Boomtown… rats!

Typhoid Rats

Last week, I stepped outside of my comfort zone and wrote about a deck I was developing for competitive modern tournaments. For those of you who don’t fancy re-reading the whole post: it’s a land destruction/tempo deck, which tries to ruin the other player’s day with lots of cheap mana denial, punching and burning them out before they can recover from the stumble.

I also committed to putting my money where my mouth was, by stumping up tickets and taking the deck into some two-man tournaments on MTGO. If the deck is supposed to compete, its mettle needs to be tested against people with something on the line.

Here’s the final list I brought to the party:

Deck v1

Since last week, I dropped the ambitious black splash (for Doom Blade) in favour of some Vapor Snags.

Without further ado, here are the results of this potentially expensive experiment:

Match One: Blue Tron

  

For the unfamiliar, Tron is a strategy which hinges on the player assembling the combination of Urza’s Tower, Mine and Power Plant. Once these three lands are in play together, they produce large volumes of colourless mana, rather than the typical one-mana per card ration. This combination allows the Tron pilot to cast expensive and powerful colourless spells very early in the game, overpowering opponents as a result.

As my opponent led off with an Urza’s Mine, I felt a little flutter in my stomach. If the strategy was viable, this should be a great match for me; however, if I couldn’t beat Tron, what the hell was I going to beat?

As it turned out, destroying lands had little to do with the outcome of Game 1. I had enough cards to pressure and interact with my opponent in my opening hand that I couldn’t bring myself to send it back, but none of them blew up his mana. Conveniently, though, he stalled out on drawing his combo and I was able to start the process of beating him up . Sadly, I made a mistake that cost me the game by the narrowest of margins.

Facing down a newly played Treasure Mage (which had retrieved a Wurmcoil Engine), with only an unflipped Delver in play, I chose to Lightning Bolt the Mage in his end step so that I could attack freely.

This was an astonishing act of cowardice and stupidity. I should have bolted his face – and here’s why:

  • If the Delver flips next turn, I can attack in the air and ignore his Mage.
  • If it doesn’t flip, I can leave it at home and hope to flip it in one of the next three upkeep steps. I need to miss four opportunities to attack for one point of damage before I am in a worse position for having burned him… and I will need to get very lucky to have another four relevant turns playing against Tron.
  • Pressure is everything. In my maindeck, I have almost no way to beat a Wurmcoil Engine that successfully attacks once. I have to kill him before he can connect with one of these, so I need to play as if the top cards of my deck contain enough power and burn to close out the game, even if that ends up not being the case.

Of course, my Delver immediately flipped on the following turn and I was able to start bashing for three. I effectively lost the game a couple of turns later, when he resolved a Wurmcoil Engine and I was only able to swing for eight of his eleven life in response, with my flipped Delver and a Thundermaw Hellkite. Had I bolted him, that swing would have left him dead; instead, it left me agonizingly short, as he lifelinked his way back to nine, before playing a second Wurmcoil to seal my fate.

Luckily, I learned my lesson. In sideboarding, I quickly switched in my Vapor Snags for Remands; when the other guy has 80,000 mana, Remand is an expensive Reach Through Mists.

Game 2 started well.

...this is how it's supposed to work!

…this is how it’s supposed to work!

Although my Ajani ended up getting condescended, I was able to overload his mana and counters using Molten Rain and Snapcaster Mage. Eventually, I resolved Elspeth and she absolutely went to town, making tokens and jumping my Snapcaster in for large chunks of flying damage.

Fearing a Repeal, I pushed the game into a state where my opponent was forced to blow it on a pumped Snapcaster to survive… snappy promptly returned to flashback a bolt and take him to zero.

In Game 3, those sideboarded Vapor Snags were worth their weight in gold. I flipped a Delver immediately and started swinging for three each turn, supplementing my attacks with a healthy dose of burn to take my opponent to low life. Of course, he slapped a Wurmcoil into play… which I was then able to Vapor Snag back to his hand, allowing me to nail him for exactly lethal even through a Mindslaver activation.

Worst 'slaver ever?

Worst ‘slaver ever?

Match Two: Black Affinity

  

Affinity is the descendant of perhaps the most feared tournament deck in history, although it plays few of the same cards today as in the past, as the result of various bannings and new printings. At its core, Affinity is an aggressive deck built around artifact creatures, which uses powerful synergies to smash the opponent into submission very early in the game.

