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  • posted a message on [[Official]] Current Modern Banned List Discussion (Next Announcement: 1/27/14)
    Quote from thethirdbardo
    This is the fundamental crux of why nothing productive gets done in this thread: people spend the majority of their time arguing about either A. Semantics or B. Their personal feelings about how the format should be, and what should and shouldn't be allowed in it.

    When it comes to actually playtesting stuff and looking at hard data (even theorycrafting about what percentage of decks would play X card if it were unbanned), very little is actually discussed.

    I can confirm from actual testing that Bitterblossom is probably a safe unban. It would neither force decks to play it nor would it dominate the metagame. Decay and Voice alone are serious problems for that deck, let alone the prevalence of fast aggro that traditionally holds sway over control.

    My issue with Nacatl is not that he's broken on his own. Nor is it that his deck is too fast such that it will warp the format towards exclusively aggro players. My issue is that Zoo + Nacatl looks to be just better than every other aggro deck in the format except Affinity. Burn is a serious victim here. There is no reason to play a Burn deck when you can just play Naya Zoo. Currently, you can play either and both are equally competitive (more or less). In fact, MTGO aggro has a pretty even split amongst about 7 different archetypes. After Nacatl enters the format, however, that might change, and aggro might return to being a two-story town of Affinity and Zoo.

    I would be happy to test a scenario with Nacatl to see if this is true, if we could agree as to the test conditions. If anyone is interested in working on this with me, I encourage you to post in the Banlist Testing Thread where we can figure out how this should get done.
    Posted in: Modern
  • posted a message on [[Official]] Current Modern Banned List Discussion (Next Announcement: 1/27/14)
    Quote from Lord Seth
    And yet Merfolk is still fairly weak in Modern.

    It's quite strong on MTGO actually. It doesn't have a lot of people playing it, but of those that do, a disproportionate number of them go 4-0/3-1. There was also a UW Merfolk list that did quite well at GP KC, just missing Top 16. As for Infect, it plays much more like an aggro deck than a combo deck. Playing Infect is like playing Bogles but on a different axis of interaction (poison vs. life).
    But a bigger issue with those other decks is that the cards that made those worthwhile decks weren't in the format at the same time as Wild Nacatl. BW Tokens got Lingering Souls--an absolutely critical card in the deck--after the ban. Rancor, which made Infect a lot better, didn't come in until after the ban. And for that matter, from what I remember, Bogles didn't really become a thing until Rancor and Ethereal Armor were introduced to the format.

    Again, that's all well and good, but if you admit this then you MUST admit that Nacatl now has E1 to help him out. Bogles + Armor and Tokens + Souls are definitely competitive with old Nacatl Zoo. But they are not competitive against Nacatl + E1 Zoo, and don't even get me started on Boros Charm on top of 8 Nacatls. If Zoo had gained nothing since 2011, then it would be a fair unban. But with E1 present, it's just not safe.

    EDIT: Also, remember that the question is not just "Is 8Nacatl broken?" The question must also be "Is 8Nacatl just better than every other aggro deck in the format?" Because Nacatl didn't get banned for being too fast or degenerate. He got banned because he led to an aggro duopoly of Zoo and Affinity. For 8Nacatl to be broken, we only need to show that it is better than all the other aggro options.
    Posted in: Modern
  • posted a message on [[Official]] Current Modern Banned List Discussion (Next Announcement: 1/27/14)
    Quote from damagecase
    Umm, Tokens, Bogle decks, Infect and Burn decks in modern have all had relevant cards printed for them since Nacatl left. They would not exist in 2011 without Nacatl because the relevant cards were not in existence at that time.

    There is some truth to this, but only some. Many of those decks did exist in some form back then, although they have since received boosts. But there's another deck that got a big boost since then: Zoo. Do you really want a Naya Zoo with access to eight Nacatls? Tokens, Bogles, Infect, and Burn all gained awesome cards since Nacatl got banned, and that has made them competitive. But would those decks be able to out-compete a Nacatl Zoo, now with 100% more E1? From what little testing I have done of that theoretical list, the answer is a definite no. That's just a lot of 3/3s, making almost the entire Zoo deck Pyroclasm-proof, and giving that deck consistent turn 3-4 wins (even moreso than it is already doing).

    I do agree that old Naya Zoo (without E1) would be fair in this format. But E1 changes that, just as DRS changed Burn, Armor changed Bogles, and Lingering Souls changed Tokens. All those decks got tools to bring them on par with old Zoo. If you give old Zoo its Nacatl back, it can easily surpass all these new aggro contenders. The last thing I want to see is an 8 Nacatl Zoo with some Boros Charm action; that didn't exist in 2011 and if it did exist today it would be disgusting.
    Posted in: Modern
  • posted a message on [[Official]] Current Modern Banned List Discussion (Next Announcement: 1/27/14)
    Quote from damagecase
    On turn 2? In Modern format?

    Technically, any color can do it because of Ornithopter. Every color has access to a 2 mana 2/3, 3/2, or 3/3 that would get E1 two counters.

    But that's besides the point. In fact, it's outright missing the point of E1. The issue is not that any color can use E1. The issue is that there is no longer a creature that is so efficient (Nacatl) that you need to play him or not play aggro. E1 is more limited than Nacatl. That's the point of the card, so only certain aggro decks need to use him. As such, decks are no longer just worse/slower than Affinity and Zoo. A great pair of examples here are Merfolk and Burn. Lords become a lot better, as does a strategy using Vapor Snag, when your opponent can't drop an unconditional 3/3 on turn 1. For Burn, guys like Goblin Guide and Vexing Devil are also much more playable because they aren't just "strictly worse" than a Nacatl-powered strategy.

    At Worlds in 2011, if you played aggro, you played either Naya/Domain Zoo or Affinity. Period. End of story. Today, Modern can add Gruul Zoo to that, along with BW Tokens, Burn, Infect, or Bogles. Part of that is a function of natural metagame evolutions that we couldn't have expected to happen in just a few months (as of Worlds 2011). But part of that is almost certainly a function of Nacatl not being around.
    Posted in: Modern
  • posted a message on [Primer] UR Storm (5/2013 - 7/2014)
    UR Storm won a premier on MTGO this past week, beating Jund and two Twin decks in the Top 8. Those are some pretty legitimate opponents, especially Jund, so I was curious to see his build. It's linked for reference:

    Not super different from the lists I have seen before, but he completely ditches Peer in favor of 3 Faithless Looting. He maindecks the lone Warrens, which not every deck is doing. 18 lands is also a bit higher than the traditional 16-17. These are not big differences, but they are appreciable ones.

    The cards that are most interesting to me are the 3 Moons in the board. Dropping that on turn 2 can be a big blowout against a lot of different Modern decks, and I am sure it helped Johnny climb his way to the top. Shatterstorm seems like an oddly specific choice for MTGO (Affinity isn't even that prevalent online), but the rest of the board looks solid.
    Posted in: Modern Archives - Proven
  • posted a message on [[Official]] Current Modern Banned List Discussion (Next Announcement: 1/27/14)
    Quote from quizzlemanizzle
    Eternal Command pretty much requires Goyf as well and some of the decks you mentioned are simply weaker without Goyf, it does not mean they can't have success sometimes but they are weaker.

    That doesn't address four other midrange options that I posted, none of which require, need, or even care about Goyf. And it doesn't even come close to addressing the six aggro decks which also want nothing to do with Goyf.
    There is a reason that Tarmogoyf is the by far most expensive modern staple.

    Yes, because he is beloved by casual players, Modern players, and Legacy players. His price has gone up owing to demand from multiple player groups, not just Modern.

    Again, the pro-Goyf banners have still failed to address the key argument against banning Goyf. He's not overwhelmingly played. He's not required in his colors. He's not required in his archetype. And he's not warping the metagame. If you can prove any of those things, I'd love to see it. But if the arguments about banning Goyf are purely rhetorical ("he's expensive!" "too many decks use him!" "you have to use goyf!") then that burden of proof is unmet.

    EDIT: Consulting my dataset of 100+ player paper events over the last 6 months, consisting of 60 events and 464 decks, Goyf is only in 18% of the Top 8 decks. Within archtypes, he's in 25% of top 8 aggro decks and in 33% of top 8 midrange decks. That's not even close to format-warping levels, nor does it approach levels of oppressive prevalence.
    Posted in: Modern
  • posted a message on [[Official]] Current Modern Banned List Discussion (Next Announcement: 1/27/14)
    Quote from bac5665
    I think combined with price, ubiquity can be a good reason to ban cards.

    When a format requires a playest of certain expensive cards, it both stifles deck creativity and is a barrier to entry into the format. I wouldn't mind a Goyf ban (and I just bought a playset) because I don't think it is healthy for the format to have a card that goes in almost any deck that can run it and is $100+. Too many potential players will see that card and conclude that they cannot afford modern, and that is a problem.

