DegaSlayers

degaslayers

by Francis Jodoin

Dega (White-Black-Red) is a pretty strange color combination. It is notably absent from the modern metagame except for some jund decks splashing white (for cards like Path to Exile and Ajani Vengeant). Maybe this is because this wedge hasn’t been fully explored yet. It has access to very consistent mana with the Zendikar fetchlands (like all wedges), some powerful burn/removal spells, some card advantage, black’s disruption (discard) and some pretty good creatures.

In this article, i’m going to share my most successful homebrew modern deck, a dega deck. I’ve been playing some version of it and tweaking it ever since modern existed.

Degaslayers – Francis Jodoin

Modern Format


Creatures: 17

4 Figure of Destiny
4 Student of Warfare
3 Grim Lavamancer
4 Dark Confidant
2 Ranger of Eos

Instants: 14

4 Lightning Bolt
4 Path to Exile
4 Lightning Helix
1 Boros Charm
1 Terminate

Sorceries: 7

2 Thoughtseize
3 Inquisition of Kozilek
2 Lingering Souls

 

2




Lands: 22
2 Slayers’ Stronghold
1 Ghitu Encampment
3 Sacred Foundry
1 Godless Shrine
1 Blood Crypt
4 Marsh Flats
4 Arid Mesa
2 Scalding Tarn
2 Plains
1 Mountain
1 Swamp


Sideboard
4 Hide // Seek
4 Pillar of Flame
3 Duress
2 Rakdos Charm
2 Aven Mindcensor

The beaters

figure of destiny

One of the best White/Red mana sinks ever

One of the deck’s main philosophies is to have cards that are both good early and late game. Figure of Destiny and Student of Warfare can both be aggressive beaters on the first few turns and later you can level them up so they can match the size of your opponent’s threats. Student can be levelled up to 2 on turn 2 most of the times due to the good mana base. Left unchecked, they both can get out of control in their “ultimate” form.

student of warfarePHD in ‘The Art of War’

You generally want to have them deal as much early damage as you can before they eat a removal spell so that you can later have the opportunity to finish off the opponent with burn spells. In topdeck mode, they are simply amazing draws late mid to late game. However, because they are mana hungry you generally won’t have more than one or two of those on the battlefield at any given time.

The fact that they are one drops makes them pretty good against most commonly played counterspells. You can play them before your opponent has the required mana to counter them. Remand does almost nothing against them and Mana Leak can usually be played around pretty easily. You can use the extra mana you saved for leak to level them up as well.

lingering soulsBoo!

Lingering Souls is another worthy threat. I’ve added them only recently and they do a really good job. One of the deck’s weaknesses was flyers, namely opposing Lingering Souls. It turns out Souls are a good answer to Souls ! Also, having flying beaters kind of makes up for our other threats’ lack of evasion. I’m not sure if 2 is the right number, but it has been working out fine for me.

Ghitu Encampment is yet another recent addition. It is a lot better than it seems on paper. Firstly, there aren’t many good manlands in our colors, so I think he is our best choice. You want at least one manland in the main to compensate for unfortunate flooding. Secondly, first strike is a very good ability in this deck. The trick is to let the first strike damage resolve when your creature blocks/is blocked and then, before the regular damage phase, you burn the opposing creature to finish it off. With this strategy you can take down bigger creatures going up to 4 to 5 toughness. This also works with a levelled up Student of Warfare. Having multiple first strike blockers can also discourage opposing attacks. Also, when you are blocking, you can use Ghitu Encampment’s mana ability to cast the burn spells.

The burn/removal

lightning boltModern’s staple burn spell

Lightning Bolt and Lightning Helix are probably the best two burn spells we have access to and Path to Exile is probably the best removal spell in the format. Terminate isn’t that far behind either. You obviously want to save your Paths for bigger threats (those you can’t burn) or recursive creatures like Kitchen Finks/Voice of Resurgence. Also, giving your opponent a free land on turn 2 or 3 is a lot worse for your game plan than on turn 4+.

path to exileModern’s Swords to Plowshares

Lightning Helix helps recover lost life points due to our greedy (but effective) mana base. One thing I like about the burn is the flexibility. You can clear the board of blockers/early threats or you can save them for later to take down your opponent’s last remaining  life points. Also, they can take down annoying planeswalkers, thus making them even more versatile. One thing you need to know is that the deck can’t win on turn 4. With the best possible hand, you can goldfish a turn 5 win. Knowing when to play the deck in aggressor mode or defensive mode is important.

lightning helixNow with sweet new art !

A singleton Boros Charm is pretty sweet most of the time. Sometimes you’ll just finish off your opponent with the burn mode or double strike mode. I’ve won some games by giving double strike to a 4/4 Figure of Destiny after pumping it with Slayers’ Stronghold. The indestructible mode can protect your creatures from sweepers/spot removal or can turn trades into chumps in combat. I wouldn’t play more than one though, you really don’t want to draw multiple copies of it.

grim lavamancerTurning trash into fire

The last burn card is in fact a creature, and a pretty good one at that: Grim Lavamancer. With ten fetchlands and 19 non-permanent spells (excluding Lingering Souls, obviously), this little mage will be online very often. I think he’s amazing in the current metagame as there are so many targets for him to take down. He can even decimate bigger creatures when you combine his ability with burn (up to 5 toughness) without really wasting 2 cards like you otherwise would have with 2 burn spells.

The discard

thoughtseizeJ’te Thoughtseize ! (Montreal mtg speak)

The discard spells play many roles: against fair decks, you’ll want to take away removal cards if you have creatures in your opener. You’ll want to take away creature cards if you lack removal spells too. Against combo decks, discard is a way to interact with your opponent. I don’t think I need to convince you that discard is good, nearly all black decks run some amount of them. They are probably the deck’s worst topdecks, but sometimes the information they provide late game is useful when planning your next play(s).

The card advantage

dark confidantNever to be underestimated

Dark Confidant is the main reason to play black in Modern. In the deck’s early stages of development, I was playing a Boros mid-rangey version and I often found myself constantly running out of gas. Confidant partly solved that problem. He is your most precious creature and you’ll want to be careful with how you play him. I often bait my opponent into removing the one drops prior to playing Dark Confidant. They are then less likely to have much removal left for Bob (as he is usually referred to). You’ll want to play your one drops early on anyhow to start applying pressure. Sometimes, against most removal-light decks you’ll want to cast him on turn two. Every turn he sticks around is an additional card in your hand. With 24 one mana spells and 22 lands, you’ll take very little life loss due to Dark Confidant, unless you are unfortunate enough to reveal a Ranger of Eos. Speaking of which…

ranger of eos full artA Bird of Paradise and a … Wild Dog ?

Ranger of Eos sees play in Pod decks and Soul Sisters deck. His power is respected in the Modern format. In this deck, he is amazing as well. Getting two copies of either Figure of Destiny or Student of Warfare can have a huge impact on the board. By the time you cast Ranger, the two “levelers” can become really big. That’s a lot of power for only four mana ! You can even search for Grim Lavamancer since chances are you’ll have a big fat graveyard to work with by the time you cast Ranger of Eos. Oh, and Ranger of Eos is a 3/2 by himself, which is pretty decent. He helps in removal/sweeper heavy match-ups as well. He is truly a powerful card in this deck and an excellent topdeck.

And the most underrated card of the deck is…

slayers' strongholdAs seen in Naya Miracles, right?

Slayers’s Stronghold ! This is where the name of the deck comes from. Our mana is pretty good so we can afford two colorless lands. On rare occasions it will mana screw you but the upside usually greatly offsets this disadvantage. For starters, Stronghold makes our top decks even better thanks to its haste-granting ability. Any one mana creature you draw can attack for at least 3 right away, perhaps more if you can level it up first.

Giving vigilance to a Grim Lavamancer is pretty awesome as well. You can pump him, swing and then before blockers are declared, you can burn down a blocker or burn your opponent for even more damage! Vigilance is a very relevant ability when racing – being able to attack and block solves many dilemmas when you have to chose between being aggressive or defensive.

The pump is always relevant especially with our first strikers. With five mana, Ghitu Encampment can be animated and pumped to block a x/4 creature. Attacking with a 5/3 first striker Student of Warfare can be pretty powerful since not many of the format’s creatures can block and survive this attack.

Sideboard tech

Like I mentionned in my previous article, your sideboard should depend on your local metagame. I want to discuss one underused/forgotten card I like to use: Hide // Seek!

hide seekMaybe is isn’t used because nobody plays these colors…

First, it is a strict upgrade over Disenchant in the colors we run. Pseudo ‘exile’ can sometimes be relevant, especially against Wurmcoil Engine in Tron decks or any target against Affinity decks when they have Welding Jar out.

You’ll also want to side it in against toolbox strategy decks, such as Pod, Gifts and Tron. Seeking out Emrakul off of your opponent’s Tron deck and gaining 15 life seems pretty decent. Against Pod you can remove annoying one of’s such as Reveillark or just kill their Birthing Pod. Some Scapeshift decks only run only 2 Valakuts (usually the Cryptic Command/non-Prismatic Omen versions), taking one out can gain you the turn you need to kill your opponent. If you are lucky enough to draw a second Seek, congratulations! Also, you can gain some life by seeking Primeval Titan or Scapeshift in response to lethal Valakut triggers. Against the Prismatic Omen version of Valakut, you can remove Omen from play and nullify an early 6 land Scapeshift. Some Swords see play in some modern decks and they are pretty annoying. Hide takes care of those as well.

