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UNLOCKED: The Thinking Person’s Red Deck – Breaking Down Atarka Red

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Last weekend was a big victory for me at SCG Indy with Atarka Red. In the first week of the format, I got paid off pretty hard for sticking to an aggressive, linear strategy with good mana.

Prior to the tournament, I put in hours playtesting at my local game store, RIW Hobbies. I had been on the same train of "abuse the free mana bases" as everyone else, and was currently on a hybrid Bant-Abzan midrange deck. Overall, I was happy with it and felt like it had a lot of positive match-ups.

For two weeks running, one of the RIW guys, Devon Paynter, had been telling me he broke the format with an Atarka Red build featuring the combo finish of pump spells and Temur Battle Rage. I believed his deck was good but it wasn't until I actually squared off against him that I understood his deck was the truth.

I got convincingly beat in a ten-game pre- and post-sideboard set. I think I went something like 8-2. The last game, when he killed me on turn three, was the nail in the coffin. I knew this was a deck I could get behind.

Tuning the List

He shipped me his list and over the next day and a half I goldfished roughly 100 games. The biggest change I made was cutting a Windswept Heath and adding three basic Mountains to the maindeck, which brought the land count up to 21. This not only improved my consistency, but also gave me more wiggle room in the sideboard.

The other innovation was to add Thunderbreak Regents to the board, with the intention of bringing them in in every single match-up. I told the RIW guys about my changes before the tournament, but they opted to stay on the low mana count that didn't utilize Thunderbreaks.

It seemed like every close game three in the tournament came down to a Thunderbreak Regent closing the door. If I had to name a best card in my 75 I would have to go with the dragon. I cannot understate how excellently it performed.

Part of Thunderbreak's strength came from my opponents' lack of ways to kill it post-sideboard. People were boarding out their Abzan Charms and Valorous Stances in favor of Arashin Cleric, and Thunderbreak Regent really punishes people who can't kill a fatty.

Here's what I registered:

Atarka Red by Brian DeMars

Creatures

2 Lightning Berserker
4 Monastery Swiftspear
4 Zurgo Bellstriker
4 Abbot of Keral Keep
1 Makindi Sliderunner
2 Chandra, Fire of Kaladesh

Spells

4 Wild Slash
3 Temur Battle Rage
4 Atarka's Command
4 Dragon Fodder
4 Titan's Strength
3 Become Immense

Lands

8 Mountain
4 Wooded Foothills
4 Bloodstained Mire
2 Windswept Heath
1 Forest
2 Cinder Glade

Sideboard

4 Hangarback Walker
2 Goblin Heelcutter
2 Thunderbreak Regent
3 Arc Lightning
2 Fiery Impulse
2 Roast

Diverse Lines of Attack

Atarka Red is not your typical mindless red deck. It provides tons of play and opportunities to outmaneuver the opponent. The cool thing is how the aggressive creature package forces your opponent to tap out, which then gives you the perfect opportunity to combo off with a flurry of pump spells.

The "combo" is basically a pump spell on a prowess creature plus Temur Battle Rage. The mini version of Titan's Strength, Swiftspear and Battle Rage is good enough for 12 damage, whereas the full-on combo of Battle Rage, prowess guy and Become Immense deals a whopping 18! On top of this "break through" combo the deck has an effective "go wide" combo in Dragon Fodder plus Atarka's Command.

There was an error retrieving a chart for Atarka's Command

For instance, assume you're on the play and they elect not to block. Turn 1 Swiftspear, turn two Dragon Fodder, and turn three Atarka's Command is already 13 damage. A blocker on that turn can only soak up three of the damage.

If each of the deck's attack plans is capable of generating a quick kill, together they provide for flexibility and resilience. If the opponent leaves mana up representing removal, you can just take your free damage and pass the turn. Eventually they will have to act to stay above water.

My approach to playing Atarka Red was similar to piloting Vintage TPS against a bunch of slow control decks. Every turn, no matter what my opponent did, I could progress my agenda somehow--by casting another threat, winning in combat with a trick, or casting a removal spell. Whenever my opponent put his or her shields down I made my big move to end the game.

The sideboard was amazing, and I brought in every card multiple times. The key to sideboarding with a deck like this is to understand that your opponent's sideboard plans will be very static. They will board out their top end for life gain, cheap removal and efficient blockers, depending on the deck. It's pretty predictable, and allows you to adapt your plan of attack in response.

Against Radiant Flames and extra spot removal I can bring in Hangarback Walkers and simply outgrind them. Against decks that overload on cheap creatures I can bring in tons of red burn to clear away blockers.

The Arc Lightnings are partly a hedge against Arashin Clerics. I can attack my team into a blocking board and then spread around Arc Lightning damage to finish off all the high-toughness creatures. It's also a nice way to mop up Hangarback Walker tokens generated during blocking.

Between games I was also attentive to the number of cards my opponent boarded out. If I see them bring in 11 cards, I'm more likely to switch up my plan.

The key to the sideboard is to visualize their defense plan, and then alter your approach so as to make that plan awkward. Are they going to be weenie-heavy? Bring in efficient removal. Are they going to be removal-heavy? Bring in the high-quality creatures like Hangarback and Thunderbreak that two-for-one removal spells.

The different dimensions of attack generate an information deficit as well. Opponents who guess incorrectly which line you're on can get seriously punished. I saw this play out repeatedly over the course of the tournament.

Beating Atarka Red

The biggest strength of Atarka Red is its brutal efficiency. The combos of Dragon Fodder plus Atarka's Command, and Become Immense plus Temur Battle Rage, are the two cheapest ways to deal a bucket-load of damage in Standard. But the deck is not unbeatable.

Here is what is bad against Atarka Red: inefficient threats and answers that require tapping out in the mid-game. If you tap out, you die.

But if you can afford to leave mana open and still make plays, things get complicated for the red player fast. The key is to keep your curve tight and play lands that enter the battlefield untapped.

The other important element of playing against Atarka Red is that you have to kill them quickly. The longer games go, the more time you give them to assemble a combo finish. Don't forget that Atarka Red has many avenues to win the lategame.

Arashin Cleric is a fine card, but it needs to be used in a context where you can turn the corner and become aggressive. If you can't exploit the tempo swing of three life and a blocker to put the red deck on the back foot, the card is essentially a mulligan. An Arashin Cleric with no follow-up can't answer the double strike combo, or a double Hangarback Walker draw, or a Thunderbreak Regent, or a big Atarka's Command.

The best decks against me by far were the Jeskai decks. Mantis Rider puts you on a clock and creates situations where you have to make unprofitable attacks. Jeskai also has access to 1cc removal spells that make combat tricks extremely risky.

There was an error retrieving a chart for Radiant Flames
There was an error retrieving a chart for Mantis Rider

Here's what you need to keep in mind to combat Atarka Red effectively:

1.  Turn the corner and go on the attack as soon as possible. The key is being able to develop your board while leaving up removal. Cheap removal is best for this. Radiant Flames, Ultimate Price, or one-mana burn spells all get the job done.

2. Don't tap out. Once the shields are down, the combo will kill from most board states and life totals. You need to be aware that at a certain point in the game, failing to at least represent removal will result in instant death. On the draw, it may be the case that Siege Rhino is a 6cc spell.

3. Mantis Rider. This is the epitome of a threat that lets you keep the shields up. It attacks and blocks and will always give the red player headaches if you can untap and protect it.

4. Deflecting Palm. In an aggressive deck this card is absolutely unbeatable for Atarka Red. Granted you only get to redirect half of a double-striker's damage, but it should still be enough to flip the script and end the game.

5. Good mana. Don't listen to the people who tell you the fourth and fifth colors are free. Nothing is ever free. The cleaner you can keep your curve, the better your odds of staying at parity in the early game.

6. Test and understand the match-up. It's difficult to play against this deck without actually putting the games in. I made a lot of good players look silly because they simply didn't know how to react to the ways I was pressuring them. Playing against combat tricks in Constructed is not intuitive. Get the games under your belt so you know what matters when it counts.

~

I'm not sure what else I can say about Atarka Red. It's easily one of the best decks I've ever played in a tournament. It was consistent and capable of busted things. I won a game on turn three on the play... That is Modern power level, not Standard.

The deck loses some of its appeal now that people know what it can do. Nonetheless, I haven't seen a deck that's objectively better than Atarka Red thus far. Keep in mind I was able to cut through the Top 8 against strong players who had a plan for beating red decks, who got to see my entire deck list and who were on the play every match...

Until somebody shows me a deck that can consistently go toe to toe with it, I think this is the deck to beat going into the PT. The other upside is you don't have to buy Jace!

UNLOCKED: BFZ’s Low Impact on Standard – Two Weeks In

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Week two of Standard is done and another SCG Standard Open is in the books. It's another week of lackluster performance from the new set. Aside from the manabases incorporating BFZ duals and the new manlands, nothing from Battle for Zendikar has made much of an impact.

It makes me wonder what R&D is thinking right now. Are they still proud of their work? Had they predicted this? Does the already-deep pool their first "new rotation" set debuted in make them feel better about its lack of play? I wish I knew.

Let's look at a few of the top decks from SCG Atlanta and chart the new set's presence.

G/W Megamorph Mirror in the Finals

If I described a big tournament ending with two green-white decks dueling each other, you'd probably ask for a two-sentence recap and move on with your day. Those colors just aren't exciting, and the matchup brings to mind those Mastery of the Unseen grindfests from last season with 400 life per side.

Green-white as a color combination typically lacks interaction, although the megamorph decks buck this trend somewhat.

The morph guessing game can be interesting, for example. The decks can also use Den Protector to keep a stream of threats going, which is a big difference from years past when green-white would stall out and have to live off the top of the deck.

There was an error retrieving a chart for Gideon, Ally of Zendikar

Gideon, Ally of Zendikar is the linchpin here. The emblem is very potent, first off. The other two abilities stack up pretty well, too. Gideon can freely attack into a blocking Deathmist Raptor, for instance.

I'm quite surprised that Gideon remains at $30. He is one of the few BFZ cards seeing consistent play, and still has room to grow. This is a good time to pick up your playset for personal use, and in trade they're as good as a $30 bill for the next few weeks.

Dragonlord Dromoka is a fine mirror match trump, too. One showed up on the sideboard, but we can expect to see more from the Baneslayer Dragon.

I'll also wager that Mastery of the Unseen hasn't seen its last day. We don't have Nykthos to crank out huge turns anymore, but it gains an appreciable amount of life and sneaks in under counterspells from Esper Dragons.

The Rise of Jeskai Black

What if you added black mana to Jeskai? That has been a strong strategy since BFZ came out and this week is no different, with three copies of Jeskai Black in the Top 8.

There was an error retrieving a chart for Jace, Vryn's Prodigy

The deck makes great use of Jace, Vryn's Prodigy. The flashback effect on the planeswalker is devastating when you can buy back a Crackling Doom. For its part, the Mardu instant is still very attractively priced, and I like picking up copies right now.

Remember, however, this deck is expensive. The Jaces alone outstrip the cost of entire decks. As a result, speculation targets in this style of deck are thin because its sticker price will repel many buyers.

Life After Wasteland

Wizards R&D has this frenemy relationship with good manabases. They don't want to punish nonbasic lands (they consider Tectonic Edge too good to reprint!) but they also don't want people playing four colors easily. That's strange, because they have given us all the tools to run Mantis Rider and Crackling Doom in the same deck.

The mana in Standard is a little too good right now. There's no pressure to punish a greedy manabase, either. The tension seems to come from wanting lands in play untapped, rather than fear of an opponent cutting you off a color.

I mean, have you looked at Ali Aintrazi's Five-Color Control deck? No Bring to Light here, because why bother? Ali's deck came in 9th and if it did any better we'd all be testing Catacomb Sifter for next week. I just love the ego of Ali's deck. Jace, Siege Rhino and Hangarback Walker are the best cards in Standard, so let's jam them all together and tie it together with Radiant Flames.

If the tension comes from tapped lands, then Atarka Red is the correct way to punish slow decks. This is a strange Standard season. I am looking forward to the next set to give us different tools.

Quick Hits

  • Esper Dragons is gone this week (not even in the Top 25) but I think the deck still has a lot to it. Foul-Tongue Invocation is a great card, for example. The deck's weakest selling point right now is it can't use Jace as effectively as Jeskai.
  • Mantis Rider is a great turn three play and Thunderbreak Regent is a spectacular follow-up.
  • No Siege Rhinos in the Top 8! Can you believe it?!?!?
  • The Pro Tour is my last hope for awesome Eldrazi decks, or really, BFZ cards in general. I'm wondering how people plan to next-level G/W Megamorph.

I'll see you next week after we have a whole Pro Tour to recap! Until then,

-Doug

Quick Hits from SCG Atlanta

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Just because we're in a Modern off-season doesn't mean we can't be excited about weekend tournaments. SCG Atlanta came and went, and while Jeskai Black and Abzan Megamorph clogged up Standard's top tables, the Modern field looked far more open. Gruul Zoo! Allies! UR Storm! Restore frikkin Balance! I'm always hesitant to extrapolate too much from a 139-player event, but SCG Atlanta's Top 16 saw a number of exciting finishes and familiar faces we should pay attention to.

