2018


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SCG Dallas Team Open 2018 - Modern

Introduction:

 

Howdy! You probably don’t know me, but my name is Jeremy Frye. I recently won GP Santa Clara with my teammates John Martin and Will Ho. I had already planned on playing SCG Dallas far in advance, so unfortunately we couldn’t keep the same team together. I traveled there to battle instead with Will Ho and Travis Brown and ended up having a great weekend. We top 8ed coming out of the swiss in 3rd seed and ended up losing in the quarter finals.

 

I’m writing this today to give a tournament report on my favorite unique modern deck Krark-Clan Ironworks combo, which I have named “Scrap Iron”. I tried to take detailed notes so I could remember everything accurately. First off, I’ll start with the decklist:

 

Scrap Iron

Creatures (10)

Lands (17)

Spells (33)

Sideboard

Tournament Report:

 

Round 1:

Team: Win 1-0

Personal: Loss 1-2 Burn Total: 0-1

Explanation: Game 1 I have a turn 3 win on the draw but the Burn player plays a turn 2 and turn 3 Eidolon. It is too much for me to fight through and I die shortly after.

 

Game 2 I keep a decent hand on the play. Burn’s hand is slow and doesn’t have any hate cards so I combo out quickly.

 

Game 3 my teammates have already won so the round is over (feels nice) but we play it out anyway for fun. I mull to 6 on the draw and keep a sketchy 1 lander that needs to hit an Ancient Stirrings or a 2nd Land in the first 2 turns. A scry to the bottom and a few turns later I’m discarding to hand size while dead on board.

 

Round 2:

Team Win 2-0

Personal: Win 2-0 UR Kiki-Jiki Total: 1-1

Explanation: Game 1 my opponent stumbles and is stuck on 2 lands for multiple turns. I wait and don’t play KCI into his obvious remand and eventually he taps out for a Spreading Seas to cantrip. I win on the following turn.

 

Game 2 I play several bait cards which all get remanded into eventual Snapcaster Remand. It comes down to a turn where they have Vendilion Clique and 2 Snapcaster Mages in play ready to deal lethal the next turn and the Clique looks at my hand to see KCI and Lingering Souls. He takes the KCI and I draw another off the trigger. If he had had a Remand for my KCI he would have taken the Lingering Souls to set up lethal so I slam the KCI and combo off to his groans.

 

Round 3:

Team Win 3-0

Personal: Win 2-0 Dredge Total: 2-1

Explanation: Game 1 I attempt to combo turn 3 but fizzle out so I set up the board to win the next turn and pass. He puts more dudes into play but there is no way for him to kill me. I untap and win on my turn 4.

 

Game 2 my Dredge opponent mulls to 3 and keeps with no pressure or interaction. My hand contains a turn 4 win as well as a Grafdigger’s Cage so the match is over in short order.

 

Round 4:

Team Win 4-0

Personal: Loss 0-2 Merfolk Total: 2-2

Explanation: This is normally a very good matchup but I get a bit unlucky. Game 1 I get stuck on 3 colorless lands with 3 Ancient Stirrings and a KCI in hand. Any mana source to play KCI or green source to play Ancient Stirrings most likely wins the game but I eventually die from doing nothing.

 

Game 2 my hand is slow but very interactive. The hand was most likely a mulligan because my 3 lands were Darksteel Citadel, the worst land in the matchup. I am eventually punished by them when he Hurkyl’s Recalls me back to the stone age and I can’t rebuild fast enough to live through his attacks.

 

Round 5:

Team: Win 5-0

Personal: Win 2-0 Bant Company Total: 3-2

Explanation: Game 1 I’m on the play and have a turn 3 win before he can really play anything.

 

Game 2 he plays a turn 3 Scavenging Ooze with 1 green mana up and Ghost Quarters my Sanctum of Ugin, but I am able to “half-combo” and make enough mana to hardcast Emrakul on turn 3 without using the graveyard.

 

Round 6:

Team: Loss 5-1

Personal: Loss 0-2 Grixis Fiend-Shadow Total: 3-3

Explanation: Game 1 He has a turn 4 kill with Kiln Fiend with a Stubborn Denial for the KCI I attempt to win with on my turn.

