- ADAM HAGGERTY's profile
-
- MTG COLLECTION
- Inventory
- Tradelist
- Wishlist
- MTG DECKS (1071)
-
-
Alfredo
-
Historic
-
Arclight Pheonix/Holllow One
- pio Adam's Rework
- sta Aggro Historic Cycling
- sta Collected Conjuring
- sta Control Cycling historic
- pio Fredo's First Take
-
Izzet Combo
- pio Adam's rework
- pio Fredo's First Take
-
Naya Pump
-
Walker Control
- pio Adam's rework
- pio Adam's Snow rework
- pio Fredo's First Take
-
-
-
Brawl!
- sta Esika
- sta Esika 2
- sta Gideon
- mod Kambal
- mod Legendary
- mod Muldrotha
- mod Nicol bolas
- mod Nissa, Steward Of Elements
- mod Saheeli Rai
- mod Samut, Voice of Dissent
- mod Temmet
- mod The Scarab God
- sta Toski
- sta Toski 2
-
Brewer's Paradise
- sta A Curiosity
- sta A Curiosity 2
- sta A Curiosity 3
-
Buying lists
-
Speculations
- sta Duals
- com Missing pieces
- com Proxies 4/13/2023
- sta Proxy wants
- sta Recent wants
- mod Spec Cards Modern
- leg Summer 2019 Acquire list
-
-
Collection
-
Format
-
EDH
-
Unused Staples
- sta Volrath
-
-
Legacy
- sta Reanimator
-
Modern
- sta Mill
-
Pioneer
-
-
MISC
-
Sets
- sta Companion
- sta Cycling
- sta Incarnations
- sta Full Collection
-
-
Cubes
-
Companion Cube
- sta $ Companion Cube
- com Companion Cube
-
Constructed challenge
- vin Preliminary
-
Cube Sale
-
Constructs based on Pulling
- sta CMC 1 or less
- sta CMC 3 or Greater
- sta Combat Cube
- sta Creature-less Cube
- sta ETB
- sta Graveyard
- sta Innistrad Cube
- sta Legendary Cube
- sta Makes a token
- sta Oops, all bears Cube
- sta Pure Gold
- sta Ravnica Cube
- sta Sacrifice
- sta The Machine
- sta The Tribe
- sta Zendikar Cube
-
Intricate Design
-
About Face
- sta GRE Cube
- sta Legion
- sta Nube Cube
- sta Slow-Mo
- sta The Curve Cube
- sta The Stack
- sta War of the spark/ +1/+1Counters
-
-
-
MISC
- leg Build-a-cube
- sta Combo cube
- sta cycling
- sta Cycling and Scrying
- sta GoT
- sta Graveyard
- sta Legion
-
The Stack
- sta The Stack
- sta The Stack (Black)
- sta The Stack (Blue)
- sta The Stack (Colorless)
- sta The Stack (Green)
- sta The Stack (Land)
- sta The Stack (Multi)
- sta The Stack (Red)
- sta The Stack (White)
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Walker Cube
-
Wasteland
-
Wasteland V1
- vin Wasteland
- vin Wasteland Artifacts
- vin Wasteland Creatures
- vin Wasteland Land
- vin Wasteland Spells
-
Wasteland V2
- sta D&D Additions
-
- sta Wasteland additions post D&D
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-
EDH
-
ARC
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ARC 1
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ARC 2
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Others
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Syr Gwynn
-
-
ARC 4
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ARC 6
-
ARC Future Generals
-
Metalpocalypse
-
-
EDH
-
Companion/Partners
- sta /keruga
- com Ayli Lurrus
- com Breya Zirda
- com Gyruda partners
- com Gyruda Yidris
- com Wrexial Gyruda
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Gandalf the Grey
-
Garth
-
Light Paws
- sta Light-paws
-
Misc
- vin Arcum Daggson
- com Darigaaz Obosh
- sta Doom cannon
- vin EDH cycling
- vin Gaddock Teeg
- com Godo, Bandit Warlord
- vin Golos
- vin Gravetide
- leg Ink-Treader Nephilim
- com Isu, The Abominable
- sta Legendary Kobold!
- sta Ludvec
- sta Nevinyrral
- com Sidar Jibari
- vin T2
- vin Tasigur, the Golden Bananna
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Path of the Djinn
-
R/G
-
Rielle the Wheel
-
The Gunslinger
-
Instants
- com Instants 1 cmc
- com Instants 2 cmc
- com Instants 3/4 cmc
- com Instants 5+ cmc
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Sorceries
- com Sorceries
- com Sorceries 1 cmc
- com Sorceries 2 cmc
- com Sorceries 3/4 cmc
- com Sorceries 5+ cmc
- com Arcane
- com Final cuts
- com Instants and sorcery
- com Lands/ramp
- com Permanents
- com The Gunslinger
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-
The Panthenon
- com Gods
- com Gods main crew
- com The Panthenon
-
Valki
-
WALL-E
-
-
Pod
-
Pod Series 1
- sta Chainer, Nightmare Adept
- sta Copy 1 of Final Rayami, the First of the Fallen
- com Creatures of Final Rayami, the First of the Fallen
- com Final Rayami, the First of the Fallen
- vin Merciless rage
- vin morph edh
- vin morph experiment
- vin Mystic intellect
- vin Primal Genesis
- sta Rayami, the First of the Fallen
-
Pod Series 2
-
Pod Series 3
- sta Adrix and Nev
- sta Breena
- sta Willowdusk
- sta Zaffai
-
-
-
Fight Night
-
Ep 1
- sta Lawful Good
-
Ep 2
- his Grapeshot
-
-
Gauntlet
- leg Alpha Legacy/EDH
- mod Alpha Modern
- pio Alpha Pioneer
- sta Alpha Standard
- sta Gauntlet Alpha
- sta Gauntlet want list
-
Gift and Gamble
-
Aggro
-
Combo
-
Control
-
Midrange
-
-
Historic
-
