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And so, the season comes to a close. While I didn't get there, I can't say that this season was a complete bust. As a consummate grinder, the near misses just fuel the competitive fire and are a stark reminder to keep pushing myself.

In the meantime, Guilds of Ravnica spoilers roll on. While there are a number of interesting Modern-playable cards in the set, I find the mechanics themselves drawing most of my attention. Surveil in particular looks to be incredibly powerful. It's arguably better than scry because cards in the graveyard are generally more valuable than cards in the library (case in point: dredge and delve). What interests me most is whether surveil is powerful enough as a graveyard enabler to make otherwise overcosted cards playable. Testing will tell.
The Deck
Prior to the tournament I struggled with my deck choice. Spirits is a solid deck and in the right field it can be a nightmare but I hadn't found a good strategy for the hardest matchups, specifically Mardu Pyromancer and Hollow One. The problem was that the deck that has a good plan against those decks, Jeskai Tempo, is really poorly positioned otherwise, especially now that the other control players are aware of the Geist plan. After spending the week failing to conclusively make a decision, I stuck with my mainstay.
UW Spirits, David Ernenwein (PPTQ Quarterfinals)
The Leylines were a last-second addition based on what I thought the field looked like. I don't know a better answer for targeted discard.
The Tournament
I was expecting an enormous turnout for the last Modern PPTQ, but it's shockingly small at only 27 players for five rounds. It's especially weird considering that every other PPTQ I went to this season was at least six rounds. The only rational explanation I can come with is the 10 AM start time put a lot of players off. It was also Store Championship day for many, and it's possible that some grinders chose to go play Standard instead of Modern, as
incomprehensible as that sounds to me. On the other, less rational hand, the venue is in a somewhat odd and isolated place for western Denver. It's in the middle of a residential area quite far from major roads, which could make it difficult for non-local players to make the trip. I live relatively close by, so I wouldn't know.
I didn't get a good read on the room prior to the tournament. I saw a few known Tron and Company players, one combo, and several Mardu Pyromancer pilots. I also saw a WB deck getting sleeved up, making me think it was Tokens again. In truth, it was an Enchantment prison deck, but I wouldn't find out until round 2. This made me think that creature decks were sweepers would be good were rare, so I adjusted my board against discard. As it turned out, I should have stuck to my guns; my read was very off and creature decks were everywhere. Metagaming is always a risk.
The Swiss
Because of the small turnout, I recognize most of the players, even if I don't know what they are playing. For round 1 I pair against the Tron player from Week 3, and I fully expect her to still be on mono-Green Tron. Indeed, she has turn three Tron with Expedition Map, but then casts Thought-Knot Seer. That should maybe raise a red flag, but I win too easily to really think about it. I'm punished game 2 when I mulligan to a hand that's great against Tron, but she's actually playing Eldrazi Tron. I fix my sideboarding and win game 3 after Phantasmal Imageing her turn two Seer to take Reality Smasher, the lynchpin of her hand.
I recognize my round 2 opponent's name, but I'm not sure why, as I don't recognize him. Maybe I've played him before and just don't remember his face? This nagging thought distracts me the whole match. It turns out he's also on UW Spirits, and I have the first true mirror with the deck. I expected it to be just like the Merfolk mirror, where preponderance of lords wins. It is, and he had that games 1 and 3.
Now having faced two creature decks in a row, I'm really being punished for taking out anti-creature sideboard cards. Slaughter the Strong in particular would have wrecked my Sprits opponent.
Round 3 is against Humans. It's also the same Humans player I seem to keep hitting from Week 5. Game 1 I mulligan to an average hand, and he's got a great hand with multiple Mantis Riders to wall my creatures and overrun me. Game 2 he's relying on Auriok Champion to buy him the life to get his slow hand moving, but I have the lords to wreck that plan. Game 3 is a nail-biter since I have lords against a huge Champion of the Parish. I barely get there with strategic chumps and Queller on Lieutenant. While I never lost to him this season, the matches kept getting closer.
The last time I saw my round 4 opponent he was playing Mardu Pyromancer, so I was dreading this match. It turned out he was on UR Thing in the Ice, which is incredibly good for me. Game 1 I get Geist down with Cavern of Souls and he has no answer. I keep deploying Selfless Spirits in case he has Anger of the Gods or similar, but he never sees them. Game 2 he double mulligans and is stuck on one land.
