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понедельник, 22 января 2018 г.

Rivals of Ixalan Standard. Post-Bans Special Format Analysis plus Week 0-1

Rivals of Ixalan Standard
Post-Bans Special Format Analysis and Week 0-1
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They left us. It was needed. They deserved it. Format's health is restored.

























 



Today we first going to look at old decklists, then we will check new cards for new and old decks, then we will walk through new decklists from online data.


By the time this article will go live, we will already have stats from SCG Open in Dallas.
But the main event is Team Constructed, hence we want Classics data too.




This is how 4C Energy looked like, even though just Temur was even more common.

Without Attune many starting hands become unkeepable, you cannot really go more than 3 colors, etc. And 2-drops become less attractive, but people still try.


Without Refiners it is much harder to transition from early game into midgame,
and harder to bail out removals and counterspells.


Green as a whole becomes unnecessary, but players still try barely untouched builds,
because apart from the new merfolk Ranger, there are really no replacements,
and even Ranger is not quite the thing.


As a consequence, Grixis Midrange is sprouting out. More on that deck later.
But that Grixis is not really so much about Energy anymore, and is not that much about beatdown.

 



Without Ruins and the Dino control matchups and all white matchups in general become barely winnable.

Perhaps, that part of the meta wouldn't be that common. Monored or Rw can still be a good deck versus other aggro and midranges.



The deck hasn't gained much, or rather I should say I doesn't really need a whole lot. With crippled Monored, which was the biggest problem, the archtype should be one of the pillars of the format.

The deck is just that strong, and Scarabs will still trouble Gift decks for instance. Some edits or tunes can be moving Hulks into SB to have much safer Game 1s, and perhaps slicing in 1-2 Essence Scatters maindeck. That's pretty much it.


Flavors of Gift decks should be a pretty big deal now. They got much less opposition. I do want to see Gift and Control builds with the new monsters, but right I suppose there just isn't space, and it is not certain that they will improve the decks. Baffling End will eventually be in many strategies, but currently it doesn't touch Vehicles, nor the Gods, nor the "gifts".



Nobody is taking Orders, but...but...well, It doesn't protect from Fumigate and opponents might respect it and cast removals at the beginning of combat. The more I think about, more of a myth it becomes. Best dinosaur in my view in the set unlikely will ever see play. It's not beefy enough, but it gives really good value. Pirates are pirates. Most of the playable ones are very obvious. Vampiric Elvish Visionary in my mind is too slow for Weenie builds. The deck can refuel in much better ways. In Gift or Tokens decks that's a whole different story, because those are actually value-based decks.


Red did get a lot of new toys. Phoenix Midranges will soon frustrate masses of people. It is just such a fantastic curve out with the Dragon. As for aggros, not such a huge fan of Daredevils maindeck. Although, burn spells and Pushes are still crazy in aggro mirrors. I suppose it is a lot more about timing. And, of course versus control you will try to catch draw spells or counterspells maybe. More on the Path later, whilst Summoner is likely to drop in midrange, than aggro, or some weird Mardu Tokens, let's say. But the card is strong.




The deck builds itself. It does have few flex slots, and in that department most lists I saw do not inspire me. The deck is good, but we are yet to see, if good will be enough to become great eventually after some tuning and optimizing. It is still early, but I would say that the archtype will never be spectacular. It will just become a safe pick, Jund Midrange of Standard, the sweat factory. With no insane pluses, but no real minuses either. 





Control decks didn't receive much, but they didn't need much either. So far only the Chest and the Tutor didn't find a home, and not all of the planeswalkers. UB and Esper variants apparently just cannot sacrifice tempo right now for value or flexibility. I think once the meta stabilizes at least a bit we could see more of fun cards.




Something tells me that pretty much every deck will feature some Disenchant type of cards. All Mardu decks already sport couple Fragmentize in the sideboard, but decks like BW Vamps will need some 3 or 4 drops to combat Gift and such, since they are lighter on interaction and don't fly that much, etc. Elenda, in my opinion, should be much better in tokens, than in actual Vampires deck. In Tokens she will be utilized properly. 


Pummeler decks are pretty much dead after the bans. No need for green anymore. People might try some UR builds with Enigma Drakes, but I don't those version will go further than FNM level.




Doggy is in every second black deck that is not hyper aggresive. Grixis Control is back, but yet has no space for the Form, or people are just yet too vary to experiment. Vehicles are back for now in numbers, and so are few other red aggro decks. Which is expected. But that means Abrades are there. Not even mentioning all Naturalizes and white removals. This means funky decks are better to stay home and not come to store play. Although, while Reservoir is about a focused deck, there can be some Panharmonicon Midrange with Doggies and such, that will not rely on the artifact so much, or just use Refurbish. But then why not to just play some Gift deck...



BGx Constrictor was bound to be a thing at least at this early stage. The core of the deck is so strong, that I think it is there to stay. Above you just see few sweet options that can align with the core in some diverse build, especially if it includes that black-green transform Aura. But those likely aren't for competitive safe builds.


I really want all color combinations of Pirates to be at least remotely playable. It is good for the game, players' base, the format. I really want someone to break Release to the Wind. It is a spicy one. And we are yet to see a viable build of RG Ramp, which should, in theory, stomp other slower decks. I don't think RG Dinos and RG Monsters will get very far. But I wouldn't be surprised either, if they will pop up here and there. 


