beaming about it to our mothers, but we’ll play a copy or two to get the job done.

Cause and Effect

Contrary to popular belief, Condemn is great against Death's Shadow. It answers every creature they have, can strand future Death's Shadows, and can even two-for-one. It dodges placing the creature in the graveyard to be returned later with various synergies. Still, it falls behind Path to Exile and Fatal Push. They will always be attacking, obviously, but there are narrow windows when we can’t Condemn, and Death’s Shadow’s numerous discard spells can take it away. Death’s Shadow is normally leading with a discard spell to start the game, which means they're taking whatever removal spell we have in hand before a creature hits the board regardless, so in that scenario, Condemn and Path to Exile are the same. The issue, of course, is when they play discard before attacking, after they have a creature on the board. We could have drawn the Condemn that turn, we could have had it in hand—regardless, if they have a discard spell at their disposal, they will get a chance to take our Condemn before we have a chance to use it.

How it usually plays out in games is slightly different, but it’s important to recognize what’s happening under the surface. Often we have more than one piece of removal in hand, just like they often have more than one piece of discard. Still, it’s these sorts of intricacies that can often be the difference between winning and losing games.

Burn is pretty much the only archetype utilizing haste at this point. Oust is something to consider, but only as a worst-case scenario. Second from the top is just two turns away, which places Oust somewhere between Terminate and Vapor Snag. Both of those spells are on this list, but that’s not where I want to be while Condemn is still a strong option.

Azorius Charm has seen minor play before, but that was in a format dominated by Tarmogoyf, where the only playable on-color answers were Path to Exile and Spell Snare. Currently, it’s a more expensive Condemn that can draw us a card if we need it. Were the format to get more diverse and less creature-based, I could see this pop up as a less efficient option that isn’t dead in non-creature matchups. But for now, its still pretty far away from the radar.

Conclusions

With all this information, where do we go from here? Everyone knows about Tasigur to fight Fatal Push by now. What happens as a result of this change? Generating tokens has always been one of the best ways to answer one-for-one removal. Black decks now have a one-mana option that can boast efficiency with the likes of Path to Exile and Lightning Bolt, and against 80% of the creatures in Modern Fatal Push is probably better. That’s a big deal, so I would expect these “shifts” we’re seeing to be relatively permanent unless something big changes things up.

Keep an eye out for "strange" options like Kird Ape or Geist of Saint Traft that are obvious responses to fight the removal people are playing. Fatal Push is too resilient to blank completely, but minor changes to creature bases can result in drastic positional shifts.

When removal becomes too much for creature decks, the next logical step is for creatures to stop coming out to play like the cowards they are. We are seeing Dredge come back into the light, and it looks like Ad Nauseam might be getting a boost as well. It’s possible, but perhaps Fatal Push might be “too strong” and cause creature decks to decline across the board in favor of combo. Time will tell, and part of the blame should definitely be given to Dredge itself, but we might look back on this period in a few months and point to Fatal Push as the culprit that pushed Modern further into combo-land.

So, for the foreseeable future, Modern will continue to be manipulated by Fatal Push and those trying to next-level it. Tasigur, the Golden Fang and Lingering Souls will remain the primary means to fight the removal spell, which in turn will keep creature decks from becoming obsolete. That’s slightly tongue in cheek, but it isn’t difficult to imagine a format without delve and flashback, where the reactive decks can play four Lightning Bolt and four Fatal Push and keep creatures decks pinned. While aggro and midrange are looking to level each other on card choice, keep an eye out for combo to go over the top of both.

Thanks for reading,

Trevor Holmes

Financial Deck Tech: Merfolk

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I'm back again with another one of my world-famous financial deck techs! This week we're going to talk about Merfolk, one of the most competitive tribal decks in Modern. The deck is particularly topical right now, financially speaking, due to a recent announcement by Wizards. This is something you'll want to be mindful of if you were planning to buy in soon.

Overview

Merfolk is basically as old as time itself, but never seems to fade away. Although there haven't been any real additions to the deck in a few years, it is still a potent deck as the tidal shifts in the format seem to bring it back. That being said, it's a relatively straightforward deck that doesn't really see a ton of deviation in lists. For my stock list, I'm going to use Jonathan Zaczek's 2nd place list from GP Vancouver 2017 (you know, the one where Death's Shadow was a big deal).

Merfolk, by Jonathon Zaczek (2nd, GP Vancouver 2017)

Creatures

4 Cursecatcher
4 Lord of Atlantis
4 Master of the Pearl Trident
4 Silvergill Adept
4 Master of Waves
3 Merrow Reejerey
3 Harbinger of the Tides
2 Vendilion Clique
1 Tidebinder Mage

Artifacts

4 Aether Vial

Enchantments

4 Spreading Seas

Instants

3 Dismember

Lands

12 Island
4 Mutavault
2 Cavern of Souls
1 Minamo, School at Water's Edge
1 Oboro, Palace in the Clouds

Sideboard

4 Tectonic Edge
3 Dispel
2 Relic of Progenitus
2 Tidebinder Mage
4 Unified Will

Who Is Merfolk for?

Merfolk, while a lot of people will disagree with me, plays a lot like a green creature deck that plays a lot of basic Islands. It's not a typical blue deck from Modern because it eschews a lot of the trickery that usually comes with the color. There are no Snapcaster Mages, not a ton of counter spells, and a significant lack of big ways to recoup card advantage. Instead it tries to beat the snot out of your opponent with large creatures sometimes affectionately called "fishies." It can also sometimes end up playing a tempo game similar to a Delver of Secrets deck, but rather than fighting with instants and protecting a 3/2 flyer, it beats down with a growing number of creatures that support each other and disrupts the opponent with Spreading Seas and Cursecatcher.

This deck has some intricacies that will appeal to seasoned players but is also fairly straightforward at the lowest level to appeal to newer players. It's a deck that is fairly hard to hate out specifically so you won't have to worry about your opponents having a huge advantage over you after sideboard.

The Future of Merfolk

Merfolk is a deck that I'm not sure anyone can predict any changes to in the future. The deck is pretty tight (much like Storm) and there aren't really many creatures or spells that can come in the near future to improve its ability to beat down. Merfolk are not terribly popular in recent years' blocks so it's unlikely we're going to get more cards for the deck. As always, anything can happen in the next few months as we find out more information about the newly announced fall set, Ixalan.

As far as legality of the deck is concerned, I don't view Merfolk as a potentially game-breaking deck that could see a ban coming in the future. Generally, small creature decks are not at the mercy of a banning announcement. Merfolk doesn't have the dominance numbers necessary even for a conversation about bannings.

Merfolk's popularity definitely waxes and wanes when manabases are more easily disrupted. Decks that really rely on mana (like Tron, Valakut decks, etc.) are much better matchups than decks like Ad Nauseam and Storm, where most of your interaction needs to be with their hand and the stack. With a full set of Spreading Seas and Tectonic Edge in the sideboard, it's obvious to me that the deck can really take advantage of some bad mana.

The Core

Normally, the core of a deck is all of the cards that aren't replaceable—the absolutely necessary components that make it tick. Due to how synergy-driven Merfolk is, there are not a ton of flex slots in the deck. I would say the core of the deck you would need to play without a significant disadvantage is Aether Vial, Spreading Seas, Mutavault, Cursecatcher, Silvergil Adept, Lord of Atlantis, Master of the Pearl Trident, Merrow Reejery, and Master of Waves. I'm not a Merfolk expert, but my analysis of the lists suggests to me that there is some wiggle room on the other cards in the main deck.

Which Purchases to Prioritize

I decided this was a good time to write about Merfolk because we recently got some news that should give you pause if you're considering buying the deck. Wizards of the Coast recently announced some change-up to the product release schedule, including Iconic Masters in November and Commander 2017 in August of this year. Normally, you'd think that the Masters set is the one to be on the look out for, but I'm actually more interested in Commander 2017. This year there are only four decks (instead of five) that include a mix of new and old cards—but more importantly, the theme is tribal.

I'm a pretty big Commander player, so I feel I have some insight here. Although they haven't released any information about what tribes they're going to choose, I'm sure that Merfolk is one that was at least in consideration of some love. It's an extremely popular tribe that doesn't really have a good legendary creature to help center it in Commander. They could use this opportunity fill that hole and reprint staples like Lord of Atlantis, Cursecatcher, Silvergil Adept, and Master of the Pearl Trident.

If a precon includes one of each you'd be getting a minimum of $20 worth of cards in a deck that costs only $35. This might not seem like a great deal until you realize that often the rest of the deck will be worth far more than the $15 extra you paid. Sometimes the new Commanders themselves are worth more than that (Atraxa, Praetors' Voice, for example, is $20). Basically, I think it's worth hanging tight for a few months if you're not in a rush. I think there is a reasonably high chance that Merfolk is one of the tribes that gets picked and the upside is pretty high if they are.

While you're waiting to see if there are any creature reprints, I would recommend going out and securing your Aether Vials before they climb much higher. They've eluded reprint once again in Modern Masters 2017 and they're a purely competitive card that will have a hard time finding a spot in a more casual reprint product.

Past this, I would probably look to get Mutavaults squared away. While we are getting a tribal Commander set, where they could appear, we've seen other under-printed cards seeing heavy play increase in price after a reprint. The last Commander product had four-color decks, and only one of the five included a Chromatic Lantern. Chromatic Lantern dipped to about $5, but when everyone else realized they still needed one it went back up to $9.50. If there is only one deck with a Mutavault, we might have the same problem. Assuming the other tribal decks might want one too (like Elves or Goblins) then we could see a big rise in the card's cost. As for the Modern deck, Mutavault is too integral to the Merfolk plan to avoid playing them in your deck.

The last few cards you should work on are in the sideboard. Zaczek's sideboard only cost a whopping $13 total, so you can just cross that one off quickly—it doesn't look like you need terribly more than what that sideboard has to offer. If you want to invest in some more flexible pieces for other decks, you can also look into playing some Surgical Extractions, but honestly this sideboard is pretty straightforward, and I wouldn't mess with it.

I have also seen some sideboards with Chalice of the Void. If you're willing to own or already own Cavern of Souls, then this is a great card to help combat spell-based decks that otherwise give this deck a fit. Much like Aether Vial, Chalice has dodged another reprint this time around and I'm not sure it's "iconic" enough to be included later in the year.

Subsequent Upgrades

Some of the lands in this deck can be pretty easily substituted for basic Islands. Oboro, Palace in the Clouds, Minamo, School at Water's Edge, and Cavern of Souls are not integral to playing your game. They matter a ton when people are playing Choke but that card has mostly fallen out of sideboards at this point. If you know your LGS has a lot of people playing Choke, you can play Wanderwine Hub as $6 Islands instead of the $18, $19, and $45 Islands (the price tag of Minamo, Oboro, Cavern, respectively). Outside of the mana, however, there are not a lot of short-term compromises that you can make without sacrificing a ton of power.

Final Thoughts

Modern Masters 2017 prices have started to rebound and a lot of people seem to be upset. I'm not expecting another lull in prices until December, when players naturally sell off extra cards to pay for holiday gifts. Merfolk is a great deck to get into now since it wasn't expected to get a ton of reprints and the deck is naturally pretty cheap. It feels bad having to stomach the $9 it costs for a lowly Cursecatcher, but there might be some light at the end of the tunnel later this year in Commander 2017.

As Good as Allowed: Testing Assault Loam

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As I said last week, an opinion is worthless without evidence. This means that I have to actually test whether my initial opinions about Amonkhet cards are valid. I am starting to think I need to keep my pen quiet more often, as this is now a much bigger project than I envisioned. Last week I tested out Gideon of the Trials; this week, the cycling lands.

I was very skeptical of these cards in my spoilers article. They just didn't look good enough, especially compared to the Onslaught lands. Having spent the week experimenting, I stand by that skepticism. Not that it will affect things; players want some form of Loam to be a good deck, so they will try to make it work. The problem is that I haven't seen evidence that it will be worthwhile. There is certainly power available, but I believe that Wizards designed these lands with Life from the Loam in mind. Specifically, they were looking at the old Loam decks that frequently dominated Extended. This resulted in the new cycling lands being designed to make Loam interesting, but not actually great. I think this better for Modern overall, if disappointing for enthusiasts—and those who bought Loam at speculation prices.

A History Lesson

Yes, another one. The only way I can explain my earlier statement, and ultimately why Sheltered Thicket and company aren't good enough, is by examining the history of Life from the Loam. As far as I'm aware, it never made much impact on Standard but proved a force in Extended. Loam decks were the Jund of their day, and more—combined with Forgotten Cave and Tranquil Thicket, these decks generated as much card advantage as pilots had mana, allowing them to crush other fair strategies. And this was a time when the best hoser available was Leyline of the Void!

The first deck to take advantage of the Loam Engine, as I will call it henceforth, was CAL, popularized by Olivier Ruel. An archetypal cross between prison and fair combo, CAL used Dark Confidant and the Loam Engine to feed Solitary Confinement, which protected you until you found the game-winning Seismic Assault. I remember the deck as being extremely powerful and frustrating to play against, but it was also hard to pilot. CAL rewarded tight play and severely punished misplays. As a result, it was very popular with the pro community, though few others, until decks adapted and invalidated Solitary as a protection spell.

After that, numerous Loam Engine decks continued to thrive, with Aggro Loam being the one most remember. A classic midrange deck, Aggro Loam abused Life from the Loam as not even the combo decks could, thanks to Devastating Dreams. Armageddon plus Wrath of God for two mana is absurd, but the card's irksome symmetry clause had restricted its viability until it was combined with Terravore and Life from the Loam. the Vore was an overwhelming threat post-Dreams and Life ensured that you always had fuel to play and recover from Dreams. There were numerous variations on this strategy, and they were all successful until Onslaught block rotated out of Extended.

Modern Loam

Life from the Loam has never been as good since. It remains a powerful engine card, but nothing matches the old Loam Engine. It's like taking a supercharged V8 engine and removing two cylinders. It may still be a good engine, but it is noticeably worse. Many tried to keep Loam decks going in Extended, and many more have tried in Modern, but they're just not good enough. No, Dredge doesn't count. It uses Loam, but it doesn't abuse it. Loam's just another dredger there, and not an engine the deck is built around. Raphael Levy has had some success with various Loam strategies, but that's probably because he's Raphael Levy. Dedicated Loam strategies don't make the tier rankings for a reason.

The work done so far to make Loam Loam again has been the product of nostalgia and hope. Loam is on the edge of greatness, but lacks the consistency to get there. Also, Modern is much faster than Extended. Loam decks always play for longer games, a historically unwise strategic tactic in Modern. With the new cycling lands and Modern slowing down, many now believe that the Loam engine has returned.

Power Tests

I am actually in a quandary about this next section. I tried out a number of decklists, carried out several experiments, and yet I'm having difficulty actually explaining the results. My problem is that there really isn't anything quantifiably wrong with the new engine. It just... feels wrong. The results of my experiments say that the new cycling lands boosted my test decks over their previous iterations. Not by much, but by enough to notice. The data's clear on the spreadsheet. There is a slight uptick in consistency and win percentage, attributable to cycling finding me business more often than before. The problem is that actually playing the decks tells a different story. While the overall win rate went up by a small amount, I was losing more close games than before, and my long-game win rate was unchanged.

Adding cycling lands, specifically Sheltered Thicket and Canyon Slough, allowed me to cantrip through my deck to smooth out draws and turned into a powerful grind engine alongside Life from the Loam and Darkblast. However the decks felt clunky and poor. I don't know why, but the older lists played better. I don't know if this is a problem inherent in the new engine or just the unrefined decklists, but it felt bad to play the new Loam engine. And then there are the problems with the strategy exogenous to the deck.

Comparing Loams

I think the best example for my problem is a side-by-side comparison. I tested a known Loam deck with and without cycling lands to see how it performed. For this test, I used the following 2016 list from Raphael Levy. Not necessarily because I think it's actually good, but because more recent lists are derivative of his work, as mine was when I actually tried to build my own decks. I also wanted a deck made by a player I recognized, and my (cursory) research didn't turn up anyone else.

Jund Loam, by Raphael Levy (Test deck)

Creatures

4 Bloodghast
4 Squee, Goblin Nabob
3 Vengeful Pharaoh
2 Golgari Brownscale
1 Golgari Grave-Troll
1 Stinkweed Imp

Enchantments

4 Zombie Infestation

Instants

1 Ancient Grudge
3 Darkblast
1 Lightning Axe

Sorceries

3 Conflagrate
4 Life from the Loam
4 Faithless Looting
1 Lingering Souls

Lands

4 Verdant Catacombs
4 Bloodstained Mire
2 Wooded Foothills
3 Ghost Quarter
2 Blood Crypt
1 Blighted Fen
1 Tectonic Edge
1 Mutavault
1 Mountain
1 Forest
1 Swamp
1 Overgrown Tomb
1 Stomping Ground
1 Temple Garden

Fitting in the cycling lands was trickier than I expected. It is generally unwise to fiddle with a manabase crafted by a master, especially when you've arbitrarily decided to put in six new cards, but I had to have an experiment. In the end I made the following changes and ran with it:

-1 Blighted Fen
-1 Tectonic Edge
-1 Mutavault
-1 Blood Crypt
-2 Wooded Foothills

+3 Sheltered Thicket
+3 Canyon Slough

I didn't actually test these decks against anything. I just goldfished to learn how the decks operated. One thing I found was that the best use of the cycling lands was to get extra dredges in a turn, and I rarely wanted to just draw cards with these decks. This is a feature of the deck rather than something intrinsic to the Loam strategy, and I imagine that in a grindy midrange shell you would just draw cards with Loam.

However, I don't think that is necessarily optimal. The problem I had was that playing the Loam engine encouraged me to slow down, and I'm not sure it was correct to do so. Without Thicket and Slough, Jund Loam felt like a grindy aggro deck. With them, I was encouraged to try and play a longer game. And this made the deck clunkier somehow. Maybe it was because I just made the mana worse, but having the cycling lands meant that you could do less in a turn if you were trying to make the engine work. It made little difference if you didn't try to actually use the Loam engine and just played the deck as if it didn't exist. This leads me to believe that the new cycling lands are considerably worse than the old Onslaught cycle.

Consider this: It is turn four. You have four mana, Life from the Loam in your hand, and three cycling lands in your graveyard. If they're Sheltered Thickets, you can play Loam, then cycle one card. If they're Tranquil Thickets, you can cycle twice. That is either an extra card or an extra dredge. This effect keeps snowballing as the game goes on. The new lands cost too much mana for what they do. Two for a cantrip is an awful lot. Think Twice sees play thanks to flashback, but all the other playable options are creatures. I believe this engine is too inefficient compared to the old one to be viable.

The Big Problem

The deckbuilding and gameplay problems I detailed above are substantial, but they may be something players can overcome. What they cannot fix is Dredge. As I was testing my Loam lists, I kept asking myself why I wasn't just playing Dredge. Loam does many of the same things as Dredge; it even plays most of the same cards. So is it actually better than Dredge? I still don't have a definitive answer, but I doubt it. Ultimately, I think that this question will be the real reason that Loam decks don't remerge. Dredge has a lot of things that make it a more attractive option for graveyard shenanigans.

Why Dredge is better

The short answer is speed, or rather explosiveness. Dredge is capable of generating incredible board presence in the first few turns, which is why you play the deck. Yes, it can grind, but that isn't its Plan A. Playing Prized Amalgam over and over is good, but playing three on turn two is much better. Dredge gets a lot of free wins as a result.

This will never happen in Loam. You will always have to work for your wins. This means that you are giving your opponent the opportunity to play Magic. The more you let your opponent play the game, the more likely it is that you will lose. Loam doesn't let opponents play much Magic, but it lets them play considerably more than Dredge does. When your deck has vulnerabilities, like I detail below, this is a problem.

There's also the fact that Dredge utilizes its graveyard better than Loam. The cards that you are playing to facilitate the Loam Engine will just be more potent in a dedicated Dredge deck. There are cards in Loam you'd rather not dredge away. That will never be true in Dredge. These decks are very similar, but Dredge is more extreme, giving it the advantage.

Also, I mentioned that using Thicket to get an extra dredge from Loam was good. Consider doing that with Stinkweed Imp in a Dredge deck. More lands in the graveyard may be good, but I can't imagine that's better than having more recursive threats.

Also, Splash Damage

And then there's the impact that Dredge has on the format. Graveyard hate is a way of life now, and that is very bad news for Loam. Dress it up however you want, but Loam is an engine deck, and its engine needs a graveyard to function. Back in Extended, the hate consisted of Tormod's Crypt, Yixlid Jailer, and Leyline of the Void. Crypt could be overcome, Jailer was fairly soft hate, and Leylines are only good when they start the game in play. It's easier for a graveyard engine deck to dodge or overcome these cards. Today, Scavenging Ooze, Relic of Progenitus, and Rest in Peace are everywhere, all of which present more persistent disruption and are far more potent. Dredge demands that you play these cards, and all other graveyard decks get caught in the net. Given this fact, I just don't see Loam making a comeback.

One of the big problems with Loam is that it depends on its graveyard to be a deck. Go back up to the lists I posted. The decks can't do anything under Rest in Peace. The fair plan is too poor to carry you to victory. Dredge can avoid the problem by being explosive. Other graveyard decks like Abzan Company or Living End can simply be creature decks and plausibly win. Hate hits the current crop of Loam decks too hard for it to be an attractive option.

This Seems Deliberate

I cannot imagine that Wizards did not think about Loam when they designed the—they need a nickname. Bicyclers?—bicyclers. Yes, Mark Rosewater says they don't let the past dictate future design decisions, but the memory of Extended Loam had to surface at some point. As far as I know, the design of the cycling lands has never been discussed publicly by R&D, but I think that the cost was increased compared to Onslaught's because of Loam. They remembered how dominant it used to be and decided that wasn't acceptable. They certainly succeeded if that was a goal.

Don't Lose Hope

While I don't think the cycling lands are the solution to the woes of Loam hopefuls, that does not mean that it cannot work. Shadow of the Grave looks far more promising as a payoff card for Loam decks. Rather than looking for a somewhat clunky value engine, perhaps Loam should return to its roots as a combo/prison deck. I have tested nothing yet, but the potential appears much higher than my previous work. Building around Shadow also allows you to differentiate yourself from Dredge and avoid that problem with Loam. It is worth exploring.

Suspend Your Disbelief: Branching Out with As Foretold

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Two weeks ago, I considered As Foretold's applications in Modern control decks. My starting points were Pillow Fort and UB Control, but by the end of the article (and, incidentally, the time I prepared to publish it), I'd turned my attention to integrating the Amonkhet highlight into Modern's longest-standing control deck: Jeskai. Over the past two weeks, I've tried a number of more traditional control shells with As Foretold, and have been impressed by my findings.

This week, we'll look at my new blueprint for building reactive blue decks with As Foretold and check out the two decks I've spent the most time on lately.

Building an As Foretold Deck

To succeed, As Foretold decks must benefit immensely from resolving the enchantment, but not auto-lose when they fail to find one. After all, Modern's a format known for Thoughtseize, Inquisition of Kozilek, and Surgical Extraction; with a little resolve, keeping an As Foretold player off their namesake card can prove just as easy as attacking a linear deck. Perhaps fortunately, there are few enough worthwhile payoff cards in Modern (read: highly impactful, manaless suspend cards) that stuffing our deck full of the best As Foretold enablers still leaves plenty of room to win in other ways.

Ensuring Survival

To win, we have to not die. As Foretold decks are incentivized by Restore Balance to go very light on creatures, meaning they need plenty of removal to survive against creature decks. Cheaper removal like Bolt, Push, Path, and Condemn are the most appealing options; one-mana spells play nice with As Foretold and allow us to spend more mana cantripping.

Targeted discard can also disrupt opponents long enough for our gameplan to come online. Inquisition of Kozilek seems better than Thoughtseize in the mainboard. Since the purpose of these slots is to weather early assaults, the card that doesn't help opponents kill us but forces us to take the things we want anyway is the clear favorite.

A third way to ensure we resolve As Foretold fast enough is to ramp into it. Since we can't play mana dorks with Restore Balance, I think the best way to unlock this achievement is with Modern's most divisive monkey, Simian Spirit Guide. Guide also has the benefit of fixing our curve if we want to focus on one- and three-drops, which As Foretold also incentivizes us to do. And if we're also using Guide to ramp into heavy-duty disruption like Blood Moon, we stand to buy ourselves even more time.

Maximizing Consistency

Modern's best-known consistency method is redundancy—if you want to draw a certain card, play a lot of copies. We can only play 4 As Foretold, though, so once we've maxed out there (and on our suspend spells) we must turn to cantrips to help smooth out our gameplan.

Serum Visions is Modern's king cantrip, so it's an easy include at 4. Sleight of Hand is a little more questionable, but I have found it to be terrific in these decks. Playing the full 8 blue cantrips makes our As Foretolds much more consistent, in addition to helping with land drops and disruption. Getting the card right away also works well with an active As Foretold.

In builds splashing red, Faithless Looting is also worth considering. Looting digs us into two new cards right away and gives us a way to ditch dead cards. We can even use it twice! The card's drawback is that casting it forces us to go -1. I don't think that's such a big deal, though, thanks to Restore Balance. In fact, having a way to rapidly dump cards from our hand is something of an upside, since it allows us to hellbent opponents off a Balance if needed.

Closing

Board wipes definitely buy time, but we still need to win. Being forced to wait five turns to draw into a win condition after removing all the creatures can put us into some bad spots if opponents follow up with individual threats. Burning bad Balances on those creatures can be brutal for us, especially if we have lots of cards from a last-turn Visions or want to spend our As Foretold casting a this-turn Visions. The most elegant solution to this problem is to simply start pressuring right away after we clear the board, forcing opponents into a defensive role once they've been declawed.

Creature win-cons are off-limits in a Restore Balance deck, although Bolt-Snap-Bolt is a plan creature-light enough (and enough in line with our other goals) to do some of the work. As I found a couple weeks ago, planeswalkers make the best win conditions. The trouble is finding one that can win the game fast enough. I maintain that Nahiri, the Harbinger is the ideal walker to pair with As Foretold, but forcing us into Jeskai colors (and an Emrakul) is a serious deterrent to running her. Creature lands are also interesting, with Creeping Tar Pit striking me as the most reasonable choice.

The Core

These days, I start all my As Foretold decks like this:

As Foretold Core:

4 Serum Visions
4 Sleight of Hand
4 Restore Balance
4 Ancestral Vision
4 As Foretold

Then, based on the interactive color I'm in, I'll add some other staples.

  • Red: Lightning Bolt, Faithless Looting, Chandra, Torch of Defiance, Greater Gargadon
  • Black: Fatal Push, Collective Brutality, Liliana of the Veil
  • White: Path to Exile, Condemn

It might go without saying, but As Foretold decks will have to dip into one or more of these three colors to function. The Simic combination simply doesn't have enough efficient removal to survive the early turns, even with Restore Balance as a mid-game plan. Besides, what green cards would we even want?

Of red, black, and white, red boasts the most perks. The color has a win-condition walker, powerful cantrips, and the most flexible of Modern's one-mana removal spells. Lightning Bolt makes Snapcaster Mage a serious consideration, as having reach gives us a way to milk its 2/1 body for more than value. Looting gets us to mana, disruption, As Foretold, or suspend spells right away, helps us hemorrhage cards for Restore Balance, and flashes back from the grave to fix crummy Ancestral Visions. And Gargadon gives Restore Balance a whole other angle of attack by tacking Armageddon onto its text box.

Black comes next. Liliana of the Veil is the scariest planeswalker in Modern, and a nightmare for fair creature decks and critical-mass combo decks alike. Unfortunately, she won't end the game on her own—if only she had Liliana, the Last Hope's ultimate, instead!

The biggest draws to black, though, are Fatal Push and Collective Brutality. Push is simply Modern's MVP when it comes to staying alive on turns 1-4, making it a perfect fit for this deck. Similarly to Looting, Brutality gets along swimmingly with Restore Balance, and also lets us do way more than we should be able to for the mana we have available. Catching up on tempo is crucial in a deck casting tons of cantrips and a three-mana enchantment. While Restore Balance helps here by coming down right away, it doesn't hurt to have an additional "card sink" for while we set up.

White offers by far the least of the three colors. While Path to Exile's drawback is negligible in a Restore Balance deck, giving opponents lands early can still bite us in the butt. Besides, the creatures we need to remove early can often be killed with Bolt or Push. Restore Balance tends to take care of the more resilient threats opponents can produce in longer games, making unconditional removal spells unnecessary.

That removal suite is still one of the color's upsides. While playing multiple one-mana removal spells usually forces us into three colors (i.e. Grixis for Bolt and Push), white has two superb options in-color: Path and Condemn. Going UW allows As Foretold players to run a high density of one-mana kill spells without asking much of their mana base. Another draw is white's unmatched sideboard selection, including the almighty Rest in Peace, a card As Foretold strategies can accommodate at no cost (Snapcaster Mage isn't a core choice).

Full Moon Rising

We've covered how I approach As Foretold deckbuilding. Now, let's get into some lists!

UR Suspend, by Jordan Boisvert

Creatures

4 Simian Spirit Guide
2 Snapcaster Mage
1 Greater Gargadon

Enchantments

4 As Foretold
3 Blood Moon

Instants

4 Lightning Bolt
2 Mana Leak

Planeswalkers

2 Chandra, Torch of Defiance

Sorceries

4 Serum Visions
3 Sleight of Hand
4 Restore Balance
4 Ancestral Vision
3 Faithless Looting

Lands

4 Scalding Tarn
4 Misty Rainforest
3 Spirebluff Canal
2 Steam Vents
5 Island
2 Mountain

Sideboard

2 Spreading Seas
2 Grafdigger's Cage
2 Pithing Needle
2 Negate
1 Dispel
2 Surgical Extraction
2 Anger of the Gods
2 Shattering Spree

Here's my take on a Spirit Guide-featuring As Foretold deck. Guide helps power out As Foretold, Moon, and Chandra early. As with Looting and Brutality, the card disadvantage of pitching a card to make a mana is grossly offset by the advantage gleaned from casting Ancestrals for zero and Restore Balance at will, plus Guide offers free wins when it accelerates out a hate piece.

I wanted to build an As Foretold deck in UR that could take advantage of Blood Moon. Amazingly, the deck actually started without Guide. I added the monkey to fix the curve, which was far too focused around the three-drop slot. Mana Leak also made the cut as a two-of for this reason; it gives us something else of value to do on turn two.

To make room for the pair of Leaks, I had to cut a Sleight of Hand. Looting is usually better in this deck, although we rarely want to draw three copies thanks to flashback (which is why I kept it below 4). Its cycling effect ends up psuedo-drawing us more than two cards most of the time, as we can drop extra Moons, Guides, or As Foretolds to it. Running lock pieces that do nothing in multiples make our discard-as-drawback spells much better.

We only play one Gargadon because it's basically just dead in multiples. We can cycle extras away to Looting, sure, but we really want to be drawing interaction or acceleration in the early-game. Having dead Moons or Guides is much more forgivable because the first Moon we draw slows our opponent down enough that we can stabilize or find a Looting, and the Guides we draw get us to a game-state in which we don't care about some virtual card disadvantage. But drawing multiple Gargadons early without a way to loot them away results in a loss against most of the faster decks. Besides, our many filter effects help find the one copy when our plan is "blow up all the lands." In those scenarios, the board is usually locked down, we have As Foretold on the battlefield, and are just chaining cantrips.

This deck has a couple of weaknesses. For one, it can struggle with enemy Tarmogoyfs (and, by extension, Death's Shadows). Moon helps against the Goyf decks, but they usually pack a good amount of discard, so it's not unheard of to lose to a 4/5 after our combo pieces get Inquisitioned away. We sorely miss something like Fatal Push here.

Second, UR has trouble closing out games. Chandra, Torch of Defiance is great, but since we can't have multiples on the board, we can't run too many in the deck. Creature lands aren't an option either, since we want to play Blood Moon. I even considered a Stormbreath Dragon despite its expensive mana cost to help with this problem.

Usurping Tasigur's Throne

The next step I took was to splash black, essentially dropping Blood Moon to shore up both of the UR deck's weaknesses.

Grixis Suspend, by Jordan Boisvert

Creatures

4 Snapcaster Mage
2 Greater Gargadon

Enchantments

4 As Foretold

Instants

4 Lightning Bolt
3 Fatal Push

Planeswalkers

2 Chandra, Torch of Defiance
2 Liliana of the Veil

Sorceries

4 Ancestral Vision
4 Restore Balance
4 Serum Visions
4 Sleight of Hand
3 Collective Brutality

Lands

4 Scalding Tarn
4 Polluted Delta
2 Creeping Tar Pit
2 Darkslick Shores
1 Spirebluff Canal
1 Steam Vents
1 Watery Grave
1 Blood Crypt
2 Island
1 Mountain
1 Swamp

Sideboard

2 Spreading Seas
2 Negate
1 Spell Pierce
1 Dispel
2 Surgical Extraction
2 Kolaghan's Command
1 Fatal Push
2 Anger of the Gods
2 Thoughtseize

Liliana and Push give us way better chances against Goyf decks, Death's Shadow Jund included. Those matchups become favorable with the Grixis build. Collective Brutality is another piece of high-impact disruption. It does cannibalize Faithless Looting's required resource of "cards to spare," so the cantrip gets the axe and we go back to 4 Sleight. Brutality is just way too good in this deck (and in Modern generally) to pass up; I have liked all three copies.

With Push in the mix, we have enough juicy targets to want to max out on Snapcaster Mage. 4 Snap, 4 Bolt is a real plan, and complemented by Chandra and Brutality, it becomes even better. This Moon-less deck gets Creeping Tar Pit, which deals plenty of damage and is very tough to stop when we strip an opponent's hand with Brutality and Restore Balance. Greater Gargadon also goes to two copies in this build, giving us yet another way to win the game.

Sans Looting, this version has less dig than UR, but it's better at disrupting opponents (we'll have time to naturally draw into what we need). As a result, I think we want that second Gargadon. We love seeing the Beast once most games, and don't have to worry so much about clogging while getting attacked, as we have more ways than UR to remove opposing threats.

And the Brew Goes On

I think I'm on the right track with these As Foretold brews, but I don't know how close to optimized my lists are. I'm excited for the card to become legal and for other deckbuilders to start experimenting with it. In any case, I won't stop tweaking—attacking and blocking may have my heart, but there's no way I'm passing up the opportunity to write another 1,000 articles on a 2U mythic rare.

Brewing with Amonkhet’s Planeswalkers

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To celebrate the impending release of Amonkhet, I thought it’d be fun to put our brewing caps on this week. I’ll get back to metagame/decklist analysis soon, I’m sure, but recently I’ve been taking a look through the Amonkhet spoiler in the hopes of finding something that tickles my interest.

Overall, I haven’t been that enthused. From the looks of things, Amonkhet doesn’t have much to offer in terms of “non-combo” options. I’ve heard that As Foretold will bring with it some possible changes, but at this point in Modern’s development it’s difficult to make waves with new cards unless mechanics are involved. Delve as a mechanic was beyond busted, which is why we saw so many Khans cards cross the barrier. Having to fight fair against Terminate and Tarmogoyf is not impossible, but still incredibly difficult. Seeing as we just got Fatal Push, I wouldn’t be surprised if fair decks were left out in the cold for the foreseeable future.

Still, I can’t bring myself to be disappointed 269 times in a row, so this week I forced myself to take a few new cards and put them through the ringer myself to see if they work. It’s important to note that my expectations going in are not to come out the other end with a tournament-worthy deck, but I still intend on trying my hardest. While the end result might be considered a “failure,” if through the process we learn something about the format or our own biases, we can at least point to that as a positive. That being said, I give you: Planeswalker Control!

Four-Color Planeswalkers, by Trevor Holmes

Creatures

4 Birds of Paradise
4 Tarmogoyf
3 Jace, Vryn's Prodigy
2 Felidar Guardian

Instants

4 Path to Exile
2 Condemn

Enchantments

4 Oath of Nissa

Planeswalkers

4 Gideon of the Trials
4 Saheeli Rai
3 Nissa, Steward of Elements
2 Nahiri, the Harbinger

Sorceries

1 Supreme Verdict

Lands

4 Windswept Heath
4 Misty Rainforest
1 Wooded Foothills
2 Temple Garden
2 Breeding Pool
1 Steam Vents
1 Hallowed Fountain
3 Razorverge Thicket
1 Forest
1 Island
1 Plains

Sideboard

3 Leyline of Sanctity
2 Rest in Peace
2 Stony Silence
3 Timely Reinforcements
2 Negate
1 Supreme Verdict
1 Condemn
1 Engineered Explosives

The idea is simple enough: play enough planeswalkers that require attention that our opponent can’t devote enough resources to killing them all, thereby preserving our life total and getting us there via some ultimate. Gideon of the Trials can’t be ignored; with his emblem our opponent has to deal with him. His +1 locks down a permanent, so at worst he protects himself, and in combination with Jace, Vryn's Prodigy we can handle most boards. How we’re winning isn’t really an issue—as long as our walkers hit the field and we’re ticking up on our turns, we’ll be fine. I’ve also included the Saheeli Rai/Felidar Guardian combo, as the scry helps get us to whatever we might need, and Felidar Guardian can reset planeswalker loyalty or just net us another activation. Still, those six slots could easily be spent on something else, like more Nahiris and an Emrakul, the Aeons Torn, for instance.

We're not RW Control, so it makes sense to talk a little bit about identity. Stretching into red for Nahiri and Saheeli (mainly Nahiri) necessitates some help as far as mana as concerned, which is where Birds of Paradise and Oath of Nissa come in. Oath is deceptively strong, as it fixes mana and is definitely our green Ponder, but by playing these spells we resign ourselves to being behind on-board and weak to discard. Sixteen planeswalkers is a ton, however, so as long as we’re alive I doubt we’re having trouble casting spells.

Tarmogoyf is in here as a blocker, sure, but it can turn the corner with Gideon of the Trials in a heartbeat. The fact that we’re not playing him alongside sorceries like Traverse the Ulvenwald or Thoughtseize means we’re relying on our opponent to help him along. He's not as great as he could be, which I suppose I could say for most of the cards in the deck (which I again suppose means the deck is probably poor).

One last note before moving on: with Nissa, Steward of Elements, we’ve got a lot of scry, as well as ways to buy time to get us to what we need. It’s difficult for opponents to deal 20 damage through a ballooning Jace, Vryn's Prodigy or Gideon of the Trials. Most non-Death's Shadow decks rarely have more than five power on the board at one time, and factoring in removal and blockers, we can handle a fair amount of normal action in the combat phase.

Unfortunately, that sort of normal action is rare in Modern. Affinity makes giant dudes or slaps Cranial Plating on Etched Champion. Dredge floods the board repeatedly or just Conflagrates us to death with Life from the Loam. Zoo hits us for 14 on turn three. Death’s Shadow attacks for 10 at a time. While we’re set up to handle some of that, trying to defend against all of it (while also giving up our game ones against combo) is very ambitious.

Classic UW Control, by Trevor Holmes

Creatures

3 Snapcaster Mage

Enchantments

3 Spreading Seas
2 Detention Sphere

Instants

3 Condemn
4 Path to Exile
1 Spell Snare
3 Cryptic Command

Planeswalkers

4 Gideon of the Trials
1 Jace, Architect of Thought
1 Elspeth, Sun's Champion

Sorceries

3 Ancestral Vision
4 Serum Visions
3 Supreme Verdict

Lands

4 Flooded Strand
4 Ghost Quarter
2 Hallowed Fountain
4 Island
3 Celestial Colonnade
2 Plains
4 Seachrome Coast

Sideboard

2 Celestial Purge
1 Dispel
2 Kor Firewalker
2 Negate
3 Leyline of Sanctity
1 Rest in Peace
2 Stony Silence
2 Vendilion Clique

On the other end of the spectrum is this, your classic, “take an established deck, shove four copies in, and call it a day,” decklist. Sure, I moved a few numbers around here and there, but I’m not even trying to hide that this is taken directly from the winning GP San Antonio list, which is a month old now. So why include it? Partly, it’s a critique on the notion that adding a shiny new card to an established list is more involved than just throwing it in, but also because underneath that, I do believe there is something here.

Gideon of the Trials paired with Leyline of Sanctity protects him from direct damage, meaning as long as we can protect him on the ground, we’ve essentially put our opponent in a soft-lock. Yes, Abrupt Decay, Maelstrom Pulse, and Detention Sphere can knock him out, but those cards see minor play so I’m not too worried. At worst, they get rid of our Gideon (either through a spell or attacking directly) and we gained a bit of life and/or made our opponent spend mana on something other than killing us directly.

The positives, of course, are numerous. Gideon locks down creatures until we can hard-answer them, and he starts swinging earlier than before (Celestial Colonnade doesn’t come online until turn six, and even then we’re putting our guard down to hit for four). He also helps our combo matchups tremendously, as Ad Nauseam needs to change something to handle this guy. The fact that Gideon costs three, can protect himself, can do damage as a Plan B, and can emblem to turn our opponent’s plans upside down (or go over them entirely) is well worth the three-mana investment.

Still, if I’m playing Gideon of the Trials as a central component of my strategy, I would be much happier if I had some bodies to throw in front of attackers past the first. Lingering Souls immediately jumps to mind, but isn’t entirely necessary. Removal and Snapcaster Mage are just enough to get our opponent to overcommit into a Supreme Verdict, which is really all we need to put the game away anyways.

Still, if I was interested in building a serious Gideon of the Trials control list from scratch, it would look something like this:

UW Gideon Control, by Trevor Holmes

Creatures

4 Wall of Omens
3 Snapcaster Mage
2 Restoration Angel

Enchantments

2 Detention Sphere

Instants

3 Condemn
3 Cryptic Command
4 Path to Exile
1 Spell Snare
1 Logic Knot

Planeswalkers

4 Gideon of the Trials
2 Jace, Architect of Thought
1 Elspeth, Sun's Champion

Sorceries

4 Serum Visions
3 Supreme Verdict

Lands

4 Flooded Strand
4 Ghost Quarter
2 Hallowed Fountain
4 Island
3 Celestial Colonnade
2 Plains
4 Seachrome Coast

Sideboard

2 Spreading Seas
2 Timely Reinforcements
2 Negate
4 Leyline of Sanctity
2 Rest in Peace
1 Stony Silence
2 Vendilion Clique

This list, in my mind, is much closer to a dedicated Gideon of the Trials control list than the other. While that list contained stronger cards in the abstract (i.e. Ancestral Vision), this one focuses much more on synergy, while boasting the ability to turn the corner at the expense of late-game longevity. Moving Spreading Seas to the board is fine so long as we retain access to it for games two and three, as game one we’re not expecting to “get” anyone with the card so much as just looking to buy time. Wall of Omens does the same thing by giving us a body on the ground to get in front of attackers. Again, our plan is to make opponents overcommit into Supreme Verdict.

If they don’t play along, be it playing to the board or casting spells into Cryptic Command, Restoration Angel tags in to use some of that mana and present another body to attack or block. Turning the corner is less of a cliché and more of a legitimate threat when we can flash in Resto, turn on Gideon, animate Colonnade, and hit for 11. If we can sneak in at least one Gideon hit before then, we’re killing our opponent dead, assuming they fetched a few lands or played a Thoughtseize.

The value that Gideon of the Trials gives a control strategy like this one can’t be stated enough. It bears repeating that Gideon has applications against both aggro and combo, represents a threat against control, provides a Plan B against all matchups, and generates a puzzle for our opponent to solve—all for three mana. Costing three means Gideon slides down on our early turns (where we’re really just looking to play anything we can) and forces opponents to overcommit into Supreme Verdict the next turn. I’m sitting here imagining if I would still be interested in the card were the ultimate a -10, and I believe the answer is yes. That alone should be enough evidence that we have something here.

Conclusion

We abandoned Nissa, Steward of Elements pretty quickly, but I don’t think that’s anyone’s fault. I’m much more interested at this stage in seeing what Gideon of the Trials has to offer, and it doesn’t look like the two will go together in Modern at this point. Nissa is much more interested in existing alongside creatures and big mana, while Gideon seems to play better with synergy. And, of course, the Bant deck of choice is Eldrazi. I’m sure there are applications for both cards outside of a control/midrange shell, but for now, on day one, that’s where I’m leaning. I know I'm among good company when it comes to Gideon of the Trials, but as for now, I'm believe my control list might have what it takes. Remember, if Gideon of the Trials breaks Modern, you heard it here first!

Thanks for reading,

Trevor Holmes

The_Architect on MTGO

Twitter.com/7he4rchitect

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Gideon on Trial in Ad Nauseam

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Idle speculation accomplishes nothing. Speculation is just untested opinion, and is therefore invalid. With that in mind, I've decided to test my opinions about Gideon of the Trials and find out if my initial impressions actually hold weight. I don't have enough data to make any definitive conclusion, but my testing should shine some light on Gideon's actual potential.

To recap, last week I came down rather hard on Gideon. His hype train was a little out of control, much like his preorder price. I wanted to remind everyone that his emblem was not the game changer it appeared against combo decks. I stand by this sentiment; planeswalkers are easier to remove than you might think in Modern. However, I speculated that Gideon of the Trials might be a reasonable Ad Nauseam card. The emblem is nearly Angel's Grace, the key to the combo. On that basis, Gideon could replace the current extra-Grace card, Phyrexian Unlife—the emblem even plays well with Pact of Negation. Several Ad Naus players have since informed me that this is not strictly true and that Unlife is more than just an extra Grace, making Gideon less attractive than I might think. I'm not an Ad Naus player, I don't know the truth. So I decided to find out. I took a stock Ad Nauseam list, tested it against Burn and Death's Shadow Jund, then took out the Unlifes for Gideon, and played the games again.

The Decks

In this experiment, my chosen lists were MTG Goldfish sample decks (for simplicity's sake). When I was choosing lists for the Banned Cards series, I did the aggregation and averaging myself. I won't commit that kind of time to this project. Fortunately, and unlike Jacekai, Ad Naus is effectively "solved" at this point and Burn decks are standardizing, meaning that these lists are fairly "real world." The Death's Shadow deck is far from a typical list, but a lot of that comes from the deck's newness.

Since I was testing using Ad Nauseam, I choose Burn and DSJ on the basis that they are good and bad matchups respectively. I wanted one of each to get a feel for how Gideon affects things. The fact that I expected Gideon to have an impact on the games was another factor; I wasn't going to test matchups where I expected no impact. For reference, here are the decklists:

Ad Nauseam, MTGGoldfish Sample Deck

Creatures

1 Laboratory Maniac
4 Simian Spirit Guide

Artifacts

4 Lotus Bloom
4 Pentad Prism

Instants

3 Pact of Negation
4 Angel's Grace
3 Spoils of the Vault
1 Lightning Storm
4 Ad Nauseam

Sorceries

4 Serum Visions
4 Sleight of Hand

Lands

4 Darkslick Shores
4 Seachrome Coast
4 Gemstone Mine
4 Temple of Deceit
2 Plains
1 Temple of Enlightenment
1 Dreadship Reef

I only played single games, so the list didn't need a sideboard. For the test deck, I just replaced each Unlife with a Gideon of the Trials.

Death's Shadow Jund, MTGGoldfish Sample deck

Creatures

4 Death's Shadow
4 Tarmogoyf
4 Street Wraith

Artifacts

4 Mishra's Bauble

Instants

3 Fatal Push
2 Tarfire
2 Abrupt Decay
2 Temur Battle Rage
2 Kolaghan's Command

Planeswalkers

2 Liliana, the Last Hope
1 Liliana of the Veil

Sorceries

4 Traverse the Ulvenwald
4 Inquisition of Kozilek
4 Thoughtseize

Lands

4 Verdant Catacombs
4 Bloodstained Mire
2 Polluted Delta
2 Wooded Foothills
1 Blood Crypt
1 Godless Shrine
1 Forest
1 Overgrown Tomb
1 Stomping Ground
1 Swamp

Traditional Jund was always hard for Ad Naus because of all the discard spells, and Death's Shadow plays even more. Its clock is also usually faster, so I expected this to be even worse for the combo deck.

Burn, MTGGoldfish Sample Deck

Creatures

4 Monastery Swiftspear
4 Goblin Guide
4 Eidolon of the Great Revel

Instants

4 Lightning Bolt
4 Atarka's Command
4 Boros Charm
3 Searing Blaze
3 Skullcrack
2 Lightning Helix

Sorceries

4 Lava Spike
4 Rift Bolt

Lands

4 Arid Mesa
4 Wooded Foothills
3 Bloodstained Mire
3 Inspiring Vantage
2 Sacred Foundry
2 Stomping Ground
2 Mountain

Burn is a good matchup for Ad Naus and for combo in general. It's not only slower, but it can't interact. Angel's Grace and Phyrexian Unlife in particular are crushing, acting as un-Skullcrackable life gain. I was told this matchup in particular justified Unlife, but determining if that was true was the whole point of this experiment.

Experimental Procedure

This was a very simple test. I played game one with both Ad Naus decks against the test decks. Remember, this was a proof of concept rather than a full-on study. I'm still too sane for another one of those. Give it a month before my sanity slips and I start another banned card test.

What made this test different is that I controlled the starting hands. With only time for a single game with each deck I wanted to ensure that I actually tested the right cards. Therefore, I purposefully began with either Gideon or Unlife in my hand, then drew six cards. As this hand was keepable, I used it for both games against a given deck. I used the same seven-card hand each game for the test decks. The rest of the deck was randomized normally. Burn and DSJ were going to fetch turn one anyway, and it would have been too much work to put the decks back into the exact same order each time. Things ultimately work out this way, as knowledge is a tremendous weapon for a combo deck and I would have adjusted my play accordingly.

The plan with Gideon was to plus him as long as the opponent had a threat on the board and to only emblem if I had Ad Nauseam, though that never came up.

Starting Hand vs Burn: Ad Nauseam

Phyrexian Unlife/Gideon of the Trials

Serum Visions

Pentad Prism

Simian Spirit Guide

Temple of Deceit

Temple of Enlightenment

Gemstone Mine

Starting Hand vs DSJ: Ad Nauseam

Phyrexian Unlife/Gideon of the Trials

Sleight of Hand

Lotus Bloom

Pentad Prism

Angel's Grace

Darkslick Shores

Darkslick Shores

Starting Hand: DSJ

Mishra's Bauble

Mishra's Bauble

Traverse the Ulvenwald

Inquisition of Kozilek

Liliana the Last Hope

Kolaghan's Command

Bloodstained Mire

Starting Hand: Burn

Monastery Swiftspear

Rift Bolt

Rift Bolt

Boros Charm

Atarka's Command

Bloodstained Mire

Wooded Foothills

The play/draw was determined by coin flip and was the same for both games. Ad Naus lost the flips and was on the draw for the whole test.

The Results

Ad Nauseam did not win a game. This was not really the point of the test, but I was still expecting to get at least one against Burn. Alas, it wasn't to be. Being on the draw was certainly a problem, but my draws against Burn were uninspiring, and I also never drew Ad Nauseam (I hear it's a pretty important card in this deck). My draws were okay against DSJ, but I never had both Ad Nauseam and enough mana to cast it. In the Unlife game it was Thoughtseized after my Prism was K-Commanded, while in the Gideon game, DSJ drew a lot of Inquisitions into Liliana and I only had four mana sources when I died.

However, there is still useful data to be gleaned from this test, since I managed to resolve Gideon/Unlife in each of these games. Therefore, the measure of their effectiveness is not the end result, but how they impacted my opponent's play and the turn that I died. The results are interesting.

Burn vs Unlife

Died: Turn 6

I thought I curved out fairly well with a scryland for a Plains into Prism, then Unlife and Serum Visions. Had I found Ad Nauseam off Visions or a Temple I would have won. As it was, my opponent dealt a whopping 14 damage on turn three thanks to two resolving Rift Bolts and Atarka's Command. On turn four, I went to zero, and then to two poison thanks to Boros Charm and Goblin Guide. Had Burn drawn a spell instead of a land turn five, I would have died, but I was afforded an extra meaningless turn. I can see why Ad Naus players like Unlife in this matchup; most of the time it will gain you over than 10 life. The math this time just favored my opponent. Interestingly, I drew an Angel's Grace on my last turn but it doesn't actually prevent damage so I would have died during cleanup had I tried to save myself.

Burn vs Gideon

Died: Turn 7

My curve was the same up until turn four. I emblemed Gideon since I was at four life and dead to Charm, and my opponent put me to zero, then attacked Gideon for two. He drew another Swiftspear and attacked Gideon twice before he found a Rift Bolt to kill Gideon. In other words, Gideon prevented nine damage, which is almost comparable to Unlife, but I also gained an extra draw step because my opponent had to kill Gideon rather than just deal poison damage. That was an extra chance to win the game. I wasn't going to draw the Ad Naus for another three turns, but Gideon did give me an additional out. Furthermore, had my opponent tried to put me to exactly lethal before Gideon died, Angel's Grace would have bought me another turn. At minimum, it changed how my burn opponent had to play the game.

DSJ vs Unlife

Died: Turn 10

This was kind of excruciating. Inquisition took my Bloom in both games and subsequent discard took the non-Unlife combo pieces. It took my opponent forever to find a threat, since they didn't have delirium until turn six. Instead, they used a series of Baubles, cast a few Thoughtseizes to strip my hand of the combo, and had the opportunity to emblem Liliana, the Last Hope. I gained just one turn from Unlife thanks to a Zombie assault, led by Tarmogoyf. Twice. I was very aware of Abrupt Decay killing me, though it didn't show up. I can confirm that this is a terrible matchup.

DSJ vs Gideon

Died: Turn 8

My opponent's first four plays were two Inquisitons, Traverse, and a Thoughtseize. Variance. However, I had the mana to play the Gideon I topdecked turn four, and used him to get Liliana off the board. My opponent finally got delirium on turn five and found Death's Shadow, then drew another two thanks to Bauble, and killed Gideon and me. The Shadows were 8/8s, so Gideon definitely bought extra time, but I lacked the mana to win. I hadn't considered Gideon's use against other planeswalkers, but I think this might be his actual purpose in the deck. Liliana of the Veil is a beating and Ad Naus doesn't have a maindeck way to answer her. I don't know that it necessarily needs one, but if it does, I think Gideon does an excellent job. Being weak to Abrupt Decay and blockers is annoying, but Death's Shadow doesn't always have threats early, and Decay is seeing less and less play these days. It is definitely worth exploring.

Conclusion

Gideon bought me a turn in my good matchup, but lost me the bad matchup more quickly. A lot of this comes down to variance (those Death's Shadows were very timely) and losing the die roll. While I do not believe that being on the draw affected the Unlife games meaningfully, it definitely was a factor in the Gideon game against Burn. Had I been on the play, Gideon would have prevented no less than five damage from Swiftspear that turn, and would likely have been Charmed that turn as well. This would have paid additional dividends down the road, since the lost prowess triggers represented damage my opponent would not get back.

Based on my data and how the matchups played out, I believe Gideon provides a small improvement over Unlife. On the play against decks like Burn, he has a higher impact than Unlife, though on the draw he's no better, and possibly somewhat worse. Against slower decks, Gideon is a little more vulnerable than Unlife, but has the benefit of answering planeswalkers if needed. The improvement may be marginal, but I think it may be worth trying a 2/2 split between Gideon and Unlife. It won't affect the core problem of the deck (finding Ad Naus), but Gideon might add enough versatility to steal a few extra games. If you are a better Ad Naus player than I am and have tried Gideon already, I would love to hear about your experience.

Comprehensively Reviewing Amonkhet for Modern

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As of this morning, Amonkhet is fully spoiled! I've already written at length on As Foretold and Gideon of the Trials, which jump out to me as the two best cards in the set (with As Foretold leading by a substantial margin). For more on those two, check out my article from last week. Today's focuses on the slightly-less-exciting Amonkhet cards I think are still likely to see Modern play in some capacity, and on the duds getting attention anyway.

The Good

Besides As Foretold and Gideon of the Trials, Amonkhet's Modern playables will probably slot into existing archetypes.

Vizier of the Menagerie

Vizier evokes Courser of Kruphix, a more defensively-slanted creature with a similar ability for lands. A couple of factors have me thinking Vizier might make it in Modern despite its higher casting cost.

For one, there's no limit to the amount of creatures we can play per turn, so Vizier can possibly draw us more than one card on the same turn. Courser caps out at one extra card per turn, barring the presence of some goofy effect like Azusa, Lost but Seeking's. Creature-heavy decks in the market for some card advantage, like Bant Eldrazi or any Genesis Wave-style deck, might be able to employ Vizier profitably.

Second, improving the creature's power by one point goes a long way in terms of playability. Sturdy creatures like Courser and Vizier excel in role-shifting midrange strategies like Todd Stevens's GW Company deck from last month. Having three power instead of four is a a great boon to Vizier in similar archetypes, which need their cards to switch between aggressive and defensive roles at will (explaining Tarmogoyf's ever-crucial role in Modern midrange decks).

Vizier also has two abilities I think will be overlooked at first, but start to add up as the card sees more play. That it hides the top card of its owner's library from their opponent is great for longer games. One deterrent to running Courser of Kruphix in traditional BGx shells is the information it leaks to the other side of the table.

The Cleric's other sleeper function is its ability to act as Oath of Nissa for creature spells by filtering mana. I doubt this ability generates decklists on its own (unlike Oath's, although I would love to see Vizier in a revamped Domri Obliterator list), but it's far from irrelevant. It gives Abzan Company a way to cast its creatures under Blood Moon, or color-intensive threats like Voice of Resurgence with utility lands like Gavony Township, for instance.

Where it goes: Bant Eldrazi, Abzan Company, Elves, Mono-Green Devotion

Nissa, Steward of Elements

Weird colors, weird abilities, weird casting cost. Fortunately for Nissa, Modern is a weird format. Her ability to scale in long games makes Nissa very interesting, despite her inability to protect herself. The decks that will try her out are ones that tend to have lots of lands in the mid-game and struggle with consistency issues—again, Bant Eldrazi springs to mind. It helps that her 0 ability works best in decks full of lands and creatures, but light on noncreature spells. I could see Nissa working in some ramp-happy creature deck that also wants Vizier.

Where it goes: Bant Eldrazi

Cut // Ribbons

I was hoping none of these hideous aftermath cards would be Modern-playable, but Cut // Ribbons is too juicy for me to ignore. Cut leaves a little to be desired. Modern already has this effect for one mana in Flame Slash. Luckily, the spell's flashback mode is a game-winner.

Ribbons domes opponents for X, only costing pilots an extra BB. That's exactly the kind of mode Removal.dec wants on its binned cards. Grixis Control has all but inherited UR Twin's title as Bolt-Snap-Bolt deck of the format, and Ribbons meshes perfectly with that gameplan.

Considering Twin, Blue Moon, and other black-less blue-red decks ran Roast to deal with problematic creatures, Cut's extra mana cost over Flame Slash doesn't seem like a deal-breaker. The main concern is whether players will want it over Terminate. Fatal Push and Lightning Bolt already handle early creatures admirably, so Cut just lightens the load there. Later on, Cut addresses Thought-Knot Seer, Hooting Mandrills, and Restoration Angel, but notably misses Tasigur, the Golden Fang and Reality Smasher.

It's possible BRx mages will need their two-cost removal spells to hit these creatures if they're going to sleeve them up alongside Push and Bolt. But if not, Cut // Ribbons seems like an exciting complement to midrange strategies in those colors. Either way, I doubt it rises above one copy per list.

Where it goes: Grixis Control, Mardu Midrange

Cast Out

Here's the most boring of the spoiled cards covered today, but Cast Out nevertheless deserves a mention. The main reason to play Cast Out over Oblivion Ring (or, alternatively, Detention Sphere) is its flash keyword.

Flash makes Cast Out more attractive for hyper-reactive decks like Esper Control. It also increases the card's cost, and the jump from three to four mana makes the cycling add-on a lot better. In the early-game against aggressive decks, having the option to ditch an O-Ring effect for a shot at drawing Supreme Verdict gives the card some welcomed flexibility.

Where it goes: Esper Control, UW Control (Think Twice builds), Pillow Fort

Censor

Well, it ain't Counterspell. But Censor has some makings of a Modern-playable card regardless. To explore Censor's role in Modern, we'll have to understand Mana Leak's two shortcomings.

First, Leak loses value in longer games. When opponents have seven lands, it gets really tough to counter their Fatal Push with Mana Leak. Leak then generates a unique tension in Modern control decks, which by their very nature strive to bring the game to a state in which Leak ceases to counter anything.

Second, Leak shines when it trades up on mana with enemy spells. In other words, it needs to counter spells that cost three or more to put casters ahead on tempo. Since Modern is so full of aggressive and linear decks, it's rare that Leak properly executes this function. If it's just going to hit Goblin Guide or Tarmogoyf, it might as well be a one-mana spell like Fatal Push.

Censor addresses both of these issues, at least to a degree. In longer games, it can simply be cycled away for something else. This second mode would have been incredible on Mana Leak, but it's less impressive here, as Censor is likely to lose in-game value much quicker than the Stronghold staple. Opponents only need to wait one turn to play around Censor, compared with three for Leak. Decks like Tron and Ad Nauseam, then, will have a much better time laughing it off.

As for trading up on mana, Censor still does that. Some of Leak's juiciest targets include Collected Company, Chord of Calling, Liliana of the Veil—Censor will always counter these spells on-curve, which is when they're most likely to pose problems (or even be cast).

In decks that put on enough pressure to keep Leak live the whole game, like Temur Delver, Censor seems pretty useless. But decks that want a two-mana permission spell and struggle to deal with Leak's downside in longer games, or ones that shift gears at some point to no longer need countermagic, should give it a try.

Where it goes: Jeskai Nahiri, Blue Tron

Pull from Tomorrow

Pull is probably the worst of this bunch. This card would have been awesome for UR Twin, but with that deck dead and gone, it mostly just lacks a home. The blue decks that do want a "draw X" effect don't mind splashing white for Sphinx's Revelation, which has lots of upside over Pull in its text box alone. White also gives control mages Path to Exile and Condemn, which are premier removal spells in Modern this season.

Trevor alluded this week to Pull being played in Scapeshift, but I don't see the Temur versions of that deck putting up results anytime soon. RG variants are much more proactive, an asset impossible to overstate in Modern. Pull doesn't solve that problem for green Cryptic Command decks.

All that said, I'd be surprised if Pull didn't find its way into a couple of Ux sideboards as a one-of. Grixis Control seems like the likeliest home for the card right now. Pull also opens up some deck design space for UB and Sultai, which just got their Bolt/Path analog in Fatal Push and can't hate having a Sphinx's Revelation analog too.

Where it goes: Grixis Control, Temur Scapeshift, UB Faeries

Glorious End

A beautifully designed card with plenty of unintuitive interactions. Time Stop has never been a competitive staple due to its steep mana cost, but Glorious End might be cheap enough to actually make some waves in Modern. If it does, we'll finally learn how to properly cast this kind of card!

Of course, there's also the drawback to worry about. Do we cast End on an opponent's upkeep and then win next turn? Or after they alpha-strike us during a board stall so we can crack-back for lethal? Or in response to a key spell they've been waiting to resolve? Or in response to the "lose the game" trigger from our last End, to get one more chance at winning?

All of these individual examples seem narrow and bad, but taken together, they present a good deal of flexibility. Add to that flexibility Glorious End's interaction with cards like Angel's Grace and Gideon of the Trials (and Sundial of the Infinite, as snubbed-Johnny-insurance), and we have ourselves a card that may see play in some interesting Modern decks.

Where it goes: Who knows?

