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Well, everyone should have seen another ban coming. There was no way that Wizards wasn't going to let their last scheduled banned and restricted announcement go by without doing something about Oko, Thief of Crowns. However, I didn't expect it to go this far. Three cards banned would be a fairly substantial shift by itself, but considering what is getting banned, I'm calling it a seismic shift. Another year, another entirely new Modern.

What should not be surprising is the lack of compensating unbans. As I've previously noted, there aren't many plausible candidates. My opinion on Splinter Twin seems to fall in line with Wizards'. And not unbanning the artifact lands makes sense in that Wizards is specifically trying to power down artifact decks.
Oko, Thief of Crowns
Everyone was expecting Oko to get banned. There didn't seem to be any other option, and Wizards' announcement reflects this fact:
Oko, Thief of Crowns has become the most played card in competitive Modern, with an inclusion rate approaching 40% of decks in recent league play and tabletop tournaments. In additional to having a high overall power level, Oko has proven to reduce metagame diversity and diversity of game play patterns in Modern.
The last few months of 2019 saw him shoot to the top of the format and just sit there. There was no opportunity cost to playing Oko. He made fodder for all his abilities. He never needed to downtick to do something. His starting loyalty was absurd, particularly for a three-mana planeswalker. Wizards admitted that Oko had just slipped through the cracks and they hadn't tested him enough, its high loyalty stemming from a broader issue of overestimating planeswalker vulnerability. Last weekend was the final straw, as GP Austin saw a Day 1 that was dominated by Oko...
| Deck Name | Total # |
|---|---|
| Urza Decks | 82 |
| Death's Shadow Decks | 61 |
| Eldrazi Tron | 48 |
| Tron | 41 |
| Burn | 35 |
| Titan Field | 35 |
| Infect | 34 |
| Jund | 33 |
| Snow Control | 31 |
| Snowblade | 28 |
| Mono-Red Prowess | 25 |
| Humans | 24 |
...which would eventually translate into a Top 8 of primarily Oko decks. All the props in the world to Ian Birrell getting 4th with a completely stock Jund list, but he was the only player who wasn't riding a stream of food. Once a Top 8 has 26 of 32 (81%) possible Okos present, there's clearly something amiss. The pattern was repeating over at SCG Knoxville, where the Day 2 Metagame was dominated by various Oko decks:
| Deck Name | Total # |
|---|---|
| Temur Urza | 10 |
| Mono-Red Prowess | 9 |
| Eldrazi Tron | 6 |
| Infect | 6 |
| Bant Snowblade | 5 |
| Sultai Urza | 4 |
| Burn | 4 |
| Mono-Green Tron | 4 |
| 4-C Whirza | 3 |
| Amulet Titan | 3 |
| Humans | 3 |
| Gifts Storm | 3 |
| Devoted Devastation | 3 |
| Simic Urza | 2 |
| Urza Prison | 2 |
| Oko Jund | 2 |
| Jund | 2 |
| Crabvine | 2 |
| Titanshift | 2 |
An explicitly Oko-oriented deck was the most played, with lots of other decks running Oko as a package. Simply put, with little opportunity cost to doing so and the substantial upside of snowballing out of control, it was wrong for decks not to run Oko. Some decks splashing Oko included Infect, Amulet Titan, Death's Shadow, and Jund, as reflected in the Top 32:
| Deck Name | Total # |
|---|---|
| Temur Urza | 7 |
| Sultai Urza | 4 |
| Bant Snowblade | 3 |
| 4-C Whirza | 3 |
| Amulet Titan | 2 |
| Mono-Red Prowess | 2 |
| Infect | 2 |
| Golgari Yawgmoth | 1 |
| Mono-Green Devotion | 1 |
| Humans | 1 |
| Oko Jund | 1 |
| RG Eldrazi | 1 |
| UR Kiki-Jiki | 1 |
| Eldrazi Tron | 1 |
| Crabvine | 1 |
| Mono-Green Tron | 1 |
Oko dodged the finals not for lack of effort. Decks that went over Oko's top did very well, but that's likely because the SCG meta saw the impact of Oko first, and had more time to adjust. Perhaps Modern overall would have ended up in a similar spot, but with Oko already banned in multiple formats, Wizards elected to take one on the chin and ban the planeswalker.
Post-Oko Winners
The format as a whole wins, as gameplay and deck strategy should diversify. No longer will it be a version of Standard's snowball-value gameplay. There's also no longer a power card for every single deck to play, which will incentivize innovation in deck configuration.
Any deck that was looking to actually do something with non-ETB artifacts and creatures also wins. Oko rendered big creatures and splashy artifacts useless by making them 3/3 Elk. Death's Shadow was initially seen as an answer to Urza, but Oko pilots have since turned plenty of 11/11s into Wild Nacatls. Death's Shadow is an obvious beneficiary as a result. Primeval Titan was very strong even with Oko around, but Oko made it far less threatening; the Titan is unleashed now, too. On a more somber note, prison pieces will come back into vogue. It didn't matter if Ensnaring Bridge was in play when it was just going to become an Elk, and the same follows for any artifact that wasn't part of the 0-1 CMC value engine common among Urza decks.
The largest individual winner is Stoneforge Mystic. Mystic hasn't yet had the chance to take off in Modern, and Oko tucked it further away. Fair cards with many possible homes take time to catch on, as did Jace, the Mind Sculptor. Oko forestalled the brewing process by rendering equipment ridiculous. Without it, Mystic may finally have a chance to spread her wings.
Post-Oko Losers
All the decks that were playing Oko take a hit. However, the loss won't be felt equally. UGx Urza decks will almost certainly disappear; the reasons to play green were Oko and Gilded Goose, the latter present mainly to pump Oko out faster. Simic Urza should revert to Grixis Whriza, which may actually benefit considerably for the same reasons I mentioned about artifact decks above.
Oddly, I think the biggest loser will be Bant Snowblade. Snowblade was starting to gain some traction as an anti-Urza deck in the run-up to SCG Knoxville, and didn't do too badly in Austin either. However, this was based on it being a better Oko deck rather than its own merits as a deck. Snowblade had more ways to accelerate into Oko while playing less air than a typical Urza deck. Playing fewer artifacts meant dodging typical hate.
The deck also enjoyed turning its mana dorks into actual threats. Also, Elking a friendly Spell Queller and then bouncing Queller with Jace or Teferi meant that the Quelled card would stay exiled forever. With Oko gone, Bant is back to being filled with dinky creatures and uninspiring payoffs, as it was before Throne of Eldraine. Stoneblade will still be around, but its shell needs an overhaul.
The other big loser is Infect. Ever since Gitaxian Probe was banned, Infect has struggled. The deck never goes away completely, but without the information advantage of Probe, it just can't maneuver past all the removal and discard in Modern. Oko gave Infect new legs via an alternate win condition immune to typical Infect hate by virtue of its focus on value and stretching of enemy resources. Infect will now default back to its uninspiring pre-Eldraine configuration.
Mox Opal

