Posts Tagged ‘Modern’

This week in Magic: Modern UR Delver

treasure cruise
 

For this week in Magic, we’re going to take a visit down memory lane and talk about Modern! I’ve been playing Modern again lately, and I’ve got a bit of a bug. Thanks to the introduction of Khans, though, the format has changed, and for the better. Cards like Dig Through Time and Treasure Cruise add a dynamic that not many people expected. Some people were even speculating that Treasure Cruise would be banned. However it hasn’t, and decks like Mono Red Burn have welcomed it with arms wide open.

 

I am not running Mono Red Burn, though. I’ve decided to go the UR Delver route. This deck is a lot of fun and can almost second for another burn deck. Okay, that’s enough talk. Let’s take a look at what I was playing.

 

Main board
4 Delver of Secrets
4 Monastery Swiftspear
4 Young Pyromancer

 

4 Gitaxian Probe
4 Serum Visions
3 Thought Scour
4 Lightning Bolt
2 Forked Bolt
2 Vapor Snag
2 Spell Snare
2 Mana Leak
2 Spell Pierce
1 Electrolyze
4 Treasure Cruise

 

2 Polluted Delta
3 Flooded Strand
2 Wooded Foothills
2 Bloodstained Mire
4 Steam Vents
2 Island
3 Mountain

 

Side board
2 Blood Moon
2 Electrickery
1 Negate
1 Dispel
2 Dragon Claw
1 Pithing Needle
1 Counterflux
1 Relic of Progenitus
2 Combust
2 Smash to Smithereens

 

This list is far from perfect, but I felt good playing it this past weekend. For this week, we’re just going to focus on the main board, and if there is time, we’ll touch upon the side board. Right after playing, I knew the one thing I wanted to add was Snapcaster Mage. As to why it wasn’t there to begin with, I think it just escaped my mind. Now the question is how many do I run? I’ve seen many lists go back and forth between one and two Snapcaster Mages.

 

To begin with, I may want to start with two Mages. However, I can see the argument to only play one. First of all, you’ll notice that Delver, Young Pyromancer, and the Swiftspear all have something in common – they are all dependant on non-creature spells. By running more creatures than I have to, it can almost hinder me in a small way. Can you imagine needed to rip just any spell to either trigger the Pyromancer or trigger the Prowess on Swiftspear, but instead you draw your Mage?

 

I can see what you’re saying, big deal, right? So what if you draw your Snapcaster Mage? Just cast that guy and flashback a Lightning Bolt! Well, you need to remember that this is a deck that runs only 18 lands. Resources are very limited and when you do draw your Mage, you may find that you don’t have the mana to do everything you want. Of course, this is the worst case scenario, so don’t let this deter you. However, it is very much a possibility.

 

The next debate is over certain counterspells. I feel there is a good question over whether to run Remand or Mana Leak. What that answer is, I’m not quite sure. Remember, I’m no expert here, I’m just a guy putting his thoughts down on electronic paper. Is it better to run Mana Leak or Remand?

 

A great argument for Remand can be made for it’s cantrip ability. In this deck, I can totally see drawing more cards. More fuel for the fire. However, an important thing to keep in mind is what the format currently looks like. If you feel like decks such as Jund, Pod, Tron, and such are going to be dominant, then running Remand is an excellent choice. In the later game, Mana Leak just is not good enough.

 

In a metagame where decks like UR Delver and Mono Red Burn (splashing Blue for Treasure Cruise) are running rampant, then Mana Leak is at it’s best. As someone who played Mono Red Burn, Remand was the best counter I could see if I saw any. Most of the time, it meant I was paying two mana for my Lightning Bolt instead of one. In some cases, that can be game changing, but most of the time it’s not. Remember I mentioned that resources can be limited, Mana Leak can hurt a lot especially when you average about three to four lands a game.

 

This leads me to seeing people making a compromise. This is where you see lists running one Remand or one Mana Leak. While this may seem like a solution, I don’t think it is. You want your counterspells to matter in the game. Running one of’s does not help solve the problem. In the end, you’re better off running two of a less efficient counterspell than none at all.

