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Monday, February 22, 2016

Tournament Report & Deck Tech: Eternal Extravaganza 4 Satellite, 2/21/16 with GW Maverick

This is technically a report, but I mainly just want to talk about the sweet deck I played. I've been getting back into Maverick since the beginning of this year after one of my (many) hiatuses from the deck, and I was dying to play it at a large tournament. This weekend I finally had that opportunity.


GW MAVERICK, 2/21/2016
  • Creature Spells (22)
  • 4x Noble Hierarch
  • 4x Mother of Runes
  • 3x Stoneforge Mystic
  • 2x Qasali Pridemage
  • 1x Gaddock Teeg
  • 1x Scavenging Ooze
  • 1x Scryb Ranger
  • 1x Voice of Resurgence
  • 4x Knight of the Reliquary
  • 1x Courser of Kruphix
  • Noncreature Spells (14)
  • 4x Green Sun's Zenith
  • 4x Swords to Plowshares
  • 2x Sylvan Library
  • 2x Council's Judgment
  • 1x Umezawa's Jitte
  • 1x Batterskull
  • Lands (24)
  • 4x Misty Rainforest
  • 4x Windswept Heath
  • 4x Savannah
  • 2x Forest
  • 1x Plains
  • 1x Dryad Arbor
  • 1x Horizon Canopy
  • 1x Karakas
  • 1x Dark Depths
  • 1x Thespian's Stage
  • 4x Wasteland
  • SB: 1x Bojuka Bog
  • SB: 1x Containment Priest
  • SB: 2x Crop Rotation
  • SB: 2x Ethersworn Canonist
  • SB: 1x Gaddock Teeg
  • SB: 1x Path to Exile
  • SB: 1x Pithing Needle
  • SB: 1x Reclamation Sage
  • SB: 1x Rest in Peace
  • SB: 1x Sword of War and Peace
  • SB: 3x Thalia, Guardian of Thraben

My list is pretty unusual for Maverick these days, but it incorporates a lot of my experience with the deck and is well suited to my playstyle.

The first thing one might notice is the lack of a color splash. I typically splash Red in Maverick for Punishing Fire but I have been underwhelmed by it lately. I decided I want to have a reliable and simple manabase of both creatures and lands. Having only two colors means I can seamlessly accommodate the Thespian's Stage + Dark Depths combo, which is somewhat central to this deck's overall strategy and informs many of my card choices, which I will overview below:

     

Dark Depths has been a very divisive topic among Maverick players. Some think it is garbage while others will swear by it. I understand that it looks bad on paper, but having played it a decent amount in Maverick, my conclusion is that it is quite good. I can't count how many un-winnable games I have won thanks to Marit Lage. It is rarely your Plan A, but is a great contingency to have available, and is one that slots very naturally into the deck.


A card I like to utilize alongside this combo to increase it effectiveness is Crop Rotation. This is a great card in the sideboard of GW Maverick, granting you better access to Karakas and Bojuka Bog, as well as the ability to become a more Dark Depths-centric deck. Assembling this combo allows quicker kills than normal, giving you a proactive plan against decks that don't want to interact with you or can't effectively interact with Marit Lage.


Having the DD combo also makes Rest in Peace a very attractive sideboard card. The only downside of RIP in GW Maverick is that it takes the punch out of your biggest threat, Knight of the Reliquary. However, with DD in your deck Knights are still very threatening as 2/2 creatures that can tutor for the combo. RIP is one of the strongest sideboard cards in Legacy in my opinion, and I am always looking for excuses to be playing it.


The one-of Voice of Resurgence is an interesting card. I first saw this card in Nate Sturm's top 8 Punishing Maverick list from 2014 Eternal Weekend. I tried it out a little in the wake of that event and found it was solid against UR Delver, not to mention BUG decks. Scavenging Ooze is generally good against similar decks, but has the downside of requiring a lot of mana to be effective. In the early stages of the game when you want to Zenith on 2, Scavenging Ooze often just doesn't look appealing. Voice on the other hand requires no setup and is fully effective as soon as it hits the table. Its downsides are being poor against Swords to Plowshares, Counterbalance, and combo decks, so it often gets boarded out.


Courser of Kruphix may look a bit odd but has become fairly common in Maverick. It has a good body and augments all of your resources-mana, life, and cards. There are definitely spots where I Zenith for Courser instead of Knight. Its main downside is the incidental hate it picks up for being an Enchantment, which is very relevant against decks that play Wear // Tear like Miracles.

