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The End Is Nigh

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Bernhard Zander
Bernhard Zander

About Bernhard Zander

Bernhard Zander is a PTQ level Magic player from Sweden. He has been playing Magic since 2006 and is currently level 2 in the Pro Players Club. In addition to playing, he also blogs about Magic on his blog "The Exploration". When he is not playing Magic, Bernhard is a master student in computer science and mathematics at the Royal Institute of Technology in Stockholm.

  • Level 2 Pro Player
  • 12 Lifetime Pro Points
  • Runner-up Swedish Nationals 2010
  • 127th Worlds 2010
  • 71th GP Paris 2011

The End Is Nigh

Modern is the format on every PTQ grinder's mind right now, therefore, talking about Modern is exactly what I shall do this month. Today it's time for a new first for me, as I'm going to do an in-depth walkthrough (or a primer, if you will) of a deck for the Modern format, namely Living End.

My foray with Living End started as an experiment. It's a deck that has been around for a while (if you count in the old Extended format) but has always been under the radar and considered more or less a fringe deck. It is also a deck that has a reputation filled with stigma and a lot of smack talking in general. So I decided to pop the bubble myself and find out for myself how much of the myth surrounding the deck is actually true.

During my time fooling around with the deck, I eventually grew quite fond of the deck and that lead to writing this very primer. Even if you aren't particularly interested in playing Living End yourself, I still think you will find this primer somewhat interesting, as I will discuss some of the deck's weaknesses and give some hints about what to think about when playing against the deck.

Without further ado, let's get this primer started.

The Deck

I know everybody loves looking at decklists, so I shall not keep you waiting any longer. I present to you my current version of Living End:

Living End 2k12

This deck forms part of my feature article:

The End Is Nigh

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Living End
Versions:
Time Spiral (Foil)

I think most of you who are reading this article know how the basic functionality of this deck works but I think nevertheless that a short description is in order.

The main goal of the deck is to fill your graveyard with as many creatures as you can, either via cycling or sacrificing them to their ability or echo cost or perhaps even due to combat. And then, when the time is right, you cast either Violent Outburst or Demonic Dread that will always cascade into a Living End (as it is the only spell in the deck with a cost of 2 or less). Living End will, assuming it resolves, clear the board of creatures and will bring back all the creatures that are in the graveyards to the battlefield under their owner's control. This effect typically is an exchange that is a lot more profitable for you than your opponent as you spent your early turns filling your graveyard with creatures.

Let's break down the deck:

4 Violent Outburst, 4 Demonic Dread, 3 Living End:

These are the enablers and the whole point of the deck. It wouldn't really be a deck without them. If you would like to make more room for something else in the main deck you could shave a Demonic Dread. It's the worst of the enablers and having 7 of them is still plenty with all the cycling going on.

Also, don't forget that Violent Outburst and Demonic Dread do actually have rules text other than cascade. Remember that you don't have to play the spell you cascaded into, and therefore you can use them as combat tricks. Denying that Knight of the Reliquary from blocking for a turn or using Violent Outburst to do some extra points of damage can make the difference between winning and losing.

4 Street Wraith, 4 Deadshot Minotaur, 4 Monstrous Carabid, 4 Valley Rannet, 2 Jungle Weaver:

The cyclers and the backbone of the deck. They will cycle early to help you find the land drops you need and find the enablers. And, of course, they are creatures, so they will eventually come back when Living End resolves and kill the opponent. 

However, it's important to remember that they are creatures that you can actually cast and don't stare blindly at the cycle-ability. Later in the game (if it comes to that) you do want to start casting these fine and fairly costed gentlemen. Also remember that Street Wraith does have Swampwalk, it can be a deciding factor in more games than you might think.

Typically, the cheaper the cycling cost, the better, although the two life you need to pay for Street Wraith are certainly not neglectable in a couple of matchups and Street Wraiths are therefore quite often sideboarded out. The fight between Valley Rannet and Jungle Weaver is a close one. Jungle Weaver is, in general, a bit better as a creature on the field but the added consistency that Valley Rannet's cycling-ability provides is preferred. The fact that Valley Rannet can fetch a Dryad Arbor (more on that later) is also important.

