Tag: modern

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Daniel Clayton - July 17, 2014

Burning Up or Burning Out: The power of the number three

Red Deck Wins primer - Goblin Guide

Burning Up or Burning Out: The power of the number three

By: Daniel Clayton – The Will of the Floral Spuzzem

 

Red Deck Wins Primer

Very soon now Magic fans, we will exist in a world without Return to Ravnica and what a different world it’s going to be; the old script of decks and tournament play will be scrapped and we’ll return to the primordial ooze of deck construction. Return to Ravnica was a powerful format and it is responsible for staples spread out throughout standard right now; you’ve got power houses such as Sphinx’s Revelation, Desecration Demon, and Pack Rats (You can probably tell which decks I played and hated based on this list). Now, let me begin by prefacing that I really don’t like this format, and I don’t presume to call myself an expert on it, so I won’t begin to tell you about decks that are going to either become dominant or stay dominant until the end of the tournament season. I have, however been playing in tournaments (Not gigantic tournaments, but mostly local events, a few larger) long enough to notice certain trends. One example of these trends is control typically taking hold or seeing more play towards the end of the first or second set in a block. Another trend you typically notice is at the beginning of a new block is a shift to one of the most powerful decks in the most powerful color. The deck is of course Red Deck Wins (RDW) and it can be seen to some extent in almost every single block in one form or another; today I’m going to talk a little bit about the ideas behind this deck both from a flavor and an actual game play perspective, and then I’m going to examine some of the decks played by various players played throughout Standard, Modern, Legacy, and Vintage and try to apply some of the principles behind each of these cards.

 

 

Burning Up or Burning Out

This is the decidedly nerdy part of the column, so if you’re just looking for deck construction or points about RDW you can skip ahead to the next section. What is a red mage? A red mage is an individual usually of innate talent, who while not unintelligent, is often motivated and powered by their very tempestuous emotions. They do not act based on what may be considered pure or intellectual, but act based on their own personal code of ethics, personality, and mindset at that time. Red mages may be considered individuals who can be quick to anger, quick to appease, and overall very mercurial in their range of emotions; this isn’t to say that they aren’t loyal. Their loyalty belongs to individuals over organizations and they treasure the bonds to those that they are close to over the traditional organizational bonds that people typically give value to. As their power and their actions are based off of their emotions, these individuals are the most likely to “burn” themselves when it comes to their power, often times losing themselves in the throes of their power and succumbing to anger, fear or hatred. As a side note, it is not often that a red mage would tend to spend time in books studying or honing their skill, but tend to just fall back on their natural talent and strong emotion to win the day for them. All of these characteristics are reflected heavily in the game. The very concept of a red mage is fire and just like a fire, if you play red there’s a very good chance that you’re going to burn yourself out of tournament play. If you think about the various resources you have available to you in the game (I’ll explain all of these in greater detail in a later article), but red typically seems to draw its power from your current state of mind (your hand) and thinking about this from a flavor perspective, your emotional state begins by flaring up and giving you a large swathe of power, but you begin to tire quickly from expending too much mental energy from such emotions and your power begins to wane quickly. (burning out) Even the depth of cards in red lends itself to the flavor of the red mage in a very strong way; red mages typically have one or two strategies for solving problems, burn it or break it, and a red mage is not typically going to spend time examining the depths of their power meaning that the depth of things you can do in red is also pretty limited. Even all the way down to how well the decks place in tournaments is very conducive of the flavor or the red element; a very powerful contender, but not a winner over the hard work and diligence of another color except with a few very talented red mages.

 

 

The Most Powerful Color

I may be wrong and I may be biased, but I truly believe this to be the most powerful color in the entire game of Magic. I will say fair enough that decks of this color typically tend to fall flat on their face, but there’s a reason for that; the decks don’t have consistency. The printing of cards for this color is really only missing one thing and that’s the ability to draw or at least order your deck. There are exceptions, but for the most part those are either bad for one reason or another (Faithless Looting or Magma Jet), or they have a ridiculously high mana cost. (Past in flames) Even those these cards are either very expensive to play or have large downsides to them, I’m sure you’ve seen them run in plenty of decks and the reason for that is that they just make red so much better that you can’t not use them. Now let’s all address the 35-ton gorilla in the room, surely even with consistency problems why don’t the decks win more, I mean if they’re that good. Well, consistency is half of the equation, and probably a larger problem than you give it credit for (It’s what gives you games where all you do is draw mana, a death sentence in red), but the other half of the equation is that almost every deck has built in side board options just to deal with red. Red is the reason that Kitchen Finks is run for the most part; siding against RDW is even run in some RDW that runs white. If you don’t believe me then put together one of the decks that I’ve got listed below and run it against one of your own decks and see how you fair without your side board. I know there are special exceptions, decks that just run faster (Tron, Metalworker, Affinity, Monoblack Devotion, etc.) but by and large the basic shell of RDW is equipped to deal with most decks in a straight fight.

 

