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Ah, spoiler season. The time when I don't have to stretch myself doing statistical work. Just looking at the new cards, doing some basic analysis, and speculating about whether there's a place in Modern for them. Simple and low-pressure, just what this year's called for. Then, something had to come in a ruin everything: a card that appears tailor-made for Modern, something that a pet deck of mine has longed for, and yet, upon testing, has yielded conflicting data. I'm talking about Confounding Conundrum. And it's a frustrating card. It both does and does not work the way everyone thinks it does.

Hate pieces in general are pretty hard to evaluate. Their value depends on not only the prevalence of whatever they're targeting, but of the counterplay available. Rest in Peace seemed lethal against Hogaak, Arisen Necropolis decks, as they couldn't operate without their graveyards. However, it was useless in context due to Hogaak's speed as well as Force of Vigor. Enchantment removal is generally less played than artifact removal, making it more persistent, but the effects tend to be more narrow.
Confounding Conundrum is not only an enchantment hate piece against many cards and strategies, but a potentially maindeckable one. Which provides far more opportunities, but also exposes a lot of problems. I'll conclude that Conundrum is Modern-playable... asterisk.
About Confounding Conundrum
By now, everyone's seen the card because, at minimum, you see it alongside this paragraph. And there is a lot of text to work through then try and wrap the mind around.
Whenever a land enters the battlefield under an opponent's control, if that player had another land enter the battlefield under their control this turn, they return a land they control to its owner's hand.
Confounding Conundrum is a land hate card. Specifically, it's designed to hate ramp by ensuring that opponent's can only play the single land per turn the rules allow. Every additional land played per turn can only replace a land currently on the battlefield, ensuring equity. I'd expect this type of effect to be white, but blue does have a history of bouncing lands dating back to Boomerang, and the formatting is decidedly blue. Opponent's don't have to return the offending land, just a land. This will be important later.
When Confounding Conundrum enters the battlefield, draw a card.
I'm not being facetious here; Conundrum being a cantrip is very important. We've seen Growth Spiral, Manamorphose, and Veil of Summer, which have mediocre primary effects, become powerhouses thanks to cantripping. At minimum, Conundrum always cycles, which puts it into consideration as a maindeck card. We haven't seen this on a land hate card since Blood Sun, which never quite lived up to expectations. Not because Sun is unplayable, but the meta has never needed that type of effect. That may not be true of Conundrum.
How it Works
Conundrum is counting lands. When it sees more than one land in a turn, it triggers. The trigger will go onto the stack before the opponent can use the land. They're free to tap the land at this point, but can't cast any sorcery speed spells until the trigger resolves. This being a triggered ability, multiple Conundrums mean multiple triggers.
The final note is that triggers go onto the stack active-player-first, so any triggers the opponent may get from the extra land entering the battlefield happen after a land has been bounced by Conundrum. This in turn means that Conundrum effectively answers all the payoffs for all the Primeval Titan decks. Valakut, the Molten Pinnacle and Field of the Dead are looking for certain conditions to be met when they trigger and when they resolve (the intervening "if" clause). Both lands trigger when the conditions are met, then Conundrum's trigger goes on the stack and resolves first. If Conundrum leaves less than 5 other mountains or 7 lands with different names on the battlefield, the abilities fizzle. If they Scapeshift, then all the lands will have to be bounced for a really bad time. By the same token, Amulet must bounce a land before Amulet of Vigor can untap the karoo.
Also worth noting: Conundrum sees fetchlands as the allowed land drop. Cracking them on the same turn will trigger Conundrum. In this way, the enchantment gently hates on almost every deck.
An Exploit
The source of the new land is irrelevant. Two lands hitting in a turn is all that it takes for Conundrum to trigger. So Path to Exile and Field of Ruin count. Field is particularly exciting, as Conundrum turns it into better Dust Bowl. Much like pairing these cards with Leonin Arbiter, there is considerable potential in abusing Conundrum as a taxing piece. And unlike Arbiter, Conundrum isn't symmetrical.