4 Fulminator Mage, 4 Avalanche Riders:

In addition to the cyclers, I'm fielding a package of land destruction guys. These gentlemen, along with Beast Within, are what really got me sold on the deck. They really shine in the matchups where you opponent doesn't really intend to win with creatures, like other combo decks or control decks. The beauty is that even if they fail to resolve because of countermagic or whatever, they force the opponent to use their resource on fighting the land destruction and thus clearing the way for a devastating Living End further down the road.

Against other aggressive decks they are not as good but they still have their uses. Typically they come down, take out a land and they chump block for a turn to preserve your life total. And that is more than fine.

Lastly, they can provide extra targets for Demonic Dread when needed. Now, that is a lot of functionality!

3 Beast Within:

A relatively new addition to the archetype and a true joker for the deck because of it's near limitless number of uses. The card is particularly sweet in this deck as the token you give to your opponent usually doesn't matter (since it will go away when you resolve Living End) or it is actually helping you as you now have a target for Demonic Dread.

Typically, you want to save it to deal with problematic permanents, like Ethersworn Canonist, a Leyline of the Void or use it on a Pestermite/Deceiver Exarch being targeted by a Splinter Twin or Kiki-Jiki. However, do remember that it can target a land and thus support the land destruction plan.

Beast Within is also great at dealing with threats that the opponent might have top decked or slowrolled after your Living End resolved, since most creatures in the deck can outclass a 3/3 in combat. A Baneslayer Angel or Knight of the Reliquary for example might otherwise spoil your fun post-Living End.

The Manabase

It's really hard to fail at building a manabase for Living End as there aren't a ton of color requirements for the deck. So getting a serviceable manabase that allows you to cast all the spells you need isn't hard. The more important matter is reducing the amount of pain you take from your lands. A regrettable way to loose against aggressive decks is that you took too much damage by playing your lands and thus basically giving them free cards in form of burn spells.

The above is my current take on the manabase and it has been treating me well so far. The Scars-duals are great, but you don't want to have too many of them as this deck does have spells you want to cast that cost in the range of 4-7 mana. Having too many lands that come into play tapped later on can actually hurt you.

Lastly, there is a Dryad Arbor which is in the deck to give you a way to cast Demonic Dread in the case your opponent isn't cooperating by playing creatures. Sometimes it is a liability, as it doesn't produce mana the turn you play it and it can be killed with a removal spell, but I think it's worth it to have a single copy that can be fetched with both Verdant Catacombs and Valley Rannet when needed.

The manabase is also fairly resilient to Blood Moon, as there is a relatively big chunk of basics in the deck. With red mana you can cycle every card that can be cycled and Valley Rannet can search up a basic Forest at any time. The trick is usually to just keep in mind that the opponent could Blood Moon you and by doing so you can play around it more often than not. If you are really concerned about playing against Blood Moon (or even want to play Blood Moon yourself, which is also a valid option) you could cut a couple of the Scars-duals for more basic lands, primarily Forests and Swamps.

There is certainly more than one way to build a serviceable manabase for this deck, so if you don't have any Scars-duals or whatever, there are other options that will work about as well.

The Sideboard

4 Ingot Chewer:

Pretty self-explanatory. Comes in to deal with problematic artifacts, like Relic of Progenitus or Ethersworn Canonist but can also kill a Signet from a Tron deck (more LD!) or a Cranial Plating. I often side in Ingot Chewer blindly, as a lot of decks could be playing Relic of Progenitus, and even if Ingot Chewer doesn't actually have a target it is at its worst a cheap guy you can bin for your Living End.

I have had Ingot Chewer in the main at some points and I could see myself going back to it in the future if the environment calls for it. As I said, even if Ingot Chewer doesn't actually kill anything, it's at its worst a cheap guy to put in your graveyard.

4 Brindle Boar:

Against aggressive decks. Often exchanged for Avalanche Riders when the matchup calls for it. It's worth mentioning that Brindle Boar is preferred to Kitchen Finks as it's easier to cast and works better with Living End, even though Kitchen Finks is a better card overall.

4 Mindbreak Trap:

Primarily against Storm but also works against Ad Nauseum.

1 Beast Within:

In case when 3 Beast Within just aren't enough. I'm playing 3 copies of it in the main because you rarely want to draw multiples in game 1. After boards, however, the opponents typically have more resistance and thus you want more answers for whatever cards your opponent has to try to stop you with.

1 Thorn of Amethyst, 1 Torpor Orb:

These cards are a recent addition and I have been enjoying their presence in the sideboard quite a bit. 