The Beginner’s Deck

Let’s just make this point clear, yes RDW is extremely easy to run and yes it is used by people who are just getting into the game for reasons we’ll get into in just a second, but that doesn’t mean that it takes no skill to win with one; if you lose to it, it means there was some flaw or error in your play or deck that allowed you to be overrun by the red deck; they exist out there and if as opposed to coming up with a game plan and a side board, you just spend your time whining about how you lost to the deck, then you’ll never overcome your flaws when it comes to playing against red. Now that that’s said, choosing to play red is a very difficult choice, it is a color that will screw you eventually and refuse to play for you some games, just out of the blue. The other thing that you have to understand about red is that it is a mathematician’s deck; while white may have rule-makers, blue may have strategists, green may have conquerors and black may have tyrants, it is actually red that has the mathematicians. The red deck is designed to do more with less and work around a single number, the number 3. This is a deck that revolves around somewhere between 3 to 4 turn wins as consistently as possible by running cards that typically cost 1 to 3 mana, and deal about 3 damage. But why is this 3 so important? Well you might as well call it the Magic number in Magic; with most of the powerful stabilizing spells sitting at 4 to 5 mana, and decks typically taking the same amount of time to stabilize (begin to fight back against aggro strategies) this is the amount of time decks straight aggro decks have to pump in their hits consistently. Now, you’re probably asking yourself why 3 damage or 3 mana? In a typical hand over the course of 4 turns you will see 10 cards; that is the latest average time a straight aggro deck has to win a game, before stabilization can really begin. Taking into account that you want to play 1 mana until you have about 3 mana on field, that leaves you with 7 cards, or 6 if you played 1 mana every turn for 4 turns. In these 4 turns with 7 cards you have to deal 20 damage, meaning that you have to deal 3 damage with 6 cards, at least and 2 damage with your last card to take out the minimum amount of life. Alternatively, if you have 6 cards in hand, you have to deal 3 damage with 4 cards and 4 damage with 2 cards in order to take out the minimum amount of life. Did you know that this is one of the healthiest decks in the game of Magic? With most of your games lasting somewhere between 4 and 5 turns either way, decks like this allow you to do other things while competing in tournaments and can help you keep healthy by giving you time to go get something to eat or hang out with friends between rounds. Not to mention, your typical red burn runs with much cheaper cards than other decks in the same format, allowing newer players a chance to get more accustomed to the basic rules of the game before purchasing an expansive complicated deck that they may not understand.

 

 

Deck construction

There are a few archetypes of RDW that are run, and I will now attempt to explain each one:

  1. Burn: This is the least expensive and usually most aggressive of all RDW strategies. Trading almost all of its board presence for quick hits that deal damage and then go away. The name of the game is to get in there, and deal damage before your opponent can do anything.
  2. Goblins: One of the strongest creature types of all times, this deck tries to set up a strong assault that buffets your opponent and knocks them so far off their feet that by the time they recover, the game is already over. As a side note, this is one of the most powerful archetypes of all time, having one of the only tribal spells in existence on the banned list in Legacy; elves is the other contender for your information. This deck archetype is part of a larger type known as RDW creature agro; a sub-archetype in which you run a creature base supported by instants and sorceries.
  3. Mid-range: This odd deck runs more middle of the road cost Red cards. The deck is aimed to have power houses that don’t cost as much as other formats, just designed to get there and win the game; these cards are oftentimes backed up by a formidable removal suite capable of dealing with most of your adversaries’ cards.

 

 

Burn: Charlie Mitchell

First in our example of decks is a deck which took 4th in a Legacy open in Worchester on 06 July 2014.

The decklist is as follows:

 

As you can probably tell by looking, this is a deck that is designed to knock opponents off their feet and then keep them there, Goblin Guide, a powerhouse in almost every format in Red allows you to almost always get in 4 damage before he’s stopped. Grim Lavamancer acts as extra damage for all of the used up cards in your graveyard. Eidilon of the Great Revel works to punish players for playing cards with some of the most common mana costs in the whole format. One thing you’ll notice about the mana base of almost all red decks is the fact that they don’t run many lands compared to the whole of the deck, and they use fetch lands to try to thin the amount of lands that you will draw throughout the course of your game. Sulfuric Vortex not only deals damage to your opponent each turn, but it also stops your opponent from being able to gain life a powerful advantage over your opponent. Fireblast is a ridiculous spell that at the cost of 2 mountains deals 4 damage to something of your choice, which can mean the end of the game for your opponent in a lot of situations. Price of progress punishes players for playing the best and most commonly run type of lands in the format. Searing Blaze not only acts as outstanding creature removal, clearing a path for your creatures to swing and dealing 3 damage to your opponent at the same time. The rest of the cards main deck are typically used to just get in 3 damage the face to your opponent and push you one step closer to victory. As for the side board, you have Vexing Shusher (Stop your opponent from stopping you), Satyr Firedancer (Damage a creature each time you deal damage to a player), Mindbreak Trap (No more searching), Red Elemental Blast (Blue is a pain), and Smash to Smithereens (Metalworker ends games). Overall, this is a very powerful deck that places very well typically despite its consistency and hate issues, the one change I would issue would be to try to include 4 Vexing Devils in the deck, but I’m not sure where I would squeeze them in.

 

 

Goblins

 

 

This is a goblin deck of my own creation, because Goblins have apparently fallen out of flavor with the game, I still love the deck and it still is competitive with the right side board. This deck like most of the decks of the same type tries to leverage the damage-dealing ability of its creatures to get in for enough damage to win the game before the opponent has the chance to get back on their feet. Ember Hauler is a powerful card, allowing you to swing in for 2 with the option to pop him and deal 2 extra damage to target creature or player. The Goblin Bushwacker appears with the ability to pump up all your red creatures, give them haste and pump up their power by 1. Goblin Chieftain allows you to get in there for as much damage as possible, by giving all your goblins haste and +1/+1. Goblin Guide, Searing Blaze and Lightning Bolt are strong for reasons previously mentioned. Spikeshot Elder is one of those rare hidden gems, being able to deal his power to target creature or player and being able to be used as many times as you want per turn, he has the ability to burn down opposing creatures and players, making him almost always a great play and also giving you a sink for all your extra mana. Legion loyalist further pumps all of your creatures and gives them first strike and trample, stopping your opponent from being able to just chump block and trade for all of your goblins. Then, you have Goblin Rabblemaster which will not only generate board presence for you, but will also swing in for a powerful hit when surrounded by other goblins. After that you have Goblin Grenade, at 5 damage for a goblin and 1 red mana, this card doesn’t really need any more explaining than that. You want to avoid drawing lands in this type of deck and that accounts for the lack of lands in the deck and the filterability of Arid Mesa mixed with the fact previously stated accounts for why there are so few lands in the deck. The last card in the deck, the Teetering Peaks allow you to burst your creatures quickly without having to lose a land spot and the 2 extra damage is a big help; can also boost Spikeshot Elder for a powerful ability enhancer. The sideboard of my deck deals with most of the difficulty that my deck typically ran into; affinity is a huge problem in Modern, so by running Shattering Spree, we attempt to slow them down long enough for us to take the win. Blood Moon or Sowing Salt is my way to deal with Tron and most other decks that are based around non-basic lands. Surgical Extraction is my way to deal with all of the combo decks that I don’t have another plan against yet, such as second sunrise back in the day; the card also helps against decks that base themselves around the graveyard and is a handy tool against Tarmogoyf. Dismember is really my only defense against creatures with protection from red as well as large creatures that goblins can’t really deal with. Finally, Pyrewild Shaman is my one card combo against Control, pumping what needs pumping and being uncounterable and instant speed, being a creature when I need another creature, returning to my hand to do things more than once every time I deal damage to an opponent, and being a goblin forever; working into the overall strategy of my deck. The only card that I left out which warrants inclusion in the main board of the deck is Arc Trail, just a value card with the ability to be heroic in the mirror match as well as a great solution to most of your infect decks.