 

Game 2 we get in a long board stall where I end up with Lingering Souls tokens and a 8/8 Hangarback Walker versus his Death’s Shadow and Kiln Fiend. I am set up to kill him with fliers in the next couple turns until he attacks with Death’s Shadow 1 turn. I block with the Hangarback since I am convinced he is trying to Temur Battle Rage for lethal. Instead he kills the Hangarback and after the Thopters are made he casts Rakdos Charm to deal 12 damage to me because of the amount of creatures I had in play. Was not a card on my radar to play around, but props to him for finding that line.

 

Round 7:

Team: Win 6-1

Personal: Win 2-0 Affinity Total: 4-3

Explanation: Game 1 he has a slow draw and I combo him on turn 4.

 

Game 2 he has another very slow draw but is holding up Ancient Grudge for my KCI. He taps down to only enough mana to cast Grudge and on my turn I play KCI. When he has a chance to respond he Grudges the KCI to which I make extra mana and then sacrifice to itself. Then I play the 2nd KCI I had in my hand and continue to combo off into a win. After the game he reveals he had yet another Ancient Grudge in his hand and says he got greedy tapping low for a faster clock.

 

Round 8:

Team: Win 7-1

Personal: Win 2-0 Grixis Death’s Shadow Total 5-3

Explanation: My team is featured on stream this round which you can watch here. Game 1 my first KCI is met with a Stubborn Denial, but I have a 2nd one to play the next turn. That one resolves and I hardcast an Emrakul in no time.

 

Game 2 is long and drawn out but I get a Hangarback going which holds back his attacker, then cast some Lingering Souls which dispatch him in short order.

 

Round 9:

Team: Win 8-1

Personal: Win 2-1 Jeskai Control Total: 6-3

Explanation: This was probably my most intense match of the tournament. My standard teammate Will gets a game loss due to a Deck Registration Error and my other teammate and I have very tough matchups. Game 1 he stumbles on land and I end up slamming a KCI and hoping for the best. He doesn’t have a counter for it and I manage to combo off.

 

Game 2 He plays a turn 3 Stony Silence and I have no Nature’s Claim in hand. The game lasts about 6 more turns but I never draw a Nature’s Claim and eventually die.

 

Game 3 he plays a turn 2 Stony Silence but I am ready for it and Claim it immediately. The game drags out for many many turns with 2 of my KCIs getting countered. We are drawing and passing for many turns where he Vendilion Cliques me and sees a Defense Grid and KCI that I am holding. He takes the Defense Grid which shows me he has a counter but not the ability to hold them up through a grid. I play an Inventor’s fair and then try to set up for a win over the next couple of turns. I tutor for another Defense Grid, and cast 2 Nature’s Claims on 2 of my Ichor Wellsprings to draw deeper for another Grid and keep myself alive longer. I finally draw a 2nd Grid and lead off with them 1 by 1. The first is countered by Ceremonious Rejection, and then a Snapcaster is flashed in to target the Rejection but he doesn’t cast it yet so the 2nd Grid resolves. He has enough mana to hold up the Rejection still so I pass the turn. He attacks me down to 9 on his turn and passes back so I shrug and cast KCI on my turn which resolves. I hardcast the Emrakul that has been sitting in my hand for a while and manage to win the game which wins the match for my team.

 

Round 10:

Team: Win 9-1

Personal: Win 2-0 RG Valakut Total: 7-3

Explanation: Game 1 I combo off on turn 4 easily against his 0 interaction.

 

Game 2 I Nature’s claim a Relic of Progenitus end of turn, untap and jam a KCI. He Ancient Grudges a Myr Retriever with the KCI on the stack and I manage to win easily from there. I explain to my opponent after the round he wanted to save the Grudge for the KCI itself.

 

Round 11:

Team: Loss 9-2

Personal: Win 2-0 Burn Total: 8-3

Explanation: Game 1 He is on the play but gets stuck on 1 land. I play a KCI on turn 3 and manage to win easily.

 

Game 2 I mulligan to 5 and keep a weak hand with KCI and Hangarback Walker. My opponent keeps 7 but it turns out they were very reliant on creatures. My Hangarback Walker stone walls their creature attacks and they draw lands while I eventually draw enough gas to combo off.

 

Round 12:

Team: Loss 9-3

Personal: Loss 0-2 Grixis Death’s Shadow Total: 8-4

Explanation: Game 1 He has a fast clock with a Stubborn Denial for my KCI when I attempt to win.