This match started very well: I won a thrilling Game 1 on a single life point. Luckily, I had decided not to crack a fetch as I targeted it with Boom – a decision I was relatively confident in at the time, but which was obviously right in hindsight, despite the fact that it cut off Thundermaw Hellkite as a live draw – and my opponent decided for some reason to sac a Cranial Plating to their Arcbound Ravager, which I’m pretty sure would have allowed a lethal attack had it been equipped.

A timely boom without cracking the fetch...

...proves crucial, as I win on one life point. It's not always right to crack the fetch!

Sadly, in Games 2 and 3 my opponent rolled me with precisely the same series of turn 1 plays on both occasions:

  • Ornithopter
  • Mox Opal
  • Blinkmoth Nexus, activate
  • Thoughtseize

…on both occasions taking a sideboarded hate card from my hand. The disruption proved enough to get a Steel Overseer active in both games, at which point I was quickly despatched by a rapidly growing army of flying, artifact-man-lands.

I was a little disappointed about this, as I felt intuitively that my sideboarded configuration should present a stronger game than the maindeck, but it was not to be.

Match Three: Amulet of Vigor combo

  

Making use of its namesake card and various accelerated means of playing lands, this deck seeks to generate very large amounts of mana on the second or third turn of the game by playing the ‘bouncelands’ from Ravnica block and tapping/untapping them multiple times. With this sudden burst of mana, the deck will play out threats like Primeval Titan to bring more and more powerful lands into play, or simply go straight for the throat by playing a huge Eldrazi creature like Emrakul, the Aeons Torn.

I confess: in Game 1, I had absolutely no idea what was happening for the first couple of turns. My opponent played two Spinerock Knolls, not a card which I particularly associated with this strategy, before I cast Molten Rain on one of them. It was my last meaningful action of the game.

After untapping, my opponent fired up his combo, dropping a couple of Amulets into play before playing a Summer Bloom and going crazy over the course of 7 minutes. What a lot of triggers. Come sideboarding time, I genuinely thought my best chance of winning might be for him to time out.

In Game 2, he resolved Emrakul on Turn 3, having played 3 Amulets of Vigor on his first 2 turns. C’est la vie.

This is actually pretty impressive

This is actually pretty impressive

Match 4: Soul sisters

  

Soul Sisters is a strategy employing multiple small creatures which gain life, alongside other creatures which benefit greatly from that lifegain. It tries to make traditional damage races completely unviable for the opponent, whilst turning its tiny army into a squadron of monsters by triggering their abilities as the life-counter ticks upward.

In Game 1, I blow up every land he plays. Each turn, he calmly plays another plains, then a Soul Warden variant, and beats me down with them. Eventually, his 5th one drop is a Serra Ascendant. I lose the game staring at 1 plains and a 6/6 flying monster on the other side of the table.

...seriously?

…seriously?

In Game 2, we have a long, drawn out war of attrition. My land destruction feels like it’s actually achieving something and my sideboarded Pyroclasms are doing work.

Eventually, I resolve a Bust while we’re racing and I’m ahead on board; I have 3 Darksteel Citadels and figure I have a better chance to draw out and play more spells. I’m eventually proved wrong, as he peels several plains over the course of the ensuing turns, while I draw copies of Serum Visions and Lightning Bolt. It’s disheartening, but it feels like a real game second time around, whereas the first felt like a sick joke at my expense.

In retrospect, I think I pulled the trigger on the Bust too quickly. Three colourless lands aren’t very much better than one in a deck which has intensive colour requirements for its’ spells; if I had my time again, I would grit my teeth and hold the card.

Match 5: Burn

  

Burn is a deck which, to quote a well-known pillar of the Glaswegian Magic scene, throws pictures of fire at the opponent until they are dead.

My opponent is mana-screwed in Game 1, which is a bad place to be against the land destruction deck.

I remove his real estate and run him over. My advantage is sickeningly compounded by the stream of land his Goblin Guide puts into my hand before I eventually bolt it – cards I put to good use when  use them to cast a Thundermaw Hellkite, drawing the concession.

In Game 2, I side out my remands and some Molten Rains to make space for Pyroclasms and Vapor Snags. Hilariously, he then goes to town on me with multiple Molten Rains of his own, crushing me utterly as I struggle to cast Ajani or Snapcaster/Helix.

Game 3 is an absolute thriller. My opponent burns me low, but thanks to the power of land destruction I’m able to clear away his mountains entirely. The irreplaceable talents of Elspeth become apparent as she helps my Snapcaster Mage to crash for 5 in the skies… and the deal is sealed when I draw a Lightning Helix, which lifts me out of his potential burn range for the last turn he has to kill me.