 

 

By the Will of the Floral Spuzzem
@DC4VP on Twitter 
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Eric Jeffrey Seltzer - May 17, 2014

Jund Modern by Andrew Huska (2nd at GP Minneapolis Modern on May 11th ...

 Deck of the day

Liliana of the Veil

 

Jund Modern by Andrew Huska

2nd at Grand Prix Minneapolis 2014 
 

By rights this is the deck that should have won in Minneapolis last weekend and would have if that Scapeshift had not been peeled off the top. Jund has long been a bogeyman of the format, but the recent ban on Deathrite Shaman did a lot to suck the wind out of its sails. But it continues to compete as a tier 1 strategy because it has so many powerful pieces of disruption and removal, backed by a team of beatdown creatures.

The main strategy to victory revolves around two key monsters crashing the red zone with longtime all star Tarmogoyf widely accepted as the best two drop beater ever printed as it continues to scale up as the grave fills with different card types, and also manland Raging Ravine which continues to grow with each attack and as a land is able to dodge any sorcery speed removal. There is also Scavenging Ooze which has the ability to grow to epic proportions as well but is most useful as a way to control the opponents graveyard if they are operating with any recursion now that Deathrite is no more. There is also Dark Confidant which is the decks main source of grinding card advantage and newcomer Courser of Kruphix which is largely a brick wall with its four toughness but also acts as a form of ramp and those life points will often be very relevant in the end. The next key element of this deck is the disruption package and that is found with three trios of discard with Inquisition of Kozilek and Thoughtseize as amazing turn one pinpoint extraction also enabling you to see the opponents current plans, and also Liliana of the Veil which is a symmetrical discard but you are able to prepare properly in advance and often force early misplays from the enemy. Liliana also double as removal with her sacrifice ability and is able to rid the board of troublesome creatures especially Hexproof or Indestructible ones that you normally would not be able to destroy. The remainder of the deck is basically more removal of varied flavors including Abrupt Decay and Maelstrom Pulse able to hit many different problem permanents, Slaughter Pact and Terminate as pinpoint removal for creature threats, and Anger of the Gods which provides the deck a sweeper capable of exiling the many recursive creatures especially from Melira Pod decks. There is also the requisite set of Lightning Bolt, almost a given for any deck in the format running Red, which doubles both as removal but also as additional reach to close out games quickly. The final card is a one of Chandra, Pyromaster which with her ability to negate blockers will be a road to victory in many games that she hits the table and her second ability help provide additional draw to the deck which is one element that is not a strength.

And so despite any attempts to suppress what has always been a very powerful Midrange strategy showing itself in its early days from a mere Standard deck then porting into Modern and ultimately finding success even in the wide open format of Legacy. Because the deck revolves not specifically around any particular card but instead is simply a conglomeration of available discard and removal backed by beatdown creatures it will always find a way to rise back to the top. It will be very interesting over the upcoming Modern PTQ season to see just how well the deck competes and what sort of evolution it may go through to again reign over the format.
Eric J Seltzer
@ejseltzer on Twitter
Email: ejseltzer@hotmail.com
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Eric Jeffrey Seltzer - May 15, 2014

Kiki Control by Shaun McLaren (3rd at GP Minneapolis Modern on May 11t...

Deck of the Day

Restoration Angel - Kiki Control

White-Blue-Red Control by Shaun McLaren

3rd at GP Minneapolis Modern on May 11th 2014

Shaun McLaren has already proven his dominance of the UWR Control deck in Modern so it looks like he felt it needed a tweak to keep performing for him. And while it was not able to propel him to the top spot, it was good enough to push him into the top 4 of a very strong field. His deck still has the classic control elements of draw, permission and removal but adds an interesting creature twist to grind out all the value.

 

Let’s start from the top with the title card which adds the new spin with Kiki-Jiki, Mirror Breaker who is no stranger to Modern but has traditionally been found in either the Twin or Pod decks. Here we find him used to grind out some mega-value or even surprise combo for the kill. So looking first at that combo kill, when we pair Kiki up with Restoration Angel you create a possible infinite loop of tapping Kiki to copy Resto then blinking Kiki with the copies into play trigger to rinse and repeat. You can also flash in Resto as a blocker if Kiki is in play and create enough blockers to shut down an alpha strike from a Twin deck, very sneaky. The other key target for Kiki is Wall of Omens which works to shore up some ground defenses while providing a solid and steady stream of card advantage. There is also Snapcaster Mage which can continue to rebuy spent spells in the grave with Kiki. A singleton Vendilion Clique is extremely useful in the deck as a way to not only gain information about your opponents plan but also to help disrupt it as well. The manabase also affords us the inclusion of a set of Celestial Colonnade which are a key beatdown element and one of the main avenues to victory. As advertised this is a control deck and thus has a well rounded permission suite starting with a set of Mana Leak, a pair of Remand, and singletons of both Spell Snare and Cryptic Command. The removal is also very heafty including Lightning Bolt and Electrolyze to either burn creature or straight to the dome, and Path to Exile to decisively remove any creature threat in the way. The deck is also able to squeeze two Tectonic Edge into the manabase as an additional hedge against manlands or Scapeshift combo. The draw power of the deck lies primarily with the Wall, Electrolyze, Remand and Cryptic, but the are also singletons with a Sphinx’s Revelation and a Desolate Lighthouse to bolster the draw package.