    

I made the unpopular decision to play Thalia in my sideboard. I recognize this gives a lot of ground against combo decks in game 1, but I greedily want to cast Zeniths without a tax in most matchups. In place of Thalia, I decided to just jam more removal (I've gotten too used to playing Punishing Fire decks...), and Council's Judgment seemed like the most versatile choice.


Most Maverick players don't like Batterskull and will play Jitte + 1-2 Swords in the Equipment package. I like having access to Batterskull as it plays both offense and defense well and comes with its own body. Hard-casting it isn't a big deal considering how much mana acceleration Maverick plays.


On the topic of Swords, I rarely play one maindeck. Batterskull and Jitte bring enough power and flexibility to the table that I don't need the often clunky 3rd maindeck Equipment. I would only rather have a Sword against combo and control decks. When it comes to which Sword to play, I like Sword of War & Peace a lot, despite its unpopularity compared to Sword of Fire and Ice. I value protection from White very highly, as Plow is the best commonly played removal against a Sword Equipped creature. I also think SoWaP is stronger than SoFI against combo decks, as drawing a random card generally isn't as relevant as the potentially larger life swing since you will often be dying with cards in hand. People can debate forever which Sword has the best two Protections, but Red and White certainly aren't shabby, allowing you to sneak by Elemental and Monk tokens, and other decks that clog up the ground such as Death & Taxes and Goblins.

Anyway, there were 90-something players at the event for 7 rounds of Swiss before cutting to Top 8. Here is a quick rundown of my matches:

Round 1: Elves (2-1)
This is a perfect example of a bad matchup where the DD combo really shines. After quickly losing game 1, I executed my sideboard plan. Cards I typically bring in against Elves as Maverick such as the extra Gaddock Teeg and Containment Priest were left in the board, as I wanted to ensure my Zeniths were effective. I also left out potential interaction like Pithing Needle and Path to Exile in favor of holding onto a Qasali Pridemage, which while poor against the Elves deck, can fight over something like Pithing Needle that could interfere with my combo plan. Knight is generally poor against Elves because they block well on the ground or go wide around it, but it became one of my best cards alongside Crop Rotation as a combo piece. In short, my sideboard plan worked perfectly, and I won games 2 and 3. This was the first time ever I've beaten Elves in a sanctioned match with Maverick!

Round 2: Esper Mentor (2-0)
Both games we each had stuff and answers for each others stuff, and I always ended up with stuff that couldn't be answered.

Round 3: Aggro Loam (2-0)
Having played a lot of Aggro Loam, I'm very in-tune with the deck. Game 1 went splendidly. I could see all his plays, and might as well have been goldfishing both decks. Game 2 was going very well until I landed Rest in Peace, which exiled a Loam and Fire but killed my own pressure. He was able to land a Garruk and start pumping out Wolves, locking up the board while I dug for Mother or Dark Depths. My outs wouldn't materialize and a lot of weird stuff happened. Eventually I won on my last turn in extra turns by sneaking a Knight past his Knight and Marit Lage with Mother and Scryb Ranger.

Round 4: Lands (1-1)
I don't remember the details, but my opponent was playing quite slowly. Game 3 looked like it could have gone either way had it went to its natural conclusion, but I didn't hate my chances.

Round 5: Lands (0-2)
This wasn't even close. I got destroyed in both games.

Round 6: UR Delver (1-1)
He was on Eli Kassis' list with Stormchaser Mage and Set Adrift, the latter of which I honestly wasn't surprised to see in an Eli Kassis Creation. Game 3 was going very much in my favor but we ran out of time. Had I played faster I could have won this match.

Round 7: Burn (0-2)
I was kinda out of it at this point, and welp, its Burn. Couldn't get much going either game against the onslaught of Red cards. I also misplayed game 1 by not Plowing his Lavamancer when I should have.

Final Record: 3-2-2
Not a terrible record, but the draws were a bit frustrating, particularly the one against UR Delver. Overall I was very pleased with the deck however, and I would play a similar 75 again. Some changes I would consider in future:

- 2nd Scavenging Ooze instead of Voice.
- Enlightened Tutor and maybe Humility in the board.
- Aven Mindcensor instead of Council's Judgment in the main.
- Dropping the Sword in the board for a Garruk or Elspeth.

Sunday, February 7, 2016

Why You Should Play Loam in Your Punishing Jund Sideboard

A few weeks ago I lent my Punishing Jund deck to a friend for Legacy FNM. Midway through the tournament he asked what a singleton Life from the Loam was doing in the sideboard. I couldn't give a proper answer since I was in the middle of the match, but I think I responded with something along the lines of "it does everything".