Burning Tree Emissary Art

Trevor is off today so I'm replacing our usual Monday video with a quick breakdown of SCG Atlanta. We have a few objectives. The first is to give a framework for parsing mid-size Modern events like SCG Atlanta, balancing our excitement around cool results (holy crap Restore Balance!) with the realities of isolated tournaments. Second, we'll look at those T8/T16 results for important takeaways and technology. Today's piece will be shorter than previous tournament breakdowns, but if you have any interest in playing during the off-season, this is information you'll need to know.

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SCG Atlanta in Context

If you browse around forums and reddit as much as I do, you'll probably see (or have already seen) a lot of hyperbole surrounding SCG Premier IQs. Get ready for questions like "Is Storm tier 1 again?", "Is Abzan better than Jund?", "Is Allies finally tier 2?" and, because this is Modern, "Will Affinity (or other deck-of-the-moment) get banned soon?" To answer questions like this, and to explain those answers, we can't think about SCG Atlanta as a single defining event. Rather, we need to analyze it in the broader metagame context as both a single datapoint and as an off-season tournament.

Goblin ElectromancerBefore you dust off your Goblin Electromancers, let's get some perspective on SCG Atlanta. Premier IQs are not Grand Prix tournaments. They aren't even SCG Modern Opens. With a mere 139 players, SCG Atlanta is large enough to draw our attention, but too small to inform broader metagame trends. This puts observers in a weird position where we want to draw conclusions from the results but also want to respect its smaller attendance. To be sure, 139 players isn't a "small" event. Looking over attendance data collected on our Top Decks spreadsheet, we see the average Modern tournament attendance is around 49 players for a sample of 825 events. Larger events, those about one standard deviation over the average, start at roughly 195 players. If we remove GPs from the sample, our average drops to about 40 players, with the next band up falling at 70. By either of those metrics, the 139-player SCG Atlanta is solidly in the middle of mid-sized events.

Interpreting mid-size events is much harder than identifying them. Generally speaking, we can expect a mid-size event (especially SCG Premier IQs) to be a mix of about 50% tier 1 decks and 50% "other", where the "other" category consists of tier 2 players, tier 3 challengers, and un-tiered brews with teeth. This mix follows from our metagame breakdown articles, which treat tier 1 decks as those you can expect to show up and place well in tournaments. That said, you are likely to see fewer tier 1 decks at mid-size events than large ones. You are also likely to see more lower-tier contenders. Of course, all of this is made more complicated by the lack of Day 2 data which we rely on to describe metagames at GPs and Opens.

Lantern of InsightOff-seasons only exacerbate these difficulties. With lower stakes and fewer top-tier frontrunners, players are more likely to brew new decks or at least try new configurations of older builds. To some extent, you'll also see this at the largest events: Lantern Control is a pronounced example of this. Ad Nauseam and Grishoalbrand are more modest ones. It's more common in events like SCG Atlanta, where the payout is big enough to incentivize a serious stab at the Top 8 but the stakes are low enough that you aren't wasting a once-a-year opportunity by bringing Gruul Zoo instead of Burn. Perhaps more importantly, these smaller events are generally more open than larger ones, with fewer players, less defined metagames, and lower tier 1/tier 2 representation. All of this creates an environment that sees a mix of familiar tier 1 decks and innovative tier 2 or lower finishers.

Based on this, we should consider events like SCG Atlanta from two perspectives. First, we should use them to confirm and challenge our understanding of the tier 1 metagame. Modern-wide tier 1 decks are likely to show up at these events. If they do, this reaffirms our tier 1 expectations. If not, a tier 1 shift could (but not necessarily) be underway. Second, these tournaments give an indication of what innovative decks could (but, again, not necessarily) succeed in a larger field. Even there, it's not so much specific decks as it is types of decks. Is Gruul Zoo viable? Or is rogue aggro viable? As long as you keep these measured expectations in mind, mid-size events in SCG Atlanta's category can be valuable sources of information.

Takeaways from SCG Atlanta

Here's a series of conclusions and observations we can make from SCG Atlanta. All of these follow the mid-sized event framework above, so keep that in mind when conducting your own analysis of the data.

  • As mentioned earlier, we don't have Day 2 data from a Premier IQ. In fact, Premier IQs don't even have Day 2s at all. This makes it harder to get a metagame-wide picture and forces us to extrapolate purely from T8/T16 data. That means we need to be cautious in expanding our findings beyond the T8/T16 (and beyond the event).
  • TarmogoyfWith the exception of Infect, all our tier 1 decks from the September metagame breakdown are alive and well. We see one RG Tron, one copy of Jund and Abzan each, two Burn decks, two Merfolks, and three Affinity (4th, 9th, and 12th). 10 of the Top 16 decks are tier 1, which suggests both that SCG Atlanta reflected the metagame and that the September trends are still ongoing.
  • We only see one Twin deck in the Top 16, a traditional UR Twin list in 14th place. There's also no Grixis Control in sight. Following from our September metagame breakdown, this continues the two-month trend of these URx decks performing poorly at events. I still find this odd, especially Twin's relative absence, given that Affinity was the most-played tier 1 deck in the Top 16.
  • Kabira EvangelBoth Naya Allies and Gruul Zoo had strong performances at the event, with Allies continuing its march to tier 2 (it's not there yet) and Gruul Zoo exploding out of nowhere to win. I'm not sure if this means the decks are good, but it does suggest that rogue aggro decks are decent choices in Modern. This confirms our longstanding suspicions about Modern being a format for linear strategies.
  • Aside from Allies and Gruul Zoo, the other two rogue contenders were Restore Balance combo and UR Storm. As with Allies and Gruul Zoo, I don't think this necessarily means these are good decks. But also as with Allies and Gruul Zoo, I do think this means that Modern is friendly to linear decks, especially rogue decks that people aren't sideboarded for and aren't experienced playing against. Storm's finish also suggests there might not have been much Burn at this event: that is a matchup which should have prevented Storm from making Top 8.
  • Grove of the BurnwillowsRobert Livingston rocked a Karplusan Forest playset instead of the traditional Grove of the Burnwillows copies. Don't be afraid to go for budget alternatives at tournaments, especially mid-size ones! Robert certainly wasn't and he has the 3rd place finish to legitimize his decision. Of course, this could also speak to the lower competition at the event.
  • The 11th place "Abzan" finish by Donnie Ashton is actually an Abzan Liege/Little Kid finish. Make sure to look over decklists before trusting their classification. Many sites routinely mislabel decks, which can lead to inappropriate and inaccurate conclusions. We've even done it too, although we work hard towards accuracy.
  • Hangarback WalkerTwo of the three Affinity lists packed Hangarback Walker into their 75. Incidentally, these were the two highest-performing lists: Patrick Paris's 4th place build and Adam Mattson's 9th place finish. Affinity mages should keep exploring this creature, and Affinity opponents will need to figure out better ways to beat the resilient Walker.

There are a lot of other conclusions you can draw from the event but these are the big ones I caught after a few passes of the T8/T16 standings.

What else did you see at SCG Atlanta? Any stories from the event or other off-season tournaments? How do you generally interpret mid-size event data? Let me know in the comments and I'll see you all on Wednesday for a discussion of a hot-button card on Modern's banlist!

Deck Overview- G/W Megamorph

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Jeskai Black was my pick for standout deck from week one of new Standard, but after two consecutive second place finishes and a trophy on week two, G/W Megamorph has made its presence known.

G/W Megamorph by Jacob Lively

Creatures

4 Hangarback Walker
4 Deathmist Raptor
4 Den Protector
2 Hidden Dragonslayer
4 Warden of the First Tree
3 Wingmate Roc
3 Nissa, Vastwood Seer

Spells

4 Gideon, Ally of Zendikar
4 Dromoka's Command
3 Valorous Stance

Lands

6 Forest
5 Plains
3 Canopy Vista
3 Flooded Strand
4 Windswept Heath
4 Wooded Foothills

Sideboard

2 Archangel of Tithes
2 Whisperwood Elemental
2 Evolutionary Leap
1 Mastery of the Unseen
2 Gideon's Reproach
3 Surge of Righteousness
1 Dragonlord Dromoka
2 Tragic Arrogance

I wrote in my insider article last week that Siege Rhino has lost a lot of appeal with rotation, and the success of G/W Megamorph is a consequence of this. It wouldn't be very difficult to add black mana into this mix, but instead the Megamorph deck fills up on resilient threats and creatures that generate value.

It's also worth noting that G/W Megamorph is arguably the best shell for Nissa, Vastwood Seer due to the deck's ability to play a higher volume of basic Forests. In light of this, you're likely to be able to find a Forest with every Nissa that you play in a given game.

There was an error retrieving a chart for Nissa, Vastwood Seer

G/W Megamorph will be public enemy number one going into the Pro Tour, and it will be interesting to see how the various pro teams approach this position. The deck has many of the qualities of a typical "best deck", and it's certainly a safe choice to just pick up and jam. Alternatively, in a format with great mana it seems likely that any best deck can be dethroned with clever enough deck construction.

The Bolt Test: Modern’s High-Water Mark

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In "High Water Fire Mark," Mike Flores pays respects to the great unsung quality of quality creatures: toughness. He identifies toughness as supremely important to successful deckbuilding designs, writing, "In many constructed formats, we can point to a particular number, say two or three, with the knowledge that that number represents the amount of damage done by the default (generally red) removal spell of a particular class." Modern's high-water mark is unquestionably three, a magic number tyrannically enforced by the ultra-efficient Lightning Bolt. Understanding and applying this fundamental principle opens up considerable brewing space in Modern.

mantis rider art formatted

Before considering a creature for Modern, we run it through the Bolt Test: "Does this creature die to Lightning Bolt?" Often, for a creature to enter the Modern discussion at all, its mana cost must go low enough to suggest some relevance in a turn-four format. And cheap creatures rarely have more than three points of toughness.

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(E)x(tr)/3(me) Hostility

In "Lightning Bolt's Strength in Different Metagames," Sheridan claims, "There was a time in Modern when you couldn’t question Bolt’s value. But once BGx went the way of Abzan instead of the traditional path of Jund, it was hard to not doubt Bolt’s necessity."Lightning Bolt But during those dark months of Abzan Menace dominance, a huge segment of former Standard-format staples that have never seen Modern play continued to not see Modern play. I'm talking about unfortunately statted creatures like Vampire Nighthawk, Shadowmage Infiltrator, and Mantis Rider.

Whether or not people play the card, just the threat of Lightning Bolt keeps these creatures out of the format. At x/4, they'd almost certainly win some events. The same holds true for a host of other x/3 creatures as diverse as Wee Dragonauts and Master of the Wild Hunt.

To demonstrate the mythical fourth point of toughness in action, Restoration Angel gets attention almost exclusively for her big booty. Tarmogoyf greatly increases the overall price of Modern with his own.

Toughness Ain't Nothing But a Number

Since x/3 creatures usually cost more mana than x/2 or x/1 ones, they get "shafted" when it comes to the Bolt Test. I question how necessary that is. I'd argue that only Burn makes the third point of toughness relevant at all, since it hates having Goblin Guide walled or failing to chew up blockers with Grim Lavamancer.

Burn may care the most, but many Modern decks ignore stat-based combat dynamics altogether. Other than red removal, how many cards or even decks actually care about toughness?Dark Confidant Dark Confidant, Delver of Secrets, and Pestermite get Bolted on-sight in Modern, and nobody whines about two points of "wasted" damage. It's almost always correct to trade a one-mana removal spell for these creatures, which see play in Modern for this reason.

Granted, plenty of red removal spells kill Birds of Paradise more efficiently than Lightning Bolt. Forked Bolt, Magma Spray, and even Sudden Shock all carry their own sets of benefits in different contexts. But none of them boast the insane versatility of Lightning Bolt, which can blaze a big Wild Nacatl or double as Lava Spike. And how stupid would you feel clutching a "meta-call" Pillar of Flame when your Company opponent taps out for Liliana, Heretical Healer? As such, red mages leave these situationally better options at home, or pack them in numbers conservative and inconsistent enough to render preparing for them unnecessary at best and match-losing at worst. Serious players running Forked Bolt have already maxed out on Lightning Bolt. We can then disregard the supposed "difference" between x/1, x/2, or x/3 creatures, at last taking solace in the idea that when it comes to Boltable playables, size really doesn't matter.

Still I Rise

Most creatures that fail the Bolt Test end up in the bulk box, and many that pass go on to enjoy inclusion in brews and tier decks alike. But sometimes, Modern's red-weary weaklings manage to tangle with the big boys. For Bolt Test failures to make it to Modern despite their shortcomings, they must always represent a significant threat. Additionally, they need to either break even (or close) on mana parity with Lightning Bolt (as one-drops do), or reliably grow themselves out of Bolt range (like Countryside Crusher and Scavenging Ooze). As a tempo enthusiast, I often build decks with the former in mind, employing Delver of Secrets as my Lightning Bolt punching bag of choice. Today, I'll focus on the latter, examining one of the most aggressively costed burn victims: Mantis Rider.