The standings show that there is no clean break for Top 8, and there are too many 3-1's who will be playing for any except the undefeated players to draw. Thus, I play round 5 against Hollow One. Game 1 I discard my gas to Burning Inquiry and he has it all. Game 2 I have Rest in Peace, as well as Negate on Goblin Lore to strand his big threats in hand. Unfortunately, he has a lot of removal to keep me from blocking his Flamblade Adepts.
I figure I'm out at this point, but the math ends up working out for one 3-2 to make it in. Apparently it was possible for one table of 3-1's to draw in, and nobody saw it. I am that 3-2 thanks to most of my opponents also making it in. Given what I knew about the other Top 8 players and that I'd always be on the draw, I didn't like my chances.
The Top 8
I forgot to get all the Top 8 decks, but I did see the Eldrazi Tron deck from round 1, the UW
Spirits deck from round 2, the Hollow One deck from round 5, Lantern Control, Living End, and then Counters Company. I was paired against the undefeated Company deck and just got crushed. This version has not just the Devoted Druid combo but the Kitchen Finks infinite life one. Game 1 I stop the Druid combo with Path, but the turn after, he has Finks and Chord through Wanderer to gain infinite life. I had Vial on two but no Remorseful Cleric to stop him. Game 2 I mulligan, and he again goes for infinite life and Companies into multiple Finks so I can't effectively disrupt him.
Final Lessons
Another season come and gone, and I just didn't make it. It's frustrating to miss your goals, but this isn't my first rodeo. It took over a decade of near misses for me to make my first Pro Tour, so I've learned to redirect my thoughts from that failure to the successes along the way. Looking over my overall performance, I have to say that this was a very successful season. I had a string of Top 8 finishes, and the credit prizes mean I won't have to actually pay to play Magic locally for some time. Once I got my head out of the clouds and actually focused on the game, my play was generally very good, and I've identified a number of areas where I can still improve. The lesson I hope every grinder learns from this series is that ambition and high standards are important, but unchecked, can also lead to disappointment and frustration. Enjoying the little victories and taking success where you can prevents burnout and makes the game more enjoyable.
On The Deck
UW Spirits is the real deal. As a disruptive aggro deck, it is at least as good as Humans. I know that I'm biased since Spirits has been my pet deck for years, but the evidence is becoming undeniable. Whether the deck will continue along the path I chose, pure Bant, or if the hybrid version
is still unclear. In a control-heavy field like I saw week 6, UW is definitely the superior deck. In an open field, it's far harder to say, and more work is required to figure it out.
The main problem with Spirits remains the sideboard. While I went off Worship week 6 because Humans and Burn were ready for it, I appear to be the only one to feel this way. Spirits really struggles against Hollow One not because of the big threats, but because of their ability to go wide with hard-to-block Adepts. Given that I haven't solved this problem any other way, it may be correct to become a creature prison deck after board. Rather than try to win by removing threats and racing, my normal plan, perhaps I should be focused on hitting a hexproof threat and then locking them out with Worship. I'll win the long game thanks to having more fliers. This represents a radical repositioning effort, but it's worth a shot.
Until We Grind Again
This season may be over, but the drive lives on. I have one more shot at the LCQ later this year, so I'm not out yet. That said, it is also time to say farewell to the current PPTQ system. Wizards intends to scrap it next year, and at time of writing, the new one has not been revealed. Goodbye, PPTQs! You truly were a grind.





Plenty has been written about Assasin's Trophy already: it will
sideboard. Streamlined decks simply aren't equipped to answer this wealth of possible hosers. These spells attack opponents from a completely novel angle and punish them for rightly skimping on removal for strange card types after siding. Examples include Ensnaring Bridge in Burn, Worship in Spirits, Batterskull in midrange shells, and
Trophy won't immediately replace Faithless Looting, Thoughtseize, or Serum Visions in anyone's decklist. It'll come in for removal. Lightning Bolt, Fatal Push, and Path to Exile will all be trimmed from different decks in some number to make room for the heavier-duty, no-questions-asked kill spell, which is great news for anyone looking to attack with cheap threats. After all, Trophy's real draw isn't in its mana cost, but in its versatility; Modern's existing removal spells will out-rate the card any day of the week. And ramping the tempo-conscious aggro deck in the early turns is a great way to eat a plate full of haymaker.