While some have speculated on Mox Opal getting banned for years, I've always disagreed. The problem was never Opal itself, as evidenced by Affinity. Opal needed a lot of setup and was frequently bad on its own. It was in the presence of overpowered engine cards that Opal became unfair. Even without Opal around, Ironworks would have been too good thanks to how absurd a mana engine it is. Meanwhile, there's no reason to play Affinity or similar artifact decks without the acceleration of Opal. They're too fragile easy to hate out otherwise. However, Wizards decided that Opal being a main component of Oko decks was the final straw:
As a source of fast mana in the early game, Mox Opal has long contributed to strategies that seek to end the game quickly and suddenly, whether with explosive attacks, one-turn win combos, or by locking out the opponent with “prison” elements. While none of these decks previously warranted a ban of Mox Opal, it has historically been a part of decks that approached problematic impact on the metagame or did indeed necessitate other bans.
Wizards is concerned about Urza just coming back. They're even more worried that Opal will be a greater problem in the future.
As the strongest enabler in the recent Urza artifact decks, and a card that has been concerning in the past and would likely cause balance issues in the future, Mox Opal is banned in Modern.
Reading between the lines, Wizards is concerned about future cards proving unsustainable alongside Opal, and wanted to get ahead of the problem. I think that means they're worried about Underworld Breach combo, a deck which is almost certainly dead before it ever got a chance to live. It may also imply another set with pushed artifacts in the pipeline.
Affinity is Dead
And with that, Affinity is finally dead. It hasn't done well for quite some time, but losing Opal is the final nail in the coffin. There's simply no reason to play an aggro deck that dies to not only Supreme Verdict but to Stony Silence, especially when it's no faster than other aggro decks. Humans sounded the knell by being a very similar deck that was more disruptive and resilient, but Affinity stuck around in some capacity as a metagame deck. Hardened Scales may remain, since it has green acceleration, but it's a tough sell. It will take some very pushed artifact creatures or synergies to make construct aggro a thing again.
Many fringe artifact decks also look significantly worse. Lantern (thankfully) died years ago, but this also means Cheeri0s is gone. The combo only generated mana by looping Opal, and trying to make Mox Amber work in its place takes Cheeri0s into a very different combo space.
Long Live Urza
Given that artifact decks are taking such a huge hit, the hope is that the targeted deck will also go. But I don't think that banning Opal will hurt Urza that much. He'll just roll with the punches and adapt. According to Wizards:
We considered options that would further weaken Urza-based artifact decks, while still allowing for decks based around that general strategy. Ultimately, we determined that banning Mox Opal was the correct option.
However, Urza, Lord High Artificer doesn't need Opal. Simic Urza decks did, because they were all about getting out a powerful engine quickly, be it Emry, Urza, Oko, or Karn. Gilded Goose coupled with Opal was the key to getting them online before opponents could respond, which was the key to Simic's success.
However, Grixis Whirza was already slower than Simic. Its main plan was as a prison deck, and all it needed to do was get out the right lock piece eventually. It can also combo win from nowhere. Earlier is obviously better than later, but it isn't necessary; Opal's greatest contribution was how efficiently it helped Urza empty its hand for Ensnaring Bridge, which is only relevant against hyper-aggressive decks. Against everything else, Whirza was playing a slower reactionary game anyway, so the Opals were primarily replacing lands. Whirza will just run an extra land or two and use the extra slots for either another artifact or some more interaction. Urza is still an absurd card, so I predict that all Wizards is dong is kicking the can down the road.
Mycosynth Lattice
Finally, there's the truly unexpected banning. I couldn't find any writers calling for banning Lattice before today, didn't see any discussion threads about it, and would never have expected such a ban to happen even if there were said calls. Mycosynth Lattice just doesn't do anything. The only reason for banning it is Karn, the Great Creator's non-symmetrical effect. However, Wizards thought lowly enough of the combination to pull the trigger.
This combination, popular in Eldrazi and other Tron decks, can completely lock the opponent out from casting further spells. While decks featuring this combination often win in other ways, the deckbuilding cost to include this interaction is low, causing it to show up more often than is fun in competitive play.
I don't disagree with the reasoning. Getting locked out of the game is horrible, but the deterministic nature of the Lattice lock is much worse. Against typical prison locks, you're only truly out of the game when you have no answers left in your deck. Lattice lock offers a one-time window to answer. Once Karn and Lattice are on the board, the only source of mana the opponent could have is Simian Spirit Guide. Unless enough creatures are on the board to kill Karn, that's the end.
I did not think that fact was enough for Wizards to ever take action. I suspect that, due to the Simic Oko decks, Wizards was seeing the lock come up far too much. With Oko leaving the format, the lock would have necessarily become far less frequent since his deck is going away. However, Wizards decided that they wanted to be sure. On Twitter, LSV called the Lattice ban "forward-looking." I see the point, and it is better to strike while the iron is hot. That said, I don't think I've ever been more surprised by a banning before. Even the Twin ban was less surprising, despite the reactions at the time.
Modern Moves On
With a major pillar removed and several recent distortions gone, Modern is once again wide open. The incoming set will further muddy the waters. We'll just have to wait and see how this all plays out.