    Again, I strongly encourage you and other players to think critically about that statement: Goyf "goes in almost any deck that can run it". That's not even close to true in Modern. There are only three decks where he is non-negotiable: Jund, Gruul Zoo, and Naya Zoo. There are plenty of other aggro (Affinity, Burn, BW Tokens, Infect, Merfolk, Bogles) and midrange (Pod, Hatebears, UWR Geist, Delver) that do not require Goyf in any way. All of those decks have either documented success in both paper and MTGO events, or have a ton of potential if played with the right list in the right setting. Goyf isn't required, nor even wanted, in any of them.
    Posted in: Modern
  • posted a message on [[Official]] Current Modern Banned List Discussion (Next Announcement: 1/27/14)
    Quote from Valanarch

    Quote from quizzlemanizzle »
    Tarmogoyf would be one of the best cards they could ban why?

    1. Pretty much every deck that has green sources plays him.
    2. Some decks splash green just for Tarmogoyf really.
    3. Banning Tarmogoyf would open up some room for maybe new archetypes or different choices for 2 drops like YP and Scavenging Ooze.
    4. Tarmogoyf's mechanic is annoying having to keep track of the graveyards.
    5. He would lose some value but still see play in legacy like Jace and SFM.

    By that same logic, Lightning Bolt should be banned. Every deck with red sources plays it, some decks splash red just for it, and banning it would open up room for different red removal spells, like Incinerate and Shock. Cards should not be banned for being played in a wide variety of decks.

    Totally agree with Valanarch here. Prevalence alone should never be a criterion for banning. The card in question must also be warping decks towards a certain archetype or play style. Goyf is definitely not doing that. He shows up in fast aggro, he shows up in Jund-style midrange, he shows up in tempo, and he shows up in blue-based midrange. True, not all of those decks are equally competitive, but Goyf is one of the beaters that gives them fighting chances at events. That's especially true on MTGO where you see a ton of different Gxx Midrange decks with Goyf. Moreover, he isn't even as dominant as I think you claim. Not all green decks run him (Tron, Pod, Scapeshift). Not all aggro decks run him (Affinity, Burn, Tokens). He's just not very warping in this format.
    Posted in: Modern
  • posted a message on [Read This] Official Forum Organization Discussion
    Quote from izzetmage
    Maybe four subs would be a better idea:
    1) Proven: tier 1 decks
    2) Established: tier 1.5-2 decks
    3) Developing: popular decks with few results, budget decks with some results, decks that did something looooong ago but are not played now
    4) Deck Creation: everything else

    Great suggestion. I added it to the OP. It makes organizational sense and follows the internal logic of Magic formats.
    I've got another issue with the Proven forum. There are a few "parachute" decks that, I feel, are there only because they share some similarities (could be similar cards, or similar game plan) to an existing, proven deck, and not because they have results. Some examples (don't take this personally):
    UW Tron
    Teachings
    Death & Taxes

    I expect every deck in Proven to be representative of the metagame, as it's written in the description, instead of something like "Hi, I'm UW Tron, my brother RG Tron is a proven deck, and I share the same lands as him so I get to be part of the same club."

    I think that you are not alone in wanting Proven decks to represent the metagame. That is why I want some kinds of numeric criteria for how a deck gets bumped into proven. It can be a rough definition, but I think that this will help players understand what decks belong there and what do not. It would also help newer players learn the format.
    Quote from Poopingmypants

    The newer primer approach seems like a wonderful idea. I know the primer I am attached to needs an update but the deck is kinda out of the current Modern rotation. So if people want to keep their threads active a new Primer would make sense. Then you reward active contributors to the forums by giving their work recognition.

    I also like the idea of rewarding active contributors to the forum. I'm not sure if this would mean that decks with absolutely no competitive history outside of FNM should get into established. But it definitely means that decks that have good primers and active fanbases should get stickied in a subforum like, say, Developing Decks (if we went with Plan 3). To get into Established and Proven, I feel that decks really need to be posting results. That's how we show that this forum is a go-to place for Modern information in the same sense that The Mana Drain is for Vintage or The Source is for Legacy.
    Quote from BatHickey
    However you decide--don't organize it by how well the primer is written or the deck popularity, value the game community not the forum community in this regard. Ninjas has a great primer...

    Good point. The Developing/Established distinction deals with this. Developing decks that have both active fan bases, a few results, AND a good primer could get stickied in that subforum. But you would need real results to get promoted to Established/Proven.
    Posted in: Modern Community
  • posted a message on [Budget] BGx Deckbuilding
    Bacterialite,
    Thread moved to Budget Deck Advice thread.
    -ktkenshinx-
    Posted in: Modern Archives - Proven
  • posted a message on [Read This] Official Forum Organization Discussion
    This is the official discussion thread for Modern forum organization. If you have comments, questions, suggestions, criticisms, or ideas about the forum's organization, this is the place to post them. Previously, this thread was used to refine the Proven/Established criteria and generally to overhaul the forum. You can check out that discussion throughout the first 13 or so pages of the thread, or read its summary in the posts below.


    ----------------------------------------------------------------------------

    Alright, so here is the semi-final criteria for Proven. Criteria would be stickied in each subforum. I am open to suggestions on all of the criteria, especially because they might be too exhaustive and not give enough room for flexibility (but then again, the specificity helps with information quality). (UPDATED 9/21)

    Proven
    Competitive Decks Representing the Current Metagame
    Proven decks are updated every ban cycle. A Proven thread must have a primer updated since the last ban cycle. A deck is considered "Proven" if it fulfills TWO or more of the following criteria:
    1. Makes up 3%+ of the MTGO metagame over the last 3 months (i.e. has prevalence greater than one standard deviation over average MTGO deck prevalence)
    2. Has 1+ Grand Prix/Pro Tour Top 8 appearance in the last 6 months
    3. Has 3+ Grand Prix/Pro Tour Top 16 appearances in the last 6 months
    4. Makes up 5%+ of the Day 2 metagame at all GPs in the last 6 months (i.e. has prevalence greater than one standard deviation over average day 2 prevalence at GPs)
    5. Makes up 4.50%+ of the Paper Top 8 metagame for events with 100+ players (i.e. has prevalence greater than one standard deviation over average deck prevalence at large paper events)

    Under this new criteria, here are the decks that would fit into Proven, followed by a list of decks that do not meet the new Proven criteria. I have also given the numbered criteria that the decks meet, just for the sake of transparency. For example, Affinity fulfills all the criteria, so it gets a (1,2,3,4,5) next to it.

    NEW PROVEN DECKS
    Affinity (1,2,3,4,5)
    UWR Control (1,2)
    Melira Pod (1,2,3,4)
    RG Tron (1,4)
    Twin (1,2,3,4,5)
    BG Rock (2,3)
    Scapeshift (1,2,3,5)
    Burn (1,2,5)
    Jund (1,2,3,4,5)
    Kiki Pod (2,4,5)
    UWR Midrange (2,5)

    And here are the current Proven decks that would be getting demoted to Established:

    DEMOTED FROM PROVEN
    UR Delver
    Bogles
    GW Hatebears
    Wx Tokens
    Soul Sisters
    Gruul Zoo
    Mono U Tron
    UR Storm
    Living End
    Naya Zoo

    Next, here are the working criteria for Established. (UPDATED 9/17)

    Established
    Tournament Decks with Results
    Established decks are updated once every ban cycle. All Established threads must have a primer updated since the last ban cycle. A deck is considered "Established" if it does not meet the requirements of "Proven" but still fulfills ONE or more of the following criteria:
    1. Has finished 4-0/3-1 at 6+ dailies in the past 3 months (above average finish count for decks that are not 2+ standard deviations over the pooled average, i.e. the "adjusted pool")
    2. Has 1+ Grand Prix/Pro Tour Top 16 appearance in the last 6 months
    3. Makes up 1.50%+ of the Day 2 metagame at all GPs in the last 6 months (i.e. any deck with above average day 2 prevalence for all day 2 decks at Modern GPs, all for the adjusted pool)
    4. Has placed in the Top 8 of 4+ paper event with 100+ players in the past 6 months (above average finish count for the adjusted pool)
    5. Has placed in the Top 8 of 2+ MTGO Premier Events in the past 3 months (above average finish count for the adjusted pool)

    Under those definitions, which are more inclusive than even the last criteria, here is what the Established would look like. As with the previous section, I give the criteria that these decks fulfill under the Established definition. So for example, Hatebears fulfills criteria 1 and 5 but nothing else, so it gets a (1,5). New decks to Established as of 9/21/2013 are posted at the end of the list:

    NEW ESTABLISHED
    UR Delver (1,2,3,5)
    Bogles (1)
    GW Hatebears (1,5)
    Wx Tokens (2,3)
    Soul Sisters (1)
    Gruul Zoo (1,2,3,4,5)
    Mono U Tron (1)
    UR Storm (1,2,5)
    Living End (1,2)
    Naya Zoo (2,4)
    Domain Zoo (2,4)
    Modern Merfolk (1,3,5)
    Griselbrand (1,2,5)
    Junk (1,2,3,4,5)
    Death and Taxes (1)
    Eternal Command (1)
    Infect (1,3,4)
    Restore Balance (1)
    Mill (1,5)
    Dredgevine (4)
    4C Gifts (2,3)

    Finally, here are the current Established decks that would get moved down to Deck Creation:

    DEMOTED TO CREATION
    U(x) Faeries (Still negotiating how to handle this and Delver)
    Assault Loam
    Combo Elves
    BUG Midrange
    Ritual Gifts
    Azorius Midrange
    Goblins
    Bant
    Modern Boros
    UW Tron

    Again, I cannot emphasize this enough: This is just a PRELIMINARY ORGANIZATION SCHEME. It has not been implemented and will not be implemented without input from the community. Feel free to suggest that a deck be moved to a different part of the forum.

