• Moneyball Black Comprehensive Deck Guide

    I. Introduction

    [I am going to be updating the guide below periodically, as Premodern, despite being a non-rotating format, still has a habit of changing over time. I will edit some of the text directly but also put in paragraphs that are specific to certain times I updated.]

    [First published: September 2025]

    [Update #1: February 2026]

    In August of 2025, I developed a “new” deck in Premodern that was able to win at a pretty decent rate, which I initially named Moneyball Black. I put new in quotation marks because Premodern is a fairly large community-driven format and the deck is, at its essence, a monoblack midrange (or maybe aggro-control) deck, so I am sure various people have tried that general strategy before. Still, the cards in it are unique enough and I think it’s fair to say the archetype wasn’t very popular/strong before then, so I think it’s somewhat justified to say it’s original. In this comprehensive deck guide, I’ll go over:

    • The process through which the deck came to be (including the name)
    • The deck strategy/gameplan
    • Card choices
    • Matchup analysis
    • The place of the deck in the format and its ultimate power level

    I’ll update this guide periodically as I get more information. Although I’ve played the deck in 4 leagues and a couple of real-life tournaments at this point, I am still learning about it. People play a really wide variety of decks in Premodern, which is awesome, but also means that it is hard to gather a lot of information, even after 7 or 8 events. So, I may be a bit off-base about some of these matchups and my plans for them, since it will mostly be based on theorizing.

    Update Februray 2026: I now have more information, which will be conveyed below. Also some pretty significant things have occurred:

    1. Parallax Tide got banned in January of 2026, which has impacted the format and metagame.
    2. Premodern exploded in popularity – as an example, Lobstercon 2026 sold out in around 90 seconds.
    3. I think not coincidentally with the increase in popularity, Premodern became an officially supported format on Magic: Online and it now has leagues and challenges running often.
    4. Moneyball has a few more good finishes, which I’ll include in the links section.

    I took inspiration for this from Cyberpunker’s comprehensive primer on UG madness, a deck he’s been playing for years. The structure here will be a little bit different, but the general idea is the same.

    2. Relevant links and results

    • I made a video for my youtube channel when I played the deck through a league and the league playoffs.
    • On my channel, I also play other more rogue brews in premodern (and occasionally, pauper), so check that out if it is of interest.
    • The Community Premodern Series on Magic: Online is where I’ve been playing most of these matches. Shout out to them for running the modo leagues. Update February 2026: The CPS league seems to have mostly died as a result of the format being playable in leagues on modo now. They say they will be back in some form. Whether they are or not, I want to them for hosting this series before it came to modo officially.

    3. The Process of Building the Deck

    This deck was the result of a large amount of flailing around with monoblack decks in Premodern. I experimented with more controlling black decks with many Phyrexian Arenas and Drain Life effects, and Cabal Coffers. These decks were just straight up too slow for the format and got run over, and were plagued by awkward hands. I tried some decks based around maximizing discard, going so far as to play Headhunters and Chilling Apparitions on top of Hypnotic Specters. The power level of these cards was just too low for the format, and the discard effects took too long to get going. I tried a deck focused around Plague Spitter, but it was difficult to make that card work with other creatures and thus have enough viable cards to play in the deck. I think there could still be something to this idea, but I put it aside.

    A deck I had a bit more success with was Suicide Black, one of my all-time favorite strategies and a real nostalgia-inducer for me. The build was more oriented around heavy hitters like Lurking Evil and eschewed most of the two power creatures for one, which I think are a bit underpowered in Premodern. While the deck was very fun and cool, I think it has a hard ceiling in Premodern due to the presence of Sligh and, to a lesser extent, other decks with large numbers of creatures, as well as its own inconsistency.

    So, these previous decks were either too slow, too one-dimensional, or both. In the next attempt, rather than trying to focus on doing some particular powerful thing with the deck (none of which seemed to be powerful enough), I tried to build a deck that was more oriented towards answering the opposing strategies in the metagame. The idea with the deck was to keep the best elements of previous ones while having a more flexible set of cards that could function decently well across the different phases of the game. An additional goal was that these cards not be horrible against any matchup. Even if they weren’t ideal, they could still be playable and not lead to an immediate loss upon casting them (like a Phyrexian Negator against an opposing Mountain). I washed out of a quarterly quarterly challenge with the initial build but had some success in a few leagues, culminating in winning league 18.2.

    League 17.6 decklist

    League 18.1 decklist

    League 18.2 decklist

    Since then, I and others have had more good finishes with the deck (more on that below). I am convinced the deck is a real competitive player in Premodern now. The builds changed a bit over time, with the most important change being the addition of more Cabal Therapies and Ravenous Rats, which I will talk about further in the card section, along with other cards I tried and removed.

    The choice of the name “Moneyball Black,” besides sounding catchy, was meant to encapsulate the idea that this deck wasn’t about doing the most powerful thing possible, but rather filling the deck with solid role players that could combine to accumulate wins in a format where the most powerful strategies are already known. I had tried and failed to create a monoblack deck where it would win when it executed its own powerful linear strategy often enough, so this seemed like the next logical thing to try, and, somewhat to my surprise, it seemed to work well. None of the cards in the deck are “all-stars,” so to speak, but they are all very good at “getting on base.” If I were naming the deck based on a sport I actually like and know about, I would have called it “The 2004 Detroit Pistons Black deck.” But that doesn’t exactly roll off the tongue. The fact that I don’t really like or understand baseball and may be misusing the term “Moneyball” also fuels discussion and interest, which is another mimetic advantage I didn’t even think about at the time.

    Update February 2026: To give you some more flavor of what other people think of the deck, here’s some selected quotations about it:

    “The best metaphor I can say is this deck is playing a game of War with your opponent. You don’t have any face-cards in your starting deck but you only have 8s, 9ss and 10s. If your opponent stumbles at all (mana issues, flood, not playing on curve, draws wrong half of deck) they will lose.” -Travis Schneider of Shared Discovery podcast

    “Moneyball is plain rice but cooked to perfection.” – Billy of Duress Crew

    “It’s clear that all these cards are not the cards you’d start with if you were building the deck from scratch…” – Ty Thomason of Fool’s Tome Podcast

    4. Deck Strategy

    For reference, I’ll post a few lists to show some of the evolution and variation in the archetype over time.

    Here’s a list I played fairly early on at a tournament at Misty Mountain Games on August 16, 2025:

    David Gleicher playing Mono BlackPosition: 2
    Deck Name: Mono BlackSideboard
    Creatures [16]
    Hypnotic Specter
    Ravenous Rats
    Withered Wretch
    Nantuko Shade
    Graveborn Muse
    Instants [10]
    Dark Ritual
    Smother
    Spinning Darkness
    Snuff Out
    Diabolic Edict
    Sorceries [7]
    Duress
    Cabal Therapy
    Enchantments [1]
    Phyrexian Arena
    Artifacts [3]
    Cursed Scroll
    Land [23]
    16 Swamp
    Mishra’s Factory
    Wasteland
    Spawning Pool
    Engineered Plague
    Gloom
    Dystopia
    Wasteland
    Tormod’s Crypt
    Plague Spitter
    Phyrexian Negator
    Phyrexian Arena
    Drain Life
    Cabal Therapy
    60 Cards15 Cards

    Updated February 2026:

    Here is Sebastiano Gabrielli’s list that won Spanish Nationals in November 2025. This was, as of February 2026, the largest Premodern event with 284 players, though it will certainly be beaten by Lobstercon 2026 coming up this year.

    Sebastiano Gabrielli playing Mono BlackPosition: 1
    Deck Name: Mono Black MidrangeSideboard
    Creatures [15]
    Hypnotic Specter
    Ravenous Rats
    Withered Wretch
    Masticore
    Graveborn Muse
    Instants [11]
    Dark Ritual
    Smother
    Snuff Out
    Contagion
    Diabolic Edict
    Sorceries [8]
    Cabal Therapy
    Duress
    Enchantments [2]
    Phyrexian Arena
    Land [24]
    16 Swamp
    Mishra’s Factory
    Wasteland
    Engineered Plague
    Gloom
    Dystopia
    Powder Keg
    Phyrexian Furnace
    Diabolic Edict
    60 Cards15 Cards

    Here’s a more recent list I played to the top 4 of a Magic: Online challenge in February 2026:

    Grantfly playing Mono BlackPosition: 4
    Deck Name: Mono BlackSideboard
    Creatures [16]
    Hypnotic Specter
    Ravenous Rats
    Withered Wretch
    Nantuko Shade
    Graveborn Muse
    Instants [8]
    Dark Ritual
    Smother
    Diabolic Edict
    Snuff Out
    Sorceries [9]
    Cabal Therapy
    Duress
    Chainer’s Edict
    Artifacts [3]
    Cursed Scroll
    Land [24]
    16 Swamp
    Mishra’s Factory
    Wasteland
    Spawning Pool
    Engineered Plague
    Dystopia
    Gloom
    Tormod’s Crypt
    Powder Keg
    Graveborn Muse
    Funeral Charm
    Drain Life
    Diabolic Edict

    Based on looking at a bunch of lists that people have played, I’d describe the core and possible variations as follows:

    Lands [23-24]:
    16 Swamp
    4 Mishra’s Factory
    2 Wasteland
    1-2 additional lands, frequently including Wasteland and, if you’re me, Spawning Pool

    Creatures [15-17]:
    4 Hypnotic Specter
    4 Ravenous Rats
    4 Withered Wretch
    1 Graveborn Muse
    2-4 additional creatures, frequently including some combination of Graveborn Muse, Nantuko Shade, or Masticore

    Spells [19-22]:
    4 Dark Ritual
    4 Duress
    3 Cabal Therapy
    2 Smother
    1 Diabolic Edict
    1 Snuff Out
    4-7 additional spells, frequently including some combination of Phyrexian Arena, Cursed Scroll, Cabal Therapy, or more removal spells

    I initially thought of the deck as a “mid-range” deck, since I think it is at its best in what I would call the “middle portion” of the game. It can’t generally win very fast (barring random aggro Nantuko Shade draws), so it wants to disrupt the opponent in the early game, use that disruption to get an advantage and press that advantage to either win or “virtually win” (aka make victory functionally impossible for the opponent) before the late game arrives. However, it is possible that mid-range is not the right classification since it doesn’t really have mid-to-high end creatures or haymakers to play during that portion of the game (like a Spiritmonger, Deranged Hermit, or Ravenous Baloth).

    Given my description above, it is possible that “aggro-control” is the better archetype description. But it is hard for me to think of a deck with virtually no creatures that have more than two power as “aggro.” Even if Mishra’s Factory and Nantuko Shade can attack for more than two damage at times.

    In any case, I am happy to leave the archetype classification to the experts. The general gameplan is as mentioned above. Disrupt the opponent via discard and/or removal spells early, continue trading off resources via discarding their cards or removing their creatures, and/or forcing them to spend their cards and time dealing with threats of yours like Hypnotic Specter or Nantuko Shade. Then, not too long after this early disruptive salvo, try maneuver into a favorable position with one or more repeatable advantage source(s), which include:

    1. Recurring discard from Hypnotic Specter
    2. Recurring card draw from Phyrexian Arena or Graveborn Muse
    3. Recurring graveyard disruption from Withered Wretch
    4. Turning extra mana into damage via Nantuko Shade, Mishra’s Factory, and Cursed Scroll (or damage to creatures if playing Masticore)

    Turn this advantage into a win or virtual win before they can regroup with their (likely) more powerful strategy and negate the minor advantages you’ve accrued. Exactly how best to do this varies from matchup to matchup, and of course, the different cards in the deck are better or worse depending on what you face. But the deck is designed to reduce as much as possible any of the cards being totally “dead” in a given matchup.

    Based on the classification above, I would group the cards into the following categories:

    1. Disruption without recurring advantage:
      • Discard – Duress, Cabal Therapy, Ravenous Rats
      • Removal – Smother, Diabolic Edict, Snuff Out, etc
      • Land destruction – Wasteland
    2. Sources of recurring advantage:
      • Card advantage – Hypnotic Specter, Phyrexian Arena, Graveborn Muse
      • Mana sinks and recurring (extra) damage – Mishra’s Factory, Nantuko Shade, Cursed Scroll, Masticore (and, technically, Spawning Pool)
      • Graveyard advantage – Withered Wretch
    3. Mana production:
      • Other lands mentioned above
      • Dark Ritual
      • Swamp

    This last category may not seem worth mentioning, but I think it is important and will discuss it more in the card choices section.

    5. Card Choices

    To preface this section, I should point out that this deck was designed for an open field, where my opponents could literally be playing anything. I wanted to cover the top decks while also maintaining the ability to address random stuff. Since then, many people have played many versions, which I’ve tried to describe above.

    In this section, I’ll go over common card choices within each classification area from above, and their pros and cons, so you can decide for yourself how you might want to build the deck for the metagame you expect. But you can assume, unless I specifically state otherwise, that the cards I’m going over here are ones I consider to be the core of the deck, or at least fairly widely played. Then I’ll move on to common sideboard cards, and at the end I’ll go over other cards I have either played, thought of, or had suggested, and my evaluation of how I think they’d work in the deck.

    5.1 – Disruption Without Recurring Advantage

    5.1.1 – Discard

    Duress

    Duress is a staple of black in Premodern. This is the era long before Wizards of the Coast R&D decided that every powerful ability should be stapled to a creature. There are so many important non-creature spells that I won’t even attempt to list them all. In addition to giving Moneyball the time to execute its gameplan, Duress works incredibly well at providing information for Cabal Therapy, another staple of black discard. Although there are a few decks where it has a high chance of whiffing (Gobins, Elves), and therefore copies could be boarded out, it’s hard to conceive of Premodern changing such that you wouldn’t want 4 Duress maindeck.

    Cabal Therapy

    At first, I only had one Therapy maindeck and was trying to use Blackmail as my supplementary discard spell. However, after losing enough times to a key card my opponent was able to protect by not showing it to me, I was forced to admit that I had a problem and needed Therapy. There are specific cards in many circumstances that you need to take out, some of them creatures, and this is the only card that can do it efficiently. It is, in general, the most powerful discard spell in the format and one of the most powerful in the history of Magic. But the Cabal is demanding, and there is a serious cost. You must have enough creatures to sacrifice at the altar of darkest insight. A non-combo deck that just plays regular creatures that don’t accrue an advantage when they die or come into play alongside this card won’t find it to be very good. Whiffing the first time and sacrificing your Sarcomancy token to flash this back is not a winning strategy. Fortunately, this deck has other options (see the next entry on Ravenous Rats). While I initially played three main and one in the sideboard, I have seen the light and am generally on 4 maindeck copies now. I think the format has “tightened up” under the fearsome gauntlet that is modo, and there is just no room to mess around. When you need this card, you need it, and it is worth the cost of sometimes having a dead draw later on.

    Ravenous Rats

    If this deck is the 2004 Detroit Pistons, fully committing to Ravenous Rats and Cabal Therapy was like the midseason trade for Rasheed Wallace – the final piece of the puzzle that pushed it to the next level. Rats is probably the weakest card in the deck in a vacuum. I started out only playing two, but after realizing I needed more Therapies, it was just as clear that I needed more copies of creatures with an enter or leave the battlefield ability to feed the flashback cost. In Premodern, below three mana, Rats is basically the only game in town. But the more I played it, the more I actually started to like the card itself in the deck. It combines well with all the other discard and is quite good against Sligh, helping to make that matchup winnable when it is basically impossible for all other fair black decks. Though not a recurring source of advantage, it is at least technically a 2 for 1 (or maybe the ratio is more like 1.5 for 1, given the diminutive stats involved). In any case, this card wouldn’t be worth it if not for Cabal Therapy, but Therapy also wouldn’t be playable in the deck without this card. So even though Therapy is much better, I consider their overall contribution a package deal.

    5.1.2 – Removal

    Smother

    This is still overall probably the best removal spell Black has available. But it’s closer than it used to be in the metagame of February, 2026. While I started with three, in my most recent list, I’m down to just two.

    The list of important targets Smother hits is quite large, and includes: Terravore, Goblin Warchief/Piledriver/Lackey, all the creatures in Sligh, Meddling Mage, most of the creatures in Elves, Phyrexian Dreadnought, Psychatog, Hermit Druid, Wild Mongrel, morphed Exalted Angel, Call of the Herd tokens, manlands, many of the creatures in Survival decks, and probably more I’m forgetting about. Some of these creatures cost 1 mana, so you’re down on mana on the exchange, but at least it gets the job done.

    The reason I have cut down on Smother in favor of more Edict effects is that it does not answer these notable creatures in the format: Argothian Enchantress, Mystic Enforcer, Graveborn Muse, Masticore, Phyrexian Devourer, the creatures in reanimator (Akroma, Angel of Wrath, Phantom Nishoba, Multani) and unmorphed Exalted Angel.

    Diabolic Edict

    Diabolic Edict is overall more limited than Smother, but there are some key creatures that it can kill which Smother cannot. It is functionally the same against Dreadnought and Psychatog usually and the downside is typically only felt against decks with many creatures. In most games against decks with a lot of creatures, the important thing is to blunt their early assault and usually that involves killing whatever creature shows up first, in which case it is functionally equivalent to Smother. Later in the game, you’ll have more time to maneuver, perhaps with Cursed Scroll or discard spells, so the drawback can sometimes be mitigated that way. I think the deck is capable of working around the restrictions of Edict, so I like playing some to increase the flexibility and to sort of synthetically increase the size of the sideboard.

    To further explain this: by making one of the maindeck removal spells you’d need to play anyway also be good against Enchantress, for example, you don’t have to sideboard that extra card against the deck, or you get an extra sideboard card for it or something else. So in that way, it’s like you have an extra sideboard card.

    Chainer’s Edict

    This has advantages and disadvantages vs the instant speed version. In the new post-Tide ban metagame, there are more decks trying to play a midrange game and go “bigger” than we are. These are a challenge, and I think Moneyball can beat them, but it needs as much help as it can get. The extra value from being able to flashback Chainer’s Edict could very well be the difference in these kinds of matchups, and most of the rest of the time, the difference isn’t huge. Plus, you still have a lot of other instant-speed removal in the deck to use if needed.

    Meddling Mage is seeing a bit more play as well, so there’s added value to diversifying the card names of your removal.

    Snuff Out

    Snuff Out is a very powerful removal spell due to the fact that it can be played for zero mana. This low mana cost makes it a great complement to Smother, which kills many creatures but costs two mana. Consulting the list from above, Snuff Out can kill nearly all of these creatures except Psychatog, Wild Mongrel, and the ones with shroud. However, 4 life is a serious cost in this deck and for this reason I hesitate to play more than one, although I think two could perhaps be fine. I definitely wouldn’t want more than that. If other black decks somehow become more popular, its utility declines, though I would still happily play one in all but the most bizarre and skewed of metagames.

    Contagion

    Update February 2026: This is a card that has seen a decent amount of play since my last update, usually as a 1-of in maindecks, so I feel like I should discuss it here. My impression is that it is more popular in Europe, and my other impression is that Europeans are very concerned about being murdered by hordes of Goblins and/or Elves. It also has some synergy with Phyrexian Arena in the sense that it is a way to make use of extra cards you draw, like discard spells, that might otherwise be dead. I suppose it also kills a Psychatog, and functionally kills a Hypnotic Specter and an Exalted Angel. Gabrielli’s Spanish Nationals list eschewed Cursed Scroll, so I can understand wanting an additional removal spell that could deal with smaller creatures.

    With all that said, the list of creatures it doesn’t (fully) kill is also quite long. If you are a Cursed Scroll fanatic like myself (more on this later), a card like Contagion seems less important. Finally, this deck already plays 4 copies of a card that 2 for 1’s ourselves (Dark Ritual, more on that later), so I am personally not eager to add more unless I feel it’s absolutely necessary.

    5.1.3 – Land Destruction

    Wasteland

    On a theoretical level, hard disruption and land disruption are somewhat at odds. If you attack your opponents hand, they will have fewer cards they can cast, so devoting further resources to attack their lands doesn’t make sense. The inverse is also true – dedicatedly attacking their mana should strand cards in their hand, so forcing them to discard cards they can’t play anyway would be a poor use of your remaining limited resources. This deck focuses much more on hand disruption and creature removal than land destruction, so, as you can imagine from my statement above, Wasteland is more of a nice-to-have utility land than a fundamental part of the strategy. Usually you want to wait to activate the ability on Wasteland for a particularly important target (a Mishra’s Factory, Treetop Village, Gaea’s Cradle, Serra’s Sanctum, Barbarian Ring, etc), rather than just use it for tempo reasons. That said, depending on their hand and the situation, it can be right to do the latter as well. There have been spots where I wanted to destroy a land to prevent a Counterspell from being able to be cast that turn. Or, if I saw their hand and know they’re reliant on a nonbasic land for their second color. But these situations are somewhat rare.

    A common reaction to seeing the decklist seems to be for people to want to add more copies of Wasteland and cut other lands to make room. Wasteland is great, and if it had no drawback, I would happily play 4. But it does have a drawback, and a very real one – it doesn’t produce black mana. For that reason, I originally felt like the deck could only support two copies, because of the number of double-black cards, especially the two-drops. The entry on Swamp later on will explain this further.

    Update February 2026: The “Gabrielli” build from Spanish Nationals played an extra Phyrexian Arena and a couple of Masticores and cut the Nantuko Shades. Because he cut the double-black two-drops and added cards that cost colorless mana, he was able to go up to 4 Wastelands while cutting a black producing land (down to 16). I think this is reasonable, but only because he reduced the black mana requirements overall. If playing 2-3 Nantuko Shade, I personally think 17 black-producing lands is necessary. But I also think playing 24 lands with the 3rd Wasteland is reasonable, since it kind of functions like a spell a lot of the time.

    5.2 – Sources of Recurring Advantage

    5.2.1 – Card Advantage

    Hypnotic Specter

    In a deck that is made up of cards that are solid role-players, this might be the closest thing to an all-star. Especially when paired with Dark Ritual, Hippy presents a real threat against a fair number of decks in the format that want cards in their hand, and more importantly, want a specific combination of cards (Stiflenaught, Enchantress, Replenish, and other combo and control decks). But most importantly, against more aggressive decks, it’s a three drop that won’t be horrible and/or possibly lose you the game when you cast it. It has a decently high floor, and that’s what you need when investing three mana. In some ways, the Specter is here through the process of having eliminated other cards you could play at the same cost, many of which I’ll discuss later. In any case, it is one of the sources of recurring advantage that make this deck function and I wouldn’t want to play less than 4. However, I do think it can be reasonable to side one or two out if you are loading up on three mana spells post-sideboard.

    Phyrexian Arena

    This is a card I have found myself questioning. While there are some decks in Premodern that an early Arena is good against, most of the top decks in the format are fast and don’t allow you a ton of time to recoup the advantage lost either on board (by not playing a creature), in terms of life spent, or in terms playing this instead of doing something disruptive to the opponents plan. The cumulative life loss can make it bad to have in multiples. For this reason, I don’t really want to play more than one in the maindeck. It also can get hit by Duress or enchantment removal, sometimes before recouping itself. That said, it can still be good in the mid to late game if the early turns have gone well and the disruption plan has been effective and left both decks gasping for air. An Arena at the right time can help you pull ahead in a way few other cards can. However, I am open to the idea that there could be better alternatives to this card, including playing more Nantuko Shades, Graveborn Muse, Bane of the Living, or maybe something else entirely. It also has a little bit of anti-synergy with Cursed Scroll, which can be a bit awkward at times.

    Update Februrary 2026: I have finished my questioning and decided Phyrexian Arena is not a card I want in my deck anymore. A few factors have accumulated to make me feel this way. With the Parallax Tide ban, there are fewer control decks in the format where it’s ok to just land an enchantment that damages you in exchange for cards and sit back. Decks generally tilt more aggressively now. The midrange decks are more equipped to attack your life total. It is a horrible draw against Burn/Sligh, as it always was, but that was sort of tolerable because of the other upside. I think that upside has mostly disappeared. And just in general, I’ve had too many matches where I land a Phyrexian Arena, draw a bunch of cards and still lose. Not just against decks with direct damage either. The fact that Arena doesn’t actually pressure the opponent itself is a big drawback. And it’s tough to justify a card like that when there is an alternative out there that does…

    Graveborn Muse

    On the face of it, this is just a Phyrexian Arena stapled to a creature for one more mana. But there are some other key differences. The Muse being a 3/3 does make it vulnerable to creature removal. But I think this disadvantage is made up for by the fact that it bashes in pretty hard (in the context of Premodern). Ultimately, this deck wants to lean aggressive and finishing the opponent off before they topdeck a powerful card or the life loss catches up with you is, I think, the theoretically superior approach. If you’re losing life every turn, you want to either gain life or kill your opponent before the life loss kills you. If there’s a creature already attached to the life loss, that part of the job is partially taken care of. It being a creature also lets you sacrifice it to Cabal Therapy if you really need the life loss to stop, although I have never actually done this. As far as creatures go, this one dodges Smother, the various two damage removal spells, and anything that can’t target black creatures.

    Considering all the pros and cons, really the only major drawback it has vs. Phyrexian Arena is that it costs 4 mana, which is way more than three. It does seem slightly better to have one Arena and one Graveborn Muse in play rather than two Muses, as I could see the life loss of 4 per turn being too much (even with the 4 extra cards to go along with it). In any case, I would always play at least one copy in this deck, but the mana cost makes me hesitant to go up to two and fairly sure that three would be too many. I think a good compromise is to play one maindeck and one in the sideboard for matchups where this kind of effect is wanted. Also, keep in mind that Withered Wretch is a zombie, so it counts towards the card draw and life loss on Muse.

    5.2.2 – Mana sinks and recurring (extra) damage

    Mishra’s Factory

    One of the best cards in this deck is not a black card – it is this land. The jealousy I felt when seeing this in play on my opponents side and knowing I had none to draw was the main impetus to start building this deck. Being able to play a land that also turns into a creature is an extremely powerful feature for a deck that is interested in accruing multiple small advantages over the game. Besides having better mana in general, it is the thing that, in my opinion, makes this deck superior to BW and BG decks of a similar style. This deck gets to play Mishra’s Factory and those other decks don’t. It is also a big advantage it has over other Monoblack aggressive decks, which generally don’t play Factory because they just want a lower land count. This deck has ample mana in the midgame and many ways to kill opposing blockers, so Factory is very good at attacking in this deck. Of course, Factory is a house on defense, which is less relevant in this deck since it has so much removal. But it can still come up. The ability to have a land you can sacrifice to flashback Therapy is also extremely relevant. This card, in addition to Ravenous Rats, is one of the main reasons why the matchup against Sligh is much better than that of a traditional black aggro deck. The card just does it all, and any other colorless lands you’d think of playing need to get in line behind the 4th copy of Factory. In case it needs to be explicitly stated: don’t cut any of them. Thank you for your attention to this matter!

    Nantuko Shade

    I think I can clear up a lot of confusion about this card by describing it this way: It serves the same function in the deck that Phyrexian Negator would serve, except that if you play this instead of Negator, you won’t have retroactively mulliganed if your opponent plays a Mountain. In other scenarios, the comparison graph of the two over the course of the game could be described as: Shade is slightly better very early just by virtue of being cheaper and being able to attack and block without losing your early permanents. Then it gets worse than Negator in the early-mid to mid game due to the efficiency of Negator and the need to pump mana into Shade. But then in the late game it gets better again as you have enough extra Swamps to make it a repeatable Fireball. One could argue it works better with Dark Ritual insofar as it lets you play a Duress and itself off Ritual, instead of just having to jam a Negator and hoping things work out (which, to be fair, they sometimes do). It may not hit quite as hard, but it still hits hard enough to put the screws to combo and control players and I have used it to kill plenty of them with idiosyncratic aggro draws. If I had to compare the two cards overall, I would say Shade is about 85% as good averaging across all non-red scenarios. That is well over my line to play it if it means I won’t basically auto-lose to an entire color (Note: there are only 5 colors in Magic). As mentioned before, its quality weirdly dips in the very middle portion of the game when would want to use your mana to do other stuff. And against aggro, it isn’t particularly strong in the very early game either. Because of these pros and cons, I have oscillated between two and three copies and I think three is correct.

    Update February 2026: Life is, in many ways, very uncertain. So it is nice to be able to be sure about a few things. One thing that I am now sure of, after playing Nantuko Shade in many more events, is that it is a complete monster. If you think it is bad because it sometimes dies to a Mogg Fanatic or a Lightning Bolt, then we have fundamentally different ideas about what makes a card good or bad. The number of people I have crushed with this vile insect, when no other card would have done so, grows monthly. Many of these players would have beaten me if I had a 4 drop like Phyrexian Scuta or Grinning Demon sitting in my hand (I’ll talk more about these later). The key aspect of it is its modularity – being able to sneak it into play and pump it however much is appropriate when your deck also contains mana sinks like Cursed Scroll, Mishra’s Factory, and whatever other spells you might want to cast. And once the maneuvering is over, it shears life totals in half like a demonic lawnmower. In very skewed metagames, I suppose I can understand trimming on these for Masticore. But I can’t, in good conscience, recommend any less than two copies, and I will be playing at least three.

    Cursed Scroll

    This is another card that I was unhappy to not be taking full advantage of in the black aggressive decks I tried (though not as unhappy as with Factory). It really fits perfectly in this particular deck for a variety of reasons. This deck is pretty adept at emptying its hand, which is obviously key to making Scroll work. But unlike other aggressive black decks, it also has enough lands to activate the Scroll somewhat early-on and keep doing so while also playing its other cards for the rest of the game (because more of them will be lands). In the mid to late game, this card is great against decks with creatures (assuming you didn’t already get run over) since it can kill them if they’re presented and otherwise deal two to the opponent. But the thing that surprised me was how good it was against control. Its cheap cost makes it easy to slip in under counter-magic, and the fact that it is an artifact but that the deck has few other targets for artifact/enchantment destruction (plus discard to break it up sometimes) makes it very awkward to play against. Basically, the list of cards that can deal with both artifacts and creatures is pretty small, you can punch a hole in that sometimes with discard (or maybe they just drew the wrong answer for what you have). Even something like Powder Keg isn’t that amazing, because your mana costs are fairly well distributed, and Cursed Scroll costing one is a key part of that. This source of repeatable advantage complements all the other ones extremely well by being cheap, modular, and a card type that the others aren’t. If the set of cards that aren’t hyper-efficient but can always do something needed a mascot, Cursed Scroll would be it.

    Update February 2026: I am still an emphatic Scroll enjoyer. That said, the post-Tide metagame has become a little less favorable for the card. Slow control and creature decks are less prevalent, fast combo and Dreadnought are more prevalent. In an environment like this, Scroll is not as good. That said, I’m still rolling with three maindeck. I’ll try to explain my logic.

    In the matchups where it is good, it remains amazing – a repeatable damage source that can single-handedly take over the game. But unlike the case of Phyrexian Arena against burn/Sligh, where the games are razor thin and a single dead card pretty much means you will lose, the matchups where Scroll is bad are not like this. Removal is also usually bad in these matchups. But I am fine playing removal and Scroll because these matchups tend to revolve around having discard plus a clock (and often drawing Withered Wretch). In these matchups, it is ok to draw some dead cards as long as you draw the right non-dead ones at the right time. You can afford it. And, to state the obvious, even in its worst application, the Scroll can still sometimes deal two damage. This low downside/high upside comparison hopefully explains why I still like playing the Scrolls.

    Spawning Pool

    Spawning Pool really seems to put people on tilt. Look, I know this isn’t the best of the cycle, to put it mildly. The best way to explain this card is to go back and read what I said about how good Mishra’s Factory is, then ask yourself if you’d be willing to play a 5th copy if it was only 40% as good. Personally, I would. I think the deck can afford exactly one tapland without too much anguish. I have both blocked some non-tramplers with this and snuck in for one damage at times. But, to be honest, the best use it has is being the sacrificial location of a flashbacked Cabal Therapy. The worst part about it is that makes the deck more vulnerable to Tsabo’s Web. But on balance, I think it’s worth having. If you don’t, I won’t disagree that strenuously. However, before considering cutting it for another Wasteland, I urge you to consider the value of being able to cast your spells on time. Keep reading for more on this topic.

    Update February 2026: Spawning Pool remains juuuuust barely good enough for me to keep playing. Every time I am on the verge of cutting it for a Swamp, I have a game where it does something. Now does this thing actually end up determining who wins or loses? Maybe, maybe not. It is really hard to say. But ties go to the incumbent, and for that reason, the Pool remains…

    Masticore

    I had one of these in my sideboard for a while and it’s now quite popular as a maindeck inclusion, often alongside more Phyrexian Arenas to try and take a more controlling approach. While it’s a good card in general, I think it is not right for this deck. Masticore is at its best in a deck with card draw and excess mana production. We have these, but only sort-of. Dark Ritual is extra mana but only one time – Masticore is best when this extra mana is recurring. Phyrexian Arena can get you extra cards but I think there are good reasons why you don’t want to play very many of them. The matchups where it is safe to do so also aren’t the ones where Masticore would be good. Without an Arena, only in the very late game do we really end up with a ton of extra cards to keep in hand to feed the Masticore. And I don’t think this deck should really be trying to play for the very late game. I kept finding that games I won and drew Masticore, I could have won with any number of other cards, and games I lost with it, it was too slow and cumbersome to help me stabilize when I needed to. Ultimately, the specialty of Masticore is killing creatures. If there’s anything the color black is well equipped to do, it is kill creatures. We have a plethora of other cards that synergize better with the deck and are more efficient at doing what Masticore does. It’s not the worst card, but I just think it doesn’t really belong.

    Update February 2026: This card was originally in my “cards I would never play” section. But after Gabrielli won Spanish Nationals with two copies and seeing them appear all over in other decklists, I feel like I am forced to move it here. And to be fair, it does qualify as a mana sink and recurring extra damage. That said, I personally feel exactly the same as I did when I wrote the paragraph above (actually even moreso now, since I’m so down on Arena).

    But, to try and make the positive case – There are decks where it can be nice to have Masticore around. Burn, Elves and Goblins are the decks where I would say it most clearly shines. It can be good in the mirror and against other mid-range creature decks as well, though moreso later on in the game (and in the mirror, there is risk you lose it if they force you to discard your cards). Among these, the only decks where I would say it is clearly better than other possible options is against Goblins. Against Sligh/Burn, it makes you want to play more Arenas, which are very bad there (though I suppose you are allowed to board them out for games 2 and 3). Against Elves, you need to control their explosive starts and Masticore is too slow to really do that. Once you have done that, it can help put the game away. It is most relevant against Goblins because the way you control their early burst is by blocking, which it is pretty good at doing, and they are less able to go over it all in one turn, so it has multiple turns to accrue an advantage.

    5.2.3 – Graveyard Advantage

    Withered Wretch

    I just started off playing a few copies of the Wretch, assuming it would just be ok. But as I continued playing the deck, I kept increasing the number because of its overperformance until I got to the full 4. Premodern just happens to be a format where the graveyard is extremely relevant, which makes Wretch way better than it might initially seem. To recap quickly its relevance against cards in the top decks: Terrageddon [Terravore, Call of the Herd], Oath Spec [those two plus all other flashback targets and Quiet Speculation], Replenish [Replenish], Enchantress [Replenish], Stiflenaught [Flash of Insight and/or Accumulated Knowledge], Control decks [Accumulated Knowledge, sometimes Psychatog], Elves [Squee, Anger], Survival [Squee, Genesis, Recurring Nightmare], Sligh [Grim Lavamancer, Barbarian Ring], Angry Hermit/Iggy Pop/Rector/Reanimator/FEB Combo decks [everything].

    Now if all it did was simply attack the graveyard, like a Phyrexian Furnace, it wouldn’t be that great. But the fact that it is a grizzly bear that also furthers the aggro-control plan makes it basically perfect. It doesn’t need to do a lot, it just needs to contribute to the overall plan of disrupting slightly and attacking/blocking reasonably. The fact that you can get this value on a maindeck-worthy creature frees up space in the sideboard, increasing the coverage and ultimately the win percentage you can achieve. Even against decks where the advantage of attacking the graveyard is marginal, this is the kind of deck where that marginal advantage often ends up mattering. And, as I’ll get to later, a lot of the other cards one might consider playing instead also have drawbacks that make them unsuitable for one reason or another. I guess if you’re really sure no one is using the graveyard in your metagame, you could cut Wretches for something else. But A: I don’t know what that would be, and B: I don’t believe you.

    5.3 – Mana Production

    [The other lands already mentioned above produce mana, so, moving on…]

    Dark Ritual

    One of the most powerful cards in the history of magic – often used to win the game on the first turn or at least help contribute to an overwhelming combo turn at some point in early on in the game. In fact, there are other decks in this very format that use it for this purpose. But this is not one of them. So it is somewhat understandable to wonder, “Why is this card here?” It is in the deck, quite simply, because it has to be. Premodern is a format full of powerful cards. Although decks can’t really win on turn one or two, they can produce something that will create an insurmountable advantage if not answered or matched in some way. It’s common knowledge that black is, overall, the weakest color in Premodern. In order to compete with the power of early plays of other decks in this format, your deck must also have early plays, including enough plays that cost one mana. And evaluating the black cards you can play at one mana, there simply aren’t enough of them that are good enough against enough different decks in the format to warrant playing, at least in this strategy. So we must jump up the mana curve, and this is how the color black does it. Whether it’s a turn one Hippy, Duress plus Shade or Wretch, Therapy into Rats, or a Duress turn one into 4 mana worth of stuff turn two. The point is, you need enough cards that cost one to make sure you are doing something. The cards in this deck aren’t that powerful, so you need to make sure you play them on time or, better yet, ahead of schedule.

    Now it is true that this creates card disadvantage. We strive to make up for the card disadvantage with all the other recurring advantages from the cards listed above. We do our best to mitigate it, but not playing at least some Dark Rituals to keep up with the speed of the rest of the format simply isn’t an option, in my opinion. Because Dark Ritual is not a key combo piece, but rather another role player, this is one of the only decks I’ve ever played where I think it might be fine to play three Dark Rituals. But everyone I mention this to tells me I am crazy, so I’m sticking with 4 until further notice.