 

Time to wrap things up. There are some obvious staples of the deck that should never be messed with. I feel that these staples are Serum Visions, Lightning Bolt, Gitaxian Probe, and Treasure Cruise. Otherwise, feel free to play around with numbers until you feel comfortable. That’s it for now. Tune in next week where I’ll try to tackle the side board and hopefully recount some playtesting. Until then, take care.

 

About the author

Simeon is now the Community Manager for Battleground Games & Hobbies. If you have any questions or inquiries, then you can reach him at Sims@battlegroundgames.com. He is also an avid gamer who loves to play board games and video games. He graduated college with a degree in Political Science, and now serves the public by writing about games. You can check that out here. Don’t forget to “like” him on Facebook as well. It’ll update you on all of his newest content. Best of all, you can follow Simeon on Twitter (@SimeonCortezano) for some real time hilarity. Thanks for reading!

 

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Wizards of the Coast Announces Modern at the Pro Tour

WOTC

 

In case you missed it, earlier this month during Pro Tour Magic 2015, Wizards of the Coast – publishers of the popular card game Magic the Gathering – released the schedule of their 2014-2015 Premier Organized Play schedule, which includes the Magic the Gathering Pro Tour and Grand Prix events. However, this announcement caused quite a stir when it was relvealed that the format for each of the Pro Tour events next year would include only the “Standard Constructed” and “Booster Draft” formats.

 

Fans took to social media and reddit to complain in droves, most often stating that this is the “death of the ‘Modern’ format.”

 

Well, Wizards of the Coast must be listening to their passionate fan base. Last night, Director of Organized Play Helen Bergeot released a statement that the increasingly popular “Modern Constructed” format would indeed be showcased at the Magic the Gathering Pro Tour in 2015, as well as the addition of changing Grand Prix Vancouver to Modern as well.

 

Here is her statement, in it’s entirety:

“During Pro Tour Magic 2015, on August 2, we announced the schedule, locations, and formats for the 2015 Pro Tours. The Constructed format for all Pro Tours in that announcement was Standard.

 

Since then, we have received comments and concerns from the Magic community regarding this announcement, and the omission of Modern from the 2015 Pro Tour schedule. After evaluating all feedback and after further discussion, we have decided to add Modern to the 2015 Pro Tour schedule.

The Pro Tour in Washington D.C., which will take place from February 6–8 in 2015, will feature Modern Constructed and Booster Draft as the tournament’s formats. This is a change from the previous schedule announcement of Standard and Booster Draft.

In addition, the format for Grand Prix Vancouver, taking place February 21–22 in 2015, will be changed from Limited to Modern.

In order to address the community’s questions regarding this change and other changes related to the direction of Magic, its formats, and Organized Play, we will also be hosting a CoverItLive chat session on Tuesday, August 26, where Director of Global Brand Marketing Mark Purvis, Senior Director of R&D Aaron Forsythe, and I will answer the community’s questions. We will have more details—including the time for when this CoverItLive chat session will take place—later this month.

 

As always, we appreciate the feedback that you have provided us regarding recent announcements, and we will address the community’s questions accordingly.

Helene Bergeot
Director of OP Programs & Operations
Wizards of the Coast”

 

What do you think of this change? Is this a good idea? Are you excited that the Pro Tour’s next year will have some format variety? Please let us know is the comments below!

 

 

 

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This week in Magic: Another second place finish

loss of the ring
 

Ever since GP Boston-Worcester, I’ve had the competitive bug. This past weekend were the TCG Modern State Championships. So, I decided to take my burn deck and try my hand at this. To be honest, I went into the tournament not knowing too much besides the format of the tournament. I didn’t even know what I was playing for. I guess, in a way, this is a good thing. Concern yourself with winning first, then figure out what you get after.

 

On to the deck. For reference, here is what I played this past weekend.