    If you know of a deck that fits Established criteria, and you can prove it as such, let me know and I will add it.

    ----------------------------------------------------------------------------------------------------------

    As part of the larger improvements that the mods want to make to the Modern forums, we want to reorganize and change the way that Deck Creation and Establised work. There are a few issues with these subforums, both from a layout perspective and from an information perspective:
    1. Unclear criteria: What makes a deck Established? What makes a deck stickied in Deck Creation?
    2. Inconsistent primer quality: Some decks in Established have old primers that still talk about the 12Post matchup. Some decks in Deck Creation have primers that are updated almost every week with tons of information.
    3. Differences in deck power/competitiveness: Bogles is in Established and that deck just got 2nd at Worlds and regularly gets 4-0/3-1 on MTGO. Eternal Command is also in Established and that deck hasn't been seen since the last Worlds. Deck Creation has decks that get run on MTGO or at FNMs all the time like 8Rack and Restore Balance. It also has total budget/fun decks that never see competitive play.
    There are probably a half dozen more issues with these subforums, so feel free to post and add to the list. No matter how many we identify, we still want to try and address as many of them as possible. There is no single way to do this, but the mods have come up with two different organization schemes that we would love your input on. If you have your own idea, please post it and we can add it to the debate. These are just preliminary ideas that we had, so criticisms and changes are more than welcome.

    PLAN 1: Make the Established forum home to only tier 1.5/2 decks. Move decks to Deck Creation that don't fit this criteria
    • Under this plan, Established would become a stopping point before "Proven". Decks like Bogles, DredgeVine, and Living End would stay. Other decks that see very limited competitive play in recent months would go. These decks would be moved to Deck Creation where they would likely be stickied. As part of this, some Deck Creation threads might be unstickied depending on quality of the OP and number of active posters
    PLAN 2: Make the Established forum home to any deck that has a well-written and updated primer, along with significant testing history and reports. Sticky the most competitive decks.
    • Under this plan, Established would contain two sets of decks. It would have stickied primers that reflect the most competitive of the Established (but not yet Proven) decks. Then it would have well-written, thorough, current primers for all the other decks. They would not be stickied. This would be like the current Standard organization, with an Established sub, a Proven sub, and a Developing sub.
    PLAN 3: Divide decks into four subforums based on competitiveness
    • Thanks to izzetmage for articulating this idea. Under this plan, we would have the Proven subforums be only for tier 1 decks with multiple MTGO and paper wins. Established subforums would be for decks that consistently show up in competitive events but don't always win and/or haven't seen a lot of top tier action in a while (Infect, Bogles, Living End, etc.). Developing decks are for those popular decks with lots of testing but not a lot of real world results. Finally, Deck Creation would be for decks in their early stages of development and for rudimentary deck ideas.
    • As part of this plan, we would probably want to make some system of identifying which deck goes where. For example, Proven decks would need to be 5%+ of the MTGO metagame and 10%+ of Top 8 finishes at big events (just an example figure! Not set in stone!). Established decks would need a 2-5% MTGO share and a few Top 8 appearances at paper events (more example figures! Again, not set in stone!). Developing could be any deck that has a thorough matchup section, a well-written primer, and some local FNM/LGS success. Creation is all the rest.
    As an editorial note, I personally like the second and third options. We have a lot of primers on our site that are very high quality and talk about very interesting decks. But they don't have the competitive record to go up there with stuff like Living End. They also have too much time and interest to be alongside all the developing ideas of Deck Creation. I think that by moving those decks up to Established, but not stickying them, we would "promote" them while not overpromoting them. But again, this is just my first opinion and I and the other mods are totally open to suggestions.

    STANDARDIZED PRIMERS?
    Another idea that was floated around by a few users was that of standardized primers. Under this plan, all primers in Proven and Established would have a predetermined format that they had to follow. This would make it easy to find information and conduct quality control on the site. Stickied decks in Developing (or in Established, if we went with Plan 2) would also need formal, standardized primers. Creation decks would not require them. We would not need to decide on the format here (we could talk about it if people wanted to), but we should consider the idea going ahead with the forum reorganization.

    So what do you all think? Any new ideas? Improvements to these ideas? Criticisms? Scathing rebukes? We are going to keep this thread open for a few weeks to collect opinions. If you know anyone who has an interest in Modern or the MTGS Modern forums, invite them over to join the talk.
    Posted in: Modern Community
  • posted a message on [[Official]] Current Modern Banned List Discussion (Next Announcement: 1/27/14)
    Quote from Hagalaz
    ktenshinx, may I know the minimum size for you to consider a tournament as large enough?

    I made a cutoff at 100 players. It's not entirely arbitrary; if you were to take all the tournament attendances as a population, there's a big dropoff between events with 100+ players and those with <50 players. A more exact way to do it would have been to use the population standard deviation to define large events, but this is a Magic forum and not a work report or journal submission, so I'm keeping it simple. It's still a very robust dataset even with the somewhat artificial cutoff (and the MTGO dataset is still immune to that criticism).
    Posted in: Modern
  • posted a message on [[Official]] Current Modern Banned List Discussion (Next Announcement: 1/27/14)
    Quote from Hammer-head
    I'm not taking an in-bread 16 people metagame into consideration as a sample of whatever amount of people playing modern in the world, that's for my part.

    My sample above should meet your needs. Let me know if anyone wants me to dig deeper into the numbers or answer any other questions about that dataset.
    Posted in: Modern
  • posted a message on [[Official]] Current Modern Banned List Discussion (Next Announcement: 1/27/14)
    Quote from LandBoySteve
    I can't speak for everybody else but for me it has nothing to do with Worlds.

    Go look up the top 8s for the last 3 or 4 Grand Prix and show me all the aggro decks that made top 8.

    I'll wait.

    A few pages back, LBS wanted to know what percentage of Top 8 decks at major events were aggro. One of my mana datasets that I keep on Modern concerns the Top 8 distribution of all large Modern events from January 2013 through August 2013. There are 60 events in the dataset, all tournaments where over 100 players were in attendance. The vast majority of them are PTQs with a scattering of GPTs and, of course, GPs. There are also a few international events. Not all tournaments reported on their Top 8, with some instead only giving the Top 3, 4, or 6. As such, there are 464 decks in the dataset.

    I classified decks into categories to see how many decks were aggro. This proved to be difficult because of the evolving nature of archetype definitions. Tron, as a ramp deck, has been classified as both an aggro/combo deck or a combo/control deck depending both on who you ask and what Tron you are talking about. So I looked for only the decks that were more-or-less indisputably aggro. I also included lists that are questionable so people here can make their own judgments.

    Of the 464 decks in the Top 8 of large paper events, 116 could be classified as Aggro. That is about 25% of the total field. Here are the decks that I included in that category along with how many times they showed up.

    Affinity: 25, 5%
    GW Aggro (Bogles): 14, 3%
    Tokens: 2, 0%
    Zoo, 13, 3%
    Infect: 17, 4%
    Gruul Zoo: 7, 2%
    Naya Zoo: 1, 0%
    White Weenie: 1, 0%
    RDW: 20, 4%
    Dredge: 7, 2%
    Boros: 3, 1%
    Grixis Aggro: 1, 0%
    Goblins: 1, 0%
    Merfolk: 2, 0%
    UR Aggro: 1, 0%

    Some of those decks are only questionably aggro decks in the conventional sense, most notably Dredge and Infect. I classify both as aggro decks because they have more in common with Bogles or Gruul Zoo than they do with Twin or Storm. If you removed Dredge and Infect from the equation, Top 8 aggro finishes would only be 19% of the field with 92 decks.

    Someone might look at this and think that these numbers reflect old data and shouldn't be trusted. To that end, I also am offering some stats from MTGO. I have been collecting MTGO data from events throughout the week. It started as a full population of all MTGO Dailies but, due to time constraints, is now just a random and representative sample. Let's look at that sample of over 2000 decks and see what percent of the decks that "finish" at 4-0 or 3-1 are aggro.

    It turns out that it is roughly the same as, albeit a little less than, the paper metagame: 20% of MTGO decks that go 4-0 or 3-1 are aggro. The breakdown for MTGO is given below. Remember that these are not reflecting WIN PERCENTAGES. They are a function of the number of decks that got 4-0/3-1 vs. the total number of those decks in the sample. I give the deck and its % of the total 4-0/3-1 decks.

    Affinity: 5%
    Burn: 3%
    Gruul Zoo: 3%
    Merfolk: 5%
    Infect: 1%
    Bogles: 1%
    WW Aggro: 1%
    Other Aggro: 1%

    Some of those decks are also really underperforming. Burn makes up 8% of all decks played on MTGO, but only 3% of decks that get 4-0/3-1. Rogue Aggro decks (Goblins, Dredge, etc.) make up about 2% of the metagame but barely 1% of the finishers. The rest are represented in roughly equal proportions.