Surely a Disenchant with an upside can’t be that bad…

In Conclusion …

kaalia of the vastDega is also very fun in Commander

Dega is a pretty fun color combination : it can be aggro or controllish and disruptive. I really hope Dega starts seeing more Modern play in one form or another, it definitely has a lot of deckbuilding potential. I encourage you to try this deck at your next Modern event if you want a deck that’s both flexible, hard to hate and not Jund.

Duel Decks : Jace vs. Vraska

vs logo

There’s a cute back story to be sure, but the cool part here is that we get two pretty nice planeswalkers. It’s not like that failed Sorin vs. Tibalt abomination or even the less popular Nicol Bolas vs. Ajani Duel deck. This one actually contains two very desirable planeswalkers and two color combinations we have not really seen paired up against each other (well, Izzet vs. Golgari might have been close).

jace vs vraska

Definitely not a huge fan of the planeswalker art

It probably seems better if you view it as getting this:

jace architect versus vraska

                                                          That’s much more like it !

It would also be cool that if you were to maybe combine the two decks you can end up with a really nice BUG control deck, as I imagine both decks will be very much control-ish in their own right. Maybe give the Jace deck a bit of the Monoblue Aggro elements we have seen at the recent Pro Tour. You can then maybe get some of the Monoblack Control elements of the Monoblack deck that Top 8’d the Pro Tour as well. I’m not saying we will get some insane value, but Wizards of the Coast knows how to market these really well.

jace vs vraska logo

The Jace ‘insignia’ combined with what I’m guessing is like Vraska’s ‘hair’

Remember: it comes out on March 14,2014 so don’t hastily get rid of all your copies of these two cool planeswalkers just yet – March is quite a while from now. As of this posting, Jace’s value alone is almost double this Duel Deck’s MSRP.

FNM Promo for January 2014

fnm promo warleaders helix

4 damage seems somewhat more lethal in this version of the card

Warleader’s Helix was quickly dismissed as a bad Lightning Helix reprint when it was first spoiled. Nowadays, it probably kills most creatures (a lot of 4-toughness guys) like Loxodon Smiter, Kalonian Hydra, Archangel of Thune, Gray Merchant of Asphodel and the list goes on….

loxodon smiter

Bigger, badder creatures need bigger, badder burn

The card saw some play in UWR/USA Flash decks before Theros and is now usually relegated to Dega Midrange decks (BWR). It’s probably missing a more established and efficient deck to call home. Perhaps Naya and UWR will become more of a ‘thing’ with the release of the 5 other temples in the next Theros Block expansion. For now it’s just a good card without a good deck.

 

warleaders helix

The ‘weaker’ looking original version

Sure, the original version actually has Aurelia, Warleader illustrated on the card, but it just doesn’t really seem like much of a removal spell. The FNM version has that whole ‘dark lightning’ thing going for it, reminiscent of Star Wars. The character (likely an ‘armored’ version of Aurelia) seems colder and might as well have a comic book speech bubble that reads : “DIE!”.

warldeaders helix full art

 

Remember that you can only get these in January 2014, which is still quite some time from now. Go to your local brick and mortar store FNM events for a chance to win them either randomly or by finishing in the Top 2.

 

FNM_logo

Remember that two are given at random and two to 1st-2nd place

Modern Tezzerator

tezzerator modern

 

by Francis ‘ACE’ Jodin

Are you the kind of magic player that enjoys winning without turning creatures sideways? Do you like long games consisting of denying your opponent from doing anything? Then i might have something for you!

Prison-style decks have seen play in Vintage and in Legacy, but in Modern there doesn’t seem to be any equivalent. Most likely because all the broken enchantments, lands and artifacts are too old. Well, most of them. There is one card that can lock your opponent from doing things if his deck is about winning with creatures:

ensnaring bridg

Think of it as proactive creature control

Now if we are to take full advantage of this infamous artifact, we first need to be able to empty out our hand quickly. The traditional draw-go control style, were we hold on to removal and counters does not synergize with Ensnaring Bridge. We want to play mostly cheap permanents. We also want our permanents to hate out our opponent’s strategy. Turns out many cheap artifacts do just that. We also need a way to win and Tezzeret, Agent of Bolas is probably the best way to do do that with artifacts while hiding behind a Bridge.

This is my current list:

Engines: 9

1 Expedition Map

2 Thopter Foundry

1 Crucible of Worlds

3 Tezzeret, Agent of Bolas

2 Trading Post

Control: 13

3 Engineered Explosives

2 Pithing Needle

1 Lantern of Insight

1 Codex Shredder

1 Scroll of Griselbrand

3 Ensnaring Bridge

2 Liliana of the Veil

Cantrips: 6

3 Chromatic Star

2 Scroll of Avacyn

1 Nihil Spellbomb

Acceleration: 2

1 Mox Opal

1 Talisman of Dominance

Creatures: 7

3 Spellskite

4 Trinket Mage

Lands: 23

4 Darkslick Shores

4 River of Tears

2 Glimmervoid

1 Island

1 Swamp

1 Bojuka Bog

1 Tolaria West

4 Mutavault

1 Darksteel Citadel

1 Ghost Quarter

1 Tectonic Edge

1 Buried Ruin

1 Academy ruins

Sideboard

4 Surgical Extraction

4 Chalice of the Void

2 Defense Grid

2 Pithing Needle

1 Grafdigger’s Cage

1 Executioner’s Capsule

1 Welding Jar

tezzeret the seeker

Notably absent from the deck

I’ve seen some lists run Tezzeret the Seeker instead of Agent of Bolas. I’m not sure which is best but Bolas can provide a steady stream of card advantage and can quickly win the game with a +1 followed by a -4. We don’t want to give our opponents more time than required to find answers! Also, sometimes you’ll win the game with a few activations of his -1. With an artifact in play, he can actually protect himself if you don’t have a bridge. Making a Darksteel Citadel into an indestructible 5/5 can be a powerful play.

tezz minus 1

Make some beefy protectors

The hate

Artifacts are good at hating. I have selected those that are best against the widest array of decks.

engineered explosives

Boom!

Explosives can pretty much answer most of the commonly played permanents in theModern  format. We can make x = 3 or 4 with some Chromatic Stars, Mox Opal and Glimmervoids. We just make sure we don’t blow some of your own important stuff! Also, in a pinch your can cast them for zero if you need to empty your hand for Ensnaring Bridge or need that extra artifact for Tezz’s ultimate to get lethal damage.

tezz ultimate

That’s pretty ‘Ultimate’

Pithing Needle is totally maindekc-worthy in a deck like this. Just try and think: which modern deck doesn’t use any activated abilities? Yeah, not many. The fact that it can hose lands is a big deal with all these manlands in control/midrange decks. Oh, and remember: Deathrite Shaman’s first ability isn’t actually a mana ability since it targets and therefore uses the stack!  We can even max on Pithing Needles from the sideboard for when you really can’t get enough of them, mainly against Tron and Pod decks.

spellskite

It’s not even a defender!

Spellskite is another maindeckable “hate” card, even in a creature-light deck. First of all, it is a 0/4, which is nice to have against aggressive decks. Secondly, Abrupt Decay is a card and Spellskite answers it. We don’t want to lose the game to a couple of Tarmogoyfs because your opponent just killed your Ensnaring Bridge ! Lastly, it hates on  some decks: Infect, Kiki Twin, Aura Boggle, burn, and non prismatic omen scapeshift to a lesser extent come to mind.

A single Nihil Spellbomb deserves a spot in this deck. Is is obviously good against graveyard combo decks (glass cannon, living end, melira pod, storm) but also against all black/green/x decks. It is better than relic of progenitus here because we don’t want to exile our own graveyard. Also, it can be sacced to thopter foundry/trading post for extra card draw, when the graveyard hate isn’t so relevant.

Lantern of Insight + Codex Shredder is the last of the hate engine. Usually, if you draw one of the two, you want to fetch the other with a Trinket Mage. Controlling the top deck can win us the game in the long run. When we see something we don’t care about on top of our opponent’s deck, we get the opportunity to filtering our own draw as well. Codex Shredder’s second ability is also actually pretty decent.= as well. We can get back any card, not just artifacts, from our graveyard. For instance : we can ultimate a non-lethal Tezeret, Agent of Bolas if we fear for our life total, then get it back later. It’s also good when Tezzeret gets countered earlier on.

The engines

gears icon

Looks strangely enough like the expansion symbol from another artifact set

Everybody likes card advantage and recursion. Well, this deck is full of that. Aside from Tezz himself, Trading Post does everything we want in this deck. It can discard a card from our hand to keep our Bridge active and gain us precious life points against aggresive decks. It can recycle our non optimal hate artifacts into more juice. It turns any Chromatic Star into a Divination (you draw the card when the Star is put into your graveyard, not when you activate it). Just be careful when you do that, drawing multiple lands can ruin your Ensnaring Bridge lock as it will prevent you from emptying your hand … Lastly, it can recur any artifact in your graveyard by making a Goat Token and sacrificing it on the next turn. Combined with Thopter Foundry, you can recur any artifact. Just sacrifice the artifact to Thopter Foundry (in response to a removal spell, for instance) and then sac the Thopter Token to your Trading Post.

thopter foundry

Not quite as broken as it was with the Modern-banned Sword of the Meek

Speaking of Thopter Foundry, it can actually be a win condition when we hide behind an Ensaring Bridge. Just draw your card for the turn, attack with your token(s) and then play your drawn card on your second main phase! Foundry also turns any Chromatic Star into a “free” token. I’ve won some games by sacrificing all of my board to Foundry during my opponent’s end step and swinging in for lethal on my turn. The lifegain clause  is also relevant and sometimes we’ll also want to produce 1/1 Thopters in order to trade with Modern Affinity’s numerous 1 toughness flyers.