So once again Shaun shows us it was no fluke that he won Pro Tour Born of the Gods almost fighting his way to another victory. He clearly enjoys this style of deck and has a finger on the pulse of the metagame. It is going to be exciting and interesting to see what sort of evolution he continues to push with this deck, and also if it continue to be a strong metagame choice.
Eric J Seltzer
@ejseltzer on Twitter
Email: ejseltzer@hotmail.com
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Three Kings Loot - May 13, 2014

Decklist for Modern Event Deck

 

 

Modern event deck box

 

Here’s information from the back of the box!

Your power is here.
Your time is now.

Get started with the deep-strategy Modern format in style! Draw on rare, high-powered Magic™ cards from past sets with this tightly constructed 60-card deck. Also includes a 15-card sideboard, strategy guide, Spindown™ life counter, 80 exclusive card sleeves, 5 double sided tokens, and a deck box.

Pick up the Modern Event Deck and find a Modern event near you.

March of the Multitudes

Leaders like Elspeth, Knight-Errant generate an army of token creatures, while spells like Intangible Virtue and Honor of the Pure inspire them to victory. White removal cards along with black disruptions keep your opponent off balance until you can strike the killing blow.

Here is the decklist:

 

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Eric Jeffrey Seltzer - May 13, 2014

Scapeshift modern by Jun Young Park (1st at GP Minneapolis on May 11th...

Champion’s Deck

Scapeshift Modern

Scapeshift Modern by Jun Young Park

1st place at GP Minneapolis Modern on May 11th 2014

Long has the tyranny of the awesome volcano Valakut reigned as a brutal strategy to incinerate opponents to ashes. This deck originally reared its ugly head in Standard using Primeval Titan to power out your Mountains to a quick and decisive victory. But once the Modern format was born the interaction between Valakut, the Molten Pinnacle and Scapeshift was too powerful to not be abused. There have been other variants of this deck as well which have used Prismatic Omen and Wargate to turn all your lands into Mountains but this straightforward style relying upon countermagic to control the game into a surprise combo finish is what has been most successful.

So the game plan of this deck is to burn your opponent to death using multiple triggers from Valakut, the Molten Pinnacle with Mountains entering the battlefield. Valakut will trigger for three points of damage whenever a Mountain enters as long as there are five other Mountains already in play. And in Modern with the fetch/shock manabase that most decks are using this means that six triggers will often be enough to blast the opponent to bits. With Scapeshift you are able to combo out those triggers in one big shot by sacrificing any seven lands to it and searching your deck for a copy of Valakut and six Mountain cards, shocklands count as they are subtype Mountain, for a big finish. Now one of the golden rules of Magic is that you can play but one land per turn which when you are attempting to combo finish with seven or more lands in play can be a devastating restriction. So in order to skirt this restriction we have ways to search out more lands and put them directly into play with the decks main turn one play of Search for Tomorrow which can be suspended for just one mana and also perennial chump blocker Sakura-Tribe Elder which can often act as blocker to soak some damage then after it is declared as a blocker can still sacrifice itself to go and find a land to put into play. To ensure that you are going to hit your land drop each turn the deck has Serum Visions and Telling Time to dig through your deck, and also Electrolyze which does have damage attached to it as well but is used mostly for more draw. In fact, almost every spell in the deck has some sort of drawing effect attached to it and a solo Halimar Depths in the manabase will also help set up you next critical draw steps. The other huge facet of the deck is that it runs a very strong permission package with Remand, Cryptic Command and Izzet Charm to assure that even if it starts to stall that it won’t be falling behind and gets to continue digging with more draws. The removal is small but headed by Repeal which can get rid of any problem permanent such as the variety of hate bears that will thwart your plans, but also Charm, Cryptic and Electrolyze double themselves as additional removal. Finally we get to the last piece in this puzzle with Snapcaster Mage which is able to rebuy any of your spells in the graveyard especially a surprise counter when you need it most, and is also able to beatdown some life points if that’s what is necessary.

While the deck was said to be well positioned in the field due to the high concentration of Birthing Pod decks which it is a good match up for it I’m sure we will not see any major shift in the meta to specifically combat it. It is a very powerful but all in strategy which is rewarding only if you are able to master the Math of the Mountains. The decklist is very tight and the number of Mountains very specific where you need to be always wary of how many remain in your deck and how many you need to kill your opponent. But if you are a fan of Combo decks then this is definitely a deck that you should try. I guarantee that the results will not disappoint you, but remember to practice, practice, practice.

Eric J Seltzer
@ejseltzer on Twitter
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Eric Jeffrey Seltzer - May 8, 2014

GW Hatebears by Serafin Wellinger (1st at Bazaar of Moxen Modern Main ...

Champion’s Deck

Thalia, Guardian of Thraben - GW Hate Bears

GW Hatebears by Serafin Wellinger

Bazaar of Moxen – 1ST Place Main Event Modern

It seems like the GW Hatebears motif was out in full effect this past weekend. In addition to the winner of the SCG Cincinnati we also saw this port over to Modern at the Bazaar of Moxen. And with good reason as the overall theme of the deck is a very strong disruption with aggro beats. While there are differences of course since the Modern card pool and metagame is not the same as Legacy it continues to show dominance across formats due to its incredible power.