Metagame as of:
-
5/6/2021
- sta Boros Midrange
- sta Dimir tainted pact
- sta Grixis Tainted Pact
- sta Gruul Aggro
- sta Izzet creativity
- sta Mono black control
- sta Mono-U Spirits
- sta Selesnya Company
- sta Simic Aggro
- sta Temur Neoform
- sta Temur Prowess
- sta Temur Super friends
-
-
Mine
- his Azorius Control
- sta Copy of Maze's End
- pio Copy of WU Sigarda's Aid 3
- sta Jeskai Control
- his Lorehold learn
- sta Spring thaw
- sta UW Approach Turbo
-
Others
- sta Azorius Control
- sta Goblins
- sta Gruul Aggro
- sta Jund Sacrifice
- sta Simic Paradox engine
- sta Sultai Midrange
- sta Sultai Ramp (Yorion)
-
-
Holiday challenge
-
Legacy
-
Misc
- vin Abzan Cataclysm
- leg Burn
- vin Jund Depths
- leg Legacy Welder Reanimator
- vin Sultai Delver
-
Nic Fit
-
Reanimator
- leg B/R reanimator
- sta BR Reanimator 2
- sta MTGO B/R reanimator
- sta Reanimator
- sta UB Reanimator
-
-
Modern
-
Adam's Tools
-
Full Throtle Death's Shadow
- mod Big Bads
- sta Delirium rack
- mod Esper death's shadow
- mod GDS Dexta
- leg Knights of Dredge
- mod Mardu
- sta Modern Hammer
- sta Smallpox
-
Mill
-
Archive
- sta Altar of Orb
- mod Artifact mill
- mod Azorius Stoneblade
- mod Bonds Combo
- mod Combo Esper Control
- mod Copy of Esper Mill Build
- mod Death mill V1
- mod Death mill V2
- mod Esper Creature mill
- mod Esper Mill
- mod Esper Mill Aether Revolt
- mod Esper Mill Ixalan
- leg Esper Mystic Mill
- sta Esper Mystic Mill NRG 01/11/19
- leg Esper Mystic Mill regionals 10/19
- sta Fractured Sanity
- mod Greedy 4c mill
- mod Grixis Creature mill
- mod Ikoria Mill
- sta Kaheera Mill
- mod Kaya Full Stop
- leg mystic
- mod Stoneage mill V1
- leg Stoneage mill V3
- mod Sultai Mill Creature balance
- mod Sultai Mill V1
- mod Sultai Mill V2
- leg Sultai Mystic Mill
- sta Sultai Mystical Teachings
- mod Super Lean Mill
- mod U/B Mill Field
- sta Uro mill
- mod Walker mill
- sta Yorion Mystic Mill
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Current projects
-
MTGO
- sta Lurrus Mill MTGO
- sta MTGO Mill 1
- sta Mystic Mill for MTGO
- sta Collected conjuring mill
- sta LD mill
- sta Texas Mill
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-
-
Stack based Combo
- leg Adam's Electro-end
- mod Creature Wheel
- leg Dreadhorde Arcanist
- mod Dreadhorde Foretold
- mod Electro-end
- mod Electro-End Cryptic
- leg Esper Control
- leg Gifts Ungiven Control
- mod Griselbrand
- mod Living End Traditional
- leg Mystic Morph
- leg The True lock
- mod The Wheel
-
-
Fredo
- mod Azorius Control
- mod Humans
- mod Infect
- leg Izzet Pheonix
- mod Jund
-
Lists
-
Brews
-
0 Cost
- leg Griselbrand
- sta Grishoalbrand
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Assault Loam
- leg Hollow Loam
- leg Jund Pyromancer Loam
-
Hollow one reborn
- sta Burning Boats
- sta Hollow end
- sta Hollow hogaack
- sta Hollow One most current (9 months)
- sta Hollow One traditional 2
- sta Hollow Orthodox
- sta Hollowone traditional
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Jeskai Xscendancy
-
Lutri
- pio Lutri Ascendancy
- mod Lutri reanimator
- mod Reverse Lutri
- mod Temur Lutri
-
Misc
- mod 4c combo!
- mod 8 frog
- sta Angels?
- mod Awake the dragon
- leg Bedlam revaler
- mod Big CMC's
- mod Collective defiance
- mod creature counters
- pio Cycling breach
- mod Day's Undoing
- mod Equipment
- leg Flyers
- mod Free army
- mod Gain draw
- mod Goblins
- sta Grave Mages
- mod Heavy tax
- mod ironworks reborn
- leg Lands
- vin Lifegain Lands
- leg Locket of yesterday's
- leg Lots of grave creatures
- sta Lotus Cobra
- leg Mardu choices
- mod Maze's End Modern?
- mod Miracles
- sta Modern aid
- mod Modern zombies
- mod New pod
- mod No Amulet, No Bloom
- mod Psycho Surgery
- mod Reanimation line
- leg Reanimator
- sta Restore Balance
- sta Sent fire
- mod Slabs
- sta Snow
- vin Temporal Mastery
- mod Temur immortal
- sta The witcher
- mod U/W Control
- leg Wizards
- mod WR Sigarda's Aid Modern
-
Mono Blue Aggro Revisited
-
Nyx
-
Pox
- mod B/W Pox Merriam
- mod B/W Smallpox
- mod B/W Smallpox Lax
- mod Pox Esper
- mod Pox Mardu
- mod Pox Mono B Devo
- mod Pox Rakdos
-
Prison
- mod Can't lose
- mod Restore ahoy!
- mod Restore/Tax
- leg The Lock!
- leg The lock! III
- leg The Lock! Reborn
- mod Turbo Fog
- mod Turbo Fog 11/1/2016
-
Summer Series
-
BW Devotion
- mod BW Devotion
- mod Out last
- mod Out run
- mod Tokens 4 u
- mod Trap!
-
-
The Belcher project
- sta 0 Land belcher
- sta Belcher bullshit
- sta Legacy Belcher
- sta LSV Belcher
- sta Modern Belcher (Banned)
- sta Modern Belcher 1
- sta Modern belcher 2
- sta Modern Belcher 3
- sta Modern Charbelcher V1
- sta Modern Charbelcher V2
- mod Modern Charbelcher?
-
Whitewash
- mod Martyr
- mod Orshov Devotion
- mod Orshov Martyr
- mod Sun and Moon?