Skewing the Bolt Test with Jeskai Haste

In David Fincher's 2010 blockbuster film The Social Network, a group of thirsty college boys break Harvard's carefully maintained social structure. They do so with the help of curly-haired "facebook guy," a heartbroken prodigy desperate for female validation. Perhaps chasing the same thing, Christopher Gooch won a GPT for Oklahoma City a month ago with pimply Modern outcast Mantis Rider. His Jesse Eisenberg: Honor of the Pure.

Jeskai Haste, by Christopher Gooch

Creatures

4 Mantis Rider
4 Snapcaster Mage
4 Lightning Angel

Sorceries

3 Gitaxian Probe
2 Timely Reinforcements

Instants

4 Lightning Bolt
4 Path to Exile
3 Disrupting Shoal
4 Spell Snare

Other

4 Honor the Pure

Lands

4 Scalding Tarn
4 Flooded Strand
3 Arid Mesa
2 Steam Vents
2 Hallowed Fountain
1 Sacred Foundry
2 Celestial Colonnade
1 Cavern of Souls
3 Island
1 Plains
1 Mountain

Sideboard

3 Kor Firewalker
2 Surgical Extraction
2 Negate
2 Stony Silence
1 Kataki, War's Wage
1 Spellskite
1 Disenchant
1 Teferi, Mage of Zhalfir
1 Leyline of Sanctity
1 Izzet Staticaster

There's so much to love about this deck. Honor of the Pure turns the otherwise unplayable Mantis Rider into a nigh-unstoppable threat that casts Boros Charm upon resolution, and every turn after. Spell Snare protects the Rider, and his big sister Lightning Angel, from heavy-duty removal spells. And Disrupting Shoal lets Gooch tap out for his hasty monsters and continue interacting with opponents.

Gooch runs the recommended 22 blue spells, but Disrupting Shoal plays a novel role here. In my grow decks, it counters specific answers to fragile threats.Mantis Rider Jeskai Haste, with its lack of Serum Visions, instead hopes to have the properly-costed card in hand when opponents tap out for something, and with the deck's great variety of casting costs - ranging from one to four - Shoal often feels like a lottery (oh, Liliana of the Veil? Good thing I have this extra Mantis Rider handy!). Still, with 24 lands, Gooch can often afford to just hardcast Shoal against cards like Path to Exile and Terminate, the latter of which represents a class of catchall removal already covered by Spell Snare. In Jeskai Haste, Disrupting Shoal mainly throws opponents off and "steals" their mana, Time Walk-ing bigger plays a Remand does without costing any mana itself. Its freeness shines when the deck taps out in precombat main for a winged attacker.

Timely Reinforcements is an extra threat and stabilizer against highly aggressive decks.timely reinforcements In aggro mirrors, it's frequently Siege Rhino, combining with Honor of the Pure to provide six points of power and a six-point life swing. The card obviously excels against Burn, but in testing also showed immense utility against Grixis decks, which have no reasonable way of dealing with the tokens and spend multiple removal spells on them as Path to Exile clears their board of delving blockers. Such a scene allows us to amass Riders and other threats in hand.

Snapcaster Mage is the least obscure inclusion here, as his synergy with powerful instants like Lightning Bolt and Path to Exile requires no reiteration. From my staindpoint, he's also the most boring.

Tuning Jeskai Haste: MutaMantis

After some testing with Gooch's list, I decided I wanted some mainboard answer to "unfair" combo plays other than the lackluster Negate. Stubborn Denial fit the bill, and I wondered if Monastery Mentor could also have a place here; we've seen Seeker of the Way combine with Mutagenic Growth in the past, and the pump spell does a fine Mental Misstep impression in response to a Lightning Bolt. I've used Disrupting Shoal to save an Insectile Aberration from Bolt countless times and won the game because of it, and Growth does the same thing here for one less card.

With Honor of the Pure on the battlefield, all of our creatures trigger ferocious for Stubborn Denial, making it a perfect answer to unfair combo plays. Here's how that works: we have a 3/3 Seeker or Mentor in play with Honor of the Pure. Our opponent casts a noncreature spell, and we cast Stubborn Denial. Prowess triggers and resolves, growing our creature to 4/4, and voila! By the time Denial resolves, ferocious is live. We also know from Monkey Grow how nightmarish Denial can make removing a buffed threat. I landed on this list:

MutaMantis, by Jordan Boisvert

Creatures

4 Seeker of the Way
4 Monastery Mentor
4 Mantis Rider

Sorceries

4 Gitaxian Probe
4 Serum Visions

Instants

4 Lightning Bolt
4 Path to Exile
4 Mutagenic Growth
4 Stubborn Denial

Other

4 Honor of the Pure

Lands

4 Scalding Tarn
4 Flooded Strand
2 Arid Mesa
2 Steam Vents
1 Hallowed Fountain
1 Sacred Foundry
2 Seachrome Coast
2 Island
1 Plains
1 Mountain

This build's biggest improvement over Jeskai Haste is its lower land count. Full sets of Visions and Probe, and the absence of Lightning Angel, lets us run more actual cards and prevents flooding. Denial also helps tremendously against combo, assuming we can resolve an Honor. And Mentor gets aggressive in a way "vertical" threats never can.

On the other hand, we sharply feel the absence of Snapcaster Mage as we try to set up Honor of the Pure.Snapcaster Mage Mage proves to be invaluable to the deck, since he keeps opponents at bay long enough for us to get the enchantment online. A related issue I encountered in testing was an inability to keep up with Modern decks when I couldn't find Honor of the Pure, or when my enlightened opponents countered or removed the enchantment. Their doing so effectively blanks Stubborn Denial and Mantis Rider, while making any amount of Monk tokens much less impressive. My next brew, below, directly addresses this problem.

I won't post sideboards for these brews, but I'll stress the importance of Pyroclasm. All of the Mantis builds make great use of the card, which does so much work in Modern because of the tiny difference between x/1, x/2, and x/3 creatures described above, and I wouldn't play a Mantis deck without a couple copies somewhere. I also want to make note of Timely Reinforcements, a great card Gooch runs in the main that I can't find space for. I play a few copies in the side of each of these builds and love them so far.

Tuning Jeskai Haste: Favorable Mantis

My trials with MutaMantis left me wanting more Honors, and eventually brought me to a build that runs seven of them. Favorable Winds has the added benefit of pitching to Disrupting Shoal, and the deck runs Serra Avenger as a third ferocious-enabling, onslaught-halting, face-smashing threat. I started with four and four, and eventually cut an Honor, the weaker of the two since it doesn't pitch to Shoal. This build also relegates Timely to the sideboard, further encouraging a greater number of Favorable Winds. Eight Anthems proved too clunky, but seven have tested well so far. We really don't want Anthem effects in play beyond the first, as they end up a little too redundant, but it's very important to reliably boost our creatures beyond Bolt.

Favorable Mantis, by Jordan Boisvert

Creatures

4 Serra Avenger
4 Mantis Rider
4 Lightning Angel

Sorceries

4 Serum Visions

Instants

4 Lightning Bolt
4 Path to Exile
4 Disrupting Shoal
3 Stubborn Denial

Other

3 Honor of the Pure
4 Favorable Winds

Lands

4 Scalding Tarn
4 Flooded Strand
2 Arid Mesa
1 Steam Vents
2 Hallowed Fountain
1 Sacred Foundry
2 Seachrome Coast
2 Celestial Colonnade
2 Island
1 Plains
1 Mountain

Thanks to her drawback, Serra Avenger doesn't make it to the battlefield before turn four. She still isn't a strictly-worse Lightning Angel, since the extra mana we're left with goes a long way in this deck. In testing, I "lived the dream" at least once with a curve like this:

Turn 1: Serum Visions
Turn 2: Honor of the Pure, Disrupting Shoal
Turn 3: Mantis Rider
Turn 4: Serra Avenger, Colonnade, Stubborn Denial

In the above scenario, a Lightning Angel would have stayed stuck in hand until the following turn, since Celestial Colonnade enters the battlefield tapped. But Avenger came down right away and joined Rider for a quick flight to lethal damage.Lightning Angel

Seachrome Coast finds its way into both of these brews, as it smooths out our mana and very rarely conflicts with the turn four Lightning Angel; we have to draw Coast as our fourth land for it to cause trouble. Coast also helps cast Serra Avenger.

Colonnade gives us something to do with our mana early on besides cast Anthems and a way to win long games. I also tried Remand in this deck, since gliding into the "Angel turn" appealed to me, but naturally hitting land drops by increasing the count tested better than digging for them with a soft counterspell. I also prefer Gooch's original (and more fun) Shoal plan.

Brewing with Bolts on the Brain

As Flores asserts, the ability to remain conscious of a format's high-water mark often separates winners from losers. Given Lightning Bolt's ridiculous power level, the card's inextricability from the format's identity, and the inevitable power creep of new creatures, Modern's high water mark is unlikely to change anytime soon, if ever. But keeping that mark in mind is crucial to brewing decks and tuning existing strategies with success. As Christopher Gooch shows us with Jeskai Haste, breaking the rules with lovable nerds like Mantis Rider can still work in Modern. But for that to happen, we need to stay wise to the fundamental principles - and the magic numbers - that make this format tick. How do you deal with the Bolt Test? Have any brews you'd like to share? I'll see you in the comments.

Jordan Boisvert

Jordan is Assistant Director of Content at Quiet Speculation and a longtime contributor to Modern Nexus. Best known for his innovations in Temur Delver and Colorless Eldrazi, Jordan favors highly reversible aggro-control decks and is always striving to embrace his biases when playing or brewing.

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Posted in Brewing, Modern, StrategyTagged , , 19 Comments on The Bolt Test: Modern’s High-Water Mark

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Insider: Reexamining Pre-Rotation Targets in Light of BFZ Standard

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Battle for Zendikar has made its debut on the Standard scene, with SCG Indy in the books. Congratulations to fellow QS writer Brian DeMars with his 1st place finish, a masterful display of the raw power that is Atarka Red.

Today I'll dissect the top decks and metagame breakdown to see where the format is headed, and discuss what to do with our rotation portfolio that I wrote about some weeks ago.

First and foremost, Doug Linn wrote a great piece about the specifics of SCG Indy, which I won't rehash here. If you haven't read it yet, go ahead and do that first. I'll highlight aspects of the tournament as they pertain to my pre-rotation specs.

For the record, here is what I purchased:

12x Narset Transcendent @ $6.79 ($81.48)
12x Sorin, Solemn Visitor @ $6.56 ($78.72)
20x Soulfire Grand Master @ $7.00 ($140)
16x Whisperwood Elemental @ $4.50 ($72)
16x Warden of the First Tree @ $2.00 ($32)

20x Ojutai’s Command @ $.85c ($17)
30x Silumgar’s Command @ $.24c ($7.2)
30x Citadel Siege @ $.25c ($7.50)
32x Frontier Siege @ $.30c ($9.60)
40x Outpost Siege @ $.48c ($19.20)

Before we get into the particulars of these specs let’s look at the data from SCG Indy:

SCGINDYMetaGameDay2

After looking at some of the numbers, we can remain optimistic about some of the cards on the pre-rotation list. We had some really good targets. Abzan Aggro came into Day 2 as the most played archetype, and a key part of that strategy was Warden of the First Tree:

Untitled Deck

Creatures

4 Hangarback Walker
3 Den Protector
4 Knight of the White Orchid
4 Siege Rhino
1 Warden of the First Tree
3 Wingmate Roc
2 Anafenza, the Foremost

Spells

4 Gideon, Ally of Zendikar
4 Abzan Charm
3 Dromoka's Command
1 Murderous Cut
1 Valorous Stance
1 Reave Soul

Lands

1 Forest
4 Plains
1 Canopy Vista
4 Caves of Koilos
3 Llanowar Wastes
4 Sandsteppe Citadel
4 Shambling Vent
4 Windswept Heath

Sideboard

3 Arashin Cleric
2 Evolutionary Leap
2 Utter End
1 Valorous Stance
2 Despise
3 Duress
2 Reave Soul

We also hit on Soulfire Grand Master, featured in the Jeskai Black archetype which put two copies in the Top 8. This deck is quickly becoming my favorite deck in the new format, simply because it looks like such a blast to play:

Untitled Deck

Creatures

3 Abbot of Keral Keep
4 Mantis Rider
3 Soulfire Grand Master
2 Dragonlord Ojutai
4 Jace, Vryn's Prodigy
1 Tasigur, the Golden Fang

Spells

2 Crackling Doom
3 Draconic Roar
2 Jeskai Charm
2 Kolaghan's Command
3 Ojutai's Command
2 Valorous Stance
2 Wild Slash
3 Treasure Cruise

Lands

2 Island
2 Mountain
1 Plains
2 Battlefield Forge
4 Bloodstained Mire
4 Flooded Strand
4 Polluted Delta
2 Prairie Stream
2 Smoldering Marsh
1 Sunken Hollow

Sideboard

1 Arashin Cleric
1 Dragonmaster Outcast
2 Felidar Cub
2 Outpost Siege
4 Disdainful Stroke
1 Silumgar's Command
1 End Hostilities
3 Radiant Flames

Soulfire Grand Master looked really strong in the games it was cast, and with Jeskai Black looking to be a force in Standard, we can confidently hold these for a while longer into Pro Tour BFZ. While Fate Reforged won't stick around as long as Dragons of Tarkir, I still think the price can move up a little more, even if for a short period of time.