 

Game 2 I keep a 1 lander with an Ancient Stirrings. The Stirrings finds no 2nd land, nor does the top of my deck for a couple turns which puts me way behind. When I am finally able to set up casting a Defense Grid into a KCI, he has a Stubborn Denial with 4 mana up. I die the next turn.

 

Round 13:

Team: Win 10-3

Personal: Win 2-0 Grixis Death’s Shadow Total: 9-4

Explanation: Game 1 I have probably the best hand I’ve had the entire tournament. I cast a KCI on turn 2 using double Mox Opal which he counters with Stubborn Denial. I then cast another KCI on turn 3 and manage to combo off.

 

Game 2 I play a turn 2 Defense Grid while my opponent is tapped out. I follow it up with another Defense Grid on turn 3 into a safe KCI on turn 4 which lets me easily combo into Emrakul.

 

Round 14:

Team: Win 11-3

Personal: Win 2-1 Bant Knightfall Total: 10-4

Explanation: Game 1 I win on turn 3 before my opponent can do much of anything.

 

Game 2 my opponent plays a Stony Silence which I have no current answer too. I draw my basic forest the turn before he Ghost Quarters my Spire of Industry and then I make a critical mistake. I play out the forest which he then Ghost Quarters the next turn, leaving me with no lands that can produce green mana. When I do draw the Nature’s Claim a couple turns later, I am unable to cast it while I slowly die.

 

Game 3 my opponent has no Stony Silence, but sets up a quick Ghost Quarter lock with Ramunap Excavator. I am able to cast KCI on turn 4 anyways and win easily.

 

Round 15:

Team: Win 12-3

Personal: Win 2-1 Affinity Total 11-4

Explanation: Game 1 I keep a decent hand with a turn 4 KCI. Affinity puts a fast clock on me which I slow down with an Engineered Explosives. I play KCI on turn 4 and attempt to combo, but fizzle from drawing too many lands. I manage to set up the board in a way with Hangarback Walker to live 1 additional turn. I untap on turn 5 and attempt to combo again, but the few extra draws I get are met with even more lands and I fizzle once again and die.

 

Game 2 he has a quick draw that puts me low fast. I am able to play various removal spells and Lingering Souls as chump blockers to live against his lethal threats on the board for 4-5 turns. Finally I draw a KCI and combo off.

 

Game 3 I mull to 5 and he mulls to 6 and we are both stuck on 1 land for multiple turns so the game is slow. I draw out of it first and begin setting up a board of blockers. He is slower to get out from the mana slew but eventually deploys Rule of Law. I have an Engineered Explosives for 3 to keep it in check on the next turn. After a few more turns of stalling and setup, I pop the Explosives at the end of his turn, untap, play KCI, and win.

 

Quarterfinals:

Team: Loss 12-4

Personal: Loss 0-2 Bant Company Total: 11-5

Explanation: Game 1 he sets up his combo fast while holding up Spell Queller mana. I have no answer to Queller without EE so I decide to make him have it buy casting KCI and he does. He combos out over the next two turns.

 

Game 2 I have a decent hand but he has a turn 2 Kataki, War’s Wage which slows down my board development a lot. I manage to draw a Fatal Push to deal with it but he already has more of his board set up with Spell Queller mana open. I bide my time to try and find an Engineered Explosives or 2nd Fatal Push to free my KCI after he Quellers it, but draw many lands instead. Eventually he finds a Fauna Shaman to search for his combo which forces me to jam the KCI. He Spell Quellers it, untaps and combos me.

 

Conclusion:

 

It was an unfortunate way to end the day as my Standard Teammate Will flooded out in his games as well, but it was a good run. I’m happy with the deck and its performance and will most likely run it back again the next modern tournament I play in.

 

If you want to ask me any questions or are interested in what I’m doing, feel free to check out my social media links below. Farewell, and happy Trawling!