The Bad

I also want to touch on a couple cards I believe have generated unwarranted hype.

Rhonas the Indomitable

Three mana for a bulky beater that doesn't do anything without another bulky beater in play. That's way too much to ask from a creature that dies to Path to Exile, Condemn, and Restore Balance without generating value.

Harsh Mentor

Burn's creatures each represent 4+ damage. How much will Mentor realistically deal? What does Burn cut to make room? Are those cuts worth readjusting the curve to pull away from other two-drops, which happen to be the best cards in the deck? Of Modern's non-Burn decks, only Zoo is aggressive enough to want Mentor, and they're too focused on curving Emissaries into Bushwhackers to waste time even with Eidolon of the Great Revel.

The Fun

Before I go, I want to remind everyone that there are multiple ways to play Modern. It's true that there's often a best deck or three for a given event. But at the local level, many players just sleeve up what they have, what looks interesting, or what they've been tuning for years. Smaller tournaments like FNMs are ideal settings to grow as a deckbuilder by challenging yourself to build cohesive piles of, well, trash.

Take this little Amonkhet-inspired number I've had some fun with online (and even some success!):

N(a)yan Cats, by Jordan Boisvert

Creatures

4 Wild Nacatl
4 Steppe Lynx
4 Loam Lion
4 Scythe Tiger
4 Qasali Pridemage
4 Brimaz, King of Oreskos
4 Regal Caracal

Instants

4 Lightning Bolt
4 Path to Exile

Lands

4 Wooded Foothills
4 Windswept Heath
4 Arid Mesa
2 Stomping Ground
2 Temple Garden
1 Sacred Foundry
3 Flagstones of Trokair
2 Forest
1 Plains
1 Mountain

Sideboard

3 Rest in Peace
2 Stony Silence
2 Blood Moon
1 Ancient Grudge
2 Surgical Extraction
3 Gideon, Ally of Zendikar
2 Pyroclasm

This deck is awesome at brute-forcing other creature decks, and the hoser enchantments in the side win a lot of games on their own.

Regal Caracal's whopping converted mana cost of 5 forces us into lots of lands, which luckily also supports two of Modern's most aggressively-costed cats, Steppe Lynx and Scythe Tiger. Another blessing in disguise is Tarmogoyf's Lhurgoyf creature type. Later, pal—let's run Rest in Peace instead!

Modern's deep card pool is a dream for brewers, and it only improves with each released expansion. Did I miss any standouts from Amonkhet? Have an Amonkhet-infused brew of your own to share? Hit me up in the comments.

Jordan Boisvert

Jordan is Assistant Director of Content at Quiet Speculation and a longtime contributor to Modern Nexus. Best known for his innovations in Temur Delver and Colorless Eldrazi, Jordan favors highly reversible aggro-control decks and is always striving to embrace his biases when playing or brewing.

View More By Jordan Boisvert

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Amonkhet Spoilers and Past Comparisons

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Every time spoiler season rolls around, I get retrospective. Normally, Magic-related retrospection occurs around New Year’s, when writers across the community produce their inevitable “Top 10 of 20xx” lists. I guess it makes sense, then, that while everyone else is looking forward to the new set, I’m looking back at what we’re leaving behind. Perhaps it's because I enjoy tweaking and solving old formats more than brewing for new ones. Don’t get me wrong, I love a classic set release as much as the next guy. I just can’t resist putting my own unique spin on things.

So, today we’ll being diving into Amonkhet spoilers, but with a twist: each new card discussion will be paired with a memory of or comparison to a card or strategy from Modern's past. Maybe this will flop, maybe you’ll find it interesting. It’s reminiscing time.

The God Cycle

It’s hard to look at Amonkhet's Gods without comparing them to the Theros Five. While none of the old cycle made a significant impact in Modern, Thassa, God of the Sea did show up in a few Merfolk lists here and there before eventually being dropped for stronger, more powerful options. I have seen a few tokens lists try and make Purphoros work, but for the most part the Gods lorded over Standard without doing much in Modern.

Unfortunately, I see the same thing happening with this cycle. While both cycles of Gods share the indestructible keyword, in Modern the Theros bunch often benefited from rarely being creatures. Path to Exile is still one of the best removal spells in the format. Kefnet, the Mindful does have a cheap mana cost, but unfortunately we’ll only ever have enough time to take advantage of any of its abilities in rare blue control mirrors and the grindiest of midrange matchups. Still, if it sticks, getting to Azure Mage our opponent to death definitely sounds cool. Unfortunately, better options exist at this point and Kefnet's narrow applications won’t be worth a sideboard slot.

Rhonas the Indomitable is probably the most “pushed” of any of the new Gods, but Modern might find it difficult to take advantage of its strengths. Mono-Green Stompy seems like the best fit on day one, but it could potentially go anywhere Tarmogoyf does. I love the synergy between Rhonas and Dungrove Elder on turn four; between indestructible and hexproof, we’ve got quite a lot of protection for mono-green. Still, you have to wonder: how often would we rather just have Leatherback Baloth?

Gideon of the Trials

I look at this guy and immediately think Jace Beleren. No, I’m not crazy, and I’m aware Gideon of the Trials will probably be nuts in Standard and possibly see Modern play as well. I just love the three-cost planeswalker that sits around, minding its own business, not looking that dangerous until all of a sudden you look up and you’re dead. His abilities are all solid enough to be pesky, yet he’s weak enough to Lightning Bolt that I feel like the format can keep him in check. Tick him up to four, emblem, and swing a few times with Wall of Omens and removal/counterspells to keep opponents busy... Suddenly, they're staring down a myriad of problems. Maybe the competition here is Jace, Vryn's Prodigy, whom apparently nobody wants to attack but also can’t afford to ignore.

Does Ad Nauseam play this guy? I have to imagine they do, seeing as white “can’t lose the game” permanents are right up their alley. Is it a sideboard card that they bring in, knowing that this guy probably dies pretty quickly in game one’s? Do they play it maindeck as just another way to buy a little time? Their primary plan is still to cast the combo off Lotus Bloom, so 12 plus 8 combo pieces can’t possibly be a bad thing. I don’t think we’ll see Ad Nauseam tempo-ing opponents out anytime soon, but I guess anything is possible.

As Foretold

Day's Undoing was the first card I thought of when I saw As Foretold, but only because it was another blue mythic that cost three and was supposed to turn Modern upside down. Remember all the talk of it rocketing Affinity to the stars? No, really what I’m thinking of here is Goblin Dark Dwellers, but only if you intend on using Foretold for anything other than Restore Balance. Getting an Ancestral Vision immediately isn't as "free" as it sounds when you consider the three-mana upfront investment. But I’m imagining the extra value that comes from being able to essentially tack on an extra spell to all of your turns past the first turn this comes down. It’s not that great, seeing as those extra cards we're casting don't appear out of thin air, but still, spending more mana than our opponent is one of the best ways to ensure victory in Modern.

In the end, I doubt this thing makes it out of the trial stages in non-Restore Balance lists, but could definitely see it turning things around there. Check out the awesome work done already on this site concerning that topic. Still, the effect is unique enough that if anything was to shake things up in Modern this go round, As Foretold might be the one to do it.

Pull From Tomorrow

You know where I’m going with this. Sphinx's Revelation for one less mana, without white, and without lifegain. Decks with white will just play Rev, but those without? I don’t see Merfolk playing this—the maindeck is just too tight and would rather have more Vapor Snag or Dismember. Relic of Progenitus is probably better if you want more cards. Even from the board, Negate is a better card against the grindy matchups where you’d want extra cards.

Scapeshift, on the other hand? This thing is a gamechanger. Scapeshift suffers from the issue of wasting the most mana of any archetype in the format, as its entire strategy is “live until the seventh land drop.” If the opponent doesn’t play along and cast things into Cryptic Command, Scapeshift has to scramble to use all that wasted mana in some fashion to generate an advantage. I would be surprised if this spell didn’t make the list as a two-of, either in the maindeck or somewhere in the 75.

Champion of Rhonas

The comparison here is Nahiri, the Harbinger, except that Champion is probably worse. Yes, we can put Emrakul into play, but why are we playing Emrakul in our probably-aggressive green deck? 3/3 stats are unfortunate as well, especially when we have to pay four mana. If Champion were a 3/2 that cost 3, or even a 3/1, I’d be excited, as RG Breach decks could play it alongside Tarmogoyf and Lightning Bolt to just beat down opponents loading up on counterspells, discard, and Stone Rain. Still, the math works out right that this thing is coming down on turn three in that deck anyways, so maybe it can still be considered a three-drop.

I know it isn’t that easy, since if we’re playing this on turn three that means we’re not playing Tarmogoyf on turn two (unless we suspended a Search for Tomorrow), but I can’t help but be intrigued. Obstinate Baloth post-board is a nice creature sub-package, and Champion of Rhonas can serve a similar role while acting as another way to sneak in a Primeval Titan. Don’t sleep on this one.

Nissa, Steward of Elements

I have no idea. I’ve got to be honest, I’m just pretty blown away by the creativity here. X in the casting cost a planeswalker card? Of course! It seems so simple, yet I’ve never thought of it before. Cast it for three early, cast it for eight late, cast it for five in the mid-game. A +2 option on a “cheap” planeswalker should always be looked at closely, and while blue-green isn't the most successful color combination in Modern, it's not unheard of. This thing won’t make it into Scapeshift, but maybe a Temur tempo deck could take advantage. I doubt it makes it, as the Temur deck has other problems that Nissa doesn’t solve, but I’m rooting from the sidelines that it sees play. It’s been a while since spoilers have given me that “woah” reaction, but Nissa took my breath away. As she does.

Conclusion

As of right now, there don't look to be any slam-dunks for Modern in Amonkhet, unless As Foretold is the real deal and brings Restore Balance into the spotlight. Still, we’ve got around 100 cards left to go, and there are still a couple rares/mythics in that pool. If nothing changes, I’m happy, but I wouldn’t mind a couple new toys shaking up the format a bit. There’s been a lot of talk of Death’s Shadow being too strong lately, but I feel like those concerns are a little blown out of proportion at this point. Dredge is back in the number two spot on MTGGoldfish this week, which isn’t cause for alarm by any stretch. If it stays there once people dust off their graveyard removal, then we’ll have something to talk about.

Thanks for reading,
Trevor Holmes
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Modern on a Budget: Playing Gifts Storm

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Most of my articles are related to the financial aspects of Magic, and this one won't stray too far, at least in spirit. Building Storm is an inexpensive way for a player to get into Modern without giving up much on the competitive front. I honestly believe this deck is a great option right now. I have been playing it to some success and feel confident enough to present it to you as a viable budget-friendly deck. Let's talk about the basics–where the deck is strong, where it lacks, and what kind of sideboarding you can do for common opponents. After all that, I'll offer some passing thoughts on a few Amonkhet spoilers.

The Gifts Storm deck has many different variations, but for the most part builds share the same core. There are 5-8 flex slots in the maindeck, and the sideboards are really all over the place. I am playing the simplest and most straightforward version (in my opinion), until I get a better feel for what I want to change.

Gifts Storm, by Jim Casale

Creatures

4 Baral, Chief of Compliance
4 Goblin Electromancer

Instants

4 Desperate Ritual
4 Pyretic Ritual
4 Manamorphose
4 Gifts Ungiven
3 Remand
1 Thought Scour

Sorceries

4 Serum Visions
4 Sleight of Hand
2 Past in Flames
2 Grapeshot
1 Empty the Warrens
1 Merchant Scroll

Lands

4 Spirebluff Canal
2 Steam Vents
1 Shivan Reef
3 Island
1 Mountain
4 Flooded Strand
3 Polluted Delta

Sideboard

3 Blood Moon
3 Dispel
1 Echoing Truth
3 Lightning Bolt
2 Anger of the Gods
2 Shattering Spree

This maindeck is a nice medium that maxes out on the most relevant combo pieces and removes a lot of the decision-making processes that could cause a newer pilot to lose. The Merchant Scroll was pretty bad in hindsight and I'd probably just play another Thought Scour instead.

One major difference in this list compared to others is the substitution of Scalding Tarn with Flooded Strand. Although it was a pretty small sample size, I'll admit that I never wanted to fetch the basic Mountain in the 20ish matches I've played with this deck. Due to the fact that the deck is pretty land-light to begin with, you frequently find yourself keeping land-light hands that necessitate fetching Steam Vents even against aggressive decks like Burn. If you're going to eschew the Scalding Tarns completely I would probably suggest putting another Shivan Reef into the deck over a basic Mountain. I have drawn the Mountain in my opening hand several times and been forced to mulligan because it doesn't produce blue mana.

The sideboard is also pretty stock. It leverages your ability to Blood Moon some decks out of the game (as early as turn two with a ritual). It also has some of the best answers to the most relevant hate cards. I'll discuss later exactly when I bring in each card, but this is definitely the most broad-reaching sideboard strategy.

Strengths and Weaknesses

Storm is at its best against non-interactive opponents. In a pure race, when both you and your opponent are left to your own devices to execute your gameplans, Storm is consistently the faster deck. That means you're likely favored in a room with lots of other combo decks. Good matchups include Tron, Ad Nauseam, Primeval Titan decks (both Amulet and Valakut), Dredge, Merfolk, and Elves. Matchups that go 50/50 are the linear aggro decks (Burn, Infect, Affinity, Zoo), which present light disruption and a clock just slightly slower than yours.

The deck struggles against strategies with a heavy amount of discard or counterspells, removal, and a clock. These decks include Death's Shadow, Jund, Abzan, Grixis Delver, and basically any deck that plays Inquisition of Kozilek/Thoughtseize, Lightning Bolt/Path to Exile, and Tarmogoyf. Storm is fairly redundant and can function off of relatively few resources. But it can also be picked apart, and it requires more cogs to win the game than most A + B combo decks. The deck is also susceptible to graveyard hate. If your local play group has a lot of people that play Rest in Peace, Ravenous Trap, or Surgical Extraction, I would consider playing something else.

Tips and Tricks

For as far back as I can remember, Storm has been one of the more complicated decks in any format it appears in. That said, the current Modern version should be easy for first-time Storm pilots to pick up. The basic gist of the deck is to stick a mana-reduction creature (Baral, Chief of Compliance or Goblin Electromancer), cast a bunch of rituals, resolve Gifts Ungiven, and then win the game. The most complicated part is figuring out what to Gifts for, and whether to sneak in extra mana-reducers to up the storm count. If you draw a Past in Flames, things change a little.

When you cast Gifts, you need to have at least 3 mana floating in order not to fizzle with one mana reducer. If you're sure it won't get countered or killed (i.e. your opponent is tapped out), you can sneak in an extra mana reducer first. Just make sure that you still have 2 mana left over, including 1 red.

The first pile I go for in this case is usually a mana pile of Pyretic Ritual, Desperate Ritual, Manamorphose, and Past in Flames. If you have less than 3 mana floating, your opponent can give you Past in Flames and the Manamorphose and you can fizzle. Past in Flames costs 3 mana with a reduction and Manamorphose nets 1 mana with a reduction, so that leaves you with 4 mana after you cast it. When you cast Past in Flames, make sure you are floating at least 1 red mana or you won't be able to flash back the rituals in your graveyard.

Assuming you have a nicely-stocked graveyard, it's trivial from this point to complete the kill. The next step is to cast all of your rituals and use Manamorphose to make blue mana. If you had to exile your Past in Flames (i.e. the only available copy was in the graveyard), the second Gifts pile must be Manamorphose, Past in Flames, Grapeshot, and either Gifts Ungiven (if you have a lot of mana but not enough storm) or Desperate Ritual (if you have a lot of storm but not a lot of mana).

One surefire way to lose is to unnecessarily expose your mana creature to a removal spell on a turn you can't win. Sometimes you have to play them "naked" on turn two in order to race. But often it's correct to wait until you have three or four lands, in order to chain off spells in response to removal. It's not impossible to win without a mana reducer in play, but it is extremely difficult. Baral is more durable and legendary, so I will generally lead on him first if I have more than one.

Baral's looting ability is also sometimes relevant. When you Remand a spell, you are technically "countering" it, so that will trigger his loot ability. I have often used Remand on my own spells to filter lands out of my hand while going off. You can also employ the age-old Storm trick and Remand your own Grapeshot or Empty the Warrens to generate extra copies. This lets you play around Surgical Extraction on your Grapeshot, while also reducing the storm count required to deal 20 damage. You can cast Grapeshot for 9 copies, Remand the original, and then cast a second Grapeshot for 11 to win.

Sideboarding

Rather than write up a sideboard plan for every matchup (even among those decks, it's not entirely clear that everyone is playing the same 75), I'll explain how I use the cards in my sideboard.

Blood Moon - This card is pretty self-explanatory and common to many Modern sideboards. It gives you free wins against decks that aren't prepared for it, or some opponents who fail to answer it on the spot. Cards that remove Blood Moon itself are usually poor against Storm in general, so opponents may oversideboard in game three. Generally, I will bring these in against any three-plus-color deck and any deck where their lands are important to their game plan (Tron, Valakut, etc.).

Dispel - Another straightforward choice. Dispel comes in against decks that play counterspells and exclusively instant-speed removal (or, Snapcaster Mage decks).

Echoing Truth - I bring in Truth against anything disrupting us with permanents. If you suspect your opponent is playing Worship, Leyline of Sanctity, Eidolon of the Great Revel, Eidolon of Rhetoric, Ethersworn Canonist—basically any permanent that you think could stop you—you should hedge and bring in your Echoing Truth. You can find the singleton with Merchant Scroll if you need to, so I would recommend keeping that in your deck if you choose to side in this card.

Lightning Bolt - Bolt's uses are similar to Echoing Truth's, but the card costs less mana and uses red instead of (our more precious) blue. It's obviously great against any opponent relying on hatebears (Thalia, Guardian of Thraben, Eidolon of the Great Revel, Ethersworn Canonist, etc.) for disruption. I also recommend bringing it in against linear aggro decks like Affinity and Infect. Stunting their development can buy you just enough time to assemble your combo. Affinity is particularly annoying because Cranial Plating on a Vault Skirge can put your opponent out of range of the typical Grapeshot.

I also like bringing Bolts in against Kitchen Finks-based, infinite-life combo decks. Generally these combos are limited to Abzan Company decks, but I have also seen them out of the Elves sideboard.

Anger of the Gods - If Anger of the Gods is likely to sweep your opponent's entire board, then you probably want it. You can slow down against the more aggressive creature-based decks with Anger to lean on. I'd bring it in against Elves, Zoo, all sorts of Collected Company decks, and Affinity.

Shattering Spree - Shattering Spree has an odd-use case which is of particular interest when sideboarding: it lets you break out of a Chalice of the Void lock at any number. The way that replicate works is that it does not cast the copies—it just puts them directly onto the stack, which doesn't trigger Chalice of the Void. Therefore, just RRR will break you out of a Chalice on one and a Chalice on two. Be mindful that the original copy is countered by a Chalice on one, so you will generally have to replicate at least once. Other uses for Spree include blowing up the odd Cranial Plating or pesky Vault Skirge.

It's important with this deck not to over-sideboard. You need a very high density of cards to fuel your combo, so you can't start cutting them or you will end up with a non-functional deck. My first cuts are generally the filler cards: Remand, Thought Scour, and Merchant Scroll. Past that, you need a really good reason to bring in more cards. Affinity is the only deck where I could see wanting more, but honestly I'd probably leave the Lightning Bolts in the sideboard unless I saw multiple Ethersworn Canonist effects in the next game.

Amonkhet and Modern

As I'm writing this we don't have the full Amonkhet spoiler available yet. But there are definitely a few cards that stick out to me as being able to slot into some existing Modern decks. For each of these, I'll touch briefly on my impressions of its financial relevance.

As Foretold: I'm sure you've read loads about how As Foretold lets you cast cards with no mana cost and suspend (Living End, Ancestral Vision, Restore Balance, etc.), but the financial impact on those cards has already been felt. I'd probably wait and see if anyone manages to find a good shell for this card but I think it's more likely to be used in control than combo. Being able to use the free spell on both players' turns can really help to turn the tide in a control deck's favor. I think this is a card to keep an eye on but not to go out and buy now.

Gideon of the Trials: If your Ad Nauseam matchup is really bad I guess you could play this, but I don't see it becoming a Modern all-star. I know I have seen a lot of people talking about the emblem making a lot of decks have to jump through hoops to win, but you could just play Storm instead and ignore it. I would recommend staying away from Gideon right now—its price tag is much too high.

Harsh Mentor: Harsh Mentor has a lot of applications that could be great for aggressive red decks in Modern. I'm not sure if it's maindeck-worthy yet, but being able to tax your opponent's fetchlands at a minimum can help shape this card's future. It's a particularly juicy card to play against Affinity because it triggers off Steel Overseer, Arcbound Ravager, Cranial Plating, and Inkmoth and Blinkmoth Nexus. It won't be as universally good as Eidolon of the Great Revel, but it will likely be an important sideboard card in the future.

Vizier of the Menagerie: This guy will likely find a home in Elves and potentially other decks due to its stats and power. It's relevant that Vizier of the Menagerie dodges both Lightning Bolt and Abrupt Decay. He will probably replace Lead the Stampede in Elves decks and might find a calling in mono-green devotion-style strategies like Nykthos Green or Tooth and Nail. There may also be some weird combo involving Congregation at Dawn that lets you set up an infinite loop with Melira or the like.

Final Thoughts

I think Storm is in a great position right now, from both a financial and a gameplay standpoint. It's not overbearingly powerful where I would be worried about a ban, but it's also functional enough that you don't feel like you're not playing the same game. Hopefully this helps you out in the future and you enjoy saying "storm count" to your opponents.

Foretelling the Future of Modern: Amonkhet Spoilers

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Time for the quarterly spoilers article! I intended to lead off with a pun on Amonkhet, but all the good ones have been done to death. Then I thought that I could come up with something unique, but expended too much energy last week and just couldn't get going. Many other ideas were assessed and then discarded, looking for something better. Eventually, I decided to write a completely normal intro utterly devoid of subtle allusions. You're welcome.

Anyway, Amonkhet is on the horizon and there are some interesting Modern cards. As I'm writing this Monday morning just over half the set is spoiled, and while it looks interesting, there's not a lot for Modern players. This shouldn't be surprising as only one mechanic is playable. While conceptually interesting as mechanics, exert and embalm just don't have the power to make it in Modern. Yes, with vigilance exert creatures are all upside, but the effort required to make that work could be better spent elsewhere. It would take something very busted to make an impact. As for embalm, the problem is that you have to pay mana to bring back creatures as tokens. This is decent as a value plan, but compare them to Dredge's options. There are more efficient ways to get value from your graveyard. Even if that weren't the case, none of the embalm creatures I've seen so far are playable in the first place.

Cycling has been part of the format for some time, though the impact has been limited. The new set may change this, and I will address this later. Beyond that there are standalone cards with brewing promise, though I'm skeptical. Power is definitely there, but only if you jump through hoops. This usually doesn't bode well.

As Foretold

First alphabetically is As Foretold. Jordan covered the card last Friday, and he did a good job. The possibility exists for the card to generate a lot of mana and value, but it is slow. Free mana is broken and this is free mana. Therefore, in theory, this card is also broken.

However, I'm not so sure. The list of things that have to go right for As Foretold to be good is long, and even when it does what are you actually doing? Once you've done it, I'm not sure it was worthwhile or better than other options. Simply put, I think that in most cases, this is a win-more card. Win-the-game cards are good, but historically win-more cards are not.

I think we can all agree that this card will only go into slower decks. It makes absolutely no sense to play it in any kind of aggressive deck. Aether Vial is better there and it is far from universal—why would you pay more for the effect? I doubt midrange decks want this either. They're rarely about playing a lot of spells. Instead they play something more powerful than you. Foretold won't do that right away and midrange has better incremental advantage cards.

This leaves control and combo, and I'm still skeptical about either being the right home. The format may be slower now but it is still risky to tap out early in the game, especially to durdle. Thus I expect that control decks would rather play this card later in the game. If that is the case, what's the point? Aether Vial is only good because you can play it on turn one. Vial is functionally dead later in the game, and Foretold is arguably worse since it costs more. At that point you won't need the free mana because you have enough lands to play as many things as you want anyway. If you've been holding spells just to use with Foretold you're either so far ahead it doesn't matter or you got mana-screwed and overrun. I don't think this will have any sort of fair use.

Combo Card?

It is more likely that Foretold will find some kind of combo application. I'm just not sure what. Jordan is correct that the suspend-only spells are good partners for Foretold but I'm not sold on Restore Balance. As a free sweeper in a control list it's questionable, since on turn three a control deck will probably have to discard cards against an aggro deck, and in many cases sacrifice lands. I'm not sure it would be worthwhile to build a control deck to take advantage, especially when there are more combo-oriented versions already. Those decks probably don't want Foretold either since it's better for the overall strategy to cascade into Restore.

We are looking at Wheel of Fate and Ancestral Vision as our partners. The problem is that I don't know what combo deck actually wants either of those cards. Storm and Ad Nauseam get along fine as is. While both can make use of extra mana, Foretold looks too slow to be useful.

That said, the ceiling is very high on this type of effect and I could see some undiscovered deck breaking it. This makes an actual evaluation difficult. There is no existing deck that actually wants As Foretold, but the deck that does will be a ridiculously broken combo deck. Ironically, determining the fate of Foretold requires precognition. It will either be a bulk rare or broken-in-half. No middle ground.

Channeler Initiate/Exemplar of Strength

While separate cards, I'm going to talk about these two collectively because Modern's concern with them is identical. They're undercosted creatures with significant drawbacks that have received quite a bit of attention for Modern. So much so that Star City bought up all the available Melira, Sylvok Outcasts in my area. For those who don't know, with Melira out, Channeler and Exemplar have no drawback. Similarly, if you lead with Khalni Garden then you can target the plant instead of the original creature.

While I appreciate the innovation, I think it is misplaced. You're doing a lot of work to make another Tarmogoyf, which isn't even as good as it used to be. I cannot imagine another use for these cards, since neither have Modern-playable abilities. We have access to these effects more reliably and cheaply. Cute, but won't lead anywhere. Now, there might be another card with more impressive stats or abilities still unseen which would be playable. However, if all you're looking for are beefy creatures, look elsewhere. We've got those already.

The Cycling Lands

History lesson time. Years ago there existed a deck built around cycling cards. It was incredibly popular and powerful. However, it was clunky and bad outside of Standard and the greater Magic world moved on. But the enthusiasts have never forgotten Astral Slide.

The thing is that what made the Slide decks good wasn't really the namesake card but the cycling lands. The cheap cost and flexibility (land or spell) meant that these cards had an impact far beyond Onslaught block. Slide never caught on outside of Standard but the lands were an Extended institution. In fact, the legendary CAL deck was built around them. That deck used Solitary Confinement to protect itself while churning through its library with cycling lands and Life from the Loam to find Seismic Assault (see, CAL?) and win the game. Even once Confinement rotated, Loam plus cycling lands was an impressive card-advantage engine.

The Cycle Is Not Broken

This is all relevant to us today because, for the first time in Modern's history, there are cycling lands in the format. Not just cycling lands but cycling dual lands. Which is utterly irrelevant. Yes, they're fetchable lands but they always enter tapped. Can we all agree that we only care about the cycling part? Nobody will play these over shocklands for mana generation purposes. If you can't abuse the ability, leave them at home.

Okay, so we have the missing piece of the old Loam engine right? We can start building Assault/Pox Loam and have it finally be good. Not quite. Take a look back up the page at those two cards. The new ones cost two to cycle. The old ones cost one. This is everything for their playability since you can cycle half as often now. This may not seem like much, but anybody from the old Extended era will tell you that the cost was the key. The decks that really abused cycling had to maximize their mana efficiency. Using a card to draw a card is only good when done many times a turn and when you can also do other things. While I'm certain that Loam enthusiasts will try to make their engine work again, I doubt it will pay off. It's also worth remembering that this was done in the days before Rest in Peace.

As for the Sliders, we still don't have a good payoff card spoiled yet. Yes, there are some payoff cards; no, they really aren't Modern-playable. I'm skeptical they're even Standard-worthy. I doubt that Wizards will ever allow Astral Slide back into Standard but it is never impossible. If something comes up with a good effect at the right rate I could see these lands making a splash outside of Loam. Otherwise I just don't see it happening.

Gideon of the Trials

Despite what some of the hype says, the newest Gideon does not spell the end for Ad Nauseam. Or any combo deck in any format. At worst, it makes them wait a turn or two until they have enough mana to kill Gideon and you. Every Valakut or Grapeshot deck will just need a few extra points to kill you while Ad Naus will just use Lightning Storm to kill him, and then kill you with Laboratory Maniac. Even in Legacy, Storm can just go for Empty the Warrens. It's not that burdensome.

But even a light burden is still a burden. While Gideon of the Trials won't just win you the game, he does make combo decks more inefficient, which sounds like a Death and Taxes effect. Alongside other disruptive cards like Thalia, Guardian of Thraben, Gideon would act like the final nail in the coffin, delaying the kill and forcing combo decks to expend resources to remove him instead of you. The additional drag may be all you need. Bonus points for Gideon being a reasonable threat as well.

Which makes me wonder if Ad Naus itself will adopt Gideon. In that deck he's a more vulnerable but more flexible Phyrexian Unlife. The emblem works the same way as Angel's Grace so you can protect him with Pact of Negation. As an additional benefit, Gideon is an alternate win condition. The combo doesn't always come together, after all. Worth noting is that the +1 is very good against decks that only have one threat at a time, chiefly Infect. It may never come up, seeing that Infect has declined significantly, but it is relevant. It may not be very likely, but the only reason Ad Naus ever ran Unlife was a lack of alternatives to Grace. In that light, Gideon plausibly competes for the job.

Some Quick Hits

These cards are all worth noting and thinking about, but not enough to get their own section.

  • Failure to Comply: This card fascinates me. Orim's Chant and the Modern-legal Silence were billed as control cards and yet were actually used as prison and combo cards. This latest version is hard to place. The first half is worse than Unsubstantiate, a mediocre tempo card that sees virtually no play. The second half is more promising. There are too many cards you would want to name for it to protect a combo and it's too narrow for prison decks. The best use I've come up with is as an answer to suspend cards. When you remove the last time counter you attempt to cast the spell, but if you cannot cast it then it just stays in exile. No Visions for you. Not a control-mirror breaker on its face, but maybe a good tool. It's very much a puzzle to be solved.
  • Lay Bare the Heart: Likely too expensive to see play, but it does hit 99% of all cards in Modern. Outside of a few creatures like Melira, Thalia, and Kiki-Jiki, there are no legendary creatures in Modern, making this effectively Thoughtseize. Assuming the mana cost is not the barrier to play I think it is, the unanswered question is whether we need Thoughtseize numbers 4-8. Probably not, considering that Thoughtseize is really just extra Inquistion of Kozilek, but 8-Rack does play Blackmail.
  • Manglehorn: Why isn't this card getting more attention? It's better than Reclamation Sage in every way except creature type. There's no reason for Chord of Calling decks to run the Sage anymore. The beast will also challenge for the Elves job too, not because of the minimal stat boost but because of the Kismet clause. Manglehorn is too costly for this effect to be relevant against Affinity, but artifact combos will suffer. Eggs, Cheeri0s, and even Thopter combo all rely on their artifacts entering play untapped and were incidentally good against decks that ran Reclamation Sage. Manglehorn not only destroys a key component but breaks up the combo. Eggs' Chromatic Stars and Spheres cannot be sacrificed, Mox Opal cannot be tapped for mana, and the Thopters cannot block. I expect this to see considerable play.

Time Will Tell

Spoilers will continue to roll in this week and we may yet see some more Modern cards. I selfishly hope that there are no good cycling payoffs so that I can laugh at all the Slide devotees again, but maybe this is the set that finally makes me eat crow. Was there any card you think I missed or something you disagree with in my analysis? I'm always up for an argument in the comments.

Restoring Balance with As Foretold

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Amonkhet spoilers have been in effect for a couple weeks now, but nothing's stood out to me as Modern-playable until recently. Cut // Ribbons seems like a solid include in BRx attrition decks like Grixis, while Cast Out could make a decent addition to reactive draw-go shells like UW Control. But the card that has me most excited is As Foretold, a three-mana pseudo-Aether Vial for all spells, which happens to have a busted interaction with the no-cost suspend cards from Time Spiral.

This article takes a look at three brews I've come up with in the 24 hours since As Foretold was spoiled. But there's no reason to keep you in…suspense. Let's get to it!

Brewing with As Foretold

Generating mana is all well and good, but to make a real impact in Modern, three-mana spells usually have to be exploited in a bigger way. Take Brain in a Jar and the Expertise spells—sans their (now defunct) interaction with fuse cards like Breaking // Entering, they would never have seen Modern play. The way As Foretold interacts with spells with no mana cost, though, gives it enough oomph to at least get some talking... and others, brewing. Since spells with no mana cost still have a converted mana cost of 0, we can cast them right away the turn we resolve As Foretold, and again on each following turn.

Finding the Payoff

Modern has a few legal cards with no mana cost, but those with suspend seem like the best payoff cards for As Foretold (sorry, Evermind!). They are Living End, Lotus Bloom, Wheel of Fate, Restore Balance, and Ancestral Vision. Living End requires the whole deck to be built around it, so we'll skip that one. Lotus Bloom is equally unappealing, since As Foretold is already in the business of producing mana.

Wheel of Fate is a bit trickier to evaluate, since it has one of the most historically broken lines of text in Magic, especially on cheaper cards (and what's cheaper than 0?). But Modern lacks the free mana sources of older formats, so I doubt something like As Foretold Storm becomes a thing. Each active copy of Foretold can only cast one Wheel per turn, meaning players need to draw into a second Foretold and the mana to cast it before beginning to turn profits from a new hand. Leveraging card advantage from Wheel fairly is just as unlikely due to the spell's symmetry; drawing opponents seven new ones in Modern is very dangerous.

With the weaker choices eliminated, Ancestral Vision seems like our strongest option. It's on-color with Foretold, and not totally useless when drawn without the enchantment. Vision also provides damage control by helping us quickly dig into interaction, compensating for the tempo loss of setting up As Foretold.

Next up is Restore Balance, which has an effect powerful enough to also boast a Modern deck to its name. Unlike with Living End, though, building around Restore Balance is trivial; players are simply encouraged to run advantage-generating or game-ending permanents that don't count as creatures or cards, and to run light on lands. Balance also helps regain our composure after we spend time setting up As Foretold. Since we can cast it immediately after resolving the enchantment, Restore Balance becomes the cheapest board wipe in Modern at just three mana, making it tricky for opponents to get aggressive with us.

Weighing the Negatives

As Foretold also has a couple problems. For one, what does it even do in multiples? Well, not much. But the card advantage incurred from chaining Ancestral Visions or resolving Restore Balance at will seems to offset the disadvantage of drawing multiple Foretolds quite a bit. Additionally, opponents will be incentivized to remove or counter As Foretold as soon as they see it, which just makes our extra copies live (the "Blood Moon effect").

The enchantment also costs a whopping three mana. Three is no joke in Modern—that's the price of Liliana of the Veil, Blood Moon, and a lethal Become Immense! Luckily, tapping out for Foretold on turn three doesn't mean not impacting the board for a turn. If we can immediately cast Restore Balance, As Foretold acts as a pseudo-ritual effect the turn we cast it by ramping us into a board wipe.

Pillow Fort

The first As Foretold deck I came up with was an Azorius build that walks the line between UW Control and Pillow Fort.

Pillow Fort, by Jordan Boisvert

Planeswalkers

2 Jace, Architect of Thought
2 Gideon of the Trials

Enchantments

4 As Foretold
4 Spreading Seas
4 Ghostly Prison
4 Detention Sphere
1 Nevermore
1 Peace of Mind

Instants

4 Path to Exile
2 Condemn

Sorceries

4 Ancestral Vision
4 Restore Balance
4 Serum Visions

Lands

4 Flooded Strand
4 Ghost Quarter
3 Celestial Colonnade
2 Seachrome Coast
2 Hallowed Fountain
3 Island
2 Plains

Sideboard

3 Leyline of Sanctity
1 Nevermore
2 Runed Halo
2 Porphyry Nodes
2 Stony Silence
2 Rest in Peace
3 Negate

My first order of business with Pillow Fort was to cut the bad enchantments (Sphere of Safety, Nevermore) for the cards I wanted to play. Next, I added in some powerful interactive spells (Path to Exile, Spreading Seas) and called it a day!

Card Choices

Okay, the deck's a little more complicated than that. But not by much. One crucial factor regarding As Foretold is that it changes the way we can build our decks. Since Foretold produces mana for us over the course of a game, like Aether Vial, it incentivizes us to run fewer lands. Traditionally land-heavy strategies like UW Control or Pillow Fort generally rely on card advantage machines such as Sphinx's Revelation to catch up on all the "live" draws missed from slamming Hallowed Fountains. We don't have to—with Foretolds in the deck, we can play a miserly 20 lands (just enough to often make it to our third land drop before stopping) and count on the enchantment to cast our spells later. 20 is a number I borrowed from Burn, but with Serum Visions in the picture, things get a lot less dicey.

I found while playing this deck that planeswalkers are the ideal permanent type to have in play while ticking up an As Foretold. They don't care about Restore Balance, can win games on their own, interact with the board, and generate advantage, which are all things we want from our spells. The only problem with planeswalkers: not many good ones exist. Something like Nahiri, the Harbinger seemed like the ideal walker for an As Foretold deck, but that would stretch us into three colors, making a low land count unsafe and softening us to hosers like Blood Moon. Without red, we're left with Jace, Architect of Thought and... Gideon of the Trials!

Gideon hasn't blown me away yet, but he takes pressure off our life total with his plus ability and usual planeswalker bulk, and forces opponents to interact with him to get us dead. This last dimension is useful in just about every matchup. Combo decks like Ad Nauseam have no way to beat a Gideon in game one, and aggro decks won't be able to just ignore the 'walker and attack our face. Leyline of Sanctity also works well with Gideon, since it requires opponents to defeat him in combat. Lightning Bolt, Lightning Storm, and company can't target us with Leyline in play, so that damage can't be redirected to our planeswalkers.

Spreading Seas is awesome right now, but it also gives us a "mana sink" for As Foretold. Between Seas and Serum Visions, we're likely to always have something for Foretold to "cast" (the scare quotes are real in this article) in want of a suspend card.

Peace of Mind is a weirder one. Sometimes, opponents get us down low enough that it's nice to have a way to gain some life. But Peace shines brightest when paired with Restore Balance, allowing us to dump our hand for heaps of life and then force opponents to discard to 0.

Lastly, it's never correct to suspend Restore Balance in this deck. The effect gains most of its power from coming out of the blue. If we're under pressure, that's even more reason to hold it, as we're unlikely to get six full turns before it comes off the stack anyway, and if we topdeck As Foretold, we can just cast it.

UB Control

It only took me a few games with Pillow Fort to realize I would have more fun playtesting with something more interactive. So I dreamt up this bad boy:

UB Control, by Jordan Boisvert

Creatures

2 Snapcaster Mage

Enchantments

4 As Foretold
4 Spreading Seas

Instants

4 Fatal Push

Planeswalkers

4 Liliana of the Veil
3 Ashiok, Nightmare Weaver

Sorceries

4 Ancestral Vision
4 Restore Balance
4 Serum Visions
4 Inquisition of Kozilek
3 Collective Brutality

Lands

4 Polluted Delta
3 Misty Rainforest
4 Darkslick Shores
2 Creeping Tar Pit
2 Watery Grave
3 Island
2 Swamp

Sideboard

1 Vendilion Clique
2 Sun Droplet
1 Pithing Needle
3 Relic of Progenitus
2 Engineered Explosives
2 Dispel
2 Countersquall
2 Lost Legacy

UB Control is a model example of a deck that only exists thanks to Fatal Push. Without the Aether Revolt instant, we'd be forced to dip into a third color for our early-game interaction. Collective Brutality also plugs plenty of holes in blue-black decks by giving us a mainboard-playable hoser for Burn.

Card Choices

This deck is leaner than Pillow Fort and packs a natural punch against fair decks thanks to Liliana of the Veil. Seas continued to impress me here, too. With removing early creatures out of the way, the problem for UB becomes putting away games. Liliana of the Veil's ultimate doesn't quite do it, and we can't really justify playing Liliana, the Last Hope in this deck since we rely so heavily on her big sister and don't stand to gain much from her -2.

All that left me looking to Ashiok, Nightmare Weaver. Milling opponents out is as demoralizing a strategy as any. Ashiok has some tension in this deck, though, since it turns on enemy removal. Stealing a Goyf feels great until it promptly gets Pushed. Having Liliana of the Veil in play greatly mitigates this issue, since we can empty a hand first. Another problem with Ashiok is that we rarely want to use its ultimate, so opponents don't really care about attacking it. Ideally, our planeswalkers draw enemy fire.

Either way, fair decks are easy to beat with this pile. Ashiok's biggest weakness: it's not fast enough against decks with inevitability. Despite the 4 Seas, Tron can prove problematic for us by slamming Karns and removing our win conditions. Wurmcoil Engine is difficult to answer cleanly in these colors. And don't get me started on Oblivion Stone—that card even wipes out our precious As Foretolds!

Creeping Tar Pit has killed many of my opponents, and using it is essentially free in longer games, since As Foretold will cast our spells. Tar Pit's presence also helps make Snapcaster's body relevant in some matchups.

As for the positives, Liliana of the Veil adds an important dimension to the As Foretold deck. Her minus makes opponents want to go wide to beat us, since they're unlikely to get there with a few efficient threats. But committing lots of cards to the board opens them up to Restore Balance blowouts. It's the old kill-spell-vs-Wrath-of-God conundrum successful control decks have always imposed on their opponents, except our Wraths cost 0 mana.

Inquisition of Kozilek is also great in this deck, as it slows down opponents long enough for us to get our act together. Faster decks like Revolt Zoo go very wide very quickly, and combining Push and Inquisition is a reliable way to buy ourselves the few turns we'll need.

Jeskai Control

We all knew it would come to this.

Jeskai Control, by Jordan Boisvert

Creatures

1 Emrakul, the Aeons Torn

Planeswalkers

4 Nahiri, the Harbinger
3 Chandra, Torch of Defiance

Artifacts

4 Relic of Progenitus

Enchantments

4 As Foretold

Instants

4 Lightning Bolt
4 Path to Exile

Sorceries

4 Ancestral Vision
4 Restore Balance
4 Serum Visions
4 Sleight of Hand

Lands

4 Flooded Strand
4 Scalding Tarn
2 Celestial Colonnade
2 Seachrome Coast
1 Desolate Lighthouse
2 Steam Vents
1 Hallowed Fountain
1 Sacred Foundry
1 Island
1 Mountain
1 Plains

Sideboard

2 Greater Gargadon
2 Spreading Seas
1 Rest in Peace
2 Stony Silence
1 Dispel
2 Lightning Helix
2 Negate
1 Wear // Tear
2 Anger of the Gods

Nahiri really is an ideal As Foretold planeswalker, even if she costs four mana. She ticks all our boxes from before: ends the game on her own, draws enemy fire, interacts with the board, and generates advantage that doesn't translate into cards, lands, or creatures. Chandra, Torch of Defiance rounds out our planeswalker suite, and the rest is standard Jeskai Control fare. Wait a minute... no it's not!

Card Choices

Snapcaster Mage's omission is this list's biggest eyebrow-raiser. Snap's not superb with Restore Balance, and the card advantage he provides pales in comparison to what we get from Ancestral Vision. I have been happier with Relic of Progenitus, a card that went from the UB sideboard to the Jeskai mainboard as soon as I built this deck.

Relic is a permanent we can easily drop from our hand and "hide" from Restore Balance. It interacts efficiently with a large portion of Modern's current top tier (including Death's Shadow Jund) and even cycles when we don't want it. The reason many players don't run Relics themselves is their own reliance on graveyard synergy.

Back to Chandra—she's no Nahiri when it comes to pressure, but this 'walker will still end games on her own. She also has an interesting interaction with suspend cards. Remember all the times you wished you could cast Ancestral Vision off your Chandra activation? Wish no more. If we have As Foretold on the board and plus Chandra, we can use Foretold to cast the exiled card, even if it doesn't have a mana cost. Finally, since Chandra has a minus that removes creatures (like Nahiri), she can pressure an opponent's board development in the same way as Liliana of the Veil.

The eight cantrips also deserve an explanation. Including four-mana 'walkers ups our curve dramatically and incentivizes us to play more lands. But playing more lands is not exactly something I'm fond of. Besides, doing so conflicts with our Restore Balance plan. The solution? Play more cantrips!

Since Modern's blue cantrips can grab anything, they smooth out not just our early land drops, but our gameplan in general. Need a removal spell? Let's dig for one. Need As Foretold? Let's dig for one! I've found casting a turn-three Foretold and immediately chasing it with a suspend spell to be very consistent in this deck, and I owe it all to Serum Visions and Sleight of Hand. Getting off Balance on turn three greatly outweighs any tempo losses incurred by first casting blue sorceries. And when we want to start tapping all our lands for planeswalkers, we can even use As Foretold to cast our cantrips for us.

The last cards I want to touch on reside in the sideboard. Anger of the Gods is a nod to value-creature decks like Aristocrats and Abzan CoCo, which were difficult matchups for UB Control. Having to deal with persist creatures twice was backbreaking for that deck. Greater Gargadon is an easy way to nuke our own manabase before casting a 0-mana Restore Balance. The Beast comes in against decks that assemble a critical mass of lands (Tron, Valakut), and the plan is as simple as it sounds. As Foretold will cast our spells after everyone loses their lands, and things get even more lopsided if we already have a planeswalker on the field.

Remain Enchanted

There's no telling if As Foretold will make huge waves in Modern, but I have been impressed so far by its applications in my very limited testing. The builds presented in this article only represent my efforts with the card, and are sure to change drastically if I decide to continue brewing with As Foretold. In fact, I'm already tweaking new versions of Jeskai with Mind Stone—and now Simian Spirit Guide!—in the Relic slots. Either way, I can't help but think we're onto something. Wizards may have taken away one "feels broken" interaction with the split card rules change, but they've given us a shiny new one. What deck will break As Foretold first?

Looking Ahead: Rising Strategies

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I’ve been playing a ton of MTGO recently (mostly with Esper Control) and have come across some…strange decks. Seeing a rogue list 5-0 a League event here and there can be a fun distraction from “business as usual,” but most of these lists tend to be “flash in the pan” rather than “harbinger of the future.” While nowhere near as sexy, the lists that don’t make the winner’s circle, yet nevertheless struggle just outside the spotlight, can give us valuable information regarding the future of the format. If we’re looking to get ahead, this is the best place to start.

Today we’ll be taking a look at some lists that have been seeing a fair amount of play online, but have yet to translate that activity into solid results in high-level events. Close students of Modern will notice lots of Tier 2 and Tier 3 decks make an appearance. Some of these archetypes are traps, some a little rough, and others are the real deal. Welcome to the front lines.

Gifts Storm

UR Gifts Storm is first on this list because, as of this writing, it’s steadily working its way out of the fringe and into the mainstream. Prior to last week, Storm was averaging a 5-0 roughly every four days on MTGO, but it appears that a reliable list has been found, as those numbers have climbed to a steady 5-0 a day.

Gifts Storm, by Hoppelars (5-0, MTGO Competitive League)

Creatures

4 Baral, Chief of Compliance
4 Goblin Electromancer

Instants

4 Desperate Ritual
4 Gifts Ungiven
4 Manamorphose
4 Pyretic Ritual
3 Remand

Sorceries

4 Serum Visions
4 Sleight of Hand
2 Grapeshot
2 Merchant Scroll
2 Past in Flames
1 Empty the Warrens

Lands

4 Scalding Tarn
4 Spirebluff Canal
3 Island
3 Misty Rainforest
2 Steam Vents
1 Mountain
1 Shivan Reef

Sideboard

2 Empty the Warrens
2 Anger of the Gods
2 Shattering Spree
3 Dispel
1 Echoing Truth
3 Lightning Bolt
2 Blood Moon

Several months after the release of Aether Revolt, Pyromancer Ascension is long gone. It's been replaced with Gifts Ungiven and an extra four copies of Goblin Electromancer in the form of Baral, Chief of Compliance. The rest of the list is relatively “business as usual,” but moving from Ascension to Baral results in some cascading effects that influence how matches play out. With eight Electromancer effects, we’re not as “all-in” on our first copy as we used to be. If he dies, he dies. By moving away from Pyromancer Ascension we lose out on some velocity for sure, but we more than make up for it in terms of consistency with Gifts Ungiven and Merchant Scroll. No longer are we beaten by a lowly Fatal Push or Lightning Bolt. This Storm list is more than ready to take the fight past the midgame and go late with any opponent.

Discard is still an enemy we would rather not face, but Gifts Ungiven can work wonders at digging us back from any hand position. We still are looking to dodge Jund at all costs, and Death’s Shadow at the top of the metagame is definitely bad news, but for the most part we face a field that at least allows us to remain competitive. We’re still Storm, and can still kill quickly if allowed to do our thing.

What I like the most about this list is a strong, consistent, proactive Plan A in pre-board games with the opportunity and flexibility to shift against whatever matchup we’re facing. Dispel, Anger of the Gods, and Blood Moon are in the running for top card versus their respective matchups of choice (control, aggro, and combo), and all of our card selection makes it a guarantee we’ll find them when we need them. For a linear combo deck, this UR Storm list is able to transition against specific opponents better than most decks in recent memory. If you haven’t run across it by now, prepare yourself. A Storm is most definitely coming.

RW Prison, by egdirb (5-0, MTGO Competitive League)

Creatures

4 Simian Spirit Guide
1 Emrakul, the Aeons Torn

Artifacts

4 Chalice of the Void

Enchantments

4 Blood Moon
2 Journey to Nowhere
2 Oblivion Ring

Instants

3 Lightning Helix
2 Blessed Alliance

Planeswalkers

4 Nahiri, the Harbinger
2 Ajani Vengeant
2 Gideon Jura
1 Chandra, Torch of Defiance

Sorceries

2 Anger of the Gods
2 Wrath of God

Lands

9 Plains
4 Arid Mesa
4 Temple of Triumph
2 Clifftop Retreat
2 Rugged Prairie
2 Sacred Foundry
1 Mountain
1 Needle Spires

Sideboard

1 Elspeth, Sun's Champion
1 Wrath of God
3 Leyline of Sanctity
4 Rest in Peace
2 Rule of Law
4 Stony Silence

Remember what I said about Anger of the Gods and Blood Moon out of the board in Storm? RW Prison is still floating around, and it gets to play them in the maindeck. In my opinion, RW Prison is still the same deck it’s always been (a collection of bad cards propped up by a few incidental bombs), but it’s hard to argue with how good some of those bombs are against the field right now. Chalice of the Void on one is always going to be good in Modern, and Blood Moon is great against a large portion of the field. Death’s Shadow, Eldrazi Tron, normal Tron, Abzan, control—Blood Moon shuts down a significant portion of the field, and the ability to rush it out a turn earlier with Simian Spirit Guide is scary-good, especially against Death’s Shadow.

With Leyline of Sanctity to cover our bases against discard (our natural enemy), and do double duty against the top two decks in the field (Death’s Shadow Aggro and Burn), RW Prison is strongly positioned to carve out a significant portion of the field if left unchecked. Bant Eldrazi can give it a run for its money, but if RW plays enough removal (and Gideon Jura) and doesn’t get too cute, even that matchup is beatable.

Elves, by ralstn (5-0, MTGO Competitive League)

Creatures

4 Dwynen's Elite
4 Elvish Archdruid
4 Elvish Mystic
3 Elvish Visionary
1 Eternal Witness
2 Ezuri, Renegade Leader
4 Heritage Druid
4 Llanowar Elves
3 Nettle Sentinel
4 Shaman of the Pack
1 Spellskite

Instants

2 Chord of Calling
4 Collected Company

Sorceries

2 Lead the Stampede

Lands

4 Blooming Marsh
4 Cavern of Souls
2 Forest
4 Gilt-Leaf Palace
2 Horizon Canopy
1 Overgrown Tomb
1 Pendelhaven

Sideboard

1 Chord of Calling
1 Creeping Corrosion
2 Dismember
3 Kitchen Finks
1 Lead the Stampede
1 Phyrexian Revoker
2 Reclamation Sage
3 Thoughtseize
1 Yixlid Jailer

Every time I face Elves, I tend to be playing some sort of removal-heavy reactive strategy, and as such crush it into oblivion easily. Still, I’ve noticed the number of competitors playing Elves picking up in the last week, and for good reason. Lead the Stampede is one of the best ways to fight discard that I can think of, and most of the other aggressive decks in the field are going big, rather than wide.

While Death’s Shadow and Eldrazi are discouraging people from playing Anger of the Gods, a bunch of other archetypes are capitalizing on it. Affinity, Dredge, and Elves are just a few of the reasons why Anger is good right now, but until the format wises up, going all-in against a field looking to fight Death’s Shadow’s value is a good spot to be.

One thing you have to remember, of course, is that by sleeving up Elves you are putting yourself slightly below Affinity and Burn in the “life in your opponent’s hands” category. Each of these archetypes has a ton of play to it, of course, but if you run into the Prison deck, or the Grixis deck, or the Esper deck, it can be tough to win. Still, most of those decks are fringe themselves, so as long as you have a plan for the top decks you shouldn’t be discouraged by the bad matchups. Elves looks to line up well against the field right now, so you could definitely do worse.

UW Control, by Gregory Orange (1st, GP San Antonio)

Creatures

3 Snapcaster Mage

Artifacts

1 Crucible of Worlds

Enchantments

2 Detention Sphere
4 Spreading Seas

Instants

1 Blessed Alliance
3 Condemn
3 Cryptic Command
2 Mana Leak
4 Path to Exile
2 Spell Snare

Planeswalkers

1 Elspeth, Sun's Champion
1 Jace, Architect of Thought

Sorceries

4 Ancestral Vision
4 Serum Visions
2 Supreme Verdict

Lands

3 Celestial Colonnade
4 Flooded Strand
4 Ghost Quarter
2 Hallowed Fountain
4 Island
2 Plains
4 Seachrome Coast

Sideboard

2 Celestial Purge
1 Dispel
3 Kor Firewalker
2 Negate
2 Porphyry Nodes
1 Rest in Peace
2 Stony Silence
2 Vendilion Clique

By itself, a third of a share of 1st place at a Team Grand Prix is interesting, to say the least. On the one hand, it made it through a huge field and played a part in taking home the trophy. On the other hand, deckbuilding restrictions can play a huge part in why we see this list in the first place, and the whole “center seat” positioning to beat up on aggro and midrange decks can sway results slightly. Still, its difficult to evaluate how much of the finish is owed to deck merit, and how much is owed to extra factors. It’s best to default to the baseline, which is: “This deck won a Grand Prix, so pay attention.”

Luckily, in the few days since San Antonio, I’ve had a chance to try out the list myself, and some 5-0 results from other players have already begun to trickle in. When we’re not interested in winning by inches, Condemn is just as good if not better than Fatal Push, so why play black? Sure, we don’t get Esper Charm, but once we’re not playing that, we can ditch Think Twice for Ancestral Vision and just try and brute-force opponents.

Really, though, the draw to UW over Esper is the ability for us to play Spreading Seas and Ghost Quarter. Tron is not an easy matchup, even for control, as Esper is not built well to stop them from assembling Tron. A year ago this was fine, but with Ulamog, Ceaseless Hunger, Sanctum of Ugin, and Worldbreaker in the mix, they can grind us out pretty regularly. Esper can’t afford to play Ghost Quarter (at least not alongside a playset of Esper Charm and Cryptic Command) and definitely doesn’t have room for Spreading Seas in the maindeck. Against the field, I’d rather have Esper. But right now, with Tron putting up the numbers that it is, UW is the more streamlined, focused option.

Conclusion

Storm, Prison, Elves, UW…whatever your fancy, there appears to be a fringe option for you. A few weeks from now, one or more of these might be in the conversation for top deck(s) in Modern. A few might drop off the radar entirely, only to re-emerge weeks later. Some might not have what it takes, and some might just need a brave champion to pick them up and get to tuning. As for me, I’m working on UW currently, and intend on testing out Storm and RW Prison in the coming days. Let me know what you think in the comments below!

Thanks for reading,
Trevor Holmes
The_Architect on MTGO

Citrus Plays: UW Control Competitive League

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Editor's Note: Please give a warm welcome to gold pro Gregory Orange, fresh off of his team Grand Prix win last weekend! For a while we have been discussing the potential of him of making content for Modern Nexus. Today I'm excited to debut his first MTGO videos, where he runs UW Control through the paces of a competitive league. The videos below constituted some of his testing regimen in the lead-up to Grand Prix San Antonio, so you'll see an earlier build of the deck on display.

Let us know what you think, and I'll see if I can wrangle some more video content from him. Without further ado (and fully cognizant of the serendipitous timing of the whole affair), I'll pass the mic to Greg. Enjoy!

- Jason

Deck Tech

[youtube https://www.youtube.com/watch?v=uSqnNT5EtoE&w=560&h=315]

Round 1 vs. Tron

[youtube https://www.youtube.com/watch?v=OqmGaEbdjVc&w=560&h=315]

Round 2 vs. Abzan

[youtube https://www.youtube.com/watch?v=SkaxEbfecfc&w=560&h=315]

Round 3 vs. Death's Shadow Jund

[youtube https://www.youtube.com/watch?v=XXlTTW1rI9E&w=560&h=315]

Round 4 vs. Ad Nauseam

Note: At about 4:05 in this round, Greg looks up some information on the opposing decklist online. You'll notice a brief cut in the video at this time.

[youtube https://www.youtube.com/watch?v=zzqGPGjeeg4&w=560&h=315]

Round 5 vs. Beck // Call Control

[youtube https://www.youtube.com/watch?v=PwDS0cOQKr8&w=560&h=315]

UW Control, by Gregory Orange

Creatures

4 Snapcaster Mage

Enchantments

4 Spreading Seas

Instants

3 Condemn
4 Path to Exile
2 Spell Snare
2 Blessed Alliance
2 Remand
3 Cryptic Command

Planeswalkers

2 Jace, Architect of Thought
1 Elspeth, Sun's Champion

Sorceries

4 Ancestral Vision
4 Serum Visions
2 Supreme Verdict

Lands

4 Flooded Strand
3 Hallowed Fountain
4 Seachrome Coast
2 Celestial Colonnade
4 Island
2 Plains
3 Ghost Quarter
1 Urza's Factory

Sideboard

2 Porphyry Nodes
2 Celestial Purge
2 Stony Silence
4 Kor Firewalker
2 Negate
1 Dispel
1 Vendilion Clique
1 Crucible of Worlds

Testing the Mind Sculptor: The Data

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At last, the time has come to reveal the data about my Jace testing. As a reminder, these data come from 500 matches, well over 1000 individual games played over five months. I publish my methods so that you can replicate my experiment if you disagree with the results, but I have to warn you that this is a substantial time commitment. There is a reason nobody else is undertaking this experiment.

To recap the qualitative results from last week, Jace, the Mind Sculptor is still extremely strong. You don't need to use the ultimate because, left alone, Jace's other modes win the game. He is an incredible value engine and is more powerful, if less versatile, than Nahiri, the Harbinger. I cannot fathom why you would play Nahiri over JtMS, especially when Emrakul is a liability . All that's left is to look over the numbers and see what they say.

The Total Data

I will start with the overall results before the individual matchups. This is partially because the statistical analysis of the total set is far more accurate than the individual results, and mostly so I only have to explain the what and how of the analysis once. Everything I did with the big set applies to the small sets, though the smaller n's of the individual results make them less accurate.

Onto the numbers!

Total Match Wins:

  • Jeskai - 123/250: 49.2%
  • Jacekai - 149/250: 59.6%

The baseline Jeskai Nahiri deck won just under half of the matches while the test deck with Jace won nearly 60%. While I did get better with the decks as testing went on (and on, and on), I mitigated this by alternating my decks, never playing two Jeskai or Jacekai matches in a row.

The Analysis

When I committed to doing actual statistical analysis, I looked for how to test a binary data set. There were a number of tests suggested to me and I did all of them. I wasn't sure which one was best, because I'm not a statistician—I'm a researcher who uses stats. Since the results were relatively consistent (the numbers weren't all the same, but the conclusions they reached were) I will only publish the results from the z-test. It's one of the common tests so I expect more people to understand the results. If you want to do these tests yourself, I placed all 250 matches for each deck into columns, recorded match wins as ones, losses as zeros, and then performed the tests with a null hypothesis of = 0.

As a result of this test, I reject my null hypothesis and accept the alternative that the means are different. This means that the test results were statistically different from the control results.

The key thing to look at is the P-value. If it is less than .05 your data is significant at the 95% confidence interval. I consider this a one-tail test as I'm only interested in one deck being better than the other, but I know arguments can be made for it being two. Seeing that both .0095 and .019 are less than .05, this is not an issue.

The Meaning

The addition of JtMS to Jeskai Control had a positive and statistically significant impact on its win percentage. On that basis, Jacekai would have been firmly Tier 1 in the old metagame. What does this mean in terms of his safety for Modern? Hard to say. All this result proves is that JtMS is very powerful and lends that power well to my test platform. To determine whether remaining banned is warranted, we need to look at the individual test results, in the order I tested them.

Jund

I need to stress at this point that all the individual results are less reliable, statistically, than the overall result. The smaller the n of your sample, the higher the threshold of significance becomes. With only 50 matches per deck (100 total) to compare, you expect more results not to be significant. With those excuses out of the way, here's my experimental data:

Vs. Jund: Total Match Wins

  • Jeskai - 24/50: 48%
  • Jacekai - 33/50: 66%

Yes, your eyes do not deceive you. That is an 18% jump from Nahiri to Jace. I should also mention that this was the hardest match for me to test. Jeskai vs. Jund is a long, hard-fought war of attrition. Sometimes Jund won by completely stripping Jeskai's hand with Inquisition of Kozilek and following up with Liliana of the Veil and Tarmogoyf, but mostly games were decided by attrition. Jeskai seemed to have a slight advantage thanks to having more card advantage, but it was the experience of the pilots that really determined individual matches.

Nahiri fared worse overall because she could only provide incremental advantage. Exiling a creature was nice and helped some, but it just wasn't as good as fixing your hand with Jace. Ancestral Vision is good against Jund for a reason, and with fetchlands Jace could replicate that repeatedly.

Sideboarding

Jeskai's Sideboarding:

On the Play:

-2 Spell Snare -2 Remand

+ 1 Celestial Purge +2 Spreading Seas +1 Timely Reinforcements

On the Draw:

-2 Remand -2 Mana Leak

+2 Spreading Seas +1 Celestial Purge +1 Timely Reinforcements

Tempo cards are really bad in attrition matchups, so Remand had to go. On the play I was more concerned about Liliana, so I kept in Mana Leak. On the draw Dark Confidant was my main concern, so I kept in more answers to Bob.

We spent a long time trying to determine if I was supposed to board in Wear // Tear. We decided against it since it was a dead card too often, but Cage shutting off Emrakul was the deciding factor in several games.

Jacekai's Sideboarding:

-2 Snapcaster Mage -3 Mana Leak -2 Anger of the Gods

+4 Spreading Seas +1 Supreme Verdict +2 Rest in Peace

Rest in Peace is a beating against Jund and barely affects Jeskai decks. Anger is worse than Verdict here and was only kept in the other deck because it didn't have Verdict. Anger over Verdict only mattered twice. Leak was a dead card too often and was cut. I could see cutting all my Mages and playing all the RiPs, but you need some creatures to draw fire from Colonnade and JtMS.