 

Mono Red Burn:
4x Goblin Guide
4x Eidolon of the Great Revel
4x Hellspark Elemental
4x Lightning Bolt
4x Lava Spike
4x Shard Volley
4x Searing Blaze
4x Skull Crack
4x Rift Bolt
4x Flames of the Blood Hand
15x Mountain
1x Arix Mesa
4x Scaling Tarn

 

Side board:
3x Combust
3x Shattering Spree
3x Searing Blood
2x Relic of Progenitus
2x Anger of the Gods
2x Molten Rain

 

There was a pretty good showing for a Sunday tournament: 52 players. As you can see, I haven’t made any major changes to the deck as far as the core spells go. However, I was able to get my hands on some fetchlands. I was actually concerned about how it would affect my game. It definitely felt different playing with them. Obviously it made my Searing Blazes amazing, but it’s hard to explain exactly how going from a budget deck to playing with fetchlands made me feel.

 

I didn’t start the day well, I lost my first match to Tarmo-Twin. This time, the deck had the newly added Huntmaster. I felt the match was close, but he seemed to always have the edge. The Huntmaster adds a whole new dynamic to the deck and the match. You would never think much of it, but the act of gaining life (any amount) against a burn player hurts so much.

 

Starting the day with one loss meant that I had to win out. It was a six round tournament with a cut to Top 8. My next match didn’t start well either. I was up against Scapeshift. This is a match that tends to favor me, but two early Remands and a Cryptic Command kept enough at bay that he has able to combo off. Also, remember how I had mentioned playing with fetchlands was a different feeling. Well, what was a great matchup for me, became a decent matchup. Dealing myself, albeit, only a couple points of damage is enough for Scapeshift to combo off a little bit earlier on me.

 

I quickly got game two, but I was a little on tilt because of my round one loss. Even my opponent noticed how cautious I was playing. Game three was where things really changed for me – not only in the match, but for the day as well. I had to take a mulligan and went down to six cards. My opponent had decided to keep a seven-card hand. However, my opponent (who was on the play) drew a card on his first turn. This is always an awkward situation, but in a higher competitive tournament, i had to call the judge over, even though I knew it was an obvious mistake. My opponent wasn’t happy as well; his unhappiness with not with me, but with how he could have allowed himself to draw a card, especially during game three.

 

The judge came over and the situation was explained. I’m never sure what the rulings are going to be here, but I was hoping he would at least get to play the last game. I don’t remember what the official ruling was here, but I know my opponent had to take two cards, at random, from his hand and shuffle them back into his deck. I ended up winning this match, and I had a very good feeling as to why. My opponent, after the match, confirmed that feeling. The two cards that he had shuffled back into his deck were two forests. During our game, I saw how much he was digging into his deck, knowing he was looking for a forest. Luckily for me I was able to burn him out. A win is a win.

 

I ended up winning out leading into the sixth round. A bit of gambling on my part, and I was able to draw into the Top 8 in sixth place.

 

The Top 8 favored me if things played out the way I wanted them to. There were three decks I was unsure about, and my quarterfinal opponent was one of them. His first turn play meant I was playing the mirror. Funny thing is, I have never played the mirror before. The closest I have come to playing the mirror was at a GPT leading up to GP Boston-Worcester. That wasn’t Mono Red Burn, though. It was RWB Burn.

 

Our match went to game three and that was a tight game that I got thanks to 75% luck. My opponent kept a one land hand (something that a Burn player can afford to do thanks to so many one-drops in the deck). By turn two, his groan had made it obvious and I sat up straight, poised to win. However, I was sitting on two Searing Blazes that had yet to see a target. Thanks to some fetchlands, I had brought myself down to a respectable burn range for only two lands. My opponent wasn’t doing too well either. I just needed one more burn spell. I was starting to flood, though. While, they were not the greatest threat against burn, I still played my Hellspark Elementals. My only fear at the time was them getting bolted or something else. I hadn’t even considered them getting targeted by Searing Blood.

 

The first time I played the Hellspark, it got killed via a Searing Blood dealing 3 to me. My opponent drew a card and passed. I followed that up by unearthing my Hellspark. That was met with another Searing Blood dealing 3 more to me. At this point, my life total was now at 5. I was sweating. I was going to lose this game. It was going to be heartbreaking. At the same time, I was excited to see such a great comeback from another burn player.