- mod Whitewash
-
Wild Rec
- mod Sultai white Wild Rec
- mod Sultai Wild Rec
- leg Temur Wild Rec
- sta Wild Grisel
- mod Wild Rec
- sta UW control
-
-
Combo
- mod Bant Chord
- vin Jeskai Ascendancy Combo
-
Control
- mod Esper Control
-
Eldrazi
- leg Eldrazi Aggro
-
Esper
-
Control
- mod Gift Control
- vin Gift Tempo
- leg Platinum Tron
- mod The Maze Runner
- mod U/B Tezzeret
- mod U/W Flicker
- mod Esper Gideons
- mod Esper Tokens
- mod Esper Walkers
- mod Transcendant Esper
-
-
Linear
- mod Copy of Dimir Mill
- mod Humans
- sta Slivers
-
Skred Red
-
Research
- leg Skred multicolor
- mod Sun and Moon
- mod Sun and Moon 9.17
- mod Skred Red
- mod Skred Red V2
-
-
Sultai
- mod Life's Legacy
- mod Sultai Death's shadow
- mod Sultai Delver
- mod Sultai in Modern
-
Tempo
- vin Charm Delver
- vin Grixis Delver
- mod Pyro Prowess
- leg Tasigur Twin
-
Value
- mod AH G/W Hatebears
- mod G/W Hatebears
-
-
Metagames
-
COVID Meta
- sta 4 color control
- sta 4 color copy cat
- sta 4 Color Time Warp
- sta 4 color Uro
- sta Abzan Company
- sta Ad Nauseum
- sta Amulet Titan
- sta Azorius Belcher
- mod Bant Reclaimer
- sta Bant Snow
- sta Belcher bullshit the 2nd
- sta Boros Heliod
- sta Boros LD
- sta Dimir Rogues Duke
- sta Dimir Rogues LSV
- sta Dredge
- sta Eldrazi tron
- sta Esper Control
- sta Hu-mans
- sta Jengatha Nactyl
- sta Jeskai Lotus Field
- sta Jund
- sta Mardu Death's Shadow
- sta Mon-red prowess
- sta oops all spells
- sta Selesnya Company
- sta Selesnya Reclaimer
- sta UR Prowess
-
Metagame 06/02/2018
- mod Affinity
- mod Boggles
- mod Burn
- mod Control
- leg Hollow One
- mod Humans
- leg Mardu Pyromancer
- mod Titan Shift
-
Metagame 1/11/19
-
Control
-
Graveyard Control
- leg Affinity
- leg Bant Snowblade
- mod Burn
- mod Eldrazi Tron
- leg Humans
- leg Selesnya Eldrazi
-
-
Operable
-
Advanced Procedures
- leg Death's Shadow
- sta Rock Combo
-
Oko/Urza
- leg Emry Ascendancy
- leg Paradoxical urza
- sta Simic Whirza
- sta Sultai Urza
- sta Urza Control
- leg Whirza
-
Titan
- sta Simic Field
- leg Titan
- sta Titanshift
- leg Bogles
- leg Devoted devastation
- sta Infect
- leg Storm
- leg Urza Tron
-
- leg Azorius control
- sta Jund
-
-
Metagame 3/27/15
- mod Affinity
- leg Assault Loam
- leg Bloom Titan
- mod Burn
- vin Infect
- mod Junk
- vin Twin Exarch
- mod Urzatron
-
Metagame 8/17/15
- mod Affinity
- leg Amulet Bloom
- mod Blue Tron
- mod G/R Breach
- leg G/R Tron
- leg G/R Tron 2
- leg Goryo's Vengeance
- mod Grixis Control
- vin Grixis Delver
- leg Grixis Twin
- mod Jund
- mod Merfolk
- mod Naya Burn
- mod Scapeshift
- leg Temur Twin
- leg Urzatron
-
Post Companion COVID
- sta Blue Moon
- sta Sultai Snow
-
-
Misc
-
PT Atlanta and Regionals
-
Titans
- sta Temur Turns
- mod Tezzerac
-
-
Pioneer
-
Adam's super secret tech
-
Approach
- sta Approach
- pio Bant Approach
- sta Bant Approach Super Turbo
- sta Esper Approach
- sta Jeskai Approach
- pio UW Approach Switch
- sta UW Approach Turbo
-
Big Booty
- pio Arcades, The Strategist
- sta Tough Guys
-
Call Collect
- sta Call Collect
- sta Copy of Jund Call Collect
- sta Jund Call Collect
-
Control
- pio Dimir control
- sta Esper Control 60 test
- sta UW control test 60
-
Dargons
- pio Dargons
- sta GR dargons
-
G/W Avacyn
- pio G/W Avacyn
- sta G/W Avacyn 2
- pio Graveyard Green
- sta Leap/Avacyn
- sta selesnya devotion
-
Jeskai Ascendancy
-
Maze's End
- pio Maze's End
- sta Maze's End New School
- pio Maze's End TF
- pio Pioneer Maze's End
-
Midrange Kroxa
- sta Kroxa 4 Color
- sta Kroxa Artfifacts
- sta Kroxa BR
- sta Kroxa Dragons
- sta Kroxa Grixis
- sta Kroxa Jund
- sta Kroxa Prime
-
Misc
- sta Affinity
- sta Black Devotion
- pio Collective defiance
- sta Control
- sta Copy of Temur immortal
- sta Diciple of deceit
- pio Emergent Ultimatum
- sta Gonti's machinations
- pio GW heliod
- sta Harvest season
- sta Lurrus/Professor of symbology
- pio Mill?
- sta Mono Red
- pio Oath of Nissa
- pio Real Big
- pio Riddle of lightning
- sta Slivers
- sta Stoke the flames
- pio The Lock: Pioneer edition
- mod Thunderkin
- pio Tokens?
- pio UG Heroic
- sta Vampires
- pio Wizards
- mod Yorion BS
-
Rack?
- sta OG 8
- sta Pioneer Liliana Rack
- pio Pioneer Rack
- sta Pioneer Rack RB
- sta Pioneer Rack UB
- sta Ross's last 8
-
Sigarda's Aid
- pio Jeskai Sigarda's Aid
- sta Sigarda's Aid
- sta WB Sigarda's Aid
- sta WG Sigarda's Aid
- pio WU Sigarda's Aid 1
- pio WU Sigarda's Aid 2
- pio WU Sigarda's Aid 3
- sta WU Sigarda's Aid 4
-
Temur Immortal
- pio R/g arcanist 1
- pio R/g arcanist 2 GY
- pio R/g arcanist 3 Satyrs!
