Monday, July 18, 2016

Saints and Sinners - WMCQ Report Part II

Welcome back everyone to another blogpost on Petals of Insight and part two of my WMCQ report. Last time, we left off at the final list that I ran for my WMCQ, but how did I get there? I did mention that I initially tried to blend the Nahiri Control lists with Jeskai Flash, and that, in itself, was quite a failure. There was just no way to have the amount of removal, creatures, draw, and Planeswalkers that I wanted. For example, if I wanted more Nahiri, the Harbingers, I would have to cut Ancestral Vision or Lightning Helixes, or some of the creatures.

If Vision left, my Midrange/Control match ups, like Jund, would suffer as I wouldn’t be able to grind them out as efficiently, and overpower them in the later stages of the game. If Lightning Helix left, I would be giving up percentage points against Aggro decks, especially of the Little Zoo variety. Going down to three Geist of Saint Trafts or taking out Serum Visions, consistency and card velocity. I would see Geist—the most important card in the deck—less often, ergo, I wouldn’t be able to close out games as efficiently, therefore, less wins. No Serum means I would see some cards less often as well, not to mention I’d have less control over what I can draw over the course of a game.

There was no clear cut way of building this deck. The following decklists are the first couple of rough drafts.

Jes-Geist Nahiri v1.0

1 Restoration Angel
2 Goblin Dark-Dwellers
4 Snapcaster Mage
4 Geist of Saint Traft
 
1 Elspeth, Knight-Errant
3 Nahiri, the Harbinger

1 Anger of the Gods
1 Cryptic Command
3 Ancestral Visions
4 Path to Exile
4 Lightning Bolt
4 Lightning Helix
4 Serum Visions

1 Mountain
1 Sulfur Falls
2 Steam Vents
1 Sacred Foundry
2 Plains
2 Arid Mesa
2 Hallowed Fountain
1 Celestial Colonnade
2 Ghost Quarter
3 Scalding Tarn
3 Island
4 Flooded Strand

Jes-Geist Nahiri v1.5

1 Emrakul, the Aeons Torn
3 Restoration Angel
4 Snapcaster Mage
3 Geist of Saint Traft

4 Nahiri, the Harbinger

1 Supreme Verdict
2 Mana Leak
1 Remand
2 Spell Snare
1 Electrolyze
4 Path to Exile
4 Lightning Bolt
2 Lightning Helix
4 Serum Visions
 
1 Mountain
1 Sulfur Falls
2 Steam Vents
1 Sacred Foundry
2 Plains
1 Arid Mesa
2 Hallowed Fountain
2 Celestial Colonnade
2 Ghost Quarter
3 Scalding Tarn
3 Island
4 Flooded Strand

Jes-Geist Nahiri v2.0

1 Emrakul, the Aeons Torn
3 Restoration Angel
1 Goblin Dark-Dwellers
4 Snapcaster Mage
3 Geist of Saint Traft


4 Nahiri, the Harbinger


1 Remand

2 Lightning Helix
2 Mana Leak
4 Lightning Bolt
4 Serum Visions
3 Ancestral Visions
1 Electrolyze
4 Path to Exile

1 Mountain
1 Sulfur Falls
2 Steam Vents
1 Sacred Foundry
2 Plains
1 Arid Mesa
2 Hallowed Fountain
1 Celestial Colonnade
2 Ghost Quarter
3 Scalding Tarn
3 Island
4 Flooded Strand

The first list is beyond rough. It was mostly slanted towards an anti-creature strategy with four Helixes and MD wraths. I knew my Metagame was going to be full of Aggro decks of all kinds, ranging from the aforementioned Zoo decks to Infect, Affinity, Elves, and maybe even Bogles, hence decided to start here. I ran this list by a new friend I made while testing on XMage after he saw one of the earlier versions and suggested to put back the counters, and add Emrakul to the creature base. You see, being heavily anti-creature meant I wasn’t going to be able to interact with Combo and Control decks all that effectively, and I knew that, so my sideboard had around 1-2 Dispells and around 3 Negates along with a few other kinds of disruption (Rest in Peace for Living End/Dredge, Aven Mindcensor for Chord of Calling/Scapeshift, etc.). Testing confirmed my friend’s suspicions, I needed countermagic.