The same can be said about Ojutai's Command. With Jace, Vryn's Prodigy firmly in the spotlight, I advise continuing to hold. But if you’re comfortable taking retail or buylist profits now, by all means do so.

There was an error retrieving a chart for Soulfire Grand Master

Event Deck Reprints

The biggest issue with my pre-rotation targets were the untimely reprints in the BFZ Event Deck. While Warden of the First Tree, and to a lesser extent Whisperwood Elemental, had a strong showing in this tournament, any financial upside was seriously hampered by their inclusion in the supplemental product.

If you stayed alert and moved out of these immediately when the announcement was made, good for you. I posted a Free Side article about the BFZ Event deck, which hopefully gave people enough time to buylist any extra copies.

It’s unfortunate, and clearly I wasn't happy--but the takeaway is if it weren’t for those reprints, we would have picked some strong cards in the new format. As it is, we need to strike Warden and Whisperwood off the list.

We continue to see Narset Transcendent as a no-show in Standard. Luckily I was able to get these during the SCG Summer Sale for less than retail. At this point in time, I don't feel the need to sit on them any longer.

I made the case for Narset while constructing my Rotation Portfolio, and I still think it’s a reasonable card. Unfortunately that doesn’t always translate into financial viability. There just wasn't anything printed in the new Standard to prop this up.

As it is, I’m striking Narset off the list, and was happy to take Cardkingdom’s $7 buylist offer:

CKBuylistNarset

While we’re on the subject of planeswalkers, we still have Sorin, Solemn Visitor. While it didn’t have a great performance at SCG Indy, I’m not ready to turn around and sell them just yet.

Sorin may end up benefiting from the rash of aggressive decks that showed up week one, if people adopt it as a way to combat Atarka Red and G/W Megamorph. Sorin has proven itself as a Constructed-viable planeswalker in the past, and I wouldn’t be surprised to see it alongside Gideon, Ally of Zendikar to assist in racing scenarios.

Penny Stock Cards

I’m still on the fence about my pre-rotation "penny stocks"; here are some quick thoughts on each.

Frontier Siege - We didn’t see this card at SCG Indy and it might be time to ship them soon. I don’t think ramp decks are fully optimized yet, so for now I'm holding onto them.

Citadel Siege - G/W Scales actually showed up at SCG Indy and looked good enough to stick around. No disrespect to the pilot, but some serious misplays on camera kept this deck from placing better on the weekend. I want to see where the Hardened Scales list goes from here. Holding.

Outpost Siege - This is the card I have the strongest faith in moving forward. It showed up in a myriad of decklists in the Top 64, including R/G Landfall, Abzan Red, Atarka Red, R/B Aggro and Grixis Aggro. I will continue to hold these hoping for a bump in buylist prices.

Silumgar's Command - I was ready to admit defeat here, but Gerry Thompson felt it was good enough to include in 5C Bring to Light (albeit as a one-of). I’m not super optimistic, but I’m still going to hold.

Let’s look at the new list:

12x Narset Transcendent @ $6.79 ($81.48)
12x Sorin, Solemn Visitor @ $6.56 ($78.72)
20x Soulfire Grand Master @ $8.00 ($160)
16x Whisperwood Elemental @ $4.50 ($72)
16x Warden of the First Tree @ $2.00 ($32)

20x Ojutai’s Command @ $.85c ($17)
30x Silumgar’s Command @ $.24c ($7.2)
30x Citadel Siege @ $.25c ($7.50)
32x Frontier Siege @ $.30c ($9.60)
40x Outpost Siege @ $.48c ($19.20)

~

So there you have it. I really like the new Standard, and I'm going to keep my eyes glued to the screen while the format inevitably shifts around for the first few weeks.

One last point in closing. I think this article and the recent events that transpired clearly belie the idea of "slam dunk" rotation targets. WotC continues to upset our predictions with surprises, and their willingness to reprint multiple mythics at once may well be an indicator of what to expect in the future.

All we can do is apply the fundamentals and take our best educated guess.

Until next time, Insiders--and as always feel free to comment!

-Chaz

Insider: Four-Color Control as a Solution to Early BFZ Standard

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Not long ago in Standard the mana wasn't good enough to realistically play more than two colors--and even if we wanted to Pack Rat was just the best deck anyway.

We're living in a very different world now, one that reminds me of Standard during the original Ravnica block. Powerful gold spells coupled with great mana leads to an environment where players are rewarded by pushing their creativity and greed.

One of the standout decks in Magic history, and indeed a deck that perfectly summed up the era it came from, was "The Masterpiece". The Masterpiece was a nonsense pile that could only have been brewed up in a bout of insanity. It's a beautiful combination of seemingly mismatched parts, and a prime example of how Magic can always surprise us:

The Masterpiece

Creatures

4 Birds of Paradise
1 Ink-Eyes, Servant of Oni
2 Keiga, the Tide Star
4 Loxodon Hierarch
2 Meloku the Clouded Mirror
4 Sakura-Tribe Elder
1 Simic Sky Swallower

Spells

4 Faith's Fetters
2 Farseek
3 Mortify
3 Persecute
4 Phyrexian Arena
2 Putrefy
2 Wrath of God

Lands

1 Breeding Pool
3 Forest
1 Godless Shrine
1 Island
1 Llanowar Wastes
4 Overgrown Tomb
2 Plains
4 Swamp
4 Temple Garden
1 Watery Grave

I don't have anything so insane as the Birds of Paradise/Wrath of God deck to introduce today. But I do think you should be ready for some crazy decks at Pro Tour Battle for Zendikar.

It's only week one and we've already seen this:

Five-Color Bring to Light by Gerry T

Creatures

1 Clever Impersonator
1 Gilt-Leaf Winnower
4 Siege Rhino
4 Jace, Vryn's Prodigy
2 Nissa, Vastwood Seer
1 Silumgar, the Drifting Death

Spells

4 Abzan Charm
2 Disdainful Stroke
2 Murderous Cut
1 Sultai Charm
1 Utter End
4 Bring to Light
1 Crux of Fate
1 Languish
2 Reave Soul
1 Ruinous Path
1 Ugin's Insight

Lands

2 Forest
1 Island
1 Plains
1 Swamp
3 Bloodstained Mire
1 Canopy Vista
1 Cinder Glade
4 Flooded Strand
2 Lumbering Falls
4 Polluted Delta
1 Prairie Stream
1 Shambling Vent
1 Smoldering Marsh
1 Sunken Hollow
2 Windswept Heath
1 Wooded Foothills

Sideboard

2 Encase in Ice
2 Disdainful Stroke
1 Radiant Purge
1 Silumgar's Command
1 Anafenza, the Foremost
1 Silumgar, the Drifting Death
2 Ob Nixilis Reignited
2 Duress
3 Radiant Flames

We're coming out of a format where Siege Rhino was the consensus best strategy. I don't think that's necessarily the case anymore.

Part of Siege Rhino's strength before came from the combination of five toughness and a six-point life swing, which a number of decks couldn't handle easily. The mana in today's Standard makes splashing answers to Rhino a lot easier than previously. And the Rhino decks no longer have Thoughtseize to block for them, nor Elspeth, Sun's Champion to follow them up.

How many Siege Rhinos do you think Brian DeMars beat last weekend?

Atarka Red by Brian DeMars

Creatures

4 Abbot of Keral Keep
2 Lightning Berserker
1 Makindi Sliderunner
4 Monastery Swiftspear
2 Chandra, Fire of Kaladesh
4 Zurgo Bellstriker

Spells

4 Atarka's Command
3 Become Immense
3 Temur Battle Rage
4 Titan's Strength
4 Wild Slash
4 Dragon Fodder

Lands

1 Forest
8 Mountain
4 Bloodstained Mire
2 Cinder Glade
2 Windswept Heath
4 Wooded Foothills

Sideboard

4 Hangarback Walker
2 Goblin Heelcutter
2 Thunderbreak Regent
2 Fiery Impulse
3 Arc Lightning
2 Roast

Once you get to four mana, most opponents should have answers to Rhino or be well on their way to killing you. Don't get me wrong, Rhino is still great, but I think it might be its turn to take a back seat to other format pillars.

The New King

The most defining card of new Standard at this point is Jace, Vryn's Prodigy.

There was an error retrieving a chart for Jace, Vryn's Prodigy

While Jace didn't make the finals of SCG Indianapolis, there were tons of copies at the top tables all weekend, and he rounded out most of the rest of the Top 8. It's hard to argue for a better individual card in Standard right now.

Looking over the Top 8, it's clear the aggressive red deck is worth watching, that Dragonlord Ojutai and Gideon, Ally of Zendikar are very powerful, and that a tuned version of Jeskai Black could be a dominant force.

I really like Wild Slash right now with control decks running Jace, and I really like Dragonlord Ojutai because it's just an absurd card that forces opponents to have specific answers.

My initial thought was to build something of a Jeskai Dragons deck splashing black, because I see Silumgar's Scorn as one of the most powerful cards to put in your Ojutai deck. One of the strengths of the Jeskai decks in the Indianapolis Top 8 is the ability to apply pressure, curving Mantis Rider into Thunderbreak Regent. But ultimately I see strength in a more controlling build of the deck, possibly including the aggressive cards in the sideboard.

There was an error retrieving a chart for Mantis Rider

Basically, I see the deck as an Esper shell, with access to Wild Slash and Radiant Flames to combat red decks and Crackling Doom to beat opposing Ojutais. It's a rough sketch, but I'd happily bring something close to this to a Standard tournament tomorrow:

Dragon BRUW

Creatures

4 Jace, Vryn's Prodigy
3 Dragonlord Ojutai
1 Dragonlord Silumgar
1 Silumgar, the Drifting Death

Spells

4 Crackling Doom
4 Dig Through Time
3 Horribly Awry
1 Ojutai's Command
4 Silumgar's Scorn
2 Utter End
3 Wild Slash
2 Radiant Flames
2 Crux of Fate

Lands

4 Battlefield Forge
4 Bloodstained Mire
4 Flooded Strand
4 Polluted Delta
2 Island
1 Mountain
1 Swamp
1 Plains
2 Sunken Hollow
2 Prairie Stream
1 Smoldering Marsh

Access to Crux of Fate is another reason to eschew Mantis Rider, as it's hard to imagine Plague Wind being weaker than a 3/3 creature.

There was an error retrieving a chart for Crux of Fate

This color combination affords us a quality mix of answers to various threats at every point on the curve, as well as effective answers to Hangarback Walker in Utter End and both versions of Silumgar.

Financials

Dragonlord Ojutai is already ticking up in price, and if you don't have your playset already you should get it now. Decks similar to the one above have already seen success, and they should be tunable to beat any expected metagame.

There was an error retrieving a chart for Dragonlord Ojutai

I have a feeling we'll be seeing a serious uptick in Crackling Doom, partly because it's way better in blue decks than it was in stuff like Mardu Midrange before BFZ. Relying on random draw steps to find it wasn't great, but having access to it in your Dig Through Time deck adds a lot of power, particularly in Dragonlord Ojutai mirrors.

If you asked me a week ago, I would have been more excited about Mantis Rider than Crackling Doom, but now I see a high potential for it in both controlling and aggressive versions of non-green decks.

There was an error retrieving a chart for Crackling Doom

~

There will be all kinds of crazy combinations in the coming weeks. As I expect a lot of diversity in BFZ Standard, it will be difficult to pick speculation targets other than the absolute most powerful spells.

That said, fetchlands remain a great target, and there will be lots of fetches in literally every deck. There are few targets right now that present as much value as fetchlands.

Thanks for reading.

-Ryan Overturf
@RyanOverdrive on Twitter

New Deck Registration Procedure

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When expensive cards are features of a sealed deck environment, players inevitably drop to keep their pool to avoid the dreaded deck swap. Today, a new procedure was announced to allow players to keep the cards they open AND play in the tournament.

Each player is distributed six booster packs. The boosters will be marked in a way that distinguishes they came from the tournament organizer for that event.
Players on one side of each table open their boosters (Player A). The player directly across (Player B) observes this. Both players will observe and verify the contents of those boosters. After this process, the opened cards are stacked face down in a single pile and placed near Player B.
Player B will now open their boosters. Player A observes. Both players will observe and verify the contents. After this process, the opened cards are stacked face down in a single pile and placed near Player A.
Player A then registers the contents of Player B's pool, and vice versa.
After registration, each player returns the registered card pool to the player who originally opened the pool.
Players build and record decks as normal.