The Modern version also utilizes Æther Vial as a very key component to the deck and while countermagic is not nearly as prevalent as it is in Legacy gaining advantage by dropping basically free creature and doing so at instant speed provides a huge disruption element which is the focal point of the deck. The other first turn play in the deck is Noble Hierarch which serves the deck well as a mana dork providing both White and Green for the deck as well as a bonus power boost if you are sending in a lone attacker for the beatdown. Moving up the curve to the two drop spot there is the all-star of the deck Thalia, Guardian of Thraben which does as much in Modern as in Legacy to slow down all non-creature based strategies, pesky Leonin Arbiter which shuts down searching the library unless you pay the price, and Scavenging Ooze to nullify the popular graveyard based strategies most especially the rampant Birthing Pod decks. We then go to our three drop slot where we have disruptive Aven Mindcensor to effectively shut down any deck looking to search the library for tools, we can Vial in a Flickerwisp as a way to protect our important pieces which may get targeted by removal, and even Blade Splicer can be a shocking surprise as the Golem Token it brings along to fight can First Strike an attacker to death which had expected a free and clear passage. And finally we get to the angels of the deck at the four cost with added protective redundancy from Restoration Angel and the unique disruptive ability from Linvala, Keeper of Silence which will shut down manadorks along with any other activated abilities from opponents creatures. The deck also runs a full set of Path to Exile to have some pinpoint removal to take out those most important threats. To assist in the beatdown plan the manabase includes Gavony Townships for additional creature pump and for disruption there is a full set of Ghost Quarter which combine with Arbiter and Mindcensor to effectively become Strip Mine.

Another fine deck makes its way to the forefront of the Modern meta showing how truly wide open the format really is. It will be very interesting to see how this deck fares this weekend at the Grand Prix in Minneapolis. Will it show that it was not just a one trick pony or is the meta going to react to this result by overcompensating. We will see.
Eric J Seltzer
@ejseltzer
ejseltzer@hotmail.com
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Gerald Knight - March 31, 2014

Knight’s Booty: Missing Piece [Modern, Mono-Black control]

Liliana's Specter

Welcome back to Knight’s Booty.  I’m sorry but I don’t have a short story for you this week.  Instead I have a deck that I’ve been testing out in Modern that fills a gap that is missing in the current metagame.  Now the reason for designing this deck is taken from Chapin’s “Next Level Deck building” eBook, which I highly recommend to anybody who wants to take that next step.

See, if we take a look at the current metagame (using mtggoldfish.com as our baseline) we are sitting in a very combo heavy environment.  Splinter Twin is sitting at 13.26%, with Melira Pod at 12.14%.  That’s only two decks and already we are covering a quarter of the metagame.  After that we look at UR Storm at 5.43%, Scapeshift at 4.15%, Ad Nauseum at 2.24% and after that it peters off.  So add all those percentages together and we are sitting pretty at 37.22%. Up from a quarter to a third of our current metagame is made up of combo decks.  Which when you think about it is pretty amazing really.

So how do we go about punishing this combo dominant metagame?  We could try going to go aggro and beat them to the punch. But most of the above decks are ready to “go off” by turn 3, and can aggro decks really beat that clock?  I don’t know, but even with the power of Zoo and Affinity I can’t be comfortable in saying that they have faster clocks.  And do we really want to try and compete with other aggro decks? I personally don’t.

So the next level up is control.  In which we have UWR and Hatebears as your big bad guys. Combined however they only take up 7.98% of the metagame.  Something is seriously lacking there, don’t you think?  Even if you add in UW Midrange you are only looking at 10.86% of the metagame being control decks.  This just doesn’t seem possible.  Especially when you have Esper control eating the standard environment alive.

So what does this mean for us?  It means that we can open up a whole new can of worms by moving into an area that is seeing very little love (control) and a colour that is notorious for it (black).  That’s right, I’m talking about Mono-Black Control, with a focus on discard.  But why discard you ask?

Because, just because.  Seriously though, if over a third of the decks you are going to be facing are combo decks, you can easily pick them apart by removing their combo pieces from their hand.  And aggro?  Back up your discard with removal, another thing that Mono-Black Control is famous for, and you can take control of the board as well as their hand.  Not to mention that the deck gets monumentally better whenever your opponent mulligan’s.  If their deck punishes them before the game even begins, then we are going to be in an even better position to win.

Now, that is not to say that the deck doesn’t have it’s weaknesses because it does.  It suffers in the fact that despite all of it’s abilities to disrupt the field and the hand, it can’t stop a topdeck.  It also stalls out late game with a lot of dead cards in hand.  But compared to the benefits, I am willing to overlook that little matter.

First off, the deck list as it currently stands:

The one card that it is missing is Thoughtseize, which can easily be put in place of Duress.  But only if you have that kind of money.  Now the one thing you might immediately note is that I am running a splash of Red in there.  This is because Black has no inherent artifact hate, or nothing that is cheap enough to warrant being included in the build.  But red does in the form of Smash to Smithereens, which in my past experience playing burn in Modern is a fantastic sideboard card.  And having immediate access to Red does give some interesting options if we ever wanted to include a devastating card like Blightning, or Rakdos Charm.  But I am focusing more on the Mono-Black version.

I want to talk about each card individually, but it will probably be easier if I break it down into each suite of cards, with the obvious Discard being the first.

First up is Inquisition of Kozilek.  This card is a very powerful discard spell as the name of the game in any deck that isn’t control based is speed.  Which means that cards are going to be cheap.  Tarmagoyf only costs two, Kitchen Finks costs three, Pyromancer’s Ascension costs two, and so forth.  So Inquisition of Kozilek has the ability to hit a lot of the cards out there that can cause problems.

After that I will address Duress.  It’s not Thoughtseize, that’s for certain, but it can come in handy where Inquisition can’t.  It can hit the higher costing cards, such as Splinter Twin, Birthing Pod, and Scapeshift.  But because it can’t hit creatures it loses playability.  That is the reason why I am only running a single copy in the mainboard, with more in the sideboard for when you do come up against decks like Twin, Pod, and Scapeshift.  It can be an easy swap out of Inquisition for Duress and you don’t set off your card balance.

Next is Raven’s Crime, which I am honestly thinking of upping to three copies.  The card is incredibly good in the late game when you’ve setup your win condition or are waiting to do so and you need to empty out your opponents hand.  It turns every late game land draw into another discard spell, and it works in conjunction with Smallpox when you will have to discard something.  I can’t tell you how many times I have been happy to have a Raven’s Crime in my graveyard and how many times I’ve been sorry to not have one.