A Problem
There are two problems with all of this. The first is the phrase "fail to find." A player can always fail to find when searching for a specific thing in any zone that is unknown information. They have to do anything else involved in the search (shuffling, mostly), but they never have to pick anything. Thus, a ramp player doesn't have to actually find a land when they search for one. I don't know why they wouldn't, as even though they have to
bounce a land afterwards, they've at least ensured they'll have their next land drop. They can also resolve their Search for Tomorrow and not play another land that turn. With only one Conundrum out, this is a bit of a wash, and will only be relevant with several Conundrums out; indeed, fully resolving Search and triggering two Conundrums sets players back on mana development, making a fail preferable.
The second problem is that this isn't too hard to play around for most decks. They just have to not play more than one land on the same turn, and that's not too hard with smart sequencing. Decks with fetchlands can always just not crack them on their turn. This is standard practice for many decks anyway. Creature decks can skip their land drop until after combat in case of a Path. Valakut will crack their Sakura-Tribe Elder or Khalni Heart Expedition on their opponent's turn and ramp away. Plus, every deck misses land drops sometimes. Conundrum isn't going to surprise any opponent as long as they're actually paying attention, so don't assume that it will ever return lands. It's more of a threat than a reality.
On the Legacy subreddit, I saw someone call Conundrum a slow Sphere of Resistance. I agree with the sentiment, but would categorize it more as a slow Damping Sphere. Conundrum does nothing to affect any deck's ability to play spells in a given turn. It affects the subsequent turns. Go ahead and crack a fetch into Conundrum, float the mana, bounce a land, then cast whatever. The next turn is when the tax is applied, because of the bounced land.
In Modern's Context
Being solid in a vacuum is all well and good, but what matters is reality. I can wax speculative all I like, but the real test is when a card is actually tested. So that's exactly what I've been doing. I've decided test the maindeck potential of Confounding Conundrum, and to get the most out of it required a taxes shell. I'm no stranger to UW taxing decks, and have tried to
make Spirits and Taxes work a few times. It never really worked out in the past as the deck, was incredibly anemic and fairly schizophrenic due to the Spirits portion not jibing well with the Taxes side, and the mana was always all over the place. However, Xurikk 5-0'd a League with Spirits and Taxes, so I just took that list, arbitrarily replaced the Deputy of Detentions with Conundrum, and got to work.
I'm not going to post a list because, of course, the deck wasn't very good. I went through a few iterations, but no change seemed to improve anything. That said, it was an ideal test platform, and it is from that testing that I can say that Modern has a place for Conundrum.
Testing Results
Conundrum is not good against Prowess decks. This shouldn't be much of a surprise as the tempo-negative Spreading Seas was never good against Burn, even though it usually took out one of their mana sources. Against Izzet and Rakdos, Conundrum hitting fetchlands does slow down the explosive attack. However, Prowess is still free to use fetched mana to play spells, and all I did was spread out the pain. There were a few times Conundrum slowed Prowess down enough to stabilize, but they were far outweighed by the times I lost to playing a do-nothing cantrip instead of a creature.
Additionally, Conundrum does nothing particularly great against the metagame's main ramp deck, Tron. Neither variant ever plays more than one land a turn. It is very dangerous to wait for a land drop before activating Field of Ruin against Mono-Green Tron. It's usually pointless to do so against Eldrazi Tron. There are instances where G-Tron was having a bad day and Conundrum made it worse, but for the most part it was worse than Seas would have been. Ponza was in the same boat.
Against Jund and Wilderness Reclamation decks, Conundrum showed potential. Both decks play lots of fetchlands and like to use all their mana in a turn. Temur also runs acceleration sometimes. This meant that both had to really think about playing into Conundrum and reevaluate their gameplans. It was especially hard for Jund, given its playstyle, and a lot of mana was left on the table. This was not even getting into Path and Field suddenly having no drawbacks. As might be expected, mana disruption is more effective against slower fair decks.