Trinket Mage is soooo good here! He can pretty much find any card we need against any deck in almost any situation. He also sometimes beats for 2 or chump blocks, which isn’t that negligible. Any chunk of life points we can take away from our opponent makes Tezzeret’s Ultimate that much more effective and game-clinching.

Liliana of the Veil does her fair share in this deck. Her +1 ability is often free since we can empty our hand quickly. We can pitch extra lands to her ability thus keeping our Bridge active. Behind a bridge, going  ultimate is a very common occurence for this deck . Her -6 ability is very good against the opposing hate cards, as we can make a pile with hate and another pile with everything else. We can then restart +1’ing  her again for even more value and Bridge protection. Planeswalkers are this deck’s main way of winning through a  Stony Silence (it is quite feasible as  i’ve done it multiple times in the past).

stony silence

On of the many opposing hate cards to be aware of

The lands

The lands play a key role in this deck. Since most of the deck runs on colorless mana, we can afford to play many colorless lands. We still need some color and since we are Blue/Black, we have an alternative to painful shock lands and fetchlands: Darkslick Shores, River of Tears and Glimmervoid (as well as 2 basics)! I’ve played the deck a lot and most of the time the mana is just fine. The singleton Talisman of Progress and Mox Opal help, but we don’t want to draw them in multiples. Also, the Chromatic Stars can fix when you need them to.

darkslick shores river of tears

                                                 The less pricy alternative

Crucible of Worlds turns your special lands into a steady stream of card advantage . Ghost Quarter and Tectonic Edge need no explanation. Buried Ruin is surprisingly effective, turning extra lands into more artifact resources . Academy Ruins works as another recursion engine (and can also randomly wins against mill decks) . We can fetch Academy Ruins with Expedition Map and then get back the map with Academy Ruins in order to  find any land we need!

Mutavault is the most recent addition to the deck. With Crucible of Worlds he is an ‘immortal’ blocker. Much like Trinket Mage, it can ‘Shock‘ our opponent when we have the opportunity. More importantly however, Mutavault works with…

The scrolls !

Yeah, this is my personal secret tech. When Scroll of Griselbrand and Scroll of Avacyn were spoiled, I really wanted to find a deck for them. Playing actual demon + angel tribal seemed pretty bad. That was until I realized that Mutavault is every creature type once activated. Scrolls are actually pretty good with Mutavault. We get to cycle and gain five with Scroll of Avacyn. If we can recur it with Academy Ruins, the scroll also grants us our regualr draw  for the turn as well. You can do the same thing with Scroll of Griselbrand. Instead of replacing our draw, it denies your opponent’s non-instant draw, provided we activate it during his/her draw step! It also takes hits them for 3 ! We need to be cautious with thise strategy though as our opponent can destroy our Mutavault in response to the activation of one of the Scrolls.

Yet even more hate …

The Sideboard must always be adapted to your local metagame, but some cards are essential.

We want a Grafdigger’s Cage somewhere in our 75. It pretty much prevents Birthing Pod decks from working properly. The only game I have lost to Pod with a Cage out was when the pod player topdecked his single Harmonic Sliver and then triple Restoration Angel’ed it the following turns… Yeah, that was really painful! We need Welding Jar for tutorable protection fetched via our Trinket Mage. If we can recur them we can always protect our board from some kind of hate. Defense Grid is pretty good against all those American/UWR decks full of counterspells.

defense grid

Some really really old school hate

Conclusion: should i play this deck?

If the metagame in your area is filled with creatures then i would recommend this deck if you want to try something different. You’ll be crushing your opponent’s hopes and dreams with Ensnaring Bridge, A lot of decks have zero ways of winning the game when this card hits the table (before sideboard). Black/Green/x midrange is harder because of Abrupt Decay and Maelstrom Pulse (although i’ve seen some lists without them), but is still winnable. Just be sure to pack some Welding Jars in your sideboard or perhaps even in the main. Scapeshift is probably the deck’s worst matchup, especially the Prismatic Omen version. You pretty much need Crucible of Worlds + Tectonic Edge/Ghost Quarter to beat them. If you see a lot of those in your meta be prepared to have a hard time. Also, be aware that if your opponents are packing some Shatterstorms in their side, you’ll suffer when this spell is randomly cast. It even says “can’t be regenerated” for some reason, as opposed to Creeping Corrosion, making Welding Jar useless!

welding jar

An odd yet effective inclusion to the deck

Theros Event Deck Review

The deck is a Blue/White Heroic deck. It’s pretty well-designed for newer players and contains a lot, and I mean a lot of quality cards. As we did with previous event decks, let’s examine the Rare cards in this deck. As opposed to the older Event decks, this one comes with 1 Rare cards.

 

Hallowed Fountain

hallowed fountain

 

It’s nice to see that recently Wizards of the Coast has been giving each event deck its own Return to Ravnica dual land. This gives people a great sense of value and newer players get to trade this off for other cards if they don’t care for the dual lands. This is pretty much where all the deck’s value goes if we refer to older Event Decks, however Wizards of the Coast have outdone themselves this time.

 

Fabled Hero

 

 

falbed hero gatherer

Great quote there

We get a Hero as expected in a Heroic deck. He is much reminiscent of Mirran Crusader. It’s a great card to make new players go “Wow!’ and veterans look for ways to abuse it. It’s got decent value for the time being and it drop anytime soon.

Frontline Medic

 

frontline medic

A great card without a home

Frontline Medic was good when people were playing Bonfire of the Damned. Its best use in the current metagame is to probably counter a Sphinx’s Revelation or just out-aggro your opponents. A 3/3 body for 3 is pretty solid but something is missing for this to truly make Boros/White Weenie decks a force to be reckoned with. It also competes for the 3-drop slot with cards like Boros Reckoner. It’s pretty decent from a value standpoint though.

Imposing Sovereign

 

imposing sovereign

Not too shabby!

Blind Obedience on legs has yet to make the impact that people thought it would. It hasn’t lost much of its value considering it has not seen much play in a competitive environment. It definitely has a home in whatever White Weenie deck, problem is : there isn’t a good one at the moment. It’s not quite a sleeper, but I’m glad that this Event deck includes two of these.

Lavinia of the Tenth

 

lavinia

 

I guess it’s thematically correct …

While not the most exciting or valuable card of the bunch, Lavinia is still a decent inclusion. Sure she’s in bulk rare territory by now, but her effect on a game can be pretty huge. Gone are the ‘flicker’ effects from Standard (Restoration Angel, Conjurer’s Closet, etc.) that made her that much better.

Precinct Captain

 

precinct captain

 

Get your Soldier Tokens ready !

Had this been released at an earlier time, this card would be laughable. Since the Pro Tour happened, this card’s stock is rising. It’s really much better than it used to be and goes a long way in fighting what is now one of the format’s top cards: Desecration Demon. Pick up a playset while they’re on the cheap – you won’t regret it.

Soldier of the Pantheon

 

soldier of the pantheon

 

The new measuring stick for white one-drops everywhere

I know that originally this card can’t seem too exciting, but it has proven to be rather good in Standard. With devotion decks being a thing, this guy is at an advantage. While the devotion decks encourage you to stay in one color, a lot of the cards that make devotion work are hybrid cards (Boros Reckoner, Nightveil Specter, Burning-Tree Emissary) and thus multicolored. He adds even more value to what is already a really awesome Event deck.

Detention Sphere

 

detention sphere

 

This thing just got much, much better

We were spoiled last Standard format with Oblivion Ring and Detention Sphere. There was also Acidic Slimes in that format, which made the Sphere much less effective overall. With none of the two aforementioned cards in Standard, Detention Sphere is so much more effective/impressive. Detention Sphere also used to be worth about 2$. That value has more than doubled now, so it’s a good thing we get two of these babies in our Event deck.

Final Verdict

 

If you need any of these cards at all then you should probably be purchasing a couple or so of the Theros Event deck. It’s a really good value buy based on Rares alone (the uncommons aren’t that bad either). If you’re looking to get a friend, sibling or a son/daughter into the game – this Event deck is for you.

You can also unlock the Event deck unofficial achievement: win your local FNM or weekly store tournament with this deck.

The deck itself is available for purchase worldwide on October 18th, 2013.

Theros Event Deck

theros event dekc pics

 

Theros Event ‘Inspiring Heroics’ Deck Contents:

 

4 Azorius Guildgate
1 Hallowed Fountain
5 Island
14 Plains
24 lands

2 Ascended Lawmage
2 Banisher Priest
3 Battlewise Hoplite
3 Dryad Militant
1 Fabled Hero
1 Frontline Medic
3 Hopeful Eidolon
2 Imposing Sovereign
1 Lavinia of the Tenth
3 Lyev Skyknight
1 New Prahv Guildmage
1 Precinct Captain
1 Skymark Roc
1 Soldier of the Pantheon
25 creatures

2 Dauntless Onslaught
2 Detention Sphere
2 Gods Willing
1 Ordeal of Heliod
2 Ordeal of Thassa
2 Pacifism
11 other spells

Sideboard
2 Arrest
2 Gainsay
2 Gift of Orzhova
2 Glare of Heresy
2 Negate
3 Solemn Offering
2 Triton Tactics
15 sideboard cards

 

hallowed fountain

 

 

Fear the Sp(h)ear!

fear the sphear

by Steve ‘DDT’ Giannopoulos

It’s Friday and  I’m looking for some kind of tournament, preferably one that will allow me to test my standard deck. I decide to avoid the one store that runs such Standard on Friday nights because I will probably run into a lot of these guys at the 2013’s Provincials tournament tomorrow. I go to another shop in order to draft. Unfortunately, the draft started at 6 pm instead of 6:30 pm. I can either go home and just get some good old fashioned sleep or wait until 9 pm and get some draft action in. My friend Ronald is at the store and just barely made it for 6 pm. himself. He drafted a RUG deck and opened some value in the form of Purphoros and Temple of Abandon. I sort of help him with deckbuilding, but not that much. He is clearly the better limited player between us. Sure, I did OK in sealed play at the Theros prereleases, but draft is a completely different beast.