Jund's Sideboarding:

-1 Lightning Bolt -2 Abrupt Decay -1 Slaughter Pact -1 Maelstrom Pulse

+2 Painful Truths +2 Grafdigger's Cage +1 Pithing Needle

Jund's plan was to cut down on more expensive or situational removal in favor of card draw and hate. The Cages were much worse against Jacekai, but my opponent felt that he would have brought the card in anyway. It was amusing seeing it and RiP in play the one time it came up.

Analysis

The results of the z-test confirm what your instincts might tell you about the above results.

Once again P < .05 so we reject the null hypothesis. This result is from actual variation in the data, and the result is statistically significant.

Meaning

Jacekai did statistically significantly better than normal Jeskai Nahiri. This is to be expected, since Jace actively draws cards and card advantage is critical to the matchup. One interesting aspect was that when JtMS and Liliana faced off, you often hid your best card on top after you Brainstormed unless you were going to play it right away.

Based on these results and his observed utility in Legacy, I expect that Jace would have a similar impact against other fair midrange decks in Modern. This would likely make him the focal point of those matchups. Value engines are always very potent in attrition matchups, and attaching one to a hard-to-kill permanent is dangerous, as Birthing Pod will attest. Ancestral Vision is used for this now, and Jace is a much better topdeck. I would imagine this would lead to the fairer metagames warping around him. Again, this is not surprising. This is very similar to what happened back in Standard.

Ad Nauseam

The most powerful and consistent combo deck in Modern, Ad Naus is advantaged against Jeskai. Game one is heavily in its favor since most of Jeskai's cards are dead and the clock is slow. While after sideboarding the matchup improves, I still wouldn't want to face it repeatedly.

Jeskai is the beatdown deck and it isn't very good at the job. Pact of Negation is serious game when we're counterspell-light. Playing more helped some, but many of my wins came by Ad Naus failing to combo rather than me stopping him.

Vs. Ad Naus: Total Match Wins

  • Jeskai - 25/50: 50%
  • Jacekai - 27/50: 54%

A very slight increase, which I attribute to the extra Vendilion Clique game one more than anything else. Snagging Ad Nauseam in response to Lotus Bloom was the best thing Jeskai could do, and having more chances over the course of a match made the difference. I rarely tapped out unless I was desperate so I didn't record a difference between the planeswalkers, except for when I attacked for lethal and then exiled Phyrexian Unlife.

Sideboarding

Jeskai's Sideboarding

-4 Path to Exile -1 Timely Reinforcements -2 Anger of the Gods -1 Lightning Helix

+2 Dispel +2 Negate +2 Geist of Saint Traft +1 Vendilion Clique +1 Wear // Tear

Jacekai's Sideboarding

-4 Path to Exile -2 Blessed Alliance -2 Anger of the Gods -1 Supreme Verdict

+2 Dispel +2 Negate +1 Stony Silence +1 Wear // Tear +3 Spreading Seas

The plan for both decks was to take out dead cards for not dead cards. Seas is not actually good here, but it's better than the sweepers.

Ad Nauseam's Sideboarding

-3 Spoils of the Vault -1 Phyrexian Unlife

+1 Pact of Negation +2 Thoughtseize +1 Boseiju, Who Shelter's All

Spoils is mostly there as a desperation card. Since Jeskai gave my opponent more time to go off, he chose to play a longer game and reduce the chance of killing himself.

Analysis

The test just confirms what you'd expect looking at the raw data.

This data is not significant. The variation in the means can be explained by normal variance and not by an actual difference in the data.

Meaning

Jace had no noticeable effect on this matchup. Honestly I wasn't expecting him to—Valakut, the Molten Pinnacle psuedo-combo decks were the only decks that could hang with Cawblade back in the day. In Legacy Jace is just a finisher against combo, interchangeable with any creature. I doubt that Jace will impact matchups against combo in Modern.

Bant Eldrazi

I expected this matchup to be hard, and it was. Eldrazi prey on slower decks, and it was especially hard for Jeskai decks when they had Cavern of Souls. This didn't happen all that much, but it made going long with Cryptic Command a dicey plan. The best was to trade as much as possible and hope they started flooding, which happens more than you think.

My opinion on Ancient Stirrings came from these tests. Seeing how poorly Serum Visions compared really made me question why Stirrings is legal.

Vs. Bant Eldrazi: Total Match Wins

  • Jeskai - 20/50: 40%
  • Jacekai - 26/50: 52%

That is quite the spike, but I'm not certain that I can attribute it to Jace. Supreme Verdict and Blessed Alliance are shockingly good against the deck, and I think their inclusion had a larger impact—though Jace giving you more chances to find them certainly helped. Exiling tapped Eldrazi was hardly irrelevant, but I'd rather be wiping their board or digging for answers at four mana.

Sideboarding

Jeskai Sideboarding

-2 Spell Snare -1 Vendilion Clique -1 Timely Reinforcements

+1 Crumble to Dust +2 Spreading Seas +1 Wear // Tear

I didn't have much to bring in, so I went for answers to Cavern of Souls and Chalice of the Void. Spell Snare is amazingly dead and Clique is uninspiring.

Jacekai Sideboarding

-2 Spell Snare

+1 Supreme Verdict +1 Wear // Tear

Since I had more good cards maindeck, I sideboarded fewer cards than in the control test, but I think it was better overall. Clique could have come out for Seas but it was a wash impact-wise during practice.

Bant Eldrazi Sideboarding

-4 Path to Exile -2 Engineered Explosives

+4 Chalice of the Void +2 Grafdigger's Cage

Eldrazi only cared about Jeskai's creatures when the game was lost, so answers were cut for disruption. Jacekai's sweepers made Chalice much less of a problem. Cage prevented Jeskai from winning on several occasions.

Analysis

This particular test highlights the problem of working with smaller n's in statistics.

P > .05 so the null hypothesis is accepted and the data is not significant. This is nearly significant at the 90% level, but that is not good enough. I must conclude that this result is within normal variation.

Meaning

I believe that if I had a larger n this would have been a significant result. Jace finding you answers more efficiently was important in a number of games and I think more testing might prove this. If I were going to do a revisit, I would start here.

Aggressive decks are aggressive decks as far as the data is concerned and Jace had no detectable impact here.

Affinity

The Affinity matchup surprised me. Most of my losses came from really broken starts or Plating-equipped Etched Champion. All of the medium Affinity games went Jeskai's way. Power Card decks do not like facing waves of removal.

Vs. Affinity: Total Match Wins

  • Jeskai - 29/50: 58%
  • Jacekai - 35/50: 70%

This actually should have been more lopsided in Jacekai's favor, but something I didn't expect kept it close: Nahiri answers Blood Moon. Affinity got a turn-two Moon against Jacekai several times—and turn-one'd it once—and crushed me. Had Jeskai been turn-oned it would have lost too, but it never happened. Instead, as long as I fetched for a Plains right away, I could hold on until I hit Nahiri and exile the Moon. Once I got to play Magic again, winning was easy. This kept the spread at least five matches closer than it would have otherwise been (three Jacekai wins denied, two Jeskai wins gained).

Sideboarding

Jeskai Sideboarding

-2 Remand -1 Mana Leak

+1 Stony Silence +1 Timely Reinforcements +1 Wear // Tear

Jacekai Sideboarding

-3 Mana Leak -1 Serum Visions

+1 Stony Silence +1 Wear // Tear +1 Anger of the Gods +1 Supreme Verdict

Two-mana counters are fairly poor against Affinity, so out they go for hate and more removal. I was unsure what to cut for Verdict in Jacekai so I cut a card I didn't like in my opening hand.

Affinity Sideboarding

-2 Master of Etherium -4 Galvanic Blast -1 Vault Skirge

+2 Thoughtseize +2 Ghirapur Aether Grid +1 Etched Champion +2 Blood Moon

Sideboarding with Affinity is hard, but my opponent felt that the extra reach from Blast was worse than the red enchantments. Master was big but not great against waves of removal. As mentioned above, when Moon landed it was devastating.

Analysis

Much like Eldrazi, I think the small n really hurts my analysis here.

Again, P > .05 means that this data is not statistically significant. It is more significant than Eldrazi by a small margin, but not enough. Therefore I cannot conclude that Jace had a significant impact on the Affinity matchup.

Meaning

I'm not exactly surprised by the result. The fast aggro matches played out as I expected, with Jace only being a factor once the game was won. That said, this was the one matchup where playing specifically Nahiri actually made an impact. Had she been any other planeswalker, the difference between the sets would have been larger and yielded more significant data.

Infect

Remember, this was pre-banning Infect. This was a weird matchup because when Infect had Gitaxian Probe it was heavily in its favor, but if not then Jeskai's relentless removal won the day. It was important to remember not to fight during the combat step except when I had Blessed Alliance. I did lose a few matches to turn-two kills.

Vs. Infect: Total Match Wins

  • Jeskai - 25/50: 50%
  • Jacekai - 28/50: 56%

Not much change, though again having non-targeting removal was very strong. This was the only time when I always aggressively +2'd Jace. There are so few cards that matter in Infect that being able to deny Infect's draw step was more important than me drawing cards. Yes, Nahiri would have won me the game outright. But the Cage kept me from winning in two matches, so I think we'll call it a wash.

Sideboarding

Jeskai Sideboarding

-2 Spell Snare -2 Mana Leak -1 Cryptic Command

+1 Crumble to Dust +2 Dispel +1 Wear // Tear +1 Negate

Jacekai Sideboarding

-2 Spell Snare -3 Mana Leak -2 Cryptic Command

+2 Dispel +2 Negate +1 Supreme Verdict +2 Spreading Seas

I took out the clunky or expensive counters for the more efficient ones and extra removal. Removing Inkmoth Nexus from circulation was very good, which is why I had Crumble in Jeskai.

Infect Sideboarding

-2 Twisted Image -1 Dismember -1 Distortion Strike

+2 Grafdigger's Cage +2 Dispel

Infect removed what the pilot's experience said were useless cards for some disruption and protection. He decided against Spellskite because it was a one-of, but given the choice would have played two maindeck. That's not what the mainstream decks were doing at the time, but maybe his plan was correct.

Analysis

If you read the Ad Nauseam section, this should come as no surprise.

This is not significant data and only shows normal variation within a sample. JtMS does not impact the win percentage against Infect.

Meaning

JtMS would not impact the fast aggro matchup relative to Nahiri. As I said, this doesn't surprise me at all—against really fast gotcha! aggro a win condition is just a win condition. Jace put the game out of reach the same way a Baneslayer Angel or Gurmag Angler would.

Conclusion

I feel the need to hedge my conclusion. On the one hand, the totality of the data showed that JtMS has a significant impact on Jeskai Control and would dramatically increase its win percentage. However when you get into the individual results that impact gets more indeterminate. This makes it harder to be definitive.

What I can safely conclude is that JtMS would have an uneven impact on Modern. Fair decks would be substantially impacted, with lessening impact the more unfair a deck becomes. This suggests that in a very unfair environment Jace would have no measurable impact. However, unfair environments do not last long before Wizards steps in. It is important to consider whether this uneven impact would be good for Modern long-term rather than just in a given metagame. Again, this testing was conducted in a pre-ban metagame. The meta has slowed noticeably and Infect isn't a deck anymore. Given the data and the current context of the format, I see only one conclusion.

Jace, the Mind Sculptor is not an implausible card to unban, but it is risky. Fair decks would feel the brunt of the impact, with JtMS' power likely to function like a black hole and warp those matchups around himself. It is possible that Modern can adapt and benefit, but the potential for oppression and a total metagame warp also exists. An unban would need to be seen as a calculated risk and an experiment rather than a permanent addition. If it works out, that's great. If not, and he must be rebanned, it should come as no surprise. I don't think that's worthwhile, but I would also really enjoy wielding the power of Jace again.

And that's enough writing about banned cards for a while. Next week we look at new cards from the Amonkhet spoiler!

Deck of the Week: Eldrazi Stompy & Taxes

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Greetings, Nexites. We have some exciting things in the works this week, but today I merely get to bring you another Deck of the Week. Much as I wanted to highlight something novel from Grand Prix San Antonio, it seems an avalanche of Death's Shadow and Affinity decks were the going fare throughout much of the weekend. So far it looks to me like Death's Shadow (the card) is sort of the new Tarmogoyf, as it's seeing play across diverse color combinations, from Jund, to Grixis, to Abzan, to several varieties of four-color. No, I don't think it merits a banning, but that's neither here nor there. For Deck of the Week we prefer the odder to the established, so that draws our attention elsewhere. In today's case, back towards the noodly.

Since their auspicious return in Oath of the Gatewatch, the Eldrazi have made an enormous impact on Modern, spawning several new archetypes and revitalizing others. Putting aside Eldrazi Winter itself, which was more the fault of a Sol Ring impersonator than the Eldrazi themselves, they're the centerpiece of at least three post-banning decks: BW Eldrazi and Taxes, Bant Eldrazi, and Eldrazi Tron. Jordan, meanwhile, has been hard at work brewing and writing on Eldrazi Stompy. That deck tries to relive the glory days of busted Eye of Ugin/Eldrazi Temple draws with accelerants like Simian Spirit Guide and Serum Powder.

So what happens when you try to jam the stompy elements of Jordan's Eldrazi decks with the disruptive ones of Eldrazi and Taxes? It might be a tough squeeze to fit all that inside 75 cards, but MTGO user Stabilo appears to have managed. Since February, Stabilo has posted a few 5-0 League finishes—he or she has apparently stuck with the deck, and recently took it to a Top 16 berth in the MOCS.

Eldrazi Stompy & Taxes, by Stabilo (11th, MOCS on 3/27/17)

Creatures

4 Eldrazi Displacer
4 Leonin Arbiter
3 Matter Reshaper
4 Reality Smasher
4 Simian Spirit Guide
3 Thalia, Guardian of Thraben
2 Thalia, Heretic Cathar
4 Thought-Knot Seer

Artifacts

4 Chalice of the Void

Instants

3 Dismember

Lands

3 Battlefield Forge
2 Cavern of Souls
1 Eiganjo Castle
4 Eldrazi Temple
3 Gemstone Caverns
4 Ghost Quarter
3 Horizon Canopy
5 Plains

Sideboard

1 Celestial Purge
1 Grafdigger's Cage
2 Journey to Nowhere
3 Path to Exile
1 Ratchet Bomb
2 Rest in Peace
3 Stony Silence
2 Worship

This is definitely a get-'em-dead-now kind of deck. The creature suite is meant to hit hard and fast—there are no Tidehollow Scullers, Wasteland Stranglers, or Flickerwisps to generate card advantage and try to win the long game. They're pared down the disruptive creatures to just the most efficient: Thalia, Guardian of Thraben, Leonin Arbiter, and Thought-Knot Seer. Thalia's big sister (uh, also named Thalia, as it were) also makes an appearance. These elements, of course, appear in most of the Death and Taxes shells, but they're not flanked by the usual assortment of other hatebears and Aether Vials. Instead, we have Simian Spirit Guide and Gemstone Caverns to power them out faster, and Chalice of the Void to cheese out opponents.

The inclusion of Matter Reshaper points to this deck's overarching goal. It's not so much about the card advantage gained from the death trigger as it is the extra board presence. When you're trying to put the opponent on the backfoot from turn one, you want card advantage to hit in the form of more threats. Combined with the acceleration package of Spirit Guide, Caverns, and Eldrazi Temple, a dying Matter Reshaper helps to further cement your mana advantage and put the opponent in a bigger hole. All told, opponents are likely to be facing down a colossal amount of power and toughness in the early turns.

Of course, this explosiveness comes at the expense of longevity. For one, outside of Eldrazi Temple, those acceleration pieces require you to pitch an extra card to function. It won't be long before you're hellbent and at the mercy of the top of the deck. If Stompy and Taxes' initial onslaught of beaters are answered, it may be in for some trouble. The only late-game is really has is Eldrazi Displacer, and topdecks from an opponent are likely to outshine yours.

That isn't necessarily a bad thing, though—Eldrazi and Taxes decks are a little underpowered for a fair strategy, and this one gets to cut fiddly stuff like Aether Vial for the prospects of much faster kills. When you can't go up against interactive decks pound-for-pound, the winning strategy is usually to go unfair. Eldrazi Tron tries to do this by going over the top, with obscene mana production that can be funneled into Endbringer and Walking Ballista. Eldrazi Stompy and Taxes goes the opposite route and tries to get under interaction instead.

And what better way to undercut interaction than with Chalice of the Void? This is the deck's real late-game plan, attempting to brick huge swath's of an opposing deck in one fell swoop. It doesn't matter if our topdecks are medium when the opponent effectively doesn't get as many as us. And we don't sweat too much the possibility of them ripping an artifact destruction spell—we only need enough time to find that nail-in-the-coffin threat that will deal the final points. In this way the Chalice plays nicely with acceleration. The game is essentially contracted down to very few turns, in which the Eldrazi player will be operating at full capacity and the opposing deck will cast one spell per turn with many stranded in hand. Classic stompy.

Proximal Developments

Next week I'll have the write-up for the March metagame breakdown. In the meantime check back with us during the week, as I'll post the actual numbers earlier than that. This is something I intend to do moving forward, as it lets you see the meta earlier and relieves a little of the stress on my end. I'm also working to automate some of the data gathering—for the most part you won't see the effects of that directly, but it does mean faster turnarounds.

In other news, we're in discussions to bring on a few new authors, and I have some MTGO videos queued up for this week! Without teasing it too much, I'll say they should be of interest to anyone who tuned in to see GP San Antonio.

Thanks for reading,

Jason

Say Hello to My Furry Friend: Revisiting Temur Delver

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It's a crazy time to be a disruption-plus-clock player in Modern. The options seem limitless, even if they also seem to point back at Death's Shadow. Messing around with Shadow in a Temur Delver deck for the last couple weeks has made me a slobbery wet one, nostalgic for the glory days of 4/4 tramplers and surprising pet cards. More recently, I've zoned back in on Temur Delver.

This article examines Temur Delver's perceived strengths and weaknesses in the current metagame, relative to those of Death's Shadow Jund.

Analyzing Monkey Grow

Monkey Grow exemplifies what I love about Modern: its endless surprises. It's packed with efficient spells like Lightning Bolt and Tarmogoyf, and with head-turners like Disrupting Shoal and Simic Charm. It punishes opponents trying to interact as little as possible. The deck also offers a commit-then-disrupt gameplay approach closer to Legacy's Canadian Threshold than anything else in the format.

For a long time, Monkey Grow hovered on the cusp of Modern playability, but gave up too many points against midrange decks to truly shine. With Jund on the decline, the deck's time may finally be upon us.

Post-Probe Pondering

After the Gitaxian Probe ban, I redesigned the deck completely, abandoning Disrupting Shoal to include a Traverse the Ulvenwald package in the mainboard and finally beat up on the Jund Midrange strategies that had always proved horrible matchups for Temur Delver.

While the BGx and URx matchups improved with Traverse, losing Shoal (and Probe) made the deck slightly worse against its natural prey. The Burn matchup became more about opening Goyfs and less about budgeting resources. The Ad Nauseam matchup became more about not drawing Traverse in game one. Monkey Grow still tested favorably against linear decks with Traverse in the main, but losing a percentage here and a percentage there started to add up for me over the course of long events. Frustrated, I turned my focus away from Monkey Grow and towards Colorless Eldrazi Stompy, which has continued to impress me at the competitive level.

From the Shadows

Then, a new deck catapulted itself to Modern super-stardom: Death's Shadow Jund. DSJ is in many ways a superior version of the Traverse-featuring Monkey Grow: it's a clock-plus-disruption strategy that goldfishes kills around the same time and runs the most efficient spells in the format. The deck achieves delirium so blisteringly fast that relying on Traverse as a primary threat, and not just as a recovery back-up plan, becomes both feasible and ideal. To do so, DSJ runs Street Wrath and Mishra's Bauble, cards that don't play so nicely with Delver; since threat density is less important with Traverse always active, though, losing Delver doesn't hurt the deck.

There are two other dimensions of Monkey Grow that Death's Shadow Jund correctly evolves beyond. First, blue countermagic is replaced by black hand disruption. Inquisition of Kozilek and Thoughtseize are much stronger than Stubborn Denial and Mana Leak in terms of efficiency and reliability. Countermagic plays optimally with a turn-one threat, though, while discard incentivizes threats that resolve on turns two through four. Since DSJ runs Goyf and Shadow over Delver and Mandrills, the discard mechanic better synergizes with its threats in addition to boasting generally stronger Magic cards.

Second, DSJ shifts gears for grindy games. Monkey Grow has historically relied on Huntmaster of the Fells and Blood Moon to beat midrange and control decks, and has recently moved into Bedlam Reveler and Traverse the Ulvenwald. DSJ can't run Reveler—it doesn't play enough instants and sorceries. But its non-Gruul colors give it plenty of gas for longer games. Liliana of the Veil, Liliana, the Last Hope, and Ranger of Eos are all fine grinding options that outlast Huntmaster while also providing utility against aggro decks.

DSJ does have one major weakness in comparison to Temur Delver, however: you can't expect discard into Goyf to get there against strategies that go over the top of fair decks. Tron, Valakut, and Ad Nauseam could care less about Inquisition of Kozilek, and Death's Shadow's threats won't close the game out fast enough to outrace a Karn. Delver strategies address this problem in a few ways: Delver of Secrets, a turn-one threat, applies pressure from the start of the game; Lightning Bolt and company shave turns off the clock; permission, like Leak and Denial, stops Tron and other big-mana decks from actually resolving the bombs they tap out for. DSJ lacks access to these options—it has no turn-one threat, prefers Tarfire to Bolt, and can't play counterspells. But all is not lost: Temur Battle Rage plugs this hole in Death's Shadow strategies admirably.

Go Ape or Go Home

If Death's Shadow Jund already does what Monkey Grow does but better, why return to Monkey Grow at all? There's something to be said for the Bolt-Shoal-Leak-Denial disruption suite, for starters. While countermagic is less efficient and more conditional than discard in Modern, it still answers things Thoughtseize can only dream of, like Wurmcoil Engine off the top. Modern is full of random decks doing random things, and Mana Leak is a great card to have on-hand when those inevitably come around.

I also love Hooting Mandrills's positioning right now. Fatal Push doesn't kill the Ape, and trample gets through Lingering Souls, a common answer to the big grounded beaters Modern has come to revolve around.

Finally, the rise of DSJ has led to a steep decline in traditional Jund's metagame shares. Abzan Midrange has always been easier than Jund for Monkey Grow to beat, as they ramp us into Huntmaster with Path, care more about Moon and Pyroclasm, and lack multipurpose ways to remove Delver of Secrets. On the other hand, Jund is a nightmare for this deck. The Traverse version can beat it, sure. But Monkey Grow's more general strengths, like the ability to cast Shoal proactively and reactively, are lost to the grindy dumbness of a Traverse build. Without Jund to worry about, we can run a more traditional list with Shoals and tune our sideboard to defeat Death's Shadow Jund, a far less frightening proposition given how streamlined that deck is.

Monkey Reborn

Monkey Grow, by Jordan Boisvert

Creatures

4 Delver of Secrets
4 Tarmogoyf
4 Hooting Mandrills
2 Snapcaster Mage

Enchantments

1 Curiosity

Instants

4 Thought Scour
4 Lightning Bolt
1 Tarfire
1 Dismember
4 Disrupting Shoal
3 Mana Leak
3 Stubborn Denial
2 Simic Charm

Sorceries

4 Serum Visions
2 Sleight of Hand

Lands

4 Scalding Tarn
4 Misty Rainforest
1 Wooded Foothills
2 Steam Vents
1 Stomping Ground
1 Breeding Pool
3 Island
1 Forest

Sideboard

3 Blood Moon
3 Huntmaster of the Fells
2 Engineered Explosives
2 Threads of Disloyalty
1 Ancient Grudge
1 Destructive Revelry
1 Surgical Extraction
2 Pyroclasm

Here's where I landed for my first draft of the deck. This section explains my choices.

Disruption

  • Lightning Bolt: Okay, Bolt isn't what it used to be with Shadow around. After all, toughness-based removal kind of blows against that deck. But going upstairs is no joke, even (especially?) against Death's Shadow strategies. That goes double in a deck with multiple copies of Snapcaster Mage.
  • Disrupting Shoal: I've had some friends dispute Shoal's worth against Shadow. Doesn't discard make the card inconsistent? Shadow players can take either Shoal or the blue card we plan to pitch! Perhaps in theory, but not in practice. This build packs a whopping 29 blue cards, so the odds that Shadow can take our single one-drop in the early game are slim. Beyond that, Shoal represents Cancel or Last Word at worst in this matchup. In my experience, it's often correct for Shadow to strip Shoal from our hand when they see it regardless of our other blue cards, which actually incentivizes us to max out on the counterspell. Still, Shoal sometimes underwhelms against truer midrange decks than Shadow, and for that reason I can see cutting one or two copies for Spell Snare.

Utility

  • Simic Charm: Look who else is back! Without Reveler's pesky condition to worry about, we can afford to run less efficient bounce spells. The utility of hexproof mode is especially relevant in a Fatal Push world, and Giant Growth mode becomes much better when so many Modern players run a set of Goyfs to battle ours with.
  • Sleight of Hand: One-mana sorceries numbers 5 through 6. Necessary for Tarmogoyf, as early-game sorceries allow us to cast Goyf on turn two with no fear of Lightning Bolt. Honestly, I think Sleight is an underrated Modern card. Cantripping is broken.

Flex Spots

  • Curiosity: A hedge against linear decks and midrange. We miss Probe against the former, and Traverse against the latter. Curiosity is also very good with Disrupting Shoal, and I swore by a pair of the enchantment in my early builds of the deck.
  • Tarfire: I'm big on big Goyfs. It's crucial to hit 5/6 against creatures like Tasigur and Smasher.
  • Dismember: A hedge against Eldrazi. The one copy can also nab a Goyf or Shadow against off-guard DSJ players in the early game. Without four copies of Gitaxian Probe, it becomes easier to budget our life around Dismember.

Sideboard

  • Huntmaster of the Fells: Reveler left so much to be desired against go-wide aggro strategies like Merfolk that I ended up even running Huntmaster in the Traverse build. Hunt's also superb against Eldrazi, where he guns down dorks and Skyspawners during topdeck wars (er, topdeck-another-Brushland wars) and generates blockers.
  • Engineered Explosives: Incredibly flexible and enables blowouts. Very strong against DSJ, and lets us run fewer artifact/enchantment-removal cards.
  • Threads of Disloyalty: A more direct hedge against DSJ. I liked Threads there when I drew it in Temur Shadow, but not so much when I opened it, as it would just get discarded. Running two makes it more reliable, and I think we have room for both.

The Joy of the Hunt

If I had to sleeve up Delver of Secrets at a competitive event, I would strongly consider a Temur Delver build similar to the one in this article. Of course, I won't have to; Colorless Eldrazi Stompy's plenty good right now, despite having lost some great matchups in Jund and Infect to format shifts. Still, Jund becoming DSJ bodes well for Monkey lovers jungle-wide, and I'm excited to see if my testing yields an upkeep-trigger-transform deck I can back with my usual baboonian confidence.

Esper Control: Approaching Perfection

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Since my article last week detailing why I think Esper Control is strongly positioned in Modern, I’ve been tweaking and tuning my list online. In the process I've learned a great deal about both the archetype and the current state of Modern. Today, we’ll be digging deeper into the archetype, discussing my current list, finer points, matchup plans, and some general thoughts on the metagame (for those that might not be interested in Esper Control). While I’m still in the process of tweaking my list, I’m pretty confident with where it’s at right now, as I’m currently 9-1 in my last two Modern League events. So stick around—today will be an exercise in archetype analysis, the tuning process, and metagame evaluation.

As a quick recap, last week I began exploring Esper Control as an alternative to Grixis, having found the metagame a little too saturated with poor matchups for my liking. Death’s Shadow Jund, various midrange decks, Tron, Eldrazi, and Burn made up a majority of the enemies I was facing round to round, and all of those archetypes are either poor matchups or well-prepared for fighting a reactive opponent at this point. Grixis Control is a fine reactive strategy, but it often wins by inches, leveraging synergy and efficiency over general card quality. This is not necessarily bad—in a linear field the ability to maximize mana usage on every turn of the game often translates well to victory. In today's field, however, I’ve found myself preferring higher-impact spells (e.g. Supreme Verdict) over synergistic interactions (Lightning Bolt-Snapcaster Mage-Lightning Bolt).

The reasoning behind this is twofold: diverse threats leveraged against us discourage low-impact synergistic spells, and most archetypes are well positioned to fight our primary means of reaction. Think playing Tasigur, the Golden Fang or Lingering Souls to dodge Fatal Push and Lightning Bolt. One-for-one conditional removal, no matter how efficient, is increasingly becoming a liability in this format. Hence the desire to move towards sweepers. While we could stay on-color and play Damnation if we wanted, if we’re not excited to play Lightning Bolt, why stay in red?

"Esper Control, by The_Architect (5-0, Modern League)"

Creatures

3 Snapcaster Mage

Instants

4 Esper Charm
2 Fatal Push
2 Logic Knot
2 Secure the Wastes
2 Mana Leak
3 Path to Exile
2 Sphinx's Revelation
4 Cryptic Command
4 Think Twice

Sorceries

4 Serum Visions
3 Supreme Verdict

Lands

3 Celestial Colonnade
3 Drowned Catacomb
4 Flooded Strand
3 Glacial Fortress
2 Hallowed Fountain
3 Island
1 Plains
4 Polluted Delta
1 Swamp
1 Watery Grave

Sideboard

1 Elspeth, Sun's Champion
1 Engineered Explosives
1 Fatal Push
1 Gideon Jura
2 Lingering Souls
2 Negate
2 Rest in Peace
2 Stony Silence
2 Thoughtseize
1 Timely Reinforcements

Dropping red for white might seem like a small move, but it fundamentally alters the composition of our deck and thus influences positioning in our matches. Access to Lightning Bolt and the Shock from Kolaghan's Command can really add up with Snapcaster Mage, as anyone familiar with either side of the Grixis Control matchup can attest to. This characteristic is one of two driving forces behind why we see card choices like Tasigur, the Golden Fang and Creeping Tar Pit in those lists. Two or three hits from a single creature is often all it takes to get our opponent into burn range.

The other reason, of course, is the card pool we’re given to work with. Lightning Bolt, Terminate, and Kolaghan's Command are our red spells of choice because, simply, those are the best options in that color for us. This is not necessarily negative—there are fields where those spells are exactly what we want to be playing.

However, in this current field, Supreme Verdict, Esper Charm, Sphinx's Revelation, Secure the Wastes, Path to Exile, and Celestial Colonnade are all enticing options to help us forget we ever missed red. Esper decks are “slower” than Grixis decks because they play slower spells, and they play slower spells because those spells are often better in the abstract. This sounds self-explanatory, but understanding this concept can really help us when we’re constructing our list and the inevitable “Geist of Saint Traft vs. Gideon Jura” or “Negate vs. Dispel” arguments pop up. Know your identity going in, and you’ll be able to make much better informed decisions throughout the process.

Individual Card Choices

That being said, let’s dive into a few points about my current list. The numbers might seem random, but they’re actually pretty tight if we understand spell choices as relatively interchangeable within categories. For example, with cantrips we want the full twelve: four each of Serum Visions, Think Twice, and Esper Charm. However, you can make an argument for cutting one Serum Visions and treating Sphinx's Revelation for x = 2 as the twelfth cantrip. I could also see replacing a Visions for the fourth Snapcaster Mage, which can similarly function as a cantrip.

In any case, Visions is definitely the cantrip I would cut if you wanted to trim. Think Twice is invaluable for pulling ahead. Remember that we’re playing 25 land and looking to play a land and a spell (at least) every turn. Before turn five our mana is stressed. Past turn five we’re fighting basic math. We’re either going to flood out or run out of spells—in both cases more cards are the answer.

Continuing with numbers, it doesn’t matter much what mix of removal you play, as long as you’re playing eight or nine. I have eight (3 Path to Exile, 2 Fatal Push, 3 Supreme Verdict) to make room for the second Secure the Wastes.

Having two copies of Secure means I can be liberal with the first one, firing it off the first chance I get. If you have the option between making two soldiers or flashing back Think Twice on turn three, take the creatures unless you’re digging for a specific answer like Logic Knot against Tron. Casting Secure for = 1 isn’t going to get us anywhere in game one; our opponent more than likely is sitting on one dead removal spell and would love to get a full card’s value out of it. Postboard that play is fine, but only against an aggressive (non-Death's Shadow) opponent. Assuming we’ve kept their board clear, we don’t have to worry about haste, so holding it as long as possible is the preferred play. Death's Shadow Jund cannot beat Secure the Wastes (more on this later).

Three Snapcaster Mage is the right number in my opinion. We’re playing 4 Cryptic Command and casting the first one as soon as possible. So Snapcaster Mage is at its best in our list when we’re casting it on turn three to flashback a removal spell or on turn six to rebuy a used Cryptic. Yes, there are definitely spots where we don’t have a turn-four Cryptic and can "build our own” using Snapcaster Mage and a spent Mana Leak (the 2/1 being the card we “draw”). Still, 4 Snapcaster Mage leads to us having two in hand more often, which we really don’t want alongside the playset of Cryptic Command. All the value in the world doesn’t help us if we can’t do anything meaningful until turn four. I see Snapcaster Mage as more of a late-game way to extend the value of our spent Cryptics, Revelations, and Secure the Wastes we've cast early to get us through the midgame, with the added value of what Snapcaster can provide on the early turns. If you insist on playing four, cut a Cryptic and try and squeeze in another one-mana spell (perhaps a Thoughtseize in the right field).

Given the choice between flashing back Think Twice and casting Esper Charm on its draw-two mode, I’ve begun leaning towards casting Think Twice first. My reasoning before was a variation of “two cards is better than one,” basically thinking that more cards faster will lead to more information about sequencing and added value later on. For example, against an aggressive deck, two shots at a Supreme Verdict will inform whether I’m taking 3 damage or casting Fatal Push this turn, etc.

However, the more games I’ve played, the more I realize just how invaluable Esper Charm’s Mind Rot mode is. I truly believe Esper Charm is the best card in the deck, and its ability to put the nail in the coffin of the opponent's resources is a huge part of this. Sure, game one they may discard stranded removal spells, and there’s always a chance we trade the opportunity cost to draw two cards of our own for two of their extra lands in hand. In practice, this first Esper Charm just sets up for the second one to hit harder. A turn-five Snapcaster Mage on Mind Rot in their draw step will usually get whatever "big" spells they had left, and Time Walk them in the process. As with Wrath effects against aggro, they can usually weather the first one, but it's the second that ends the game.

And what if we never tag anything good with Charm? In the event they didn't have anything relevant in hand, we were probably winning anyway. So in a certain sense, the worst-case scenario of Esper Charm's discard mode is still good for us! Maybe I’m a glass half-full kind of guy, but I’m struggling to see the drawback. If you need cards, just draw them. You can always Divination.

Matchups

To close things out, my last segment will focus on how our Esper list lines up against some of the top decks in the field. This isn’t a sideboard guide—and we do approach most matchups with the same overall plan—so instead I’ll focus on unique strengths and weaknesses present in the matchups and some tips for how to navigate lines.

Death’s Shadow Jund

Up first, of course, is the de facto “best deck," and one of our best matchups. Death’s Shadow Jund is the over-the-top control deck’s dream. Postboard they dilute their aggressive gameplan with all of these “anti-control cards,” when what we’re really scared of the most is pressure. Yes, sometimes Liliana of the Veil can win for them, but in reality I’d be more scared of facing a Monastery Swiftspear.

This archetype’s primary weakness is their poor play options on turn one, hence their use of discard. While no control deck likes to see Thoughtseize, our list is redundant enough that it rarely matters. Take my Fatal Push? You’re not playing a creature on the first turn anyways, so I’m probably only getting hit once before I can just flash it back. Take my counterspell? You just traded your one-drop for my two-mana counter—I’ll take that exchange any day. Discard Esper Charm? There’s more where that came from, trust me. Yes, there are times where they grab the perfect thing and we whiff on answers, but those are few and far between.

Beyond that, Rest in Peace and Secure the Wastes are both pretty close to lights out. Blanking Tarmogoyf, Traverse the Ulvenwald, Kolaghan's Command, and Lingering Souls shuts down a significant portion of their threats with one card, leaving just Death's Shadow and some Liliana ultimates to worry about. We lose some flashback of our own, but our losses pale in comparison to theirs. As for Secure the Wastes, the Temur Battle Rage/Ghor-Clan Rampager argument is a non-issue. They’re only playing two now, and we’re casting Secure on their end step. If we’re going into their combat step tapped out we’ve got bigger things to worry about. Making four 1/1s to chump-block 6/7s feels pretty dirty, and can buy us a ton of time.

Gx Tron

The Tron matchup is the same as it always has been, but I just want to use this section as an excuse to sing Esper Charm’s praises further. The back and forth tends to revolve around us countering as many of their things as possible and putting them into topdeck mode quickly, where we draw much better than them and can hopefully put the game away before they eventually reach Tron. Which will happen, by the way, as we can’t pressure them quickly enough to kill them before this happens.

Hence why Esper Charm is so important. In most games, by the time they’ve assembled Tron (assuming we were able to interact with some significance) they are down to the last couple cards in hand. Soft-locking them by making them discard in their draw step is our primary path to victory, but only if we have some sort of pressure going on. Don't be afraid to Ambush Viper a Snapcaster Mage or make two 1/1s quickly, as that’s how we’re winning this matchup.

A wall of counterspells can help, but Worldbreaker, Ulamog, the Ceaseless Hunger, and Sanctum of Ugin can be difficult to fight. If classic Tron cracks the top five most represented decks I could see boarding a Surgical Extraction to take off their top end.

Bant Eldrazi

The name of the game here is value, any way we can get it. They will try and overrun our removal with Thought-Knot Seer, Matter Reshaper, and Reality Smasher. Meanwhile, Cavern of Souls makes most of our counterspells irrelevant. Chalice of the Void is a problem too if they have it (though most Chalice decks are the Eldrazi Tron versions). Regardless, they have a lot of hard-hitting threats that can punish us if we stumble.

Luckily, Timely Reinforcements, Secure the Wastes, and Lingering Souls are great at forcing them to commit into our Supreme Verdict. They tend to play one spell per turn, which lets us respond and use the rest of our mana to pull ahead on cards. Sphinx's Revelation is our ticking time bomb that they can’t stop, but watch out for Stubborn Denial, Disdainful Stroke, or Negate.

This matchup revolves around making sure we don’t take too much damage early so we don’t die to a Reality Smasher late. Oh, and they always have expensive things left over for us to grab with Esper Charm.

Conclusion

Overall, I’ve been having a ton of fun with Esper Control lately. I've also been winning consistently, which rarely goes hand in hand with bringing control to the table in Modern. I’ll reiterate my point last week and say that if you’ve ever wanted to play classic Draw-Go in Modern, this is probably the best it’s ever been. Draw-Go is a fun exercise in some classic under-the-hood Magic fundamentals, and locking our opponent out from casting spells is just good clean fun as well. Good luck to you, and may all your Esper Charms hit double spells.

Thanks for reading,

Trevor Holmes

The_Architect on MTGO

twitter.com/7he4rchitect

Twitch.tv/Architect_Gaming

Testing Jace: Experimental Setup and Qualitatives

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And so it begins. I want to start with a general thank-you to everyone who helped out. This was an enormous undertaking logistically and took much longer than expected. Even considering the deck I was using for testing purposes. Thank you for putting up with this insanely ambitious project. And please, please, pleeeease be willing to help again next time!!!

Those who remember my last venture into testing a banned card remember that I inherited and then expanded on Sheridan's project. This time I was completely untethered and was able to choose what and how to test the card. Anyone who has ever had complete creative freedom may sympathize, but this actually made things significantly harder for me. It took a not insignificant amount of time to find the right people and the right decks for this project and then actually do the testing. I don't know if you've noticed, but Magic is a very time-intensive game. Even matches that are massive blowouts take 10 minutes to complete, especially in paper. Thus, my answer to "Why didn't you do X?" is simply no time. There is a six month gap between articles in this series for a reason.

Experimental Procedure

The general setup for these tests was described here. I stuck to them for the duration. The only changes that I made were to the tools we used. There was no work done on MTGO this time. I used MTGO for some games last time because the cards that I didn't have my test partners lent to me. That was not the case this time and I wasn't about to shell out for digital Scalding Tarns. I've also gotten increasingly frustrated with MTGO for unrelated reasons and was avoiding it out of principle. As a result, those matches that were not conducted in person were done though a combination of free simulators and video conferences over Skype. This also meant that I didn't have to throw out misclick matches.

Choosing the Test Deck

I mentioned this in a few articles over the winter, but I had a very hard time actually choosing my test deck. My procedure called for using the deck that got the card banned, or an unfair deck. The problem with Jace, the Mind Sculptor (henceforth JtMS to save keystrokes) is that he was banned because of Cawblade in Standard. It really isn't possible to recreate the deck because Stoneforge Mystic, Preordain, and Ponder are also banned. I tried some UW shells and Jace was uninspiring. He wasn't bad per se but the decks really didn't make full use of his power. I also looked at unfair decks but the only one that had the space for him was RUG Scapeshift, and that deck just wasn't good. I started this project in mid-October and Modern was just too fast for the deck. It was great when it could prey on Twin but time has left it behind.

I ended up looking at Legacy for help. JtMS is legal there and sees plenty of play, so I reasoned that they know what decks really want him. I didn't look to Vintage because Vintage. While some Delver and Sneak and Show lists did have Jace, it was overwhelmingly BUG Shardless and Miracles. This meant grindy midrange-control decks. Thus I was basically forced to take the most boring option available and use Jesaki Control. Remember, this was October 2016 and Corey Burkhart had yet to prove that Grixis Control was a thing. So to choose the—no avoiding this, is there?—control deck, I selected a number of successful lists from September through October and aggregated them to create the following "consensus" Jeskai Control deck.

Jeskai Nahiri, Experiment Control Deck

Creatures

4 Snapcaster Mage
1 Vendilion Clique
1 Emrakul, the Aeons Torn

Planeswalkers

4 Nahiri, the Harbinger

Instants

4 Lightning Bolt
4 Path to Exile
3 Lightning Helix
2 Spell Snare
2 Mana Leak
2 Remand
3 Cryptic Command

Sorceries

4 Serum Visions
1 Timely Reinforcements
2 Anger of the Gods

Lands

2 Island
1 Arid Mesa
3 Celestial Colonnade
4 Flooded Strand
1 Ghost Quarter
1 Hallowed Fountain
1 Mountain
1 Plains
1 Sacred Foundry
4 Scalding Tarn
2 Steam Vents
2 Sulfur Falls

Sideboard

1 Celestial Purge
2 Crumble to Dust
2 Dispel
2 Geist of Saint Traft
1 Vendilion Clique
2 Spreading Seas
1 Stony Silence
1 Timely Reinforcements
1 Wear // Tear
2 Negate

I was a little skeptical of the Cryptics over Ancestral Vision but more lists had Cryptic than Vision so that was the pick. Most of the lists were very similar otherwise, usually just a few numbers shifted. The sideboard showed far more variation and nothing seemed to be really established as right. I picked the cards that were most common and adjusted numbers until it all fit.

The Jace Deck

Choosing Jeskai as the control (ugh) deck was secretly a benefit because it made fitting JtMS in easy. I just cut Nahiri and Emrakul and added Jace. The other options required massive adjustments to fit in a four-mana planeswalker as a four-of, and personally I thought it was ruining them, but that was no issue here. Additionally, I got to make a hilarious pun out of the name.

Jacekai Control, Experimental Test Deck

Creatures

4 Snapcaster Mage
2 Vendilion Clique

Planeswalkers

4 Jace, the Mind Sculptor

Instants

4 Path to Exile
4 Lightning Bolt
2 Spell Snare
3 Lightning Helix
3 Mana Leak
2 Blessed Alliance
2 Cryptic Command

Sorceries

4 Serum Visions
2 Anger of the Gods
1 Supreme Verdict

Lands

2 Island
1 Arid Mesa
3 Celestial Colonnade
4 Flooded Strand
1 Ghost Quarter
1 Hallowed Fountain
1 Mountain
1 Plains
1 Sacred Foundry
4 Scalding Tarn
2 Steam Vents
2 Sulfur Falls

Sideboard

4 Spreading Seas
3 Rest in Peace
2 Negate
2 Dispel
1 Stony Silence
1 Supreme Verdict
1 Wear // Tear
1 Anger of the Gods

I am a comedic genius. I also made a number of changes based on having Jace rather than Nahiri and considering the metagame of what was by then late October. Nahiri is more of a slow grind of incremental advantage while Jace is an actual card advantage engine. Thus I wanted cheaper spells so I had more to do every turn, and cut my total number of counterspells.

The sideboard has the most dramatic changes. Despite a lackluster Dredge matchup, Nahiri couldn't play Rest in Peace because sometimes you had to discard Emrakul and then your win condition was useless. I fixed that here. I also really didn't like Crumble to Dust. It is a little slow for Tron and lackluster against Jund, while Spreading Seas is very good against both—so the latter became a four-of. I also put in more sweepers with an additional Verdict main and Anger board.

This meant I had to make cuts to the maindeck, but I didn't like Remand in the metagame or Timely Reinforcements maindeck. I cut them and added in Blessed Alliance, which had impressed me elsewhere against Infect and Burn. With my decks selected, it was time to put together the gauntlet.

The Gauntlet

Four decks from Tier 1 and one from Tier 2 were selected to test the decks. Each one is an aggregated list from successful lists of the time, that being October 2016. If you're wondering why I didn't account for the bannings or Fatal Push, that's why. It all happened before those were things and I was not going to redo two months of work to accommodate the unexpected. Furthermore, I suspect you don't actually want me to do that because the format is much slower now and a card like Jace much more potent without quick kills from Infect to worry about.

Many criticized the fact that I didn't test Stoneforge against Jund, forgetting that I couldn't get a worthy pilot to actually agree to join this mad quest. Begging and pleading failed this time as well, but I did irritate one into agreeing. Gadfly technique works, kids. I wish it hadn't—Jeskai vs. Jund is a miserably long and grindy affair. But here's the deck I used.

Jund (Test Deck)

Creatures

4 Tarmogoyf
4 Dark Confidant
3 Scavenging Ooze
2 Kalitas, Traitor of Ghet

Planeswalkers

4 Liliana of the Veil

Sorceries

4 Inquisition of Kozilek
2 Thoughtseize
1 Maelstrom Pulse

Instants

4 Lightning Bolt
3 Terminate
2 Abrupt Decay
2 Kolaghan's Command
1 Slaughter Pact

Lands

4 Verdant Catacombs
4 Blackcleave Cliffs
3 Raging Ravine
3 Bloodstained Mire
2 Wooded Foothills
2 Forest
2 Swamp
1 Blood Crypt
1 Overgrown Tomb
1 Stomping Ground
1 Twilight Mire

Sideboard

1 Engineered Explosives
1 Night of Souls' Betrayal
1 Pithing Needle
1 Huntmaster of the Fells
2 Painful Truths
2 Anger of the Gods
2 Ancient Grudge
2 Grafdigger's Cage
3 Kitchen Finks

Next we needed the fast decks. Infect was the obvious choice. I actually just reused my list from the Stoneforge test, mostly because this was October and players were still cold on Blossoming Defense. I don't think it affected anything: the number of times that it would have won things for Infect were roughly offset by the more general utility of Spell Pierce.

Infect (Test Deck)

Creatures

4 Glistener Elf
4 Blighted Agent
4 Noble Hierarch

Instants

4 Might of Old Krosa
4 Mutagenic Growth
4 Vines of Vastwood
4 Become Immense
2 Apostle's Blessing
2 Spell Pierce
2 Twisted Image
1 Dismember
1 Distortion Strike

Sorceries

4 Gitaxian Probe

Lands

4 Inkmoth Nexus
4 Misty Rainforest
2 Forest
2 Breeding Pool
2 Verdant Catacombs
2 Windswept Heath
2 Pendelhaven
2 Wooded Foothills

Sideboard

2 Grafdigger's Cage
1 Spellskite
3 Kitchen Finks
2 Dismember
2 Dispel
3 Nature's Claim
1 Twisted Image
1 Dryad Arbor

There really weren't any "normal" agro decks in Tier 1 at the time except Burn, but exploratory testing showed that to be a very good matchup for Jeskai. While the maindeck Timely was a factor, it was far less of one than counterspells and Lightning Helix. Couple that with the test deck packing two Blessed Alliances and Burn was out. I wanted matchups that were close rather than known to be good or bad because the data is more interesting. A neutral matchup becoming good is interesting, a good matchup becoming better isn't. If a bad matchup goes good that is interesting, but going from 30% win rate to 35% is not. I wanted big results. This really just left Affinity.

Affinity (Test Deck)

Creatures

4 Memnite
4 Ornithopter
4 Signal Pest
4 Vault Skirge
4 Arcbound Ravager
4 Steel Overseer
2 Etched Champion
2 Master of Etherium

Artifacts

4 Mox Opal
4 Springleaf Drum
4 Cranial Plating

Instants

4 Galvanic Blast

Lands

4 Darksteel Citadel
4 Inkmoth Nexus
4 Blinkmoth Nexus
3 Glimmervoid
1 Mountain

Sideboard

2 Thoughtseize
2 Wear // Tear
2 Spell Pierce
2 Whipflare
2 Ghirapur Aether Grid
2 Blood Moon
1 Grafdigger's Cage
1 Tormod's Crypt
1 Etched Champion

It was harder than expected to finalize the Affinity list. Most of the deck is set in stone, but the three-drops and the colored spells are open to interpretation. There wasn't a clear winner in my amalgamated sample, so I split the difference on the threes and chose the most aggressive colored spell. There appears to be a consensus on what cards go into an Affinity sideboard but not on the numbers, so I let the pilot pick from the pool.

I wanted another slower deck but my options were extremely limited. Abzan was too close to Jund to yield interesting results, the Tron matchup was still awful, and testing the mirror seemed disingenuous. Mirror matches usually come down to experience, and I'm not a Jeskai player. As a result I was almost certain to do poorly and the data would be skewed. Had Grixis Control been on the radar I would have used it, but since it wasn't I just made do and used a slower aggressive deck.

Bant Eldrazi (Test Deck)

Creatures

4 Noble Hierarch
2 Spellskite
4 Eldrazi Displacer
3 Matter Reshaper
2 Eldrazi Skyspawner
4 Thought-Knot Seer
4 Reality Smasher
3 Drowner of Hope

Artifacts

2 Engineered Explosives

Sorceries

4 Ancient Stirrings

Instants

4 Path to Exile

Lands

4 Eldrazi Temple
4 Cavern of Souls
4 Windswept Heath
3 Brushland
3 Yavimaya Coast
2 Forest
1 Plains
1 Breeding Pool
1 Hallowed Fountain
1 Temple Garden

Sideboard

4 Chalice of the Void
2 Engineered Explosives
2 Grafdigger's Cage
1 Rest in Peace
3 Stony Silence
1 Worship
2 Elspeth, Sun's Champion

While most decks were identical, I had to make a judgment call on the Skyspawners. There wasn't a clear consensus on their inclusion, but the alternatives didn't inspire me. In the end I just followed the lead of BBD's World Championship deck.

For the final deck I knew I wanted a combo deck and the only one available was Ad Naus. There just weren't any other true combo decks putting up results. Again, I just reused the list from my previous test. Ad Naus has not substantively changed in over a year and I missed nothing by doing so.

Ad Nauseam (Test Deck)

Creatures

4 Simian Spirit Guide
1 Laboratory Maniac

Artifacts

4 Lotus Bloom
4 Pentad Prism

Enchantments

4 Phyrexian Unlife

Instants

4 Ad Nauseam
4 Angel's Grace
3 Spoils of the Vault
3 Pact of Negation
1 Lightning Storm

Sorceries

4 Sleight of Hand
4 Serum Visions

Lands

4 Temple of Deceit
4 Gemstone Mine
4 Seachrome Coast
4 Darkslick Shores
2 Temple of Enlightenment
1 Island
1 Plains

Sideboard

3 Spellskite
4 Leyline of Sanctity
1 Echoing Truth
2 Hurkyl's Recall
1 Pact of Negation
1 Slaughter Pact
2 Thoughtseize
1 Boseiju, Who Shelters All

I'll go into the interesting details and sideboarding when I present the hard data next week.

Actually Playing Jace in Modern

The big question hanging over this project was how Jace would function in Modern. The proper sequencing for Jace in this format has never been discovered, so I had to fall back on my experience playing Cawblade in Standard and look at how things were done in Legacy. The latter was oddly unhelpful, since in the streams and Youtubes I watched Jace was mostly pitched to Force of Will. The times that was not true it was the last card played and you just Brainstormed until the opponent gave up.

Cawblade had taught me that against other Jace decks you always wanted to be the first player with Jace in play and you resolved him at any opening. This was so important that, for a time, you'd board in Jace Beleren on the draw to protect against losing that fight. (That plan didn't work long-term, for the record.) Once you resolved Jace, you Brainstormed. You had to be very much in control of the game to start fatesealing and actually win the game. Even when you were behind it was better to dig for answers than Unsummon. The logic was that drawing extra cards is very good and even if your opponent answers Jace they are down a card. If you had a fetchland it was just drawing three cards.

So that's what I did in these tests—I played Jace when the coast was clear and I brainstormed. Once I was safely ahead I went for the win with his +2.

The Qualitatives: What Was It Like?

No beating around the bush here—Jace is still a fantastically powerful card. Even when you didn't have a fetchland to reset your top cards, you still dug two cards deeper each turn. When you really had to, you could interrupt your card advantage and bounce their last threat. His utility and power was incredible.

I didn't find the -1 ability to be particularly useful except in a few cases against Infect, and once against Jund when they were Spread out of enough black to recast Kalitas. As I mentioned above, I mostly just zeroed Jace and pulled ahead on cards, only using the +2 when I had already won the game. Brainstorming once was good, but doing it every turn made it hard to lose. Even when I punted quite badly. On more than one occasion. In the same game. I don't play Jeskai.

On Durability

One of the most pervasive arguments in favor of Jace's unbanning is that he's a four-mana card that, if you Brainstorm, dies to Lightning Bolt. While this is true, it has some problems. The first is that this was true of his time in Standard and it didn't stop him then. I remember Bolt decks existing back then and Cawblade was still the best deck and you still always Brainstormed because it was just better. The other thing to consider is that Bolt just isn't Bolt anymore. When Splinter Twin was legal, Bolt was omnipresent and this argument held quite a bit of weight. Now though? Our current Tier 1 only has one Bolt deck, Burn, with Jund and Grixis in Tier 2. Bolt just isn't ubiquitous enough that Jace's weakness is a factor.

Weirdly, attacking Jace to remove him wasn't much of a factor. My Eldrazi opponent worked on the question for some time and concluded that attacking me was better most of the time. The issue is that creature power is higher than it used to be and it was rare he was attacked for exactly three. He was almost always hit for four or more, even when my opponent knew I couldn't stop their attack. As a result, Jace was not only drawing me cards but gaining me significant chunks of life when he did. Sometimes it was necessary, but given my late game power it was imperative that I died as quickly as possible. If I didn't die soon after Jace hit the field, even if Jace was removed, testing showed that I was highly favored to win. Therefore it was to their benefit to kill me rather than him. This was not a universal thing, particularly in the Jund matchup, but overall the creature decks didn't like attacking Jace.

Jace vs. Nahiri

A lot was initially made of Nahiri, the Harbinger when she was printed. The ability to search up and drop Emrakul, the Aeons Torn is definitely powerful, but that hype didn't translate into a long-term boost. Jeskai was briefly threatening to be a Tier 1 deck but had slid very far down the standings by the time my testing started. It's still lower Tier 2. So, how does Jace compare?

Let's get this out of the way: when Nahiri kills the opponent she does so much, much faster than Jace ever could. It only takes three unmolested turns to swing with Emrakul, while Jace takes six to ultimate. If it's faster kills you want, Nahiri wins handily. Furthermore, the utility of her -2 was great. Exiling creatures was almost always relevant, and was especially powerful against Kolaghan's Command. It was right far more often to use it compared to Jace's Unsummon. It was also nice to have maindeck enchantment removal. It was very important twice against Ad Naus and once against Affinity's Aether Grid.

Another not insignificant factor was that she starts with more loyalty, making her far more durable. Every time my opponent wanted to attack her, they had to use more creatures than against Jace. This was less relevant than you might think, but it is a point in her favor.

The thing is, after playing extensively with both, I would always play JtMS over Nahiri given the choice. His relevant abilities were all stronger than Nahiri's and he was a far more reliable win condition. Why? Look back up at the test decklists. The only one not playing Grafdigger's Cage, which you may remember prevents Nahiri from summoning Emrakul, was Ad Naus. I was testing during a period when Dredge was the boogeyman and everyone was packing the Cage (although it was later replaced by Ravenous Trap). The problem is that Nahiri's ultimate doesn't actually win you the game—it summons something else that wins the game. If Nahiri can't summon something, she cannot win you the game.

In fact, Emrakul was the weak link in the Nahiri deck. She is a dead card anywhere but in the library, and drawing my kill condition instead of a real card cost me several games. This is assuming that an Emrakul attack actually kills the opponent. There were several times where sacrificing six permanents and taking 15 damage was not an outright death sentence and I lost. The most memorable were against Ad Naus where suspended Lotus Blooms allowed a post Emrakul combo. It just isn't a guaranteed kill.

Even if you discount the unguaranteed kill, Nahiri is just less powerful. I don't care how good your draws are, rummaging (discard then draw) will never be as powerful as Brainstorm. My opponents were far more scared of me drawing three than they were of Nahiri drawing one if I discarded first. In fact, they were less scared of Nahiri overall than they were Jace. One said that he felt that Nahiri could be powered through and ignored more easily than JtMS. He put me up several cards where Nahiri was only ever one.

People won't concede to an upticking Nahiri but they will to a Brainstorming JtMS. I'd argue than all the non-Unsummon abilities on Jace are win conditions, as both the +2 and 0 will effectively win the game on their own. Unanswered they will put you so far ahead that there is no hope for your opponent. The kill there is entirely self-contained and not at risk of delay because of a one-mana artifact.

The Results Will Surprise You

To summarize the subjective results, Jace, the Mind Sculptor has more powerful abilities and wins the game more reliably than Nahiri, but is less versatile and slower. I would pick the higher power rather than versatility, but that isn't the full story. Join me next week for all of the numbers. They aren't what I was expecting.

Deck of the Week: Krark-Clan Trawler Eggs

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To my mind, few archetypes exemplify the spirit of Modern better than Eggs. For anyone not already familiar with the deck, just looking at a list is likely to induce head-scratching and incredulity. Just how, exactly, does this utterly insane pile of unplayable chaff win a game of Magic, our hypothetical newcomer to Modern may ask. Many of its cards aren't even playable in draft! And yet, in the synergy-driven Modern format, some intrepid brewer was able to think up the concept, find enough requisite pieces to reach a functioning critical mass, and tune it to (near) perfection. So much so that it even merited a swing of the banhammer, if largely because of its horrendous effect on coverage and round time. Eggs is almost like a microcosm of the entire format's purpose and history, boiled down to one deck.

After the retirement of Second Sunrise, Eggs hasn't exactly put up stellar results. People have messed around with various Krark-Clan Ironworks and/or Open the Vaults shells, but rarely to top finishes. The release of Kaladesh block, with its design focus on artifacts and build-around-mes, was bound to revitalize some crazy combo in Modern, and Eggs is one of the beneficiaries. People have explored Whir of Invention's potential to impact the archetype, including on Nexus, but it might be that Scrap Trawler was the more fateful printing.

You may have heard mention of these innovations recently, and various writers have discussed it elsewhere. Take a look at Eggs in its new digs, as piloted by MTGO user danabeast7 to a 5-0 League finish:

Krark-Clan Trawler Eggs, by danabeast7 (5-0, MTGO Competitive League)

Creatures

4 Scrap Trawler
3 Glint-Nest Crane
2 Myr Battlesphere
1 Emrakul, the Aeons Torn

Artifacts

4 Chromatic Sphere
4 Chromatic Star
1 Codex Shredder
3 Everflowing Chalice
3 Ichor Wellspring
4 Krark-Clan Ironworks
4 Mox Opal
3 Prophetic Prism
4 Terrarion

Instants

1 Faith's Reward

Sorceries

4 Ancient Stirrings

Lands

4 Darksteel Citadel
1 Academy Ruins
1 Botanical Sanctum
1 Forest
2 Inventors' Fair
4 Sanctum of Ugin
2 Tendo Ice Bridge

Sideboard

3 Battle at the Bridge
4 Leyline of Sanctity
3 Nature's Claim
2 Pyroclasm
1 Seal of Primordium
2 Surgical Extraction

As with that other pile of unplayable nonsense, Lantern Control, the stamp of Kaladesh block is all over this one. Forgetting Botanical Sanctum (whose cycle was bound to be completed eventually), we see Inventors' Fair, Glint-Nest Crane, and Scrap Trawler as new additions in the maindeck. Other players are still playing around with the potential of Whir of Invention, too. They endeavored to make an entire block to sate Johnny's bizarre desires, and I wouldn't be surprised to see cards from Kaladesh appear in weird combos many more times in the future.

Many of this deck's pieces are the typical Eggs fare, but it's telling that we see only one copy of the Sunrise effects that previously defined the archetype's central strategy. That single Faith's Reward can presumably be used to win the game in the same fashion as before, but it's flanked by no additional copies, nor Open the Vaults. In its place appears a different recursion engine, Scrap Trawler.

In true Eggs fashion, the combo isn't a clean, infinite loop that can be shortcutted, but rather a series of fiddly maneuvers that will vary on the exact order of cards drawn and available in hand. (So you can perish any hope of a coverage-friendly Eggs anytime soon.) Basically, every artifact you sacrifice to Krark-Clan Ironworks will recur one of lower mana cost, usually ending in Mox Opal. Then you replay the Opal, sacrifice it in turn for three mana (two off Ironworks and one off itself) and continue going off. Scrap Trawler can't recur just any artifact off of a given trigger, so careful management of sequencing is pretty important. As you churn through your deck with Spheres, Stars, Prisms, and Baubles, you will likely draw into Myr Battlesphere. Then it's just a matter of making your land drop (Sanctum of Ugin), casting the inimitable battleball, and tutoring up Emrakul, the Aeons Torn.

I had the privilege of goldfishing a few hands with a similar decklist this weekend, and let me tell you: this is way more consistent than it sounds. My friend, who piloted the deck to first place at a local Team Modern event, explained that turn-three kills were routine. That's another check against Mox Opal, mind you, but I wouldn't worry yet. As we all know here at Nexus, the application of the turn-four rule always considers resiliency and metagame share. And this deck looks easy to hate out.

For one, the central combo piece, Scrap Trawler, has several card types that are vulnerable in Modern. As with the matchup against Cheeri0s, any deck that came prepared to answer creatures has a ready-made maindeck solution. Path to Exile, Abrupt Decay, Lightning Bolt, and now Fatal Push—there's no shortage of ways to axe a 3/2 for three if you need to. Add to this any artifact-based hate like Ancient Grudge, and it doesn't seem too hard to disrupt the Krark-Clan deck effectively. That's all to say nothing of the horror that would be a resolved Stony Silence. Ouch!