Top 10 New Trends or Conclusions


1. New Kings: Approach, Cycling, Gift, Tokens, and Vehicles.


2. Tribal decks will try. Especially Merfolks, but Vampires can also challenge control decks via CA, discard and drains.  


3. Grixis can be a thing. And so can other midrange decks (incl. Snakes and Co, BGx)


4. UGx Pummeler will become a fringe deck.

5. Temur Energy and Monored will not die completely, but will become tier2.


As long as Monored will dodge white decks, it should still be very playable. Unlike Temur.


6. Red removal spells will retain value, since the meta will still be creature heavy.

7. Sultai Energy will die, but get reborn as a more Midrange deck hunting all the tribals.

8. BG/BW Transform Enchantment based decks

9.You tell me, could be a few new things. Angrath Combo Control.
Grixis Puzzleknots Energy Improvise Colossus Fling...Storm the Vault, Marionette, Revel in Riches  

10. Less Abrades might help fringe FNM non-Gift decks like Reservoir, Panharmonicon, Colossus.

Let’s have a look at Week 0 into Week 1 from online. Based on how mtggoldfish.com compiles it.

The cuts have already changed since I screened the meta. But I will have a conclusion on the lists featured right before Dallas Open.
You can just check exact decklists from the website.

Below after the graphs I would just focus on what’s new compared to what we saw before bans.

I.e. I will note only new tweaks of old decks, and go just a bit deeper on new archtypes.

Card choices that is.



Grixis Midrange - new Temur energy. Just a pile of all the best cards in these colors. More grindy than Temur used to be, but still rather Midrange and not Control compared to past 4C builds.


Esper Approach - Same list as at the last Grand Prix. It’s ok, but there can be some customization.

Hulks don’t have to be in the maindeck, but then how to fit them in SB among all things.

Couple Essence Scatters will smoothen the maindeck, or at least the new Enchantment for 1W.

Should be the default Control deck of the new format, unless someone will come up with superb Grixis list,

which will be better than the deck above, which is actually Midrange.  


UB Control - Nothing crazy, nothing really changed. Except that the sideboard can be tuned up for any field or matchup. UB has enough tools for anything right now actually.  


UG Merfolks - Jadelight Ranger and Jade Bearer are some creatures I do not favor in the deck,

and then my vision as for spells maindeck would be some kind of 2-2-2 split of Spell Pierce, Unsummon, and Blossoming Defense.

Then, I prefer the unblockable blue  1-drop as the second set for the curve, but it will be tough on mana.

And, perhaps Tempest Caller, Herald of Secret Streams or Seafloor Oracle could have some presence maindeck.


UW Control - Basically your stock UW Cycling. Impeccable Timing is the only news in the sideboard, outside of the enchantment for 1W.

Monoblack Aggro - Nothing new, literally. Same deck as we have seen before.


Abzan Tokens - Nothing new really so far, except that Lost Legacy will be more important now,

since Drake Havens and Approaches will be more present.


UB Tempo or Midrange - is basically what we saw at the Brazilian Nationals plus the new Shriekmaw-Doggy.

Solid, but with that type of a core you can better things. Like shift to Esper Gift. It is not a bias.

I just think that the deck is less powerful, than certain alternatives. But it looks more consistent.




UW Tokens - It is more like UW Cats, or UW Mummies (Embalm/Eternalize).

The deck was quite fine before the bans, but now I think there are better alternatives.

Anyways the deck has tools against each side of the meta spectrum.


BW Vampires - Typical Weenie deck. Timely Duress or Lost Legacy could save you,

but the deck looks boring to me and likely will feed Approach and UB decks.

UW Approach - Circulating lists right now are very basic.

There isn’t much space for new tools, and not that much is actually needed now that Monored lost its major tools to fight slow decks.

UW Gift - Seems like players are yet vary to add new big monsters. I can’t blame them.

Be it Esper or UW build, the space is tight, and those big butts do not guarantee a better deck.  


BG Snek - Merfolk Branchwalker, Jadelight Ranger, and Chupacabra seem like natural fits to the deck.


Rw Aggro - While Path of Mettle sort of acts as Ramunap Ruins replacement, it can be countered and it takes a spell slot in the deck.

But the card together with few other new ones still makes it the best aggro deck on the block as long as it dodges white decks.

In creature matchups the deck is certainly live, and also midrange ones, but controls will be a big issue.  


Esper Gift - Black Elvish Visionary and Chupacabra both are very strong pickups.

With crippled Monored and Temur, other aggro decks will not be that crazy, so I favor Esper over UW Gift.  


Jeskai Gift - Red gives the deck more explosiveness, and a few cool sideboard tools.

But if the format after a while would be more about Midranges and Controls, then Esper would probably be better.

Then disruption and Scarabs would be more important.


Temur Energy - Rangers will not solve all the problems for sure. And former Temur pilots probably already started to build proper backups.


Mardu VehiclesGood stock builds. Nothing stands out all that much. Except that Dusk/Dawns have been swapped for Settle the Wreckage. That is probably due to many Gift and Tokens decks, in addition to the fact that it is a one sided sweeper and Scarabs and Hazorets are still there.


