I first started playing Modern shortly after it was announced in 2011. I immediately fell in love with the format. It didn’t rotate, there were a ton of possibilities for deck-building, and most importantly it wasn’t Extended. It’s not that I hated Extended per se, it’s just that the format wasn’t well supported outside of the PTQ season and felt just like a slightly larger Standard. Anyway, I thought Modern was the bees knees and I immediately started building decks, playtesting, and grinding PTQs.

The first Modern PTQ season I played UR Twin. The decklist looked something like this:

UR Tron 2011-2012

Creatures (13)
Spellskite
Deceiver Exarch
Pestermite
Kiki-Jiki, Mirror Breaker
Lands (24)
Island
Mountain
Breeding Pool
Cascade Bluffs
Misty Rainforest
Scalding Tarn
Steam Vents
Sulfur Falls

Spells (23)
Splinter Twin
Dispel
Remand
Flame Slash
Serum Visions
Sleight of Hand

Sideboard (15)
Blood Moon
Ancient Grudge
Echoing Truth
Spell Pierce
Firespout
Flame Slash

Now when I say I played Twin, what I really mean is that I lost with Twin. Despite playing a reasonable number of games before the season started, I felt woefully inept with the deck. I didn’t play around hate correctly, I would wait too long to go off, and I never boarded correctly. While I improved over the season, I never felt like Twin was the right deck for me. Unlike the tempo twin decks of today, this deck had one way to win, and if you were prevented from doing so by Torpor Orb, Combust, or opposing Spellskites, you were out of luck. Beating down with Deceiver Exarch is an arduous process and not one I recommend for people looking to win games.

Just because Twin wasn’t the right deck for me didn’t mean that I was looking to play fair. The following PTQ season I played UR Breach Tron and then somewhere along the line switched to GR Tron:

UR Tron 2012-2013

Creatures (4)
Kozilek, Butcher of Truth
Ulamog, the Infinite Gyre
Emrakul, the Aeons Torn

Spells (31)
Condescend
Repeal
Electrolyze
Gifts Ungiven
Remand
Thirst for Knowledge
Through the Breach
Pyroclasm
Prismatic Lens
Expedition Map
Izzet Signet
Lands (25)
Mountain
Island
Breeding Pool
Steam Vents
Shivan Reef
Scalding Tarn
Urza’s Mine
Urza’s Power Plant
Urza’s Tower
Eye of Ugin

Sideboard (15)
Dispel
Combust
Ancient Grudge
Wurmcoil Engine
Torpor Orb
Grafdigger’s Cage
Spellskite
Burst Lightning
Pyroclasm

GR Tron 2012-2013

Lands (18)
Academy Ruins
Eye of Ugin
Grove of the Burnwillows
Urza’s Mine
Urza’s Power Plant
Urza’s Tower

Creatures (2)
Emrakul, the Aeons Torn
Wurmcoil Engine

Spells (40)
All Is Dust
Ancient Stirrings
Chromatic Sphere
Chromatic Star
Expedition Map
Explore
Mindslaver
Prophetic Prism
Sylvan Scrying
Talisman of Impulse
Karn Liberated
Sideboard (15)
Ancient Grudge
Combust
Pyroclasm
Relic of Progenitus
Seal of Primordium
Spellskite
Wurmcoil Engine

To me, Tron felt like a combo deck that wasn’t all in on one individual plan. With Breach Tron, opponents would have to respect an early Through the Breach or a late game hardcasted Emrakul, the Aeons Torn. The deck had a proactive game plan and inevitability against the grindier decks in the format. Furthermore, each of the Tron decks had Pyroclasms to combat the aggro/Geist decks and would later adopt Oblivion Stone to further dismantle decks looking to play…permanents.

The problem with Tron is that it is a 70/30 deck. By this I mean, that it has a 70% win percentage over much of the field, but then is just 30% against the rest. The games I played often felt like they were predetermined, and that play skill took a back seat to card interaction. Everytime I sat down to play against Jund with GR Tron it felt like a bye. On the opposite end of the spectrum, every time I sat down across from Scapeshift or Twin, I felt like I was playing an unwinnable match-up that didn’t get much better after board.

I had some totally reasonable finishes playing both UR Tron and GR Tron, but then again I had some abysmal finishes too. During one PTQ, I went 3-5, losing to a Noggle deck which I am pretty sure was a direct port from Shadowmoor Block Contructed, and to a Mill deck, which I didn’t think was possible.