In my cursory perusal of lists preparing for this article, I discovered little consensus about build, which usually means the community is still figuring it out. Some use Whir of Invention, as I said above, usually paired with Pentad Prism to ease the difficulty of paying for triple-blue. Between Whir and Inventors' Fair, finding any missing piece should be pretty academic, but as my friend who played the deck this weekend explained, it might not be worth the sacrifice in speed. Other builds run Thoughtcast, to complement Ancient Stirrings in its bid to dig through the library rapidly. Some omit Glint-Nest Cranes or Faith's Reward, some play around with Mishra's Bauble.

What nobody is running these days are Lotus Bloom or Reshape. Without the direct reanimation effects of Faith's Reward or Open the Vaults, the value of Lotus Bloom in this archetype has plummeted. It used to be the single-most important piece required to start going off, which is why Reshape was so important. Now that Scrap Trawler is the engine of choice (which can only bring a Bloom back to promptly suspend it in the exile zone), this package has fallen by the wayside.

The Ever Abrew Modern

At this point I imagine it's anyone's guess which version will be the most popular. Either way, it's an exciting new deck that looks like a blast to play, and I'll be interested to see how develops in the coming months. I may even have to sleeve it up myself for an FNM or the like—I'm guilty of enjoying durdly combos like this where I get to solitaire while my hapless opponent looks on...

In other news, I'm working on getting some videos out for next week. At this time I'm not sure how many I'll be able to wrangle from my partner in crime who's making them, but hopefully we can make it a semi-regular feature. In the meantime I'm interested to hear what kind of stuff you want to see on video. Are you more excited by the weird brews like Krark-Clan Eggs getting put through their paces, or would you rather see deeper strategic content involving the Tier 1 known decks?

Let me know in the comments, and I'll see you next week. Thanks for reading.

Finance 101: What Is Risk?

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In my past articles, when talking about buying a given card, the concept of "risk" has frequently come up. I've seen some confusion in the comments about my use of this term, which has lead to misinterpretation of the information I'm trying to convey. Some people were under the impression that I was predicting, or even advocating for, a ban of a given card, whereas in reality I was simply weighing the possibility of a financial decision gone wrong. This week I'm going to clarify exactly what I mean by the term—what risk is, how it applies to the Magic market, and how to address it when making purchase decisions. I'll end with some more topical thoughts regarding Modern Masters 2017 pricing and the best time to pick up reprints.

To understand risk, first we need to take some time to outline the biggest major influences on card prices.

Supply, Demand, and Magic

Like anything else, Magic cards follow the basic economic laws of supply and demand. One of the easiest ways to illustrate this is with a reprint. Reprints introduce more copies of a card into the market. A higher supply leads to lower prices (all other things being equal), as sellers with extra stock try to undercut each other to move their excess copies.

Another relatively common event that influences card prices are tournament finishes. When a card under- or overperforms respective to expectations, it will likely cause a price change. If a $2 card everyone thought was unplayable suddenly wins a Grand Prix, the price will increase as players adjust their perception of its value. Conversely, if a much-hyped card (usually from a newly released set) fails to deliver at a major event, players will lower their estimation of the card and it will drop.

It's easy to see how events like these affect supply and demand, but there are some other more indirect influences on a card's price. Sometimes it's as simple as the number of people trying to buy a deck. For example, when Modern Masters 2015 was released, Tarmogoyf and Dark Confidant both became much cheaper. Suddenly, more people could afford to buy the Jund deck, which pushed Blackcleave Cliffs up in price. The same thing happened more recently with Eidolon of the Great Revel in response to the reprint of Goblin Guide. In both cases, one reprint led to another card that dodged reprint to increase.

Sometimes the auxiliary effects can have a surprising impact. Take the first reprinting of Tarmogoyf and Dark Confidant from the original Modern Masters. Despite the extra copies added to supply, this set led to an increase in price in the two staples. As it turned out, Modern as a whole was catching on like wildfire at this time, and Wizards' decision to release a supplemental product galvanized people to pull the trigger and invest in the format. So while supply was increasing, in this case demand was too—and the net effect of the latter outweighed the former.

Risk as a Financial Calculus

As that last example makes clear, sometimes outcomes are unpredictable. If you sold off your playset of Tarmogoyfs in the lead-up to the MMA release, you would have been disappointed to have to rebuy them at higher prices. This despite the conventional wisdom saying that a reprint would lower the price.

Risk is the concept financial advisers and investors use to conceptualize these potential downsides. Basically, you never know when factors outside your control may influence a given investment. Usually risk applies to a new acquisition, not a decision to sell, so perhaps a different example will clarify.

Imagine you have some money to spend on Magic cards. You already have the decks you need/want to play in events with, so you reason that buying something that will increase in price is the best choice. You do your research, talk to players in your local community, and read advice from finance writers. Your conclusion: rare dual lands in Standard-legal sets always increase in price after their block stops being drafted. You purchase several copies of the whole cycle that's in print right now, with the intention of selling in six months.

Two months later, you're hit with a whammy: Wizards is including your speculation targets in the final set of the block, even though they were just printed this year! This exact situation happened several years back with shocklands in Return to Ravnica block. At the time financiers were advising people to buy up as many shocks as they could. Past dual-land cycles like the Scars of Mirrodin fast lands and the Innistrad buddy lands had increased the following year markedly. Shocklands were certain to follow the same trajectory, it was reasoned, and their upside was even higher due to Modern demand!

Except they didn't. Nobody had predicted that Dragon's Maze would flood the market with even more Steam Vents and Overgrown Tombs. In the case of Magic cards, this threat of reprint is one of the perennial risks. Even when it seems quite unlikely, if a reprint does hit, you may be out quite a bit of money. Successfully managing risk essentially boils down to measuring the expected value of a given investment. The savvy investor doesn't just consider the upside, but also the downside. The greater the risk, the more it will mitigate any potential upside. If the risk is too great relative to the gains, the investor will look elsewhere.

Ultimately, risk is an opinion or a feeling and not as much of a calculable fact. You can use logic to an extent, but there will always be guesswork involved. As a result, when I say something is "risky" to keep or buy, I am basically stating my opinion. This opinion is not wholly unfounded—but my interpretation of the data may differ from yours. That doesn't mean either of us is inherently wrong, but it does mean you should be very careful drawing broad conclusions.

The consumer confidence feedback loop

Finally, there is a way that risk itself can turn around and influence prices. When players believe that a card will drop in price, it can become a self-fulfilling prophecy. This usually happens in connection with an announced reprint. Take the price of Liliana of the Veil. After confirmation of her inclusion in MM3, the price began to drop. At this point the supply hasn't changed yet, but players are reacting to a perceived drop in her value.

These perception-based changes can be reversed if they weren't well founded in the first place. In the case of Lili, of course, MM3 is now injecting supply that is lowering the price. But sometimes hype or misinformation can lead the Magic community to misevaluate a card's price. In these cases, the price will usually self-correct later.

Considering Ban Risk

Risk doesn't just apply to cards you're buying with the express purpose of speculating on. There is an inherent risk in any investment. If you intend on holding your Magic collection forever, no matter what it's worth, then this won't matter. But for those of us concerned about resale value, we're skittish at the prospect of our $50 cards tanking to $20 in a weekend. The one event that can make this nightmare scenario a reality is the dreaded ban.

That doesn't mean you shouldn't ever own, or buy, cards that could be banned. It just means, if budget is a concern, that you should consider the possibility. There are two cards in particular that I believe may carry this type of risk at this time. Remember, this doesn't mean I think these cards will, or should, be banned. It just means I acknowledge the possibility that at a future time they could create problems in the Modern format that Wizard deems unacceptable.

Mox Opal

Mox Opal is one of the riskiest cards to keep right now from the standpoint of banning risk. The main reason I believe this is just because of how similar it is to other cards on the ban list, notably Chrome Mox. Both cards generate more mana than they cost. Both require some kind of deckbuilding restriction, but one that can be overcome without too much difficulty.

When it comes down to it, nobody's using Mox Opal in Modern to do fair things, even if the decks it appears in are fair. Right now Affinity and Lantern Control are considered of acceptable power level and metagame share, while other Opal decks are languishing in Tier 3 or lower. But imagine they print some new card that pushes Krark-Clan Ironworks up in playability. Imagine, furthermore, that the new deck is resilient, hard to hate out, and that opening hands with Mox Opal often lead to turn-three kills. Just like that, Mox Opal may end up in Wizards' crosshairs. Remember, we're not saying this will happen, just that it might.

Now what does this risk do to the price of the card? Well, if enough pro players start talking about how unfair Mox Opal is in Modern and decide it's worthy of a ban (much like Gitaxian Probe), it could negatively affect players' outlook on the card. This will cause the price to slip as people decide it's not worth the risk of keeping. In an example of the most extreme case, look at the price graph below of Eye of Ugin earlier last year.

(Click to expand.)

Eye of Ugin peaked in February at about $50. It then fell continuously until its banning in April, losing more than 50% of its peak value. This despite the continuous results it was putting up at the time. Clearly players were under the impression that Eye of Ugin (or something else in the deck) was going to get banned for the sake of format diversity. This example is meant to be an extreme example but it clearly shows how public perception of a card's future impacts its price tag. Eye of Ugin is also an example of what will probably happen if Mox Opal is banned.

Simian Spirit Guide

Simian Spirit Guide is another card I think is particularly risky to hang onto for reasons similar to Mox Opal. For all intents and purposes, Simian Spirit Guide is a lot like an uncounterable Rite of Flame. I understand this is not a perfect analogy, but for the purposes of my argument, it's fast mana that has an extremely low barrier to make good. Seething Song was too efficient and was consequently banned, and Desperate Ritual and Pyretic Ritual are only good enough alongside Goblin Electromancer or Pyromancer Ascension.

Simian Spirit Guide is a Lotus Petal in a format that really shouldn't have Lotus Petal. It currently fuels some of the most back-breaking combo decks and frequently gets included as spice in any deck that needs a little more speed. I have seen Spirit Guide in things as innocuous as Zoo, to decks as degenerate as the colorless Eldrazi deck at Pro Tour Oath of the Gatewatch. Banning Simian Spirit Guide may be like the Gitaxian Probe ban that tries to get at the root of the problem rather than blame the symptoms. Simply put, nobody plays Simian Spirit Guide as a three-mana 2/2—it's used almost exclusively to allow their deck to kill a turn faster than it should. If speed becomes a problem in the eye of Wizards' R&D team, then it could get axed.

The difference between Mox Opal and Simian Spirit Guide is that there's really no demand for the latter outside of Modern. It's a $9 common that would become bulk after a banning. While you probably have more to lose if you have a set of Opals than a set of Spirit Guides (due to the price difference of the cards), I think both are definitely cards you don't want to own if you're not playing with them.

Past these two cards, I don't believe there are any cards at significant risk right now of decreasing greatly in price. Much of that is due to the fact that we just had a massive reprint of Modern staples in Modern Masters 2017. We can and will see more cards shift in price in the future, and as the opportunity arises I will apprise anyone of my thoughts of new risks.

Modern Masters Pricing

Last weekend was the MM3 release and we saw prices plummet pretty much across the board. Sealed product is plentiful, relatively inexpensive, and easy to find. Many players eager to list their cards for top dollar this weekend undercut each other as the weekend progressed. Now we are going to see some prices rebound as the cheapest copies get purchased and people decide they don't want to sell at the "new" prices. Never fear, however—we're not done seeing price reductions. Check out the chart for Noble Hierarch after its reprint in Modern Masters 2015:

(Click to expand.)

We're looking at prices for the MM2 version specifically, so the beginning of the chart represents the first week the card was available in boosters. Notice that little rebound in June shortly after the set release—this isn't rare to see for newly reprinted cards. As you can see, despite that initial rally, Noble Hierarch continued to fall for the rest of the year.

Right now we're witnessing the same thing with MM3. If you're impatient, the best time to buy in was last weekend. If you're not in a rush, however, wait until December for the best prices of the year. I often feel like a broken record repeating the virtues of buying in December, but it really is the best time to get Magic cards. People are often trying to sell their excess to buy gifts, and stores are holding sales to try to get in a few more dollars before the year's end.

Upcoming Coverage

If you're in Orlando this weekend like me, you should pay attention to the buylist boards at the GP. Vendors will be hungry because there was no North American Grand Prix last weekend. These buy prices will likely dictate the next six-plus months of prices for Modern Masters 2017 cards. I will be taking some pictures and posting them on my Twitter if you are interested in the most up-to-date information. Otherwise, I will be including a guide and summary of the Grand Prix in my next article. The main event is sealed so it is unlikely to cause any major stirs in the Modern world. It's also being run by Star City Games, so there will be no SCG Open or Classic to cause drastic shifts in card prices.

After this weekend there is only one premier-level Modern event before the release of Amonkhet: the Team Unified Modern Grand Prix in San Antonio. It will probably be a blast to watch, but I would strongly discourage you from taking too much from the results of this GP. The fact that it's a team format and that you're forced to play with a limited number of cards (i.e. the team can't play three of the same/best deck) means the results will be pretty skewed.

The next wave of premier Modern play

The next couple months don't feature a lot of high-level Modern coverage. The next two SCG Opens are Legacy and Amonkhet Standard. We won't get another premier-level Modern event until the end of May, when SCG Baltimore will take place on the same weekend as two Modern Grands Prix in Kobe and Copenhagen. This will be followed by another Modern Open in Charlotte, and then the following week yet another Modern Grand Prix in Las Vegas.

Suffice it to say, if you're looking to build or finish your deck in the near future, you should probably do it before the Star City Games Open in Baltimore on May 27th and 28th. With a large sequence of Modern coverage coming up after that, there are bound to be cards that see big gains and losses as players are incentivized to innovate weekly.

Final Thoughts

I hope this has best explained how I feel about the risk involved in keeping cards. I know I was not the best at explaining what I was trying to say, which led to many readers thinking I wanted cards banned. If you're still unclear or have any questions, feel free to leave them below!

Sleight Tweaks: More on Shadow Delver

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Last week, I introduced a new build of Temur Delver that runs black for Death's Shadow, the Avatar's partner-in-crime Thoughtseize, and Modern's shiny new removal spell, Fatal Push. With another week of experience testing under my belt, I have plenty more insights on the deck. This new experience has inspired a few changes to Temur Shadow, and even a new build that forsakes red.

Tuning Temur Shadow

Here's the list I'm currently on:

Temur Shadow, by Jordan Boisvert

Creatures

4 Delver of Secrets
3 Death's Shadow
4 Tarmogoyf
2 Snapcaster Mage
2 Street Wraith

Artifacts

2 Mishra's Bauble

Instants

4 Lightning Bolt
2 Tarfire
2 Fatal Push
2 Mana Leak
2 Stubborn Denial
2 Temur Battle Rage

Sorceries

4 Serum Visions
4 Thoughtseize
3 Traverse the Ulvenwald

Lands

4 Wooded Foothills
4 Misty Rainforest
3 Bloodstained Mire
1 Steam Vents
1 Overgrown Tomb
1 Breeding Pool
1 Blood Crypt
1 Stomping Ground
1 Island
1 Swamp

Sideboard

2 Engineered Explosives
1 Bedlam Reveler
1 Fulminator Mage
1 Izzet Staticaster
2 Terminate
1 Destructive Revelry
1 Ancient Grudge
3 Collective Brutality
1 Kozilek's Return
1 Maelstrom Pulse
1 Forest

For reference, here are the changes I made since last week.

Maindeck (3):

-1 Death's Shadow
-1 Kolaghan's Command

-1 Traverse the Ulvenwald

+2 Street Wraith
+1 Temur Battle Rage

Sideboard (4):

-1 Threads of Disloyalty
-1 Destructive Revelry

-2 Anger of the Gods

+2 Engineered Explosives
+1 Kozilek's Return
+1 Collective Brutality

Delver vs. Shadow: Acknowledging Tension

The most efficient threats in a given format are often bound to produce some tension. Wider card pools tend to eliminate this tension—Canadian Threshold, Legacy's most iconic protect-the-queen deck, runs an elegant creature suite of Delver of Secrets (which works in a 12-creature deck), Nimble Mongoose (which rewards players for playing Magic), and Tarmogoyf (which does the same). Modern tempo decks don't enjoy such a luxury, as the format's card pool lacks the variety necessary to have a perfect creature suite.

For example, Monkey Grow ran Hooting Mandrills alongside Tarmogoyf and Snapcaster Mage, and the three sparred amongst themselves over the graveyard. Counter-Cat ran Wild Nacatl, a creature at its best alongside many other creatures, together with Delver of Secrets, a creature at its best in a creature-light shell.

Temur Shadow runs Delver alongside Death's Shadow, who comes with his own deckbuilding restrictions. Delver requires pilots to construct decks running 25 or more instants and sorceries. Shadow, on the other hand, functions best alongside certain cards. Thoughtseize happens to work with both Shadow and Delver. Street Wraith complicates matters gravely, limiting the number of creatures Delver pilots can work with. Additionally, if one of the draws to green in Death's Shadow decks is Traverse the Ulvenwald, deckbuilders are incentivized to dip into even more noninstant, nonsorcery cards, like Mishra's Bauble.

The resulting tension between Delver and Shadow manifests itself in a couple of ways.

The Self-Burn Problem

One issue I encountered with Temur Shadow was dealing myself enough damage for Shadow to come online. Against damage-light decks like Ad Nauseam, Tron, and even UW Control, I found myself unable to accelerate into respectable Shadows consistently. I needed to draw three fetchlands, plus a Thoughtseize or a fourth fetch, to turn Shadow into a clock, and by then it was sometimes too late—my opponents had assembled their combo or stabilized, and I hadn't dealt enough damage with creatures to close out the game with reach.

Of course, simply adding a set of Street Wraiths isn't really an option in a deck with Delver of Secrets, especially if we want room for Delver himself and other creatures like Goyf and Snapcaster. But Mutagenic Growth, the only other excusable self-damaging card available to us, does far too little here.

The Delirium Problem

Another issue I ran into was turning on delirium against the same linear decks. Strategies that don't remove our Delver complicate reaching four card types for Traverse the Ulvenwald, to say nothing of games in which we don't draw Delver at all. Nothing feels worse than clunking out on Shadows at 14 life as opponents cycle Chromatic Stars.

Again, we can only add so many Baubles and Wraiths to the deck before going under 25 instants and sorceries for Delver. We could run a third Tarfire, but the card does so little against certain strategies (including these linear decks we're adjusting for in the first place) that it strikes me as an underwhelming fix.

Proposed Solutions

The first fix was to add a second Temur Battle Rage to the main. Rage has a few applications against fair decks, too, like blowing through blockers and providing a pre-board out to Lingering Souls. But its biggest strength is letting us shave a turn off the clock against linear decks, which rarely have ways to interact with our big attacks.

Next, I added Street Wraith to the main. Extra Baubles didn't appeal to me as a delirium enabler because we never want to draw it in multiples. Wraith also helps with the self-burn problem for Death's Shadow. We can even Traverse for it to rush Shadow out, which some game states call for. It's possible we want to run Wraiths over Baubles entirely, but I like making sure my Goyfs can beat Tasigur and Smasher in combat right now.

To make room for these new additions, I cut a Shadow, a Traverse, and Kolaghan's Command from the mainboard. Shadow and Traverse are each clunky sometimes, and Traverse generally serves as another copy of Shadow in the late-game anyway. With Serum Visions, we don't need to lean as heavily on searching. Command was often underwhelming in my testing. I liked the idea of having an out to annoying artifacts in the deck, but that mode very rarely came up pre-board. We grind just fine before siding and have Bedlam Reveler after. Meanwhile, Command is abysmal in linear matchups, generally reading Raven's Crime plus Shock (with entwine 1).

Sideboard Changes

I also streamlined the sideboard. Threads of Disloyalty has a pretty high ceiling but I think it's just too cute. Against non-Goyf decks, it always disappoints; even against Grixis Shadow, we're not always guaranteed to have a target. Tasigur, the Golden Fang and Gurmag Angler avoid Threads entirely, and just the thought of stealing Snapcaster Mage makes me cringe.

Collective Brutality went to 3 for some help against Burn and control, and Anger of the Gods was split into Kozilek's Return and Engineered Explosives. The former is usually just as good and has extra applications against Affinity and Merfolk, while being much easier to cast, and the latter is just incredibly versatile. It wipes fields loaded with tokens, blows up Chalice of the Void for two mana, and sometimes even kills a pair of Shadows or Goyfs. Adding Explosives also lets us cut a Revelry, as we have more outs to problematic artifacts and enchantments.

Ditching Red

Another idea I've been toying with is abandoning red altogether. Doing so makes our mana much better and allows us to focus down certain elements of our gameplan, such as growing Death's Shadow, since we won't have to worry so much about other elements. Losing red means losing Tarfire, so I think it's correct to omit Traverse the Ulvenwald from this kind of build. Taking its place is Sleight of Hand, an underrated, get-it-now cantrip that also enables Disrupting Shoal.

Sultai Delver, by Jordan Boisvert

Creatures

4 Street Wraith
4 Delver of Secrets
4 Death's Shadow
4 Tarmogoyf
1 Snapcaster Mage

Instants

4 Fatal Push
4 Disrupting Shoal
3 Mana Leak
3 Stubborn Denial

Sorceries

4 Thoughtseize
4 Serum Visions
4 Sleight of Hand

Lands

4 Misty Rainforest
4 Polluted Delta
3 Verdant Catacombs
2 Watery Grave
1 Breeding Pool
1 Overgrown Tomb
1 Island
1 Swamp

Sideboard

1 Liliana, the Last Hope
1 Liliana of the Veil
2 Engineered Explosives
1 Nihil Spellbomb
1 Disdainful Stroke
1 Ceremonious Rejection
1 Abrupt Decay
1 Surgical Extraction
1 Maelstrom Pulse
3 Collective Brutality
1 Painful Truths
1 Forest

Sultai Delver plays closer to the original Monkey Grow than Temur Shadow does, even without Lightning Bolt. Fatal Push does a fine impression of the red instant in most matchups, and the plan of cheap fatty plus Disrupting Shoal plus Stubborn Denial still lines up very well against Modern's many linear strategies. Besides, Lightning Bolt is worse in Modern now than it has been in what feels like forever, since it hardly affects the format's best deck. We do miss the reach in racing scenarios, but our ten counterspells come in handy there, too.

Disrupting Shoal is the standout card in this build, serving as an answer to the most-played removal spells in Modern: Fatal Push and Path to Exile. Outside of these answers, few cards can actually remove a huge threat. Since Push and Path only cost one mana, Shoal's practically a lock for hard-cast countering them in the mid-game. Shoal also gives us a notable edge in the mirror. We do run a little low on blue cards here with only 23, but that's still above my proposed cutoff for the card, and it helps that the four Wraiths immediately cycle into the next card. Gitaxian Probe, how we mourn thee!

The last point I'd like to touch on is the inclusion of eight blue cantrips. Naturally, the cantrips help support Disrupting Shoal, but they also give us a level of blanket consistency that Jund, Temur, and Grixis Shadow decks can't lay claim to. Traverse is better at finding specific creatures, but Sleight and Serum allow us to dig for powerful draw spells like Painful Truths or planeswalker bullets like Liliana, the Last Hope. For the record, I don't think Sleight's effect is nearly as powerful as Traverse's. But between how much less effort it requires to benefit from casting a Sleight of Hand, and the upside that it guarantees us the best card in our top two, the spell has impressed me thus far.

A Shadow for Everyone

Michael Majors took to Star City Games last week to outline "The Many, Many Colors of Death's Shadow." There really do seem to be an infinite number of ways to build with the Avatar, as there are many ways to build with Tarmogoyf. To me, Delver of Secrets seems poorly positioned against Death's Shadow Jund (as it turns on their Tarfires) but advantageous against the other Death's Shadow decks, who lack efficient answers to the flier outside of Fatal Push. Time will tell if a Delver variant becomes Modern-viable, despite the tension Delver has with Death's Shadow. Either way, I'll keep trying my own hand at it!

The Next Level: The Case for Esper

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If you want to play control in Modern this week, Grixis is not the answer. Corey Burkhart has an excellent list that he’s been using to great success, and if you’ve read my articles over the past couple weeks by now you're familiar with my thoughts on the archetype. Unfortunately the word is out, and MTGO is no longer the welcoming field it once was for the Black, Red, and Blue Crew. Archetypes that were once soft to Grixis have since tightened up, and our favorable matchups have waned, only to be replaced by our worst enemies.

So, given all this information, what’s a control mage to do? You could just plant your head in the sand and try and push through the bad, but I wouldn’t suggest it. After close to ten Modern leagues in a row with nothing but 3-2 results, all with various flavors and builds of Grixis, I’ve done the dirty work. Grixis isn’t great right now. Luckily, hope has arrived, the form of an old ally. Please give a warm welcome (back) to… Esper Control.

Haven’t We Been Here Before?

Look, I get it. I’m control guy, and nobody likes control guy. Control guy sits in a corner, taking forever on his turns, mulling over every decision while mumbling darkly to himself about Mono-Red and the days before Wizards hated blue. Control guy will try and make control work regardless of odds. Control guy should be avoided at all costs.

Hopefully, I’ve done my part to try and explain away my biases, and the information I present can be taken with a significantly smaller grain of salt. Yes, I love Grixis Control and will pick it up every couple of weeks, but I’m not against putting it down if I see the writing on the wall. Control is my favorite macro-archetype to play, but my range extends across all archetypes in Modern. Still, I can see you sitting there, silently scoffing at my words. When will this guy wise up, and just play Tron?

Were a number of factors not present in Modern today, I would be inclined to agree with you. We’ve picked up Esper Control before, and it unfortunately fell short of the mark. Wafo-Tapa can do it, but for mere mortals, Draw-Go is a trap we should avoid at all costs. However, I am of the opinion that conditions for Esper in Modern have changed for the better, at least for the short term. The door might already be closing. Guess we should get to it then!

Esper Control, by Trevor Holmes

Creatures

3 Snapcaster Mage

Instants

4 Esper Charm
2 Mana Leak
2 Fatal Push
2 Logic Knot
3 Path to Exile
4 Cryptic Command
2 Secure the Wastes
2 Sphinx's Revelation
4 Think Twice

Sorceries

4 Serum Visions
3 Supreme Verdict
3 Celestial Colonnade
1 Plains
4 Flooded Strand
1 Swamp
2 Hallowed Fountain
3 Glacial Fortress
3 Drowned Catacomb
4 Polluted Delta
1 Watery Grave
3 Island

Sideboard

1 Elspeth, Sun's Champion
2 Negate
1 Fatal Push
1 Gideon Jura
2 Lingering Souls
1 Engineered Explosives
2 Rest in Peace
3 Thoughtseize
2 Timely Reinforcements

Fatal Push has helped a ton of decks without access to Lightning Bolt and/or Terminate deal with creatures cheaply and effectively, but I would argue that it has helped Esper the most. Without red for Bolt/Terminate, or green for Abrupt Decay, Esper had to resort to weird things like Go for the Throat when it wanted more than four removal spells. Path to Exile was great, but not perfect—giving our opponents extra lands always felt awkward alongside Mana Leak. It even made our Logic Knot and Remand a little worse as it was easier for them to pay or double-spell faster.

Even if we looked past all that, four one-mana removal spells often just weren’t enough to slow down our opponent. In an archetype designed around living to Supreme Verdict and beyond, our spells on turns 1-3 were critical. One slip-up is all it takes to lose, and the inefficiencies that came from not having a spell to play on turn one just set us too far behind. Games on the draw played drastically different compared to games on the play, especially when we factor in the comparative value of two-mana counterspells. There was a time when we were just begging for our Spell Snare to line up with their two-drop.

Enter Fatal Push. You might not notice, but this card is slowly warping Modern around it. Death's Shadow decks are weak to it, while Grixis Shadow flavors are adapting to combat it with stuff like Bloodghast to stretch opposing removal thin. Delver decks are taking advantage of the four-CMC-or-less restriction by packing extra copies of Tasigur, the Golden Fang and Gurmag Angler. The card is still great, but unless you have a foolproof backup plan behind it, relying on it entirely will only get you killed.

Even with Ancestral Vision and a lower land count, Grixis was falling behind too easily. I found that I was leaning on Cryptic Command to hold things together a lot of the time, and Cryptic Command can easily become a liability in post-board games. Card advantage fueling endless removal is a solid strategy, but our cards still need to be high-impact. Lightning Bolt, Serum Visions and Countersquall just don’t get us there.

Our Identity

Esper Control is doing a lot of what the 4x Ancestral Vision Grixis list attempts, just better. Card advantage into removal? Esper Charm and Think Twice offer much higher impact compared to Ancestral Vision and Thought Scour. Swap Lightning Bolt for Supreme Verdict? So far, so good. The big upgrade here, of course, is Secure the Wastes and Sphinx's Revelation as our endgame. Those let us truly bury the hatchet and pull way far ahead, as opposed to grinding constant two-for-ones with the Kolaghan's Command-Snapcaster Mage-Tasigur chain.

Traditionally, Esper has been the slower, plodding, card advantage engine to Grixis’s streamlined, efficient, skin-of-the-teeth machine. Fatal Push changes things, at least slightly, in favor of Esper by giving the archetype a bit more in what it was lacking: efficiency. The basic rules of Magic haven’t changed, and for the most part, if we’re living past turn five, we should be in solid shape. It’s almost impossible to out-value the Esper Charm/Think Twice deck, and Cryptic Command/Supreme Verdict handles just about everything the format can throw at us. Fatal Push is the plug we needed to fill the gap at our low end.

Context

I spoke in the intro about metagame characteristics shifting in favor of Esper. What did I mean by that? For starters, Grixis just can’t claim the number of favorable matchups that Esper can. Most archetypes are shifting to fight reactive strategies, and Grixis (while not the main target) is starting to feel the hate. Fighting off Lingering Souls, Liliana of the Veil, fast combo, Dredge, and Tron is a tall order, to say nothing of the "normal" tough matchups like Burn, Bant Eldrazi and Jund/Abzan. If the field was more aggro or more control, Grixis could thrive, but for now, it seems like basically every matchup is an uphill battle.

Contrast that with Esper Control, where in almost every matchup the onus is on our opponent to do something to take us down before we hit the midgame. Once Cryptic Command or Supreme Verdict comes online, winning through those spells becomes much more difficult. Tron is much more manageable with tons of counterspells at our disposal, to say nothing of Esper Charm’s discard ability. Death’s Shadow Jund's value spells, while worrisome from Grixis’s point of view, are laughable in the face of Esper’s higher-impact spells. Tasigur, the Golden Fang, Tarmogoyf and Death's Shadow all die the same to Verdict.

Finer Points

My main addition to this list is the use of Rest in Peace in the board, which doesn’t hurt us as much as it hurts our opponents when we want it. We can board out Snapcaster Mage and only take a slight hit in the value department, and crippling Dredge or Death’s Shadow Jund's value engine is well worth the price. Death's Shadow and Liliana of the Veil are still threats, but knocking out Lingering Souls, Tarmogoyf, Traverse the Ulvenwald, Tasigur, the Golden Fang, and Kolaghan's Command in one card is beyond excellent.

Esper Charm is excellent against, well, pretty much everyone. Worst case, it’s an instant-speed Divination with the option to be much more. Mind Rotting our opponent’s last two cards in the midgame is a great way to force our opponent into topdeck mode, which, barring horrible luck, we should easily be able to outdraw with Snapcaster Mage, Cryptic Command, and Think Twice. Grixis’s matchup against Jund is a flip, and Abzan is middling to poor, but Esper licks its chops every time it sits down across the table from midrange. This is thanks, in large part, to Esper Charm.

Secure the Wastes should be a two-of if we’re not playing Lingering Souls in the maindeck (which is an option, but definitely at odds with the rest of our draw-go strategy. Playing two lets us fire one off at the earliest opportunity for a few chump blockers in the early turns. Remember, all we’re looking to do is run our opponent out of cards and get to our midrange spells to stabilize us into the later turns. A three-mana Raise the Alarm is perfectly serviceable if it blocks a Death's Shadow for even one turn, or makes our opponent spend mana on removal to clear them away.

Playing 25 land can still go poorly for us, and after a few League events I’ve definitely found my fair share of poor opening sevens. Luckily, the rest of our deck works incredibly well at pulling things together out of seemingly thin air. An opening seven of four land, Think Twice, Esper Charm, Fatal Push can feel unbeatable against an aggressive opponent. Remember that at the right time, Esper Charm can basically force our opponent to be on a mull to five. Still, we can also just draw into more air sometimes. Cast anything you possibly can on every turn before turn four, even if that means flashing in a Snapcaster Mage to save a couple life.

Conclusion

Right now, Esper Control feels to me like what Death's Shadow felt like the week it first came out. Exchange, exchange, clean up, pull ahead is a potent strategy when you can pull it off consistently, and Fatal Push helps those hands come about much more often. Most aggro decks in the format are slowing down to fight through midrange, which plays right into our hands. Midrange decks are picking back up in popularity, and most flavors of combo are still fairly susceptible to discard plus multiple counterspells. When we lose, we lose to ourselves, but beyond that, most matches are relatively formulaic. If you ever wanted to feel what it was like to make your opponent sick from over-exposure to value, now is the time. Jump on it while you can!

Thanks for reading,

Trevor Holmes

The_Architect on MTGO

Twitter.com/7he4rchitect

Something’s Missing: Modern Death and Taxes

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I'll be honest, this is not the article I was planning on for this week. I had planned to start rolling out my Jace, the Mind Sculptor results but I've run into a problem. Last time, a lot of you asked for more in-depth statistical analysis of the results and I decided to oblige. The problem is that traditional tests yielded unusual results. I had significant data that was outside the margin of error or just flat out errors in my returns. The problem was that my data are a binary series that I'm not used to working with. Most stats questions are multiple choice but this was a yes or no question, and that means a different series of tests that I never learned in school. I could have done part one today, but I don't want to leave a gap between the first and second articles. It's taking time for me to learn the proper test procedures, so instead here is another brewing article.

I've been working on making Death and Taxes a thing in Modern for more than a year. I've tried a lot of different brews and versions and while I think the deck is good, it isn't quite good enough. As the cardpool stands right now, I think this style of deck can take you quite far into a tournament on its own merits, but you need to hit the right metagame to actually win the tournament. This is a deck that will consistently win 3.5 games in a MTGO league, but you have to get lucky to actually win the league. The problem is a combination of unpredictability, ineffective mana denial, and a relative lack of power. The tools are all there for the deck to be great, but the Modern metagame is too large for DnT to really tax its opponents. It has to make up the difference with power which isn't quite there.

The Taxman Cometh

I think it important to start off with praise for the deck because there are a lot of positives to Modern Death and Taxes. Yes, I am trying to soften the blow that is coming—why do you ask? Death and Taxes is infinitely customizable, deceptively disruptive, and surprisingly resilient. If you enjoy tuning or metagaming, this is definitely the deck for you. My list is tuned to my current local metagame, but has enough forgiveness built in that I could take it to a more open tournament.

DnT, by David Ernenwein

Creatures

3 Thraben Inspector
2 Judge's Familiar
4 Thalia, Guardian of Thraben
4 Leonin Arbiter
3 Selfless Spirit
4 Flickerwisp
2 Kitchen Finks
3 Blade Splicer
4 Restoration Angel

Artifacts

4 Aether Vial

Instants

4 Path to Exile

Lands

11 Plains
4 Ghost Quarter
4 Tectonic Edge
2 Flagstones of Trokair
2 Horizon Canopy

Sideboard

2 Stony Silence
3 Rest in Peace
2 Mana Tithe
2 Leonin Relic-Warder
2 Pithing Needle
2 Eidolon of Rhetoric
2 Wrath of God

There is a lot of combo, control, and Tron in my LGS, with Burn and Affinity hanging around the edges. As a result, my deck is a mixture of grindy card advantage and anti-combo cards. It performs well and I've won a lot of packs with the deck. Had I been able to make GP Vancouver I definitely would have played a version of this deck. I would not have played this exact list because it isn't quite where you want to be in an open field, but it would have been very close. The sideboard would have been very different and the maindeck would have had an additional Inspector and Kitchen Finks in place of the Familiars. Interestingly, Jason Simard made Top 8 with a similar list, though he was on an Eldrazi plan. I'd have liked to see his deck in the coverage more, because I found that more than eight colorless lands made for very disappointing mulligans due to lack of white. It obviously worked, but I would have liked to see how.

Tune Your Cards

What my development of this deck has shown is that you can tune it to beat anything. Seriously. Modern white has an incredible depth of targeted hate which will crush its target. Death and Taxes and all its derivatives are infinitely adaptable because their core is extremely flexible. Most decks have an immutable core group of cards that define the deck, but for DnT that's really just Flickerwisp and Ghost Quarter. You don't even need a full set of either. This allows you to build and tune to your heart's content around interactive creatures and mana denial. This is the ultimate tuner's deck. Do you want to be White Skies? Add in Vryn Wingmare, Serra Avenger, and Kor Skyfisher. Lots of faster aggro? Wall of Omens and Archangel of Tithes. Combo a problem? Aegis of the Gods, True Believer and Eidolon of Rhetoric. Anything is possible.

Those are just the core threats and disruption. The utility creatures and spells can really amplify your gameplan. If you are really dedicated to the archetype, you can absolutely play every week with an entirely new configuration and do well, both because of your opponent's confusion and the inherent power of correctly aligned, specialized disruption. As an example, here are a few utility cards I've run in my mono-white deck:

  • Aven Mindcensor: The original library tax, I have run the Aven to really punish Chord decks. The dream is always to make them whiff with tutors or fetchlands, but in my experience they find something often enough that you should content yourself just making it worse rather than non-functional. Leonin Arbiter is generally better both in terms of disruption and your curve, but if you want to run a tutoring package of any kind yourself, you want to swap it for Aven.
  • Mutavault: The best creature-land since Mishra's Factory is still excellent against control. I was also running this as an additional way to turn on Eldrazi Displacer. It does exactly what you want, but I'm off it now because without Eldrazi Temple the Displacer package is woeful, and I was having trouble getting enough colored sources to cast my spells.
  • Phyrexian Revoker: During a time when Affinity and Ad Nauseam were rampant this card was an all-star. Pithing Needle is more powerful and often unkillable, but shutting down mana abilities is very big game. In general this is too vulnerable to see play, but in a combo-heavy meta it is crushingly potent.
  • Samurai of the Pale Curtain: Run as maindeck Dredge hate pre-banning, Samurai is not exactly backbreaking but it is exactly what you want. The problem with Dredge is its recursive creatures will power through yours eventually. Samurai ensures that when they die, they stay dead. It's also randomly good against Life from the Loam.
  • Thalia, Heretic Cathar: While not bad against hasty creatures, it is slow. I ran this card as additional Tron disruption. You often just need an extra turn or two to get there and new Thalia is excellent at the job. She just doesn't do enough elsewhere, and sits in a very crowded spot on the curve, so she was cut.
  • Warping Wail: Often a sideboard card, when control was very heavy it was moved to the mainboard. The sheer versatility of this spell is shocking and you can make excellent use of every mode. My favorite is countering sweepers and Ancestral Vision. However, it isn't quite powerful enough to see consistent play, especially around instant-based combo decks.
  • Weathered Wayfarer: A few months ago I mentioned this card, and it is actually very good in the right circumstances. During particularly Tron-heavy weeks this card was an absolute beating, enabling me to completely cripple their mana for the entire game. The main problem with the card, and why it is currently cut, is that it was easy to cripple your own development as well. Searching every turn costs mana and using your land as a spell stunts your mana development too. Games with Wayfarer and no Vial are surprisingly hard to win. Still, when things go your way this card very nearly wins the game on its own against big-mana decks. It was also a nonbo with Leonin Arbiter, so it is best to cut him for Aven Mindcensor. I also confess to going way too deep with this card—Mouth of Ronom deep. It was not pretty.

This is just a small sample of cards I've tried. Like I said, the cards are there for you to find the configuration that works for the metagame you expect.

Tune Your Deck

All of that is just what you can do with mono-white. Once you start adding in colors the customization never stops, and matchups change dramatically. I consider mono-white DnT to be the "average" deck in the family. Its good matchups are rarely better than 60% and its bad ones are around 45%. I consider Affinity, Burn, and the many iterations of Tron and Valakut to be good matchups, Fair decks like BGx and combo decks to be even, and creature decks like Merfolk to be bad matchups. I'll be using this as a baseline to talk about the variations.

  • GW Hatebears: The most common version, GW adds some acceleration from Noble Hierarch to much harder-to-answer threats like Loxodon Smiter and Voice of Resurgence. As a result this deck is far more powerful against the fair decks than the other versions, with Renegade Rallier supercharging the grind plan. Versions with Kitchen Finks and Gavony Township are also significantly better against creature decks. However, GW usually runs less mana disruption than mono-white and so is worse against big-mana and combo decks.
  • BW Hatebears/Eldrazi and Taxes: These days the main distinction is whether they run the Eldrazi or not, the manabase is almost the same and they run most of the same cards. These decks have more hand disruption like Tidehollow Sculler, Thought-Knot Seer, and Sin Collector, which really boosts them over control and combo decks. Eldrazi is also better against creatures thanks to Wasteland Strangler. However, their painful mana makes them more vulnerable to Burn and Affinity. They also feel more clunky than other versions because the decks have more reliance on internal synergies, like Sculler and Strangler, than other versions. When things come together the deck will crush your soul. When it doesn't the decks clunks like an unbalanced washing machine. They are also very vulnerable to Blood Moon.
  • UW Spirits and Taxes: Using the best creatures from both Spirit decks and DnT, this deck plays additional disruptive creatures and counterspells, making it a nightmare for Tron, combo, and control. DnT can lose to Tron when they draw well, but UW needs to fall apart to lose. Seriously, it is a fantastic matchup. The problem is that your creatures are far less impressive than in DnT, so your creature and GBx matchups are much worse. Even Reflector Mage only does so much.
  • Boros Taxes: I have been told this deck built, around Blood Moon and Magus of the Moon, exists, though I've never actually seen it in person. This deck is phenomenal against decks where Blood Moon is good and really subpar against everything else.

The Diversity Problem

Of course, the ability to customize your deck comes at a price. The individual taxes and lock pieces aren't that powerful on their own, and if you miss your target you'll be very behind. Modern is not Legacy and this means that DnT will need to sit in the lower tiers for the time being. Eldrazi and Taxes has done better than other versions thanks to the power of the Eldrazi, but it still sits in the middle of Tier 2. The problem is that Modern is in many ways more healthy than Legacy in terms of diversity and when you couple that with weaker disruption there is a problem.

When you walk into a Legacy tournament you know that no less than half the room will be playing Brainstorm and/or Deathrite Shaman. These cards create predictable restrictions on deckbuilding. As a result, Legacy DnT can be built with these two cards in mind. The narrowed focus allows you to play more targeted disruption and more effectively function as a Prison/Aggro deck. Add to that the greater power of Wasteland and Rishadan Port and you have a top-tier deck.

That really isn't possible in Modern. The only constant among decks are fetchlands, and there is only so much you can do to target those. Thalia is just less powerful when everyone isn't relying on one-mana cantrips. As a result Modern decks have far greater diversity in their composition than Legacy's. This makes it easier to insulate yourself from hate splash damage. To make up for this weaker disruption, you need to be more powerful. This either means better threats or a faster clock, but that isn't really possible for Modern white. We have good, cheap creatures and good Angels, but they're weak in the Modern context. This can leave the deck underpowered and struggling when you miss your metagame projection.

What It Needs

To really move up the tiers, DnT either needs the format to be more restrictive, so it can target decks more easily, or it needs better win conditions. The former is undesirable and unlikely to occur, so that leaves us hoping for a new creature. Gideon, Ally of Zendikar has sometimes been that threat, but he's poor in enough matchups that I'd keep him in the sideboard. My experience suggests that we need a more resilient disruptive three-drop that flies. Mindcensor and Wingmare's stats are too low, but another three-power flier like Flickerwisp would likely do the trick. There are some three-drop 3/xs already, but they don't really do anything other than beat. We need something disruptive. Alternatively, seeing protection return could also work.

There is belief that Stoneforge Mystic is what the deck really wants, and I can see why people think that. It is a cornerstone of the Legacy version and it is cheap and powerful. I'm not convinced that it is an acceptable Modern card, and I also don't think that current DnT wants it. It competes in the same slot as Arbiter and the two don't play well together. Lacking access to Wasteland, a lot of the appeal of DnT lies in Arbiter. Stoneforge may well be fine in the deck, but I don't think it automatically makes the deck better. You have to readjust and rebuild around the card.

It Is Inevitable

So there you have it, my definitive take on Death and Taxes. It is a good deck, I like it, and if you enjoy customizing and tuning your deck so will you. You just have to understand that while you will often go deep with the deck, you may not be able to close the event. Time and new cards will tell.

Hopefully I will have the preliminary analysis done and off for confirmation and review next week, so that I can start sharing my Jace results. Regardless of what you think about the card, you will be surprised by my results.

Modern Metagame Breakdown: 2/6/17 – 3/12/17

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Welcome back for another metagame update. I'm calling today's the "February update," even though it encompasses a week-and-a-half of March data as well. As we had extended last month's data, it made sense to do so this month too in order to avoid a three-week metagame with scant data. The astute reader will notice that March 12th is a Sunday, which seems a natural cutoff point as most Magic tournaments occur on weekends. In January we saw the beginning shockwaves from the Gitaxian Probe and Golgari Grave-Troll bannings—in some ways that month was a hard one to evaluate, since the data spanned the date the bans went into effect, but we could still see clear indications that we were facing a new Modern. In February these trends become even more marked, and take on some new directions as well.

Overall, the large-scale image is of a format more diverse, more fair, more interactive—in short, a healthier one by most players' standards. Today we'll look at the February/early-March data taken as a unit, but I'll also be comparing pre- and post-banning pictures of the metagame at large. Over the last few months I've made some updates to the metagame spreadsheet which make manipulating the data easier—today I get to roll out a first test of how this flexibility can be used to augment our analysis.

Data Collection Methods

In our data set for this month there were no major events on MTGO, which means the online data consists entirely of League finishes. At one per day, we have 35 events for a total of 345 decks. The paper data spans 782 individual decks over 117 tournaments.

Two new sources have been added to the paper events. The first are tournaments from Magic-League, a tournament series that's organized online where participants play out full matches on third-party software like Cockatrice. For the moment these tournaments are relatively rare and don't attract large numbers of players, but who knows—maybe it's the future of competitive Magic! You can read more about Magic-League here.

The other source I'm adding in (and this is a work in progress) hails from Brazil. Right now our data set heavily favors Europe and North America. While it's true most tournaments occur in those regions, there's no reason to limit ourselves if other data is available. LigaMagic has been running a tournament series in Brazil with qualifier tournaments and corresponding "seasons," and they've recently begun to post decklists. This series spans the entire country, so we're looking at tons of extra data points. In this month's date range, for example, there were 22 qualifier tournaments with reported decklists. For most of these tournaments, unfortunately, only the winning decklist is reported, but this still represents a much better view of the Latin-American Modern scene than we've had up until now. I'm looking to expand these efforts too—so if you live in the region and know of any regular tournament series that aren't being incorporated in our data, let us know in the comments where any results may be found.

Major paper Top 8s for this period were numerous, with a Star City Games Classic and Open each in Dallas and Indianapolis, the SCG Baltimore Classic, and Grands Prix in Brisbane and Vancouver. Note that the Open in Baltimore was a split-format team event, so top-finishing Modern decks were reported as regular paper events, down to 16th place. TCGPlayer States also appears in the paper data this month.

For the two Grand Prix, Wizards didn't publish any Day 2 metagame data this time (past coverage has included a breakdown of archetypes appearing in the Top 100). To simulate this as best as possible, I compiled these data from the posted Top 32 finishes, together with the trial-winning decks from each GP. SCG, for their part, published the Day 2 metagame breakdown as normal, so that remains the same.

Tier 1

Tier 1 decks are the ones you should expect to face at every Modern tournament. Make sure you show up to your local events and Grand Prix alike with a well thought-out plan to beat these decks—you’re going to face them often, and each one is resilient enough to fight through a lackluster counterplan. Of course another avenue is to pick one of these up yourself, which I generally suggest for anyone not well-versed in a lower-tier deck. Whether you know one of these archetypes inside-out and can tune a killer sideboard for the field, or you want to pick up something new and wing it, these decks certainly have the chops to get the job done.

Tier 1: 2/6/17 - 3/12/17

DeckOverall
Metagame %
Paper %MTGO %
Death's Shadow Jund7.7%5.6%9.6%
Burn6.7%6.3%5.2%
Bant Eldrazi6.6%6.3%3.2%
Affinity5.2%6.4%5.5%
Eldrazi Tron5.2%3.6%9.6%
Abzan4.9%4.1%6.4%
RG Valakut4.7%4.1%5.2%
Gx Tron4.5%5.9%2.9%

Many pros have made no bones about their opinion that Death's Shadow is the strongest deck right now, and that's clearly borne out in the February metagame. I have my suspicions about its ability to stay on top for months on end or warp the format around it, but in the early post-banning meta Death's Shadow is indisputably on top. By now you're almost certainly familiar with the new Probeless version, which amalgamates elements of the Death's Shadow Zoo deck with traditional Jund Midrange. As a result this deck has shifted to a different spot on the metagame wheel, downplaying its gotcha! and combo dimensions in favor of a grindier, more late-game-focused approach. If you haven't had the joy of playing with or against this strategy yet, consider that mandatory homework for any upcoming major tournament. This deck is resilient and more than capable of winning through disruption, but it can also generate explosive kills from out of nowhere, akin to Splinter Twin and Birthing Pod decks of yore.

The rest of Tier 1 shouldn't come as much of a surprise, with the lone exception of Eldrazi Tron. That deck has been bolstered by the printing of Walking Ballista, which provides another mana sink for excess Urzatron pieces and fits like a glove into a deck trying to present a steady stream of threats with disruptive capabilities. Bant Eldrazi has long been a Tier 1 mainstay, ever since its demotion from Tier 0 status effected by the Eye of Ugin banning. Eldrazi Tron shares many cards in common, of course, so it's not crazy to see how it might be similarly positioned.

As I said, everything else appearing in Tier 1 is pretty standard, but there are some, shall we say, rather notable omissions: Infect, Dredge, and Jund. The first two are obviously a result of Wizards' targeted bannings, which aimed to reduce non-interactive strategies and turn-three kills (more on that below). What's more interesting is Jund's fall from grace, which is unprecedented enough to merit closer consideration.

I see several ways to understand the longtime titan's foray into Tier 2 territory. It's tempting to conclude that the demotion of Infect or the rise of Tron have removed some of the incentive to sleeve up Jund. But in reality there are other decks occupying the same metagame space—thus both Death's Shadow and Abzan have likely cannibalized some of Jund Midrange's metagame share. BGx decks have always competed among each other for superior standing, and the printing of Fatal Push has given the proponents of Lingering Souls and Siege Rhino yet another mechanism to compensate for a lack of access to Lightning Bolt. This may be accentuated by additional pressure in the form of Grixis and Esper control strategies—all in all, Fatal Push means Jund is no longer unique in its ability to reliably and efficiently kill creatures as early as turn one with no downside.

As for the Death's Shadow decks, in many cases they can do a great Jund impression, but they have the upside of sometimes just outright killing opponents from nowhere. Free wins shore up matchups like Gx Tron and RG Valakut, which Jund Midrange has struggled with immensely in the past. All of these factors beg the question: why play the midrange grindy strategy that can't boast free wins like Death's Shadow, nor trump the pseudo-mirror like Abzan? My guess is that many traditional BGx adherents have switched to one of these two decks.

Unpacking the Effect of the Bannings

Last month we began to delineate the contours of the post-banning meta, but in a period straddling the bans (and the release of Aether Revolt), the data were hard to make sense of. With the February data we have a much clearer picture and can draw more firm conclusions about the effect of the bans on Modern as a whole.

In order to examine this, I decided to put together a snapshot of the format both before and after the bannings. Some choice updates to the metagame spreadsheet have made this possible—before, fiddling around with dates, archetype names, and other input criteria was cumbersome, to say the least. I hope to expand this customizability in the future, but for now let's look at how the Gitaxian Probe and Golgari Grave-Troll bans have changed Modern.

The bans went into effect in the middle of January. I've extended the time frame back to December 1 for the pre-banning meta, and out to February 28 for the post-banning meta. Note that the numbers we've looked at thus far are for the period extending to March 12, so there won't be direct correspondence between the metagame shares reported. Also note that the numbers here represent a different cutoff date for MTGO and paper events, as the bans went into effect on different days. Thus the pre-banning meta is comprised of all decks in our data from the period Dec 1 - Jan 19, except in the case of MTGO decks, which stop at Jan 10th. The post-banning meta comprises all decks from Jan 20 - Feb 28, together with the MTGO decks from the 11th to the 19th.

If we calculate each of these data sets as separate metagames, we end up with the following metagame shares. The decks appearing below comprise every archetype that appears in Tier 1 in either of the two periods. Under the column marked "Tier Shift," you can see which archetypes moved up or down in standing across the banning divide.

Pre- and Post-Ban Metagame Share

Archetype% ChangePost-Banning Meta %
(Bannings - 2/28)
Pre-Banning Meta %
(12/1 - Bannings)
Tier Shift
Death's Shadow Zoo/Jund*+2.6%6.3%3.7%↑ Up
Bant Eldrazi+2.9%6.1%3.2%↑ Up
Burn-0.4%5.9%6.3%-
Abzan+1.1%5.9%4.8%-
RG Valakut+1.2%5.6%4.4%-
Affinity+0.7%5.2%4.5%-
Gx Tron+0.2%5.0%4.8%-
Jund-3.7%4.5%8.2%-
Eldrazi Tron+2.9%4.5%1.6%↑ Up
Infect-5.1%2.4%7.5%↓ Down
Dredge-4.5%2.4%6.7%↓ Down

[su_spoiler title="Naming convention for Death's Shadow strategies" style="fancy"]Prior to the Gitaxian Probe banning, we reported Death's Shadow decks under the name "Death's Shadow Zoo." As the post-banning deck took form and underwent several compositional shifts, we began to use "Death's Shadow Jund" to designate the new archetype. In order to effect a comparison this month, both decks are being treated as one—so some of the January share comes from the pre-banning Zoo-type deck featuring Become Immense. Note that both before and after the bans, we've kept Grixis Death's Shadow as a separate archetype.[/su_spoiler]

The first thing to notice is holy crap did Infect and Dredge get nerfed. Between the two they've shed 9.6% share, almost a full tenth of the entire metagame. To look at it another way, both archetypes lost about two-thirds of their pre-banning representation, dropping from uncontested Tier 1 to solidly Tier 2. If the goal was to downgrade the prior scourges of the format, Wizards' choice in bans was clearly well suited to the task. I've speculated elsewhere about these decks' positioning in the post-ban environment—regardless of the reason, I predict that Infect and Dredge are likely to stay Tier 2 for the foreseeable future. If we consider that some people may be holding onto these decks out of stubbornness or due to card availability, it seems safe to say they're not good choices at the moment.

Second, we see the drop in Jund's position pretty clearly as well. Its 3.7% loss after the bannings happens to perfectly match the combined rise in Abzan and Death's Shadow. The fact that the numbers correspond exactly is a coincidence, to be sure, but it lends further credence to the claim I made above about BGx pilots shifting gears. Note that in the period from the bannings to February 28, Jund still qualifies as Tier 1—it's downward slide wasn't completed yet (and may not be still).

Third, there's the question of the spaghetti monsters. Eldrazi strategies combined gained 5.8% metagame share across the banning divide (ignoring the lower-tier stuff like Colorless Eldrazi Stompy or Eldrazi and Taxes). If we understand both Bant Eldrazi and Eldrazi Tron as similar decks that aim to execute a midrange fair strategy with disruptive creatures, it makes sense to see them gain in an environment freed from the clutches of non-interactive nonsense. It's not just that Infect and Dredge are down. Other lower-tier stuff is down too (looking at you, UR Prowess). And while, nominally, Death's Shadow is still kicking it at the top tables, the new deck isn't as explosive or punishing. All of this gives durdlier decks an opening. Finally, it should be noted that a reasonable answer to the rise in presence of Fatal Push is to just cast five- and six-drops. Outside of Primeval Titan and Wurmcoil Engine, there are precious few playable creatures at this spot on the curve—and due to their unique mechanics, Eldrazi can be accelerated out more easily than most.

The rest of the changes are less pronounced, with some typical-looking 0-1% shifts. While fair is on the upswing and hyper-fast aggro is down, this Modern is still eminently recognizable. Burn, Valakut, Affinity, Tron—the other usual suspects aren't going anywhere.

Changes: February to March

Deck% Change
January to February
Overall Meta %
2/6 - 3/12
Overall Meta %
1/1 - 2/5
Death's Shadow Jund*+4.8%7.7%2.9%
Burn+1.3%6.7%5.4%
Bant Eldrazi+1.8%6.6%4.8%
Affinity-1.4%5.2%6.6%
Eldrazi Tron+3.1%5.2%2.1%
Abzan-0.1%4.9%5.0%
RG Valakut-0.9%4.7%5.6%
Gx Tron-0.9%4.5%5.4%

Returning to the central period of focus, let's look at the changes to Tier 1 that took place between January and February/early March. Most of the changes in this chart follow naturally from the proceeding one. In the case of Jund and Death's Shadow, the respective trends have accelerated. By now Jund has fallen further and dropped to Tier 2 (at 3.1%), while Death's Shadow continues to grow. Eldrazi Tron shows about the same rate of growth as reported in the chart above, suggesting much of this happened in the later part of February. This gels with the idea that Walking Ballista is specifically responsible. The growth of Bant Eldrazi, on the other hand, has slowed a little.

Of course, we're a full month and a half after the bannings, and the metagame is starting to react and shift into secondary (or tertiary) iterations. RG Valakut seemed to benefit from the bans initially, but has since lost most of its gains. Gx Tron is in a similar boat. Finally, for some reason Burn is gaining (+1.3%) while Affinity is suffering (-1.4%). This represents a reversal of last month's trend. The only reason I can think of for this would be Death's Shadow Jund making ample use of Ancient Grudge to keep the robots in check—let me know in the comments if there's something else I've missed.

Tier 2

Tier 2 decks are not as omnipresent as the Tier 1 crop, but they still show up in hearty numbers at the typical tournament. In many ways this tier is the lifeblood of Modern, whence its diversity and “play anything” reputation stems. If these decks aren’t dominating at the moment, they’re still capable of crushing a tournament on any given day—and many of them have been Tier 1 at some point in the past or will in the future. The better acquainted you are with any one of these archetypes, the better choice it represents, and if one of them is your specialty there’s a strong argument to stay the course and keep sleeving it up.

As for preparing to beat Tier 2 decks, you don’t need to dedicate specific sideboard space or do backflips to make your matchups favorable, but at minimum have a plan. You won’t face all of these decks in a tournament, but you’re all but certain to face at least some of them. Welcome to Modern!

Tier 2: 2/6/17 - 3/12/17

DeckOverall
Metagame %
Paper %MTGO %
Jund3.1%2.8%5.2%
Merfolk2.8%2.7%2.6%
Grixis Delver2.5%2.7%2.9%
Abzan Company/Evolution2.5%2.7%0.9%
Grixis Control2.4%3.3%1.7%
Infect2.2%2.4%0.3%
Ad Nauseam2.1%2.3%1.7%
Jeskai Control2.1%2.6%1.4%
Dredge1.9%1.3%2.3%
Bushwhacker Zoo1.8%1.3%2.0%
Elves1.7%1.9%1.2%
RW Prison1.6%1.4%0.9%
Gifts Storm1.5%1.5%3.8%
Eldrazi and Taxes1.4%0.9%2.0%
Lantern Control1.4%1.3%1.7%
Living End1.3%1.9%0.3%
Griselbrand1.2%1.3%1.2%

Both the Tier 2 and Tier 3 rosters have ballooned this month, indicating a rise in diversity and further cementing the evidence of a healthier Modern. The only major drop in metagame share here this month (besides to the prior Tier 1 darlings Infect, Dredge, and Jund) was Merfolk, which fell 1.2%. Beyond that, we see the return of Living End, Storm, and Bushwhacker Zoo, and the supplanting of UW Midrange/Control by Jeskai versions. Let's look at the major changes in turn.

Bushwhacker Zoo makes a triumphant return on the back of revolt. Bushwhacker Zoo is back to Tier 2 after several months wavering between no ranking and Tier 3, and it's received a little bit of a face lift. Some outlets have called this deck "Revolt Zoo," for the prominent use it makes of the new mechanic out of Aether Revolt. Burning-Tree Emissary was always a central component of this deck's plan, and Hidden Herbalists just ensures it's that much more likely to spew its hand out in the early game. The archetype also gained access to the newest Kird Ape impersonator, Narnam Renegade. While it will be harder to turn on to full power than the Monkey, Renegade gets to attack into anything, Goyfs and Thought-Knot Seers included. It also offers a deck like Bushwhacker Zoo a rare defensive tool against the likes of Death's Shadow when it falls behind. Builds are still pretty non-standard (some have even included copies of Greenwheel Liberator), so it's anyone's guess where this archetype goes from here.

Gifts Storm arrives in full glory. Just when you thought the most broken mechanic of all time was dead, it's...well, not. When Gitaxian Probe was banned, Storm aficionados were understandably upset at the way their beloved deck was getting hit with splash damage as a result of Infect's and Death's Shadow's crimes. Wizards, of course, is hyper-vigilant about ensuring decks like Storm can't ascend to the higher tiers, and for good reason. All it took was the printing of an innocuous card like Baral, Chief of Compliance to bring the deck back on the radar. When your fundamental mechanic says, "cast a large number of spells for free," you've got a deadly combination of broken card advantage plus free mana. Nothing, mind you, suggests that this version of Storm is a problem—but it does sort of validate Wizards' cautious approach to the truly unfair strategies in Modern.

It also highlights the value of brewing—the players who imagined Baral's place in Pyromancer Ascension decks and predicted (correctly) that it would be mediocre were outperformed by the more creative types who thought to explore the use of Gifts Ungiven. As we've seen many times before, this innovation was spearheaded on MTGO. In January the deck's online share (1.2%) was more than twice that on paper (0.6%). February continues the trend, both in terms of overall archetype growth and in the disparate representation on MTGO.

Jeskai Control supplants UW Control. The only archetype to drop entirely off of Tier 2 this month was UW Control/Midrange. I think it's unlikely a coincidence that Jeskai Control came back in the same month, claiming about the same amount of metagame share as UW last month (2.1% to 1.9%, respectively). I don't see a compelling reason why these would have switched suddenly, and I'm inclined to chalk it up to what's en vogue. Jeskai Control this month encompasses three different builds that found more or less equal representation: Jeskai Nahiri, Jeskai Saheeli, and more traditional spell-based Jeskai Control. A fourth type, Kiki-Jiki decks, appeared here and there. More people are certainly trying out the Saheeli Rai/Felidar Guardian combo in Modern these days, but that only accounts for one part of the deck's gains, and doesn't really explain why UW would be down.

Tier 3

Tier 3 in Modern houses the decks with fringe potential, or those which are simply in a poor position in the current metagame. These decks range from relatively strong decks with scant adoption in the player base, to fragile decks that crumble to variance while mainstays like Burn or Jund draw consistently round after round. That said, Modern draws from an absurd well of card power, and each of these decks can give you a run for your money. You don’t need perfect knowledge of everything they’re doing, but the difference between familiarity and complete ignorance can definitely determine the outcome of a match.