Quite the timely rip, I must say.

Quite the timely rip, I must say.

Match 6: Splinter Twin

  

Splinter Twin is an infinite combo deck with lots of redundancy in its components. It uses creatures which can be played at instant speed and untap a permanent when they enter the battlefield, combining them with a tap-driven cloning effect to create as many hasty creatures as required to end the game. Because the combo is so strong, it gets to play up to 8 copies of each of its effects, leaving the rest of the deck to reactive spells which can protect its strategy.

In Game 1, I kill some lands and put a little bit of pressure on my opponent… but then my nerve fails. I’m holding remands and an Ajani Vengeant, with 5 lands in play, but turns pass without my crucial 6th land appearing. I convince myself that each turn only gives the other player more opportunities to draw the combo and decide to just run Ajani out: If I survive the turn, I’m in a great position.

Needless to say, my opponent has the kill: they flash in a Deceiver Exarch and atomise me with Splinter Twin after untapping.

For Game 2, I side in 2 Snags and 2 Wear//Tears, but on reflection it should simply have been 4 Snags: if I bounce a Splinter Twin target, the enchantment dies anyway and I need to have the mana for either at the point the enchantment is cast, or I’m dead.

I get a blistering start when both my Delvers flip on turn 3 and I crash in for 6. Backed up with burn, I’m able to snag away a Clique he flashes in to block and run him into the ground before he can combo me.

If in doubt, naked aggression is always the best policy

If in doubt, naked aggression is always the best policy

In Game 3, I have no Remands or Snags, but an aggressive hand, so I keep. I drop a Delver, start crashing and back it up with burn. So far so good!

However, my very next decision is outright comical. Aiming to keep the opponent on low mana to reduce the risk of being combo’d out, I activate Ajani to keep one of his lands tapped; literally as the ability goes on the stack, I am already holding my head in my hands, remonstrating with myself about how I became such a terrible player. He flashes down a Pestermite, untaps the land, takes his turn and combos me.

In any event, I couldn’t beat the draw my opponent presented, but I should have burned him with Ajani to maximise my chances of untapping, resolving a Hellkite and top-decking lethal burn.

By this stage in my odyssey, I was beginning to believe that there were systemic problems with the deck. My next match would compound that thinking.

Match 7: Melira Pod

  

This strategy uses the power of Birthing Pod to tutor powerful creature combinations into play, which will allow the pilot either to stabilise the game or to initiate one of several infinite combos which usually assure victory. It’s also a resilient midrange deck when this plan is unavailable… and as a neat side touch, Melira herself provides automatic protection against the explosive Infect deck.

An interesting Game 1 finds me restricting his mana even as he bashes me with persist creatures. Through an unlikely chain of Remands and Snapcasters, I manage to stabilise on 5 life and prevent my opponent from resolving a relevant spell for several turns. We enter a midrange, grindy zone where I manage to outrace the backlog of spells he eventually begins to play out.

In Game 2, we go back and forth for a while. His mana creatures make my remaining land destruction spells lacklustre, but they do validate my sideboarded Pyroclasms. Eventually, he grabs an opening to drop Melira, then convoke a chord of calling for Cartel Aristocrat, a sequence I didn’t think his limited mana would allow (how wrong I was). I am pinged into the grave by Murderous Redcap triggers shortly afterward.

Game 3 is a real slugfest. We get each other down to low life, but he wins the grind war by top-decking Gavony Township and (literally) going to town.

After this match, I had reached a couple of conclusions:

  1. Melira Pod is a really resilient deck with several viable gameplans. It’s something of a poster child for Modern: I don’t roll over easily and if you don’t do something quickly, I’ll roll over you.
  2. Blowing up lands just ain’t what it used to be. All of the strategies I was facing (aside from Tron) could either operate with low mana, ramp their mana with creatures or just kill me before anything but my nut draw could come online.

Nonetheless, I decided to bat one more time with Boomtown. Eight is a portentous number in Magic culture and with any luck, the final match might teach me something new.

Match 8: Splinter Twin

  

Remember these guys?

Sadly, I’m mistaken. In Games 1 and 2, my opponent combos me at the earliest possible opportunity, countering my spells and peppering me with the beaks of a thousand Deceiver Exarchs.

I didn’t feel good about this matchup at all – and even after playing it twice, I’m not sure I even know the proper way to board. My land destruction plan didn’t feel good here… the opponent could just wait, play draw spells, replace his lands, then pick an opening to flash in his combo creature.