After varying results, I decided I was ready to play fair. Or rather, mostly fair, since I still wanted a combo element in my UWR Control deck:

UWR Kiki Control

Creatures (14)
Restoration Angel
Snapcaster Mage
Wall of Omens
Kiki-Jiki, Mirror Breaker
Vendilion Clique
Lands (26)
Island
Mountain
Plains
Arid Mesa
Cascade Bluffs
Celestial Colonnade
Desolate Lighthouse
Hallowed Fountain
Sacred Foundry
Scalding Tarn
Steam Vents
Sulfur Falls
Tectonic Edge

Spells (20)
Cryptic Command
Electrolyze
Lightning Bolt
Mana Leak
Path to Exile
Remand
Spell Snare
Sphinx’s Revelation

Sideboard (15)
Relic of Progenitus
Spellskite
Izzet Staticaster
Rest in Peace
Stony Silence
Celestial Purge
Dispel
Shadow of Doubt
Wear
Anger of the Gods
Wrath of God

I’ve enjoyed playing various UWR Control lists, with and without Kiki-Jiki, but I haven’t had enough practice to learn the match-ups in and out. While I feel that I am competent with the deck, I don’t think I’m exceptional with it. With a deck like UWR, which seems to be 50/50 against most of the format, small play mistakes will cost you matches.

For GP Worcester/Boston, which once again is more than an hour from Boston, I want to go back to playing unfair. I want to go back to playing 70/30 decks. Ultimately, I’m looking for a resilient combo deck with more than one avenue of attack. I want to play a deck that has complicated lines of play but is relatively non interactive. I am willing to struggle through my bad match-ups in order to cake walk through my good match-ups.

I’ve identified two decks that fit much of this criteria and are within my means to build without spending more money than I have:

Amulet

Lands (27)
Boros Garrison
Cavern of Souls
Forest
Gemstone Mine
Golgari Rot Farm
Gruul Turf
Kabira Crossroads
Khalni Garden
Selesnya Sanctuary
Simic Growth Chamber
Slayers’ Stronghold
Sunhome, Fortress of the Legion
Tendo Ice Bridge
Tolaria West
Vesuva

Creatures (7)
Azusa, Lost but Seeking
Primeval Titan

Spells (26)
Amulet of Vigor
Ancient Stirrings
Hive Mind
Pact of Negation
Serum Visions
Slaughter Pact
Summer Bloom
Summoner’s Pact
Sideboard (30)
Bojuka Bog
Chalice of the Void
Choke
Creeping Corrosion
Engineered Explosives
Ghost Quarter
Pithing Needle
Pyroclasm
Seal of Primordium
Wurmcoil Engine
15 sideboard cards

UW Gifts Tron

Creatures (3)
Elesh Norn, Grand Cenobite
Emrakul, the Aeons Torn
Iona, Shield of Emeria
Lands (25)
Island
Plains
Snow-Covered Island
Celestial Colonnade
Hallowed Fountain
Seachrome Coast
Urza’s Mine
Urza’s Power Plant
Urza’s Tower

Spells (32)
Azorius Signet
Batterskull
Expedition Map
Talisman of Progress
Detention Sphere
Oblivion Ring
Condescend
Gifts Ungiven
Path to Exile
Remand
Sphinx’s Revelation
Thirst For Knowledge
Day of Judgment
Supreme Verdict
Timely Reinforcements
Unburial Rites
Wrath of God

Sideboard (15)
Grafdigger’s Cage
Torpor Orb
Spellskite
Ghostly Prison
Celestial Purge
Disenchant
Dispel
Mindbreak Trap
Negate
Pact of Negation
Remand

What I like about Amulet is that it can win on turn two or three while also being resilient and capable of playing through multiple counterspells. With Tolaria West, you are able to fetch important utility lands, a crucial kill spell in Slaughter Pact, Primeval Titan via Summoner’s Pact, and a counter to protect your combo in Pact of Negation. The deck is capable of winning on the back of Primeval Titan beats or Hive Mind gifting your opponents pact upkeep triggers. The downside of playing the deck is that it requires a lot of practice to play correctly. Land sequencing is really important, as is knowing all potential interactions with Primeval Titan and Tolaria West, oh yeah, and if you slip up during your upkeep and forget to pay for a pact…you lose. The deck is also cold to land destruction and pretty much can never beat a resolved Blood Moon without a Seal of Primordium in play.

My interest in playing UW Gifts Tron is that it combines the big mana power of a Tron deck with the ability to Gifts Ungiven for Unburial Rites and Elesh Norn. This deck has inevitability in the long game but can also shut off combo decks with an early Iona or dismantle aggressive strategies with multiple wrath effects. Gifts Tron does have a Control shell and must interact with an opponent instead of just killing them out of nowhere but still doesn’t seem to be as mentally taxing as playing UWR Control through an all day tournament. Like Amulet, Gifts Tron is pretty soft to land destruction and Blood Moon but unlike Amulet, has multiple counterspells to protect its real estate.

I have both deck proxied up and will be getting in as many games as possible over the next few weeks. If you’re reading and have an opinion on either of these decks, please share in the comments section.

At age 15, while standing in a record store with his high school bandmates, Shawn Massak made the uncool decision to spend the last of his money on a 7th edition starter deck (the one with foil Thorn Elemental). Since that fateful day 11 years ago, Shawn has decorated rooms of his apartment with MTG posters, cosplayed as Jace, the Mindsculptor, and competes with LSV for the record of most islands played (lifetime). When he’s not playing Magic, Shawn works as a job coach for people with disabilities and plays guitar in an indie-pop band.

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