Playing these decks isn’t advised, unless you know them inside-out or have some specific reason why you think they’re underrepresented. Of course, they are also worth a look as fun decks to battle if you’re less concerned about winning and want to delve into the deeper end of the Modern pool.

Tier 3: 2/6/17 - 3/12/17

DeckOverall
Metagame %
Paper %MTGO %
RG Ponza1.2%1.3%0.3%
Scapeshift1.2%0.9%0.3%
Esper Control1.0%1.2%0.6%
Bogles0.9%0.6%0.6%
Nykthos Green0.8%0.6%1.4%
Death and Taxes0.8%1.0%2.0%
Jeskai Midrange0.8%1.0%0.0%
8Rack0.7%0.5%0.6%
Blue Moon0.7%0.8%0.3%
Knightfall0.7%0.5%1.4%
Amulet Titan0.7%0.3%1.2%
Cheeri0s0.6%0.8%0.6%
Skred Red0.6%0.9%0.0%
Taking Turns0.6%0.6%0.3%
UW Control/Midrange0.6%0.8%0.3%
Kiki Chord0.6%0.9%0.6%
Bant Spirits0.6%0.9%0.6%
Faeries0.5%0.9%0.3%
Naya Company0.5%0.9%0.0%
Grixis Death's Shadow0.4%0.3%0.9%
Mardu Control/Midrange0.3%0.4%0.3%

If the Tier 2 standings indicate a diversification of viable strategies in Modern this month, the proliferation of Tier 3 decks represents a veritable explosion. We classified 16 decks as Tier 3 in January. That number has risen to 21 this month, and I could have extended them further down if I was inclined to. As always, the numbers near the bottom of the metagame standings are always based on a relatively small n, but the shakeups here are pretty extensive nonetheless.

There are a lot of new arrivals: 8Rack, Bant Spirits, Cheeri0s, Naya Company, Nykthos Green, RG Ponza, and Taking Turns. None of these decks appear regularly in Tier 3, and several are here for their first tiered appearance. In the case of Cheeri0s, its newfound success can be attributed to a recent printing, but in every other case we're just seeing old strategies fare better than before. On the other hand, the only deck to disappear from Tier 3 this month was UR Prowess—one of the uninteractive decks that had been contributing to the strangling of lower-tier strategies before the banning.

The biggest individual story here appears to be RG Ponza, an odd deck to say the least. Wizards long ago pronounced the competitive death of designated "unfun" strategies like land destruction and prison, but Moderners know their format has become the last repository for these types of archetypes. Ponza is an honest-to-god, full-on land destruction deck that complements Blood Moon with targeted spells like Mwonvuli Acid-Moss and actual Stone Rain to attack a player's mana base directly. This deck has benefited from the printing of Chandra, Torch of Defiance, which provides another sticky threat to ramp into and mitigate flood. But I'm not gonna lie—I don't see this deck putting up these numbers in the kind of environment dominated by Infect, Dredge, Death's Shadow Zoo, and the other explosive linear decks that characterized the pre-banning Modern.

Another deck that has similarly benefited from the more interactive and fair environment is Nykthos Green, which here includes Tooth and Nail variants. These decks durdle a little too hard to face off against a slew of aggro-combo decks and turn-four kills, but they can give value-based decks like Abzan or Eldrazi a run for their money. If the game goes long enough, rest assured that a Genesis Wave, Tooth and Nail, or good old Primeval Titan will serve as a reliable enough trump to the more midrangey threats out of BGx and Eldrazi. These decks might be taking a chunk out of Amulet Titan's share, which itself has fallen to Tier 3 after a brief sojourn up the ranks last month.

Conclusion

It's refreshing to see such diversity in the lower two tiers of the Modern metagame, and there's a certain poetry to watching Dredge and Infect take their medicine. Modern is in a great place right now, and if we appear to have a best deck in Death's Shadow Jund, it's great to hear pros and grinders proclaim it a skill-intensive, interesting deck to play both with and against. We haven't seen the end of the metagame shifts either, and I'm confident people will figure out how to combat the Death's Shadow decks.

So for now it appears we've returned to a golden age for the Modern format. Let's hope I don't have to put my foot in my mouth on this one any time soon—god knows Standard isn't offering the same kind of interest and variety. Now please excuse me while I spend the next four weeks drafting Modern Masters 2017 like a degenerate lunatic…

 

November ’25 Metagame Update: Championship Month

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October's haul of major events was just a preview of November. Seven Regional Championships, seven other major tournaments, and dozens of side events the paper data is the most robust it's been all year.

This gives the clearest possible view of what high-level players thought Modern was about, though the results indicate that they didn't quite get it right.

Meanwhile, Magic Online continued to do its thing outside the spotlight. Its data is somewhat concerning but can also be explained by extenuating circumstances. December will be definitive.

The Odd World of Outliers

The data looks very strange this month. You'd think there'd be many outliers, looking at the data tables, but you'd be wrong.

The tests only returned a single outlier, with a very big asterisk. Boros Energy is an outlier on Magic Online, and every test I did was quite definitive on the subject. This is actually very impressive as for the first two weeks of November it was solidly behind Jeskai Blink, but then Blink collapsed. More on that in the analysis section.

As always, outliers are removed from the data analysis but are reported in their correct position on the Tier List.

There was an error retrieving a chart for Ephemerate

That asterisk is that Jeskai Blink was literally right on the line between outlier and non-outlier for multiple tests and for both paper and MTGO. Meaning that the population number that was the top of the acceptable, non-outlier range was Blink's population. That's a very strange situation. The most restrictive test consistently pegged it as an outlier, but it was the only one. I didn't remove it, nor Energy in paper despite it also being pegged by a couple tests, because it didn't affect the tier list composition. However, it's a sign that the data is very weird.

November Population Metagame

To make the tier list, a given deck has to beat the overall average population for the month. The average is my estimate for how many results a given deck "should" produce in a given month. To be considered a tiered deck, it must perform better than "good enough". Every deck that posts at least the average number of results is "good enough" and makes the tier list.

Then we go one standard deviation (STdev) above average to set the limit of Tier 3 and the cutoff for Tier 2. This mathematically defines Tier 3 as those decks clustered near the average. Tier 2 goes from the cutoff to the next standard deviation. These are decks that perform well above average. Tier 1 consists of those decks at least two standard deviations above the mean result, encompassing the truly exceptional performing decks.

There was an error retrieving a chart for Phlage, Titan of Fire's Fury

The MTGO data nearly exclusively comes from official Preliminary, Qualifiers, and Challenge results. Leagues are excluded, as they add analytically useless bulk data to both the population and power tiers. The paper data comes from any source I can find, with all reported events being counted.

While the MTGO events report predictable numbers, paper events can report anything from only the winner to all the results. In the latter case, if match results aren't included, I'll take as much of the Top 32 as possible. If match results are reported, I'll take winning record up to Top 32, and then any additional decks tied with 32nd place, as tiebreakers are a magic most foul and black.

The MTGO Population Data

November's adjusted average population for MTGO is 14.46. I always round down if the decimal is less than .20. Tier 3, therefore, begins with decks posting 15 results. The unadjusted STdev was 29.43, so add 30 and that means Tier 3 runs to 45 results. Again, it's the starting point to the cutoff, then the next whole number for the next Tier. Therefore Tier 2 starts with 46 results and runs to 76. Subsequently, to make Tier 1, 77 decks are required.

There was an error retrieving a chart for Phelia, Exuberant Shepherd

The sample population is down from October's 1536 to 1355. There were fewer events scheduled, but also significantly fewer events fired (assuming that all that did were posted). The weekend of the 22nd had 5 RC's and only one Challenge fired when normally there's five. I assume that's down to MTGO's fairly tiny playerbase of dedicated grinders all going to the RCs.

There were also a couple Challenges that fired with the bare minimum number of players, and I didn't take any deck's with losing records.

However, unique decks rose slightly, from 73 to 81, yielding an improved but still low unique deck ratio of .060. 20 decks made the Tier List, which is better than October's 17, but it's still well below average for 2025. It looks like the online metagame has thoroughly settled, and now it's about finding edge advantages around the established decks.

Deck NameTotal #Total %
Tier 1
Boros Energy19814.61
Jeskai Blink15411.36
Izzet Prowess13810.18
Domain Zoo1098.04
Ruby Storm896.57
Tier 2
Weapons Affinity705.17
Amulet Titan594.35
Esper Blink554.06
Green-Based Eldrazi473.47
Goryo Blink473.47
Tier 3
Broodscale Combo382.80
Simic Ritual372.73
UW Control251.84
Colorless Etron231.70
Sam Ritual211.55
Neobrand211.55
Tameshi Belcher181.33
MB Saga161.18
Izzet Cutter151.11
Yawgmoth151.11
This is trending in a very concerning direction.

As I mentioned above, Jeskai Blink started out very strong, but then abruptly fell off. Boros Energy took up the slack and rose from being in the upper middle of the pack to being an outlier with surprising speed. As mentioned, I'll discuss why in the Analysis section, but there is an additional wrinkle to the tale.

Jeskai Blink Mutated

Successful decks tend to coalesce towards a single "ideal" decklist as they get popular. If that list continues to be successful, there will be minimal variance until a major metagame shift happens.

This is what we've seen with Boros Energy.

However, if that rising list suddenly begins to falter, it will quickly spawn new variants as players try and save the deck through repositioning.

This is happening with Jeskai Blink.

The mainline lists aren't winning like they used to, so more midrange versions appeared, but they fared no better. Different speed means different deck, so the midrange version was listed separately. These variants weren't popular enough that lumping all the version together would have caught Boros, but it would have been closer.

The Paper Population Data

More RCs and more side events mean November's paper population increased from 1020 to 1192. If October set the record for paper data, it was a very short reign. That said, it was down one unique deck to 84 with a ratio of .070. That's still really poor diversity by paper standards. As mentioned last month, a lot of side events have the same players playing the same decks. High-level events also just generally don't showcase innovation as much anymore, so the more of them I have the lower the diversity ends up being.

There was an error retrieving a chart for Primeval Titan

17 decks made the tier list, up one from October but still low thanks to big gaps in the data. Even removing the borderline outliers would have admitted no additional decks to the Tier List thanks to those gaps. The average population is exactly 14.19 so the List starts at 14. The STDev is 30.28, so the increment is 31. Therefore, Tier 3 runs from 14 to 45, Tier 2 is 46 to 77 and Tier 1 is 78 and over.

Deck NameTotal #Total %
Tier 1
Jeskai Blink16714.01
Boros Energy14111.83
Amulet Titan968.05
Izzet Prowess947.89
Weapons Affinity907.55
Tier 2
Simic Ritual675.62
Domain Zoo594.95
Goryo Blink574.78
Broodscale Combo534.45
Tier 3
Ruby Storm292.43
Esper Blink292.43
Tameshi Belcher231.93
Green-Based Eldrazi231.93
UW Control231.93
Colorless Etron221.85
Affinity141.17
Yawgmoth141.17
Marginally better in paper, but the distribution remains terrible.

As predicted, Amulet Titan fell from the top of the List in November. It did very well but couldn't fend off Jeskai Blink and Boros Energy. Amulet did well at SCG Las Vegas, but there were a lot more non-SCG events to balance out the Star City Games boost Amulet always gets.

I'll also note that Amulet just generally does better in paper than online because clicking through all the loops is quite tedious. The online chess clock is also a problem for Amulet.

November Power Metagame

Tracking the metagame in terms of population is standard practice. But how do results actually factor in? Better decks should also have better results. In an effort to measure this, I use a power ranking system in addition to the prevalence list. By doing so, I measure the relative strengths of each deck within the metagame so that a deck that just squeaks into Top 32 isn't valued the same as one that Top 8's. This better reflects metagame potential.

There was an error retrieving a chart for Leyline Binding

For the MTGO data, points are awarded based on the population of the event. Preliminaries and similar events award points based on record (1 for 3 wins, 2 for 4 wins, 3 for 5), and Challenges are scored 3 points for the Top 8, 2 for Top 16, and 1 for Top 32. If I can find them, non-Wizards events will be awarded points the same as Challenges or Preliminaries depending on what the event in question reports/behaves like. Super Qualifiers and similar higher-level events get an extra point and so do other events if they’re over 200 players, with a fifth point for going over 400 players.

Due to paper reporting being inconsistent and frequently full of data gaps compared to MTGO, its points work differently. I award points based on the size of the tournament rather than placement. For events with no reported starting population or up to 32 players, one point is awarded to every deck. Events with 33 players up to 128 players get two points. From 129 players up to 512 players get three. Above 512 is four points, and five points is reserved for Modern Pro Tours. When paper reports more than the Top 8, which is rare, I take all the decks with a winning record or tied for Top 32, whichever is pertinent.

The MTGO Power Tiers

As with the population numbers, total points fell to 2473. The adjusted average points were 26.54, therefore 27 points made Tier 3. The STDev was 54.59 so add 55 to the starting point, and Tier 3 runs to 82 points. Tier 2 starts with 83 points and runs to 138. Tier 1 requires at least 139 points. There's a lot of shuffling inside each tier, no movement between tiers, and both Dimir Tempo and Jeskai Energy joined the Tier List.

Deck NameTotal PointsTotal %
Tier 1
Boros Energy35014.15
Jeskai Blink28011.32
Izzet Prowess25210.19
Domain Zoo2128.57
Ruby Storm1726.95
Tier 2
Weapons Affinity1194.81
Amulet Titan1114.49
Esper Blink1094.41
Green-Based Eldrazi873.52
Goryo Blink843.40
Tier 3
Simic Ritual702.83
Broodscale Combo642.59
UW Control421.70
Sam Ritual421.70
Neobrand371.50
Tameshi Belcher341.37
Colorless Etron331.33
Yawgmoth321.29
Dimir Tempo311.25
Izzet Cutter301.21
MB Saga291.17
Jeskai Energy271.09
The thing to really be worried about is the disappearance of the "Other" category.

When I say that the metagame is settling and diversity is down, I'm looking at the distribution table. The fact that "Other" is disappearing concerns me. This strongly indicates that there's no exploration and experimentation happening.

Again, there were a lot of high-level events in November and those tend to bring out optimization not innovation. Add in that MTGO incentivizes the same and the tiny sliver in "Other" makes sense, but in past years it never got this small. If this continues into December, Modern has issues.

The Paper Power Tiers

Paper's total points are also up from 2024 to 2718. All the RCs being 3- or 4-point events will do that. The average points were 32.36, setting the cutoff at 33 points. The STDev was 71.13, so add 71 to the starting point and Tier 3 runs to 104 points. Tier 2 starts with 105 points and runs to 176. Tier 1 requires at least 177 points. The paper power tier is almost exactly the same as the population tier. Only the bottom two decks traded places.

Deck NameTotal PointsTotal %
Tier 1
Jeskai Blink36813.55
Boros Energy35413.03
Amulet Titan2358.65
Izzet Prowess2218.14
Weapons Affinity2047.51
Tier 2
Simic Ritual1565.74
Domain Zoo1435.26
Goryo Blink1344.93
Broodscale Combo1184.34
Tier 3
Ruby Storm702.58
Esper Blink642.36
Tameshi Belcher471.73
Green-Based Eldrazi471.73
UW Control471.73
Colorless Etron471.73
Yawgmoth361.32
Affinity351.29
"Other" isn't as squeezed in paper as it is online, which is a good sign for diversity.

Composite Metagame

That's a lot of data, but what does it all mean? When Modern Nexus was first started, we had a statistical method to combine the MTGO and paper data, but the math of that system doesn't work without big paper events. I tried. Instead, I'm using an averaging system to combine the data. I take the MTGO results and average the tier, then separately average the paper results, then average the paper and MTGO results together for final tier placement.

This generates a lot of partial Tiers. That's not a bug, but a feature. The nuance separates the solidly Tiered decks from the more flexible ones and shows the true relative power differences between the decks. Every deck in the paper and MTGO results is on the table, and when they don't appear in a given category, they're marked N/A. This is treated as a 4 for averaging purposes.

Deck NameMTGO Pop TierMTGO Power TierMTGO Average TierPaper Pop TierPaper Power TierPaper Average TierComposite Tier
Boros Energy1111111.00
Jeskai Blink1111111.00
Izzet Prowess1111111.00
Domain Zoo1112221.50
Weapons Affinity2221111.50
Amulet Titan2221111.50
Ruby Storm1113332.00
Goryo Blink2222222.00
Esper Blink2223332.50
Green-Based Eldrazi2223332.50
Broodscale Combo3332222.50
Simic Ritual3332222.50
UW Control3333333.00
Colorless Etron3333333.00
Neobrand3333333.00
Yawgmoth3333333.00
AffinityN/AN/AN/A3333.50
Sam Ritual333N/AN/AN/A3.50
Tameshi Belcher333N/AN/AN/A3.50
Mono-Black Saga333N/AN/AN/A3.50
Izzet Cutter333N/AN/AN/A3.50
Dimir TempoN/A33.5N/AN/AN/A3.75
Jeskai EnergyN/A33.5N/AN/AN/A3.75

Average Power Rankings

Finally, we come to the average power rankings. These are found by taking the total points earned and dividing them by total decks, to measure points per deck. I use this to measure strength vs. popularity. Measuring deck strength is hard. While you can make a Wins-Above-Replacement-esq metric for the Magic cards in an individual deck, there's no way to make one that lets you compare decks. The game is too complex, and even then, power is very contextual.

Using the power rankings helps to show how justified a deck’s popularity is. However, more popular decks will still necessarily earn a lot of points. Therefore, the top tier doesn't move much between population and power and obscures whether its decks really earned their position. 

There was an error retrieving a chart for Kaito, Bane of Nightmares

This is where the averaging comes in. Decks that earn a lot of points because they get a lot of results will do worse than decks that win more events, indicating which deck actually performs better.

A higher average indicates lots of high finishes, whereas low averages result from mediocre performances and a high population. Lower-tier decks typically do very well here, likely due to their pilots being enthusiasts. Bear this in mind and be careful about reading too much into these results. However, as a general rule, decks that place above the baseline average are over-performing, and vice versa.

How far above or below that average a deck sits justifies its position on the power tiers. Decks well above baseline are undervalued, while decks well below baseline are very popular, but aren't necessarily good.

The Real Story

When considering the average points, the key is looking at how far off a deck is from the Baseline stat (the overall average of points/population). The closer a deck’s performance to the Baseline, the more likely it is to be performing close to its "true" potential.

A deck that is exactly average would therefore perform exactly as well as expected. The greater the deviation from the average, the more a deck under or over-performs. On the low end, a deck’s placing was mainly due to population rather than power, which suggests it’s overrated. A high-scoring deck is the opposite of this.

We'll start with MTGO's averages:

Deck NameTotal PointsPower Tier
Jeskai Energy2.253
Dimir Tempo2.213
Yawgmoth2.133
Sam Ritual2.003
Izzet Cutter2.003
Esper Blink1.982
Domain Zoo1.941
Ruby Storm1.931
Simic Ritual1.893
Tameshi Belcher1.893
Amulet Titan1.882
Green-Based Eldrazi1.852
Izzet Prowess1.831
Jeskai Blink1.821
MB Saga1.813
Goryo Blink1.792
Boros Energy1.771
Neobrand1.763
Baseline1.70
Weapons Affinity1.702
Broodscale Combo1.683
UW Control1.683
Colorless Etron1.433

Congratulations to Domain Zoo for being the best performing Tier 1 deck and therefore the MTGO Deck of November. Did not see that coming, I don't think it's been close to the top before.

Deck NameAverage PointsPower Tier
Yawgmoth2.573
Boros Energy2.511
Affinity2.503
Amulet Titan2.451
Domain Zoo2.422
Ruby Storm2.413
Izzet Prowess2.351
Goryo Blink2.352
Simic Ritual2.332
Weapons Affinity2.271
Broodscale Combo2.232
Esper Blink2.213
Jeskai Blink2.201
Colorless Etron2.143
Baseline2.05
Tameshi Belcher2.043
Green-Based Eldrazi2.043
UW Control2.043

In a far more expected move, Boros Energy wins Paper Deck of November. Being the best pays, who knew?

Analysis

The headline story is Jeskai Blink's rise and fall. The deck appeared in late October, exploding onto MTGO. It arrived too late to make it into paper's high tiers, but it did put up some decent results. During the first week and a half of November it continued its meteoric rise to the top of the standings.

Then it just... stopped.

It just stopped showing up in Challenges before getting a steady trickle of results. Its strong start let it hold onto second place as Energy surged back into first. It was the same story in paper, but the lead there was too extreme for Energy to catch.

There was an error retrieving a chart for Consign to Memory

The problem with the deck is a mix of a structural problem and metagame adaptation. Jeskai Blink lives and dies on whether Consign to Memory is good. Initially, it had no other non-battlefield interaction. Many now run a maindeck pair of Strix Serenade against the mirror, but the point stands.

The deck is designed to utterly dominate the battlefield with spot removal, Phlage, Titan of Fire's Fury and Solitude. Decks that don't win via combat just ignore Jeskai Blink, and it's too slow to race anything. If Consign can't save it, the deck has no chance. This is why Ruby Storm did well in November.

Jeskai Exposed

However, that's not the full story on Jeskai's structural weakness.

The issue is that it doesn't want to Consign anything the opponent does. It wants, and I'd argue needs, to Consign the sacrifice trigger on evoked Solitudes and non-escaped Phlages or the warp trigger on Quantum Riddler to be competitive. If it isn't cheating one of those into play, it has Ragavan and a bunch of three-drops. Phelia too I suppose, but the corgi just isn't good on its own.

The deck is good when it's able to get a continuous stream of value by blinking things it cheated in. When that isn't happening, it's just a durdley midrange deck.

There was an error retrieving a chart for Quantum Riddler

I've only gathered a week of data for December so far, but it looks like Blink is still declining. I'm not surprised. All the Blink decks are at their core durdley engine decks.

However, BW and Esper Blink play more cheap creatures and can apply pressure even when the engines aren't running.

Outside Ragavan randomly going all the way, Jeskai can't pressure anyone. It has to overwhelm its opponents. Once players realized that they adapted. It started with Ruby Storm seeing a lot more play and success.

Combo in general is a good plan against durdling and having a combo that doesn't just lose to Consign is very good.

There was an error retrieving a chart for Birthing Ritual

Increasingly, Simic Ritual began rising to destroy Blink. It turns out that in a fight between value decks, creatures that 2-for-1 by themselves are better than creatures that need help. Also, countering spells is strong, especially when Jeskai is vulnerable to Harbinger of the Seas. I've had considerable success with Jeskai Control by just Counterspell[card]ing Riddler and using [card]Supreme Verdict to clean up the board.

Jeskai Blink is an old-school board control deck, and traditionally those decks can't handle combo or true control. I haven't seen anything to think Blink is different, and apparently, it's not even that good at board control as Energy has a 50/50 matchup against it.

Is Modern Healthy?

Whether Modern is healthy is entirely dependent on your point of view. Boros Energy's continued dominance of the online metagame coupled with a resurgence in paper plus decreased diversity suggest that Modern is unhealthy.

On the other, the metagame is constantly cycling as the recent rise and fall of Jeskai Blink attests.

It comes down to whether you want a Modern where all the decks are known and predictable or where you want there to be more brewing and surprise. The former is fine with this metagame while the latter is getting increasingly frustrated.

There was an error retrieving a chart for Shifting Woodland

The wrinkle in this analysis is Amulet Titan.

It's not too powerful, but it is causing tournament logistics issues. Both US RCs went hours over time, and I'm reliably informed it was mostly Titan's fault. The rumor mill says that it was the same story in the other RCs, but I have no direct confirmation.

Wizards was already watching Titan for this after Houston, so it happening in Las Vegas too has likely made up their mind. If Wizards chooses to take action against Titan, it increases the chances for more action, likely against Boros. However, we have until February to idly speculate.

Financial Implications

Avatar: the Last Airbender is suffering similar supply issues to Edge of Eternities, according to my LGS sources. This has meant that the price of sealed product has been decently high, as predicted.

However, both product and card prices are beginning to gradually fall. The set is significantly weaker than Edge, so demand is down. Additionally, many stores planned ahead and ordered more product in the initial run, so the supply drought isn't as bad.

Couple this with the typical decrease in card demand at the end of the year and there's not much opportunity for speculative gain until the next set release. I'd be focused on building inventory, especially since Standard will be the competitive focus for a while.

October ’25 Metagame Update: Changing the Sheets

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As the year winds down, focus switches from the constant grind of Magic Online to paper's big events. Players have been preparing for the Regional Championships for a while, and the metagame data reflects the conclusions they've drawn. Whether or not they made the correct calls is a matter for the data.

The most conclusive result is that the differences between the paper and online metagames are more stark than usual. Never forget that all the MTGO data is generated by a couple hundred players while paper comes from thousands.

No October Outliers

I'm surprised to report that there are no outliers in October. It's been a long time since that's been the case. I certainly thought there'd be outliers just looking at the spread, but no. It's all on curve. Just barely in the case of paper's data, but close enough is close enough. Enjoy it while it lasts.

October Population Metagame

To make the tier list, a given deck has to beat the overall average population for the month. The average is my estimate for how many results a given deck "should" produce in a given month. To be considered a tiered deck, it must perform better than "good enough". Every deck that posts at least the average number of results is "good enough" and makes the tier list.

Then we go one standard deviation (STdev) above average to set the limit of Tier 3 and the cutoff for Tier 2. This mathematically defines Tier 3 as those decks clustered near the average. Tier 2 goes from the cutoff to the next standard deviation. These are decks that perform well above average. Tier 1 consists of those decks at least two standard deviations above the mean result, encompassing the truly exceptional performing decks.

There was an error retrieving a chart for Phlage, Titan of Fire's Fury

The MTGO data nearly exclusively comes from official Preliminary, Qualifiers, and Challenge results. Leagues are excluded, as they add analytically useless bulk data to both the population and power tiers. The paper data comes from any source I can find, with all reported events being counted.

While the MTGO events report predictable numbers, paper events can report anything from only the winner to all the results. In the latter case, if match results aren't included, I'll take as much of the Top 32 as possible. If match results are reported, I'll take winning record up to Top 32, and then any additional decks tied with 32nd place, as tiebreakers are a magic most foul and black.

The MTGO Population Data

October's unadjusted average population for MTGO is 21.04. I always round down if the decimal is less than .20. Tier 3, therefore, begins with decks posting 21 results. The unadjusted STdev was 36.02, so add 36 and that means Tier 3 runs to 57 results. Again, it's the starting point to the cutoff, then the next whole number for the next Tier. Therefore Tier 2 starts with 58 results and runs to 94. Subsequently, to make Tier 1, 95 decks are required.

There was an error retrieving a chart for Phelia, Exuberant Shepherd

The sample population is unchanged from September at 1536. That's never happened before. It couldn't happen back when Preliminary data was posted, and the number of Challenges which actually fire each month has always been variable. To have the exact same number of Challenges fire in September and October is unexpected and unprecedented.

However, unique decks fell severely, from 94 to 73, yielding an abysmal unique deck ratio of .047. The metagame appears to be settling, which may not be a good thing. Only 17 decks made the Tier List, which is probably more to do with the lack of outliers than the low diversity.

Deck NameTotal #Total %
Tier 1
Boros Energy15810.29
Izzet Prowess1358.79
Domain Zoo1268.20
Jeskai Blink1087.03
Weapons Affinity996.44
Goryo Blink956.18
Tier 2
Amulet Titan835.40
Broodscale Combo764.95
Colorless Etron744.82
UW Control583.78
Tier 3
Esper Blink573.71
Ruby Storm533.45
Affinity483.12
UW Blink372.41
Tameshi Belcher352.28
Green-Based Eldrazi332.15
Neobrand241.56
However, the more things change the more they stay the same distribution-wise.

Boros Energy continues its reign atop Tier 1, but its throne is not as secure as it once was. Izzet Prowess and Domain Zoo have surged up the rankings to challenge Energy. However, the big story is the sudden ascension of Jeskai Blink. The deck was a complete non-factor until winning the Houston RC, after which MTGO wholeheartedly jumped on the deck.

This is typical for MTGO: something new emerges, there's mass adoption, then it falls off. Sometimes the decline is permanent as it was just The Joy of New Things and FOMO propping it up. Sometimes, it's something real. It's too early to know which Jeskai's rise is.

Belcher's Decline

Meanwhile, Tameshi Belcher crashed. This is unexpected, considering it was the best performing deck in September. However, this is the metagame at work. Belcher's success has always been about its great matchup against Energy. It was quite literally the first anti-Energy deck back in 2023, and that hasn't changed. With its main prey declining, Belcher would naturally fall.

There was an error retrieving a chart for Cori-Steel Cutter

However, this precipitous of a decline is indicative of a metagame shift. Belcher is a very consistent combo deck, but it's not quick. It can't kill before turn 4, though it has many ways to ensure a turn 4 kill. This has always made it vulnerable to fast and/or disruptive aggro, but until recently Energy pushed out all the other aggro decks. Cori-Steel Cutter brought Izzet Prowess back from the dead, and it can race Belcher. Prowess doing well means that Belcher is suffering.

The Paper Population Data

Thanks to multiple RCs and their numerous side events reporting data, October's paper population doubled from 543 to 1020. I think this is the highest paper population I've ever recorded. The 85 unique decks and ratio of .083 are a lot better than MTGO's numbers, but that ratio is abysmal by paper standards. I'm not too surprised by the low ratio, as a lot of players played the same deck in multiple events because that's how grinding side events works.

There was an error retrieving a chart for Primeval Titan

16 decks made the tier list, which is below average for paper, but is also explainable by the lack of outliers. No outliers=fewer decks make the Tier List. The average population is exactly 12 so that's where the Lis starts. The STDev is 22.48, so the increment is 23. Therefore, Tier 3 runs from 12 to 35, Tier 2 is 36 to 59 and Tier 1 is 60 and over.

Deck NameTotal #Total %
Tier 1
Amulet Titan11611.37
Goryo Blink969.41
Izzet Prowess828.04
Boros Energy656.37
Domain Zoo626.08
Tier 2
Colorless Etron575.59
Weapons Affinity545.29
Broodscale Combo444.31
Esper Blink424.12
Jeskai Blink363.53
Tier 3
Tameshi Belcher343.33
Affinity333.23
Green-Based Eldrazi313.04
UW Blink292.84
UW Control272.65
Simic Ritual171.67
More equal than MTGO at least. Tier 3 getting squeezed is again, due to no outliers.

Energy continues to suffer in paper, though that's a bit deceptive. You'll see why when we get to the Average Power section. Amulet is proudly on top of the paper metagame, though that really shouldn't be surprising. SCG Houston is a major component of the data, and Amulet has always done better at SCG events that elsewhere. I've never known why, but if you go back through old results, the SCG bias towards Amulet is very clear. We'll see if that keeps up in November.

October Power Metagame

Tracking the metagame in terms of population is standard practice. But how do results actually factor in? Better decks should also have better results. In an effort to measure this, I use a power ranking system in addition to the prevalence list. By doing so, I measure the relative strengths of each deck within the metagame so that a deck that just squeaks into Top 32 isn't valued the same as one that Top 8's. This better reflects metagame potential.

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For the MTGO data, points are awarded based on the population of the event. Preliminaries and similar events award points based on record (1 for 3 wins, 2 for 4 wins, 3 for 5), and Challenges are scored 3 points for the Top 8, 2 for Top 16, and 1 for Top 32. If I can find them, non-Wizards events will be awarded points the same as Challenges or Preliminaries depending on what the event in question reports/behaves like. Super Qualifiers and similar higher-level events get an extra point and so do other events if they’re over 200 players, with a fifth point for going over 400 players.

Due to paper reporting being inconsistent and frequently full of data gaps compared to MTGO, its points work differently. I award points based on the size of the tournament rather than placement. For events with no reported starting population or up to 32 players, one point is awarded to every deck. Events with 33 players up to 128 players get two points. From 129 players up to 512 players get three. Above 512 is four points, and five points is reserved for Modern Pro Tours. When paper reports more than the Top 8, which is rare, I take all the decks with a winning record or tied for Top 32, whichever is pertinent.

The MTGO Power Tiers

As with the population numbers, total points the same as September at 2751. The average points were 37.68, therefore 38 points made Tier 3. The STDev was 65.22 so add 66 to the starting point, and Tier 3 runs to 104 points. Tier 2 starts with 105 points and runs to 171. Tier 1 requires at least 172 points. There's a lot of shuffling inside each tier and a lot of movement between tiers, but nothing fell off nor joined on points.

Deck NameTotal PointsTotal %
Tier 1
Boros Energy28610.40
Izzet Prowess2579.34
Domain Zoo2187.92
Jeskai Blink1947.05
Tier 2
Goryo Blink1716.22
Weapons Affinity1676.07
Amulet Titan1645.96
Broodscale Combo1304.72
Colorless Etron1284.65
Esper Blink1073.89
Tier 3
Ruby Storm1033.74
UW Control1023.71
Affinity812.94
UW Blink752.73
Tameshi Belcher592.14
Green-Based Eldrazi572.07
Neobrand391.42
All it takes to get a more equal distribution is two decks falling out of Tier 1, who knew?

The really high point threshold has mercilessly shifted many decks downwards, but it also rose up Esper Blink from Tier 3 to Tier 2. This makes me think that the Blink Wars aren't finished, but have instead entered a new stage. Jeskai is the new hotness, but sometimes the old stars are still better. This is one to keep watching.

The Paper Power Tiers

Paper's total points are also massively up from 937 to 2024. Lots of big events does that. The average points were 23.81, setting the cutoff at 24 points. The STDev was 46.69, so add 47 to the starting point and Tier 3 runs to 71 points. Tier 2 starts with 72 points and runs to 119. Tier 1 requires at least 120 points. There is a lot of movement inside the tiers, but none between the tiers. Nothing joined or fell off either. As I said earlier, there's strong signs of metagame settling in October.

Deck NameTotal PointsTotal %
Tier 1
Amulet Titan24912.30
Goryo Blink1979.73
Izzet Prowess1537.56
Boros Energy1487.31
Domain Zoo1326.52
Tier 2
Colorless Etron1075.29
Weapons Affinity1035.09
Broodscale Combo924.54
Jeskai Blink854.20
Esper Blink844.15
Tier 3
Affinity683.36
Tameshi Belcher663.26
UW Control643.16
Green-Based Eldrazi552.72
UW Blink502.47
Simic Ritual341.68
It's remarkably close to the population distribution.

Composite Metagame

That's a lot of data, but what does it all mean? When Modern Nexus was first started, we had a statistical method to combine the MTGO and paper data, but the math of that system doesn't work without big paper events. I tried. Instead, I'm using an averaging system to combine the data. I take the MTGO results and average the tier, then separately average the paper results, then average the paper and MTGO results together for final tier placement.

This generates a lot of partial Tiers. That's not a bug, but a feature. The nuance separates the solidly Tiered decks from the more flexible ones and shows the true relative power differences between the decks. Every deck in the paper and MTGO results is on the table, and when they don't appear in a given category, they're marked N/A. This is treated as a 4 for averaging purposes.

Deck NameMTGO Pop TierMTGO Power TierMTGO Average TierPaper Pop TierPaper Power TierPaper Average TierComposite Tier
Boros Energy1111111.00
Izzet Prowess1111111.00
Domain Zoo1111111.00
Goryo Blink121.51111.25
Jeskai Blink1112221.50
Amulet Titan2221111.50
Weapons Affinity121.52221.75
Broodscale Combo2222222.00
Colorless Etron2222222.00
Esper Blink322.52222.25
UW Control232.53332.75
Affinity3333333.00
UW Blink3333333.00
Tameshi Belcher3333333.00
Green-Based Eldrazi3333333.00
Ruby Storm333N/AN/AN/A3.50
Neobrand333N/AN/AN/A3.50
Simic RitualN/AN/AN/A3333.50

Average Power Rankings

Finally, we come to the average power rankings. These are found by taking the total points earned and dividing them by total decks, to measure points per deck. I use this to measure strength vs. popularity. Measuring deck strength is hard. While you can make a Wins-Above-Replacement-esq metric for the Magic cards in an individual deck, there's no way to make one that lets you compare decks. The game is too complex, and even then, power is very contextual.

Using the power rankings helps to show how justified a deck’s popularity is. However, more popular decks will still necessarily earn a lot of points. Therefore, the top tier doesn't move much between population and power and obscures whether its decks really earned their position. 

There was an error retrieving a chart for Tamiyo, Inquisitive Student // Tamiyo, Seasoned Scholar

This is where the averaging comes in. Decks that earn a lot of points because they get a lot of results will do worse than decks that win more events, indicating which deck actually performs better.

A higher average indicates lots of high finishes, whereas low averages result from mediocre performances and a high population. Lower-tier decks typically do very well here, likely due to their pilots being enthusiasts. Bear this in mind and be careful about reading too much into these results. However, as a general rule, decks that place above the baseline average are over-performing, and vice versa.

How far above or below that average a deck sits justifies its position on the power tiers. Decks well above baseline are undervalued, while decks well below baseline are very popular, but aren't necessarily good.

The Real Story

When considering the average points, the key is looking at how far off a deck is from the Baseline stat (the overall average of points/population). The closer a deck’s performance to the Baseline, the more likely it is to be performing close to its "true" potential.

A deck that is exactly average would therefore perform exactly as well as expected. The greater the deviation from the average, the more a deck under or over-performs. On the low end, a deck’s placing was mainly due to population rather than power, which suggests it’s overrated. A high-scoring deck is the opposite of this.

We'll start with MTGO's averages:

Deck NameAverage PointsPower Tier
UW Blink2.033
Amulet Titan1.982
Ruby Storm1.943
Izzet Prowess1.901
Esper Blink1.882
Boros Energy1.811
Jeskai Blink1.801
Goryo Blink1.802
UW Control1.763
Colorless Etron1.732
Green-Based Eldrazi1.733
Domain Zoo1.731
Broodscale Combo1.712
Baseline1.70
Weapons Affinity1.692
Affinity1.693
Tameshi Belcher1.693
Neobrand1.623

As the top performing Tier 1 deck, Izzet Prowess wins MTGO Deck of October. Welcome back.

Now for paper:

Deck NameAverage PointsPower Tier
UW Blink2.373
Esper Blink2.362
Boros Energy2.281
Amulet Titan2.151
Domain Zoo2.131
Broodscale Combo2.092
Tameshi Belcher2.063
Goryo Blink2.051
Jeskai Blink2.002
Simic Ritual2.003
Affinity1.943
Weapons Affinity1.912
Colorless Etron1.882
Izzet Prowess1.871
UW Control1.773
Baseline1.75
Green-Based Eldrazi1.723

Meanwhile, Boros Energy wins Paper Deck of October. I told you this deck wasn't declining as much as it appears.

Analysis

Low diversity coupled with the tiers being consistent between paper and population indicates that the metagame is settling. Players know which decks are good and have the matchups figured out. The rise of Jeskai Blink might look like a shakeup, but it's mostly replacing the other Blink versions and appears to have a similar matchup spread.

The metagame has undeniably shifted from September, but it looks like an inter-metagame adjustment rather than an actual shakeup.

There was an error retrieving a chart for Quantum Riddler

In the former, the metagame is reacting to itself while in the later has something entirely new enter. There's nothing from any recent set making new waves, nor has anything truly novel emerged from the existing cardpool.

Therefore, this isn't a shakeup. Energy has driven out any true aggro deck that doesn't run Guide of Souls and Ocelot Pride while having a strong matchup vs control thanks to Phlage and Goblin Bombardment. To compete, previously more aggro decks like Zoo have moved toward midrange and lots of combo decks emerged. The combo metagame is pushing players back towards disruptive decks that are weak to Energy.

It's a stable metagame cycle. We haven't had one of those in a while.

Banning Day Comes and Goes

The latest Banned and Restricted Announcement had nothing for Modern. I'm not remotely surprised. Wizards has historically shied away from taking action in every format simultaneously. The fact that Modern is also having a healthy metagame cycle obviates any banning pressure. Finally, we're in the middle of the Modern RCs.

Wizards' favorite excuse for doing nothing has been an unwillingness to disrupt players' testing for events/causing churn in the middle of a qualifier season. They weren't going to touch Modern, and I don't know why anyone rationally thought otherwise.

There was an error retrieving a chart for Vivi Ornitier

As for the actual changes, Wizards all but confirmed that Vivi Ornitier was gone a while ago. I thought that if it took anything with it, Agatha's Soul Cauldron would go but instead its Proft's Eidetic Memory. While I understand their argument for Memory, just ignoring Cauldron seems risky. I'd keep watching that card to break Standard again.

If Wizards is going to keep pushing this new super-Standard, they'd better get better at designing for and managing it, and soon. Legacy Reanimator has finally been kneecapped, but Wizards still won't deal with Oops. It was never about winrate with that deck, it's about the toxic gameplay, why don't they get it? Finally, they've given players a reason to experiment in Pioneer by banning Hearthfire Hero, but there are still no Pioneer events, so I don't think anyone will care.

Looking Ahead

However, there are two decks the Modern community needs to start scrutinizing for future bans. The first is Amulet Titan, specifically the Aftermath Analyst loop. Amulet has been around forever but has always been kept from becoming a truly dominant force or power-level problem because it's an intricate deck that doesn't work at all under Blood Moon. A lot of players see the deck's success, pick the deck up, and quickly put it back down after realizing how much time and effort they have to put in to play it adequately. This hasn't changed.

However, the infinite Analyst loop requires scrutiny, and Wizards called it out in the B&R Announcement. RC Houston ran many hours late thanks to how long the loop takes to execute. If this has happened elsewhere, nobody was complaining where I could see it. This smacks of Miracles-era Legacy, and tournament logistics issues do often lead to bans.

A single tournament having issues isn't enough to draw a ban. If the Las Vegas RC has the same problem, and Amulet continues to be the reason then Modern needs to seriously consider a ban. I don't think Analyst is the correct target as it's more replaceable than Shifting Woodland.

There was an error retrieving a chart for Shifting Woodland

Blink also requires scrutiny. While it's nice that Ephemerate is finally receiving the play that everyone expected back when Modern Horizons was first spoiled, its potential issues are also becoming clear.

If Wizards is going to keep making alternative costs like evoke and warp, the value of Ephemerate is just going to keep rising.

Phelia is in a similar position. There's no problem right now, but Blink variants could easily push out every other fair deck. Why do anything other than accrue value and draw cards? None of the Blink decks are individually dangerous, but as a strategy it could get too prevalent.

Financial Implications

From everything I've seen and heard from both shop owners and the community at large, Spider-Man is a solid flop. This is not surprising given that the similar Assassin's Creed set also failed.

Wizards is paying a very steep price for March of the Machines: Aftermath. Maybe the Hasbro suits that oversee all decision making will start respecting the players. Probably not, but I like the thought. The upcoming Avatar: the Last Airbender set looks promising, but it's too early to really speculate.

However, if the past several good Standard sets are anything to go by, sealed product will be hard to come by and will demand a premium.

My LGS has been out of Edge of Eternities since August and still can't get any. This supply shortage is why the price of so many EoE cards is through the roof. Quantum Riddler is a good card, but it's not $50+ good. However, demand is up and supply can't rise to match, price has to precipitously rise.

Thus, the best financial opportunity in the foreseeable future is buying sealed product and sitting on it like it's 2015 again.

September ’25 Metagame Update: Pro Tour Time

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Modern convulsed in September. Having a Pro Tour will do that to a format. The broad strokes of Modern remain the same as in August, but all the details have changed.

Whether this is a permanent shift will be determined by the Regional Championships. If the trends started by players testing for the Pro Tour are sustained through them, then you should start seeing them at your LGS very soon.

However, the real test is whether they're reflected in the November and December data. One month is a data point, several is a trend.

Odd Month for Outliers

There's only one outlier in September, which was very surprising given what the data looked like. I thought there'd be three outliers on Magic Online (MTGO), but all the outlier tests only returned Boros Energy. I thought I was getting good at spotting outliers in the data, but apparently not.

There was an error retrieving a chart for Galvanic Discharge

Meanwhile, paper has between zero and three outliers. All the tests came to different conclusions. This means that paper's data is right on every test's borderline, which then means that whether anything is an outlier comes down entirely to definition, unlike with MTGO where Energy was very clearly over every line for every test. Therefore, I didn't remove any decks as outliers. Not that it mattered. Even had I removed the top result for being an outlier, the same decks would have made the Tier List.

As always, outliers are reported in their correct position on the Tier List but are removed from the data analysis.

September Population Metagame

To make the tier list, a given deck has to beat the overall average population for the month. The average is my estimate for how many results a given deck "should" produce in a given month. To be considered a tiered deck, it must perform better than "good enough". Every deck that posts at least the average number of results is "good enough" and makes the tier list.

Then we go one standard deviation (STdev) above average to set the limit of Tier 3 and the cutoff for Tier 2. This mathematically defines Tier 3 as those decks clustered near the average. Tier 2 goes from the cutoff to the next standard deviation. These are decks that perform well above average. Tier 1 consists of those decks at least two standard deviations above the mean result, encompassing the truly exceptional performing decks.

There was an error retrieving a chart for Tameshi, Reality Architect

The MTGO data nearly exclusively comes from official Preliminary, Qualifiers, and Challenge results. Leagues are excluded, as they add analytically useless bulk data to both the population and power tiers. The paper data comes from any source I can find, with all reported events being counted.

While the MTGO events report predictable numbers, paper events can report anything from only the winner to all the results. In the latter case, if match results aren't included, I'll take as much of the Top 32 as possible. If match results are reported, I'll take winning record up to Top 32, and then any additional decks tied with 32nd place, as tiebreakers are a magic most foul and black.

The MTGO Population Data

September's adjusted average population for MTGO is 14.09. I always round down if the decimal is less than .20. Tier 3, therefore, begins with decks posting 14 results. The adjusted STdev was 26.40, so add 27 and that means Tier 3 runs to 41 results. Again, it's the starting point to the cutoff, then the next whole number for the next Tier. Therefore Tier 2 starts with 42 results and runs to 69. Subsequently, to make Tier 1, 70 decks are required.

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The sample population fell from 1828 in August to 1536. There was a Showcase Challenge, but no LCQs or other special events. Unique decks rose slightly, 92 to 94. This means that the deck ratio rose from .050 to .061, which is better but still below July's .062, which was still on the low side for MTGO. 26 decks made the tier list, finally breaking the streak of 25 Tiered decks after three months.

Deck NameTotal #Total %
Tier 1
Boros Energy22614.71
Tameshi Belcher1368.85
Colorless Etron1368.85
Goryo Blink956.18
Domain Zoo754.88
Esper Blink714.62
Tier 2
Affinity664.30
Izzet Prowess613.97
Green-Based Eldrazi543.52
Amulet Titan523.38
Ruby Storm503.25
Tier 3
Neobrand382.47
UW Control362.34
Grixis Reanimator352.28
Weapons Affinity332.15
Frogtide251.63
Broodscale Combo241.56
Living End221.43
Kappa211.37
Mill201.30
Mono-Black Saga181.17
Dimir Tempo161.04
UW Blink161.04
Sam Ritual150.98
The concerning part of this month's data is the lack of Other decks as it shows that players aren't trying new brews.

While Energy has maintained its position, the rest of the Tier List has been heavily shuffled. The most notable movement has been Esper Blink's collapse, but I'll take about that more in the Analysis section. What surprised me most watching the data accumulate was Colorless Etron's meteoric rise, then sudden drop-off. Until mid-September, Etron was level with Boros. It was actually ahead at a few points.

Then it just stopped appearing and never recovered.

Also notable was the sudden explosion of Affinity decks running Weapons Manufacturing. It seemed to work out well online, though not so much in paper.

The Likely Answer

It's been a weird few months for Eldrazi decks in general, but this was a particularly inexplicable rise and plateau, which looks like it's becoming a decline. Eldrazi has long been believed to have a strong matchup against Energy, but its fortunes have dipped and surged seemingly independent of what Energy (or the metagame as a whole) is doing.

As such, having one version surge to the top of the metagame isn't unexpected, but for it to happen to this extent is really unusual.

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At a guess, I suspect that the rise of Grixis Reanimator is behind Colorless Etron's surge. Kozilek's Command has a lot of modes, and it's easy to forget that one of them is exiling cards in graveyards. Couple this with additional hate available via Karn, the Great Creator and Etron was well positioned to stop any shenanigans. Even if shenanigans did happen, Ugin, Eye of the Storms quite cleanly cleans up. That Reanimator fell off hard as Etron rose is compelling.

I'm not sure why Colorless Etron specifically did so much better than the other versions. I don't know why Sowing Mycospawn has severely fallen out of favor. I'd guess it's too slow. However, I'm surpised that like losing access to green sideboard cards would have hurt more than it appears to.

The Paper Population Data

The Pro Tour an associated events pushed up paper's population from 466 to 543. Since the Pro Tour has a draft component, I only took those decks with 6 or more wins in Modern. I recorded 80 unique decks for a ratio of .147, which is down from August's .163. This isn't too surprising as a big chunk of this data comes from the Pro Tour, and it didn't have a particularly diverse starting metagame.

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25 decks made the tier list, which is roughly average for paper. The average population is 6.79, so 7 results make the list. The adjusted STDev is 11.05, so the increment is 11. Therefore, Tier 3 runs from 7 to 18, Tier 2 is 19 to 30 and Tier 1 is 31 and over.

Deck NameTotal #Total %
Tier 1
Goryo Blink5610.31
Boros Energy478.653
Esper Blink458.29
Colorless Etron315.71
Tameshi Belcher305.52
Tier 2
Izzet Prowess274.97
Amulet Titan274.97
Domain Zoo264.79
Tier 3
Affinity183.31
UW Control162.95
Green-Based Eldrazi142.58
Grixis Reanimator122.21
Frogtide112.03
Mono-Green Etron101.84
Broodscale Combo91.66
Ruby Storm81.47
Neoform81.47
Simic Ritual81.47
Jeskai Wizards71.29
BW Blink71.29
Sam Ritual71.29
Kappa71.29
Abhorrent Frogtide71.29
Mill71.29
Weapons Affinity71.29
Enjoy the enormous share that Tier 3 has on this chart, it won't last.

Energy has been knocked off its perch by the most popular deck from the Pro Tour! Well done Goryo Blink, and you didn't even need the Pro Tour boost to do it. Goryo and Esper Blink jumped into the lead very early on while Boros was completely missing, to the point I'm a little surprised that Boros finally made it to second place.

However, Esper began falling off while Goryo maintained its pace. I know why, but it's likely to cause the deck to suffer going forward.

Goryo's Out to Gotcha!

Goryo's a deck that spikes really high. While I don't play the deck, I play against it a lot and the pilots all tell me that the high they get from surveilling Atraxa into the graveyard turn one to reanimate her on turn two will keep you playing for months. However, I haven't dropped a match to it in months playing Jeskai Wizards. Goryo's is a classic Gotcha! deck masquerading as a midrange combo deck.

It has a number of strategies that look like midrange grinding engines like Psychic Frog or Ephemerate/Goryo's shenanigans but they're all just ways to "get" opponents. When the deck runs into decks with sufficient answers, it falls apart. It's worth reminding everyone that the Goryo player who Top 8'd, Jonny Guttman, is not on the list of players with 6 or more constructed wins. I suspect that with the deck getting more attention, it will fall off as players seize on its weaknesses.

September Power Metagame

Tracking the metagame in terms of population is standard practice. But how do results actually factor in? Better decks should also have better results. In an effort to measure this, I use a power ranking system in addition to the prevalence list. By doing so, I measure the relative strengths of each deck within the metagame so that a deck that just squeaks into Top 32 isn't valued the same as one that Top 8's. This better reflects metagame potential.

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For the MTGO data, points are awarded based on the population of the event. Preliminaries and similar events award points based on record (1 for 3 wins, 2 for 4 wins, 3 for 5), and Challenges are scored 3 points for the Top 8, 2 for Top 16, and 1 for Top 32. If I can find them, non-Wizards events will be awarded points the same as Challenges or Preliminaries depending on what the event in question reports/behaves like. Super Qualifiers and similar higher-level events get an extra point and so do other events if they’re over 200 players, with a fifth point for going over 400 players.

Due to paper reporting being inconsistent and frequently full of data gaps compared to MTGO, its points work differently. I award points based on the size of the tournament rather than placement. For events with no reported starting population or up to 32 players, one point is awarded to every deck. Events with 33 players up to 128 players get two points. From 129 players up to 512 players get three. Above 512 is four points, and five points is reserved for Modern Pro Tours. When paper reports more than the Top 8, which is rare, I take all the decks with a winning record or tied for Top 32, whichever is pertinent.

The MTGO Power Tiers

As with the population numbers, total points are down from 3273 to 2751. The adjusted average points were 25.26, therefore 26 points made Tier 3. The adjusted STDev was 48.38 so add 49 to the starting point, and Tier 3 runs to 75 points. Tier 2 starts with 76 points and runs to 125. Tier 1 requires at least 126 points. There's a lot of shuffling inside each tier and Esper Blink fell from Tier 1. UW Blink didn't make the Power Tier, but Mono-Green Etron did.

Deck NameTotal PointsTotal %
Tier 1
Boros Energy40214.61
Tameshi Belcher2629.52
Colorless Etron2468.94
Goryo Blink1696.14
Domain Zoo1435.20
Tier 2
Esper Blink1224.43
Affinity1224.43
Izzet Prowess1124.07
Amulet Titan953.45
Ruby Storm943.42
Green-Based Eldrazi923.34
Tier 3
UW Control702.54
Neobrand682.47
Weapons Affinity672.43
Grixis Reanimator612.22
Frogtide481.74
Kappa401.45
Broodscale Combo381.38
Mill371.34
Living End341.24
Dimir Tempo311.13
Sam Ritual281.02
Mono-Green Etron270.98
Mono-Black Saga260.94
While I don't like Other being squeezed, the fact that Tier 2 gained at Tier 1's expense is appreciated.

The Paper Power Tiers

Paper's total points are up from 819 to 937. The average points were 11.71, setting the cutoff at 12 points. The STDev was 21.08, so add 21 to the starting point and Tier 3 runs to 33 points. Tier 2 starts with 34 points and runs to 55. Tier 1 requires at least 56 points.

There is a lot of movement inside and between the tiers. A lot of decks also fell off the list because they only showed up for small local events. The Pro Tour had a very big impact on how the Power Tier shook out. You didn't have to do well at the PT to do well on the Power Tier, but it really helped.

Deck Name Total PointsTotal %
Tier 1
Goryo Blink10911.63
Boros Energy919.71
Tameshi Belcher737.79
Esper Blink646.83
Colorless Etron596.30
Amulet Titan596.30
Tier 2
Izzet Prowess454.80
Domain Zoo384.05
Affinity363.84
UW Control353.73
Tier 3
Green-Based Eldrazi262.77
Broodscale Combo212.24
Grixis Reanimator161.71
Ruby Storm161.71
Weapons Affinity161.71
Neoform141.49
Simic Ritual141.49
Frogtide131.39
Sam Ritual131.39
See what I mean?

Composite Metagame

That's a lot of data, but what does it all mean? When Modern Nexus was first started, we had a statistical method to combine the MTGO and paper data, but the math of that system doesn't work without big paper events. I tried. Instead, I'm using an averaging system to combine the data. I take the MTGO results and average the tier, then separately average the paper results, then average the paper and MTGO results together for final tier placement.

This generates a lot of partial Tiers. That's not a bug, but a feature. The nuance separates the solidly Tiered decks from the more flexible ones and shows the true relative power differences between the decks. Every deck in the paper and MTGO results is on the table, and when they don't appear in a given category, they're marked N/A. This is treated as a 4 for averaging purposes.

Deck NameMTGO Pop TierMTGO Power TierMTGO Average TierPaper Pop TierPaper Power TierPaper Average TierComposite Tier
Boros Energy1111111.00
Tameshi Belcher1111111.00
Colorless Etron1111111.00
Goryo Blink1111111.00
Esper Blink121.51111.25
Domain Zoo1112221.50
Amulet Titan222211.51.75
Izzet Prowess2222222.00
Affinity222322.52.25
Green-Based Eldrazi2223332.50
Ruby Storm2223332.50
UW Control333322.52.75
Neobrand3333333.00
Grixis Reanimator3333333.00
Weapons Affinity3333333.00
Frogtide3333333.00
Broodscale Combo3333333.00
Sam Ritual3333333.00
Kappa3333N/A3.53.25
Mill3333N/A3.53.25
Living End333N/AN/AN/A3.50
Mono-Black Saga333N/AN/AN/A3.50
Dimir Tempo333N/AN/AN/A3.50
Mono-Green EtronN/A33.53N/A3.53.50
Simic RitualN/AN/AN/A3333.50
UW Blink3N/A3.5N/AN/AN/A3.75
Jeskai WizardsN/AN/AN/A3N/A3.53.75
BW BlinkN/AN/AN/A3N/A3.53.75
Abhorrent FrogtideN/AN/AN/A3N/A3.53.75

Average Power Rankings

Finally, we come to the average power rankings. These are found by taking the total points earned and dividing them by total decks, to measure points per deck. I use this to measure strength vs. popularity. Measuring deck strength is hard. While you can make a Wins-Above-Replacement-esq metric for the Magic cards in an individual deck, there's no way to make one that lets you compare decks. The game is too complex, and even then, power is very contextual.

Using the power rankings helps to show how justified a deck’s popularity is. However, more popular decks will still necessarily earn a lot of points. Therefore, the top tier doesn't move much between population and power and obscures whether its decks really earned their position. 

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This is where the averaging comes in. Decks that earn a lot of points because they get a lot of results will do worse than decks that win more events, indicating which deck actually performs better.

A higher average indicates lots of high finishes, whereas low averages result from mediocre performances and a high population. Lower-tier decks typically do very well here, likely due to their pilots being enthusiasts. Bear this in mind and be careful about reading too much into these results. However, as a general rule, decks that place above the baseline average are over-performing, and vice versa.

How far above or below that average a deck sits justifies its position on the power tiers. Decks well above baseline are undervalued, while decks well below baseline are very popular, but aren't necessarily good.

The Real Story

When considering the average points, the key is looking at how far off a deck is from the Baseline stat (the overall average of points/population). The closer a deck’s performance to the Baseline, the more likely it is to be performing close to its "true" potential.

A deck that is exactly average would therefore perform exactly as well as expected. The greater the deviation from the average, the more a deck under or over-performs. On the low end, a deck’s placing was mainly due to population rather than power, which suggests it’s overrated. A high-scoring deck is the opposite of this.

We'll start with MTGO's averages:

Deck NameAverage PointsPower Tier
Mono-Green Etron2.083
Weapons Affinity2.033
UW Control1.943
Dimir Tempo1.943
Tameshi Belcher1.931
Frogtide1.923
Domain Zoo1.911
Kappa1.903
Ruby Storm1.882
Sam Ritual1.873
Affinity1.852
Mill1.853
Izzet Prowess1.842
Amulet Titan1.832
Colorless Etron1.811
Neobrand1.793
Boros Energy1.781
Goryo Blink1.781
Grixis Reanimator1.743
Esper Blink1.722
Green-Based Eldrazi1.702
Baseline1.68
Broodscale Combo1.583
Living End1.543
UW Blink1.50N/A
Mono-Black Saga1.443

Tameshi Belcher wins MTGO Deck of September. You don't hear it discussed much, but the deck really is a beast.

Now the paper averages:

Deck Name Average PointsPower Tier
Tameshi Belcher2.431
Broodscale Combo2.333
Weapons Affinity2.293
UW Control2.192
Amulet Titan2.181
Affinity2.002
Ruby Storm2.003
Goryo Blink1.951
Boros Energy1.941
Colorless Etron1.901
Green-Based Eldrazi1.863
Sam Ritual1.863
Neoform1.753
Simic Ritual1.753
Izzet Prowess1.672
Tier 11.50
Domain Zoo1.462
Jeskai Wizards1.43N/A
Esper Blink1.421
Grixis Reanimator1.333
Kappa1.29N/A
Abhorrent Frogtide1.29N/A
Frogtide1.183
BW Blink1.14N/A
Mono-Green Etron1.10N/A
Mill1.00N/A

Et Tu, paper? Belcher also wins your Deck of September. Appropriate for a Pro Tour winning deck, I suppose.

Analysis

With the Pro Tour finished and the Regional Championships coming into view, I think we need to face reality about where Modern is heading. The evidence is clearly showing that the format is defined by combo decks vs Energy, and Tameshi Belcher is the best combo deck. It's the hardest to hate out, hardest to interact with, and favorably interacts with the other combo decks. I'd expect to see it a lot at your RC.

Hard control is doing decently, but as always it struggles in open metagames. Plus, Boros Energy is a hard matchup thanks to all of its reach. The other Energy variants aren't nearly as difficult for control, but Energy can just kill in response to a board wipe. Which gives it a chilling effect on the entire aggro space and is why it's actually driving the Modern metagame.

The Energy Issue

I've struggled to concisely put my thoughts on Boros Energy together for some time. It is by far the strongest aggro deck in the format, despite Mardu, Jeskai, or UW Energy being better decks on paper. Boros consistently outperforms other options and only really drops off when players seemingly get bored of it, but they always come back to Boros.

Someone suggested off-handedly to me that this is what Jund used to be, and I completely agree. Boros Energy is pre-2017 Jund for a new age.

There was an error retrieving a chart for Ocelot Pride

In early Modern, you could play any midrange deck you wanted, but it would always be worse than Jund. It didn't matter what you did, Jund's answers and creatures were more efficient. You could fight Jund in both the midrange and control spaces, but those decks had worse Tron matchups than Jund.

As such, Jund pushed almost everything else out of the metagame. Decks like Junk or Jeskai still saw play as anti-Jund decks, but they never really threatened Jund's dominance until Jund was pushed out by Death's Shadow.

The same thing is happening with Boros Energy. You can play many different aggro decks, but they're all worse than Boros Energy. The three best 1-drops are Guide of Souls, Ocelot Pride, and Ragavan, Nimble Pilferer. You want more energy cards to support Guide so you play Galvanic Discharge. The best aggressive planeswalker is Ajani, Nacatl Avenger, and the best way to trigger his transformation is Goblin Bombardment.

You can't make a more synergistic aggro deck at the moment, and no deck can match Boros' rollout. It's why Domain decks are moving increasingly midrange and getting weird. You can't compete in the aggro space against Boros Energy.

Esper Blink's Decline

After exploding to the top of Modern in August, Esper Blink is really struggling. While it remains popular, it fell out of MTGO's Power Tier 1 and had poor average points in both online and paper play. Its Pro Tour numbers weren't good for such a popular deck, and its recent MTGO numbers have been very poor. I don't think it will make Tier 1 in October without a massive turnaround.

The fact that Esper players are playing increasingly divergent and weird versions of the deck lends credence to my belief that the deck is suffering.

There was an error retrieving a chart for Quantum Riddler

I suspect that a lot of the problem is Quantum Riddler. I've previously stated that the card was good, but it was $30 worth of good. I expected the price to settle under $25, but in early October it spiked past $40, and while down from peak is still in flux. I underestimated just how excited players were about the card, but falling supply actually drove the spike.

Supplies of Edge of Eternities were depleted virtually everywhere shortly after I wrote that article. My LGS ran out of loose boosters and boxes in late August and is still waiting for more. Every draft night of EOE had numerous pods, while they've not fired a single one for Spider-Man.

The most vaunted card from a popular and hard-to-find set is going to see price spikes, and that in turn will lead players to contort their decks into strange shapes to justify the price they paid for the card. Which should sound familiar, this is exactly what happened with Ketramose, the New Dawn. Rather than refine existing decks, players are jamming Riddler into everything, and it's mostly not working.

