The trouble with public polls is that they don’t lie – even when you’d like them to.
Ah well, I can’t be too unhappy. It’s a license to brew, after all… even if it is likely to take me down some strange alleyways.
What we learned in our last adventure
A couple of weeks back, I received a sound thrashing from the Modern metagame as I tested my Boomtown land destruction deck. In the course of taking my licks, I learned the following lessons:
- Proactivity is King: As a rule, you can’t sit back in Modern. You need to be doing powerful things starting early in the game.
- Disruption needs to be backed up… HARD: It’s great to disrupt your opponents, it really is. But don’t expect to wreck their hand, or mana, then have ages to close the game out. In Modern, there are too many good top-decks. You have to kill them quickly.
- The field is too wide to be hated out: Modern is full of different, powerful decks doing different, powerful things. Cute metagame decks are not the ticket to success… with only 60 cards in your library, you can’t hate ’em all.
In short, we have to go big or go home. Just to make it spicy, I also have to go big in a way that isn’t terribly popular with other people. Where to start?
A bunch of terrible decks
Toshiro Umezawa
Those of you who know me will not be surprised to hear this, but the first thing I did was throw all my hard-earned lessons out of the window to build a durdly, slow, ‘cute’ metagame deck.
O – M – G guys, with the printing of Illness in the Ranks we can set up the Toshi interaction way earlier in the game!
- We can gain INSANE card advantage by flashing back the instants that make up most of our deck!
- We can auto-trigger morbid spells and blast people out with a bunch of 5-point Brimstone Volleys!
- We can dredge all our amazing instants with Darkblast…AND IT’S AN INSTANT!
- GIFTS UNGIVEN IS A 6-FOR-1, SO MUCH VALUE AAAAAAAARRRRRRGGGHHHH
This deck was absolutely horrible, but I still had several goes at it. I justified it to myself with the mantra that Illness in the Ranks completely shuts down Splinter Twin. Eventually, I realised that I had incorporated so many cute interactions, there was literally no space to fit a way to reliably win.
This ‘deck’ is everything that’s wrong with the Modern cardpool. Let’s close the book and move on. Next on the list…
Salvaging Station
Back in the day, I used to play KCI in Mirrodin-era standard. My version was the vanilla, activate Myr Incubator then sac the tokens to Belcher you strategy. I remember getting demolished in a mirror match by one Paul Lim, who played a salvaging station variant which seemed very sweet. Although I have very few delicious artifact lands to feed into the furnace, I decided I’d have a bash at reinventing the strategy.
Sadly, I’m not actually good enough at Magic to build this deck. The rules interactions around my half-remembrances of how Paul played it escape me; trying to work them back makes me feel like an idiot:
- If I animate a Blinkmoth Nexus, I can sac it to the Ironworks and get an untap trigger for Salvaging station…so far, so good.
- Now… with the Nexus in my graveyard, is it still an artifact? If so, I can replay it with the station…unless it’s still a creature.
- My head hurts.
I started to think about another approach:
- I can activate a Chimeric Mass, sac it to the Ironworks and get an untap trigger for Salvaging station…so far, so good.
- Now… I can replay it with the station. Still so far, so good.
- Oh, wait. It’s a 0/0 if I activate it and just dies.
Determined not to let this go, I tried one more time:
- If I crack an Origin Spellbomb, then sac the Myr token to the Ironworks, I’ll get an untap trigger for Salvaging station…so far, so good.
- Now… I can replay the Spellbomb with the station, use one of my two floating mana to crack it again… and repeat the loop. Still so far, so good.
- I end up with as much colourless mana as I want. Where does that get me?
Well, lots of places.
- If I have some other trinkets, like Conjurer’s Bauble or Chromatic Sphere/Star, with a second Salvaging Station I can draw my deck… that’s a thing.
- If I can put a Disciple of the Vault into play, I can burn the opponent out with triggers.
- If I have an Emrakul in my hand, I can cast it and probably win.
