Things I have learn’t about the Modern Metagame: Part 2

Warning: This post contains serious Magic: The Gathering talk and will probably make me seem lame in the extreme to anyone who has never played.

Okay, so here is part two of my adventures into the world of modern. I’ve been getting better at piloting my deck and have learned more things, played some of the more common archetypes. I’ll list some of the things I’ve played against in vague order of how much I have played against them

1. UWR. This thing is a monster. Card advantage from Think Twice and Sphinx’s Revelation, Ajani Vengant, Path, Burn, Countermagic. For those who have never played it, it’s essentially the most insane Counterburn deck. It’s kills all your guys, draws a ton of cards, then beats the crap out of you with Manlands. Then it plays Snapcaster and does it all again.  My match up isn’t as bad is it could be, as I have Tectonic edge and ghost quarter to kill Celestial Colonnade, then 4 things that are Pro Red in my sideboard. I tend to be able to get damage through in the first couple of turns and then it all comes down to whether I can get a threat to stick. Most of the times I have beaten UWR come from flashing in a Hero of Bladehold off an aether vial when they tap out to deal with something else. Vial is very, very important in this match up. It is beatable, but I cannot afford to misplay against this.

2. Eternal Command. This is similar to UWR, but instead of the white and the manlands it has Tarmagoyf and Eternal Witness, Aether Vial and Thirst for Knowledge. And Clique. While it is a little weaker on the straight up control, it has a bit more punch and has the possibilty of reccuring Cryptic Command over and over. Vial is important but vulnerable to bounce. The All-Stars here are Serra Avenger and Mirran Crusader. If I can get either of these to 4/4 it become difficult Eternal Command to deal with them. Honor of the Pure+ Serra Avenger has beaten this deck almost singlehandly before. Easier to beat than UWR, but that just because I can go up to 4 Pro greeen and 4 Pro red cards at once. Still, it’s another monster of a deck.

3. Kiln Fiend. From monsters of a deck, to something that is just kinda bad. An all in deck that wants to play a crap ton of spell and either exile them to Nivmagus Elemental or 1 shot kill with a kiln fiend. If I can get a blocker or two down they run out of steam. Flickerwisp takes the counters off Nivmagus and unless they double Kiln Fiend I can usually get enough blockers down to prevent an early demise. Or just killing their guy works too. I see a lot of this deck and rarely lose to it. .

4. Dredgevine. This is difficult, doubly so because I have no graveyard hate at all (need some Rest in Peace), but modern dredge is currently very inconsistant from the bannings of a couple of key cards. When I played they have had hideous turn 3 boards with 6 or 7 guys sometimes, then others they have no guys at all. They all seemed to be running City of Brass too and did a lot of damage to themselves. Not much to say here, other than that Mirran Crusader craps all of this deck. Just gotta hope they don’t nut draw and deploy some threats that bypass all the vines, zombies and other crap that get vomited out from the graveyard.

5. Weird, Elf, ritual combo thing. I’ve played a few versions of this. I didn’t even know it was a thing. Some used storage lands, others just rituals. The aims seems to be to create a bunch of mana and all seem to use Bogardan Hellkite as their threat. I lost to this a few times, just from not knowing what it was, but if I can pseudo-strip mine their lands and kill elvish archdruid, it’s all good.

6. Crypt of Agadeem cycling thing. Cycle a bunch of black dudes, make loads of mana with Crypt of Agadeem. Not good against 4 Ghost Quarter, 4 Tec edge.

7. Burn. Only played this once. Boarded in lots of Pro red stuff and Timely reinforcements. Stomped them.

8. Melira Pod. This thing is a bitch and I only had one match against it. I haven’t played against the full power Kiki, Pestermite, Exarch one that wins out of nowhere either, I played a Melira, Viscera seer, Murderous Redcap combo one. And the guy playing it was bad. Even with all this I still only just won. Kitchen finks+Melira is ridulously unfair. When you add Viscera seer it gets worse. I basically have to draw leonin arbiter and hope it doesn’t die.

That’s about it. I’ll post more as I play more things.

I’m really enjoying this deck. It’s very resiliant and has much better control match ups than traditional aggro. Still needs 4 Thali and 4 Path to Exile, but I don’t really know what I would cut. And maybe a couple of Rest in Peace. Oh, and maybe some artifact destuction. I’m considering extra Flickerwisps too, but some games they are poor at best, while others they are amazing.

If you have any ideas I’d be interested. I’ll post the decklist below.

4 aether vial
1 flickerwisp
1 ajani, caller of the pride
2 eight-and-a-half-tails
3 hero of bladehold
1 judges familiar
4 leonin arbiter
3 mentor of the meek
4 mirran crusader
4 serra avenger
2 student of warfare
4 honor of the pure
4 sunlance
1 oblivion ring
4 ghost quarter
4 tectonic edge
13 plains
1 ethersworn canonist

2 burrenton forge-tender
2 celestial purge
1 ring of thune
2 kor firewalker
1 mentor of the meek
1 rule of law
2 tempest of light
4 timely reinforcements

Things I have learn’t about the Modern metagame: Part 1

I enjoy Magic: The Gathering. And like anything I enjoy, I want to be good at it. Don’t mistake this for being super competetive, I don’t need to win all the time. But I like to be good at whatever it is I’m doing.

So, I’ve been playing modern (one particular format for any non-mtgers) on Magic the Gathering Online. Just playing against randoms and trying to learn the metagame a little, so maybe I can eventually enter some random events. I’ll write some of my learnings up and maybe make a little series of it.

For those who are interested I’m playing a version of White Weenie Hatebears. I’ll post the deck list at the bottom.

So tonight’s learnings are:

1. Timely Reinforcements is really, really good againt Sucide Black

2. Sunlance is not as good as Path to Exile, this should be obvious.

3. Do not keep one land hands, even with Aether Vial

4. DO NOT KEEP ONE LAND HANDS, EVEN WITH AETHER VIAL

5. Open the Vaults is a thing and I need to figure out how to beat it.

6. Restore Balance is a thing and I need to figure out how to beat it.

I think that is it for this evening, I’ll do another post when I learn more things.

Here is the list:

Mainboard

4 aether vial
1 ring of thune
1 ajani, caller of the pride
2 eight-and-a-half-tails
3 hero of bladehold
1 judges familiar
4 leonin arbiter
3 mentor of the meek
4 mirran crusader
4 serra avenger
2 student of warfare
4 honor of the pure
4 sunlance
1 oblivion ring
4 ghost quarter
4 tectonic edge
13 plains
1 ethersworn canonist

Sideboard
2 burrenton forge-tender
2 celestial purge
1 flickerwisp
2 kor firewalker
1 mentor of the meek
1 rule of law
2 tempest of light
4 timely reinforcements