- pio Temur immortal
-
UW Obsession
-
Elephants 1.15.20
- pio 1-3 Uro/Omnath
- sta Azorius auras update potential
- sta MTGO Affinity/Aura
- pio UW Obsession
- sta UW Obsession 2
- pio UW Obsession 3
-
-
Yidaro
- pio Jeskai Black Yidaro
- sta Jeskai Yidaro
-
-
Card pool
- leg Pioneer Artifacts and Colorless
- sta Pioneer Ban List
- sta Pioneer Black
- sta Pioneer Blue
- vin Pioneer Green
- pio Pioneer Lands
- vin Pioneer Multicolor
- sta Pioneer Red
- sta Pioneer White
-
Others Decks
-
Decks
-
Approach
- sta Approach Field
- sta Esper Approach
- sta Gideon Approach
-
Arcanist/Prowess
- sta Atarka Red
- sta Grixis Arcanist
- sta Mono-red aggro
- sta Naya Heroic
- sta RW Heroic
-
Bogles
-
Control
- sta Azorius Control
- sta Dragons
- sta Esper Control
- sta UB Control
-
Copycat
- sta 4 Color Copy Cat
- sta Bant Copy cat
- sta Copy Cat
- sta Felidar Fires
-
Counters
- sta Green Counters
- sta Hardened Scales
- sta Hardened Scales 2
-
Devotion
- sta Mono black aggro
- sta Mono Black Devotion
- sta Mono Black Devotion 2
- sta Mono Blue Devotion
- sta Simic Devotion
-
Ensoul
- sta Affinity
- sta Izzet Ensoul
- sta Jeskai Ensoul
-
Jeskai Ascendancy
-
Marvel
- sta Boar Marvel
- sta Karn Marvel
- sta Sultai Marvel
-
Misc
- sta Bant Company
- sta Esper Mentor
- sta Gruul Aggro
- sta Gruul Raze-Boar
- sta Humans
- sta Izzet Emerge
- sta Izzet Pheonix
- sta Izzet Wizards
- sta Jund
- sta Kethis Combo
- sta Maze's End
- sta Mono Blue God-pharoh's gift
- sta Orzhov vampires
- sta Rabble red
- sta Rally
- sta Spirits
- sta Sultai Delerium
- sta Sultai Dredge
- sta Sultai Good Stuff
- sta The Rock
- sta UW Flash
- sta Vehicles
-
Reclamation
- sta Simic nexus
- sta Temur reclamation
-
Super Freinds
- sta Super Friends
- sta Super Friends 2
-
-
Metas
-
COVID Meta
-
Lotus Field
- sta Lotus Field 2
- sta New Lotus Field
-
Oops all spells
- sta oops all spells
- sta Oops Black
- sta Oops Blue
- sta Oops lite
- sta Azorius Spirits
- sta Boros Auras
- sta Boros Burn
- sta Boros Winnota
- sta Boros Wizards
- sta Chonky Gruul
- sta Chonky red
- sta Citadel Sacrifice
- sta Enter the Infinite
- sta Esper Yorion
- sta Four-color ramp
- sta Grixis Control
- sta Gruul Aggro
- sta Gruul Possibility Storm
- sta Inverter 1
- pio Jeskai Fires
- sta Jund Citadel
- sta Lurrus pyromancer
- sta Mono-Green Devotion
- sta Niv-Mizzet reborn
- sta Orzhov Humans
- sta Rakdos Arcanist (Lurrus)
- sta Simic Spirits
- pio Sultai Control
- sta Sultai Dredge
- sta Sultai Rec
- sta Temur Rec
- sta Wafo-Tapa Dimir Control
- sta Winnota
-
-
Meta 14+22+29
- sta Bant Spirits
- sta Dimir Inverter
- sta Lotus Breach
- sta Mon-green ramp
- sta Mono Black Aggro
- sta Mono Black Aggro Vamp
- sta Mono White Devotion
- sta Mono-red Aggro
- sta Orzhov Aura's
- sta Swedish Sultai
- sta UW Control
-
Pioneer 9/1/22
- sta Boros Heroic
- sta Esper Control
- sta Greasefang Parhelion
- sta Izzet Arclight
- sta Lotus Field Combo
- sta Mono Green Devotion
- sta Rakdos Aggro
- sta Red Deck Wins
- sta Spirit Aggro
- sta UW Control
- sta Yorion Control
-
Player Tour 1
- sta Bant Spirits
- sta Inverter
- sta Inverter 2
- sta Inverter Prime
- sta Izzet Wizards
- sta Sram Auras
- sta Sultai Delerium
-
-
-
-
Standard
-
Bloomburrow
- sta Turbo fog
-
Core 2021
-
COVID
- sta Orzhov auras
-
Eldrane
- sta Abzan
- sta Adventure Time
- sta Cat Food
- sta Chris Fires
- sta Esper Dance
- sta Esper Hero
- sta Fires 1
- leg Green Stompy
- sta Gruul Aggro
- sta Mono-Green Ramp
- sta Selesnya Adventures
- sta Simic Flash
- mod Spectral Sailor
-
Ikoria
- sta Combo
- sta Dominaria drakes
- sta Jengartha
- sta Mono blue combo
- sta pteramander
-
Kladheim
-
Giants
- sta Grixis Giants
- sta Grixis Snow Giants
- sta Jeskai Giants
-
Mono Black
- sta Mono B Attrition
- sta Mono B Devotion
-
Other's Decks
- sta Boros Aggro
- sta Cycling
- sta Dimir Rogues
- sta Gruul Adventures
- sta Izzet Midrange
- sta Jeskai Yorion
- sta Mono G Food
- sta Mono-blue aggro snow
- sta Mono-white aggro
- sta Naya Adventures
- sta Rakdos Midrange
- sta Rakdos Midrange Lurrus
- sta Sultai Ramp (Yorion)
- sta Temur Midrange (Yorion)
- sta Temur Ramp
-
Snow Patrol
- sta Blue Snow
- sta Dead Snow
- sta Izzet Snow
- sta Mono B Snow
- sta Plain Snow
- sta Spring thaw
- mod Collected conjuring
- sta Cycling
- sta Cycling 2
- sta Foretold
- sta Oracle
-
-
Old Standard
-
2020
- sta Lich's Mastery
-
Aether Revolt
- mod 5-Color Cascade
- mod Bg cheap stuff
- mod Combo Equip
- mod Fevered Visoions
- mod Four-Color Saheeli Aetherworks
- mod Fun Police!
- mod Rakdos Midrange
- mod temur ish works
-
Amonkhet
-
Meta 4/25/2017
- mod 4 Color Saheeli
- mod 4 Color Saheeli 1st
- mod 4 Color Saheeli KJ
- mod G/B Constrictor
- mod Grixis Zombies
- mod Jund Energy
- mod Mardu vehicles
- mod Mardu Vehicles 1st
- mod U/R Emerge
-
Turbo Fog
- mod Landsell U/G Ramp
- mod Majors Fog
- mod Turbo fog!