 

On his turn he cast a Skull Crack and passed the turn with mana open. I was clueless. This was either the worst slow-roll or he didn’t have anything. I just needed a burn spell, forget creature, I just wanted something I could point at him and deal him damage. I flipped the top card and revealed a Skull Crack of my own. My opponent extended the hand and replied, “Well at least one burn deck will move on.”

 

The other decks I knew about were a Junk deck, a Jund deck, two Twin decks, and still another deck I didn’t know about. The semi-finals came and things were really favoring me because both Twin deck were eliminated – one of them being my opponent from round one that I had lost to.

 

My semi-final opponent was against Adam Snook, a well known player in the local tournament scene and was playing Junk. We knew what each other was playing and he was not looking forward to it. I got game one as expected, but I tried not to let myself get ahead of things. Game two was a humbling point as I flooded out and he smashed me with hand removal, Goyfs and a Treetop Village. While I appreciate the humbling moment, I was still able to crush game three and move onto the finals.

 

How I derped the finals

Here is what you’ve all been waiting for. My finals opponent had beaten Affinity in his matchup, meaning I was facing him and his Jund Deck. If you ask me, everything was coming up Simeon at this point.

milhouse
 

Our game one did not start out how I wanted it to. He won the dice roll and won the match. I got a little flooded, but there are just some things you can’t help. This was one of them. Our second game went how I thought it would, I was on the play and I just burned my opponent out.

 

I kept a seven-card hand, and my opponent had to take a mulligan. He kept six. He opened with an Inquisition, and took one of my many burn spells. I opened with a fetchland into Lava Spike. His turn two had him shocking himself to 15 life to play a Tarmogoyf. He played a fetchland, fetched for a land, swung with his Gofy bringing me to 16, and passed the turn. I had, in my hand, a Lava Spike, two Shard Volleys, and a Molten Rain. I played my third land.

 

Now, any smart person would have played their Molten Rain and set their opponent back a land. In a deck that plays three colors, this can be a big game changer, but I am not a smart person. I, instead, elect to Lava Spike him bringing him to 11 life. I paid for not blowing up his land. He played Liliana of the Veil on his next turn and ticked her up. I chose to discard the Molten Rain I failed to play. He swung with Goyf and brought me down to 10. That was a six point hit thanks to grabbing an Eidolon from an early discard spell.

 

I drew a land on my next turn and now only had two Shard Volleys in hand. I had to pass the turn. My opponent drew and activated Liliana again, then swung with Goyf bringing me down to 4 life. I had responded to Liliana by using both of my Shard Volleys. This brought him to 2 life and I had two lands left.

 

Looking back, I realized how bad of a situation I was in. At the time though, I had put a lot of faith in my deck. but I failed to realize how many of my burn spells I didn’t want to draw – Searing Blaze, Searing Blood, Flames of the Blood Hand. I gathered my lands up and my opponent said to me, “You should windmill slam it.” Referring to the top card of my deck. Everyone who had stuck around (even Josh ‘cause he didn’t have a choice) began to lean into the table. I reached for the top card of my deck. I braced myself. I was looking for a Bolt, another Volley, a Spike, or even a Skull Crack. It was at that moment I could hear the trumpets in the background as they played the infamous “Womp Womp.” I had flipped over a Mountain.

 

About the author

Simeon is now the Community Manager for Battleground Games & Hobbies. If you have any questions or inquiries, then you can reach him at Sims@battlegroundgames.com. He is also an avid gamer who loves to play board games and video games. He graduated college with a degree in Political Science, and now serves the public by writing about games. You can check that out here. Don’t forget to “like” him on Facebook as well. It’ll update you on all of his newest content. Best of all, you can follow Simeon on Twitter (@SimeonCortezano) for some real time hilarity. Thanks for reading!

 

Donate to the Extra-Life fundraiser!

