Sideboarding Jund Mana Ramp

The future of beloved Jund Mana Ramp is uncertain due to M10 coming soon (sadly I probably won’t even get to play it in its current form in a PTQ). However some friends have asked for a sideboarding guide. Here goes!

For easy reference, here is the Jund Mana Ramp deck list I would play:

2 Makeshift Mannequin
3 Shriekmaw

4 Broodmate Dragon
4 Kitchen Finks

4 Chameleon Colossus
4 Civic Wayfinder
4 Cloudthresher
4 Rampant Growth

4 Banefire
3 Volcanic Fallout

4 Fire-Lit Thicket
8 Forest
2 Mountain
4 Savage Land
2 Swamp
4 Treetop Village

sb:
1 Shriekmaw
1 Terror
4 Anathemancer
1 Karrthus, Tyrant of Jund
4 Primal Command
3 Caldera Hellion
1 Volcanic Fallout

By popular demand, the sideboarding swaps for the Jund Mana Ramp deck…

B/W Tokens
+3 Caldera Hellion
+1 Volcanic Fallout
+1 Terror
-3 Shriekmaw
-2 Banefire

B/W Tokens is a deck where Jund Mana Ramp is a slight but not overwhelming favorite. The main problem is that you can get stuck with Shriekmaw hands that are worthless against B/W Tokens. Volcanic Fallout is okay but nothing special, usually trading one for one with Spectral Procession but not doing a whole lot else.

That said, Jund tends to win the games where B/W has a “regular” draw on basis of card quality. They play something, you play something better. Most of the time you will want to kill Ajani Goldmane in any way you can as quickly as you can.

The games Jund loses are usually games where the opponent has a very disruptive Tidehollow Sculler draw or locks you out with infinite Ajani + Persist creatures.

Sideboarding we just swap Shriekmaw (very bad) for Caldera Hellion (very good). One thing you might consider doing is to NOT Devour with Caldera Hellion, allowing it to die. This can give you a future option of Makeshift Mannequin, especially on the opponent’s turn. Terror is pretty good because it can kill like a 10/10 Mutavault.

Cascade Swans
+4 Anathemancer
+1 Shriekmaw
+1 Terror
+4 Primal Command
-3 Broodmate Dragon
-4 Cloudthresher
-3 Volcanic Fallout

This is pretty impossible.

ElfBall
+3 Caldera Hellion
+1 Shriekmaw
+1 Terror
+1 Volcanic Fallout
-4 Cloudthresher
-2 Chameleon Colossus

I’ve never played agaisnt ElfBall with Jund but this is how I would side.

Elves
+3 Caldera Hellion
+1 Shriekmaw
+1 Terror
+1 Karrthus, Tyrant of Jund
-3 Cloudthresher
-3 Volcanic Fallout

Elves is a much more competitive matchup than most of the other creature decks because they [also] have Chameleon Colossus. I have personally never lost a game where I drew so much as one Shriekmaw; I am willing to use Shriekmaw for defensive speed. Basically you want to stretch most of Phase II with a better board and keep damage off (remember they can kill you with Profane Command).

Sideboarding is a bit tricky; you are taking out creature kill and swapping in different creature kill. You need all your Banefires to kill Chameleon Colossus and in some cases first turn mana accelerators depending on the tenor of the game. I would be fine playing versus Elves any round but it is not a super easy matchup like G/W Tokens or Five-color Blood.

Fae
+1 Anathemancer
+1 Terror
+1 Volcanic Fallout
-3 Shriekmaw

Fae is a favorable matchup for Jund Mana Ramp… and you still lose some of the time. Terror is in for Mistbind Clique (their main threat against you).

Five-color Blood
+1 Shriekmaw
+1 Terror
+4 Anathemancer
+2 Primal Command
-4 Cloudthresher
-1 Banefire
-3 Volcanic Fallout

Five-color Blood is a blissfully easy matchup main deck and it just gets better sideboarded. Remember the original tension our group described RE: Civic Wayfinder v. Bloodbraid Elf. Five-color Blood might be able to sting you with Sygg, River Cutthroat, but if you are going to lose, it will usually involve being on the wrong end of a Putrid Leech (I never have though). You want to tax the Leech as much as possible with Kitchen Finks and Civic Wayfinder. If you can stick a Chameleon Colossus at any point (and presumably defend it from Cruel Ultimatum) you can’t really lose. I have withstood Cruel Ultimatum out of Five-color Blood several times. Just not a dangerous matchup for Jund Mana Ramp.

Fog
+4 Anathemancer
+1 Volcanic Fallout
+4 Primal Command
-3 Shriekmaw
-4 Broodmate Dragon
-2 Chameleon Colossus

Fog is a deceptively super easy matchup. In Game One you basically need to do six damage fair and square. If you can do six damage you can usually win with Volcanic Fallout, Cloudthresher, Banefire, and Makeshift Mannequin. Always evoke Cloudthresher — that sets you up for Makeshift Mannequin (you can’t really ever get creature damage in once you are at six mana). If you have to discard, discard stuff like Broodmate Dragon; you are just never going to get damage in that way.

Primal Command is good many different ways. Drawing extra and then braining their Howling Mines is fine. Shuffling your deck up in the middle of Stage Two (successfully) is basically game right then and there (they will deck).

Anathemancer is better than most of the other creatures even if they don’t have a lot of nonbasics. You really just need to sneak in a small amount of damage to dominate them, and they will be less apt to blow a Fog on a two damage packet than, say, a doubled-up Chameleon Colossus.

G/W Tokens
+3 Caldera Hellion
+1 Volcanic Fallout
+1 Shriekmaw
+1 Terror
-2 Chameleon Colossus
-4 Banefire

G/W Tokens is an extremely easy matchup. I am not sure which is easier, G/W Tokens or Five-color Blood but they are both extremely easy and you almost can’t lose. So if this is the case, play so they can’t kill you out of nowhere with an Overrun, because it’s one of the only ways they can ever win. Unlike B/W Tokens they don’t have a persistent source of creatures or any way to keep you from demolishing them turn after turn with superior spells.

Sideboarded you just max out on creature kill and kill all their guys (i.e. the only way they can win).

Jund Mana Ramp
+1 Shriekmaw
+1 Terror
+1 Karrthus, Tyrant of Jund
+4 Primal Command
-4 Kitchen Finks
-3 Volcanic Fallout

This sideboarding strategy assumes they are running some terrible Fertile Ground deck with no Chameleon Colossus; if they have Chameleon Colossus you have to leave in all your Kitchen Finks, so instead pull Black removal.

Red Decks
+1 Shriekmaw
+1 Terror
+4 Primal Command
-4 Cloudthresher
-2 Volcanic Fallout

You are about a 20-25% dog game one; you are that much of a favorite sideboarded. You want to gain seven and grab Broodmate Dragons to race.

Reflecting Pool Control
+4 Anathemancer
+1 Karrthus, Tyrant of Jund
+4 Primal Command
-3 Shriekmaw
-3 Kitchen Finks
-3 Volcanic Fallout

Reflecting Pool Control is one of the easier matchups for Jund Mana Ramp. Philosophically you need to utilize your Trish cards (Civic Wayfinder et al) to keep pace with Reflecting Pool Control’s card advantage while establishing what pressure you can. You can usually jockey for a fair amount of damage with Treetop Villages. The most annoying thing is if they can hurt you with a Plumeveil; that will usually take a lot of wind out of your sails. That said, you are heavily favored main if you can get them anywhere near where you need to get them and then point Banefire. Their deck is quite slow so you can often hit multiple Banefires to win. Shriekmaw is not nearly as bad as it seems because you need to suppress Walls, plus Shriekmaw has fear; nevertheless we side him out.

Sideboarded you can really only lose if they have a large number of varied sideboard cards, viz. Pithing Needle and Runed Halo AND THEY DRAW THEM. Your offense is irresistable otherwise, with Anathemancers and Banefires as near-auto-wins. If they tap for Broodmate Dragon you kill them with Karrthus (if you are a miser like WillPop anyway), and you basically win any game you can stick a Primal Command (usually Time Walk + Anathemancer).