Two players seated near me at a PPTQ last weekend dropped to keep their pools, and they were definitely bummed about missing the tournament. I think this change is great, and really any change that encourages players to play more Magic is definitely a good one.

Avatar photo

Ryan Overturf

Ryan has been playing Magic since Legions and playing competitively since Lorwyn. While he fancies himself a Legacy specialist, you'll always find him with strong opinions on every constructed format.

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Posted in Free5 Comments on New Deck Registration Procedure

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Evolving Temur Prowess

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Last month, Patrick Chapin went 8-1 on Day 1 of GP Oklahoma with Temur Prowess, and the deck hasn’t been talked about much since. I find this very odd, since The Innovator's decks usually see much press and emulation. Not so this time. I thought this was odd enough that my video series this week was about exploring the deck. After playing it extensively, I am even more confused.

Abbot of Keral Keep art

Tempo in Modern exists in this strange state where the incentives to support the strategy are all in place, but the strategy as a whole is kept down by the threefold enemies of discard, cheap removal, and inconsistency. Grixis Delver has been the de facto “Tempo Deck” in Modern for a while, but suffers primarily from inconsistent Delver flips and too much incidental life loss against aggro strategies. I think that Temur Prowess is the deck to change that. Were we in the Modern PPTQ season, this deck would be everywhere, but currently, it’s flying under the radar. Modern is about to experience a cataclysm. Death shall come on swift wings. Fish meat is basically a vegetable.

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Temur Prowess in Context

Currently, when players think of tempo in Modern they think of Grixis Delver, which enjoys success largely due to the adoption of Kolaghan's Command and Tasigur, the Golden Fang.Kolaghans Command Exactly how "tempo" Grixis actually is a matter for debate but the fact is that everyone believes it is tempo. Those familiar with the deck will speak of the power of Kolaghan's Command alongside Snapcaster Mage to provide both resiliency against discard and the ability to re-buy creatures against removal in the mid and lategame. Delve creatures like Tasigur, the Golden Fang fit naturally alongside cheap, interactive spells that fill the graveyard quickly, and grant the archetype a Tarmogoyf-sized frame in a color other than green for equal (often cheaper) mana investment. Tasigur’s sizing lines up positively with Delver of Secrets, punishing opponents relying on cheap, damage-based removal to answer Delver at parity before Remand can be a factor. All of these elements (and more) combine to grant Grixis Delver excellent matchups against all forms of Twin, control, and most combo.

DelverFor all its strengths, Grixis Delver struggles in a few areas. Heavy mana requirements lead to substantial incidental damage from lands over the course of a game, severely hurting the Burn and Affinity matchup. If Jund can draw its Lightning Bolts or pick apart a shaky hand with Thoughtseize/Liliana of the Veil, that matchup can also be a nightmare. Delver of Secrets/Young Pyromancer line up poorly against Pyroclasm vs. Tron, and that matchup can vary wildly depending on how many counterspells we draw. On top of all of that, Delvers can sometimes not flip, though this only happens when I’m playing the deck, and never when playing against it!

Keeping this in mind, let’s take another look at Temur Prowess and see what it offers through the lens of what we’re searching for. Playing a new deck is fun, and there’s value in bringing something unknown to the table, but the goal here is to avoid playing a “bad Delver deck”. Let’s get to it!

"Temur Prowess, Patrick Chapin (64th GP Oklahoma City 2015)"

Creatures

4 Abbot of Keral Keep
4 Monastery Swiftspear
4 Snapcaster Mage
4 Tarmogoyf
1 Grim Lavamancer

Sorceries

4 Serum Visions
4 Gitaxian Probe

Instants

4 Vapor Snag
2 Remand
4 Lightning Bolt
1 Izzet Charm

Artifacts

4 Mishra's Bauble

Enchantments

1 Seal of Fire
1 Rancor

Lands

1 Copperline Gorge
4 Misty Rainforest
4 Scalding Tarn
1 Breeding Pool
1 Stomping Ground
2 Steam Vents
1 Wooded Foothills
1 Polluted Delta
1 Mountain
2 Island

Sideboard

1 Roast
1 Feed the Clan
1 Izzet Staticaster
2 Spellskite
2 Deprive
3 Dispel
1 Volcanic Fallout
1 Negate
2 Ancient Grudge
1 Seal of Fire

Deck Discussion

For those interested in a general overview and discussion of this deck, check out my latest video article here.Vapor Snag As it currently exists, this version of Temur Prowess looks to take advantage of cheap but powerful creatures in the same way as Grixis Delver, capitalizing on that advantage with tempo-generating spells like Vapor Snag and Remand. In exchange for built-in resiliency to discard from Kolaghan's Command and Tasigur, the Golden Fang we gain consistency and a smoother manabase against aggressive strategies. Without having to spend precious early mana Thought Scour’ing to set up Tasigur, the Golden Fang, we can just drop a Tarmogoyf and push our mana-efficiency to the maximum. Abbot of Keral Keep and Snapcaster Mage with Vapor Snag generate more of whatever effect we need, giving us some play in the mid- to late-game. Our early creatures put the opponent on the back foot consistently and work to keep them there. From my experience, our Jund matchup is worse compared to Grixis Delver's, while our matchups against Burn and Affinity (and any other deck looking to race) are all significantly better.

Since recording the video series, I’ve played a bunch of matches with the deck, and have picked up a few interesting points:

  • We might be slightly creature light. With 17 creatures (though Grim Lavamancer really doesn’t count) we can get draws where we only have one or two creatures, and a couple discard/removal spells later we can be spinning our tires. We have no Delver of Secrets or Young Pyromancer to discourage us from playing more creatures, and while Snapcaster/prowess guys appreciate a bunch of noncreature spells I think attacking with a creature every turn is more important.
  • Abbot of Keral Keep/Snapcaster MageAbbot of Keral Keep in combination with Vapor Snag gives us a lot of resiliency going late. Normally tempo strategies like this are at the mercy of their land to spell ratio, and drawing too much air can “spell” doom (see what I did there?). I’ve found that we have a strong infrastructure in place in the form of these three cards that work to gain double and even triple value out of some spells.
  • Having a one drop isn’t necessary, but definitely makes winning a lot easier. Currently we have Monastery Swiftspear and Serum Visions as turn one plays, and games where we can drop Swiftspear early and start racking up damage feel a lot more manageable for us. While we can drop a 6/7 Tarmogoyf and bash for two turns, we normally win with “chip shot damage” (getting points in here and there). Starting this process on turn one is a goal I’d like to work towards accomplishing more consistently if possible.

The Singleton Question

Seal of Fire has its strengths, but can be underwhelming when we’re searching for a consistent board presence. Usually, if we have some creatures on the field we’re ahead, which makes these spells a little “win-more”. If all Seal of Fire is doing is growing our Tarmogoyf, is it really necessary? I know it’s another Lightning Bolt that we can flip off Abbot and hold to kill a creature later, but do we even want a Shock? What if Seal of Fire was a creature instead? Every non-creature spell we cut makes our prowess guys a tiny bit worse, but again, my problems with this deck come when Jund grinds me out of creatures, or I draw a hand full of reactive elements and no way to apply pressure.

RancorMoving further down this line, Rancor usually acts as another Shock that threatens repeat damage and lets our Tarmogoyf punch through Lingering Souls tokens and opposing Tarmogoyfs/Rhinos/Tasigurs. I’m much more hesitant to cut this one, as its floor is usually Lava Spike and its ceiling is incredible. I have yet to face Lingering Souls online, but if I ever run into it, this is the exact card I would want in the matchup.

Maybe Izzet Charm is good, but I’ve been unimpressed. It exists as an all-purpose spell to maybe counter something, maybe kill something, or maybe help a bad hand upgrade into something manageable. I’ve found that I’m not happy doing any of these though, and every time I draw Izzet Charm I’m frantically searching to use it in some way that doesn’t feel horrible. Even the ceiling on this card (discarding two lands to hopefully draw two spells) is underwhelming, as we end up down a card and two mana in the process. I’d much rather exchange this for another business spell that does something on its own and rely on Abbot/Snapcaster to give me more action going late.

The Case for Goblin Guide

While it is strictly worse in this deck than Monastery Swiftspear (which goes to show how busted Monastery Swiftspear is) Goblin Guide might be exactly what we need.Goblin Guide The maindeck is pretty tight and we can’t change many slots (unless we’re looking to give up on Mishra's Bauble) but I think Goblin Guide can work towards what we were discussing earlier: starting games with a haste creature hitting on turn one consistently. If Goblin Guide can hit twice we’re significantly ahead, and we don’t necessarily care about giving our opponent’s free lands as we were putting ourselves behind on cards but ahead on tempo already with Vapor Snag. In addition, while Goblin Guide is a one-drop he essentially gives us more turn two plays, as we can go Guide into Swiftspear/Visions on turn two to set up Abbot of Keral Keep + free spell on turn three. The goal here is not to flood the board per se, but rather to provide a certain relevant board presence that can take advantage of Vapor Snag and Remand keeping the opponent on the back foot.

Other Options

Hooting MandrillsSome commentators on Pat’s original article last month were discussing the inclusion of Hooting Mandrills, as currently we are casting eight free spells with no way to take advantage of our plump graveyard early. This discussion has merit, as delve really is a busted mechanic, but there is a certain tension between wanting to take advantage of our graveyard and wanting to leave it alone for Tarmogoyf and Grim Lavamancer. On top of that, I’m not sure Hooting Mandrills is the answer, as a 4/4 is pretty unimpressive against opposing x/5’s (including opposing Tarmogoyfs, which are difficult for this deck to handle). Hooting Mandrills has been described as a “worse Tarmogoyf”, which I can understand, but that doesn’t really apply as Tarmogoyf is pretty busted. Casting a 4/4 trample creature for one or two mana shouldn’t feel bad because you could have had a 6/7 for two. We’re already playing four Goyf, so that shouldn’t even be a part of the conversation. I’m more interested in what the spell can actually provide our strategy, and right now I don’t think he’s what we’re after.

become immenseBecome Immense, on the other hand, could be exactly what we are looking for. Often speeding up our clock by a full turn or more, Become Immense can take advantage of our graveyard in a big way. Acting as a huge source of burst damage, Become Immense can either end the game quickly or push our opponent into Lightning Bolt range. Again, I’m hesitant to add another spell that doesn’t do much on its own, but I think our deck can use one delve spell and Become Immense might just be good enough.

Other than that, there’s not much else about the maindeck I would change. The fourth Snapcaster Mage can sometimes feel like one too many, but the card is extremely powerful and three feels like too few. 18 lands can sometimes feel like too many, but we don’t necessarily mind hitting four lands thanks to Abbot of Keral Keep and Snapcaster flashing back Remand. Post-board, I haven’t been upset to hit five land once we bring in Dispels. I’m almost wondering if we want to play 61 cards. It might actually be right, as we’re really looking for 3.5 Snapcaster Mages and 17.5 lands. It’s possible that a little down the line we want to push the delve theme a little more, with Thought Scour to support it, and maybe then we might want the 61st card (as an extra bullet is fine to mill over with Thought Scour so Snapcaster can grab it). For now, I think we’ll leave the manabase the same.

Sideboard

Before we actually move onto the sideboard, this is what I’m thinking for the maindeck (spells only)

Maindeck

4 Monastery Swiftspear
4 Abbot of Keral Keep
4 Tarmogoyf
4 Snapcaster Mage
2 Goblin Guide
4 Serum Visions
4 Mishra's Bauble
4 Gitaxian Probe
4 Lightning Bolt
4 Vapor Snag
2 Remand
1 Rancor
1 Become Immense

Small changes, for sure, but really this is because I think Chapin's list was already pretty close. Besides, adding Goblin Guide could be horrible (I don’t think it is, but it could be) and we don’t want to make drastic changes to the base. With Goblin Guide and Become Immense as the only differences, we’ll be able to tell quickly whether the list is running better with these changes or not. Moving on to the sideboard, I’ve been pretty happy with most of these cards and wouldn’t change them:

Sideboard

3 Dispel
2 Spellskite
2 Deprive
2 Ancient Grudge
1 Volcanic Fallout
1 Feed the Clan
1 Izzet Staticaster

Our Burn matchup seems really solid, and we might not even need the Feed the Clan, but I don’t want to skimp against Burn if I don’t have to. Burn has a way of punishing stumbles, and I'd like to have some insurance for when I inevitably stumble too. I’d rather be confident in the matchup, but if we’re really sure, the Feed the Clan could become a fourth Dispel and we wouldn’t lose too many points against Burn.

Volcanic FalloutVolcanic Fallout is great against Affinity, Elves and Abzan Company, and even did work against Geist of Saint Traft in one match. Our delve guys live through it (Swiftspear by itself, Abbot needs a little help) which makes it a one-sided sweeper most of the time. Izzet Staticaster is excellent against Affinity, Infect, and Lingering Souls, and can even combine with Volcanic Fallout to actually kill a solid board against Merfolk.