Conundrum was a beating and a third against the various versions of Valakut I tested. There's a whole spectrum from traditional Scapeshift decks to Vial Titan and Conundrum ruins all of them. Titan, Golos, Tireless Pilgrim, and Dryad of the Ilysian Grove are just land selection rather than ramp, while Sakura-Tribe and Elvish Reclaimer must be used on the opponent's turn only. Worse, there's simply way to just win with Valakut and, for once in its existence, it can only be the gradual value engine it was intended to be, and not a combo kill. Just a horrible wrench in the gears.
So, About that Asterisk
Observant readers have noticed that I skipped over Amulet Titan and more importantly Uro, Titan of Nature's Wrath. Conundrum does appear to particularly target Uro. Which is also what most of the hype is about. So, why so cagey?
These are the decks behind my opening-statement asterisk. My testing against both didn't go as expected. Something very strange happened when testing against Amulet that makes me nervous ever playing Conundrum against it again. And as for Uro...
First, It Gets Dangerous
Even if you get out Conundrum on turn 2, I didn't notice it having much effect. Uro decks durdle and are heavy on counterspells. They're fine cracking fetchlands on opponent's turns to not trigger Conundrum. Growth Spiral is an instant too, and is usually played on opponent's end steps anyway, so there's not a ton of disruption happening. I didn't really benefit much playing Conundrum, other than Field activations.
What about against Uro itself? Well, that's where it got complicated. Yes, stopping the ramp was decent. However, even when opponent's declined to put a land into play, Uro was still gaining three life and drawing a card. And preventing Hour of Promise from swamping me wasn't nothing. The problem was as the game went on, Conundrum makes it slightly easier to start looping Mystic Sanctuary. It was frequently correct later in the game to deliberately trigger Conundrum to recycle Sanctuary without burning Cryptic Command. And that felt really bad.
Admittedly, by that time, the game was pretty well lost, and the extra Sanctuary triggers were the door locking rather than closing. However, the fact remains that by lengthening the game, Uro started to benefit from my hate card. That shouldn't happen, and makes me leery of Conundrum in the current metagame.
Then, It Gets Weird
Meanwhile, the Amulet matchup mostly played out as expected. As I said, Conundrum answers Amulet of Vigor. It also hits Azusa, Lost but Seeking. It's a very strong hate piece here, arguably better than Damping Sphere. However, during a test game, something weird happened.
With two Sakura-Tribe Scouts, Azusa, Amulet, and five lands out against my Conundrum, Amulet played Simic Growth Chamber. Then started going off. As in, Summer Bloom going off. Using the Karoo bounce triggers, Amulet kept replaying the Chamber, returning the other lands, and floating the mana for Primeval Titan. Titan found Gemstone Mine and Slayer's Stronghold, let them be bounced, then used a Scout to replay the Stronghold, used floating mana to activate it, and swung. In the end, Titan was a mana short of the Sunhome, Fortress of the Legion kill. And that felt like a sequencing error.
That only happened once. But it did happen. Couple that with the Uro results, and I can't give an unequivocal recommendation for Confounding Conundrum. It has its uses, and in the right metagame it will be devastating. Right now? It's potentially more of a liability.
Positing Positioning
In a world full of Primeval Titan, I think that Conundrum is a slam-dunk sideboard card, possibly making its way into the main to randomly screw fetchlands. But in the current metagame, I'd steer clear.







At their most basic, the flipping cards are two-sided lands, giving players the choice of producing one of two colors for a game's entirety (as with Riverglide Pathway). This cycle aims to provide mana fixing, but fixing is already very good in Modernâwe've got fastlands of every pair, Horizon lands, and of course the ol' fetch-and-shock. Nonbasic lands need to be quite powerful to merit inclusion in Modern decks, as players open themselves up to hate like Blood Moon and Field of Ruin for running them. I don't think the double-land cards are gonna make it.
Whether flip lands beat cycling lands depends mostly on how good the spells on the other side are. And they aren't great. For the most part, these spells are wildly overpriced for their effects, especially since they force players to run taplands.