- mod U/W Suns
- mod 4 color Delerium
- leg Durdle Town
- mod Gaea's Revenge!
- mod Izzet Machine Gun
- mod Jeskai Control
- mod Mill/Dynavolt Tower
- leg Molten Nursery
- mod Tempo/ Lockout
- mod U/W flash
-
-
Battle
- mod 3/5
- vin 5 Color Control
- mod Aristocrats?
- vin Devoid
- vin Esper Awaken
- mod G/W Lifegain
- vin Languish
- vin Planeswalkers
- vin Sphinx II: Electric Boogaloo
- vin Villian
-
Dominaria
-
Control
- mod 8 Spike
- mod Bant Approach
- mod Copy of Approach
- mod Esper Control
- mod Esper Control Ernest
- mod Esper Control Guilliame
- mod Teferi Control
- sta Box-for-a-Box
- mod Counter burn
- leg Foil set
- mod Graveyard
- mod GW Value town
- leg Paradox
- mod R/G Ramp
- mod Raff Capashen
-
-
Dragons of Tarkhir
- mod Abzan Aggro
- mod Butt Assault
- mod DT Watchlist
- vin Esper Dragons
- mod G/R Aggro AL
- mod G/R Aggro CVM
- mod G/R Dargons
- mod G/W Devotion
- vin Jeskai Aggro
- vin Jeskai Ascendancy
- vin Jeskai Heroic
- vin Jeskai Tokens
- mod Mon-red aggro
- vin U/G Devotion
- mod U/R Dargon Control
- mod U/W Control
- vin Waste Not
-
Eldritch Moon
-
Opening Weekend
- mod B/W Angel Control
- mod Bant Company
- mod G/B Delerium
- mod G/R Dragons
- mod G/R Goggles
- mod Sultai Control
- mod Sultai Emerge
- mod U/R Eldrazi
- mod U/R merge
- mod U/R Prowess
- mod U/W Spirits
- mod Apex Predators
- mod Controlled Burn
- mod Equipment
- mod Hella Mad
- mod U/G Crush
- mod U/W Enchantment
-
-
Fate Reforged
-
Manifest
- vin Ferocity
- mod G/R Manifest
- mod Temur Aggro
-
Sultai
- vin Aintrazi Sultai
- vin GF Sultai Control
- vin Sultai Control
- mod Alesha Jund
- mod B/W ConsteDevo
- mod FR Watchlist
- vin Grixis Control
- vin Robots?
- mod Selesnya Devotion
- mod Ugi-Tron
-
-
Gatewatch
- vin 5c Darga Walkers
- mod Big Red Control
- mod BR control
- mod Devoid
- mod Grixis Aggro
- vin Hedron Allignment
- vin Hedron yard
- mod Izzet Red?
- mod Just saying
- vin Not red Awaken
- vin Sphinx III: The final act
-
Guilds of Ravnica
-
After PTGR
-
Adam's Options
- sta Bant Turbo fog
- sta Esper Control
- sta Jeskai Control
- sta Bant Turbo fog
- sta Cards to consider
- sta Dimir Control MTGO
- sta Esper Control MTGO
- sta JC Wilson Mok
- sta Jeskai Control MTGO
-
-
Control
- sta Copy of Izzet_LD
- sta Grixis
- sta Jeskai Control
- sta Sultai control
- sta Turbo Mill
- mod U/W nexus
-
Favorable Winds
- mod Favorable Winds
- sta Favorable Winds Red
- sta Turbo Surveil
-
G/B/X
- sta Abzan
- sta Abzan 2
- sta Abzan Blue
- sta Abzan Red
- sta Abzan Vig
- sta G/B go under
- sta G/W tokens
- mod Mending of Dominaria
- mod Militia Bugler
- sta Naya
- sta Sultai Graveyard
- mod Untamed Kavu
-
Izzet Burn?
- sta Counter burn
- sta Field
- sta Goblins
- sta Wizards
- sta X2
-
Other
- mod Apex of Power
- sta Arcades, The Strategist
- sta Boros
- sta Copy of Standard best card pool
- sta equip/aura
- sta Gravefire
- sta Green Stompy
- mod Maze's End
- sta Mono-red
- sta The Weatherlight
-
-
Hours of Devastation
-
Control
- mod 4 color control
- mod Grixis Control
- mod Jeskai Control
- mod Temur Control
- mod Hellbent
- mod Standard dredge
- mod U/G Tempo Ramp
-
-
Ixalan
-
Itlimoc
- leg Bant Itlimoc
- leg Sultai Itlimoc
- leg Temur Itlimoc
- mod Improvise
- mod Mono black
- mod New Perspectives
- mod primal amulet
- mod Showdown
- mod U/G/X Tempo Ramp
-
-
Kaladesh
-
Prototypes
- leg Aether Storm
- mod all color
- mod Dredge Light
- mod Emerge anew
- mod Tokens
- mod Emerge Again!
- mod Fog Machine
- mod Grixis Visions
- mod standard standouts
-
-
M19
- mod Armageddon
- mod Guillermo Wafo-Tapa
- mod Mono red flame
- mod Revenge of the Nerds
- mod Teshar combo
- mod Turbo Approach
-
Origins
-
Control
- mod AS Turbo Fog
- mod Fog Walkers
- vin Sultai Control
- vin Turbo Fog
- vin U/B Thopter Control
- vin U/R Tutelage Mill
- vin U/W control
-
Other
- mod 5 Color Rally
- mod Abzan CoCo
- vin All enchantment Jeskai Ascendancy
- vin Jeskai Ascendancy
- vin Magma Delve
- mod W/B Humans?