Last, but not least in our spell slots for discard is Wrench Mind.  This is about as close to Hymn to Tourach as we will ever see again.  Sure, it doesn’t discard at random, but it is a straight up two cards for two mana.  And when you can play this on turn two after your opponent has already played a land or two, plus an early drop from their hand, it seriously wrecks your opponents game.  The earlier you can see this card the better your chances of victory will be.

The next section I am going to address is the removal suite, but first I need to talk about a card that fits between the two, and that is Smallpox.  I don’t quite know how I feel about the card itself.  It is very punishing to both players, but usually more so to our opponent.  I mean I love the card.  It has performed amazingly well in the early game against decks like Storm and Pod.  As an aside, it is a fantastic turn two play against Pod as it removes two sources of mana available to them, and slows them down significantly.  Storm is another matter, in that they need three mana to “go off”, unless they get a two mana “god hand”, and using Smallpox to slow them down to a crawl can hurt them more than it will us.  Like I said earlier, we can discard a Raven’s Crime to it or any excess discard spells that aren’t doing us any good.  And we are running a minimum of creatures so there is very little chance that we will be hurting our board state.  Again, I love this card, but when I read it in a bubble it makes me cringe.

Now onto the removal suite.

 Victim of Night is the first one up, and it can kill just about anything.  In the current metagame there aren’t many Zombie creatures, nor are there Vampires or Werewolves.  So there isn’t much that it can’t take care of, plain and simple, and because we aren’t worried about colour restrictions we can carry the two black in it’s mana cost with ease making it a superior choice to Doom Blade.  There is only one other kind of creature that this can’t hit and that is one who has protection from Black, but we have a spell to deal with that.

Geth’s Verdict is the answer to “protection from black” and furthermore Hexproof.  Now I’ve talked about Hexproof in a previous article and it is probably one of my favourite all-time decks to play.  So I know how much of a pain in the butt it can be.  Now, when I was regularly playing pauper and running Hexproof the worst thing in the world I could run into was Mono-Black Control because they had the one answer that could get around that restriction and that was Geth’s Verdict, because they were targeting me and not the creature.  So unless your opponent is going to side in Leyline of Sanctity, you can be pretty sure that Geth’s Verdict will take care of what Victim of Night can’t.  Oh, and it also hits your opponent for one life to boot.  And yes you can kill your opponent with it, even if there are no creatures on the board, so it is never a dead card.

The last card in our removal suite replaced Doom Blade and has tested out fairly well so far.  Sudden Death.  It is more expensive, but it can do some things that a lot of removal cards can’t.  It can take out creatures that are indestructible to start, as long as you can get their toughness down to four or less, which means that a few of the newly printed “gods” are even threatened by this card.  And there is no fear about not being able to kill most creatures, because outside of Tarmogoyf and a pumped up Hexproof dude, there aren’t any creatures currently being run with more than four toughness.  Four is the magical number in Modern because it can beat Lightning Bolt, and Sudden Death can go above that number.  Now the last thing about the card, and by far it’s the most important aspect of it, is that it has an ability called Split Second.

 

This mechanic deserves it’s own little section.  Split Second is a fantastic ability and a powerful one that isn’t utilized often enough in my opinion.  First off I want to ask you a question.  Have you ever been playing against a blue player and tried to kill their Delver of Secrets only to have them Counterspell or Mana Leak your spell?  It sucks doesn’t it?  Well because of the way Split Second works the spell can’t be countered.  You see as long as the spell with Split Second is on the ‘stack’ no other spells or abilities, that are not mana abilities, can be played.  Meaning no counterspell.  And furthermore it can disrupt a combo like Deceiver Exarch and Splinter Twin.  if by some chance they managed to land Twin you can kill the creature in response and they don’t have the opportunity to make their infinite army, nor can they cast a counterspell to prevent it from happening.  The same goes with Pod and the infinite combo of damage and life gain through a sacrifice outlet.  You can kill the outlet before the chain has a chance to go off and by doing so at least buy yourself some time.  It can also affect Affinity, a deck I haven’t mentioned yet.  Normally if you were to kill their powerhouse Arcbound Ravager they could sacrifice a bunch of artifacts to it to make it’s Modular ability huge and then when it died they could just redistribute them anywhere they wanted.  Well, with Split Second they don’t have that option and Ravager just straight up dies.

After our removal suite we throw in a splash of utility with Sign in Blood.  A good little pay two life draw two card spell.  Or at least that is how it is read most of the time.  And it is a good payoff.  Late game it can let you dig for the answers you want or need and early game it can simply refill your hand after annihilating your opponents.  Not to mention that because it reads “target player”, you can use it to finish off your opponent as well.  And a lot of players out there will agree that there isn’t much out there that is more disgusting that being killed with a Sign in Blood.

Now a deck wouldn’t be complete if it didn’t have creatures.  Well, that’s not entirely true as there are creatureless decks out there, but this isn’t one of them because if we ran only discard and removal we would easily lose any ground race.  Now we aren’t running a lot of creatures, but the ones we are running have an immediate impact on the game.

Ravenous Rats is the first one that I’m going to address, and it is the weakest one by far.  We are paying two mana for a 1/1 body that isn’t good for a whole lot other than chump blocking.  But it can chump block like a champ!  What’s special about him is that when he enters the battlefield he makes your opponent discard a card.  It’s not random, but it’s still something.  So early or late game this creature can disrupt the hand, clog up the board for a turn, or maybe even eek out a few points of damage on the attack.

After the rat we have Liliana’s Specter, a flying rat one could say?  She does the same thing as the Ravenous Rats, in that she forces your opponent to discard a card, and sadly she also shares the same toughness quality seeing as she is only a 2/1 body.  But she does have flying which can help gum up the air if you need a easy blocker there, or she can fly over anything on the ground that is waiting to eat your face.