RG Dinos - Lists I saw are quite solid, but don’t excite me much either. The deck will feast on some aggros and some midranges, but that’s about it.

I don’t there will be developments that can really propel the deck up in the format. And I’d much rather want to see some ramp deck instead.  


In addition to the above decks, there are also various Phoenix Midrange variants and flavors of red aggro. The field is open for now.

But very few of the decks will make a real difference. Nevertheless, more diversity and variety is ensured.  

I expect various aggros to keep on challenging other styles, some of them are bound to stay there, based on the sheer variety of those.

As for slower decks, Scarabs, Mardu and Combos will lead to more Exile effects and importance of Lost Legacy and Scavenging Grounds.


P.S. On Dallas Open. Looking at both the Open and the Classics. What stands out is Mardu Vehicles and few other aggro decks. Here are a few points to remember. It is just a good solid deck. People had the cards and the decks already. It was fine before and now much better. It is easier to take such a linear deck Week 1, because fine-tuning a Midrange or Control takes a lot more time and more stats.


  

- Aarne Pyulze
Until the next cruise!
Stay reasonable and listen to your guts!
OthalaBor in Hearthstone, EternalTCG and Faeria
Ekvilor or BoatBrew at other game accounts
@BoatBrew on channels and media
website-cupboard: boatbrew.com

суббота, 20 января 2018 г.

MtG. How to Cure netdecking. General Theory



There are times when one comes down with the netdecking disease without even trying to alter their deck list for their needs and/or local metagame. You would simply acquire the same entire 75 and move on straight into the fray. Still this is a bilateral process. If a format/archetype/metagame is not quite familiar to you yet, you should start with picking those original 75, put it through the local scene, and only then get down with any alterations. Fanaticism would be of no good here. If you feel inclined or empowered with time and resources, please do something in order to keep things changing and adapting. Competitive play might witness drastic shifts every week. FNMs might be visited by different people this week and another.

What is the cure for netdecking? The answer is obvious – play more against different decks and probe them for wider cardpool options available for the solutions of real situations within a format. Research statistics in the internet, compare various builds of the same archetype, read articles, as well. It would be wise of you to both respect the cool pros’ lists and mind your mind. A critical point is to understand properly why you need both the former and the latter.
And now let’s proceed to the examples and their explanations.

Modern


Oklahoma and Madrid. Infect and Eldrazi Tron
Grand Prix Oklahoma City 2017
Format: Modern | Number of Players: 1419 | Date: 10/12/2017
Gabriel Joglar playing Infect
Position: 24
Deck Name: Infect
Creatures [15]
1 Dryad Arbor
2 Jace, Vryn's Prodigy
4 Blighted Agent
4 Glistener Elf
4 Noble Hierarch
Instants [24]
1 Apostle's Blessing
1 Echoing Truth
2 Spell Pierce
3 Become Immense
3 Blossoming Defense
3 Groundswell
3 Mutagenic Growth
4 Might of Old Krosa
4 Vines of Vastwood
Sorceries [2]
2 Distortion Strike
Lands [19]
1 Windswept Heath
2 Breeding Pool
2 Forest
2 Pendelhaven
4 Inkmoth Nexus
4 Misty Rainforest
4 Wooded Foothills
Sideboard
1 Echoing Truth
1 Spell Pierce
1 Dispel
2 Grafdigger's Cage
4 Kitchen Finks
3 Nature's Claim
2 Spellskite
1 Viridian Corrupter

I got to a similar list purely out of practice. The same experience is telling me though that the sideboard, or at least half of it, is outright awful. But that’s not final, maybe I’m wrong.
Tools to bounce permanents help avoid playing such narrow cards as Dismember, and save from those very Lingering Souls. Jaces appeared to be quite useful. They either distract the opponent, claiming their precious removals, or with some luck of survival bring tons of value. Topdeck management, assembling jigsaw pieces in hand, flashbacking buffs for the setup of a one-turn lethal. Some people don’t accept him at all, tastes differ. I would not play him in a more tempo meta, but if a game pursues grinding, he helps out very much. The maindeck Blessing and two Strikes assist in a more accurate evasion of opponent's blockers. Again, this depends on the field, but they will come in hand more often than it seems.

The sideboard is not that bad, but it was calibrated for a more familiar and homogenous field. In case of blind scouting one should diversify their tactics a bit. Shaper’s Sanctuary is smoother against Kolaghan’s Commands, and on the whole against Grixis and Jeskai decks. Spellskite is more useful against Burn and in situations when you are going to need more blockers yourself (it’s hard to confirm without tests that it’s worth siding against Five-Color Humans, still chances are pretty high). And one more thing, i.e. Nature’s Claims. Better against Burn and Affinity, but I prefer the one with cycling, our local players like running diverse decks from time to time. The primary reason though is Eldrazi Tron with its Chalices. With a single charge counter a Chalice kills your play. Moreover, an Eldrazi pilot might always keep an aggressive hand and take you over within few turns.