"Other Satyrs you control get +1/+1 and have haste." Yawn! It's the rest of the text on Gallia that makes it interesting. Attacking with three creatures is par for the course in hyper-aggressive Zoo strains like 8-Whack, and that's exactly where I expect Gallia to end up. Even there, it's not realistically triggering until turn three. I still think that's enough to merit inclusion, as the looting effect is just bonkers in a deck that peters out so quickly.
Whirlwind Denial
Thassa's Intervention
Dream Trawler
Kroxa, Titan of Death's Hunger
First up is Mire Triton, which packs a ton of potentially relevant text into one sleek design. Triton gains pilots life, self-mills, swings for a passable 2 damage, and provides a deathtouch body on defense. On top of all that, it's a Zombie Merfolk, supporting two beloved tribes.
Speaking of two-drops, let's dive into escape, Magic's latest take on flashback. Omen of the Sea costs one more than the banned Preordain, but offers pilots flash; in instant-speed decks, spending mana on enemy turns can be quite similar to getting it for free. Additionally, Sea's extra effect lets pilots squeeze value out of the enchantment down the road, and its card type plays nice with certain mechanics (delirium, constellation, etc.).
Escape Velocity
The last escape card we'll see today is my favorite design thus far. Early on, Cling to Dust provides cantripping (or life-gaining) grave disruption; on paper, it eventually morphs into a card advantage engine. Realistically, though, the spell sits somewhere in the middle, fronting a burst of value and then ensuring another one or two down the road. Escaping more than twice in a game should prove difficult with a five-card requirement.
This lamp isn't playing when it comes to the graveyard, either. An update to Scrabbling Claws, Soul-Guide Lantern also offers players plenty of options. It immediately removes a card, threatens a grave nuke at any time, and can be cashed in for a card as needed. The artifact reminds me too of Nihil Spellbomb, but more generic in that nonblack decks can play it. I wonder if it's generic enough to see mainboard use alongside Mox Opal and the rest of 
In practice, it's maybe not an improvement at all. Escape requires fodder, and current storm lists don't make enough to go around. From
To really make Breach shine requires building around it, and the
This restriction naturally points towards Dredge, the deck that most wants creatures popping out of its graveyard. Skipping over the question of how to fit Ox into a list as tight as Dredge, the card looks like a fit. As Cathartic Reunion showed, Dredge really likes discarding its hand as a cost to draw cards and activate its namesake mechanic. Dredging is also the fastest way to get the necessary eight cards in the graveyard to actually escape Ox; normal dredging finds Ox and provides the fodder, then Ox creates more dredges and a big threat.
The simplest combo with Heliod is infinite life with Spike Feeder. It's almost as if Heliod was designed with this combo in mind. Even better, this combo is findable off Collected Company. While this is a simple and effective combo, I don't think Company decks will bother. Infinite life via Kitchen Finks, Melira, Sylvok Outcast, and Viscera Seer used to be their main combo, but infinite mana with Devoted Druid and Vizier of Remedies has replaced it, as Tron could beat infinite life by restarting the game withKarn Liberated.
But if all that's required is an inexorable clock against a control deck or Jund, she's not unreasonable. There will be plenty of non-land cards in a typical attrition match to guarantee two damage a turn for the whole game. I actually think that Klothys is better against Jund than against blue-based control, as the only way for Jund to kill Klothys is to discard her. UWx has counters and Detention Sphere and can always bounce Klothys with either Teferi.
Purphoros won't be cheating in Griselbrand or Emrakul, the Aeons Torn, but there are plenty of