Ron goes 2-1 during the draft and lets me have his packs. I gamble on in a ‘Power Pack’ mini-game in which players take turns revealing mana costs from their decks until you beat the previous high score. It then continues until there is only one winner, who then gets everyone’s packs. I get eliminated last, losing the Temple of Triumph I opened (which didn’t contribute much to the mana costs total). A second draft is announced and I hastily register. As we are opening our first booster, someone proposes we run a third draft after this one. I was not really 100% confident in my Standard deck and this made me consider just sticking around to draft with the guys over ‘wasting’ 25$ on maybe Top 8’ing/Top 16’ing the Saturday Standard tournament. Top 16 would get half a box of Theros, which is still decent value. The voices in my head duke it out and this time ‘Reason’ prevails. I take off at 1 am. and rush to my apartment. The subway system had closed by that time and I’m forced to take the bus to another station so that I can grab a night bus home from there.

While on the bus I notice that I was headed towards another Montreal shop and was unsure if my friend who was working there would maybe still be there. He usually closes late and there may have been enough people left over from the FNM to test with. I text him and he informs me that he an help me with my sideboard and perhaps get some playtesting in.

Once at the store, I notice that all the Standard players are gone and there are only some Commander players left. My friend and I go over the sideboard and we both decide that Solemn Offering and Rest in Peace have no business in there. I am fairly sure that almost anything would be better than Solemn Offering, but I attempt to stand my ground on Rest in Peace. What if some random wacky reanimator popped up? Vince (my friend) convinces me that there will probably not be any reanimator as no one will be throwing their money away to randomly catch people off guard. I’m still not convinced and I ask if he has a better suggestion. He likes the Glare of Heresy and thinks that two might be a good number. It will get rid of opposing Elspeths and Detention Spheres, perhaps even the odd Fleecemane Lion. I agree with his assessment and quickly make the appropriate changes.

fleecemane lion

You don’t want to be on its bad side!

We go over my Theros and Standard trade binders in order to search for a good sideboard alternative over the Solemn Offerings. I joke about Fiendslayer Paladin until we realise that it’s exactly what the sideboard was missing. It’s great versus Red and removal-heavy decks, nets some life and more importantly: it contributes 2 white mana towards Heliod’s devotion requirement (as well as Nykthos). We figure that three is a good number. It’s really too tight to run a fourth. In retrospect however, I may have wanted to cut the Jace, Memory Adept for the fourth Fiendslayer.

fiendslayer paladin

MTG’s Jedi Knight

Here’s how the final list ended up:

UW Sphere Control

4 x Azorius Guildgate
4 x Hallowed Fountain
2 x Nykthos, Shrine to Nyx
10 x Plains
6 x Island

26 Lands

2 x Heliod, God of the Sun

2 Creatures

3 x Sphinx’s Revelation
3 x Supreme Verdict
3 x Elspeth, Sun’s Champion
2 x Gideon, Champion of Justice
2 x Spear of Heliod
4 x Sphere of Safety
3 x Martial Law
4 x Blind Obedience
4 x Detention Sphere
4 x Security Blockade

32 Other Spells

Sideboard:

2 x Jace, Memory Adept
3 x Fiendslayer Paladin
2 x Gainsay
2 x Negate
3 x Celestial Flare
2 x Glare of Heresy
1 x Pithing Needle

15 cards

The singleton Pithing Needle was to shut down cards like Ashiok, Nightmare Weaver pre-emptively. That card is a total beating against us and we need something other than a Detention Sphere (that is already working overtime) in order to contain him. The other change, this time in the maindeck, is +1 Plain, – 1 Island. Vince was quick to notice that aside from Sphinx’s Revelation, no other spell really required 2 blue sources. Sphinx’s Revelation was never really cast early in the game, so it was fine to be on one blue mana until like turn 6. The changes all seemed for the best and I was somewhat more confident going into Saturday’s tournament. I got back home at 4 am, which gave me about 4.5 hours of sleep. Clearly, this was not enough sleep. It would however have to do,  if I was planning on playing in tomorrow/today’s tournament.

detention sphere

As good as it is, we can only run 4

It’s 8:30 am and I’m just getting up. I add the appropriate tokens to my deck box and verify that all the main deck and sideboard cards are there. I quickly checkout my trade binders and make sure I’m to date with prices and what cards I’m low on so that I know what to trade for. I never really like strictly trading for value as I’d much rather know what cards I’m mostly looking to get. You lose focus and will almost settle for any random advantageous trade instead of picking up stuff you may be missing.

At 9:20 am – I am grabbing the subway for 12 stop run until the tournament location. I get out of the subway with 10 minutes to spare, but I need to walk uphill a bit and then there’s another 5 minute walk to the hotel. “Be there in 5 minutes”, I text my friend. “Tell them to wait up a bit for me, or register me. I’ll pay you back”. I don’t get any quick replies and it makes me walk a little faster to the event. Once there, I am trying to remember if it was upstairs or downstairs of the hotel venue. I assumed it was downstairs like the previous events held there. Nice! I guessed right and now I just need to register. Unfortunately for me, I have to go back upstairs with the portable POS device as it does not properly obtain a signal all the way down the hotel. I finally get through all the formalities and it’s time to write my decklist. Thankfully for me, I used up my time in the subway productively. I had typed down the decklist on my ‘smartphone’ and was ready to transcribe it to the DCI Registration Sheet.

Before pairings are called, my friend Charles asks me for my decklist. He knows I’m playing a ‘troll’ deck and he hands me over his list for review. We quickly mock each other’s lists and joke about how low we are on win conditions. Pairings go up and I’m informed that I’ll be playing against someone I know. I go sit at the last table to a familiar face: it’s Maxime playing a RB Control build. I recalled that it won with Master of Cruelties or simply with Desecration Demon swings. He is pretty sure his matchup against me is bad, but I’m rather scared to go to 1 life when his Master of Cruelties connects. Sure, I can make him pay a lot to attack but he does not need to attack with more than one creature.

round 1 banner

vs. RB Control

I win the die roll and start off with the usual Azorius Guildgate. Not much happens early on, aside from the odd Detention Sphere on Desecration Demon. Turns later, I find myself at one life. Ouch! Anything can pretty much finish me off. He then plays a Chandra, Pyromaster in order to seal the deal. He pings me, but I have a Security Blockade in play. Who would have thought? I stay alive for a few turns thanks to Blockade, cast a Sphinx’s Revelation to grab more cards and temporary life. My life total quickly goes back down to 1 thanks to Master of Cruelties (who had initially brought me down to 1). I later establish more board presence and gain some more life, making my opponent concede that game.

Game 2 is not at all the same as I get off to a better start. I believe I get 2 Security Blockades in play this time. I get a Elspeth Sun’s Champion into play and she is protected from harm thanks to the Security Blockades. Chadra’s +1 ability being prevented won’t allow Elspeth to lose any loyalty. I rally my little Soldier tokens behind Elspeth and turns later -7 for the win!

elspeth emblem

Elspeth Emblem # 2

Record: 1-0

It really sucks that I had to face Max this early as we both obviously wanted to face some random players we didn’t know in the early rounds.

round 2 banner

vs. Red/White/Black

My opponent has no idea what this deck is and is under the impression that his hand is good. Once he begins to slowly realize that this is a UW Enchantress deck rather than a UW Control deck, he knows he is in trouble. Clearly, he has some Merciless Evictions in the sideboard. Judging by the fact that he cast Anger of the Gods to kill my soldier tokens and Hero’s Downfall to take out Espeth, I doubt he has much more steam left. I get a Gideon, Champion of Justice to stay in play, growing by 4 loyalty a turn. He’s being protected by Sphere of Safety but I know I need to win soon or face a soul-crushing Rakdos’s Return later on. I get Gideon to 21 and go -15 (ultimate) on the following turn. I had floated some mana which allowed me to Detention Sphere his Rakdos Keyrune afterwards. This was probably the turning point in this game, he never drew a second mana in order to cast Dreadbore on my Gideon. I just kept attacking with Gideon on an empty board in order to take Game 1.

gideon ability 3

Yes, it sometimes happens

Game 2 is much different in that we both make some really bad mistakes. The worst of the mistakes ends up being his: forgetting to exile Obzedat at end of turn would allow me to exile it with Glare of Heresy. I made some other mistakes like not killing my opponent off with an all out attack on him combined with a double extort trigger had I cast my Jace, Memory Adept. He kills my Jace and gets ahead with a Blood Baron of Vizkopa. I draw Elspeth and consider making tokens. A little voice inside my head tells me that I’m about to make a big mistake here and that I should slowly reconsider my options. I re-read Elspeth and decide I would much rather do her -3 ability this eliminating Blood Baron and the Desecration Demon that were in play. I’m at 10 or so and one land + Rakdos’s Return away from dying. I draw my card and see that it’s a Negate. My opponent is in top deck mode. I say F* it! and just cast Spear of Heliod with double extort and respond to my own spell with a Negate double extort. That’s one expensive Warleader’s Helix that ends up winning me the game.

