
Adam Koska
About Adam Koska
Adam is an experienced player from the Czech Republic who has a number of high-profile finishes under his belt:
- 9th at Worlds 2009
- 9th at Pro Tour Kyoto 2009
- 45 Lifetime Pro Points
- Top 32 GP Vienna 2008
- Top 64 GP Krakow 2007
- Three times Czech Nationals Top 8
Farewell to Modern and Some Standard Tips
The Modern PTQ season is
almost finished and some of the last tournaments in this format have recently
taken place. Grand Prix San Diego will be held in Modern in mid-March, but
that’s pretty much it. Modern is still quite a new format, and with bannings
happening in this environment much more often than in any other Magic format,
it also remains dynamic and flexible. Standard is kept fresh by the means of
new sets and rotations, but in Modern, rotation doesn’t happen and because of
the overall higher power level, new sets don’t have quite as big an impact as
in Standard, where one edition is a much bigger part of the whole card pool.
Because of this, I’m actually quite in favor of proactive bannings (and
unbannings) in Modern, simply to keep the format evolving and interesting. I
think that the season that has just ended proved that Modern is a healthy
format with lots of interesting possibilities and strategies. Today, I’d like
to take a look at the state in which we’re leaving this format and at some of
the latest „breakout“ decks, before shifting my attention to Standard and some
of the recent post-Montreal changes that happened there.
By far the biggest push
that Modern received in the past couple of weeks and months was the ban of Bloodbraid Elf and Seething Song. While the axe for the big red Ritual left
most people wondering about the reasons Wizards had for this move (erasing
decks worth less than 100$ from the format? Probably not...), Bloodbraid Elf
seemed like a more reasonable ban target, as Jund had been undoubtedly the most
powerful Modern deck and its presence did decrease the diversity of the format.
I think that the decision to solve the Jund problem by banning Bloodbraid Elf
eventually played out fairly well – the black-green core of cards like Deathrite Shaman, Tarmogoyf, Dark Confidant, Thoughtseize and Liliana of the Veil still forms a powerful core that can be adopted by different shells, but
it’s not all that oppressive and besides, you can actually choose your third
color now, rather than just play red because of Bloodbraid Elf. Some lists
still opt for red, but others go for blue instead (for cards like Snapcaster Mage and countermagic), white (Doran, Knight of the Reliquary, Path to Exile...) or still stick to red, but with various replacements for the hasty
cascade Elf. Olivia Voldaren has been quite popular recently, but there have
also been successful ventures in other directions. One that I like quite a lot
is the aggro jund deck that Cpal90 used to win a premier event on 25th February. The award for the
most innovative card in the deck easily goes to Bloodhall Ooze – a 1/1 for R
that grows in your upkeep by +1/+1 if you have a green permanent and by
additional +1/+1 if you have a black permanent. It turns out that both Deathrite Shaman and Putrid Leech are green black, which means that in your
first upkeep, Bloodhall Ooze becomes a Wild Nacatl and on your second upkeep,
it overtrumps in size most creatures in Modern, including an average-sized Tarmogoyf. I also like that it keeps the tradition of the red creatures in Jund
starting with „Blood“, although that’s more of an aesthetic criteria than
anything else. But I’m sure that Bloodbraid Elf would approve of this change.
Lifting the oppressive rule
of Jund (if the pre-ban period can even be called like that) has recently lead
to some new decks being played in Modern. Jund has traditionally been very good
against fast aggro decks, because it has so much removal and good cheap
creatures, that it could stop archetypes like Zoo in their tracks and win with
bigger creatures, better removal and more lategame plays, including lifegain
from Deathrite Shamans to climb out of Tribal Flames range. With Jund weakened
and Gatecrash providing some new tools, aggressive „small“ decks have returned
to the scene. Two distinct lists stand out here and I’ve seen both of them
doing well in some of the recent PTQs, both online and offline. The first one
is a 5C Tribal Zoo, not too different from what Martin Jůza played to a Top8
finish back at Pro Tour Austin in 2009. Here’s an updated 2013 list:
| Type |
|---|
| Basic Land | 1 |
|---|
| Instant | 4 |
|---|
| Land | 1 |
|---|
The deck can deal 42 damage
on turn three, which is quite impressive, if you ask me. The scenario goes like
this: you have to be on the draw (otherwise you don’t have enough cards) cast a Deathrite Shaman on turn one, a Steppe Lynx and another Shaman on turn two (+
an uncracked fetchland), then another fetch on turn three, attack with the
Lynx, crack both fetches to make it 6/7, exile both with Deathrite Shamans to
get to five mana, cast three Might of Alara on the Lynx and then give it
doublestrike with Boros Charm. Voilá, you‘ve just dealt your opponent more
damage than twice his starting life total! Easy as one-two-three. I think that
when you do this, it should not only kill your opponent, but also the person
sitting behind him at the next table (or make a huge hole in the wall behind
your opponent, if there’s not another table there). That’s how massive a blast
a 21-power doublestriking Steppe Lynx deals. This obviously won’t happen in
every game, but I think that it illustrates how much punch this deck packs. Might of Alara + Boros Charm can deal absurd amounts of damage together and a
turn 2 Geist of Saint Traft off of a Deathrite Shaman + fetchland is also an
opening that most decks will scoop to, especially if you back it up with burn.
Another brand new aggro
deck that received a huge boost from Gatecrash and is now actually a real thing
in Modern is R/G, or Gruul aggro. Here’s the list:
Gruul aggro, while not
having as flashy plays as the 5C Zoo, can also have difficult-to-beat openings,
largely thanks to Burning-Tree Emissary, the new „Frogmite“ of red aggro decks.