The last creature to enter into the fray is a personal favourite of mine, and he is none other than the Chittering Rats.  Yes, another rat.  But he is a good rat.  Well, for a common he is a good rat.  Correction, he is a great rat!  I mean, he is below the power curve of being only a 2/2 bear for three mana but when he enters the battlefield you Time Walk.  Not familiar with that card?  It’s an old card that was printed only up to Unlimited and it is banned in everything, except in Vintage in which it is restricted.  Because it gives you an extra turn for two mana.  That’s powerful, no matter what stage of the game you are in. An extra turn?  Hell yes, I would love to take two turns in a row!  It can be a huge tempo shift!  But now you are asking  how does the rat give us an extra turn?  Well when he enters the battlefield he forces your opponent to take a card from their hand and place it on top of their library.  Effectively making them ‘re-play’ their previous turn.  This is even more effective when you have already chewed apart their hand with your suite of discard spells.  And it’s even more effective when you work it into our “win con”.

Shrieking Affliction.  A single black mana for an enchantment that will punish our opponent for playing their hand out too fast, as Aggro decks are known to do, and reward us for emptying out our opponents hand.  The best part about this enchantment is that if you can empty their hand entirely, and this is if they do not have card draw in their suite of spells (but nobody runs Divination), then there is an almost guaranteed six damage over two turns, in which they either allow the clock to continue or they buff up their hand in hopes that they can outlast the effects of the Shrieking Affliction.  This of course only works if you don’t draw up into one of our many spells that force our opponent to discard.

Now, you might be asking yourself why we aren’t using something like Liliana’s Caress (a strictly better Megrim).  Well because with the way that our deck is designed we don’t want our opponent to have any cards in hand, and in order for Caress to affect our opponent they have to have those threats.  Once we get our opponent into “topdeck” mode, he is simply going to play out whatever cards he draws into without fear of taking the two damage from the Caress.  Making it a dead card on board once we are done destroying their hand.

And the last card to make it into the deck is one that I’ve been experimenting with as a real late game kill card, and that is Haunting Echoes.  See, the deck will regularly go into the late stages of the game with ten and twelve turn games, as we either wait or dig for our win con or beat our down slowly with creatures.  What this means however is that we will usually be filling their graveyard with a ton of cards, either from hand removal or board removal.  Now imagine if their graveyard is full and you are now both playing the top deck game and you pull Haunting Echoes.  You cast it targetting their graveyard and suddenly their deck has shrivelled down to almost nothing but basic lands.  I’m pretty confident that at that point your opponent won’t have enough answers in their library to deal with you.

Sounds fair enough, doesn’t it?  Well, I’m not done yet.  I’m going to do something that I don’t normally do and go into the sideboard.

If you go back and look at the list there is red splashed in there, and I think I said something about Black not having any inherent artifact hate.  A simple splash of Smash to Smithereens works to alleviate that problem, and this card is good against several decks.  Obviously you want to side it in against Affinity and Pod, but you can also use it in the fringe match ups where Aether Vial shows up, as in Merfolk and G/W Hatebears.  The other card that isn’t in the main board is Leyline of the Void.  An enchantment that gets around Abrupt Decay and can destroy several different decks at the same time.  Storm is one of the key matchups as both Pyromancer’s Ascension and Past in Flames require the graveyard in order to function.  That’s not to say that a storm deck can’t “go off” without them, but you would be smart to mulligan into seeing this in your opening hand.  Another big deck that it can come in against is Pod.  It shuts down the infinite damage and infinite life combos, and forces them to move into a mid-range beatdown deck.  Not the best of solutions, but it makes the matchup very playable.  The last one I’ve added in is a personal preference in Echoing Decay, which is fantastic against tokens, but it really should be traded in favour of Infest or another “sweeper” type effect.

And so there you have it.  A deck that is reasonably affordable compared to other decks that are in the metagame right now (I mean, come on… Pod is almost $2100?) and is suited to fight a lot of the popular decks.

Until next time,

~ Gerald Knight

Extra Booty: Now this is purely speculation, but there is another reason why I am investing in building this deck and that is because of a card that is being released in M15 which I think can put this deck over the top.  Waste Not.  The community designed card.  For those of you who haven’t heard about it or don’t remember what it does, it is a two cost black enchantment that has three different effects when an opponent discards a card, depending upon the card type.  A creature card will net you a 2/2 zombie token, a land card will net you two black mana, and if they discard anything else you get to draw a card.  All said and told I don’t know how this card wouldn’t be a beast in the deck and I am planning on pre-ordering at least four of them.

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Bruce Gray - March 28, 2014

Casual Encounters – Why playing Modern doesn’t have to be exp...

Archdemon of Greed

Well, we’ve seen the Pro Tour, and a massive GP down in Richmond with one major thing in common.  Both of these premier events were Modern in their format, and that’s super cool.  We all spend so much time and energy focused on playing Standard that we often forget how interesting Modern can be…until it’s Modern season and then it gets really fun.  So many cool decks, so many divergent lines of play, and talk about cards long thought forgotten…it’s a fun time of year.

However, what becomes abundantly clear to many people is that playing Modern just isn’t feasible because the cards are so extremely expensive.  Tarmogoyfs go for close to $150 a card! Fetch lands can run set you back $200 for a play set! Not to mention all the other ridiculous creatures, spells, and other cards you would like to play with.  Playing Modern appears to be a format designed to crush your wallet and is unattainable for most.

I, however, disagree with the premise that playing Modern is unattainable.  It doesn’t have to be super expensive.  What? You ask…surely you’re nuts.  No, I’m not.  You can very reasonably play Modern and at a modest price investment, but it will take a little creativity in order to make it happen.  Let me highlight how you too can play Modern on a very modest budget. Now, let’s make this clear, you will not be duplicating winning Tier 1 decks, but you can, with a little ingenuity brew your own deck that can play Modern and not look out of place.