Adding Riddler works for Goryo Blink as it adds to the Gotcha! and midrangey plans, but everyone else is putting way more energy into making Riddler work than it deserves. I expect this to work itself out in a few weeks.

Financial Implications

Marvel's Spider-Man isn't doing well. The LGS' in my area have a lot of surplus stock, and the individual card prices are similarly weak. I know Wizards insists that Universes Beyond sells like gangbusters, but for every Final Fantasy there's been Assassin's Creed and Spider-Man.

I'm not sure what to think about all this, especially with the online Through the Omenpaths debacle.

The upcoming return to Lowyn looks promising, but it's coming out at the end of an exhausting year in a poor economic climate. I doubt that speculative pressure will be strong for this one, so I'd look to conserve inventory until we've got a better picture of what to expect.

August ’25 Metagame Update: Energy Endures

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Paper Modern was on a downswing in August as the RCQ season moves to Standard and falls off a cliff. Seriously, Wizards really should have seen this one coming.

Meanwhile, Magic Online is still having Showcase Challenges and Modern RCQs which has led to an explosion in population and points.

However, it hasn't changed the essential truth of the Modern metagame.

Expected Outliers

Boros Energy continues to be an outlier in both paper and MTGO. That can almost go without saying at this point. Energy hung with Nadu; nothing's knocking it down in the foreseeable future. Not without something worse being printed or a ban, anyway.

There was an error retrieving a chart for Quantum Riddler

It is joined in outlier town on MTGO by Esper Blink. While earlier iterations relied on Psychic Frog, now it's all about Quantum Riddler. This is odd to me, as every Blink player I've asked about playing Riddler gives me a non-committal "It's...ok." I'll withhold judgement to see how it plays out.

As always, outliers are reported in their correct position on the Tier List but are removed from the data analysis.

August Population Metagame

To make the tier list, a given deck has to beat the overall average population for the month. The average is my estimate for how many results a given deck "should" produce in a given month. To be considered a tiered deck, it must perform better than "good enough". Every deck that posts at least the average number of results is "good enough" and makes the tier list.

Then we go one standard deviation (STdev) above average to set the limit of Tier 3 and the cutoff for Tier 2. This mathematically defines Tier 3 as those decks clustered near the average. Tier 2 goes from the cutoff to the next standard deviation. These are decks that perform well above average. Tier 1 consists of those decks at least two standard deviations above the mean result, encompassing the truly exceptional performing decks.

There was an error retrieving a chart for Primeval Titan

The MTGO data nearly exclusively comes from official Preliminary, Qualifiers, and Challenge results. Leagues are excluded, as they add analytically useless bulk data to both the population and power tiers. The paper data comes from any source I can find, with all reported events being counted.

While the MTGO events report predictable numbers, paper events can report anything from only the winner to all the results. In the latter case, if match results aren't included, I'll take as much of the Top 32 as possible. If match results are reported, I'll take winning record up to Top 32, and then any additional decks tied with 32nd place, as tiebreakers are a magic most foul and black.

The MTGO Population Data

August's adjusted average population for MTGO is 15.43. I always round down if the decimal is less than .20. Tier 3, therefore, begins with decks posting 16 results. The adjusted STdev was 24.85, so add 25 and that means Tier 3 runs to 41 results. Again, it's the starting point to the cutoff, then the next whole number for the next Tier. Therefore Tier 2 starts with 42 results and runs to 67. Subsequently, to make Tier 1, 68 decks are required.

There was an error retrieving a chart for Phelia, Exuberant Shepherd

The sample population shot up from 1440 in July to 1828. As mentioned above, the Showcase Challenge and associated Last Chance Qualifiers are directly responsible for the population rise. Unique decks rose slightly, from 90 to 92. However, this means that the deck ratio fell from .062 to .050 which is really bad. The only month that's even comparable is May's .051. Diversity is hurting online. For the third month in a row, 25 decks made the tier list.

Deck NameTotal #Total %
Tier 1
Boros Energy27815.21
Esper Blink1618.81
Domain Zoo1035.63
Grixis Reanimator904.92
Tameshi Belcher894.87
Amulet Titan804.38
Ruby Storm693.77
Colorless Etron693.77
Tier 2
Affinity673.66
Broodscale Combo633.45
UW Control583.17
Goryo Blink583.17
Izzet Prowess563.06
Frogtide553.01
Neobrand502.73
BW Blink482.63
Mono-Green Etron432.35
Tier 3
Living End341.86
Green-Based Eldrazi331.80
Simic Ritual251.37
Kappa211.15
Jeskai Wizards201.09
Dimir Control170.93
Mardu Energy160.87
Mill160.87
Usually, Tier 2's the one that's almost missing. Not entirely sure what to make of Tier 3 being tiny.

Esper has clearly won the Blink war. This was the expected outcome. It's one of the few new cards to be Modern playable from Edge of Eternities, it was going to see a lot of play. However, I'm not sure of its long-term viability. I keep seeing it do well, but players don't seem that enthusiastic. Its price history is also fairly volatile, which indicates players being undecided. I doubt this battle is fully over.

Both Affinity and Kappa made the Tier List, so I have to explain the difference. Affinity's goal is to win via small creatures backed up by Kappa Cannoneer and Urza's Saga. Kappa's strategy is to win Cannoneer or Saga only. Everything else is the support system for those two cards. The easiest way to differentiate the two is that Affinity doesn't play Emry, Lurker of the Loch and Kappa does. There is also Izzet Cutter, which often plays Kappa but is primarily about Cori-Steel Cutter.

The Paper Population Data

While paper's population is still depressed, a number of big events pushed its population up from 424 to 466. There were overall fewer events than in July, but the extra data from bigger events more than made up for them. I recorded 76 unique decks for a ratio of .163, a slight improvement over July's .156. MTGO's diversity is trending down while paper's is trending up. I don't think this is an accident.

There was an error retrieving a chart for Haliya, Guided by Light

22 decks made the tier list, which is close to the yearly average for paper. The adjusted average population is 5.40, so 6 results make the list. The adjusted STDev is 7.04, so the increment is 7. Therefore, Tier 3 runs from 6 to 13, Tier 2 is 14 to 21 and Tier 1 is 22 and over. This is the same as July's increment thanks to how I round.

Deck NameTotal #Total %
Tier 1
Boros Energy6614.16
Esper Blink347.30
Amulet Titan275.79
Domain Zoo255.36
Grixis Reanimator234.94
Tier 2
Izzet Prowess194.08
Green-Based Eldrazi173.65
Goryo Blink173.65
Affinity153.22
Broodscale Combo143.00
Tameshi Belcher143.00
Colorless Etron143.00
Tier 3
BW Blink132.79
Izzet Cutter102.15
Frogtide91.93
Ruby Storm91.93
Neoform81.72
Simic Ritual71.50
Mono-Green Etron71.50
Sam Ritual71.50
UW Control71.50
Jeskai Dress Down61.29
As with last month, paper gives me hope for a more balanced Modern. However, these hopes are tempered by the fact that the population is really low.

Energy again ran away with paper, and by a marginally wider degree than on MTGO. This might be a function of the smaller total number of events. Let's face it, a lot of players have been playing nothing but Energy for a while now, they might not be able to play anything else. Additionally, Energy is trying out some new cards, with Haliya, Guided by Light being the most frequent addition. Haliya plays really nicely with Ocelot Pride and adds more grind into the midrange/aggro shell. I don't know why she's a 3/3 to boot.

August Power Metagame

Tracking the metagame in terms of population is standard practice. But how do results actually factor in? Better decks should also have better results. In an effort to measure this, I use a power ranking system in addition to the prevalence list. By doing so, I measure the relative strengths of each deck within the metagame so that a deck that just squeaks into Top 32 isn't valued the same as one that Top 8's. This better reflects metagame potential.

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For the MTGO data, points are awarded based on the population of the event. Preliminaries and similar events award points based on record (1 for 3 wins, 2 for 4 wins, 3 for 5), and Challenges are scored 3 points for the Top 8, 2 for Top 16, and 1 for Top 32. If I can find them, non-Wizards events will be awarded points the same as Challenges or Preliminaries depending on what the event in question reports/behaves like. Super Qualifiers and similar higher-level events get an extra point and so do other events if they’re over 200 players, with a fifth point for going over 400 players.

Due to paper reporting being inconsistent and frequently full of data gaps compared to MTGO, its points work differently. I award points based on the size of the tournament rather than placement. For events with no reported starting population or up to 32 players, one point is awarded to every deck. Events with 33 players up to 128 players get two points. From 129 players up to 512 players get three. Above 512 is four points, and five points is reserved for Modern Pro Tours. When paper reports more than the Top 8, which is rare, I take all the decks with a winning record or tied for Top 32, whichever is pertinent.

The MTGO Power Tiers

As with the population numbers, total points are down from 2552 to 3273. There was a 5-point event for the first time in a while. The adjusted average points were 27.56, therefore 28 points made Tier 3. The adjusted STDev was 45.36 so add 46 to the starting point, and Tier 3 runs to 74 points. Tier 2 starts with 75 points and runs to 121. Tier 1 requires at least 122 points. There's a lot of shuffling inside each tier but no movement between tiers. Both Mardu Energy and Mill fell off. They weren't replaced.

Deck NameTotal PointsTotal %
Tier 1
Boros Energy49215.03
Esper Blink3019.20
Domain Zoo1815.53
Grixis Reanimator1695.16
Tameshi Belcher1574.80
Amulet Titan1544.70
Colorless Etron1303.97
Ruby Storm1273.88
Tier 2
Broodscale Combo1123.42
Affinity1073.27
Goryo Blink1073.27
UW Control1053.21
Neobrand1003.05
Izzet Prowess952.90
Frogtide942.87
BW Blink842.57
Mono-Green Etron842.57
Tier 3
Living End712.17
Green-Based Eldrazi621.89
Simic Ritual491.50
Jeskai Wizards401.22
Kappa391.19
Dimir Control320.98
Given that this is always how MTGO is distributed, I really hate that it's my primary data source.

Newcomer Grixis Reanimator did incredibly well. I suspect that lack of comprehensive graveyard hate was to blame. The only answers players really needed until August were for Phlage, Titan of Nature's Fury and those aren't ideal against Reanimator. Players began adjusting and Grixis fell off toward the end of August.

The Paper Power Tiers

Paper's total points are up from 619 to 819. The adjusted average points were 9.45, setting the cutoff at 10 points. The STDev was 13.06, so add 13 to the starting point and Tier 3 runs to 23 points. Tier 2 starts with 24 points and runs to 37. Tier 1 requires at least 38 points.

Jeskai Dress Down fell off the list and was replaced by Tribal Eldrazi and Living End. I have no idea why Living End does so much worse in paper than it does online.

Deck NameTotal #Total %
Tier 1
Boros Energy12014.65
Esper Blink657.94
Amulet Titan546.59
Domain Zoo435.25
Grixis Reanimator404.88
Tier 2
Green-Based Eldrazi344.15
Izzet Prowess283.42
Tameshi Belcher283.42
Goryo Blink273.30
Broodscale Combo273.30
Colorless Etron242.93
Tier 3
Affinity222.69
Ruby Storm222.69
BW Blink202.44
Frogtide202.44
Izzet Cutter161.95
Neoform161.95
Mono-Green Etron151.83
Sam Ritual131.59
UW Control131.59
Simic Ritual111.34
Tribal Eldrazi101.22
Living End101.22

Composite Metagame

That's a lot of data, but what does it all mean? When Modern Nexus was first started, we had a statistical method to combine the MTGO and paper data, but the math of that system doesn't work without big paper events. I tried. Instead, I'm using an averaging system to combine the data. I take the MTGO results and average the tier, then separately average the paper results, then average the paper and MTGO results together for final tier placement.

This generates a lot of partial Tiers. That's not a bug, but a feature. The nuance separates the solidly Tiered decks from the more flexible ones and shows the true relative power differences between the decks. Every deck in the paper and MTGO results is on the table, and when they don't appear in a given category, they're marked N/A. This is treated as a 4 for averaging purposes.

Deck NameMTGO Pop TierMTGO Power TierMTGO Average TierPaper Pop TierPaper Power Tier Paper Average TierComposite Tier
Boros Energy1111111.00
Esper Blink1111111.00
Domain Zoo1111111.00
Grixis Reanimator1111111.00
Amulet Titan1111111.00
Tameshi Belcher1112221.50
Colorless Etron1112221.50
Ruby Storm1113332.00
Broodscale Combo2222222.00
Goryo Blink2222222.00
Izzet Prowess2222222.00
Affinity222232.52.25
UW Control2223332.50
Frogtide2223332.50
Neobrand2223332.50
BW Blink2223332.50
Mono-Green Etron2223332.50
Green-Based Eldrazi3332222.50
Simic Ritual3333333.00
Living End333N/A33.53.25
Kappa333N/AN/AN/A3.50
Jeskai Wizards333N/AN/AN/A3.50
Dimir Control333N/AN/AN/A3.50
Izzet CutterN/AN/AN/A3333.50
Sam RitualN/AN/AN/A3333.50
Mardu Energy3N/A3.5N/AN/AN/A3.75
Mill3N/A3.5N/AN/AN/A3.75
Jeskai Dress DownN/AN/AN/A3N/A3.53.75
Tribal EldraziN/AN/AN/AN/A33.53.75

Average Power Rankings

Finally, we come to the average power rankings. These are found by taking the total points earned and dividing them by total decks, to measure points per deck. I use this to measure strength vs. popularity. Measuring deck strength is hard. While you can make a Wins-Above-Replacement-esq metric for the Magic cards in an individual deck, there's no way to make one that lets you compare decks. The game is too complex, and even then, power is very contextual.

Using the power rankings helps to show how justified a deck’s popularity is. However, more popular decks will still necessarily earn a lot of points. Therefore, the top tier doesn't move much between population and power and obscures whether its decks really earned their position. 

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This is where the averaging comes in. Decks that earn a lot of points because they get a lot of results will do worse than decks that win more events, indicating which deck actually performs better.

A higher average indicates lots of high finishes, whereas low averages result from mediocre performances and a high population. Lower-tier decks typically do very well here, likely due to their pilots being enthusiasts. Bear this in mind and be careful about reading too much into these results. However, as a general rule, decks that place above the baseline average are over-performing, and vice versa.

How far above or below that average a deck sits justifies its position on the power tiers. Decks well above baseline are undervalued, while decks well below baseline are very popular, but aren't necessarily good.

The Real Story

When considering the average points, the key is looking at how far off a deck is from the Baseline stat (the overall average of points/population). The closer a deck’s performance to the Baseline, the more likely it is to be performing close to its "true" potential.

A deck that is exactly average would therefore perform exactly as well as expected. The greater the deviation from the average, the more a deck under or over-performs. On the low end, a deck’s placing was mainly due to population rather than power, which suggests it’s overrated. A high-scoring deck is the opposite of this.

We'll start with MTGO's averages:

Deck NameAverage PointsPower Tier
Living End2.093
Neobrand2.002
Jeskai Wizards2.003
Simic Ritual1.963
Mono-Green Etron1.952
Amulet Titan1.921
Grixis Reanimator1.881
Colorless Etron1.881
Green-Based Eldrazi1.883
Dimir Control1.883
Esper Blink1.871
Kappa1.863
Ruby Storm1.841
Goryo Blink1.842
UW Control1.812
Broodscale Combo1.782
Boros Energy1.771
Domain Zoo1.761
Tameshi Belcher1.761
BW Blink1.752
Frogtide1.712
Izzet Prowess1.702
Baseline1.63
Mill1.62N/A
Affinity1.602
Mardu Energy1.56N/A

While it's been flying under the radar recently, Amulet Titan is the MTGO Deck of August by a strong margin. That deck is very good at winning this award, but it's usually only for paper.

Now the paper averages:

Deck NameAverage PointsPower Tier
Ruby Storm2.443
Frogtide2.223
Mono-Green Etron2.143
Amulet Titan2.001
Green-Based Eldrazi2.002
Tameshi Belcher2.002
Neoform2.003
Tribal Eldrazi2.003
Living End2.003
Broodscale Combo1.932
Esper Blink1.911
Sam Ritual1.863
UW Control1.863
Boros Energy1.821
Grixis Reanimator1.741
Domain Zoo1.721
Colorless Etron1.712
Baseline1.66
Izzet Cutter1.603
Goryo Blink1.592
Simic Ritual1.573
BW Blink1.543
Izzet Prowess1.472
Affinity1.473
Jeskai Dress Down1.33N/A

...alright, cool. Amulet Titan is Deck of August in paper, too. Funny how that happens while everyone is focused on Energy, isn't it?

Analysis

Energy's continuing dominance of Modern was expected to draw out more combo decks and for combo as a whole to expand its metagame share. Which has...kinda happened? It's very odd seeing how these decks surge and decline constantly. Last month Broodscale Combo was riding high, but it has plummeted. Somehow Ruby Storm is surging online to take its place while Titan and Belcher maintain position. Then there's Reanimator, who's status as a combo deck has always been unclear.

There was an error retrieving a chart for Blade of the Bloodchief

I have no idea Storm is taking Broodscale's place so suddenly. All I know with certainty about Broodscale's fall-off is that the creature combo guy at my LGS had a major falling out with the deck and declared it terrible a few weeks ago. This coming after months of tirelessly tuning the deck, foiling out a few versions, and playing it in every tournament he possibly could. If other Broodscalers crashed out similarly, I have to ask why now?

What's Up with Artifacts?

Artifact decks have made a comeback thanks to Pinnacle Emmisary. However, despite being popular, Affinity had terrible average points in both paper and MTGO, indicating that it is severely overplayed. While far less popular (and not even making the paper Tier List) Kappa had higher average points, significantly so online. This begs the linked questions of "why?" and "what's wrong?"

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It is simplistic to blame Wrath of the Skies and call it a day. It's entirely wrong; artifact strategies would be significantly stronger if it didn't exist. Possibly even dangerously so. I'm not sorry that one card is keeping artifacts down. However, Kappa and Affinity are equally vulnerable to Wrath, so that's an insufficient explanation, especially since maindeck Wrath isn't that common these days. Even sideboard Wraths have been declining.

There was an error retrieving a chart for Wrath of the Skies

I think it comes back to an issue old-school Affinity had. For the fetus' who never encountered pre-2020 Ravager Affinity, the deck worked by playing tons of free artifacts to empower Mox Opal and a select number of payoffs. Affinity won by dumping its hand one turn one, playing one of its payoffs, and winning before the opponent could react. However, if it didn't hit a payoff or it was answered, all that remained was air. The current Affinity lists are similar, while Kappa has more grind thanks to Emry. For the moment, Kappa seems to be the better strategy, but we'll see how things develop.

Financial Implications

The incoming Spiderman set looks to be fairly underwhelming for Modern. It will be irrelevant for Standard so long as Vivi Cauldron remains legal. I can't recommend much from this set financially. This was designed as an Assassin's Creed type small-set, but Creed's failure meant that Spiderman was expanded into a full set at the last minute and it shows. It's just... lackluster.

There's always the chance for strong sealed product speculation, and don't count out Spiderman superfans, but my LGS contacts suggest that Preorders aren't that strong this time.

There was an error retrieving a chart for Vivi Ornitier

That said, there may be opportunity to for profit. Spider-Punk is notable entirely thanks to his "spells and abilities can't be countered" ability, and there's a lot of chatter from combo players about him.

Xantid Swarm isn't Modern-legal, but it used to be a significant card in Legacy. Spider-Punk is the closest Modern has to that, and that's given combo-players generally and Storm-players specifically hope. Thus, there's likely to be increased demand for combo staples, especially the money cards in Storm.

July ’25 Metagame Update: The Metagame Resolved

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August marks the end of the Modern RCQ season and the start of a prolonged period of Standard. I'm unsold on Wizards' dedicated effort to make Standard great again, but that might just be because I've played through so many periods of Standard being stagnant and bad.

In any case, the Modern RCs will have a metagame whose top end is quite stable while the bottom is increasingly diverse and turbulent. However, I'm doubtful that it will produce particularly surprising results.

The Typical Outliers

As has become standard, Boros Energy is an outlier in both paper's data and on Magic Online (MTGO). It's blindingly obvious when you look at the data, and I don't think it surprises anyone anymore. It is joined by Domain Zoo on MTGO, though that's mostly because I'm lazy. There are at least four distinct builds running around, identifiable as the same archetype only because they all run Scion of Draco, Territorial Kavu, Leyline of the Guildpact, and Leyline Binding. Everything else changes wildly deck to deck, with even former staple Tribal Flames declining. I've decided it's not worth my time to break up this deck, but I'll stand by it not being a deck but a strategic archetype.

As always, outliers are reported in their correct position on the Tier List but are removed from the data analysis.

July Population Metagame

To make the tier list, a given deck has to beat the overall average population for the month. The average is my estimate for how many results a given deck "should" produce in a given month. To be considered a tiered deck, it must perform better than "good enough". Every deck that posts at least the average number of results is "good enough" and makes the tier list.

Then we go one standard deviation (STdev) above average to set the limit of Tier 3 and the cutoff for Tier 2. This mathematically defines Tier 3 as those decks clustered near the average. Tier 2 goes from the cutoff to the next standard deviation. These are decks that perform well above average. Tier 1 consists of those decks at least two standard deviations above the mean result, encompassing the truly exceptional performing decks.

There was an error retrieving a chart for Ocelot Pride

The MTGO data nearly exclusively comes from official Preliminary, Qualifiers, and Challenge results. Leagues are excluded, as they add analytically useless bulk data to both the population and power tiers. The paper data comes from any source I can find, with all reported events being counted.

While the MTGO events report predictable numbers, paper events can report anything from only the winner to all the results. In the latter case, if match results aren't included, I'll take as much of the Top 32 as possible. If match results are reported, I'll take winning record up to Top 32, and then any additional decks tied with 32nd place, as tiebreakers are a magic most foul and black.

The MTGO Population Data

June's adjusted average population for MTGO is 12.26. I always round down if the decimal is less than .20. Tier 3, therefore, begins with decks posting 13 results. The adjusted STdev was 19.44, so add 20 and that means Tier 3 runs to 33 results. Again, it's the starting point to the cutoff, then the next whole number for the next Tier. Therefore Tier 2 starts with 34 results and runs to 54. Subsequently, to make Tier 1, 55 decks are required.

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The sample population continues to fall, from 1538 in June to 1440. The focus of competitive play is moving away from Modern, so it's expected. August should produce a similar population number. Unique decks fell considerably from 108 to 90, producing a unique deck ratio of .062, which is poor compared to June's .070 or April's .065, but it's still better than May's was .051. 25 decks made the tier list, the same as in June.

Deck NameTotal #Total %
Tier 1
Boros Energy24817.22
Domain Zoo1137.85
Broodscale Combo845.83
BW Blink815.63
Amulet Titan745.14
Tameshi Belcher594.10
Esper Blink584.03
Tier 2
Frogtide493.40
Living End493.40
Neobrand493.40
Izzet Prowess422.92
Abhorrent Frogtide412.85
Ruby Storm412.85
Goryo Blink382.64
Tier 3
Green-based Eldrazi332.29
Tribal Eldrazi281.94
Mardu Energy271.87
UW Control271.87
Kappa231.60
Mono-Green Etron191.32
Simic Ritual181.25
Mill171.18
Jeskai Dress Down171.18
Izzet Cutter140.97
Mono-Black Saga130.90
This is better than most MTGO distributions, but it's clear that the metagame is being heavily squeezed.

As noted in June, Green-Based Eldrazi is falling off and collapsed into Tier 3 during July. I don't foresee this turning around any time soon. It's far too much of a generalist deck. It ramps very well, but as devastating as Emrakul, the Promised End can be it isn't game ending. This is made worse by Consign to Memory's prevalence. The tribal version is at least an aggro deck with Cavern of Souls to get bodies onto the board. For ramp Eldrazi to make a comeback, it needs a better angle of attack.

Meanwhile, the fight over Blink's future continues. The Esper variant is now at war with itself thanks to Quantum Riddler. Traditionally, Blink dipped into blue for sideboard Consign and use Psychic Frog to finally make the investment in Ketramose, the New Dawn pay off.

The deck's been fine but never actually overcame straight WB's mana stability. Riddler acts similarly enough to Overlord of the Balemurk that some are now using it as the backup card advantage engine. The Blink players I know said the card is...fine. Just...fine. We'll see how this plays out, but I expect Riddler's price to fall in the near future. I don't believe it's a $30 card as I've seen in some places.

The Paper Population Data

Paper's population continues to decline as RCQ season ends, down from 655 to 424. There were still a ton of small events, but they report at most the Top 8 and there weren't any big Modern events to fill out the data. This will reverse once the RCs happen. I recorded 66 unique decks for a ratio of .156, which is an improvement over June's .134.

There was an error retrieving a chart for Kozilek's Command

19 decks made the tier list, which is below average for paper, but expected given the low population. The adjusted average population is 5.58, so 6 results make the list. The adjusted STDev is 6.83, so the increment is 7. Therefore, Tier 3 runs from 6 to 13, Tier 2 is 14 to 21 and Tier 1 is 22 and over.

Deck NameTotal #Total %
Tier 1
Boros Energy6114.39
Domain Zoo296.84
BW Blink286.60
Tameshi Belcher255.90
Tier 2
Esper Blink204.72
Amulet Titan204.72
Green-Based Eldrazi174.01
Izzet Prowess174.01
Broodscale Combo143.30
Tier 3
Izzet Cutter133.07
Goryo Blink122.83
Frogtide112.59
Abhorrent Frogtide112.59
Tribal Eldrazi92.12
Mardu Energy81.89
Mono-Green Etron81.89
Colorless Etron61.41
Hollowvine61.41
Living End61.41
Now, THIS is what I like to see. I think this is the most even distribution we've had since I started doing these graphics.

Boros Energy ran away in July, reversing its June decline. This doesn't surprise me. I've seen a lot of competitive seasons and in non-rotated metagames there's a trend. The presumed best deck starts off the season very strongly, declines in the midseason as players adapt, and then roars back at the end. The late surge is all the players who failed to qualify early switching to the best deck in desperation. A lot of Boros players admitted to it at the late-July RCQ's I attended.

The decks and metagame trends shown in the MTGO data are largely still present, except for Broodscale Combo. It's quite unusual for a deck that's Tier 1 online to be just barely Tier 2 in paper, or vice versa. At a glance, there's no obvious reason why the paper metagame is more unfavorable and you'd think that a deck with as many moving parts would be easier to play in paper than online. If anyone has an explanation, I'm all ears.

July Power Metagame

Tracking the metagame in terms of population is standard practice. But how do results actually factor in? Better decks should also have better results. In an effort to measure this, I use a power ranking system in addition to the prevalence list. By doing so, I measure the relative strengths of each deck within the metagame so that a deck that just squeaks into Top 32 isn't valued the same as one that Top 8's. This better reflects metagame potential.

There was an error retrieving a chart for Mox Opal

For the MTGO data, points are awarded based on the population of the event. Preliminaries and similar events award points based on record (1 for 3 wins, 2 for 4 wins, 3 for 5), and Challenges are scored 3 points for the Top 8, 2 for Top 16, and 1 for Top 32. If I can find them, non-Wizards events will be awarded points the same as Challenges or Preliminaries depending on what the event in question reports/behaves like. Super Qualifiers and similar higher-level events get an extra point and so do other events if they’re over 200 players, with a fifth point for going over 400 players.

Due to paper reporting being inconsistent and frequently full of data gaps compared to MTGO, its points work differently. I award points based on the size of the tournament rather than placement. For events with no reported starting population or up to 32 players, one point is awarded to every deck. Events with 33 players up to 128 players get two points. From 129 players up to 512 players get three. Above 512 is four points, and five points is reserved for Modern Pro Tours. When paper reports more than the Top 8, which is rare, I take all the decks with a winning record or tied for Top 32, whichever is pertinent.

The MTGO Power Tiers

As with the population numbers, total points are down from 2720 to 2552. The adjusted average points were 21.53, therefore 22 points made Tier 3. The adjusted STDev was 34.98 so add 35 to the starting point, and Tier 3 runs to 57 points. Tier 2 starts with 58 points and runs to 93. Tier 1 requires at least 94 points. There's a lot of shuffling inside each tier and several decks rose and fell between Tiers. No decks fell off the Tier List, but Jeskai Wizards managed to sneak on.

Deck NameTotal PointsTotal %
Tier 1
Boros Energy44417.40
Domain Zoo2138.35
BW Blink1515.92
Broodscale Combo1505.88
Amulet Titan1305.09
Tameshi Belcher1154.51
Esper Blink1013.96
Tier 2
Living End893.49
Neobrand833.25
Frogtide793.10
Ruby Storm773.02
Izzet Prowess762.98
Abhorrent Frogtide702.74
Goryo Blink672.62
Tier 3
Green-based Eldrazi562.19
Tribal Eldrazi562.19
Mardu Energy491.92
Kappa411.61
UW Control381.49
Jeskai Dress Down341.33
Simic Ritual321.25
Mono-Green Etron311.21
Izzet Cutter271.06
Mill261.02
Mono-Black Saga240.94
Jeskai Wizards240.94
I'm most concerned about "Other" being squeezed out. It indicates that the metagame is stagnating.

The intra-Tier shuffling is mostly caused by combo decks moving up toward Tier 1. Combo is a generally poor matchup for top-dog Energy, but Modern combo has generally been struggling in the wider metagame. Other than Tameshi Belcher. That deck gets away with a lot. Consequently, I'll be watching to see if this was a one-time fluke or the harbinger of a metagame shift.

The Paper Power Tiers

Paper's total points are 619. Again, with only small events that don't report everything points are going to crater. I don't know why stores aren't posting their results anymore. It used to be that was a major incentive for players to come out and get your name and deck posted on the internet. Could be the times have changed, or TOs are getting lazier. There are several in my area that I know are the latter. The adjusted average points were 8.12, setting the cutoff at 8 points. The STDev was 10.39, so add 11 to the starting point and Tier 3 runs to 19 points. Tier 2 starts with 20 points and runs to 31. Tier 1 requires at least 32 points.

Again, nothing fell off, but Neobrand did make it onto the Tier list.

Deck NameTotal PointsTotal %
Tier 1
Boros Energy9114.70
Domain Zoo457.27
Tameshi Belcher426.78
BW Blink406.46
Tier 2
Esper Blink304.85
Amulet Titan304.85
Green-Based Eldrazi233.72
Broodscale Combo233.72
Izzet Prowess223.55
Tier 3
Goryo Blink193.07
Izzet Cutter182.91
Abhorrent Frogtide182.91
Frogtide121.94
Tribal Eldrazi111.78
Mardu Energy111.78
Mono-Green Etron101.61
Colorless Etron101.61
Hollowvine101.61
Living End101.61
Neobrand81.29
The power distribution always ends up being more top-heavy than population. I'm not concerned unless it's wildly different from population.

Just like on MTGO, paper combo decks did better on points than population. This is further evidence for there being actual movement within the metagame, even if Tier 1 is largely unaffected.

Composite Metagame

That's a lot of data, but what does it all mean? When Modern Nexus was first started, we had a statistical method to combine the MTGO and paper data, but the math of that system doesn't work without big paper events. I tried. Instead, I'm using an averaging system to combine the data. I take the MTGO results and average the tier, then separately average the paper results, then average the paper and MTGO results together for final tier placement.

This generates a lot of partial Tiers. That's not a bug, but a feature. The nuance separates the solidly Tiered decks from the more flexible ones and shows the true relative power differences between the decks. Every deck in the paper and MTGO results is on the table, and when they don't appear in a given category, they're marked N/A. This is treated as a 4 for averaging purposes.

Deck NameMTGO Pop TierMTGO Power TierMTGO Average TierPaper Pop TierPaper Power TierPaper Average TierComposite Tier
Boros Energy1111111.00
Domain Zoo1111111.00
BW Blink1111111.00
Tameshi Belcher1111111.00
Broodscale Combo1112221.50
Amulet Titan1112221.50
Esper Blink1112221.50
Izzet Prowess2222222.00
Frogtide2223332.50
Living End2223332.50
Abhorrent Frogtide2223332.50
Goryo Blink2223332.50
Green-based Eldrazi3332222.50
Neobrand222N/A33.52.75
Ruby Storm222N/AN/AN/A3.00
Tribal Eldrazi3333333.00
Mardu Energy3333333.00
Mono-Green Etron3333333.00
Izzet Cutter3333333.00
UW Control333N/AN/AN/A3.50
Kappa333N/AN/AN/A3.50
Simic Ritual333N/AN/AN/A3.50
Mill333N/AN/AN/A3.50
Jeskai Dress Down333N/AN/AN/A3.50
Mono-Black Saga333N/AN/AN/A3.50
Colorless EtronN/AN/AN/A3333.50
HollowvineN/AN/AN/A3333.50
Jeskai WizardsN/A33.5N/AN/AN/A3.75

Average Power Rankings

Finally, we come to the average power rankings. These are found by taking the total points earned and dividing them by total decks, to measure points per deck. I use this to measure strength vs. popularity. Measuring deck strength is hard. While you can make a Wins-Above-Replacement-esq metric for the Magic cards in an individual deck, there's no way to make one that lets you compare decks. The game is too complex, and even then, power is very contextual.

Using the power rankings helps to show how justified a deck’s popularity is. However, more popular decks will still necessarily earn a lot of points. Therefore, the top tier doesn't move much between population and power and obscures whether its decks really earned their position. 

There was an error retrieving a chart for Tamiyo, Inquisitive Student // Tamiyo, Seasoned Scholar

This is where the averaging comes in. Decks that earn a lot of points because they get a lot of results will do worse than decks that win more events, indicating which deck actually performs better.

A higher average indicates lots of high finishes, whereas low averages result from mediocre performances and a high population. Lower-tier decks typically do very well here, likely due to their pilots being enthusiasts. Bear this in mind and be careful about reading too much into these results. However, as a general rule, decks that place above the baseline average are over-performing, and vice versa.

How far above or below that average a deck sits justifies its position on the power tiers. Decks well above baseline are undervalued, while decks well below baseline are very popular, but aren't necessarily good.

The Real Story

When considering the average points, the key is looking at how far off a deck is from the Baseline stat (the overall average of points/population). The closer a deck’s performance to the Baseline, the more likely it is to be performing close to its "true" potential.

A deck that is exactly average would therefore perform exactly as well as expected. The greater the deviation from the average, the more a deck under or over-performs. On the low end, a deck’s placing was mainly due to population rather than power, which suggests it’s overrated. A high-scoring deck is the opposite of this.

We'll start with MTGO's average:

Deck NameAverage PointsPower Tier
Tribal Eldrazi2.003
Jeskai Dress Down2.003
Jeskai Wizards2.003
Tameshi Belcher1.951
Izzet Cutter1.933
Domain Zoo1.881
Ruby Storm1.882
BW Blink1.861
MB Saga1.853
Living End1.822
Izzet Prowess1.812
Mardu Energy1.813
Boros Energy1.791
Broodscale Combo1.791
Kappa1.783
Simic Ritual1.783
Amulet Titan1.761
Goryo Blink1.762
Esper Blink1.741
Abhorrent Frogtide1.712
Green-based Eldrazi1.703
Baseline1.70
Neobrand1.692
MG Etron1.633
Frogtide1.612
Mill1.533
UW Control1.413

Congratulations to MTGO Deck of July, Tameshi Belcher. I find you incredibly frustrating to play against, but that doesn't take away from your power and success. I just wish Wizards hadn't gone so deep on dual-faced cards.

Now for paper's average:

Deck NameAverage PointsPower Tier
Tameshi Belcher1.681
Colorless Etron1.673
Hollowvine1.673
Living End1.673
Broodscale Combo1.642
Abhorrent Frogtide1.643
Neobrand1.603
Goryo Blink1.583
Domain Zoo1.551
Esper Blink1.502
Amulet Titan1.502
Boros Energy1.491
BW Blink1.431
Baseline1.40
Izzet Cutter1.383
Mardu Energy1.373
Green-Based Eldrazi1.352
Izzet Prowess1.292
MG Etron1.253
Tribal Eldrazi1.223
Frogtide1.093

Ok, Belcher, I already don't like you. There's no cause to rub it in by also winning Paper Deck of July. That's just rude.

Analysis

Before RCQ season started, Wizards declared that they wouldn't be intervening until it was over. Wizards doesn't like disrupting RCQ seasons, not even for things like Nadu. They've moved their schedule around to avoid doing that which is wild to me, but whatever. It's Wizards policy, they can do what they want with it. The question now is whether Wizards will or should intervene now. I think the answer is complicated.

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By all the metrics, Wizards doesn't need to ban anything. Boros Energy has a huge metagame share, but so did Izzet Murktide and Wizards left it alone. Modern is quite diverse and there's counterplay for all the major decks. There are signs of metagame adaptation.

According to the win rates, nothing is unacceptably high. Wizards' redline historically was 55% non-mirror winrate for top decks, and Energy is below that line. There are some above the line, but they're sufficiently less popular that Wizards is almost certainly fine with them. If you care only for hard data, then there's no need to ban anything. We never know if Wizards is interested in unbans, so that's not a consideration.

Failing the Vibe Check

However, Modern's vibes are off.

I know that's subjective, but I've heard from many in person players and random internet commentors that they feel tired and Modern feels boring. Their explanations are all over the place, but there's a definite feeling that Modern's just...not as fun as it was. I know that's extremely subjective, but I suspect Energy is to blame. It was delivered fully formed in Modern Horizons 3 and since then been better than every deck not playing Nadu, Winged Wisdom.

There was an error retrieving a chart for Ajani, Nacatl Pariah

Izzet Murktide did the same thing, but its performance and average points weren't anything special. It was everywhere because players liked its gameplay, not because it was overwhelmingly the best deck. Boros is the best aggro deck by far and has the best midgame of any Modern deck. Phlage, Titan of Fire's Fury coupled with Ajani, Nacatl Pariah will do that, especially backed up by Seasoned Pyromancer and/or Fable of the Mirror Breaker. Boros isn't just taking up a lot of tournament slots, it's occupying a lot of Modern's strategic space and excluding other decks, and I think that's the real problem. It feels like Modern is severely restricted by Boros Energy.

A metagame needs both diversity and dynamism to feel fresh and exciting. One deck being unchallengeable makes a format stale. I don't know how widespread this feeling is, nor if Wizards cares if it is widespread or not. I do know that if it was up to me, I'd take Energy down another peg to let other decks rise. I don't think that anything currently available is going to organically knock Energy off its pedestal.

Edging In

Meanwhile, Edge of Eternities has arrived and while there are lots of new interesting cards, only Riddler is getting much traction. As I anticipated, the various Hardened Scales-synergy cards provoked a huge initial price spike before cratering. Tezzeret, Cruel Captain is holding steady based on Legacy and Commander potential but really isn't working in Modern at time of writing. Riddler's a fine Modern card, but I can't see it being more than $20 due to lack of Standard play.

There was an error retrieving a chart for Tezzeret, Cruel Captain

All things are subject to change, and one unassuming card might drive that change. Pinnacle Emissary might be broken. Making lots of thopters by warping in Emissary and dumping your hand isn't that impressive but using them to play turn one Kappa Cannoneer is very impressive. I'm watching Emissary closely. So long as Mox Opal is legal, there's a chance of artifacts getting really broken. If anyone figures out a better Emissary payoff than Kappa, things will very quickly get very busted.

Financial Implications

I hope that everyone speculating on the hyped cards turned their inventory around quickly. EOE prices are already falling, many of them hard. With Modern on the back burner until the RCs, there's unlikely to be much demand for new, Modern specific cards until late September or October.

However, keep tabs on MTGO movements. If something new emerges, players will rush to buy it in paper. Stay flexible and hold the artifact staples as that's the most likely source of something new and exciting.

June ’25 Metagame Update: The Metagame Adapts

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June represents the height of the Modern RCQ season. This means that the paper data reflects a very diverse population from a lot of different shop metagames. However, it also means that almost all the paper events were quite small and reported the Top 8 or less.

Consequently, there's a huge gap in paper's data and a massive disparity between it and Magic Online's data. Despite this, the metagame is showing signs of adaptation and evolution, which indicates an overall healthy environment.

Always the Outliers

Due to the big gap in the paper data which you'll see in that section, the outlier situation is odd. MTGO's nice and straightforward, with Boros Energy being the really obvious outlier. Honestly, I think that something from Boros should be banned just to force the online players to play something else. Paper is more complicated, and the top 5 decks were all over at least one test's line. However, the only two that they all agreed on were Energy and Domain Zoo, so those were removed.

As always, outliers are reported in their correct position on the Tier List but are removed from the data analysis.

June Population Metagame

To make the tier list, a given deck has to beat the overall average population for the month. The average is my estimate for how many results a given deck "should" produce in a given month. To be considered a tiered deck, it must perform better than "good enough". Every deck that posts at least the average number of results is "good enough" and makes the tier list.

Then we go one standard deviation (STdev) above average to set the limit of Tier 3 and the cutoff for Tier 2. This mathematically defines Tier 3 as those decks clustered near the average. Tier 2 goes from the cutoff to the next standard deviation. These are decks that perform well above average. Tier 1 consists of those decks at least two standard deviations above the mean result, encompassing the truly exceptional performing decks.

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The MTGO data nearly exclusively comes from official Preliminary, Qualifiers, and Challenge results. Leagues are excluded, as they add analytically useless bulk data to both the population and power tiers. The paper data comes from any source I can find, with all reported events being counted.

While the MTGO events report predictable numbers, paper events can report anything from only the winner to all the results. In the latter case, if match results aren't included, I'll take as much of the Top 32 as possible. If match results are reported, I'll take winning record up to Top 32, and then any additional decks tied with 32nd place, as tiebreakers are a magic most foul and black.

The MTGO Population Data

June's adjusted average population for MTGO is 12.10. I always round down if the decimal is less than .20. Tier 3, therefore, begins with decks posting 12 results. The adjusted STdev was 21.37, so add 22 and that means Tier 3 runs to 34 results. Again, it's the starting point to the cutoff, then the next whole number for the next Tier. Therefore Tier 2 starts with 35 results and runs to 57. Subsequently, to make Tier 1, 58 decks are required.

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The sample population fell considerably, from 1648 in April to 1538 in May. There weren't any Championship or Showcase Qualifiers, just one Showcase Challenge. That said, unique decks rose to 108, which yields a unique deck ratio of .070, which is pretty good by MTGO standards considering April's ratio was .065, and May was .051. 25 decks made the tier list, which is pretty average for Magic Online.

Deck NameTotal #Total %
Tier 1
Boros Energy24315.80
Broodscale Combo895.79
Domain Zoo885.72
Izzet Prowess805.20
Tameshi Belcher805.20
BW Blink744.81
Amulet Titan714.62
Green-Based Eldrazi654.23
Tier 2
Mardu Energy573.71
Esper Blink553.58
Ruby Storm513.32
Abhorrent Frogtide462.99
Living End432.80
Goryo Blink402.60
Izzet Cutter362.34
Tier 3
Neobrand301.95
Grixis Wizards261.69
Jeskai Wizards231.49
Kappa211.36
Frogtide191.23
UW Control181.17
Mono-Black Saga171.10
Mill140.91
Colorless Etron120.78
Red Belcher120.78
Not too bad equity wise. At least, by MTGO standards.

The ongoing argument in the Psychic Frog continues as the Abhorrent Occulus version was vastly more popular in June. I therefore predict that the trend will have reversed by September. That's just how that group rolls.

Elsewhere, the Frog-having Blink players are making a run at the normal BW players. This is in the midst of BW arguing about playing Ketramose, the New Dawn over Recruiter of the Guard. As of writing this sentence, Esper has overtaken BW online. However, it is only the first week of July and a lot could change.

The Paper Population Data

As mentioned, Paper's population fell sharply from 1238 to 655. There was only one big event (SCG Indianapolis' Super RCQ), which really hurts population numbers. It also means that that event has an oversized impact on the data, but that's only obvious on the Power Tier. I recorded 88 unique decks for a ratio of .134, which is slightly below average for paper but an improvement on the .081 it had in May.

There was an error retrieving a chart for Kozilek's Command

26 decks made the tier list, which is above average for paper. The adjusted average population is 6.04, so 6 results make the list. The adjusted STDev is 9.60, so the increment is 10. Therefore, Tier 3 runs from 6 to 16, Tier 2 is 17 to 27 and Tier 1 is 28 and over.

Deck NameTotal #Total %
Tier 1
Domain Zoo6910.53435115
Boros Energy6610.07633588
Izzet Prowess548.244274809
Amulet Titan446.717557252
Green-Based Eldrazi406.106870229
Tier 2
BW Blink253.816793893
Esper Blink243.664122137
Goryo Blink223.358778626
Tameshi Belcher213.20610687
Broodscale Combo203.053435115
Tier 3
Abhorrent Frogtide162.442748092
Frogtide162.442748092
Kappa142.13740458
Jeskai Ascendancy121.832061069
Tribal Eldrazi111.679389313
Grixis Wizards111.679389313
UW Control91.374045802
Neobrand91.374045802
Living End91.374045802
Hammer Time81.221374046
Mardu Energy81.221374046
Izzet Cutter81.221374046
Merfolk71.06870229
Ruby Storm71.06870229
Ritual Neobrand71.06870229
Mill60.916030534
This is closer to what I'd like to see. Odd how Tier 2 and Other are identicial.

As mentioned, there's a really big gap in the data and Tier 1 is set far off from Tier 2. The decks in Tier 1 were all the most-played decks in Indianapolis, which gave them a huge boost over everything else. Domain in particular jumped out to a lead it never surrendered, though Boros made an impressive push toward the end of June. This is why the gap between Domain and Boros is so small yet the gap between them and the rest of Tier 1 is so huge.

The battles between deck variants witnessed on MTGO continued in paper, but it's much closer. This might be down to paper players being less able to switch decks, but it could also be metagame related. Paper is a far more open and therefore wilder place. It's also possible that they variants really are that close in power and choosing between them is purely personal taste.

June Power Metagame

Tracking the metagame in terms of population is standard practice. But how do results actually factor in? Better decks should also have better results. In an effort to measure this, I use a power ranking system in addition to the prevalence list. By doing so, I measure the relative strengths of each deck within the metagame so that a deck that just squeaks into Top 32 isn't valued the same as one that Top 8's. This better reflects metagame potential.

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For the MTGO data, points are awarded based on the population of the event. Preliminaries and similar events award points based on record (1 for 3 wins, 2 for 4 wins, 3 for 5), and Challenges are scored 3 points for the Top 8, 2 for Top 16, and 1 for Top 32. If I can find them, non-Wizards events will be awarded points the same as Challenges or Preliminaries depending on what the event in question reports/behaves like. Super Qualifiers and similar higher-level events get an extra point and so do other events if they’re over 200 players, with a fifth point for going over 400 players.

Due to paper reporting being inconsistent and frequently full of data gaps compared to MTGO, its points work differently. I award points based on the size of the tournament rather than placement. For events with no reported starting population or up to 32 players, one point is awarded to every deck. Events with 33 players up to 128 players get two points. From 129 players up to 512 players get three. Above 512 is four points, and five points is reserved for Modern Pro Tours. When paper reports more than the Top 8, which is rare, I take all the decks with a winning record or tied for Top 32, whichever is pertinent.

The MTGO Power Tiers

As with the population numbers, total points are down from 2990 to 2720. The adjusted average points were 21.40, therefore 22 points made Tier 3. The adjusted STDev was 39.44 so add 40 to the starting point, and Tier 3 runs to 62 points. Tier 2 starts with 63 points and runs to 103. Tier 1 requires at least 104 points. There's a lot of shuffling inside each tier and several decks rose and fell between Tiers. Colorless Etron and Red Belcher failed to make the Power Tier, but Wrenn White Blue did despite a low population. That's the specialist effect.

Deck NameTotal PointsTotal %
Tier 1
Boros Energy43015.81
Domain Zoo1646.03
Broodscale Combo1615.92
BW Blink1475.40
Tameshi Belcher1425.22
Izzet Prowess1375.04
Amulet Titan1274.67
Green-Based Eldrazi1254.59
Esper Blink1073.93
Mardu Energy1063.90
Tier 2
Abhorrent Frogtide893.27
Living End863.16
Ruby Storm792.90
Goryo Blink792.90
Izzet Cutter622.28
Tier 3
Neobrand531.95
Grixis Wizards421.54
Jeskai Wizards411.51
Kappa321.18
Frogtide321.18
UW Control311.14
Mono-Black Saga311.14
Mill230.84
Wrenn White Blue230.84
Aaaannnd there it is. That's what I've come to expect from MTGO.

All the shuffling happened in Tiers 1 and 2. Tier 3 was remarkably consistent, which is unusual. Tier 3's usually the most dynamic between population to power.

Energy's overall share of the metagame is down if you count Mardu and Boros together. It's fascinating to see Mardu come back after being completely overtaken and absorbed by Boros months ago. Players are banking hard on Sephiroth, Fabled SOLDIER being really good. I understand the appeal, but the evidence that he is enough to justify the price tag isn't currently there. We'll see if that changes in July.

The Paper Power Tiers

Paper's total points are 903. Again, with only one big event and a lot of small event Top 8's points will naturally crater. The adjusted average points were 8.28, setting the cutoff at 9 points. The STDev was 13.51, so add 14 to the starting point and Tier 3 runs to 23 points. Tier 2 starts with 24 points and runs to 38. Tier 1 requires at least 39 points.

Neither Ritual Neobrand nor Mill made the cut to the power tier. They were not replaced.

Deck NameTotal #Total %
Tier 1
Boros Energy9910.96
Domain Zoo9210.19
Izzet Prowess798.75
Amulet Titan606.64
Green-Based Eldrazi505.54
Tier 2
BW Blink374.10
Esper Blink343.76
Tameshi Belcher333.65
Broodscale Combo303.32
Goryo Blink283.10
Abhorrent Frogtide252.77
Tier 3
Frogtide212.32
Kappa181.99
Jeskai Ascendancy171.88
Tribal Eldrazi151.66
UW Control151.66
Grixis Wizards141.55
Neobrand141.55
Hammer Time121.33
Living End111.22
Merfolk111.22
Mardu Energy101.11
Izzet Cutter91.00
Ruby Storm91.00
Some revision towards the upper tiers but still a lot better than MTGO.

Composite Metagame

That's a lot of data, but what does it all mean? When Modern Nexus was first started, we had a statistical method to combine the MTGO and paper data, but the math of that system doesn't work without big paper events. I tried. Instead, I'm using an averaging system to combine the data. I take the MTGO results and average the tier, then separately average the paper results, then average the paper and MTGO results together for final tier placement.

This generates a lot of partial Tiers. That's not a bug, but a feature. The nuance separates the solidly Tiered decks from the more flexible ones and shows the true relative power differences between the decks. Every deck in the paper and MTGO results is on the table, and when they don't appear in a given category, they're marked N/A. This is treated as a 4 for averaging purposes.

Deck NameMTGO Pop TierMTGO Power TierMTGO Average TierPaper Pop TierPaper Power TierPaper Average TierComposite Tier
Boros Energy1111111.00
Domain Zoo1111111.00
Izzet Prowess1111111.00
Amulet Titan1111111.00
Green-Based Eldrazi1111111.00
Broodscale Combo1112221.50
Tameshi Belcher1112221.50
BW Blink1112221.50
Esper Blink211.52221.75
Goryo Blink2222222.00
Mardu Energy211.53332.25
Abhorrent Frogtide222322.52.25
Ruby Storm2223332.50
Living End2223332.50
Izzet Cutter2223332.50
Neobrand3333333.00
Grixis Wizards3333333.00
Kappa3333333.00
Frogtide3333333.00
UW Control3333333.00
Mill3333N/A3.53.25
MerfolkN/AN/AN/A3333.50
Jeskai Wizards333N/AN/AN/A3.50
Mono-Black Saga333N/AN/AN/A3.50
Jeskai AscendancyN/AN/AN/A3333.50
Tribal EldraziN/AN/AN/A3333.50
Hammer TimeN/AN/AN/A3333.50
Colorless Etron3N/A3.5N/AN/AN/A3.75
Red Belcher3N/A3.5N/AN/AN/A3.75
Wrenn White BlueN/A33.5N/AN/AN/A3.75
Ritual NeobrandN/AN/AN/A3N/A3.53.75

Average Power Rankings

Finally, we come to the average power rankings. These are found by taking the total points earned and dividing them by total decks, to measure points per deck. I use this to measure strength vs. popularity. Measuring deck strength is hard. While you can make a Wins-Above-Replacement-esq metric for the Magic cards in an individual deck, there's no way to make one that lets you compare decks. The game is too complex, and even then, power is very contextual.

Using the power rankings helps to show how justified a deck’s popularity is. However, more popular decks will still necessarily earn a lot of points. Therefore, the top tier doesn't move much between population and power and obscures whether its decks really earned their position. 

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This is where the averaging comes in. Decks that earn a lot of points because they get a lot of results will do worse than decks that win more events, indicating which deck actually performs better.

A higher average indicates lots of high finishes, whereas low averages result from mediocre performances and a high population. Lower-tier decks typically do very well here, likely due to their pilots being enthusiasts. Bear this in mind and be careful about reading too much into these results. However, as a general rule, decks that place above the baseline average are over-performing, and vice versa.

How far above or below that average a deck sits justifies its position on the power tiers. Decks well above baseline are undervalued, while decks well below baseline are very popular, but aren't necessarily good.

The Real Story

When considering the average points, the key is looking at how far off a deck is from the Baseline stat (the overall average of points/population). The closer a deck’s performance to the Baseline, the more likely it is to be performing close to its "true" potential.

A deck that is exactly average would therefore perform exactly as well as expected. The greater the deviation from the average, the more a deck under or over-performs. On the low end, a deck’s placing was mainly due to population rather than power, which suggests it’s overrated. A high-scoring deck is the opposite of this.

We'll start with MTGO's average:

Deck NameAverage PointsPower Tier
Wrenn White Blue2.093
Living End2.002
BW Blink1.991
Goryo Blink1.972
Esper Blink1.941
Abhorrent Frogtide1.932
Green-Based Eldrazi1.921
Domain Zoo1.861
Mardu Energy1.861
Mono-Black Saga1.823
Broodscale Combo1.811
Amulet Titan1.791
Jeskai Wizards1.783
Boros Energy1.771
Tameshi Belcher1.771
Neobrand1.773
Izzet Cutter1.722
UW Control1.723
Izzet Prowess1.711
Frogtide1.683
Colorless Etron1.67N/A
Mill1.643
Grixis Wizards1.613
Baseline1.59
Ruby Storm1.552
Kappa1.523
Red Belcher1.33N/A

Congratulations to MTGO Deck of June, BW Blink. You beat out every other Tier 1 deck, but I suspect beating rival Esper Blink is the greater victory. It's a pretty narrow one though.

Now for paper's average:

Deck NameAverage PiontsPower Tier
UW Control1.673
Tameshi Belcher1.572
Merfolk1.573
Abhorrent Frogtide1.562
Neobrand1.563
Boros Energy1.51
Broodscale Combo1.502
Hammer Time1.503
BW Blink1.482
Izzet Prowess1.461
Esper Blink1.422
Jeskai Ascendancy1.423
Amulet Titan1.361
Tribal Eldrazi1.363
Domain Zoo1.331
Mill1.33N/A
Baseline1.32
Frogtide1.313
Kappa1.293
Ruby Storm1.293
Goryo Blink1.272
Grixis Wizards1.273
Green-Based Eldrazi1.251
Mardu Energy1.253
Living End1.223
Izzet Cutter1.123
Ritual Neobrand1.00N/A

Well Boros, thanks to a phenomenal showing on June 1st, you've managed to win Paper's Deck of June. Don't let it go to your head; you just barely held on at the end.

Analysis

Boros Energy's dominance is beginning to lessen. I don't think it will ever be gone without major bans or a fundamental metagame realignment, but it is slowly losing share to other decks. It's just too good at being both an aggro and midrange deck to disappear completely, but it losing ground is still a positive.

As part of that, combo decks are rising. They are Energy's worst matchup, after all. When I first predicted combo would rise back in April, I thought that it would be Belcher or Neobrand-type combos. I didn't expect Broodscale to be the top performing combo deck. When The One Ring was banned, I thought the deck was dead for good. The data agreed for a while. However, by becoming a midrange/combo hybrid the deck's made up for its weaknesses and strongly bounced back.

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I don't know how long it will be able to stay there, though as it is quite targetable. If you want to absolutely crush Broodscale, White Ponza does that and is a very bad time for Boros too. What's keeping that deck from being a major force is its lack of a good value engine (you heard me, Karn, the Great Creator) and the fact that it can't beat Counterspell. It appears that Modern is moving in a fairer direction.

The Problem with Eldrazi

On that note, there are a number of decks that are unexpectedly underperforming. The first is Green-based Eldrazi, whose average points made it the worst Tier 1 deck in paper. It did pretty good on MTGO, but that is a little deceptive. The deck did really well early in June, and that strong start pulled it through despite ending June in a downward spiral.

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For a deck that was thriving a few months ago, this is a significant decline. The easy answer is blaming Consign to Memory being absolutely everywhere but that was the case back then too. It'd be equally easy to blame combo being a poor matchup, but Eldrazi players are aware of their weakness and have dedicated enough sideboard slots to compensate. I don't think the overall metagame is sufficiently hostile to explain Eldrazi's struggles.

Instead, I suspect that the deck itself is the issue. There are a number of builds out there, showing that the Eldrazi players fundamentally disagree about what the deck is doing. There are the more traditional builds utilizing Ancient Stirrings and a lot of green cards to ramp and gain value, but I'm also seeing versions going heavier toward red and big colorless threats. The deck is unfocused and suffering as a consequence. I think the question of how to build Eldrazi needs to be answered before it can regain its lost ground.

Izzet Working?

Similarly, Izzet decks of all stripes aren't setting Modern on fire. I expected this to happen with Izzet Prowess. It may have a new and potent toy, but it doesn't have a new gameplan. The deck remains as weak to exile removal as it was back in 2022. Players were always going to adapt and push it back down, and this is reflected in its mediocre average points.

There was an error retrieving a chart for Cori-Steel Cutter

The more surprising one is Izzet Cutter. When Vivi Ornitier was spoiled, there was huge hype of it taking over the metagame alongside Mox Opal and Emry, Lurker of the Lock. The deck did well for a while but cratered towards the end of June. I suspected that it was too all-in on Cori-Steel Cutter and Urza's Saga as win conditions, and according to players I know, that was true. There was the additional issue of Vivi being incredibly inconsistent, being either the best or worst card in the deck with no middle-ground.

There was an error retrieving a chart for Mox Opal

I don't think that's the end of the road for Vivi, but according to the numbers and what I'm seeing in July, this deck needs considerable reworking. This artifact deck probably isn't the best home for Vivi, as the extra mana is frequently unnecessary. It's also harder than expected to have a really big turn when you're relying as heavily on Emry as this deck is. For the sake of all those who invested in Vivi, I hope there's a turn-around soon.

Financial Implications

On that note, Final Fantasy proved financially underwhelming, as predicted. Other than Vivi and Sephiroth, there wasn't much value in the set.

However, you should immediately forget that and concentrate on buying Hardened Scales staples while they're still fairly cheap. The spoilers for Edge of Eternities are full of cards that look like Scales staples in both Modern and Pioneer. The hype machine in the Scales Discords is already getting out of control.

There was an error retrieving a chart for Hardened Scales

I don't think this is actually going to work for them. There's nothing I've seen so far that will overcome Scale's fundamental weaknesses to Solitude and Wrath of the Skies. In fact, I think the new cards encourage Scales players to slow the game down which plays into those cards even more.

Consequently, I'd buy into Scales with the intention of dumping quickly before the hype dries up. Get it cheap, let the hype raise the price, and then make a profit on the FOMO. I don't foresee the price pressure lasting too long after the Prerelease. They'll get their hearts broken quickly.

May ’25 Metagame Update: RCQ Questions

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The RCQ season is moving along, and the data is flooding in. This has produced a complicated metagame picture. The very top of the metagame is very well defined. The rest is not. The online crew has come to very different conclusions about the metagame than the paper-playing majority. Both tier lists share most of their decks, but the placing for each is wildly different. This suggests that Modern is moving towards a kind of competitive equilibrium.

Always an Outlier

As is custom, both paper and online play have outliers, but it's not clear how many. Each test returned between one and four outliers, with no two tests exactly agreeing. I do multiple tests because statisticians don't agree on the best way to find outliers. Therefore, I need consensus on to actually identify and remove a deck as an outlier.

There was an error retrieving a chart for Ocelot Pride

Therefore, since Boros Energy was the only deck that was always an outlier, it has been removed from the analysis for both the paper and online tiers. It's in its correct spot on the tier lists. Both Izzet Prowess and Green-Based Eldrazi are borderline outliers, as they were sometimes identified by various tests. The most restrictive test I know about also put online Tameshi Belcher as an outlier, but it was the only one.

May Population Metagame

To make the tier list, a given deck has to beat the overall average population for the month. The average is my estimate for how many results a given deck "should" produce in a given month. To be considered a tiered deck, it must perform better than "good enough". Every deck that posts at least the average number of results is "good enough" and makes the tier list.

Then we go one standard deviation (STdev) above average to set the limit of Tier 3 and the cutoff for Tier 2. This mathematically defines Tier 3 as those decks clustered near the average. Tier 2 goes from the cutoff to the next standard deviation. These are decks that perform well above average. Tier 1 consists of those decks at least two standard deviations above the mean result, encompassing the truly exceptional performing decks.

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The MTGO data nearly exclusively comes from official Preliminary, Qualifiers, and Challenge results. Leagues are excluded, as they add analytically useless bulk data to both the population and power tiers. The paper data comes from any source I can find, with all reported events being counted.

While the MTGO events report predictable numbers, paper events can report anything from only the winner to all the results. In the latter case, if match results aren't included, I'll take as much of the Top 32 as possible. If match results are reported, I'll take winning record up to Top 32, and then any additional decks tied with 32nd place, as tiebreakers are a magic most foul and black.

The MTGO Population Data

March's adjusted average population for MTGO is 15.75. I always round down if the decimal is less than .20. Tier 3, therefore, begins with decks posting 16 results. The adjusted STdev was 28.13, so add 28 and that means Tier 3 runs to 44 results. Again, it's the starting point to the cutoff, then the next whole number for the next Tier. Therefore Tier 2 starts with 45 results and runs to 73. Subsequently, to make Tier 1, 74 decks are required.

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The sample population rose again, from 1500 in April to 1648 in May. There were a number of extra events and the Challenges appear to have no problem firing anymore. That said, I only have 84 98 unique decks in my sample, which equates to a unique deck ratio of .051, which is pretty pathetic. April's ratio was .065, so diversity is really cratering. 23 decks made the tier list, which is pretty average for Magic Online.

Deck NameTotal #Total %
Tier 1
Boros Energy34120.69
Izzet Prowess1629.83
Green-Based Eldrazi1267.65
Tameshi Belcher824.98
BW Blink754.55
Tier 2
Amulet Titan734.43
Domain Zoo724.37
Ruby Storm704.25
Frogtide563.40
Living End462.79
Tier 3
Broodscale Combo442.67
Abhorrent Frogtide342.06
Kappa311.88
Neobrand291.76
Mono-Black Saga271.64
Goryo Blink241.46
Red Belcher231.40
Jeskai Ascendancy231.40
Ritual Neobrand201.21
Burn181.09
Esper Blink181.09
UW Control171.03
Tribal Eldrazi171.03
This is a huge improvement over last month.