    Update February 2026: I continue to stick with 4 Dark Rituals. I do kind of sympathize with the idea that, in theory, this deck could work with no Rituals and another land and a few more early plays. I keep planning to try out a version without them. But I just can’t find the motivation. It works so well with Ritual, and there are other decks that are more interesting to me to try to work on than Moneyball without Rituals. I have seen Youtube videos where people try it and it doesn’t look great, or at least not any better than the version with them. I think it would be especially painful post-sideboard when there are so many good three drops we want to accelerate out in certain matchups.

    With that said, there are also matchups where I think boarding out some number of Rituals is actually good. This is an argument towards playing 24 lands, so that this board-out Ritual plan is more feasible without messing up your essential mana sources too much.

    If someone wins a large tournament with Ritual-less Moneyball, I’ll make another update. Until then, I will continue to channel the darkness.

    Swamp

    Ah, Swamp. Provider of black mana. As a deck interested in playing cards that cost black mana, we need some number of these. But what number is it? This question isn’t as easy to answer as one might think. For example, if you were to just copy the manabase from another monoblack deck, like this one, you might assume we can play 13 Swamps and devote the rest of our land slots to cool utility lands. But that would be a catastrophic mistake. As you can see when you compare this deck and that one, the cards are different, the plan is different, and the number of black mana symbols contained in the upper right portion of the cards are very different. The Contamination deck has far fewer double-black cards, and in general wants to slow the game down, giving it time to work out its mana (or establish a lock, at which point black mana won’t be a problem). This deck, on the other hand, wants to come out of the gate fast and both disrupt the opponent and start the clock as quickly as possible. The clocks we are using cost double black. And if the knock against Moneyball is that its cards are “6 out of 10s”, imagine what that number becomes when you are delayed in playing those cards even a little bit because your mana didn’t allow it? There are no Replenishes or Fireblasts in this deck to bail you out if you stumble. Because the majority of our cards get appreciably worse when delayed, you absolutely must be able to play them on time. That’s why I play 17 black mana producing lands and I will not go below this number. I’ll admit, I got to this number using vibes, not math. But, if we do look at some math in the form of Frank Karsten’s analysis, we see that even 17 sources is pushing it a bit. Looking at playing a BB card on turn 2 (the most stringent requirement we have), a 20 land deck would require 18 black sources and a 25 land deck would require 21. Interpolating this to a value of 19.5 (for our 23 lands), we are short, but if we include the Dark Rituals as half a source each (which Karsten suggests doing for Birds of Paradise type cards), we get to 19. Since a Dark Ritual can’t die like a Birds of Paradise, one could argue this percentage should be a bit higher. Either way you slice it, we’re right on the edge and we’re probably just slightly deficient on black mana if anything. So, my recommendation is to play the lands you need to cast your spells on time. If you got through all this and still decide to cut the Spawning Pool for a Wasteland rather than a Swamp, don’t say you weren’t warned.

    5.4 – Sideboard Cards

    Engineered Plague

    One thing black does have going for it in Premodern is its incredibly powerful sideboard cards. As an anecdote, the Fall Brawl top 8 played best 3/5 matches. I went 2-4 in the preboard games and 7-0 in the postboard games.

    In my opinion, Engineered Plague is at the top of the list of primo sideboard options. In addition to its obvious application against tribal strategies (the best of these being Goblins and Elves), it is also randomly good against Phyrexian Devourer combo and passable against Sligh naming whatever creature type they have at the time (or you’re most afraid of them drawing). It can also kill an Argothian Enchantress, which not that many cards can do. It hilariously and randomly negates Cavern Harpy out of Aluren as well. Sure, it can be answered, but until it is, it essentially shuts down the main strategies you would be bringing it in against. Even if it is answered, it’s often bought you enough time to win the game. I would play 3 or 4 of these.

    Dystopia

    This format is full of powerful green permanents, some of which are enchantments. You would think black should be powerless against this, but they made some really good color hosers back in the day. The prime targets for this include Enchantress, Survival, Oath, and Elves (though it is less effective here because of the speed of the elves deck and their ability to flood the board). If you play against White Weenie or Stompy or something, throw it in the deck as well.

    Update February 2026: Dystopia stock has risen (literally) with the rise of this deck, and also the rise of Reanimator, where the fatties are mostly green and white and they board into Oath of Druids. Enchantress remains popular, as do dedicated Oath strategies. There’s also a new GW “little kid” deck that plays a bunch of… green and white creatures. Unfortunately for your wallet if you play this deck, it’s probably right to play at least three copies nowadays.

    Plague Spitter

    I respect the tribal matchups enough to want a little bit of extra juice. When an enchantment version of the plague isn’t enough, this little freak can keep the party going (or maybe stop the party from starting). This card is a little awkward with Ravenous Rats, and to a lesser extent Naktuko Shade, though you should be able to work around it most of the time I think (you can pump Shade with the upkeep trigger on the stack so it doesn’t die). You would never want to bring it in against a deck that can kill your Plague Spitter with damage, so an unforeseen chain reaction is unlikely.

    It is also weirdly a nice threat against Stasis, since it doesn’t need to tap to deal damage. I also think it’s passable against UW control just as a thing you can take removal out for, and to clean up their soldier tokens. I’m unsure how I feel about it against Sligh but I think it might be ok [Edit: ehhhh…maybe not a great idea actually]. I’d also bring it in against decks with Birds of Paradise. It’s not a card that is always a slam-dunk, but given its broad range of applications, I’m listing it here because I really do think I would always play at least one in my sideboard.

    Update February 2026: Well, Premodern has a way of making fools of us all. It seems like tribal decks have really died down, so I have cut all the Spitters from my board. But they remain ready in case such things get popular again.

    Gloom

    Update February 2026: The previous entry on Gloom was dated enough that starting anew is warranted. This is a powerful card but its applications are limited. The main decks it is good against are Enchantress, where it slows down Parallax Wave mightily, and Replenish (somehow still a deck even post-Tide ban) where it…also slows down Parallax Wave mightily. Besides these, it’s pretty good against White Weenie, which doesn’t see much play and…that’s about it. I don’t think it’s particularly great vs UW control, since they often lean more blue and some of their white cards get around the tax. I’ve sort of kept two in my sideboard at all times by default. But I do wonder if it’s ultimately worth it at times.

    Phyrexian Negator

    This card has a special place in my heart and it’s one of my favorite cards ever. I remember playing it in Urza’s-Masques era standard, a great format where basic Mountains were as elusive as the gorillas in the mist. It pains me to relegate it to the sideboard. And yet, I’m duty-bound to tell the harsh truth. I covered why I don’t play Negator maindeck in the section on Nantuko Shade. It’s still a fearsome monster in matchups where you want the extra threat and their removal isn’t damage based. So, mainly against control and combo decks. The issue is that our matchup against these decks is already good. And some of them still have creatures, so cutting all the removal for other stuff isn’t a strict necessity. It can also be pretty good against other decks with just a few creatures that you can pick off with removal. It’s still really good when it’s good, but space is tight and times are tough. I still think it’s probably worth having one or two but I can’t say it’s a must-have in all situations.

    Drain Life

    If Negator is the card that everyone loves and wants to add, Drain Life is the card everyone hates and cuts right away. To be honest, I don’t even like it that much. But it keeps pulling its weight. It is mainly here for Sligh. And I do think it’s pretty good there – a removal spell that gains some life, and if no creatures are present, can be pointed at the dome to swing a race in your favor. But there are other good cards you could play in that matchup. The reason this card remains is that it can be brought in against other things and it will never be too horrible. Which is sort of this deck’s operating principle. The deck has some cards which aren’t great in certain matchups (usually the removal). The Drain Life functions as an anti-Sligh card which also isn’t dead in other matchups where you really want to replace certain cards after sideboarding. For example, at a recent tournament I played against a bunch of other black decks and was happy to have enough cards I could bring in when I wanted to remove my removal spells that can’t target black creatures. I’ll admit, this is a very low-power use of a sideboard slot. But, because our other sideboard cards are so powerful, I think we can afford one of these low-power but ultra-flexible cards. If you want to cut this, I wouldn’t fault you for it. But I’ve yet to find something else that quite fills this role, and it’s a role I think is valuable in a deck like this one.

    Update September 2026: I think Drain life stock has risen somewhat for two reasons. One, there is a new build of the red deck, an actual burn deck that plays Flame Rift and Pyrostatic Pillar. Drain Life is kind of nuts here if you can fire it off for X=2 or higher, since it gets around the Pillar trigger and a 2 point life swing is usually enough to determine the matchup, since it is often very close.

    The second reason is there are more sort of midrangey black pseudo-mirror decks running around. These matchups can grind on for a while, so it is kind of nice to have a card that can be a random pseudo-fireball to finish off the opponent you can draw off the top even if they’ve got control of the game.

    Tormod’s Crypt

    There’s not a ton to say about this one. If you want a little bit of extra insurance against decks where the graveyard is important, this is the best card to play. I think it’s better than Phyrexian Furnace because you have 4 Withered Wretch to do that kind of surgical removal already. This is for the games where that is too slow, so you want a cannon that costs 0, not another scalpel that costs 1. Replenish, Iggy Pop, various Ghoul combo decks. Maybe Terravore? The list isn’t long, but I do think one extra piece of disruption can be quite valuable against these decks, especially if it is literally free to play. But I can easily see there being metagames where this wouldn’t be worth it.

    Funeral Charm

    This card could also be played maindeck instead of Spinning Darkness. It’s a way to interact at one mana against decks with X/1s. Most X/1s aren’t that scary, but Goblin Lackey is. And the first one drop out of Elves or Sligh also can be. Charm also has some other modes which aren’t very good, but could theoretically do something, sometimes. It can randomly be a blow-out against other decks with Cursed Scroll. I’m not super high on this card because of how narrow its uses are (despite having 3 modes) but it might be ok. I’m trying it out at the moment.

    Update February 2026: I continue to usually have one of these in my sideboard as a flexible early anti-aggro/tribal card. Our other powerful sideboard cards are so good, I think there is some value in making sure we don’t just get punked out early. And this card can do that and then still have some utility later on. It is a card you can board in if literally all your removal is bad and you want a card that does something, anything at all, which it technically does. Very unexciting but effective – perhaps the ultimate Moneyball player.

    Bane of the Living

    I’ve played Bane once it it seems like it is pretty solid, but I do need to try it some more. It is slow, but a board sweeper is something that can be very useful. It also seems a lot more likely to impact the game in a timely way in a deck with Dark Ritual than one without. Also, once unmorphed, a 4/3 is actually kind of large in this format. The thing that makes me hesitate a bit is its negative synergy with Rats, Shade, and, to a lesser degree, the other x/2s. However, I think it could be worked around in a similar way that we do with Plague Spitter. Arguably, this gives you even more control than the Spitter. It definitely seems promising. I also think you could play one of these in the maindeck and it would be fine as well.

    Update February 2026: I do like this card, but as I said earlier, the metagame seems to have shifted away from one where you’d want a lot of this effect. Something to keep in mind in case things change though.

    Spinning Darkness

    This card is a bit different from the rest of the removal suite. It is a lot more limited in what it can kill and also in when it can be cast. It requires having three black cards in the graveyard, which isn’t guaranteed early on in the game, which is often when you would prefer to play this card. It also doesn’t kill some creatures since it only deals three damage (and can’t even target black creatures at all). This is why I cut down the numbers from two to one early on when playing the deck. As of now, I no longer play this card at all. The finnicky nature of getting it to work right was too much for me. Additionally, there is a new build of Sligh (which is really more like actual burn) that plays fewer creatures and Pyrostatic Pillar and Flame Rift. I don’t really want my anti-burn/Sligh card to end up sitting in my hand with no targets while I get burned out. My move away from Phyrexian Arena also removes some of the motivation to play a card that can gain life back.

    If you still love Phyrexian Arena, and/or you still anticipate playing against Sligh/burn decks with more creatures, this is a reasonable card to play.

    Powder Keg

    Update February 2026: This is the other main card that I’ve had to change my stance on. I had this listed as a card I’d never play originally. It is quite slow, can be answered by artifact destruction, and is quite awkward if the situation demands ticking it up to two, given the presence of many two-drops in our own deck.

    However, it is a unique answer to a couple of very specific cards that the deck otherwise has no way to deal with once they’re in play. The first is Cursed Scroll, which we play ourselves. The second is The Rack. These two artifacts are nearly impossible to beat for us if they remain in play, so I think it is justified to play Keg in order to have some way to answer them. Once it’s there in the sideboard, it has some utility against decks with Mox Diamonds and creature-lands, Phyrexian Dreadnought, Altar of Dementia, Sphere of Resistance, and various other non-creature, non-enchantment permanents. I still think it’s generally quite inefficient and it would not be my first choice as a sideboard card against a lot of decks. But its ability to answer a few specific problem cards combined with its flexibility means I can now understand wanting to include a few.

    5.5 – Other Cards

    These are cards I think are a cut below the previous ones mentioned. For the most part, I don’t really think they deserve inclusion, but they still may have some advantages at times. Powder Keg and Masticore have taught me to “never say never.”

    Skeletal Scrying

    This would be an alternative to Phyrexian Arena. There are pros and cons to each.

    Pros for Arena: Arena can be Ritualed out turn one (or early in general) whereas you wouldn’t really want to cast Scrying before turn 4 at the earliest. Arena will always draw you a card every turn (if it survives) whereas there could be situations where Scrying won’t have enough fuel to do what you want (though this seems somewhat unlikely). Arena doesn’t interact negatively with Cabal Therapy or Spinning Darkness, while Scrying sort of does. Arena is more mana efficient once you draw more than two cards with it than Scrying is.

    Pros for Scrying: It allows you to be more selective in terms of how much life you want to lose, which can be useful, especially against Sligh/Burn. Unlike Arena, it can’t be disenchanted or deeded away. It also allows you to refill a lot all at once, which could be better.

    Stromgald Cabal

    This would be an alternative to Gloom. It seems a bit less powerful in the abstract, but maybe it would actually be better in practice. The downsides are that your opponent could overload it by playing more than one key spell in a turn, and they could use creature removal on it. The upside is that it can attack if that situation presents itself. And it also counters the spell instead of just taxing it. Ultimately, I think Gloom is better for doing what you want this type of card to do.

    Rotlung Reanimator

    I’ve played the Clerics aggro deck a bit and this card always impressed me. This would only be as a 1-of supplemental three drop threat on top of the 4 Hippies. It has great synergy with Cabal Therapy, and you do have some other Clerics in the form of Withered Wretch. It would be a good additional generic “value” card to play. The problem is, I am not sure there is room for such a card in the deck, even if it makes sense in theory. One other awkward thing about adding a 3-drop is that the deck has so many three mana sideboard cards, it would often just get boarded out. While I like it in theory, there is just too much competition at the three slot for me to actually include it.

    Rotting Giant

    This has been suggested as an alternative 2-drop. If someone played this, they’d probably want some number of fetchlands (which would hurt against red decks), and it would synergize negatively with Spinning Darkness and Skeletal Scrying, so I probably wouldn’t play those. It also has the potential to interact negatively with Cabal Therapy. And I wouldn’t want to play more than one copy of the Giant to avoid the disastrous scenario of having two and not being able to attack or block with one of them. All that said, if you can fulfill all those requirements at every point, a two mana 3/3 isn’t a bad rate. Playing one might be OK if you wanted something on top of those other 2-drops already present because it has the advantage of not having a double black casting cost.

    Plaguebearer

    I’ve seen this played in a few decks, primarily as a way to kill Phyrexian Dreadnought and manlands. It is pretty cool, but I am not sure it warrants a spot in this deck, as I think our deck is already pretty well positioned against these things between all the removal for Dreadnought and Wasteland plus removal against manlands. I could see maybe finding room for one though, probably as a sideboard card.

    Skittering Skirge

    A pretty good card that has some stringent deckbuilding requirements. It is not great in a deck with even a moderate amount of other creatures, since you will often be faced with the decision of either further developing your board or sacrificing the Skirge. Or, if you do have a lot of creatures, you at least want to be a pure aggro deck rather than an aggro-control deck. I had one in an earlier version of the deck and I concluded we simply play too many creatures while not being aggressive enough for this card to work here. The upside of a 3/2 flyer is not worth the downside risk. We have a lot of removal, so the flying is not that important. Wretch and Shade are just better, and I think there is really no need to take on the risk of the drawback of this card by putting it in the deck.

    Grinning Demon

    I don’t love the union of this card being pretty one-dimensional and also costing 4 mana. While you can play it as a morph for three and flip it up later, this is a very inefficient use of mana. At least if you do this with Bane of the Living, you can remove opposing creatures. While this does sort of fit the general game plan of the deck, I just ultimately think it’s too expensive. If you’re against a non-red deck, Negator does the job better. If you’re against a red deck, I don’t think you want to be taking 2 every turn (and spending 4 or 7 mana to do it). I’ll allow for the possibility that maybe I’m wrong and this card is good, since I haven’t tested it. But I’m very skeptical. Even if you did play it, there’s probably not room for more than one, so it would be competing with Bane and/or Graveborn Muse.

    Phyrexian Scuta

    Everything I just said about Grinning Demon basically applies to Scuta. I think it might be even worse though, because it is smaller and instead of being able to play it as a Grey Ogre, you have to play it as a Hill Giant and then can’t change your mind later. Big guys are nice against Sligh, but the idea of kicking this against Sligh and giving your opponent a free Lightning Bolt sounds extremely frightening. I guess big beefers like this could be good in the mirror match and other black midrange kinds of matchups. But even then, could they really be better than Graveborn Muse at the same cost? If you can get over the indignity of your creature getting bolted, I think you will be better served by Nantuko Shade 95% of the time. If you want the flavor and nostalgia, by all means include. Otherwise, I would avoid.

    Dust Bowl

    This is another card that would be more suited to a a deck that wants to play a very long game, which again, is not the right strategic approach in my opinion. If there are non-basics that need to be taken out, the efficiency of Wasteland is much better in this style of deck. I’d want the full set of those before even considering Dust Bowl, and as mentioned above, even that isn’t something that I think this deck can really afford.

    Rejuvenation Chamber

    I’ve seen black decks running this as a way to beat Sligh if the matchup is otherwise totally abysmal. A big draw of this deck is that the Sligh matchup is actually winnable without resorting to playing cards like this. So I wouldn’t play it.

    Zuran Orb

    Although this card is more mana-efficient than Rejuvenation Chamber and just kind of better, I feel mostly the same way about it. Yes, it can work if the draws line up right. But the Burn/Sligh matchup is mostly about racing, so I vastly prefer my lifegain spells to actually deal some damage to something. It can also be quite awkward against Pyrostatic Pillar. I have seen people running this, but I think there are other, better ways to skin the red cat, as it were.

    Vicious Hunger

    This fulfills my preference for a life gain card that deals damage. It is also kind of nice that it doubles as a card you’d be fine bringing in against Goblins. The sorcery-speed aspect is quite rough though. And it does suffer the same issue as Spinning Darkness in that it can get stranded in your hand if there are no targets later on in the game. But it is at least easier to play early on, which is when creature removal is especially important.

    Perish

    This is one of black’s many powerful sideboard hosers. Its playability, at least in this deck, is a victim of how many other good ones exist. The decks we’d want this for are already pretty well covered by Engineered Plague and Dystopia. I think both of these are better to have against the spread of decks in Premodern than Perish. So even though I have nothing against the card in theory, it’s hard for me to imagine devoting a sideboard spot to it when we have those other options already.

    This probably doesn’t need to be said, but just for the sake of completeness, cards like Sarcomancy, Carnophage, the Dauthi crew, and The Rack do not belong in this deck. This deck is not a pure aggro deck and has no interest in 2/2s for one. And it is not a The Rack deck, which is a card that requires the entire deck be built around it in order to be good. The same can be said of other build-around cards like Pox, Contamination, and Zombie Infestation. These cards are cool and fun build-arounds – and for that reason they belong nowhere near this heartless, soulless, value machine.

    6. Matchup Analysis

    I’ll try to go over the general approach against what I consider the major decks in the format. Sometimes I’ll group some sub-decks together if the approach is pretty similar. I’ll also try to outline what cards are good and bad generally for sideboarding, and provide my overall judgment of how the matchup is.

    6.1 – Sligh

    As I’ve mentioned, one of the big draws to this build of monoblack is that can actually beat Sligh a decent percentage of the time. There are a few cards that are particularly good against Sligh, but an equal factor in why we can beat them has to do with the cards we are not playing. Playing a lot of generic 2/2 creatures, especially ones that damage you themselves, is not a good recipe for beating the Sligh deck, which is full of cards that can deal 2 damage. Generally, the more aggro black decks play a low amount of removal, so they can’t always kill the Grim Lavamancer that repeatedly kills their 2/2s. And of course, they can’t destroy a Cursed Scroll either (the one drawback Moneyball shares). Additionally, many black aggro decks can’t resist playing Phyrexian Negator, which is unfortunately a guarantee you will have a terrible matchup against Mountains (I believe Phyrexian Arena also fits this bill). I probably don’t need to explain why this is, but very briefly: If you draw Negator early and play it, it will die and you will lose a bunch of permanents, setting you back, likely to a lethal degree. If you don’t play it, you have a brick in your hand that cannot help you defend against Sligh’s goal of dealing you damage, nor can it help you race. If any deck is built to punish you for not playing the cards you draw, it is Sligh. So even though it won’t lose you the game as dramatically as if you played it, it basically does still make you lose the game, just in a different way.

    Ok, so we’ve covered why black aggro decks tend to be very bad against Sligh. Why is this deck different? We have a few cards that are very good that the black aggro decks don’t generally play many of. The best one is Ravenous Rats. This card is nuts because the Sligh deck is composed of burn spells, lands, and x/1 creatures. An early Ravenous Rats is almost always going to be a two for one in a way that matters. They’ll always discard a card and have to either trade an x/1 with it or spend a burn spell to clear the way for their x/1 to attack. Any of these outcomes are fantastic, even them discarding a land, as the lands in the Sligh deck, especially early, are important. A discarded land can lead to them not being able to play Sulfuric Vortex, multiple burn spells, or activate Cursed Scroll on time. That can cascade into a future discard spell being live when it otherwise wouldn’t have been. All of their resources matter, so Rats is incredible. And when it comes time to race, it attacks for one.

    The second great card is Cursed Scroll. The decks tend to annihilate each others resources early, and if you end up with a Scroll and some lands after the dust settles, you will have a good chance of winning the ensuing topdeck war, since it can kill all their creatures and hit them on turns they don’t draw any. They also have Cursed Scroll and it is also one of their best cards against us, but at least we have a chance of hitting theirs with discard. They also play fewer lands, so occasionally their Scrolls are unusable, especially if a Rats has messed things up for them.

    The third is Mishra’s Factory (with an honorable mention to Spawning Pool). Having a land that attacks is great in the context of the mutual elimination of resources I mentioned before. The fact that multiples can pump one out of range of two-damage spells is a nice bonus.

    Finally, we also have more removal than the average black aggro deck, which can help ensure Grim Lavamancer (and the other creatures) die before getting to do much damage.

    The plan is basically the same pre and post board. Reduce early damage taken as much as possible while shredding their hand and killing creatures (especially repeatable targeted damage like Grim Lavamancer). Then turn the corner and attack them with the “extra” virtual cards you have in the form of Scroll, Rats, and Factory (plus regular creatures like Shade, Specter and Wretch). Wretch has some minor upside of shrinking their graveyard against Barbarian Ring and Lavamancer. Shade will most likely just die and that’s ok. But sometimes in the late game you can have enough mana left over to save it from one burn spell and then it either deals a ton of damage or forces them to 2 for 1 themselves to get rid of it. Their key cards are the ones that do repeatable damage, but since there’s so many ways to kill creatures, the non-creature forms of this are the most important – Cursed Scroll and Sulfuric Vortex. I could see Vortex being scary for them to play since we do have creatures that can race back against it. But I still think it would favor them in general to have one in play. It is possible to get bricked out by a random Ball Lightning plus a bunch of burn, but we have so much discard and removal that it’s somewhat unlikely. If you can prevent this from happening without sacrificing too much, you probably should try.

    To sideboard, I tend to cut Phyrexian Arena, Snuff Out, and some or all Cabal Therapies for the Drain Life, a few Engineered Plagues, and Funeral Charm if you have it. I think leaving in Graveborn Muse is ok since it’s generally a racing situation – it will either attack for three or eat a bolt, either of which is good. I think Plague Spitter might also be ok but I am kind of afraid to board it in. Bane of the Living would be better since it doesn’t damage you and a 4/3 is just kind of large – I would board it in if I had it in the board. They tend to bring in Overload so the Duresses won’t be as dead in the mid to late game as you might expect, and I like keeping all 4 in. The information it provides can also be extremely important for things like Engineered Plague and knowing whether you need to account for a Ball Lightning. They might bring in Price of Progress, which I think is just ok against us, but definitely something to be aware of. None of the other sideboard cards Sligh usually plays seem particularly relevant.

    Overall I think this matchup is close to even, which again, is a dramatic improvement compared to most monoblack aggro(ish) decks.

    6.2 – Burn

    Update February 2026: I’ve always been annoyingly vocal that the traditional red aggro deck in Premodern was Sligh, not Burn. My justification was that it played Cursed Scroll to control the board and often some extra Goblin Patrols to attack with over multiple turns. And that it didn’t play Flame Rift.

    I feel very vindicated, because now there is an actual Burn deck running around that does play Flame Rift. And Pyrostatic Pillar maindeck. And Black Vise, in case those previous cards weren’t enough to convince you that it’s Burn.

    This matchup isn’t dramatically different from Sligh, but I do think it is overall better for Moneyball, because these burn decks don’t generally play Cursed Scroll. We have creatures that we can race with, so Pillar and Flame Rift can definitely be a liability for them. It is not unusual for them to get Pillar-locked and fall behind because they had to use their burn spells on our creatures. This deck is also why I like Drain Life, as it can be played with a CMC above 3 to avoid Pillar, and it can also be sent to the face, and these decks play fewer creatures to target than traditional Sligh.

    6.3 – Stiflenought

    Stiflenought is probably the best deck in the format, and a perfect draw from them will beat us just like it will beat any other deck. That said, I think structurally this deck is about as favored against Dreadnought as any deck that isn’t a pure hate deck could be. We have a ton of discard to punch a hole in their combo (or their protection if a shrimp is in play already), a bunch of removal spells to kill a Dreadnought, and a relatively fast clock, including a creature that makes them discard at random repeatedly. Out of all our cards, only Cursed Scroll is really suboptimal here (or Masticore if you play that). Withered Wretch also isn’t amazing, but it does disrupt Flash of Insight and Accumulated Knowledge.

    The game plan isn’t particularly complicated. Try to disrupt them early and get a clock down and kill them before they can recover. What to blind name with Therapy depends on the rest of the contents of your hand. If you’re really exposed, you probably have to name Dreadnought. If you have a removal spell and another creature to play to get another Therapy flashback, it might make sense to name something else. If I can work in hitting a Gush early, I really like to do that. One nice thing is if the game goes long, Therapy stays pretty live throughout. Other tips: Try to kill a Dreadnought if they’re tapped out – especially early, they sometimes just go for it without protection. If they aren’t tapped out, it could make sense to try to kill the Nought in their upkeep so that if they save it with Vision Charm, you get another turn without having taken 12. How to approach it is often a judgment call, but since we see their hand so much, we can make these calls with a lot of information.

    For sideboarding, extra discard, extra removal, bigger creatures, and card draw are all good if you have them. I would take out any cards that aren’t these things (usually this means Cursed Scroll and removal like Contagion that doesn’t kill Dreadnought). But leaving in a Scroll or two isn’t the end of the world. One nice thing is that they also don’t have any particularly effective sideboard options against us. [They could board into Tide, but the great thing about discard spells is they can also discard Parallax Tide. Update February 2026: Never mind!] Essence Flare isn’t particularly effective against our creatures. Putting it on a Shade is especially awkward, as a single pump on upkeep with the flare trigger on the stack means they are taking a minimum of 5 damage before it dies at the end of the turn. Powder Keg is probably their best card, but we are capable of powering through it (and is another reason why leaving in a Scroll or two isn’t that bad, as it diversifies mana costs). Control magic effects are also reasonable against us, but Dominate is a bit expensive and Legacy’s Allure is quite narrow.

    The black or white versions of Stiflenought are worse against us because they are more vulnerable to Wasteland, and none of the cards they could add in these colors really matter. Leaving in Cursed Scroll to kill Meddling Mage gets much more appealing against UW.

    I sincerely believe this is a favorable matchup. How many decks can honestly say that about Stiflenought?

    6.4 – Enchantress

    This is among the harder matchups. This makes some sense, since it is very good at drawing extra cards, negating the discard that is Moneyball’s bread and butter. These extra draw effects come in the form of green permanents that our deck mostly can’t remove game one.

    If you have the ability to snag a Mirri’s Guile with a discard spell, it can be good to do so, since it is a very good card against us, as it can help the opponent float cards on top of their library in the appropriate order to protect them from discard. However, that can be tough as they have many other good targets, including both enchantress effects, Swords to Plowshares, and sometimes Parallax Wave. Many other of their cards like Sterling Grove and Solitary Confinement can also be good depending on the situation, which is part of what makes this matchup hard. And it is tough to effectively race them before they recover, given the big mana jumps they can make with Wild Growth, Serra’s Sanctum, and Exploration, which are hard cards to stop since they cost either one or a land drop.

    Nevertheless, this is our only plan – discard their key cards and try to race before they can recover. Wretch can disrupt a potential Replenish sometimes, and Shade can be a large attacker. However, it is still an uphill fight because in addition to them having so many bangers, we have a lot of dead cards in the form of all the removal and Cursed Scroll, which is quite slow in this matchup. One silver lining is these decks don’t tend to play Elephant Grass anymore, which would be basically unbeatable for us. Update February 2026: They seem to have started to play Elephant Grass more. I think this is at least somewhat due to the success of this very deck, so we can take it as a complement. But it is still not something we want to see.

    Game one is tough, but we do get to board out all our non-edict removal and Cursed Scroll to fit in Dystopia, Gloom, and some number of Engineered Plague to name druid. I would also bring in Negator and the 4th Therapy if it’s not maindeck. You could also consider Plague Spitter as an extra answer to Argothian, though I think E. Plague is probably still better since it takes effect immediately. This gives us many more answers post-board, although at the cost of increasing the mana curve a fair amount. It may be good to trim a Hippy, even though it is good, just to keep the curve reasonable. Or just not bring in as many E. Plague. I’ve talked to other players and Gloom is maybe even better than Dystopia, since there can be a lot of fodder lying around to feed to a Dystopia before it starts to hit the important cards. But both cards are good and I think you want as many as possible.

    Postboard configurations like this, which increase the quantity of 3-drops and the importance of landing them early, are a big part of the reason I wouldn’t cut Dark Ritual from the deck.

    For their part, they typically don’t have a ton to bring in, just some Tsabo’s Webs, which can definitely be punishing, depending on our draw. There are a few cards they could play which would be really hard to beat, like the aforementioned Elephant Grass and Spiritual Focus. But one benefit of playing a “rogue” deck like this is people will not generally be packing these cards. Update February 2026: Rogue no longer, and these cards are no longer that uncommon. Yet somehow, I think the fundamental matchup does not really change that much with them. The key is still almost always about whether they pull ahead with enchantress effects or not.

    This matchup is unfavorable, but still winnable. You will have to get a bit lucky though.

    6.5 – Terravore Oath (all forms)

    Unlike the previous green/white deck, our matchup against Terravore decks of all stripes is great. They generally have far fewer cards we need to actually worry about. Swords to Plowshares is good, and an early Oath can be backbreaking, but many of the other cards they play are very manageable.

    The strategy should be to try and stop an early Oath of Druids from hitting the battlefield. Sylvan Library is also good for them, but definitely not as big of a problem as Oath, both because it doesn’t give them such a high impact early play and because we actually pressure their life total, so drawing extra cards off it is not trivial. If we are able to prevent an early Oath, we get a lot more time to operate and the ensuing hand disruption and removal can put us in a favorable position where the opponent may not be able to profitably cast a Cataclysm or Armageddon. Which is not to say we don’t usually want to discard a Geddon or Cataclysm – it’s still preferable not to lose our lands, I’m just saying it’s not always a game-losing proposition.

    Withered Wretch is absolutely insane in the matchup, as it answers the back half of Call of the Herd and has the ability to kill any number of Terravores. Even if you can’t kill it in one turn, without an Oath to dump tons of lands in the gaveyard, the Terravore can often just be a speedbump that uses up some of our mana before it dies. Later on in the game, Oath is less of an issue because we either might have drawn some removal spells that can kill the first creature or two, a Wretch and a bunch of mana to control the graveyard, and/or just have enough creatures to power through it.

    Postboard, the Dystopias really shine as an answer to all of their good permanents. I also like bringing in the Tormod’s Crypt if you have it. I think Phyrexian Negator is probably also good, as they don’t have that many creatures and we are bringing in more cards that kill them. Powder Keg is, I suppose, worth bringing in to hit Moxes or creature-lands. I’m on the fence about whether bringing in the last Cabal Therapy is worthwhile, since their deck has such a low spell count relative to most. As for what to take out, Cursed Scroll isn’t that bad but I think it is our worst card. Funeral Charm could also be cut if you play it main. The games tend to go kind of long, so I think trimming Dark Rituals is also acceptable. Trimming on Ravenous Rats also seems fine.

    Although the games often feel pretty close, I can’t help but think we’re at a pretty big advantage, based on how things have played out and my overall record against the deck.

    If they are playing the Quiet Speculation version, it should be even better in theory, since they have even more cards that get hosed by Wretch.

    The RG Ponza Oath version is probably the best version against us, since Pyroclasm is a very efficient answer to all our creatures. Even Nantuko Shade is hard to insulate against a Pyroclasm in the context of land destruction and Rishadan Ports. Also, the combination of Sphere of Resistance plus individual land destruction spells is harder to disrupt than just sniping an individual Armageddon or Cataclysm with discard, and Sphere comes down faster than those cards.

    The white version can sometimes have additional threats, typically Exalted Angel, which can be good, but fortunately can be answered by Smother if morphed and Dystopia, Snuff out, and Edicts if not.

    If they are playing a version with additional creatures like Wayfarer, Mongoose, and/or Meddling Mage rather than Oath, not that much changes. But I think the matchup is easier because it eliminates one of their strongest lines of dropping a turn two Oath and makes our Cursed Scrolls better.

    6.6 – Replenish

    Update February 2026: I’m revamping this entire matchup overview in light of the banning of Parallax Tide. This matchup was not actually as difficult as I thought originally, because they have fewer high impact cards and more “churn,” and unlike Enchantress, they don’t really net extra cards, so if you can whittle their hand down while taking the key cards, they won’t have a lot extra left to deal with your stuff. They have fewer high impact cards now due to the lack of Parallax Tide. Decree of Silence costing so much more mana than Tide did is a huge advantage for us. If they play Angels or Meddling Mages instead, that just turns on removal that would have otherwise been dead.

    The plan should be to try to take cards that interact with what you’re doing, namely Wave, Tide, and Swords to Plowshares with early discard and hopefully use Wretch to mitigate any potential Replenishes drawn. Due to their ability to generate extra mana with Sol-lands and Frantic Search, you sometimes you have no choice but to cross your fingers and hope that they whiff on a few key turns. It’s also possible for them to get a Wave or Tide Decree of Silence but not be able to combine it with something that ends the game like a Seal of Cleansing or Opalescence. It will buy them some time, but the more pressure you have put on them, the less time it will buy.

    We improve post-sideboard as usual by boarding in Glooms, Dystopias, Negator, Therapy, and Tormod’s Crypt. Because they play Mage and Angel now, Scroll and removal are not even too bad anymore. So I really don’t know what to take out. Some of the removal I guess. This is also partially why I feel like Negator is not that necessary in the sideboard anymore. There is a potential for a blow-out if you Funeral Charm them when they are trying to Attunement with just one other card in hand. But it may ultimately be too low-impact. With the banning of Tide and the way the deck reconfigured itself in response, I believe this matchup is favorable for us now, as long as you keep packing the Glooms.

    6.7 – Elves

    This matchup revolves around having an answer for their engines – Survival of the Fittest and Wirewood Symbiote + other elves (especially Multani’s Acolyte). Usually the games you win involve dealing with whichever of these cards they draw and them flooding out/drawing Elves that don’t do much, and you can take over with Cursed Scroll and/or force them into the Abyss with Nantuko Shade. Hypnotic Specter is also good here as an early play that pressures their hand while also putting a clock on them. Withered Wretch can do something to mitigate the effectiveness of a Survival of the Fittest by dealing with Anger or Squee. However, they can still maneuver with it depending on how much of a board presence they already have. Playing Funeral Charm or Bane of the Living maindeck would be helpful in this matchup.

    As far as sideboarding, I know the cards we want to bring in include Dystopia, Engineered Plague, Plague Spitter, Powder Keg, and Funeral Charm if it’s in the board. I think I’ve settled on the plan of removing all Duress. Even though Survival is their most powerful card, they have very few other targets for it. A copy of Therapy could also go, although I think I like leaving in a few just to keep the mana curve reasonable. You can always name Survival with Therapy if your hand doesn’t match up well. Ravenous Rats isn’t particularly great, especially without Therapy, but it is something you can play for less than three mana. Withered Wretch is also not great if they don’t have Survival, which it is still a big priority to prevent them from getting. However, it can be good if they have found it but are being pressured with a Plague or Dystopia to also have Wretch around to cut into the effectiveness of Survival. Shade is a nice clock, but if they do have Symbiote + block and bounce an elf going, it won’t do a ton. It’s possible Shade does not belong and the priority should be entirely focused on playing hate cards and winning with whatever is around (like a Cursed Scroll or Specter). It is also slightly awkward that Shade is an insect and you might conceivably want to name that type with Engineered Plague to deal with fellow insect Wirewood Symbiote. Removal like Smother is nice because it can answer anything, but also kind of bad because of its inefficiency. At the same time, we are boarding in a lot of three mana spells, so we need to have some kind of interaction before we cast them (assuming we won’t always draw Dark Ritual every time). Cursed Scroll is great at cleaning up the game once control has been established but it is very slow, and not necessarily a card you want to draw a lot of early.