The Balance Sheet

At the end of my eight match set, I had a miserable 2-6 record, with only a pair of RTR boosters to show for my 16 ticket investment. Those are some pretty expensive boosters.

I could have chosen the way of the tantrum, given such a poor set of results, but instead I decided to think positively about the experience. What benefits had I gained beyond actual booster prizes?

  • I’d received a whistle-stop tour of the Modern metagame. In 8 matches, I faced 7 different strategies – and there are still more out there. Modern is incredibly diverse. There is no truly dominant deck and few obvious ways to attack several pillars of the format simultaneously.
  • I’d discovered that proactivity is King. Of all the decks I faced, only Splinter Twin felt like a truly reactive strategy… and that’s simply a luxury it has because its combo can snap into place like a mousetrap, starting in my end step. Everyone else, even Tron (which did run counters) was on the front foot, trying to do something very powerful before I could do something similarly powerful. Modern, based on my first forays, does not appear to be an environment particularly welcoming to control decks.
  • I’d learned that Boomtown lacked the punch to capitalise on the problems it was capable of creating. Blowing up lands early was great, but too often I was using that time simply to attack with an unflipped Delver or a Snapcaster Mage. My big hitter, Thundermaw Hellkite, didn’t come online until I reached 5 mana. If I was choking mana on turns 2 and 3, I needed to be capitalising immediately with a brutal threat… like Geist of St Traft, for instance.

Knowledge and practice are worthwhile ends in their own right.

(Maybe not 16 tickets worth, but give me a break – I just got stomped 2-6 and I need all the upbeat notions I can get.)

Where next?

I like Modern. It feels like a brewer’s playground and I’m still tantalised by the idea that something new and exciting is waiting to be discovered.

Of course, I don’t have limitless funds. If I want to keep brewing, I’ll need to build decks using cheaper, less appreciated cards… or I’ll need to win prizes with something relatively consistent in order to fund future thought experiments.

This is where you come in, dear reader. Thanks for your time, patience and camaraderie. Until next time…

Boomtown

When I write about Magic decks, I’m typically sharing ideas for the purpose of spreading fun around our card-slinging community.

Not today.

Today, I’m going to write about the antidote to fun; the extinction of fun. Well, except if you’re a dyed-in-the-wool griefer. Those guys will enjoy what follows an unhealthy amount.

If you play Magic to:

  • Meet new friends
  • Enjoy cool and complicated board states with big splashy plays
  • Shake hands with your opponent after an honourable match, then have them earnestly wish you good luck for the rest of your tournament
  • Still like yourself by the end of the tournament

…just stop reading now.

Remember the good old days?

You know, the days when it was OK to print cards like Sinkhole?

Sinkhole is one of a very specific breed of magic cards: the kind which shut down your opponent’s ability to actually play the game, starting on turn two.

While land destruction effects are widely despised in any form, they are typically confined to cards costing three or more mana; this allows a slightly larger window for an opposing player to try and establish themselves in the game.

At two mana, it is conceivable that a player going first could blow up each land their opponent plays every turn, beginning with their first, before a second can ever be deployed… or at least until the survival of those lands becomes irrelevant in the face of a vastly superior board position.

Thankfully, Sinkhole is relegated to older formats in which it sees little play – formats so powerful that they can shrug off such punitive disruption. No-one playing a more contemporary game will have to worry about such demoralising shenanigans.

Boom - Bust

Oh…wait.

Boom//Bust is a split card from Planar Chaos, which offers two options both decidedly unfriendly to the real estate on the board. For the uninitiated, split cards work very simply: you can play them as either of the spells printed on the card, although usually not both.

It’s also legal for play in Modern, a format which looks set to be used for at least one round of PTQs each season for the foreseeable future.

And Boom costs only two mana.

But I don’t want to blow up my OWN lands, you fool

Don’t worry, my disproportionately angry friend – neither do I.

Boom only

If Boom was guaranteed always to kill one of our own lands, we simply wouldn’t play it. It would put us at a card disadvantage which would rarely be worth the sacrifice.

Happily, there exist ways to make the card rather more one-sided. The first and best known of these is Flagstones of Trokair, a land which, when it dies, handily replaces itself if your deck has been constructed correctly.

Flagstones was used to mitigate the downside of Boom in this way in Time Spiral block and the accompanying Standard format, so many older readers may be familiar with it. However, building a deck with only four lands which can help us break the symmetry of our marquee spell is going to yield underwhelming results. We need more lands that play ball.

…which brings me to Darksteel Citadel.