There continues to be an absurd amount of Energy, but it's down from April's 22.20%. It looks like the online crew is just set in their energetic ways, and I'm starting to favor a ban just to make them play something different.

In other developments, Psychic Frog players are arguing again. Standard Frogtide is being muscled in on by Abhorrent Oculus versions. Again. Every few months the Frog players' consensus splits and the two factions compete with each other for dominance. Oculus was in fashion after it was released, but its lack of consistency meant traditional Frogtide came back. Oculus is surging again, I'm assuming because they needed a faster clock. We'll see how long it lasts this time.

The Paper Population Data

Meanwhile, Paper's population rose sharply from 795 to 1238. A lot more RCQ's reported in, and there were large events. There are a number of events that I know happened but still haven't posted results anywhere. I can't wait forever, TOs, get your results in! I recorded 100 unique decks for a ratio of .081, which is low for paper but still miles better than MTGO's diversity.

20 decks made the tier list, which is low for paper. I'm not totally surprised, however, as this is what happens in an RCQ season. Players are less likely to experiment when stakes are higher. The adjusted average population is 10.61, so 11 results make the list. The adjusted STDev is 22.45, so the increment is 23. Therefore, Tier 3 runs from 11 to 34, Tier 2 is 35 to 58 and Tier 1 is 59 and over.

Deck NameTotal #Total %
Tier 1
Boros Energy18715.10
Izzet Prowess13410.82
Green-Based Eldrazi1078.64
Domain Zoo887.11
Amulet titan816.54
Tier 2
Frogtide584.68
BW Blink574.60
Kappa473.80
Jeskai Ascendancy403.23
Broodscale Combo352.83
Tier 3
Tameshi Belcher322.58
Ruby Storm312.50
Colorless Etron231.86
Goryo Blink211.70
Tribal Eldrazi181.45
Living End171.37
Sam Ritual161.29
Hollowvine131.05
UW Control110.89
Jeskai Control110.89
Remarkably close to how MTGO is distributed.

There's the same number of decks in Tier 1 and the same top 3 in the same order. However, everything else is wildly different. This strongly indicates that players agreed on the best decks in May, but the overall metagame is far less established.

Boros' metagame share rose slightly from April's 13.46%, going the opposite direction of MTGO's results. Again, this is probably just down to players being unwilling to experiment during the competitive season. There's that old saw of "if you want to win, just play the best deck" at work.

However, this also puts a huge target on their backs, and Energy's known weakness to combo is clearly being exploited. Goryo Blink is climbing the ranks after falling off hard the past few months, and Neobrand has returned (and now is several versions). This is in addition to established decks like Belcher. The lack of counterspells is at fault for this, but with Prowess and Energy running things I don't think counterspells will be viable for a while.

May Power Metagame

Tracking the metagame in terms of population is standard practice. But how do results actually factor in? Better decks should also have better results. In an effort to measure this, I use a power ranking system in addition to the prevalence list. By doing so, I measure the relative strengths of each deck within the metagame so that a deck that just squeaks into Top 32 isn't valued the same as one that Top 8's. This better reflects metagame potential.

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For the MTGO data, points are awarded based on the population of the event. Preliminaries and similar events award points based on record (1 for 3 wins, 2 for 4 wins, 3 for 5), and Challenges are scored 3 points for the Top 8, 2 for Top 16, and 1 for Top 32. If I can find them, non-Wizards events will be awarded points the same as Challenges or Preliminaries depending on what the event in question reports/behaves like. Super Qualifiers and similar higher-level events get an extra point and so do other events if they’re over 200 players, with a fifth point for going over 400 players.

Due to paper reporting being inconsistent and frequently full of data gaps compared to MTGO, its points work differently. I award points based on the size of the tournament rather than placement. For events with no reported starting population or up to 32 players, one point is awarded to every deck. Events with 33 players up to 128 players get two points. From 129 players up to 512 players get three. Above 512 is four points, and five points is reserved for Modern Pro Tours. When paper reports more than the Top 8, which is rare, I take all the decks with a winning record or tied for Top 32, whichever is pertinent.

The MTGO Power Tiers

As with the population numbers, total points are up from 2612 to 2990. The adjusted average points were 28.76, therefore 29 points made Tier 3. The adjusted STDev was 53.35 so add 54 to the starting point, and Tier 3 runs to 83 points. Tier 2 starts with 84 points and runs to 138. Tier 1 requires at least 139 points. There's a lot of movement inside each tier and several decks rose and fell between Tiers. Both Burn and UW Control fell off the power

Deck NameTotal PointsTotal %
Tier 1
Boros Energy60320.17
Izzet Prowess30510.20
Green-Based Eldrazi2498.33
Tameshi Belcher1605.35
Domain Zoo1454.85
Tier 2
BW Blink1384.61
Amulet Titan1274.25
Ruby Storm1133.78
Broodscale Combo903.01
Frogtide892.98
Living End882.94
Tier 3
Abhorrent Frogtide682.27
Kappa591.97
Neobrand561.87
Mono-Black Saga521.74
Goryo Blink471.57
Jeskai Ascendancy431.44
Esper Blink421.40
ritual Neobrand371.24
Tribal Eldrazi351.17
Red Belcher280.94
Both power and population being quite close to each other for the second month in a row. That might mean that Modern is stabilizing.

BW Blink continues to have an identity crisis, which is why it vacillates between Tiers 1 and 2 in both paper and MTGO. They can't decide if the non-Overlord of the Balemurk engine should be Recruiter of the Guard or Ketramose, the New Dawn. For those on Ketramose, there's the question of playing Psychic Frog or no, and then if you want more blue cards. I think they need to decide if they're really a Death and Taxes deck or just support for Overlord and go from there.

The Paper Power Tiers

Paper's total points are 2071. Again, there were a lot more RCQ's reported and more big events. The adjusted average points were 17.67, setting the cutoff at 18 points. The STDev was 37.61, so add 38 to the starting point and Tier 3 runs to 56 points. Tier 2 starts with 57 points and runs to 95. Tier 1 requires at least 96 points.

There's a lot of movement within the Tier list. Abhorrent Frogtide joined the list.

Deck NameTotal PointsTotal %
Tier 1
Boros Energy32215.55
Izzet Prowess22710.96
Green-Based Eldrazi1748.40
Amulet titan1436.90
Domain Zoo1386.66
BW Blink984.73
Tier 2
Frogtide944.54
Kappa834.01
Jeskai Ascendancy673.23
Broodscale Combo622.99
Tameshi Belcher612.94
Tier 3
Ruby Storm542.61
Colorless Etron331.59
Goryo Blink331.59
Tribal Eldrazi251.21
Living End251.21
Sam Ritual251.21
Hollowvine200.97
UW Control180.87
Jeskai Control180.87
Abhorrent Frogtide180.87
Of course, paper being quite different does throw a wrench in the stability theory.

Composite Metagame

That's a lot of data, but what does it all mean? When Modern Nexus was first started, we had a statistical method to combine the MTGO and paper data, but the math of that system doesn't work without big paper events. I tried. Instead, I'm using an averaging system to combine the data. I take the MTGO results and average the tier, then separately average the paper results, then average the paper and MTGO results together for final tier placement.

This generates a lot of partial Tiers. That's not a bug, but a feature. The nuance separates the solidly Tiered decks from the more flexible ones and shows the true relative power differences between the decks. Every deck in the paper and MTGO results is on the table, and when they don't appear in a given category, they're marked N/A. This is treated as a 4 for averaging purposes.

Deck NameMTGO Pop TierMTGO Power TierMTGO Average TierPaper Pop TierPaper Power TierPaper Average TierComposite Tier
Boros Energy1111111.00
Izzet Prowess1111111.00
Green-Based Eldrazi1111111.00
Domain Zoo211.51111.25
BW Blink121.5211.51.50
Amulet Titan2221111.50
Tameshi Belcher111322.51.75
Frogtide2222222.00
Broodscale Combo322.52222.25
Ruby Storm2223332.50
Living End2223332.50
Kappa3332222.50
Jeskai Ascendancy3332222.50
Goryo Blink3333333.00
Tribal Eldrazi3333333.00
UW Control3N/A3.53333.25
Abhorrent Frogtide333N/A33.53.25
Neobrand333N/AN/AN/A3.50
Mono-Black Saga333N/AN/AN/A3.50
Red Belcher333N/AN/AN/A3.50
Ritual Neobrand333N/AN/AN/A3.50
Burn3N/A3.5N/AN/AN/A3.50
Esper Blink333N/AN/AN/A3.50
Colorless EtronN/AN/AN/A3333.50
Sam RitualN/AN/AN/A3333.50
HollowvineN/AN/AN/A3333.50
Jeskai ControlN/AN/AN/A3333.50

Average Power Rankings

Finally, we come to the average power rankings. These are found by taking the total points earned and dividing them by total decks, to measure points per deck. I use this to measure strength vs. popularity. Measuring deck strength is hard. There is no Wins-Above-Replacement metric for Magic, and I'm not certain that one could be credibly devised. The game is too complex, and even then, power is very contextual.

Using the power rankings helps to show how justified a deck’s popularity is. However, more popular decks will still necessarily earn a lot of points. Therefore, the top tier doesn't move much between population and power and obscures whether its decks really earned their position. 

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This is where the averaging comes in. Decks that earn a lot of points because they get a lot of results will do worse than decks that win more events, indicating which deck actually performs better.

A higher average indicates lots of high finishes, whereas low averages result from mediocre performances and a high population. Lower-tier decks typically do very well here, likely due to their pilots being enthusiasts. Bear this in mind and be careful about reading too much into these results. However, as a general rule, decks that place above the baseline average are over-performing, and vice versa.

How far above or below that average a deck sits justifies its position on the power tiers. Decks well above baseline are undervalued, while decks well below baseline are very popular, but aren't necessarily good.

The Real Story

When considering the average points, the key is looking at how far off a deck is from the Baseline stat (the overall average of points/population). The closer a deck’s performance to the Baseline, the more likely it is to be performing close to its "true" potential.

A deck that is exactly average would therefore perform exactly as well as expected. The greater the deviation from the average, the more a deck under or over-performs. On the low end, a deck’s placing was mainly due to population rather than power, which suggests it’s overrated. A high-scoring deck is the opposite of this.

First, the averages for MTGO

Deck NameAverage PointsPower Tier
Esper Blink2.333
Tribal Eldrazi2.063
Broodscale Combo2.042
Domain Zoo2.011
Abhorrent Frogtide2.003
Green-Based Eldrazi1.981
Goryo Blink1.963
Tameshi Belcher1.951
Neobrand1.933
Mono-Black Saga1.933
Living End1.912
Kappa1.903
Izzet Prowess1.881
Jeskai Ascendancy1.873
ritual Neobrand1.853
BW Blink1.842
Boros Energy1.771
Amulet Titan1.742
Baseline1.68
Ruby Storm1.612
Frogtide1.592
UW Control1.47N/A
Burn1.44N/A
Red Belcher1.223

With the best average points among Tier 1 decks, Domain Zoo wins MTGO Deck of May. Both it and Eldrazi put up really good showings whenever they showed up, particularly in the 4-point events that pushed them to the top. There's a causal link there.

Now the paper averages:

Deck NameAverage PointsPower Tier
Abhorrent Murktide2.003
Tameshi Belcher1.912
Kappa1.772
Broodscale Combo1.772
Amulet titan1.761
Ruby Storm1.743
Boros Energy1.721
BW Blink1.721
Izzet Prowess1.691
Jeskai Ascendancy1.672
Baseline1.66
UW Control1.643
Jeskai Control1.643
Green-Based Eldrazi1.631
Frogtide1.622
Domain Zoo1.571
Goryo Blink1.573
Sam Ritual1.563
Hollowvine1.543
Living End1.473
Colorless Etron1.433
Tribal Eldrazi1.393

As is its habit, Amulet Titan wins paper's Deck of May. The Titan stans are a truly dedicated bunch.

Analysis

Modern appears to be stabilizing. It's been quite rare for paper and MTGO to agree on the top slots as cleanly as they did in June. That said, the real litmus test will be June's data. If Tier 1 continues to coalesce and harmonize then we might see the return to stability that many have clamored for. I'm not in that camp and have enjoyed the years of churn, but we will see. There's a major unexpected change to absorb.

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I'll discuss it more in the financials section, but Final Fantasy doesn't look to have much impact on competitive Magic. There's not much that looks like it can compete in Standard with Monstrous Rage, Omniscience, or Nurturing Pixie. There look to be a lot of role players for Pioneer, if anyone still cares about Pioneer. For Modern, there are a lot of cards that come with many caveats. They could be work but require more work than is usually worthwhile.

The Urza's Saga... Saga

However, that doesn't matter because Final Fantasy is still one of the most impactful Standard-legal sets ever thanks to an accompanying rule change.

As of the set release, Sagas aren't sacrificed for having more lore counters than chapter abilities.

This is relevant because it means that Spreading Seas and Blood Moon don't kill Urza's Saga anymore. It'll just stick around with any abilities it had because type-changing doesn't remove granted abilities and will do so indefinitely because it can't reach Chapter 3 and be sacrificed.

There was an error retrieving a chart for Urza's Saga

Wizards did this because they wanted FF's saga-creatures to be more playable and not get sacrificed to Tishana's Tidebinder. It's not going to work for the above-mentioned reasons, but it will heavily impact all formats where Saga's legal.

Infuriatingly, it appears Wizards didn't even think about Urza's Saga while making this rule change.

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Not that Saga needed help, but this is obviously a huge buff.

However, there's no way of knowing exactly how this plays out, beyond Saga seeing more play. Obviously, Amulet Titan is slightly less vulnerable to Harbinger of the Seas, but if you lose to a stream of constructs against Amulet you weren't winning anyway.

The possibility of playing Saga in decks with Harbinger or Moon is quite intriguing and I expect a flood of prison-type decks abusing this interaction. However, that may not be very good. We'll see how June plays out.

Financial Implications

Despite the huge presale numbers, I'm doubtful about FF's long-term financial outlook.

The set is pretty weak, and while the numerous legends may be popular commanders, they only need one copy. The competitive playable ones are mostly speculative. Therefore, it's likely that demand for those will be quickly sated. Due to its relatively low power and the current competitive environment, I don't foresee steady demand for product.

Additional evidence is coming from Prerelease weekend. According to both my personal Local Game Store and others in my area, FF preorders were through the roof, but many came from people they'd never seen before. Fans of the franchise came out on day one, but they bought what they wanted and left.

In most cases, they're not sticking around to play the game and therefore demand more cards.

Most Tarkir: Dragonstorm's Prereleases capped, and stores even ran out of product, but in my area only the FF Prereleases with aggressively low caps did. That's not a good sign for product demand.

Consequently, I don't think that FF sealed product is as solid an investment as it appeared when the price started spiking.

Unless there are a lot of unexpected breakout cards to drive demand back up, I don't think sealed product will appreciate past the pre-sale price in the long run. Holding sealed product has always been a risk, but FF seems to be a bigger risk than normal due to how much the pre-sale price rose. Plan accordingly.

April ’25 Metagame Update: The Duality of Modern

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April is the start of the only non-Standard RCQ season this year. I'm glad it's Modern, but Wizards had better be really sure that Standard is actually good or there'll be problems. As for how Modern looks for this RCQ season, it's a question of are you playing in paper or online? If you're an online player, things aren't looking good. If you're in paper, this looks like a pretty healthy metagame.

The Lone Outlier

To quickly deal with that foreshadowing, Boros Energy is the only outlier in April. It happened in both play mediums, asterisk. It was extremely clear that would happen for Magic Online, which will make perfect sense once we get to the data. If you ignore what Boros is doing there, the online metagame looks pretty good, but you can't ignore Boros.

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Asterisk: paper having any outliers wasn't clear, and the number is disputable. Every outlier test gave me different numbers of outliers, ranging from 1 to 4. I thought there might not even be one, but there are gaps, and the data is oddly skewed, which is probably what's confusing the outlier tests. As Boros Energy was the only deck that all the tests agreed was an outlier, I treated it as such.

Outliers are removed from the data analysis but are reported in their correct place on the Tier Lists.

April Population Metagame

To make the tier list, a given deck has to beat the overall average population for the month. The average is my estimate for how many results a given deck "should" produce in a given month. To be considered a tiered deck, it must perform better than "good enough". Every deck that posts at least the average number of results is "good enough" and makes the tier list.

Then we go one standard deviation (STdev) above average to set the limit of Tier 3 and the cutoff for Tier 2. This mathematically defines Tier 3 as those decks clustered near the average. Tier 2 goes from the cutoff to the next standard deviation. These are decks that perform well above average. Tier 1 consists of those decks at least two standard deviations above the mean result, encompassing the truly exceptional performing decks.

There was an error retrieving a chart for Cori-Steel Cutter

The MTGO data nearly exclusively comes from official Preliminary, Qualifiers, and Challenge results. Leagues are excluded, as they add analytically useless bulk data to both the population and power tiers. The paper data comes from any source I can find, with all reported events being counted.

While the MTGO events report predictable numbers, paper events can report anything from only the winner to all the results. In the latter case, if match results aren't included, I'll take as much of the Top 32 as possible. If match results are reported, I'll take winning record up to Top 32, and then any additional decks tied with 32nd place, as tiebreakers are a magic most foul and black.

The MTGO Population Data

March's adjusted average population for MTGO is 12.03. I always round down if the decimal is less than .20. Tier 3, therefore, begins with decks posting 12 results. The adjusted STdev was 23.90, so add 24 and that means Tier 3 runs to 36 results. Again, it's the starting point to the cutoff, then the next whole number for the next Tier. Therefore Tier 2 starts with 37 results and runs to 61. Subsequently, to make Tier 1, 62 decks are required.

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The sample population rose significantly, from 1440 in March to 1500. Challenges are regularly firing again, and we had a number of LCQs to bring the numbers up. I have 98 unique decks in my sample, which equates to a unique deck ratio of .065, which is back to what it was in February. 21 decks made the tier list, which is slightly below average for MTGO.

Deck NameTotal #Total %
Tier 1
Boros Energy33322.20
Green-Based Eldrazi1238.20
Frogtide1057.00
Ruby Storm936.20
Izzet Prowess885.87
BW Blink714.73
Amulet Titan704.67
Tameshi Belcher674.47
Tier 2
Domain Zoo513.40
Kappa473.13
Broodscale Combo422.80
Tier 3
Sam Ritual332.20
UW Control281.87
Mill231.53
Burn211.40
MB Saga181.20
Living End161.07
Ascendancy Combo151.00
Tribal Eldrazi140.93
Mardu Energy140.93
MG Etron140.93
Magic Online, you have issues.

So, yeah, that's an absurd amount of Energy. However, there are reasons for this unique to MTGO, which I'll discuss in the analysis section. I know that based on these numbers there will be those calling Boros Tier 0, but it doesn't meet the definition. Remember, to be Tier 0 a deck must not only have numbers far above the rest of Tier 1, but it also has to blow them away on average points. Boros Energy has the first half on lock, but it failed the second half as you'll see below. Therefore, it's just an absurdly popular deck.

In other developments, Cori-Steel Cutter has brought Prowess back after years of irrelevance. However, at time of writing I have doubts Prowess will remain relevant. Cutter's a very good card, don't get me wrong, but it doesn't fix any of Prowess' problems. Prowess is as vulnerable to Prismatic Ending now as before. It put up impressive numbers overall, but Prowess was incredibly streaky, tending to cluster in a few events rather than consistently put up numbers. While Wrath of the Skies doesn't see much maindeck play, it's in a lot of sideboards and that will increase if Prowess sticks around. I think some combo build will be a more permanent home.

The Paper Population Data

Meanwhile, Paper's population rose fell from 1028 to 795. There were more events in April than March, but they're all small events rather than RCs and RC side events. There are tons of RCQs happening and some even get reported (angry glance at lazy Tournament Organizers) but only report the Top 8, and frequently less. I recorded 93 unique decks for a ratio of .117, which is up considerably from March.

21 decks made the tier list, which is low for paper, but again the data is weird. The adjusted average population is 17.48, so 8 results make the list. The adjusted STDev is 14.33, so the increment is 15. Therefore, Tier 3 runs from 8 to 23, Tier 2 is 24 to 39, and Tier 1 is 40 and over.

Deck Name Total #Total %
Tier 1
Boros Energy10713.46
Base-Green Eldrazi8110.19
Frogtide688.55
Tameshi Belcher496.16
BW Blink445.53
Amulet Titan435.41
Domain Zoo425.28
Tier 2
Izzet Prowess354.40
Kappa313.90
Tier 3
Ruby Storm222.77
UW Control172.14
Burn172.14
Colorless Etron131.63
Broodscale Combo131.63
Yawgmoth131.63
Hollowvine121.51
Mill101.26
Merfolk91.13
Bant Urza91.13
Sam's Ritual91.13
This is much more reasonable.

Boros is on top again, but it's followed far more closely by Green-based Eldrazi and Frogtide. I expect these three to stay on top in May. Boros is the premier aggro deck, Eldrazi is strong against the decks Boros is weaker to, and Frogtide is a way of life.

BW Blink continues to hold on, but it is steadily drifting towards Tier 2. A lot of this is Blink players stubbornly holding onto their Ketramose, the New Dawn dreams. They paid a lot for him and are determined to get their money's worth, but trying to grind value with him just isn't as good as it was against Underworld Breach. The players reverting back to Aether Vial and Recruiter of the Guard are having far more success in paper.

April Power Metagame

Tracking the metagame in terms of population is standard practice. But how do results actually factor in? Better decks should also have better results. In an effort to measure this, I use a power ranking system in addition to the prevalence list. By doing so, I measure the relative strengths of each deck within the metagame so that a deck that just squeaks into Top 32 isn't valued the same as one that Top 8's. This better reflects metagame potential.

There was an error retrieving a chart for Ugin, Eye of the Storms

For the MTGO data, points are awarded based on the population of the event. Preliminaries and similar events award points based on record (1 for 3 wins, 2 for 4 wins, 3 for 5), and Challenges are scored 3 points for the Top 8, 2 for Top 16, and 1 for Top 32. If I can find them, non-Wizards events will be awarded points the same as Challenges or Preliminaries depending on what the event in question reports/behaves like. Super Qualifiers and similar higher-level events get an extra point and so do other events if they’re over 200 players, with a fifth point for going over 400 players.

Due to paper reporting being inconsistent and frequently full of data gaps compared to MTGO, its points work differently. I award points based on the size of the tournament rather than placement. For events with no reported starting population or up to 32 players, one point is awarded to every deck. Events with 33 players up to 128 players get two points. From 129 players up to 512 players get three. Above 512 is four points, and five points is reserved for Modern Pro Tours. When paper reports more than the Top 8, which is rare, I take all the decks with a winning record or tied for Top 32, whichever is pertinent.

The MTGO Power Tiers

As with the population numbers, total points are up from 2584 to 2612. The adjusted average points were 20.72, therefore 21 points made Tier 3. The adjusted STDev was 41.20, so add 41 to the starting point, and Tier 3 runs to 62 points. Tier 2 starts with 63 points and runs to 104. Tier 1 requires at least 105 points. While there's a lot of movement inside each tier, the only change from population is that Mono-Green Etron fell off and was replaced by Jeskai Prowess.

Deck NameTotal PointsTotal %
Tier 1
Boros Energy60223.05
Green-Based Eldrazi2158.23
Frogtide1816.93
Izzet Prowess1586.05
Ruby Storm1445.51
Amulet Titan1264.82
Tameshi Belcher1184.52
BW Blink1154.40
Tier 2
Domain Zoo873.33
Broodscale Combo863.29
Kappa793.02
Tier 3
Sam Ritual552.11
UW Control441.68
Mill441.68
MB Saga331.26
Burn301.15
Ascendancy Combo281.07
Tribal Eldrazi271.03
Mardu Energy271.03
Living End250.96
Jeskai Prowess230.88
I think this is the closest power and population have been to each other.

To reinforce what I said above, Blink is sliding out of Tier 1 and needs to seriously rethink what it's doing. Far too many lists look like they're still optimized for the Breach metagame and just lose to Eldrazi. That was a strength of the deck when it first came out and really needs to be addressed.

The Paper Power Tiers

Paper's total points are 1328. Again, most of the data is coming from RCQ's so fewer points per event. The average points were 12.50, setting the cutoff at 13 points. The STDev was 25.74, so add 26 to the starting point and Tier 3 runs to 39 points. Tier 2 starts with 40 points and runs to 66. Tier 1 requires at least 67 points.

There's a lot of movement within the Tier list and Ruby Storm moved up to Tier 2. However, both Mill and Bant Urza fell off and weren't replaced.

Deck NameTotal PowerTotal %
Tier 1
Boros Energy17813.40
Base-Green Eldrazi15511.67
Frogtide1158.66
Tameshi Belcher896.70
BW Blink795.95
Domain Zoo725.42
Amulet Titan715.35
Tier 2
Izzet Prowess564.22
Kappa554.14
Ruby Storm423.16
Tier 3
UW Control282.11
Burn261.96
Colorless Etron231.73
Broodscale Combo231.73
Yawgmoth191.43
Merfolk191.43
Hollowvine181.35
Sam's Ritual151.13
Oddly, paper's tier distribution is almost the same in April as it was in March.

Composite Metagame

That's a lot of data, but what does it all mean? When Modern Nexus was first started, we had a statistical method to combine the MTGO and paper data, but the math of that system doesn't work without big paper events. I tried. Instead, I'm using an averaging system to combine the data. I take the MTGO results and average the tier, then separately average the paper results, then average the paper and MTGO results together for final tier placement.

This generates a lot of partial Tiers. That's not a bug, but a feature. The nuance separates the solidly Tiered decks from the more flexible ones and shows the true relative power differences between the decks. Every deck in the paper and MTGO results is on the table, and when they don't appear in a given category, they're marked N/A. This is treated as a 4 for averaging purposes.

Deck NameMTGO Pop TierMTGO Power TierMTGO Average TierPaper Pop TierPaper Power TierPaper Average TierComposite Tier
Boros Energy1111111.00
Green-Based Eldrazi1111111.00
Frogtide1111111.00
BW Blink1111111.00
Amulet Titan1111111.00
Tameshi Belcher1111111.00
Izzet Prowess1112221.50
Domain Zoo2221111.50
Ruby Storm111322.51.75
Kappa2222222.00
Broodscale Combo2223332.50
Sam Ritual3333333.00
Mill3333333.00
Burn3333333.00
UW Control3333N/A3.53.25
Mono-Black Saga333N/AN/AN/A3.50
Living End333N/AN/AN/A3.50
Ascendancy Combo333N/AN/AN/A3.50
Tribal Eldrazi333N/AN/AN/A3.50
Mardu Energy333N/AN/AN/A3.50
Colorless EtronN/AN/AN/A3333.50
YawgmothN/AN/AN/A3333.50
HollowvineN/AN/AN/A3333.50
MerfolkN/AN/AN/A3333.50
Mono-Green Etron3N/A3.5N/AN/AN/A3.75
Jeskai ProwessN/A33.5N/AN/AN/A3.75
Bant UrzaN/AN/AN/A3N/A3.53.75

Average Power Rankings

Finally, we come to the average power rankings. These are found by taking the total points earned and dividing them by total decks, to measure points per deck. I use this to measure strength vs. popularity. Measuring deck strength is hard. There is no Wins-Above-Replacement metric for Magic, and I'm not certain that one could be credibly devised. The game is too complex, and even then, power is very contextual.

Using the power rankings helps to show how justified a deck’s popularity is. However, more popular decks will still necessarily earn a lot of points. Therefore, the top tier doesn't move much between population and power and obscures whether its decks really earned their position. 

There was an error retrieving a chart for Kozilek's Command

This is where the averaging comes in. Decks that earn a lot of points because they get a lot of results will do worse than decks that win more events, indicating which deck actually performs better.

A higher average indicates lots of high finishes, whereas low averages result from mediocre performances and a high population. Lower-tier decks typically do very well here, likely due to their pilots being enthusiasts. Bear this in mind and be careful about reading too much into these results. However, as a general rule, decks that place above the baseline average are over-performing, and vice versa.

How far above or below that average a deck sits justifies its position on the power tiers. Decks well above baseline are undervalued, while decks well below baseline are very popular, but aren't necessarily good.

The Real Story

When considering the average points, the key is looking at how far off a deck is from the Baseline stat (the overall average of points/population). The closer a deck’s performance to the Baseline, the more likely it is to be performing close to its "true" potential.

A deck that is exactly average would therefore perform exactly as well as expected. The greater the deviation from the average, the more a deck under or over-performs. On the low end, a deck’s placing was mainly due to population rather than power, which suggests it’s overrated. A high-scoring deck is the opposite of this.

First, the averages for MTGO

Deck NameAverage PointsPower Tier
Jeskai Prowess2.303
Broodscale Combo2.052
Tribal Eldrazi1.933
Mardu Energy1.933
Mill1.913
Ascendancy Combo1.873
MB Saga1.833
Boros Energy1.811
Amulet Titan1.801
Izzet Prowess1.791
Tameshi Belcher1.761
Green-Based Eldrazi1.751
Frogtide1.721
Domain Zoo1.712
Baseline1.69
Kappa1.682
Sam Ritual1.673
BW Blink1.621
UW Control1.573
Living End1.563
Ruby Storm1.551
Burn1.433
Mono-Green Etron1.43N/A

Congratulations Boros, you just barely beat out Amulet Titan to win MTGO Deck of April. Seriously, it was much closer before rounding happened.

Now the paper averages:

Deck NameAverage PowerPower Tier
Merfolk2.113
Base-Green Eldrazi1.911
Ruby Storm1.912
Tameshi Belcher1.821
BW Blink1.791
Kappa1.772
Colorless Etron1.773
Broodscale Combo1.773
Domain Zoo1.711
Frogtide1.691
Sam's Ritual1.673
Boros Energy1.661
Amulet Titan1.651
UW Control1.653
Izzet Prowess1.602
Baseline1.54
Burn1.533
Hollowvine1.503
Yawgmoth1.463
Bant Urza1.33N/A
Mill1.20N/A

Eldrazi wins paper Deck of April by an impressive amount. I also want to highlight that Boros and Amulet are the worst performing Tier 1 decks in a complete reversal of MTGO.

Analysis

As promised, let's talk about how ridiculous Boros Energy is online and why it isn't doing the same thing in paper. Short answer: prize structure.

Long answer: MTGO is a very different place than paper Magic. I've banged on about it having an infinitely smaller player base and the presence of rental services plenty, but that's just the first layer. The tournament and their associated prize structure are much different, and gameplay is affected by multiple things unique to online play. This means that online Magic is not the same as paper.

There was an error retrieving a chart for Phlage

The fact that games are always available and tournaments are constantly firing is the biggest difference. There are numerous ways to monetize time spent on MTGO beyond simply trading in an online complete set for a real one, but they all require making a lot of content which means playing games. This incentivizes players to play as many games as possible. Faster decks have always tended to be more popular online so that players can grind through as many games as possible per day. Boros being an aggro deck is perfect for sitting around grinding games, and since it's also really good players win a lot and will keep playing that deck.

The other big consideration is the chess clock. You've only got 25 minutes to win the game. That's a very strong incentive to play fast and relatively uncomplicated decks. There's a longstanding belief that decks that require a lot of game actions don't do as well online as they do in paper because of all the clicking required. We saw this with Underworld Breach decks being far less popular online than it was in paper. I suspect that it's happened before, but don't have the data. Finally, and this is likely tangential, MTGO does Ocelot Pride math for you.

There was an error retrieving a chart for Ocelot Pride

In summary: Boros Energy is a nearly perfect deck for MTGO. It's good without being complicated and plays very quickly, enabling quick wins to maximize the games played per day. As it being good is the only relevant consideration for paper, it is nowhere near as popular there.

Combo on the Horizon

What this translates into metagame-wise is that Boros Energy is the targeted deck. Eldrazi is the secondary deck as it's quite strong against control and other big-mana decks which would normally prey on an aggro deck like Boros. It's a duopoly, and they're protecting each other.

However, they have the same weakness to combo. Neither can meaningfully interact with combos like Tameshi Belcher or Ruby Storm game one, so both decks and some other combos have been popular. It's the Old-Affinity strategy of winning game one and the stealing one of the sideboard games, and it's working well enough that combo decks should continue to thrive through RCQ season.

There was an error retrieving a chart for Tameshi, Reality Architect

This is also incentivizing decks that are combo-like as they also largely ignore Boros and Eldrazi's gameplans. Prowess is the headliner of this strategy, but I think Kappa Cannoneer is doing it better. Having a really hard to interact with kill condition while playing your own interaction is very solid. The only problem being how doomed it is to Affinity hate.

Financial Implications

The big incoming opportunity is the Final Fantasy set.

The very limited spoilers we've seen so far haven't contained anything Modern playable, but that's not a problem The set is preordering better than anything before it thanks to Final Fantasy fans and collectors.

You should do well just reselling sealed product to them.

However, this also provides a long-term opportunity. With players focusing on Final Fantasy frenzy, demand for Modern cards should fall. This may be a Modern RCQ season, but most players got their decks sorted right after the last banning. There should be a price decline, which will reverse at some point in the future.

Watch the trends carefully and you should be able to buy low to sell high down the line.

March ’25 Metagame Update: Back to the Underworld

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As anticipated, Wizards banned Underworld Breach on Monday.

Farewell Breach, you're only partially to blame.

Now we wait for Mox Opal to break another deck. Hopefully nothing too soon, as Wizards stated in the follow-up stream that Modern wouldn't be included in the June 30th announcement. For all our sakes, let's hope that the new Ugin isn't as busted as he appears.

In the meantime, it's time for the post-mortem on the Breach Metagame.

The Lone Outlier

There were a lot of large events in March. Magic Online had several Showcases while paper saw the second round of Modern Regional Qualifiers in addition to other big events and championships. As a result, the data looks weird, which probably explains why there's only one outlier across both play mediums.

There was an error retrieving a chart for Ocelot Pride

That outlier was Boros Energy on MTGO, and the tests were unequivocal. It looked like it would be joined by BW Blink, but the tests didn't conclusively agree. The most restrictive outlier tests said it was, the most permissive said it wasn't, and the middle ones were split. Thus, I left it in the analysis. I thought there'd be multiple outliers in paper, but only the most restrictive outlier test produced any. All the other ones said that, despite appearances, everything was within variance.

As always, outliers are reported in their correct position on the Tier List but are removed from the statistical analysis. I'll also mention here that I'm not waiting for the weekend paper results to come in. It usually takes a week for all of them to get posted, and I can't think of a reason to include late results from a dead metagame.

March Population Metagame

To make the tier list, a given deck has to beat the overall average population for the month. The average is my estimate for how many results a given deck "should" produce in a given month. To be considered a tiered deck, it must perform better than "good enough". Every deck that posts at least the average number of results is "good enough" and makes the tier list.

Then we go one standard deviation (STdev) above average to set the limit of Tier 3 and the cutoff for Tier 2. This mathematically defines Tier 3 as those decks clustered near the average. Tier 2 goes from the cutoff to the next standard deviation. These are decks that perform well above average. Tier 1 consists of those decks at least two standard deviations above the mean result, encompassing the truly exceptional performing decks.

There was an error retrieving a chart for Underworld Breach

The MTGO data nearly exclusively comes from official Preliminary and Challenge results. Leagues are excluded, as they add analytically useless bulk data to both the population and power tiers. The paper data comes from any source I can find, with all reported events being counted.

While the MTGO events report predictable numbers, paper events can report anything from only the winner to all the results. In the latter case, if match results aren't included, I'll take as much of the Top 32 as possible. If match results are reported, I'll take winning record up to Top 32, and then any additional decks tied with 32nd place, as tiebreakers are a magic most foul and black.

The MTGO Population Data

March's adjusted average population for MTGO is 13.72. I always round down if the decimal is less than .20. Tier 3, therefore, begins with decks posting 14 results. The adjusted STdev was 26.08, so add 26 and that means Tier 3 runs to 40 results. Again, it's the starting point to the cutoff, then the next whole number for the next Tier. Therefore Tier 2 starts with 41 results and runs to 67.

Subsequently, to make Tier 1, 68 decks are required.

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The sample population fell again slightly, from 1472 decks in February to 1440, well down from January's 1660. A number of Challenges didn't fire, probably because players knew the metagame was a lame duck. It's disappointing, but that's what happens with scheduled announcements and clearly broken decks.

I have 91 unique decks in my sample, which equates to a unique deck ratio of .063, which is meaninglessly down from February's .065.

24 decks made the tier list.

Deck NameTotal #Total %
Tier 1
Boros Energy20514.24
BW Blink16311.32
Frogtide896.18
Base-Green Eldrazi835.76
Temur Breach Combo765.28
Temur Storm Breach765.28
Domain Zoo714.93
Tier 2
Amulet Titan674.65
Ruby Storm664.58
Burn463.19
UW Control443.05
Tier 3
Tameshi Belcher332.29
Kappa261.80
Miracles251.74
Mono-Black Saga221.53
Mill201.39
Necromose191.32
Living End181.25
Ketramose Frog171.18
Broodscale Combo171.18
Sam Ritual171.18
Colorless Eldrazi161.11
Jeskai Energy161.11
Yawgmoth140.97
The apportionment is better than it was in February, but that's not saying much.

Boros Energy continues to sit on top of MTGO by a lot despite Breach being the best deck. I genuinely think that's all because it doesn't lose to the chess clock.

The Thassa's Oracle and Grapeshot versions of Temur Breach ended up tied, but this was a very late development. During the first half of March, it was all Oracle Breach, all the time. Then for no apparent reason, it switched in both MTGO and paper to Storm Breach. I would guess that players, particularly the online ones, were tired of having to combo all the way and switched to Storm as a shortcut. All those clicks added up when you're against the chess clock.

This is also my explanation for why Breach isn't on top of Tier 1 in either medium. Breach is not fun to play against and I'm told that it's not especially fun to play either. It can't really be shortcutted, so you've got to play out the repetitive loops. Once the RCs were done, players dropped the deck. Some were selling out since it would obviously be banned, but many just didn't want to play Breach anymore. There are limits to their willingness to just play the best deck.

The Paper Population Data

Paper's population rose dramatically from 737 decks to 1028. All the RCs and their side events plus unrelated events sent the sample size through the roof. I recorded 92 unique decks made the list for a ratio of .089. While much better than any ratio from MTGO, that's extremely low for paper. I think this is also the first time I had more unique decks in paper than on MTGO. The relative lack of diversity online has always been a mark against it, but never like this. I'm not sure what to make of it.

17 decks made the tier list, which is also very low for paper. However, that's mostly because there are no outliers, so the unadjusted stats are much higher than normal. The unadjusted average population is 11.17, so 11 results make the list. The unadjusted STDev was 23.93, so the increment is 24. Therefore, Tier 3 runs from 12 to 36, Tier 2 is 37 to 61, and Tier 1 is 62 and over.

Deck NameTotal #Total %
Tier 1
BW Blink11511.19
Boros Energy10910.60
Temur Breach Combo10310.02
Base-Green Eldrazi999.63
Temur Storm Breach686.61
Amulet Titan676.52
Tier 2
Domain Zoo555.35
Frogtide444.28
Tier 3
Mill242.33
UW Control222.14
Tameshi Belcher222.14
Burn201.94
Merfolk181.75
Yawgmoth151.46
Ketramose Frog141.36
Ruby Storm131.26
Kappa131.26
Tier 2 is almost gone thanks to the spread in the data. If you didn't show up in force to an RC, you didn't get very high on the List.

Blink and Energy are also the most popular decks in paper, but the order is reversed. Again, I think the chess clock is a factor. Blink is not a fast deck, and it makes far more game actions than Boros, so it has more clock pressure. Therefore, it sees less play online than in paper. That said, both are clearly the decks that players want to play so these are what the new metagame will be focusing on. And also Frogtide, because Frog players have to play Frog. They've given up on Abhorrent Oculus for good old consistency again.

March Power Metagame

Tracking the metagame in terms of population is standard practice. But how do results actually factor in? Better decks should also have better results. In an effort to measure this, I use a power ranking system in addition to the prevalence list. By doing so, I measure the relative strengths of each deck within the metagame so that a deck that just squeaks into Top 32 isn't valued the same as one that Top 8's. This better reflects metagame potential.

There was an error retrieving a chart for Ugin's Labyrinth

For the MTGO data, points are awarded based on the population of the event. Preliminaries award points based on record (1 for 3 wins, 2 for 4 wins, 3 for 5) if they ever get posted again, and Challenges are scored 3 points for the Top 8, 2 for Top 16, and 1 for Top 32. If I can find them, non-Wizards events will be awarded points the same as Challenges or Preliminaries depending on what the event in question reports/behaves like. Super Qualifiers and similar higher-level events get an extra point and so do other events if they’re over 200 players, with a fifth point for going over 400 players.

Due to paper reporting being inconsistent and frequently full of data gaps compared to MTGO, its points work differently. I award points based on the size of the tournament rather than placement. For events with no reported starting population or up to 32 players, one point is awarded to every deck. Events with 33 players up to 128 players get two points. From 129 players up to 512 players get three. Above 512 is four points, and five points is reserved for Modern Pro Tours. When paper reports more than the Top 8, which is rare, I take all the decks with a winning record or tied for Top 32, whichever is pertinent.

The MTGO Power Tiers

As with the population numbers, total points are down slightly from 2608 to 2584. The adjusted average points were 24.45, therefore 25 points made Tier 3. The adjusted STDev was 48.54, so add 49 to the starting point, and Tier 3 runs to 74 points. Tier 2 starts with 75 points and runs to 124. Tier 1 requires at least 125 points. The Tiers reshuffled a bit and Yawgmoth fell off.

Deck NameTotal PointsTotal %
Tier 1
Boros Energy38314.82
BW Blink29211.30
Frogtide1766.81
Temur Breach Combo1626.27
Base-Green Eldrazi1495.77
Temur Storm Breach1455.61
Amulet Titan1284.95
Domain Zoo1254.84
Tier 2
Ruby Storm1214.68
UW Control752.90
Tier 3
Burn732.82
Tameshi Belcher592.28
Kappa491.90
Miracles421.62
Mono-Black Saga381.47
Sam Ritual351.35
Mill341.32
Living End331.28
Necromose321.24
Jeskai Energy321.24
Broodscale Combo301.16
Ketramose Frog291.12
Colorless Eldrazi261.01
As per usual, the concentration gets worse once power is considered. It seemed like the Top 8 was nothing but Blink, Energy, or Eldrazi for a while there.

The Paper Power Tiers

Paper's total points are 2437. There were multiple 4-point events to sending the total to new heights. The average points were 26.49, setting the cutoff at 27 points. The STDev was 59.89, so add 60 to the starting point and Tier 3 runs to 87 points. Tier 2 starts with 88 points and runs to 148. Tier 1 requires at least 149 points.

Nothing fell off nor joined the Tier List, it barely even shuffled.

Deck NameTotal PointsTotal %
Tier 1
Temur Breach Combo28311.61
BW Blink27811.41
Boros Energy26710.96
Base-Green Eldrazi2219.07
Temur Storm Breach1937.92
Amulet Titan1676.85
Tier 2
Domain Zoo1285.25
Frogtide1094.47
Tier 3
Mill582.38
UW Control492.01
Tameshi Belcher471.93
Merfolk451.85
Burn431.76
Ruby Storm321.31
Yawgmoth281.15
Ketramose Frog281.15
Kappa271.11
Paper's power is usually more evenly distributed than the population, but the weight of the big RCs kept that from happening.

Composite Metagame

That's a lot of data, but what does it all mean? When Modern Nexus was first started, we had a statistical method to combine the MTGO and paper data, but the math of that system doesn't work without big paper events. I tried. Instead, I'm using an averaging system to combine the data. I take the MTGO results and average the tier, then separately average the paper results, then average the paper and MTGO results together for final tier placement.

This generates a lot of partial Tiers. That's not a bug, but a feature. The nuance separates the solidly Tiered decks from the more flexible ones and shows the true relative power differences between the decks. Every deck in the paper and MTGO results is on the table, and when they don't appear in a given category, they're marked N/A. This is treated as a 4 for averaging purposes.

Deck NameMTGO Pop TierMTGO Power TierMTGO Average TierPaper Pop TierPaper Power TierPaper Average Tier Composite Tier
Boros Energy1111111.00
BW Blink1111111.00
Base-Green Eldrazi1111111.00
Temur Breach Combo1111111.00
Temur Storm Breach1111111.00
Amulet Titan211.51111.25
Frogtide1112221.50
Domain Zoo1112221.50
Ruby Storm2223332.50
UW Control2223332.50
Burn232.53332.75
Tameshi Belcher3333333.00
Kappa3333333.00
Mill3333333.00
Ketramose Frog3333333.00
Yawgmoth3N/A3.53333.25
Miracles333N/AN/AN/A3.50
Mono-Black Saga333N/AN/AN/A3.50
Necromose333N/AN/AN/A3.50
Living End333N/AN/AN/A3.50
Broodscale Combo333N/AN/AN/A3.50
Sam Ritual333N/AN/AN/A3.50
Colorless Eldrazi333N/AN/AN/A3.50
Jeskai Energy333N/AN/AN/A3.50
MerfolkN/AN/AN/A3333.50

Average Power Rankings

Finally, we come to the average power rankings. These are found by taking the total points earned and dividing them by total decks, to measure points per deck. I use this to measure strength vs. popularity. Measuring deck strength is hard. There is no Wins-Above-Replacement metric for Magic, and I'm not certain that one could be credibly devised. The game is too complex, and even then, power is very contextual.

Using the power rankings helps to show how justified a deck’s popularity is. However, more popular decks will still necessarily earn a lot of points. Therefore, the top tier doesn't move much between population and power and obscures whether its decks really earned their position. 

There was an error retrieving a chart for Ketramose, the New Dawn

This is where the averaging comes in. Decks that earn a lot of points because they get a lot of results will do worse than decks that win more events, indicating which deck actually performs better.

A higher average indicates lots of high finishes, whereas low averages result from mediocre performances and a high population. Lower-tier decks typically do very well here, likely due to their pilots being enthusiasts. Bear this in mind and be careful about reading too much into these results. However, as a general rule, decks that place above the baseline average are over-performing, and vice versa.

How far above or below that average a deck sits justifies its position on the power tiers. Decks well above baseline are undervalued, while decks well below baseline are very popular, but aren't necessarily good.

The Real Story

When considering the average points, the key is looking at how far off a deck is from the Baseline stat (the overall average of points/population). The closer a deck’s performance to the Baseline, the more likely it is to be performing close to its "true" potential.

A deck that is exactly average would therefore perform exactly as well as expected. The greater the deviation from the average, the more a deck under or over-performs. On the low end, a deck’s placing was mainly due to population rather than power, which suggests it’s overrated. A high-scoring deck is the opposite of this.

I'll begin with the averages for MTGO

Deck NameAverage PointsPower Tier
Temur Breach Combo2.131
Sam Ritual2.063
Jeskai Energy2.003
Frogtide1.981
Temur Storm Breach1.911
Amulet Titan1.911
Kappa1.883
Boros Energy1.871
Ruby Storm1.832
Living End1.833
BW Blink1.791
Base-Green Eldrazi1.791
Tameshi Belcher1.793
Domain Zoo1.761
Broodscale Combo1.763
Mono-Black Saga1.733
Ketramose Frog1.713
UW Control1.702
Mill1.703
Miracles1.683
Necromose1.683
Colorless Eldrazi1.633
Burn1.593
Baseline1.59
Yawgmoth1.50N/A

Temur Breach Combo is MTGO Deck of March. It was Deck of the Month for three months running. That it was targeted for banning was completely justified. I just wished it hadn't been killed outright.

Now the paper averages:

Deck NameTotal PointsPower Tier
Temur Storm Breach2.841
Temur Breach Combo2.751
Merfolk2.503
Amulet Titan2.491
Frogtide2.482
Ruby Storm2.463
Boros Energy2.451
BW Blink2.421
Mill2.423
Domain Zoo2.332
Base-Green Eldrazi2.231
UW Control2.233
Burn2.153
Tameshi Belcher2.143
Baseline2.11
Kappa2.083
Ketramose Frog2.003
Yawgmoth1.873

Temur Storm Breach just barely pips the Oracle version to become Paper Deck of March. It didn't show up outside of the big events as often as Oracle for some unknown reason. And now it's gone.

Analysis

The big story in March is that at the end of it there was a banning. I don't think there's any argument that the banning was unwarranted. However, I wish there was a way to leave Breach legal while taking the overall deck down a notch.

As I've previously recorded, Breach was Tier 2 at best before Opal was unbanned. However, there was no chance of an Opal reban this quickly, plus Breach has been banned everywhere else. The target it had on its back was too tempting.

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The second biggest story is the Deathrite Shaman price spike. I don't know why so many speculators thought it would be unbanned Monday, enough for the price to triple from an average of $3.75 to $13.50 over the weekend. I hope most of them bought before the price really spiked because you'll feel a bath like that, especially since there's no chance of an unban before August. Not that I think it should be unbanned at all, but that's beside the point.

The Ban's Impact

The Grinding Station loop deck we knew is dead. It cannot work at all without Breach. It is possible that there is another, similar deck using something like Song of Creation or Jeskai Ascendancy but it has yet to emerge. There is some minimal splash damage to fringe Prowess and Lotus Field decks but as a whole Modern is unchanged.

There was an error retrieving a chart for Song of Creation

Thus, I'd expect that for the next week Modern won't look very different from pre-ban. However, after that things are going to start shifting, potentially dramatically. The Breach matchup required a lot of sideboard slots, slots that can now be used against other decks. Amulet Titan, Belcher, and Ruby Storm are particularly vulnerable to sideboard hate and can now be more directly targeted. However, it also means more slots to fight Blink and Energy.

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How that will shake out is impossible to say. Metagames are ecosystems, and removing a link in the food chain affects both prey and competing predators. It may be that the metagame looks exactly the same minus Breach, or it gets completely overturned.

Dragonstorm's Arrival

Another factor is the next Standard set release, Tarkir: Dragonstorm. Ugin, Eye of the Storms looks ridiculous. I will definitely see play in Eldrazi decks and will lead to a revival of Tron. Whether that is a temporary revival, or a permanent one is impossible to say, but for at least a week post-release Tron will be everywhere and competing for space with Eldrazi. Make sure to pack your Consign to Memorys.

There was an error retrieving a chart for Consign to Memory

The land cycle will also see a lot of speculative play. I'm not convinced that they'll be good enough to beat out other utility land options, but they'll certainly be given a shot. Mistrise Village in particular reads really strong. Giving a spell "Kicker UU: This spell can't be countered" reads really strong for the right deck.

I'm not sure if it will play well. Effects like this tend to be best in combo decks (see also, Boseiju, Who Shelters All), so, unless you're winning with one spell, it's not very efficient.

Financial Implications

Keep an eye on the new cards. Their presale prices are fairly ridiculous at time of writing.

I think that the Eldrazi cards are near their natural equilibrium prices and even if Ugin works out, I don't think the support pieces will see significant price increases. However, Consign and other anti-Eldrazi cards currently have some upward price pressure, so I'd consider looking there for opportunities.

If you bought into the Deathrite hype, hold until the next time Modern's banlist is up for consideration. There's likely to be another speculative bubble and if you want to unload, you should be able to at minimal loss or even profit depending on where you bought in.

February ’25 Metagame Update: Temur Time

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February saw the first Modern Regional Qualifiers and Showcase Challenges of 2025. Consequently, the data set is quite large, but simultaneously it feels quite narrow. That'll happen when players are certain there are a small number of viable decks. The data both questions and supports that conclusion.

The Outliers

As has become custom, there are statistical outliers in the data. It's quite rare to not have at least one in both mediums, to be fair. However, having a lot is also rare, but that's where MTGO ended up in February. The top four decks were very conclusively outliers, to the point that if I didn't remove them then they'd be the only Tier 1 decks and Tier 2 would not exist. That's how vast the gap is. Removing them allows me to present a more normal-looking Tier List.

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Meanwhile, paper only has one outlier, Temur Breach Combo. The next three decks were on the borderline, as some tests picked them as outliers and some didn't. When this happens, I always default to the outlier that all tests agree on. Additionally, removing just Temur Breach made the data look more normal than removing all four. That sounds weird but it's true, the Tier List would have looked far stranger than it currently does.

As always, outliers are removed from the statistical analysis but are reported in their correct position on the Tier List.

February Population Metagame

To make the tier list, a given deck has to beat the overall average population for the month. The average is my estimate for how many results a given deck "should" produce in a given month. To be considered a tiered deck, it must perform better than "good enough". Every deck that posts at least the average number of results is "good enough" and makes the tier list.

Then we go one standard deviation (STdev) above average to set the limit of Tier 3 and the cutoff for Tier 2. This mathematically defines Tier 3 as those decks clustered near the average. Tier 2 goes from the cutoff to the next standard deviation. These are decks that perform well above average. Tier 1 consists of those decks at least two standard deviations above the mean result, encompassing the truly exceptional performing decks.

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The MTGO data nearly exclusively comes from official Preliminary and Challenge results. Leagues are excluded, as they add analytically useless bulk data to both the population and power tiers. The paper data comes from any source I can find, with all reported events being counted.

While the MTGO events report predictable numbers, paper events can report anything from only the winner to all the results. In the latter case, if match results aren't included, I'll take as much of the Top 32 as possible. If match results are reported, I'll take winning record up to Top 32, and then any additional decks tied with 32nd place, as tiebreakers are a magic most foul and black.

The MTGO Population Data

February's's adjusted average population for MTGO is 8.02. I always round down if the decimal is less than .20. Tier 3, therefore, begins with decks posting 8 results. The adjusted STdev was 12.03, so add 12 and that means Tier 3 runs to 20 results. Again, it's the starting point to the cutoff, then the next whole number for the next Tier. Therefore Tier 2 starts with 21 results and runs to 33. Subsequently, to make Tier 1, 34 decks are required.

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The sample population always falls in February because it's a shorter month. I recorded 1472 decks, down from 1600 in January but still quite high compared to 2024's averages. I have 96 unique decks in my sample, which equates to a unique deck ratio of .065, which is better than January's .061 but still isn't good compared to 2024's average of 0.70. 29 decks made the tier list, mostly thanks to all the outliers I removed.

Deck NameTotal #Total %
Tier 1
Boros Energy23315.83
WB Blink17712.02
Base-Green Eldrazi17211.68
Temur Breach Combo15210.33
Amulet Titan543.67
Temur Storm Breach473.19
Abhorrent Frogtide453.06
Ruby Storm402.72
Tameshi Belcher342.31
Tier 2
Frogtide332.24
Domain Zoo332.24
Mill332.24
Jeskai Energy322.17
4-Color Breach261.77
Hollow One261.77
Broodscale Combo241.63
Ketramose Frog221.49
Tier 3
Yawgmoth171.15
Burn171.15
Mardu Energy161.09
Eldrazi Breach151.02
Eldrazi Tron151.02
Mono-Black saga120.81
Living End120.81
Goryo Blink120.81
Necromose120.81
Kappa90.61
UW Control90.61
Oculus Frog80.54
Again, Tier 1 is artificially large due to all the outliers. However, if I hadn't removed them Tier 1 would still be 50% of the total population.

The MTGO grinders have clearly concluded that there are only four good decks in Modern (Boros Energy, BW Blink, Base-Green Eldrazi, and Temur Breach Combo) plus some also-rans. Stick a pin in that, we'll be revisiting that conclusion down the line as the data doesn't fully support that conclusion. Also, Ketramose, the New Dawn is everywhere. I'll be talking more about that down in the analysis section.

The most interesting development is that Abhorrent Frogtide has been falling off and increasingly replaced by regular old 2024 Frogtide. While the growing prevalence of graveyard hate in response to Breach's success is a factor, cheating in Abhorrent Oculus via Unearth is a potent but wildly inconsistent. Earlier versions of the deck lived and died on consistency, but Oculus incentivized them to try to spike wins with higher variance play. The metrics show it hasn't been working, and now Psychic Frog decks are reverting to form. Psychic Frog isn't a deck but a way of life and so it will remain a player in Modern. However, I think there's going to be a lot more turmoil in those lists in March.

The Paper Population Data

Meanwhile in paper the population continues to rise from 689 decks in January to 737. The massive Portland RC was the headline event, but there were a number of large events which drove up the population. 89 unique decks made the list for a ratio of .121. While much better than any ratio from MTGO, that's a really low number for paper. The RC players are on the same wavelength as MTGO when it comes to deck choice.

20 decks made the tier list, which is on the low end for paper. The adjusted average population is 7.20, so 7 results make the list. The adjusted STDev was 15.01, so the increment is 15. Therefore, Tier 3 runs from 7 to 22, Tier 2 is 23 to 38, and Tier 1 is 39 and over.

Deck NameTotal #Total %
Tier 1
Temur Breach Combo10313.97
BW Blink7910.72
Base-Green Eldrazi7610.31
Boros Energy7610.31
Amulet Titan466.24
Tier 2
Abhorrent Frogtide314.21
Domain Zoo243.26
Tier 3
Jeskai Energy202.71
Tameshi Belcher192.58
Temur Storm Breach172.31
Ruby Storm172.31
Yawgmoth141.90
Mill121.63
4-Color Breach111.49
Hollow One111.49
Goryo Blink91.22
Eldrazi Tron91.22
Burn81.08
Mardu Energy81.08
Kappa81.08
While Tier 1's share is far more reasonable than on MTGO, the disappearance of Tier 2 is concerning.

Energy continues to suffer in paper relative to what happens online. It feels like online Energy is a default deck for players rather than a purposeful choice, which keeps its numbers up. That isn't true in paper, and if it weren't for the numbers from the RC, I don't think it'd even be Tier 1 anymore. This is definitely something to watch during March.

February Power Metagame

Tracking the metagame in terms of population is standard practice. But how do results actually factor in? Better decks should also have better results. In an effort to measure this, I use a power ranking system in addition to the prevalence list. By doing so, I measure the relative strengths of each deck within the metagame so that a deck that just squeaks into Top 32 isn't valued the same as one that Top 8's. This better reflects metagame potential.

There was an error retrieving a chart for Psychic Frog

For the MTGO data, points are awarded based on the population of the event. Preliminaries award points based on record (1 for 3 wins, 2 for 4 wins, 3 for 5) if they ever get posted again, and Challenges are scored 3 points for the Top 8, 2 for Top 16, and 1 for Top 32. If I can find them, non-Wizards events will be awarded points the same as Challenges or Preliminaries depending on what the event in question reports/behaves like. Super Qualifiers and similar higher-level events get an extra point and so do other events if they’re over 200 players, with a fifth point for going over 400 players.

Due to paper reporting being inconsistent and frequently full of data gaps compared to MTGO, its points work differently. I award points based on the size of the tournament rather than placement. For events with no reported starting population or up to 32 players, one point is awarded to every deck. Events with 33 players up to 128 players get two points. From 129 players up to 512 players get three. Above 512 is four points, and five points is reserved for Modern Pro Tours. When paper reports more than the Top 8, which is rare, I take all the decks with a winning record or tied for Top 32, whichever is pertinent.

The MTGO Power Tiers

As with the population numbers, total points are down slightly to 2608. The adjusted average points were 13.95, therefore 14 points made Tier 3. The STDev was 20.54, so add 21 to the starting point, and Tier 3 runs to 35 points. Tier 2 starts with 36 points and runs to 57. Tier 1 requires at least 58 points. While the Tiers reshuffled a bit, nothing new made it nor did any deck fall off.

Deck NameTotal PointsTotal %
Tier 1
Boros Energy41015.72
WB Blink31712.15
Base-Green Eldrazi29911.46
Temur Breach Combo29911.46
Amulet Titan893.41
Temur Storm Breach833.18
Abhorrent Frogtide772.95
Ruby Storm642.45
Frogtide612.34
Tameshi Belcher582.22
Tier 2
Domain Zoo542.07
Mill542.07
Jeskai Energy532.03
4-Color Breach491.88
Ketramose Frog461.76
Broodscale Combo401.53
Hollow One391.49
Yawgmoth361.38
Tier 3
Living End301.15
Mardu Energy281.07
Eldrazi Tron250.96
Necromose250.96
Burn240.92
Eldrazi Breach240.92
Mono-Black saga190.73
Goryo Blink190.73
Oculus Frog190.73
Kappa150.57
UW Control140.54
As per usual, the distribution gets worse for the Power Tier.

Thanks to some very strong players, Frogtide managed to make Tier 1, formally challenging Abhorrent versions. I suspect this will continue in March and they'll split the proverbial market. The myriad of other decks utilizing Frog for other purposes won't challenge the two big decks but will muddy the waters.

On that note, for reasons that I assume are Blink related, online Domain Zoo decks have latched onto Doorkeeper Thrull. It gets the benefit of dodging the evoke triggers on Phlage, Titan of Fire's Fury and Nulldrifter, but I can't imagine it was the primary intention. It shows up a bit in paper, but it's nowhere near as strong a trend. Thus, I suspect it's a direct result of the online metagame rather than being actually good.

The Paper Power Tiers

Paper's total points are 1466. The adjusted average points were 13.75, setting the cutoff at 14 points. The STDev was 32.10, thus add 32 to the starting point and Tier 3 runs to 46 points. Tier 2 starts with 47 points and runs to 79. Tier 1 requires at least 80 points. The Kappa Cannoneer decks didn't make the cut.

Deck NameTotal PointsTotal %
Tier 1
Temur Breach Combo25517.39
BW Blink17111.66
Base-Green Eldrazi16711.39
Boros Energy16311.12
Amulet Titan886.00
Tier 2
Abhorrent Frogtide583.96
Tier 3
Jeskai Energy443.00
Temur Storm Breach392.66
Domain Zoo372.52
Tameshi Belcher372.52
4-Color Breach312.11
Ruby Storm302.05
Mill231.57
Yawgmoth211.43
Hollow One201.36
Goryo Blink161.09
Eldrazi Tron161.09
Mardu Energy140.95
Burn140.95
There's so much spread in the data that Tier 2 is almost gone just because only a few decks showed up for the RC.

Composite Metagame

That's a lot of data, but what does it all mean? When Modern Nexus was first started, we had a statistical method to combine the MTGO and paper data, but the math of that system doesn't work without big paper events. I tried. Instead, I'm using an averaging system to combine the data. I take the MTGO results and average the tier, then separately average the paper results, then average the paper and MTGO results together for final tier placement.

This generates a lot of partial Tiers. That's not a bug, but a feature. The nuance separates the solidly Tiered decks from the more flexible ones and shows the true relative power differences between the decks. Every deck in the paper and MTGO results is on the table, and when they don't appear in a given category, they're marked N/A. This is treated as a 4 for averaging purposes.

