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    posted a message on [GRN] Sultai Control
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    Sultai Control


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    (The name Sultai really BUGs me)


    It's been a long, long time since black blue and green were in the same deck and even longer still since they were in a competitive deck. With the rotation and printing of Assassin's Trophy that seems to have changed. This will be my opening salvo at attempting to find the best control deck for the format. With trophy making things difficult for the traditional UW builds, sultai is my pick for best control deck moving forward and beginning with the best removal spells available seems like a great starting point to build.


    Why Sultai?
    Assassin's Trophy. That's the reason. Glad we had this conversation.

    Ok. Why not UW, Jeskai, or Grixis?
    Assassin's Trophy. Yes that is the entire reason to avoid other color combinations and dive in head first with the bugs. Both because we can play it and because we aren't soft to it. We aren't reliant on Ixalan's Binding to deal with walkers (trophy gets them right back) or enchantments like Seal Away to answer creatures and our finishers are spells and hexproof threats. Going BUG gives you the best removal spells in trophy and contempt, you get the best finisher and mirror breaker combo with carnage tyrant all wrapped up in a sweet inevitability engine with gaea's blessing and The Mirari Conjecture.

    One less obvious, but especially important reason to go with sultai is the manabase and a clean mana base is facilitated by, you guessed it, the trophy. Having access to "BG - Kill A Thing" means we don't need to run field of ruin to handle utility lands like azcanta or the flip side of Legion's Landing. That combined with two immediately supported guilds gives us all the duals we need. Furthermore we have a reusable draw engine from gaea's blessing which means we don't have to run a copious number of arch of orazca to help keep the cards flowing for when our recursive draw elements get turned into basic lands. We end up not needing a single colorless land and the ability to run a good amount of basics to take advantage of any opposing trophies and to easily cast our own.

    As we learned in the previous format, UW control struggled against decks that started with 4xVraska's Contempt or were aggressive enough to clear Teferi easily. Not relying on a walker that gives us a completely random card off the top before dying gives us a leg up on decks who plan to employ this strategy. With a pile of divination effects, better live top decks, and a draw engine that always gives us a good spell makes for a clear advantage.

    We do give up the purity of Teferi as a win condition and lack a hard sweeper like cleansing nova, but we are well set up to play the point and click removal game. Should tokens become a thing to make the infinite kill spell plan difficult, we do have Ritual of Soot available to cleanly answer that strategy. Simply put, BUG checks all the boxes you want checked with a control deck. Power. Versatility. Clean answers to literally everything and absolute inevitability.

    Let's start with a pair initial deck lists.

    Sample List 1


    Sample List 2


    As you can see we have answers to all the major players of the format. Seven ways to eat a troublesome walker, six counterspells, and a play set of trophy lets us eat annoying artifacts or enchantments. Ritual of Soot to answer super go-wide plans, Vona's Hunger for hexproof threats, and thought erasure to answer anything else before it comes down. We are able to stop something in hand, on the stack, or on the battlefield. We are not relying on Azcanta or walkers as hard as previous control decks which makes Assassin's Trophy much less effective against us if Teferi was our primary source of card advantage. With The Mirari Conjecture plus Gaea's Blessing engine, we are also well equipped to use the extra mana that we could get from the trophy as well and never losing access to our long term advantage.

    The lack of Search for Azcanta might put off some players, but it is a way for us to reduce the effectiveness of trophy as much as possible. All of our draw engines happen immediately with our divination effects or give us value before being transformed into a basic island. Relying on something to stick around on the battlefield in a world of trophies and contempts is a rather dubious plan. Focusing on spell based card advantage is the best way to ensure that you're never cut off from maintaining a material advantage.

    Our primary way to actually end the game is simply decking them with their draw step while we sit around reshuffling answers with gaea's blessing indefinitely. The first blessing puts back three counters or kill spells and the second blessing gets back two draw spells and the first blessing and we can repeat this until the end of the game. While not as clean as doing the same thing with a teferi emblem hanging around, it does the trick just as well. The sample list includes the single carnage tyrant as a concession to our opponents not giving us the concession and will kill through anything quite fast. It also allows us to win game one against any deck playing Nexus of Fate as that card's mere existence prevents the use of decking as the sole win condition.

    The overarching game plan of the deck past the traditional control strategy is to eventually recycle our entire deck. Gaea's blessing ensures that the top of our deck is going to be more live than our opponent's and prevents us from not only running out of cards in our library, but also prevents us from running out of the right answers. If we have to spend our edicts early to stay alive we can still find them again and again if hexproof threats start rolling off the top. Because of this infinite recursion aspect the only things that we are truly afraid of are dedicated hate for our blessing engine like Unmoored Ego and banefire.

    With Banefire being in the format it may be correct to run Pelakka Wurm as the dedicated win condition. The wurm gains a huge amount of life when it enters and some extra value on the way out. The only real downside of this swap is that a hard exile effect like contempt sends us to the dedicated mill plan. One potential consideration is going down to only one copy of blessing as you can still recur it indefinitely with the mirari conjecture which gives you an extra main deck spot for another answer or hard win con. Only time will tell which is correct.

    Thoughts on Removal
    Our removal suite is going to be changing from week to week, which is typical in standard control decks. The only spot removal spells that will always be in the deck are the contempts and trophies. After that we will have to decide if we want to lean towards hard removal like Cast Down and Vona's Hunger to fight green stompy and their hexproof threats. After that is the red aggro decks where we'll want to shy away from edicts and focus more on Ritual of Soot and moment of craving.

    Should control variants become equally as popular as the midrange and control decks then we may want to cut our additional removal entirely. Without gear hulks in the format, essence scatter loses all of its value against control so this will be an extremely delicate balance. Because of all of this, there really is no point in suggesting a "this is what you should do" set up for spot removal outside of the two base inclusions with the caveat that we want something in addition to assassin's trophy for early game kill spells.


    Card Advantage Options
    There are no shortage of great options to get ahead on raw card count in standard and choosing the best one depends on several factors. First of all is how much red aggro are you expecting to face? How often will you find yourself in a control mirror? These questions must be answered before you select your draw spells. Here are a few suggestions of which spell might fit best in a particular meta.

    Chemister's Insight - This inspiration variant puts you up one card on the first cast and another on the jump-start cast making it a grand total three for one with some finesse required. The biggest draw to this spell is the instant speed nature and the ability to filter dead removal spells in the mirror. Meanwhile it has the down side of the 4-CMC and the requirement to have a card to pitch when you cast it a second time. A solid card, but it does ask a bit of you for everything to go right.

    Secrets of the golden city - Fine early and great later on makes this a solid middle of the road choice. The double blue cost may be a bit tense at times, but a three mana ancestral in the midgame is still very powerful. This should most likely be your default choice until you have done more testing with your list against the predicted metagame.

    District Guide - While not card draw in the traditional blue sense, this is still a 2-for-1 spell that might have some added value. It does turn on opposing removal, but what it does is help fix your mana and provide you with a nice speed bump that can harass any walkers you can't immediately clear. If you want to go this route you'll want to include some additional basic lands and perhaps a singleton guild gate to make the trigger worthwhile. Another minor point worth mentioning is that if you're running Secrets of the Golden City this is yet another permanent to help you get the city's blessing.

    The guide also fills the role of allowing you to run a lower land count than you typically would to avoid flooding while helping you still hit all of your land drops. What it really comes down to is how useful is the body and is it better than simply running anticipate. I can easily see a situation where this is a 4-of value play that is mediocre game one, but is more useful post board when all of the removal comes out.

    Notion Rain - A sweet call back to the very powerful Read the Bones with the surveil mechanic replacing scry. We know from past experiences that this is a very powerful card, but the life loss is certainly not free. If you expect a lot of opponents to be aggressively attacking your life total this is not a good choice, especially since you plan to cast it 4-8 times a game. However in a slower, midrange centric meta this is one of the best choices. Even though it doesn't get you a third card, the surveil 2 that's tacked on makes up for that and in some cases may end up being superior.


    Finishers
    In the bug colors there isn't a perfectly pure and clean win condition such as Approach from the previous format or looping Teferi with an emblem. Furthermore, relying on walkers to get the job done is a bit risky due to the Trophy + Contempt combo making them exceptionally hard to stick around long enough. Luckily there are a few other options for us that are a bit more likely to go the distance.