Grand Prix Oklahoma City 2017
Format: Modern | Number of Players: 1419 | Date: 10/12/2017
Gilbert Davila playing Eldrazi Tron
Position: 13
Deck Name: Eldrazi Tron
Creatures [20]
1 Ulamog, the Ceaseless Hunger
1 Wurmcoil Engine
2 Endbringer
4 Matter Reshaper
4 Reality Smasher
4 Thought-Knot Seer
4 Walking Ballista
Instants [2]
2 Dismember
Sorceries [2]
2 All Is Dust
Planeswalkers [2]
2 Karn Liberated
Artifacts [10]
2 Mind Stone
4 Chalice of the Void
4 Expedition Map
Lands [24]
1 Cavern of Souls
1 Field of Ruin
1 Ghost Quarter
1 Sanctum of Ugin
1 Sea Gate Wreckage
3 Wastes
4 Eldrazi Temple
4 Urza's Mine
4 Urza's Power Plant
4 Urza's Tower
Sideboard
1 Basilisk Collar
1 Crucible of Worlds
2 Grafdigger's Cage
2 Hangarback Walker
2 Ratchet Bomb
2 Relic of Progenitus
2 Sorcerous Spyglass
1 Ugin, the Spirit Dragon
2 Warping Wail

After all these Grand Prix events this Eldrazi Tron list looks like a logical outcome in face of a more variable meta. But we need to understand the development of such logic. Relics left the main deck due to the Shadows decline. An additional couple of big guys entered maindeck as the answer to mirrors and midranges.

The sideboard underwent changes, as well. The Spyglass now substitutes for the Needle in order to keep one’s own Chalices going and be more flexible. The rest remains the same. I would rather run 2 Extractions or 3-4 Relics instead of Ugin and Crucible, which are not so critical. The fact is that Dredge and Storm still get really high within the format, and Relics can play too slow against some rogue Reanimator.

Grand Prix Santa Clara 2018 - Team Trios - Modern
Format: Modern | Number of Players: 1479 | Date: 07/01/2018
Sam Pardee playing Eldrazi Tron
Position: 7
Deck Name: Eldrazi Tron
Creatures [20]
4 Endbringer
4 Matter Reshaper
4 Reality Smasher
4 Thought-Knot Seer
4 Walking Ballista
Instants [4]
2 Dismember
2 Warping Wail
Sorceries [2]
2 All Is Dust
Artifacts [10]
2 Mind Stone
4 Chalice of the Void
4 Expedition Map
Lands [24]
1 Sea Gate Wreckage
2 Cavern of Souls
2 Wastes
3 Ghost Quarter
4 Eldrazi Temple
4 Urza's Mine
4 Urza's Power Plant
4 Urza's Tower
Sideboard
1 Warping Wail
1 Basilisk Collar
2 Grafdigger's Cage
2 Gut Shot
2 Hangarback Walker
2 Pithing Needle
2 Ratchet Bomb
3 Relic of Progenitus

A fresher list, a more acclaimed pilot, a different view. Let’s get closer and analyze it. Humans must have made Karn unnecessary, Affinities and Dredges have struck back. Additional Bringers were added as a more convenient way to top-end. The sideboard features Needles instead of Spyglasses. The intention seems to be in needling whenever it might get called for, or it means Chalices leave in key match-ups. I wouldn’t say Needles are better for Modern. This is one of those instances when you got to keep an eye on up-to-date top lists and what exactly wins the tournaments. Gut Shots came almost as no surprise to me. I dare presume they are expected to solve Humans and Thalia-like pests.

Grand Prix Madrid 2017 - Team Unified
Format: Modern | Number of Players: 1875 | Date: 10/12/2017
Adrian Ramiro Cano playing GWx Vizier
Position: 1
Deck Name: Collected Company
Creatures [30]
1 Scavenging Ooze
1 Selfless Spirit
1 Tireless Tracker
1 Walking Ballista
2 Noble Hierarch
2 Viscera Seer
3 Duskwatch Recruiter
3 Eternal Witness
4 Birds of Paradise
4 Devoted Druid
4 Kitchen Finks
4 Vizier of Remedies
Instants [8]
4 Chord of Calling
4 Collected Company
Lands [22]
1 Godless Shrine
1 Plains
2 Forest
2 Gavony Township
2 Horizon Canopy
2 Overgrown Tomb
2 Razorverge Thicket
2 Temple Garden
4 Verdant Catacombs
4 Windswept Heath
Sideboard
1 Qasali Pridemage
3 Path to Exile
2 Abrupt Decay
3 Tidehollow Sculler
1 Sin Collector
1 Eidolon of Rhetoric
1 Ethersworn Canonist
1 Kataki, War's Wage
1 Orzhov Pontiff
1 Loaming Shaman

An excellent list. I tell you as a long-term pilot of Abzan Company and Abzan Pod. Everything has its purpose and function. No luxuries, still not without idiosyncrasies. Vizier decks and their ancestors have always been famous for powerful singletons in the main deck and sideboard due to the tutors and digging tools. The maindeck features only the cards that can always do something. The side has only those of singletons that bring on a guarantee of ruination for the principle opponents active within the current format.

Standard


Keep it in mind: know your enemy, meta, decklists and tendencies. Not only Tier1. The same is true for all the other formats. Unfortunately, this works poorly at the World Cups, Pro Tours, etc. Sometimes a new or refreshed format gets hit hard by a totally off-the-radar nonsense.