-
-
Pre Fate Reforged
- mod Abzan
- mod Abzan Graveyard
- mod Devotion to Green
- vin Doom UR
- vin Esper Control
- vin Jeskai Combo
- vin Jeskai Tokens
- mod Mono Red Aggro
- mod Neapolitan
- mod New Standard Tops
- vin Pre FR Watchlist
- vin Sphinx's Riddle
- mod Sultai
- vin Vill Wealth
-
Ravnica Allegiance
- sta Aggro Gate
- sta Copy of The Weatherlight
- sta Copy of Turbo Surveil
- leg Fog Gate
- sta Grixis fuck your couch
- sta Izzet Calvacade
- mod Mill
- sta Skeleton/zombies
-
Rivals of Ixalan
- mod Approach
- mod Colllossus
-
Shadows over Innistrad
-
Seasons past
- mod Abzan Season
- mod Jund Season
- mod Seasoned Control
- mod Big Red Control
- mod Brain in a Jar
- mod Esper Control
- mod Hedron Allignment
- mod R/G Ramp
- mod Shoggoths
- mod Storm
-
-
War of the Spark
- mod Copy of Aggro Gate
- sta Copy of Arcades, The Strategist
- sta Skeleton/zombies 2
- sta Standard 8 rack
- sta Tamiyo
- sta Wizad aggro
- mod Maze's End
- vin Maze's End 30$
-
-
Strixhaven
- sta Green Prowess
-
Theros Beyond Death
- sta Lazav
-
Zendikar Rising
-
Gyruda
- sta Gyruda
- sta UB Gyurda control
- sta UB Reanimator
- sta Counter Aggro
-
-
-
Vintage
- vin Jund Death's Shadow
- sta UBRG
- sta Underworld Breach
- vin V1 Jund Death's Shadow
-
Avg. CMC 2.93 |
Card Color Breakdown |
Card Type Breakdown |
Main Deck - 60 cards, 27 distinct
Columns
Sideboard - 15 cards, 8 distinct
Name | Edition | $ | Type | Cost | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Rarity | Color | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Instant (12) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
3 | Dispel | $0.20 | Instant | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
2 | Dovin's Veto | $3.06 | Instant | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
2 | Fatal Push | $1.70 | Instant | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
2 | Kaya's Guile | $0.86 | Instant | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
1 | Mystical Dispute | $0.39 | Instant | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
2 | Surgical Extraction | $2.65 | Instant | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Sorcery (1) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
1 | Supreme Verdict | $1.94 | Sorcery | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Enchantment (2) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
2 | Porphyry Nodes | $0.32 | Enchantment |
Notes
Some checklist items-
*Simic Whirza gameplan
*Planeswalker and nonland permanent game.
*Have plan for field of the dead and lotus field.
*Don't die to blood moon.
*Graveyard hate in spades.
*Figure out how to be the best counterspell deck in the room.
So I've done some metagame analysis and the results are interesting. Out of what I am anticipating there seems to be some clear roles in the matches for me to play in Control/Graveyard Control/Burn plan, Surgeon/advanced procedure (+control), Control Mirror, and Jund Grind. All strategies require me to answer card for card, generate x-1's, dominate the stack, and have true inevitability. Some edges this deck has over others occupying similar space is never tapping out proactively creating less windows and increased mana advantage, a variety of modal options, and Archive trap being a true inevitability engine against every played deck in the format and some times even a proactive clock. I need to pick my spots, line my answers up to their threats, and eventually turn the corner by burying them in card advantage.
It seems like most decks fall into control/operation in the current meta, which probably means I should be playing some amount of surgical main again. Without surgical it is just control, grinding down their resources and countering only the spells that matter. With surgical I can play a proactive game plan of a sort, using mill cards and interaction to expose the relevant card to hit with surgical and then functionally neutering my opponents deck. I think the number of key cards should dictate how I sideboard, mulligan, and play. I want to do a leveling system where the bottom tier are decks dismantled with 1-2 surgicals, the top tier 3 or more surgicals. I think the 3 or more also dictates I have some functional duplicates to help offset, like pithing needle or unmoored ego, available in the side. Once my opponent is neutered they will likely concede. If they do not, I believe I am incentivized to try to close the game to be able to win a potential best of 3, as a short G3 in any match up is probably unwinnable from my end. Control is the baseline "treatment" in our medical metaphor, as I need to answer my opponents threats as I maneuver for the procedure. A deck with 1-2 relevant cards should be fairly easy to operate on as they little to be controled outside of the cards I care about anyway. Decks with 3 or more will require correctly prioritizing the threats that matter sequentially and having ubiquitous catch up answers for the ones that slip past the surgical. There are a few "advanced procedure decks" that will fold to surgical but require a specific approach to their ancillary affects and threats.
The other most common mode is control/Graveyard control/Burn plan. I do not need to wax poetic about these strategies as they are more straightforward and mostly employed against generic creature matchups. Effectively managing low velocity decks full of creatures is not the most difficult, although each deck has a few wrinkles to be planned around. Decks like dredge and crabvine also require that i have mastery of the graveyard, something I'm hoping the combination of guile and surgical allow me. Guile also helps mitigate the creeping chill/conflagarate issue with lifegain. Burn is always present and needs a dedicated plan, which my current is excellent.
There are two unique matchups that require a completely different strategy.
Jund seems to be about card quality and who is 2-1 whom. It seems like most play patterns entail both decks getting in top deck mode. I am trying to position myself to answer my opponents threats and then top deck card advantage to pull ahead. It will be neccessary to also control their graveyard, as wrenn and others offer x-0 for zero's out the yard. Having my own sticky threats help with this endeavor, but can put me behind if I need to tap out for it.
I have to decide how I want to act in the control mirror. What is clear is tapping out sucks, baby teferi is a big pain in the ass, and resolved planeswalkers dictate the pace of game a good percentage of the time. The same is true for jund.
I did some great work yesterday, but now I need to go a little deeper. For the angle I am trying to interact on I need 6 counterspells in the sideboard, 3-4 of them are dispel, and I need two mystical dispute in the main. This is how I am going to be the alpha counterspell deck. I need to think about what then need be sacrificed to accomplish this. My solution has been to cut the two censor's for mystical dispute. Censor really overperforms, and those added two cards of velocity do make a significant difference and are correct in a more open meta, but with such a high likelihood of getting paired up against a blue deck, the ceiling of mystical dispute is just so much higher, and cement us the dominating counterspell deck. Mystical dispute also acts as a bad 3 mana counter, so it isn't dead in other matchups. Also, with the reduction in attrition matchups where the discard mode really shines on esper charm, a split of 2-2 archmage's charm seems worthwile, adding two more hard counters and a more fuctional tertiary mode while still maintaining the 4 draw 2's. The mana is fine for this as well as esper charm and archmage's differ in the mana base only slightly, and archmage's might be easier to cast at times and vice versa. This brings us up to twelve maindeck counterspells.