    So I leave that for you all to discuss regarding the prevalence of aggro in the format and its implications for bans.
    Posted in: Modern
  • posted a message on [Primer] Modern Belcher (Forest Belcher/Land Thinning Belcher)
    Test Results

    TEST PARAMETERS
    Deck pilots started by familiarizing themselves with the lists, running 5 game 1s and 5 games 2/3s before recording results. Belcher also got at least 50 goldfishes just so we understood how the newest list played and mulliganed. Players were experienced Magic slingers with extensive tournament and Modern experience.

    For Game 1, preboard, we ran 15 games on the play and 15 on the draw, selecting the player with the most Challenger deck experience for Challenger, and the most combo experience for Belcher. For the sake of speed, all 30 games for game 1 were done in Magic Workstation instead of paper; it is much quicker to shuffle in that program, and Belcher has a LOT of shuffle effects. Although this may introduce some odd randomization elements, it is probably no different than the paper matchups (And almost certainly no different from the MTGO ones).

    For Game 2, postboard, we also ran 15 games on the play and 15 on the draw. Before we started the postboard games, we played a few sample rounds just to see what cards would be important and how best to sideboard. Our sideboard substitutions are discussed below.
    The Deck


    BGw Rock

    Quote from ktkenshinx
    Alright, so me and my friends finished our tests against BGw Rock (BG Souls) the other day. For reference, we used the 2nd place BGw Rock list from GP Brisbane. For our Belcher list, we used the one below. The most controversial part of this list will probably be the 7 lands instead of 8, which decreases the chance of having at least one mana source in our opening hand from roughly 81% to only 78%. In exchange, we get to thin quicker, use Recross/Abundance earlier, and have a lethal Belcher more often.



    The sideboard was picked to give us answers against the widest range of decks in the metagame. Nature's Claim was given the nod over Deglamer, Naturalize, or Quiet Disrepair because it is so cheap. It means that we often have the mana needed to both cast Belcher and kill a Stony Silence (more on Silence later...). It's not set in stone but it's a good starting point.

    TEST PARAMETERS
    Deck pilots ran 5 game 1s and 5 games 2/3s before recording results, just to familiarize themselves with the decks. Belcher also got 20 goldfishes just so we understood how the deck mulliganed and how its decision tree worked out. Players were experienced Magic slingers with extensive tournament and Modern experience.

    For Game 1, preboard, we ran 15 games on the play and 15 on the draw, selecting the player with the most Jund experience for BG Souls, and the most combo experience for Belcher. For the sake of speed, all 30 games for game 1 were done in Magic Workstation instead of paper; it is much quicker to shuffle in that program, and Belcher has a LOT of shuffle effects. Although this may introduce some odd randomization elements, it is probably no different than the paper matchups (And almost certainly no different from the MTGO ones).

    For Game 2, postboard, we also ran 15 games on the play and 15 on the draw. Before we started the postboard games, we played a few sample rounds just to see what cards would be important and how best to sideboard. Our sideboard substitutions are discussed below.

    OVERALL RESULTS
    Thin Belcher has a very strong game 1 against BG Souls, but a very weak games 2 and 3.

    Game 1 win rate: 76% (23/30)
    Average game 1 win turn: Turn 5

    Game 2 win rate: 40% (12/30)
    Average game 2 win turn: Turn 5

    In game 1, BG Souls has a tough time interacting with our game plan. Edge doesn't hit our lands. Most of our creatures aren't worth removing (Steve, Gatecreeper) or are too redundant to matter (dorks). Discard hurts, but Recross/Abundance lets us hide cards on top of our deck for use on the next turn. Souls also doesn't play enough Pulses to kill a resolved Belcher. The big fear in game 1 is a turn 2 Lilly, especially on the draw, which quickly threatens her ultimate. But for the most part, this is an easy game.

    Then comes games 2 and 3; not favorable for the Belcher pilot. This is almost entirely due to one card in the sideboard of the Souls deck: Stony Silence. As I will talk about later, the BG Souls player resolved Silence in 10 of the 30 games. Belcher won exactly 0 of the games in which Stony resolved; stated another way, Belcher lost 100% of games where the Souls player resolved Silence. Add that to the additional pressures of Souls and you have a recipe for disaster.

    GAME 1 DISCUSSION
    The key to game 1 is that many Souls spells just aren't very good against our deck. Decay hits our mana acceleration, but almost all of it costs 1 mana, so the 2 mana removal spell is rarely a favorable trade for an opponent. Same with Dismember and Throat. IoK is similarly pretty bad against us because it doesn't hit Belcher (nor does Decay). TS is always a strong card, but Recross/Abundance lets us hide cards on top of our deck.

    Game 1 win rate: 76% (23/30)
    Game 1 mulligan rate: 30% (9/30)
    Average mulligan: 5.5
    Win rate when mulliganing? 56% (5/9)
    # of games when IoK'd or TS'd: 15/30
    Win rate when IoK'd/TS'd: 87% (13/15)

    Even with 7 lands, I wasn't mulling a lot. And when I did mull, I was still winning; I won a game after mulling to 4 with a topdecked Belcher on turn 4. I also ate a discard spell in half of my games (maybe more if we forget to make a note of it), but it didn't affect my win rate at all. If anything, the discard spell was something I could easily ignore, so it ended up being worse for my opponent to keep hands with it.

    Almost all of my losses were to turn 2 Lillys or turn 3 Lillys with Souls on the play. If you get a slow start and can't race her to 6 loyalty, then you are going to lose. I managed to win 2 games that I should have lost to her ult by deciding to fire a Belcher at her instead of at the opponent. In both games, my deck wasn't thinned enough to guarantee lethal, but a Lilly ult would definitely spell game over.

    Here are some quick notes on game 1:
    • Holding vs. playing Belcher
    • If your opponent already fired a TS, then it doesn't matter whether you hold or play Belcher; most Souls lists pack 3 TS and 2-3 Pulse, leaning towards 2. But if your opponent has not fired a TS, then never keep it in your hand. The chances of them drawing a TS are higher than those of drawing a Pulse.
    • Only block 4+ power Goyfs
    • Don't waste your chump blockers on chump damage, especially if it adds creatures to the yard. If you block a 3 power Goyf on turn 3 and prevent 3 damage to you, Goyf could tick up to 4 power next turn. Then you take 8 damage over the next 2 turns. If instead you let that Goyf slip through twice, you are still only down 6 damage and can now block the third attack to be ahead.
    • Swing at Lilly to keep her off 6 loyalty
    • If Lilly ults, we lose. In both games 1 and 2/3, I lost 100% of games where Lilly ulted. If Steve or Llanowar Elves can poke her and keep her off loyalty, that is often better than directly thinning your deck for land. Obviously, don't attack suicidally. But turn 2 Lilly can often be attacked by something, as can turn 3 Lilly.
    • Try and save Recross to tutor
    • In the 7 land version, you can often use Recross on turn 4 as a tutor, or even on turn 3 with some hands. Try and save it for that purpose even if it means wasting a single turn waiting for another land searcher. We only have 4 Recross in the deck. We have about 25+ other thinners. Wait for the thinner and use Recross to find your win. You can also gamble on a Recross Clash because our average mana cost is much higher than that of an opponents (we only play 7 lands).
    • CHANCELLOR BEATZ
    • I won two games in game 1 because of Chancellor either beating down or serving as a blocker. 6/7 is absolutely massive and he can kill all but the scariest Goyf. Vigilance lets him pressure an opponent and keep you alive, and Reach lets him swat Souls tokens. If your opponent has Confidant online, in addition to TS/Fetch/Shock damage, he can't afford to let this guy connect.

    GAMES 2/3 DISCUSSION
    This game revolved entirely around Stony Silence. If it resolved, I lost. If it didn't resolve, I probably won. The big issue here is that Silence is a permanent, proactive answer to Belcher. The other big issue is that all of our ways of killing it (Claim and Beast) need to stick around in our hand to be relevant. Remember our relative immunity to IoK and TS in game 1? It's gone. Now we are majorly at the mercy of those cards.

    Belcher Sideboard:
    -1 Cultivate, -1 Reach, -1 Harrow, -1 Gatecreeper, -1 Abundance
    +2 Beast Within, +3 Nature's Claim
    Souls Sideboard:
    -1 Throat, -1 Dismember, -1 Souls, -1 Decay
    +2 Stony Silence, +1 Thoughtseize, +1 Phyrexian Arena

    Games 2/3 win rate: 40% (12/30)
    Games 2/3 mulligan rate: 27% (8/30)
    Average mulligan: 5
    Win rate when mulliganing? 25% (2/8)
    Stony Silence games: 10/30
    Stony Silence game win rate: 0% (0/10)
    Non-Stony Silence game win rate: 60% (12/20)

    Stony Silence sucks. I hate that card. Because we don't have any hand disruption in our own deck, the BG Souls player can just hold it back until turn 3 and trick us into thinking a win is in sight. Killing Silence is easy in theory, but in practice it forces us to rely on holding cards in hand over many turns, which opens us up to targeted discard.

    The problem with Stony is that the Souls player drops it and then advances on with their game plan. We have to stop everything to remove the card, which turns our deck from a 1 card combo into a 2 card combo with fewer ways of finding the removal half of the combo. All it takes then is 1 Goyf plus a DRS to clock us to 0 in 4-5 turns (And DRS never has any shortage of pinging fuel).