    Millstone - The original win condition of durdle do nothing control decks. It fights on a unique axis with the effect that now bears it's name of milling. With a perpetual loop of gaea's blessing this isn't exactly necessary to win the game by decking your opponent, but it can help accelerate the process by a huge amount which can be important. If you are playing online and don't want a creature based threat, one or two of these is highly recommended to prevent yourself from losing to the clock. Decking does have one glaring weakness however: Nexus of fate. If your opponent merely discards to hand size each turn pitching their nexus, you will never be able to kill them this way. This one tiny wrinkle might make a pure mill plan impossible to execute.

    Carnage Tyrant - The implacable death lizard has been giving people fits for as long as it has been around. With the rotation of doomfall there will be much fewer decks that are running an answer outside of blocking. This is a much more reliable finisher than most options and checks all the right boxes. Hexproof, can't be countered and a way to punch through blockers in the form of trample. The seven power means it gets the game over in a hurry and can still trade with other control "mirror breakers" should the need arise.

    Nezahal, Primal Tide - Another finisher that got better with the rotation, but this time it is from the lack of Disallow. Pitching several cards to save it only to have the return trigger stifled made the dino very sketchy, but now it is just one suitable option among many with a bit of card advantage tacked on to boot.


    Sideboard Options
    In our sideboards we do have a large amount of respectable directions to attack any given meta. First and foremost you have to decide which plan of attack you want for the control mirror because that will require the most dedicated slots. After that you must look closely at the aggro and midrange decks of the format and decide how many of what effects you will need. For ease of reading I will split up this section into Control Options and Aggro as there is very little overlap in utility.

    Control
    Negate and Unwind - Extra counters are one of the few things you are certainly going to want and which combination depends on your strategy. The default tends to be a play set of negates before adding any extra counters in the side.

    Thief of Sanity - A fantastic new addition to the "dimir specter" variants that threatens to get out of hand super fast. It's the Gonti that keeps on giving and is fantastic against any deck with little to no removal or blockers. Just like control mirrors. I'm a huge fan of this card and would recommend you give them a try first.

    Mystic Archaeologist - The half way mark between the card advantage and aggro plan that beats down early and can draw a pile of cards later on. A slightly different version of Thief of Sanity, but still an option to consider if you're wanting a cheaper threat that might be a touch easier on the mana. The CMC is the main reason to choose this card over another as it is quite easy to slip in under permission even though it takes a long time to get value from it.

    Nezahal, Primal Tide - An additional hard to answer threat with built in card advantage. As mentioned previously, the absence of a stifle effect really makes this card worth considering.

    Duress - Thought Erasure in the main deck makes duress less of a home run, especially since it can't take the creature threats, but it still fulfills a certain role and the information gained is incredibly valuable.

    Arguel's Blood Fast - Yes, this card is still in standard and will continue to give headaches to control players. This time though there is a cheap answer to it which means it is less of an instant win card. It is still going to be worth several cards if it resolves and if the card advantage plan is how you want to approach the mirror this is likely the best option.

    Knight of Malice - If you want to go for the "Gotcha!" plan post-board then this is one of your better choices. The black-ish knight is at its best against the white based control decks of course, not just for the bonus power, but also to brick wall any tokens from History of Benalia that might come in.

    Vine Mare - Another gotcha card for the control mirror. This one has the fun word "Hexproof" written on it which makes it almost impossible to be removed post-board. It being four mana does open it up to permission, but if you're heavy on the discard plan it can be quite easy to force through. Once you get to untap with it the game is going to end in very short order as you are able to counter the very few things they'll have to remove your threat.

    Arch of Orazca - An extra land in a control mirror is always a good thing and one that draws cards is even better. With a number of playable answers to utility lands this might not be a great option if drawing cards is your primary motivation, but the extra land to draw into makes this a worthy consideration.

    The Eldest Reborn - Should you want another option for a grindy late game card with some additional utility this has always been "fine." Never amazing, but always acceptable. It's another edict effect for vine mare or dinosaurs and can potentially steal a walker to win with. All around solid without being amazing.

    Aggro
    Ritual of Soot - Even though The Chainwhirler is keeping token decks from being played, some number are still fine. With goblins being a semi-supported tribe and boros aggro looking to be quite good, having access to an effect that can clear the board is great to have in your list. Depending on the typical sizing of the aggro decks you can easily end up wanting a full set or just one. It is worth pointing out that golden demise is another possible option for a sweeper slot if costing one mana less ends up being important.

    Moment of craving - If burn heavy, hyper-aggro decks are prominent then this will be your best card against them. This one requires the most context to be correct so any number from zero to four could end up being right on a given weekend.

    Dead Weight - A sorcery speed disfigure isn't anything to be especially excited over, but this is our only option for turn one removal. The more popular Llanowar Elves are the more that you'll want these. Pay close attention to the general sizing of creatures as this could easily make its way into the main deck.

    Cast down - For the bigger green decks where the ramp from Trophy can be a real liability this is your best spot removal spell and will always be good to have a couple copies around. There will always be a stray legend hanging around like Kari Zev or Tajic that you can't tag with this, so keep that in mind when deciding on your final count.

    Pelakka Wurm - Even though this is quite the odd inclusion, it acts as a slightly better finisher against the aggro decks because of the life gain attached to it. The main reason to want this over a dinosaur is to get yourself out of Banefire range. If the unstoppable fireball is popular you can easily want more threats that gain you life to keep your head above water and not get got. Not to mention the fact that gaining seven life tends to win the game on its own as was shown with the first casting of Approach of the Second Sun. Depending on the metagame you expect, some number of these could even be considered for main deck play if the durability of carnage tyrant isn't necessary.

    As you can see there are answers to everything that we could be facing down. From token swarms to walkers to hexproof threats, everything can be neatly answered with a single card. With a properly constructed 75, we could easily end up being favored against anything we want to be. It all comes down to having the correct configuration of removal and draw spells which won't be too difficult. Let's get the discussion started by posting our initial testing experiences and deck lists.



    EDIT: Added a second, more "expected" looking deck list to the start.
    Posted in: Standard Archives
  • 1

    posted a message on Etrata, the Silencer - Command Zone preview
    Even though this card looks unplayable on the surface lets be fair. This is easily the coolest card spoiled so far. Again, I realize it's likely just bad, but reading it was really exciting and the flavor is off the charts. Yes connecting with her 3 times is likely no different than (insert favorite wincon here) but come on, this is like, triple the style points. Also, don't be surprised if this does show up in standard in a BUG midrange deck. Those colors have a lot of powerful threats that you have to get rid of or avoid and this one can end up as just a fine 2-of that can might win it all sometimes.
    Posted in: The Rumor Mill
  • 1

    posted a message on Grixis Control
    Hey hey! I ended up running grixis control in the recent scg modern classic and ended up with a very close miss on the top 8 that I'd like to talk about. As per usual, here's the list I registered for you to reference and I'll go over the oddities in my list towards the end.




    Now that the list is out of the way here is how the rounds shook out for me.

    R1: Lantern 0-2

    This was a fairly standard affair of a dozen plus turns of not doing anything of significance until they are dead on board with a bridge protecting them. Unfortunately for me on the critical turn both games I was a single mana short of being able to play a final draw spell such as Clique on myself or scour on them to clear the bridge for a single turn to attack for lethal. Regardless, both games were very enjoyable to play and it's hard to say if I played correctly each game.

    R2: Abzan Counters Company 2-0
    Game one they assemble a formidible board with finks, vizier, shalai, birds, noble, and E.witt while my hand was choked with cryptics and Kommands. I struggled in the early turns to convert the various commands into a meaningful point of interaction and their board kept developing each turn. Luckily a tasigur next to Jace, AoT were able to hold the ground and prevent some massive attacks while they were gaining 2 life a turn with chump attacks from the finks. They soon hit six mana to start activating shalai in combat and turn everything sideways. I flash in a Clique to block shalai, flash in a snap to trade with vizier, and trade tasigur with half of the finks. Snappy flashes back a bolt to finish off shalai which lets me untap and dump my hand of Kommand, terminate, and push to clear their board and re-buy tasigur and start the Jace minus train to an easy victory.

    Game two they have a very long game oriented hand with finks, ballista, double E.witt chord and coco. I Iok and Snap IoK early on the witness and chord, logic knot the second witness and snap knot their coco then clean up with terminate plus Kommand on the finks. They rebuild with a noble and ballista on 2 which I anger away and follow up with a tasigur. They main phase a coco with some solid hits and I draw a damnation. I decide to slow play it and start activating tasigur to get some goodies back until they commit a bit more and then blow everything up. I stick an azcanta shortly after and the game is academic from there as I walk in the victory with a tarpit and a lone snapcaster.