White Weenie
+3 Caldera Hellion
+1 Volcanic Fallout
+1 Shriekmaw
+1 Terror
-2 Broodmate Dragon
-4 Banefire

Sideboarding White Weenie is slightly different from sideboarding G/W Tokens. White Weenie is a harder matchup than G/W because Burrenton Forge-Tender can kold your sweep, plus White Weenie can get really wicked fast draws like Isamaru, Wizened Cenn, Procession, Ajani, and so on. Therefore we side out Broodmate Dragon and leave in Chameleon Colossus on basis of speed. You just want a faster body on the board.

That’s it!

LOVE
MIKE

Currently Reading: Nikolai Dante: Hell and High Water

The Return of Chameleon Colossus!

Features two new decks (kind of), an update to G/W Mana Ramp, and my recommendation for this week’s PTQs… which includes, unsurprisingly, 100% more Chameleon Colossus!

So I built the deck from Imagine a Thornling Wearing a Behemoth Sledge… just thinking about “good cards” rather than its context in the metagame.

In playing the Elves strategies from Standard Elves and then working on the subsequent Top Decks (premiering tomorrow on the mother ship) I realized that I really wanted Chameleon Colossus in… decks. Not just the G/W Mana Ramp deck, but other, say, mana ramping decks you may have seen here or say in the Pittsburg Regionals Top 8 :)

For the G/W Mana Ramp deck I decided to move away from the original sort of G/W Tokens-ish model, re-contextualizing my threats. Out went Twilight Shepherd in order to help make room for Chameleon Colossus. I also changed the mana acceleration package, moving away from Rampant Growth and adding Wildfield Borderpost and Knight of the White Orchid, replacing Cloudgoat Ranger.

This made for a deck that was much less capable of exploiting Ajani Goldmane… So I also reconfigured the Planeswalker situation. This is what I ended up playing:

G/W Mana Ramp v. 2.0

2 Behemoth Sledge
4 Wildfield Borderpost

4 Kitchen Finks

4 Chameleon Colossus
4 Fertile Ground
3 Garruk Wildspeaker

3 Elspeth, Knight-Errant
4 Knight of the White Orchid
2 Martial Coup
4 Path to Exile
4 Spectral Procession

5 Forest
6 Plains
4 Treetop Village
4 Windbrisk Heights
4 Wooded Bastion

sb:
1 Behemoth Sledge
4 Cloudthresher
4 Aura of Silence
2 Martial Coup
4 Hallowed Burial

I played about five matches, but they felt much less relevant and conclusive than the previous night’s work with the first version of G/W Mana Ramp.

Five Color “Bounce”?
His mana base was very expensive (as many of them these days are)… But he didn’t do anything outstanding with that mana. Sure he played a Cryptic Command, but like sending Boomerang at my Wildfield Borderpost several consecutive turns was not beating anyone. Then I got Knight of the White Orchid card advantage and it was a mess for him, more-or-less.
1-0

Dominus Deck Wins
This was like a deck I suggested for Block Constructed PTQs last summer… U/R Mimic, Clout of the Dominus, and even the big Dominus itself!

His guys on the board were very good but I just stalled out of getting killed, got a little life back with the Behemoth Sledge, and won with Martial Coup and ‘walker card advantage. Dominus is pretty cool… I didn’t realize he could steal things like my equipment and a Planeswalker.
2-0

U/W Fog
Obviously this is a horrendous matchup but I felt like I could win either game, especially Game Two.

Game One I made a college try of it but eventually conceded when it looked like he wouldn’t make any truly catastrophic mistakes. Game Two was the annoying one. He played a Howling Mine on turn two and I missed four consecutive land drops anyway. I had to run Knight of the White Orchid for no value, stuff like that.

Anyway he drew all four Cryptic Commands in the first 34 cards which is why I lost, ultimately. I was very close to burning him out with Cloudthreshers and I was able to completely suppress his Howling Mines. On the last turn he played a Broken Ambitions that didn’t even resolve but he showed a four, trumping my Borderpost, and I got milled for my library (he had no Fog and no remaining Mine at that point).

2-1

Shorecrasher Mimic / Finest Hour Deck
We traded the first two; third game I just made a gigantic error that seemed like a cool play at the time. He had Elspeth and was launching Rhox War Monk at me. I blocked with a Spectral Procession token and sent my token to Exile to mise a card. I was going to Martial Coup with a ton of gas left — Spectral Procession, Chameleon Colossus, etc. — but then I realized that he would just kill me with Treetop Village + Elspeth!

I had no recourse but to string out blockers until I could find another Path to Exile or my own Elspeth; I found neither. He won by a mile but if I had played correctly, I would have won by a mile.

Funny… while I was making the play it seemed like a brilliant one!

2-2

Some Kind of ‘brew
It was a homebrew of some sort.

3-2

I quit at that point… This version of the G/W was not / is not ready for prime time yet.

Some people have been asking Will Price on Twitter if G/W is for real (I guess they didn’t want to ask me directly) … I think G/W can be good but neither of the decks I presented is likely to be the best deck. If I were playing this weekend, I would 100% play this:

Jund Mana Ramp v. 3.0

2 Makeshift Mannequin
3 Shriekmaw

4 Broodmate Dragon
4 Kitchen Finks

4 Chameleon Colossus
4 Civic Wayfinder
4 Cloudthresher
4 Rampant Growth

4 Banefire
3 Volcanic Fallout

4 Fire-Lit Thicket
8 Forest
2 Mountain
4 Savage Land
2 Swamp
4 Treetop Village

sb:
4 Anathemancer
1 Shriekmaw
1 Terror
3 Caldera Hellion
1 Volcanic Fallout
4 Primal Command
1 Karrthus, Tyrant of Jund

Yes, this is our Jund Mana Ramp deck, minus one Makeshift Mannequin, all the Gifts, and replacing those with one Swamp and four copies of Chameleon Colossus.

Will is also down with this swap.

He says that the great thing about this is that all the people who didn’t like Gift of the Gargantuan will now feel vindicated, even though this isn’t a change based on what they have been saying at all. We just analyzed the metagame and saw a gap for a very good threat.

B/W Tokens – Already a good matchup… Chameleon Colossus makes it even better.

G/W Tokens – Awesome matchup… The change yeilds very little difference (but arguably makes things worse as it reduces our ability to set up devastating Shriekmaw plays); should still be a great matchup.

Cascade Swans – Our worst matchup… that no one plays. Change is arguably better because speed matters here.

Faeries – Good matchup where Chameleon Colossus is just our best threat :)

Elves – Good matchup where Chameleon Colossus is a nearly unbeatable threat for them.

So for most of the matchups in the format, Chameleon Colossus is a net positive. Ergo, welcome back, buddy!

LOVE
MIKE

P.S. I started testing yet another new deck and it has actually been really awesome! I will blog about it tomorrow-ish :) See ya then and all that.

Currently Reading: Gotham Central Vol. 2: Half a Life (Batman)

By the way Rucka is one of my favorite writers (Checkmate, Queen & Country and all that) and Lark is one of everyone’s favorite artists… I think I read somewhere that they both consider Half a Life the best story they’ve ever worked on. Just sayin’.

Story of My Life, Terrible Tournament Report, &c.

Just going to apologize up front.

I had two sheets of folded up paper in my man-purse. I threw one of them away. I pulled the other out just now to write this (terrible) tournament report and realized I had thrown away my notes from the actual tournament I played in and kept one probably from like a PTQ last summer or perhaps an old grocery list.

So basically I am going to get ~80% of the details wrong, not remember anyone’s name, etc.

Deck:

You know the deck.

Car ride:

I rode in with Josh, Chris Lachmann, and two of Josh’s good friends, Eugene and Sharbel. The last time we had more-or-less this configuration was a Philadelphia PTQ (the one I played Slide), which was minus Sharbel. Chris won, Josh and I finished in the packs (aka first loser). Josh played G/W Tokens, Eugene played U/R Swans, Sharbel played Blightning Beatdown, and I played my Jund Mana Ramp deck obviously.

Last-minute cards:

I tried to buy Karrthus, Tyrant of Jund on-site and it was like $8. No way. So I am running around trying to mise Karrthus to no avail. I go back to the dealers. Five dealers. No Karrthus. Karrthus is sold out! Part of me grins; the other part is like “Man, I hope I don’t hit any mirrors.”