Splashier spells like Valakut Awakening show more promise. Depending on how the rulings will go, a deck like Dredge could bring back the land with Life from the Loam, then cast Awakening for more Dredge triggers. But even that deck now has better things to do at that stage of the game: recur Blast Zone, for instance, or just cast Ox of Agonas for a similar effect that also impacts the boardâand a cheaper one, to boot! This line of thought gets more interesting with other land recursion effects, such as Wrenn and Six, but there's no getting around that the new spells in question leave much to be desired.
Yet another cycle of flip lands is the most promising. At mythic rare, this final cycle lets players have the spell land enter untapped, but at the cost of 3 life. That might seem like a lot until one considers these cards have three modes: spell, tapped land, and untapped land. That flexibility makes the steep asking price worthwhile and even desirable in many scenarios.
Another exciting development is Rising is the set's plagiarismâthat is, its printing of cards that closely resemble existing Modern playables.
Steppe Lynx? Wow, haven't heard that name in a while. That's because Lynx was petty much the only Modern playable landfall creature, and as such, not really worth building around with a high land count: don't draw one of just four copies, and you're playing a Zoo deck full of lands. Yuck!
Yes, that's Tarmogoyf, who effortlessly grows to 5/6 in this build and backs up our fragile landfall clocks by slamming opponents who Fatal Push them. And Monastery Swiftspear, the attacker
Sea Gate Stormcaller
Hierarch, Aribter, Wildfire? Who doesn't want a cantripping Stone Rain? But then, what Hierarch-powered Christmasland scenario doesn't look awesome on paper? Cleansing Wildfire might take a bit more work to get going than Conundrum, but giving red a way to Field of Ruin opponents on a cantrip strikes me as a great way to start spreading nonbasic hate into different deck niches.









I've recorded every deck from every event that happened in August that was posted by noon on Monday, August 31. And it was a strange month data-wise. Early on, there was some kind of bug that prevented new Preliminaries from posting. Instead, the same tournament from August 6 was posted repeatedly. A MOCS season also ended, which meant championships and additional events that boosted the data. Afterwards, there was a week of no Challenges, just lots of Preliminaries.
The actual control elements have been shaved down to facilitate more lands for more Field of the Dead triggers. These decks are banking on Uro's ramp and lifegain, with some disruption keeping them in the game until Field takes over. It feels like a very fragile strategy, and I'm curious to see if it persists.
partial reflection of each deck's power. That system doesn't work anymore both due to MTGO changes and the fact that there's no paper, but using a weighing system to examine deck strength does appeal to me. So I adapted the pointing system.
The first thing worth mentioning is that the power metagame is one deck smaller than the prevalence metagame. The missing deck is Goblins, which only mustered 13 points, just under the cut. Its omission suggests that while the deck may be a popular choice, it doesn't necessarily perform well in practice. Putting 10 results into the data is no small thing, however, as most results were 3-2's. We could therefore peg Goblins as perhaps overplayed relative to its strength.
was no evidence to back that up. Reclamation variants weren't special during the
By averaging the point totals against the prevalence total, we get the average points per entry for each deck. This practice seeks to answer the question of which decks earn their tier position based on popularity versus actual strength. I've long wondered and
Humans was second despite only being Tier 3. It might not come out often, but when Humans does, it comes to win. This suggests it's being underplayed overall. Temur Reclamation came third, which would confirm my earlier speculation: it may win many events, but it struggles to gain adherents. It's striking to me that most of the top performers lie in Tiers 2-3. Eldrazi Tron is the only other Tier 1 deck in the top 10 with 1.56. There may be no difference practically, but the meta is defined by decks that are popular, not dominant. In other words, we may be due for a meta overhaul!