To make way for the counters, I needed to cut the Wrath effects which didn’t even make sense to have them in the deck if I was trying to have Geist as a legitimate win-condition. Having Wrath kind of gets in the way of that, right? Like, duh! Remember, though, Nahiri was supposed to be the main win-con. In the same vain, my friend suggested having Emrakul so that Nahiri could ultimate into something other than some Dark-Dweller or Geist. Sensible advice, but in practice, a different story. I won’t lie, it’s pretty badass to ultimate Nahiri, get Emrakul, attack, and then Flash in Restoration Angel to blink the Emrakul. Emrakul comes back untapped and will stick around after the turn ends. It can be quite devastating (if not just win more). I know, because I was at the receiving end of that by a Kiki-Chord player. GG, sir. As for me, I never managed to pull it off. I kept drawing the one Emrakul in very inopportune moments, or Nahiri never got to a point where I could ultimate—Geist kept winning the games for me.


Considering that was the case, maybe the deck should focus more on the Geist itself and less on trying to have both win conditions. That’s when I decided to strip the Nahiri side of the deck and concentrate in getting the Geist into the Red Zone safely. One way to do that was to play many Restoration Angels, however that was proving to be inefficient. Against most decks, Restoration Angel is just a 3/4 flyer. Against other decks, it meant that Geist was dealing four guaranteed damage and coming back for more next turn. A lot of the time, Restoration Angel was unimpressive, yet necessary, therefore she had to go from three, to two, and then down to one. Cutting the Angels meant more space, how do I fill in that space? I wanted another card that could help Geist do its job. And maybe not just help Geist, but also have other applications. At that moment, I went back to the old Zoo deck I played to a 2nd place at a Modern PPTQ last year and borrowed a piece of technology that helped me win through board stalls: Elspeth, Knight-Errant.

She was perfect for the role. She turned Geist of Saint Traft into a 5/5 Flying Hexproof. Meaning that Geist was dealing upwards to 9 damage per turn. In Modern? That’s basically a two-turn clock. Insanely hard to race. And if there weren’t any Geists, there were Snapcasters to turn into 5/4 Flyers, Celestial Colonnades to turn into 7/7s, Dark-Dwellers and Restoration Angels, or she would simply sit back pooping tokens until I could get into a situation where 4/4 tokens would win the game as well. She was the missing piece. Jes-Geist Midrange was starting to shape up:

Jes- Geist Midrange Shell

2 Restoration Angel
1 Goblin Dark-Dwellers
4 Geist of Saint Traft
4 Snapcaster Mage

2 Elspeth, Knight Errant
2 Nahiri, the Harbinger

3 Lightning Helix
4 Path to Exile
4 Serum Visions
4 Lightning Bolt
1 Electrolyze
3 Ancestral Visions

The mana base was mostly kept intact, yet here I was still trying to figure out what counters to put in and how many. I knew I wanted some number of Remands, Spell Snares, and Mana Leak, but didn’t know how many. Additionally, by this point, I had grown very fond of Goblin Dark-Dwellers as it was a big creature that let you double up on Helixes, Paths, and especially Ancestral Recall. I can’t begin to tell you how good playing Dwellers into Ancestral Vision is. Moreover, Dark-Dwellers trades with Thought-Knot Seer if need be, has evasion, and survives most forms of damage-based removal (Bolt, Kolaghan’s Command, Lightning Helix, Anger of the Gods, etc.). All of these things combined, plus the fact that it has four power, meant that it could effectively pressure Planeswalkers and beat almost anything in combat. Blue Moon adopted Dark-Dwellers as its own and, honestly? Maybe Jeskai decks should as well.

I’m not going to pretend that Jeskai was always the “chosen one.” I may have been… slightly unfaithful to it in testing. While Jeskai was leading the charge, I was also testing a Vial-less Bant Geist deck on the side. It, too, was performing very well for me, relying on pretty much the same creatures, removal, card draw, and disruption. I was so impressed with Geist, that it made me wonder… what if I had two Geists? I mean, isn’t Thrun a pretty great card, too? Geist and Thrun working together in perfect harmony. Take a look.