I am writing down my deck list with two Terrors and Phil Napoli (aka PNaps) flips a Karrthus at me. “I thought you didn’t have any,” I say. Phil grins and says he didn’t have any in his bag. His car was another story. Due to the generosity of people like Good Man Dan (also playing same 75 due to following the two blogs and listening to the ‘casts) Will and I had Tyrants to spare.

Most of my deck including signed fancy basic lands was courtesy of Josh Ravitz; Luis Neiman (aka Luis not Vargas, Stan Bush heartbreaker) generously provided my final Kitchen Finks and a set of deadly Anathemancers.

Blah blah blah.

Tournament.

Round One – Blightning Beatdown

Again, I don’t have my notes and have therefore successfully lost most everyone’s name.

As I’ve said previously Blightning/RDW and Fae were the two decks I was most frightened of. The reason is that I think I have a good matchup against Blightning/RDW but my deck can stumble inside of turn four, and the Red Deck might put me in a no-win position before I cast anything meaningful. Fae I have a great matchup there, but Fae is Fae and I have lost to enough Mistbind Cliques over the past two years to have any moronic ideas about Fae’s demise (Josh actually theorizes it might be the best deck again as soon as next week in the PTQs).

Anyway this Blightning matchup was super easy. No real details. He didn’t kill me. I won the flip. I ran out my accelerators and speed-bumps and dropped at least two Broodmate Dragons per game. He tied up his cards going in the hole trying to contain the Dragons, but you know how that goes.

1-0/2-0

Round Two – U/R Swans

I actually got paired against Eugene super early. Eugene has a great fear of Treetop Villages, which ended up being warranted in this matchup. I did like nine with Villages in game one. Eugene hit all his land drops but they were like Ghitu Encampment and multiple Mutavaults, so even though he hit like seven in a row he couldn’t play his UUU cards such as Plumeveil and Cryptic Command, ergo, couldn’t defend himself until it was too late.

Game Two I drew multiple Anathemancers; there is a reason I have that card as #1 overall from Alara Reborn. It’s just the best threat that has been printed in some years. It’s a Lightning Bolt when it comes down and hits for another four like every time, so seven damage for three mana, and then if the opponent doesn’t have a specific answer to it such as Runed Halo or Pithing Needle, he is just going to lose 100% of the time to the blowback.

2-0/4-0

Round Three: U/W Reveillark

He had beaten Good Man Dan the previous round, so maybe he had a good matchup v. our deck.

Game One I got some damage in with Treetop Villages and Civic Wayfinders. He got a Sower of Temptation and started to attack me for four while I just kept picking up lands. Then he super sized a Figure of Destiny, which was pretty awful. I managed to play a Broodmate Dragon but declined to block when he attacked me just with his super duper Figure of Destiny (had he attacked with both 2/2s, he could have also activated Windbrisk Heights). I took. I think I would have been dead if he had attacked more vigorously for the two previous turns; however he later said he feared of Volcanic Fallout. Turns out I got just enough time to pick up Banefire. Ha ha!

Game Two I got land and spells, including big super spells, but he successfully played Gather Specimens on both my Cloudthresher and a Broodmate Dragon. I had a Banefire but was forced to point it at my Cloudthresher instead of playing for a win because I had no life gain in my deck (if I had so much as a Kitchen Finks I would have played like Craig Jones); I looked at the game over the next three turns and there was just no way I could stay alive long enough to win by topdecking a second Banefire unless I could buffer my life total by at least two points. Anyway, I figured I could try to get in with the Broodmate… but another Gather Specimens. Guess I got what I deserved.

Game Three I kept smashing his board with Caldera Hellion and once he had UUU3 up I didn’t play a creature until I had Shriekmaw backup (it was a Cloudthresher at end of turn to set him up, obviously, which was worth a Fireball and more. This deck was pretty easy to beat once I knew not to get blown out by Gather Specimens.

3-0/6-1

Round Four – RDW

I played against friend and Broodmate Dragon + Makeshift Mannequin godfather, Spencer Reiss. He was going to play the Jund but was allocated RDW in the deck distribution shuffle. I feel like this matchup is about a 70/30 in favor of Spencer’s version in Game One, provided he wins the flip (which he did). Spencer generously offered the lay down if I was planning to go to Nationals anyway, but I assured him I was only going to go if I had a reason to, so he took up the opportunity to blow out the Old Man.

Game One I didn’t actually play a spell. I shipped into a low action hand that was at least going to make its drops and gambled on a sub-optimal draw on Spencer’s part to try to mise into dropping the Broodmate Dragon, knowing that I was probably going to lose whether I shipped or not; at least this hand had a plan. What actually ended up happening is that I activated my Treetop Village to block and Spencer Incinerated it; then I packed.

Between games I declared that Spencers’ first land was going to be Ghitu Encampment, I was going to hit my mana gathering spells, Primal Command his Ghitu Encampment and gain seven life on turn four or five, then he was going to concede to my Broodmate Dragon on turn six.

It turns out this is exactly what happened!

Game Three I had a slow draw to his pretty solid one, but Spencer was stuck on three for about two turns. His fourth land, coming maybe turn five or six, was a Ghitu Encampment; I put it on top of his deck three turns in a row, gaining seven while hitting my land drops. Then I played the first of three Broodmate Dragons. I couldn’t start dropping Dragons earlier because I was low enough that if Spencer had two burn spells he might kill me on the spot, but if I made the repeated Primal Command play, I could keep his mana tapped (ensuring he couldn’t fizzle my next Command), guarantee he couldn’t play Demigod of Revenge even if he topdecked another land, and net 1-2 life per cycle while hitting enough land drops to play Broodmate Dragon with enough mana to activate Treetop Village as a chump blocker if need be. It ended up working out.

4-0/8-2

Round Five – Reflecting Pool Control

The entire tournament I probably made lots of errors that are not going to make it into this terrible tournament report, but really the only one that mattered was in Game One of this match. I had a hot hand with three Banefires, and I started pointing them as soon as I had enough mana for them to go Hellbent. My opponent Ben made me pick up one of my two Treetop Villages after my second Banefire, and I picked up a Savage Land the next turn, which also comes into play tapped. In kind of like one smooth, lazy, motion I dropped the Savage Land instead of the Treetop Village and fired again. Ben asked how many cards I had in hand; he was now Ultimatum-online. The five life he gained that turn kept him out of dead that turn whereas I had to drop Broodmate Dragon, Cloudthresher, and Treetop Village, keeping the Banefire. I shot him to two. He hid behind a Plumeveil for about three turns until he had a Broodmate Dragon of his own to kill me. Had I played the right land, he was just dead; instead he sat on two until he drew a Wall of Reverence to go up four. I died with Fallout as my top card.

Game Two I got him with Anathemancer, Banefire, and Primal Command. The sideboarded matchup is like 75% in favor of Jund Mana Ramp, maybe more. They have like two cards that are more powerful than any of seventeen cards in your deck, and they basically pack if you ever resolve a Primal Command (in fact I was dead on board when I picked up a Primal Command, which I used to go not dead on board thanks to +7, and I got an Anathemancer, which stuck). Of course if it hadn’t stuck, I would have still won on the blowback.

Game Three Ben got me in the complete lockdown – Three Runed Halos and two Pithing Needles (one on Treetop Village, one on Anathemancer). This one could have gone either way for a long time, even after his Cruel Ultimaturm, and I had lots of pulls to win on the spot even with all those permanents down. As late as the last turn I could have drawn a Primal Command (he didn’t have a counter) and won the same way I won Game Two (except putting Runed Halo on top instead of gaining seven). However I blabbed about this and he figured out to just put another Runed Halo down on Anathemancer :) Live and learn.

I also made a “judgment call” in Game Three; I don’t know how much it mattered. Ben tapped down for something (a Mulldrifter maybe?) and I had an Anathemancer in hand. At this point I had a Makeshift Mannequin and he had his Needles already. I could have played the second Anathemancer and hit him for four or five, plus an attack. Instead I played Broodmate Dragon, which merely drew Wrath of God. He had enough mana the subsequent turn to play both Wrath of God and Runed Halo on Anathemancer so I never got that damage in. As the Dragons never hit him, either, I have been wondering about the relative efficacies of both plays. Like I said, I didn’t feel like this was a clear error, and Ben won by enough margin that I can’t point at it like the Game One Treetop flub as a clear match loser.