Facebook: https://www.facebook.com/ghostsonforever/

Twitter: @Ghostsonforever

Twitch: https://www.twitch.tv/ghostsonforever

By Jeremy Frye at 24 Jan 2018

SCG Dallas Team Open 2018 - Standard

SCG Dallas Team Open Tournament Report

 

24 Lands

4 Botanical Sanctum

4 Spirebluff Canal

4 Aether Hub

3 Forest

1 Mountain

4 Sheltered Thicket

4 Rootbound Crag

 

10 Spells

3 Magma Spray

4 Abrade

3 Harnessed Lightning

 

26 Creatures

4 Servant of the Conduit

4 Voltaic Brawler

4 Jadelight Ranger

4 Bronosaurus Rex

1 Rhonas, the Indomitable

1 Bristling Hydra

4 Rekindling Phoenix

4 Glorybringer

 

15 Sideboard

4 Negate

2 Spell Pierce

2 Struggle/Survive

2 Chandra, Torch of Defiance

1 Lifecrafter Beastiary

3 Chandra’s Defeat

1 River’s Rebuke

 

R1: Grixis Control 2-1 Opponent is too busy helping his wife play her burn deck vs Jeremy’s Combo deck and mispicks the card with the Gonti that he resolved. He meant to take negate and jnstead took Jadelight ranger. Lul.

 

R2: Red White Burn 2–1 Meh. He flooded G3 Lul.

 

R3: Merfolk 2-0 Opponent kept throwing his dudes under the bus. 3/4 Broronosauruz Flex ftw.

 

R4: RG Monsters splash Scraper. 2-0. Game 1 opponent misses my on board combat trick from Rhonas. Lul. My phoenix trampled over his phoenix for exactsiez when he also had a rando thopter that he couldve thrown under the bus as well. Game 2 - He floods.

 

R5: Merfolk 0-2 Playing against Will Lowry. Game 1 I miss land 4 after multiple draws. Game 2 miss land 3 after multiple draws. Got carried. Feels Great.

 

R6: RB Mid Range 2-0 Good Stuff He kinda flooded. G2 drew triple phoenix. lul. Team died.

 

R7: BR Aggro 2-0 Won G1 at 1 life and G2 at 2 life. Highlight was that he casted the new pirate planeswalker and stole my glorybringer. He killed my phoenix and then on my turn I attack with glorybringer to kill his PW. He then draws were anemic after that.

 

R8: Mono Red 2-0 G1 We cast double brawler T4. Crack for 8. Cast rhonas. Kill dude. Opponent casts Hazoret but leaves him on defense. Glorybringer exert, crack with the team. Nice Hazoret. Lul.

 

R9: 1-2 I lose Game 1 due to deck reg error when I was about to win it. Game 2 I savage him. Game 3 didnt draw 4th land and promptly died with double phoenix in hand. Sad pandas. The team carried. Travis savaged his dredge opponent G3 by resolving a RIP T2. Jeremy beats his opponents with resolving kci & defense grid and his opponent drawing air. Jeremy proceeds to combo and Emrakuls him ftw. Lol.

 

R10: 2-1 Grixis Control Voltaic Brawlers and Broronosaurus Rex were the truth Game 1. G2 I draw nothing but air and he slams scarab god and I lose. G3 I put down a T3 Phoenix and proceed to beat for 6 and then 6 until he finally Bontus Last Reckoning the board but then I cast Bristling Hydra and proceed to win from there. Jeremy savages his opponent 2-0 with comboing off.

 

R11: 1-2 Red Black Aggro with Unlicensed Crushed Game 1. Game 2 we punted. Game 3 we drew more lands and he drew mono chandras.

 

R12: Sultai Constrictor 1-1 Didnt finish because team died. Lul.

 

R13: 2-1 Red White Mettle Game 1 we go to top deck mode and then he finds mountain to slam chandra ftw. Game 2 i savage him. Game 3 He keeps a loose six on the play with a one lander. I keep a hand with Brorontosaurus rex, chandras defeat and double phoenix. Snap keep. He missed land 2. Missed land 3. Brorontosaurus Rex is impossible to kill bc 3/4 is the truth. I proceed to play some phoenixs and beat him. Jeremy savages his GDS opponent. G1 he combos off T3. Game 2 he combos off with double defense grid in play. Lol.

 

R14: Black Red Aggro - 2-1 He mulled to five and promptly died to brotosaurus bro and phoenixes.

 

R15: UW Approach - 2-1 His colorless and painlands punish him G2 & G3. Voltaic Brawler beatz. Chandra ult ftw G3.