At first it looks a little weird that you would have cards in this deck that cost 2 or less. Doesn't that disrupt the combo? It does, but who said you have to have both in the deck at the same time? Yes, that's right. 

The plan against Storm is to remove the Living End from the deck and bring in Thorn of Amethyst. Now, instead of cascading into Living End you always cascade into Thorn of Amethyst with your enablers. Storm decks can't really go off with a Thorn of Amethyst in play and that will give you the time to get there with the mana disruption and your hurly-burly 5+ drops. The idea with Torpor Orb is the same, except it's intended target is, of course, the Twin deck.

...and Beyond

I was going to do a section of cards that aren't in my list above but are interesting for the archetype in general, but I quickly realized that the list of cards would be just too long to go through them all. The focus of the article shouldn't really be on what's not in the deck, but rather on what is in the deck. If there is some card you consider playing or wonder why I'm not playing a certain card and you want my opinion on it, let me know in the comments and I will explain it there.

I do want to point out one card though that I'm not currently running but is a card I'm considering adding to the sideboard. That card is Faerie Macabre. It's graveyard-hate that works very well with what the deck tries do to since it's both a creature and the card ends up in your graveyard after use. It's also sweet because it's free to use and can't be touched by countermagic.

It's intended use is against decks that rely on the graveyard to win. I'm currently thinking about having it as a foil primarily against Gifts decks and against Melira Pod. You can use it to stop the Melira combo by responding to the Persist trigger of either Kitchen Finks or Murderous Redcap and removing it from the game before it returns to the battlefield. It also has uses against the Storm decks that rely on Past in Flames to build up their storm count. It's not as powerful a hoser as Mindbreak Trap but then again Faerie Macabre does have more uses in more matchups.

If the Melira Pod decks, Gifts decks and/or other decks that rely on the graveyard to win become more popular I will make sure to include some Faerie Macabres in the deck.

Demonic Dread
Versions:
Alara Reborn (Foil)

Why Should I Bother With Living End?

A couple of years ago the grand father of the archetype, Travis Woo, said something along the lines of that the deck isn't as extreme as the deck's reputation suggests. The general idea is that Living End is supposed to have an amazing matchup against creature decks, but can't win a game against people who aren't interested in attacking for 2. I have to agree with Travis here. That isn't really the truth.

From my experience, I think that, in general, any deck that intends to win by attacking with cheap creatures is a good matchup, you are more than fine against control decks and most of the other combo decks are less good matchups. But, all in all, it's not as extreme a deck as people like to think it is. You are not never going to lose to Zoo, but you don't have any truly unwinnable matchups either.

I have to say, though, that it's the land destruction package and the Beast Withins that really got me sold on the deck. I wouldn't consider going to a tournament playing Living End without them. They pull a lot of weight in the matchups that aren't already pretty good, like against Zoo, and give you a lot of game against various decks. Because of the current diversity of the Modern format, I think that is an element you really need to have.

Some of the general strengths the deck has are that is has a good matchup against other creature decks. It is also extremely consistent. While you aren't exactly the sharpest tool in the shed in terms of potential, you won't find a combo deck that is more consistent than Living End in Modern. The beauty is that you only really need to cast 1 spell in the form of Living End through either Violent Outburst or Demonic Dread to accomplish your gameplan while most other combo options in Modern need to find and resolve 2 or more cards to "combo out".

The deck is also structured to avoid popular cards like Spell Snare, which I think is a rather strong card in the format overall. Another thing that speaks for the deck is the fact that there isn't much graveyard hate in the format right now. So in that area you will, for the most part, have free rein and don't have to concern yourself too much about people messing with your gameplan from that angle. 

A side note regarding graveyard hate, Grafdigger's Cage is getting a lot of attention as the new hot anti-graveyard hate out of Dark Ascension but, from my understanding, Grafdigger's Cage doesn't actually interact with Living End . The creatures Living End puts into play are technically from the Exiled-zone and not directly from the graveyard. I could be wrong here (I haven't seen any FAQs for Dark Ascension yet) but in the case that Grafdigger's Cage does stop Living End it is still easier to play against than say a Relic of Progenitus. Unlike the aforementioned card, Grafdigger's Cage leaves the cards in the graveyard which means you can still freely cycle away until you find a Ingot Chewer or Beast Within to answer the Cage and not have to worry about losing your graveyard in the process.