Ultimately, the thing I am bitter about is not the Treetop Village screwup (okay, lies), but that the crowd really was looking for me to topdeck Karrthus when he tapped out for Broodmate Dragon, and I felt like Ben’s win really robbed the crowd of what they were looking for — nay — deserved. Ben won the next round and made Top 8, though I don’t know if he won or not.

4-1/9-4

Round Six: Fae

I played against Morgan, who I had successfully not bought Karrthus from for $8.

I felt like I made maybe 1.5 relevant errors in my previous match, but in the games against Morgan, I feel like I made about 20 errors in each of the two games I lost (sorry for ruining the suspense). You tell me.

Game One Morgan played Bitterblossom on the play, turn two. My first play was Treetop Village, and my second Fire-Lit Thicket. I looked at the Volcanic Fallout in my hand and said to myself “I need RR for this,” and — not thinking — Thawed up a Mountain! No! Morgan then showed me Scion of Oona on turn three to play his land untapped, and passed. So I have a Volcanic Fallout but I assume he is going to autopilot the Scion down at the end of my turn, so I do nothing when I should have played Gift of the Gargantuan. Not playing Gift of the Gargantuan this turn probably cost me the game. Why?

Morgan didn’t in fact play the Scion so I wasted my turn. He played it the next turn, and at this point I had a fourth land and ran out Cloudthresher for four as I had a bonus Thresher, Mannequin, and Fallout all in hand, as well as a dead Shriekmaw (Shriekmaw isn’t dead-dead, just not very good against Fae). So on my next turn I play the Gift I hadn’t played. Probably fearing another Cloudthresher, Morgan throws a Broken Ambitions at it. He wins the Clash.

Flipping over my only Swamp, which was the second card.

Okay. I don’t have a Swamp anymore. Meaning I can’t play Shriekmaw, or Mannequin, or the next Shriekmaw I pulled, or any of the Broodmate Dragons I might draw, unless I get my hands on a Savage Land.

Blah blah blah. Morgan’s draw isn’t even that good. He eventually kills me with a Mistbind Clique. This is horrendous because my highly card-advantageous deck was able to bleed him for his hand, and I actually lost with both Cloudthresher and Volcanic Fallout in hand! How badly did I have to play to be able to say that? But the real pisser is that I could have avoided all the drama by getting Swamp on turn two, which would have given me three shots to Mistbind Clique before I lost.

Game Two Morgan is manascrewed and I get him with a pair of Finks even though I am also manascrewed (degrees, etc.). Game Three I literally said “Just don’t topdeck a Cryptic Command,” when I passed with a double Dragons, Kitchen Finks, and Treetop Village all on board, Fallout and Banefire in hand… He chuckled and showed me the Cryptic Command on top; his alpha strike put me to -2.

And that’s game boys!

4-2/10-6

Round Seven: Bant

Okay, playing for pride (and packs) at this point :(

Game One I shipped to five, and got a playable if not-very-good hand of acceleration and a Broodmate Dragon. He went Rhox War Monk, Rafiq, Noble Hierarch, and that new-fangled Armadillo Cloak-Hammer thing. I gloriously double-blocked the War Monk, which of course just resulted in two dead Dragons. I conceded with him on 36 life and me on no cards.

Game Two he played Gaddock Teeg and Meddling Mage on Volcanic Eruption, which was not really good for my hand or plan. I just kept playing two-for-ones (Civic Wayfinder, Civic Wayfinder, Gift of the Gargantuan) and putting him in a spot where he couldn’t really attack me. Then I got to the expensive guys and won with a series of Alpha Strikes from the high ground.

Game Three it was his turn to go to five. He was screwed on Ancient Ziggaraut, which prevented him from being able to dig out of my massive advantage on the board with a Wrath of God. Basically he played a guy, I played a two-for-one, he played a bigger guy, I killed it with a two-for-one. I think I drew all three Hellions this game.

5-2/12-7

Round Eight Jund Cascade Ramp

Game One he was “winning” the whole game with his little Cascades with Bloodbraid Elf and getting damage in; I ramped a bit and played two Dragons; he played two Dragons. He attacked with both his Dragons and two Treetop Villages, tapping him to one. I dealt myself two during combat and blocked to one life thanks to Cloudthresher. The counterattack was for 15; Banefire took care of the remainder.

Game Two I thought it was kind of interesting we were playing a faux mirror and his main deck Anathemancer did a total of one damage in Game One whereas any Anathemancer I would draw would dop like super infinity. Anyway he played a Spellbreaker Behemoth, which I was pretty sure was going to kill me. I had to cut Shriekmaws because I didn’t think they would be very good, whereas I had to keep Kitchen Finks in my deck because he played Chameleon Colossus.

Lachmann later asked me how bad the hand was that I kept in order for me to have lost to a Spellbreaker Behemoth, but I kept a very mana-y hand with a Broodmate Dragon. Our mirror model is based on the game being decided in Game Three by complete domination of metrics (cards, board, bombs, possibly just Karrthus), so we usually dump all the Finks and just play the two-for-ones and things that cost six or more. So I had no answer to his simple Blastoderm. I ran out a couple of Dragons, but he just kept playing Bituminous Blast + evoke Shriekmaw or Bituminous Blast + Maelstrom Pulse. So Game Three.

Game Three… I don’t actually recall how I won this one. I think I got some Shriekmaw two-for-one on his Gruul-colored threats, I Banefired his Colossus, and had enough six mana threats to out-last his Bituminous Blasts &c. Unlike Game One this one wasn’t particularly close… I just don’t remember the details other than burning out a Chameleon. Sorry, long day :)

6-2/14-8

Honestly I feel like this version of Jund Mana Ramp might just be the best deck in Standard. I can track my first loss to a very clear error, and my second loss was just circus magic. “Circus” as in it was like I was driving a clown car I made so many mistakes. Story of my life, right? Just gotta play a little bit better and I’m Top 8; oh well, I didn’t. You have literally no blowout matchups, and you can beat any deck; in fact you are a clear favorite against numerous top tier decks such as Reflecting Pool Control and G/W Tokens, and basically any “creature” deck that is smaller than you are.

I know some readers don’t like Gift of the Gargantuan, but I feel like you need it to make plays relatively early and to lace the deck together; there are only 23 lands and you are very mana hungry.

One thing that I have been kind of bothered by is that if I had played Maelstrom Pulse instead of Gift of the Gargantuan I probably would have just gone 5-0 to start, eliminating any and all Runed Halos, which would have allowed me to easily win Game Three against Reflecting Pool Control. Also if the “Fog” deck picks up in popularity, Maelstrom Pulse is a great tool there, especially any turn they tap out. Given the nature of the threats in this deck (seven uncounterable burn spells, access to four Primal Commands in sideboarded games), I think that adding Maelstrom Pulse can put that matchup on borderline unwinnable for Fog. Just a thought.

Tee Shirt:

I have played three tournaments with the You’ve Got the Touch tee shirt now. I didn’t win any of them, but I haven’t so much as made an individual PTQ-level Top 8 in two years. However, I have finished in the prizes in every single tournament, despite playing Green each time, whereas before starting to wear this shirt, I had not finished in the packs since Regionals 2007. So… touch or no?

LOVE
MIKE

You Make the Play – Keep or No?

At long last, another edition of You Make the Play!

This time it’s an easy one… Do you keep this hand or not? Why or why not?

This is a seven card hand. You lost the flip so there are 53 cards in your deck and you are playing second. The deck list is the one we have been bandying about the past week or two — Jund Mana Ramp. 

So… Keep or no?

LOVE
MIKE 

Currently Reading: The Sandman Vol. 4: Season of Mists (obviously a re-read), Made to Stick: Why Some Ideas Survive and Others Die (actually I just lent it to @jonnymagic00)

PS Did you cats see that the great Luis Scott-Vargas (LSV) and long-lost RidiculousHat posted on Mis-assignment of Strategy = Options Amputation? Might want to check out the forums from the previous post!