R16: BG Constrictor 0-2 Top 8 - Mull to five G1 and he draws both of his aethersphere harvesters game one to close the game. Brawler and Phoenix are great bc I set him to 8 life before I finally flooded. G2 I keep a solid 7. I cast 2 jadelights and they hit runner runner lands. I cycled twice as well... also runner runner lands. Oh whale. RiP. Jeremy also flooded. He drew 7-10/17 lands both games 1 & 2 as well. Travis was savaging his opponent. Womp Womp.

By William Ho at 21 Jan 2018

Grand Prix Santa Clara 2018 - Legacy

Howdy, my name is Jeremy Frye and I’m the Legacy player from the recent GP Santa Clara winning team. I’m here to talk about a deck that is near and dear to my heart: Grixis Delver. I’ve been playing this deck for a few years and have tried more cards than I’d like to admit so I’m going to go over my card choices for the event and how I think it might change in the future.

 

First things first, my GP Santa Clara list:

Creatures (14)

Spells (28)

Lands (18)

Sideboard (15)

 

Before I discuss what’s different about this list, I’d like to go over what cards I consider core to the Grixis Delver strategy:

Creatures (13)

Spells (24)

Lands (17)

Sideboard (8)

Stated simply I think there are 5 spell and 1 land flex spots mainboard, and 7 flex spots sideboard. As for how I chose to modify these, the first thing I did was play 1 True-Name Nemesis main deck. I’ve flip-flopped a lot on this spot, playing a Vendilion Clique in the past as well as no 3 drop creature before, but for this tournament I felt like I would have to play against a lot of lands and control type strategies in the later rounds. These are the matchups where True-Name Nemesis shines, while if I was expecting a more combo heavy metagame, I would have perhaps gone back to my tried and true Vendilion Clique.

 

The other 4 spell slots go to whichever various disruptive cards you choose to play which can very well be a meta call. I went with 1 Abrade, 1 Spell Pierce, and 2 Cabal Therapy. The Abrade was a new addition (previously a dismember for me) which I added to give an out to artifacts main deck, primarily Chalice of the Void. Spell Pierce is the best 1 mana counterspell to play in the main deck so I always want to make sure I have at least one in the list. Cabal Therapy is a “combo” with Young Pyromancer as well as Gitaxian Probe and has a lot of strength in many matchups. I feel like every Grixis Delver list needs at least 2 in the 75 although whether you run them main board or sideboard is meta dependant. The ability of them to swing a lot of games with turn 1 Gitaxian Probe into Cabal Therapy the best card is powerful enough for me to run the main. If I didn’t I would most likely add a 2nd Spell Pierce and another removal spell (Forked Bolt) or Cantrip (Preordain).

 

Finally, the land flex spot I chose to run was Badlands for 2 reasons: I want a 3rd black source in the mana base because of my double black spell in the sideboard and when I have a Underground Sea and a Volcanic Island in play, I love having a land to fetch that prevents my opponents from Wastelanding me off a color.

 

Moving on to the sideboard, this is much more open ended. You could make an argument for countless cards to play in these slots so I’ll just begin by giving you the reasons for mine.

 

1 Grim Lavamancer: I feel like you always want a way to deal consistent damage in the creature matchups. I’ve seen Izzet Staticaster played in this kind of slot before, but I value the 1 vs. 3 mana cost, and 2 vs. 1 damage to be of higher value than hitting all creatures with the same name.

 

1 Snapcaster Mage: For this slot I just wanted a way to draw more hate cards in different matchups without running more of that one specific card. Snapcaster was a way to have another Surgical Extraction in the matchups where they matter, another Pyroblast in the matchups where they matter, etc.

 

1 Abrade: As I played more with Abrade main deck, I learned that it was the perfect card to have in a lot of matchups. Take lands for example. Most of the time I found them to board in Tireless Tracker and various hate artifacts against you post board. Guess which card deals with both of them? Boom baby!

 

2 Umezawa’s Jitte: These two spots were similar concessions to creature matchups like the Grim Lavamancer was. Those matchups are typically difficult for Delver, so I wanted a card that could just slam the door if you got it online. Following that logic there wasn’t a game in the tournament I lost after I played and equipped a Jitte.

 

1 Cabal Therapy: I’ve already sung the praises of Cabal Therapy a few paragraphs back. There’s another one here in the sideboard for more of the same reasons. Sometimes it’s so good you want 3.