    Given all of these conflicting factors, I think we can cut the Duresses and trim a few of each of these other cards to make room for the sideboard cards we want.

    Overall, I do think this matchup is good – but it is important to have enough early interaction as they can set up to play around various things if given enough time/early mana, such as by going to get Caller of the Claw with Survival, for example.

    6.8 – Goblins

    This is a very fun and dynamic matchup. It is winnable but challenging. There are many “checks” that need to be passed in order to win. The first thing is to put up some resistance to a Goblin Lackey if they have it. Like many decks in the format, being hit by a Lackey early will often result in a loss soon afterwards. Obviously being on the play dramatically increases our chances of being able to deal with a turn one Lackey, but even on the draw, we still have a decent chance thanks to Dark Ritual (and Funeral Charm and Snuff Out). Note: Just because a hand can’t answer a turn 1 Lackey doesn’t mean I will always mulligan it. You have to use your best judgment and play the percentages. #that’smoneyball

    Once you’ve passed the Lackey check, your focus should be on putting pressure on the opponents hand with Cabal Therapy and Hypnotic Specter (unfortunately, Duress is typically a total blank game one, though it can provide info for Therapy). All else equal, the key cards to name with Therapy are Goblin Ringleader and Goblin Warchief. But it’s context-dependent. Sometimes you might want to name Gempalm Incinerator if you are, for example, relying on a Hippy to keep connecting. Or if you Ritualed into a two-drop to block and want to make sure you don’t get it killed, you may need to name Fanatic or Incinerator. Warchief is easier to deal with in play since it dies to Smother, but if you don’t have one of those, you may have to adjust. If at all possible, I like to ignore Goblin Piledriver. By this I mean, focus on eliminating the surrounding goblins so that it is not attacking for very much. Turning it into a Squire is the key to winning. Even though Shade and Wretch are not great in this matchup, they at least have the benefit of trading with a Piledriver or Warchief. Shade is probably at its worst in this matchup since it dies so easily to Mogg Fanatic and Incinerator, and the consequences of it dying at the wrong time can be very bad.

    Once you’ve hopefully blunted the early assault, you can try to turn the corner and attack them with your creatures and/or hit them or their goblins with Cursed Scroll over the course of several turns (or Masticore if you’re doing that instead). Goblins has a really nice high-end threat in the form of Siege-Gang Commander. If they are able to get this in play early, you will be in a lot of trouble, but if you have a big board advantage late with a Scroll/Masticore, the Commander can be manageable. Goblins also has the ability to win the lategame by drawing Ringleader or Matroning and flooding the board, so it is important to know when to “turn the corner” and try to finish the game before they can do this. This deck usually plays like an aggro-control deck but against Goblins and Elves, we need to invert to more of a “control-aggro” deck.

    It is a very nice feeling to be able to bring in 4 Engineered Plagues and at least one Plague Spitter against this deck, and I highly recommend it. Funeral Charm is also a card you’d want to board in as an answer to Lackey, even though it kind of sucks against everything else. I think you probably want three Therapies to tag Ringleader, but possibly not all 4. In terms of what to take out, Duress has to go, even if they are splashing to board into Naturalize or that black/red goblin anthem. If monored, they also probably will board Pyrokinesis, which is good against us. Nevertheless, the dearth of targets means you gotta cut all the Duresses. Past that, Arena is probably too slow and I also think it’s reasonable to shave a Diabolic Edict and/or a Nantuko Shade. I think Drain Life might even be reasonable as a way to kill Goblins that aren’t in Smother range. But that’s a bit speculative.

    Overall I think the matchup is about even, although the games can tend to be quite lopsided one way or the other.

    6.9 – Blue Control decks

    We’re at a big advantage against these decks since our discard stays live long into the game, and also because it gives us extremely valuable information about how to play. We’re also well-equipped to fight a Standstill with Wastelands and Factories of our own, plus the option to take it with discard if needed.

    I have played against these decks a lot, so I can offer some general rules of thumb. Typically the best approach is to take their cheapest interaction with discard to force in a threat, both because it puts pressure on them and because it gives you a few more turns to draw additional discard for the higher-cost spells. If you get around turn 4 or later and they haven’t cast Fact or Fiction, it’s a decent card to name with Cabal Therapy, since it kind of stinks to cast one in response to a Therapy. Do not forget about the option to animate a manland and sacrifice it to Cabal Therapy. Cursed Scroll and the removal are actually both still good against most of the control decks, as Scroll is a damage source that can’t be hit by Swords to Plowshares and our removal deals with Mishra’s Factory, which they often have no choice but to try and block with even without protection.

    [Update February 2026: Another paragraph devoted to Parallax Tide. I will cross it out and leave it here for posterity. In terms of the different flavors, our best matchup is probably regular UW control without the Tide combo. Tide is an angle they have to execute a combo-like play that can undo our incremental advantages, and any version that doesn’t have it is worse off against us. UW with Tide and Mono U Tide should be slightly better, but still are not favored, since the discard is still good at breaking up the combo. The Powder Kegs and Quicksands out of Mono U are pretty annoying to deal with. Playing all the colorless lands they do can come at a cost though – on more than one occasion I’ve played against a U Tide deck that couldn’t assemble two blue sources to play Tide on time. Keep in mind that Withered Wretch can be useful if they are playing Accumulated Knowledge in either version.]

    The Psychatog deck is also a great matchup. They have don’t have manlands generally but sometimes have Tsabo’s Web, which is usually not that big of a deal but can occasionally be a blowout if our lands line up poorly. Between our discard and removal, it can be hard for them to have Psychatog stay in play, and there is also sometimes Withered Wretch to shrink it down enough that you don’t have to be forced into the Abyss blocking it.

    Out of the sideboard, we want the Therapy and Negator, and if you are playing any of these, extra card draw, Wasteland, and possibly Drain Life depending on how much you want to take out. Control decks are now more likely to lean on Exalted Angel, so I don’t hate leaving in more removal and maybe bringing Dystopia for that and/or Humility. I also don’t hate bringing in a Plague Spitter as another threat and as a way to deal with Decree of Justice tokens (but I wouldn’t against Psychatog since the risk of it being Smothered and killing your other creatures is too great). I don’t like bringing in Gloom against the white control decks, since they actually have a small number of total cards that are affected by it – just Swords and a few Wraths/Humilities and some Disenchants. Exalted Angel and Decree of Justice aren’t intended to be cast. Plus, the games tend to go on for quite a while, so casting their cards late game could be quite possible even under Gloom. By the same logic, I actually like to board out a few Dark Rituals against UW, as the games tend to be extremely grindy affairs and we don’t need to be ultra-fast. I think it is not right to take them out against U Tide since they threaten a fast virtually game-ending combo that we need to maneuver around, plus it could be nice to be able to jump mana after getting Tided. Against UW with Tide, I’m not sure what is best, since they have the combo but are less dedicated to making it happen. Other cards to trim include Spinning Darkness or Funeral Charm if playing them and some of the other removal. I do like leaving in a decent amount of removal against all of these decks to deal with manlands and Exalted Angel, which most will board in. Diabolic Edict and Snuff out are best against UW. Obviously, take out Snuff Out and Spinning Darkness against Psychatog.

    These decks are all very good matchups, as they let us take the aggro-control role, which is just where we want to be.

    6.10 – Midrange Survival decks

    I am mainly thinking of the GB “Survival-Rock” deck here, although there are any number of other permutations. These are kind of bad matchups since they could have discard to disrupt our plan and they have an extremely game-breaking card in Survival. If this sticks around for a turn cycle without a Wretch to disrupt Squee, it is very hard to beat. The fact that they have other random value creatures in the deck can also be very good at countering our other sources of advantage. It is also awkward that they have a lot of creature spells and one-ofs, which are good against Duress and Cabal Therapy respectively.

    Post-board we will want Dystopia and probably Plague Spitter since they’ll be playing Birds of Paradise. If they are an extreme madness build, Engineered Plague could be useful against Basking Rootwalla. You could cut a Ravenous Rats or two here. The Diabolic Edict is also likely to be not great.

    Despite all my doom and gloom, I do think these matchups are still quite winnable with the right draws. But I can’t really say we’re favored.

    6.11 – The Rock

    Update February 2026: With the banning of Tide, the Rock is back and a deck that didn’t even warrant an entry in the previous version of the write-up is now a player. This is a hard matchup, mostly because of Pernicious Deed, which kills all our stuff. Our best chance is to punch a hole in their hand and try to race them. Their bad mana can do them in with the help of our Wastelands. Mishra’s Factory is great at surviving Deed. Nantuko Shade is good at killing them if they stumble. Eating their graveyard with Wretch can be good because of Recurring Nightmare / Skeletal Scrying / Genesis.

    Postboard we can try to bring in Dystopia to fight whatever big green idiots they have. Powder Keg could also be fine as a hedge against squirrel tokens and Treetop Village. We might want to cut some Dark Rituals, as this matchup can be a serious grind. Cutting some discard spells is also reasonable, probably a mix of Duress and Therapy. But I don’t think it’s right to cut all of them.

    Despite the structural disadvantage, I don’t think it’s that bad in practice. I mean, this is the Rock we’re talking about here after all.

    Note: I’ll also mention there’s an uptick in BW Deadguy/control. I think this is basically a worse version of the Rock, since it doesn’t have Pernicious Deed or Treetop Village to worry about. But the plan is mostly the same.

    6.12 – Graveyard Combo decks

    I realize there are a lot of different types of these. Iggy pop, Hermit Druid decks, which could include Cephalid/En-Kor combo, or Shapeshifter combo, which could also be just in its own deck. There are also Academy Rector decks of various stripes. Reanimator has gotten popular recently. In any case, the combination of discard and Withered Wretch is good against them. But they are scarier than the control decks since they can be quite fast and potentially not give you the time to draw the answers that you have in the deck. The ones that utilize creatures that can be killed are likely better matchups than Full English Breakfast, which, if given time to set up, can be immune to both graveyard hate and removal.

    Use your best judgment on how to sideboard. If they have a lot of X/1s, Plague Spitter could be worthwhile. If relying on Survival, you will likely want Dystopia as well. Therapy and Negator likely come in almost every time. Obviously you will want the Tormod’s Crypt if it’s there. Trimming on some combination of Rats, removal and Cursed Scroll is likely the way to go. Reanimator likes to bring back green and white creatures, and also tends to board into Oath of Druids, so Dystopia is an absolute necessity there.

    I think these should generally be favorable due to all our disruption and graveyard hate. The ones containing Survival of the Fittest are likely the most difficult. I’ve also found Reanimator scary because of its pure speed – it can often do its thing before we can even get Wretch in play/active, so keeping some Edicts in is a necessity.

    6.13 – The Rack

    This matchup is like a weird pseudo-burn mirror match. Both players hands will get shredded and whoever is left with some good threat, or the lands to play topdecked threats, will likely win. The best card by far is Cursed Scroll, since it kills most or all of their creatures and then can kill them. The Rack can usually be worked around by trying to draw up past the damage limit, but you’ll have to use your judgment about balancing that and deploying threats. If they also get a Bottomless Pit out, you’ll have no choice, but will likely lose the race to the combo of that and The Rack.

    I think it’s good to bring in Phyrexian Negator here since the most they can deal to it directly is two with Cursed Scroll and you can just sacrifice it if they get that. If they don’t have Scroll, creatures die constantly and removal is often discarded, so you have a good chance of getting in for a ton of damage with the Negator. Card draw spells and Drain Life are also good. Board in Powder Keg to kill their Scrolls/The Racks. And Funeral Charm is good and can randomly be a total blowout against an opposing Cursed Scroll (or against ours, for that matter). We can cut any removal that can’t target black creatures and trim Withered Wretch, whose ability is mostly irrelevant.

    [Update February 2026: We don’t have a ton of cards that are really bad, which is another reason I don’t like having Powder Kegs in the board for a matchup like this, since it’s pretty random anyway. The metagame shifted and I’m now willing to play Keg. I leave this sentence with a strikethrough here for posterity/an example of the power of change.]

    6.14 – Tinker-Devourer

    This particular combo deck is harder for us than others, because it does not use the graveyard, is full of artifacts we can’t destroy, and the creature involved is not vulnerable to removal when going off. Our plan therefore must simply be to use discard and race and hope they don’t topdeck a card to complete the combo. Unfortunately, they can just play out Altar of Dementia and we cannot destroy it. Just cross your fingers and hope you don’t draw too many useless cards.

    Postboard we want Therapy, Negator, card draw, and all of our Engineered Plagues, and Wasteland if you have it. Keg as a way to kill Altar is probably(?) worthwhile. They will have bounce for the Plague but it’s our best bet. They’ll also have Pyroclasm for our creatures. If you were super concerned about this matchup, Null Rod could be played as an additional card that stops their combo. Seems really narrow, but you could do it. Take out removal followed by Cursed Scroll.

    Updated February 2026: I have now played the matchup a fair amount and can confirm it is difficult. The sheer redundancy of their effects makes their topdecks really good, and we can’t discard the top of the deck. They also sometimes board in or just play Oath of Druids maindeck, which is quite annoying. It also seems horrible to bring in Dystopia just for that one card. I have had many situations where I had them dead in one or two turns, had played a ton of disruption, felt pretty ahead, and then they just topdecked the win and I died. This is one of the few decks I really don’t want to play against in the format.

    6.15 – Stasis

    A very strange deck and the games against it tend to be pretty weird. Discard, especially random discard, is quite good against them. Other than that, you don’t really have much to interact with, and just have to hope that your pressure is enough that they can’t get set up for Stasis to work how they’d want. In terms of blind Therapy names, I like to name Stasis and Gush, as these are their most important cards by far. Chain of Vapor can also be good if you want to connect with a Hippy. Once they land the Stasis, you’re faced with the question of whether to try to play cards, especially discard spells, to try and hit a potential Chain of Vapor, or wait it out so they don’t get an opportunity to play a Daze or Thwart and reset their Islands. I suppose this decision should be informed by how many of each you’ve already seen. I think generally it’s right to just wait, but I’m not really sure. You have a couple of Wastelands to kill Forsaken City, so keep that in mind. I think trying to play Powder Keg to fight Black Vise is a trap, but I guess I haven’t played the matchup enough to be 100% sure. If you are taking damage from a vise, you can animate a Factory and Spinning Darkness it to gain life and get rid of cards in your hand. If you’re desperate enough to do this, the odds are very slim you’ll be winning anyway, but it is a legal play.

    After sideboarding, we add, once again, Phyrexian Negator and Cabal Therapy. Plague Spitter is also good since it can damage them without tapping. Card draw and Funeral Charm also seem fine enough. Even Drain Life can be fine if you have a lot to take out, though it is not better than Cursed Scroll. All the removal is totally dead and can come out. After that, we can start cutting Cursed Scrolls.

    Despite the fact that we can’t actually destroy a Stasis once in play, I think this matchup is in our favor since the discard is so good here and they’re so reliant on a single card.

    6.16 – Miracle Gro

    I think this should be a pretty good matchup for us in theory. We have a diverse set of removal spells to answer Dryad and Mage, and Mage can be killed by Cursed Scroll as well. Gro tends to have a bunch of cards in its hand thanks to Gush, so our discard should stay live for more of the game. The decks are both in the aggro-control domain but we have a more consistent manabase and access to Mishra’s Factory and Cursed Scroll – both great cards in a mid-range/aggro-control battle. Mystic Enforcer can be pretty good against us, but they usually only play a couple of them. Wretch can also do some work at keeping it a 3/3. If they are playing Nimble Mongoose and/or Accumulated Knowledge, or Psychatog, Wretch is great against those as well.

    Postboard, we have Dystopia to bring in to handle Mage, Dryad, and Mystic Enforcer. If it seems like they don’t have a lot of those cards, maybe don’t bother with Dystopia. All our cards are pretty good so I am not sure what I would remove. Trimming a Rats and a Funeral Charm if playing seems reasonable. Negator could also be an upgrade over some other creature, but be aware of Pyroclasm or Fire/Ice. If it seems like they have these, I wouldn’t bring in the Negator. Other cards they might bring in include Disenchant and Winter Orb, and possibly Annul if they really got hosed by Scroll game one, though I don’t think it is a great card against us in general. This is another matchup that has white cards where I would not board in Gloom, as they don’t have nearly enough of them for it to be worth it.

    6.17 – Wild Mongrel Aggro

    Update February 2026: There are now basically G/x Wild Mongrel aggro decks represented in Premodern for every secondary color. G/R “Zoo,” G/W “little kid”, G/U Madness, and G/B Zombie Infestation/Mongrel. So I’m revamping this entry and grouping them all together. The plan is more or less the same vs. all of them. The priority against these is killing Wild Mongrel, as it is their best card. Excepting maybe Gr Zoo where it is sort of just another creature that attacks. Against GB and GU, they have Survival (and Zombie Infestation) that you want to tag with discard. Wretch is good against all of these decks. Arrogant Wurm is another strong card they have against us since it is so large and can’t be Smothered. The general plan is just to take the control role and kill their creatures, then turn the corner and try to win. Despite a lot of these decks having madness/flashback stuff, Rats and Hippy are not that bad. Though we still probably want to board some out. If you can withstand the initial assault, Cursed Scroll is good at cleaning up in the lategame. These are a good example of a matchup where I don’t like the Arena/Masticore approach because I think we are generally under too much pressure early to be able to play these cards effectively.

    In sideboarding, you just want to make some tweaks and bring in more removal. Dystopia is probably worth it against all of these except maybe the Zombie Infestation deck. Engineered Plague can be a consideration naming human or lizard. Cutting some discard would make sense. Bringing in the extra Graveborn to facilitate the control role also seems reasonable. The hardest of these is probably Gr Zoo, since it is the most like Sligh/Burn, has the most reach, and is least affected by our graveyard hate. I think we are slightly unfavored vs GR and slightly favored vs the rest (probably most favored vs GW since Dystopia is at its best there).

    7. Position in the Format

    I think of Moneyball Black as a very successful and good “metagame” deck. By this I mean it may only have been possible to build after the format settled into a relatively developed and stable metagame. There are card choices in the maindeck and sideboard that are calibrated to what one could reasonably expect to play against. The cards are mostly not inherently powerful, instead the deck wins based on the combination of:

    1. Efficient hand disruption which can be good against nearly any deck
    2. Threats tailored to be good in the context of this Premodern format
    3. Extremely powerful sideboard cards
    4. Taking advantage of the fact that black is the least played/powerful color – so opponents will not be tailoring their own card choices towards beating us

    On point two, the best example of this is Withered Wretch. As the format developed, people gradually realized that cards that use the graveyard are really powerful in Premodern and started playing more of them. Terravore becoming the de-facto Oath target is one example, but even Stiflenought adding Flash of Insight illustrates this point. As that occurred, the 2/2 graveyard hoser became better and better. But building a deck where a grizzly bear can be good is not trivial, as most decks can’t really take advantage of such a card. Its lack of evasion doesn’t jive well with what a more typical aggro deck would want, as those decks don’t want to play that much removal to clear the way for a 2/2. They’d rather play an evasive threat or a cheaper, faster 2/2. Meanwhile, a slower deck also wouldn’t want a vanilla 2/2, as they’d be trying to win the game with more powerful high-end threats.

    The second best example is not playing Phyrexian Negator. Doing so craters your win percentage against decks playing basic Mountain, but black players persisted in doing so because they thought (as did I for a while) that there simply wasn’t any other viable option. It turns out, this wasn’t necessarily the case.

    The specific configuration of the current banned list is also critical. This deck could not have existed in the format when Land Tax was legal. It can basically never beat a resolved Land Tax. A single activation of the card invalidates the entire strategy of the deck, even if we aren’t playing The Rack. Land Tax costs one mana, so hitting it with discard would be impossible on the draw. Enchantments are mostly impossible for black to deal with. And unlike cutting Negator for Nantuko Shade, there is really no change a discard-based black deck could make to deal with this. The only choice would be to play a completely different strategy.

    As of September 2025: Fortunately, the tax-man is gone. Against the current spread of what I consider the tier one decks , I think Moneyball is not that well positioned against two of the top three (bad matchups vs. Replenish and Enchantress, good vs. Stiflenought). However, after that, I think it fares quite well against the rest of the top decks, whether we want to call that tier two or 1.5 or whatever. I think it’s good against non-ponza Oath, control decks, graveyard combo decks, and Elves, and somewhat close to even vs. Sligh and Goblins. It can hold its own against the long tail of random stuff you may encounter in a tournament setting.

    Update February 2026: The banning of Parallax Tide in January has done some interesting things to the metagame. Replenish is not dead – in fact, at a large recent tournament, Replenish decks got 1st, 2nd, and 6th. Tide control is dead, and more importantly Stiflenought now no longer has the Tide sideboard plan available. This has, in turn, opened up the format to Pernicious Deed and other slower midrange decks that actually need their lands to stay in play. The prevalence of these decks has in turn led to more people playing extremely fast, all-in adjacent strategies like Reanimator and actual Burn (as opposed to Sligh).

    When Tide was banned, there were some predicting Enchantress would totally take over the format. Whatever the reason, this is definitely not what has happened. I think Stiflenought is still the top deck but maybe by a lower margin than it was before. Enchantress seems like it should be a close second, but I’m not sure the results back that up. Things are still in a bit of flux, but, so far at least, format diversity seems to be higher post-Tide ban.

    In terms of what it means for Moneyball, I would say the format is a little less favorable for it than it was pre-ban. This makes some sense, given its strength against blue control decks and the hit they took with the Tide banning. The midrange rock-type decks are harder matchups, and the all-in combo decks, while still favorable in theory, are so fast that they can sort of blank many of the plentiful disruptive elements Moneyball has. I do think the Burn-centric build of Red is a better matchup than traditional Sligh, so that is a point in our favor. And I think the move towards GW-based Mongrel decks should also be a net positive in general.

    Ultimately, even if the format is a little bit less favorable, the deck still has the capability of winning against nearly anything. I will admit, this deck has kind of a narrow margin for error. Even slight misplays can be fairly punishing, given the…low power, shall we say, of many of the cards in the deck. However, with experience and proper tuning of the deck and understanding what makes it work, it can be successful and I believe it is at least a tier 2 player and will be until they unban something truly broken. That experience and understanding can be yours – and hopefully reading this guide added to it. Enjoy your perfectly cooked rice.

  • Recently I tried to improve on a deck I tried out first back in 2022. It’s an Abzan Survival of the Fittest deck that tries to be a classic Recurring Nightmare value deck while also containing an infinite combo. Unlike more dedicated Survival combo decks that typically include Volrath’s Shapeshifter however, this one attempts to economize on space by playing the absolute minimum number of creatures required to execute an infinite combo. (Hence the moniker I’ve tried to meme into existence – Partial English Breakfast).

    The combo involves Palinchron and Recurring Nightmare. With six lands, two of which must produce non-painful black mana, you can cycle Palinchron and another creature in the graveyard infinitely with Recurring Nightmare, since each iteration of playing the Nightmare costs 2B and Palinchron refreshes your mana every other time you use the Nightmare. With 7 lands, you can generate infinite mana. This can also work with a Wall of Roots in place of the 7th land. A Wall of Blossoms worked in here can draw you as much of your deck as you like. A Deranged Hermit or Caller of the Claw can generate infinite creatures. A Spike Feeder can generate infinite life and move infinite +1/+1 counters anywhere.

    The previous build was played in a webcam league, so I didn’t have to worry about executing the combo under the constraints of the Magic: Online clock. I had an Akroma, Angel of Wrath in the deck to be able to kill the same turn I executed the combo by moving infinite +1/+1 counters onto it via Spike Feeder and attacking.

    In order to have a win condition that could actually be functional under the constraints of the modo clock, I would need something less “infinite.” My first thought was to just be satisfied with using Caller of the Claw to make a ton of bears and pass the turn. But even that would require some time drawing the deck to find a Cabal Therapy to be somewhat safe – and the lack of countermagic in the deck would mean it wasn’t going to be totally 100% safe to pass the turn.

    After some more thought and exploration, I realized the answer had been staring me in the face all along. After all, it was present in the deck this one was trying to distinguish itself from – Full English Breakfast.

    Adding this card to the deck over Akroma accomplished three things.

    1. I could now win a round in time by just looping Palinchron and Triskelion and dealing 3 on every loop.
    2. This now required only 6 lands – getting infinite mana was not required. Which was great, because on modo, there’s not time to use infinite mana.
    3. While Akroma could sometimes solo people with Recurring Nightmare, Triskelion was way more likely to be applicable in a wider variety of situations as a hardcast creature, supplementing the deck’s theme of having as few dead draws as possible.

    With all this squared away, here’s the decklist I played in a Magic Online Society league:

    Maindeck:

    3 Academy Rector
    4 Birds of Paradise
    1 Bone Shredder
    1 Deranged Hermit
    1 Masticore
    1 Mesmeric Fiend
    1 Monk Realist
    1 Palinchron
    1 Pernicious Deed
    1 Withered Wretch
    1 Triskelion
    1 Uktabi Orangutan
    2 Veteran Explorer
    4 Wall of Blossoms
    1 Wall of Roots
    1 Spike Feeder
    1 Squee, Goblin Nabob
    4 Survival of the Fittest
    3 Recurring Nightmare
    2 Duress
    4 Cabal Therapy
    3 Windswept Heath
    6 Forest
    4 Llanowar Wastes
    4 Swamp
    1 Phyrexian Tower
    1 Plains
    1 City of Brass
    1 Brushland

    Sideboard
    1 Absolute Law
    1 Carrion Feeder
    2 Duress
    3 Engineered Plague
    1 Mesmeric Fiend
    1 Monk Realist
    1 Naturalize
    1 Phyrexian Furnace
    1 Seal of Cleansing
    1 Spike Feeder
    1 Tormod’s Crypt
    1 Uktabi Orangutan

    To back up a bit, I should explain the other motivation behind trying to play this version of a Survival graveyard combo deck. Other than having theoretically better mana than FEB, and being less reliant on having to combo, the other reason to play this version is the card Academy Rector. This is a card that seems like it is a bit underplayed in the format, though I do sort of get why. It is 4 mana, which is a lot, and requires a sacrifice outlet to be able to use its ability right away. There are a lot of answers to enchantments floating around as well, and the top tier decks in the format aren’t generally that concerned about a 1/2 creature that they might be afraid to attack into.

    Nevertheless, I think the card is pretty good, and especially makes a lot of sense in a Survival deck. Not only is it a creature you can fetch up with Survival, but it also can be used itself to search out a Survival. These decks generally want to play Cabal Therapy, so it is a naturally fit with that card, putting aside that it costs so much mana to cast.

    The other interesting card to note is Veteran Explorer, which I’m playing two copies of. This card has a very real drawback – against some decks, allowing them to search up two extra basic lands can be very bad. But I think it can be mitigated a little bit by the presence of Cabal Therapy (and Mesmeric Fiend to a lesser extent), as well as the proactive cards we ourselves play. And I think Explorer is kind of necessary to play in this deck for a few reasons.

    1. We need at least six lands, including two non-pain sources of black, to be able to go off. This is the most efficient way to get lands in the format.
    2. We have some other expensive spells in the deck that we wouldn’t mind ramping into, like Academy Rector, Masticore, Deranged Hermit and Triskelion. We also have a lot of use for extra mana in the form of playing multiple spells or activating Survival a bunch.
    3. The mana in even a regular GB Survival deck isn’t that great. We’ve added a color, so I think we need some kind of additional fixing beyond the standard Birds of Paradise and lands.
    4. By the same token, this lets us cut down the number of painlands and City of Brass to the bare minimum, which is good because playing too many of these cards will lose you the game by itself sometimes. So the drawback of Explorer has to be weighed against this other drawback.

    With that background, here’s the record I had in the league:

    Loss vs. Esper Tog Cataclysm

    Win vs. Contamination

    Win vs. Sligh

    Win vs. BW Control

    Loss vs. Contamination (timed out)

    Win vs. Terrageddon

    The loss against Contamination where I timed out was one of those ones where I got very behind early but was just close enough to maybe coming back that I spent a lot of the time trying to do so, only to ultimately lose the game and not have enough time for the third one. Definitely important to know when to cut your losses in these situations. I do think I was pretty favored to win the third game, if I had enough time.

    Ultimately I thought the deck performed pretty well and had some promise. I did have trouble with the mana on occasion, which I think is inevitable to a certain extent. But it was about as smooth as I think it can be expected to be.

    One thing I realized after building the deck was that I think I had too many non-creature spells in it total. There were two Duress maindeck and two in the sideboard. But realistically, it would be very hard to find enough room to board into the 4 Duress and you’d probably want to prioritize other non-creature spells in the sideboard depending on the matchup if you were going to board in non-creatures. So there were a few “wasted” slots in the deck/sideboard combined.

    I thought a solution to this could be to take a page out of other Academy Rector decks and play Carrion Feeder and Caller of the Claw in the maindeck. I have sort of wanted an additional tutorable sacrifice outlet for Academy Rector anyway, and Carrion Feeder is the most efficient one. And there is also the potential for a conventional beatdown/semi-combo sequence involving sacrificing some creatures in a turn to Feeder and playing a Caller of the Claw. It can also function to put a bunch of power in play mid-combo even if the Palinchron gets removed somehow. This would give the deck a bit more cohesiveness with its plan A in the maindeck and still leave the option to have some additional disruption in the sideboard if necessary. So I resolved to make that change going forward.

    One other consideration is whether to play Triskelion or Krovikan Horror as the win condition with Palinchron. There are pros and cons with each, which I’ll try to list here.

    Krovikan Horror technically costs less to hardcast than Triskelion. However, activating it costs one, so it is only one mana less to get one activation, the same mana to get two activations, and one more mana to get three activations. These activations also require sacrificing a creature, which could be a plus if you have an Explorer or Academy Rector you want to sacrifice but could also be a drawback if you don’t have any creatures to spare. But as a point in its favor, you can do more than three activations, which you cannot do with Triskelion naturally (but you can move Spike Feeder counters on to it to get more, which I did do in one match).

    If you are in the position of just doing a “value loop” with Recurring Nightmare, Triskelion is more efficient, since you can keep more creatures in play and don’t have to spend mana to deal damage with it. On the other hand, Horror can more easily help you jump-start a Recurring Nightmare loop if you have no creatures in the graveyard to start (the best use perhaps being sacrificing a Wall of Blossoms).

    Krovikan Horror is smaller in its base power/toughness than Triskelion.

    One big pro for the Horror is its ability to be used as a secondary “Squee-like” value creature when searching through your library with Survival. Running out of creatures or not having one to pitch can definitely happen, so this is somewhat relevant, but I’m not sure exactly how much. Playing against graveyard hate postboard, it could definitely be advantageous to have this extra pseudo-Squee without having to actually play an additional Squee. On the other hand, if you’re trying to combo, you need to get rid of any Tormod’s Crypts or Phyrexian Furnaces anyway, so it may not matter that much.

    One con for Horror is that when comboing, to actually go infinite, you would need infinite mana (so 7 lands or 6 + Wall of Roots), and you would also need to find Caller of the Claw or Deranged Hermit to generate the infinite creatures needed to sacrifice to Horror. Usually, this is not difficult because you also have either a Wall of Blossoms around to draw your deck or Survival to go find the creature you need. But it is still an additional requirement. And of course, this makes it impractical on Modo with the clock constraints if your opponent doesn’t feel like conceding.

    These different factors make it not totally obvious to me which one is better. Assuming, no clock constraints, it is probably Krovikan Horror, but it is not a slam-dunk, in my opinion.

    In any case, I updated the deck and tried running it in a local monthly Premodern event. Here is the list I used:

    Maindeck:

    3 Academy Rector
    4 Birds of Paradise
    1 Bone Shredder
    1 Deranged Hermit
    1 Masticore
    1 Mesmeric Fiend
    1 Monk Realist
    1 Palinchron
    1 Pernicious Deed
    1 Withered Wretch
    1 Triskelion
    1 Uktabi Orangutan
    2 Veteran Explorer
    4 Wall of Blossoms
    1 Wall of Roots
    1 Spike Feeder
    1 Squee, Goblin Nabob
    4 Survival of the Fittest
    3 Recurring Nightmare
    2 Duress
    4 Cabal Therapy
    3 Windswept Heath
    6 Forest
    4 Llanowar Wastes
    4 Swamp
    1 Phyrexian Tower
    1 Plains
    1 City of Brass
    1 Brushland

    Sideboard:
    1 Absolute Law
    2 Duress
    3 Engineered Plague
    1 Mesmeric Fiend
    1 Monk Realist
    1 Naturalize
    2 Phyrexian Furnace
    1 Seal of Cleansing
    1 Spike Feeder
    1 Tormod’s Crypt
    1 Uktabi Orangutan

    I went 1-2, winning a close match against Pit-Rack, where Caller of the Claw and Triskelion were both highly relevant, losing handily to Miracle-Gro, with the awkward draws this deck inevitably has sometimes, and losing a close match against TerraGeddon, including a game where I fetched a Survival with Academy Rector and whiffed on drawing a creature for three turns.

    In the match where I drew no creatures for Survival, I had sideboarded out two of them. I still had 25 in the deck, which I think is generally enough, but this still makes me really wary of any additional card that is not a creature. In this particular metagame, a second Bone Shredder would have been quite good, although I’m not sure that is true in general. Going forward, I might cut one of the graveyard hate cards for a Bone Shredder and try to test out Krovikan Horror, either in place of Triskelion or in addition to it. The Pernicious Deed was also a bit awkward. Even though there is only one as a tutor target, its anti-synergy with all your other low-cost permanents might mean it just can’t be played. It has been good on occasion when I drew it, but I have only wanted to search for it with Rector once or twice ever. A Pattern of Rebirth could be an interesting alternative. Or that could be the slot cut to make room for Horror.

    Other cards I’ve seen played that might warrant trying out are Graveborn Muse, staple of classic GB Rock Survival and generally good card, and Parallax Wave, format staple and potential target for Rector. I am a bit wary of the double-white mana cost should I happen to draw it though. I also may experiment with cutting the City of Brass for some other land.

  • [Note: This is an article I wrote after doing a Kaldheim Sealed deck back in 2021. Since it’s more of a “theory” article, it’s not that context-specific so I figured I’d document it on this blog.]

    Although I’ve been out of the loop of competitive magic for a while, I have been playing the occasional draft on Magic: the Gathering Online and found myself with some qualifier points that were set to evaporate if I didn’t use them by early May. 

    After spending some time trying to understand the MTGO “organized play” structure and align it with my own schedule, I settled on playing in a Kaldheim sealed tournament on Sunday April 11th (2021). This was a “limited showcase challenge” for those keeping track at home (which hopefully is nobody).

    Sealed is an interesting format. It’s probably one of the most frustrating formats in magic, in the sense that you can feel you are doing everything right, gaining every tiny edge, and yet still be completely obliterated by an opponent who just has way more powerful cards than you do. On the other hand, it can also be very gratifying when you make that one small change, play that one unusual card, and it actually does make a difference. I propose that sealed deck has the greatest range of “playable” cards – more than constructed and even more than draft. Learning the “metagame” of a sealed format can be an interesting challenge, but the advantages of doing so are often diminished for the purpose of competitive qualification because these formats tend to be played so much less than constructed ones before they change. You may only be able to play one or two tournaments in a given sealed format before it rotates to a completely different one.

    This was my situation on Sunday – I had played maybe one sealed event and had done some drafts, so I was familiar with the cards in general, but was by no means experienced with the metagame of this particular sealed format. It was a pure freeroll – I was simply hoping to open a good pool and use my accumulated experience of generally what to look for in a sealed deck in order to do well…and that is exactly what happened.

    My pool on Sunday was among the best I have ever opened. After going 9-1 in swiss, with the only loss being due to some subtle mistakes I made in the match, I managed to get to the finals of the draft before losing to boros (the best draft archetype in KLD). 

    As I was playing through the matches on Sunday, considering potential changes, evaluating opening hands, and the like, I had some thoughts about why exactly things were going so right. I realized that although, like everyone who’s played sealed, I had some background ideas about what is good and bad, I’d never really taken the time to break all the components down, and decided I would try to write about it. This is mainly a memo to myself to try and clarify these issues, but hopefully you could find it useful as well.

    First, here is the pool I opened:

    Obligatory line to remind you that you can now think about how to build this if you want to before reading on.

    The green was quite weak overall so I ruled that out pretty quickly. Black had two bombs in the form of Tegrid’s Lantern and Burning-Rune Demon, so I knew I would try to play black if at all possible. What would make it possible? Simply the strength and depth of the other black cards. Different people would have different thresholds for what that needs to be, but for me, it’s basically just a matter of counting. If I can’t pair two colors together and come up with what I consider enough playable cards, I won’t put even one unplayable card in the deck in order to be able to play a color that has some bombs. Now there are ways around this like splashing, playing 5 colors, etcetera and those are valid and often correct, but they have their downsides as well. 

    I suppose this could also be modified by the number of rounds you have to play – the more rounds, the worse it is going to be to have a deck full of 10s and 1s. This was a 10 round tournament, so this would have been an especially poor strategy. But I still generally hold the idea that a higher floor is more important than a higher ceiling when it comes to deck quality. 

    After confirming that black had enough playables, it was down to red, white and blue. Blue had some solid cards but was too shallow to pair with black and also the card quality was overall weaker than red and white. 

    Between these two, red had solid creatures, premium removal spells in demon bolts, squash, and Basalt Ravager, and a good gold card in The Bloodsky Massacre. White offered a good gold card in Firja as well as some very powerful cards, some of which might be justifiably put into the “bomb” category (Reidane/Valkmira, Shepherd of the Cosmos, and Sigrid, God-favored), but lackluster creatures (especially compared to the berserker synergies red/black offered) and 0 removal. When I write it like that, it seems pretty obvious that black/red was the way to go. But I’ll say a bit more about why.

    There’s an acronym people sometimes refer to for limited – B.R.E.A.D. 

    The order of these is I believe supposed to reflect their importance, and I do agree with this ordering in general. However, while bombs might be better than removal, having both is vastly superior to having either of them alone. The bombs were taken care of in the form of the black cards mentioned earlier, so my priority was to have good removal and an overall higher card quality, and red accomplished that better than white. I think playing straight Red/Black would have been the better choice that White/Black in this pool, even if I were forced to play only two colors with no splash.