Bant Geist v1.0

1 Thrun, The Last Troll
2 Restoration Angel
3 Tarmogoyf
4 Geist of Saint Traft
4 Snapaster Mage

2 Elspeth, Knigth-Errant

2 Spell Snare
2 Remand
3 Bant Charm
3 Vapor Snag
3 Mana Leak
4 Serum Visions
4 Path to Exile

1 Temple Garden
1 Forest
1 Celestial Colonnade
2 Plains
2 Hallowed Fountain
2 Breeding Pool
2 Tectonic Edge
2 Windswept Heath
4 Flooded Strand
4 Misty Rainforest
3 Island

I was extremely close to playing this at the tournament. Would it had been a better choice? Hard to say yet. This one forwent the Ancestral Vision thinking that between Goyfs, Thruns, and Elspeths would be enough to beat down on the Midrange decks and Control decks in the format. To tell you the truth? It was pretty spot on. Bant Geist has not lost a match against Nahiri Control or Jund, if I recall correctly. My main issue with Bant Geist was that Tarmogoyf was just not pulling its weight, and Restoration Angel is still better as a one-of. Until I find a better replacement for both, I’ll be keeping this deck on the sidelines. As it stands, however, this deck has a lot of potential. Since there’s a Modern PPTQ in August and one more Modern WMCQ in September, it is certainly possible that I will go back to retooling the deck and see if I can get it to where I feel it is nearly perfect.
After that, I got to my current list. Here it is again:

Jes-Geist Midrange v2.0

1 Restoration Angel
1 Goblin Dark-Dwellers
4 Geist of Saint Traft
4 Snapcaster Mage

1 Elspeth, Knight-Errant
1 Nahiri, the Harbinger
 
1 Electrolyze
2 Remand
2 Spell Snare
2 Lightning Helix
3 Ancestral Vision
3 Mana Leak
4 Lightning Bolt
4 Path to Exile
4 Serum Visions

1 Celestial Colonnade
1 Mountain
1 Sulfur Falls
1 Sacred Foundry
1 Arid Mesa
2 Steam Vents
2 Hallowed Fountain
2 Tectonic Edge
2 Plains
3 Island
3 Scalding Tarn
4 Flooded Strand

It was previously mentioned that I did go 3-3, let me disclose, however, that it wasn’t the deck itself. It was in part some play mistakes and sideboard. After spending two weeks testing, I went into week #3 wanting to relax—and so I did. I watched movies, caught up on some sleep, worked, and watched some MTG videos here and there. The deck was incredibly solid, maybe not perfect, but it felt very close to it. Even after going 3-3, the deck still feels near-perfect. 



The sideboard, though, was just a wreck. I couldn’t figure out how to get around some match ups like Dredge, Scapeshift, and random decks like Elves, and what-not. Modern is such an open format, that it is extremely hard to have sideboard game against most decks. In fact, for most of the week, one of the deck I was looking to beat (and I meant consistently beat) was Bant Eldrazi. For some reason, I kept thinking of Control cards that could remove Reality Smashers without having to discard, and ways to get around Cavern of Souls, which made nearly 10% of my deck unplayable. It was until the night before the tournament that I realized I shouldn’t be going more Controlling against them, it was the other way around: I needed to race. The plan was to get a turn 3 Geist, followed by a turn 4 Elspeth, Knight-Errant and smash them down (totally worked, by the way).

By Sunday, however, I still had no sideboard worth its salt yet. It’s Thursday after the tournament and I still don’t have a sideboard worthy of a first place. I ended up with this: 

SB –
1 Elspeth, Knight-Errant
1 Detention Sphere
1 Goblin Dark-Dwellers
1 Dispel
1 Wear/Tear
1 Rest in Peace
1 Spellskite
1 Timely Reinforcement
2 Aven Mindcensor
2 Negate
3 Spreading Seas

Best cards in the sideboard? Spreading Seas, Dark-Dwellers, Negate, Dispel, Timely Reinforcements, and Elspeth. Everything else was all right to decent. Mindcensor was probably the worst of the bunch. I was expecting to face Scapeshift and Chord decks, and the decks were there, I was just lucky enough to dodge them. All in all, I’m not 100% sure how the final version of the deck plays against these decks. Hopefully, by August or September I should have a better idea of how the match ups work. On paper, the match seems to be on my favor, but it is very easy for me to not draw the cards that make the analysis more like fact than conjecture. Finally, is the Mindcensor necessary? Maybe not.