 

1 Marsh Casualties: This was my odd choice for this tournament. It allows you to have a semi one-sided board wipe in certain creature matchups (can you tell I was really worried about those?) but it also serves the alternate purpose of dealing with an opposing True-Name Nemesis cleanly.

 

If I were to play another tournament going forward knowing what I know now I would make a few changes to the list. Main deck, I would change the Badlands into an Underground Sea. While it’s a very close decision in my eyes, it’s Wasteland protection did not come up as many times I wanted it to be a blue producing land. I would also change 1 of the 2 Cabal Therapies to a 2nd Spell Pierce. In a lot of the matchups I played I would have prefered the Spell Pierce since you do not always know what to name with the Therapies game 1.

 

As for the Sideboard, I would only change the Marsh Casualties to a 2nd Diabolic Edict. It was a bit of a failed experiment and as I found myself staring down the barrel of many many Marite Lieges this tournament, another Edict would have been very helpful.

 

That’s all I have to say for today. Thanks for reading and feel free to hit me up anytime at an event or on social media. May the Delver flips be forever in your favor.

By Jeremy Frye at 19 Jan 2018

Grand Prix Santa Clara 2018 - Modern

Hi! My name is John Martin and I was the Modern player on the GP Santa Clara winning team. Today I want to talk about the Dredge deck that I played in GP Santa Clara and the card choices. Here’s the list

4 Bloodghast
2 Golgari Thug
4 Insolent Neonate
4 Narcomoeba
4 Prized Amalgam
4 Stinkweed Imp

Spell 18
4 Cathartic Reunion
3 Conflagrate
2 Darkblast
4 Faithless Looting
4 Life from the Loam
1 Rally the Peasants

Land 20
3 Arid Mesa
2 Blood Crypt
3 Copperline Gorge
1 Dakmor Salvage
2 Gemstone Mine
2 Mountain
1 Sheltered Thicket
1 Steam Vents
2 Stomping Ground
3 Wooded Foothills

SIDEBOARD 15
2 Abrupt Decay
2 Ancient Grudge
2 Collective Brutality
4 Leyline of the Void
2 Lightning Axe
1 Nature's Claim
2 Thoughtseize

I’ve been playing this deck for a long time now and have learned the ins and outs of it. I’m a firm believer that in modern you should play what you know. I can’t count how many free wins I got because I was able to play around hate.

 

Let’s get into the deck. For the most part the core of the deck is set in stone. There is still some debate on if the fetch land mana base of the pain land base is correct. After playing both I still feel that the fetch land mana base is correct. Being able to get the Bloodghast back at instant speed is such a plus. Because you have a mana base that allows you to play at instant speed you get to have more play around Relic or Spell Bomb. Both of which are very popular with the Storm deck running around.

 

The main deck has 3-4 flex slots depending on play style and the meta. For the GP we went with the 2 Dark Blast, 2 Thug, and 1 Rally the Peasants. We almost played 3 Dark Blast and 1 Thug so that we could have more game against Robots, Hate Bears, and Burn. Though those match ups are favorable so getting one more card for Thug was better. The Rally the Peasants was great all day. Anytime you face Storm, Burn, Ad Nauseam, basically any deck you need to race, you want to hit it in the yard early. The only other card I would consider for this spot would be Driven//Despair. This card is medium most of the time. There are games that it’s just a blow out but most of the time you’re winning those games by simply having a big bored. Maybe if combo decks start to see an uptick, namely Ad Nauseam because they play Phyrexian Unlife to stop you from killing them, then I could see Driven//Despair being better. As of right now it feels more like a “win  more” card.

 

Same as the main deck the core of the side is set. I believe there is really only one flex slot in the side. The Nature’s claim was medium all weekend. After the GP I changed the Claim to a Golgari Charm. It’s been amazing. Paying one more mana for three relevant modes isn’t that much of an investment. You still get to blow up the Rest in Peace, give all the x-1’s out of Robots -1/-1, and when playing against Blue White you can regenerate all your guys after they case Supreme Verdict.