I’m not going to lie to you, this deck actually sounded quite sweet in my head. Then, reasonable Dave got involved and ruined everything. Brewer Dave, you are an idiot! He screamed. Here is why:
- You have a combo which requires 3 cards to assemble, but which doesn’t just win when they do. It then needs a range of other cards to do anything at all.
- It folds to a single counterspell on the Salvaging Station, or the Ironworks. It folds to a single piece of artifact kill.
- This is the kind of thing players do when they’re starting out: build Rube Goldberg machines. It’s forgivable after 3 months of playing the game, not after 20 years.
- And besides… you’ll be playing the bloody thing on Magic Online. DO YOU HAVE ANY IDEA HOW MANY CLICKS THIS WILL TAKE?
And just like that, the dream was over: shattered by a brazen lack of click-economy. I will do many things in pursuit of brewer’s euphoria, but not even I am prepared to sacrifice the touchpad of my laptop and the viability of my index finger.
Sway of the Stars
I could suspend a Greater Gargadon, right, then suspend Sway with Jhoira, right, then somehow hang on for ages and BOOM! Hasty Gargadon, swinging for your whole life total!
I need a drink.
Old favourites are the best
I needed something with oomph. I needed something which could disrupt the fast decks, but also resolve big, game altering effects and deploy threats which killed in short order. Frankly, I needed a break.
Walking into work at 5.45am, I decided to stop churning decks through my brain and just watch an LSV Modern Masters draft video. At one stage in the draft, Luis was presented with the opportunity to draft a Death Cloud, after passing a Greater Gargadon.
“Death Cloud/Gargadon… yeah, no-one’s beating that,” was the general flavour of his remarks on the subject.
Jerry Maguire-style, he had me at ‘Death Cloud’. I was all-in.
Let’s just sacrifice everything!
Licking the nib of my digital pencil, I started to scribble down a list of things which would work well with a mass sacrifice scheme.
The first name on the teamsheet was Bloodghast. Sac him, discard him, mistreat him however you like – he is coming back for more, like a trusting (if undead and blood-hungry) puppy.
If we’re going to be playing with the little Vampire who could, we might as well abuse Smallpox too. Discarding a Bloodghast to Smallpox, then playing a land is a sweet, sweet feeling. Now, how else might I break the symmetry of Smallpox?
OK, bear with me on this one. I want you to imagine the following sequence of plays:
- Turn 1, make a Black/Red dual land and suspend Greater Gargadon.
- Turn 2, make a Swamp. Play the talisman. Tap it for a colourless mana, return the Swamp to hand and play the borderpost.
- Turn 3, Smallpox; in response, sac your only land to the Gargadon.
It’s a tiny thing, but by playing out the Smallpox in this way, we can eke out a tiny bit of value from that land we would have been forced to send to the graveyard anyway. One time counter on a Gargadon can be the difference between success and failure.
Oh, and we’re not justifying these mana-rocks purely on the basis of a corner case like the one above – they’re also great with Death Cloud, which will not force you to sac them. Needless to say, in an ideal world all our actual lands will be going the way of the Gargadon while Death Cloud is on the stack.
I was also going to need more creatures which interacted well with sacrifice – preferably the kind who will bounce back after a dose of the Pox, or a close encounter of the cloudy kind. Geralf’s Messenger seemed beefy and well suited to the job, but I resolved to try Epochrasite in this slot too; in all likelihood, the deck would regularly be working with very restricted mana, which might leave the cheaper creature better placed within my overall strategy.
At this point, I finally decided to start learning the lessons of my previous foray into Modern. I wanted to start interacting with my opponent immediately – and I did not want to be run over by an aggressive deck without hope that I could staunch the bleeding.
Death Cloud is great, but it’s slow in the context of the format. These two cards would keep me in the game until my bigger effects came online.
Now, time for a confession: I couldn’t really make this deck without running the next card… and there is no way I can describe her as ‘bargain basement’.