With Trophy legal, players in Golgari colors have access to a mainboard card that plays roles formerly assigned to niche sideboard tools, freeing up more space for their unique engines and counter-play possibilities. Hollow One, Mardu Pyromancer, and Grixis Shadow did not exist before Fatal Push; I imagine Assasin's Trophy will pull a Fatal Push on this front and usher in a new era of creative deckbuilding.
Such beefy threats let us run Stubborn Denial and Thought Scour, cards that work well with Snapcaster Mage and reward us for holding up Trophy. German Threshold's ensuing reactive bent therefore becomes quite reliable, but since part of that package is Thought Scour, it's also plenty good at sticking threats early.
The sideboard is built to do three things: address problematic matchups, take advantage of ramp from opposing Path to Exiles and Assassin's Trophies, and sidestep graveyard hate with alternate win conditions.
I started with a UR shell before moving into black and soon dropping blue altogether. The impetus for this switch was Collective Brutality, a card I fast realized I'd need 4 of. Brutality does it all in this deck: it spends the mana made by Manamorphose; it discards stranded Phoenixes to the graveyard; it controls the game state in diverse ways at an unbeatable mana rate. On top of it all, Brutality counts as an instant/sorcery for Phoenix.
Mardu Pyromancer is the best shell I have found yet, in no small part thanks to Lingering Souls. One-drop into Manamorphose into Lingering Souls flashback is great at reviving Phoenix early, but the card's real charm is how forgiving it can make our games. When the right pieces don't come together on time, Souls buys multiple turns blocking or forcing opponents to deal with the bodies.
Turn 1: Inquisition/Thoughtseize/Bolt/Push/Looting
The thing my Phoenix brews really needs is the Legacy cardpool. The Stitcher's Supplier/Cabal Therapy package from










I've
The tournament starts out very well, as both round 1 and 2 I am against Jeskai Control. The games go basically how I drew them up, and I stay well ahead throughout. All UW Spirits has to do here is carefully manage its resources, then dictate the field of battle for an easy victory. The only real worry is a miracled Terminus, which is pretty rare out of Jeskai lists.
Round 4 is against Bant Spirits. I have a great start game 1 and have him at five before he gets a Company off and stabilizes. From that point on, I flood while he draws creatures. Game 2 is an attrition game until I get a slight advantage with lords, allowing me to start chipping in. Eventually I out-removal my opponent, Quarter his Township, and just race. Game 3 we actually mirror each other's plays for the first four turns before the board becomes a lord stall, with him lacking removal for my lords while I have to hope he attacks so that I can break the Drogskol lock with Blessed Alliance. Eventually he obliges, giving me an easy win.
Sitting down for round 5, I can't shake the feeling, just based on looking at him, that my opponent is on Jeskai Ascendancy combo. He was, and I'm not sure what to make of that premonition. Game 1 I have a great curve but no Spell Queller and he has a turn three kill through Mausoleum Wanderer. Game 2 he has Abrupt Decay for my Damping Sphere, but only has one Ascendancy that I Queller, and his deck can't win without it. Game 3 he Glittering Wishes for Ascendancy turn 2 so he can try to win turn 3 before I have Queller up, but I have Negate. He has a lot of cantrips, mana dorks, three maindeck Decays and the fourth he wishes for, but no Ascendancy until he's used up his Decays and I have Queller.
Counters Company and GW Valuetown, GR Eldrazi, UW Control, Jeskai Control, Jund, and myself. I'm paired against one of the hybrid decks for the quarterfinals; game 1 he draws the Valuetown part of his deck and I win easily. Game 2 he has a turn three Sigarda, Host of Herons with Gavony Township, and I am too far behind to catch up. He also has Worship, but honestly it wasn't going to matter. For game 3 he goes has the combo part of his deck and that kills me.
Humans is a good matchup for UW, but the Bant players said theirs was almost a bye. My experience differs from those of my colleagues. I have found Bant and UW equally vulnerable to Humans's best starts, but Bant has more ways to catch up in the mid-game and to shut down Humans game 1.