Moving on, the big weakness the deck has is undeniably the matchup against other combo decks, at least most of them. While I think the deck is capable to slog through a couple of Storm and/or Twin opponents, it's not the kind of deck I would take to a tournament where I expect to play against those decks round after round. This is not the combo hunter you are looking for.

If you look at the Magic Online meta right now, having a bad matchup vs. combo seems like a big flaw and I can't say that reasoning is wrong. Storm is very popular at the moment, if for no other reason than that it's relatively cheap to build online. Just like Burn attracted a lot of players on MTGO back in the days of the old Extended format. However, there are tournaments outside of MTGO in which players typically are more prone to play decks that attack for 2 or control decks. That's a field in which Living End is much better positioned, so keep that in mind.

And one last thing before we move on, while it isn't exactly my prime concern when looking for decks to play these days, it's a nice feature that the deck is relatively cheap to pick up. The core of the deck is made out of Alara Block draft cards, which I imagine could be harder to acquire in terms of availability than price these days. The manabase has probably the highest price tag when looking at the deck as a whole, but, as I mentioned earlier, if you really need to, you could change the manabase a bit without significantly affecting the performance.

Gameplay

Here follows some advice about how to pilot the deck and how to operate against it.

General Advice

  • Just because you can cycle Street Wraith right away, it's far from certain that it's the best route to take. Unless you really need something (like a land) I like to slowroll my Street Wraith to withhold as much information from my opponent as possible. For a turn or two, you might be able to disguise yourself as a Jund deck, which might prevent your opponent from making the optimal plays against you. Slowrolling Street Wraith is also important against decks with access to discard. Duress and Inquisition of Kozilek can snag a Violent Outburst or a Demonic Dread but not a Street Wraith.
  • This is can be applied to more decks than just this one, but I found it to be particularly useful when evaluating opening hands with Living End to really think about your plays for the first 3 or 4 turns. If the gameplan with the cards in hand seems underwhelming you should probably toss it back.
  • When facing decks with a lot of creatures and particularly creatures that might trump your guys in combat, you have to make sure that your graveyard is saucy enough when you go for the combo and/or you have a Beast Within to back your guys up. If the game develops in such a way that you need to play Living End again it can get really messy, as now you will bring back a bunch of stuff for the opponent as well and that should be avoided at all cost.
  • Relic of Progenitus is a fairly common sideboard card most decks could be siding in against you, so sideboarding in Ingot Chewer in the dark is not a bad idea at all. Finally, a tip for people playing against the deck, don't play relic on turn 1 just because you can. Because of Ingot Chewer you are letting the opponent get out far too easy of what would otherwise be a tricky situation. It's better to slowroll it for a turn or two (depending on if you went first or second).
  • If you have a Living End in your opening hand, it's an actual dead card against like 4 out of 5 decks or more (most non-control matchups), so consider that when you evaluate your opening hand. It happens that a 7 card hand that contains a Living End is good enough to keep though as it might still be better than a random 6 card hand.

To Keep or Not to Keep

Before we move on to the next segment, I would like give some more advice regarding mulliganing with this deck. Consider the following starting hand (against an unknown opponent):

This hand might, to the untrained eye, look like it's a keeper. It's not amazing, but it has a Living End enabler so you can't ship it back, right? Wrong! This hand is actually quite smelly to keep in the dark. The big problem with the hand is that you barely have any creatures. If are you playing against a deck like Zoo, you only cast Living End once (as the second and third will also bring back a bunch of creatures for the opponent) in any given game. Therefore, if you don't have a big enough graveyard at the time you are forced to go off, you will easily get trumped by any big follow up threats the opponent might have sandbagged, like a Knight of the Reliquary.

My point is, if your graveyard isn't stacked enough it won't matter how many copies of the enablers you have. Now consider this hand:

At first, this hand might look like it's worse. It only has 1 land and there is no enabler to be seen. But what it does have is a bunch of cyclers and other things that will fill up your graveyard in no time. All the cyclers will also ensure that you dig through your deck fast and will more often than not provide you with what you need in terms of lands and enablers. This hand is not perfect by any means, but in my world it's a lot better than the previous hand.

Sideboarding

Before I wrap it up for today, I'm going to leave you with some sideboarding suggestions and important stuff to think about in various matchups. I do urge you, however, for your own sake, not to blindly copy the sideboarding notes below if you want to pick up the deck. Every player plays any given deck a little differently than another, so, therefore, the relative potential of cards (and decks for that matter) can be different for say me and you who are reading this primer. A consequence of that is that you might not want to sideboard exactly as I recommend in every matchup or you might even run different cards in your sideboard.