Deck NameMTGO Pop TierMTGO Power TierMTGO Average TierPaper Pop TierPaper Power TierPaper Average TierComposite Tier
Boros Energy1111111.00
WB Blink1111111.00
Base-Green Eldrazi1111111.00
Temur Breach Combo1111111.00
Amulet Titan1111111.00
Abhorrent Frogtide1112221.50
Temur Storm Breach1113332.00
Ruby Storm1113332.00
Tameshi Belcher1113332.00
Domain Zoo222232.52.25
Mill2223332.50
4-Color Breach2223332.50
Hollow One2223332.50
Frogtide211.5N/AN/AN/A2.75
Yawgmoth322.53332.75
Jeskai Energy222N/AN/AN/A3.00
Broodscale Combo222N/AN/AN/A3.00
Ketramose Frog222N/AN/AN/A3.00
Burn3333333.00
Mardu Energy3333333.00
Eldrazi Tron3333333.00
Goryo Blink3333333.00
Kappa3333N/A3.53.25
Eldrazi Breach333N/AN/AN/A3.50
Mono-Black saga333N/AN/AN/A3.50
Living End333N/AN/AN/A3.50
Necromose333N/AN/AN/A3.50
UW Control333N/AN/AN/A3.50
Oculus Frog333N/AN/AN/A3.50
Jeskai EnergyN/AN/AN/A3333.50

Average Power Rankings

Finally, we come to the average power rankings. These are found by taking the total points earned and dividing them by total decks, to measure points per deck. I use this to measure strength vs. popularity. Measuring deck strength is hard. There is no Wins-Above-Replacement metric for Magic, and I'm not certain that one could be credibly devised. The game is too complex, and even then, power is very contextual.

Using the power rankings helps to show how justified a deck’s popularity is. However, more popular decks will still necessarily earn a lot of points. Therefore, the top tier doesn't move much between population and power and obscures whether its decks really earned their position. 

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This is where the averaging comes in. Decks that earn a lot of points because they get a lot of results will do worse than decks that win more events, indicating which deck actually performs better.

A higher average indicates lots of high finishes, whereas low averages result from mediocre performances and a high population. Lower-tier decks typically do very well here, likely due to their pilots being enthusiasts. Bear this in mind and be careful about reading too much into these results. However, as a general rule, decks that place above the baseline average are over-performing, and vice versa.

How far above or below that average a deck sits justifies its position on the power tiers. Decks well above baseline are undervalued, while decks well below baseline are very popular, but aren't necessarily good.

The Real Story

When considering the average points, the key is looking at how far off a deck is from the Baseline stat (the overall average of points/population). The closer a deck’s performance to the Baseline, the more likely it is to be performing close to its "true" potential.

A deck that is exactly average would therefore perform exactly as well as expected. The greater the deviation from the average, the more a deck under or over-performs. On the low end, a deck’s placing was mainly due to population rather than power, which suggests it’s overrated. A high-scoring deck is the opposite of this.

I'll begin with the averages for MTGO

Deck NameAverage PointsPower Tier
Living End2.503
Oculus Frog2.373
Yawgmoth2.122
Ketramose Frog2.092
Necromose2.083
Temur Breach Combo1.971
4-Color Breach1.882
Frogtide1.851
Baseline1.81
WB Blink1.791
Temur Storm Breach1.771
Boros Energy1.761
Mardu Energy1.753
Base-Green Eldrazi1.741
Abhorrent Frogtide1.711
Tameshi Belcher1.711
Broodscale Combo1.672
Eldrazi Tron1.673
Kappa1.673
Jeskai Energy1.662
Amulet Titan1.651
Domain Zoo1.642
Mill1.642
Ruby Storm1.601
Eldrazi Breach1.603
Mono-Black saga1.583
Goryo Blink1.583
UW Control1.563
Hollow One1.502
Burn1.413

Temur Breach Combo is MTGO Deck of February for the second month running. It's a larger margin than in January, concerningly.

Now the paper averages:

Deck NameTotal PointsPower Tier
4-Color Breach2.823
Temur Breach Combo2.471
Temur Storm Breach2.293
Base-Green Eldrazi2.201
Jeskai Energy2.203
BW Blink2.161
Boros Energy2.141
Tameshi Belcher1.953
Mill1.923
Amulet Titan1.911
Abhorrent Frogtide1.872
Hollow One1.823
Goryo Blink1.783
Eldrazi Tron1.783
Ruby Storm1.763
Mardu Energy1.753
Burn1.753
Baseline
1.62
Domain Zoo1.543
Yawgmoth1.503
Kappa1.25N/A

Temur Breach also wins Paper Deck of January. It wasn't close. I'll discuss this in the next section.

Analysis

I need to lead off this section with a disclaimer: I have serious doubts about the reliability of February's MTGO results. I realize I'm down on MTGO a lot, but MTGO had some serious bugs that might have impacted February's data. I'm told Consign to Memory has an ongoing problem with replicate not always working. Urza's Saga and Karn, the Great Creator were bugged at one point and there's been some serious lag problems. I don't know if or to what extent these problems (unique to online play) impacted the data but let this be a reminder of why paper's metagame is a more reliable measure.

There was an error retrieving a chart for Consign to Memory

In fact, I suspect though cannot prove that lag is responsible for Boros Energy remaining the most played deck online. Energy requires fewer clicks than a deck like Breach, so when the servers are overloaded, it's more likely your commands will go through in timely fashion, saving you from timing out. It would also explain why Breach doesn't tend to show up outside of the largest Challenges or Showcases.

A History of Breaching

On that note, Temur Breach, specifically the version that wins via Thassa's Oracle, had the best average points in both play mediums. Its winrate appears to be quite high, though we don't have the "true" winrate available. I can't deny that Breach's popularity has exploded and is performing well above its norms. However, for many players the past two months have confirmed their beliefs about the deck in general and Underworld Breach specifically.

There was an error retrieving a chart for Underworld Breach

As a reminder, this is not the first time we've seen Breach Combo decks. Underworld Breach Combo first appeared at the end of 2022. Its Jeskai variant was the most successful, but it was still only a Tier 2 or lower deck. It only cracked my Tier 1 in December 2022, and that was only because I removed three outliers from the MTGO data. It declined over 2023 until its last appearance in August. It didn't reappear until September 2024 when Malevolent Rumble revived the archetype in Temur colors. However, it was still a Tier 2 or lower deck until Mox Opal transformed the deck.

Breaching the Question

However, to hear players discuss this deck, you'd think that it was ravaging Modern forever, and that Breach is, was, and has always been horribly broken in Modern. It's not true, but I get it. Breach is more versatile than Yawgmoth's Will, it's been banned in Legacy and Pioneer, and it feels really bad to lose to the deck. You just have to sit there and watch them go off. That's the sort of thing that really sticks in players' craw and lingers in the Magic cultural zeitgeist because human psychology tends to fixate on bad experiences. Despite the fact that it was never a big deal by the numbers, many remember it as being a huge problem with an outsized presence, which just makes its recent success the more galling. I get it.

There was an error retrieving a chart for Yawgmoth's Will

To be perfectly clear, the past two months are the first time that reality has backed the perception. According to the data, Temur Breach Combo is the best performing deck in Modern, and it really isn't close. Naturally, this is leading to ban speculation surrounding Breach, far more and far more justified than normal. And I do agree, it looks like something from Breach Combo needs to be banned and it will almost certainly be Underworld.

There was an error retrieving a chart for Mox Opal

However, this isn't Breach's fault. It's Opal's fault. Again, go back through the data. Prior to Opal's unban, Underworld Breach was in Breach Combo and sometimes Prowess, though usually only as a 1- or 2-of. Both have disappeared for long stretches and weren't that threatening on their own merits. The timeline is unequivocal that Breach only became a problem once Opal returned. However, there's no chance that Wizards rebans Opal this quickly. Consequently, I think Breach will be the first card sacrificed on Opal's alter. It won't be the last.

Ketramost

The other major story is Ketramose. He's everywhere. The obvious home was WB Blink, and Ketramose has almost taken Recruiter of the Guard's slot. What I didn't expect was for other decks to adopt him too. While frequently paired with Psychic Frog, it's also semi-successfully revived Necrodominance. However, I've seen players shoehorn him into Zoo, Energy, Mill, and Goryo's Vengeance decks just because they can. He's everywhere.

There was an error retrieving a chart for Ketramose, the New Dawn

That doesn't necessarily mean he's good. BW rose in the rankings during February, but its average points fell. It was actually dramatically overperforming early on, but gradually began falling after Ketramose came out. That may be because it was more widely adopted, which dragged its average points down. That said, all the decks running Ketramose are so new that it's impossible to evaluate their trendlines. We'll see what happens in March.

Higher Highs, Lower Lows

I will say this: I don't think Ketramose has improved BW Blink by much, if at all. My experience so far is that Ketramose accentuates Blink's best and worst features. Since it first emerged, BW Blink has been a very slow midrange deck with a tendency to do nothing for the first few turns. It will grind out every other fair deck if it gets its engines going, but unless it can Solitude repeatedly it gets overwhelmed. Most of its cards are underpowered, so Blink has to play a lot of them to win against more powerful decks. It lives or dies on living long enough to get the engines going.

There was an error retrieving a chart for Ephemerate

Ketramose doesn't do anything on its own. It's rare for Ketramose to be able to attack before turn 5, even with a turn 1 Relic of Progenitus. This is the same issue Overlord of the Balemurk has. It wants to be played early, but it doesn't do anything without an early Flickerwisp or Phelia, Exuberant Shepard. Getting the engine cards down is easy, but actually getting the engines running is hard and often slow.

There was an error retrieving a chart for Overlord of the Balemurk

When it comes together correctly the two engines hum in harmony and drive the deck forward with a tidal wave of creatures. When it doesn't, the deck just sits there and dies. Ketramose accentuates both possibilities. At least Recruiter could block on turn 3. Thus, I think Ketramose's impact on Blink has been neutral. If I'm wrong, there are a lot of players on Blink at my LGS to prove it.

Financial Implications

If you're holding Breach, I'd sell out quickly.

It's extremely unlikely that March will contradict Breach Combo's trend from January and February. I don't think Breach should be the card that gets banned on March 31st, but if anything gets banned it will be Breach. I'll be able to comment on that next update.

Elsewhere, Energy is on a general decline, particularly the Mardu variant. I'd look for opportunities to sell out of staples as I expect players to move away and prices to fall.

Interestingly, UW Miracles is making some noise. There's weak upward pressure on the prices of its planeswalkers and creatures, and should the deck prove more than a meme, that pressure should strengthen into a trend. Therefore, this is a solid speculative opportunity as those same cards have a strong price floor due to price memory and Commander.

January ’25 Metagame Update: Reenergized

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It's time for the first update of the new year. The Regional Championships are beginning and these, coupled with Magic Online Qualifiers, exerted an outsized pull on the metagame. I expect the trends to continue into February, but there's a chance for turbulence and a metagame shift in the incoming month.

An Expected Outlier

Boros Energy is an outlier. Again. Not by the margins it once was, but it remains the principal deck in the Modern metagame despite being weakened. It's nowhere near as bad as it was pre-ban, but I imagine many readers will still be frustrated. However, I do have to wonder (though it's impossible to determine) if Energy's continued dominance is the result of it still being overpowered, or if players are so familiar with it, they have no reason to switch. Either way, it really isn't a surprising outcome.

There was an error retrieving a chart for Ocelot Pride

What is surprising is that it's the only outlier. I thought there'd be more given how the data shook out. However, the tests came back...confused. Half the tests had Boros as the only outlier. The other half had anywhere from 3 to 10 outliers. I'm chalking that up to the data being weird and the known flaws in determining outliers more than anything, which is why I only removed the one.

As always, outliers are removed from the statistical analysis but are reported in their correct place on the Tier List.

January Population Metagame

To make the tier list, a given deck has to beat the overall average population for the month. The average is my estimate for how many results a given deck "should" produce in a given month. To be considered a tiered deck, it must perform better than "good enough". Every deck that posts at least the average number of results is "good enough" and makes the tier list.

Then we go one standard deviation (STdev) above average to set the limit of Tier 3 and the cutoff for Tier 2. This mathematically defines Tier 3 as those decks clustered near the average. Tier 2 goes from the cutoff to the next standard deviation. These are decks that perform well above average. Tier 1 consists of those decks at least two standard deviations above the mean result, encompassing the truly exceptional performing decks.

There was an error retrieving a chart for Underworld Breach

The MTGO data nearly exclusively comes from official Preliminary and Challenge results. Leagues are excluded, as they add analytically useless bulk data to both the population and power tiers. The paper data comes from any source I can find, with all reported events being counted.

While the MTGO events report predictable numbers, paper events can report anything from only the winner to all the results. In the latter case, if match results aren't included, I'll take as much of the Top 32 as possible. If match results are reported, I'll take winning record up to Top 32, and then any additional decks tied with 32nd place, as tiebreakers are a magic most foul and black.

The MTGO Population Data

January's adjusted average population for MTGO is 13.19. I always round down if the decimal is less than .20. Tier 3, therefore, begins with decks posting 13 results. The adjusted STdev was 31.67, so add 32 and that means Tier 3 runs to 45 results. Again, it's the starting point to the cutoff, then the next whole number for the next Tier. Therefore Tier 2 starts with 46 results and runs to 78. Subsequently, to make Tier 1, 79 decks are required.

There was an error retrieving a chart for Ajani, Nacatl Pariah

The sample population always rises in January thanks to Championship Qualifiers and in previous years, larger than average Preliminaries. I have 1600 decks in my sample, all Challenge and Qualifier results. Good news, they were all much larger Challenges than before. Online Modern appears to be healing and more importantly, I don't have to change anything about my system.

While I have 98 unique decks in my sample, that only equates to a unique deck ratio of .061, which is meaninglessly lower than it was pre-ban. That is not a good sign. The number of tiered decks is 19, which is a slight improvement from November but very low compared to the rest of 2024. This isn't starting out promisingly.

Deck NameTotal #Total %
Tier 1
Boros Energy32120.06
Abhorrent Frogtide18311.44
MG Eldrazi18011.25
Temur Breach Combo1318.19
Tameshi Belcher875.44
WB Blink845.25
Tier 2
Ruby Storm684.25
Mardu Energy513.19
Tier 3
Amulet Titan432.69
Yawgmoth372.31
4-C Breach Combo332.06
Temur Breach Storm231.44
Kappa211.31
Broodscale Combo191.19
Hollow One171.06
Jund Creativity161.00
Living End150.94
Mill130.81
Jeskai Energy130.81
Tier 1 has effectively the same metagame share as it did before the bans. The other three categories used to be equitable, but Tier 2 has nearly disappeared.

How it Happened

This looks poor, but before passing judgement, there's a complicated story behind January's online data. About 1/3 of Boros' and 3/4 of Abhorrent Frogtide's results came from the first week of January. The next week, both fell off as Temur Breach Combo and WB Blink appeared and surged up the standings. By week three, both the newcomers fell off the pace and Boros started picking up again. Base-Green Eldrazi was fairly steady all month, though it had a better final week than the others.

I believe that online players stuck by Boros and Frogtide initially because they didn't know what else to play. They're optimizers, not innovators. Lacking any special reason to look for new decks, they just stuck to their standbys. Once Breach and Blink emerged, they switched over with gusto. Playing the same thing forever is boring and they were just waiting for someone else to put in the effort of figuring out new decks.

There was an error retrieving a chart for Abhorrent Oculus

Breach, however, is hard to play, while Blink has consistency issues and can be quite slow to play, which is bad with a chess-clock. Consequently, they began moving back to Boros. Frogtide has a bad blink matchup and I'll be very surprised if it's Tier 1 in February. The rest of the field seemed to just chug along regardless of what happened among the Tier 1 decks despite the most prolific players concluding there are only 4 decks to play.

The Paper Population Data

Meanwhile in paper the population has somewhat recovered. Thanks to the RC's and some other large events, paper saw 689 decks. Not great compared to other years, but stores aren't reporting events as diligently as they used to. Some in my area that used to post results to MTGTop8 now only post to their own websites and I'd guess that's the same story globally. In any case, there were 93 unique decks and a ratio of .135. That's a fairly middling diversity ratio by paper standards, but it's still a lot better than MTGO.

25 decks made the tier list, which is decent but not exceptional by paper standards. The adjusted average population is 6.48, so 7 results make the list. The adjusted STDev was 11.24, so the increment is 12. Therefore, Tier 3 runs from 7 to 19, Tier 2 is 20 to 32, and Tier 1 is 33 and over.

Deck NameTotal #Total %
Tier 1
Boros Energy9313.50
Abhorrent Frogtide6910.01
Temur Breach Combo547.84
Mardu Energy405.80
MG Eldrazi334.79
Tier 2
Amulet Titan304.35
Tameshi Belcher273.92
WB Blink223.19
Yawgmoth202.90
Tier 3
Goryo Blink192.76
Domain Zoo182.61
Burn142.03
Jeskai Control142.03
Domain Rhinos131.89
Ruby Storm131.89
Kappa121.74
Hollow One101.45
Broodscale Combo91.31
Oculus Frog91.31
Hammer Time81.16
Jund Creativity71.02
Merfolk71.02
eldrazi Breach71.02
4-C Rhinos71.02
4-C Breach71.02
As always, paper's distribution is far more reasonable than MTGO.

Boros is only an outlier thanks to the impact of the big events. It just barely held the #1 spot when only the local events were entered. That might suggest that MTGO influences paper thanks to players playtesting online and/or choosing their decks based on that metagame. However, contrarily smaller events almost always report the same decks we see online. Medium-sized events show far more innovation and diversity than the large and small ones. You'd think that players would fly their freak flags highest in the smallest events, but that's not what I see every month.

January Power Metagame

Tracking the metagame in terms of population is standard practice. But how do results actually factor in? Better decks should also have better results. In an effort to measure this, I use a power ranking system in addition to the prevalence list. By doing so, I measure the relative strengths of each deck within the metagame so that a deck that just squeaks into Top 32 isn't valued the same as one that Top 8's. This better reflects metagame potential.

There was an error retrieving a chart for Karn, the Great Creator

For the MTGO data, points are awarded based on the population of the event. Preliminaries award points based on record (1 for 3 wins, 2 for 4 wins, 3 for 5), and Challenges are scored 3 points for the Top 8, 2 for Top 16, and 1 for Top 32. If I can find them, non-Wizards events will be awarded points the same as Challenges or Preliminaries depending on what the event in question reports/behaves like. Super Qualifiers and similar higher-level events get an extra point and so do other events if they’re over 200 players, with a fifth point for going over 400 players.

Due to paper reporting being inconsistent and frequently full of data gaps compared to MTGO, its points work differently. I award points based on the size of the tournament rather than placement. For events with no reported starting population or up to 32 players, one point is awarded to every deck. Events with 33 players up to 128 players get two points. From 129 players up to 512 players get three. Above 512 is four points, and five points is reserved for Modern Pro Tours. When paper reports more than the Top 8, which is rare, I take all the decks with a winning record or tied for Top 32, whichever is pertinent.

The MTGO Power Tiers

As with the population numbers, total points always rise in January and this time they hit 2896. The adjusted average points were 23.93, therefore 24 points made Tier 3. The STDev was 60.75, so add 61 to the starting point, and Tier 3 runs to 85 points. Tier 2 starts with 86 points and runs to 147. Tier 1 requires at least 148 points. Nothing new joined the tier list, but both Living End and Mill fell off.

Deck NameTotal PointsTotal %
Tier 1
Boros Energy57519.85
MG Eldrazi35312.19
Abhorrent Frogtide32911.36
Temur Breach Combo2719.358
Tameshi Belcher1715.90
WB Blink1605.52
Tier 2
Ruby Storm1194.11
Mardu Energy953.28
Tier 3
Amulet Titan802.76
Yawgmoth692.38
4-C Breach Combo571.97
Temur Breach Storm491.69
Kappa311.07
Broodscale Combo311.07
Jeskai Energy260.90
Hollow One240.83
Jund Creativity240.83
The power tier is always worse than the population tier.

Boros actually lost metagame percentage on the power tier. I can't remember this happening before. Again, during the first week Boros was topping the standings quite consistently. However, once players began switching off Energy, it was relegated to the Top 32, and even after players picked it back up it didn't dominate the Top 8 as often as it used to. Frogtide stopped appearing that often, but when it did it was usually Top 16 or better, letting it hold position. Eldrazi and Breach were all over the place initially but then went on a Top 8 tear towards the end, which is how it gained so much ground on Energy.

The Paper Power Tiers

Paper's total points are fairly average at 1275. The adjusted average points were 11.68, setting the cutoff at 12 points. The STDev was 21.55, thus add 22 to the starting point and Tier 3 runs to 34 points. Tier 2 starts with 35 points and runs to 57. Tier 1 requires at least 58 points. Hammer Time didn't survive the cut and was replaced by Temur Breach Storm.

Deck NameTotal PointsTotal %
Tier 1
Boros Energy20015.69
Abhorrent Frogtide1219.49
Temur Breach Combo1189.25
MG Eldrazi776.04
Mardu Energy645.02
Tier 2
Amulet Titan564.39
Tameshi Belcher483.76
WB Blink423.29
Yawgmoth393.06
Goryo Blink393.06
Tier 3
Domain Zoo322.51
Ruby Storm231.80
Burn221.72
Domain Rhinos211.65
4-C Breach191.49
Kappa171.33
Jeskai Control161.25
Hollow One161.25
Temur Breach Storm161.25
Broodscale Combo151.18
Oculus Frog151.18
eldrazi Breach151.18
4-C Rhinos141.10
Jund Creativity131.02
Merfolk120.94
Tier 2 improved from population though the distribution is overall worse.

Composite Metagame

That's a lot of data, but what does it all mean? When Modern Nexus was first started, we had a statistical method to combine the MTGO and paper data, but the math of that system doesn't work without big paper events. I tried. Instead, I'm using an averaging system to combine the data. I take the MTGO results and average the tier, then separately average the paper results, then average the paper and MTGO results together for final tier placement.

This generates a lot of partial Tiers. That's not a bug, but a feature. The nuance separates the solidly Tiered decks from the more flexible ones and shows the true relative power differences between the decks. Every deck in the paper and MTGO results is on the table, and when they don't appear in a given category, they're marked N/A. This is treated as a 4 for averaging purposes.

Deck NameMTGO Pop TierMTGO Power TierMTGO Average TierPaper Pop TierPaper Power TierPaper Average TierComposite Tier
Boros Energy1111111.00
Abhorrent Frogtide1111111.00
MG Eldrazi1111111.00
Temur Breach Combo1111111.00
Tameshi Belcher1112221.50
WB Blink1112221.50
Mardu Energy2221111.50
Ruby Storm2223332.50
Amulet Titan3332222.50
Yawgmoth3332222.50
4-C Breach Combo3333333.00
Kappa3333333.00
Broodscale Combo3333333.00
Hollow One3333333.00
Jund Creativity3333333.00
Temur Breach Storm333N/A33.53.25
Goryo BlinkN/AN/AN/A322.53.25
Jeskai Energy333N/AN/AN/A3.50
Domain ZooN/AN/AN/A3333.50
BurnN/AN/AN/A3333.50
Jeskai ControlN/AN/AN/A3333.50
Domain RhinosN/AN/AN/A3333.50
Oculus FrogN/AN/AN/A3333.50
MerfolkN/AN/AN/A3333.50
Eldrazi BreachN/AN/AN/A3333.50
4-C RhinosN/AN/AN/A3333.50
Living End3N/A3.5N/AN/AN/A3.75
Mill3N/A3.5N/AN/AN/A3.75
Hammer TimeN/AN/AN/A3N/A3.53.75

Average Power Rankings

Finally, we come to the average power rankings. These are found by taking the total points earned and dividing them by total decks, to measure points per deck. I use this to measure strength vs. popularity. Measuring deck strength is hard. There is no Wins-Above-Replacement metric for Magic, and I'm not certain that one could be credibly devised. The game is too complex, and even then, power is very contextual.

Using the power rankings helps to show how justified a deck’s popularity is. However, more popular decks will still necessarily earn a lot of points. Therefore, the top tier doesn't move much between population and power and obscures whether its decks really earned their position. 

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This is where the averaging comes in. Decks that earn a lot of points because they get a lot of results will do worse than decks that win more events, indicating which deck actually performs better.

A higher average indicates lots of high finishes, whereas low averages result from mediocre performances and a high population. Lower-tier decks typically do very well here, likely due to their pilots being enthusiasts. Bear this in mind and be careful about reading too much into these results. However, as a general rule, decks that place above the baseline average are over-performing, and vice versa.

How far above or below that average a deck sits justifies its position on the power tiers. Decks well above baseline are undervalued, while decks well below baseline are very popular, but aren't necessarily good.

The Real Story

When considering the average points, the key is looking at how far off a deck is from the Baseline stat (the overall average of points/population). The closer a deck’s performance to the Baseline, the more likely it is to be performing close to its "true" potential.

A deck that is exactly average would therefore perform exactly as well as expected. The greater the deviation from the average, the more a deck under or over-performs. On the low end, a deck’s placing was mainly due to population rather than power, which suggests it’s overrated. A high-scoring deck is the opposite of this.

I'll begin with the averages for MTGO

Deck NameAverage PointsPower Tier
Temur Breach Storm2.133
Temur Breach Combo2.071
Jeskai Energy2.003
MG Eldrazi1.961
Tameshi Belcher1.961
WB Blink1.901
Mardu Energy1.862
Amulet Titan1.863
Yawgmoth1.863
Abhorrent Frogtide1.801
Boros Energy1.791
Ruby Storm1.752
4-C Breach Combo1.733
Mill1.69N/A
Broodscale Combo1.633
Baseline1.62
Jund Creativity1.503
Kappa1.483
Hollow One1.413
Living End1.40N/A

Temur Breach Combo is MTGO Deck of January by a decent margin. I'll highlight Boros' average being the lowest of the Tier 1 decks.

Now the paper averages:

Deck NameAverage PointsPower Tier
4-C Breach2.713
Temur Breach Storm2.673
MG Eldrazi2.331
Temur Breach Combo2.181
Boros Energy2.151
eldrazi Breach2.143
Goryo Blink2.052
4-C Rhinos2.003
Yawgmoth1.952
WB Blink1.912
Amulet Titan1.872
Jund Creativity1.863
Tameshi Belcher1.782
Domain Zoo1.783
Ruby Storm1.773
Abhorrent Frogtide1.751
Merfolk1.713
Tier 11.71
Broodscale Combo1.673
Oculus Frog1.673
Domain Rhinos1.613
Mardu Energy1.601
Hollow One1.603
Burn1.573
Kappa1.423
Hammer Time1.25N/A
Jeskai Control1.143

Eldrazi wins Paper Deck of January, and it really wasn't close. That'll happen when you show up strongly in RC standings but not in the other events.

Analysis

The December 16th BnR hasn't improved Modern's diversity as much as I suspect many wanted. That'll happen when the goal is only to weaken the best decks without killing them. I'm encouraged that BW Blink came out of nowhere and is performing well, but Energy's continued place at the top of the metagame is a strong limiting factor.

That said, Wizards' strategic goal has been achieved. Attendance across Modern events cratered in both November and December. It hasn't fully recovered yet, but numbers have significantly improved. Players want to play Modern again.

Prognostication

It's too early to speculate on another round of bannings/unbannings. There are a lot of RCs still to play and a new set is due to release. These factors will cause metagame turbulence. How much turbulence is impossible to say. If there's enough to really shake up the metagame, then I'd expect nothing to happen on March 31st. However, if it's more like throwing a pebble in the ocean, more action may be required.

There was an error retrieving a chart for Mox Opal

The reason that action may be needed isn't because anything is horribly overpowered like it was before. It will be because Wizards has to avoid past sins. They failed to take action against Nadu, Winged Victory and The One Ring in timely fashion, and as a result Modern's last RCQ season was boring and unpopular. They can't risk another 6 months of bad, of stale Modern and may take action just to keep things moving.

Aetherdrift Ahead

Modern stands to receive some interesting role players from Aetherdrift, but those aren't enough to shake anything up. Sorry Hollow One players, but the discard value cards aren't going to make you into Tier 1 decks. You might get more competitive, but not that competitive. It'll be the engine cards that have real impact, assuming they're as good as the hype speculated.

Ketramose, the New Dawn was spoiled early and looks like it would slot right into BW Blink. Exiling for value being its whole thing and Ketramose provides an additional angle to gain value. I'm not convinced that'll work out. Blink's biggest issue is that it often spends the first few turns doing nothing while its value engines come online, and Ketramose just adds fuel to that fire. I know that it's being worked on and will see play after release. I'm just skeptical that it will work in the current lists. It's more likely that a completely retooled deck will rise instead.

Radiant Lotus is the other engine, and on its face looks to do a decent Krak-Clan Ironworks impression. However, this ability isn't a mana ability and can be Tishana's Tidebindered. That won't limit its playability but may be a ceiling to success. Ironworks won a lot more than it should've by abusing timing rules around mana abilities and Lotus can't do that. Worse, it's competing with Breach decks in the artifact combo space. That's a lot of splash damage for a new deck to overcome, even if it doesn't directly compete with Breach in the combo space. However, I still expect it to see considerable play up front.

Financial Impact

Lotus and Ketramose are the top of the speculative heap, Modern-wise. At this point, I wouldn't buy into either card directly but look to the supporting cast for demand-driven price increases. The supporting cast will move even if the flagship doesn't pan out since they're useful elsewhere. Affinity supports, in general, should be picked up for speculation as there are a lot of cards with the mechanic in Aetherdrift, and it's plausible that some new ones will see play and trigger more Affinity decks seeing play.

December ’24 Metagame Update: A Sneak Peak

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It finally happened. The December 16th Ban Announcement did what it was supposed to do, and Modern is in a new place:

  • The One Ring is banned.
  • Amped Raptor is banned.
  • Jegantha, the Wellspring is banned.
  • Mox Opal is unbanned.
  • Green Sun's Zenith is unbanned.
  • Faithless Looting is unbanned.
  • Splinter Twin is unbanned.

Sorry to all who wanted Energy gone, but Wizards was never going to do that with Aetherdrift on the horizon. It's quite poor business to kill a deck that stands to benefit from incoming new product.

As a consequence, the December data is severely lacking. It's more of a preview of the new metagame than the definitive look. The January 2025 update will be the first chance to really see what sort of format Modern has become.

Lacking Data and Outliers

This data part metagame update is going to be a lot shorter than normal. It only samples the end of December, otherwise known as the Holiday Season, also known as a completely dead period for paper Magic. There weren't enough events to get a statistically valid sample, so it's going to be Magic Online (MTGO) only. No paper data, no composite metagame. There's no point. For the record, Izzet Twin was on top of the paper chart with 5 results.

There was an error retrieving a chart for Guide of Souls

On the subject of MTGO, its data has three outliers. I was hoping that would not be the case, but MTGO has to MTGO, which I'll discuss more in the Analysis section. Mardu Energy leads the way, with Abhorrent Frogtide and Boros Energy following.

As always, outliers are removed from the statistical analysis but are reported in their correct place on the Metagame Tiers.

November Population Metagame

To make the tier list, a given deck has to beat the overall average population for the month. The average is my estimate for how many results a given deck "should" produce in a given month. To be considered a tiered deck, it must perform better than "good enough". Every deck that posts at least the average number of results is "good enough" and makes the tier list.

Then we go one standard deviation (STdev) above average to set the limit of Tier 3 and the cutoff for Tier 2. This mathematically defines Tier 3 as those decks clustered near the average. Tier 2 goes from the cutoff to the next standard deviation. These are decks that perform well above average. Tier 1 consists of those decks at least two standard deviations above the mean result, encompassing the truly exceptional performing decks.

There was an error retrieving a chart for Mox Opal

The MTGO data nearly exclusively comes from official Preliminary and Challenge results. Leagues are excluded, as they add analytically useless bulk data to both the population and power tiers. The paper data comes from any source I can find, with all reported events being counted.

While the MTGO events report predictable numbers, paper events can report anything from only the winner to all the results. In the latter case, if match results aren't included, I'll take as much of the Top 32 as possible. If match results are reported, I'll take winning record up to Top 32, and then any additional decks tied with 32nd place, as tiebreakers are a magic most foul and black.

The MTGO Population Data

October's adjusted average population for MTGO is 5.65. I always round down if the decimal is less than .20. Tier 3, therefore, begins with decks posting 6 results. The adjusted STdev was 8.19, so add 8 and that means Tier 3 runs to 14 results. Again, it's the starting point to the cutoff, then the next whole number for the next Tier. Therefore Tier 2 starts with 15 results and runs to 23. Subsequently, to make Tier 1, 24 decks are required.

There was an error retrieving a chart for Yawgmoth, Thran Physician

Obviously, the shorter month translates into a lower population, with only 736 total. However, with that lower total came the return of larger Challenges. Prior to December 16th, the average Challenge barely had enough players to fire. Post-December 16th, they're average 100 players. It's pretty clear that if nothing else, enthusiasm has returned to Modern.

The number of unique decks rose insignificantly to 92, causing the unique deck ratio to fall to 0.125, which is far better than any other month I've measured for MTGO. Of course, it being a short month after a major shakeup is the primary reason it happened. The number of tiered decks rose to 28.

Deck NameTotal #Total %
Tier 1
Mardu Energy9012.23
Abhorrent Frogtide7510.19
Boros Energy689.24
Temur Breach Combo425.71
MG Eldrazi375.027
Broodscalde Combo344.62
Tier 2
Jund Creativity263.53
Amulet Titan263.53
Yawgmoth222.99
Hollow One212.85
Ruby Storm192.58
Tameshi Belcher162.17
Tier 3
Eldrazi Breach131.77
Izzet Twin121.63
4-C Rhinos121.63
WB Blink111.49
Goryo Blink91.22
Domain Rhinos91.22
Burn81.09
Jeskai Control81.09
Living End70.95
Merfolk70.95
Jeskai Energy70.95
Domain Zoo70.95
4-C Control70.95
4-C Elementals60.81
Amalia Ritual60.81
Mill60.81
It's a massive improvement from November. Take the wins where you can get them.

Despite everything, three of the top decks from the previous metagame lead the standings. This does not surprise me in the slightest. Wizards didn't kill Energy, and player want Psychic Frog to be good. Again, I'll discuss this more in the Analysis section.

Meanwhile, Temur Breach Combo soared thanks entirely to Mox Opal being freed. It turns out more free mana makes combos easier. Shocker. Opal appears to be the early winner of the unbanning sweepstakes, but as with everything else, I'd put an asterisk on that assumption. Appearances are very deceiving at the moment. If this trend continues in January, then we'll talk.

November Power Metagame

Tracking the metagame in terms of population is standard practice. But how do results actually factor in? Better decks should also have better results. In an effort to measure this, I use a power ranking system in addition to the prevalence list. By doing so, I measure the relative strengths of each deck within the metagame so that a deck that just squeaks into Top 32 isn't valued the same as one that Top 8's. This better reflects metagame potential.

There was an error retrieving a chart for Psychic Frog

For the MTGO data, points are awarded based on the population of the event. Preliminaries award points based on record (1 for 3 wins, 2 for 4 wins, 3 for 5), and Challenges are scored 3 points for the Top 8, 2 for Top 16, and 1 for Top 32. If I can find them, non-Wizards events will be awarded points the same as Challenges or Preliminaries depending on what the event in question reports/behaves like. Super Qualifiers and similar higher-level events get an extra point and so do other events if they’re over 200 players, with a fifth point for going over 400 players.

Due to paper reporting being inconsistent and frequently full of data gaps compared to MTGO, its points work differently. I award points based on the size of the tournament rather than placement. For events with no reported starting population or up to 32 players, one point is awarded to every deck. Events with 33 players up to 128 players get two points. From 129 players up to 512 players get three. Above 512 is four points, and five points is reserved for Modern Pro Tours. When paper reports more than the Top 8, which is rare, I take all the decks with a winning record or tied for Top 32, whichever is pertinent.

The MTGO Power Tiers

As with the population numbers, total points are down to 1352. We had several 4 and a 5 point event that boosted the numbers. The adjusted average points were 10.17, therefore 10 points made Tier 3. The STDev was 15.72, so add 16 to the starting point, and Tier 3 runs to 26 points. Tier 2 starts with 27 points and runs to 43. Tier 1 requires at least 44 points. Mill fell off and was replaced by Rock Saga and Oculus Frog.

Deck NameTotal PointsTotal %
Tier 1
Mardu Energy15511.46449704
Abhorrent Frogtide15411.39053254
Boros Energy14310.57692308
MG Eldrazi826.065088757
Temur Breach Combo735.399408284
Broodscalde Combo624.585798817
Yawgmoth503.698224852
Amulet Titan473.476331361
Tier 2
Jund Creativity423.106508876
Ruby Storm382.810650888
Hollow One332.440828402
Tier 3
Tameshi Belcher261.923076923
Eldrazi Breach251.849112426
4-C Rhinos221.627218935
WB Blink221.627218935
Izzet Twin201.479289941
4-C Control191.405325444
Domain Rhinos181.331360947
Goryo Blink171.25739645
Jeskai Energy161.183431953
Jeskai Control151.109467456
Merfolk141.035502959
Burn120.887573964
Living End120.887573964
Amalia Ritual120.887573964
Domain Zoo110.813609467
UW Control110.813609467
Rock Saga100.73964497
Oculus Frog100.73964497
With all the movement between tiers, it's not surprising that this is more unbalanced than the population tier.

The old standbys of Yawgmoth and Amulet Titan are showing why they're so persistent in every metagame. Green Sun's Zenith slots effortlessly into both decks, and while it doesn't find either namesake card, that doesn't matter when it's finding missing combo pieces. Yawgmoth in particular has retooled to use GSZ for an extra grindy plan for when Yawgmoth doesn't stick.

Average Power Rankings

Finally, we come to the average power rankings. These are found by taking the total points earned and dividing them by total decks, to measure points per deck. I use this to measure strength vs. popularity. Measuring deck strength is hard. There is no Wins-Above-Replacement metric for Magic, and I'm not certain that one could be credibly devised. The game is too complex, and even then, power is very contextual.

Using the power rankings helps to show how justified a deck’s popularity is. However, more popular decks will still necessarily earn a lot of points. Therefore, the top tier doesn't move much between population and power and obscures whether its decks really earned their position. 

There was an error retrieving a chart for Abhorrent Oculus

This is where the averaging comes in. Decks that earn a lot of points because they get a lot of results will do worse than decks that win more events, indicating which deck actually performs better.

A higher average indicates lots of high finishes, whereas low averages result from mediocre performances and a high population. Lower-tier decks typically do very well here, likely due to their pilots being enthusiasts. Bear this in mind and be careful about reading too much into these results. However, as a general rule, decks that place above the baseline average are over-performing, and vice versa.

How far above or below that average a deck sits justifies its position on the power tiers. Decks well above baseline are undervalued, while decks well below baseline are very popular, but aren't necessarily good.

The Real Story

When considering the average points, the key is looking at how far off a deck is from the Baseline stat (the overall average of points/population). The closer a deck’s performance to the Baseline, the more likely it is to be performing close to its "true" potential.

A deck that is exactly average would therefore perform exactly as well as expected. The greater the deviation from the average, the more a deck under or over-performs. On the low end, a deck’s placing was mainly due to population rather than power, which suggests it’s overrated. A high-scoring deck is the opposite of this.

I'll begin with the averages for MTGO

Deck NameAverage PointsPower Tier
4-C Control2.713
Jeskai Energy2.293
Yawgmoth2.271
MG Eldrazi2.221
UW Control2.203
Boros Energy2.101
Abhorrent Frogtide2.051
Ruby Storm2.002
WB Blink2.003
Domain Rhinos2.003
Merfolk2.003
Amalia Ritual2.003
Rock Saga2.003
Oculus Frog2.003
Eldrazi Breach1.923
Goryo Blink1.893
Jeskai Control1.873
4-C Rhinos1.833
Broodscalde Combo1.821
Amulet Titan1.811
Temur Breach Combo1.741
Mardu Energy1.721
Living End1.713
Izzet Twin1.673
Baseline1.67
Tameshi Belcher1.623
Jund Creativity1.612
Hollow One1.572
Domain Zoo1.573
Burn1.503
Mill1.33N/A

Having discussed Yawgmoth above, I must now award it MTGO Deck of December down here. Well done. I'd also like to highlight the numbers for both types of Energy. Mardu's performed decidedly mediocrely, especially compared to Boros. However, Boros is only doing that thanks to overperformance in the Super Qualifiers. Take those out and it's in the middle of the pack.

Analysis

There is a lot to unpack. Modern is finally free of The One Ring. Wizards has also taken Energy down slightly by banning Amped Raptor and Jegantha, the Wellspring. However, in a very surprising move, Mox Opal, GSZ, Faithless Looting, and Splinter Twin have all been unbanned. I'll start with the bans before discussing the unbans.

Lowering Energy

There's nothing to say about Ring being gone beyond "Good Riddance!" Wizards should have killed it alongside Nadu and Grief.

There was an error retrieving a chart for Amped Raptor

Banning Raptor is unexpected. I thought they'd go harder, taking Ajani, Nacatl Pariah to reduce Energy's reach. I'd have hit Goblin Bombardment too. Instead, they went for the card advantage spell. Cascade in any form is proving to cause problems, and since Violent Outburst got axed in March, Wizards had that mechanic on the brain. So, they killed the energy cascade card. Maybe they'll finally learn that it's not an acceptable mechanic. *Wizards won't learn that cascade is not an acceptable mechanic.*

Banning Jegantha is a bit odd. I agree with Wizards' stated reasoning, but I feel that they're obfuscating. With Jegantha banned in Pioneer too, only the most niche companions remain legal in all formats. Consequently, it feels like Wizards is simply acknowledging that Companion is inherently busted rather than Jegantha actually being a problem. Additionally, they knew that only banning one card from Energy wouldn't be enough, and Jegantha fits their actual goal.

There was an error retrieving a chart for Jegantha, the Wellspring

As stated above, Wizards was never going to kill Energy before Aetherdrift. Instead, they weakened it enough for players to return to Modern, but not enough to stop playing Energy. Removing all the card advantage spells makes Energy more vulnerable to grind out while keeping its combo/aggro core intact. Ring, Raptor, and Jegantha were all easy ways to outgrind opponents, so now Energy has to actually work for extra cards. It's not weak enough to stop being a top deck, but it should be weak enough not to dominate.

Invoking Nostalgia

The four unbans are utterly shocking. Unbans have been incredibly rare, and there haven't been this many in a tournament format since Legacy was created. Wizards claims they want to try more unbans to drive interest, but I suspect that's another obfuscation. They know that the past 6 months have been miserable and drove many players away. The best way to bring them back is nostalgia. Also, it'd serve as an apology for not killing Energy as many players wanted.

There was an error retrieving a chart for Green Sun's Zenith

That Opal and GSZ immediately found homes isn't surprising. Opal just replaces the worst card in any artifact deck and GSZ filled The Ring's slot. Simple as. Looting and Twin are having a tougher time. This is likely to continue for Twin as Psychic Frog heavily crowds its old territory. It's a bit more convoluted, but both decks are fair midrangish decks with combo or comboish wins. I think the appeal and upside of Frog is simply too great for Twin to overcome, but I have seen decks playing Twin for value rather than a kill.

There was an error retrieving a chart for Splinter Twin

I'm concerned about Faithless Looting returning. Wizards claims that more one-shot graveyard hate will keep it in check, but I was there for both 2019 Izzet Phoenix and Hogaak Summer. All the hate and more weren't enough to contain those decks back then, and now Persist is a card. My fears haven't yet been realized, but that's on MTGO, not Looting's potential. It wouldn't surprise me if Opal and/or Looting end up being rebanned.

Metagame Impact

This metagame update's data suggests that the impact of the bans and unbans have been minimal. I'm going to tell you now that the data doesn't necessarily mean anything. I only have MTGO data to work with. MTGO has a tiny playerbase with a heavily inbred metagame. Unless the paper metagame shakes out the exact same way, we can always handwave away MTGO results as MTGO being MTGO.

There was an error retrieving a chart for Faithless Looting

As mentioned above, I was expecting Frogtide and the two Energy decks to be atop the Tier List. I was hoping they wouldn't also be outliers, but MTGO happened. These were decks that players were playing before the bans. Their core gameplans remained intact afterwards while many of their rival decks were impacted through loss of The Ring. The incentive structure of MTGO doesn't reward experimentation, limiting new deck discovery. Since the old decks still worked, there was little reason for players to switch.

There was an error retrieving a chart for Indomitable Creativity

I recorded about 2/3's of all the 92 individual decks on my data sheet from December 17 to 19th. During those three days, players were all over the place. Mardu Energy was at the top of the charts, but Jund Creativity and Hollow One were putting up solid numbers and good results. Then that stopped. Just like it stops every time Modern gets shaken up. If decks don't immediately overperform, MTGO's small number of very dedicated grinders immediately discard them. There's no time or incentive to iron out kinks or test new things. It's very much about instant gratification.

As a result, you need to take the data and its conclusions with a chunk of salt. These results might be indicative of what we can expect moving forward. However, you can't trust MTGO by itself.

Financial Impact

There are Modern Regional Championships coming up. Consequently, I expect demand for Modern staples to rise. The prices of the unbanned cards are still in their speculation phase. I anticipate Opal remaining high, but GSZ and Twin should see some price decline unless there's a breakout deck.

My advice is therefore to plan on buying and holding rather than seek quick turnarounds.

November ’24 Metagame Update: Energy Accumulates

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As the year comes to its close, Modern is winding down. The end of RCQ season always means a reduction in paper data, but it's more severe this time. Everyone knows that there will be at least one banning on December 16th and there's decreasing enthusiasm for a lame duck format. I'd expect things to pick back up after New Years.

In the meantime, here's November's data to explain why players are so disenchanted.

The Unexpectedly Obvious Outlier

There's only one outlier in November's data set. It's Boros Energy. I feel like I don't need to specify that beyond professional obligation. While there was no doubt of this in the paper data, it did surprise me for Magic Online's data. Mardu Energy and Tameshi Belcher both looked like they'd be outliers, but the tests said no. The deviation in the data is almost certainly behind them being inside the data set.

As always, outliers are removed from the statistical analysis but are reported in their correct place on the Metagame Tiers. Despite the massive numbers it continues to put up, Boros Energy is not a Tier 0 deck. It doesn't have the Average Points to meet the definition.

November Population Metagame

To make the tier list, a given deck has to beat the overall average population for the month. The average is my estimate for how many results a given deck "should" produce in a given month. To be considered a tiered deck, it must perform better than "good enough". Every deck that posts at least the average number of results is "good enough" and makes the tier list.

Then we go one standard deviation (STdev) above average to set the limit of Tier 3 and the cutoff for Tier 2. This mathematically defines Tier 3 as those decks clustered near the average. Tier 2 goes from the cutoff to the next standard deviation. These are decks that perform well above average. Tier 1 consists of those decks at least two standard deviations above the mean result, encompassing the truly exceptional performing decks.

There was an error retrieving a chart for Abhorrent Oculus

The MTGO data nearly exclusively comes from official Preliminary and Challenge results. Leagues are excluded, as they add analytically useless bulk data to both the population and power tiers. The paper data comes from any source I can find, with all reported events being counted.

While the MTGO events report predictable numbers, paper events can report anything from only the winner to all the results. In the latter case, if match results aren't included, I'll take as much of the Top 32 as possible. If match results are reported, I'll take winning record up to Top 32, and then any additional decks tied with 32nd place, as tiebreakers are a magic most foul and black.

The MTGO Population Data

October's adjusted average population for MTGO is 11.73. I always round down if the decimal is less than .20. Tier 3, therefore, begins with decks posting 12 results. The adjusted STdev was 24.69, so add 25 and that means Tier 3 runs to 37 results. Again, it's the starting point to the cutoff, then the next whole number for the next Tier. Therefore Tier 2 starts with 38 results and runs to 63. Subsequently, to make Tier 1, 64 decks are required.

There was an error retrieving a chart for Goblin Charbelcher

The sample population rose thanks to November seeing the return of Showcase Qualifiers. They get points like the Preliminaries used to, and I hope one day will again. October's population was 1192 but November hit 1455 as a result. However, I feel like I have to asterisk that number. A lot of Challenges are firing with close to the minimum number now, which really reduces the legitimacy of the events per the old scoring system. I may have to reconsider how it all works if the upcoming bans don't change things.

The number of unique decks rose insignificantly to 90, causing the unique deck ratio to fall to 0.062, which is very bad both objectively and in terms of the yearly average. The number of tiered decks fell hard from 27 to 18. This is not a healthy Modern.

Deck NameTotal #Total %
Tier 1
Boros Energy41128.25
Mardu Energy1459.97
Tameshi Belcher1278.73
Ruby Storm835.70
Broodscale Combo704.81
Abhorrent Frogtide654.47
Tier 2
Temur Breach Combo533.64
Oculus Frog432.95
MG Eldrazi412.82
Living End352.40
Tier 3
MG Etron332.27
Amulet Titan291.99
Goryo Blink241.65
RG Eldrazi201.37
Rock Saga181.24
Domain Zoo181.24
UW and Phlage161.10
Mill151.03
This distortion is mostly Boros Energy, but even with that taken into account, the online metagame is wildly out of whack.

The Paper Population Data

We are entering the part of the year where paper data considerably falls, irrespective of format health. It's the holiday season. Stores schedule fewer big events, players have other things to do, and everyone's budget is a bit more strained. The lack of RCQ's certainly helps this time. January had 803 decks, February 890, March had 311, April hit 559, May fell to 389, June had 536, July rose to 589, August hit 758, September surged to 1155, and October fell to 997, and November continued the trend to 520 decks. Diversity has recovered slightly, with 77 unique decks and a ratio of 0.148. up from September's .097.

The population decrease means that only 21 decks made the tier list, down from 27. The adjusted average population is 5.72, so 6 results make the list. The adjusted STDev was 7.62, so the increment is 8. Therefore, Tier 3 runs from 6 to 14, Tier 2 is 15 to 23, and Tier 1 is 24 and over.

Deck NameTotal #Total %
Tier 1
Boros Energy8516.35
Mardu Energy346.54
Tameshi Belcher336.35
Abhorent Frogtide305.77
Amulet Titan254.81
Goryo Blink244.61
Tier 2
Ruby Storm203.85
Domain Zoo173.27
Temur Breach Combo163.08
Tier 3
UW and Phlage142.69
MG Eldarzi142.69
Merfolk132.50
Yawgmoth122.31
Frogtide101.92
MG Etron91.73
Jeskai Energy81.54
Broodscale Combo81.54
Izzet Wizards71.35
Jund Saga71.35
Jeskai Dress Down61.15
Eldrazi Breach61.15
Paper is a better reflection of where Modern sits, as per usual. Without Boros, it'd be fairly equitable and healthy.

November Power Metagame

Tracking the metagame in terms of population is standard practice. But how do results actually factor in? Better decks should also have better results. In an effort to measure this, I use a power ranking system in addition to the prevalence list. By doing so, I measure the relative strengths of each deck within the metagame so that a deck that just squeaks into Top 32 isn't valued the same as one that Top 8's. This better reflects metagame potential.

There was an error retrieving a chart for Goblin Bombardment

For the MTGO data, points are awarded based on the population of the event. Preliminaries award points based on record (1 for 3 wins, 2 for 4 wins, 3 for 5), and Challenges are scored 3 points for the Top 8, 2 for Top 16, and 1 for Top 32. If I can find them, non-Wizards events will be awarded points the same as Challenges or Preliminaries depending on what the event in question reports/behaves like. Super Qualifiers and similar higher-level events get an extra point and so do other events if they’re over 200 players, with a fifth point for going over 400 players.

Due to paper reporting being inconsistent and frequently full of data gaps compared to MTGO, its points work differently. I award points based on the size of the tournament rather than placement. For events with no reported starting population or up to 32 players, one point is awarded to every deck. Events with 33 players up to 128 players get two points. From 129 players up to 512 players get three. Above 512 is four points, and five points is reserved for Modern Pro Tours. When paper reports more than the Top 8, which is rare, I take all the decks with a winning record or tied for Top 32, whichever is pertinent.

The MTGO Power Tiers

As with the population numbers, total points are up from 2106 to 2660. The adjusted average points were 21.69, therefore 22 points made Tier 3. The STDev was 47.24, so add 48 to the starting point, and Tier 3 runs to 70 points. Tier 2 starts with 71 points and runs to 119. Tier 1 requires at least 120 points. Nothing fell off this time, but Hardened Scales managed to sneak in on power.

Deck NameTotal PointsTotal %
Tier 1
Boros Energy73427.59
Mardu Energy27710.41
Tameshi Belcher2288.57
Ruby Storm1666.24
Broodscale Combo1455.45
Tier 2
Abhorrent Frogtide1184.44
Temur Breach Combo1164.36
Oculus Frog933.50
Tier 3
MG Eldrazi692.59
MG Etron622.33
Amulet Titan602.26
Living End461.73
Goryo Blink421.58
RG Eldrazi351.32
Rock Saga341.28
UW and Phlage311.16
Domain Zoo291.09
Hardened Scales271.01
Mill250.94
Abhorrent Frogtide falling out of Tier 1 is the only reason its metagame share declined. It'd be slightly higher otherwise.

Living End fell considerably between population and power. It remains quite popular but struggles to place highly. This may seem odd, as it you'd think that it'd have strong matchup against Boros Energy. This is not the case. With Boros maindecking and sideboarding Thraben Charm, game 1 isn't the slam dunk win you'd think. To make matters worse, Belcher has too many counterspells for Living End to reliably resolve, and so it struggles to race other combo decks.

The Paper Power Tiers

Paper's total points cratered 1673 to 850. The adjusted average points were 9.29, setting the cutoff at 10 points. The STDev was 12.71, thus add 13 to the starting point and Tier 3 runs to 23 points. Tier 2 starts with 24 points and runs to 37. Tier 1 requires at least 38 points. There was a lot of movement between the tiers and the bottom of Tier 3 completely rearraigned as several decks fell off and made it for a net-gain of one deck.

Deck NameTotal PointsTotal %
Tier 1
Boros Energy14416.94
Tameshi Belcher637.41
Mardu Energy536.23
Amulet Titan455.29
Abhorent Frogtide445.18
Tier 2
Ruby Storm323.76
Temur Breach Combo323.76
Domain Zoo313.65
Goryo Blink293.41
Tier 3
UW and Phlage222.59
Merfolk212.47
MG Eldarzi202.35
Yawgmoth182.12
Frogtide172.00
MG Etron151.76
Broodscale Combo151.76
Jeskai Energy131.53
Jeskai Dress Down131.53
Izzet Wizards121.41
Living End111.29
Oculus Frog111.29
Necro101.18
This looks almost healthy. It isn't, but it's getting closer.

Composite Metagame

That's a lot of data, but what does it all mean? When Modern Nexus was first started, we had a statistical method to combine the MTGO and paper data, but the math of that system doesn't work without big paper events. I tried. Instead, I'm using an averaging system to combine the data. I take the MTGO results and average the tier, then separately average the paper results, then average the paper and MTGO results together for final tier placement.

This generates a lot of partial Tiers. That's not a bug, but a feature. The nuance separates the solidly Tiered decks from the more flexible ones and shows the true relative power differences between the decks. Every deck in the paper and MTGO results is on the table, and when they don't appear in a given category, they're marked N/A. This is treated as a 4 for averaging purposes.

Deck NameMTGO Pop Tier MTGO Power TierMTGO Average TierPaper Pop TierPaper Power TierPaper Average TierComposite Tier
Boros Energy1111111.00
Mardu Energy1111111.00
Tameshi Belcher1111111.00
Abhorrent Frogtide121.51111.25
Ruby Storm1112221.50
Broodscale Combo1113332.00
Temur Breach Combo2222222.00
Amulet Titan3331112.00
Goryo Blink333121.52.25
Domain Zoo3332222.50
Oculus Frog222N/A33.52.75
MG Eldrazi232.53332.75
Living End232.5N/A33.53.00
MG Etron3333333.00
UW and Phlage3333333.00
RG Eldrazi3333N/A3.53.25
Rock Saga333N/AN/AN/A3.50
Mill333N/AN/AN/A3.50
MerfolkN/AN/AN/A3333.50
YawgmothN/AN/AN/A3333.50
FrogtideN/AN/AN/A3333.50
Jeskai EnergyN/AN/AN/A3333.50
Izzet WizardsN/AN/AN/A3333.50
Jeskai Dress DownN/AN/AN/A3333.50
Hardened ScalesN/A33.5N/AN/AN/A3.75
Jund SagaN/AN/AN/A3N/A3.53.75
NecroN/AN/AN/AN/A33.53.75

I don't usually comment on the Composite Metagame, but since October the number of Tier 1.x decks have fallen off considerably. This is showing how strongly the metagame is coalescing around Energy and the anti-energy combo decks. The exception is Abhorrent Frogtide, but I think that deck is filling the same niche that Izzet Murktide did, where players are playing it because they like that gameplay style more than the deck is actually good.

Average Power Rankings

Finally, we come to the average power rankings. These are found by taking the total points earned and dividing them by total decks, to measure points per deck. I use this to measure strength vs. popularity. Measuring deck strength is hard. There is no Wins-Above-Replacement metric for Magic, and I'm not certain that one could be credibly devised. The game is too complex, and even then, power is very contextual.

Using the power rankings helps to show how justified a deck’s popularity is. However, more popular decks will still necessarily earn a lot of points. Therefore, the top tier doesn't move much between population and power and obscures whether its decks really earned their position. 

There was an error retrieving a chart for Basking Broodscale

This is where the averaging comes in. Decks that earn a lot of points because they get a lot of results will do worse than decks that win more events, indicating which deck actually performs better.

A higher average indicates lots of high finishes, whereas low averages result from mediocre performances and a high population. Lower-tier decks typically do very well here, likely due to their pilots being enthusiasts. Bear this in mind and be careful about reading too much into these results. However, as a general rule, decks that place above the baseline average are over-performing, and vice versa.

How far above or below that average a deck sits justifies its position on the power tiers. Decks well above baseline are undervalued, while decks well below baseline are very popular, but aren't necessarily good.

The Real Story

When considering the average points, the key is looking at how far off a deck is from the Baseline stat (the overall average of points/population). The closer a deck’s performance to the Baseline, the more likely it is to be performing close to its "true" potential.

A deck that is exactly average would therefore perform exactly as well as expected. The greater the deviation from the average, the more a deck under or over-performs. On the low end, a deck’s placing was mainly due to population rather than power, which suggests it’s overrated. A high-scoring deck is the opposite of this.

I'll begin with the averages for MTGO

Deck NameTotal PointsPower Tier
Hardened Scales2.453
Temur Breach Combo2.192
Oculus Frog2.162
Broodscale Combo2.071
Amulet Titan2.073
Ruby Storm2.001
UW and Phlage1.943
Mardu Energy1.911
Rock Saga1.893
MG Etron1.883
Abhorrent Frogtide1.812
Boros Energy1.791
Tameshi Belcher1.791
Goryo Blink1.753
RG Eldrazi1.753
MG Eldrazi1.683
Mill1.673
Domain Zoo1.613
Baseline1.59
Living End1.313

Broodscale Combo, in all its myriad forms, wins MTGO Deck of November. It feels like there are actually 5 different versions of the deck now, but they're so close that I can't be bothered to separate them out.

Now the paper averages:

Deck NameTotal #Power Tier
Living End2.203
Oculus Frog2.203
Jeskai Dress Down2.173
Temur Breach Combo2.002
Necro2.003
Tameshi Belcher1.911
Broodscale Combo1.873
Domain Zoo1.822
Amulet Titan1.801
Izzet Wizards1.713
Frogtide1.703
Boros Energy1.691
MG Etron1.673
Jeskai Energy1.623
Merfolk1.613
Ruby Storm1.601
UW and Phlage1.573
Baseline1.56
Mardu Energy1.561
Yawgmoth1.503
Abhorent Frogtide1.471
MG Eldarzi1.433
Goryo Blink1.212

Tameshi Belcher win Paper Deck of November, finally kicking Amulet Titan off the throne. Amulet's paper cohort are a dedicated bunch, but not enough that they can overcome the metagame pressure from Energy.

Analysis

I feel like all the analysis required is that Dreams of Steel and Oil is seeing maindeck play in Modern. Things have gone very far off the rail for that to happen. However, I should go through why this happened.

Boros Energy has taken most of the space for anything fair, though Mardu's higher removal count is letting it hang in there. It has the best threats, card advantage, and answers. As previously stated, I don't think the various Psychic Frog decks are as viable as their population numbers suggest. However, I know that people who like that type of deck really like it and would play it regardless of the metagame.

There was an error retrieving a chart for Guide of Souls

This leaves combo decks as the only means to fight Boros. Despite appearances, Energy isn't a very fast deck most of the time. It floods the board well, but unless Guide of Souls goes unanswered it can only do chip damage. It frequently wins after a long grindout, where it's advantaged, or in a combo-style win via Goblin Bombardment and/or Ajani, Nacatl Avenger.

There was an error retrieving a chart for Ajani, Nacatl Pariah

Boros lacks ways to meaningfully disrupt combo beyond The One Ring ensuring they don't die right away. Mardu can fight with discard, but relying on a few discard spells has always been a weak plan. Combo decks are by their nature very fast and resilient. Thus, combo decks are thriving. Belcher is taking the lead since it can win in Boros' upkeep after a Ring turn and defends itself well.

Bans Are Coming

I cannot fathom December 16th being anything other than a bloodbath at this point. Players are vocally frustrated, event participation is down across the board, and interest is suffering. Wizards should have banned The Ring when they banned Grief. However, they wanted to see if it was salvageable. On paper, The Ring encourages the slower, grindier gameplay that Wizards likes. However, it's proven to be too ubiquitous and obnoxious for players to stand. Even before Energy coopted it. The Ring has to go.

There was an error retrieving a chart for The One Ring

Players will not be satisfied with only that, however. More must be sacrificed from Energy to appease them. Wizards printing an entire deck into Modern in a Horizons set is so offensive to many that they demand its death. Wizards is not going to kill the deck. They don't do that unless there is no other option. They're going to try and weaken it. If I had the choice, Ajani and Bombardment would go. The reach they provide is why control decks failed to contain the threat. Take them and The Ring away and Energy will just be a tiny creature deck and [card]Pyroclasm[card] will be the answer it always should have been.

What Happens Next?

Assuming that The Ring goes, and Energy is nerfed without being outright killed, the metagame is likely to severely convulse and will look completely different on the other side. I know that some fear that combo will take over, but it only got to the top of the metagame feeding on Energy. Once Energy is gone, they'll be pushed back.

There was an error retrieving a chart for Eidolon of the Great Revel

For example, Burn isn't viable thanks to Energy's incidental lifegain, but it dominates Storm thanks to maindeck Eidolon of the Great Revel. If you really want to hurt Storm, Burn can also play a lot of white sideboard cards to lock them out. My favorite is Silence in response to Wish or Past in Flames. Belcher can't handle anything it can't counterspell and is very vulnerable to Ghost Quarter. Once Energy is gone, anti-combo decks will rise again.

There was an error retrieving a chart for Necrodominance

The big change will be The Ring. It is in so many decks and so critical to each that it will fundamentally change Modern. Slower decks can't rely on it to singlehandedly bail them out of losing boardstates anymore. They have to play card advantage that's just card advantage again. That their viability will be affected is certain, how is impossible to say, especially as many faster decks also ran The Ring. There's going to be a fundamental reshuffle.


Financial Analysis

The Ring is already fallen from its peak price. It's not going to fully crater thanks to Commander and Legacy play, but it's being taken off buylists already as every expects it to be banned. I think we're nearing but aren't actually at the point where it's going to bottom out. If you didn't move your Rings in November, I think you missed the boat.

There was an error retrieving a chart for Ocelot Pride

The next expensive card in Energy after Ring is Ocelot Pride. That card's price is holding steady, and I don't think that will change. Nobody seriously thinks that card is up for a ban. It has sufficient uses outside of Energy that it will still have strong demand even if the deck is killed, so it's a safe place to move towards.

Given how volatile the metagame is certain to be after December 16, I'd advise against speculative picks. I have no idea what's going to happen beyond chaos, so there's nothing to base my advice on. You'll be better off riding out December and seeing what 2025 brings ahead of the Modern RC's.

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