I too used to ponder the purpose of the occasional 1-of Loam I saw in Jund sideboards. As an Aggro Loam player in particular, I scoffed at the notion of jamming Loam as an afterthought in such an "unoptimized" Loam deck. I read some arguments in its favor online, and was convinced enough to try it out myself at the 2015 GP Providence Legacy side event. It made one appearance in five rounds, during which I Wasted someone into oblivion. That was enough to get me to play it in a few more tournaments, and I soon found it fulfilled a surprisingly diverse and flexible role in the deck I wasn't even aware of, and took for granted playing Aggro Loam.

One set of prevalent decks Loam is very strong against are Delver decks. As long as you have mana in play you will be in a good position to out-muscle a Delver deck with your spells, and no card allows to you hit land drops and recover from Wasteland better than Loam. Once you survive to the mid-late game, Loam also turns into a win-con. Since Delver decks have no basics, once you get ahead on board you can Loam back your own Wastelands with impunity to destroy all their lands. If you play a Sylvan Library maindeck, I think it is an easy swap for a sideboard Loam. Lands are more important than cards in Delver matchups since you're often dying with spells in hand, and Loam also has a painless, immediate effect.

Loam is another powerful tool in many midrange matchups like Shardless BUG and Death & Taxes. These matchups are often very grindy, with Wastelands playing an important role on either end of the table. Dredging Loam in conjunction with Liliana of the Veil offers an avenue of gaining incremental advantage, enabling you to increase Liliana's loyalty while preserving important spells in hand by discarding Loam or accompanying lands. The downside of Dredging is in fact quite small in this deck. Your deck is quite streamlined and redundant, so turning over a few copies of a card doesn't hurt much. On the other hand, Dredging can increase Tarmogoyf's power by adding a card type to the graveyard, provide fresh fuel for Deathrite Shaman, or hit Grove of the Burnwillows/Punishing Fire to turn on your removal engine.

There are several decks in Legacy revolving around crucial lands where bolstering your Wasteland plan with Loam becomes paramount since you generally will only be playing 3 Wastelands. These matchups include Infect (Inkmoth Nexus), MUD (Ancient Tomb, City of Traitors, Cloudpost), Turbo Eldrazi (Cloudpost, Vesuva, Eye of Ugin, Karakas), and Lands (Rishadan Port, Maze of Ith, Dark Depths). In the case of Lands, the ability to also fight back against their oppressive mana denial will make or break games.

Tl;dr - Loam fulfills a unique role in the deck by offering utility across an impressive breadth of matchups. 

Tuesday, February 2, 2016

Primer: Bant Stoneblade


             


Introduction
Bant (GWU) has a long and illustrious history in Legacy, with a tried and true formula of acceleration backed up by quality creatures and permission. However, the archetype has dwindled in favor due to a number of recent printings. The powerful and versatile combination of Deathrite Shaman and Abrupt Decay has enshrined BGx as the core of Green midrange decks in Legacy over GWx. Furthermore, the card True-Name Nemesis gave non-Green Blade decks a creature comparable to those offered by Green. Despite these challenges, Bant still offers some strong advantages over other modern Blue midrange decks and continues to enjoy modest success. This primer will focus on pure Bant midrange decks playing Stoneforge Mystic and Green Sun's Zenith.



Deck Theory
I will now discuss how to approach building a Bant deck, and most importantly, why you should play a Bant deck. It is easiest to start simply by looking at the strongest aspects of each color of the Bant shard in Legacy:

Green, or Green Sun's Zenith Package
- Acceleration via Noble Hierarch and Green Sun's Zenith
- Utility creatures like Qasali Pridemage and Gaddock Teeg
- Powerful threats like Knight of the Reliquary

White, or Stoneforge Mystic Package
- Stoneforge Mystic + Equipment
- Versatile removal in Swords to Plowshares
- Useful sideboard technology

Blue, or Force of Will Package
- Force of Will and permission
- Brainstorm and cantrips to improve card selection
- Jace, the Mind Sculptor

Looking at these strengths, one can quickly conceptualize a deck combining them: your Green creatures play well with Equipment, you can accelerate into a Jace, you have answers to combo decks, et cetera. However, one of these colors stands out as the most crucial. When combined with the others, Bant becomes greater than the sum of its parts and offers a unique advantage over other competitive Blue midrange decks today. This color is Green.

With Green enabling more than four turn-one acceleration plays, a Bant deck is uniquely poised to leverage a mana advantage to cast powerful spells and disrupt the opponent. No other Blue midrange deck in Legacy has this capability.