    Adding in the 5 removal spells from the board also made me a bit less explosive, so there were games when I couldn't answer a turn 3 Lilly ticking up to her ult. It was nice to have additional answers to Arenas when they resolved, but my removal was often either discarded by targeted spells or pitched to Lilly +1 to keep better cards in my hand.

    Here are some notes from games 2/3:
    • Never hold Belcher
    • Souls players will probably board in their additional TS in games 2 and 3, especially if they anticipate our removal being brought in to handle Silence. But that's additional vulnerability for our Belchers in hand. So as soon as you get one, play it. Moreover, we need to maximize our mana; if you ever draw a removal spell to kill an active Stony, you need to be able to activate the Belcher immediately because you were already probably on the clock.
    • Try and play Chancellor
    • The Souls player will almost definitely board out a bunch of creature removal in games 2 and 3, which makes Chancellor even better. We tend to have enough random dudes on our board to keep Chancellor safe from Lilly, and even if they chump it with Goyf/Confidant/Scooze and Dismember, we are still up a card from that exchange. Chancellor also doesn't give a crap about Stony Silence (Even if the thing in the picture looks like it could be related).
    • When making Recross stacks, alternate Belcher/Removal/Belcher/etc.
    • In most games against Souls, the Souls player had out either Bob or Arena. That's a lot of card draw and the Souls player will tend to get Pulse/Silence by the time you get Belcher. In anticipation of either threat, make sure your Recross tutoring will alternate Belcher and removal, maximizing your chances of punching through whatever the Souls player throws at you. If you stack 2 Belchers and they Silence, you just double timewalked yourself. If you stack 2 removal with no belcher, you have no win condition if they are just holding pulse.
    • Don't mulligan aggressively
    • If your hand looks semi-playable, then play it. Even if it doesnt have removal or Belchers, it's better than a grip of 6 or 5 with only one of those cards. Why? Lilly and the other discard spells. It's almost always better to maximize your hand and thin through your deck than focus on specific cards. If Lilly puts you behind too early, then you won't recover from a mull to 6, especially if backed up with IoK/TS.

    CONCLUSIONS
    This deck has a lot more potential than some people are giving it credit. It's very hard to interact with in game 1 and surprisingly resilient to all but the most dedicated sideboard cards in games 2/3 (and even then, 40% win rate isn't that terrible). Based on my experience with BG Souls, here are the changes I would make to the deck:

    -4 Birds of Paradise
    +4 Elvish Mystic OR +1/2 Mystic/+3/2 Arbor Elves
    Birds are probably there to enable some splashed hate in the board, like Grudge or Decay or something similar. But because we don't have a reliable way of finding the lands to cast those cards, I would advise against it. Once we don't have BoP, then we want some 1 power dudes in this deck. Why? Pinging Lilly and chumping Bob. This can buy us a solid 1-3 turns against Souls /Jund/Junk/Rock lists. If we find a more elegant/consistent way of getting out something like Stomping Ground or Overgrown Tomb, then we can keep the Birds to enable cards like Grudge/Decay/TS in the board. But if not, then the 1 power on the Elves is going to be better.
    The rationale for adding Arbor would be the combo with Sprawl, but we also don't want Arbor if we don't also have a Forest. So a 1/3 split between Mystic/Arbor is probably better, or 2/2.

    Transformational board?
    When facing a card like Stony Silence, maybe we don't want to screw around trying to remove it. I failed at that in 10 of my 10 games facing it. Chancellor was a much more viable win route, even if he ended up losing for lack of real evasion or trample. Instead of going all-in on Belcher in games 2/3, maybe we should try and pump out a serious threat with our mana acceleration and win off of that. Dungrove Elder is an option, but his lack of evasion makes me hesitant to use him. Wurmcoil wouldn't be too terrible here. Maybe even Khalni Hydra, which we can definitely resolve around turn 4. Just some random thoughts. We can also use Recross to find Belcher if we want to win with that instead (keeping 1-2 copies in the deck).

    7 vs. 8 lands
    When you have 7 lands, you mulligan in 4% more games than if you have 8. Your Harrow is also a little riskier. In exchange, you guarantee lethal Belcher in more games, and you can Recross as a tutor a turn earlier on average. I'm not sure which is better because there is a complex mix of probability and non-probability factors at work here. 7 worked out fine for me in game 1 of my Souls series, but the additional mulls were problems in games 2/3. For reference, the chance of having at least 1 mana source in your opening 7 is around 81% with 8 lands and 4 Chancellor, and 78% for 7 lands and 4 Chancellor.


    AFFINITY
    Quote from ktkenshinx
    For reference, I used the Affinity list played by Justin Robb at GP Brisbane to a 1st place finish. For Forest Belcher, I used the following list and sideboard:



    This list incorporated a few points that we had talked about over the last week. The biggest change is the removal of Ancient Stirrings, a card that was at best a necessary evil and, at worst, just plain bad. It adds in Fabricate in its place as our Belchers 5-6 on top of our Recrosses. The list also totally ditches the Harrow/Cultivate/Kodama's Reach spells in favor of the leaner 2 CMC Growth effects. Finally, it adds in Simian Spirit Guide for some explosiveness.

    Previous test: BG Souls vs. Forest Belcher

    TEST PARAMETERS
    As with my other tests, deck pilots started by familiarizing themselves with the lists, running 5 game 1s and 5 games 2/3s before recording results. Belcher also got at least 50 goldfishes just so we understood how the newest list played and mulliganed. Players were experienced Magic slingers with extensive tournament and Modern experience.

    For Game 1, preboard, we ran 15 games on the play and 15 on the draw, selecting the player with the most Affinity experience for Affinity, and the most combo experience for Belcher. For the sake of speed, all 30 games for game 1 were done in Magic Workstation instead of paper; it is much quicker to shuffle in that program, and Belcher has a LOT of shuffle effects. Although this may introduce some odd randomization elements, it is probably no different than the paper matchups (And almost certainly no different from the MTGO ones).

    For Game 2, postboard, we also ran 15 games on the play and 15 on the draw. Before we started the postboard games, we played a few sample rounds just to see what cards would be important and how best to sideboard. Our sideboard substitutions are discussed below.

    OVERALL RESULTS
    Forest Belcher isn't consistently fast enough to compete with Affinity in game 1, which often comes down to who goes first and whether or not Affinity has a below-average start. But game 2 the matchup is dead even, with our sideboard cards being much more effective than those of Affinity. Overall it's a very fun and interactive matchup with a lot of subtleties.

    Game 1 win rate: 40% (12/30)
    Average game 1 win turn: 4.75

    Games 2/3 win rate: 50% (15/15)
    Average game 2 win turn: 4.75

    The Affinity matchup revolves around 3 things. The first is speed, unsurprisingly, which is why game 1 is tougher than game 1. We are pretty much banking on being on the play and getting a decent hand. Or hoping that Affinity gets a below average one. We are fast enough to race Affinity, sort of, if some of those conditions are met. But on the draw, or against a very strong Affinity hand, don't expect it. In game 2 and 3 it's quite a bit better because our sideboard cards help out with stalling until that critical turn 4 (or 5).

    The second important part of the Affinity matchup is the almighty Birds of Paradise. This card is invaluable against Affinity and there are times where I wish I had 4 instead of 3. He's our only chump blocker that can save us from an Inkmoth or a Plating-equipped Skirge. Affinity only plays 4 removal spells and the chances of them drawing the removal and drawing the killer Ravager/Inkmoth or Plating/Skirge (or Plating/Inkmoth) combo is much lower than our chances of drawing a Bird.

    Finally, the Affinity post-board matchup is all about Fog. This card is nuts against Affinity and is often just a flat out Time Walk if used intelligently.

    GAME 1 DISCUSSION
    Don't expect to win game 1, especially if you are on the draw, and especially if you mulligan on top of being on the draw. You need an above-average hand to beat Affinity, and the key is often going to be dropping the turn 3 Belcher into a turn 4 Activation.

    Game 1 win rate: 40% (12/18)
    Game 1 win rate on the play: 47% (7/15)
    Game 1 win rate on the draw: 33% (5/15)
    Game 1 mulligan rate: 17% (5/30)
    Average Belcher win turn: 4.75
    Average Affinity win turn: 4.5

    The numbers above just show how bad it is to be on the draw against Affinity. That's probably true of any deck, but it's particularly true for us because we don't have strong tools to hold the line against Affinity. Almost the entire Affinity deck flies, so our Elder and Wall just aren't as good as blockers. We also have no removal in game 1 so the Affinity player can be a lot more aggressive with Ravager and Inkmoth.