    Fortunately, this pool was truly elite because it also featured two Shimmerdrift Vales, which meant that splashing some white bomb or bomb-adjacent cards would be possible. 

    Here’s the build I went with:

    Cards I boarded in at various times are shown in the sideboard. My friend Paul was hitting up the stats at https://www.17lands.com/ about win % of cards in limited, and strongly advocated adding the rune of might/rune crown combo based on its win rate. I did eventually try this in later rounds, subbing out the white for these two cards and one other varying card against more controlling, slower decks, and it seemed to work well there. I initially added Arni Slays the Troll when adding the green splash, based on its high win %. However, I soon realized that it works much better in green decks that have large creatures and, while not horrible in my deck, wasn’t going to be the all-star it is in the decks where it is usually played, and stopped boarding it in for this reason.

    After debating the merits of the green vs. white splash over the course of the tournament, my conclusion is that the green was probably slightly better, not necessarily because the cards were better but because they involved a lighter splash, since one of the splash cards was an artifact and the other an enchantment that could be retrieved by the artifact if it were stuck in one’s hand (or had been discarded to an Immersturm Raider). In other words, the power of the cards themselves was less important than how each affected the consistency of the deck. 

    And since consistency is one of the “elements” that the title refers to, we can transition to the discussion of what I think are a useful list of qualities for evaluating the quality of a sealed deck or sealed pool. 

    I would group these into two general categories each with two subcategories.

    • Power
      • Synergy-based power
      • Non-synergy-based power
    • Consistency
      • Color and mana requirements
      • Mana curve

    Starting from the top:

    Power

    Synergy-based power

    This is how well specific cards in your deck work with each other, not including the basic combination of your lands casting your spells (more on that later). Of all the components, this is typically the least important in sealed and is more relevant in draft and even more relevant in constructed formats. However, it can still make a difference in sealed. 

    Examples of this type of power include one-time or continuous anthem effects getting better if you have tokens, fight cards improving with more large creatures, and the like. 

    In Kaldheim, there is a slight tribal subtheme. I had several instances playing the deck from this tournament where I was able to play a berserker on turn 2 and follow it up with a Bloodsky Massacre, and either draw two cards, or my opponent would kill one creature and I still got to draw one card. Then I would get one or two extra mana on the next turn. The difference between two vs. one and one vs. zero is pretty huge in limited, and while in a draft, you’d be more able to craft a deck to have these kinds of synergies, in sealed it’s much less common.

    My heuristic that synergy is not that important in sealed almost led me to make a mistake in deckbuilding, including a Fearless Pup instead of one of the two drop berserkers. In a vacuum, I don’t think this would be a mistake, but after just one game playing the Bloodsky Massacre, I realized the slight boost to the smoothness of my mana curve would be more than offset by any reduction in the synergy from the Bloodsky Massacre (and to a lesser degree, Basalt Ravager). 

    In sealed, this type of power is more generally going to mean adjusting some cards at the margins, and rarely involves playing a card that is usually “unplayable”, but every once in a while, a card can cross over to the land of playability if the synergies are there.  

    Non-synergy-based power

    This is the element you are hearing about when you open your sealed pool at a Grand Prix (RIP) and irritating noises of pure glee or envy waft across the table: 

    “Check out this open!” 

    “Guess we know who’s making day 2 at this table…”

    “Painsmith much?!”

    We’ve all heard these a million times. And it’s understandable. The cards with high non-synergy power are the cards that simply do much more for their mana costs than is normal. They are usually rares or mythics, they are exciting, splashy, and most importantly of all, make for extremely memorable wins and losses. 

    This is clearly a huge element of what makes magic fun for people and why I try not to get too salty when I lose to a broken rare. In terms of win %, it’s not groundbreaking theory to say that if you open bombs in your sealed pool, you should lean towards trying to play them. 

    There are two interesting questions that this prompts though:

    1. How much should you sacrifice the overall card quality of your deck to try and play these cards and
    2. How powerful are these cards really, compared to the rest of those available? 

    The second question is what you try to answer by playing the format a lot. Theory can only get you so far, as there are always cards that end up being more or less impressive relative to what you’d expect in every format. This practice is also how you can discover something I like to call the “mythic common.”

    There are some limited formats where a card that is a common has a power level way beyond what is normal for that rarity. Sites like 17lands have made it easier to see the aggregated win rates of specific cards, and there are definitely some powerful commons in Kaldheim with very high win rates that are pretty easy no brainer includes. There is one to me that is not necessarily at the top of the list, but which based on my experience seems like a mythic common, called Mistwalker. This card costs the same as a Horned Turtle but also happens to have flying, pseudo-firebreathing, and changeling in a set where creature types are relevant. My theory as to why this isn’t at the top of the win rate list is due to the color balance in Kaldheim, but I still think it counts because of, for lack of a better way to describe it, the feeling I get when I play it. If I ever play this card, I feel like I have a huge advantage. An overwhelming feeling of safety, security, and confidence washes over me, like I’m taking a rejuvenating sponge-bath in the cosmic tears of the eternally suffering and forgiving ur-consciousness. Other cards I remember being in this category include Woolly Loxodon in Khans limited and Silent Departure in Innistrad (draft, not sure about sealed). These cards were better than many uncommons and rares.

    The advantage of knowing about these is that you get to make more accurate assessments of the card quality in your sealed pools and you are less likely to be led into making a bad decision involving a bomb that is either overrated or surrounded by bad cards in its color. 

    The element of power is basically what most format-specific articles are about. There is really no end of content out there about this element, because it is, for most people, what is interesting and fun about magic. 

    You’d think this is pretty much all there is to it. But I would say there is a hidden 50% of everything that happens in a game of magic that is equally important. It involves the other element that is the “yin” to power’s “yang,” if I may be culturally cleared to use this expression…

    Consistency

    If power is exemplified by good things happening, consistency can be thought of as bad things not happening. This means it is often overlooked.

    When power is high, you are naturally inclined to notice it, since it is basically the combined effects of the text of the cards. When consistency is high, you are naturally inclined to ignore it, because it is what allows power to have its effect, and is therefore immediately overshadowed by it. 

    So, just like you don’t praise the Lord when your car starts in the morning or find it remarkable that your oven gets hot when you turn it on, you won’t be inclined to think it’s very interesting that you didn’t mulligan or get mana screwed or flooded during a match and actually got to play magic. 

    But it is. 

    Because when it doesn’t happen, and you do mulligan to oblivion, or get mana screwed, or color screwed, or mana flooded, the odds are high you will lose. And these things aren’t that uncommon.

    People probably have different ideas about what constitutes a “non-game” in magic, but my estimate is that probably at least 10% of games in limited, and especially sealed, are non-games (two interesting notes here: this was probably at least 15% pre-London mulligan, and it is probably closer to 5% in constructed, for reasons I won’t get into now). One person simply has no chance of winning because one of the above things happened to them. 

    Of course, it’s not that we don’t notice this happens to us, but I think we are inclined to forget or discount it immediately because the experience is unpleasant and, maybe more importantly, very boring. It’s not really the thing we were eagerly signing up for when we chose to play magic, it doesn’t make for very memorable games (except for the occasional epic comeback from some minor mana screw or flood). 

    But in terms of win/loss records, these games and matches count exactly as much as the “good” ones. 

    And that is why it’s correct to do what you can to make sure they happen to you as rarely as possible. To help accomplish this, I think it is useful to break consistency down into two components.

    Color and mana requirements

    Let’s say you were new to magic but had a brain implant that downloaded LSV’s power rankings for a given set into your head (or you can use the top win % cards from 17lands if you believe robots are better than people). 

    Your initial inclination in sealed might be to put all of the cards above a given threshold into a deck, add 4-5 of each land, and call it a day.

    We in our infinite wisdom from years of experience know this is not the right way to go about it, but let’s be explicitly simple for the sake of this analysis. The reason this is wrong is that, over a tournament, you wouldn’t be able to cast the powerful cards you happened to draw often enough to help you win often enough, because you would have drawn the wrong lands to cast them too often. The highest win % card in the universe helps exactly 0% if it is never able to be put on the stack.

    Unlike power, which deals with text that is different every set, there are standard parameters that are generally accepted for limited play when it comes to mana and color sources. You want around 17 lands. When it comes to colored sources per mana symbol, there is more variability, but the general ideas are out there. This article by Frank Karsten covers the basics of splashing colors.

    But what isn’t often talked about is how great it can be to go above and beyond the bare minimum requirements. If you have “extra” on-color dual lands and the format isn’t very fast, you aren’t trying to be aggressive, and all the usual caveats, then throw those suckers in your deck. In Zendikar Rising, there were cards that could be played as lands or spells. They had to be very careful not to make the spell halves of these cards too good (and I think they succeeded), because having the optionality to play a card as a spell or a land is extremely powerful.

    Here’s an example of the power of extra consistency, from my sealed deck. I played two Shimmerdrift Veils to help with my white splash. My intention was usually to name white when playing these. But I can think of at least two occasions when I drew them in my opening hand and my other land was just a mountain, or just a swamp, and I had both black and red cards. In cases like these, I simply played them naming black or red and played my hand out as “normal”. In one case I was able to have some absurd curve of berserker into Bloodsky Massacre into demon bolt foretell + creature into Burning-Rune Demon + cast bolt. A fairly unbeatable curve in limited. And if I didn’t have the right color to play the 2 drop or the Bloodsky Massacre, it simply wouldn’t have happened. My draw would have been a lot slower, and I might have eventually gotten color screwed. I might have even had to mulligan.

    Conversely, I can think of a few cases where I had a white card in my hand for a while and didn’t draw my splash color to play it. Most of these games I still was able to win because the power level of the deck was also high, but at least one of them I didn’t. 

    Even though three sources for three cards is considered reasonable in limited, and I sort of defaulted to thinking that was fine, I really should have thought more carefully about whether it was truly necessary. Was the value I was gaining with that third white card really worth more than just throwing a second Craven Hulk or something into the deck and being able to play my cards more reliably? By the end of the tournament, I was inclined to think it wasn’t.

    Towards the end of the swiss, I started playing against the really high power five color decks that had a bunch of bombs and fixing. Obviously, this strategy can work, as evidenced by the fact that these players were doing well. 

    But, at the risk of saying something very banal, a five color deck is strictly inferior to a two color deck of roughly the same power level. In fact, without trying to quantify it with any specific formula, the two color deck can be some amount less powerful and still be better. And of course the same thing would apply when comparing a one color deck to a two color deck.

    In the 9th round, my opponent had a truly beastly concoction with many dual lands, Glittering Frost, Goldspan Dragon, Starnheim Unleashed, some solid green creatures and removal. In the first game I managed to just squeak it out before Harnfell, Horn of Bounty would have taken over the game. My opponent flipped Starnheim off this but wasn’t able to cast it with foretell. In the second game I got annihilated by Dragon and foretold Starnheim, despite a pretty reasonable draw on my part. In the third game, my opponent played 3 forests, a plains, a Saruli’s Packmate, and maybe 1 other creature before dying to a fairly good curve-out from me that involved me playing many more magic cards than the two that they played. Were they stuck with a Goldspan Dragon and maybe some other non-green and non-white cards in hand? I’d like to think so.

    I remember Paul giddily informing my friend Matt later on that we had beaten Starnheim Unleashed, the second best card in the entire format. But this didn’t seem quite fair to me. We didn’t really beat the card, we just beat a deck with the card in it. The game where it was foretold and cast to make 3 angels, we lost easily. But the end result of the match was that we beat a deck that may have been better than ours in the power domain by succeeding in the consistency domain while our opponent’s deck failed in that same domain.

    In limited and especially sealed, players often have to make a trade-off between consistency (speaking currently in terms of colors) and power (in terms of card text). And even with good fixing, there are going to be fail cases. Usually, it is right to orient towards power in sealed. But if you can get power without having to sacrifice consistency, it is a huge advantage. The deck I had was great because it really didn’t have to sacrifice much consistency for its power.

    Mana curve

    We’ve covered the text box of cards in the power domain. Now let’s turn our attention to the portion of a magic card located in the upper right. The distribution of casting costs in your limited deck is what is known as the “mana curve” of the deck. There are sort of two components here – the actual cost of the card and the point in the game where it is likely to be played. For example, there are cards that cost two, like doom blade, that you would be unlikely to play on turn 2, though you could. Creatures are much more likely to be played at the earliest opportunity than spells.

    I think it can make sense to consider mana curve, especially that of your creatures, as an aspect of consistency because it can be viewed as another way of avoiding mana screw or flood. 

    Let’s say you were forced to build a sealed deck without very many two mana cost creatures (unfortunately, there are many such cases). You happened to have a hand with some powerful spells and two lands, so you kept. Your opponent is on the play and curves two drop into three drop. You draw your third land and are able to play a three drop. They untap, kill it with a removal spell and play another creature and attack you. You are now under a great deal of pressure and in danger of losing the game. Even though you were able to play your third land and a card, you may still lose without being able to cast the rest of your cards because you couldn’t deploy enough cards (for example, a two drop) early to prolong the game. And part of the reason you couldn’t is because you simply didn’t have as many in your deck to draw. So, in a way it is sort of like you are mana screwed, at least relative to how your position might be if you had more two drops in your deck and had been able to play one on turn two. 

    The inverse would also be true for mana flood. It is rare to see a limited deck that is trying to be controlling but contains nearly all two and three cost cards. This is because a card’s power scales, more or less, with its mana cost. So if your goal is to prolong the game, you will want expensive, powerful cards to play later on in the game. If your deck is all grizzly bears and it’s turn 12 and and you draw a grizzly bear while your opponent is playing more powerful and more expensive cards, the bear is not much different from a land, and it is basically as if you are mana flooded, even though you technically played a non-land card.

    As you can tell from the examples above, generally speaking, flood is the bane of aggro decks (because they try to end the game early) and screw is the bane of control decks (which try to prolong the game). Most limited decks and especially sealed decks are not able to be pure aggro or pure control and have to play some cards that can occupy a middle position in this spectrum. Some cards have abilities that can allow a player to filter their draws depending on the position they are in. “Looter” effects, for example, are notoriously powerful in limited because they can help mitigate mana flood or screw. 

    I suggest that in addition to the text of the cards, the composition of the mana curve of the deck itself is a way to modulate the odds of getting mana screwed or mana flooded, and therefore improve the deck’s consistency. That is the fundamental reason why the mana curve is so important.

    Yet another reason the sealed deck I had was so good is that it had a very good mana curve. It was able to play enough low-cost spells to not get overwhelmed early, while having these cards still maintain some value late either due to tribal synergies, two of them being Immersturm raiders that could loot away extra lands, and the presence of good removal that could clear out large blockers to keep the 2/2s attacking and useful for longer portions of the game than they otherwise might be able to. 

    In sealed deck, your mana curve is mostly dictated by the colors you choose to play, with some small adjustments being possible within these colors. These adjustments and choices are subtly important, and I view mana curve as an aspect of consistency because it is part of the set of prerequisites that enables one to play a “real game” of magic – meaning one that is more defined by the text of the cards and choices you make and less defined by getting either actually or “synthetically” mana screwed or flooded.

    In general, I think building a deck out of a sealed pool is regarded as just finding the net most powerful deck you can and building that, and that is still largely true and you can do pretty well doing just that. But I think the element of consistency also should be taken into consideration to wring out the maximum value, and this can come at a cost to power that I think is more often worth paying than it might initially seem.

  • Recently I tried out a deck as an homage to the old “White Lightning” US Nationals winning deck in a Premodern Community Series online league.

    Since Waylay has long since been fixed to reflect its original intent, that particular card was not really playable. So instead I tried to honor the spirit of the deck by playing a bunch of anthems, aggressive evasive creatures, and as many token-producing cards as I deemed playable (this ended up only being 2 Battle Screech). Here’s the list and a link to the youtube video where I played it:

    Maindeck:
    Creatures [26]
    Mother of Runes
    Savannah Lions
    Soltari Champion
    Soltari Foot Soldier
    Whipcorder
    Silver Knight
    Soltari Priest
    Instants [8]
    Disenchant
    Swords to Plowshares
    Sorceries [2]
    Battle Screech
    Enchantments [4]
    Crusade
    Land [20]
    20 Plains
    Sideboard:
    True Believer
    Tormod’s Crypt
    Cursed Totem
    Aura of Silence
    Armageddon
    Absolute Law
    Tsabo’s Web
    Sheltering Prayers
    Phyrexian Furnace

    I ended up going 5-1 in the league and then making it to the semifinals of the playoffs. I had originally intended it just as an exercise and/or tribute, but it actually performed a lot better than I was expecting.

    This was somewhat flummoxing because, earlier in the year, I had devoted a considerable amount of energy to testing and tuning rebels-based white weenie to be as good as it could be, only for it to more or less fall flat at lobstercon.

    At this point I think I may have to admit that being aggressive is the superior approach. The matches against decks with Wrath of God sort of exemplified this. The shadow WW deck was fully capable of beating a Wrath just by forcing them to have it and then, if they did, playing a few more creatures from my hand afterwards. If there was an anthem out, it made any additional creatures a real threat. I’ve played against Wrath with rebels and, while in theory, it could be easier to reload with creatures that you didn’t have to play because you got to search some out of the deck with rebels instead, in practice this rarely worked. The problem is, searching is quite slow and this gives the opponent more time to draw wrath and just set up in general. And the deck couldn’t play as many anthems because those spots were filled with rebels.

    While the rebels strategy is not that great against board wipes, it is more impressive in creature board stalls. Unfortunately for rebels, there just aren’t that many of those in Premodern. And against other creature decks, I think an evasive/aggressive build that just tries to race could be just as good as slowly trying to outgrind an opponent. This type of build also gets to play fewer lands and therefore have a higher threat density than a rebels-oriented deck would.

    For all these reasons, I think this shadow-aggro approach is probably just the superior one. Sadly for nostalgia purposes, the one token-making addition, Battle Screech, I found to be too expensive to function well in this deck. The deck was pretty good at getting to three mana in a timely manner, but the fourth could be tough, and this is not a deck that can afford to not be able to play any of its spells. The flashback on Battle Screech is also not particularly great, since it doesn’t help insulate against Wrath of God and is usually overkill in other scenarios.

    The cards that did impress me the most were the Shadow creatures and anthems. Soltari Champion, especially, was very impressive as both an evasive creature + anthem in one card. I wonder if the deck could be improved by pushing that angle even harder and replacing either Mother of Runes or Savannah Lions with Suntail Hawk, just to further push the evasion angle. If I were trying the deck again, I would probably lean that direction. Perhaps something like this:

    Maindeck:
    Creatures [26]
    Savannah Lions
    Suntail Hawk
    Soltari Champion
    Soltari Foot Soldier
    Whipcorder
    2 Ramosian Sargent
    Soltari Priest
    Instants [8]
    Disenchant
    Swords to Plowshares
    Enchantments [6]
    Crusade
    2 Glorious Anthem
    Land [20]
    20 Plains
    Sideboard:
    True Believer
    Tormod’s Crypt
    Cursed Totem
    Aura of Silence
    Armageddon
    Absolute Law
    Tsabo’s Web
    Sheltering Prayers
    Phyrexian Furnace

    Holding back Mother of Runes and not attacking with it is antithetical to the entire strategy of this aggressive approach, plus we’ve added more evasive creatures and anthems, so they should be less necessary to get through for damage, so I’d cut them. I have a couple of Ramosian Sergeants here to potentially aid with flooding out in the late game. I also think Deftblade Elite is kind of intriguing with all the anthems. I would probably try to experiment with some of those as well, and cut some combination of Suntail Hawks and Savannah Lions to fit them in.

    Kind of an unorthodox approach, but I think it may actually be the best way to build WW in Premodern. Turns out the past still has many lessons to teach.

  • As the humid, languorous summer drags on, the heat begins to distort one’s mind and dire questions of an addled psyche bubble to the surface…

    What the hell is this strange life I find myself living?

    Is the simulation finally beginning to break down?

    When will I finally give up this charade and descend to the depths of hell, where I ultimately deserve to reside for the rest of time?

    Can I actually play a Premodern tournament again irl any time soon?

    Thanks to Brian Kowal and Misty Mountain Games, I got an answer to the last question at least, and that answer was: “Yes!” I heard about this tournament and was immediately determined to attend somehow. This was especially appealing because I had recently designed (or at least highly tuned) a sort of new archetype in Premodern, which I made a video about and called Moneyball Black. I’d piloted it to several good finishes in community premodern series modo leagues, including a win in the one the video is about (spoiler), and I wanted a chance to sling the actual cards in meatspace. And of course, display these beauties for all to see on camera:

    I made plans to visit my family and hitch a ride up to Madison with them. After the mandated deliberation about minute changes to the decklist, I ended up registering this for the tournament:

    Creatures [16]
    Hypnotic Specter
    Ravenous Rats
    Withered Wretch
    Nantuko Shade
    Graveborn Muse
    Instants [10]
    Dark Ritual
    Smother
    Spinning Darkness
    Snuff Out
    Diabolic Edict
    Sorceries [7]
    Duress
    Cabal Therapy
    Enchantments [1]
    Phyrexian Arena
    Artifacts [3]
    Cursed Scroll
    Land [23]
    16 Swamp
    Mishra’s Factory
    Wasteland
    Spawning Pool
    Sideboard:
    Engineered Plague
    Gloom
    Dystopia
    Wasteland
    Tormod’s Crypt
    Plague Spitter
    Phyrexian Negator
    Phyrexian Arena
    Drain Life
    Cabal Therapy

    Compared to the list from the last league, you can see the changes are just to the sideboard. Masticore got the boot because I ultimately don’t think the deck supports the discard cost well and I don’t think it’s really necessary for any of the matchups I had it in for originally. I added a Wasteland to help with matchups that have a lot of important lands (Ancient Tomb, other Factory decks). I cut a Dystopia because I only had two, and also to make room for a second Gloom, figuring that if I really wanted to beat Replenish, I should commit.

    In a bizarre twist of fate, I ended up using almost none of these cards in the actual tournament.

    A full write up of this deck and its matchups and the idea behind it probably warrants a second article later. Not least of all because I haven’t really played many matches against a lot of the main decks in Premodern even after playing three leagues and this tournament.

    For this article, I’ll stick to a summary of the matches on the day, tournament flavor, and some isolated thoughts about the deck. If you need something more substantial to hold you over, do check out the video as I outline the general idea and the reasoning behind specific card choices there.

    My recollection of the games is unfortunately not the best, but I will summon up what I can and link to video where it is available.

    Upon arriving to the venue I introduced myself to the other Chicago players I met on one of the many Premodern discord channels, not daring to imagine the utter domination we would go on wreck upon the unsuspecting denizens of the quaint little town of Madison, WI in this 32 person event. I also got to catch up with my longtime friend and popular magic streamer, Caleb Durward (#humblebrags).

    Round 1 – Rw Goblins

    He was splashing for Swords to Plowshares, Disenchant, Enlightened Tutor for (at least) Seal of Cleansing, and probably other things that weren’t relevant in this matchup. Unfortunately for him, he took quite a few mulligans in these games and was never really in it. I believe my sideboard plan was to take out Duress, Arena, and Edict for Plagues and Plague Spitter.

    Round 2 – Ricky Thorson playing Stasis.

    This was on camera, link available here. Not knowing what I was playing against, I kept a hand that seemed ok in general but was pretty bad in this matchup. I got quickly (as far as Stasis goes) thrashed in game one. Game two was equally brutal but in my favor, starting off with a first turn Ritual, Cabal Therapy hitting 2 Stasis, play Nantuko Shade and continuing from there with multiple discard spells. Game three was quite odd. I had the option of going for double Ritual into Hippy to play around Daze (and play Wretch with the remaining two mana), but was scared of losing so many cards to a single Chain of Vapor. Since I had the follow up 2/2 to use the remaining two mana on, I should have just done it. Instead, I just played the one ritual and my Hippy got Dazed, which was pretty rough. After my Plague Spitter got countered and two Withered Wretches destroyed by Powder Keg, I thought I was going to lose/get locked out. However my opponent never found a Gush, so ultimately was on the clock against his own Stasis, having to bounce them repeatedly with Chain of Vapors but failing to really get anywhere. I thought I was going to be locked out at several points but he just never found anything to get ahead and ultimately went for a large Upheaval into Black Vise. I took some damage from it but my discard managed to snag two Stasis, which combined with earlier discards, ended up putting all 4 copies in his graveyard. Once I was able to play enough things to get out from under Black Vise while still above a reasonable life total, he realized he had no way left to win and packed it up.

    I had to leave in Cursed Scrolls which weren’t great because my creature removal was even worse. I brought in Arena, Drain Life, Negator, Plague Spitter, and Therapy.

    Round 3 – Fellow Chicago mage Adam Reiser with Angry Ghoul

    This is the Shallow Grave Ghoul deck with Phyrexian Dreadnaughts, and is just blue/black. Not sure if this should be called something else, I’m going off what tcdecks is calling it. I think I got game one with Withered Wretch locking up the graveyard plus a Smother when he went for a Vision Charmed Naught. Game two, I had a nice hand but lost to a turn 1 Dreadnaught, only getting two draw steps to find an answer (which was the next card down – #alwayslook). Game 3, I Duressed and saw a hand with Portent, Island, and a bunch of black cards. I had the choice of taking Portent to potentially lock my opponent out of doing anything for a few turns, or Buried Alive, the scariest enabler in the deck. It was a pretty hard decision. Ultimately, the fact that I had a Withered Wretch in hand ready to go, plus the fact that he didn’t also have Shallow Grave prompted me to take Portent, but I’m not sure it was correct. He did in fact end up whiffing for a few turns which let me get down Wretch, an Arena and a Hippy, but my work was undone when he exploded out of the gate after finding black mana with an Infest. I was able to rebuild with the help of Arena, landing another Hippy and some Factories, but didn’t have another Wretch, and he was able to fire off his Buried Alive to set up a potential Shallow Grave topdeck before my discard cleared out the rest of his hand. I had to fade 2-3 turns of him drawing Shallow Grave, and after much pointless deliberation on my part about whether I could potentially absorb an Angry Ghoul attack with some stuff and survive (I couldn’t, and even if I could, my Arena would just kill me soon after), I was able to dodge the Shallow Grave out and win.

    I boarded out Spinning Darkness and 3 Scrolls for Therapy, Negator, Arena, and Tormod’s Crypt

    Round 4 – Fellow Chicago mage Jeff Rabovsky on Monoblack (Pitless) Rack

    I don’t remember the specifics of these games but just generally remember that I was able to land a Cursed Scroll and he never found one, allowing me to stay ahead on life vs. The Rack since I could clear out his creatures with Scroll while my creatures lived, and I could also keep one card in hand and stay at life parity with just the Scroll vs. a single The Rack while my extra creatures pulled me ahead in the damage race. There was a bit more to it than that I’m sure but that was essentially the key interaction in these games.

    I boarded out Snuff Out and Spinning Darkness and some other cards (probably some Withered Wretches) for Negator, Drain Life, Wasteland, and Arena.

    Round 5 – Michael Huep with Pattern Rector combo

    Since this was a cut to top 7 with the first seed getting a bye, and I was locked, I was incentivized to play (more on my opinion of this structure later). I won game one but I do not remember much about it. I think I had an early Wretch which shut down Rector. Game two I lost after discarding a bunch of Deeds from his hand, but he had Phyrexian Ghoul and drew into Pattern of Rebirth to get Akroma and kill me. Game 3 I Ritualed into Duress and Nantuko Shade. I Duressed away something (maybe Swords) and saw a hand with two City of Brasses, some other lands, a Wall of Blossoms, a Deranged Hermit and Thrashing Wumpus. I went super aggro mode (not that I had any choice given my draws) and played a Wretch and spent any removal I drew killing a Wall of Blossoms and then a Birds of Paradise and pumped Shade with any spare mana. By the time he got the mana to play Wumpus or Hermit, he was so low that the City of Brasses would have functionally killed him. He went for an Academy Rector (tapping one City and going to 2) and I had foolishly tapped out to force through more damage, so he could have sacrificed it to a Therapy he had. But there was really nothing he could get at that low life anyway with Rector so I got the game. Possibly Saproling Burst could have bought him some time but it was looking grim regardless.

    My sideboarding was kinda all over the place for this matchup, I wasn’t quite sure what to do. Ultimately I think I brought in Crypt and Plague Spitter, possibly Arena and Wasteland, removing Scrolls?

    Round 6 – I drew with a Counter-Rebels player and entered the Top 8 as the first seed, earning a bye.

    While it was, I suppose, cool to earn a bye in the top 8, I’m not sure this structure had the intended effect. Ultimately, I played round 5 when I otherwise wouldn’t have. But then I didn’t play my top 8 match. So it was kind of a wash in terms of amount of matches played. Nearly everyone else meanwhile seemed to draw in the last round anyway. Maybe this was just a function of it being 6 rounds but so near the cutoff. I’m not sure. But I don’t think this cut to top 7 structure really had the intended effect and it just seemed unnecessarily odd to me.

    When the top 4 rolled around, the other Chicago players playing black had all won, and we ended up with a 16 Dark Ritual top 4, which was pretty damn sick. Also possibly a sign that the Dark Lord is coming soon for a feast of souls. Time shall tell.

    Top 4 – Jeff Rabovsky playing Monoblack (Pitless) Rack

    Here is the video for the match. Game 1, Jeff had an unfortunate triple mulligan. He had a decent start after that but ultimately wasn’t able to overcome the extreme card disadvantage. Game two, I was able to land a Cursed Scroll that executed his Hypnotic Specter while mine lived and that let me pull ahead and outrace the extra cards he drew from the Phyrexian Arena he landed a few turns later.

    Finals – Nick Arrivo playing Monoblack Pit Rack

    Here is the video for this match. This match was similar to the previous one, however since my opponent had Bottomless Pit, I think it gave him a big advantage. I think my deck is equipped to deal with either Pit or Rack by itself, but when combined, it keeps me from being able to control my hand to mitigate damage from the Rack, and my opponents deck was equipped to deal with my creatures. At a basic level, Cursed Scroll needs to maintain 1 card in hand at upkeep to keep parity with The Rack, and Bottomless Pit prevents this from occurring.

    Game one I got hit with a double Ritual, double Ravenous Rats into The Rack opener. I had a Rats of my own and a Cursed Scroll but lost the rest of my hand pretty early. I tried to build up cards against The Rack but he drew a Bottomless Pit which completely destroyed that plan and basically being guaranteed me taking 3 damage from The Rack every turn. Since I was already somewhat behind on life, this ensured I lost. I squeaked out a very close game two with the help of Graveborn Muse and Drain Life (and of course, Cursed Scroll), and lost game three in anticlimactic fashion. I had to expend some resources into my opponents Cursed Scroll to buy some time to draw one of my own or an Arena/Muse, but my good luck finally ran out and I drew none of these.

    I think in this match or the previous one the commentators were questioning whether Negator was good to bring in in the matchup. I think it is, since worst case scenario they have a Scroll and it dies like any other creature and you have to sacrifice one other random card. If this is too much, you can also just not play Negator. But best case scenario, they can’t Scroll it and it crushes in for a huge amount of damage. Creatures die a lot and they don’t have many to begin with, so I don’t think the potential for combat blocking would be that relevant.

    As for the question of playing vs. drawing in the monoblack mirror, that is something I’m a lot less sure of. My opponents and I ultimately agreed playing first is better because of the explosive potential to rip key cards from opponents hands or resolve key cards that can’t be removed once in play like Scroll, The Rack, Arena, or Bottomless Pit. But there’s definitely something to be said about having the extra card in a heavily attrition-based matchup, and I’m not totally sure what’s right.

    I felt pretty good about putting in a high finish IRL to go with the modo leagues. The deck/myself even got a shout out on the Spike Colony podcast, although it was intermingled with some skepticism, which I suppose is to be expected. For the record, the reason I am not playing a Wasteland over Spawning Pool is that the Pool taps for black mana, which you need 17 sources of. But anyway, I’ll save the rest of these incredible tidbits of information for the fuller article.

    In order to make this a proper tournament report, I must include some props and slops.

    Props:

    -Misty Mountain for running the event and the cool altered cards and streaming

    -Ty and Will for helping me think through the Elves sideboarding plan. I still think Cursed Scroll is good

    -The Chicago crew for joining me in winning and also worshipping Satan (JK…I think)

    -CalebD for hanging and reminding me of all the truly insane things I subjected myself to back when I was on that PT grind

    -Dark Ritual. They hate us cause they ain’t us.

    Slops:

    -Bottomless Pit. How can a pit even be bottomless? It doesn’t make sense.

    -The Air Conditioning at Misty Mountain. I was not familiar with your game, and I was freezing throughout the day. But, that’s probably good because it will prepare me for my eventual sojourn in the 9th circle.

  • The time has rolled around yet again for another webcam league run by the generous folks from Romancing the Stones.

    This one sort of snuck up on me and I almost didn’t play. I’ve been playing a lot of premodern on mtgo lately but have not been adding to my physical card collection. There were a few decks I thought might be cool, but I didn’t have a lot of the cards for them, didn’t really feel like ordering them, and didn’t want to play something I’d played before. It was a conundrum.

    After thinking about it, I decided that since I was using my brewer’s cap so hard in premodern, I might enjoy playing something a little…simpler for the league. My friend Lee has a gauntlet of premodern decks I could borrow, and I quickly narrowed the choices down to Goblins, Sligh, and some sort of Ernhamgeddon deck. The Ernham-geddon deck seemed like it would require some rethinking and retuning, which went against my earlier decision to simplify. And I’ve always kind of hated Goblins. So that left Sligh.

    I’ve always enjoyed playing red aggro decks and I respect their lethal simplicity. Many years after Jackal Pup, I fondly remember grinding into US Nationals with Figure of Destiny (what an insane card btw). It is, in a way, the purest form of magic. You have creatures, you have burn spells, and you have lands that cast them. You decide how best to sequence these and where they go in order to get your opponent to 0 life. You try to use your mana every turn. It is basic, but it is also pure. It’s like playing horse in your backyard. You are taking the rich experiences and nuance that life has to offer and throwing half of it in the garbage. All that is fluff and distraction. At the end of the day, there is only Fuel, Fire, Life, and Death. That was the experience I wanted.

    The shell of the Sligh deck in premodern/middle school is pretty well established. The quibbles people have are generally about 4-6 cards in the maindeck and the sideboard. I have a few strongly-held opinions about the archetype which I will lay out here, since the rest of the report may not be all that interesting.

    1. It is Sligh, it is not burn. I am not playing Flame Rift. I am playing Jackal Pup, which is not a burn spell, but rather a creature that attacks. It is only better than a burn spell if it connects over multiple attacks, which is the goal. I am also playing Cursed Scroll, a repeatable source of damage that can and does often target my opponents creatures. It’s about board control. Take it from Jay Schneider himself. The presence of Sulfuric Vortex does not make it a burn deck. The lack of Ironclaw Orcs does not mean it is not a Sligh deck. I even decided to play a Goblin Patrol, just to strengthen the case. Now I’ll admit that many people call the deck “Burn.” Maybe even most people. That is their right, just like it is their right to pronounce Nuclear “New-Kyuh-Luhr” or think that Vegemite tastes good. If you want to do this, I can’t stop you. But you’re wrong.
    2. Most lists don’t play enough lands in the deck. Maybe this is because they think the deck is a burn deck. You want to curve out, activate Cursed Scroll, and cast Fireblast without issue. You don’t want to not be able to play Ball Lightning on turn 3. This deck is about having a good mana curve and using your mana efficiently every turn. It’s not about hoarding as many burn spells in your hand as you can and mulliganing a lot because you don’t have enough lands in your deck. For that reason, I played 22 lands, which seems to be 2 more than normal. To mitigate the risk of flood, I played a Ghitu Encampment.
    3. Urza’s Bauble sucks. As the previous point would indicate, I don’t want to have to wait a turn to know what is in my hand in a deck where curving out is priority #1. Imagine drawing a Jackal Pup or Grim Lavamancer or a *shudder* Ball Lightning off your delayed Bauble trigger and having to wait a turn to play it. I want to throw up just thinking about it. Why would you do that to yourself if you don’t have to?

    Ok, that’s enough for the strong opinions. Even those strong opinions only caused my list to differ slightly from the stock lists. The sideboard is similarly boring. The hardest decision was whether to play Pyrostatic Pillar over 1-2 of the Tormod’s Crypts. Ultimately I decided against it. I’d seen some lists that play 3 Goblin Cadets in the board, presumably to ensure having a 2/1 on turn 1 against creatureless decks. It sounds like an ok idea, but I didn’t have any and I hadn’t actually tested it, so I just played other cards instead. Here’s the list:

    Maindeck:

    3 Cursed Scroll
    4 Ball Lightning
    4 Mogg Fanatic
    4 Jackal Pup
    4 Grim Lavamancer
    1 Goblin Patrol
    2 Seal of Fire
    2 Sulfuric Vortex
    4 Fireblast
    4 Lightning Bolt
    4 Incinerate
    1 Ghitu Encampment
    4 Wooded Foothills
    4 Bloodstained Mire
    10 Mountain
    3 Barbarian Ring
    2 Firebolt

    Sideboard:

    2 Tormod’s Crypt
    1 Sulfuric Vortex
    2 Price of Progress
    2 Red Elemental Blast
    2 Lava Dart
    2 Overload
    2 Pyroblast
    2 Anarchy

    I split Seal of Fire and Firebolt because, despite all my strong opinions, I really am not sure what’s better. It seems possible that a split is better, since you can probably flashback one Firebolt but maybe not 2 in a game.

    Round 1 – Erebus playing WUR solution

    Game 1 – I don’t remember a ton about this game except that my opponent had some mana/color problems. I got two Grim Lavamancers Fire’d at one point but had resolved a Cursed Scroll and it ultimately helped go the distance.

    Game 2 – My opponent kept a 1 land hand on the strength of Swords to Plowshares and COP: Red, but didn’t draw a second for a long time and by that point it was too late.

    1-0

    Round 2 – Tom Basketball playing UW Landstill

    Game 1 – This was a quite grindy affair. 3 Mishra’s Factories showed up for him which put a stop to my offense and there was also a Standstill in play that I had to decide how to handle – to pop it right away or wait and try to overload it. I tried to overload but it didn’t really work. I ended up having to use some burn spells (Seal of Fires in play) on the Factories because I waited, but if I had not waited, I don’t think those Seals would have been enough to kill my opponent because I wouldn’t have gotten to the burn spells that were further down in the deck. He played a Humility and all the creatures I drew were pretty much dead draws after that. I got him down to 4 but petered out and eventually lost to Decree of Justice.