Sometimes we need a few hard counters, and Deprive is great against Scapeshift, Twin, and basically any strategy where we’re looking to slow down a little bit post-board. Normally we get to run the tables game one, but once people wise up to our Vapor Snags and start trying to interact with us using removal I like having some more general answers.

The Jund matchup seems tough, but I don’t know what we can really do to help it. More creatures seems to be a good plan, so the Goblin Guides should do a little work, but I expect the matchup to still be an uphill battle. Kitchen Finks is an absolute beating and I definitely want some Pillar of Flames if that card becomes more widely played (as it should, because Kitchen Finks is still incredible). Maybe we could try and go a little bigger with a Huntmaster of the Fells or something? It seems suspect with 18 lands, but I haven’t had trouble hitting four lands that often and it’s a solid threat that lives through Liliana of the Veil, dodges Inquisition of Kozilek, looks reasonable against Terminate, and can be used in other slow matchups if necessary. It could definitely be anything else, but until I can find a good “anti-Jund card” I want to try it out.

"Temur Prowess Evolved - Trevor Holmes"

Creatures

4 Abbot of Keral Keep
4 Monastery Swiftspear
4 Tarmogoyf
4 Snapcaster Mage
2 Goblin Guide

Sorceries

4 Serum Visions
4 Gitaxian Probe

Artifacts

4 Mishra's Bauble

Instants

4 Lightning Bolt
4 Vapor Snag
2 Remand
1 Become Immense

Enchantments

1 Rancor

Sideboard

3 Dispel
2 Spellskite
2 Deprive
2 Ancient Grudge
1 Volcanic Fallout
1 Feed the Clan
1 Izzet Staticaster
2 Pillar of Flame
1 Huntmaster of the Fells

This is where I'm at currently with the list. I like Goblin Guide so far and feel like it gives me more consistently good draws while raising my floor, at the cost of a slightly lower ceiling. We won't be hitting with a 6/7 Tarmogoyf that often, but the trade-off has been positive so far and I'm excited to keep working on this deck further. What do you think? Let me know in the comments if you've picked up the deck yourself, or if you have any suggestions or opinions. As always, feel free to stop by my Twitch stream at twitch.tv/Architect_Gaming if you want to see this deck in action! Thanks for reading and I'll see you next week!

Trevor Holmes
The_Architect on MTGO
twitch.tv/Architect_Gaming
twitter.com/7he4rchitect

Insider: Battle for Zendikar Box Report

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If not, now is a perfect time to join up! Our powerful tools, breaking-news analysis, and exclusive Discord channel will make sure you stay up to date and ahead of the curve.

The Battle for Zendikar is underway and the war is as popular as winning a pile of puppies. Now that we have the set in front of us, we have some solid data to sort through. Today I'll break down the contents of the cases I opened, to see what the expected value of the new set is.

For more information about the Box Report, check out my last report on Modern Masters 2015.

Updating Expeditions

There was an error retrieving a chart for Steam Vents

First we'll cover the rate of opening one of the beautiful Zendikar Expeditions, and see how this compares to my initial predictions.

For this set I was able to gather additional data from a couple other business owners. Both The MTG Place and Play More Games are steadily growing online retailers. I’ve spoken about the great work Don Wiggins has done with Play More Games and his positive Twitter presence. In fact, this article series was inspired by his idea of the #boxreport.

Recently, I was able to talk with Patrick Rodgers, who owns The MTG Place. He was gracious enough to help out with my data collection as well. Both stores have some great deals. Be sure to sign up for their newsletters if you get a chance.

Let’s take a look at the info.

Patrick Rodgers
The MTG Place
60 boxes (10 cases) - 18 Expeditions
30 boxes (5 cases) - 5 Expeditions

Don Wiggins
Play More Games
48 boxes (8 cases) - 13 Expeditions

Mike Lanigan
Galaxy Games LLC
30 boxes (5 cases) – 6 Expeditions

As you can see, if you open a case of Battle for Zendikar you are almost guaranteed to open one or more Expeditions. Hopefully they contain blue mana, because the blue mages are certainly driving sales these days. Jace, Vryn's Prodigy should be enough evidence for you, but if not, take a look at the price break down of the Expeditions.

The blue fetches are nearly double that of the other fetches, and Steam Vents, the most expensive shockland, is priced above some of the fetches.

Luckily we are averaging 1.5 Expeditions per case; otherwise we would see even higher prices on this cycle of cards. We didn’t get quite as many as I was expecting with 2-3 per case but 1.5 is still a reasonable rate.

There was an error retrieving a chart for Jace, Vryn's Prodigy

After reexamining my initial numbers on these cards, I found a couple things. First of all, as I said above, never underestimate the blue mages. We knew the blue Expeditions would be the highest valued, but I failed to estimate just how much that would dictate the price.

On most of the other cards, if we readjust the numbers from 2.5 to 1.5, I was almost spot on. I say this not to prove I was right, but to point out that through mathematical predicting, it’s possible to get close to the future value of cards.

This is a process I plan to implement in the future when it comes up again. I will likely revisit this article series again in a couple months when we know what the second cycle of Expeditions in Oath of the Gatewatch contains.

We know that buying a case instead of single boxes is your best bet to turn out an Expedition, but there is another option many financiers may not be aware of. The real money is in the prerelease kits.

If you know any stores that had leftover product from their events, offer to buy out their supply. My rough estimate of Expeditions from these kits is one per box, or one per six kits. That’s way higher than normal boxes!

The mythic rare distribution seems higher as well. So, not only are you more likely to get an Expedition, but also the most expensive normal rarity cards as well. If you have the opportunity, seize it.

Box Report

And now, for the much-anticipated Box Report!

Box 1:

Ulamog, the Ceaseless Hunger $19
Greenwarden of Murasa $6
Dragonmaster Outcast $4.5
Part the Waterveil $2.5
Undergrowth Champion $17
Sunken Hollow $10
Ally Encampment $1.5
Canopy Vista $9
Fathom Feeder $3
Scatter to the Winds $3
From Beyond $2.5
Beastcaller Savant $3
Woodland Wanderer (1 regular, 1 foil) $3, $9
Foil Plains $6

Total: $99

Box 2:

Gideon, Ally of Zendikar $35
Oblivion Sower $5.5
Akoum Firebird $1.5
Drana, Liberator of Malakir $20
Omnath, Locus of Rage (foil) $14
Lumbering Falls $5
Shambling Vent $7
Prairie Stream $9
Smoldering Marsh $7
Painful Truths (1 regular, 1 foil) $1.5, $3
Bring to Light $7
Radiant Flames $2.5
Fathom Feeder $3
Planar Outburst $1.5
Ruinous Path $7
From Beyond $2.5
Endless One $2
Foil Mountain $6

Total: $140

Box 3:

Part the Waterveil $1.5
Ob Nixilis Reignited $17
Omnath, Locus of Rage $5
Void Winnower $4
Prairie Stream $9
Smoldering Marsh $7
Canopy Vista $9
Cinder Glade $8
Ally Encampment $1.5
Sunken Hollow $10
Bring to Light $7
Radiant Flames $2.5
Painful Truths $1.5
Planar Outburst $1.5
Scatter to the Winds $3
Beastcaller Savant $3
Foil Forest $6

Total: $96.5

Box 4:

Greenwarden of Murasa (1 regular, 1 foil) $6, $17
Quarantine Field $4.5
Undergrowth Champion $17
Dragonmaster Outcast $4.5
Prairie Stream $9
Sunken Hollow $10
Lumbering Falls $5
Scatter to the Winds $3
Woodland Wanderer $3
Fathom Feeder $3
Radiant Flames $2.5
Planar Outburst $1.5
Ruinous Path $7
Foil Island $8

Total: $101

Box 5:

Stomping Ground! $80
Omnath, Locus of Rage $5
Kiora, Master of the Depths $15
Ob Nixilis Reignited $17
Part the Veil $1.5
Cinder Glade $8
Shambling Vent $7
Prairie Stream $9
Smoldering Marsh $7
Canopy Vista $9
Ally Encampment $1.5
Bring to Light (1 regular, 1 foil) $7, $15
Beastcaller Savant $3
From Beyond $2.5
Ruinous Path $7
Painful Truths $1.5
Endless One $2

Total: $198

Box 6:

Gideon, Ally of Zendikar $35
Oblivion Sower $5.5
Drana, Liberator of Malakir $20
Void Winnower $4
Cinder Glade $8
Sunken Hollow $10
Canopy Vista $9
Smoldering Marsh $7
Lumbering Falls $5
Ally Encampment$1.5
Painful Truths $1.5
Radiant Flames $2.5
Fathom Feeder $3
Woodland Wanderer $3
Planar Outburst $1.5
Scatter to the Winds $3
Endless One $2
Foil Plains $6
Foil Island $8

Total: $134

Seeing the numbers written out is always an enlightening experience. If you’ve never done it, I highly recommend it. Often we are disappointed with the results of our box or case. Diagramming the contents can show you the true value of what you opened.

Take my lower total boxes for example. Even the three boxes that were close to $100 I would have estimated at much lower. On the opposite side of the coin, I had no idea one box was as valuable as $140. My initial impression was that I opened four boxes of approximate value, one extremely bad one and one pretty good one. After looking over the numbers, my perspective changed quite a bit.

These data tell me that if you paid close to the normal box price, you would make your money back, which is the minimum you're looking for. If you were lucky enough to open an Expedition though, then of course you made out like a bandit.

The Expeditions will affect your case total as well, so let’s take a look at that next.

Case Totals:

2 Gideon, Ally of Zendikar
1 Quarantine Field
4 Planar Outburst

3 Part the Waterveil
4 Scatter to the Winds

2 Drana, Liberator of Malakir
2 Ob Nixilis Reignited
4 Painful Truths
3 Ruinous Path

2 Dragonmaster Outcast
1 Akoum Firebird
4 Radiant Flames

2 Greenwarden of Murasa
2 Undergrowth Champion
4 From Beyond
3 Woodland Wanderer
3 Beastcaller Savant

1 Kiora, Master of the Depths
2 Omnath, Locus of Rage
3 Bring to Light
4 Fathom Feeder

2 Void Winnower
3 Oblivion Sower
3 Endless One

4 Sunken Hollow
4 Prairie Stream
4 Canopy Vista
4 Smoldering Marsh
3 Cinder Glade
2 Shambling Vent
3 Lumbering Falls
4 Ally Encampment

7 Foil Basic Lands
2 Foil Mythics
4 Foil Rares
1 Expedition

Case Total: $765.5

A case total of nearly $800 is exactly what you are looking for. That means that you made money on your investment.

The Expeditions push the value of an average box up as well, which is great. In my case the boxes averaged $128. Many consumers were forced to pay over the normal retail for their boxes, but the value of the Expeditions should compensate you for the extra investment.

Foil Basics & Uncommons

There's another aspect to consider for Battle for Zendkiar boxes that isn't typically relevant. The foil basic lands are worth money right out of the gates.

You may have noticed that I calculated foil basic lands at an average of $6 for non-islands and $8 for islands. Surprisingly, these foils are starting out worth a decent bit. I expected them to follow the original full art basics with an initial value of $3-5, but the data have shown otherwise. Even the least in-demand ones still fetch almost $5.

I have been buying these lands aggressively this time around. Partly because I'm collecting them for my cube to foil out the mana base, but also because they will certainly grow in value over time. This is fairly obvious but worth repeating. Last time I only gathered a handful of foil full art basics and I regretted not pursuing them more diligently.

And don't forget the uncommons. Most of them aren't worth your time, but holding onto Retreat to Coralhelm and Sylvan Scrying should prove profitable a little down the road.

Sylvan Scrying is already a staple in G/R Tron and Retreat to Coralhelm might become a pillar of the Modern format in the near future, due to its interaction with Knight of the Reliquary. Foils of both these cards are about $5 and should have growth in their future.

A Note on Foil Mythics

I want to touch on one last aspect of this set, one I suspect Wizards didn't consider when they were developing their marketing strategy for Battle for Zendikar.

You may have noticed that I opened two foil mythic rares in my case. Something strange happened when I opened them though--I was disappointed. Instead of being super excited like normal, it felt like a slap in the face when I was hoping for an Expedition. My negative attitude was short-lived but I wondered if other players had a similar experience.

~

Calculating the value of your box or case is a valuable exercise, which can really help you assess the investment. Hopefully you were lucky and opened more than one Expedition. My condolences to those who opened no Expeditions in their case. At least you qualify for the ultimate bad beats story.

Overall, the set is decently valuable but also filled with variance. Yet again, this highlights the fact that cases are better than boxes, especially with Battle for Zendikar.

That’s all for me this week. Check back next week when I dive into the new Standard environment.

Until next time,
Unleash the Force!

Mike Lanigan
MtgJedi on Twitter
Jedicouncilman23@gmail.com

Insider: MTGO Market Report for October 7th, 2015

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If not, now is a perfect time to join up! Our powerful tools, breaking-news analysis, and exclusive Discord channel will make sure you stay up to date and ahead of the curve.