Mis-assignment of Strategy = Options Amputation

I have gotten a flurry of questions about my opinion on Luis Scott-Vargas’s most recent article on ChannelFireball.com about mid-range decks and Jund Mana Ramp in particular. Luis is a player who for a long time came out of the tradition of The Rock. Even when he was not actually B/G on his colors, Luis played with Loxodon Hierarchs, hand destruction, incremental advantage in general.

Though Luis had a great deal of success with those strategies (US National Champion and all that), he did not enjoy the kind of colossal Pro Tour success that he is riding today until he changed from playing The Rock to combo decks. You will remember his Extended win was with a combo Elves deck; he has since played all manner of Swans, Storm, and so on with peerless results.

This is great for Luis! We have always liked him and wish him every fortune in the world.

The emails and Tweets, though, come from another angle. Luis says that mid-range is an intrinsically flawed strategy, and argues quite strenuously against the strategy that Will Price and I like the best today: Jund Mana Ramp.

To wit:

This is a classic example of the midrange non-blue control deck. It can’t compete with the Cryptic Commands and Cruel Ultimatums of 5-Color Control, and has to settle for running much worse stuff like Primal Command and Garruk Wildspeaker. You may consider this as a 5-CC deck that doesn’t lose to aggro Red, but in return for a better (and not necessarily even good) Red matchup you are so much worse against Faeries or Reveillark. I’m not even convinced that Jund Ramp (or any non-blue Ramp) even beats Token decks.

Well my reaction to this part — which is really the genesis as that is what readers have been asking about specifically — is that it must not apply to us. Let’s look again at our version of Jund Mana Ramp:

Jund Mana Ramp

3 Makeshift Mannequin
3 Shriekmaw

4 Broodmate Dragon
4 Kitchen Finks

4 Civic Wayfinder
4 Cloudthresher
4 Gift of the Gargantuan
4 Rampant Growth

4 Banefire
3 Volcanic Fallout

4 Fire-Lit Thicket
8 Forest
2 Mountain
4 Savage Land
1 Swamp
4 Treetop Village

sideboard:
4 Anathemancer
1 Shriekmaw
1 Terror
3 Caldera Hellion
1 Volcanic Fallout
4 Primal Command
1 Karrthus, Tyrant of Jund

I have for some time been a vocal opponent of the Garruk Wildspeaker version of Jund Mana Ramp as slow and clunky and overly vulnerable to Faeries. Heads up I am not convinced that Garruk does anything … Though it is obvious that the potential for a Violent Ultimatum fueled by the Fertile Ground + Garruk + seven drop draw that only occurs on daytime soap operas is quite the boogeyman. Before I get into details (and what today’s title means), I will address Luis’s paragraph on Jund Mana Ramp…

I would agree that this deck probably doesn’t want to get in a Cruel Ultimatum fight with Reflecting Pool Control. However that has not historically been a problem, and I anticipate it to be less of a problem this coming weekend. At New York States last year, I handily dispatched every Reflecting Pool + Cryptic Command deck I played in that tournament, albeit with the help of Mind Shatter + Gutteral Response (which was like the simpler, faster, Cruel Ultimatum). Point being, I respect the Ultimatum, but don’t anticipate the matchup as being a huge issue. In fact I would have been very happy to play Reflecting Pool Control all day at States; it was in fact the deck I tested against the most and I felt like I had a superb understanding of how to dominate.

For Regionals I am not sure how to consider the comparison. For one, I think that Reflecting Pool Control is a disaster. Not a disaster for Jund Mana Ramp… like it’s an unplayable time bomb waiting to blow up in the face of whoever has decided to play it. I don’t have Mind Shatter + Gutteral Response any more because I don’t plan to have to have those cards. If I did, I would commit the sideboard space. Instead I have a much improved main deck that can torch the opponent out at will and a sideboard that features the card that I believe should extinct the Reflecting Pool Control strategy: Anathemancer.

I already said I don’t like Garruk Wildspeaker… but I grandly disagree that Cryptic Command is in any way better than Primal Command. Remember I have included Primal Command as a four-of… but a sideboard four-of that only comes in when it is an appropriate tool. I have steadily increased the number of Primal Commands in my sideboard because I really want to draw them in these matchups where I want to draw them (beatdown decks, Sanity Grinding, and the mirror). When I played Blightning Beatdown, there was nothing I wanted to play against more than a deck with Cryptic Command, whether it was Reflecting Pool Control or Fae. In both cases I felt like I was a heavy favorite, and I got to play with Gutteral Response to force mana commitments while I still resolved my threats.

Perhaps in agreement with Luis, I actually don’t think Red Decks are that easy for at least my version of Jund Mana Ramp. I feel like I have a good chance, but I would much rather play Fae or Reflecting Pool Control or certainly G/W Tokens than a Red Deck. That is why I have Primal Command. I want to grind the Red Deck into the floor, and gaining seven life while loading up on Kitchen Finks and Broodmate Dragons is the most appropriate way to do that in this format. Against Sanity Grinding, a Primal Command is actual card advantage, trading for multiple spells the opponent has played, and hwen it resolves, demoralizing the Millstone strategy. And of course in the mirror Primal Command is arguably the single strongest card, setting the opponent back on a comes into play tapped land and putting Karrthus into my hand.

I don’t look forward to playing Reveillark, but I actually think Fae is a very easy matchup for this version of Jund Mana Ramp. I lost to Fae to miss Top 8 of States, but I think that that deck — and even more this deck — were and are heavy favorites against Faeries. In fact, I think that my version of Jund Mana Ramp is a nightmare for most Faeries players. I side into eight copies of Volcanic Fallout and Cloudthresher (seven starting) and I have very little dead weight (only Shriekmaw) and no obvious targets. The paths to losing are being manascrewed or the opponent drawing multiple uncontesed Mistbind Cliques. I respect the latter, though, and am considering playing a second Terror in the sideboard specifically to help deal with this draw.

But Tokens? In our testing B/W Tokens can be competitive but Jund is the favorite; I don’t think G/W Tokens has very much of a shot. Testing online (where admittedly G/W Tokens doesn’t have Dauntless Escort yet we have yet to drop a game. Will Dauntless Escort matter? Sure! It will have a non-zero impact but we don’t tend to rely on sweeping the opponent to win, more dominating with tempo plays until we can get the opponent to concede with Broodmate Dragons.

So we’ve already decided that Luis must have not been talking about us when he made his comment. After all, he invoked the name of Garruk Wildspeaker. But would he dislike our deck anyway? I think maybe not.

You see our version of Jund Mana Ramp isn’t a mid-range control deck. I think that that is the source of the misunderstanding. Jund Mana Ramp — ours anyway — is a Tinker deck (in the sense of “Finding the Tinker Deck”). This is a deck that is full of mana and bombs. It doesn’t really seek to interact with the opponent’s cards like most mid-range control decks so much as to dominate them. I don’t want to get a one-for-one on a Thoughtseize; I want you to commit four mana to your Wilt-Leaf Liege so that I can get a two-for-one on you with my Makeshift Mannequin. Once I hit turn five or six I am going to tap out for a card every turn, each copy being more dramatically powerful (not necessarily “better”) than any card in your deck.

That is not a “mid-range” strategy. That is a power strategy.

Is interesting because Luis’s passion in argumentation comes as someone who sees himself as having “recovered” from the plague of mid-range mediocrity. I would reiterate that I very much respect his opinion and recent accomplishments, but would argue that his stiff-backed model may ultimately lead down a path of inflexibility. Mid-range can be sub-optimal in some rooms (especially formats with good Extended options), but be the absolute best deck to play in other rooms. It might tend to be wrong, but removing mid-range from our palettes in its entirety teaches us essentially nothing. Magic is a game of options, and the players who preserve their options tend to be the most successful. Mid-range (even if the deck at hand is not necessarily mid-range) is just another tool to be used or left in the drawer. I see no reason to remove it entirely.