Zoo

-4 Street Wraith, -4 Avalanche Riders, +4 Ingot Chewer, +4 Brindle Boar

In general, Zoo is the kind of deck you want to play against. You are typically a turn faster than their fastest draw so, unless you keep horrible hands, you should always be a step ahead of them. They could have hate in the form of hate bears or Relic of Progenitus to disrupt you, but that is manageable in most cases, since, by investing in the hate, their draws aren't as fast. Just remember what I said earlier about having a stacked enough graveyard when you go for it.

Jund

On the play: -1 Street Wraith, +1 Beast Within

On the draw: -4 Avalanche Riders, -1 Street Wraith, +4 Brindle Boar, +1 Beast Within

Somewhat similar matchup compared with Zoo, but I actually like this matchup even better. They typically have more disruption but on the other hand they aren't as fast and they don't have as much reach. Because of the high redundancy of your deck it's very rare that a Thoughtseize or an Inquisition of Kozilek will be enough to disrupt you. Liliana of the Veil and Blightning does rarely hurt you either. In fact, those card could actually make your draws even better as putting creatures in the bin is something you want to do!

Avalanche Riders are taken out on the draw as they are too slow, but I like them on the play when you can play them before the opponent gets to play Bloodbraid Elf. Street Wraith is left in mostly because Swampwalk is amazingly relevant.

I typically don't bring in Ingot Chewer in this matchup in the dark, since I don't want to get rid of the Street Wraiths and Jund decks are more prone to have cards like Surgical Extraction rather than Relic of Progenitus.

Affinity

(Same as against Zoo)

Very similar to Zoo, except they can have nuttier draws, but also considerably worse draws. An important aspect is to think twice about going off when there is an Arcbound Ravager on the field. The presence of the ravager will take away the boardsweeping side of Living End because the opponent can just sacrifice every creature they have in response to Living End to make them all come back again. In that scenario, make sure that your graveyard is stacked enough and/or you have access to Beast Within to clear the way.

After board, I urge you to resist the temptation to destroy random artifacts with Ingot Chewer "for value". Unless you have multiple copies, save them for the cards that are dangerous i.e. disruption (like Ethersworn Canonist), Arcbound Ravager or Cranial Plating.

Against the red version also keep close attention to your life total, as between Shrapnel Blast and Galvanic Blast they can potentially deal a ton of damage out of nowhere.

Storm

-3 Living End, -4 Demonic Dread, +4 Mindbreak Trap, +1 Thorn of Amethyst, +2 Ingot Chewer

One of the worst matchups for the deck, as there isn't a ton you can do against a quick Grapeshot draw. Of course you will be doing somersaults of pure joy if they went for Empty the Warrens but a clever Storm player will probably never do that. Try to disrupt their mana with your land destruction package and then rely on your sideboard to get you there. 

The Ingot Chewer is brought in to deal with Defense Grid, which they may or may not have after sideboard as it makes the Mindbreak Trap-plan a lot worse. If I see Defense Grid in game two, I would take out the two Jungle Weaver for the rest of the Ingot Chewers still in the board.

Splinter Twin

-3 Living End, -3 Demonic Dread, +4 Ingot Chewer, +1 Torpor Orb, +1 Beast Within

The matchup is better than Storm but it's not awesome by any stretch. You can't really do anything against their dream draw (turn 3 on the play, upkeep Pestermite or Deceiver Exarch to keep you from 3 mana and then untap into Splinter Twin) but that doesn't happen too often.

Playing Violent Outburst in response to their attempt to go off is big game though pre-board, as neither Spellskite nor Dispel can stop Living End from doing the nasty.

Otherwise it is sort of the same drill as against Storm. Disrupt their mana and rely on the sideboard. Worth mentioning is that in the scenario where you lose game 1 and then win game 2 on the back of Torpor Orb it's worth considering boarding back the Living Ends to leave them with dead cards in their deck.

Martyr

-4 Street Wraith, -1 Demonic Dread, +4 Ingot Chewer, +1 Beast Within

This is a weird matchup. That they gain a bunch of life isn't particularly troublesome as you can relatively easy stop them from forecasting Proclamation of Rebirth every turn with the land destruction package. Actually the only really scary card they have is Serra Ascendant if they have 30 life or more. Make sure you get that guy with Living End or save your Beast Within for the Ascendant. It's a matchup that takes quite a while to play out (particularly if they have Ghostly Prison) but you eventually will get there most of the time.

