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Thursday, April 21, 2016

DECK: Esper Deathblade, 4/19/16

I'm going to make an attempt to post more pictures on here of the different decks I play at my locals. I know I can't be the only one who loves seeing pictures of decks.

For this week's Tuesday Legacy, despite my ruminations about playing Bant Deathblade, I ended up on Esper Deathblade instead.

Lands
Lands

Dudes
Dudes

Non-Land, Non-Dudes
Non-dude, Non-lands

Sideboard
Sideboard



Picture quality is still kind of poor. Hopefully I'll improve at this as I do it more.

Esper Deathblade Videos

As one of the Filthiest Midrange Decks in Magic, Esper Deathblade is right up my alley.

I've been playing it recently, so I fired up the extensive SCG video coverage archive available on their YouTube channel to find Deathblade videos. I figured I might as well share what I found:

SCG D.C., August 23, 2014 VS RUG Delver

SCG D.C., August 23, 2014 VS Miracles

SCG Worcester, July 9, 2014 VS Elves

SCG Worcester, July 9, 2014 VS Moggcatcher Stompy

SCG Portland, June 28, 2014 VS Delverblade

SCG Providence, June 7, 2014 VS Goblins

SCG Indianapolis, May 31, 2014 VS UR Pyro Delver

SCG Knoxville, May 10, 2014 VS Maverick

SCG Cincinnati, May 3, 2014 VS RUG Delver

SCG Cincinnati, May 3, 2014 VS Burn

SCG Detroit, April 19, 2014 VS Dredge

SCG Invitational Semifinal, March 28, 2014 VS Storm

SCG Invitational Final, March 28, 2014 VS RUG Delver

SCG Atlanta, March 1, 2014 VS Miracleblade

SCG St. Louis, February 22, 2014 VS Shardless BUG

SCG St. Louis, February 22, 2014 VS Shardless BUG

SCG St. Louis, February 22, 2014 VS Shardless BUG

SCG Nashville, January 8, 2014 VS High Tide

SCG Nashville, January 8, 2014 VS Death & Taxes

SCG Indianapolis January 4, 2014 VS Delverblade

SCG Invitational, December 13, 2013 VS UG Cloudpost

SCG Oakland, December 7, 2013 VS Omni-Tell

SCG Providence, November 23, 2013 VS Death & Taxes

GP D.C., November 17, 2013 VS Shardless BUG

Thursday, March 31, 2016

Deck Tech: Bant Deathblade

Bant Deathblade has experienced a surge in popularity on MTGO, currently sitting at 3% of the meta alongside much more popular and well-known archetypes like Burn and Infect. This sudden change can probably be attributed to a decklist that appeared late February in the hands of UNKOMAN. Many other players have picked up his (or her) awesome looking deck since then.

UNKOMAN's deck follows the classic Bant formula of generating and leveraging a mana advantage with numerous turn-1 ramp plays, but has eschewed the Green Sun's Zenith package in favor of Deathrite Shaman. While the deck loses the flexibility of the GSZ package, the raw power of Deathrite Shaman cannot be denied.

Here is UNKOMAN's original list:


BANT DEATHBLADE, 2/29/16
  • Creature Spells (16)
  • 4x Noble Hierarch
  • 2x Deathrite Shaman
  • 4x Stoneforge Mystic
  • 3x True-Name Nemesis
  • 3x Knight of the Reliquary
  • Noncreature Spells (23)
  • 4x Brainstorm
  • 4x Swords to Plowshares
  • 1x Sylvan Library
  • 4x Daze
  • 4x Force of Will
  • 2x Jace, the Mind Sculptor
  • 1x Gideon, Ally of Zendikar
  • 1x Umezawa's Jitte
  • 1x Sword of Fire and Ice
  • 1x Batterskull
  • Lands (21)
  • 3x Misty Rainforest
  • 2x Windswept Heath
  • 3x Flooded Strand
  • 3x Tropical Island
  • 2x Tundra
  • 1x Savannah
  • 1x Underground Sea
  • 1x Forest
  • 1x Karakas
  • 4x Wasteland
  • SB: 1x Abrupt Decay
  • SB: 2x Containment Priest
  • SB: 1x Elspeth, Knight-Errant
  • SB: 2x Ethersworn Canonist
  • SB: 1x Flusterstorm
  • SB: 1x Krosan Grip
  • SB: 2x Meddling Mage
  • SB: 1x Path to Exile
  • SB: 2x Rest in Peace
  • SB: 1x Surgical Extraction
  • SB: 1x Vendilion Clique