LOVE
MIKE

Detailed Jund Mana Ramp Testing

You probably know that Will Price (aka @sloppystack), Brian David-Marshall (aka BDM aka @Top8Games), and I did some playtesting with Jund Mana Ramp earlier this week. This post is going to be relatively detailed information on that testing, but you can get more information on what we have published so far by…

To make a long story short, I tested out a couple of different decks, including the more Cascade-centric Ramp deck I talked about here last week, Borderpost Tezzerator, and good old Reflecting Pool Control; Will liked the Jund Mana Ramp deck we talked about during the BBQ Podcasts from two weeks ago best and convinced me to spend more time on that deck, particularly as we were having a hard time going Ultimate on Tezzeret due to the cheap damage sources available in Standard.

That deck originally had Bloodbraid Elf… but I cut it the night before live / live Twitter testing after I had flipped one of the two main deck Banefires.

“Never again.”

Banefire was like the best card in the deck!

Ultimately, this was the list I ran in testing:

Jund Mana Ramp

3 Makeshift Mannequin
3 Shriekmaw

4 Broodmate Dragon
4 Kitchen Finks

4 Civic Wayfinder
4 Cloudthresher
4 Gift of the Gargantuan
4 Rampant Growth

4 Banefire
3 Volcanic Fallout

4 Fire-Lit Thicket
8 Forest
2 Mountain
4 Savage Land
1 Swamp
4 Treetop Village

We didn’t test sideboards, but if I were to play Regionals tomorrow, 1) I would definitely play this deck, and 2) this is the sideboard I would play:

4 Anathemancer
1 Shriekmaw
3 Caldera Hellion
1 Volcanic Fallout
1 Terminate
4 Primal Command
1 Karrthus, Tyrant of Jund

I decided to play Primal Command over any Mind Shatters. With eight Cloudthreshers and Volcanic Fallouts, you simply don’t need to max out on Mind Shatter and Gutteral Response to beat Faeries like you had to for the States-era version of Jund Mana Ramp. Anathemancer does the same duty against Reflecting Pool Control. Anathemancer is simply irresistible in a long game, especially in concert with Banefire, another tool we did not have at States. Moreover you kind of need two Swamps to run Mind Shatter (I tested tonight on MTGO with no new cards to confirm this)… and I don’t really want to play another Swamp.

The bigger shift was to remove most of the Terminates in favor of Caldera Hellion. The reasons are twofold. First of all, while it is pretty easy to play Shriekmaw or Banefire, and you usually have the mana for Broodmate Dragon… Terminate under pressure is another matter entirely at BR. I might cut them all and play a Lash Out, Terror, or even Murderous Redcap (RR being pretty easy to play thanks to Fire-Lit Thicket). You can’t play a filter land to get BR because Graven Cairns doesn’t filter Green mana. Caldera Hellion is pretty exciting, and should help give the deck a nice lift against G/W Tokens.

Anyway, back to real-life testing.

The first matchup was me on Jund Mana Ramp, Will on B/W Tokens. I am not 100% sure on the version, but I believe it was either a deck that Luis Scott-Vargas posted or the PTQ winner from the first week of the current Standard season. In either case, the deck was an evolution from “regular old” B/W tokens to incorporate Ajani Goldmane + Persist (Murderous Redcap and Kitchen Finks).

For reference:

3 Glorious Anthem
3 Plains
1 Swamp
3 Zealous Persecution
3 Caves of Koilos
3 Path to Exile
4 Fetid Heath
3 Cloudgoat Ranger
2 Marsh Flitter
3 Ajani Goldmane
4 Windbrisk Heights
4 Bitterblossom
2 Mutavault
4 Knight of the White Orchid
4 Tidehollow Sculler
3 Arcane Sanctum
3 Kitchen Finks
4 Spectral Procession
4 Reflecting Pool

Sideboard
2 Wrath of God
2 Identity Crisis
3 Mark of Asylum
2 Celestial Purge
3 Thoughtseize
3 Wispmare

Will and I traded the first four games, with the player going first winning each one. I felt like I could have won either of the games that I didn’t win in the first four, and Will felt like he definitely should have won the first game I won (it was a lethal Banefire off the top). I eventually broke serve on a game where Will had both lands and spells but where B/W as a non-Blue, non-Green, yet reasonably mana-intensive deck (WWW, BB, etc.) showed one of its vulnerabilities… Will hit his first four land drops but did not do anything to make me care. Meanwhile I kept a one-land six-card hand on the draw, but with a Rampant Growth and two Civic Wayfinders. These cards vastly improved my board position (especially with Will doing nothing) until I was dropping Dragons. I won the other two games on the play in the first seven, and we called the match at 5-2 in favor of Jund Mana Ramp.

Why did we call it at 5-2? This is something I got from playtesting with Zvi for Worlds last year. This was a matchup where both of us were enamored of one of the decks, and where the opposite deck did nothing to shake our interest. Since we didn’t really care about the performance of B/W as it was not dramatic, it was more efficient to move on.

The B/W matchup is a pure “Trish” matchup. Basically from Jund side you want to survive and get lots of two-for-ones. Your cards are so vastly superior to the B/W cards that they can’t possibly win outside of early Stage Two unless they lock you with Ajani. So the goal is just to trade. Eventually you will crush them with Cloudthreshers and Broodmate Dragons and Banefire for nine. So basically it is a default for Jund to win. The two games Will won were:

  1. Thoughtseize-into-Tidehollow Sculler: He correctly ignored my early game acceleration and just took my bombs. So when I got to six lands, I had nothing to do.
  2. Double Tidehollow Sculler: He slowed me down and got super duper Spectral Processions. My Broodmate Dragons were too small!

My favorite kill was probably when Will took my Cloudthresher with Tidehollow Sculler, I drew and passed against his Cloudgoat Ranger and Spectral Procession tokens. He attacked with all and I revealed that I had drawn another Cloudthresher, cleared the board, and followed up with a big Banefire. This was particularly super awesome as I also neutered Ajani

The next matchup was against B/G Elves, which was a Top 8 finisher in the first PTQ; according to Will and his partner in crime @zielend B/G Elves is also one of the top finishers in big MTGO events.

For reference:

1 Swamp
4 Forest
4 Llanowar Elves
4 Maelstrom Pulse
2 Lord of Extinction
4 Llanowar Wastes
3 Noble Hierarch
4 Twilight Mire
4 Gilt-Leaf Palace
3 Profane Command
2 Eyeblight’s Ending
2 Cloudthresher
4 Wren’s Run Vanquisher
2 Mutavault
3 Chameleon Colossus
4 Civic Wayfinder
3 Kitchen Finks
4 Wilt-Leaf Liege
4 Treetop Village

Sideboard
4 Shriekmaw
2 Primal Command
3 Avatar of Might
2 Necrogenesis
1 Kitchen Finks
3 Pithing Needle

The testing was kind of strange.

I won the first three games with B/G Elves.

We switched decks.

I won the next three games with Jund Mana Ramp.

We tried to analyze why this might be (I mean other than my being super awesome); but I actually won one of the B/G games on a mulligan to four, and I shipped to Paris five times in the three games I played from Jund side! This is actually quite telling as I realized what was going on from playing both sides and consistently shipped not just to land and spells, but any Shriekmaw. Basically if you draw a Shriekmaw it is quite easy to beat B/G Elves from Jund side.

From B/G Elves side I elected to play B/G as a singular big threat deck rather than as a swarming deck. That is, I would attack with one Chameleon Colossus or Lord of Extinction rather than exposing myself to getting blown out by Volcanic Fallout.

At this point BDM sat down with us and helped play Jund from Will’s side. The main contribution he made was to torch any and every mana accelerator I played; with Brian’s help Will won the last three games 2-1. This led to a 5-4 lead for Jund Mana Ramp over nine games, with essentially no pattern based on who went first. However from playing both sides I think that Jund should be the heavy favorite.

Just look at the sideboards. Jund gets the fourth Shriekmaw and as much removal as it likes. It would be a complete blowout if Jund actually got ahold of more Terminates, but you can only do what you can.