Melira Pod

-4 Street Wraith, -1 Avalanche Riders, +4 Ingot Chewer, +1 Beast Within

Playing against Melira Pod is pretty similar to playing against a Birthing Pod deck in Standard regardless of what you play. Playing against Pod is like having a pot of water on the stove. It's easy to stop the pot from boiling over if you are just paying attention, but if you don't pay attention for a moment or two, the pot might be boiling over and at that point is too late to stop the process. If you durdle around too much, you will eventually find yourself in a position where there is no going back, but otherwise you are usually fine.

Another thing to keep in mind is to watch out for instant speed Chord of Callings. Most lists I have seen either run Loaming Shaman or Withered Wretch somewhere in their 75 so don't get blown out by that.

This is a matchup where Faerie Macabre could make all the difference, so if you find this deck to become very popular in your meta, I would strongly consider adding those to your sideboard.

Tron

-4 Demonic Dread, +4 Ingot Chewer

Another rather good matchup due to the land destruction package. Keep nailing those lands (typically I go for the Tron-lands, unless I see an opportunity to color screw the opponent) and Signets after board with Ingot Chewer.

One more thing, most Tron lists I have seen and played against run a couple of Eldrazis as their finishers, but some do have guys like Sundering Titan. Therefore, think twice about going off when the Tron player has the opportunity to respond to Living End with a Thirst for Knowledge so you don't accidentally bring back a Sundering Titan or something that you can't deal with.

"Control"

(Same as against Tron)

It's a rather vague description, but that's because there a ton of different breeds of control decks out there. In general, it's a matchup I don't mind playing against. You use your Fulminator Mage, Avalanche Riders and Beast Within to clear the way for a big Living End to seal the deal. If the LD gets countered, that is fine as that means your Living End will resolve later on. This is also the matchup where you will regularly cast all of your guys the hard way. Once you hit 5+ mana, stop cycling your guys and start casting them. Make them deal with every single card and they will eventually crumble.

A card that some of the control decks do play that can be a monkey wrench to your gameplan is Teferi, Mage of Zhalfir. So be careful about playing into open mana if they have 5 untapped lands in play. He is not the end of the world as I said, you should regardless cast your creatures in this matchup when given the opportunity and several of your guys can beat him up in combat. And, of course, you do have Beast Within too.

Living End (Mirror)

-1 Demonic Dread, +1 Beast Within

I don't expect to play against a ton of mirrors, but it felt somewhat silly not to mention this matchup. It's really stupid too, how it plays out. Without any graveyard hate, it's just a big pissing contest where the guy who either draws the most creatures and/or the most land destruction wins. You see, casting the Living End is dangerous, unless you are ahead graveyard wise. But then again, if you do your opponent can just cast a Living End of his own to reset the board.

If you get your hands on a decent chunk of Fulminator Mages and Avalanche Riders you could eventually lock the opponent out from casting his enablers and from there heave your way to victory. Otherwise it could end with every Living End in both decks resolving and from there it's really a clash between 5, 6 and 7 mana draft cards.

After board, nothing really happens, unless you have access to some graveyard hate, which greatly impacts how the games play out.

Final Words

Modern has, so far, really shown to be a brewers format and a format where pretty much any strong proactive deck has at least some game in the meta. Today I have done an extensive walkthrough of the Living End archetype, presented my current list of the deck and mentioned cards that could or have been in the deck. I have explained some of the strengths and weaknesses the deck has, given arguments when and why you should consider playing the deck and some arguments why Living End might not be the deck for you. Lastly, I have given you some tips regarding sideboarding with the deck along with some crucial things to keep in mind while playing against an array of matchups.

Even if Living End isn't your cup of tea, I hope this walkthrough has revealed some hints about to have in mind when you play against the deck. Although the deck isn't super popular at the moment, it's far from impossible that an opponent in a Modern tournament you're playing in will utter the words "end of turn, cycle Monstrous Carabid".

With that, I'm putting an end to this primer and bid you farewell for this time. I hope you enjoyed the primer and, as always, constructive criticism is appreciated.

May you sweep many boards and empty many graves.

Until next time, happy grinding.

Bernhard

@bzander88 on Twitter
_Balthazar_ on MTGO
balthazar88 everywhere else

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