National Championship, Finland, September, prior to Ixalan release, Top4, the match to enter the country’s team. UR Control against a teammate with 4c Perspectives. The UR pilot gets all-tapped on their sixth turn. Then… New Perspectives, the first Approach, Traverse for the Sphinx of the Final Word, and the Second Sun was secured.

MKM Series Frankfurt 2018 - Standard Main Event
Format: Standard [Kld_Akh_Xln] | Number of Players: 126 | Date: 07/01/2018
Philipp Krieger playing Selesnya
Position: 4
Deck Name: G/w Aggro
Creatures [25]
1 Narnam Renegade
2 Kinjalli's Sunwing
2 Oketra the True
4 Adanto Vanguard
4 Adorned Pouncer
4 Merfolk Branchwalker
4 Resilient Khenra
4 Sacred Cat
Instants [4]
4 Blossoming Defense
Sorceries [6]
2 Legion's Landing
4 Appeal // Authority
Artifacts [2]
2 Aethersphere Harvester
Lands [23]
1 Scattered Groves
3 Hashep Oasis
3 Shefet Dunes
4 Sunpetal Grove
5 Forest
7 Plains
Sideboard
3 Ixalan's Binding
2 Gideon's Intervention
2 Fumigate
1 Settle the Wreckage
2 Sunscourge Champion
1 Gideon of the Trials
1 Ajani Unyielding
3 Heroic Intervention

Not by monowhite alone, and even after RIX has come to pass, don’t limit yourselves by vampires alone. The deck is still quite poignant and has some particular tricks to ambush one’s opponents, for there are tools without anything at W or WB’s disposal to substitute them in it.

Grand Prix Santa Clara 2018 - Team Trios - Standard
Format: Standard [Kld_Akh_Xln] | Number of Players: 1479 | Date: 07/01/2018
Josh Carter playing UW Control
Position: 8
Deck Name: White-Blue Cycling
Creatures [2]
2 Curator of Mysteries
Instants [19]
3 Settle the Wreckage
4 Censor
4 Countervailing Winds
4 Hieroglyphic Illumination
4 Renewed Faith
Sorceries [3]
3 Fumigate
Enchantments [10]
2 Search for Azcanta
4 Cast Out
4 Drake Haven
Artifacts [2]
2 Abandoned Sarcophagus
Lands [24]
1 Shefet Dunes
4 Glacial Fortress
4 Irrigated Farmland
7 Island
8 Plains
Sideboard
1 Settle the Wreckage
1 Spell Pierce
2 Negate
1 Ixalan's Binding
4 Authority of the Consuls
2 Torrential Gearhulk
1 Jace's Defeat
3 Regal Caracal

My teammate’s feedback about their thorough experience of running this deck has it that Sphinxes and the Cycling lifegain are far from being essential in this archetype, and mostly carry out the filling function. The sideboard seems nearly untouched, but each card of it has very serious reasons to be there. We need to gain life, counterspells and additional/alternative win conditions. So these are the best possible cards for the job within the format right now. Nothing really seems to help from RIX.
With RIX at hand both variations of WU decks are enjoying the access to cheaper removal spells, which makes Pushes and Esper builds less attractive, the sideboard Scarab is still a strong argument though.

PPTQ - Waaagh Taverne
Format: Standard [Kld_Akh_Xln] | Number of Players: 43 | Date: 07/01/2018
Jean-baptiste Munoz playing Dimir
Position: 8
Deck Name: Ub Control
Creatures [6]
2 The Scarab God
4 Torrential Gearhulk
Instants [25]
1 Pull from Tomorrow
1 Supreme Will
2 Essence Extraction
2 Hieroglyphic Illumination
3 Vraska's Contempt
4 Censor
4 Disallow
4 Essence Scatter
4 Fatal Push
Sorceries [2]
1 Bontu's Last Reckoning
1 Entrancing Melody
Enchantments [2]
2 Search for Azcanta
Lands [25]
2 Field of Ruin
3 Fetid Pools
4 Drowned Catacomb
4 Evolving Wilds
6 Island
6 Swamp
Sideboard
1 Arguel's Blood Fast
1 Battle at the Bridge
1 Bontu's Last Reckoning
3 Contraband Kingpin
3 Duress
3 Negate
2 River's Rebuke
1 Vraska's Contempt

This list is rather known, but it was not created all of a sudden. With the time, everybody understood that not a single deck would ever need more than 2 Azcantas. In case you are extremely card-greedy, you may boost this pack with a few black enchantments. The same is true for the removals, to be precise their proportion to card-drawing tools. Ambitions now mean much less than practical outcome, but the basic structure remains stable. The sideboard felt different, but not to the same extent. The toolkit is almost the same, as are the functions and match-ups, very much alike to compare with WU Controls. And it was extended with a gear of a brand new black tutor. So, you know, be prepared for slow black decklists coming soon.