Tonight I played several matches with Jund (albeit with no new cards in the sideboard) and finished my session at 4-1 or 5-1 with the only loss being to Faeries. I might have won actually. I kept a one-land six-card hand on the draw in Game One and conceded in frustration when my opponent hit Bitterblossom, Jace Beleren and I still hadn’t played my second land. It turns out I had multiple lands and a Volcanic Fallout on top (I obviously kept a hand full of acceleration and two-for-ones)… I actually think I could have gotten out of it. I took Game Two, and lost Game Three on a judgment call. Basically my opponent passed with three mana up and I had six mana on my turn with Cloudthresher and Broodmate Dragon in hand. I was annoyed at his double Vendilion Clique draw, which had robbed me of a ‘Thresher and Makeshift Mannequin and thought I could resolve my ‘Thresher main. He had not shown me Broken Ambitions in the first two games, so I decided if he had Remove Soul there was nothing I could do about it. Of course my original plan was to test-spell the ‘Thresher at the end of his turn and untap into the Broodmate, but like I said, I hadn’t seen Broken Ambitions.

He had Broken Ambitions.

The game took a bit longer, and I was one turn off of winning with Banefire, but he ended up having me to -2 as I failed to draw either a third Cloudthresher or a Volcanic Fallout to stall. All that said, I feel like Faeries has to be a winnable matchup with the package we plan to present.

More before Regionals,

LOVE
MIKE

Eight Matches with Blightning Beatdown – Part 1

Wherein Michael J. Flores discusses the beginnings of his preparation for the upcoming Star City Games $5000 tournament in Philadelphia, PA. This article features initial deck selection, card choices, and testing with a modified version of Blightning Beatdown.

So there is a big Standard tournament coming up the first week of December.

It is a Star City Games $5000 tournament (you know, the kind Alex Bertoncini always wins) in Philadelphia, PA. I lived in Philadelphia for four years, and won my first PTQ there with a heavily metagamed B/R Necropotence deck.

Aside:

Recently, over at Top 8 Magic, I have been thinking a lot about my deck selection over the past couple of years. It all started when Brian David-Marshall accused me of being the Greenest One of All in a recent Top 8 Magic Podcast. [In case you haven't been reading Top 8 Magic... which you should be] I have been some kind of Green in 80% of my last 20 individual Constructed tournaments. I even did a spreadsheet breakdown.

Yep, down 199 rating points over that time period.

On balance, the twenty individual Constructed tournaments before those I was Green only about 1/3 of the time. Instead, I was up 146 points, qualified for two Constructed Pro Tours, crushed a late summer Standard with my U/W “Wafo-Tapa” deck that won five straight NAC Qualifiers (Steve Sadin, Julian Levin, yours truly, some guy not in our crew, and Chad Kastel), finished Top 16 in that respective NAC, and of course finished two-then-one in the New York State Championships in consecutive attempts.

I am not 100% down on Green at all (in fact, Critical Mass was one of the best decks I ever developed, hands down)… But I think Brian probably has a point that I am biased towards Green.

But not in Philadelphia; when I won that PTQ, it was with B/R.

End aside.

Speaking of B/R, I have been heavily impressed with Oscar Almgren’s Blightning Beatdown since I first stumbled upon it and made the initial Blightning Beatdown videos.

At the pre-States Top 8 Magic Mock Tournament, Brian David-Marshall kicked all kinds of bum with Matt Ferrando’s version of Blightning Beatdown — which didn’t even have Bitterblossom or Demigod of Revenge if you can believe THAT — and recommended it for States on basis of our previous Mock Tournament prognostication with Jushi Blue, B/W Deadguy Ale, &c.

However for myself, Josh Ravitz had already [physically] made me my Jund Mana Ramp deck and told me he would punch me in the face if I didn’t play it. Josh himself, though, smartly switched to Blightning Beatdown! He finished a match out of Top 8 in New Jersey, parallel to me.

So anyway, based on many factors — including a deliberate effort to broaden my color choices, my frustrations with playing Reflecting Pool Control mirrors, and my hatred of plus desire to quash the First Among Equals — I decided to at least try out Blightning Beatdown as the initial weapon of choice. I really love this strategy and its combination of pressure, domination over the Fae, and the namesake card Blightning itself.

For reference, here is Oscar Almgren’s original LCQ-winning version:

4 Bitterblossom

4 Ashenmoor Gouger
4 Blightning
4 Demigod of Revenge
4 Figure of Destiny
4 Goblin Deathraiders

4 Flame Javelin
4 Incinerate
4 Tarfire

4 Auntie’s Hovel
4 Ghitu Encampment
4 Graven Cairns
4 Sulfurous Springs
5 Mountain
2 Reflecting Pool
1 Swamp

Sideboard
4 Infest
4 Thoughtseize
3 Everlasting Torment
4 Magma Spray

This is the deck that I tested for this exercise:

4 Bitterblossom

4 Blightning
4 Demigod of Revenge
4 Figure of Destiny

4 Flame Javelin
4 Hell’s Thunder
4 Incinerate
4 Mogg Fanatic
4 Tarfire

4 Auntie’s Hovel
4 Ghitu Encampment
4 Graven Cairns
4 Sulfurous Springs
5 Mountain
2 Reflecting Pool
1 Swamp

Sideboard
4 Infest
3 Thoughtseize
4 Gutteral Response
4 Everlasting Torment

Here are the modifications I made for this one:
-4 Ashenmoor Gouger; +4 Hell’s Thunder
-4 Goblin Deathraiders; +4 Mogg Fanatic

I like the relentless pressure that Hell’s Thunder gives you when you already have a little momentum. Neither 4.4 for three mana is particularly good against beatdown, but the Shards of Alara option is a much better racer. Ashenmoor Gouger is better against the Fae, but Hell’s Thunder is much better against Reflecting Pool Control. Those are obviously the two most popular decks, and the First Among Equals is already a cakewalk, so I wanted to err leaning the other way.

Josh played Goblin Deathraiders at States, but no Tarfire. Basically both of us — and Oscar himself — all ran some combination of these Goblin cards. I just wanted more fast action (which might be in slight conflict with this deck’s Ghitu Encampments and annoying basic Swamp).

I borrowed Oscar’s mana base in the entirety; no complaints so far, really, other than I mulligan more than I am used to and I don’t particularly love the Swamp; on balance Josh loves the Swamp and says you might need 26 lands in this strategy (I don’t know if I am that brave, though).

As for the sideboard modifications, I really wanted to play with Gutteral Response because the only way the Fae can get out of your tempo games is usually with multiple Cryptic Commands, and Gutteral Response v. Cryptic Command is about the best fight you can expect in Standard. I really don’t like Magma Spray and if you are already playing Everlasting Torment, I just don’t see the value in it; those are the side justifications.

A brief card breakdown:

Bitterblossom
Unsurprisingly, the best card in the deck. It feels so much better in this deck than in the Fae. I really like the pressure this card provides against control — which typically operates in that old school “remove the threats” way even in 2008 — allowing you to sit back and set up with burn spells. Just such a great card… which is why I and everyone else hates it so damn much. But hey, if you can’t beat ‘em, join ‘em!

Blightning
Probably my favorite card to play in the deck. You just feel so powerful resolving this on turn three. Do you realize it only does one fewer damage than a Flame Javelin? Ka-pow! My favorite play is attacking with my 2/2 Figure of Destiny on turn three with mana open, and playing the chicken game. Nope; let’s go to damage. Grumble Grumble. Here, have a Blightning. Grumble Grumble.

Demigod of Revenge
Ferrando didn’t play this card at all! Honestly I don’t play it very much on account of stalling. It is still like the best big guy in Standard, and one of the scariest possible threats against any kind of Counterspells.

Figure of Destiny
Obv.

Flame Javelin
Obv.

Hell’s Thunder
As above; we replaced Ashenmoor Gouger with this guy, 4/4 for three for 4/4 for three. Ashenmoor Gouger is mostly better against Faeries and Hell’s Thunder is mostly better against Reflecting Pool Control. Of the two most popular decks, one is a near bye. So we went with the card that was / is better against the other one, that is more likely to tap out for a Firespout / Wrath of God and give you an open to brain for four.

Incinerate
This is probably my least favorite card in the deck. I can see going to two copies for 26 lands per Josh’s suggestion, and / or swtiching to Lash Out. But no official changes as of yet.

Mogg Fanatic
Mogg Fantastic! I re-added this to the strategy (if you recall my pre-States Demigod Deck Wins videos all featured Tattermunge Maniac) based on the Brett Blackman video. He could not stop ranting about how bad Mogg Fanatic is for Faeries. In.