    R3: Burn 2-1
    Another match where every game goes exactly according to the script that has been written throughout history. First game I get clowned by double swiftspear on the play with double lava spike into eidolon. I am vaporized in a mere two minutes. Game two I'm on the play with a turn 2 tasigur and on turn 3 I fully escalate brutality killing a guide and snagging a helix. They don't have a path for the grixis goyf and I take it down with ease due to my "nut draw." Game 3 they mull to 6 and I get to IoK a charm and snap IoK another burn spell and brick wall a goblin guide. Clique and tasigur show up shortly after to team up with my tarpit and they weren't able to draw enough charms to race me.

    R4: RG Ponza 2-1
    Oh look. The 0% victory 100% misery match up. Huzzah. Game one they have the play and double stone rain me on turns 2 and 3 with moon on 4 followed up with a couple random 4 drop monsters. I luckily drew my basic swamp and was able to fight back a little with terminates and snap bolts, but a thragtusk shuts the door right in my face the moment I get hopeful about a comeback.

    Next game they get a turn 3 trinisphere and I have a bit of an internal giggle at how ineffective the card is. They deploy some midrange threats that I 1-for-1 with removal and a logic knot and stick a Clique to start pecking away at their life total. They get off a pair of mid game stone rain effects, but by then I have enough lands to operate and without a moon to break me it isn't enough and the 3/1 flyer takes it down.

    Final game they snap keep their opening 7 on the play. I mull to 6. I mull to 5. I see a hand of island, island, steam vents, logic knot, and explosives. I have to keep and scry seeing a blood crypt on the top and start to think about how I can possibly win this game. What sequence of events needs to happen for me to beat a stellar 7 cards from the opponent on the play, no matter how unlikely. Crypt gives me black for the EE to clear a moon, but on the draw I'm not going to get there before blood moon "interacts with me" and stops me from taking a game action. I decide that the only way I can win is if I find threats and can use the EE and knot to keep myself alive and pray that the 2 islands are all I need to function and that they don't get destroyed.

    I bottom the crypt and they open with sprawl into stone rain your steam vents. I draw a tar pit and get blood mooned the next turn. They BBE into ooze and I use EE to clear the ooze and knot their follow up chameleon colossus. They follow up with a tracker into forest while I draw a click and a terminate over this time. I decide that I can't click them because there is no way I can beat anything good without a swamp for the terminate. Since there is only 1 swamp in the deck my best chance to win is to click myself and not trade my clique with the tracker.

    I cycle my terminate into a watery grave and start racing. I clear the tracker with a bolt and they BBE into another ooze and I draw the one card I knew I had to find since turn 0 of this game to have a shot at the win, Pia and Kiran Nalaar. I smile as I see the blood moon on the other side of the table and tap 2 islands and 2 UB duals to cast mom and dad with a pair of tarns next to them. As I put my tokens into play my opponent also looks at their moon and slumps into their chair.

    They know full well that the blood moon is what caused this situation to turn from a win for them into a loss. Life totals being what they are, their only out was a resolved tragtusk. We take turns attacking past each other and on the final turn I throw my thopters at them to put them to -1 with me being dead to their attack on the following turn. I was so very tempted to mimic the 'Cloudthresher beats faeries' story by spouting off "...and they say blood moon beats grixis control. Lul. LUL!"

    Play to your outs, get rewarded. FeelsGreatMan!

    R5: Mardu Pyro 2-0
    Apparently this player drove to the event with the lantern opponent I had in round 1, but they thought I was on grixis death's shadow and not control. They keep a 1 land have stuffed to the gills with pushes, dreadbores, and an IoK. I get the play and IoK theirs and they miss a land drop for 3 turns and they were never really in it with zero live cards in hand. Game 2 I stick a jace and minus which eats a Kommand shock/discard and then they fire off another shock/discard at my face. This screams to me that they have a reveler which I have a knot for so I play accordingly.

    I start using snaps on thought scours to incentivize them to start committing to the board and tag the reveler with my counterspell. Several turns pass with them durdling with looting and me doing my thing of land go and flashing back think twice while chipping away. I eventually Kommand back a scoured tasigur and start to really pressure them. I counter their first 2 removal spells and they stick a reveler this time pitching a souls which I get to surgical. But with them being so low on life I'm able to take down the last few points of life with a tar pit and a cryptic tap draw.

    R6: GW Value Town 2-0
    Another game where the extra card draw of jace and think twice helped push me across the finish line. Things start off relatively scripted with noble into bolt, knight into terminate, coco into cryptic and courser plus tracker into Kommand plus snap terminate. Uneventful first several turns of the game and we continue the threat/answer dance for several turns while I start to flood out. I scour into a think twice and manage to keep pace but they keep drawing gas and I struggle to find a threat or an engine. Finally I stick a jace and go to town by finding a Kommand and emptying their hand to clear a path for tasigur to bring it home. I win the first game on turn 20-something with only 3 cards remaining in my library.

    The next game is similar to the first but ends up much more nerve wracking. They open with a flood of value dorks and start getting ahead while I start to take a bunch of hits before managing to clear the board at a meager 6 life. They have been pecking away with a single lotus cobra and cast a noble. We both share a laugh as it is a very relevant card on turn 15 as it takes a full turn off the clock. I have only a single logic knot in hand and I have to spend it here to give myself an extra draw step and I delve an enormous amount of spells from my yard in anticipation of finding a tasigur. I pick up a jace and plus to slow the beats further while they horizon canopy into a courser and get a free land off the top. I minus into a think twice that finds a bolt and flash back think twice which peels a terminate.

    They end step a coco into knight plus a naked renegade rallier to clear the jace and take the last terminate from my hand leaving me at a precarious life total. I top deck a snapcaster and snap Kommand in the draw step to rebuy another snap. I do this for a second time and get back a tasigur which quickly refills my hand with action thanks to my 13 lands in play. With a grip full of known answers, they scoop when I cryptic their top deck'd coco.

    R7: Hallow One 0-2
    By far the most disappointing match of the day. Game one they're on the play and I die on turn 3 before Kommand could clear a hollow one and an adept. Game two I clear their giant monsters and anger away 4 of their sticky threats just before they blood moon me and hard cast a hollow one. I never drew a basic or a fetch land and I just fall over dead for top 8.

    Had I not been gibbed by hollow one and managed to win that round instead, I could have ID'd the last round into the top 8 which was a big letdown considering how much of a nongame it was. After that depressing loss I decided to drop from the event to try and beat rush hour traffic on the highway I was taking home to shorten my drive by two hours. Found out when I got home there was a wreck on the road that happened shortly before I got back so I sure dodged a bullet with that decision. In any case, here are some thoughts for you to mull over with the non-standard choices I've made and how they preformed both in the event itself and in testing.

    2 Vendilion Clique MD - Clique was great all day and has been for some time. There have been many games that I needed a threat to close out because I had fallen behind or needed the extra bit of hand disruption early on or perhaps drew the wrong half of my deck in the match. They're abysmal against mardu pyro for sure, but everywhere else they always do something and that "something" tends to be important.

    2 Inquisition of Kozilek MD - These are replacing the typical countersquall and extra spell snare slots and I have been very happy with them. They aren't as good as snare against snapcaster decks, but they are still good there and we are already a favorite so the slight percentage loss isn't very pronounced. They act mostly as a way to clear early value spells that demand a counterspell like tireless tracker, blood moon, pyromancer, and the information itself is invaluable.

    It also gives you the IoK-Snap-IoK-Cryptic openers which are absolutely amazing and makes it incredibly difficult for most decks to enforce their will before your mana and draw engines have been set up. Even though they're not that great on turn 19, they can still clear the way for a tasigur to end the game so they are still useful once we get to where we want to be. I highly recommend running some number of discard right now, but thoughtseize I found to be much too painful to be included as much as I wish I could register them.

    2 Think Twice MD - I've always said that you can't rely on just 2 search for azcanta as your draw engine and I still stand by that claim. People run field of ruin, they blood moon, they molten rain, they cast rest in peace and so on. These mopey draw spells really help push you over the line in a resource battle when search isn't able to stick around and I was very happy to have them paired with thought scours to occasionally get some added value. Obviously they're embarrassing against burn, but so is every draw spell when your opponent doesn't care about going past turn 5. In the past I have run Glimmer of Genius and was very impressed with how well it performed, but I wanted something that I could do earlier on and didn't want to have even more 4 drops in the deck. It works with snapcaster and is a very powerful play considering what you are drawing into, but currently I'm leaning towards cheaper spells for my raw card draw.