We've seen midrange decks lean on other plans but still rely on 4 Hour of Promise before, most notably
It turns out that in Uro mirrors, ramping yourself while de-ramping opponents is the sauce, even if that's not to happen until the mid-game. Indeed, Bant Moss
Didn't I tell ya? No Uro! Instead,
After its Challenge placing, Reclaimer Toolbox

The real clincher, though, is haste. The best of Magic's evergreen mechanics, haste is Time Walk on a creature, and compensates for Swift's low starting power. Even without any prowess boosts, Swiftspear has dealt 2 damage by the end of its second turn on the battlefield--the same amount as something like Savannah Lions. (Of course, it often deals much more.)
If I were to ask a given group of Modern players which cards should be banned from the format, I'd be extremely surprised to hear Swiftspear among them. But I think there's a compelling parallel to be drawn between Swiftspear now and Wild Nacatl back when the 3/3 was banned. Here's what Wizards
Natch, Treefolk Harbinger wasn't much of a staple at the time this announcement was made. And similarly, I can't think of many lesser one-drops trying and failing to break into Modern, as since they're failing, they aren't necessarily on my radar. The reason in 2011? People just played Nacatl instead. And now? They play Swiftspear.
That's playing out in the numbers, too; most Nacatl decks were simply Zoo decks, with very little difference in composition. By contrast, Swiftspear is splashable enough to find its way to multiple aggro strategies, often with diverse means of achieving their shared goal of reducing opponents to 0 life.
Then there's the issue of Punishing Fire. I've long held that Wild Nacatl was an unneeded Modern ban, caught in the crossfires of a larger issue: the Punishing Fire-Grove of the Burnwillows combination. These cards together, coupled with the slower speed of the format a decade back, made it difficult for any aggro deck relying on x/1s or x/2s to break into the tournament scene. Nacatl was so important for aggro decks not only because it was very efficient, the reason given for its banning, but because it was the only Stage 1 creature immune to Punishing Fire. It's my belief that only banning Fire would have greatly decreased Nacatl's share among aggro decks by virtue of the move letting other x/1s and x/2s into the fold.
Another Glass of Red
I've recommended
I was wrong. A more experienced player warned me before the tournament that I was, and should play Orb instead. I'd already lent out my Orbs, so I forged ahead and suffered. See, I'd fallen into the causality trap where I correlated the combo with losing. I was fixated on losing after fighting Twin to a stalemate and then getting combo'd out of nowhere. I was looking only to attack that angle. It didn't work because that's not the real reason I was losing. Twin was a tempo creature deck. It was heavily if not entirely dependent on its creatures actually gaining value when they hit. It's not like a 1/4, 2/1, or 2/1 flier is very impressive on its own. Especially against my 3/2's, 3/4 flier, or 6/6.
Tron wins by getting seven mana on turn three, then dropping big colorless bombs.
The answer was that Tron lands aren't the problem with Tron. Yes, they're the whole namesake of the deck, but the problem isn't that Tron ramps. The problem is that Tron drops big colorless monsters early. I realize that the former problem enables the other, but dealing with the former won't solve the latter. Too many players thought Moon was a solution to Tron, not realizing that Tron doesn't actually need colorless mana. Just generic mana, meaning red is just as good. Yes, Moon means that Tron can't hit those monsters early anymore, but there's nothing stopping Tron from hitting them later. And Karn Liberated is still a huge threat on turn seven. The problem isn't the Tron lands, the problem is Tron's threats.
Worse is when players bring in Damping Sphere. The first spell isn't taxed, meaning that Prowess still gets to play its game. Not as much of it, and Sphere is still effective at preventing the explosive turns. As I learned against Izzet Phoenix, a smart player will be judicious with their spells so as to maximize their value and play around and through the Sphere. Unless you can really take advantage of it, the time that Sphere will buy is meaningless.
cast. The mana base is geared to only cast Humans, and I either had to save an Unclaimed Territory or draw Ancient Ziggurat/Aether Vial to actually play the thing. I've recently switched to Izzet Staticaster, and while it's not as powerful, it has been more effective because I cast it more often and easily. Theoretical power is meaningless if it's too hard to cast.