 

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Join the Battleground Games & Hobbies community forums!

Please don’t forget to check us out on Facebook and follow us on Twitter @battleground_gh!

 

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This week in Magic: Making Day 2 of GP Boston-Worcester

photo (1)
 

This past weekend was definitely a good weekend for me. In case you missed it, I made Day 2 of GP Boston-Worcester. It was so much of a surprise to myself that I was not at all prepared. I was such a mess that day, I didn’t even have a belt, and my pants were falling all day. Long story-short, I am in the middle of a move and my belt is in storage.

 

Not only was I missing a belt, but when I made Day 2 I was in scramble mode to find a place to sleep since my buddy Josh didn’t make it and wasn’t planning on driving into Worcester from the South Shore again. I was lucky enough to have a couple of offers to crash on the floor of friends’ hotel rooms. (Thanks to both Carl and Jason, by the way).

 

It should be no surprise what I played at the GP. If you’ve been following me for a while now, you’d know that I played Mono Red Burn. I went 7-2 on Day One, and unfortunately finished 2-3 on Day Two. While I missed out on cashing, I was just happy to make Day Two, as well as many of my other friends.

 

The journey to this point was not easy. I did a fair share of testing, and while testing, I got my fair share of stares and losses. There were times I felt defeated playing this deck. Day Two was never in my sights. I didn’t even pack a bag. Still, I managed to persevere. For your enjoyment, here is the list I ran:

 

Mono Red Burn aka 20 Mountains

 

Main Board:
4x Goblin Guide
4x Hellspark Elemental
4x Eidolon of the Great Revel
4x Lightning Bolt
4x Lava Spike
4x Shard Volley
4x Searing Blaze
4x Rift Bolt
4x Skull Crack
4x Flames of the Blood Hand
20x Mountain

 

Side Board:
3x Combust
2x Relic of Progenitus
2x Anger of the Gods
2x Molten Rain
3x Shattering Spree
3x Searing Blood

 

Hellspark Elemental was a last minute change over Spark Elemental. After some playtesting with my friend Jay, I had come to the conclusion that Spark Elemental was missing something. That something was being able to use itself over again. Hellspark Elemental’s ability to Unearth itself is huge. You’re essentially running eight of them.

 

I came across a nice variety of decks at the GP. In fact, during Day One, I played against two 8Rack decks. My two losses came against Merfolk and Fairies. I’ve never had a good run against Fairies, even when the deck was in Standard. I also did not test against it much outside of the tournament. My wins came against Jund, 2x 8Rack, 2x Scapeshift, GB, and UR Twin. Aside from the Twin match, the other decks were great opponents for me. As for my Twin matchup, he got land screwed game one, and then I just out burned him game two. He was gracious in his loss, and wished me luck after the match.

 

I should add that my two losses were within the first four rounds of the day. Thus, I had to win out the entire day. I definitely felt the heart palpitations coming on near the end of the final match. It went to third game, and thankfully I won it.

 

Day 2 was a little rough for me. Round one had me against my worst matchup in round one, Ad Nauseum. My only two wins came from another 8Rack match and a Jund match. The losses came from Ad Nauseum, Affinity (which was a heartbreaker for me), and Twin. Those last two losses were very close. Both my opponents let out big sighs of relief. Although, I’m not sure if it was because the matches were close, or they didn’t want to lose to Mono Red Burn. It could have been a combination of both.

 

Overall, I had a good time at the event. I mean, if you make Day 2, then there isn’t much to complain. Especially if you’ve never done it before. Sadly, I have been sick the past several years that a GP has been in the area – whether it was in Massachusetts or in Rhode Island. One year I made showed up on the second day of GP Boston the last time it was held in the Hynes Convention Center. However, I was so sick that day, I don’t remember much of it.

 

There were some things to be said about the GP on a finer level, but I’ll save that for another time.