Record: 2-0

We discuss our mistakes afterwards: I clearly made more of them, but his Obzedat one was clearly the most costly.

round 3 banner

vs. Black/White Human aggro

here’s a sample of what cards I was up against:

Xathrid Necromancer

Soldier of the Pantheon

Tormented Hero

Rakdos Shred-Freak

Rakdos Cackler

Bascially, a bunch of dudes that can end the game before I can say : ” Supreme Verd…”. You get the picture.

He wins the die roll and starts of aggressively from the get-go. Tormented Hero is joined by an unleashed Thrill-Kill Assassin and later a Mogis’s Marauder. I do my best to contain him, but I hit no 2-for-1’s on my Detention Sphere and they end up just being Oblivion Rings instead. I get a Heliod in play and somewhat stabilize, but end up scooping when he lands another Mogis’s Marauder. I had also gotten double Thoughtseized somewhere in there as well, losing an Elspeth and a Security Blockade.

mogis marauder

Apparently a real card now …

I get off to a good start in Game 2. Turn 2 Blind Obedience into turn 3 Fiendslayer Paladin. This is pretty sweet! I land a turn 4 Martial Law and follow up with a Sphere of Safety next turn. I eventually draw a Heliod and he does what he does best: make little tokens that make it increasingly harder for my opponent to attack me (the tokens are also enchantments). I get a Nykthos (which roughly means ‘the night’ in Greek) into play and it’s night night for my opponent.

nykthos shrine to nyx

Now also a ‘thing’

My opponent comes out swinging in Game 3. He gets a Tormented Hero on Turn 1 and a Rakdos Shred-Freak on Turn 2. My first two turns are tapped lands (Azorius Guildgate and Hallowed Fountain). He Thoughtseizes me afterwards and gets rid of one of my Detention Spheres. I get to play a Security Blockade to ‘stabilize’ on my turn. He gets a Xathrid Necromancer later on and has me at 10 life. I draw and now have a pretty tough decision to make:

A) Play Detention Sphere on his Xathrid Necromancer and take 4 next turn, but play the Supreme Verdict next turn without running the risk of a huge backlash.

B) Play Supreme now, hope that he doesn’t play 2 creatures on his turn  (he had 3 cards + whatever he would draw), then play a Detention Sphere to take care of the Zombie tokens created by Xathrid Necromancer.

I chose what I believe was the better option: A

I go ahead and cast D-Sphere and pass the turn. He doesn’t get a Shred-Freak in play this turn and swings for 4 (instead of the 6 had I chosen option B).

supreme verdict

Finally ..

I’m super-psyched that I finally got to contain him slightly and cast my Supreme Verdict. I’m about to breathe a sigh of relief, but then …

“In response …”

Are you kidding me?

What response can you possibly have in this Black/White Human aggro deck to a Supreme Verdict?

Well, it turns out that Renounce the Guilds is also a card. Yes, Renounce the Guilds! I’m not sure about you, but this is the first time I felt like getting myself DQ’ed for grabbing an opponent’s card and shredding it to pieces. Ok, I’m probably exaggerating but you can imagine how I felt. the people to which I described the scenario were pretty much all in agreement that this is the last card they would have expected.

The guy did not see any other multicolored permanent on my side of the battlefield, yet he found it ‘appropriate’ to side in a Renounce the Guilds. Riiiight … I would have accepted a Rootborn Defenses, but this? Really?

renounce the guilds

Words cannot describe the horror

I know what some of you are thinking: “But he won!”.

Yes, but he was clearly already ahead and well on his way to probably winning that one. He basically just sided an odd card that might do something, sometime. This is technically not a good call. You are lowering your deck’s threat-density for a reactive card to ONE of your opponent’s answers. I would have preferred he played a Sin Collector on my Supreme Verdict instead as that would have shown more proper planning.

I hold no ill will towards him, but I do hope he plays better on the Pro Tour and wish him luck. He had won a Pro Tour Qualifier with Naya Blitz (he loves the aggro) and is probably already in Dublin at this time. Bonne chance Mr. Beland!

Record: 2-1

round 4 banner

vs. Mono Red Aggro

I’m sitting in front of a kid. I know him from a local store close to the West end of Montreal. We’ve played an traded before. I know that he usually plays super aggressive decks and was unsurprised when his first land drop was a mountain. “Mono red?” “Yup!”

I ‘curve out’ with my deck as of Turn 2: Blind Obedience, Security Blockade and Heliod, God of the Sun. My opponent is rather annoyed at the amount of defensive cards. This is the reaction I was hoping to get from him, hopefully it was genuine. I then get the Martial Law in play. He’s basically got to attack me, only that he’s attacking into a 5/6 indestructible creature. I continue to mark my territory with more permanents and slowly start churning out these lovely tokens:

cleric token theros

My little Gandalf the Grays! You will not pass!

Between these guys and the Security Blockade constantly reducing direct damage, I am at a healthy twelve or so. A few turns later, Nykthos happens and he quickly concedes (4 Cleric tokens a turn). He is clearly frustrated by the lockdown/prison style deck and knows that he probably has to side in extra burn over creatures if he wants to pick up a quick win.

Game 2 is different, but not the way you would think. He gets a Firedrinker Satyr and a Mutavault in play by Turn 2. I go Blind Obedience, Blind Odedience, Blind Obedience and Sphere of Safety. Is it safe yet? You bet it is! I then play pretty much anything with triple Extort, basically making any spell I cast into a Lightning Helix. My opponent stumbles a bit on mana but it’s already to late. At this point, I just wanted this game to end quickly. I triple extort a Sphinx’s Revelation for x =0 and respond to it by 3 x extort Negate. I was going mad with all the power and becoming a master extorter.

blind obedience

Oh yes!

Record: 3-1

round 5 banner

vs. WB Trading Post Shenanigans

I’m playing against a friend that I then have to go eat sushi with later in the evening. We need to make this epic so that we can have something interesting to talk about during our supper. It’s Charles, the guy that glanced over my deck list while I did the same with his. We know what each other has, but we don’t know how well each other’s decks play out.

Hint: Mine wins wayyyy quicker.

I get to start things off in Game 1 and do not fail to disappoint with my deck’s slow start. Yes, this deck has no turn 1 plays and that’s just fine. Turn 1 is reserved for not having to play any lands tapped later on. Pour on the Azorius Guildgates early on so that they don’t have to be land # 4 when you need to absolutely cast Supreme Verdict. Charles hits me with a Thoughtseize and nabs the Elspeth, Sun’s Champion that I have been concealing from him. I cast another Elspeth later on, make some tokens with her +1. Unfortunately, she is taken out with a Hero’s Downfall (such a good card!). He buys himself some time here and there by drawing cards, ‘ramping with artifacts’ and gaining some life. Heliod jumps onto the battlefield and ends Game 1 rather quickly (before Charles can cast a Merciless Eviction to turn the tide).

heliod

Part Gideon, part Elspeth – Fully awesome!

Game 2 is quite different from the first – a lot more things happened. Charles gets an Angelic Accord into play, which I quickly dismiss with a Detention Sphere. I know it’s the only one in his deck and this card is one of his main win conditions. It definitely warranted a Detention Sphere. I now get to decide which one of my planeswalkers is going to eat a Hero’s Downfall . I know he has it or will have it and as such need to sort of ‘play around it’. I decide that Gideon will be the first to get hit, which he does, one turn later while trying to attack.

Charles gets an Obzedat in there, but for some weird reason forgets to exile it at end of turn (I think this is the misplay that began the streak of misplays he will later make later in the afternoon). I profit from his error by casting a Glare of Heresy on his stray Obzedat. Just or the record: Obzedat would never have attacked in the current board state. I had a Blind Obedience in play, but he would be re-entering the battlefield each upkeep and draining me for 2 life. This could have made me lose the game over a long period of time as I don’t really have much lifegain in this deck outside of Fiendslayer Paladin, a card that is sort of average versus this deck. Charles then plays a very odd card that is deceptively good: Akroan Horse.

akroan horse

It allowed the Greeks to beat the Trojans, so it can’t be that bad, right?

Sadly, this card is fairly good against me. He gets to amass a little army, chump block my attackers and get value by sac’ing his soldier tokens to Trading Post. tThis gets very annoying very quickly. I need to establish board presence without committing too many enchantments only to lose them to Merciless Eviction.

merciless eviction

Ack! the bane of Magic Spheres everywhere!

Charles eventually casts Merciless Eviction, taking out about 5 of my enchantments. I did however resolve a Sphinx’s Revelation in response, which netted me 8 cards (thanks Nykthos!). It was a minor setback and perhaps a more permanent one if only he played the little bit of tech that I spotted in other various trading post decks:

codex shredder

Note: this is not a joke. Please do not LOL!

Basically Codex Shredder is your 5-mana recurring Regrowth spell. It is recurred via Trading Post every other turn by making a Goat Token then sacrificing it or by simply sacrificing the Soldier tokens you get from Akroan Horse. It can allow you to repeatedly Merciless Eviction Enchantments, planeswalkers and sometime creatures. You probably never want to call artifacts though … I then re-spam a few more enchantments and am holding a Sphinx’s Revelation. I figure that I can probably stand to lose a few more then rebuild. A third Merciless Eviction might do me in though (he probably sided in the third one from his sideboard). Fortunately, I get Elspeth onto the battlefield. I do the usual +1 ability 3 times and get her to 7 loyalty. Charles is forced to cast a Merciless Eviction (losing his Akroan Horse in the process) but for creatures this time. He would later admit to me that he did not know it could hit planeswalkers. It does not take long for me to rebuild my army, -7 Elspeth and win.

Record: 4-1

Just before Round 6, pairings are posted, I walk up to Kyle who is playing Esper control and ask him if he will draw if we were paired against each other. He’s first in the rankings and I’m third. He already played against the second place guy, who is incidentally the BW aggro player against whom I lost earlier. He tells me that he’s not out to dream-crush anyone and would not mind drawing into Top 8.