    The speed of the matchup dictates a lot of different play trees and decisions you have to make. All of these issues might also arise against slower decks but, because Affinity is so fast, you often have less time to deal with them here. So here are some tips and situations that came up in our games:
    • Belching a creature vs. an opponent
    • Against slower decks, it's almost always a better idea to Belch a player than a creature. That's true even if you think you might miss on your activation (if, say, you have 2 lands left in your deck). But against Affinity, there's no room for error. If your Belcher activation doesn't kill an opponent, chances are good that their next attack will kill you. The good news is that Belcher, if aimed at a creature, can often buy you another turn to get a few more deckthins out. But you have to weigh that against the chance that an opponent can win even if you Belch his key creature. For example, if you Belch the big Inkmoth but then he instant speed reattaches Plating to something else, you might lose anyway. Or maybe he topdecks another Ravager and puts the counters on his 2nd Inkmoth and wins with that. It's a complex probability calculation you have to do on the fly, but its integral to winning this matchup.
    • Account for Vault Skirge lifelink
    • Vault Skirge gains a lot of life in not a lot of time. Make sure you account for that when Belching. It's easy to think "Well I only have 1 land left in my deck so that will probably be lethal" and ignore the fact that your opponent has 32 life.
    • BoP is your go-to blocker
    • BoP is your mini-fog in game 1, so you need to make sure that the birdy sticks around until you need it. Sometimes that means holding back a BoP in your hand just to tempt your opponent into wasting burn on an Arbor Elf or Wall. Other times that means not using BoP to cast one more spell in order to save him as a blocker. The key in all situations is trying to predict what the Affinity player has in his hand or what he will draw. Affinity can explode out of nowhere with a topdecked Ravager or Plating or Thoughtcast into either of those two cards, so make sure your Bird is ready for that at all times.
    • Gamble on speedy topdecks
    • There are a lot of cases where you can cast a turn 2 Fabricate for Belcher but then maybe not have the mana to play it on turn 3. But if you wait to Fabricate for the Belcher until turn 3, you can't cast and activate it until turn 4 because you don't have enough mana either. At that point, you might as well have Fabricated on turn 2. If you topdecked an SSG or Land or Sprawl and you had an Arbor Elf out, then you can cast Belcher right away. And if not, then you are still casting Belcher on turn 4 which is exactly what you would have done if you played it cautiously. Except, against Affinity, slow play leads to game losses, especially if you are on the draw. So when in doubt, set yourself up to use your land/SSG topdecks.
    GAMES 2/3 DISCUSSION
    These games were a lot better because of one card: Fog. Affinity really doesn't have a lot of great options against Fog short of Thoughtseize out of the board. As long as you are playing stuff on the turn before you are fogging, the card is great. Nature's Claim is also awesome here because Affinity needs to play aggressively to win, which means putting lots of resources into tight plays. Claim can break those plays wide open, especially when aiming at a Plating or Inkmoth. And if the Affinity player plays more cautiously, then you can win on turn 5 inevitability alone.

    Here's how we sideboarded the decks:

    Belcher Sideboard:
    -2 Elder, -2 Into the North, -1 Arbor Elf
    +3 Fog, +2 Nature's Claim
    Affinity Sideboard:
    -3 Champion, -3 Blast, -2 Overseer
    +3 Grudge, +2 Thoughtseize, +2 Whipflare, +1 Wear/Tear

    Whipflare is obnoxious and makes our Arbors a lot worse. Thoughtseize is strong but, because Affinity doesn't have the full 4 like BGx decks, it isn't nearly as scary. Grudge is the scariest card of the lot because it basically prevents us from a) playing Belcher without the mana to activate it or b) using a single Belcher multiple times. This changes how you play the deck, but it doesn't outweigh the impact of Fog in this game.

    Games 2/3 win rate: 50% (15/15)
    Games 2/3 win rate on the play: 60% (9/15)
    Games 2/3 win rate on the draw: 40% (6/15)
    Games 2/3 mulligan rate: 23% (7/30)
    Average Belcher win turn: 4.75
    Average Affinity win turn: 5

    Everything got better in games 2 and 3, which suggests to me that we gain more from our sideboard than Affinity does from theirs. Fog is just so strong in this matchup because we have so many ways of getting Belcher by turn 5 and we just need to hold out until then. Fog buys us one turn on its own. BoP can buy us a second if used correctly. On the play, that means we will have a pretty good chance of winning so long as we have the Fog ready to go by turn 4. On the draw it's not as strong because we need to be ready to Fog on our turn 3 in preparation for our pending turn 4, and sometimes that isn't enough to win.

    Here are some of my important notes from games 2/3:
    • Don't cast Belcher until you can activate it
    • The chances of your Affinity opponent having Grudge and/or Wear in their hand are higher than their chances of having TS in their hand. Assuming they boarded in all 4, they have a 40% of having at least one removal spell in their opening hand alone. In many senses, it's the equivalent of a Fog; we have to delay playing Belcher until we are sure we can activate it, and we are sure we can win with it. But in a deck that, in effect, runs 10 Belchers between all of our tutors, this is easy for us to play around, because we can almost always find a Belcher by turn 4 for a turn 5 cast/activation. The big exception to this is if you have 2+ Belchers and can cast one to force the Affinity player to spend mana to kill it.
    • Don't overextend into Whipflare
    • It's easy to remember not to overextend blockers into RG Tron because everyone knows about Pyroclasm. Whipflare is the sort of card you might forget, so watch out for it. Remember that a Wall of Roots can get killed by a post-combat mainphase Whipflare if he blocks a big enough guy.
    • In Fog we trust
    • Fog is our strongest card in this matchup. Any opening hand with a Fog that is semi-playable is totally keepable. Why? Fog buys you a turn and this deck can do a lot with just one more turn. As a sort of obvious tip, make sure you aren't using Fog to prevent anything short of a lethal attack. You want to save it as long as possible. Also, remember that you can tap out and still cast Fog as long as you also have a Wall of Roots active. Just be careful for an EOT Galvanic on the Wall.
    CONCLUSIONS
    The deck performed very well over the course of our testing and I am excited to see where it goes next. Fog was so unbelievably strong against Affinity in games 2/3 that I am tempted to increase the count in the board to 4. My guess is that this card will be just as gamebreaking against all the other aggro decks except probably Burn. Claim was also strong against Affinity. I would be hesitant to run 2 CMC answers to Affinity (e.g. Hurkyll's Recall because their price tag generally prohibits us from maximizing our intervening turns. Also, spells like that are generally easy for Affinity to recover from, especially with Opal and Drum and all their other acceleration.

    Fabricate was mostly a strong card except in the 3 games where I didn't have the blue mana to cast it and it sat around awkwardly in my hand. I really wish that there was a tutor in this format that could get Belcher for 2 mana instead of 3, but all of the black options (Spoils and Plunge) just cost too much life. They would have been worthless against Affinity. It's a damn shame that a card like Diabolic Intent isn't legal in Modern. All that said, it's still miles better than Stirrings.

    Simian Spirit Guide is awesome in this deck. He powers out a lot of plays ahead of the curve, including turn 1 Wall of Roots, turn 2 Belcher, turn 3 Chancellor, and a whole bunch of other stuff. He's also hard to predict for an opponent so he can mess with their math. 4 copies would be too many and 3 seems a little high, but 2 would probably be too few. There was only one game of my 60 total where I had too many SSGs and it was a problem.

    Wall of Roots is probably the best mana producer in the deck solely because of its ability to cheat out Belcher and activate it ahead of schedule. This was invaluable against Affinity, especially when I was aiming a Belcher at an opponent's creatures and not necessarily at an opponent. If you combine that with Walls chump blocking power, its synergy with SSG for a turn 1 Wall, and the nuttiness of multiple Walls with Belcher, you have a deck staple.






    Twin

    Quote from ktkenshinx
    The Twin vs. Belcher test was the roughest of my three so far because it was just so unpleasant to play through as the Belcher pilot. But finish it we did and here are the results of those matches. For reference, we used the 1st place Twin list from GP Antwerp, as piloted by Patrick Dickmann. I understand that this is more a Tempo Twin list than a traditional UR Combo Twin list, but it's the FOTM on MTGO and the FOTM in paper, so I think it's representative. Our Belcher list is given below. It's very similar to the list that I used in the Affinity matchup, but I added one maindeck Pithing Needle to give us some game in other matchups. Although it wasn't amazing vs. Twin, it has been very solid in game 1 against Melira Pod and RG Tron, while still having some effect on the Twin matchup. The sideboard was also updated for the games:



    We knew we were going to be using Torpor Orb for games 2/3 against Twin because it's the "best" card you can board in against them. Twin players can solve it with Boomerang, Command, or Grudge, but it's a serious enough roadblock that it buys us time to do our own thing. It's also a proactive threat to Twin, not a reactive one, which lets us play it on turn 1 or 2 and then forget about it while we deckthin.

    Previous Test: Affinity vs. Forest Belcher
    Previous test: BG Souls vs. Forest Belcher

    TEST PARAMETERS
    As with my other tests, deck pilots started by familiarizing themselves with the lists, running 5 game 1s and 5 games 2/3s before recording results. Belcher also got at least 50 goldfishes just so we understood how the newest list played and mulliganed. Players were experienced Magic slingers with extensive tournament and Modern experience.

    For Game 1, preboard, we ran 15 games on the play and 15 on the draw, selecting the player with the most Twin experience for Twin, and the most combo experience for Belcher. For the sake of speed, all 30 games for game 1 were done in Magic Workstation instead of paper; it is much quicker to shuffle in that program, and Belcher has a LOT of shuffle effects. Although this may introduce some odd randomization elements, it is probably no different than the paper matchups (And almost certainly no different from the MTGO ones).