 

Making changes to the deck

You already know I changed my Spark Elementals to Hellspark Elementals. There is very little I would change in the deck. If you’re looking for a very budget deck to run in Modern that has a good shot of winning a small sized tournament, this is your deck. If I were to run it in another major tournament, maybe something that is coming up in a couple of weeks, I would definitely throw in fetch lands. I would need to do more testing before I suggest running four or eight fetch lands, but, either way, they need to be run. The main reason: Searing Blaze.

 

searing blaze
 

This card can really make or break the deck. Alone, it can be both the best card in the deck and it can be the absolute worse thing ever. It all depends on the landfall trigger. Even then, you can only cast this card on your turn. Thus, you’re never able to take full advantage of the spell. I’m sure if I had fetchlands in this deck, it would have run a lot more efficiently. I would have been able to thin the deck out and almost guaranteed I would have a way to trigger landfall.

 

In the end, the call is yours. Just remember it can mean the difference between a $50 deck and a $410 deck.

 

About the author

Simeon is now the Community Manager for Battleground Games & Hobbies. If you have any questions or inquiries, then you can reach him at Sims@battlegroundgames.com. He is also an avid gamer who loves to play board games and video games. He graduated college with a degree in Political Science, and now serves the public by writing about games. You can check that out here. Don’t forget to “like” him on Facebook as well. It’ll update you on all of his newest content. Best of all, you can follow Simeon on Twitter (@SimeonCortezano) for some real time hilarity. Thanks for reading!

 

Donate to the Extra-Life fundraiser!

 

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Join the Battleground Games & Hobbies community forums!

Please don’t forget to check us out on Facebook and follow us on Twitter @battleground_gh!

 

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GP Boston-Worcester Preview: Mental Challenges by Dylan Klett

Hey everyone!

 

2014.05.16_klett
 

Grand Prix Boston (which is secretly Grand Prix Worcester, for those who haven’t been before) is coming up this weekend, and I’m very excited. Not only is this the same venue where I attended my first Grand Prix ever, but instead of the format being M13 Sealed like the last time I was able to attend, it’s Modern!

 

Modern is the format I most enjoy playing; I feel like the youth of the format combined with the enormous card pool lends itself to some really sweet game states, and it feels like there’s plenty of room for innovation.

 

Instead of talking about specific cards or decks today, I wanted to take some time to go over some of the more subtle challenges you’ll encounter as a player at a competitive tournament of any size (although this will be especially true at one as large as a Grand Prix). These are often challenges to your mindset, or obstacles that have little or nothing to do with your skill as a Magic player. Your ability to deal with them can sometimes be the difference between coming away from a tournament feeling like you had a great day and a positive experience, or wishing you had spent the time doing literally anything else.

 

Be prepared for mental fatigue

This becomes particularly relevant when you get into the later rounds, where both you and your opponent have been playing Magic almost non-stop for the past five, six, seven or more hours. Abundant playtesting will be greatly rewarded here; the less you need to think about the fundamental lines of play and choices your deck will present you with, the more brainpower you will conserve in the long run to deal with those tough, win-or-lose situations.

 

The more familiar you are with the format and your deck, the better. Make no mistake, you will get tired, and the temptation will be there to just jam your cards in the most straightforward way possible. Try to slow down, catch yourself before doing this, and force yourself to think your options through. It will pay off. Nothing makes you walk away from a match feeling quite as miserable as losing to a mistake you would never have made in round one.

 

Keep the smaller picture in mind

While playing your match, try to block out as much information as possible from coming in that isn’t relevant to the match. Don’t bother checking the text from your friend to see if they’ve won their match or not, don’t worry about what the players next to you are arguing with a judge about.

 

Don’t think of the match in front of your in terms of how much if left – if you let yourself worry about how many more matches you have to win, you will focus on results, stress yourself out, and risk losing the focus necessary to win the game at hand. Boil your concentration down to a single goal: there is a match of Magic in front of you, right now, and you’re here to win it. Do it.

 

Keep the bigger picture in mind

Gerry Thompson wrote an article recently where he described all Magic played competitively or with “a mind to get better” as “one big session.” This has stuck with me over the past week or so; I really like the way this is phrased, and the mentality that this implies. Magic is an endlessly complex and difficult game, and to do well requires of us not only that we learn, but that we learn well.