    I boarded out 4 Mogg Fanatics, 2 Ball Lightnings, 2 Seal of Fire, for 1 Sulfuric Vortex, 2 Price of Progress, 4 Red Blasts, and 1 Anarchy

    Game 2 – This game didn’t start out great for me. I kept a 1 lander with 2 blasts and 2 2/1s, but both got Swordsed. However I was able to Pyroblast a Counterspell to land a Cursed Scroll. He resolved COP: Red. Much to my surprise, I was also able to win a counter war over an Anarchy later on to kill the enchantment. Ultimately my opponent ended up flooding out pretty bad and Cursed Scroll plus a few burn spells sealed the deal.

    Seeing the COP: Red made it feel more real to me, and I boarded in the second Anarchy for my Goblin Patrol this game.

    Game 3 – I mulliganed and didn’t have any creatures to open with this game. My opponent was able to resolve a Standstill after Force of Willing it into play past my Pyroblast. After some deliberation, I decided to crack it right away and land a Grim Lavamancer and a Bolt. It was STP’d, but my opponent had the unfortunate combination of 2 Adakar Wastes and no other lands to play. I was also out of gas. The game continued and he landed another Standstill and I had no choice to let it go since I had no cards to play into it. We played draw-go for a while, which favored me, even though he did eventually draw some lands. I cracked it end of turn with a Lightning Bolt when I had 7 cards. He countered it and Enlightened Tutored for COP: Red and discarded 2 cards. I drew and passed the turn, wanting him to have to use up all his mana next turn on my cards on his turn so I could untap and do more stuff on my next turn. He thought about not playing the COP: Red, which may have been right, though I am not sure. It’s a tough play to make since it would mean discarding to hand size again. He ultimately played it and I responded with Incinerate which was countered and an extremely lethal Price of Progress which was also countered after a war. I untapped and Anarchied away the COP: Red, played a Grim Lavamancer and resolved Fireblast while I could, putting him to 4. He STP’d the Lavamancer and played morphed Exalted Angel and Seal of Cleansing, going to 0 cards. My last two cards were Jackal Pup and Cursed Scroll. I didn’t quite have enough to kill him, but did have a Barbarian Ring that could deal with the Angel, but since he had Seal for the Scroll and a Faerie Conclave to block Pup, he could have potentially survived for longer. However, I ripped the second Fireblast off the top to end it.

    2-0

    Round 3 – Chet on ?

    Chet was too busy to play the match so I got the win.

    3-0

    Round 4 – BrianL on Clerics

    Game 1 – He mulliganed and I kept a decent hand that was a little mana light. I led off with a Jackal Pup which got in twice. He therapied away two Fireblasts but I did manage to land a Cursed Scroll. He wasn’t really able to deal with it and it killed all the 2/2s he could present and then finished off the game eventually.

    I boarded out 2 Sulfuric Vortex for 2 Lava Dart.

    Game 2 – He mulliganed again and Therapied me naming Cursed Scroll, which seemed like a good call. I didn’t have one but did have two Fireblasts yet again, plus more lands this time (2 Mountains plus a Barbarian Ring). When he flashed back the therapy I decided I should use one of the Fireblasts and sacrificed two Mountains. That plus a bolt and some attacks got him down to 12. I had nothing at the time that demanded the extra lands, but having only 1-2 lands the rest of the game really hampered me, especially when combined with a Wasteland on my Ring later on. It was definitely a big mistake – it kept me from being able to use a Cursed Scroll I drew later, as well as another Fireblast. Because of this, over the course of a very long game, he was able to chip in a ton of damage with creatures and Cabal Archon. At one point I had to kill a Dark Supplicant instead of an Archon because he was threatening to activate it next turn. This plus damage on the stack meant I took a lot of damage from the Archons, and the 3rd (or possibly it was the 4th) finished me off when I was at 2 life.

    Game 3 – I kept a solid hand with a bunch of burn spells and a Mogg Fanatic as my only creature. Brian mulliganed yet again and kept his 6 card hand. I played Mogg Fanatic and it got in repeatedly over several turns. Brian played a Bad Moon, making the Lava Dart I had in my opener look much worse. However, my hand in general was stocked with burn spells as I’d drawn only one other land. I killed a few creatures and fired off a Lightning Bolt to the dome at the end of my opponent’s turn. Unfortunately for him, he remained stuck on two lands. He dealt with the Fanatic via Smother and untapped and played Hymn to Tourach. However, the damage had already been done – I was able to Bolt twice in response and then untap and use Barbarian Ring, Seal of Fire, and a flashed back Lava Dart to deal the final damage needed.

    4-0

    Round 5 – Ty playing Esper Wizards

    This was a very cool deck but it seemed like a tough matchup for him. I was hopeful about possibly snapping my 5 (or maybe 6?) match losing streak against Ty.

    Game 1 – I won the roll and kept while he mulliganed twice. I led with a Jackal Pup and killed the two Stormscape Apprentices he played over the next few turns with burn spells. I missed a land drop to be able to play Sulfuric Vortex on turn 3 but Incinerated the Sea Drake he played during his turn. I found the land the next turn and landed the Vortex. With no pressure and too far behind on life, he conceded.

    I boarded out a Goblin Patrol, Ball Lightning, Fireblast and Mogg Fanatic for 2 Red Elemental Blasts and 2 Pyroblasts. The idea was to mitigate the effect of Engineered Plague and Absolute law by boarding out some creatures and the Fireblast was cut to try to avoid drawing it early when it could be hit by Duress. This logic was probably a bit questionable and I boarded the 4th back in for game 3.

    Game 2 – We both kept and he led with a Portent. I played a Mogg Fanatic. He untapped and played Absolute Law, which would make this quite an uphill battle. I got in with Fanatic and sent some burn spells the only place they could go. He played a Sea Drake and a Voidmage Prodigy over the next few turns. I landed a Sulfuric Vortex and then next turn played 2 Jackal Pups. He played Engineered Plague on his turn and I reflexively sacrificed my Mogg Fanatic so I could get the damage from it. However, he basically had to name Jackal so that he wouldn’t die to my attack the following turn. If I’d thought about that, I could have safely kept the Mogg Fanatic. I didn’t think it would actually make a difference, since it seemed like I either needed to draw something to kill him on my next turn or he’d win on his next turn. But after the whole match was over, I realized it actually did matter.

    He attacked me with Voidmage and Drake, bringing me to 7 and then 5 on my upkeep. He was at 4, and I was empty handed with a Barbarian Ring and 3 Mountains in play and 6 cards in my graveyard, one of which was a Firebolt. So a land would give me a chance to try and kill him with flashedback Firebolt, and any burn spell I could cast would both be lethal by itself and turn on threshold to make Ring lethal. Any fetchland or Jackal Pup or Mogg Fanatic would also enable threshold. Draws that wouldn’t beat a Force of Will included Lavamancer, Sulfuric Vortex, Cursed Scroll, and Ball Lightning. I drew for my turn… my other copy of Sulfuric Vortex, which he Force of Willed, going to 3. I didn’t have the mana to activate Ring and he killed me on his turn.

    After the match I realized that if I had not sacrificed Mogg Fanatic, the ripple effect from that would have let me win 2 turns later. Ty couldn’t have attacked with his Voidmage Prodigy, and would have had to leave it back to block. If he attacked with it, on my turn, Fanatic attack (1) + sacrifice (1), + using Force of Will (1) plus upkeep Vortex (2) would have killed him since he was at 5. So, because he couldn’t attack with the 2/1, I would have only gone to 9, then 7 on my upkeep. Then on his next turn, he would attack me down to 1. I would die on my next upkeep to Vortex, however, because of my second Vortex getting countered, I would have had threshold after untapping and could have activated my Barbarian Ring during my upkeep with the Vortex trigger on the stack to win.

    My experience with E. Plague and Absolute Law was unpleasant, and I boarded out another Pup for the 4th Fireblast.

    Game 3 – Naturally after boarding one out, I had Jackal Pup in my opener, which was a very good hand also containing 2 Mountains, 1 Ring, Lavamancer, Seal of Fire, and Fireblast. He mulliganed twice again. I played out some early creatures and he dealt with a few of them and I killed a few of his creatures. I snuck in a Cursed Scroll when he was tapped out because it seemed important to resolve, but it ended up getting Disenchanted without dealing any damage. It got to a point where I had a Grim Lavamancer and a Fireblast in hand and he had basically nothing. Not an empty board, but not too overwhelming, so at that point, a Gush there could have gotten him out of the card advantage hole. But he instead just drew some lands and a Sea Drake, and I drew into more burn and some REBs. The Drake was dealt with and I drew enough damage to finish the game.

    5-0

    Round 6 against PatrickV playing UW control

    Game 1 – I won the roll and kept a solid hand of Goblin Patrol, Fetchland, Ghitu Encampment, and 3 Incinerates and a Fireblast. He mulliganed. My early Goblin Patrol wasn’t dealt with for a while and got in for a lot of damage. Ultimately that meant a Counterspell (or maybe two, can’t remember) were not enough for the rest of the burn I drew.

    I boarded out 4 Mogg Fanatic, 1 Goblin Patrol, 1 Ball Lightning and 2 Seal of Fire for 2 Pyroblast, 2 REBs, 1 Anarchy, 2 Price of Progress, and 1 Sulfuric Vortex.

    Game 2 – I landed an early Grim Lavamancer and it got in for a point and then an activation due to some fetchlands. He played Powder Keg and left open 2 blue mana on his 4th turn. I hit my 4th land drop and played Ball Lightning with a REB for his Counterspell, attacking and putting him to 10. He Keg’d away the Grim Lavamancer on his turn and passed with 5 mana up and 4 cards in hand. On my turn I played a 5th land and Sulfuric Vortex, which was countered with a kicked Prohibit leaving him with just an Adarkar Wastes open. At this point my hand was Incinerate and double Fireblast. I felt like it was probably safe to go for it, given that he hadn’t Forced my Ball Lightning. However, it was a bit risky, as he could have just been missing a blue card the previous turn, or could have a Hydroblast. I decided that even if my last Fireblast was countered, I’d still have 1 land left to play any 1 mana cards, so it was worth it. I think in retrospect this is maybe not correct. But I went for it anyway, sacrificing 4 of my Mountains and he didn’t have Hydroblast or an extra blue card for Force so I won the game.

    6-0

    The philosophy of fire had guided me to the #1 seed. Yet still the Mountain demanded more kindling for its ceaseless immolation. I had no choice but to continue my pyromaniacal frenzy as far as I could.

    Top 8 – Rajah playing Dragon combo

    I knew this wasn’t in my favor but I wasn’t sure exactly how bad it was going to be. On the one hand, his typical combo turn was faster in a vaccum than my ability to deal 20. On the other hand, I had the ability to interact with it by killing a reanimated dragon with the triggers on the stack to exile his permanents (realistically probably with Fireblast + 3 damage spell, though other options requiring more than 2 cards were possible). I also had a pretty decent number of sideboard cards to bring in. Finally and maybe most important of all, I would get to play first – a huge edge in what is essentially a race type matchup.

    Game 1 – I had a good opening hand and he mulliganed. Most important, the hand had Fireblast + Lightning Bolt, which would let me have insurance against the combo once I got to 2 Mountains in play. I led with a Grim Lavamancer and it got in by attacking and removing some cards from his yard. I pointed a burn spell or two at the dome while he set up, digging with Frantic and Intuition to deposit a Dragon in the graveyard. I played a Sulfuric Vortex and passed with 1 mana up. He had no choice but to go for it and I blasted + bolted the dragon with the trigger on the stack. I was relieved to see him try it with only 2 mana available, as this meant there couldn’t be a Necromancy cast at instant speed before his permanents got exiled. Without any perms, he conceded the game.

    I boarded out 2 Firebolt, 2 Sulfuric Vortex, 3 Cursed Scroll for 3 blasts, 2 Crypt, and 2 Price of Progress.

    Game 2 – I mulliganed a hand with Bolt + Fireblast but which was otherwise too slow, as it only had an additional Bolt and 4 Mountain/Fetches. Postboard I knew he’d have more interaction and I couldn’t rely on 7 damage disrupting the combo without any clock to put on pressure. My second hand was a bit low on spells but had a Jackal Pup and a Crypt so I had to keep. He spent some turns setting up and I played out Crypt and attacked with Pup and a Mogg Fanatic. A Ghitu Encampment joined the party, but not many other spells did. He Frantic Searched to put a Dragon in the yard and untapped having 3 lands, so I couldn’t try to Crypt or I ran the risk of dying to instant speed Necromancy. I could only attack him down to 7, and with only Fanatic in play and Seal + Bolt in my hand, I didn’t have enough to kill a dragon. On his turn he played City of Traitors to get to 5 mana, Abeyanced me, and when I Crypted, he played Necromancy in response to get infinite mana and had the Cunning Wish to kill me with Stroke of Genius.

    Game 3 – I mulliganed a no-lander and kept a very spicy 6 card hand of Jackal Pup, Goblin Patrol, Mountain, Price of Progress, 2X Tormod’s Crypt (sending away a Grim Lavamancer). I led on Pup and 2 Crypts, then followed it up with Patrol. He forced me to blow one of the Crypts by getting a Dragon in the yard and casting Dance of the Dead. However the pair of 2/1s put on a lot of pressure and he couldn’t find a way to disrupt the second Crypt in time and I was able to kill him with attacks and a few burn spells.

    Being on the play was huge here, as was drawing 2 of my best sideboard card in game 3. I didn’t draw any red blasts, but they are certainly much more limited in their application than Crypt, especially because I found out he had boarded in Defense Grid as well, though he didn’t play any in the games.

    Top 4 – MasaH playing Replenish

    I thought this could be a tough matchup, but again, being on the play would help a lot. I had some good sideboard cards, but his, although fewer in number, were even better than mine (Chill and Sphere of Law). I came up with a sideboard plan I thought made sense but then deviated from it to my ultimate downfall.

    Game 1 – We both mulliganed and I kept a pretty underwhelming hand of 3 lands, Scroll, Fanatic, Lightning Bolt. I led on my creature and he took a bunch of damage from his lands and started churning through his library. I played my Scroll out early, anticipating that I might have nothing else to do turn 3 other than activate, but it got Sealed in response to me fetching with my third land. My Fanatic got Waved out and I sacrificed it to deal 1. It got to a point where my lands got Tided away but I had a few remaining in hand which let me play out a Seal of Fire. Unfortunately my other draws were more lands and a Ball Lightning that was uncastable. Meanwhile, he was digging with Attunement to find Replenish and eventually found an Intuition to get one. However, on my turn I drew a Mogg Fanatic, which when combined with the Seal put him at a virtual 2 life and meant he couldn’t afford to tap Ancient Tomb again or he would die, so he needed to draw a non-painful land for his turn to be able to cast the Replenish. He drew Opalescence instead and I squeaked out the first game with what was honestly a pretty bad draw.

    I boarded out 1 Seal of Fire, 2 Firebolt, 2 Sulfuric Vortex, 3 Cursed Scroll, 1 Ball Lightning, and 1 Goblin Patrol for 2 Price of Progress, 4 Blasts, 2 Anarchy, and 2 Tormod’s Crypt. I got a little spooked about the Seal of Removals he played and that was what led me to remove the Patrol and 1 Ball Lightning, but ultimately I think this was a mistake.

    Game 2 – I kept a semi-decent hand and held up blast for Chill. Instead it countered an Attunement. I played out Mogg Fanatic and Grim Lavamancer but he dropped a Sphere of Law. I was able to get in for 4 with a Ball Lightning and get him to 8 combined with that and his Ancient Tomb. But there was no answer forthcoming to the Sphere and a Wave plus Opalescence to follow up shut off the other Ball Lightning in my hand and killed me shortly afterwards.

    After getting got by Sphere, I boarded in a single Cursed Scroll for a creature as a late-game hedge for Sphere to supplement the Anarchies. This was definitely a mistake in retrospect and had not been my plan going in, but it was just so miserable losing to Sphere of Law that I let it cloud my judgment in the moment.

    Game 3 – I was immediately punished by drawing the Cursed Scroll in my opener, where it was definitely awful. I did still keep though because I thought the rest of the hand seemed decent enough, with some lands, Anarchy, a Blast, and a Lightning Bolt. However in retrospect, it should have been a mulligan since it had no early repeatable pressure. I blasted an Attunement and played a few burn spells but didn’t draw a repeatable damage source early. I could only get him down to 6 but by then my mana had been tied up with a Parallax Tide and the Anarchy and Ball Lightning I’d drawn (Ball the turn right after he landed Tide, of course) were never able to be cast. He assembled Wave and then Opalescence and I had no way to deal the last damage before dying to his enchantment army. If the Scroll had been a 2/1 creature, I think I would have won this game, but if it was a Fanatic or Lavamancer, I think I still would have lost.

    In retrospect, the right strategy I think is just to just eschew the Crypts entirely. Since I’d have Blasts to disrupt Attunement or Frantic Search, the odds of an early big Replenish are low, and the late game shouldn’t be something I’m that concerned with. I think I still want Blasts for Chill, Attunement, Tide, Frantic Search and Intuition, all of which are important, and holding up a single blue shouldn’t be that difficult. I think I still need Anarchy as an out to Sphere of Law. So next time I would probably board: +4 Blasts, +2 Anarchy, +2 Price of Progress, -3 Scroll, -2 Vortex, -2 Firebolt, -1 Seal.

    I do think the deck is very good and a bit under-respected. It is a deck that does actually have decisions, and sometimes has a weirdly low margin for victory (though not always) so those decisions, if wrong, can be quite punishing. I messed up in three games (Game 2 against Ty, Game 2 against BrianL and game 3 against MasaH) and it finally cost me in the last one.

    In terms of the build, the maindeck felt pretty good. I can see the appeal even more now of extra Goblin Cadets in the sideboard. I played the 4 blasts mainly for Stiflenaught, but if you aren’t expecting that particular deck, cutting 1 or even 2 of them is pretty reasonable. Ty mentioned Flaring Pain being better than Anarchy, and I think I would agree since it is so much cheaper. It wouldn’t help against Warmth which I suppose some people also play, but you could lean on Sulfuric Vortex to help there.

  • Thanks to Ty Thomason sending out a message in discord, I managed to register for Lobstercon this year during the 4 hour window in which it was possible to do so. In addition to the main event Saturday, they were hosting a side event called “Premodern Unchained” where you got to play with 4 copies of one currently banned Premodern card in your deck. This is a very cool concept and I was really eager to play in that event. I wasn’t actually able to test any games but I did build a bunch of decks and theorize about the format with Ty, Will Lowry and Andrew Webb. In the course of the deckbuilding process, I discovered that a lot of the cards that seem very busted historically look that way because people got to use them in the same decks with other busted cards on the banned list. Actually building a really broken deck with only one of these cards available was harder than I would have thought. That said, there were definitely some strong strategies. Some of these I knew were good but were not things I actually had any interest in playing, such as Goblins with Recruiter, Sligh with Strip Mine, or Stifle-naught with Force of Will. Adding Force of Will to any already existing deck was especially unappealing since I frequently play Middle School, which already allows it. My main considerations towards the end were Necro control, Bargain combo, and Balance/Balancing Act combo (historically called “Balancing Tings”). I ultimately chose Balance Combo because it seemed like the coolest of the three, and something I’d never played before. While true, I can say with certainty now that a combo deck that requires you to sacrifice your lands and discard your hand in the course of comboing was an…ambitious choice to play without playing any games with it beforehand.

    For the main event, I was committed to playing White Weenie/Rebels. I’d tested out a number of variants in MODO Premodern leagues in an attempt to get the magic formula just right for what was, admittedly, a fairly underpowered deck in context. At the end of the day, I think I got pretty close to what the optimal list should probably be. That said, even a fully optimal list is clearly not a Tier 1 deck in this format. But hey, this isn’t the Pro Tour here. I wasn’t about to get interviewed by the likes of Rich Hagon. This was just about playing old cards, conning myself into thinking I had such a thing as “glory days” that I could reminisce about, and eating Lobster in front of a bunch of old Italian books.

    I flew in Thursday and met up with Ty and my friend Matthias, who lives in the area. The Kendall Square area had all the charm and vibrancy of a suburban office park, but we found a suitable place to get some beers and had a relaxing evening, and Ty was kind enough to let me borrow the remaining cards I needed for my deck. I unfortunately did not sleep well (as I often don’t when traveling) so I was not feeling my best for the Unchained event on Friday. I’ll post the original list I played, go over the matches, and post an updated list and my thoughts on the deck and format. I was traveling for another 5 days after the event, so I wasn’t able to write this while the event was fresh in my mind, but I think I got the gist of most of the matches.

    Balance Combo 1.0

    Maindeck:

    4 Barbed Sextant
    4 Lion’s Eye Diamond
    4 Lotus Petal
    4 Urza’s Bauble
    2 Phyrexian Furnace
    4 Ancient Spring
    4 Archaeological Dig
    4 Crystal Vein
    4 Dwarven Ruins
    4 Ruins of Trokair
    4 Tinder Farm
    4 Balancing Act
    4 Burning Wish
    2 Deep Analysis
    1 Quiet Speculation
    3 Roar of the Wurm
    3 Balance
    1 Anurid Brushhopper

    Sideboard:

    1 Phyrexian Furnace
    1 Anurid Brushhopper
    2 Seal of Cleansing
    3 Pyrostatic Pillar
    2 Orim’s Chant
    1 Hull Breach
    1 Overmaster
    1 Pyroclasm
    1 Roar of the Wurm
    1 Balance
    1 Deep Analysis

    Round 1 vs. UR Devourer combo with Grim Monolith

    Game 1 – He opened with Shivan Reefs and a Grim Monolith. I should have probably deduced what was going on but I still wasn’t sure. I could have gone for Balance to set us both to 0 lands and cards (though with him keeping a Grim Monolith). But I also had the option to play Anurid Brushhopper and set up for a Balance next turn. The turn I made the decision, I drew Balancing Act, which could have gotten rid of his Grim Monolith. This probably would have swayed me to going for the combo, if I’d been thinking about it more/been more alert. Instead, I went with my planned line of playing Brushhopper and hoping to combo the following turn. I promptly died to Tinker into Devourer + Fling. I resolved to always go for it when in doubt from then on.

    Game 2 – All I remember is from my notes, which indicates that I saw a Fact or Fiction with Urza’s Bauble and played Balance/Balancing Act 4 times in the course of the game. I also apparently hard cast a Roar of the Wurm. This was a win.

    Game 3 – He had another early Grim Monolith on his 2nd turn but I had a God draw this game. On my second turn, I sacrificed the Ruins of Trokair I played my first turn, 2 Lotus Petals, played LED, Burning Wished for Balance, played Balance and Sacrificed LED for blue mana, discarding Deep Analysis and Roar of the Wurm. I flashed back Deep Analysis and drew Crystal Vein and a 3rd Lotus Petal, which I used, combined with the 1 floating blue remaining, to cast a Roar of the Wurm. I believe he got a Devourer into play later but couldn’t find another combo piece to pair with it and I won. After the match we both agreed that my insane turn 2 made the event worth it by itself.

    1-0

    Round 2 vs. BG Beef with Mind Twist

    Game 1 – On either his second or third turn, he Mind Twisted away 3 lands and a Roar of the Wurm from my hand. I flashed it back and it beat down for a while but he eventually cast a Silvos, Rogue Elemental and 2 Call of the Herds to stop my offense. I played an Anurid Brushhopper and blocked with the Wurm on Silvos to kill the token, then on my turn exiled two cards to remove the Hopper and Balanced. However, he was able to rebuild with the help of his Eladamri’s Vineyard that stuck around. We went through a number of turns playing lands and eventually he found some more creatures. He’d just started to swarm around my Brushhopper and got me to 9 when I drew Balancing Act and wiped the board again, saving the hopper. This time he couldn’t rebuild and I got there with the frog beast.

    Game 2 – I Balanced early but he recovered somewhat. He played out a Tormod’s Crypt and built up some elephant tokens but had only gotten one attack in before I found a Balancing Act. Thanks to mana from Eladamri’s Vineyard, I was able to flash back Roar of the Wurm that I discarded to the Act (due to having 1 more card than him) before there was any window for him to Crypt it away.

    2-0

    Round 3 vs. Stasis with Force of Will

    Game 1 – This was a drawn-out game where I believe I went for a Balance, got it countered and then got Stasis locked. I wasn’t really able to bust out of it before Black Vise did me in. Not to state the obvious, but having most of your lands come into play tapped is a bit of a liability against the card Stasis.

    Game 2 – I tried to build up for a big turn and force through a couple of Balances on a key turn, but again I didn’t have quite enough to get through all his counters and got Stasis-locked.

    This was a match where my dearth of Anurid Brushhoppers really came back to bite me, as the card is (I believe) actually just game over against Stasis if it resolves, since it can’t be permanently tapped and makes it so you can’t die to Black Vise.

    2-1

    Round 4 vs. UB Stifle-Naught with Force of Will

    Game 1 – My Burning Wish and Balance were Duressed away, leaving me with no real action. I drew many lands afterwards and eventually died to Dreadnaught.

    Game 2 – I mulliganed to a kind of speculative hand and again had my one action spell taken with Duress, drew many lands and died to his 12/12 in relatively short order.

    2-2

    Round 5 vs. Ty playing UR Draco Explosion control with Brainstorm

    Game 1 – I successfully resolved a Balance and a Balancing Act but he was able to Fact or Fiction to get some cards back and rebuild. I wasn’t really ever able to fully combo or present any threats and eventually died to explosion plus some other damage.

    Game 2 – I played a turn 1 wurm off LED + Archaeological Dig and he couldn’t remove it or combo through it before dying.

    Game 3 – I set up with lands for a few turns, including resolving an early LED, and he played a Phyrexian Furnace, which made things very awkward for me as it prevented me from sacrificing LED with a Balance effect on the stack, since he’d be able to exile Roar of the Wurm. This meant I would have to wait and LED after resolving Balance, which meant I’d need an extra mana floating in addition to the LED if I wanted to end up with a wurm in play. This caused me to delay going for it but eventually he tapped low with only 2 blue up. I had 5 mana available from lands I could sacrifice plus one more from a Lotus Petal in hand. I also had an Orim’s Chant. I was going to play Chant first, but was trying to figure out if I could still manage to flash back wurm at the end of it if he had a Force Spike or something. Since all of this would require me to sacrifice at least some lands, it really needed to go right. At this point my brain was kind of short-circuiting and I was having trouble figuring out which land would be the least bad to sacrifice if he had some disruption for my Chant. I was aware of taking a really long time, so I decided to just play Lotus Petal, which he Annulled. I then realized I actually needed the Petal to resolve to do everything I wanted (Chant + Burning Wish + Balance + Flashback Roar), and now I was faced with the choice of either Chant + Balancing but not playing Roar or going for it without Chanting (or, I suppose, passing the turn and letting him untap). I decided to go for it without Chanting and with his last mana, he Enveloped my Balance. I conceded the game.

    2-3

    Rather tilted and with a brain that wasn’t functioning enough to figure out how to de-sideboard my deck, I decided it would be best to drop.

    Here are the decklists from the event. Force of Will seemed to be the most successful card of the event, which is, to be quite honest, very lame. But also not that surprising.

    Playing this deck, I noticed a couple of issues. The first was that I only had 4 LEDs to facilitate the “full combo” of Balancing to eliminate my opponents lands, creatures, and hand. It was also basically necessary to draw LED in order to cast Roar of the Wurm (though I did hardcast it a few times, but that was not ideal). I only played 2 Anurid Brushhoppers total, thinking the format would just be too fast for them to be any good. But now I realize a certain number of extra discard outlets are kind of necessary for the deck in general, and Brushhopper is definitely the best available option. This requires some changes to the manabase, but I think it can handle it. The Quiet Speculation can definitely go. I think the maindeck Phyrexian Furnaces can be moved to the board. Again, I was a little too afraid of faster decks like reanimator or Rector Bargain, hence the maindeck Furnaces. But I think it’s still fine to optimize the maindeck to function in its own right as well as possible, and tough matchups can be addressed with the sideboard.

    Speaking of the sideboard, mine was not great. As is often the case with Wish-boards, most of the targets were better in theory than in practice, and I could easily envision not wanting to wish for them in another theoretical Premodern Unchained tournament. The only wish targets I am really sure you want are Hull Breach, Balance, and Overmaster. I wish I had more disenchant effects and pyroblast effects. Despite all of this and my record, I think the deck is actually pretty powerful with all the redundancy provided by Balance, Balancing Act, and Burning Wish. I wouldn’t be opposed to playing it again at all, although I’d probably choose something else just for the sake of variety. Here’s the updated list:

    Balance Combo 2.0

    Maindeck:

    4 Barbed Sextant
    4 Lion’s Eye Diamond
    4 Lotus Petal
    4 Urza’s Bauble
    4 Ancient Spring
    4 Archaeological Dig
    4 Crystal Vein
    2 Dwarven Ruins
    2 Irrigation Ditch
    4 Ruins of Trokair
    4 Tinder Farm
    4 Balancing Act
    4 Burning Wish
    2 Deep Analysis
    4 Roar of the Wurm
    3 Balance
    3 Anurid Brushhopper

    Sideboard:

    2 Phyrexian Furnace
    1 Tormod’s Crypt
    1 Pyroblast
    1 Anurid Brushhopper
    3 Seal of Cleansing
    2 Orim’s Chant
    1 Hull Breach
    1 Overmaster
    1 Balance
    1 Deep Analysis
    1 Duress

    I don’t remember a ton about what happened the rest of the day, so I’ll move on to the main event.

    As I mentioned, I had resolved to play WW. It has a lot of nostalgia for me, and I think I had developed the list to be about as good as it could be. Theoretically, the deck has a good matchup vs. the boogeyman of the format, Stiflenaught, while being able to hold its own against any other deck depending on the draws. The downside of the deck is that it is fairly lower power overall, and the disruption package is pretty much limited to Swords to Plowshares, Armageddon, and disenchant effects. The special sauce in my build is the addition of Gaea’s Cradle, which I do think is very good with the rebel package in some numbers (as well as being nice with Armageddon and Masticore). After much prevarication on the split of Soltari Priests vs. Silver Knights, here’s the list I ended up registering.

    Maindeck:

    4 Swords to Plowshares
    4 Ramosian Sergeant
    2 Defiant Falcon
    1 Lin Sivvi, Defiant Hero
    4 Whipcorder
    1 Exalted Angel
    4 Mother of Runes
    2 Armageddon
    3 Gaea’s Cradle
    2 Weathered Wayfarer
    3 Seal of Cleansing
    19 Plains
    3 Silver Knight
    1 Soltari Priest
    4 Crusade
    1 Masticore
    2 Deftblade Elite

    Sideboard:

    2 Aura of Silence
    1 Exalted Angel
    1 Masticore
    2 Tormod’s Crypt
    2 Armageddon
    1 Tsabo’s Web
    2 Phyrexian Furnace
    2 Absolute Law
    1 Seal of Cleansing
    1 Sheltering Prayers

    A couple of thoughts on some unusual cards:

    Silver Knight vs. Soltari Priest – Basically although they both have Pro: Red, Silver Knight is much better vs. the red decks because it can block, while Priest is way better vs. Mishra’s Factory decks and…well, basically any non-red deck.

    Crusade – This card is pretty good but the symmetrical effect is sometimes a relevant drawback. The card Engineered Plague is the main reason I ran 4 of them. But one could probably be relegated to the sideboard if needed.

    The rebel package – At the end of the day, most of the other rebels you could play just aren’t good enough to be worth it, so I didn’t play them. The most painful cut was Thermal Glider once I realized that I never really needed to search for it, and just drawing it was worse than just drawing another Silver Knight in the relevant matchup.

    Masticore – A good card against other creature decks but it requires a few things to go right (having a bunch of creatures + Cradle) to be truly game breaking. Hence only one main and another in the board.

    Deftblade Elite – An attempt to have a random ace in the hole against the otherwise abysmal elves matchup. This on turn 1 plus Crusade on turn 2 can turn into a repeatable vindicate. It’s also serviceable against other creature decks. It is pretty bad against everything else. But you do need a minimum number of one drops and Weathered Wayfarers have diminishing returns. Nova Cleric is another consideration, but is a nombo with all these Crusades.

    Round 1 vs. Stiflenaught

    Game 1 – I won the roll and resolved a Sargent. He Portented on his turn. I played a Whipcorder and it got Foiled. On his second turn he produced a Dreadnaught. I searched up a Whipcorder and took 12. I passed and attempted to tap his Naught on upkeep, which was met with a Stifle and I died.

    Game 2 – My opponent produced an early Dreadnaught but I was able to successfully search up multiple Whipcorders and tap it down repeatedly. My opponent drew a Powder Keg but wasn’t able to get it to 2 counters in time.

    Game 3 – I had an early Sargent, Whipcorder and Mother of Runes, as well as 2 Seal of Cleansings. My opponent had Tide + Chain combo on turn 5 and I decided to Seal it to prevent any future removal of my lands, since my hand was pretty stacked if I could find any more lands. However, I never did and my opponent got enough card advantage to power through my other Seal with a Dreadnaught, while holding off my forces with Mishra’s Factory.

    I was pretty disappointed to lose to what is usually a good matchup. In the third game I spent many turns staring at a Tsabo’s Web in my hand as I had no lands while facing down a Mishra’s Factory that was holding off my creatures. I was iffy on its inclusion but decided to go with it at the end, but one of the cards I’d considered was a Wasteland, which would have been great in that spot.

    0-1

    Round 2 vs. Stiflenaught

    Game 1 – My opponent didn’t get a fast Dreadnaught and I was able to land some rebels and search up an insurmountable number of Whipcorders, and my opponent conceded.

    Game 2 – My opponent had an early Dreadnaught and I had to take one hit and go for an Aura of Silence to try and kill it. I expected it to be countered but it resolved and I was able to remove the shrimp. He didn’t have another to follow up right away and I was able to search up a large number of rebels and power through a Powder Keg to take the game.

    1-1

    Round 3 vs. RB Draco Explosion

    Game 1 – I kept what was perhaps a weak hand that was further diminished by a Duress. I flooded fairly badly and my opponent had all the time in the world to set up an Explosion into a Lightning Bolt to kill me.

    Game 2 – I resolved a couple of spells before my opponent landed a Gloom. The few spells I played were not enough and I eventually got explosioned.

    Gloom is a pretty devastating card for the monowhite deck and I just hoped to dodge it in the tournament, but it was not to be.

    1-2

    Round 4 vs. 5 Color About Face Tireless Tribe Madness

    Game 1 – A creature board stall developed which greatly favored me. I eventually searched up enough rebels to take the game.

    Game 2 – A Volcanic Spray made an appearance here to clear some of my board, but the pair of Silver Knights I’d drawn were unaffected and held off an Arrogant Wurm and the rest of my opponents board. Eventually an Exalted Angel showed up and my opponent conceded.

    2-2

    Round 5 vs. 5 Color About Face Tireless Tribe Madness

    Game 1- This was not a deck I expected to play against at all, let alone twice in a row. After Swordsing a couple of Wild Mongrels, I was able to take the game with an accumulation of rebels.

    Game 2 – I had a somewhat anemic draw this game which was further diminished by a couple of Engineered Plagues.

    Game 3 – This game was a real marathon that involved a bunch of creatures trading off. I was a bit hamstrung on mana so had to spend a lot of the midgame tapping some stuff down instead of searching up a lot of rebels. On turn 2 of extra turns, my opponent had a large attack and I was able to block and search up my last Whipcorder, which he didn’t anticipate, and swing for lethal on my next turn.

    3-2

    Round 6 vs. Stiflenaught

    Game 1 – I had an early Sargent but my opponent had an early Naught and I couldn’t set up Whipcorder in time. I can’t remember if I had a Swords that got Foiled.

    Game 2 – I can’t remember exactly what happened here but my lifepad has my opponent taking 1 and me taking 12, so I assume I took one hit from a Dreadnaught and then disposed of it either with a disenchant or infinite Whipcorders and my opponent then conceded to a rebel horde.

    Game 3 – I was on the draw and once again my opponent had an early Naught. Because he’d used Vision Charm on the naught, I couldn’t try to Swords it on my turn before he untapped, and he unsurprisingly had the Counterspell during his upkeep to protect it and I died.

    3-3

    After this round I’d had enough and dropped to hang out with Matthias and some of his friends, which was definitely a good decision.

    In theory this deck should be pretty well positioned in a field full of Stiflenaught, but it is the best deck for a reason and sometimes they just combo fast with backup and there’s not much that can be done.

    Unlike the Balance Combo deck, I don’t think there is much I would change about the WW deck. The only thing I would do is probably cut Tsabo’s Web and add an extra land to the maindeck, and move one of the Crusades to the board. Since you wouldn’t be playing Tsabo’s Web anymore, you could afford to play a Wasteland or possibly 2-3 Mishra’s Factories, which would help with the problem of flooding out which this deck sometimes has. If you did that, you might be able to get away with a manabase of 18 Plains, 2 Cradle, 3 Factory. Soltari Champion is another card I’d consider trying at some point as a 1 of.

    Looking at the metagame in the event, I can’t help but be tempted by the idea of playing Suicide Black, which I think would have a great matchup against a lot of the top decks, and being able to dodge Lightning Bolt all day seems like it actually might be realistic.

    Anyways, all in all it was a very cool event and I’m glad I got to go to at least one of these. It was cool seeing all the team swag and pins and patches and stuff people come up with, even if it’s not really my thing. I will say, I wish the event had started about an hour earlier than it did. That would have been at 10:00 AM, which really isn’t that early. They might want to aim for that next year, cause it would appear this event is only growing more popular.

    I’m not sure if I’m capable of really traveling to events (and having a great time) at this point in my magic career but I’m sure I will at least consider it when this rolls around next year.