New Year Win A Case @ Meta Breakers
Format: Standard [Kld_Akh_Xln] | Number of Players: 45 | Date: 01/01/2018
Derrick Locke playing Jund
Position: 3
Deck Name: Jund Control
Creatures [15]
1 Carnage Tyrant
2 Deathgorge Scavenger
2 Gifted Aetherborn
2 Glorybringer
2 Ripjaw Raptor
2 Walking Ballista
4 Glint-Sleeve Siphoner
Instants [11]
2 Abrade
2 Vraska's Contempt
3 Fatal Push
4 Harnessed Lightning
Sorceries [4]
4 Attune with Aether
Planeswalkers [5]
1 Nissa, Vital Force
1 Vraska, Relic Seeker
3 Chandra, Torch of Defiance
Lands [25]
2 Dragonskull Summit
2 Mountain
2 Rootbound Crag
2 Swamp
3 Canyon Slough
3 Forest
3 Sheltered Thicket
4 Aether Hub
4 Blooming Marsh
Sideboard
1 Abrade
2 Appetite for the Unnatural
2 Chandra's Defeat
2 Deathgorge Scavenger
1 Doomfall
4 Duress
2 Trespasser's Curse
1 Vraska, Relic Seeker

Well, yes, Attunes, khmm, but the archtype is not super-duper dependant on them. I include this archetype and the decklist as an instruction to win at your local events with something off-the-radar but with valuable cards in an unusual shell. Jund has been the paragon of stability and flexibility both in Modern and Standard for many years already. Quality and durability. It lacks catastrophic match-ups, but lacks triumphant ones, as well. Protein and sweat. And a good illustration of what to smash faces with and not to get busted too much. Americano, but with sugar. Concrete in a formal suit. Any card you look at is ...well, ...nice. This is what people keep on playing anyway, for it has a weapon for each fundamental threat.

And a little Legacy case for dessert. Are you sick of the Stompy decks and alike? And you are a Grixis Delver pilot. Then, you might use your courage, use two green duals in the deck, remember you got Shamans and put a Trygon Predator into your sideboard. But if you are heading for a Grand Prix, have a coffee and simply take old good Ancient Grudges.

Everything’s good at its time and place. Anyone of us makes mistakes. Some things are good for only a few chosen pilots. If you don’t know what to do about a sideboard – this sideboard is not for you. If a deck is Tier1 – it doesn’t mean it is good for you personally. Don’t sink low but don’t overestimate yourselves either. If you feel absolutely confident with a Tier2 deck, you can achieve everything. If you are an expert at a format and the one with your cards, a tournament can be owned through your own designs.

I hope, this material will help you get used to analyzing data, test the options, and ask decklists’ authors and yourself more constructive questions.

- Aarne Pyulze
Until the next cruise!
Stay reasonable and listen to your guts!

- OthalaBor in Hearthstone, EternalTCG and Faeria
- Ekvilor or BoatBrew at other game accounts
@BoatBrew on channels and media
- website-cupboard: boatbrew.com

суббота, 9 декабря 2017 г.

Праймер по Эспер Апроучу



(Валентин Соловьев, Team BoatBrew, один сыгранный Про-Тур.
Пара денежных попаданий на Гран-При, которых сыграно около десятка.
Родился в Петербурге, вырос в Финляндии.)

Предисловие:

После полуторагодичного перерыва вернулся в магию и неожиданно втянулся в Стандарт.
Недавно играл в Варшаве Эспер Гифтами, но когда не можешь поднять 3ю землю несколько игр подряд…
В общем, вернул одолженные карты и стал искать чем бы другим поиграть (плюс намечалось одно ППТКу, деклистом ниже он и выиграл его).
Энергия выглядела скучно, Рамунап просто не для меня, Токены не могут, а Паммелер слишком алл-ин. В общем решил взять контроль.
Я бы сказал что в формате сейчас 4 контроль деки - УВ Аппроуч, УВ Циклинг, УБ Контроль и Эспер Аппроуч.

УВ Циклинг:
По моим ощущениям эта колода недостаточно быстра.
Основной её плюс в том, что ею удобнее всего играть против других контролей, но взамен матчап с разнообразными энергиями хуже
(Всё равно позитивный в первой игре, но не настолько как у Апроучей. В сайдовых играх печальнее).
Основная проблема это Рамунап и Машинки. Без дешёвых ремувалов колода слишком часто не успевает.
Колода вполне хороший выбор, если ожидать в основном контроли и мидрэйнжи.

УБ Контроль:
Единственная медленная колода, которой я был бы рад играть против Hамунапа.
Благодаря дешёвым чёрным ремувалам и лайфгейну эта колода вполне хорошо себя чувствует против быстрых дек.
С другой стороны против медленных и нестандартных стратегий всё грустно. Колода просто не может ничего сделать против Гифтов и Токенов.
Да и против Энергии матчап не такой уж замечательный.
Если бы в мете была только аггра, то можно было бы взять УБ.
В общем колода как бы есть, но её как бы и нет.

УВ Апроуч:
Основная причина брать эту колоду, а не Эспер -  это более стабильная манабаза и земельки (Ривулеты).
То, что земельки практически всегда антапнутые это конечно хорошо, но вот отсутствие дешевого ремувала доставляет много проблем в быстрых матчапах.
Учитывая плюсы Эспер-версии (улучшение агрессивных матчапов), я не считаю что в нынешнем метагейме есть смысл играть УВ апроучем.
Сплэш практически ничего не стоит.

Эспер Апроуч:
Собственно говоря колода, о которой дальше и пойдёт речь.
Фактически, мэйндек это тот же УВ апроуч, с той лишь разницей, что в колоду втиснули 4 Пуша.
Из-за этого в колоде больше мультиколорных земель, которые входят тапнутыми, но это не мешает так сильно.