    0 Serum Visions MD - I'll always miss serum because of the great consistency it adds, but I don't feel like we can afford the full on Turbo XeroX play style in modern right now. This meant I had to choose one cantrip or the other and scour had more value when you add in think twice. I tried playing just 2 copies in addition to some number of scours, but there wasn't enough card advantage to keep me ahead once I stabilize to warrant the inclusion.

    3 Cryptic Command and 3 Kolaghan's Command - I've tried the 8 command version of grixis in the past and every time I hated it. There are just far too many games and entire match ups where they are too clunky for you to convert into a meaningful advantage. You don't always have worthwhile targets for Kommand and aren't always able to hold open 4 mana to drop a cryptic in a meaningful fashion. Because of that I trimmed down a copy of each in favor of other forms of advantage that are easier to translate into a favorable position and have been extremely satisfied with the change.

    1 Anger of the Gods MD - Without path to exile we need some kind of exile effect, especially with hollow one being such a high variance match. I've enjoyed having a sweeper in the main before, and today the creature decks tend to be going very wide and this is a great tool to have in the first game. For a while I was running two copies main and zero in the side, but I wanted to diversify my spells a bit more to make the snaps and scours a little bit better. I can easily see two main being the correct route to take due to us lacking Path to Exile, but am unsure of which swap is the best to make it happen.

    Jace, Architect of Thought MD - This one partially fills the role of sweeper against go-wide decks and threat plus card draw against slower fair decks. I've been very impressed with how it performs and he colds early lingering souls spam from mardu cleanly while being able to be a draw engine in its own right. Right now I am certain on the inclusion, but in two weeks that could easily change based on how the meta continues to develop.

    Pia and Kiran Nalaar SB - A fairly simple and generic mid game threat for when that is desired. It has the upside of being castable through a blood moon and very good against decks that would play it while not being answered cleanly by a lone celestial purge like keranos against jeskai. This slot changes from week to week depending on what fair deck you expect the most and currently I want the promised value from mom and dad.

    Alpine Moon SB - This has been a fine "no button" to hit against tron and valakut. I like the one because it shuts them down even when on the draw and can buy enough time for us to set up so that tron either doesn't matter or has been blown up with fields and fulmns. I could take it or leave it to be honest, but as a one of I don't have much data to make any strong claims.

    0 Dispel SB - I chose to go with more versatile counters that are always good against the big mana decks as I feel that the matches where dispel is good so are negate/stroke (aside from burn) where I don't need the extra help. This is a point I feel strongly about as half the decks where you want to load up on permission are heavily in our favor and the other half are very bad for us so I want to ensure that 100% my permission is live when I need the help.

    2 Damnation + 1 Anger of the Gods SB - My list is far more heavy on wrath effects than ones I have seen for a while. Much like my comments on Jace, AoT, the creature decks tend to be going quite wide and you can't always keep pace in the early turns with spot removal. Post board the mantra has always been "make sure your hate cards are Powerful" and a playset of wraths is exactly that. With a large portion of the field being decks that dump a handful of dorks into play for one reason or another, being able to ensure that you find an early sweeper is how you should be boarding. It also lets you ensure that you won't have to leave in any permission against the vial/cavern decks or other creature decks where permission is embarrassing and just pray you get a target for them.

    3 Field of ruin + 1 Spirebluff Canal - Another uncommon choice for the lands and this one I found to be partially incorrect. It was a calculated risk on my part and a conscious choice to do so which was a less tested (or less noticed) aspect of my list going into the event. I'll be sticking with 24 total lands however and change the third field back into a UR dual to help facilitate anger of the gods on curve ever so slightly. I do like the fast land to help alleviate your fetch/shock tendencies early on, but I'm not sure how many fast lands I would be comfortable having in total.


    Moving forward I'm going to be running the following list and trying to find room for an extra think twice to total 2 copies in the deck or consider a third search for azcanta over the one think twice I currently have. Here is what I am currently fiddling with:



    I absolutely want 2 cliques in the 75 somewhere and prefer some in the main because of their perpetual usefulness and flexibility. I'm also happy with the total number of draw spells, but the configuration does determine the amount that I want. I'm back on 3 tasigur because the games where you have one before the late game and when you don't are like night and day when you compare how easily you can leverage your commands and close out the game. He also fills the role of a draw engine which the deck wants, especially with knots to help curate the yard.

    I have played a number of games with Nicol Bolas, the Ravager and I have been impressed with him, especially with a pair of IoK in the deck. He really helps you do a number on your opponents hand and whittle them down to nothing. It is also a late game "I Win" card that also helps by blocking early beats in fair matches and brick walls lingering souls tokens. Unfortunately I don't own any and the price tag is why I haven't tried them in a competitive setting. I'll be fooling around more with him in the list and I am hopeful, but I really can't say for sure if he is a worthy inclusion or not. What I can say on that subject however is that it is a strong enough card that it is worth thoroughly testing as opposed to just speculating on paper without a good amount of games being played.

    The creature split that I am most interested in testing to include bloas is as follows:


    I hope you enjoyed reading through my thoughts on the archetype and am curious what your thoughts are on bolas for those who have actually played a number of games with him. How does everyone feel about the heavy cantrip versions of grixis against the field? Do you just yolo against blood moon decks and hope to dodge it resolving? Has anybody else enjoyed some amount of discard in the main deck? Are there any players that have liked Alpine Moon as a sideboard card that have in game experience with it?

    Posted in: Control
  • 2

    posted a message on MBC: Priming, Designing & Tuning
    .
    Reviving the Monoblack Menace


    The Soul of Monoblack
    Monoblack has a long history in the game that dates all the way back to the Ice Age of Dominaria. In the beginning there was Necropotence, a deck that used the powerful namesake draw engine alongside a lengthy list of discard and disruptive spells with cheap creatures to dump your mana into each and every turn. Threats such as Order of the Ebon Hand and Hypnotic Specter were used to disrupt the opponent and present a dangerous clock that got more frightening with each swamp added to the battlefield with the game often being decided by a massive Drain Life.

    More recently there was Theros block standard where another monoblack deck rose to the top. Instead of a single overpowered card, it had its own discard with the newly reprinted Thoughtseize and powerful creatures like Gray Merchant of Asphodel and Nightveil Specter that greatly rewarded you for having a pile of swamps in front of you. The late game engine of Underworld Connections with Pack Rat meant that you always had extra material to work with and a game winning threat that was hard to answer cleanly.

    But whenever you hear the term "monoblack," the deck that most likely comes to mind is from Odyssey era standard. Like each format's monoblack, this deck was also built to take advantage of pumping copious amounts of black mana symbols into either a single massive spell or multiple 3 and 4 drops each turn. The mana generated by Cabal Coffers gave the player access to a two turn clock with Nantuko Shade or simply let them gain an overwhelming advantage by combining Mirari with Spells while the old school Diabolic Tutor gave the deck incredible redundancy.

    Today we don't have such busted cards as The Skull, but we do have the hallmarks of monoblack decks that have seen dominant success in the past. The printing of Cabal Stronghold and Dread Shade gives us a massive threat in the midgame along with a powerful mana generation engine and incredible versatility and redundancy through Mastermind's Acquisition. It is our job to both find the best shell for these new additions and the best way to exploit the inevitable mana advantage the stronghold provides. Before laying out potential decklists and evaluating card choices, first we must cover the ground rules for building around these cards.


    Getting Started.
    First are the requirements of your manabase. You need to run about 20 basic swamps (plus or minus 1) to ensure that the stronghold turns each swamp into a black double land starting on turn 6. This is a legitimate cost as there are a whole host of utility lands in standard that are all very strong. Second is the triple black on dread shade which, according to the timeless Dr. Frank Karsten article, stipulates that we have 22 black sources in the deck. This is only the recommended amount for 90% certainty and it is still safe to fudge the numbers a tad and go one or two below when the additional power is worth it.

    Next we need to take advantage of the number 7 which is the flash point of the deck. Having 5 swamps and one stronghold is the first point where we start to turn a profit with the stronghold. This means either casting a 7 CMC spell or being able to cast multiple spells totaling 7 mana should be our goal. Lastly, we must ensure that we live long enough to take advantage of the mana engine the deck is designed to exploit.

    With that out of the way, let's start off with a few initial lists and examine how each of them play out.


    Toolbox midrange. This list aims to clear a path with discard and removal for its potent three drops of Dreamstealer and Dread Shade. You can either empty your opponents hand in short order and win at your leisure or threaten to repeatedly 7 their face until they run out of chump blockers for the black fireball. This list gives you a strong proactive curve while having the marquee versatility that every midrange decks boasts, all while not giving up on the late game.