    Props:
    Ty for testing and loaning me cards

    Matthias for hanging out (and the cool Bucee’s hat)

    Will for asinine debates about how good Demonic Consultation is (it’s really good)

    Duress Crew for running the event

    Lobster rolls for being delicious

    Dante Alighieri for his contributions to society

    Slops:

    Kendall Square for vibes reasons

    Stiflenaught because I’m sick of losing to it

  • For the winter middle school league, I decided to finally play a deck I’d played before again – Monowhite Rebels. I’d played a few premodern leagues on magic online since the last time I played it in middle school, including with UW counter-rebels, and had come to some interesting conclusions that I wanted to test further in middle school, where playing Crusade wouldn’t be such a big deal (since it has been removed from Magic Online, the league lets you play Honor of the Pure instead, but some people don’t like it and it’s a bit of a headache all around).

    These were my thoughts going into the league:

    Even though Counter-rebels seemed like the superior deck, offering mainly Meddling Mage and some Counterspell effects, I’d found the gains with these cards to be somewhat counteracted by the worse mana. The need to play more blue sources necessitated cutting down on really good off-color lands like Gaea’s Cradle and Mishra’s Factory.

    On the monowhite front, I’d concluded after the last league that I was playing both more rebels than needed and more cute utility cards to fetch with Enlightened Tutor than I should have been. The rebel package was still good, but it needed to be supplemented with other aggressive and/or powerful white creatures, like Savannah Lions, Soltari Priest, and Exalted Angel. Hopefully this explains why the pump effect had to be Crusade – Shared Triumph wasn’t going to work with these diverse creature types. I also liked having the different creature types as more of a hedge against Engineered Plague, which was really good against the prior nearly mono-humans version of the deck.

    The other thing I wanted to test was the sideboard 1-2 punch against combo of Orim’s Chant and Armageddon. Since white doesn’t have the more standard disruption pieces that blue provides access to, I wanted to see if this combination of cards could be effective enough, combined with the aggressive creatures, to give the deck a shot against some of the more combo-oriented decks in the format. They would also come in against control. Unfortunately, none of these cards were good against Elves. I’d wracked my brain for this matchup but there simply wasn’t anything in the color white that seemed appropriate (I don’t consider Wrath of God or Powder Keg playable in a WW deck). However, I thought there was a possibility that the more aggressive approach could work – destroy a Survival and hope that Crusade + beats can get there before they recover.

    Given all of the above, here is the list I played:

    Maindeck:

    4 Mother of Runes
    4 Ramosian Sergeant
    1 Defiant Falcon
    2 Lin Sivvi, Defiant Hero
    1 Masticore
    1 Ramosian Lieutenant
    1 Thermal Glider
    4 Whipcorder
    2 Weathered Wayfarer
    2 Savannah Lions
    1 Exalted Angel
    2 Soltari Priest
    2 Crusade
    3 Seal of Cleansing
    1 Parallax Wave
    4 Swords to Plowshares
    1 Enlightened Tutor
    19 Plains
    3 Gaea’s Cradle
    2 Mishra’s Factory

    Sideboard:

    2 Tormod’s Crypt
    1 Phyrexian Furnace
    1 Nightwind Glider
    1 Absolute Law
    1 Circle of Protection: Red
    1 Aura of Silence
    1 Seal of Cleansing
    1 Crusade
    1 Conversion
    2 Orim’s Chant
    3 Armageddon

    Round 1 – brofellos playing Pattern Ghoul

    Game 1 – I kept a hand of 2 Plains, Parallax Wave, Masticore, Mother of Runes, Ramosian Sargent, Whipcorder.

    I played out my early creatures and he played out a bunch of Wall of Roots. After the first few turns I’d only seen green mana, so I wasn’t totally sure what was going on. I searched out a Defiant Falcon but didn’t draw a 4th land the next turn, so played out Whipcorder, holding up a Swords that I’d drawn. He went for Pattern of Rebirth on Llanowar Elves and I swordsed it in response. I drew a Soltari Priest and played it. He played Academy Rector. I was hoping to hit a 4th land so I could preemptively play Parallax Wave to have some Deed protection, but it was not to be. The next turn he played Phyrexian Ghoul and sacrificed Rector. He got a Pattern of Rebirth and put it on a Wall of Roots and sacrificed it to go get Akroma. I was able to tap that down with Whipcorder for a few turns and my creatures plus Crusade plus Parallax Wave killed him from 11 life.

    I boarded out Masticore, Thermal Glider, and a Savannah Lions for Nightwind Glider, Phyrexian Furnace, and Aura of Silence.

    Game 2 – We both mulliganed and I kept a pretty underwhelming hand of 3 Plains, Soltari Priest, Whipcorder, Swords to Plowshares. I played out my creatures and was able to Swords a Phyrexian Ghoul in response to a Cabal Therapy. However I had drawn nothing but lands so my position was precarious. He managed to get Pattern on a Birds and sacrifice it, again fetching up Akroma. I took 6 since I’d attacked on my turn, but after that, I was able to again tap it down with Whipcorder. I drew another Soltari Priest and a Mother of Runes that could protect Whipcorder from spot removal. I was once again very dead to a Pernicious Deed but it was not found in time and I got the match.

    Afterwards my opponent told me he had drawn Irridescent Angel, so he wasn’t able to go get it with Pattern of Rebirth. It probably would have been enough to race me although I’m not 100% sure.

    1-0

    Round 2 – Caedus4182 playing Survival Aluren

    Game 1 – I won the roll and kept a solid hand of 2 Plains, Whipcorder, Thermal Glider, Crusade, Swords, Mishra’s Factory. My opponent had to mulligan twice. I played out Whipcorder and Thermal Glider and then two Mother of Runes. My opponent just played some lands and then played Survival turn 3 and pitched at my end step to get a Squee. He then got a Birds of Paradise into play on his turn. I played Swords on it and then played out Crusade and attacked for a lot. He fetched up a Spike Feeder with the extra mana but didn’t draw a land and was too far behind and conceded.

    At this point I wasn’t totally sure what kind of Survival deck I was playing against, though I suppose I should have just assumed it was Aluren when I saw Reflecting Pool in game 1. As a result I didn’t board quite correctly. I only brought in Phyrexian Furnace, Nightwind Glider, Seal of Cleansing and Aura of Silence, removing Parallax Wave, Mother of Runes, Thermal Glider, and Weathered Wayfarer.

    Game 2 – I kept a hand of 2 Sargent, 2 Plains, Mother of Runes, Phyrexian Furnace, Weathered Wayfarer. He mulliganed but had a good start with a turn 1 Birds. I played out Mother of Runes. He played a land and a Survival. I played Wayfarer and Sargent. He discarded a creature to go get Squee and Therapied me for Swords to Plowshares on my turn. I searched up Gaea’s Cradle and played Furnace with the Plains. When he discarded Squee, I was able to exile it with Furnace on my end step (and mana burn for 2). However the minor value gained was not too relevant as he searched up Imperial Recruiter and played Aluren on his turn and killed me.

    For this game I boarded in two Armageddon, Crusade, and brought Parallax Wave back in. I removed Exalted Angel (which I had kept in before as a hedge against Pernicious Deed), Phyrexian Furnace (since the matchup didn’t seem like it was about preventing incremental value), 1 Mother of Runes and Masticore.

    Game 3 – I was again able to keep a pretty good hand of 2 Plains, Mishra’s Factory, Aura of Silence, Sargent, Seal of Cleansing, and Swords to Plowshares. My opponent disastrously had to mulligan to 4. I started off with Sarge, then Seal of Cleansing, then Searched on my opponent’s third turn. I didn’t need to play Aura on turn 3 since I’d been on the play and my opponent couldn’t Aluren yet. Meanwhile he had played nothing but lands the first two turns, then Survival with one mana up on turn 3. I Sealed the Survival on my main phase and he searched up an Imperial Recruiter in response. I played land and dropped Aura of Silence. My opponent had a 4th land and passed. I attacked and/or searched for a couple of more turns and on my 6th turn, played a Parallax Wave I’d drawn for extra protection. He couldn’t find anything to play Aluren through the Aura of Silence or get rid of it and conceded.

    2-0

    Round 3 – yourfriendmike playing RG Goblins

    Game 1 – I kept a hand of Plains, 2 Seal of Cleansing, 2 Ramosian Sargent, Mother of Runes, Gaea’s Cradle. Not knowing what my opponent was on, I figured Seal had a decent chance of being good and even if it wasn’t, this would have been a good 5 card hand. My opponent won the roll and led with mountain, Goblin Lackey. I drew a Plains and played Ramosian Sargent to block. I was able to block down the Lackey and he didn’t have a follow up. I played out Mother and Sargent. He played Warchief on his turn. On my turn I played second Mother and a Gaea’s Cradle. At this point, it was looking promising. However over the next several turns I drew only lands and one Weathered Wayfarer. He played Goblin King, Ringleader and Siege-Gang, then eventually a Matron for Sharpshooter. I failed to find any way to interact and so even though I had a board full of rebels, he was matching me in quantity with goblins and I couldn’t really attack because of the Goblin King and died to Sharpshooter + Siege-Gang. The two Seals ended up costing me, being completely dead the whole game.

    I boarded out 3 Seals and Parallax Wave for COP: Red, Absolute Law, Crusade and Conversion. Even though Conversion would be less good because of his Karplusian Forests, I decided to bring it in.

    Game 2 – I mulliganed and kept a hand of 2 Plains, Crusade, Defiant Falcon, Lin Sivvi, Swords. I led with Plains, he played Mountain, thought for a while and passed. I played Plains and Crusade. He played Karplusian Forest and Mogg Fanatic + Goblin Lackey. I drew Mother of Runes and had the choice of playing Mother + Defiant Falcon, Falcon + hold up Swords, Mother + hold up Swords, or Lin-Sivvi only. After some thought I decided to play Mother + hold up Swords, reasoning that the number one priority was preventing Lackey from hitting me, so I had to have Swords available. I decided the second most important thing was getting Mother active. Plus, I didn’t have a 4th land so Defiant Falcon wouldn’t necessarily be able to activate next turn even if I played it. He tried to cycle Gempalm Incinerator on his turn to kill Mother and I was able to Swords Lackey in response. It only took 1 and he was forced to use Mogg Fanatic to finish it off. I played Lin-Sivvi on my turn and things were looking promising. However it all came crashing down when he played Cursed Totem on his turn. I completely forgot about that card. It is extremely awkward to leave in disenchant effects when there’s only one target. I played Falcon and the COP: Red I just drew. I was able to attack in with Falcon and Sivvi for a turn and then Falcon but he eventually cycled Gempalm to kill the bird and neither of us could attack profitably. This was very much in his favor though since I was unable to search up rebels. Eventually he drew Anarchy to take care of the COP and my meagre board and I conceded.

    2-1

    RG Goblins is a pretty tough matchup since they have Naturalize to deal with my good enchantments, plus the Conversion plan isn’t guaranteed to work since they have Karplusian Forest to get around it. I was a little surprised at the Cursed Totem since it also hurts some of his creatures, but definitely hurt my plan much more. This match made me want to lean harder into single powerful threats like Exalted Angel and scale back the rebel package to more of a skeleton, since it proved ineffective in one way in game one and then a different way in game 2. This is a matchup where the blue splash would help a lot since it gives access to blasts and counterspells for the key cards.

    Round 4 – ShunF playing Monored Goblins

    Game 1 – He won the roll and mulliganed once. I kept a hand of 2 Plains, Swords, Crusade, Mishra’s Factory, Mother of Runes, Seal of Cleansing. He led with Mogg Fanatic. At this point I thought he was playing Sligh, and therefore my Mother of Runes would never survive, so I just played it. If I’d realized he’d been playing Goblins, there could have been a consideration to hold the Mom. However, given the contents of my hand, I probably still would have had to play it, as using Swords to Plowshares on a Mogg Fanatic is tough to justify when they have such high impact creatures like Goblin Warchief.

    In any case, the Mom got Fanatic’d and he played a Goblin Piledriver. I had to hold up Swords to Plowshares and was able to Swords a Warchief on his next turn. Then I played Crusade + Ramosian Sargent. He played a Goblin Patrol or two in here but I was able to get the rebel chain going, go get Lieutenant, then Lin Sivvi, and then Thermal Glider and many other rebels. He didn’t draw any other card advantage goblins, just Patrols, a Piledriver, and a Lackey, so the rebel chain was able to overwhelm his goblins and I took game 1.

    I boarded out two Seal of Cleansings and a Parallax Wave for Conversion, COP: Red, and Absolute Law. I left in 1 Seal of Cleansing to hedge against Cursed Totem. But that is probably just a mistake in general against a deck with no other targets for it. Instead the thing to do is just structure the post-sideboard deck to be able to win through a Totem.

    Game 2 – We both kept. My hand was 4 Plains, Whipcorder, Sargent, Swords. A little land-heavy but it had an answer to an early Lackey, which he did play turn 1 and I removed with StP. He followed it up with a Piledriver, and I played 2 Sargents. He played Mogg Fanatic and another Piledriver. I played a land and passed. He attacked with all and sacrificed Mogg Fanatic to kill a Sargent, then Cycled Gempalm Incinerator to kill the Whipcorder I searched out. I took 10 from Piledrivers. He followed it up with a Goblin Patrol. I untapped and played another Whipcorder. He cycled an Incinerator to kill that one too. I was forced to chump with Sargent and go to 2. I Enlightened Tutored for COP: Red at the end of the turn and played my 5th land to have just enough activations to prevent the damage on the board. However, it was looking quite bad since I’d have to use almost all my mana every turn just to not die. But if he had absolutely nothing for a while, there was a small chance I could maybe draw out of the situation. Instead he played Anarchy to get rid of the enchantment and with no outs left, I conceded the game.

    For game 3, I boarded out the remaining Seal and Masticore for 2 Armageddons.

    Game 3 – We both kept, my hand was 2 Plains, Mom, Crusade, Armageddon, Swords, Defiant Falcon. I led with Mother and he killed it with Mogg Fanatic. I decided to play Crusade next over Falcon, since I wouldn’t be able to activate it the next turn anyway and the extra toughness could protect it from future Fanatics or Gempalms. My opponent had Ports and started tapping my lands to keep me off of activating Falcon. At this point the game was progressing quite quickly and I couldn’t take good notes. I did mess up badly by playing my Gaea’s Cradle into a Wasteland without any use for the mana. If I’d held it, I might have been able to play and activate it to search with Falcon. In any case, I couldn’t stop my opponent from getting to Anarchy mana but he must not have drawn it yet. He had a Skirk Prospector in play and searched for Gempalm with Goblin Matron, tapping out. He also had a Piledriver in play that was being held off by a Savannah Lions I’d played. I had my Swords still and had to make use of it then since mana was tight. I decided to Swords the Skirk Prospector, since I’d probably need to play Armageddon soon. At some point he Incinerated something and played another Piledriver. I drew a 4th land and would get to activate Falcon. On his turn he Ringleadered up another Gempalm and a Warchief, played a 5th land and passed. I thought for a bit about whether I could afford to get Lin Sivvi and give him another turn with all his mana in exchange for being able to go get Glider and Geddon the turn after. I concluded it simply wasn’t worth it to give him another turn with his mana, and instead searched up Thermal Glider and played Armageddon on my turn. I had conveniently drawn Mishra’s Factory and played it post-geddon, and attacked for 2 with Falcon, leaving back Glider + Lions to hold off his team. He drew for a couple of turns but couldn’t find any lands to try and dig back out with Gempalm, and conceded the game.

    3-1

    After playing against this deck a couple of times, I think boarding in Geddon is not that bad in general, even without the threat of Anarchy from their side. They have a bunch of cards with somewhat high casting costs and if you can stick some threats and a flyer, the WW deck can sort of freeze the board state in an advantageous position and win. It certainly felt less bad to bring it in here than against Sligh.

    Round 5- BrianL playing Miracle-Gro

    Game 1 – I won the roll and mulliganed once, keeping a hand of 2 Plains, Mother of Runes, Weathered Wayfarer, Swords to Plowshares, and Lin Sivvi. I played Plains, Mother. He played Mox Diamond and an Island, and sent Mom farming with a Swords. I had nothing that impressive to play on 2, so I played Wayfarer and didn’t play my second land, enabling the possibility of wayfarer activation if he played his 2nd land. He did not play a second land on his turn, just drawing and passing. Having given it a shot, I went ahead and played my second land and Whipcorder, which was Forced, pitching a Force. He passed again (and maybe played an AK at the end of my turn, not sure). Having drawn out a Force (when Counterspell mana was available), I thought the coast was pretty clear and played my 3rd land and Lin Sivvi. It met another Force, also pitching a Force yet again. He played a City of Brass but still had no other plays. I played a Thermal Glider which resolved. On his turn, he played Portent, then Opted in order to get rid of 1 of the Portent cards. I attacked and passed. He played Quirion Dryad and Meddling Mage, which I responded to with a Swords on Dryad. He named Whipcorder and I used my second Swords on the Mage at the end of the turn. I played a morph (Exalted Angel) and he drew and conceded, having drawn nothing of relevance for the assortment of creatures I had.

    I just boarded out the Enlightened Tutor for the 3rd Crusade. I considered Armageddons, but thought his deck also played those so it wouldn’t make sense to bring them in.

    Game 2 – He kept 7 and I mulliganed once into a hand of 2 Plains, Exalted Angel, Whipcorder, Seal of Cleansing, Defiant Falcon. He just played lands for the first few turns and I played my Defiant Falcon on turn 2. He played AK at the end of the turn and Call of the Herd on his 3rd turn. On my turn, I played Plains, Whipcorder and Weathered Wayfarer. He played E. Plague on rebel, killing my Defiant Falcon before I could get to 4 mana to search with it. On my turn I played Seal and destroyed the Plague, and a Ramosian Sargent. He played Pyroclasm on his turn, killing all 3 of my creatures. I believe he also worked in an AK for 2 here. I followed up with Mother of Runes and a morphed Exalted Angel, but he Fire’d the Mother and Swordsed the Angel after I flipped it over. My subsequent Ramosian Sargent was not close to enough and I succumbed to a Psychatog, Meddling Mage, and an elephant a turn or two later.

    For this game I boarded in 2 Armageddons, Absolute Law, and Phyrexian Furnace, taking out Masticore, Parallax Wave and 2 Weathered Wayfarer. My reasoning was that Geddon would be better on the play and that it would be an additional way to take out City of Brass and therefore an indirect answer to Pyroclasm and Engineered Plague. But I think this was probably wrong, although I do think taking out Wayfarers on the play was defensible. I should have just left in the Masticore and Parallax Wave, and subbed out 2 Wayfarers for Furnace and Absolute Law.

    Game 3 – I kept a 7 carder of 3 Plains, Sargent, Armageddon, Soltari Priest, and Seal of Cleansing. I led with Sargent. He played a land and passed. I played Priest on turn 2 and he thought for a bit before allowing it, signaling a Force of Will (or a nice representation of one). He played land and Quirion Dryad on his turn. I played a land, attacked with Priest and left up mana to search. He played another Dryad and missed a land. I fetched up Ramosian Lieutenant over Falcon, because if I drew a Gaea’s Cradle I could have played the Crusade (to protect the Liutenant from Pyroclasm) with mana up to still search. There was no Cradle forthcoming though so I simply played a 4th Plains and passed after attacking with Sargent and Priest. On his turn, he played Mox Diamond and Forced it to grow the 2 Dryads and attack for 4. Post-combat, he played Pyroclasm to kill Lieutenant and Sargent and grow the Dryads further, leaving me with Priest and a Lin Sivvi I searched up in response. On my turn I played a Crusade which met a Force of Will, growing the Dryads to 4/4s. I played a Whipcorder and a 5th land (Mishra’s Factory). He attacked with one Dryad and I didn’t block. Before damage he Sworsed my Lin-Sivvi, and I searched up a Sargent in response. He conceded, as my counter-attack would be lethal.

    4-1

    Round 6 – Tweedy playing UWg Wake Control

    Game 1 – He mulliganed. I won the roll and kept a borderline hand of Exalted Angel, Savannah Lions, Enlightened Tutor and 4 Plains. My turn 1 Lions got Force of Will’d. He played a land and I played a land and having not drawn a creature, had to pass the turn. On my next turn, my attempt at an Exalted Angel got Mana Leaked. He Impulsed main phase for a land. I had drawn a Factory and was able to get in and drop Mother of Runes and Weathered Wayfarer. I couldn’t do a ton on my next turn and he Fact or Fictioned, untapped and cast Wrath of God. With basically nothing going on, I Enlightened Tutored for Masticore, playing it and hoping it could somehow go all the way against his assortment of manlands (Treetop and Mishra’s Factory). Instead it was Swords to Plowshare’d immediately and the game was basically over. I played on for a while to see some additional cards in his deck, which included Mirari’s Wake, Mulch, Cunning Wish, and Decree of Justice. Some turns later I finally died to manlands.

    This seemed like a pretty bad matchup. I boarded out Masticore, , Parallax Wave, Enlightened Tutor and all 4 Swords for Crusade, 3 Armageddons, Aura of Silence, Phyrexian Furnace, and 1 Orim’s Chant (the first time boarding that in all tournament).

    Game 2 – I kept a better but odd hand of 2 Seal of Cleansing, 2 Plains, Savannah Lions, Mother of Runes, Mishra’s Factory. My turn 1 Mother was sent farming and I resolved a Savannah Lions the next turn. The turn after, I got in with Factory and Lions, having drawn a second factory. The factory was plowed as well, and the next few turns saw me attacking with Lions and Factory and playing a Seal of Cleansing. I had to split a tough Fact or Fiction of: 2X Fact or Fiction, Decree of Justice, Flooded Strand, Powder Keg. It seemed like he really needed the Decree so I put that with Keg, since I already had an answer to the Keg on board, so I thought it might actually be less useful than a land. He chose the decree pile and cycled decree to trade with Lions and also drew a Wasteland for Factory and played Disenchant on a Seal of Cleansing. I played out another Seal and a Sargent I’d drawn. I had also drawn Orim’s Chant and had the decision of using it to try and force through the Sargent or saving it to try and force through a future Armageddon. At the time, it seemed like I was pretty far behind, so I reasoned that I just needed to bank on my opponent not having removal for Sargent and save it for Armageddon, which I thought would be absolutely necessary to resolve to have a chance. The Sargent did remain alive, and over the next few turns, he destroyed my other Seal with another Disenchant and dropped Humility. I was able to search once in response and got a Defiant Falcon, then untapped, drew the Geddon and played Orim’s Chant into Armageddon and played a land afterwards. I attacked and my Falcon traded with his remaining soldier token and I got him down to 6 or 7. Over the next few turns I attacked with my remaining creature but he drew some lands not that long after and played Powder Keg. The turn before he played Keg (which I knew about from the earlier FOF), I had a decision about whether to play another creature to force through one more damage, knowing that it would die to Keg. I decided against it, holding it for post-Keg, which I think made sense at the time. He popped Keg and I followed it up with 2 creatures. However, those were met with the Wrath of God (requiring my opponent to sacrifice a Flooded Strand and go to 2 life) and my follow upcreature on my turn was Force of Will’d, getting him down to 1. I eventually resolved another creature but at this point my opponent had drawn Moment’s Peace and Treetop Village, and I could not deal the final point. Stuck with my last 2 Armageddons in hand, I was unable to get enough pressure to break through and my opponent eventually found a Decree of Justice which basically sealed the deal.

    4-2

    The 4-2 record did not end up being enough and I finished in 13th place. The hand in game 1 of round 6 further convinced me of something that I’d suspected for a while – Enlightened Tutor is just not good enough in this deck. The type of “card advantage” this deck can get takes a long time and is not powerful enough to make up for the card disadvantage of Enlightened Tutor. There isn’t really a card that is powerful enough in this deck to warrant the disadvantage of being able to search for it. I played another WW deck in a modo premodern league at the same time and it was useful to be able to analyze the differences between the two lists, although also sort of confusing to be playing them at the same time. The modo list was even more aggressive, played some Armageddons main and eschewed the tutor package. I was 6-0 with that and after playing both leagues I’m pretty sure it’s the better plan.

    Orim’s Chant didn’t see much action. The one game it did, it functioned exactly how it was supposed to and I still lost the game. I think it might be similar to E. Tutor in that the card disadvantage is not something this deck can withstand. And I’m not sure Abeyance would be much better, since casting that before Armageddon is asking a lot, plus it has much less utility in other matchups, like Enchantress.

    I tried Glorious Anthem over Crusade in the modo league and in the process, I started second guessing whether Crusade was actually better overall. I had a match there where the Anthem was extremely relevant when combined with multiple morph creatures vs. an Engineered Plague. I could also see the difference mattering vs. cycled Decree of Justice.

    Weathered Wayfarer continued to impress. Getting access to Gaea’s Cradle is very nice, and getting extra lands prior to playing Armageddon is also extremely useful.

    Seal of Cleansing ended up being kind of awkward in the last match and dead in the match against RG Goblins. The idea behind playing it over Disenchant is that you can play it before playing Armageddon and still have the ability to use it later. It also can sneak in under counter-magic against blue and discard against black. So, I think it is better in general. But it does have some drawbacks, such as being vulnerable to opposing Disenchant effects, as well as just giving away information to the opponent. I tried a single copy of Capashen Unicorn as a hedged disenchant-effect that can still attack and block in the modo league and I’m still not sure if I like it. But I would probably continue to play one just to test it more.

    Finally, the last card I’ve surprisingly found myself doubting was Mother of Runes. Even though it is good, I’ve found it to be not as good as I’d expect a lot of the time. Often giving a creature protection in middle school/premodern is not really what the games end up being about. And the drawback of being a Human is extremely relevant against Engineered Plague. I would consider cutting down the number of Mothers in favor of more aggressive non-human creatures, even though it is at its best early on in the game.

    The deck going forward:

    I think the deck has certain positive attributes but also some certain vulnerabilities, and the key to getting the best build is pushing its natural advantages as much as possible while doing what you can to mitigate the vulnerabilities. I think it’s useful to list these out:

    Advantages:

    • Capable of presenting an aggressive clock
    • Can also grind out an advantage over time via the rebel search chain
    • Has a limited number of very powerful format-defining cards it can play, specifically:
    • Swords to Plowshares
    • Armageddon
    • Disenchant-effects
    • Whipcorder (less powerful than the others in general, but very good in some matchups, and a rebel so the deck functionally has access to many copies of the card)

    Disadvantages:

    • Not quite as fast as other aggressive decks
    • The card advantage going long is not necessarily more powerful than other engines in the format like Goblins, Elves, or Survival if those remain undisrupted
    • Vulnerable to certain key cards, the most commonly played of which are Wrath of God, Cursed Totem, Pernicious Deed and Engineered Plague.

    Given that, I think the keys to optimizing the deck are:

    • Strike a balance between the more aggressive white creatures and the grindier rebel-chain. In doing so, you can also mitigate against the threat from Engineered Plague.
    • Maximize the few disruptive elements you have access to, for example:
    • Max out on Swords to Plowshares (obviously) but also consider “bad 5th copies” of Swords, like Last Breath.
    • Maximize Armageddon (and in order to do this, emphasize Gaea’s Cradle and by extension Weathered Wayfarer) as a way to disrupt strategies that are more powerful in the long-game. Also consider adding to the land destruction element where possible by playing cards like Wasteland and Tsabo’s Web.
    • Play many disenchant effects but use different variations.

    These aren’t necessarily world-shattering conclusions, but with a deck like this where the edges are fairly small, I think identifying these things is important.

    With all that said, this is the list I’d be looking to try out next:

    Maindeck:

    4 Swords to Plowshares
    4 Ramosian Sergeant
    1 Defiant Falcon
    1 Lin Sivvi, Defiant Hero
    1 Thermal Glider
    4 Whipcorder
    2 Exalted Angel
    3 Armageddon
    1 Silver Knight
    3 Gaea’s Cradle
    3 Weathered Wayfarer
    2 Seal of Cleansing
    20 Plains
    2 Soltari Priest
    3 Savannah Lions
    1 Capashen Unicorn
    1 Glorious Anthem
    1 Crusade
    2 Mother of Runes
    1 Wasteland

    Sideboard:

    2 Aura of Silence
    1 Warmth
    1 Nightwind Glider
    1 Absolute Law
    1 Masticore
    1 Last Breath
    2 Tormod’s Crypt
    1 Ray of Revelation
    1 Armageddon
    2 Tsabo’s Web
    1 Phyrexian Furnace
    1 Silver Knight

  • After a summer of playing Premodern leagues on Magic: Online, I had fallen deep into a brewer’s haze with the Premodern/Middle School formats. So when the Fall Semester rolled around in late September, I was ready for some irl cards-over-webcam middle school magic. After a bit of hemming and hawing, I decided to run back a deck I had previously tried in a real life event in my home town of Chicago – Monoblue Faerie Stompy (name soon to be changed for reasons that will become apparent). I had gone 3-2 with it in that event. The original deck was something like this:

    4 Cloud Pirates
    4 Cloud Sprite
    4 Cloud of Faeries
    4 Curiosity
    4 Daze
    4 Force of Will
    4 Gush
    4 Foil
    4 Counterspell
    4 Snap
    4 Wasteland
    16 Island

    (I don’t remember the sideboard)

    Although the deck was cool when you did your thing (putting a Curiosity on a flying man and countering everything relevant your opponent played), it just didn’t quite do that reliably enough. Basically, despite the presence of some of the best cards ever printed in Magic in the form of Gush, Force of Will, and Counterspell, the deck only had 4 copies of Curiosity to get enough card advantage to secure victory. Without things that can attack with more than 1 power, a temporary card boost from Gush usually wasn’t enough.

    Leading up to the event, I brainstormed about a few other options. One was to convert to Merfolk and hope that Lord of Atlantis could fuel some wins with creatures that could actually attack for more than 1 point of damage at a time, potentially without resolving and connecting with Curiosity. I did a little bit of goldfishing and it didn’t really seem to me like switching things over to fish would really solve enough issues.

    Another option that seemed promising was keeping the base and adding some Unstable Mutations to punch through and play up the tempo angle (honorable mention to Sunken City, which got some consideration). Of course, once I went down that path of injecting power, I could no longer ignore the drake in the room – the middle school exclusive, Sea Drake.

    After listening to the copious praise heaped upon it by Ty Thomason and Andrew Webb, I added it to the deck and tried it out in some goldfish games. I had to admit that it was certainly much better than all the other cards I was thinking about, and also interacted fairly favorably with Gush and Foil. The fact that it only cost about a dollar to get 4 copies sealed the deal. One online order later, I was ready to go into battle with the following deck:

    Maindeck:

    1 Winter Orb
    1 Mox Diamond
    4 Cloud Pirates
    4 Cloud Sprite
    2 Sea Sprite
    4 Sea Drake
    4 Curiosity
    1 Unstable Mutation
    4 Daze
    4 Force of Will
    4 Gush
    4 Foil
    4 Counterspell
    1 Misdirection
    2 Wasteland
    16 Island

    Sideboard:

    1 Tormod’s Crypt
    2 Sea Sprite
    1 Waterfront Bouncer
    1 Back to Basics
    2 Blue Elemental Blast
    4 Annul
    2 Hibernation
    2 Hydroblast

    The maindeck Sea Sprites were an attempt to try to be able to beat a red deck in a 3 game match. I figured they did basically the same thing as Cloud of Faeries, so I could afford to have a couple maindeck to free up some sideboard spots (and also to rep Homelands). Cloud also got the axe since it didn’t interact that well with Sea Drake and Gush in the first place. Spiketail Hatchling was a consideration but it just didn’t seem high enough impact on balance. But it could be something to consider for the future. I kept a single Unstable Mutation for some extra punch and spice value.

    I had played only a handful of non-goldfish games and none with the Sea Drakes included before the league so I was very excited to see what would develop.

    Round 1 – David P playing Sligh

    Game 1 – I mulliganed a hand of 2 Islands, 1 Wasteland, 4 Cloud Sprite/Pirates. My second hand had a good mix of various spells and lands. My opponent opened with a Jackal Pup and Grim Lavamancer. I had a Cloud Pirates and a couple of lands. It was looking bad but I was able to draw my 1 Misdirection to misdirect a burn spell from me to the Grim Lavamancer. I drew one of the maindeck Sea Sprites and that helped me stabilize the board. We played draw-go for a couple of turns until I decided it was safe enough to attack with the Sprite with a Curiosity on it. This drew me into a few counter spells and a Sea Drake and those were enough to take the game.

    I boarded out 5 Cloud Sprite/Pirates, 3 Daze and a Winter Orb for 2 Sea Sprite, 4 Blue Blast/Hydroblast, and 4 Annul (for Vortex/Cursed Scroll/Ensnaring Bridge)

    Game 2 – I had to triple mulligan away some no land/bad hands and kept a hand with two Islands, a Sea Sprite and a Counterspell. It had potential, but my Sprite got Red Elemental Blasted off the stack and I succumbed to the usual Sligh beats.

    Game 3 – I kept a fairly solid hand this game. My opponent led with the usual menagerie of creatures and I counterspelled one but the remainder of my hand was a couple of Annuls and a Foil which did not line up well with the threats my opponent presented. A Sea Sprite off the top gave me a chance to stabilize but it was met with a Red Elemental Blast and I couldn’t muster up anything else to stop the beats and died.

    0-1

    Round 2 – Andrew Webb playing BG Entomb/Nether Spirit Rock

    Game 1 – I mulliganed a no-lander and kept what was probably a bad hand with an Island and Cloud Pirates and some countermagic but no Gush or Curiosity. I countered a few spells but couldn’t draw a source of card advantage or a second land and it resulted in him getting too much of an advantage with a Powder Keg on 1 nullifying any potential Curiosities and a Nether Spirit attacking and a flashbacked Call of the Herd. I conceded at that point. In retrospect, I should have mulliganed the second hand as well. I think a hand probably needs either the ability to hold off the first few early plays or a source of card advantage like faerie + curiosity or a Gush to be keepable…or a hand that could play a normal game for the first few turns with a Counterspell into a Sea Drake or something.

    I boarded out the 2 Sea Sprites, Mox Diamond, Misdirection, Unstable Mutation, and 1 Daze for Back to Basics, 1 Hibernation, Tormod’s Crypt and 3 Annul.

    Game 2 – He mulliganed and I was able to stick a Curiosity on a Cloud Sprite and Foil a Smother targeting it. I didn’t have a second Island but was able to Wasteland one of my opponents lands to keep him stuck on one land for a while. So even though my Faerie was unprotected for a little bit, my opponent couldn’t develop anything and eventually I drew out of it and got enough protection/backup threats to ensure the victory.

    Game 3 – I mulliganed a hand I perhaps should have kept – 2 faeries, 1 pirates, Island, Winter Orb, Back to Basics, and Curiosity. Realistically I think this hand has to be a keep even though it is somewhat vulnerable to disruption and only has 1 land, since it has “the combo”. I think you just can’t be that picky with this deck. Anyway, I kept a 6 card hand of 2 Islands, Wasteland, Foil, Cloud Pirates, Foil, which was probably worse, all things considered. I landed a Pirates and my opponent resolved a Mulch on his turn, getting 3 lands and discarding Nether Spirit to hand size. I ripped Curiosity like a champ and suited up my Pirates. My Curiosity drew me into another Faeries and another Curiosity. There was a key Wasteland on a Treetop Village around this point in the game as well. I think there was a 1 turn window where my shields were down and my opponent could have resolved a backbreaking spell but he didn’t have it. He was threatening to race with Call of the Herds and Nether Spirit though. I had to counter one Call token and then a drawn Back to Basics shut down a lot of his mana, but he did manage to resolve a different Call of the Herd. I believe I countered a Necropotence, though I thought about letting it resolve since he was at a low life total. But with only two cards in hand, I figured I probably should counter it. I managed to land the Sea Drake and Gush with the targeted lands, so I was flush with cards at this point. I had to block with the Drake, and he resolved another Call. But the race worked out such that I just needed to stop the last Call token to win since I’d drawn another Sprite and Pirate to win the race as long as I could stay alive. I drew a Hibernation to bounce his Call token and he could only get me to 1 with the Nether Spirit, so I narrowly escaped with the victory.

    1-1

    Round 3 – J3ff playing Mana Clash Sligh

    Game 1 – We both kept. My hand was a bit mana heavy with 3 Islands, Pirates, Unstable Mutation, Curiosity and Wasteland. But it had a plan and some room for growth so I kept. On the play, I played Pirates. He played Mountain, Grim Lavamancer and passed. I drew Winter Orb. I decided things weren’t getting any better, and went for it and played Curiosity and Unstable Mutation on my Pirates, hoping to draw either Daze or Foil off the Curiosity in order to hopefully let get my Pirate to the next turn and then string together some more miracle draws from there. Just to rub my hubris in my face, my deck served me up a Misdirection (with no other blue cards in my hand). It ultimately made no difference as my opponent was able to use Seal of Fire + Lavamancer to finish off the Pirate. I played a Winter Orb and later drew a Sea Drake but I couldn’t really get anything quite going, not having enough time to get a pitchable blue card to pair with Misdirection to make things interesting. My opponent did resolve a Mana Clash that dealt him 6 and me 10, so that was pretty cool.

    I boarded out 2 Daze, 1 Mox Diamond, 1 Winter Orb, and 4 Pirates/Cloud Sprite for 4 BEB/Hydroblast, 2 Sea Sprite, and 2 Annul.

    Game 2 – I kept a juicy hand with only 1 Island – Sea Sprite, Curiosity, Gush, Blue Elemental Blast, Counterspell, Daze, and Island. I Dazed a turn 1 Lavamancer and drew Sea Drake for my turn, replaying Island. My opponent drew and passed. I drew for my turn and ripped…Island number 2. I played it and passed. I was Incinerated at the end of the turn, then used Counterspell on a Ball Lightning. I untapped and played a Sea Sprite, whiffing on a land. My opponent Ball Lightninged me down to 11. Although now that I am looking at my notes, this doesn’t make sense since I thought I had a Sea Sprite in play so it should only have been 12. In any case, I was able to Curiosity once and then again on the Sea Sprite and play some other creatures. I Blasted a Mana Clash somewhere in here. My opponent wasn’t able to burn me out before I drew more countermagic and I eventually got the game.

    For game 3, I took out another Cloud Sprite and added a third Annul.