The list is streamlined and threat-dense, with very high card quality. However, it looks very mana-hungry for a deck with only 6 accelerants, 21 land, and no Ponders. Also, I am very disappointed by the lack of Zealous Persecution or Engineered Plague in the sideboard. Access to that sort of effect, otherwise unavailable in Bant colors, strikes me as one of the strongest incentives to splash Black.

My biggest issue with Bant Deathblade is it always looks worse than either Bant or Esper Deathblade. I must say this is the first Bant Deathblade list to interest me though, and I'm not alone. UNKOMAN's list has generated some discussion and hype online, breathing life into the largely forgotten Bant archetype. The deck has also begun to show up in paper, taking 9th place at a ~90 player Channel Fireball 3K in the hands of Steven Bush late March.

I will likely sleeve up some variant of Bant Deathblade myself to see how it plays out. 

Saturday, March 19, 2016

Local Legacy: 3/18

I've been playing Bant at my locals for the last few weeks. Its a really sweet deck and I just can't put it down. While it doesn't have many stellar matchups, most feel winnable if you play tightly. Unfortunately, I don't always play tightly...

Meta Breakdown:
1 A.N.T.
1 Bant Blade
1 Bant Lands
1 Burning Reanimator
1 Deadguy Ale
1 Esper Delver
1 The Gate
2 Grixis Delver
1 GWb Maverick
1 Mentor/Legend Miracles
2 Moggcatcher Stompy
1 Shardless BUG
1 T.E.S.
1 ??

Here is the list I played:


BANT BLADE, 3/18/16
  • Creature Spells (14)
  • 4x Noble Hierarch
  • 3x Stoneforge Mystic
  • 1x Scavenging Ooze
  • 1x Qasali Pridemage
  • 3x True-Name Nemesis
  • 2x Knight of the Reliquary
  • Noncreature Spells (24)
  • 4x Green Sun's Zenith
  • 4x Brainstorm
  • 4x Swords to Plowshares
  • 1x Ponder
  • 1x Spell Pierce
  • 3x Daze
  • 3x Force of Will
  • 2x 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: 2x Tormod's Crypt
  • SB: 1x Detention Sphere
  • SB: 1x Elspeth, Knight-Errant
  • SB: 1x Enlightened Tutor
  • SB: 1x Ethersworn Canonist
  • SB: 1x Force of Will
  • SB: 1x Flusterstorm
  • SB: 1x Gaddock Teeg
  • SB: 1x Path to Exile
  • SB: 1x Pithing Needle
  • SB: 1x Qasali Pridemage
  • SB: 1x Rest in Peace
  • SB: 1x Tsabo's Web
  • SB: 1x Vendilion Clique


Most recently I've been going a bit old-school with Forces in the side and more Green creatures main. This time I went with a very "stock" Force of Will maindeck, 3 True-Name/2 Knight split and a Ponder instead of the 23rd land.

I tried to be a bit creative with the sideboard by incorporating an Enlightened Tutor package. Lands is common at this store and is a matchup I've struggled with, so I decided to go deep with Tsabo's Web (unfortunately, fewer Lands players showed up than usual). I also played a Detention Sphere in the slot I typically play Engineered Explosives.

Round 1: Shardless BUG (2-1)
G1. I managed to stabilize the board with a Jace and countered Ancestral Vision to secure my victory.
G2. Turn 2 Liliana was backbreaking. I made a poor play involving Stoneforge Mystic/Jitte/Dryad Arbor, missing an opportunity to get 2 Jitte counters.
G3. I had a strong draw and overwhelmed my opponent with threats.