    This next list eschews the versatility of the wish package for threat density and a more straightforward control game plan.

    Of course there are several other directions you can take the archetype as well. While I won't write out 8 additional deck lists for the sake of conserving space, here are a few seeds to plant for future ideas. A more ramp oriented approach with Gilded Lotus, more 6 drop monsters and 3 drop threats to cast immediately following a fresh lotus, and a stronger focus on Torment of Hailfire to burn your opponent out. Perhaps a vampire subtheme utilizing Champion of Dusk and Twilight Prophet to provide a threat base that also generates card advantage while also giving the deck a slightly more aggressive touch. There might even be potential for a version to exist that uses a very heavy attrition based gameplan that is heavy on removal and discard using Torment of Scarabs as a difficult to interact with win condition.


    Fighting In the Shade.
    At its heart, monoblack control is less of a control deck and more of a disruptive midrange deck that has a very powerful late game engine. The idea has always been leveraging your mana in some way to a far greater effect either through lands that produce 9 mana, the raw efficiency of threats and disruption, or having the ability to sink every mana symbol into something each turn while keeping the cards flowing at all times.

    Even though your primary advantage is the gratuitous black mana you create, you are not a ramp deck in the traditional sense. You aren't playing a dozen individually weak enablers that let you shut the door with one or two bombs that you hope are too hard for the opponent to overcome. Instead of doing one big, powerful thing once you get set up, your goal is to do multiple strong plays each turn.

    The key word here is multiple. For example casting a tutor one turn and a Plague Wind on the next turn is "fine," but doing it in the same turn with a 6/6 left over is impressive. Attacking with an 8/8 shade is pretty good, but doing that and further developing your board all at once is frightening indeed. When working on a list, don't try to focus on casting 8 drops. Instead you want to be casting two 4 drops at the same time so that you're never stuck with uncastable cards early on and still have that mid game balance of mana efficiency and power.


    The Key Cards.
    Here are the core cards of the archetype and how they fit into your game plan from a high level perspective and some details on how they fit into specific game states.

    Dread Shade - It has been over a decade since a "shade" was seen in high level constructed play and this is half the reason to be monoblack. Starting in the mid game the shade turns into a one sided copy of The Abyss, forcing your opponent to chump block it every turn or be destroyed by a walking black fireball. Being cast on turn 3 gives you a single threat that is a 3 turn clock which devours everything that gets in the way. Even though you often won't tap down on the third turn in the face of damage based removal, if your hand is a little slow it may be worth doing so. Your opponent will know that this is likely their only chance to kill it a Harnessed Lightning or Abrade and will spend their turn dealing with it. This bit of time you bought then allows you to untap and cast a 4 drop like Karn or a wish without falling far behind.

    Kitesail Freebooter - A duress effect that doesn't leave you down a card if it misses. This annoying little pirate serves two functions: clearing a path for the shade or dreamstealers and informing your tutor/wish targets. Stealing a planeswalker tends to force them to have an ineffecient turn before they are able to unlock it which then gives you the time to be prepared to either answer it immediately or assemble a threat base that completely ignores it. It is also essential to having a fair match against dedicated control decks in game one as you are light on actual threats. Being able to both draw fire away from your actual win conditions while simultaneously helping them resolve gives this flying frustration their spot in the deck.

    Dreamstealer - Another powerful 3 drop that is able to run away with a game on their own. While this one won't kill your opponent effectively, being able to force it through a couple times will send them so far behind that you won't need a 10 power monstrosity to close the deal. Being able to curve Kitesail > Dreamstealer > Chupacabra > double kill spell is a very attractive play pattern to have at your disposal. Lastly is the built in 2-for-1 advantage that you get from the eternalize effect which gives you a creature that you opponent is actually afraid of even letting you use to chump block.

    Fatal Push, Ravenous Chupacabra, and Vraska's Contempt - Kill spells. Lots of kill spells. Not even including potential wish targets, you have a lot ways to kill everything in your way. The majority of these are versatile spells that do more than just "point and click" by either gaining life or leaving behind a body. The exact configuration will be changing week to week as is the typical case in standard, but the current set up is what I recommend as the starting point.

    Karn, Scion of Urza - Daddy's home! The karn father provides you with a card every turn with some implied "selection." Dropping him into play on the fourth turn makes his 6 loyalty a difficult problem to solve without a clean answer like Vraska's Contempt. Even though the initial +1 will end with your opponent just giving you a basic swamp, this deck actually wants swamps in large quantities. Even if all you get from the plus are lands, you're still making your land drop each turn without having to spend any resources to do so while building up to a game ending series of spells. The -2 ability will rarely get used and is mostly just trinket text, but don't forget that it's there. You can occasionally find yourself in game states where you're desperate to have literally anything with power and toughness on the battlefield, so don't forget that the option is there.

    A final point to keep in mind with Karn is that he doesn't function well as a one of, you really need to play at least two copies. This is to take advantage of the fact that his -1 ability gets back any card exiled with a silver counter. That means that if you play one Karn, exile a good card and he immediately dies, you can play a second Karn on a future turn to get back the exiled card right away.


    Swamps, swamps, and a lot more basic swamps!
    While I have done a good amount of testing with the deck, a single person cannot feasibly compile a large enough data set on something so subtle as a manabase to be taken as truth. With that disclaimer out of the way, here are some initial impressions on the addition of non-swamp lands.

    The cost is absolutely not free as even going with 22 swamps and 4 strongholds can make life difficult for you. However things like Memorial to Folly, Ifnir Deadlands, Arch of Orazca, and Field of Ruin are strong enough that I do feel it is correct to include some number. So far I have tried between 1 and 4 value lands in place of some number of swamps and strongholds and have found that even 2 can be a stretch. I strongly believe that 4x Cabal Stronghold is correct as you always want to draw the first one to let you explode onto the battlefield and make the shades lethal in a single hit. Even though they provide colorless mana and be awkward in multiples early on, they can still be used to activate one another and "filter" themselves into black mana.

    If the cities blessing were easier to achieve then I would gladly include two copies of the arch, but colored mana is still an issue to consider. Currently the limit I've found is between two memorials/deadlands (because they provide black mana) or a single colorless land of which I've found the arch to perform the best.

    One odd choice that you could make for a non-swamp land is the very boring Evolving Wilds. Merely an ETB tapped basic swamp, it does allow us to activate revolt for Fatal Push on demand which does make it worth considering. The extra deck thinning may or may not be a benefit, but is still something worth mentioning. If it's wrong to include some number of wilds it won't be wrong by much so feel free to sleeve up a couple.

    Never forget that your goal is to have 5 or more basic swamps and a stronghold in play to take advantage of being monoblack. This puts a lot of stress on your justifications for each land you add in place of a swamp. While you can go beyond 26 in order to include extra utility lands, you really have to be certain that the effect is needed more than an actual spell.



    Tarnished Silver Bullets
    The large mana generation of cabal stronghold lets us take full advantage of Mastermind's Acquisition which is normally far too clunky to be effective in constructed. Being able to overcome this drawback allows us several utility pieces and game ending spells that you only want when it's actually time to end the game.

    The tutor/wish package gives you access to several haymakers which slide right into the 7 mana flash point while giving you the potential for a few "whoops I win" moments along the way. The emphasis on 7 and 9 mana is because that is the amount you have available the turn that cabal stronghold generates a profit and the turn following. The entire 75 is built to take advantage of this point of the "curve" which means that narrow and powerful 3-4 mana spells are very desirable. This section will describe the numerous tutor and wish sequences that you have access to.

    Torment of Hailfire - A basic fireball to the face, but one with a much greater conversion rate of mana spent into damage. It costs a total of 9 mana to deal 21 damage when your opponent is without a board or hand which is 6 swamps and one stronghold or 5 swamps and two strongholds. While it may be very difficult to get into a game state where your opponent is completely on empty, it is quite easy to get to one where they are nearly there. Casting torment with X=9 is going to be lethal in nearly every situation where you can produce the 11 mana required which is not difficult to do. This is the most common wish target when you're ready to end the game and why there aren't additional copies of Josu in the list. Once the board is stable and you are swimming in skulls, this is a great way to end the game that doesn't rely on the attack step or requiring you to first untap.