Lili is the only truly expensive card in my deck, but she’s essential to its function. She gives me more hand disruption, another way to interact early with a hexproof idiot and an ultimate which, on the rare occasion it goes off, is pretty relevant to my plan of inflicting a crippling resource grind on the opponent.
So, what does this monstrosity end up looking like?
The Meatgrinder
This is what I’m proposing to take into the two man queues.
I opted for Epochrasite over Messenger, both because it is cheaper (resources will assuredly be scarce) and because it is a better blocker in the face of early aggression. It also comes back more than once in a longer game, which can be surprisingly relevant.
I included Damnation in the maindeck, in order to have an answer to sturdier creatures and a catch-all in the event that I was being savagely beaten down as my gameplan was stuttering. If I expected more slow decks, these two slots would probably be occupied by Thoughts of Ruin, but as it stands, those are relegated to the board.
My game plan is simple:
- I want to suspend a Gargadon, ideally on the first turn, then begin a brutal slog of resource destruction which I can mitigate from my own side by abusing my sacrifice outlet and recurring threats.
- I want to nickel and dime my opponent with as many Smallpoxes and Liliana activations as possible, so that, by the time I bring a hasty 9/7 monster to bear, they will have as close to zero permanents and cards as possible. If I can achieve full blowout by resolving a Death Cloud from which I can easily recover, but which floors them completely, so much the better.
- I want to squeak every point of damage and life loss out of my Bloodghasts, Epochrasites and spells as I can, so that my Gargadon is as close as it can be to lethal.
My deckbuilding motivations are pretty simple, too:
- I want to beat the most successful Modern deck of recent times, Melira Pod.
- I want to be brutally hostile to aggressive creature decks in Game 1.
- I want to be able to transform, after sideboarding, into an even more focussed Land Destruction deck against slower strategies which commit less early pressure to the board.
Time will tell how successful I have been on each of these counts, particularly against such a resilient strategy as Melira Pod – but I feel like I’m starting from a good place. Sam Pardee, after his GP winning performance with the deck, said that his worst matchup was ‘anyone with Pyroclasm’… I am the maindeck Pyroclasm guy. Smallpox is also no picnic for creature-combo decks; in the board I have Torpor Orb to nerf any infinite-trigger shenanigans.
Playing the deck… tightly
I’ve run various iterations of this deck through the Tournament Practice room to get a feel for it and sand off the rough edges. Those practice games have taught me that, more than any other strategy I can remember playing with, this one rewards precise sequencing and awareness of the game state.
Here are some of the mistakes I made when I started to learn the deck:
- I routinely missed opportunities to sacrifice a Bloodghast to Greater Gargadon before playing a land, which would recur it for free.
- I forgot several times to hold priority when casting a Smallpox, Death Cloud or Thoughts of Ruin; this meant that I missed out on a number of free sacrifices to my Gargadon and instead wept, as my permanents sank uselessly into the graveyard alongside my opponent’s.
- I once forgot to take account of the 1-point life loss incurred by casting a Smallpox; in combination with the damage incurred from playing the spell with Talisman of Domination, I dropped to zero life and lost a game I was favourite to win.
These mistakes are soul-destroying and leave one gripped with the conviction that they are the poorest player of the game who has ever drawn a card. But, certainly for someone of my modest ability, they are necessary: from the agony and shame, I have forged an iron determination to eliminate such idiocy from my play.
I want to never miss a sacrifice, or a Bloodghast trigger.
I want to never accidentally pull my Gargadon off-suspension with a sacrifice-inducing spell on the stack (something I have caught myself about to do twice, but thankfully averted).
I want to be able to look at myself in the mirror after every match.
Here we go again
The people have spoken: it’s time to jump back in those queues and see if we can manage better than an ignominious 25% record.
If I lose, I lose alone; if I win, I win for Gerry Boyd and every other man, woman and child who has ever resolved a Death Cloud with a tear in their eye.