Round 2: T.E.S. (2-1)
G1. Very close considering how light on interaction I was, coming down to Batterskull racing Goblins. Burning Wish for Void Snare sealed the race in his favor.
G2. I got there on a potentially disastrous 6-card hand of one land (Karakas) + relevant U and G spells. He was slow out of the gates and I drew a timely fetchland to start casting counterspells and bears.
G3. He went off with Burning Wish for Ad Nauseam after trading with two counterspells but didn't draw into enough mana to finish going off, and was killed by my Noble Hierarch at 1 life.

Round 3: Grixis Delver (2-0)
G1. He had an anemic draw of triple Deathrite Shaman, and Stoneforge Mystic was able to cheat in Batterskull unopposed.
G2. He was pulling ahead with Young Pyromancer, but I got True-Name + Equipment on-line thanks to a timely Brainstorm and rode it to victory.

Round 4: Burning Reanimator (ID)

Overall Record: 3-0-1, tied for 2nd
Very satisfied with the result, not only due to prizing, but due to the fact that I triumphed against 3 different decks that have given me a hard time in the past playing Bant.

Saturday, March 5, 2016

Maverick Card Interactions & Rules Primer

          
                 
Here is a list of some important interactions in Maverick decks broken down by card. Understanding these kinds of interactions is a critical step towards becoming a proficient Maverick player since they afford a lot of power and flexibility. Furthermore, you will face opponents who are not aware of some of these interactions and will not play around them appropriately, granting you a huge edge. This list is by no means exhaustive, but I hope both new (and even not-so-new!) Maverick players find it useful.

Deathrite Shaman
- The first ability is not a mana ability since it designates a target. Pithing Needle naming Deathrite Shaman will disable this ability.
- The target of any of the abilities must be declared upon activation, but will not be removed until the abilities resolution. If that target is no longer a valid target when the ability resolves, the ability will fizzle.
- The above means that cards like Scavenging Ooze and other Deathrite Shamans can "stifle" a Deathrite Shaman activation.

Dryad Arbor
- With an open fetchland, you can fetch Arbor to sacrifice to an Edict effect, or use as a Flash creature.
- You can block with Arbor and sacrifice it with Knight before damage to create a Fog-like effect. This will stop Lifelink, and most importantly damage triggers like Umezawa's Jitte. Trample damage will still go through this however.
- Sacrificing Arbor to Knight is a method of removing Bridge from Below from the opponent's graveyard (triggers Morbid too I guess?).
- With Blood Moon in play, Dryad Arbor is a 1/1 Green Nonbasic Mountain that taps for Red mana.
- With Humility in play, Dryad Arbor is a Green 1/1 Nonbasic Forest that doesn't tap for mana.

Gaddock Teeg
- Remember that G. Teeg shuts off spells with alternate costs that still have a CMC of 4 or greater, such as Massacre, Force of Will, and Misdirection.
- Storm decks without Burning Wish will often concede to this card in game 1, since it shuts off their win conditions (Tendrils of Agony and/or Empty the Warrens) and they have no way of removing it.
- Remember that G. Teeg turns off your own Green Sun's Zeniths!
- Here are some decks with important cards G. Teeg shuts off:
  • Miracles (Entreat the Angels, Force of Will, Jace, the Mind Sculptor, Moat, Terminus)
  • Eldrazi (All is Dust, Chalice of the Void)
  • Elves (Green Sun's Zenith, Natural Order)
  • Storm (Ad Nauseam, Dark Petition, Empty the Warrens, Massacre, Past in Flames, Tendrils of Agony)
  • Sneak & Show (Force of Will, Sneak Attack, Through the Breach)
  • MUD (All is Dust, Chalice of the Void, Ugin, the Spirit Dragon)
  • Burn (Fireblast)
  • High Tide (Blue Sun's Zenith, Force of Will, Time Spiral, Turnabout)
  • Omni-Tell (Dream Halls, Enter the Infinite, Force of Will)
  • Tezzeret (Chalice of the Void, Helm of Obedience, Jace, the Mind Sculptor, Tezzeret, Agent of Bolas)
  • G/x Cloudpost (Green Sun's Zenith, Repeal, Ugin, the Spirit Dragon)
  • Esper Stoneblade (Engineered Explosives, Jace, the Mind Sculptor, Supreme Verdict)
  • Enchantress (Green Sun's Zenith, Helm of Obedience, Humility, Replenish, Sigil of the Empty Throne)

Green Sun's Zenith
- You search for a creature card with CMC X or less. Theoretically you can spend 10 mana to cast Green Sun's Zenith (X = 9) and put a 1-mana Green creature into play.
- The mana cost of this card on the stack is the amount of mana spent to cast it. So for the example above, the mana cost of the spell would be 10. This is crucial to keep in mind when playing against Counterbalance.
- The CMC of this card in zones other than the stack is 1. For example, If you were playing Green Sun's Zenith and Counterbalance in the same deck and revealed it to your own Counterbalance trigger, it would counter a spell with CMC = 1.