My sideboard seems pretty set but I still have to slice off four cards. There's several fields that I am trying to align. My list is below for reference. Abrupt Decay is excellent in the current meta, and two seems right. They might need to be main or split, and we might need to shave 1. So that positioning needs to be figured out, and really we need to decide why it isn't main (who are we not bringing it in against, what is it upgrading?). Surgical and kaya's guile are locked as our anti graveyard tech, our proactive control, our silver bullets, and our burn plan. Almost everything in the rest of the deck cost one as G2 and G3 the best thing our sideboard can do is make our deck less mana intensive as we will likely need to double spell. Fatal push and porphyry nodes do an excellent job of cleaning up aggressive starts out of our opponent. I have to decide if I want a second supreme verdict to clean up fast creature starts. Specifically, I need to figure out to beat prowess if they void me as that shuts out the cryptic lock. Also, two verdicts is very appealing against death's shadow and jund specifically who setting up and maintaining the cryptic lock can be difficult against. Verdict also corrects the cavern of souls problem. I've now figured out a combo that allows 12 counters main which ensures I've got the biggest stack around G1. 6 Counterspells out the side maintains this dominance, as the heaviest reactive decks are bringing in 3/3 dispute veil. As my new counterspells are for fighting instant reactions of all kinds, I have no doubt that 4 dispel is correct as Instants are what I care about G2. The other two being some combination of veto and dispute make sense to me as they play a similar role, but can also be used to 1-1 threats. Dispel is great in that is going to sit in my hand until I need to win a fight on the stack, which will assuredly come up. I think knowing the rough sideboard plans of given matchups, I need to do some elephants to help determine my excess. I remember be too heavy against aggro decks, which paid off, but I often had excellent cards for a matchup in the sideboard do to over abundance, this is a waste of premiuim side board slots. In the formula below I need to operate the specific deck's I'm targeting to define X. For example, Sultai oko is the oko deck I think I want to target, so elephanting for that will define the total number of cards sideboarded, and thus what spots are needed/extra. Anti-aggro I'm going to go either burn or prowess, and then also factor in wide with something like humans. The multi purpose spots either need to be croos applicable for the aformentioned matchups (and needed) and/or have application for the other listed three matchups. Titan I think will be covered out of this configuration, and there's enough flexibility for game in about every matchup.
2 Surgical
2 Kaya's Guile
2 Fatal push
2 Porphyry nodes
1 supreme verdict
2 Dovin's Veto
2 Mystical Dispute
4 Dispel
2 Abrupt Decay
A potential formula:
2 Surgical
2 Kaya's Guile
6 Counterspells
X Anti-Aggro cards
X Multi purpose slots (Helping cover Jund, Etron, and Death's Shadow)
*Surgical+Counterspells+X Multi= Oko/control matchups
Recap
What can I say about my 1-2-2 finish? Well I'll take pride in the fact i nailed my 75. I forced my opponent off an oko on their T2 which dictated the pace of the game. I stole A goose to undo all my opponents damage and make my guile a live removal spell.I ignored emry at my own peril being buried in card advantage, but was able to correct for this with verdicts. My uncounterable spells pulled a lot of weight. I beat my opponent the turn they were going to ultimate their jace handily. I dimantled two oko decks and a simic titan deck. I made three misplays with my mana that cost me a lot of tempo. I misunderstood the need of guile over surgical against control to hedge against snapcasters but still have graveyard control. My sideboard plans were robust and powerful. I got to double trap surgical on turn 2.
My key takeaways were there are interactions I missed because of a lack of testing. I know the deck inside and out, but you got to play the matchups to see what your not seeing. I think dedicating at least two FNM's before a tournament is absolutely neccessary, and trying to get a monthly gauntlet thing with Fredo is also neccessary. All my games went to time, which I should have anticipated and planned around more. I lost to some well time top decks, nothing to learn from that. Two matches were stolen by this, which is unfortunate. My opponents were surprised as well. My plan to force through traps needs a little more work, because paying full price into counterspells is unviable. Also, when you get a time extension, note it on the lifepad. I lost a game because I went for the win in turns, instead holding back with the cryptic lock for the 8 cards left in their library. Ouch. I also died to blood moon one time. The writing was on the wall. That was my fault. My tournament prep and theory crafting were excellent though. Especially how I figured out how to conceptualize sideboard guides with elephanting and my continued dead eye read of metagames. My preboarding decisions were also quite good, and I think I got a better handle on tuning a list to a given meta this time. All in all I learned a lot, enjoyed my games, felt in the drivers seat, and think I'm catching my stride in this regard.
*Simic Whirza gameplan
*Planeswalker and nonland permanent game.
*Have plan for field of the dead and lotus field.
*Don't die to blood moon.
*Graveyard hate in spades.
*Figure out how to be the best counterspell deck in the room.
So I've done some metagame analysis and the results are interesting. Out of what I am anticipating there seems to be some clear roles in the matches for me to play in Control/Graveyard Control/Burn plan, Surgeon/advanced procedure (+control), Control Mirror, and Jund Grind. All strategies require me to answer card for card, generate x-1's, dominate the stack, and have true inevitability. Some edges this deck has over others occupying similar space is never tapping out proactively creating less windows and increased mana advantage, a variety of modal options, and Archive trap being a true inevitability engine against every played deck in the format and some times even a proactive clock. I need to pick my spots, line my answers up to their threats, and eventually turn the corner by burying them in card advantage.
It seems like most decks fall into control/operation in the current meta, which probably means I should be playing some amount of surgical main again. Without surgical it is just control, grinding down their resources and countering only the spells that matter. With surgical I can play a proactive game plan of a sort, using mill cards and interaction to expose the relevant card to hit with surgical and then functionally neutering my opponents deck. I think the number of key cards should dictate how I sideboard, mulligan, and play. I want to do a leveling system where the bottom tier are decks dismantled with 1-2 surgicals, the top tier 3 or more surgicals. I think the 3 or more also dictates I have some functional duplicates to help offset, like pithing needle or unmoored ego, available in the side. Once my opponent is neutered they will likely concede. If they do not, I believe I am incentivized to try to close the game to be able to win a potential best of 3, as a short G3 in any match up is probably unwinnable from my end. Control is the baseline "treatment" in our medical metaphor, as I need to answer my opponents threats as I maneuver for the procedure. A deck with 1-2 relevant cards should be fairly easy to operate on as they little to be controled outside of the cards I care about anyway. Decks with 3 or more will require correctly prioritizing the threats that matter sequentially and having ubiquitous catch up answers for the ones that slip past the surgical. There are a few "advanced procedure decks" that will fold to surgical but require a specific approach to their ancillary affects and threats.
The other most common mode is control/Graveyard control/Burn plan. I do not need to wax poetic about these strategies as they are more straightforward and mostly employed against generic creature matchups. Effectively managing low velocity decks full of creatures is not the most difficult, although each deck has a few wrinkles to be planned around. Decks like dredge and crabvine also require that i have mastery of the graveyard, something I'm hoping the combination of guile and surgical allow me. Guile also helps mitigate the creeping chill/conflagarate issue with lifegain. Burn is always present and needs a dedicated plan, which my current is excellent.