Welcome to the MTGO Market Report as compiled by Sylvain Lehoux and Matthew Lewis. The report is loosely broken down into two perspectives. A broader perspective will be written by Matthew and will focus on recent trends in set prices, taking into account how paper prices and MTGO prices interact. Sylvain will take a closer look at particular opportunities based on various factors such as (but not limited to) set releases, flashback drafts and banned/restricted announcements.

There will be some overlap between the two sections. As always, speculators should take into account their own budget, risk tolerance and current portfolio before taking on any recommended positions.

Redemption

Below are the total set prices for all redeemable sets on MTGO. All prices are current as of October 5th, 2015. The TCG Low and TCG Mid prices are the sum of each set’s individual card prices on TCG Player, either the low price or the mid price respectively.

All MTGO set prices this week are taken from Goatbot’s website, and all weekly changes are now calculated relative to Goatbot’s ‘Full Set’ prices from the previous week. All monthly changes are also relative to the previous month prices, taken from Goatbot’s website at that time. Occasionally ‘Full Set’ prices are not available, and so estimated set prices are used instead.

oct5

With Standard about to go through Fall rotation for the last time under the old system, speculators and players should pay close attention to Theros block and M15. Focus on the cards that hold value through Modern play or redemption.

Next month will be a key time to buy cards. Savvy speculators should be ready to deploy their tix while players and bot owners are preoccupied with the new cards from Battle for Zendikar.

Return to Ravnica Block & M14

The redemption cutoff date on GTC, DGM and M14 is set to hit in November. After rotation on Wednesday, set prices for RTR, GTC, DGM and M14 will no longer be included in the Weekly Report. Be sure to sell any mythic rare from these sets after BFZ release events wind down.

When RTR went offline for redemption, it took a large chunk of value out of the set, eventually reflected in lower prices for every card. Even the shocklands came down in price. Look for a similar transition for rares and mythics from GTC and M14.

This means a buying opportunity in November on Modern-playable cards like the shocklands, Scavenging Ooze and Mutavault. Chandra, Pyromaster sees sporadic play in Modern as well, so pay attention to her price too.

Theros Block & M15

The price of a set of THS on MTGO has been stable for nearly one month. Modern and Legacy staple Thoughtseize is just above its floor of 5 tix, an excellent price to acquire such a highly played card. There are no guarantees, but we can get a good idea of its likely trajectory by looking at the example of Snapcaster Mage.

Snapcaster Mage bottomed at just under 5 tix after rotating and went on to hit 10 tix by the end of that Winter. Its current price of 21 tix suggests that patient long-term speculators will get steady returns buying Thoughtseize and waiting 12+ months. With the introduction of Modern leagues and a slowly improving client, the long-term growth of Modern staples seems a given.

Sitting at 0.5 tix, Polukranos, World Eater is getting close to excellent value for a junk mythic rare. Buy this one if it dips to 0.4 tix or less. Elsewhere on the junk mythic front, Xenagos, the Reveler is holding above 1 tix and should be considered a buy at current prices.

Keep an eye on the two other planeswalkers from THS as well. Planeswalkers typically hold a higher price than junk mythic rares, even if they see no Modern play. Ashiok, Nightmare Weaver has seen fringe Modern play so be sure to put this card in your basket when considering cards from THS.

APX

M15 has seen relatively stable prices in recent weeks and it too appears to have found a price bottom. After the recent interest in Slivers spiked the price of Sliver Hivelord, this card is set for further gains into the Winter.

Elsewhere, although BNG and JOU are not expected to generate much demand from redeemers, acquiring Modern-playable cards rotating out of Standard is still a viable strategy.

At 1 tix, it can't be certain that Courser of Kruphix has found a price bottom. However, it currently represents good value to both players and speculators. Players should have no concerns about ponying up 4 tix for a playset and speculators should be getting ready to buy if the price dips.

Eidolon of the Great Revel presents an interesting challenge to speculators, as it is clearly inflated relative to other Modern-playable rares from THS block. Caution is warranted heading into BFZ release events as players will look to high value cards in their collection to liquidate into tix. Any selloff of this card, which anchors the burn archetype in both Modern and Legacy, will represent a good buying opportunity.

Tarkir Block & Magic Origins

Both paper and digital sets of ORI are up substantially this week on the back of Jace, Vryn's Prodigy.

The value proposition that ORI represents for redeemers continues, and it's setting up to be another speculative winner. Although short-term price increases have heavily favored Jace, other cards like Hangarback Walker will continue to be played in many decks in Standard. As set prices in both paper and digital settle down, value will continue to accrue to all mythic rares and Standard-playable rares.

The gap between TCG Low and MTGO prices for Magic Origins signals there will be steady demand for redeemed sets. The positive outlook for sets of ORI on MTGO will only diminish when online prices rise or paper prices come down, in either case closing the gap.

The three Tarkir block sets will all see some steady gains heading into the Winter, although the broad buying opportunity on these sets has long since passed. Speculators should look to sell selective holdings from these sets, depending how the Fall Standard metagame develops.

Cards that see play early on tend to be played later as well. Don't be afraid to ride price increases into the Winter on Standard staples, and sell off cards that do precisely nothing.

Early on, the fate of the DTK planeswalkers in Standard looks grim. Both Narset Transcendent and Sarkhan Unbroken were no-shows at SCG Indianapolis, the first big event of Fall Standard. If this continues, a price drop is inevitable. Both cards have proven to be duds in the Standard format that just rotated, and there is little to suggest their impending emergence in the Standard metagame.

Modern

Modern prices are currently in a transition period. On average, prices have dropped a bit in the past few weeks and seem to have found a floor earlier in September.

That being said, and as we discussed in previous MTGO Market Reports, price trends can be markedly different from one Modern card to another. There’s no optimal “one size fits all” strategy that applies here and some positions are good to sell now while others are good to buy.

Based on the price trends observed during previous Fall set releases (KTK, THS and RTR), expect additional price drops once BFZ hits MTGO. These price drops may last for two to three weeks, as shown in the graph below.

With this in mind it may be a good time for speculators to sell Modern positions that have nicely rebounded over the past few weeks. This includes Horizon Canopy, Grove of the Burnwillows, Mox Opal, Scapeshift, Glimmervoid, Arcbound Ravager, Amulet of Vigor and Oblivion Stone.

With an anticipated price drop for the next two weeks or so, even speculators that typically avoid Modern may want to stock up on Modern positions. Some, including Through the Breach, Blood Moon, Torpor Orb or Thalia, Guardian of Thraben, are already at a decent buying price and would represent great speculative opportunities with an additional discount of 20% or more.

Thalia is also suffering from the promo version distributed to any account logged in during the Community Cup. It would not be surprising to see her price drop below 1 Tix.

Indianapolis hosted the first SCG Modern tournament post-BFZ. New cards always have to pass a high bar to make it into Eternal decks. BFZ barely had any impact on last weekend’s tournament besides the interesting 10th place finish by Matthew Farney. His Jeskai Allies deck featured Ally Encampment, Kor Bladewhirl, Expedition Envoy and Lantern Scout.

From its bulk price back in February, Jwari Shapeshifter is currently above 1 Tix and could easily see further increases if Allies variants take off. As yet another tribal strategy in Modern, Allies may also contribute to push the price of Cavern of Souls higher.

Legacy & Vintage

Major Legacy and Vintage staples remains mostly flat again this week. While P9 pieces are slightly on the rise, most of the VMA mythics keep losing ground. Vintage is still a format to avoid for speculators.

Last weekend's SCG Legacy Premier IQ was not only the first major Legacy tournament with BFZ but also one of the first big tournaments after the banning of Dig Through Time. Whether an effect of the ban or not, only one Miracles deck showed up in the Top 32 decklists. Only two Show and Tell decks finished in the Top 32 as well, but they got 2nd and 3rd.

And the most represented deck in the Top 32? Death and Taxes, piloted by four players. Three of them, who finished 10th, 11th and 12th, included the ORI rare Vryn Wingmare.

Pauper

Prices continue to fluctuate as popular decks rotate in Pauper. This week, Tortured Existence--a common from Stronghold--made a return to Pauper's most played decks.

After a spike over 1 Tix around the THS release, the black enchantment fell back to bulk prices for almost two years before starting to rise again soon after ORI's release. The steady upward trend initiated in August hit a peak earlier this week, this time with a price tag of 2 Tix.

[tt n="Tortured Existence" a=5]

Along with Crypt Rats, Tortured Existence makes up half the cost of the inexpensive creature-recurring archetype in Pauper. With such a high price and only a single printing in Stronghold, this black enchantment should definitely be back on Pauper speculators' radar.

Similarly to Modern, average Pauper prices may suffer seasonal price drops due to BFZ. This might also be a good time to stock up on common specs that reach a floor in the coming week.

Targeted Speculative Buying Opportunities

Standard

Harbinger of the Tides
Knight of the White Orchid
Goblin Piledriver
Managorger Hydra

Modern

Courser of Kruphix
Thoughtseize
Xenagos, the Reveler
Ashiok, Nightmare Weaver

Targeted Speculative Selling Opportunities

Modern

Modern Metagame Breakdown: 9/1 – 9/30

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September 2015 will always be remembered as the month where Lantern Control won a Modern Grand Prix. If that's not the sign of a diverse metagame, then I don't know what it is. The last month saw a lot of movement around our tier 1 and tier 2 decks, all of which you can check out on the recently updated sidebar or on the Top Decks page. We have a good mix of longtime staples taking a clear format lead (Affinity), some decks returning to the spotlight (Abzan and Infect), and even some newcomers making their long-deserved mark on Modern (UW Control). Let's just say I'm "galvanized" by the tournament finishes and it's a great time to play Modern.

Galvanic Blast art

In this months' metagame update, we'll break down the tier 1 and tier 2 decks to isolate trends you need to be aware of. We're entering an off-season in October and November, and Modern off-seasons tend to be heavily influenced by the preceding months of metagame data. If you have any interest in getting ready for the big events at the end of the year, or grinding some local scenes in the autumn, this article will equip you with the metagame knowledge you need to know. We'll also revisit my metagame predictions from the 8/1-8/31 article to see if our format forecasts were hits or misses.

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Tier 1 Decks

As much as I love Lantern Control and respect Zac Elsik for his finish, it's a bit unfair to use Lantern Control as the characterizing Modern event of September. Lantern Control is nowhere near tier 2, let alone tier 1, and there were many other top-tier decks that defined and shaped the format. In a surprising turn of events for a big tournament month, September saw the tier 1 field open up instead of narrow. We're back to seven decks in that top-tier, which is the same count as we saw in the July breakdown but a very different composition.

As always, tiering is prevalence-based and not performance-based, although our emphasis on tournament T8/T16 finishes can serve as a stand-in metric for something like match-win-percentage. Prevalence-based tiering doesn't necessarily show which decks are best, although the stats can be strongly suggestive. Instead, it shows which decks are common: you can bet you'll face the tier 1 decks in a major tournament. Of course, these decks wouldn't see such wide play if they were bad decks, so there's an element of performance tracking here as well.

Deck nameOverall
Metagame %
MTGO %Paper %Major Event
Day 2 %
Affinity11%11.5%10.1%11.5%
Jund7.9%5.9%7.8%10%
Burn7.5%7.6%7.9%7.1%
RG Tron5.1%4.9%6.1%4.3%
Abzan5%7.6%3.6%2.4%
Merfolk4.8%3.6%5.1%5.8%
Infect4.5%3%6%4.6%

Now that's a wild and wacky tier 1. On one end of the spectrum, we see Affinity with a whopping 11% metagame share, which is the highest share for any single deck since we started recording metagame information in April. On the other end, we see Infect and Abzan surge back into tier 1, Merfolk stick around for another month, and RG Tron climb back into the fray. We also see a second consecutive month without a single Twin variant in tier 1. Before we dive into these changes, let's look at these decks' trends between now and June.

Deck nameMeta% change
(Aug. to Sept.)
Meta%
(9/1-9/30)
Meta%
(8/1-8/31)
Meta%
(7/1-7/31)
Meta%
(6/1-6/30)
Affinity+4.1%11%6.9%8.4%8.5%
Burn-1.2%7.5%8.7%8.1%8.5%
Jund+.6%7.9%7.3%8.9%8.8%
RG Tron+1.6%5.1%3.5%4.2%5.3%
Merfolk-.7%4.8%5.5%4.8%3.3%
Infect+.4%4.5%4.1%3.4%3.4%
Abzan+2%5%3%3.5%3.6%

Holy Affinity, Batman. Although there are a number of interesting trends in this table, the best entry point to the September metagame is definitely Affinity's meteoric rise from a downward-trending share to the format's most-played deck.

Arcbound RavagerIf you're unhappy with Affinity's September rise, you have no one to blame but yourself and Kolaghan's Command. As we've hopefully learned this time, when you cut all your Stony Silences, Ancient Grudges, and other anti-Affinity hallmarks, you're gonna have a bad time. This means not leaning too heavily on Kolaghan's Command when you need better interaction to stop the robot horde, even if Command is the hot new card everyone wants to play. Jund and Grixis players are guilty of this, as are their opponents who are metagaming too heavily against Jund and Grixis players. Affinity prospers when forgotten about, and with the deck languishing around a 6.9% metagame share in August, it was a great time for Affinity players to make a September resurgence. We didn't even have any Twin to stop Ravager and friends, which is itself an interesting phenomena we'll discuss later.