Основная причина брать Апроуч: Большинство матчапов в первой игре являются баями. Магия начинается только со второй игры.
В итоге даже если матчап с энергией после сайда 50/50, но то что первая игра 90+% с лихвой компенсирует это.
Рамунап и машинки напрягают, но благодаря пушу и саидовым картам, они вполне сносные.
Собственно сам деклист:

Esper Approach
4 Censor
4 Settle the Wreckage
2 Cast Out
2 Fumigate
3 Glimmer of Genius
1 Essence Scatter
1 Hieroglyphic Illumination
4 Opt
2 Disallow
2 Supreme Will
4 Fatal Push
3 Approach of the Second Sun
2 Search for Azcanta
4 Fetid Pools
4 Glacial Fortress
4 Irritated Farmland
4 Concealed Courtyard
4 Drowned Catacomb
2 Aether Hub
1 Island
3 Plains
Sideboard
4 Regal Caracal
1 Authority of the Consuls
2 Vraska's Contempt
2 Negate
2 The Scarab God
2 Torrential Gearhulk
2 Duress

4 Settle + 2 Fumigate vs 3 Settle + 3 Fumigate
Тут всё довольно просто - Сеттл лучьше против агрессивных колод, а Фьюмигейт лучше против мидрэйнжей.
Иногда против дек на энергии можно даже высайживать все сэттлы (хотя страшно).
4/2 сплит лучше из-за того, что против энергии матчап и так хороший и 3и1 фумигейт погоды не сделает.
А вот 4ый сеттл против машинок очень даже к месту. Единственный реальный минус такого сплита это то,
что против Рамунапа будет меньше лайфгейна, но с другой стороны сеттл на один ход раньше,
так что мы получаем меньше урона (также стоит отметить что сеттл расправляется и с хастовыми кричами до того как они нанесут урон).

4 Irrigated Farmland + 4 Fetid Pool
8 земель которые входят тапнутыми это много, но на удивление это не так заметно как могло бы показаться.
Зачастую несколько тапнутых земель не так уж и замедляют, а вот возможность поциклить очень даже кстати.
Изначально пробовал +1 остров -1 пул, но потом вернулся к полным 8ми - игры идут долго и возможность циклить важна.
Например - если на стартовой руке 4 земли, то я не всегда стал бы играть циклящуюся землю первым лэнддропом
(зависит от остальных карт и земель), так как если на второй ход поднять 5ю землю,
то я бы точно захотел поциклить некую землю. В общем земли нельзя разыгрывать на “автопилоте”.

3 Glimmer + 1 Illumination
Глиммер как дроуспелл намного лучше, поэтому 4 Глиммера было бы вполне уместно, если бы не одно “но”.
Против быстрых колод (и даже против агрессивных мидрейнжей как например Султай Энергия) у нас нет времени разыгрывать много дроуспеллов.
В таких матчапах поднимать 2ой Глиммер равносильно пропуску хода.
Циклить иллюминацию намного проще и это очень ценно даже учитывая потерю “предсказания”.
Также стоит отметить что из-за циклящихся земель не так страшно поднимать земли с неё.
В общем считаю что 4 глиммера перебор и надо играть либо 3-1, либо 2-2.

2 Disallow + 2 Supreme Will
Одна контрит всё, а вторая подрабатывает импульсом.
Обе работают в качестве контры большую часть времени, но из-за 4х сеттлов высшая воля теряет свою полезность.
С другой стороны поиск масс ремувала в первой игре довольно важен…
Также стоит упомянуть что когда поднимаешь несколько контров, то лучше иметь выбор что использовать, поэтому я бы не стал играть 4-0ю
В общем честно говоря до сих пор не уверен как тут правильно, но если бы пошёл колодой на турнир вновь, то взял бы сплит 3 запрета и 1 воля.

0 Gearhulk
Один, конечно, ничего не испортит, но ОЧЕНЬ маловероятно что он выживет.
Зачастую у оппонента в руке остаётся какой-нибудь ремувал, так что халк вряд ли успеет атаковать… Да и сомнительно что и блокировать сможет.
Предпочитаю играть в этом слоте какой-нибудь полезный спелл.

1 Essence Scatter
А вот и “какой-нибудь полезный спелл”. Не сказал бы что это такой уж сильный вариант.
С другой стороны я был вполне доволен и “рассеиванием”.
Этот спелл практически никогда не был бесполезен и его можно играть на второй ход.
Не думаю что захотел бы 2ой, но как синглтон он очень даже неплох.

4 Censor + 4 Opt + 4 Fatal Push + 2 Cast Out + 2 Azkanta + 3 Approach
Ядро деки которое я бы не стал менять. Асканта  - очень хорошая карта, но играть 3 это уже перебор.
Предпочтительнее держать антапнутые земли и контрить (особенно против быстрых колод.
Опты помогают поднимать то что надо, а пуши дают нам выживать до этого времени.
3 Апроуча вполне стандартно. Изгнание я практически всегда циклил, но само наличие этой карты в деке важно,
так как она даёт возможность ответить на энчанты и артефакты… В общем карта показывает себя во всей красе против любых тиер 2 стратегий.

