Welcome back everyone to another edition of the Spice Cabinet! I am overjoyed with the amount of interest my Punishing Ice article generated. So many people have reached out via Facebook and Twitter asking about the deck that I decided that the article was worth revisiting. Conveniently, Grand Prix Louisville is right around the corner, which means now is the perfect time to give the deck a tune up. I fully intend to run Punishing Ice in the GP on January 7th, so if all goes as planned I will also be releasing a sideboard guide for the deck for my next article on January 2nd. That should give you all plenty of time to prepare for the one in a million chance that we get paired up against each other in the GP!

For those of you who missed the last article, you can find it here https://www.hipstersofthecoast.com/2016/10/punishing-ice/. For everyone else let’s take a look at the updated list!

Punishing Ice

Creatures (10)
2 Bedlam Reveler
3 Thing in the Ice
3 Snapcaster Mage
1 Vendilion Clique
1 True-Name Nemesis

Spells (30)
2 Jace, the Mind Sculptor
2 Dack Fayden
1 Engineered Explosives
1 Life From the Loam
4 Punishing Fire
4 Lightning Bolt
4 Force of Will
2 Spell Pierce
1 Counterspell
1 Misdirection
4 Brainstorm
4 Ponder

Land (21)
4 Grove of the Burnwillows
2 Island
1 Misty Rainforest
3 Polluted Delta
3 Flooded Strand
4 Volcanic Island
1 Tropical Island
3 Wasteland
Sideboard (15)
2 Engineered Explosives
2 Pithing Needle
1 Krosan Grip
1 Sylvan Library
2 Grafdigger’s Cagea
2 Surgical Extraction
1 Submerge
2 Flusterstorm
1 Kozilek’s Return
1 Pyroblast

Since I first wrote about the deck in October, I have entered Punishing Ice in about a half dozen tournaments of various sizes. In all but one of these tournaments I made Top 4 or Top 8, including a 3rd place finish at the Gaming Etc. Legacy 1K, which drew some of the toughest competition in the New England area. What I am trying to say is that this deck is the real deal. I believe that it is more than capable of taking down the GP, as well as your local legacy FNM.

punishing-fire

This added experience with Punishing Ice has given me greater perspective on the strengths and weaknesses of the deck. As such I have made a few small tweaks to the main deck in order to shore up some weaker matchups as well as increase the consistency of the deck.

-2 Surgical Extraction

Ahhh [casthaven]Surgical Extraction[/casthaven], you were so awesome when you were good, and so mediocre the rest of the time. I still stand by what I said in my first article, [casthaven]Surgical Extraction[/casthaven] adds a fun flavor to the deck that can win games. Getting a Dredge or Reanimator player with a game one [casthaven]Surgical Extraction[/casthaven] is a great feeling. Flipping [casthaven]Thing in the Ice[/casthaven] at instant speed was also a great gotcha moment. Unfortunately, I needed to add a few cards to the deck in order to shore up some matchups and [casthaven]Surgical Extraction[/casthaven] was the most logical choice for a cut. If the metagame shifts back to more graveyard-based strategies I could totally see these sweet phyrexian mana babies making their way back into the main deck.

jace-the-mind-sculptor

+1 Engineered Explosives

As I learned first-hand from local Bant Stoneblade legend Tom Smiley, the deck has a hard time dealing with untargetable threats like [casthaven]True-Name Nemesis[/casthaven]. [casthaven]Sword of Fire and Ice[/casthaven] as well as [casthaven]Mother of Runes[/casthaven] can also ruin your day quicker than you can say “protection from red.” [casthaven]Engineered Explosives[/casthaven] was added to help answer those hard-to-reach targets. The deck can easily make three colors of mana between the [casthaven]Volcanic Island[/casthaven]s and [casthaven]Grove of the Burnwillows[/casthaven], which means about 90% of Legacy playable cards are within its explosive reach.   

awoken-horror

+1 Misdirection

Making up for some of the lost spice due to the removal of [casthaven]Surgical Extraction[/casthaven], [casthaven]Misdirection[/casthaven] carries the mantle of official Spicy 61st. This card has more than earned its place after the dozen or so matches I have seen it in. [casthaven]Thing in the Ice[/casthaven] has a huge target on its head, and smart opponents will wait until the last possible moment before trying to kill it. This led to several occasions where Misdirecting an [casthaven]Abrupt Decay[/casthaven] back at my opponent’s permanent had the double whammy effect of also flipping my [casthaven]Thing in the Ice[/casthaven]. The game does not last much longer after that happens.

dack-fayden

Other fun moments with [casthaven]Misdirection[/casthaven] involved changing the target of an opponent’s [casthaven]Surgical Extraction[/casthaven] from my [casthaven]Punishing Fire[/casthaven] to a card in their graveyard. I was also able to live the dream of Misdirecting a [casthaven]Hymn to Tourach[/casthaven] back at my opponent for all the value. If all else fails [casthaven]Misdirection[/casthaven] is also a great fifth copy of [casthaven]Force of Will[/casthaven], helping you shore up your counter war matchups.  

-1 Chain Lightning

Another tough cut was [casthaven]Chain Lightning[/casthaven]. There are definitely times where I find myself sitting at three life staring down a [casthaven]Delver of Secrets[/casthaven] wishing I had not cut [casthaven]Chain Lightning[/casthaven]. At the end of the day space needed to be made and unless your name is Pat Euglow, [casthaven]Chain Lightning[/casthaven] is just a sorcery speed [casthaven]Lightning Bolt[/casthaven].

bedlam-revelar

+1 Bedlam Reveler

Almost right away I realized that I wanted a second copy of [casthaven]Bedlam Reveler[/casthaven] in the main deck. This card is unbelievably good and is always what you want to draw when the game stalls out. Having a second copy does mean that it shows up in opening hands more often when it is uncastable. This is usually not much of a downside though, as you have many ways to tuck it back into your deck. Worst comes to worst you can always pitch it to a [casthaven]Dack Fayden[/casthaven] +1 as having two in the deck makes discarding a copy a lot less painful.   

-1 Island for +1 Volcanic Island

The mana base needed a slight tweaking. Namely it needed more red sources that were not [casthaven]Grove of the Burnwillow[/casthaven] to maximize value from all of the burn spells. I could definitely see an argument to be made to turn it into a Mountain in order to play around [casthaven]Wasteland[/casthaven] decks. However based on my current testing the [casthaven]Volcanic Island[/casthaven] is the better choice for its increased consistency.

Changing all the Fetchlands

Don’t read too much into this one folks, all that matters is that they can fetch a blue source. The fetchland choices I made for the deck are based on which ones I have in foil. After all, we have to have the deck looking fresh for when it takes down the Top 8 of the grand prix.

Jerry Mee is a Boston Native who has been playing Magic since Onslaught Block. Primarily a Legacy player, he cohosts the weekly Leaving a Legacy Podcast found on Mtgcast.com. He can be reached on Twitter at @Jmee3rd

 

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