 

We must put a conscious effort into our improvement as players, and a large part of this means maintaining an openness to being wrong, to making mistakes, and to stop doing something we are comfortable with in favor of doing something new. We must re-evaluate ourselves. Most importantly, it means failing, and failing even when we feel most sure that we can not or should not.

 

It’s great to win and winning feels great, but when we win, it is easy to gloss over mistakes we may have made on our way to victory, because we got the result we wanted. The real prize is always noticing something you could have done better, and realizing that you will make that decision better next time. When we lose, we are forced to do this — if not by our curiosity, then by our pride.

 

When playing at an event and you lose in frustrating fashion — that lucky topdeck the turn before they would have died, or your opponent drawing their one sideboard card against you and you not seeing a single one of seven you put in — it’s fine to feel angry, but keep it to yourself or your close friends, let it pass, and let learning from that loss take its place.

 

To wrap things up, let me give a sweet example:

 

At a PTQ I was playing a couple weekends ago, I was playing UB Faeries against Splinter Twin in Round Seven. This is an awesome matchup for me, and I know it — the only thing I know I need to watch out for is Blood Moon out of the sideboard, which can completely ruin me if he gets a chance to resolve it. Other than that, it’s very difficult for the Twin player to win, and one of the reasons to play Faeries in the first place.

 

Game One goes about as planned: I play a Bitterblossom, cast a couple discard and counter spells, and kill him before he can get even close to the combo. Game Two starts off much the same, and I feel very confident; I play turn one discard spell, turn two Bitterblossom, turn three Vendillion Clique, and pass turn four holding up my hand of one Smother, one Dismember. I know his hand is two Pestermites and a Splinter Twin. At my end step, he plays one of his Pestermites. I kill it using Dismember, paying four life despite having four lands available so I can bluff the maximum amount of other possible tricks. I know every card in his hand, and my last card deals with it nicely. He’s dead in two turns. What could go wrong?

 

blood moon
 

Blood Moon. That’s what.

 

Suddenly, I am locked out of casting my Smother because my three basic Swamps in the deck had zero of them in play (which is of course, completely reasonable). My opponent breezily deploys his last Pestermite at the end of my next turn and casts Splinter Twin on it while at three life, with my Smother in hand and helpless to resist. Initially, I was frustrated. I had played as much disruption as it was possible to play against one of my best match-ups and still lost to what felt like dumb luck.

 

Blood Moon is a stupid card, I wanted to rant. Why is it legal in Modern? It never leads to fun games.

 

It took me about 10 minutes of being on 45-degree tilt before I realized how I could have won that game, Blood Moon be damned. If I had cast Smother instead of Dismember on his first Pestermite, using my black spell while I still had black mana, I would have still had Dismember in hand when my opponent plucked that Blood Moon off the top of his deck like a ripe fruit. Go ahead, cast your Splinter Twin. I’ll tap my newly minted Mountain and pay four life. Kill it. Kill you. No black mana required.

 

Instead, I let my confidence in the matchup and my exceptional series of draws cloud my judgment, and I allowed myself to stop thinking of what could make me lose this game. When I stopped thinking about how I could lose, I stopped playing around it. And I lost.

 

If that isn’t proof that Magic is a wonderful game, I don’t know what is.

 

About the Author

Dylan Klett is a local competitor who can usually be found at the Plainville store for Friday Night Magic. To request more articles by Dylan, let us know by emailing Sims@battlegroundgames.com

 

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Tempo-Twin for Grand Prix Boston-Worcester

Greetings Magic the Gathering fans. This is my first actual article for Battlegroundgames.com and in it, I’m excited to be writing about the ever-evolving Modern format — a format I use to very much dislike. Thankfully, I found an archetype I can get behind and now fully support this really interesting format. Can you guess what it is?

 

 

Yup, that’s the one – Splinter Twin; the Blue-Red Tempo version, to be exact. There’s nothing more exciting that creating four-billion 2/1 or 1/4 creatures! This will be my weapon of choice for Grand Prix Boston-Worcester 2014 tomorrow morning.