    Game 3 – He double mulliganed and I mulliganed once to start this game. My second hand was pretty good, with 2 Islands, Gush, Force of Will, Sea Drake, and Curiosity. I took some early burn to the face but was just drawing more lands. I was then faced with a choice on his third turn of whether to let Sulfuric Vortex resolve or pitch Force of Will to counter. Since he was pretty low on cards at this point, I decided to pitch Curiosity to Force and counter it. On my third turn, I did the cool play of playing Sea Drake, targeting 2 lands and Gushing with those lands. I think I drew a Sea Sprite and another land. On his turn, he resolved a Vortex with me at 13 and him at 20. The race began on my turn as I dealt 4 to him and went to 11, adding Sea Sprite. He drew and played a land, not dealing me any other damage. I drew Curiosity and was faced with the choice on my next turn of playing that on Sea Sprite to maybe draw into a hard counter or to play Sea Drake number two. Based on my calculations, it wouldn’t increase the clock to play Sea Drake, so I went with the Curiosity. I drew another Sea Sprite off Curiosity and played it. He drew Red Elemental Blast and killed my Sea Drake, giving him an extra turn. Whoops. I drew some more cards with Curiosity and a Gush I’d found, but there was not a hard counter among them so I was still vulnerable to dying to Ball Lightning or Mana Clash. However the top of his deck yielded only a land and I emerged victorious.

    2-1

    I was happy the many anti-red cards I put in the deck had paid off, but I was ready to not face any other red decks in the tournament if possible.

    Round 4 – Tweedy playing Mono U Tide Control with Standstill

    Game 1 – I got my wish for a non-red deck this round. We both mulliganed and I kept a solid 6 card hand of Winter Orb, Island, Wasteland, Force of Will, Counterspell, Cloud Sprite. I led off with a Sprite, then an Orb. He played Powder Keg which I didn’t think was worth a Force. He ticked it up to 1, I drew a Cloud Pirates, and on his turn he played a Standstill. I really had not much going on that would warrant fighting over it so I let it resolve. We played draw-go for a few turns. I drew a second Island but not a third. Somewhere in here I Wastelanded a Wasteland of his and Wastelanded a Dust Bowl. At some point he cracked the Keg to kill my Sprite. After drawing up to 7 without another land, and him drawing to 7 with no land play, I decided this was the time and floated 2 and cracked his Standstill with a Gush at the beginning of his end step. The Gush resolved and he discarded 3 cards to hand size. I untapped and drew up to 11 cards, played an Island and a Cloud Pirates. He tried to counter and I Forced it, going down to 7 cards, and it resolved. From there on, I resolved a few more Pirates while my opponent dug a bit with Impulse, still (I assume) hampered by the Orb in play. Eventually the three Pirates plinked away at his life total enough to induce the concession.

    I boarded out 1 Daze, 2 Sea Sprite, and 1 Unstable Mutation for 3 Annul and 1 Back to Basics. I didn’t fully realize it was Tide Control until afterwards, I probably should have found room for the 4th Annul somewhere.

    Game 2 – I kept a really good hand of 2 Island, Sea Drake, Gush, Force of Will, Counterspell, Annul. Tweedy mulliganed twice on the play. I drew a Cloud Sprite and snuck that out on my second turn, leaving up Annul mana. I drew the third Island and decided to wait one turn before playing Sea Drake + Gush so that I could make that play and still have a land drop to hold up Annul afterwards. But on his turn, he played a Powder Keg so I Annuled that. I went ahead with the play on the following turn and played Sea Drake and Gushed in response to his Force of Will. I Forced his Force. The next turn I tried to Curiosity the Drake and countered a Chain of Vapor on it with Counterspell, getting in and drawing a card. He had a Faerie Conclave in play to potentially block, otherwise I think I would have played Curiosity on the Cloud Sprite Instead. He resolved an Impulse on his turn, then attempted another Chain of Vapor on my turn, but I had the second Force and he conceded.

    3-1

    Round 5 – Daisuke playing UR control

    Game 1 – He was on the play and mulliganed. I kept a good hand of Cloud Sprite, Curiosity, Mox Diamond, Sea Drake, Foil, 2 Island. He played an Island and passed. I played Island and Cloud Sprite. He played Shivan Reef and passed. On my turn, I had drawn Island and Force of Will since the start and decided that was enough to go for it, reasoning that his deck had Lightning Bolt in it anyway so saving up to try and resolve Sea Drake instead didn’t make that much sense. I played Island and Curiosity, he played Fire, I Forced, he Forced back and I pitched my remaining 3 cards to Foil his Force. Curiosity resolved, I attacked and drew I think another Cloud Sprite. At some point in the next few turns I drew another Cloud Pirates and Curiosity. There were a few turns my Sprite was vulnerable to a removal spell but he did not draw one. He countered my other Curiosity but I got in with the original curious Sprite enough times that the card advantage eventually made the lead insurmountable.

    I boarded out 1 Daze, Mox Diamond, Winter Orb, Unstable Mutation, and 2 Cloud Sprite/Pirate for 1 Back to Basics, 3 Blue Elemental Blast effects, and 2 Sea Sprite. In retrospect, I probably should have kept in Winter Orb and cut something else, maybe a second Daze or maybe a Foil. I considered Annul because of Powder Keg but it had so few other targets that I couldn’t justify it.

    Game 2 – We both kept. I think my opening hand was Cloud Sprite, Sea Sprite, 2 Island, Foil, Curiosity and Blue Elemental Blast. He played an Island and passed, I played Cloud Sprite, he played Mountain and passed. I had the choice of going for Curiosity with BEB backup or playing Sea Sprite and trying to put Curiosity on that. It seemed wrong to bring in Sea Sprite against the deck with only red removal and then not try to get it in play and put Curiosity on it. So I played that. It resolved and he played Accumulated Knowledge eot, then untapped and played Island and tapped both for Powder Keg. I had to let that resolve (but I think I would have even if I had the Island to Foil). I untapped and decided to play Curiosity on the Sea Sprite, reasoning that I would get the 2 cards back via Curiosity by the time he could sacrifice Powder Keg and also that I kind of needed to make him use it sooner rather than later so I could deploy more Sprites to the board afterwards (I think I’d drawn another Sea and Cloud Sprite at that point), along with hopefully the second Curiosity I had. Also it just seemed strategically wrong to let the control deck sit behind Powder Keg for a long time while drawing cards.

    He ticked Keg to 1 and played a land. I drew and played a land. I think I countered something he played end of turn but I don’t quite remember. On his turn, he did tick up Keg to 2 and blow it up. After he did that, I played Sea Sprite and Cloud Sprite, waiting on Curiosity until the next turn. He Fact or Fictioned main phase revealing Faerie Conclave, Force of Will, AK #2, Mana Leak, Island. I split AK + Conclave vs. Force, Leak, Island and he picked the Conclave + AK to go to his hand and played Conclave. I untapped and realized the Curiosity plan was no longer that great with Conclave on his side, so instead I played Sea Drake and that allowed me to replay an untapped island and hold up Blast. On his turn he went for a Lighting Bolt on Sea Drake and I Blasted, he resolved AK #2 and then tried to counter (I think) and I Foiled, pitching the Curiosity I had. He then went for an Intuition and I was able to use the Daze that I was worried might be dead to counter that. I untapped, drew Island and hit for 7, bringing him to 3. On his turn he went for another Lightning Bolt on Drake, I had a second Blast. He Prophetic Bolted a Cloud Sprite in response to dig but Force was no longer an out since the remaining Sprites would kill him. He wasn’t able to find anything and that was the match.

    4-1

    Round 6 – Chad playing UG Full English Breakfast

    Game 1 – We both mulliganed. I was severely punished in my second hand for having Mox Diamond instead of an Island. I kept 2 Drake, Cloud Spite, Island, Foil, Gush, putting the Diamond on the bottom. If that had been an Island, I could have put back the second Drake and had an incredible hand. Instead, I led with Island, Cloud Sprite and proceeded to not draw a second Island. My opponent was able to play Birds into Survival, getting Shapeshifter with a Hypnox in the graveyard. With my hand about to be exiled, I conceded the game.

    I boarded out 2 Sea Sprite, Winter Orb, Mox Diamond, Unstable Mutation and Misdirection for 4 Annul, 1 Tormod’s Crypt, and 1 Waterfront Bouncer.

    Game 2 – We both mulliganed twice and I kept Island, Annul, Cloud Sprite, Counterspell, Sea Drake. I played Island, Sprite. He played a land. I drew a Daze, attacked for 1 and passed. He went for Survival on turn 2. I Dazed it, floating a blue. He Forced my Daze. I let that resolve and Annuled the Survival. A few turns passed and he had nothing much to follow up with. I played a Drake and it resolved. At some point I was able to Counterspell an Impulse and stick a Curiosity on the Sprite. I countered a Volrath’s Shapeshifter a few turns later and eventually the creatures took it home.

    For game 3, I boarded the Misdirection back in and took out the Waterfront Bouncer, reasoning that the whole game revolves around him landing Survival so I should have as many ways to win a counter war as possible. The way game 3 ended up playing out, the Bouncer would have been better though.

    Game 3 – He mulliganed once and I mulliganed twice. The 6 card hand was interesting – 2 Foil, Force of Will, 4 Island (one of which would be put back). It had some ways to counter a Survival but no clock or card advantage. After much deliberation, I mulliganed and peeked at my top card (of course it was Gush). My 5 card hand was pretty good but vulnerable early – 2 Gush, 2 Island, Tormod’s Crypt. We just played lands for a few turns, and he resolved a Volrath’s Shapeshifter. I played my 3rd land and resolved the Crypt, then went for Sea Drake. He Forced, I Gushed in response but didn’t find a counter. We both played lands for a few more turns, I countered an Impulse with Counterspell, then I went for another Drake. It resolved and I Gushed with the trigger on the stack, drawing into a Foil, then another the next turn. I attacked with Drake and he just played another land. I played an additional Cloud Sprite to increase the clock by 1. I had a bunch of countermagic and a Tormod’s Crypt so my position felt fairly secure.

    I foolishly didn’t play a Sea Drake when I could have, opting instead to hold up 4 mana for a hardcast Foil if needed, figuring I already had lethal with him at 4 and me having a Drake and a Sprite. This was a potentially big mistake that didn’t ultimately punish me. He played a land and passed, I attacked on my next turn. He discarded Akroma to Volrath’s Shapeshifter. I used Crypt and then after that resolved, he discarded Hypnox to block my Drake. He went to 3 and I played out Drake and a Cloud Pirates. I didn’t have enough to attack him for the win in 1 turn, though afterwards I realized I could have tried to do it over 2 turns and it probably would have worked. In any case, a turn later he tried for Survival and I’m able to counter it, which changed his top card to not a creature and then I could attack for the win. He claimed he made a mistake doing this but I’m not sure things improve much for him if he waits any longer to go for it.

    A pretty interesting match considering how much we both mulliganed.

    After that win, my record was 5-1 and I was on to the top 8.

    Quarterfinals – ShunF playing Dragon combo

    I think in general this is a good matchup for me, but his list seemed better than average against me since it had 2 Abeyance (plus 2 more in board) and 4 Xantid Swarms maindeck. His board also had Defense Grid and Powder Keg, which I was not as concerned about since I would have 4 Annuls I’d want to bring in anyway. He was on the play due to being the #4 seed.

    Game 1 – He mulliganed once. After a bit of deliberation, I kept my opener of 4 Island, Gush, Counterspell, Sea Drake. I saw he had mulliganed and reasoned that if I could last 2 turns without either dying or having a Xantid resolve, I’d be in good shape. He played Careful Study turn 1. I drew nothing of relevance, played Island and passed. He played Animate Dead turn 2 on a discarded Dragon and I couldn’t stop it. However, he had no way to win so we drew the game.

    I learned that you still sideboard after a draw. I was not sure who benefitted more post-board. I boarded out Mox Diamond, Misdirection, 2 Sea Sprite, Unstable Mutation, and Winter Orb for 4 Annul, Waterfront Bouncer and Tormod’s Crypt.

    Game 2 – He was on the play again, and I think mulliganed once. I kept a hand of Gush, Foil, Force of Will and 3 Islands. I had to counter his turn 1 Xantid Swarm and had to choose between pitching Gush or Foil. I decided to pitch Foil, reasoning the extra cards were on balance more valuable. The game proceeded with us each playing lands for a while. He landed a Powder Keg. I had no fourth land to play, so I tried to Gush on my turn with mana floating, planning to play a Sea Drake, but he Frantic Searched in response. I decided to Counterspell it, reasoning that if I played the Drake, I wouldn’t have 2 mana up for Counterspell on his turn anyway so I should just use it while I could to stunt his development. Instead of playing Drake that turn, I replayed Island and a Pirates and held up mana for Annul. He drew and resolved a Careful Study. I was eventually able to play Sea Drake with Annul backup, and I think he had played another Study at some point in here. At 8 life, he was able to resolve a Xantid Swarm as I had only Annuls as countermagic even after Gushing once more. I attacked him down to 3 but then he was able to attack and trigger Swarm and I died to a reanimation spell on Dragon. I was definitely left second-guessing myself about using the Counterspell when I did.

    Game 3 – We both kept. My hand was Pirates, Curiosity, 2 Gush, 2 Island, Foil. I played Island, Pirates. He played Xantid Swarm and I was forced to Foil it pitching Gush and Island. I drew an Island, put Curiosity on my Sprite and drew something, I can’t remember what. He didn’t have much action after that so I was able to gain a lot of card advantage between the Curiosity and Gush. Eventually I got a Sea Drake into play to increase the clock. I drew into Tormod’s Crypt and more countermagic, and was able to counter or disrupt his subsequent attempts for the win.

    For this game I boarded out a Wasteland for the Back to Basics, reasoning that I wanted the larger Haymaker and the extra blue card for Force of Will.

    Game 4 – On the draw I kept Force, Gush, 2 Islands, Foil, 2 Counterspell. He mulliganed twice, and led with land into Xantid Swarm. I pitched a Counterspell to Force it. We played draw-go for a little bit. On my fourth turn, I floated 2 and Gushed, then played Pirates and Curiosity with Counterspell backup. He played a land and passed. On my next turn, I drew another Curiosity and decided to throw it on the Pirates. He had Chain of Vapor, which I had to Counterspell, tapping out. I drew 2, and played a Tormod’s Crypt which was one of them, with I think a Foil in hand. He wasn’t able to really go for the win quite yet, so the Pirates got to connect a few more times and I drew into ample countermagic to thwart his attempts on later turns, including countering some Animate Deads on Xantid Swarms and some Abeyances.

    I emerged with the 2-1-1 victory. The Xantid Swarms definitely made it hard and got him 1 win, but I had very good draws and he mulliganed a lot.

    Semifinals – Ty playing Elves

    Going in, I thought this would be a tough matchup for me. I wouldn’t be able to counter everything and had 0 spot removal game 1. The plan had to be to counter the key cards, which I thought were Multani’s Acolyte and Survival, and then hope to draw a Sea Drake to be able to race the random elves he would surely have left over. Postboard, Hibernation was definitely a hammer to bring in, but I had too many bad cards to take out like Sea Sprite, Daze, Winter Orb, Misdirection, and maybe Unstable Mutation. Even though the Annuls in the board weren’t at their best against him, but I’d probably want to bring some of them in. On his side, I thought he probably wasn’t going to change much, just squeeze in a couple of Wellwishers.

    Game 1 – I was on the draw and kept 4 Island, Pirates, Force, Gush. He mulliagned once. He played a land and Llanowar Elves. I played Island, Pirates, having drawn Foil. He played land and Survival. I Foiled, discarding 2 Islands. I ripped Curiosity and suited up my Pirates. He cast a Multani’s Acolyte and I thought for a while about whether to counter it with Force + Cloud Sprite I’d drawn off the Curiosity. Eventually I decided I should, as I had no Sea Drake yet and didn’t want to get raced, and he was pretty low on cards at that point. On my turn I drew off Curiosity and then floated 2 to Gush, drawing land and Mox and having to burn for 2. He resolved a Squee. We played draw-go for a while, with him beating down for 2 and me for 1, but otherwise nothing much happening, which massively favored me since I was drawing off Curiosity. The Mox Diamond was actually good this game, allowing me to play out Sea Drake a turn earlier and still hold up Counterspell. The card advantage engine of Curiosity did what it does and I was able to counter any relevant threats he played and win the game.

    I boarded out 1 Sea Sprite, Misdirection, Winter Orb, Unstable Mutation and 2 Daze for 3 Annul, 2 Hibernation, and 1 Tormod’s Crypt in case he got Survival going. The Sea Sprite was just to have 1 more blocker for his ground attackers but ultimately I think this was probably not worth it and maybe should have just been another Daze, even though it’s not always great.

    Game 2 – We both kept, my hand was 3 Islands, Sea Sprite, Cloud Sprite, Curiosity, Gush. He played out a Llanowar Elf and I drew Annul and decided to hold off on going Sprite into Curiosity in order to hold up Annul for Survival. He did not play Survival though and so my play just sort of set me back, making me start drawing off Curiosity a turn later than I otherwise would. Instead he just played a bunch more 1/1 elves and started attacking. In the next few turns, I drew some cards off a Curious Sprite and Gushed but was not able to find anything of note, just some Annuls and lands. Finally, when I was at 3 from his attacks, I drew into Hibernation. At that point, it was a bit too late as he just replayed his elves and I hadn’t established a way to block to stay alive, having never seen a Drake.

    For game 3 I boarded out 1 of the Annuls for a Waterfront Bouncer as an answer to Wellwisher and/or a horde of Elves.

    Game 3 – Ty double mulliganed and I kept a hand of 2 Cloud Pirates, Sea Drake, 2 Islands, Tormod’s Crypt, Foil. Not the greatest hand but it definitely had a plan. I played a Pirates, he played Forest and passed. I drew Cloud Sprite and decided to play both 1/1s, since racing was already my plan anyway. Holding Island for Foil wasn’t really an option since I needed to get to play Sea Drake as soon as I could. He played a land and played Survival, which I couldn’t counter. I untapped, drew Island and slammed the Drake, attacking for 3 and putting him to 16. He fetched to go to 15, discarded a creature to get Wellwisher and played it. I Foiled, debating whether to discard my 2nd island or the Crypt. I decided to discard Crypt. Interestingly, if the Crypt had been Unstable Mutation, it would have been an easy choice to play it the previous turn on a Pirates and I would have easily won the race. But I boarded it out, worrying about the scenario of him Naturalizing the Mutation and killing a Sprite after the -1/-1 counter was on it. I’m still not sure which boarding decision was ultimately correct, but I was definitely punished in this case.

    I chose to keep the 2nd Island here and discard Crypt to make sure I could play Gush or Counterspell if I drew either, which I think was correct. I drew Island for turn and played an Island, attacking for 7 and putting him to 8. He drew and discarded another creature to get the second Wellwisher, which I had to let resolve. I drew Foil for my turn, massively punishing me for playing Island the prior turn in order to get two lands in play, as I now had only 2 cards in hand and couldn’t cast Foil. I attacked him down to 1 and passed, hoping he wouldn’t have enough creatures to survive. He untapped and played 3 more elves including a Quirion Ranger, gaining enough life to stay alive with activations on both his and my turns. I needed to draw a Hibernation very soon in order to have any shot at this point. I Foiled the next thing he played but I just drew into some more Counterspells after that which was too little, too late. The Wellwisher got him out of range of my attacks and eventually he got a Squee and Anger in the yard with Survival and was going to be able to get Masticore and mow down my team, so I conceded the game.

    Winning this game would have required making the counterintuitive play of not playing my second land after playing Sea Drake. If I’d drawn the Foil first, it would have been obvious to hold it but instead I drew another Island first, so it didn’t occur to me to hold the extra card. Drawing Foil after that was the only card that would punish me for this play. Not playing the land is much worse if the next draw is exactly Curiosity into Counterspell (since I wouldn’t be able to play Counterspell). It is also somewhat worse if the next draw is Hibernation, Sea Drake, or Gush into either of those things. But I might have still been able to win even if any of those were delayed, so I probably should have just held it in case the next card was exactly Foil. I can’t remember whether I even considered this at the time, but I don’t think I really did.

    Final record: 6-2.

    I was pretty disappointed to lose to Ty for the 3rd time in one of these things, especially after game 3 was looking so promising. However, overall the deck performed better than I expected and with different plays and deckbuilding decisions, could have done even better. The base of the deck (all the 4X cards) felt pretty strong. Here are my thoughts on some of the 1-2 of cards and the sideboard:

    The Sea Sprites were definitely not great against anything but red. However, I do think they are a necessity (along with the blasts) to even have a chance in the matchup, and I did win it once. So I’d probably keep them.

    It’s not totally out of the question to cut 1 of the Cloud Sprites/Pirates and go down to 13 creatures total, to free up some space in the sideboard. This is something I like doing probably entirely too much though, so don’t feel like you must.

    Winter Orb was hit and miss. It does seem like I boarded it out a lot. It kind of feels like it just doesn’t do enough in practice, even though it makes a lot of sense in theory.

    Mox Diamond was mostly bad. It did work like how I envisioned every once in a while – enabling faster recoveries after a Gush. But it was not remotely worth the drawback of it not being an actual Island for things like Gush and Foil, as well as just the card disadvantage in the turns before I got Gush or Curiosity going.

    Misdirection was ok, I think keeping 1 is good. I don’t think I’d want a second.

    Unstable Mutation probably has to go. It is cute but ultimately just not a good card, and with Sea Drake, it’s really not necessary to close the game.

    Wasteland was actually kind of lackluster. The deck needs a lot of actual blue mana, so it tapping for colorless isn’t relevant for really anything except Sea Drake occasionally. So it’s more like a spell. I would probably cut 1 and only play 1.

    Annuls were good. I could see moving 1-2 to the maindeck to free up sideboard slots, and also possibly playing only 3 total, since you do have a lot of other counters.

    Crypt was good. I think 1 is probably enough with all the other disruption.

    Waterfront Bouncer was fine and I did bring it in against several decks, but it wasn’t a card I was really thrilled to play against any of them. It’s probably too low impact.

    Beb/Hydro were necessary for red, along with the Sprites.

    Hibernation was good, 2 felt ok although clearly beating Elves would be more likely with more.

    Back to Basics was a nice one to have access to, so I’d probably keep that at 1 copy.

    In terms of cards I’d add, I like the idea of playing some Opts to smooth out the deck. This deck really needs the right sequence of cards in the right order very early on. Taking over late game once you assemble those combinations is not hard because of Curiosity and Gush. Opt would make more hands keepable as well, which would be nice. I think you need an instant card that can replace itself right away, which is why I would not favor Portent. Fellow Sea Stompy player Angelo suggested Sigil of Sleep and it does seem good in the right matchups. I could see playing 1-2.

    All that said, here is a list I’d probably run if I were to try the deck again:

    4 Cloud Pirates
    4 Cloud Sprite
    2 Sea Sprite
    4 Sea Drake
    4 Curiosity
    1 Sigil of Sleep
    4 Daze
    4 Force of Will
    4 Gush
    4 Foil
    4 Counterspell
    1 Misdirection
    2 Opt
    1 Wasteland
    17 Island

    Sideboard:

    1 Tormod’s Crypt
    2 Sea Sprite
    1 Back to Basics
    1 Sigil of Sleep
    2 Blue Elemental Blast
    4 Annul
    2 Hibernation
    2 Hydroblast

    The league was a blast as usual. Much props to all my opponents and especially Ty for beating me in the elimination rounds yet again.

  • After another somewhat long hiatus, I was able to sign up for the first middle school event of the year of our lord 2024. I was amped up to play the best format around. There are so many decks I want to play in this format, I should be castigated for doing what I did, which was replaying a deck I’d played before, in my very first webcam league – Monowhite Rebels. However I wanted to make a few changes and tweaks from the last time, and I had (almost) all the physical cards for it, so that’s what I did. Here’s the list:

    Maindeck:

    4 Mother of Runes
    4 Ramosian Sergeant
    3 Defiant Falcon
    3 Lin Sivvi, Defiant Hero
    1 Masticore
    2 Ramosian Lieutenant
    1 Thermal Glider
    1 Cho-Manno, Revolutionary
    4 Whipcorder
    1 Crusade
    3 Seal of Cleansing
    1 Parallax Wave
    1 Worship
    1 Aura of Silence
    1 Shared Triumph
    1 Enlightened Tutor
    4 Swords to Plowshares
    21 Plains
    3 Gaea’s Cradle

    Sideboard:

    3 Tormod’s Crypt
    1 Phyrexian Furnace
    1 Nightwind Glider
    1 Absolute Law
    1 Circle of Protection: Red
    1 Aura of Silence
    1 Shared Triumph
    1 Seal of Cleansing
    1 Enlightened Tutor
    4 Armageddon

    The main changes from the first time were cutting down to 3 Cradles and some slight tweaks to the sideboard (basically adding another Seal of Cleansing and cutting a Crypt for a Phyrexian Furnace). Also the slight upgrade of Shared Triumph from Crusade/Glorious Anthem. Though I still kept in a Crusade for old times sake / to fetch with Enlightened Tutor if it might be relevant to pump Mother of Runes.

    But essentially the reasoning was that I lost my last match in the top 8 with this deck due to getting Cradle-flooded, and I wanted to know how the deck might go if that was slightly less likely to occur. I’ll admit, not the best justification, but this deck just has a special place in my heart since it was the first competitive deck I played a lot. The nostalgia was too much to pass up.

    Round 1 – Aardshark (Galen) playing Necro Land Tax Parfait

    Game 1 – I think this game took around 2 hours total. I got my rebel chain going but he got his Land Tax/Scroll Rack engine going and also had Ivory tower to gain a bunch of life. Eventually he got multiple taxes/racks and could pretty much see his whole deck. I expected to concede when he eventually found his Wrath of God, but it soon became clear there was no such Wrath to find. Instead, he was going to rely on Zombie Infestation to kill me. But I had a wall of rebels and eventually he’d run through most of his Swords to Plowshares. My goal of winning through attacking was long since dead, but I thought I could still possibly steal a win by decking him. Even though he had some Necropotences to skip his draw step, I had a bunch of Seal of Cleansings somewhere in my deck, and could also put some rebels on the bottom if they ever died in combat with my last Lin Sivvi. But then he played Thran Foundry to shuffle a bunch of cards back in to the deck. It was still close though, I think he had 34 cards to my 31. The problem was he also shuffled in a bunch of Swords to Plowshares again, so he was going to be able to swords enough of my creatures that I would be bashed to death over the course of a few turns by Zombies. When this finally became clear, I scooped em’ up.

    I boarded out all my Swords to Plowshares and my Worship for a few Armageddons and some more disenchants and anthems.

    Game 2 – This game was much faster. My opponent double mulliganed. I led with a Mother of Runes, he played Mox Diamond and Swordsed it. Over the next 2 turns I played Whipcorder and Defiant Falcon, he missed one land drop but then played land Pyroclasm (!) to wipe them both. I rebuilt with a rebel and a Masticore and over the next two turns he played Zombie Infestation and then Land Tax. I think he got to activate it twice, and then I was faced with the choice of Armageddoning away all my lands after searching up some creatures or keeping my lands and letting Land Tax continue to accumulate value. I learned after the match that he had basically no more basic lands to fetch. But not knowing that, I decided to Armageddon. He drew and played land Pyroclasm to sweep away 3 creatures, leaving me with just Lin Sivvi and Masticore. I attacked and traded Masticore for 2 Zombies. He played land Necropotence a turn or two after. I think I had a Lin Sivvi, a land, and a Mother of Runes at that point. He paid 7 life to Necro and made a zombie. I thought for sure I was about to lose again. On his turn he played cursed totem, I fetched up a Ramosian Seargent in response. He paid 2 more life to necro, leaving him at 2, then conceded, realizing he was necro-locked and hadn’t drawn anything relevant. Even without being able to activate my abilities, I would eventually draw enough rebels/lands to win the game since he had no way out of Necro and couldn’t make enough Zombies to win with what he had. I was surprised to have won that one.

    Game 3 – My opponent started off with a mulligan while I had the pleasure of mulliganing twice. My hand after 2 mulligans was 2X Plains, Cradle, Ramosian Sargent, Lin Sivvi, Seal of Cleansing, Aura of Silence. An amazing hand of 7 or even 6 but choosing 2 cards to put back was tough. I settled on putting back Aura and Cradle, reasoning that I should give myself the most backup in the event my first rebel got Swordsed or Pyroclasmed. I kept the Seal over Aura, thinking that I really needed to be able to destroy a Land Tax early, and I also had to put back the 3rd land so casting Aura in a reasonable time frame wasn’t guaranteed.

    I played out Sargent and Seal and did draw my third land by the time I wanted to activate it. My opponent played 2 lands and Cursed Totem and I was planning to blow up the totem and activate Sargent on his turn. He then tutored for Necropotence and paid 5 life, but I stuck with my original plan, destroyed Totem and fetched up a Ramosian Lieutenant. I was able to bash in for 1 and hold up Lieutenant activation. They untapped and Pyroclasmed and played Scroll Rack, but I was able to fetch up a Thermal Glider in response to keep the pressure on. Galen Necro’d for 7, going down to 4 and Scroll Racked to see a ton of fresh cards. Again, I didn’t love my chances against a Necro seeing that many cards. I knocked him down to 2 and played out a 2nd Sargent and an Absolute Law to protect against another Clasm. He Scroll Racked, digging deep, but hadn’t stacked the deck from the previous rack quite right to be able to deal with the Glider, Absolute Law, and the Sargent, and conceded.

    We discussed after the match and agreed it seemed like their particular build with Necro, Land Tax, and Scroll Rack may have had too much air in it, which was definitely supported by the last two games where he resolved Necro and eventually got locked by it. [Update: Galen was in the semifinals with the deck as of me finishing writing this, so perhaps the deck is just fine!]

    1-0

    Round 2 – A_Webb playing Esper Tax/Rack Tog

    Game 1 – I was able to set up with Mother of Runes and a Rebel searcher, and Swords two of his early Sea Drakes to keep the pressure off. I searched out some Whipcorders to keep a Psychatog and Meddling Mage at bay, as well as other rebels. He had no maindeck answers to sweep the board so the rebel forces eventually took the game.

    I think I just boarded in a disenchant and an anthem, can’t remember what I took out. Probably Worship and something else.

    Game 2 – I led with a Whipcorder into Lin Sivvi and he had an Engineered Plague and a counter for my attempt at Shared Triumph. I Swordsed a Meddling Mage he played naming Shared Triumph, seached out another Whipcorder and beat down slowly with my two Whipcorders. He landed a Winter Orb and then a Land Tax but couldn’t draw anything of note with it. Meanwhile I had drawn both my other Whipcorders. I drew Gaea’s Cradle and played a morphed Whipcorder. My attempt to play another the next turn was met with a hardcast Force of Will. However, the beats were doubled and my opponent was unable to find another E. Plague after searching some more lands out of the deck, instead playing a Sea Drake. I resolved a Parallax Wave on my next turn and exiled the Drake and hit him down to 2. There were no outs to be found in the next draw step.

    2-0

    Round 3 – Mackerel Guy playing The Rock

    Game 1 – He mulliganed and used Diabolic Edict to kill my turn 1 Mother of Runes but didn’t have a follow-up kill spell for my Ramosian Sargent the next turn. I was able to play a land on my third turn and start searching. In the meantime, he used Cabal Therapies to clear out a Crusade and a Sacred Triumph but left me with Aura of Silence. I was able to go up the rebel chain while he played Call of the Herd after finding his third land after a few turns. I eventually got a window to play the Aura of Silence, protecting somewhat against future Pernicious Deeds. He played a Ravenous Baloth but I had been searching rebels and played Parallax Wave to deal with the elephant and the Baloth. A deed he eventually drew lands for was still too slow due to the taxing effect from Aura and a critical mass of rebels was able to attack for the win.

    I boarded out Worship and one Swords for Aura of Silence and Shared Triumph, and swapped Thermal for Nightwind Glider.

    Game 2 – He played a Birds of Paradise on turn 1 and I played a Ramosian Sargent. He Duressed one of my two Seal of Cleansings and played Engineered Plague to kill my Sarge before I was able to activate. He had a Blastoderm but I was able to play my other Seal for his E. Plague and Cho-Manno, Revolutionary, to protect myself from the shrouded beast. He had a second Blastoderm and I played out Mother of Runes and Whipcorder. After taking a hit from one of the two Blastos, I once again had protection. He eventually played a second E. Plague naming Human, which killed my Mother of Runes and made me realize all of my rebels were also humans, except for Defiant Falcon.

    At some point he played a Ravenous Baloth and sacrificed his Blastoderms to gain 8 life, but couldn’t get through because of my Whipcorder and Cho-Manno. This stalemate continued for many turns as we both drew approximately a billion lands. Somewhere in here I think another Plague showed up for him and another disenchant effect for me. After an eternity, I finally drew a rebel searcher and started searching out a ton of rebels. I was scared of a topdecked deed, although I figured I could be sort of alright since he would need to leave me my Cho-Manno if he wanted to keep his Baloths. It turns out he’d boarded out the Deeds in favor of 4 E. Plagues and 2 Infest, which really would have rocked my world if they’d ever showed up.

    Instead, I was able to get a lot of rebels out and Enlightened tutor for Masticore, then untap and play a Gaea’s Cradle and the Masticore to clear away his 3 Birds of Paradise and attack for a lot. He had 1 turn to draw an answer, failed to do so again, and I was able to attack for the win the next turn.

    I feel like I got pretty lucky to win against The Rock. This was also one of the few times that Cho-Manno was actually good for me, stopping Blastoderm in its tracks.

    3-0

    Round 4 – T.K. playing Bant Madness

    Game 1 – He took a mulligan and I started off with Mother of Runes on the play. It got Swordsed, but my follow-up Ramosian Sargent lived and started searching up rebels. A swords of my own on an Arrogant Wurm to stem the pressure plus the avalanche of Whipcorders and searchers powered by a Gaea’s Cradle put the game away not long after.

    Game 2 – He started off with a double mulligan, but had a pretty fast start with double Rootwalla into Wild Mongrel. I played a Sargent into Crusade, then searched up a Whipcorder. He discarded Deep Analysis to make Mongrel white and hit me for 1 extra damage, then flashed it back to draw some more cards. I drew Swords on my turn and targeted the Mongrel, then played Lin Sivvi and cracked in to put him to 11. He Sworsed my Lin Sivvi to bring me back p to 13, then hit me down to 9 and played a Powder Keg. On my turn I attacked again with my Whipcorder and Sargent to knock him to 5 and played Seal of Cleansing and Defiant Falcon. He upticked the Keg but when I Sealed it on my turn, it wasn’t advantageous for him to activate it with 1 counter. I attacked with Defiant Falcon and left back Sargent and Whipcorder to be extra safe. The card disadvantage from the mulligans was too much to overcome and he conceded after drawing for his turn.

    4-0

    Round 5 – Tom Basketball playing Aluren

    Game 1 – I kept a solid but unexciting hand with 2 Sargent, Mother of Runes, Lin Sivvi, 2 Plains, Cradle. I played out some creatures and my opponent therapied for Swords to Plowshares. A few turns later he played an Academy Rector and sacrificed it to therapy, fetching Aluren and seeing a hand full of Plains. I then died to the Aluren Combo.

    I boarded in 4 Armageddon, 1 Furnace, 1 Crypt, 1 Aura of Silence and 1 Shared Triumph. The goal postboard was to play some disruptive cards, but focus on getting out some creatures and anthems and then Armageddon before Aluren could be drawn/played. I boarded out Masticore, Cho-Manno, Parallax Wave, 1 Mother of Runes, 1 Enlightened Tutor, 1 Swords to Plowshares, 1 Seal of Cleansing, and 1 Thermal Glider.

    Game 2 – I mulliganed a hand with no lands and kept a decent but slow 6 with 2 Plains, Lin Sivvi, Aura of Silence, Armageddon, and Swords. I sworsed a Birds of Paradise, then played land and no creature turn 2. This aroused the suspicion of my opponent, who smartly therapied naming Lin Sivvi. I drew a land and played Aura of Silence. I sworsed another Birds and played Armageddon on my next turn. I could have held it, but since I had absolutely nothing going on, I figured my best plan was to play it and hope I drew lands and creatures and my opponent did not. It did not work out, as he played a bunch more lands and creatures, including Plague Spitter to kill a Ramosian Sargent I had drawn before it had a chance to search. After drawing a bunch more lands and no other creatures, I died to the Spitter and a Man O’ War.

    4-1

    Round 6 – Lorien playing Sligh

    Lorien was 5-0 coming in and I was 4-1, so I would likely make it in even with a loss, since I would have had very good tiebreakers.

    Game 1 – I won the roll and led with Mother of Runes. Lorien had mulliganed, played a Mountain and passed. I played a Ramosian Liutenant and took 3 from a Lightning Bolt at the end of the turn. He played another land and passed. I played Plains, Thermal Glider and beat in for 1. I got Incinerated at the end of my turn. Then he untapped and played Sulfuric Vortex. I realized at this point there was no option to grind out value (not that that’s a great plan against sligh anyway). I went to 12 on upkeep and played Crusade, Defiant Falcon and attacked with everything for 7, putting my opponent to 11, then 9 on his upkeep. He played Grim Lavamancer and killed my Mother of Runes, trying to stem my attacks enough to burn me out. Luckily I had my Shared Triumph as well, which I played on my turn. I attacked with everything and he was forced to chump with Grim Lavamancer and Fireblast my Defiant Falcon to avoid dying to Sulfuric Vortex. However, with only 1 land left after the Fireblast, he could not win on his turn and conceded.

    Game 2 – Lorien mulliganed and led off with a Mogg Fanatic. I played a Plains and Sworsed it after his attack. After that, there was not a ton going on for either of us. I played a few creatures that got killed and drew many lands and eventually a COP: Red. He was stuck on a couple lands for many turns but I couldn’t really apply pressure. With him on 3 mana, I was faced with the choice of deploying a few more threats to the board or waiting to try and power through a potential Anarchy. I decided since he had so many extra cards, my odds of beating Anarchy were low enough that I should just play the two cards. I did, he drew the 4th land and Anarchy’d my board away and I conceded with nothing but lands in play and no hand.