On a second look however, one can note these three packages are competing with each other. Green wants to play a certain number of Green creature cards, Blue wants to maintain a high enough Blue card count to reliably cast Force of Will for free, and on top of it all White wants to play with a number of colorless Equipments. These are certainly intimidating deckbuilding requirements when it comes to fine-tuning, and it was once thought by many that you could only incorporate two of the three packages successfully in a Bant deck.

At this point I would like to present the progenitor of the modern Bant Stoneblade archetype, Sam Black's Top 8 placing list from GP Washington D.C. (1698 players) in November 2013.


True-Name Bant, GP D.C. 11/2013
  • Creature Spells (15)
  • 4x Noble Hierarch
  • 3x Stoneforge Mystic
  • 1x Scavenging Ooze
  • 1x Qasali Pridemage
  • 4x True-Name Nemesis
  • 2x Knight of the Reliquary
  • Noncreature Spells (23)
  • 3x Green Sun's Zenith
  • 4x Brainstorm
  • 4x Swords to Plowshares
  • 2x Ponder
  • 3x Daze
  • 4x Force of Will
  • 1x Jace, the Mind Sculptor
  • 1x Umezawa's Jitte
  • 1x Batterskull
  • Lands (22)
  • 4x Misty Rainforest
  • 4x Windswept Heath
  • 1x Flooded Strand
  • 3x Tropical Island
  • 2x Tundra
  • 1x Savannah
  • 1x Forest
  • 1x Island
  • 1x Dryad Arbor
  • 1x Karakas
  • 3x Wasteland
  • SB: 1x Envelop
  • SB: 1x Ethersworn Canonist
  • SB: 1x Gaddock Teeg
  • SB: 2x Humility
  • SB: 1x Relic of Progenitus
  • SB: 1x Spell Pierce
  • SB: 3x Swan Song
  • SB: 1x Sylvan Library
  • SB: 1x Tormod's Crypt
  • SB: 1x Umezawa's Jite
  • SB: 2x Vendilion Clique

This list, designed by Reid Duke, was able to meld all three packages together using the power of the then-recently released True-Name Nemesis. While a potent addition to other decks, TNN slots very naturally into a Bant shell for a variety of reasons:
  • Can be cast on the second turn off an accelerant (with your accelerant offering insulation from Edict effects, which are one of the best answers to the Mefolk Rouge).
  • Synergizes well with Stoneforge Mystic + Equipment.
  • Adds to the Blue card count for Force of Will while being a threat. Before TNN was printed, Force was frequently seen only in the sideboard of Bant decks because there weren't enough Blue cards maindeck to support it, but this is no longer an issue.
  • Bant can turn TNN into a decent clock without Equipment thanks to Exalted triggers.
It easy to see why Duke turned to Bant when finding the best shell to play TNN in before the GP. His list has become the logical starting point for the Bant archetype moving forward.

Notable Disadvantages of Bant
  • Vulnerable to -x/-x effects: These effects have become common in Legacy with the ubiquity of Elves, Death & Taxes, TNN, and Young Pyromancer. They wipe our your acceleration and TNN, your otherwise most resilient threat. A diversified threat-base including Knight of the Reliquary affords some resilience to this type of effect.
  • Incongruous gameplan: Bant has access to aggressive tempo plays like acceleration, mana denial, and soft permission, but doesn't have the fast, efficient threats of an aggro deck. On the other hand, it has a narrow selection of creature removal that is unbefitting to a control deck.
  • Over-reliance on a turn 1 accelerant: With a deck built around your strongest advantage, a turn 1 accelerant, hands without one can play out relatively anemically. 
  • Unavailability of quality sweeper effects: Bant lacks the colors of mana for efficient, quality sweeper effects of its own, which can make a Bant deck vulnerable to swarm and tribal decks.


Deck Construction
Bant has assumed many different forms over the years, and even today there are a great number of card choices available. Below I will briefly summarize what I believe should be core cards in the 75 of any Bant Blade deck.

   
   

Green:
Green Sun's Zenith, Noble Hierarch, Dryad Arbor
Qasali Pridemage - Provides removal for some noncreature permanents alongside the relevant Exatled ability.
Scavenging Ooze - Provides graveyard hate and lifegain, and can become a large threat.
Knight of the Reliquary - Large threat that is very dangerous in conjunction with Wasteland.
Gaddock Teeg - Hatebear that shuts down many strategies, tutorability makes it a very efficient sideboard slot.


     


White:
Stoneforge Mystic, Swords to Plowshares



   
   

Blue:
Force of Will, Brainstorm, True-Name Nemesis, Jace, the Mind Sculptor
Daze - This card may look strange to someone unfamiliar with the archetype, but is one of the best ways of leveraging your mana advantage.