Karakas
- You can bounce your own Thalia or G. Teeg to save it from a removal spell, combat, or sweeper!
- In game 1 against Sneak & Show, if you can resolve G. Teeg with Karakas in play while they have no Sneak Attack, they will essentially be locked out of the game.
- If an opponent has Sneak Attack in play and multiple Red sources available for activations, Karakas will not be effective. They activate once to put a creature in, you bounce with Karakas, then they get priority to activate Sneak Attack again before combat.
- Blood Moon shuts off Karakas.

Knight of the Reliquary
- Be mindful of the clock Knight presents when deciding whether to attack or activate. If the clock doesn't change by activating, then it is generally better to activate to grow your Knight and remove land(s) from your deck.
- Sacrificing the land is a part of the cost of the activated ability. If the ability is Stifled, the land you sacrifice will still go to the graveyard, but you will not search.
- You can always grow Knight by two power with an activation by getting either a fetchland or Horizon Canopy and then sacrificing it. You can even grow it by three power by getting a Wasteland and destroying one of your own lands in play.
- With Blood Moon in play you will only be able to sacrifice a basic Forest or Plains to activate Knight's ability.
- You can time the ability to remove a certain land(s) in order to play around effects like Price of Progress, Massacre, and Submerge.
- If you activate Knight to sacrifice the only Forest you control, your opponent cannot cast Submerge using the alternate cost in response.
- Knight essentially is an uncounterable counter to Show & Tell---> Legendary creature. Put your Knight into play off Show & Tell, then untap on your turn and activate Knight to get your Karakas (make sure you have an eligible Forest or Plains to sacrifice!). Likewise, Exhume---> Legendary creature is an awkward line when you have a Knight in your graveyard.

Maze of Ith
- You can grant a creature pseudo-vigilance by attacking, then activating Maze to untap it after damage is dealt but before the combat phase ends. Especially powerful with Knight, since it allows you to attack then activate in the same turn.
- You can also "save" one of your attacking creatures in combat by Mazing it. It will become untapped, and will deal and be dealt no combat damage. This is another way of "fogging" on-damage triggers like Umezawa's Jitte.

Mother of Runes
- Outside of matchups like Eldrazi and MUD, almost never sideboard out Mothers. She is a lot more useful than she may appear in most matchups.
- Don't be afraid to attack with her in some situations. Against combo or control decks in particular the clock can be very relevant, and every point of damage counts.
- Against a combo deck such as Storm, if you have Mother and a hatebear in play when your opponent casts Pyroclasm, err on the side of using her to protect the hatebear rather than herself.
- Against combo decks with Cunning Wish such as Omni-Tell or High Tide, you can't always rely on the Protection effect due to the frequent presence of Wipe Away, Sudden Shock, or Kozilek's Return in the opposing Wish-board.
- Don't get complacent once you have an active Mother of Runes. Be wary of your opponent trapping you into activating Mother and then doing something to get around it in response.
- If you control a creature with Protection from White, you cannot target it with your own Mother of Runes! This can come up if you are playing Sword of Light and Shadow/Sword of War and Peace or have already resolved a Mother activation granting Protection from White in the same turn.

Qasali Pridemage
- Be wary of leaving only 1 mana for the activated ability open in the form of a fetchland. If you crack the fetchland with the intent of activating it, your opponent can use a removal spell on your Pridemage in response while you don't have a mana available, denying your use of the ability.