Сайд:

4 Regal Caracal - Работает винконом после сайда практически во всех матчапах
1 Authority of the Consuls - Обязательный слот от монореда. Можно также использовать Воительницу Кнутов.
2 Vraska's Contempt - Ремувал “от всего”. Помогает от скарабеев и волкеров.
2 Negate - Ещё одна очевидная карта. В основном против мирроров и токенов. Против энергии я это обычно не всаиживаю.
2 The Scarab God - Винкон и хейт против дек на грейвах. Если не найти, то вполне можно заменить гирхалками.
2 Torrential Gearhulk - Опять очевидный слот и винкон. Всайживается практически во всех матчапах.
2 Duress - В отличии от нигейта, дюрес можно всайживать против дек на энергии где больше спеллов (например султай).
В основном естественно против контролей.

0 Jace’s Defeat - Очень сильная карта, которую я бы попробовал впихнуть в сайд, но дюресс просто сильнее и входит в тех же матчапах.

Гайд по сайдингу:
Только не кидайте в меня камнями. Данный гайд основан на моём собственном опыте, так что будут отличия от “общепринятых практик”.

Против энергии:
В этом матчапе первую игру мы можем проиграть только если нас очень покрючит. Игры в магию начинаются только со второй партии.
Самая большая проблема  - это если они начинают и у них агрессивное начало с саблебивнями.
С другой стороны, если не считать султай с “откачивательницей”, то других адекватных целей у “толчка” нет.
Сэттл довольно слабая карта в этом матчапе, но высайживать все страшновато (хотя вполне возможно что правильно).
Также стоит отметить что эффективность цензуры заметно падает если ходить вторым. Против султая цензура вообще редко что делает
(они всё равно одну ману антапнутой держат для Дефенса).
Основной вопрос против энергии это сколько волкеров он всайдит. Это также снижает ценность сеттлов (атака -> сеттл-> волкер).

On the draw:
-4 Censor
-3 Approach
-2 Fatal Push
-2 Settle
-1 opt/settle

On the play:
-3 Approach
-4 Settle
-4 Fatal Push
-1 Censor/opt

In:
+2 Vraska’s Contempt
+4 Caracal
+2 Gearhulk
+2 Scarab God
+2 Negate

Sultai Enerrgy:
-4 Censor
-3 Approach
-4 Settle
+2 Vraska’s Contempt
+4 Caracal
+2 Gearhulk
+2 Scarab God
+1 Duress

vs Mardu/Ramunap:
Нам нужны ответы и они нужны быстро, так что времени на глиммеры и асканты нет.
Против машинок работают дюрессы, а против рамунапа нужна Власть Консулов.
Скарабей умеет блокировать, но он дорогой, так что не всегда есть возможность его кастить.

-3 Glimmer
-1 Illumination
-2 Azkanta
-1 Approach
+4 Caracal
+2 Contempt
+1 Authority

Против машинок Власть заменить Дюрессом.

vs Control
Наверное это тот матчап из-за которого меня будут закидывать тапками.
Я считаю что против контролей надо высайживать ВСЕ апроучи.
Дело в том, что надеяться в качестве винкона срезолвить 7и мановое волшебство (при условии что один раз уже пропустили ход кастуя первую копию)...
В общем мне это не видится как адекватный геймплан. Особенно если учитывать что ремувала после сайда практически нет.

-3 Approach
-4 Fatal Push
-4 Settle
-2 Fumigate
+4 Caracal
+2 Negate
+2 Gearhulk
+2 Duress
+2 Scarab
+1 Contempt

vs. Pummeler
-3 Approach
-2 Search
-3 Glimmer
-4 Censor
+4 Caracal
+2 Contempt
+2 Gearhulk
+2 Duress
+2 Scarab

vs. Esper Gift
-3 Approach
-3 Censor
-2 Glimmer
-4 Fatal Push
+4 Caracal
+2 Gearhulk
+2 Duress
+2 Scarab God
+2 Contempt

vs Tokens
Тут можно не торопится. Первая игра это бай, а на то чтобы закончить вторую времени не хватит.
-1 Approach
-4 Push
-2 Censor
-1 Settle
-1 Opt
-1 Essence Scatter
+3 Caracal
+2 Gearhulk
+2 Duress
+1 Scarab God
+2 Negate

vs UW Gift
-3 Approach
-4 Push
-1 Settle
-1 Essence Scatter
-2 Censor
+3 Caracal
+2 Gearhulk
+2 Duress
+2 Scarab God
+2 Negate

В общем и целом, я высайживаю апроучи против всех дек с синим (и возможно чёрным если ожидается Лост Легаси).
Вместо них всайживаю существ чтобы убивать. 1-2 Опта можно всегда высайдить если есть неуверенность.
То же касается и цензоров. Стоит помнить что с Каракалами, триггерить пуши становится проще,
но если есть каракал на столе, то это уже не так релевантно.
Соответственно пуши надо рассматривать только как ремувал который убивает 1-2 дропы.
Сайдовые карты довольно прямолинейны. Дюрессы всайживать, когда у оппонента нигейты и дефенсы,
а нигейты против оппонентов с дорогими спеллами и волкерами.

Надеюсь этот праймер кому-нибудь поможет или как минимум заставит задуматься.

  • Валентин Соловьев