    Never // Return - This forgotten removal spell is included because of the powerful 7 mana turn we get to make. Planeswalkers are an ever present fixture of standard play and should you be caught without a way to remove them you will fall much too far behind. This card gets the nod because you can tutor and cast it on the same turn the moment cabal stronghold is online. Admittedly, the back half of exiling something from a graveyard for a zombie token isn't impressive, it's still a free benefit on top of a card that's completely reasonable on its own.

    Bontu's Last Reckoning - Traditionally the downside of this card has been far too great to be played to any extent. The mana freeze on the following turn allows your opponent too much time to rebuild a lethal board before you are able to untap your lands and interact again. That is unless your lands tap for 6 mana. An active stronghold gives you the mana to either further diminish your opponent's resources or to begin adding to the board despite the drawback. Being able to follow a sweeper with a sequence of Karn + Cast Down or Chupacabra + Blood Fast puts you very far ahead in the game. You also have the ability to wish for a copy and cast it all at once on turn 6 should the need arise and if you find that Golden Demise does the job just as well, your opponent is in for a world of hurt.

    Lost legacy and Dispossess - These are very narrow sideboard cards that you only want in very specific games. However having access to them in game one with the correct matchup is so game breaking that it cannot be understated. Legacy game one makes approach decks nearly a bye and dispossess turns the GPG decks into a pile of 30 unplayable draft commons. Once again 5 swamps and 1 stronghold is enough to wish for a copy and cast it in the same turn. Until this sequence is commonplace in the format, your opponents will be completely caught off guard by their sudden loss.

    Tetzimoc, Primal Death & Demonlord Belzenlok- Sometimes you just need a giant thing, any type of thing so long as it's big enough to beat your opponent over the head with. Tetz and Belz fit the bill quite nicely as something huge that still generates you an advantage. Tetzimoc can act as a big chupacabra at 7 mana and as a 6/6 plague wind at 9 mana which isn't a bad rate for only 6/7 lands. Hellz Belz(enlok) is your go to target for when you need a threat in play and extra cards to work with. The big daddy demon is by far the most common wish target because it is both a massive threat with evasion while also putting several more spells into your hand. With the decks curve being bloated at the 4 mana slot, it is not uncommon for him to draw you 2-4 cards at once while clearing away a bunch of excess lands in the process. Beware that deals with elder demons can be quite dangerous so think carefully if you don't have a healthy life total to work with.

    Josu Vess, Lich Knight - This one man army conveniently creates exactly 20 power all by himself while still being a respectable mid game play. It isn't a card you will tutor for often, but a 4/5 menace on turn 4 is still a solid blocker to help you develop your mana or be an evasive threat that is nigh immune to damage based removal. He allows you to sink your mana into both going wide with a horde of evasive tokens and tall with a gigantic shade at the same time making it very difficult for any non-control decks to fight through. Being solid on turn 4 and 14 with an "accidental win" stapled to it makes it a worthwhile inclusion.

    Arguel's Blood Fast - Necropotence this is not, but still a great way to convert life and mana into extra resources. With an active stronghold you can very easily draw 1-3 cards and cast something relevant in the same turn. Do note that the flip side of the card is also very useful. It allows you to bin a dreamstealer so you can immediately eternalize it if you need something bigger. Also if you're being picked apart by a Hazoret the Fervent that is brick walling your shade, you can dump your mana into the shade and gain 30ish life which should be more than enough time find a wish that grabs a Torment of Hailfire to end them rightly without attacking.

    Recover - Look, sometimes you just want a divination ok? Being able to go up a card and rebuy a lethal shade or a valuable ETB trigger is a strong consideration for inclusion, especially since it fits nicely into the "7 mana do something awesome" theme of the deck.

    Doomfall - Another fine 3 mana spell to dig up when you need it. If you get stuck facing a lone carnage tyrant or scarab god this can answer them in a pinch or help punch through a counterspell for a big spell you've got waiting in the wings.


    Other cards for your consideration.
    There is actually a very large amount of quality black and colorless spells to put into your personal list. Here are a bunch of extras that might do what you're looking to get done along with some reasons on why they might or might not be a good fit.

    Glint-Sleeve Siphoner - Strong 2 drop, evasive, and provides card advantage. There is a lot to like here. The downside is that there are so few ways to generate energy outside of just turning it sideways which makes the extra cards very difficult to get going. The UB decks that sport this card also run a play set of Aether Hub and even some number of glimmer of genius or harnessed lightning to facilitate the energy generation. With our primary lands being basic swamp and cabal stronghold, we simply can't afford to run hubs to help enable the siphoner. The only other energy generator that could fit into the decks strategy is Live Fast which is ok as a black divination effect, but is likely not worth it.

    The biggest point in favor of this card is that it is yet another creature that draws fire away from the shade and is one more "kill on sight" threat for control decks to pay attention to. This could be enough of a reason to play a set of them even without a way to generate energy outside of the attack step. Of all the cards I've excluded from my list, this is the one that demands the most in depth testing.

    Dusk Legion Zealot - While technically a 2-for-1 on paper it doesn't play out as such in this deck. Without something that sacrifices creatures for value or merely putting The Scarab God into the deck, the 1/1 body just isn't worth a full card. That being said, it is still something "proactive" to do on the second turn that provides an additional advantage. If you're in the market for a simple cantrip then this is a fine choice. The main thing that could make this card a worthy inclusion is if you choose to have a vampire subtheme to take advantage of Champion of Dusk for some additional late game threats that provide additional material.

    Additional spot removal - Sometimes you just want more kill spells, especially exile effects in the current standard format. Vraska's contempt is the best of the bunch, but there are some extra options should you feel the need to add a few more. Cards such as Hour of Glory, Settle the Score, Cast Down, and Reaver Ambush can each fill that role. Also, if monored becomes especially popular Moment of Craving is one of the best kill spells you can have against them.

    Twilight Prophet - Another powerhouse if you go with more of an "on the board" play style. The provided list doesn't achieve the cities blessing particularly easy, but still intends to have at least 10 things out at some point. However, once you have the blessing you are likely winning already so this card is not a consideration unless you have more permanents added. Also the fact that it is cleanly answered by both Chandra, Torch of Defiance and Glorybringer makes this card a questionable inclusion despite the rules text being very desirable.

    Battle at the Bridge - Part kill spell, part stream of life. Every slow grindy deck needs to have access to some form of life gain and even though vraska's contempt provides that, it isn't always enough. Being able to nuke a Hazoret or Rhonas while being able to undo the damage they did is a solid inclusion for any list.

    Gifted Aetherborn - As with the above, life gain tacked onto a relevant effect is quite desirable. This little two drop threatens to trade with everything and still being able to hold off a horde of 1/1 tokens single handedly. A great card if you don't want to go the sweeper route to deal with token decks.

    Gonti, Lord of Luxury - The value king himself! This is just a good card and that's all there is to it. It's always a fine play regardless of the matchup, guarantees extra value, and death touch makes it a strong blocker. Nobody can ever say you're wrong for including some number.

    Noxious Gearhulk - Another choice for an "ETB kill a thing" threat with the downside of being a 6 drop that dies to Abrade. But it still has the gain life clause which can be important. If you're looking for other ways to interact and buffer your life total this is a viable option.

    Ammit Eternal - A big dumb thing with a cheap cost. If you're not looking to go blow for blow with control decks by keeping pace with discard and card advantage then this is a viable path to take. It comes down fast enough that a single duress can clear a path and, like gurmag angler in older formats, it's a threatening clock by itself when backed with discard.

    Liliana, Death's Majesty - Another value engine, but this one asks you to play with a few more powerful creatures to rebuy or more eternalize threats. Still, planeswalkers are great and even more so when your opponent's answers are already strained to prevent your shades from ending them in two hits. Obviously a good card, but be aware that it does makes certain requirements on your deck building to be truly effective.

    The Eldest Reborn - This saga does everything that your average deck would be interested in from killing things to discard and providing threats. It does have a high price at 5 mana for effects that aren't generally worth that cost so it's up to you to decide if all of them in a single card is worth it. Keep in mind that the final chapter can reanimate something from any graveyard, not just your own.

    Yawgmoth's Vile Offering - This is an insanely powerful effect without a doubt, but the cost is certainly not low. There are a good number of quality legends for you to have in your list from Karn to Gonti to Josu, you need to keep in mind that they still have to stick around. Not to mention that if you're able to dump 9 mana into playing a legend and this in the same turn, would it not be better to just cast Torment of hailfire or Josu with kicker for that same price? Currently I don't think that this is worth the cost but am very willing to be proven wrong.