     

Artifact:
Batterskull, Umezawa's Jitte - The two most powerful Equipment offering the best range of effects.

Land:



Karakas - Very effective against strategies centered around Legendary creatures such as Reanimator and Sneak & Show, and can be tutored via Knight of the Reliquary.



Wasteland - This Legacy staple is particularly potent in conjunction with Knight of the Reliquary.


          


          


          

Fetch lands, Dual lands & Basic lands will make up the majority of your manabase.


Sample Bant Stoneblade Decklists
Here are some decklists showcasing developments made since GP DC. These also exhibit other possible card choices.

David Nolan, 3rd @ SCG IQ (9/4/2016)

Matt Krouti, 9th-16th @ SCG Premier IQ (11/22/2015, ~100 players)

Nathan Goya, 3th-4th @ Eternal Extravaganza 3 (10/24/2015, 304 players)

Robin Mesmin, 5th-8th @ Last Chance Coupe de France, Lyon (10/10/2015, 145 players)

Alex Gellerman, 1st @ SCG Premier IQ (2/22/2015, 137 players)
This impressive result flew under the radar, but Gellerman managed to come out on top with Bant in a competitive field during the high-powered Dig Through Time meta. Note the decreased emphasis on True-Name Nemesis compared to the full set in the GP D.C. list.

Vicent Gregori, 7th @ GPT Paris in Barcelona (1/14/2014, 71 players)

Sam Black, 5th-8th @ GP Washington D.C. (11/6/2013, 1698 players)
Discussed under "Deck Theory" above and in Black's article below.

Reid Duke, 1st @ SCG Invitational (10/2013, 388 players)
This list is the immediate predecessor of the GP DC list. You can read more about it in the article section below.



Other Bant Midrange Strategies

I would like to recognize other Bant midrange strategies that have been successful relatively recently.

Deathbant/Hexproof
This build plays Deathrite Shaman instead of GSZ and Arbor for extra acceleration. Without GSZ, Green creatures are mostly eschewed in favor of Geist of St. Traft to complement TNN. This build's plan is turn 1 accelerant, turn 2 hexproof creature. Black mana sources also enable some sideboard cards, perhaps most importantly Zealous Persecution.

Noble Fish
Developed by Mark Koenig (aka Bahra), a notable MTGO player, this interesting deck packs a lot of cheap evasive creatures, disruption, and card advantage. Koenig put down the deck by summer 2015 as he felt it had no place in the Dig Through Time meta.

Brave Sir Robin
This deck burst onto the scene at an SCG Legacy Open in November 2015 with a Top 8 finish in the hands of Bant veteran Steven Schlepphorst. The card that made this deck possible was Retreat to Coralhelm from the Battle for Zendikar expansion. With the Retreat and an active Knight in play, it is possible to "go off" activating Knight and repeatedly Twiddling it with the Retreat trigger to grow it to a lethal size. Retreat is also a Blue card to pitch to Force, and provides incremental advantage even if you aren't executing the combo. Schlepphorst is continuing to develop this deck.

Shardless Bant
The brainchild of Paul Lynch, this take on Bant has only a very light splash of Green, and focuses on assembling the Thopter-Sword combo using Shardless Agent and Stoneforge Mystic. Some other players have adopted the deck and had successful finishes with it. While technically Bant-colored, this deck has more in common with a UW Blade control deck than a classic Bant deck.



Other Resources

Article: Sam Black on Bant @ GP DC

Article: Reid Duke on Bant @ the SCG Invitational

Video: Sam Black VS Todd Anderson (Esper Deathblade) @ SCG Invitational, 12/13/13

Video: Sam Pardee VS Elves @ SCG Open Oakland, 12/7/13

Video: Reid Duke VS Eric Froelich (Storm) @ GP DC

Video: Sam Black VS Craig Wescoe (Death & Taxes) @ GP DC Quarterfinal

Video: Sam Black VS Owen Turtenwald (Delverblade) @ GP DC Semifinal (2nd part of video)

Video: Sam Black VS Elves @ GP DC 

Video: Reid Duke VS Chris Andersen (Elves) @ SCG Invi

Video: Reid Duke VS Ben Friedman (Delverblade) @ SCG Invi Final

Video: SCG VS Series, Deck Tech & Games with Gellerman's IQ winning List

Video: Deck Tech of Duke's Invitational deck

Bant Thread on The Source Legacy Website
This thread isn't very active and its primer is outdated, but plenty of useful information can be gleaned from it by going through old discussions.