Pairings!

round 6 banner

vs. Esper Control

I go sit at table #1 in front of Kyle, we shake hands and sign the Results slip. We wish each other good luck in the Top 8 and go around the room looking for trades. I more or less help a guy build a midrange BW deck, nothing great but it’s better than what he brought to the event. It’s also much easier to build these things with Wi-Fi access and Gatherer. I scout some of my potential Top 8 opponents.

I might end up meeting the RWB deck that I had beaten in round 2 or his opponent who is playing Gruul aggro (it’s a so-so matchup). Other possibilities include: Charles (WB Trading Post), his opponent (playing Azorius control), an Asian guy playing a ‘Dark Naya’ deck  or Chris playing GW aggro.

Record: 4-1-1 and

the 2013's playmat

Yep! Top 8

round 1 banner

vs. GW Aggro

I’m playing versus Chris, who snuck into the top 8 at 4-0-2 (he was 2-0-2 and almost eliminated a couple of rounds back). I saw his game versus Azorius Control and I was astounded by the speed with which he won his ‘win and in’ game. Some other guys wish him good luck versus my deck, indicating that the matchup is terrible for him. I would tend to agree that may be true for the main deck, but I am in trouble once he sides in his Rootborn Defenses and Glare of Heresy.

Game 1 is the habitual start of me getting pounded early on by Experiment Ones, Dryad Militants, Scavenging Oozes and Boon Satyrs.  I slowly stabilize with some Detention Spheres and a Sphere of Safety. I begin to Extort a little and spam Security Blockades to get a blocker in case my opponent ever gets to attack. I’m still not getting any win conditions and this allows my opponent to actually get some swings in. I’m at 8 life when I cast Elspeth, Sun’s Champion and +1 her for three consecutive turns. My opponent thinks hard, activates the -3 ability on Ajani, Caller of the Pride on a Boon Satyr and attacks. He says : “It’s good? Game 2?” to which I respond: “Prevent 1 damage with my land ?” (thanks to Security Blockade). His reaction is priceless as he scoops up his cards, realizing that he is very much dead on the back swing.

27

the amount of damage you deal with your Soldier Tokens after making 9 and going -7 on Elspeth

We get to Game 2 and I know what’s coming. I was not aware at this point that he is not playing Sundering Growth, but I know he is playing Glare of Heresy. I’m very scared of Advent of the Wurms and anything else that may have trample, such as a Monstrous Fleecemane Lion. Creatures flood the board early on and I am forced to keep mana up to futilely cast some Celestial Flares in order to stay alive. I catch a ‘lucky break’ when I get to play a Detention Sphere on a couple of Voice of Ressuregence, but it’s almost too late. I pray for a timely Supreme Verdict, draw and notice that the Theros Gods are not with me for this game.

advent of the wurm

The new Restoration Angel

I side in some Fiendslayer Paladins, hoping to get some way to contain the GW aggro. The paladin is not big enough most of the time, but the lifegain and ‘crowd control’ it can provide are decent. It keeps their Dryad Militants, Voice of Ressurgences and Boon Satyrs at bay. Other than that, it can provide me some sweet devotion. I also sided in some Negates in order to counter stuff like Rootborn Defenses, Advent of the Wurm and Boon Satyrs (only when Bestowed). I draw an OK opener, nothing to write home about but keepable nonetheless. Chris mulligans his hand though. His hand may have been sub-optimal plus he’s not the one who’s forced to survive the early game.

I had a couple of Detention Spheres in my opener and I can’t skip a turn to not cast it on something like a Loxodon Smiter. Of course it sucks that he casts a Loxodon Smiter on the following turn. Chris is no scrub though, he would have cast something else had I not Detention Sphere’d his pachyderm. He gets an End-of-turn Advent of the Wurm to connect the very turn I play a Sphere of Safety. I get hit a few times by the wurm tokens until I draw another Sphere of Safety. I calculated that he needed to pay 6 per creature to attack and he only has about 7 mana in play. I have another turn to spam more enchantments or draw a Supreme Verdict. Sadly, he casts a Boon Satyr in Bestow Mode on his Wurm token. It’s pretty much over at this point.

boon satyr

Ugh… I have a love/hate relationship with this card

Final Standing: 6th place

sphere of safety

Now that the surprise factor is gone, I’m not quite sure it’s safe anymore

The GW deck ends up winning the whole thing too, beating Charle’s BW Trading Post in the Semis and MonoRed in the Finals.

Not just yet …

I’ll be back to post Charle’s BW Trading Post deck with some random tech explanations (as best I can).

Theros GameDay Playmat

mtg theros playmat

Elspeth going -3 on that hydra

I’m really excited about the new Theros Game Day playmat. It’s way nicer than any of the previous ones and features the sizzling hot Elspeth taking on a Hydra. The word ‘Champion’ is floating over Elspeth between hydra tnetacles, reminiscent of a videogame player indicator. Arm yourself with a great deck for Theros Game Days everywhere because the competition will be fierce.

The illustration was used for many promotional items and is featured on the art of Vanquish the Foul, a card that costs way too much mana for what it does.

theros gameday events

Find a Theros GameDay near you!

UB Modern Mill

modern mill

by Steve ‘DDT’ Giannopoulos

While Modern is a very ‘diverse’ format at the moment, there is one archetype that is not really represented: Mill. While it has never really been a super effective competitive deck, people will always give it a try. This version of mill is more focused on the actual mill spells versus infinite Hedron Crab interactions. It’s packing most of the cards you would expect it to play, except Traumatize.

traumatize

Go home Traumatize, you suck!

The thing is that the card never actually mills a set amount and it costs five mana. At most it’s going to mill 24 cards (60-7 opener and 5 turns of draws). At worst it’s just going to fail at winning you the game on its own. Archive Trap gets the bonus of being potentially free and an instant as well as milling a fixed amount. Opponent has 12 cards left in their deck? You win! Traumatize? Ugh,,,wait 6 more turns? Really?

I guess I’ll reveal the list before continuing with card choices.

Modern Mill

4 Darkslick Shores
3 Island
3 Shelldock Isle
3 Misty Rainforest
2 Ghost Quarter
2 Oboro, Palace in the Clouds
2 Watery Grave
1 Scalding Tarn
1 Swamp

21 Lands
4 Hedron Crab
3 Augur of Bolas

7 Creatures

4 Archive Trap
4 Visions of Beyond
4 Mind Funeral
4 Glimpse the Unthinkable
4 Crypt Incursion
4 Thought Scour
3 Breaking / Entering
2 Surgical Extraction
3 Mesmeric Orb

32 Other Spells

Sideboard :
2 Echoing Truth
2 Engineered Explosives
2 Hurkyl’s Recall
2 Inquisition of Kozilek
4 Leyline of the Void
3 Slaughter Pact

I’m guessing most of you need to look some of these cards up. Don’t worry, it’s perfect normal. Most of these cards never saw much serious play and some never even saw casual play (I’m looking at you Crypt Incursion). 26 of the cards in the deck mill libraries, that’s including Hedron Crab. You also have the fetchlands for your Hedron Crab to maximize his utility.

hedron crab banner

At 0/2 he gets to sometimes block a mana dork too

Got MilL?

We start off with every casual player’s ‘wet dream’ card straight out of Ravnica block.

glimpse the unthinkableWould you believe that it finally became playable?

I remember how many people placed this card on a pedestal the day it came out. It was worth money and people gladly trade something like 2 Ravnica dual lands per Glimpse the Unthinkable. Many years passed since and up until a few months ago you could obtain this card for a twenty dollar bill. It’s gone up slightly since and is just getting increasingly tougher to find. The fact that it was not reprinted in Modern Masters might have something to do with it, but it was not really a Modern card to begin with. It’s probably the best turn 2 play the deck can make so you should not hesitate in saying :

“Mill you for 10?”.

You only really need to mill about 45+ cards in most games, so this thing is very good in that proportion. It’s like a burn spell that cost 2 and did 4-5 points of damage.

breaking entering

Please ignore the Rakdos half to the right …

Your’re getting a slightly underpowered Glimpse the Unthinkable at one twentieth of the price. It’s quite a good deal, I assure you! Actually it’s just necessary more then anything else. It’s also the reason we run three. I was going to indicate that the card cannot get Inquizition of Kozilek‘ed but that would be wrong. It counts as having all possible costs, so Inquisition would still hit it.

mind funeral

Quite the illustration on this eh?

Somewhere in between Glimpse and Breaking we have this card. If you’re really unlucky you will only get to mill the for 4 cards. That would also imply that he/she was really unlucky as well and you just did them a favour. Then there’s the extreme scenario of a near 20-card mill. Between your opponent using his fetchlands and other search effects, the deck is slowly thinning. If you can gauge the number of lands left in your opponent’s deck then you can litterally know how any are left in his deck. This is one of the greatest advantage of running Mind Funeral. The card is a beast and the extra advantage it has (unless you play Dredge decks) is that it cannot be redirected back at you.

archive trap

Old school libraries were not the quiet and safe places we know now

Potentially a turn 0 play if your opponent just casually plays their fetch and cracks it on their opening turn. You let them search, cast their one mana spell and BAM! mill them for 13 cards for free. Of course, you can always have more than one copy of this card in hand. That’s a free Traumatize on Turn 0/1! You definitely want to get this played for free on an unsuspecting opponent. If you cast any of your mill spells before you get to cast this  card, your opponent will be very weary of it and try to play around it by not searching.  Still, at 5 mana, Archive Trap is still a good card. The only times I’ve been sad to have it in hand is versus the odd Gaddock Teeg.

thought scour

Every little bit counts!