    Sorcerous Spyglass - A great one of to have access to if you're afraid of things like profane procession ruining your fun or a standard meta flooded with 4x field of ruin decks stopping your explosive plays. It is also a cheap way to either stop a planeswalker or prevent the scarab god from being such a terror on the battlefield. Yet another card than you can never be wrong for including.

    Treasure Map - If you need more card advantage tools beyond additional copies of Karn or Blood Fast this is a fantastic option. The scry effect helps you find the things that you are short of and is able to either provide a massive boost of mana with the treasures or gives you 3 cards eventually with a bonus land. This deck is well equipped to take advantage of the extra mana provided when it flips along with the land, the cove is a lightning rod for an opposing field of ruin to distract them from hitting your strongholds, and 3 extra cards is nothing to scoff at. If you're wanting to take your deck in a more controlling direction this is a highly recommended inclusion.

    Thaumatic Compass - Another card advantage tool that you have available to you. While drawing land number 7 or 12 might not be worthy of a full card in most decks, monoblack loves having extra swamps and the flip side of maze of ith goes right along with your plan of surviving until you can do something stupid with 12 mana. Not something that you can really run multiple copies of without a good support cast of sweepers to take advantage of the flipped side, but still a good tool to have around. The more controlling your list, the more you should consider adding a copy.

    Harsh Scrutiny - This oddball fits surprisingly well into the deck. It is great in the current format due to the litany of sticky creatures that strain your exile effects or have devastating ETB triggers. It can work as a duress for Torrential Gearhulk or prevent a 9 mana scarab god from getting huge value before being answered and even stops a carnage tyrant from coming down and saying "you lose now." The main selling point is that it's one mana interaction that is never blank, regardless of game state or matchup. The scry 1 and Peek effect are always useful and having something proactive to do on the first turn is a strong play in a slower deck. Forcing a 1 for 1 trade on the first turn that can clear a path for your 3 drop threats makes it a valuable inclusion.

    Dark Bargain - An instant speed draw 2 with added selection and the potential upside of binning a dreamstealer. This is yet one more option for gaining raw card advantage at the cost of two life. Whether or not this is a better choice than Karn or Treasure Map is yet to be seen. This card is a good one to focus your testing on if you feel the need for extra card draw.

    Walking Ballista - Another spell for you to pour oceans of black mana into that is still serviceable in the early game without an active stronghold. We all know how good this card is and that it functions well without any dedicated enablers. Once you're able to produce large amounts of mana each turn this becomes an Abyss, Fireball, and Plague Wind all stapled together. Another great choice that will never be wrong to include.

    Greed Is...Possible?
    What if I put in just a single Island? Maybe I could use one mountain as a colorless land to splash an extra color? Is it just crazy enough to work?
    Once again I refer you to the Dr. Frank Karsten article to help you gauge whether or not casting a splashed card on turn 10 is reliable, possible, or even worthwhile. I know this thought is going to come up towards the end of your own deck tuning process so I'm saved it for the end and the simple answer is...kinda? It's fine to have a low count of colored sources for a splash card that you won't be needing until the mid to late game, but you still have to get it to mix with a manabase dedicated to basic swamps. The way you can get this to work is the same way that 3 color decks in modern do. You cheat.

    For an example from current standard we can look at the manabase of the BWg tokens deck. This deck only runs a single forest to give them access to Vraska, Relic Seeker. This is done by playing 4 copies each of Evolving Wilds and Renegade Map next to a single basic of their chosen splash color which adds up to 9 total "sources" for their splash while keeping their deceptively demanding BW manabase intact. This is a possible direction that you can take a "mono" black deck without giving up too much on paper. Naturally this is a significant increase in the potential options for both main deck and sideboard considerations. There are far too many cards for consideration and description so I will just give a brief list and go over the pros and cons of their inclusion.


    All of the listed cards are fine to cast on curve but are typically just as effective several turns later. According to Karsten's article, you have a 90% chance of having your splash color on turn 6 with only 9 colored sources. However, simply having it available doesn't mean that you haven't stumbled on the previous turns, invalidating the power gained by the additional color. We want to have at least 5 swamps and a stronghold in play to really have our engines humming which means any maps or wilds will need to get us swamps beforehand, thus subtracting from potential splashed color sources to draw into. This means that we likely have several fewer sources than the expected 9 as they only get basic lands instead of "proper" duals, not to mention that spending 4 mana to tutor for a land on turn 7 feels so very mopey.

    The other thing to bear in mind when considering this route is that your splash colors will almost always come into play tapped outside of the singleton basic which further delays casting your off color cards. Furthermore, even if a card has only a single colored mana requirement they might not play out as such. For example, The Scarab God only costs a single blue to cast and single blue to activate. To fully take advantage of this dominant threat you need to be able to either activate it multiple times in a turn or on the same turn that it is cast, both of which require a second blue to access. Try to keep in mind the full cost of adding additional colors to your deck by paying close attention to how they actually get played.

    Of these options, white and blue seem to add the most with effects that you cannot replicate in monoblack. White gives you access to additional exile effects that can also remove artifacts and enchantments, both of which increases your versatility. White also lets you run the powerful Profane Procession which is a card that is nearly unbeatable for a lot of decks. Meanwhile blue opens up the potential for counter magic which is incredibly potent alongside your stock discard. Should permission heavy control decks flood the metagame, adding a touch of blue for some negates of your own might be a tempting consideration.

    All in all, my initial impression is that the splash is not currently worth it. Certainly there are metagame considerations to be made and perhaps the next set will make it more attractive. But right now I think we should all be happy with a large spread of basic swamps on the battlefield.


    Posted in: Standard Archives
  • 1

    posted a message on Grixis Control
    I'm likely to try and just go super narrow on my sideboard spots this week. Something like 4 Brutality, 3 Negate, 1 Dispel, 3 Crumble, 2 Disdainful stroke, 2 Damnation along with 3 fields in the main and just expect to see no other decks in the room. One thing that has helped me a little in casual games against them was going back to ancestral vision (zero jace and one search) purely for the sake of mana efficiency.

    Jace really helps a ton if you can walk into an empty board against those matches but you don't typically have the ability to tap out so early and expect to survive. At least with AV you can cross your fingers that you can interact enough to get there and keep the ball rolling so to speak.

    Speaking of the upcoming hate artifact in dominaria I wonder if it will become correct to side them in along side of dispels to stop their nature's claims? Being able to shut them down even if you're on the draw if great and if you're on the play you can stop T3 tron with protection. /Speculation
    Posted in: Control
  • 1

    posted a message on The State of Modern Thread (Rules Update 27/10/17)
    Quote from Stille_Nacht »
    SFM would at the very least be a huge buff to jeskai. It's better than Geist of St. Traft in almost every way except deck slots. It comes down on turn 2 (huge), it casts out Bskull or SoFaF or SoFaI at instant speed on like turn 4 when you can hold up countermagic and basically wins your midrange and aggro matchups on the spot. I think it's probably OK, but I really dislike this notion that rushing t3 batterskull during my main phase is all that it does.


    And if you do go for the turn 3 vial in a batterskull you get savaged by your opponent's turn 3 kolaghan's command which is completely ok and makes for a nice balancing act. The real issue with SFM isn't power level, even though it certainly is way up there. The problem is that so, so many decks will be splashing for it making a significant majority of fair decks Wxx stoneforge decks with their own flavors, but still a sfm based deck none the less. Lets be honest, splashing for a card that only costs 1W is absolutely trivial and the pay off for it would be huge. This would dramatically lower diversity amoung fair decks which may be the real thing keeping her banned. Whether or not this is true is of course up for debate, but the likelihood is so high that I expect her to be gone for a while still.
    Posted in: Modern Archives
  • 1

    posted a message on Grixis Control
    Quote from marlboro92 »
    Hi everyone! I have a technical question, whats the mathematical way to calculate if a mana base is able to play x double cost? Lets say i have this mana base
    scalding
    4 polluted
    2 bloodstained mire
    1 steam vents
    2 watery grave
    1 blood crypt
    2 island
    1 mountain
    1 swamp
    2 darkslick shore

    Do you think 2 double black and 2 double blue is too greedy in the main? And then, adding 1 double red, or a third double black from the sideboard..?


    A minor note on this question for the modern format. This question also comes with the follow-up question of "how much are you willing to fetch+shock yourself" as the more you're comfortable with that the lower the amount goes. BB and UU can be easily done if you don't mind starting at 11 life when you need them on curve.
    Posted in: Control
  • 2

    posted a message on [Primer] UB/x Faeries
    I decided to compile a list of all the situations and threats that causes pendelhaven to go from a cute 1-of to something that really impacts the game. When you can give your 1/1 tokens and sprites +1/+2 at instant speed you can do quite a lot, here's some examples:

    Most importantly, it reduces your naked Bitterblossom clock by an entire turn, going from 7 turns down to 6 for a kill.