Emry, Lurker of the Loch has already proven itself alongside these enablers, generating infinite mana with a couple Moxen (an occurrence twice as likely with more cogs in the mix). Grinding Station rounds out the combo, threatening to mill opponents it comes together against. New to the party is Kethis, the Hidden Hand, who gives the deck inevitability against anyone trying to disrupt the combo over a series of turns. In the mid-game, pilots can simply slam Kethis, replay Moxen and Emry out of their graveyards, and go off that way. Unearth even functions as a Kethis should opponents strip it with Thoughtseize, and further bulletproofs the plan.
Who said Affinity was dead? The archetype
Growth turns all those Mutagenic Growths we (well, I) would've played anyway into cantrips, but its real strength in this build is what it does for Rancor. The
This particular build has a lot that pushes my buttons. I love the notion of
Rankle, Master of Pranks is the new face of Pox, at least according to
I think my old standby
As for disruption, the deck preserves Chalice of the Void, but forgoes Simian Spirit Guide. Rather, Expedition Map and Dismember are the deck's turn one plays, while Chalice is reserved for turn two and the heavy-hitters come out reliably as of turn three.






argument against unbanning Twin. All were dubious that forcing interaction slowed decks down, and wondered if decks wouldn't just try and race Twin. My answer was that racing wasn't really an option, as Infect was the only deck that could, and doing so still proved a a long shot (especially given Twin's available tools at the time).







complicated by there being a general decline in non-Infect decks in late summer, which may simply be a coincidence. The drop is integral to the predator-prey relationship being observably real, but again, I can't confirm that this wasn't some outside distortion making it look correct.
was a policing agent, the ambiguity of the data is the more important result. If Twin was having a direct effect on the existing unfair decks by forcing them to interact, slowing down their kills, and therefore making them worse, I can't see it in the data.
Since the overall data doesn't clearly answer the question, I've also looked at how specific decks reacted to the banning. This has only served to further weaken the case for Twin's police powers.
The second, and I think more damning, study was to compare Twin-era linears to their post-Twin counterparts. If they had removed interaction in favor of faster kills, there might be something to the notion of Twin forcing interaction.
Perhaps the most devastating evidence against Twin's supposed policeman effect is Affinity. The
The only certain impact of unbanning Splinter Twin would be the unleashing of a combo-control deck. This deck is capable of winning on turn four in a way that requires players to leave mana open or simply die. How healthy or desirable is this effect?
Twin also resists hate. There was no sideboard card or deck that knocked Twin off its perch prior to the ban, and if Twin is still good I have no reason to think one would today. Torpor Orb, Suppression Field, and Ghostly Prison were all effective against the combo, but weren't enough then, and there's nothing better now. Fatal Push requires a revolt trigger to kill Exarch or Pestermite. Twin can also play into this, because it's extremely hard to be prepared for both the combo and control plans; if there's going to be hate, just sideboard around it and still win.
I think a significant part of the resistance I've encountered is disagreement over what it means to be interactive. If players are looking for interactive games in terms of trading cardboard and the last threat standing wins, Ă la
In



Back in November, 
Since all eight of these disruption pieces also dig through the deck, I find this trajectory similar to Shadow's; after gutting their Jund Rock prototype, those decks had some space to fill, and they did so with cantrips ranging from Street Wraith and Mishra's Bauble (now longstanding staples there) to Traverse the Ulvenwald (still a necessity in green versions) to Manamorphose (more of a blip) to Once Upon a Time (which seems to have antiquated Manamorphose).