It may seem rather trivial, but the 2 card mill on Thought Scour has been very relevant. It’s a Turn 1 card that replaces itself and it contributes to milling your opponent. If your opponent searched his deck for a card to and put it on top of his deck then that’s even better (maybe on a Flamekin Harbinger). It’s not great or super fancy but trust me: it’s just fine. You may even want to play a Watery Grave untapped on your first turn just to get to play it on Turn 1. You dig one card deeper and contribute towards Visions of Beyond‘s “Ancestral Recall” ability.

mesmeric orb

One of my favorite cards that has not yet seen a reprint

This card is deceptively good. It looks like it won’t mill them much and that could not be further from the truth. The little orb is actually good against some more aggressive decks or ones that put quite some permanents in play. The ‘drawback’ in negligible and the effect obviously stacks if you have more than one copy out. It’s been an MVP in a lot of my games especially versus Birthing Pod decks. The quote is pretty cute too.

” A step in one direction is two steps away from another.”

Staying Alive

With almost no creatures in the deck, you can expect to get attacked often. Of course the deck packs some cards that allow you to last that extra turn to still mill your opponent. Let’s examine these under-apriciated support cards:

augur of bolas

My favorite “non-tribal” Merfolk

Augur of Bolas saw quite a bit of Standard play but it’s no longer a legal card. You can still harness his power in the Modern format however, a format where he is perfectly legal. Augur‘s advantage is that you can cast him on turn 2 to stave off a lot of aggro while digging 3 cards into your library and hit an instant/sorcery for value (29 cards, basically 50% of the deck). Of course the value changes after you draw your starting handsize based on the number of instants/sorceries in your hand. I would love to show you the mathematical theories behind it, but I’m not willing to invest that much time into it.

If you really need to hit your third land drop, you probably don’t want to cast this on the second turn. You run the high risk of revealing 2-3 lands and even if you netted a card it will feel like a bad play. You want to be getting as many lands as possible early on in order to trigger your crab (preferably fetchlands). If you run into a deck running Goblin Guide however, please ignore this bit of unnecessary advice.

crypt incursion

Quite possibly one of the ugliest looking cards of the Modern era

This card is not exactly what it appears to be. It’s not there to gain you life, it’s more a way to combat cards like this one:

emrakul

Big daddy Eldrazi himself

Yes, there are a couple of decks that run some Eldrazis. This deck would otherwise fold to them without a way of exiling the graveyard. A card like Tormod’s Crypt would be a waste of space. This card’s upside is pretty ridiculous in a format that contains more creatures than it did before. I have gained upwards of 40 life with it, buying me quite a few turns if I’m drawing dead and looking to survive long enough until I get more of the mill cards in my hand.

It’s also a decent answer to the MeliraPod infinite combo, reanimator decks and Goryo’s Vengeance targeting Emrakul or Griselbrand. You also have Surgical Extraction for that, but more on that later. You just need to keep the extra 3 mana open if you anticipate your opponent flipping over an Eldrazi or the random Gaea’s Blessing (you never know what those crazy kids will be siding in these days).

‘Card advantage’

More commonly defined as netting extra cards, card advantage comes in other forms. In this deck, the following cards represent ‘card advantage’.

visions of beyond

Do I need to draw you a picture?

Visions of Beyond is not a card you want to be casting early. You want to ‘mise’ this thing as long as possible. You won’t always be drawing awesome cards off the top of your deck but this card is a good guarantee that you will be getting more mill cards if you’ve milled them for at least 20 in a game. It’s also very easy to confuse the conditions of this card with the ones on Shelldock Isle.

shelldock isle

It’s weird to see this card without a Doomsday

This is where you want your Archive Traps to end up, right under Shelldock Isle. If things go somewhat as planned then this land will get you that extra mill card you need to win. It’s technically an extra card since the conditions for playing it should not be hard to fulfil. You may also want a Crypt Incursion under this. You can then do something like Mind Funeral and activate this card in response to them shuffling their whole deck back in with Emrakul. It doesn’t require having an extra three mana available either.

augur of bolas

I believe we covered him already 

oboro palace

Might as well be an Island right? So wrong!

You’ve probably already figured out that this card is there simply for Hedron Crab.  It basically becomes an uncounterable mill spell, getting you a guaranteed land drop per turn. I’m not saying it’s nuts but you have to admit it’s miles ahead of a Basic Island in this deck. It can potentially also serve as discard fodder to a Mind Wrench so you don’t have to discard a relevant card.

What to side in?

Leyline of the Void is in there in order to combat whatever reanimator deck you encounter. It is also extra insurance versus the Eldrazi shuffle back your graveyard triggers. Other bonus include combating Tarmogoyf, Soul Sisters (if it still runs Proclamation of Rebirth, which I doubt they do) and maybe the odd Dredge/Dredgevine deck that might surface.

It’s fairly easy to know when yo side in the rest of the stuff, but you generally don’t side in much. Slaughter Pacts are good versus Gaddock Teeg and probably decent versus Pod or Kiki-Jiki decks. Engineered Explosives is there as a sort of all-purpose answer to other hate cards that need to stay in play (Meddling Mage?)

hurkylls recall

Hard to believe this old card is Modern legal

 

Hurkyll’s Recall is there versus affinity as a way to slow them down a bit (especially if they are going to waste mana for that turn to equip or ‘flash equip’ a Cranial Plating). It doesn’t seem that awesome but like I said before, you need those extra turns of survival to edge them out.

Inquisition of Kozilek is a card that I often find myself siding just to slow down early aggro or just to make sure I get a counter out of their hand so that my mill spell will go through. Finally, Echoing Truth buys you a turn versus things like the Pestermite/Splinter Twin combo deck or possibly more if you get to successfully bounce the Splinter Twin target before it resolves. There’s also the fact that with the amount of mill action you can basically make them lose their combo pieces altogether.

More Modern?

I guess it all depends on what other interesting Modern stuff pops up. I’m not a big fan of the already established decks right now but anything that looks remotely real is definitely something I’d be interested in writing about. If any of you readers a decklist or any ideas, please let me know.

 

Budget Version?

 

If you want to try this deck and don’t quite have the more expensive cards you can sub them out at the expense of slowing the deck down a bit.

Fetchlands > Terramorphic Expanse and Evolving Wilds

Glimpse the Unthinkable > Mind Sculpt and a 4th Breaking/Entering

 

mind sculpt

A much much cheaper alternative

 

The other cards are fairly inexpensive and most of the other lands you will probably already own (such as fetches and duals) if you pay Modern. The only really bad matchup I have run into is Infect decks because they can beat you faster and cards that gain you like like Crypt Incursion end up doing nothing against them. It’s also not the easiest deck to hate on. This deck is also a little soft to Leyline of Sanctity, so you might want to side in some cards against that (Echoing Truth and Engineered Explosives)

 

 

glimpse the unthinkable banner

Would you believe … a Modern Mill deck?

Is it Safe?

is it safe

 

by Steve ‘DDT’ Giannopoulos

We’ve been used to a creature-filled standard packed with ‘enter the battlefield’ permanents and little to fear but Supreme Verdicts and the odd counterspell here and there. It’s time we switched it up a bit. At first, when Theros was revealed to be an ‘enchantment matters’ set people went and snatched up any seemingly worthwhile enchantment they could. It stood to reason that these would rise in price because they should be seeing some play. It was almost all for naught, as Theros brought in its own set of enchantments with not so many cards that would interact with them. We got Nykthos instead of a functional reprint of Serra’s Sanctum and no Argothian Enchantress -style card. That’s fine though, we can still do quite a bit with that.

The following list is not my own invention but rather Sam Black’s. I really like the decks that he comes up with as they seem to emerge from another world. He made the now-famous Zombie Bombardment deck that sees some niche Legacy play. The following decklist may seem super weird, but upon testing it and seeing the various synergies …. Well, it’s really something else.

UW Sphere Control

4 x Azorius Guildgate
4 x Hallowed Fountain
2 x Nykthos, Shrine to Nyx
9 x Plains
7 x Island

26 Lands

2 x Heliod, God of the Sun

2 Creatures

3 x Sphinx’s Revelation
3 x Supreme Verdict
3 x Elspeth, Sun’s Champion
2 x Gideon, Champion of Justice
2 x Spear of Heliod
4 x Sphere of Safety
3 x Martial Law
4 x Blind Obedience
4 x Detention Sphere
4 x Security Blockade

32 Other Spells

Sideboard:

2 x Jace, Memory Adept
2 x Rest in Peace
2 x Solemn Offering
2 x Gainsay
1 x Gideon, Champion of Justice
2 x Negate
3 x Celestial Flare
1 x Glare of Heresy

15 cards

Creatureless?

Don’t let the little number 2 fool you next to the word ‘creatures’. Technically, Heliod is a creature. In a lot of the games you play he will either never become one or become one in the late game. The original list featured only one Heliod and 3 Gideons. I decided to switch it up a bit because I wanted to see Heliod in action. The other advantage that Heliod has is that he can pump out creatures that block/attack and contribute towards your enchanment count for Sphere of Safety. Sometimes with Nykthos in play and enough enchantments you can churn out 3 tokens a turn which is pretty insane.

As far as the Gods from Theros go, Heliod has proven to be a beast both in limited and constructed for me. Granted I have not seen many of the others in action save Purphoros, but he has not been all to great (except for the combo with Elspeth in Sealed play). It’s also worth noting that while not extremely impressive,  Security Blockade is pretty much a creature as well. If you’re planning to play this deck be sure to pack your tokens.

heliod token

That’s quite a unique token

No Counters ?