What I’m definitely sure of is that I need two or three Timely Reinforcements for the Zoo match ups. Perhaps a second Spellskite for its usefulness versus Ad Nauseam, Affinity, Infect, Burn, Bogles, even Scapeshift. Additionally, I could potentially replace the Rest in Peace for a Grafdigger’s Cage, and have it come in for the Chord and Dredge match ups. Even though Rest in Peace is great to board in against Living End and Dredge, I already have the former covered with Remands, Mana Leaks, and Negates. Secondly, Dredge isn’t even very popular; at that point, I might as well play Grafdigger’s that hits, not just Dredge, but Chord/Company decks. Moreover, Dredge still brings in Enchantment/Artifact hate, which hits whichever piece of hate I bring in. The match up itself is uncomfortable, yet unpopular enough that I can afford to hedge a bit. Is it a mistake? Probably.

Modern is at a very good spot, right now as it is so open, but makes preparing for tournaments hard. First you need to find a deck you are comfortable with. Then, you have to make sure that deck can exploit a hole in the Metagame. After you’ve found your deck, you have to tailor the main deck to attack and defend from what decks are generally doing by taking advantage of the deck’s flex slots. Once that’s done, comes the sideboard. Modern is full of very swingy sideboard cards. They are usually the go-tos, for instance, Choke. Expect a billion Blue decks vulnerable to Choke? Jam 2-3 into the sideboard. Expect a ton of graveyard reliant decks? Another shoe-in. Affinity? Bring in the Ancient Grudges or Kolaghan’s Commands. And so forth. That’s the nature of the format. However, always remember that as vast as the Metagame is, so is Modern’s card pool. It’s not all about the swingy sideboard cards, but also putting cards that allow you to attack match ups a little differently. Bringing in Elspeth against the Eldrazi decks follows that exact line of thought. 

In hindsight, I think it would have worked well in the Jund match up. For some reason I didn’t think Elspeth would be good in that match up, so I sided her out, and then paid for it with a loss. That was my first loss in the tournament. It went to game three. I managed to stabilized somewhat until my opponent played a Thrun, the Last Troll. Remember when I said that card was good? Well… Yeah. If I had kept the Elspeths in, it was very possible for me to keep the Thrun from hitting me, in turn giving me enough time to draw into Geists and Dark-Dwellers, or any other way to get a board presence that could take to the skies with Elspeth’s second ability and finish the game in short order. Definitely underestimated Elspeth’s strength against Jund.

I’m not going to get in too specific with how each match up went, mostly because I have terrible memory and don’t remember the specifics. I can say that I beat Blue Moon, some weird Mono Black deck, Bant Eldrazi; and lost to RW Land Destruction, Little Zoo, and Jund.



And that, kids, is how I got to Jes-Geist Midrange (It needs a better name, I know). It was a long and grueling process that I will gladly continue doing for every tournament. The next Modern tournament is in August 28th, expect me to be playing since August 1st. Especially since we already had Eldritch Moon come out this past weekend, meaning that the format won’t be changing much from here on. Speaking of which, Eldritch Moon was a pretty fun set to play. Looking forward to drafting it and see which cards make it to Modern and if Standard changes… if at all. 

For the last half of 2016, Collected Company and Dromoka’s Command decks have been at the forefront of the Standard Metagame. With some of the cards coming in from Eldritch Moon, it’s possible that these decks will only get stronger. That said, I do love to brew and there are some interesting cards looking back at me asking me if I’ll be experimenting with them. Eldritch Evolution is just begging me to flash it back with Goblin Dark-Dwellers, for instance. Spell Queller, Collected Company, and Tamiyo seem to all want to work together in the same deck. Will it be a Bant Goodstuff deck or a legitimate Spirit Company deck? We’ll see. We’ll see.

I guess that’s it for today, folks! If you enjoyed the article please give it a like, comment, and share. Support the blog and my tireless ramblings with a little feedback. Any questions you have or want to have a discussion, don’t hesitate, I’m all ears! Thank you for reading!

Yours truly,
Chris

MTGO: Hamngs
Twitter: Hamngs
XMage: Hamngs
Twitch: Hamnggs

PS: Shout out to all of the people that pitched in with the creation of Jes-Geist Midrange: Obed Acevedo, Edward Flippen III, Exol Rodriguez, and Ismael Ramos. Thank you for the support and your patience! And shout out to the tournament organizer at ISD Gaming for running a smooth show and giving away pizza. 

PPS: I admit the article was written rather hastily, I'll be editing it as soon as I get some time and internet. 

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