Artifact lands are almost universally banned in Modern, having enabled the dreaded affinity deck in some of its more potent previous incarnations. A by-product of this ruling is an obsession on my part with running the sole survivor, Darksteel Citadel, in various decks. Those decks typically care about the land being an artifact, so it will play nice with Tezzeret the Seeker and Thirst for Knowledge; this one is a break from the norm, because it only cares that the Citadel can’t be blown up.

It is the ideal partner for Boom, enabling multiple copies all on its lonesome.

Eight lands still isn’t enough for me. I want more!

Fetchlands are not the premier target for a Boom, but they’ll do in a pinch. The trick works as follows:

  • Cast Boom, targeting your fetchland and an opponent’s land
  • DO NOT pass priority. On Magic Online, you achieve this by holding down the CTRL key as you cast the spell.
  • In response to your own Boom, crack your fetchland. Keep holding that CTRL key until the ability is on the stack!
  • Put your fresh new land into play.
  • Allow Boom to resolve. Since your fetchland is gone, it now only has one target: your opponent’s land, which will die ignominiously.

The reason that this isn’t an optimal play is that you need two mana plus a fetchland in order for it to work – so you can’t cast Boom on turn two if a fetchland is your only target. At worst, this version makes Boom into a Stone Rain, which is still a respectable spell; if you have a one-mana play which you can make using the land you just fetched, you’re still gaining some tempo.

Four spells does not a deck make

I’ll concede that point. We need more ways to blow up lands if we want the strategy to work. Luckily, there are cards at three mana which fit the bill.

  

Of this motley pair, I’m more attracted to Molten Rain. It’s marginally harder to cast, but I plan to deploy a deck which won’t struggle to hit RR by the third turn – and I expect the damage it can deal to be relevant.

There is an argument for running both, of course. To make a land destruction deck work, a certain density of spells which will take out a land is required… but having played some of these decks before, I also know that a great way to lose is to flood out on them. There is nothing more demoralising than dying to your opponent’s one-drop creature, which they resolved before you started blowing up all their lands, having smashed their manabase turn after turn. As it attacks you for two, over and over, as each draw step yields another Stone Rain or a land rather than the removal spell you so desperately desire, you may very well go mad.

I want to make space in my deck for cards which can kill creatures and kill my opponent. I also want to have access to extra copies of those cards and my land destruction later in the game.

This brings me to the card which, together with Boom, inspired this particular deck:

Welcome to a world of utter degeneracy

With Snapcaster on our team, we get to do dreadful, dreadful things. The ideal play pattern runs as follows:

  • Turn two: Cast Boom, hitting one of our synergistic lands (ideally the Citadel) and the opponent’s first land.
  • Turn three: Cast Molten Rain on the opponent’s second land.
  • Turn four: Snapcaster comes down, flashing back Boom to clear away our opponent’s third land.
That's exactly what was about to happen here... had my opponent not gone on rampaging tilt and disconnected after the first Boom.

That’s exactly what was about to happen here… had my opponent not gone on rampaging tilt and disconnected after the first Boom.

This is clearly an amazing draw, but it’s not actually that unlikely. In fact, simply drawing any additional land destruction alongside a second-turn Boom is very good against a lot of strategies.

Any deck can experience a draw which is light on mana – and in these cases, a couple of lost lands are frequently enough to leave them down and out. Even a draw which sees them make land drops on turns one through four can be severely disrupted by a couple of Molten Rains. The important thing is to capitalise on each stumble, bringing enough pressure to bear that an opponent can be finished off before they can meaningfully recover.

Choosing our threats

My first draft of the deck carried a suite of burn and creatures with which to finish off the opponent – but in an effort to maximise the land destruction theme, they included several Avalanche Riders and Restoration Angels.

  

This was a fine combination when it worked; the problem was, I was creating situations where an opponent was choked for mana early in the game, but I wasn’t putting them under pressure with these creatures until turn four and five.

I kicked the deck around with some much better players and arrived at the idea of playing everyone’s favourite one-mana threat, the mighty-morphin’ Delver of Secrets, to start bringing the heat from turn two onward.

  

I still had space to plump for some four-drops, though – but again following advice, I pushed through my budget-friendly instincts and traded my way to some premier planeswalkers:

  

Ajani supports my strategy in the same way as Avalanche riders, typically taking out a land for the whole game… but he can also keep a threat under wraps, give me some help burning an opponent out or even wreck their mana for good if the game goes longer.

Elspeth, as it was put to me, is just awesome.