Woah! now it’s getting weird. We are used to almost creatureless Blue/White or Esper builds that only run something like 1 x Aetherling as a win condition, but this is just too much. No counterspells means we can’t really protect ourselves from some nasty spells. It’s actually not that true. While we don’t have a counter for something like Rakdos’s Return, we probably don’t need one. Thee thing with counterspells in the beginning of a format is knowing what you need to have an answer for. Seeing as though most new formats are filled with quick monored decks and other aggressive decks, counterspells are a lot less appealing. This is also somewhat my argument for not running something like Thoughtseize in your maindeck at the moment eventhough you have a strong urge to do so. It’s a card that is more effective in a format like Modern due to the speed of the format and the prevalence of combo decks.

The deck is more of a tapout control deck. I floods the board with hard to remove permanents and eventually overtakes it with a Gideon, Elspeth or Heliod. Sure it runs Sphinx’s Revelation to get some more cards mid to late game, but that and Supreme Verdict are the only non-permanent cards in the main. With cards like Blind Obedience and Detention Sphere, it’s almost like you had countered their haste creatures anyhow. The main thing this deck is countering is your opponent’s ability to attack you. This is the main way most decks win, right?

The Gameplan

You probably want to run out the Azorius Guildgates and Hallowed Fountains out first. It will let your opponent know that you’re probably running Supreme Verdict and that you mean business. It may not cause the ‘no fear’ players to care about potentially losing their whole board to a Supreme Verdict, but that’s ok. With 0 possible turn 1 plays, you then try to drop a Blind Obedience on Turn 2. This is not to say that you absolutely need to keep a hand with it, but it’s probably good to have it in your opener.

Turn 3 is where the ‘action’ begins. You’re either going to:

 

A) Detention Sphere one of their permanents that’s already beginning to annoy you

B) Cast Spear of Heliod because you eventually need to start casting stuff

C) Cast Security Blockade so you can make a 2/2 Knight token and be ready to trade with one of their small aggro dudes

D) Play a land that comes into play tapped so you don’t have to look like an idiot when you need to cast Supreme Verdict on turn 4

 

 

 

The best option is probably C) and sometimes D). You probably want to be ready to tangle with their creatures by turn 4 and those are the two plays that prepare you for it.

Turn 4 is pretty crucial. You cannot yet animate a Heliod, but it can be a good turn to cast him versus black-based decks that are just itching to Hero’s Downfall what would otherwise be a Gideon, Champion of Justice. Alternatively, you may want to prepare for setting up a ‘fat’ Sphere of Safety and minimizing damage by playing a Martial Law (yay!). Against a more control-oriented deck I feel that Gideon is the correct play since he can just start attacking as a 5/5 on the following turn and put your opponent on a 4 turn clock that dodges a lot of removal (except for Detention Sphere and Hero’s Downfall).

Supreme Verdict is the most common card you will be needing to cast on this turn. If you get any kind of value, go for it. Don’t just burn the card because it’s sitting in your hand and you feel the need to absolutely take out his random attacker though. Just because you clearly have too many options does not give you the right to make the worst choice. Play safe 🙂

Congratulations you have reached turn 5 and are not yet dead! Your main goal should be putting that Sphere of Saftey into play as soon as  possible. Just cast that bad boy and watch your opponent pick up the card, read it and let out a great big *SIGH!* You should have pretty much mitigated most of the aggro that your opponent will be trying to win with. Please feel free to repeat this play on Turn 6 as well in order to make it almost impossible for your opponent to attack with more than one creature.

You now have X turns to win the game. What is X you ask? Why, it’s a variable of course.

It’s approximately measured as the # of turns your opponent can draw enough land to eventually attack you, the # of turns it takes you to draw Elspeth and spam the battlefield with filthy 1/1 soldier tokens, the # of turns it takes you to attack your opponent down to 0 with Gideon, the # of turns it takes you to ultimate a Gideon or the # of turns it takes you to make enough cute little inoffensive-looking 2/1 tokens and beat rain down the wrath of Heliod on your unsuspecting opponent.

 

 

anger of the gods

if you squint hard enough you can see that those are 2/1 Cleric Tokens raining down at that poor guy

Regardless of your ‘Hero’s Path’, you will eventually draw a win condition. You can almost last an insane amount of time on this board state without ever being in trouble. What’s your opponent going to do? Cast more creatures? Yes, they might have a random answer to your Sphere of Safety, but probably not in Game 1. Just draw your cards and the Gods will guide you to victory! Well, maybe not… but you get the picture.

Why would I play this?

 

 

For starters, it’s actually fun. It’s just different. It’s not a 10-planeswalker superfriends deck. It’s almost all entirely Sorcery Speed, runs pretty smoothly and just messes with people because you run so many WTF? cards. If you are looking for something out of the ordinary to play instead of just goodstuff.dec, then give it a shot. I got so many weird looks just by playing Security Blockade and putting down a token. People were amazed at how awesome the cards is. Truth is: it’s really not, but it’s the card for the job. It allows you to minimize some burn or combat damage by tapping your land and you can probably trade your 2/2 Knight token for anything that’s attacking you or just chump block to buy yourself more time.

 

knight token

 

Not all tokens are created equal

You get to even kill a few creatures with Spear of Heliod if you absolutely have to. I mean, how cool is that? You almost never have the mana or time to do that in a White Weenie deck running that fabulous Legendary Artifact Enchantment. You also have the opportunity to maybe potentially drain your opponent with Blind Obedience. Spam more enchantments, use the extra mana to drain your opponent’s life little by little and stay alive.

You get to finally play with Gideon, Champion of Justice.

 

 

gideon champion of justice

Finally, you get to show everyone that Gideon doesn’t suck!

Between threatening lethal late game and detaining their irrelevant creatures, you can force them to block with creatures they don’t want to block with. The deck grinds everything to a halt that you can achieve his ultimate and go ‘better than a Planar Cleansing‘ on their @$%. If you have to ultimate him while at 15 loyalty, please make sure to at least float some mana and be ready to cast something like Elspeth, Heliod or another Gideon afterwards. At the very least, just go for a huge Sphinx’s Revelation with enough mana left to cast one of the above cards should you draw it. Also, please remember that your Detention Spheres are going to go bye-bye so have something ready for whatever is coming back (unless it was just some random God that can’t do much when nothing else is left in play).

Kaboom?

Sometimes you don’t necessarily want to pop everything on the battlefield. You can just keep swinging with a really big Gideon and win that way, forcing your opponent to lose creature after creature. If your opponent is running Black, please beware that Hero’s Downfall is a real card. If you feel that your opponent will eventually draw something like a Detention Sphere (well, maybe just a Detention Sphere since Oblivion Ring is no longer in the format) you can go ahead and rush that ultimate even if it means losing Gideon. The more dedicated control decks will have a really tough time recovering from this as they tend to play all the lands they can.

The Detention Sphere warning is a double-edged sword however, since whatever your opponent exiled with it would come back as well. Be sure to watch for that and don’t just blindly D-Sphere things, especially since a Detention Sphere can’t target another Detention Sphere.

Side what out?

Your sideboard is a mish-mash of anti-control strategies. First there’s the obvious Negates that are there to take out other Sphinx’s Revelations, planeswalkers, Fade to Antiquity (you never know) and maybe a random big burn spell. You also have a couple of Gainsays that are going to probably perform similar duties as well as maybe countering something like an Aetherling or Ashiok, Nightmare Weaver.

jace m14

There’s still another Jace in Standard …

Despite the sudden rise in Popularity of Jace, Architect of Thought, some people forget that there’ another Jace that you’d rather have in play during control mirrors. You might also want to sideboard him in versus the suddenly more popular Maze’s End decks that are surfacing.

Celestial Flare is another nod to the aggro decks. You get to slow them down on Turn 2-3 and maybe even hit a real baddy like Blood Baron of Vizkopa who is just really bad news for this deck. Casting it against an attacking God is probably more dream than reality though. Still, there are nuissances like Witchstalker that can be taken out with this little gem.

glare of heresy

White on white hate? Can’t we all just get a long?

Glare of Heresy is there because sometimes you will each have something like an Elspeth in play and casting Detention Sphere is kind of bad. It can also be used on opposing Detention Spheres as well. Depending on how popular white decks are in your area you might want to increase the count. I hear it’s also very good versus opposing Heliods.

Finally we have Solemn Offering, a card that has not really seen play in forever. It’s probably something I would carefully consider siding in versus decks that can win with Assemble the Legion or even some black decks running Whip of Erebos. Of course you’ll also side it in against opposing Detention Spheres, Crackling Perimiter ( Maze’s End sideboard card) and maybe even Pithing Needle ( a card that affects your deck a whole lot),

gideon champion

It’s about time!

Finally, the odd Gideon can porbably better serve as another Glare of Heresy or Solemn Offering. It’s just that I was so excited to be running it that I kept the overall number of Gideons intact.

Ready to take to a Pro Tour Qualifier?

 

MTG_PTQ_INT_4C_Blk_Lg

 

Probably not just yet. Most people will probably know what you’re up to and be somewhat able to interact with your deck. Cards like Ashiok can be a real pain unless you can find your Detention Sphere early on, otherwise you’re stuck attacking him (which is not where you want to be). I would really play this often at local store FNM’s or GPT’s and tweak it based on what I found to be under-performing.

More to Come …

I will be completing my article on Modern Mill and some more Standard stuff in the very near future. If you have anything you would like to write about please do not hesitate to contact carteblanchehobbies AT yahoo DOT com. It doesn’t need to be about any Magic: the Gathering format in particular, so give us a shout.

 

 

heliod big