Let’s start with the Mana base.  This is usually the most expensive part of any deck, but it doesn’t have to be. Many Modern decks play Fetchlands like Arid Mesa or Scalding Tarn or Mirrodin fast lands like Razorverge Thicket or Seachrome Coast as their preferred lands, but the Fetchlands in particular, are super expensive.  The Mirrodin fast lands are less expensive, but picking up full playsets can be tricky.  However, as I have outlined in a previous article you can play Zendikar life gain lands such as Graypelt Refuge or Kazandu Refuge and they cost you a mere $0.50 a card on Three Kings Loot, making them a viable option and really keeping the cost of the cards down.  For Fetch lands, there really isn’t an equivalent land, but Evolving Wilds, at $0.50 a card on Three Kings Loot, is a super inexpensive way to fetch the lands you need without having to go for much pricier Fetch lands. There are other options but these are the least expensive options I’ve found, but there are lots of choices to make. So, now you have access to most of the mana you will need to cast your spells, but what to cast?  Let’s take a look.

There are a whole range of creatures that have just been overlooked to the point that they have been forgotten.  One of these is Sphinx of Magosi  from Rise of the Eldrazi.  So often people think of just playing the three Eldrazi that they often forget all the other interesting creatures available and the Sphinx is no exception.  Sure, he’s 6 mana and hard to cast, but at the top of a curve in a deck you get a massive 6/6 flier.  However, what really sells me is that for 2 colourless and a blue the Sphinx gets a +1/+1 counter and draws you a card.  That is a pretty terrific ability that nets you card advantage and a huge body.  The best part is the Sphinx is a mere $0.50 a card at Three Kings Loot (although availability may be an issue).  If you can pick a couple of these guys up you have the top end of your curve and a devastating finisher to pound your opponents with. In the right control deck premised on seeing the Long Game, it could be that finisher you are looking for to finish the game off.

Another option is Seht’s Tiger from Future Sight.  Future Sight is known as the set that gave us Tarmogoyf, but what about the tiger?  For 4 mana (3 colourless and a white) you get a 3/3 with Flash.  That alone is pretty terrific because it can be splashed with just the 1 white mana in order to cast it, it makes a mess of combat math as a last minute blocker, and gives you a sizeable body to use afterwards.  However, even better is the extra ability that gives the player (you in other words) protection from target colour of your choice. So, let your opponent crash through, cast Seht’s Tiger and take out one of his better creatures, give yourself protection from all or some of the rest of the damage, and then counter attack    The quasi fog effect can be hugely back breaking and seriously swing the game in your direction as it puts you in the driver’s seat.  Largely an overlooked card, Seht’s Tiger could easily slide into a modestly priced Modern deck seeing as they too are only $0.50 a card on Three Kings Loot.

Going on down the line, if you like to play Mono green ramping strategies why not try out Kazandu Tuskcaller.  This little 2 mana creature (1 colourless and 1 green) is one of the several “level up” creatures and requires an investment of mana in order to make this guy work.  However, once you have him up and going he can spew out 3/3 elephant tokens like they are going out of style.  Have him reach his ultimate level and he will spit out 2 3/3 elephants a turn.  You could very easily imagine a board state where this guy has gone unchecked because he appears to be non threatening, but he can quickly flood the board with hefty 3/3 tokens that open the door for you to stampede on through on your way to a win.  His real appeal is that he too is mere $0.50 a card on Three Kings Loot, so in the right deck he could be an inexpensive addition that may take your opponents by surprise.

In the spirit of finding something for all the colours, for Red there are a number of good options.  One option is Conquering Manticore that gives you a 5/5 flier for 6.  This alone is very powerful and could be a terrific creature at the top of a curve.  However, the real treat is the Threaten ability that comes with the Manticore as it enters play.  So, you steal their best creature for the turn, attack with it, and still have a 5/5 flier! That’s pretty terrific. This little gem from Rise of the Eldrazi is overlooked and a deal at $0.50 a card.  If the Manticore isn’t your style, try Kazuul, Tyrant of the Cliffs.  This 3/3 Legendary Ogre from Worldwake is almost instant value.  The moment your opponent attacks you get 3/3 Ogre tokens for each attacking creature unless they are prepared to spend 3 colourless mana for each token .  So, this guy can stay home, play a little defence while you go straight to the dome, and have him produce an army of defenders to plug up the ground.  Again, low financial investment and potential big reward in the right deck make both of these cards things that players looking to keep their cost down should be prepared to entertain.

For Black I often go the route of pairing it with another colour instead of running a true mono black deck.  One of my favorite combinations is B/W because of some of the cool synergies.  One card that has always made me laugh is Ravenous Demon//Archdemon of Greed from Dark Ascension.  This is perfect in a B/W humans deck that could be inexpensively put together and provide hours of entertainment.  Ravenous demon is a very serviceable 4/4 for 5 mana, but sacrifice a human to it and POOF! Voila…you have a 9/9 flying, trampling demon.  Sure, you need to pay upkeep to the silly monster or it caves YOUR face in, but with this on the battlefield you can bet THEY are on a real short clock as well.  As is the theme today, the cost to pick up a couple of these guys for a spicy little Modern deck is quite low and it gives you some real punch to close out a game.

Now, I get grief from my friends for finding some of these obscure creatures and trying to craft decks around them.  They say “They are too expensive to cast! You’ll never get there!”.  My response is often this: Every deck needs a lynchpin.  Every deck needs some key component to allow you to finish of your game.  For some people combos are the way to get there.  For others it is a bomb that people never saw coming.  You can design a deck, in most cases, that will give you a chance to cast these bombs.  You don’t want to exclusively be running these guys because you will be in trouble, but having some of these guys as options in a deck could give you an unexpected edge and the relative financial investment is quite low. This mean that even I can get in to Modern and enjoy the opportunity to play and interact with some of the most powerful cards and decks in the format and really and truly not be out of place.

Thanks very much guys, and as always, if you have other hidden gems or treats that you like to use when you play, I’m always keen to hear about what other people are playing.

Until next time, keep it fun, keep it safe…keep it casual.

Bruce Gray

@bgray8791