Scryb Ranger
- In my humble opinion, Scryb Ranger is one of the strongest cards in Maverick. It took me a while to realize this. She appears to do nothing, but in reality she does everything. Now I can safely say I would never play Maverick without her.
- You can re-use your two best creatures with tap abilities, Mother of Runes and Knight, at instant speed. This means for example you can use Mother to push through damage with a protected creature, then untap it to provide protection from a removal spell as necessary. You can also Wasteland twice in one turn with Knight. If you have no Wastelands in play or in hand, note that you must have at least three Forests or Plains in play in order to do this (sac one, bounce one to untap Knight, sac another).
- If you are missing a land drop you can generate an extra mana with a Ranger activation. If you also have a mana creature in play, you can generate two extra mana.
- You can create a Fog-like effect in conjunction with Dryad Arbor by blocking with the Arbor and bouncing it with Ranger before damage. This will stop Lifelink, and most importantly damage triggers like Umezawa's Jitte. Trample damage will still go through this however.
- You can also protect your Arbor from removal using this ability, or protect a Forest from a Wasteland.
- Remember Ranger's ability can be used once per turn. You can use it once during your turn, then once during your opponent's turn.
- Ranger will block Delvers forever, come out on top in a fight with a Clique or Strix, and cannot be bounced by Jace.
- No matter what the format, Flying is still one of the best abilities in Magic, particularly in a deck that battles almost entirely on the ground. Flying plus Exalted or Equipment can be very powerful.

Stoneforge Mystic
- Your opponent has a chance to respond to the activation before you place your Equipment in play. For example, this means they can target you with a Vendilion Clique trigger and put the Equipment in your hand on the bottom of your library in response to the activation. If this scenario arises when you have two Equipments in hand, you will be able to elect to put the second into play instead. If the card you draw off Vendilion Clique's ability is an Equipment you have the option to put it into play as well.

Sylvan Library
- This ability is a triggered ability, not an activated ability like the card text on the 4th Edition printing would lead you to believe.
- When resolving the trigger, make sure to keep the cards drawn separate from those in your hand.
- You can replace any number or order of drawn cards with a Dredge. If you Dredge any draw, you will have to pay 4 life to keep an additional card and 8 life to keep two additional cards. You cannot put the card you Dredged back on top of your library.
- Having two Libraries in play is generally redundant, but with an instant speed shuffle effect such as a fetchland available, you gain the option to use Library twice in a turn. On your draw step, you first draw a card, then resolve draw step triggers. Place your shuffle effect between the two Library triggers on the stack, resolve your first library trigger, shuffle, then resolve your second library trigger to see two fresh cards.
- If you have Courser of Kruphix in play, you must reveal the two extra cards you draw from your Library trigger, then reveal the top card of your library. Once you decide what cards to put back remember to make sure the top card of your library is revealed.

Thalia, Guardian of Thraben
- If your opponent has no mana available and you have Thalia in play, any free permission in their hand will be turned off, giving you free range to resolve spells.

Thespian's Stage
- A Thespian's Stage that is a copy of a basic land cannot be targeted by Wasteland.
- When Thespian's Stage is a copy of another land, it adopts the name of that land. This can be relevant when name effects like Pithing Needle come into play.


Tower of the Magistrate
- You can give your own creatures protection from Umezawa's Jitte activations or Sword of Fire and Ice's Fire trigger.
- You can target opposing creatures to "unequip" them. If you target a Batterskull-equipped Germ, the 0/0 Germ will die when the Batterskull falls off it.
- You can "Fog" a Modular trigger.
- Shardless Agent, Baleful Strix, and Mishra's Factory are artifacts.

Wasteland
- Wasteland can target itself. This is a useful option to have when playing around Price of Progress or to grow Knight in a pinch.
- Against the Thespian's Stage + Dark Depths combo, do not Wasteland Dark Depths in response to the Thespian's Stage activation targeting Dark Depths. Instead, wait until they select which copy of the Legendary Dark Depths to keep. Then, another trigger will be placed on to the stack ("When Dark Depths has no Ice counters on it, sacrifice it. if you do..."). You should respond to this trigger by Wasting the Dark Depths. Dark Depths will go to the graveyard, and the trigger wont't find a valid Dark Depths to sacrifice and fizzle. Doing it this way means they lose both Thespian's Stage and Dark Depths instead of just the Dark Depths.


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.