    For Game 2, postboard, we also ran 15 games on the play and 15 on the draw. Before we started the postboard games, we played a few sample rounds just to see what cards would be important and how best to sideboard. Our sideboard substitutions are discussed below.
    OVERALL RESULTS
    Twin is a nightmare. It's about as bad a matchup as you could reasonably have for a deck that is trying to be competitive. In trying to combo out on turn 4, Twin is basically doing the same thing that we are. Except they are way more consistent in doing it, and they can actually interact with our game plan in the process. Games 2/3 were slightly better if only because of Torpor Orb. Ancient Grudge from the Twin board was a big problem when they had it, but we were generally benefiting more from the sideboard than Twin. Still, the game is overall a very bad one for us and it needs some work.

    Game 1 win rate: 33% (10/30)
    Average game 1 win turn: 5.5

    Games 2/3 win rate: 40% (12/30)
    Average games 2/3 win turn: 7

    The big problem with Twin is speed. Turn 4 wins are the straight up norm in that deck, especially if the Twin pilot doesn't have to worry about interaction. Just being on the draw against Twin is a death sentence, and even on the play we need a good had to race them. Interaction is also a huge problem. While we mess around in thinning our deck and finding Belcher, they can throw all the Remand, Izzet Charm, Cryptic Command, and Vendilion Clique at us that they want. Oh, and both Mite and Exarch tap down our permanents which can be a big problem if we are relying on a Sprawl.

    Games 2/3 were better because of Torpor Orb. Every game where I drew Orb was better than a game where I didn't. Even when I lost the game, it was still more winnable with Orb than had I not drawn it. Sure, there were games where Twin had the Grudge in their hand, but they still needed to spend an extra turn killing the Orb before they can combo out. So, at worst, it's like Fog in the Affinity matchup. At best, however, it totally shuts down all their Snappys and Mites and Cliques and stalls them for multiple turns.

    My Belcher wins were slower in games 2/3 chiefly because you can never play Belcher without the mana to activate it; with 3 Grudge in the board plus tons of cantrip effects, you can't risk playing Belcher into a Grudge. I also found myself Fabricating for Orb instead of Belcher and then dropping the Orb in the leadup to my main kill card. This didn't always pay off with a win, but it almost always bought more turns.

    GAME 1 DISCUSSION
    Remember how Affinity was a game you weren't going to win on the draw? It's even worse in Twin. Against Affinity, our on-the-draw win rate was 33% (5/15). Against Twin, it's down to an almost comical 13% (2/15). And one of those wins was because of a lucky Needle. Things are a lot better on the play, especially if you can stick a Belcher under Remand or Charm. Remember: Belcher can blow up creatures too, which can be the difference between life and death.

    Game 1 win rate: 33% (10/30)
    Game 1 win rate on the play: 53% (8/15)
    Game 1 win rate on the draw: 13% (2/15) Facepalm
    Game 1 mulligan rate: 17% (5/30)
    Average Belcher win turn: 5.5
    Average Twin win turn: 5

    I hated playing this game on the draw against Twin. It was intensely frustrating because there was almost nothing you could do. You are basically guaranteed to lose any Twin game where your opponent has either Charm/Remand and Twin + Exarch/Mite, because you can't afford to have a Belcher or Fabricate countered. Heck, you are probably screwed if they just have the Exarch/Mite because that single tapped down land can completely wreck an otherwise productive turn. It's even worse when a Sprawled land gets tapped. Twin is the epitome of the turn 4 deck in Modern, and we are just a half-turn too slow to effectively race them in game 1.

    Being on the play was much better. The key here was resolving turn 2-3 Belchers and then using them correctly. Knowing when to Belch an opponent vs. saving the Belcher for a creature is critical. An active Belcher can and will interact with the Twin combo; just be careful of redundant Twin/Kiki effects if the game goes too long.

    The other issue with this matchup was when Twin switched to beatdown mode and just won on burn and fliers alone. This didn't happen a lot but it happened enough to leave an impression (4 games in all for game 1). Our chump blockers are pretty useless against Mite and Clique, and Lavamancer is a general pest throughout the game. This was really only relevant when I was slow getting a Belcher out, but it was still something to be careful for

    That Lavamancer point merits repetition. This dude is a real pain. Burn is bad enough but recurring burn is just awful. It's games like this that want me to lower our Elf/BoP count, but then again, Lavamancer just doesn't appear enough to overreact that much.

    Some tips and reflections on game 1. Sadly, the game is mostly luck (do you go first? Okay, do you have a good hand? Okay, you might win. If not, you probably lose). But these tips can help a little in navigating the game.

    • Belching a creature vs. an opponent
    • This was important against Affinity but it is critical against Twin. As a general rule, I never aimed Belcher at an opponent unless I had 1 land left in the deck AND they had <17 life, or I had zero lands in the deck period. If you miss on Belcher, it's not like you get a chance to chump an Inkmoth with BoP or barely survive a Goyf attack. You miss with Belch and they combo out and you lose outright. It's very hard for non-Boomerang Twin to interact with the resolve Belcher, so just bide your time and wait the extra turn for lethal damage.
    • Name "Pestermite" for Needle
    • Most Twin lists go heavy on Pestermite and light on Exarch; he's just a better beater if you don't have the other half of the combo. Naming Mite gives you about a 50% chance of stopping the combo. Of course, if you already see the resolved Exarch then definitely name him. But otherwise, Needle is just a quick, dirty, and not terribly effective way to hopefully stall the game.
    • Cast Belcher as soon as possible
    • There are two schools of thought when dealing with decks packing counterspells. The first is to wait until you can stack redundant tutors/threats and then try and overwhelm them. The second is to throw caution to the wind and just freely cast into permission, praying that the opponent doesn't have it. In the game 1 Twin case, you always want to be casting Belcher immediately. If your Belcher eats a Remand then it was going to eat it next turn anyway, so you might as well burn through it. Twin only runs 2-3 Charm, so chances are better than not that they don't have one in their hand (especially if you have already seen one as a burn or looting effect). And Command is, well, Command, but you don't need to worry about it until turn 4. Overall, just remember that the only way you are going to win this match is with a bit of luck and aggression. If the game drags out, Twin will beat you down, combo you out, and/or lock you down. Just go for broke in game 1 and hope for the best. Odds tend to be on your side.
    • Watch Wall of Roots' toughness
    • Using Wall to power out a Belcher and then enable a Belcher activation on the next turn is important for winning this match. But that doesn't work if Wall gets too low that a Lavamancer or Charm can blow it up. As a general rule, only use Wall once. Ideally, you don't want to use Wall AT ALL if possible, so you can be guaranteed to use it to cast and activate Belcher without fear of Bolt. But using Wall just once is also okay if you don't care about Bolt and just want to deal with Lava/Charm.
    • Don't get frustrated
    • It's frustrating to lose to Twin on turn 4 with literally zero chance of doing anything. Just shrug, sideboard, shuffle up, and move on with a good attitude.
    GAMES 2/3 DISCUSSION
    Thank god for Torpor Orb. I don't think I could have sanely made it through another 30 games against Twin without this card, and even in matches where I lost, the games were a lot more interesting and interactive.

    Here's how we sideboarded the decks:

    Belcher Sideboard:
    -1 Needle, -1 Into the North, -2 Rampant Growth
    +3 Torpor Orb, +1 Spellskite
    Twin Sideboard:
    -1 Bolt, -2 Peek, -1 Dispel
    +2 Grudge, +1 Lavamancer, +1 Molten Rain

    Needle is not a good card in this matchup, even if it is our subpar preboarded answer to the deck in game 1. Orb is much better so we bring in all 3. We also add in Spellskite as a sort of mini-Orb #4 and because, if we get it out, it prevents Lavamancer and burn from massacring our dorks. For Twin, Grudge was an obvious inclusion, and we added in Lavamancer because he was so strong in game 1. We considered going up on the Rain count, but it just isn't good against Belcher unless you also hit a Sprawled land. We have a lot of mana generation as is so you really need to be actively targeting mana as part of your gameplan for it to hurt. Also, Twin does not want to tap out against Belcher, so sorcery-speed Rain wasn't that good.

    Games 2/3 win rate: 40% (12/30)
    Games 2/3 win rate on the play: 47% (7/15)
    Games 2/3 win rate on the draw: 33% (5/15)
    Games 2/3 mulligan rate: 20% (6/30)
    Average Belcher win turn: 7
    Average Affinity win turn: 7
    Games where I saw Torpor Orb: 16
    Win rate in Orb games: 7/16 (44%)

    Overall, games 2/3 were better because of the increased interaction. Games were also won and lost fairly early, depending on how I decided to play my hand. In general, dropping a fast Orb was always better than dropping a fast Belcher. If they have the Grudge, you are going to lose the Belcher anyway. If they don't, you stall them indefinitely while you win with our namesake. But once you are in the game, the games easily drag past turn 7 as you both work to establish an advantage.

    The "win rate in Orb games" number, which appears low actually underestimates the importance of this card in the matchup. Many of those games were lost just because I didn't also have a Belcher, even after a half dozen turns of stalling. It felt like bad luck, especially when I had lots of thinning going on simultaneously. Moreover, I can't even imagine how this matchup would have looked if Twin gained Grudge and we didn't gain Orb; that would have been a true 0/30 nightmare.