 

Moving forward this is what my list will look like:

Creatures (21)
4 Insolent Neonate
4 Bloodghast
1 Golgari Thug
4 Narcomoeba
4 Prized Amalgam
4 Stinkweed Imp
Spells (19)
3 Conflagrate
3 Darkblast
4 Faithless Looting
4 Cathartic Reunion
4 Life from the Loam
1 Rally the Peasants
Lands (20)
3 Arid Mesa
2 Blood Crypt
3 Copperline Gorge
1 Dakmor Salvage
2 Gemstone Mine
2 Mountain
1 Sheltered Thicket
1 Steam Vents
2 Stomping Ground
3 Wooded Foothills
Sideboard (15)
2 Lightning Axe
2 Thoughtseize
2 Abrupt Decay
2 Ancient Grudge
2 Collective Brutality
1 Golgari Charm bg
4 Leyline of the Void
75 Cards Total

 

Thanks for reading! Next week I’ll post my side board guide and my plans for playing around hate. Don’t forget to follow me on Twitter @hardcastnarco.

 

By John Martin at 19 Jan 2018

Grand Prix Santa Clara 2018 - Standard

Let's start off Here is my decklist: 
23 Lands
2 Forest
1 Island
2 Mountain
3 Rootbound Crag
2 Sheltered Thicket
4 Aether Hub
4 Botanical Sanctum
4 Spirebluff Canal
1 Swamp

21 Creatures 
4 Servant of the Conduit
4 Longtusk Cub
4 Rogue Refiner
4 Whirler Virtuoso
3 Bristling Hydra
2 The Scarab God

16 Not Creatures
4 Attune with Aether
4 Harnessed Lightning
3 Abrade
1 Essence Scatter
2 Chandra, Torch of Defiance
2 Vraska, Relic Seeker

15 Sideboard
4 Negate
4 Chandra’s Defeat
2 Cartouche of Ambition
1 River’s Rebuke
1 Confiscation Coup
3 Vizier of Many Faces

3 Color Temur
-4 Longtusk Cub
-2 Bristling Hydra
-1 Sheltered Thicket
-2 Abrade
+1 Negate
+3 Chandra’s Defeat
+3 Vizier of Many Faces
+1 River’s Rebuke
+1 Confiscation Coup

4 Color Temur Sans Glorybringer
-4 Longtusk Cub
-1 Abrade
-2 Bristling Hydra
-1 Sheltered Thicket
+3 Vizier of Many Faces
+2 Negate
+1 C Defeat
+1 Confiscation Coup
+1 Rivers Rebuke

4 Color Temur w/ Glorybringer
-4 Longtusk Cub
-2 Abrade
-2 Bristling Hydra
-1 Sheltered Thicket
+1 Negate
+1 River’s Rebuke
+3 C Defeat
+1 Confiscation Coup
+3 Vizier of Many Faces

Mono Red
+4 Chandra’s Defeat
+2 Cartouche of Ambition
+1 Confiscation Coup
-2 Vraska, Relic Seeker
-2 Chandra, Torch of Defiance
-1 Sheltered Thicket
-1 Rogue Refiner
-1 The Scarab God

Sultai Ballista
-4 Longtusk Cub
-1 Bristling Hydra
+1 Confiscation Coup
+1 Rivers Rebuke
+3 Vizier of Many Faces

Sultai Energy
-4 Longtusk Cub
-1 Bristling Hydra
+1 Confiscation Coup
+1 Rivers Rebuke
+3 Vizier of Many Faces

UW GPG
+4 Negate
+1 Vizier of Many Faces
+1 Rivers Rebuke
-1 Longtusk Cub
-2 Harnessed Lightning
-3 Bristling Hydra

UW Approach
+4 Negate
+3 Vizier of Many Faces
-1 Rootbound Crag
-4 Harnessed Lightning
-1 Abrade
-1 Vraska, Relic Seeker

UW Drake Haven
+4 Negate
-3 Harnessed Lightning
-1 Bristling Hydra

Vehicles
-2 Chandra, Torch of Defiance
-2 Vraska, Relic Seeker
-1 Sheltered Thicket
+2 Cartouche of Ambition
+2 Negate
+1 Chandra’s Defeat

UB Control
-4 Abrade
-1 Vraska, Relic Seeker
+4 Negate
+1 Confiscation Coup

RG Dinosauruz
-3 Bristling Hydra
-1 Abrade
-1 Whirler Virtuoso
+3 Vizier of Many Faces
+1 Confiscation Coup
+3 Chandra’s Defeat

This was my sb guide for GP Santa Clara for myself. Keep in mind you can always do minor adjustments on the fly, but as a guideline from my teammates, friends and I we all thought it was acceptable.