 

The deck plays essentially like a control deck with a combo finish, utilizing the Splinter Twin (or Kiki-Jiki) plus Deceiver Exarch or Pestermite combo in order to make an infinite amount of token creatures. Here is the final decklist and sideboard:

 

Land:

5 Island

1 Mountain

4 Scalding Tarn

4 Misty Rainforest

1 Desolate Lighthouse

1 Stomping Ground

4 Steam Vents

3 Sulfur Falls

 

Creatures:

4 Deceiver Exarch

2 Pestermite

1 Kiki-Jiki, Mirror Breaker

4 Snapcaster Mage

2 Vendilion Clique

1 Spellskite

 

Spells:

4 Splinter Twin

2 Electrolyze

2 Flame Slash

4 Lightning Bolt

1 Dispel

2 Cryptic Command

4 Remand

4 Serum Visions

 

Sideboard:

2 Anger of the Gods

2 Blood Moon

2 Ancient Grudge

2 Keranos, God of Storms

1 Counterflux

1 Negate

1 Echoing Truth

1 Dispel

1 Batterskull

1 Vedalken Shackles

1 Spellskite

 

Essentially, a fairly standard list, all things considered. When compared to most other versions out there, I have an extra Steam Vents (for the Vedalken Shackles in the sideboard); only one Spellskite; an additional Electrolyze; and no Peek/Gitaxian Probe. Spellskite seems to be increasingly mitigated of late as a lot of matchups are increasingly prepared for this card. However, having an 0/4 blocker can be useful and it’s redirect ability is still randomly useful and has a wide range of applications. Electrolyze has been amazing lately and I play the deck as a control deck that wins with a combo;  Electrolyze helps with that goal. Finally, Peek/Probe felt far too low impact and often times, regardless of knowing my opponent’s hand, my lines of play were the same regardless.

 

Why Splinter Twin?

 

This goes back to Grand Prix Richmond 2013. After the banning of Deathrite Shaman, I immediately gravitated toward the Blue-White-Red Control deck that Shaun McLaren won Pro Tour Born of the Gods with. I’m a control player at heart and this deck felt perfect to me. Despite this, I put up a very disappointing 2-1-2 record and dropped, disappointed. What happened? The metagame had shifted; Lightning Helix just wasn’t cutting it and the deck has an awful lot of trouble actually finishing a game (hence the draws). So, I went back to the drawing board.

 

 

Never underestimate this little guy.

 

I knew I wanted to play something powerful, especially given the amount of combo decks in the format. I owned all the cards for Splinter Twin and I played the deck when it was Standard-legal. With that, I didn’t see that I had any other choice; Splinter Twin it is.

 

Ultimately – aside from card availability and basic familiarity – I chose the deck because it’s inherently powerful, consistent, and has positive match ups against the other combo decks (though Scapeshift is a bit closer) and Affinity. Furthermore, the mana is solid and allows for the use of Blood Moon (a very powerful trump in a lot of matchups, especially the Jund/Junk/Rock decks). I briefly tried the Tarmo-Twin deck popularized by German professional Magic player Patrick Dickmann, but I hate losing to my mana base, despite gaining some powerful cards and – I think – a better sideboard. Overall, consistency goes a long way to generating wins, especially in long tournaments.

 

Fin

I’m excited to be doing battle with Splinter Twin and very much looking forward to the Grand Prix. I’ve put a lot of practice into the deck, so I feel confident for big things. Wish me luck and look forward to an after-action report following the Grand Prix! If you’re in attendance, please say hello!

 

About the Author

Chris Alexander is the Online Store Manager for Battleground Games & Hobbies. He has a vast amount of experience in the industry having stints with other major internet companies. He is a lover of games and Islands. He dislikes Mountains and anything associated with them except for Splinter Twin. When he is not playing “Magic: The Gathering” or board games, he can be found with his two loving dogs; typically cleaning after them.

 

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About Battleground Games & Hobbies

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