There are two unique matchups that require a completely different strategy.
Jund seems to be about card quality and who is 2-1 whom. It seems like most play patterns entail both decks getting in top deck mode. I am trying to position myself to answer my opponents threats and then top deck card advantage to pull ahead. It will be neccessary to also control their graveyard, as wrenn and others offer x-0 for zero's out the yard. Having my own sticky threats help with this endeavor, but can put me behind if I need to tap out for it.
I have to decide how I want to act in the control mirror. What is clear is tapping out sucks, baby teferi is a big pain in the ass, and resolved planeswalkers dictate the pace of game a good percentage of the time. The same is true for jund.
I did some great work yesterday, but now I need to go a little deeper. For the angle I am trying to interact on I need 6 counterspells in the sideboard, 3-4 of them are dispel, and I need two mystical dispute in the main. This is how I am going to be the alpha counterspell deck. I need to think about what then need be sacrificed to accomplish this. My solution has been to cut the two censor's for mystical dispute. Censor really overperforms, and those added two cards of velocity do make a significant difference and are correct in a more open meta, but with such a high likelihood of getting paired up against a blue deck, the ceiling of mystical dispute is just so much higher, and cement us the dominating counterspell deck. Mystical dispute also acts as a bad 3 mana counter, so it isn't dead in other matchups. Also, with the reduction in attrition matchups where the discard mode really shines on esper charm, a split of 2-2 archmage's charm seems worthwile, adding two more hard counters and a more fuctional tertiary mode while still maintaining the 4 draw 2's. The mana is fine for this as well as esper charm and archmage's differ in the mana base only slightly, and archmage's might be easier to cast at times and vice versa. This brings us up to twelve maindeck counterspells.
My sideboard seems pretty set but I still have to slice off four cards. There's several fields that I am trying to align. My list is below for reference. Abrupt Decay is excellent in the current meta, and two seems right. They might need to be main or split, and we might need to shave 1. So that positioning needs to be figured out, and really we need to decide why it isn't main (who are we not bringing it in against, what is it upgrading?). Surgical and kaya's guile are locked as our anti graveyard tech, our proactive control, our silver bullets, and our burn plan. Almost everything in the rest of the deck cost one as G2 and G3 the best thing our sideboard can do is make our deck less mana intensive as we will likely need to double spell. Fatal push and porphyry nodes do an excellent job of cleaning up aggressive starts out of our opponent. I have to decide if I want a second supreme verdict to clean up fast creature starts. Specifically, I need to figure out to beat prowess if they void me as that shuts out the cryptic lock. Also, two verdicts is very appealing against death's shadow and jund specifically who setting up and maintaining the cryptic lock can be difficult against. Verdict also corrects the cavern of souls problem. I've now figured out a combo that allows 12 counters main which ensures I've got the biggest stack around G1. 6 Counterspells out the side maintains this dominance, as the heaviest reactive decks are bringing in 3/3 dispute veil. As my new counterspells are for fighting instant reactions of all kinds, I have no doubt that 4 dispel is correct as Instants are what I care about G2. The other two being some combination of veto and dispute make sense to me as they play a similar role, but can also be used to 1-1 threats. Dispel is great in that is going to sit in my hand until I need to win a fight on the stack, which will assuredly come up. I think knowing the rough sideboard plans of given matchups, I need to do some elephants to help determine my excess. I remember be too heavy against aggro decks, which paid off, but I often had excellent cards for a matchup in the sideboard do to over abundance, this is a waste of premiuim side board slots. In the formula below I need to operate the specific deck's I'm targeting to define X. For example, Sultai oko is the oko deck I think I want to target, so elephanting for that will define the total number of cards sideboarded, and thus what spots are needed/extra. Anti-aggro I'm going to go either burn or prowess, and then also factor in wide with something like humans. The multi purpose spots either need to be croos applicable for the aformentioned matchups (and needed) and/or have application for the other listed three matchups. Titan I think will be covered out of this configuration, and there's enough flexibility for game in about every matchup.
2 Surgical
2 Kaya's Guile
2 Fatal push
2 Porphyry nodes
1 supreme verdict
2 Dovin's Veto
2 Mystical Dispute
4 Dispel
2 Abrupt Decay
A potential formula:
2 Surgical
2 Kaya's Guile
6 Counterspells
X Anti-Aggro cards
X Multi purpose slots (Helping cover Jund, Etron, and Death's Shadow)
*Surgical+Counterspells+X Multi= Oko/control matchups
Recap
What can I say about my 1-2-2 finish? Well I'll take pride in the fact i nailed my 75. I forced my opponent off an oko on their T2 which dictated the pace of the game. I stole A goose to undo all my opponents damage and make my guile a live removal spell.I ignored emry at my own peril being buried in card advantage, but was able to correct for this with verdicts. My uncounterable spells pulled a lot of weight. I beat my opponent the turn they were going to ultimate their jace handily. I dimantled two oko decks and a simic titan deck. I made three misplays with my mana that cost me a lot of tempo. I misunderstood the need of guile over surgical against control to hedge against snapcasters but still have graveyard control. My sideboard plans were robust and powerful. I got to double trap surgical on turn 2.
My key takeaways were there are interactions I missed because of a lack of testing. I know the deck inside and out, but you got to play the matchups to see what your not seeing. I think dedicating at least two FNM's before a tournament is absolutely neccessary, and trying to get a monthly gauntlet thing with Fredo is also neccessary. All my games went to time, which I should have anticipated and planned around more. I lost to some well time top decks, nothing to learn from that. Two matches were stolen by this, which is unfortunate. My opponents were surprised as well. My plan to force through traps needs a little more work, because paying full price into counterspells is unviable. Also, when you get a time extension, note it on the lifepad. I lost a game because I went for the win in turns, instead holding back with the cryptic lock for the 8 cards left in their library. Ouch. I also died to blood moon one time. The writing was on the wall. That was my fault. My tournament prep and theory crafting were excellent though. Especially how I figured out how to conceptualize sideboard guides with elephanting and my continued dead eye read of metagames. My preboarding decisions were also quite good, and I think I got a better handle on tuning a list to a given meta this time. All in all I learned a lot, enjoyed my games, felt in the drivers seat, and think I'm catching my stride in this regard.
Comments
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