Tarfire
I actually have loved this card so far. Not powerful, but a Goblin for my Auntie’s Hovels… and it works nicely with this deck’s often tight mana.

As for testing format, I decided to do eight rounds in the Tournament Practice room as an initial run.

But we’ll have to look into those games tomorrow!

LOVE
MIKE

Thoughtseize v. Rampant Growth – Fight!

This is the follow-up to “You Make the Play – How Do You Spend Your Thoughtseize?” … a discussion as to which card a first-turn Thoughtseize SHOULD take given these options…

 

 

I was very interested in what you guys had to say about this one.

For those of you who have not read the responses to You Make the Play – How Do You Spend Your Thoughtseize, the Five With Flores readership came out heavily in favor of nabbing Gift of the Gargantuan over taking Civic Wayfiner… and not a one [at the time of this writing] said he would take the Rampant Growth.

I really enjoyed reading how you guys puzzled through this problem. There were some very well thought out responses and if you haven’t read through them, I recommend all of them, but especially starwater, Gifts Ungiven, and Private_Dream.

So this is what happened in real life: My opponent and I were playing for 6-2 at best and despite the slight chance for Top 8 it was a very friendly match. I was frankly quite surprised at having pulled out Game Two given I had kept a slow, two land hand, especially as he stole my Rampant Growth on turn one.

When I showed him my hand, I secretly wanted to keep the Rampant Growth… But this is because of the curse of patterned behavior. One of the things that I am really going to work on — and I am going to encourage anyone reading this blog to work on — is to break this lazy and comfortable “autopilot” approach to the game. In those rare tournaments where I have done exceptionally well for myself, I can always pick out a couple of rounds that I won specifically because I did not do what my mana said to do… Just think of how many times you miss Top 8 by one game or so, and cross-reference with this statement.

So what if Rampant Growth is the only thing I can play on turn two? It doesn’t really get me anywhere unless I immediately rip Chameleon Colossus [remind me to bring this up when I do the response-to-the-responses for the first You Make the Play].

But I think consciously I knew Gift of the Gargantuan was the strongest card in my hand [for him to pilfer with Thoughtseize] and I actually suggested he take it. Did he think I was running the Jedi Mind Trick? Like I said the game was friendly, so I don’t know that he thought I was trying to fool him. He probably also fell into the same pattern as my “secret wish” and took my Rampant Growth in order to deny turn two action; no, I didn’t immediately pull the Chameleon Colossus, but I did get a little action over the next couple of turns just off the top of my deck.

In fact, after my Civic Wayfinder, I didn’t have time to play my Gift of the Gargantuan for three or four more turns, and when I did, I was already ahead just thanks to the top of my deck.

So what is the right choice?

I think that Rampant Growth — which is what I secretly wanted to keep and what he ended up taking — is the weakest candidate. It is only relevant if I get Chameleon Colossus right away.

From my deck’s perspective, I will generally play Civic Wayfinder before playing Gift of the Gargantuan for two reasons: 1) I want to get some board presence so I can start attacking as soon as I can, and 2) I like Thawing lands out of my deck before playing Gift so that I can increase the chances of a relevant two-for-one (even if you are generally favored to get a two-for-one, Thawing a Forest out of your deck increases the chances of scoring with a Treetop Village for instance). In that sense, it is not only faster at affecting the game, it might therefore be “better” in this game.

From the Fae deck’s perspective in the abstract, Civic Wayfinder is not really a relevant threat. It is a a Balduvian Bears stapled to a Lay of the Land… “card advantage” for Green, but not something the Fae need typically to worry their winged boots over, at least not by itself.

However, given how much the Jund Mana Ramp side favors the Civic Wayfinder over the Gift of the Gargantuan, I would seriously consider taking the 2/2. Remember that the humble Wayfinder is also a “two-for-one” and a more consistent [two-for-] one at that. At least half of “interactive” Magic: The Gathering is denying the opponent what he actually wants to do, not just doing what you want to do (and maybe more).

In fact, in writing this post, I actually reversed my opinion (which was originally Gift of the Gargantuan)! Imagine how slow the Jund Mana Ramp side will be with no turn two, and no board position on turn three (just a potential two-for-one, not even guaranteed). Fae should have some kind of response by turn four, right?

I am going to ask Blackman (Fae Champion of the Commonwealth of Pennsylvania)… But believe it or not, I now think the right answer is Civic Wayfinder!

LOVE
MIKE

Discuss of course.

You Make the Play – How Do You Spend Your Thoughtseize?

An all-new, all-different You Make the Play: What play would you make? What play do you think he made? What is the right play?

The situation:
Round Eight of the New York State Championships.

You are playing Fae, consensus best-or-second-best deck in the format.

Game One you won against a donkey with a Jund Mana Ramp deck utilizing some combination of Bitterblossom, Spellstutter Sprite, Mistbind Clique, &c. You know, how your deck rolls.

Game Two was highly improbable. Your opponent kept a hand full of expensive spells, but only two lands and a Rampant Growth. He could theoretically start playing his ponderous three mana spells (Civic Wayfinder, Kitchen Finks, stuff like that) if you let him play the Rampant Growth. Strategically, you took it with a first turn Thoughtseize.

Donk slumped back in his chair. No action.

Yep, he missed his third land drop, too. He had nothing going on.

Yet somehow he topdecked a land or two and managed to draw out of it.

The rest of the game went a long murder of Chameleons, Cloudthreshers, & Finks; from your side a succession of Puppeteer Cliques keeping you alive by slowing down the Chameleons. Your Mistbind Cliques took forever to show up… Not until after he resolved a Mind Shatter with Gutteral Response backup. The game was long and increasingly awkward from both sides — with your blocking way too many times with Bitterblossom tokens — but he eventually pulled it out by attacking over and over.

So onto Game Three…

You are on the play and open up on Thoughtseize.

This is what you see:

He has four assorted lands [note: I don't really remember what lands they were. -MichaelJ]; you can take one of…

    Civic Wayfinder
    Gift of the Gargantuan
    Rampant Growth

Wow, a relatively slow hand. This is your opportunity to lock up 6-2 and potentially sneak into the coveted last spot in the Top 8.

Once again you have the opportunity to snag a first turn Rampant Growth, the only play he can make before turn three.

But… What card do you take?

LOVE
MIKE

You Make the Play – “Solution”

So this is the follow up to Thursday’s post about what to do on turn three. If you haven’t read it, check this out first: You Make the Play

I was actually quite proud of myself that I broke patterned thought and “slowed down” with the “turn two” play of Rampant Growth on turn three… I went for Swamp like most of you said you would.

But what is our strategy here? By what tactics will we accomplish our goals?

In this matchup we want to minimize creature damage. We want to keep him contained so that even if he rips the combo, it won’t immediately kill us. Our resources are limited… but so are his, so the short term objective is to get a two-for-one on your Firespout or Jund Charm. How do we ensure a two-for-one? How do we preserve card advantage?

I feel there is no point in playing the Civic Wayfinder at all at this stage.

However, there might be an even better play hiding in our options… an no one suggested it.

Josh Ravitz says to say “Go.”

That’s right, do nothing. But sulk.

Play possum. I’m stuck on two Forests. Do your worst. Give him a bad beat story for later.

The plan is to play Firespout next turn regardless. We are likely to pull off the two-for-one. But what if we play dead? Will he over-commit? We have the maximum chance of a three-for-one if we sit. Think about it.

What do we get from a Rampant Growth? Very little. In this game we are not on a harsh time limit. We are not going to play Chameleon Colossus next turn (probably). We are going to play Firespout. We can play Firespout with the resources at hand, in hand, and already on the board. The difference is that we can put the ball in the opponent’s court for additional card advantage extraction.

Why commit Civic Wayfinder if we are just going to blow everyone up?

Don’t we want more opposition coming to the party?

I think Josh makes a very compelling suggestion, and not obvious at all.

I don’t know if there is a right answer, but if I had the same situation again, I think I would pretend to be manascrewed. This one is not a resource race. If you kill their guys, you are likely to succeed.

I’m sure most of you find that “solution” thought-provoking, at least.

Did you like this type of problem?

Thanks for reading,

LOVE
MIKE