Topping the curve, I wanted something which would hit like a train and help me to close out the game in short order. Happily, I didn’t have to shell out anything for the perfect candidate, whom I was fortunate enough to pick up for next to nothing when he was unfashionable:

Full disclosure: this guy is pretty pricey, so if you’re looking for a budget alternative, I’d try something like Archwing Dragon. It’s more mana intensive, but cards in this slot should generally only have to attack once or twice for you to win.

The rest of this deck is rounded out four copies each of four strong cards, all of which help advance your strategy or close the game.

  

  

  • All this deck ever wants to do is profitably cast Boom on turn two. Casting Serum Visions on turn one will help to make that happen.
  • Lightning Bolt needs no introduction. Alongside Lightning Helix, it gives the deck a means of mopping up creatures which have slipped through before you started cutting off your opponent’s mana… and equally important, it provides reach to let you finish things off before the opponent stops reeling and starts casting good spells.
  • Remand helps us to keep an opponent bottle-necked, whilst drawing us into more action spells. It can be surprisingly effective in a land destruction strategy: remanding an opponent’s play, then untapping, making a land and snapcastering a molten rain to cut them off from playing it again feels pretty good. That said, it’s the spell I’m least sure about in the deck, since I want to be spending my mana proactively with almost every other card… holding up two mana to counter something can be awkward.

Just show us the deck, already

Here is my current working copy of ‘Boomtown’:

Boomtown Delver

The maindeck, I’m pretty happy with. The sideboard is, frankly, a mess… but it’ll get better as I play more matches and understand which strategies I’m really gunning for.

  • Sudden Shock is a little piece of technology I adopted after some tough matches against poison, but it has proven to have further-reaching value.
    • It kills a Glistener Elf or an Inkmoth Nexus stone dead, regardless of how many pump spells the poison player has in hand.
    • It kills an Arcbound Ravager, or any potential target for his modular counters, without a moment of concern.
    • It kills Kiki-Jiki or Melira, as a Pod player goes for their combo, in a way that eliminates all chance of shenanigans.
  • Wear//Tear is a bit of a catch-all utility card, but I like it. So far it has destroyed Birthing Pods, Vernal Blooms, Cranial Platings, Inkmoth Nexi, and Oblivion Rings. I hope to snag a few Prismatic Omens in due course.
  • Slagstorm I’m a bit ambivalent about. I added it because I noticed that decks with an abundance of mana-creatures could ignore my core strategy – and I wanted to be able to punish them for committing lots of them to the board. I plumped for a three-damage sweeper so that I could handle a wider range of creatures… still, I’m not sure it shouldn’t be Pyroclasm.
  • Boros Charm… this used to be in my maindeck. Some games I would win simply because I had aggressively Lightning-bolted my opponent early, then managed to charm them for four, untap and snapcaster them for the final four… but my win rate didn’t really dip when I exchanged them for more Remands. I still have them as insurance against sweepers and some extra reach, but I rarely side them in. They should probably go.
  • Restoration Angel is here because A) I’m addicted to value and B) I sometimes feel like I want another creature or two which can sneak in damage. Since they aren’t essential enough to make the maindeck, I could see just dropping them.
  • Smother is my concession to Tarmogoyf. By including them, alongside a single Watery Grave, I give myself an out to one of the most popular threats in Modern. Short of that, I have to race the Goyfs or tap them down with Ajani, which is less than ideal.

Put your money where your mouth is

I may be about to punt a large number of these

I don’t generally build decks which have an eye on cut-throat competitiveness; it’s not my style. However, this is a land destruction deck with a healthy smattering of premium cards in it, so I can’t kid myself that’s it’s a purely fun contraption built for shits and giggles.

For that reason, I’m not going to treat this in the same way I do my other, more friendly durdlings: this is not something I will be running out in the casual rooms simply for the joy of playing. If I’m building a deck which is only acceptable in competitive surroundings, I owe it to you, the reader, to actually measure its effectiveness in that environment.

I will therefore be vacating the Tournament Practice room, where this deck was born and took its first steps, for the steeper climbs of the Two-man queues. My plan is to jam as many games as my ticket balance will allow, then report back to you with my findings.

  • If all goes well, it will be a valedictory post in which I pat myself on the back for a work of deck-building greatness
  • If it goes rather more realistically, the article will at least serve as a warning to inveterate brewers about how easy it is to throw away your money online

Be it tragedy or triumph, I will endeavour to make it funny – and to include a number of comedy screenshots, come rain or shine. Cross your fingers for me.