Energy mirrors tended to be grindy so boarding out a land was always fine. I tossed out sheltered thicket but theres argument to toss rootbound instead. Pick your poison honestly. The mana base... the double mountain is a bit weird. In hindsight I probably shouldve made it the 3rd forest or 2nd island bc of our sb options. If you feel like your opponent is on the mono confiscation coup plan, then it wouldnt hurt to chop a scarab god and just add another hydra again.

I never played against Mono red at the main event, however I did in a side event and I got to savage him with my chandras defeats and cartouche of ambition. Quad defeats is not overkill. Shoots down chandras, ferocidons and glorybringers. Pew pew.

The lack of enchantment removal makes us super soft VS drake haven. Round 1, I get paired against Esper Drake Haven -.- The drake deck is durdly and grindy, but if they get the enchantment on the BF you better be either ahead on board or have negates on deck ready to stop their wraths.

GPG is a decent MU for us. Main deck abrades, s gods and vraskas are deece.

Dodged UW approach, but usually I dont like the MU and G1 is a auto loss for us.

Anywho, heres my tourny report for GP Santa Clara.

1. esper drake haven 1-1-1 We knew about the deck, but did not expect it Round 1 -.- as I was over prepared for energy mirrors and red. G1 we died to mono drakes. G2 i won somehow. G3 He played the Gain 6 life cycle card on Turns. RiP my chandra uptick to shock x( John didnt think to board in ancient grudge against the mill deck to shatter Memeric Orb or the Ensaring Bridge that was never seen G1/2 but everyone who plays do nothing decks usually always play Ensaring Bridge.
2. uw gpg 2-1 Opponent T4 GpG with multiple angels. G2 coup gpg ftw. G3 he mulls to five and chokes on double white.
3. 4c w/ glorywhore 1-2 I drew mono servants vs his whirlers and I died in quick fashion.
4. sultai constrictor 2-0 he kept a bad hand and died abruptly bc G1 we stick scarab god and start reanimating walking ballistas. G2 we cast scarab god on T7 with 2 mana up for e scatter to beat hostage taker.
5. 4c mirror w/ glorybringer 2-0 won die roll! drew better. opponent casted do nothing nissa, steward of elements!
6. 3C 2-1 chandra defeat is saucy
7. 3C 2-1 Scarab god, vizier and things played against a dude who i savaged at GP OKC in the lcq back a few years ago! Savaged him again 😛
8. 3C 2-1 G2 died to trip vizier copying gwhore and sgod. G3 crushed with sgod and vizier copying gwhore xD John is on the verge of outright losing the set and his opponent draws and then states that he forgot to pay for his Pact Trigger -.- (what a luck sac, that still counts as a loss towards you John). Jeremy and I won our matches regardless.
9. esper gpg 2-0 G1 i go T2 servant. T3 servant & servant. scarab god T4 lul. Opponent scoops. G2 is a real game but then scarab god beats bc I draw all the answers.
10. temur 2-1 Ari lax team. Played against Mark? He tapped out to attack with glorybringer. We chumped with a thopter chopter. Untap, rebuke! Pew Pew! Crack ftw!
11. temur 2-1 Won with servant of the beats and thopter beats.
12. temur 2-1 Scarab God ftw.
13. 4c died 0-2 double coup main and vizier. Got savaged. End of story. Jeremy semi punted. John didnt think to board in Leylines against he Bedlam Reveler deck until I pointed it out to him G3 -.-
14. 4c 2-0 nicol bolas lol. Opponent kept a durdly hand which couldnt answer my idiots and then he died promptly. He had a weird mana base with dragonskull summit and canyon slough. So im like, Okay! Hes got a Nicol Bolas in there somewhere! All Japanese deck tho, so that was cool. Side note, these were the same guys that were 8-0 day 1 of the GP.
15. 4c rematch - 0-1 rematch from round 13. I look over to john and jeremy and immediately tell em, “Carry me <3”. john and jeremy carried.
16. 3C 2-0 vs jabbawocki. beats by hydra G1. runner runner planeswalkers G2. Vraska and Chandra kill your dude. Was an epic misplay by myself and jeremy, bc jeremy forgot about rebuke and I forgot that he did not have chandra. So Lucky.
By William Ho at 19 Jan 2018
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