    Creatures that you can now gobble up instead of trading with or chumping:
    Everything from the Elves deck
    Snapcaster mage
    Dark confidant
    Silvergil adept
    Memnite
    Ink(blink)moth nexus
    Grim lavamancer
    ornithopter
    Eternal witness
    Vizier of remedies
    Delver of secrets
    Young pyromancer and friends
    Matter reshaper
    Eldrazi skyspawner
    Monistary swiftspear
    Eidolon of the great revel
    Thalia, guardian of thraben
    leonin arbiter
    Wasteland strangler
    Opposing faeries
    Geist of saint traft
    Mutavault
    Grim flayer without delirium
    Lingering souls
    Goblin electromancer
    Thraben inspector
    Kitchen finks
    Noble or Birds with a +1/+1 counter

    Creatures that you can now bounce off in combat without either dying:
    Spell Queller
    Baral
    Shambling vent

    Cards that get worse against you:
    electrolyze
    Walking balista
    Izzet staticaster
    Collective brutality
    Liliana, the last hope
    Posted in: Aggro & Tempo
  • 1

    posted a message on [Primer] UB/x Faeries
    After many days/weeks of tuning and testing I'm back with my current list of Ancestral Vision faeries. After losing multiple win-and-in matches of local pptq's due to losing on turn 2 or mulls to Four I think the list is finished, or at least as "finished" as a modern deck can be. First, here is where I'm currently at:



    Utility and dual lands
    Faerie conclave is great, still haven't been sad to have it. The only aspect of the manabase I'm not happy with is a lack of pendelhaven and the river of tears. River is just there to facilitate turn 1 discard and push without cutting into my cryptic mana. I wish I had a better option, but the deck can't afford any more turn 1 tap lands (which does include drowned catacomb) and secluded glen just isn't reliable enough to be considered a turn 1 colored source. I have yet to try a third copy of watery grave, but it seems so wrong that I haven't put much consideration into it.

    Mana leak & permission
    Mana leak has remained amazing and is almost essential in many matches. It fills the same role of extra discard sometimes, but they work against the top of the deck and still gets the mana from your opponent. Right now I like a mix of discard and permission to survive in modern currently. The main use of them is to bridge the gap between SSS and cryptics coming online, especially against eldrazi and prime time. When you're against any tron variant they may seem like hot garbage, but are required to allow you to keep playing magic when they drop a karn or wurmcoil on turn 3.

    I have tried a mix of logic knot and negates in this spot, but there were too many issues with this. The double blue on logic knot was a big problem surprisingly. Between mutavaults and wanting black early for discard/blossom/push and combined with a low fetch count it became difficult for it to be live. I like that it's a hard counter in the late game, but by then we have cryptic and sprites at the ready if the opponent is still alive in the first place. Negate has simply been too narrow. It's too often that I want to stop a kitchen finks, a wurmcoil, or a tasigur and wishing the negate was anything else.

    Threats
    Still only 1 snapcaster due to the lack of quality spells that are always live to flash back. A second would be nice for post board games, but I haven't found myself wanting more just yet. The odd one of gurmag angler has remained solid. Granted tasigur looks better on paper, but in practice being able to block or attack through a smasher or other anglers has proven to be much more important. That coupled with the large amount of spells that go bad eventually makes his ability even less of an attractive option. The main reason for the inclusion is to have large threat to play on the cheap that doesn't require a blossom to be good. I liked running two copies and was never straining to cast them, but I'm happy with just one non-mistbind finisher.

    Mistbind clique specifically
    Speaking of mistbind clique, the card is obscenely powerful. Even when it just dies instantly, the trigger is a BIG deal. Often it allows me to swing in with all of my manlands without fear of a push or bolt and smacking them for half their life total. Once you get that "clear for take off" turn the game is swung so far back in your favor that they need to consider holding up removal and not developing their board which goes right into our game plan. Not to mention that there are still a lot of very good players that don't quite understand the card or even know that it exists. But it is awkward and clunky without a blossom which is why I've kept the count at two copies.

    Odd SB choices
    I put this board together the ensure that I always have enough cards to bring in to match the amount that I want to take out against a particular deck. The hardest ones to work in were burn and RG tron which, aside from burn, is more of a local thing. At a GP I'd be amazed to play against classic tron, but locally it's a certainty. Regardless, that is why I have a pair of negates instead of something like ceremonious rejection or more strokes. Currently I like stroke more than rejection because of it's applications against titanshift which has been getting more popular week to week. The fact that rejection is a turn 1 hard counter while on the draw vs affinity doesn't escape me, but I feel like having extra cards for titanshift is more important than affinity currently.

    Dredge!
    There is a lack of direct graveyard hate because I have simply selected dredge as the deck I will scoop to. That's not to say that this configuration doesn't have game against them however. Jace AoT is actually quite good against them and tendrils can clean up a large portion of their dorks with kalitas being a house when you can cast him with protection.

    Brutality
    The three copies of collective brutality are there primarily as a concession to burn being a problem while still being anywhere from serviceable to amazing in many other matches. Granted this may seem like an excessive amount to run, but I feel that the versatility and power in the matches where they're desired makes it worth three slots. I love them against coco decks and storm, they're still good against merfolk and act as extra discard spells when that is desired. Blah, blah, blah I'm reading the card to you.

    The point is that with so many viable decks in modern the versatility is just too important and it is such a massive tempo swing that it easily can bring you from behind to can't possibly lose. If there was a better and low mana cost option to bring in vs burn and still be solid in other matches I'd gladly play them, but this seems to be the best one available.

    Doom blade & Downfall
    A simple concession to needing more spot removal against eldrazi. The downfall also has the benefit of killing liliana, the last hope which is an obvious nightmare for us. For a while I was considering a second ratchet bomb over the doom blade, but I found that I wanted the kill spell a bit more than the utility piece. I looked at a lot of different options here, but what ultimately made me choose doom blade is that it's a card that can come in against affinity and I don't need the extra help against death's shadow so that lets my SB swaps work out cleanly.

    Ratchet bomb
    Obviously the card is a little 'meh' but it's still a necessity to me that one is included at the least and I'd still like a second. The main application is against lantern, affinity, RG ponza (I see several copies no matter what city I play in), and merfolk while still being great against liliana decks. It's slow, a bad top deck, but is still the best way we have to deal with "the weird" in the format. We don't have detention sphere so this is our best option. Pithing needle is still a great card, but the fact that it doesn't actually remove anything from play is why I feel bombs are the way to go.


    Issues to solve
    Dem eldrazi doe! As soon as a cavern comes down if they're not dead or dying the game is essentially over with out a large stroke of luck. I suppose fulminators or spreading seas could be added into the sideboard once again, but that is A LOT of sideboard space and not nearly as many main deck cards to switch around. If somebody could show off their "permission + LD" sideboard plan that would be great. I feel that is the best recipe for success in this match up, but I can't help but wonder if it's worth the equity you're giving up against the rest of the field cramming in that many narrow cards.

    Dredge...again
    In the same vein as above, this match can be quite rough. Bear in mind I may be a touch biased as two of my win-and-in matches were lost to dredge on turn 2 twice in a row so take the following with a grain of salt. Being able to stick a mist bind is typically enough of a swing that winning is academic, but that's a rarity. Our primary defense and interaciton pieces are permission and discard which all too often come out too late against them. Once their engine is online they basically stop casting spells entirely and no longer have relevant cards in hand so we're forced to race while holding up a cryptic for their lethal conflags.

    With the only real SB options here being direct graveyard hate to effectively swing the match in your favor I'm still asking if it's worth even considering. Nihil spellbomb is fine against DS, but we don't really need a lot of help against them as they're half the reason to play faeries in the first place. After that there aren't many real options for dredge hate that isn't wasted cardboard in every other match. This is why I've gone to cards like flaying tendrils and Jace AoT as they're solid against dredge and are good to great against many other decks as well.
    Posted in: Aggro & Tempo
  • 1

    posted a message on UW Control
    Didn't know this thread was a thing! I won game day with my pure control UW list, even managing to beat BG and saheeli with two mulls to 5. The efficiency of white removal is so far beyond anything else while still being especially gentle on your mana. Not to mention having many exile sources while still being able to gain life makes for a a very smooth game.

    Posted in: Standard Archives
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