Operating on only nineteen lands, the deck has a fast clock and can overwhelm
the opponent before they get into a position to stabilize. Lightning Helix
decks can be a bit troublesome to play against, especially if they don’t take a
ton of damage from their own lands, but overall, in a format where Jund doesn’t
render aggro a perennial bad deck choice, this deck can deliver some really
quick beats.
With aggro and midrange decks
on the rise, the door always opens for combo decks. I’ve never been a big fan
of Martyr of Sands and to some extent, I can get behind the opinion that this
never was and never will be a real deck, but I’ve recently seen some really
nice updates to this particular archetype and I was moderately impressed by
what the deck can do. I’ll probably never play the deck myself, but I can definitely
see the appeal and the new reach that the deck received, courtesy of some new
cards from Return to Ravnica and Guildpact.
Traditionally, the deck has
always been mono-white. After all, Martyr of Sands requires you to play only
white non-land cards, with just a very limited space for exceptions. However,
with the two past sets being multicolor, we can still stick to only white
spells, but at the same time incorporate some of the guild cards that fit the
best into this strategy. There’s one Orzhov card in Gatecrash that gives the
deck a brand new angle of „offense“, a brand new win condition. The card I’m
talking about is called Vizkopa Guildmage – if you activate the second ability
and then trigger a Martyr for 7 or more, your opponent is going to lose 21 life
points in a single bang. That by itself should be a pretty big incentive to
stick to this plan, as it removes one of the traditional weaknesses of Martyr,
a lack of win conditions. Staying alive is a nice thing, but it doesn’t
directly translate into a game win on its own – and Vizkopa Guildmage provides
a nice and elegant solution here.
Another good Orzhov card
that could find its place in Martyr is Orzhov Charm. It can bring a dead Martyr
back to life, kill an opposing troublesome creature (the life loss shouldn’t be
an issue in a deck which can easily gain 15+ life) or save a Guildmage from
removal. A disadvantage of playing the Guildmage and the Charm is that you
suddenly have very good targets for your opponent’s Spell Snares, which you
previously didn’t have, but I think that the two Orzhov cards might very well
be worth it and changing the strategy from the „Soul Sisters“ model to a more
controlling/combo build could now be a viable option.
Another reason why I think
a „control Martyr“ build could be good is that since Return to Ravnica, white
actually has a good card advantage spell. Sphinx's Revelation, while still
being white, provides a lategame engine that can give you a massive card boost,
as well as some more lifegain. If we play black for the Orzhov Charms, we could
also fit in Esper Charm as another way how to draw cards. Together with Wraths
and Supreme Verdicts, this could actually provide a solid enough defensive
barrier that the deck could rely on its Guildmage + Martyr combo in the
mid/lategame. The nice thing with the combo is that you don’t care about
removal. With enough mana, you can play the Guildmage, activate the second
ability, play Martyr and sac him and your opponent doesn’t have any room to
interact here with removal. You still need a lot of cards in hand, but with an
end of turn Sphinx's Revelation, this could actually work more often than not.
That’s it for Modern, let’s
have a look at Standard for a change. After PT Montreal, things seem to be
quite stable and in the weeks after the Pro Tour, we haven’t seen that many new
techs or new approaches to the format. An environment which is stabilized to this
extent might seem a bit boring (not much new when you go through the
decklists), but at the same time, I think that it provides players with a very
rewarding challenge to brew. Standard is clear-cut now: there is aggro, control
and combo and while the format is quite diverse, there are not many cards that
could surprise you, so when you brew, you know your opponents very well and can
prepare exactly for what the metagame looks like. Aggro is represented mostly
by Saito Burn, Jund aggro, Naya Blitz, The Aristocrats (although this deck has
a bit of a midrange reach) and Zombies (somewhat forgotten after the PT, but
still in full force, especially in the new „Jund“ facelift). Control means
mostly Esper, UWR and Bant, but various Jund decks also fall into this category,
since they often aim very specifically for the lategame. Combo is mostly
Reanimator – now usually of the Angel of Glory's Rise kind, rather than of the “Hoof”
variety.
I don’t think there is a
single recipe for how to succeed in the current metagame with
outside-of-the-box thinking. However, with such a clearly defined metagame, the
most efficient part of the process is to know your enemies and – even more
importantly – to know how these decks win, what is their usual gameplan and its
key components. Most of these Standard decks that I’ve mentioned above have one
or two cornerstone cards that the vast majority of their games revolve around. In
the case of Esper control, for example, it’s Sphinx's Revelation and Nephalia Drownyard. In the case of The Aristocrats, it’s Champion of the Parish, Boros Reckoner and Falkenrath Aristocrat. When brewing a deck (or even adjusting a
stock list to your liking), take a look at these lists and take a minute or two
to think about how you interact with the key cards. How do you beat a gameplan
involving Nephalia Drownyard? Can you win if the opponent resolves a Revelation
for five? If not, how do you make sure that such a situation doesn’t occur?
Planning in advance like this is always important, but when the situation is as
easy to take in as now, I think that it is essential, especially since Standard
is going to be very relevant in the coming months and the next big change in
the format presumably won’t take place until Dragon’s Maze comes out in a
couple of months.
That’s all from me for
today. As always, thanks for reading and see you next time!
Adam Koska
Right now I'm working on the Out of the Box idea of Bant Aggro, using Geist of Saint Traft, backed up by Loxodon Smiter and Frontline Medic to activate the Evolve on Experiment One, Cloudfin Raptor, and Gyre Sage, using cantrips like the Charms but it isn't a stable deck as I'm still trying to tune the numbers, it could be a monster, I have blown out games where the opposing board was double Boros Reckoner, and Knight of Glory.... so there must be something there.