It's tempting to point to Affinity as the defining condition for September's metagame. I would look instead a few months back to Grixis' and Jund's respective rises. As we saw throughout August and September, players were so intent on beating Grixis and Jund decks in fair, midrange slugfests that they forgot about Modern's oldest tier 1 deck. This hyper-preparedness ended up invalidating the very condition it was supposed to address, as Grixis and Jund retreated and were replaced by new tier 1 entrants.

Wurmcoil EngineOne of those "new" entrants was RG Tron. The last time we saw Tron in tier 1 was June, back when the format was Jund-crazy and Tron was the perfect antidote. With tournament-goers too worried about Tasigur and Goyf ground wars and Snapcaster/Command value, Tron was waiting to go over the top of anyone too interested in grinding. Stony Silence is also nowhere to be seen in this metagame, which is exactly what Tron players are looking for. As with Affinity, Tron is a deck that really benefits from Twin's relative absence from Modern's upper echelons. It also benefits from metagames where not one but two BGx decks are tier 1. All of these conditions virtually guaranteed Tron's return to the top.

Lingering SoulsAbzan also benefited from this context, emerging from the pile of grinding decks as the grindiest of them all. If you're going to try and beat Grixis and Jund decks on value, it doesn't get any better than Lingering Souls. A single copy of Souls clogs up the board against Angler and Tasigur for four turns. It's also perfect pitch-bait for enemy Kolaghan's Command, and lets you get more mileage out of the midrange mistress herself, Liliana of the Veil. Abzan also has access to Path to Exile, which, unlike the venerable Bolt, lets you blow up enemy delve creatures for just a single card. I don't think we'll see Abzan surpass Jund anytime soon (Bolt is still too good as the format quickly shifts back to decks like Infect, Affinity, and Burn), but I do expect Abzan to stick around in tier 1 for at least a few more months. As an added bonus, Abzan can actually bring Stony Silence to bear in the Affinity matchup: I'm not convinced that's better than having game 1 Bolts, but it is a strong incentive for many players.

Blighted AgentThe other big tier 1 winner is, of course, Infect. Since June, Infect has slowly crept up from the low 3% shares to its present prevalence of around 4.5%. The stars really aligned for Blighted Agent and his elite team, with almost every other metagame change directly benefiting Infect players. RG Tron up? Thanks for the great matchup. Abzan on the rise? Thanks for yet another great matchup. Twin falling into tier 2? Thanks for eliminating one of the deck's worst matchups. Infect rose to notoriety back in early 2015 following Become Immense's introduction to Modern and the Abzan glut of February: we are seeing similar metagame conditions now and, so long as they persist, Infect is likely to remain a tier 1 player.

The rest of tier 1 is perhaps less interesting but no less relevant. Burn and Jund remain big players, although both saw declining shares since August. Merfolk also saw a drop and although it doesn't enjoy the same lifetime membership status as Burn and Jund, it still has the shares needed to justify a stay in tier 1 for September. Of course, the other big stories in tier 1 aren't about what's there. They're about what isn't there, with both Twin and now Grixis Control slipping down to tier 2. We'll talk more about those soon but, overall, Modern's tier 1 has shaped up to be an unusually diverse, albeit reactive, collection for September.

10/7/2015 - Author's edit: I made this disclaimer in my last article on the metagame and want to explicitly re-state it here. "With all three Twin archetypes down in tier 2, you should be preparing for any Twin deck, not just a specific representative." No single Twin deck is tier 1. All the Twin decks collectively, however, make up enough of the metagame that you should prepare for them before events.

Tier 2 Decks

As in previous months, September's tier 2 standings are where Modern's real diversity lies. In fact, our current tier 2 is even more diverse than usual because we have not one but two historically tier 1 decks falling down into the tier 2 crush. Unlike tier 1 decks, which you can count on appearing in most large events, tier 2 decks are just decks you can reasonably expect to T8 with. Will you always face them? Not necessarily: some tier 2 decks will be big at one tournament and then totally absent at another. Can you bet on these decks doing well if you pilot them? So long as you have the skills needed to take them to the top, any of the tier 2 representatives should be great choices for an upcoming Modern event.

Deck nameOverall
Metagame %
MTGO %Paper %Major Event
Day 2 %
Grixis Twin4.1%2.3%4.6%5.2%
Amulet Bloom3.7%5.3%3.1%2.7%
UR Twin3.4%4.3%3.6%2.4%
Living End3.1%6.3%1.2%1.8%
Naya Company2.8%1%2.5%4.9%
Grixis Control2.6%1.6%1.8%4.2%
Scapeshift2.4%3%2.2%2.1%
Elves2.4%2.3%2%2.8%
Grixis Delver2.4%2.6%2%2.7%
UW Control2.1%2.3%2.2%1.9%
Abzan Company2.1%1%2.2%3.2%
Ad Nauseam1.6%.7%2.2%1.9%
Bogles1.5%.7%1.8%2.1%

There are lots of small metagame shifts to talk about here, but, in the wise words of everyone's favorite Hobbit, I've put this off for far too long: why are Grixis Control and the Twin variants all down in tier 2? It's not even all the Twin decks either, with Temur Twin falling out of the rankings completely. It's up to us to figure out what happened here and why it matters for the overall metagame.

Kolaghans CommandLet's start with Grixis Control because it's a much easier mystery. As we've seen in every event from Worlds 2015 onward, Modern players really don't want to lose to Grixis. They also don't want to lose to Jund but, as history has shown, there's only so much you can metagame against Jund, the 50-50 deck of Modern. Grixis has much clearer weaknesses and the format collectively turned against it from August through September. We're now in a metagame where Living End is a tier 2 deck, where Merfolk continues to enjoy tier 1 status, and where too many decks are trying to either go over Grixis players (Amulet and Tron) or just blast under them (Infect and Affinity). What's a Grixis mage to do? As the metagame stats have shown, the answer might be "not much", at least for now. Twin's decline is also at play here, because this was an interactive matchup that the role-shifting Grixis deck could thrive in. I'm sure Grixis Control will return to tier 1 soon, but with the metagame stacked as it is, it might be at least a month or two until that happens.

Splinter TwinThen there's Twin. Unless I end up writing a banlist article for next week, there's a good chance I'll be doing a piece solely about Twin's metagame-wide decline. As someone who has been tracking metagame data since late 2012 and playing the format since 2011, Twin's absence from tier 1 is alarming in the same way we would all turn heads if the Patriots suddenly missed the NFL playoffs. Or, to use my hometown of Chicago as an example, if the Bears actually made the playoffs. For years, Twin decks seemed as eternal as Burn, Affinity, and BGx. I always refer to these four decks as the pillars of Modern, and although these recent metagame updates haven't changed that definition, it has me asking questions. After all, Twin's decline appears to be central to most of the other metagame changes in the format, and I'm just as curious as most readers about where this is coming from.

The first possibility I want to consider is statistical. Maybe Twin's decline is just a byproduct of our data analysis system and not a "real" decline. If so, Twin hasn't actually gone anywhere and at least one version is still tier 1, and our data tracking might just be missing it with inaccurate formulas. Although it's good we're thinking critically about these questions, I don't think this is at play in Twin's metagame drop. Just look at GP Oklahoma City's Day 2 breakdown to see this in action: Twin barely made a showing. We also know that Affinity is everywhere right now, which probably couldn't happen in a metagame with more Twin, further suggesting a real Twin decline. All of these factors, on top of the data itself, point to a legitimate Twin drop and not just a statistical anomaly.

Snapcaster MageSo if it's not a relic of bad data analysis, why is Twin falling? Affinity is probably Twin's best matchup, so it seems like Twin should be everywhere in this artifact-polarized metagame. Based on the data and my own understanding of the format, I believe Twin's decline comes at the intersection of player preference and player perceptions that extends all the way back to June. Four factors are at play here. The first factor is the rise of Jund, which many players perceive as an unfavorable Twin matchup even though it's in the 50-50 range. The second factor is the rise of Grixis Control, which pulled Snapcaster/Cryptic Command/Lightning Bolt players away from their Twin mainstay and into a spicy new control option. Third comes the rise of Grixis Twin, which pulled traditional UR Twin pilots away from their customary color pairing and into other options. As for the final factor, I'd point to a general "Twin fatigue" where weary Twin pilots switch away from a deck they have played for months or years into diverse options like UW Control, Grixis Control, Blue Jund, Temur Prowess, etc. We'd have to conduct a more rigorous data analysis to "prove" these explanations, but I think there is enough circumstantial evidence to suggest this is the case.

Looking to other tier 2 changes, the big two I want to highlight are the rise in decks benefiting from Twin's absence (Amulet Bloom and Living End are here), and the arrival of UW Control into tier 2. I'm not actually convinced UW Control is a good deck, but it definitely has a lot of hype around both its Sun Titan and its more traditional Snapcaster Mage versions. In fairness to Azorius fans, the deck has a number of high-profile wins behind this hype, so maybe the deck really is as good as some players are claiming.

Modern Metagame Predictions for 10/1 - 10/31

You can always count on these breakdowns to revisit past predictions, and this month I'm pleased to report a pair of homeruns from our August update. Merfolk and Kiki Chord let me down in August, but Infect and UW Control picked up the slack for September, performing exactly as expected in this diverse (and somewhat strange) metagame.

  • Glistener ElfInfect will climb to tier 1? Yes!
    There were a lot of conditions at play in Infect's September rise, and I'm happy I successfully identified those pre-trends back at the beginning of the month. This is particularly interesting from a metagame history perspective, as it follows a similar trajectory to Infect's successes in January and February 2015. I expect we'll continue to see respectable Infect shares through October and November, when bigger shifts might signal Infect's decline. I also expect we'll see more Infect in future metagames if those months see similar format-wide trends: Infect's tier 1 ascension is a great learning point for us and one we should remember in later updates.
  • Detention SphereUW Control will move up to tier 2? Yes!
    Two for two, baby! It could be argued that Infect's rise was not a very bold prediction (after all, the deck has been there before). UW Control, however, has barely cracked 1% of the metagame in past months. Today, it's at 2% of all the major metagame subsets, with a number of high-profile finishes backing it up. Sun Titan/Emeria, the Sky Ruin lists tend to generate the loudest buzz, but the standard combination of Ojutai, Finks, Angel, and others can be just as potent. You can see examples of these variations in Michael Segal's and Jessy Hefner's respective lists, one from SCG Charlotte and the other from SCG Cincinnati. It's too early to know if UW Control is here to stay, but early indications suggest it is.

We're entering another off-season month for Modern, where metagame shifts are generally more subtle and predictions can't be as bold. Battle for Zendikar is new on the Modern scene, but as last weekend's SCG Premier showed, preliminary indicators don't signal a strong BFZ impact. Based on the downturn in events and the general off-season limitations, here's a prediction I'm willing to make for October:

  • Deceiver ExarchUR Twin returns to tier 1
    I'm probably going to regret this when all those Tasigur fanboys and fangirls sling Grixis Twin instead, but I'm banking on UR Twin returning to the limelight in October. I just can't envision a metagame where Affinity is the most-played deck by over 3% point, and where Infect/RG Tron are both tier 1, that doesn't see a Twin comeback. Twin is even effective against Amulet Bloom, which is itself seeing more play in both MTGO and paper events: that maindeck Blood Moon does wonders. Twin players will still have to contend with the BGx players, notably the rise of Abzan and its Path trump to Exarch's four toughness, but that's familiar territory for experience Twin mages. I'm banking on UR Twin over Grixis Twin because Kolaghan's Command appears to have lost its luster, which should send players back to Twin. BBD's second-place performance at GP Oklahoma City should also encourage players to revisit UR Twin. All of this is likely to point to Twin's return to glory in October, although an upset is still possible.

We'll need to do some serious soul-searching as a format if Twin is still absent in October, but we'll burn that Ensnaring Bridge when we get to it.

That's all for our October metagame update. What trends do you see in the data that you think deserve attention? Any interpretations or narratives I missed? Any themes you would analyze differently? Let me know in the comments and thanks for tuning in to our metagame update. I look forward to seeing you all around the community forums and next week as I tackle either Twin's two-month downfall or some banlist testing.

PSA- Check Your Expeditions

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Quality control has done it again! I've seen about 20 expeditions at this point, and almost all of them have had scuffed sides straight out of the pack. If you have any in your collection, it would be a good idea to check their condition.

Damaged Expeditions

There's still a policy in place that allows you to send damaged cards from packs back to WotC for a fresh copy, and I have a feeling there will be a lot of this happening with Expeditions.

Here's a link to Wizards' customer support page on replacing defective or missing pieces.

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Ryan Overturf

Ryan has been playing Magic since Legions and playing competitively since Lorwyn. While he fancies himself a Legacy specialist, you'll always find him with strong opinions on every constructed format.

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