    Game 3 – I mulliganed this time and led with a Plains, no play. He played a land and a Mogg Fanatic. I played Plains and Ramosian Lieutenant. He killed it with a burn spell, played a land, attacked and passed. I played a Seal of Cleansing and passed with a hand of Enlightened Tutor, Defiant Falcon and Plains. At the end of his turn, I tutored for Absolute Law and untapped and played it and the Falcon, emptying my hand. I slowly began searching up some rebels but my life total was getting plinked away by a Grim Lavamancer. However, he was still stuck on 3 lands. After several turns my rebel army was going to be enough to win on the next attack, but by that point I was at 8 and with several cards in my opponents’ hand, I was pretty sure I would not survive to attack for lethal the next turn. I got Lavamancer’d at the end of the turn and with that and 2 Mogg Fanatics on board, I was at a virtual 2 life, leaving me dead to just about anything. Lorien drew his 5th card…and conceded, revealing a hand of 2 Anarchy, Cursed Scroll, Ball Lightning (useless against my untapped Whipcorder) and another Grim Lavamancer he had drawn for the turn.

    It’s too bad this match wasn’t on camera, since the last game was quite a thriller. But I was happy to win and lock in the top 8.

    5-1

    Top 8 – Daisuke Yaita playing Blue-Red Control

    I figured this matchup would come down to whether I could get a rebel searcher in play and activate it or not. If I could, his deck was very light on any sweepers to get rid of the chain of rebels. He had just 1 Rolling Earthquake and 1 Powder Keg, with 1 Starstorm and 1 Nevinyrral’s Disk in the sideboard. But if I could not do this in a timely way, all his card advantage would make it unlikely for me to win the late game.

    Game 1 – Since I was the 1st seed going into top 8, I got to be on the play. My Mother of Runes was killed and then I killed his turn 2 Powder Keg. With my opener of 3 rebels, I got 1 in play and it was able to stick around and activate. It took several turns after that but the card advantage of all the rebels was really impossible for him to overcome without finding his Rolling Earthquake, which he was not able to do.

    I boarded in 3 Armageddons, 1 Phyrexian Furnace for AK’s, 1 Absolute Law and 1 Shared Triumph, removing 3 Swords to Plowshares, 1 Worship, 1 Parallax Wave, and 1 Aura of Silence

    Game 2 – My turn 1 Mother of Runes was Force of Willed. On turn 2 I had an interesting choice. My hand was 2 Plains, Shared Triumph, Mother of Runes, Defiant Falcon, Whipcorder. The intuitive play would be to play Mother of Runes and put the pressure on for him to answer it. However, I considered that maybe it would be better to play one of my 2 drops, so I could play 2 spells the next turn. I decided to lead with a Whipcorder, then try to play Shared Triumph and Mother of Runes the next turn. However it’s possible I should have played Mother or played a different 2 drop. He did have 2 open mana at the time. Whipcorder resolved and the next turn Shared Triumph resolved, but Mother of Runes was countered. The next turn I played Falcon and it was countered, and I resolved another Shared Triumph I had drawn. The 4/4 Whipcorder bashed in for several turns, but I didn’t draw any other threats. I drew Phyrexian Furnace which was met with an Intuition for AK draw 3 in response. After a few more draws, he was able to assemble a set of Factories to stop the Whipcorder and eventually took over the game with another large AK. I conceded once the outcome was clear.

    Soured by the bad timing of the Phyrexian Furnace draw, I boarded it out for the 4th Armageddon.

    Game 3 – My hand was 2 Plains, Defiant Falcon, Shared Triumph, Mother of Runes, 2 Armageddon. I wished the Geddon was another threat, but it was still a keep. My opponent mulliganed once. Turn 1 Mother of Runes was killed with a Lightning Bolt. Turn 2 Defiant Falcon resolved and lasted a turn but was killed before it could activate. Shared Triumph was countered turn 3 and in the meantime I hadn’t drawn much of note. I had enough lands to Armageddon and without much else going on, I pulled the trigger, and it was met with an alternate cast Force of Will, pitching AK. This was great since I didn’t really think it would be that good for me anyway and I had a second one. My opponent played Grim Lavamancer. I successfully resolved a second Geddon but my opponent had some follow up lands. I also had a few. In the meantime, I was getting bashed by a Factory and the Lavamancer. I drew a Seal for 1 of his 2 Factories and my 1 Swords for the Lavamancer, but no threats for a while. Eventually I drew and attempted a Masticore, but he had a Counterspell for it. That was essentially my last hope – if it had a resolved, I think I probably could have rode it to victory. My opponent was able to eventually draw a bunch of cards from Fact or Fiction and I conceded when it became clear I wouldn’t be resolving anything relevant.

    5-2

    It was unfortunate to lose in the top 8 again, but I had a great time and the deck performed pretty well overall. My thoughts on the deck after playing another league:

    Without any kind of permission, playing against decks that could have Deed, Wrath of God, or Anarchy at any time, is pretty scary.

    Its defense against unfair decks is somewhat limited to Disenchant effects and Armageddons.

    It is kind of bad to draw too many Armageddons and no threats. It is not really the ideal card for this deck but I just don’t think there are that many other options in monowhite that fill the role you’re looking for with this card.

    The toolbox aspect of Enlightened Tutor was cool but I was finding the card disadvantage to be pretty constraining. I never really wanted to board the second one in since I just didn’t feel like any of the cards I would be able to get were worth the card disadvantage of potentially drawing 2 Tutors.

    Worship was disappointing again and I boarded it out in almost every matchup. I think, sad as it is, I am about ready to give up on Worship as a card worth playing in the format. Almost every deck is equipped to deal with an enchantment eventually so they really need to have a material impact on the game right when they show up and I think only being good in the exact situation of you being about to lose is not quite good enough when there are other cards that could also help you not lose but also can be proactive.

    Parallax Wave was better but I am still not totally sure it is worth a slot, at least in the maindeck.

    I was ready to give up on Cho-Manno but it totally redeemed itself in one match so the legend can stay. The fact that this card costs 4 mana is really quite a drag.

    Without any library manipulation or extra card draw, the deck is very prone to flooding out. And yet, I don’t think you can play fewer lands since you really need to hit your first few for the rebel chain to work correctly. So I would try to squeeze in some more utility lands to make flooding maybe a little less bad.

    If I were to play the deck again, I might tweak it to look something like this:

    4 Mother of Runes
    4 Ramosian Sergeant
    3 Defiant Falcon
    3 Lin Sivvi, Defiant Hero
    1 Masticore
    3 Ramosian Lieutenant
    1 Thermal Glider
    1 Cho-Manno, Revolutionary
    4 Whipcorder
    1 Weathered Wayfarer
    1 Crusade
    3 Seal of Cleansing
    1 Aura of Silence
    1 Shared Triumph
    4 Swords to Plowshares
    1 Enlightened Tutor
    20 Plains
    2 Gaea’s Cradle
    1 Rishadan Port
    1 Wasteland

    3 Tormod’s Crypt
    1 Phyrexian Furnace
    1 Nightwind Glider
    1 Absolute Law
    1 Circle of Protection: Red
    1 Aura of Silence
    1 Shared Triumph
    1 Seal of Cleansing
    1 Parallax Wave
    4 Armageddon

    It’s possible Mox Diamond deserves a spot above the 3rd Lieutenant. If I were to play rebels again though, I don’t think I could forgo blue in good conscience, since I found myself craving the card Meddling Mage in almost every match. It’s the cleanest answer to a lot of the deck’s vulnerabilities and combos really well with Mother of Runes. However, I would probably not go too heavy on the blue so that I could play a couple of Cradles and lead with turn 1 Mother of Runes or Sargent as often as possible.

  • After a fairly long hiatus from magic, I decided to get back into it for the Romancing the Stones summer Middle School webcam league. I decided to continue my tradition of playing a different deck every time and my other tradition of playing some kind of Survival of the Fittest deck almost every time.

    This time, I played Survival Squeebind. This was a deck I’d played before in the local Chicago middle school league and I had success with it then. My friend Tony Zinni played it in one of these as well and had some feedback that he kept getting manascrewed, either by having his mana creatures killed or ending up with a bunch of Gaea’s Cradles stuck in his hand or both. I took this feedback (and my own experience getting cradle-flooded playing rebels in an earlier league) into account and ended up adding an extra 5th Birds of Paradise (Fyndhorn Elves) and cutting the 4th Cradle for another Forest. I think I’ve finally got a good heuristic for how many Cradles to play in decks that can use them:

    Elves (deck with ~30 cheap creatures and one color) – 4 Cradles

    Survival Squeebind (25 creatures, 2 colors but heavily slanted towards green) – 3 Cradles

    Rebels (~22-23 creatures, non-green deck so cradle is purely a colorless land) – 2 Cradles

    Other 3 color survival decks – 1 Cradle

    (Read on to the end to find me second-guessing this formula above)

    I was debating between playing Elvish Lyrist and Spike Weaver in terms of which to play maindeck vs. sideboard. I was leaning towards Lyrist anyway, but the goal of having slightly better mana pushed me fully on board, as it’s slightly more helpful for Cradle to have a cheaper creature. Those were the only minor tweaks I made from my previous version. I briefly debated cutting Orcish Settlers beforehand but couldn’t really think of a card I’d rather have. It was definitely clutch in multiple spots, so I am glad I did not do that.

    Maindeck:

    4 Basking Rootwalla
    4 Birds of Paradise
    4 Wall of Roots
    4 Squee, Goblin Nabob
    1 Genesis
    1 Anger
    1 Orcish Settlers
    1 Spike Feeder
    1 Masticore
    1 Deranged Hermit
    1 Nantuko Vigilante
    1 Fyndhorn Elves
    1 Elvish Lyrist
    4 Survival of the Fittest
    3 Stormbind
    4 Firestorm
    3 Gaea’s Cradle
    4 Wooded Foothills
    8 Forest
    4 Mountain
    4 Karplusan Forest
    1 Gamble

    Sideboard:

    3 Tormod’s Crypt
    1 Uktabi Orangutan
    1 Bloodfire Dwarf
    1 Spike Feeder
    1 Caller of the Claw
    1 Spike Weaver
    2 Ravenous Baloth
    2 Naturalize
    1 Pyroblast
    2 Red Elemental Blast

    The goal of the deck is to, surprise surprise, stick a Survival of the Fittest and from there generate a card and mana advantage with multiple Squees, discarding Basking Rootwallas into play, fetching up more Wall of Roots for more mana, and just generally accruing advantage in whatever way is best in the matchup. As with most Survival decks, the role can vary depending on the matchup. Firestorm is a very hit or miss card depending on the matchup, but when it is good, it is usually very good.

    Though the deck is not lightning quick in terms of aggression (tough for a deck with 4 Wall of Roots to be in that category), it does have some “combo-like” turns that could feature multiple Rootwallas, Gaea’s Cradle, Anger, and either Orcish Settlers to blow up 3-5 lands or Deranged Hermit to attack for 9+ hasted damage.

    The sideboard cards are all pretty self-explanatory besides maybe Bloodfire Dwarf. The logic behind that one is that it’s an answer to opposing Argothian Enchantresses, and obviously can be randomly good other places like vs. Elves (in case 4 Firestorm somehow isn’t enough). I could see cutting the Spike Weaver and the Dwarf from the board but I am not really sure what I’d want instead. From the main, I could see adding a 2nd Gamble since getting Survival into play really does dramatically improve the deck. In terms of cuts, it would probably be either 1 Firestorm , 1 Stormbind, or the Elvish Lyrist (any of which I’d probably move to the board if they did get cut). I would lean towards Firestorm. On to the matches!

    Round 1 – Bye

    1-0

    Round 2 – 4oung8yro444 playing UR control (no Standstill)

    I think game 1 I got some mana creatures bolted and just fell too far behind the card advantage from Fact or Fiction. I remember Force Spike got me good here in some way or other.

    In game 2 I had a better draw and had Survival going, but I’d taken some damage here and there from Factories and stuff. He Rolling Earthquake’d my board away and instead of floating mana and chaining some Rootwallas into play after it resolved, I tried to go for the Caller of the Claw I had sided in. It was met with a Force Spike and with that devastating play I was too far behind in the race and lost to his Fledgling Dragon + a Lighting Bolt.

    1-1

    Round 3 – GaijinShogunBlazzingzpandora playing Goblins

    I don’t remember a ton about this match except that Firestorm and a bunch of free creatures were very good. I think I boarded in the Bloodfire Dwarf to have another early blocker for Goblin Lackey and it came up, but I might be hallucinating that part.

    2-1

    Round 4 – Andrew Webb playing Tinker Brooch-Bridge Lock

    Match was on stream. This deck was very cool, but it had a vulnerability to tutorable artifact destruction and I was able to take it in 2. Game two was a little close because of a tinker’d Masticore + 2 Factories, but I was able to navigate around it by Survivaling for a bunch of Walls and random creatures to gunk up the works until I had a big turn with Anger into hasted Orcish Settlers to blow up 3 lands.

    3-1

    Round 5 – PeatrSmpsn playing Jund Madness

    This match was on stream. Game 1 I got my survival naturalized but my opponent was a bit stuck on mana so wasn’t able to apply a ton of pressure. Eventually I was able to land a Stormbind and with the help of some Squees that survival fetched up, control the board and win the game. Game two he got off to a slow start and I was able to land a Survival again and spew a bunch of Rootwallas into play. I had a cradle this time as well so even though the survival got naturalized, the beats from the Rootwallas combined with a couple of Firestorms were enough to take it down.

    4-1

    Round 6 – Rajah playing Burn

    This matchup was also on stream. This matchup scared me a bit, because there are certain draws where if my early mana creatures die, it could slow me down a lot and his deck was certainly capable of doing that. Fortunately for me, I had a great draw both games that featured Survival and a bunch of beautiful basic Forests, which allowed me to power through some early removal spells on my creatures. Without getting me manascrewed or him drawing some kind of repeatable damage source that wasn’t answered (like Pyrostatic Pillar or Sulfuric Vortex), the card advantage from Survival was insurmountable.

    5-1

    I made it into the top 8 as the second seed. This meant a pairing against Replenish, which was not a matchup I felt great about. His deck featured maindeck Seal of Cleansings, which in addition to comboing with Parallax Tide and Wave to allow permanent removal of lands and creatures, also happen to be good against Survival of the Fittest. I figured I’d have a low chance to win game 1, but the sideboarded games would be a little better, as I had a bunch of cards to bring in.

    Quarterfinals – Birdman311 playing Replenish

    My opponent was recording all the matches for his youtube channel – here is the link for this one. Game 1 he Seal of Cleansing’d my Survival on turn 2 before I could activate it. I was able to land another a couple of turns later but he got the Seal + Parallax Tide combo to kill 3 of my lands and really hamper what I was able to do. I got a bunch of Rootwallas into play attacking but they were ultimately not fast enough as he assembled Parallax Wave + Opalescence to be able to permanently remove all my creatures forever and I conceded at that point with only 2 lands in play. There was a window the turn before he played Opalescence that I could have tutored for Elvish Lyrist. In theory he could have Waved out my Wall after I did this to prevent me from being able to play and activate it in one turn. But I still should have tried it, in case he didn’t see it or if I drew the second green source I needed. He told me after he didn’t notice this, so it could have potentially worked.

    I boarded a lot of cards here. -1 Squee, -1 Spike Feeder, -1 Masticore, -1 Stormbind, -4 Firestorm and something else for 3 Tormod’s Crypts, 3 Pyros/Rebs, 2 Naturalize, 1 Ravenous Baloth and 1 Uktabi Orangutan. In retrospect I maybe should have boarded out a Survival or two since they aren’t that good to play on turn 2 since they could just get sealed, and in general the other cards are more important.

    Game 2 was an odd one. I played wall into Uktabi Orangutan into Genesis into Masticore and won, Red Elemental Blasting an Attunement and then a Parallax Tide. That was enough as his hand was heavily reliant on that Attunement doing work to draw some gas.

    Game 3 was even weirder. He double mulliganed. I kept an unexciting hand with REB, Tormod’s Crypt, some mana creatures and a Genesis. Not the most powerful, but it had some interaction and techincally some sort of clock so I felt I should keep. My 2 early creatures got Seal + Wave combo’d away. However I drew a Naturalize the turn after to kill Opalescence and break up the soft-lock. But his Wave was reset so he would have plenty of time to draw out of it. I played out another Wall, a Fyndhorn Elves and a Genesis, as well as three Tormod’s Crypts over the course of many turns. He had another Seal of Cleansing for Wave on the last turn it had a counter to permanently exile my Genesis. I then drew Nantuko Vigilante and played it morphed. His board at this point was Aura of Silence, Attunement, Seal of Removal. He drew an Opalescence and so I was kind of forced to use the Vigilante. After a couple more turns of attacks, and a last-ditch Replenish that was foiled by one of the three Crypts, I emerged victorious, winning two games where I drew no Survivals (but did draw many sideboarded cards).

    6-1

    Semi-finals vs. Ty Thomason playing Jund Madness

    Since Ty and Peter played in the quarterfinals, I knew I’d be playing a Jund Madness deck either way. I thought this matchup would be good for me since I had Walls to buy time, and Firestorm and Stormbind to control the zombies from Zombie Infestation. Ty’s version seemed a little more aggressive though, with 4 maindeck Anger and Goblin Sharpshooter, which seemed like it could potentially be a big problem for all my 1 toughness creatures.

    Here’s the link to the whole Semis/Finals

    Game 1 was an epic one, lasting I think 45 minutes or so. As a fun exercise, I’m going to see what I can remember about the broad strokes of the game and then I’ll go back and watch the replay to see if I missed anything important.

    I kept a decent hand with no Survival but with Stormbind, Birds, 2 lands, Squee and some other cards. An easy keep. He led with a either Wild Mongrel or Survival, then played the other next turn. I had Birds into Stormbind, then drew Survival the next turn or the turn after. However I failed to draw any more lands for a long time so my Survivaling was very hampered, and I had to tutor for more Walls and Birds to be able to get more mana. I worked in an Anger/Lyrist at some point there to destroy his Survival. In the meantime however, Ty had assembled a host of Horrors/Squees in his hand so the Wild Mongrel had the ability to grow to a huge monster at any time. He landed a Zombie Infestation at some point and started making zombies, which later let me Firestorm away a bunch of Zombies and 2 Wild Mongrels. Shortly thereafter I managed to get a Nantuko Vigilante to destroy the Infestation, but then he drew another Survival to get more Mongrels and I was once again under a pseudo-abyss. I remember finding it odd that he never Survivaled for Goblin Sharpshooter, and concluding that he must have just thought it was better to go for the more direct pressure. I also remember thinking somewhere in here that I could keep a potential Sharpshooter from killing all my stuff by Stormbinding it in response to its activation, but amidst the concerns of figuring out how to increase my mana without dying to his attacks, I then forgot about this, as will soon become apparent.

    On a key turn I had the option to Survival for Orcish Settlers, which would have had haste because of Anger. I remember considering it but deciding that it wouldn’t be worth it, since I could only kill two lands. I was also worried I might just die to his attacks if I used all my mana this way without adding to the board. But afterwards, thinking about it, I realized I could have killed three lands if I used a Wall of Roots to pay for the colorless mana in Orcish Settlers casting cost, and then activated it during Ty’s upkeep. Using the wall that way would have let me “gain” a mana and be able to kill three lands. However that still may have put me in too precarious of a position. I also remember thinking after the game that maybe I should have gotten the Settlers a turn earlier. I’ll be interested to see if that was actually viable watching the replay. In any case, I instead got a Basking Rootwalla, some more mana creatures or something, then passed. During his attacks I made some blocks to try to whittle down his board a bit, but in the process tapped out and then this let him play a hasted Goblin Sharpshooter (I can’t remember whether he had the mountain already) and mow down my whole board, after which I conceded.

    Additions after watching the replay:

    Ty had Survival first before Wild Mongrel.

    Accidentally flashed the Firestorm trying to discard a Squee. Whoops.

    Yeah there was no opportunity to get Orcish Settlers a turn earlier.

    The turn after I Firestormed away a bunch of creatures and then I killed Ty’s Infestation during his upkeep, Ty played a Survival. This was probably the key turn for me. Unfortunately I didn’t have Genesis in my graveyard yet, so I couldn’t recur Lyrist and kill Survival. I was perhaps too liberal blocking with a Wall of Roots earlier on, if I hadn’t done that, I may have been able to have it at that point and the game could have been different. I also spent 2 mana this turn to kill a Rootwalla with Stormbind. In retrospect, this was not a great use of mana and I should have instead discarded a Squee to find a Fyndhorn Elf and play it. That would have made the Orcish Settlers play pretty easy.

    As it was, I could indeed have done the Settlers play to kill 3 lands by waiting till Ty’s upkeep. That probably would have been the way to go in retrospect. Although, he still could have fetched up some Rootwallas or maybe an Arrogant Wurm. But they wouldn’t have had haste if I kill the mountain, and that probably gives me enough time to chump with a Wall, fetch Hermit to block a bunch and theoretically stabilize once I get enough mana to recur Hermit with Genesis every turn.

    Obviously getting all my creatures killed by Goblin Sharpshooter was much worse than all of these lines. Even if I just block differently and don’t get my board wiped, I think I probably could have come back. If I just block his Rootwalla with mine, Ty could have gotten me to 2 if he discards everything, but he probably would have still taken me just to 5 and played another Mongrel. Then I’m facing down two lethal Mongrels, but I could eot fetch Deranged Hermit and play it and be able to block for a turn and have a few more turns to draw Cradle, which pretty much wins me the game if I ever do. I should have been playing towards that but was still trying to grind out small advantages by killing Rootwallas here and there. But it was a pretty complicated situation so I don’t feel too bad about it.

    I boarded in two Crypts and two Naturalize, trimming Gamble, Stormbind, Spike Feeder and Deranged Hermit.

    Game two was similar to the first but I couldn’t put up as much of a fight in this one. I got an early Survival but stopped drawing lands for a while again. Ty had an early Zombie Infestation. This time I didn’t have a mountain for Anger so I had to play out Lyrist, which died to his hasty Goblin Sharpshooter. I did have a Firestorm to kill it and two zombies in response so the rest of my meager board got to remain, but the Infestation remained in play spewing out Zombies. The next turn he had another Sharpshooter which killed two of my mana creatures and pretty much guaranteed my eventual doom, even though I did kill it later. Ty had a bunch of lands this game which ended up being good for him, allowing him to play Krovikan Horror with haste and two activations. After taking one big hit down to 8 and untapping with not much of a board to speak of, I decided there was no way out and conceded.

    This match kind of made me want to get the 4th Cradle back in the deck, even if it is sometimes bad to draw a bunch of them. I think a Cradle at any juncture would have allowed me to stem the bleeding and reverse course in these games. Maybe cutting either a Forest or the Fyndhorn Elves. Ty suggested Goblin Sharpshooter in my deck, which seems ok, although kind of duplicative with Masticore. It is probably better overall than Bloodfire Dwarf, though worse against Enchantress which is why I wanted the Dwarf, so I could see playing both. In general I found it hard to board many cards in matchups where I didn’t want to take out Firestorm, as you can’t really afford to cut many creatures for non-creatures in any matchup. So I think playing some really narrow sideboard cards in this deck might be fine, since you can’t board that many regardless.

    Weirdly, this might be the hardest Survival deck to play out of the three I have tried so far, just because with only Green and Red, the options are a bit more limited in terms of your creature package and sideboard, and it also involves a lot of math and counting between Walls, Settlers, Gaea’s Cradle, Basking Rootwalla, Stormbind and of course Survival. It also doesn’t have an out of “going infinite.”

    Overall though I think the deck performed pretty well and was a lot of fun.

    Props to Ty for bashing me in the Semis again, Rob for winning it all, and the commentators and the whole discord for setting this up. Middle School is truly the format of kings.

  • I’ve decided to take a page out of my fellow magic player Ty’s book and start blogging about magic. I suppose this is the next best thing we can have in 2022 to the old school tournament report.

    To start off with, I’ll be discussing the Abzan Survival of the Fittest / Recurring Nightmare deck I played in a recent “Romancing the Stones” middle school webcam league to a semifinalist finish.

    The idea started in the previous middle school league, where I decided I wanted to play a Survival deck of some kind that was different than the Stormbind/Survival deck I’d played in a tournament before. After trying to build Wheaties and Pattern/Ghoul Survival decks and deciding both seemed bad, the next type of Survival deck to look at was good old fashioned Rec/Sur. Could such a deck compete in middle school? I looked to history for inspiration. The value creatures were all well and good, and the value plan was definitely improved compared to the original with the presence of Squee, Goblin Nabob in the deck. But I wondered if there was a way to squeeze in some kind of combo finish.

    After digging around a bit, I realized Recurring Nightmare + Palinchron + any other creature + 7 lands enables you to get infinite mana (to describe it briefly: 2 iterations of casting Recurring Nightmare cost 6 mana total, and on the 2nd iteration, Palinchron untaps 7 lands, so you net 1 mana in the loop). From there, assuming you have any Survival activations left (or the right creature already in your graveyard), you can draw your deck with Wall of Blossoms by looping that with Nightmare, put some more creatures into play with your infinite mana, and loop a Spike Feeder with Nightmare and infinite mana to make all creatures infinitely large. If one of those creatures has haste, like Akroma, Angel of Wrath, for example, you can then attack for the win that turn.

    There are some problems with this combo. First, it requires 7 lands to be in play. Second, it requires 2 of the lands to produce black mana. Third, none of the lands can deal you damage when you tap them, or you’ll die as you “go infinite.” The manabases in middle school are stringent (as Garfield intended), so these restrictions on the mana are not nothing. City of Brass is (in my opinion) a requirement in a more than two-color value-oriented Survival deck, as the alternatives, Undiscovered Paradise and Gemstone Mine, are very bad if you are planning to use your mana every turn for many turns. But City of Brass won’t work with this combo for long.

    On the other hand, this combo has some advantages over the other popular combo survival deck in the format, “Full English Breakfast.” It is relatively compact and so the number of creatures you have to play that are full on bricks when things aren’t going well can be lower. Since the combo is pretty compact, you have room for some other creature-based engine.

    There were two ways I saw to go with it. One was to play blue for Tradwind Rider as the other creature engine. This would make for the most “toolboxy” type build – aiming to control the game first, with the combo as a secondary win condition. The other was to play white for Academy Rector and double down on the combo, but also potentially gain an enchantment toolbox from the Rectors.

    In the first league, I went with the blue version. Decklist below:

    1 Squee, Goblin Nabob
    4 Birds of Paradise
    4 Wall of Blossoms
    1 Uktabi Orangutan
    1 Withered Wretch
    1 Mesmeric Fiend
    1 Bone Shredder
    1 Spike Feeder
    1 Palinchron
    3 Tradewind Rider
    1 Deranged Hermit
    1 Monk Realist
    1 Yavimaya Granger
    1 Akroma, Angel of Wrath
    1 Man-o’-War
    1 Mystic Snake
    1 Llanowar Elves
    4 Survival of the Fittest
    4 Recurring Nightmare
    1 Intuition
    4 City of Brass
    4 Reflecting Pool
    4 Llanowar Wastes
    3 Forest
    1 Gaea’s Cradle
    4 Yavimaya Coast
    2 Swamp
    1 Island
    3 Cabal Therapy

    Sideboard:
    3 Tormod’s Crypt
    2 Spike Feeder
    1 Uktabi Orangutan
    1 Caller of the Claw
    1 Masticore
    3 Engineered Plague
    2 Hydroblast
    1 Smother
    1 Emerald Charm

    This deck played out pretty decently, and I lost in the semi-finals of that league. Tradewind Rider, while slow, has a surprisingly relevant ability in middle school. As you can see, my solution to the issue of getting 7 non-pain lands was including Yavimaya Granger. This is a cool solution that theoretically works well with Tradewind Rider. It is also a pretty low power creature, even in the context of Middle School. There had to be something better…

    After a month or so the next league started and I’d decided to give the Abzan version with Rector a try. Looking again with fresh eyes, the solution became so obvious I couldn’t believe I’d missed it before. Especially considering I’d played the card multiple times before in Legacy.

    Costing 1/3rd as much as granger, getting twice the number of lands, having them be untapped instead of tapped, and being a card that actively wants to get sacrificed in a deck full of Cabal Therapies and Recurring Nightmares makes this a slam dunk over the farmsteader with echo. I was a little worried about the fact that it gives your opponent two lands, but this didn’t end up being that big of a drawback in practice. Going forward, if you play either version, you should play Veteran Explorer.

    The other reason I was looking forward to playing the Abzan version was having better mana that actually had a chance of beating a deck with Lightning Bolt in it. After hammering out some of the numbers, this is what I submitted for the summer middle school league:

    1 Palinchron
    4 Birds of Paradise
    2 Wall of Blossoms
    1 Akroma, Angel of Wrath
    1 Spike Feeder
    1 Squee, Goblin Nabob
    1 Withered Wretch
    1 Uktabi Orangutan
    1 Bone Shredder
    1 Monk Realist
    4 Academy Rector
    3 Veteran Explorer
    1 Caller of the Claw
    1 Wall of Roots
    1 Mesmeric Fiend
    4 Survival of the Fittest
    1 Seal of Cleansing
    1 Worship
    2 Recurring Nightmare
    1 Sylvan Library
    1 Phyrexian Tower
    3 City of Brass
    2 Reflecting Pool
    4 Llanowar Wastes
    3 Swamp
    4 Forest
    2 Plains
    3 Windswept Heath
    1 Brushland
    4 Cabal Therapy

    Sideboard:

    3 Tormod’s Crypt
    2 Temple Acolyte
    3 Engineered Plague
    1 Circle of Protection: Red
    2 Seal of Cleansing
    1 Pernicious Deed
    1 Swords to Plowshares
    2 Duress

    I’ll just briefly go over what I can remember from the matchups and end with some analysis of the deck and what I’d change.

    Round 1 – Bant Miracle-Gro

    It feels like this round happened a very long time ago so I do not remember anything about it.

    1-0

    Round 2 – RG Fires

    I remember Pernicious Deed being extremely good in the sideboarded game, importantly clearing out a Phyrexian Furnace so I could proceed with the combo.

    2-0

    Round 3 – Necro Control with Ivory Tower

    One of these games was really tight – I had to decide whether to get my permanents eaten by a Dystopia or try to barrel through it with a Survival. I needed to draw a creature on a critical turn to get through it and drew the perfect one. If not for that key draw, the Dystopia would have eaten my Survival and most likely my chances of victory. This was on stream.

    3-0

    Round 4 – Tax/Rack Esper beats

    This was also on stream. I think two out of the three I tried to manascrew my opponent by killing a Mox Diamond with Seal of Cleansing and it did not work out at all. I lost game 1, won a wild game 2 by Rectoring for Deed at 1 life and killing 3 creatures, then coming back to win. Then in game 3 I got out to a huge lead but was hamstrung on my mana a bit by a Winter Orb. Even though my opponent wasn’t doing much, I couldn’t do anything either due to not having a sacrifice outlet for my Rector. Eventually he drew out of it and took control of the game. This match really made me want an extra tutorable sac outlet (like Carrion Feeder) or a non-graveyard reliant threat (Deranged Hermit or perhaps a Spiritmonger).

    3-1

    Round 5 – UG Enchantress

    I got fast combo’d by a Squirrel Nest game 1 and in game 2 I whiffed on Therapy and got buried by Enchantress card advantage before I could really get anything going.

    3-2

    Round 6 – Stasis

    This was a pretty fun match, and was also on stream. Game 1 I got Stasised and had a couple opportunities to break the lock but both times my efforts were countered. Eventually the excruciating grip of the Black Vise ended my life. Game 2 I had a lot of disruption and was able to gain a big advantage with Survival and eventually won with the combo. Game 3 I double mulliganed and my opponent thwarted by paying the alternative cost on my turn 3 Survival, so this gave me some time to recover. I played out a Spike Feeder and Veteran Explorer and started bashing and my opponent never really found anything to deal with them.

    4-2

    I squeaked in in 8th place, which is the second time I’ve done that in the past 3 leagues.

    Quarterfinals – Tax/Rack Esper beats (rematch)

    Game 1 I was able to disrupt what he was doing and combo off. Actually my combo got disrupted by a Swords on Palinchron but I was able to use the extra mana and get enough stuff into play to win without going infinite. Game 2 my hand got completely locked out by triple Meddling Mage and I died quickly. Game 3 was similar to game 1 – I got in some disruption that prevented him from going bonkers with Land Tax and eventually stuck a survival and got to semi-combo. This one was also disrupted by Swords (I actually could have prevented it with Phyrexian Tower but messed up), but again I got enough mana/stuff in half-comboing with the help of Caller of the Claw to be able to win from that spot.

    Semifinals – Aluren combo

    This was on stream as well! Game 1 I double mulliganed and got combo’d on turn 3. Game 2 I was able to disrupt my opponent’s hand and combo off. Game 3 was pretty interesting. I had some early disruption but my hand was very awkward. I ended up having to play a Birds of Paradise to get to 4 mana so I could play an Academy Rector the next turn. Because I drew rector, I didn’t want to sacrifice anything to the Therapy in my graveyard, which could have hit a Wall of Blossoms. Of course, the next turn I drew Phyrexian Tower which would have been the sacrifice outlet I needed. Because I didn’t play Therapy, my opponent was able to play his Wall of Blossoms and draw into his own Rector. So I sacrificed my Rector and got a Survival, naming Living Wish to prevent him from getting Phyrexian Tower to sacrifice his Rector if he had it. But his last card was actually Aluren. For his turn, he drew Tower, sacrificed Rector and got a Deed, which blew up my board, giving him back an Arctic Merfolk that had been under Mesmeric Fiend and leaving him with Imperial Recruiter. I was focused on trying to figure out how I could recover from getting my board wiped and didn’t realize he actually had the win that turn with Aluren + Merfolk + Recruiter. In order to prevent it, I could have gotten Monk Realist with the 1 Survival activation I had available, but instead I got Veteran Explorer, thinking of rebuilding since I only had 3 lands (none of which made white). Because I didn’t get Monk Realist, he assumed I already had it, and so didn’t try to combo with Merfolk because if he did, I could play Realist in response, breaking up the combo. My last card was engineered plague, which could stop the combo. But if I ever tried to play it, he would have no choice but to go for it, and I wouldn’t be able to stop it since I didn’t actually have Monk Realist. So my only hope at that point was to do nothing and just hope to naturally draw Monk Realist, since any other answer I would play (e.g, Seal of Cleansing, Survival to search for Realist) would just force him to try and go for it, and then I actually would die.

    The whole standoff was rendered moot when he drew an Eladamri’s call for backup the next turn and went for it. I had nothing to stop the combo and died.

    Final record: 5-3

    Overall, I was pretty happy with the deck and thought it was a big improvement over the other version. Tradewind Rider is definitely cool, but the power of having the extra virtual copies of Survival and Recurring Nightmare via Academy Rector is better. The mana is also much better if you have some allied colors in Middle School. And the white cards are actually good against red (even if I didn’t play against it).

    As I mentioned above, something I really wanted was a sacrifice outlet to tutor for to kill Rector if one has Survival and Rector. The idea is it should be cheap, so I think Carrion Feeder is the right card. I’m not sure but I think it actually makes sense to have it in the sideboard, not the maindeck, even though that seems really weird.

    Worship and Sylvan Library underperformed. I would probably move Worship to the sideboard and cut Library completely. Library is a good card but realistically you will never want to search for it with Rector over Survival so there’s no real reason to play it as a search target, and space is too tight when it comes to non-creature spells to afford to play a miser’s copy to draw naturally.

    Worship makes more sense in theory, but didn’t happen to be good in the matchups I played and, again, in most situations is not what you’d want to tutor for with Rector. While it’s cool to have an “I win” card maindeck for certain matchups, the drawback of drawing a card that doesn’t do much vs the other matchups is kind of severe. Plus, you could often win anyway by getting Recurring Nightmare or Survival.

    Pernicious Deed, on the other hand, was amazing and I boarded it in a lot. Going forward I would play 1 in the maindeck. That should cover all the situations where your Rector dies and for some reason you don’t want a Survival or Recurring Nightmare.

    It also might be correct to play 3 Nightmare / 3 Rector instead of 2 and 4. But I think I would keep those numbers as they are for now.

    The creature package in the maindeck seemed pretty good, so I wouldn’t change much there. Based on the changes above, you’d have an extra slot maindeck for another creature, probably either Carrion Feeder or a non-graveyard based threat. Even though Spiritmonger is extremely cool, Deranged Hermit is more likely the better choice given its synergy with Recurring Nightmare.

    The manabase was much improved from the last version, but still I found myself having to mulligan, missing colors and getting in awkward situations sometimes. Much as I hate to do it, I think this version still has to play 4 City of Brass, and I would cut a Reflecting Pool to add the 4th one. If you’re really brave, you could try playing 1 Undiscovered Paradise instead.

    The sideboard was pretty good, but I often found myself with too many non-creature cards to board in. In my opinion, playing a toolbox Survival deck, you don’t really want to go too much lower than 20-21 creatures. Therefore, even though Seal of Cleansing is a great card and works with Rector, I’d probably cut them both for an extra copy of Uktabi Orangutan and Monk Realist respectively.

    All that considered, here’s how I’d build the deck if I played it again:

    1 Palinchron
    4 Birds of Paradise
    2 Wall of Blossoms
    1 Akroma, Angel of Wrath
    1 Spike Feeder
    1 Squee, Goblin Nabob
    1 Withered Wretch
    1 Uktabi Orangutan
    1 Bone Shredder
    1 Monk Realist
    4 Academy Rector
    3 Veteran Explorer
    1 Caller of the Claw
    1 Wall of Roots
    1 Mesmeric Fiend
    1 Deranged Hermit
    4 Survival of the Fittest
    1 Seal of Cleansing
    2 Recurring Nightmare
    1 Pernicious Deed
    1 Phyrexian Tower
    4 City of Brass
    1 Reflecting Pool
    4 Llanowar Wastes
    3 Swamp
    4 Forest
    2 Plains
    3 Windswept Heath
    1 Brushland
    4 Cabal Therapy

    Sideboard:

    3 Tormod’s Crypt
    2 Temple Acolyte
    1 Carrion Feeder
    1 Uktabi Orangutan
    1 Monk Realist
    3 Engineered Plague
    1 Circle of Protection: Red
    1 Worship
    2 Duress

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