    Some notes and thoughts on the post-sideboard games:

    • Never cast Belcher with less than 7 mana
    • Izzet Charm alone means you can't cast Belcher unless you have 5 mana. Add in Grudge and now you need to cast and activate it on the same turn. With 4 total copies of those cards in the deck, your opponent has about a 50% chance of seeing one of them by turn 3 (especially with their shuffles/cantrips). You do not want to be playing Belcher into a coin toss against Twin in games 2/3. In game 1, you might as well go for it because you weren't winning anyway. But in games 2/3, our added Orbs/Kites give us a lot more interactivity.
    • Always drop Orb before Belcher
    • Turn 1 Orb is a major problem for Twin in this matchup. Turn 2 is bad too. If they have a Grudge in their hand, they were going to use it anyway, so you might as well just get it over with immediately. But if they don't have 1 of their 2-3 Grudges in their hand, then Orb will completely lock down the game. No Clique. No Snappy. No Exarch/Mite. This buys you multiple turns to assemble your combo. As an extension of this, if you can resolve a turn 2 Fabricate, always fetch the Orb. Going turn 2 Fabricate into turn 3 Belcher to see it eat a Remand/Charm/Grudge is game over. But turn 2 Fabricate into turn 3 Orb is much better. If they have Grudge, you were screwed anyway. But if they had Charm/Remand, you can pay the 2 or recast it and stick your artifact.
    • Mulligan to Belcher, Fabricate, Recross, Spellskite, and/or Orb
    • If your hand doesn't have any of these 4 cards in it, then it isn't keepable. You need one of these cards to be in the game. A "playable" 7 card hand without any of these cards is going to be entirely dependent on a lucky topdeck over the next 2 turns. If you miss that topdeck, even the best manaramping hand is going to just lose to Twin's consistency. As long as your hand has at least one of these cards (and, obviously, the mana to use them), then you are good to go. That said, don't mulligan below 5 to find these cards. 4 card hands are losing propositions even with the Orb.
    • Don't let Recross get countered
    • Games 2/3 tend to drag longer because of Orb. That makes Recross the best card in our deck as a 3 mana, painless, multiple-card Vampiric Tutor. A resolved Recross will guarantee you punch through countermagic and/or set up an Orb shield. So don't cast Recross into Command or Charm unless you are baiting the counter for something better like Belcher or Orb.
    CONCLUSIONS
    I don't see a lot of ways to improve the Twin matchup. Adding black would help (Thoughtseize) is a great catchall for Twin and other matchups). Maybe going up to 4 Orb is the answer, especially if we can justify the added slot because of Twin's prevalence. But there definitely aren't a lot of ways to improve game 1, which means we are already entering games 2/3 at a disadvantage in the match.
    I will use this matchup to weigh in on some other cards and strategies that people have been discussing.

    Dungrove Elder/Thrun, the Last Troll
    In game 1, these cards would be god awful (obviously, but I say it anyway). They don't interact with the Twin gameplan in any way and aren't going to race their strategy unless they have the worst topdeck luck in Magic history. In games 2/3, however, these cards become a bit better. Sticking a turn 1 Orb into a turn 2 Dungrove would be a serious threat for the Twin player. They just don't have the chump blockers to handle that guy, and he clocks you down in roughly 4-5 turns. Orb is always best when paired with an active threat, and perhaps Elder/Thrun could be that active threat in games 2/3. You wouldn't want to ditch all your Belchers for these guys, but you could drop 1 and a few other dudes for your 3-4 beaters. Then again, Elder/Thrun are major dilutions to our gameplan, and maybe what the Twin matchup needs is a more focused gameplan, not a less focused one.

    Simian Spirit Guide
    Outrageously good in this matchup. Enabled turn 1 Orbs, turn 1/2 Fabricates, tricked them into casting Izzet Charm to counter, and got out turn 2/3 Belchers. 3 is definitely the right number. Too bad we don't have the ape's Elvish counterpart.

    Beseech the Queen
    I can't think of a tutor I would want less against Twin. We regularly lose BoP to burn which means Beseech is going to cost 6 mana or 5 with a Sprawl. At 5-6 mana, we get majorly shut down by Remand, Izzet Charm, and Snapcaster Mage recursion of those cards. The turn 1-2 Fabricate into a turn 2-3 Orb was a critical play in these games, and Beseech is never going to be cast before turn 3 unless you had a really nutty Arbor Elf/Sprawl opening hand that went unanswered by Bolt. If we went straight BG and added some discard/removal to the board, then sure, I'd ditch the Fabricates for the Beseech. But on the basis of the Twin matchup alone, Beseech is almost always going to be worse than Fabricate.

    Arbor Elf/Utopia Sprawl
    I have heard some doubts about these cards, either both or one or the other, so let me do away with those. Arbor Elf/Sprawl is nuts if the opponent misses its removal. And even if they do kill the Elf, that's still mana they had to spend during their turn that couldn't go to something else. Of course, if you untap with this 2 card combo in play, you are in business for a huge turn. Twin doesn't have that much removal at its disposal, so I often got to use Elf/Sprawl at least once or twice. Getting an Elf hit by Izzet Charm is also a really good feeling and a real waste for your opponent, even if they have no choice to avoid a 4 mana acceleration. Also, looking to the BGx matchup, Elf threatens a turn 2 Lilly to prevent her from ulting early, and he deters a Bob swing. Finally, we don't want to go too heavy on land-thinning effects because it makes our turn 4+ topdecks worse. Drawing a Gatecreeper/Sylvan Ranger on turn 6 is a terrible feeling. At least Arbor Elf is still adding to our mana and letting us build to a Chancellor, Fabricate --> Belcher, or Belcher --> activation.

    Overall, Twin is just one of those bad matchups that we might have to live with. Adding a 4th Orb to the board would help but it wouldn't really "solve" the matchup in the same way that Fog was so crazy against Affinity. The alternate win condition might be the way to go, but it might need to be stronger than just Elder/Thrun.


    Variants

    Elvish Charbelcher


    So the deck was moving in a direction where elves didn't matter anymore and that's fine, but I thought it would be fun to make the Elves still matter, so basically what you do is if you are successful game 1 with Charbelcher and your opponent has a sideboard they are going to be bringing in all the Leyline of Sanctity Stony Silence Pithing Needle Ancient Grudge Shatter Spree Mana Leak Syncopate or anything else they can to shut down your Charbelcher, because that is obviously how you win.
    (They'll also probably board out their creature removal)

    While they are doing that you will be boarding out your Charbelcher Recross the Paths and Ancient Stirrings for your Elf Board. (If they have a particularly troubling Planeswalker or other activated ability you can board out some of your Cultivate or Harrow for Pithing Needle)
    And now you are running a completely different deck that they shouldn't be prepared for.

    Fabricate Belcher
    Credit HaryF

    Beatdown Belcher
    Credit Izzetmage

    Speed Belcher
    Credit Modorra

    Big Belcher
    Credit izzetmage

    Hydra Belcher

    Plains Belcher

    Brewer's Help
    ! denotes "not recommended".
    (With updates and commentary from me)
    Mana dorks
    Llanowar Elves-- Simple effective mana dork, and as a bonus you probably have like 30 of them.
    Elvish Mystic-- Llanowar Elves pt 2
    Birds of Paradise-- Can help splash other colors
    !Arbor Elf-- He just isn't a mana dork if you drop him off of Chancellor of the Tangle
    !Boreal Druid-- No need for snow mana here, can't see a reason he should beat Llanowar Elves
    !Deathrite Shaman-- You might have one land in your graveyard after Harrow but other than that you are just hoping for your opponent to feed you lands. However you do drop a lot of sorceries, might be worth considering but not as a mana dork.
    ~Treefolk Harbinger-- A safer option for a turn 1 drop off of Chancellor of the Tangle you still have your mana even if they have a bolt. Also a very meaty blocker. Could slow you down though as he costs one draw.

    G Tutors
    Ancient Stirrings-- Can help search out Goblin Charbelcher or a land, even if you don't hit anything you are potentially 5 cards closer to hitting something next turn.
    Lay of the Land-- Basic Forest fetcher, and how great is the name: "I don't have a land to lay... but I do have a Lay of the Land
    Caravan Vigil-- upgraded Lay of the Land works great with Sakura-Tribe Elder
    Safewright Quest-- Beautiful Lay of the Land variant if you are considering Shocklands.


    Rampant Growth effects
    Sakura-Tribe Elder-- Chumpblock before you Rampant Growth or give Caravan Vigil a boost.
    Into the North-- Because Snowcovered Forest is a basic land too.
    Rampant Growth-- It's Rampant Growth!
    Farseek-- Rampant Growth for shocks.
    !Edge of Autumn-- Pretty risky in my estimation, most of my games its useless pretty fast and with only 8 lands in the deck it's cycle effect is not tempting. (Might be worth it in 12 land variants)

    2 mana land tutors
    Traveler's Amulet-- Not using forests? Try a colorless land fetcher. It's one turn slower... but if you have a reason not to use Forests it might be handy.
    Wanderer's Twig-- And look it comes in a set of 8.
    Sylvan Ranger-- Chump blocker with a side of land.
    Gatecreeper Vine-- It's like a Sylvan Ranger that might chump block twice, also fits a possible defender build and can fetch gates if you want to splash on a budget.
    Viridian Emissary-- Sylvan Ranger in reverse. You might get in a few shots if they know how much they don't want to let you fetch lands.
    Pale Recluse, Valley Rannet & Friends-- Great option with the shocklands especially if you are running Nourishing Shoal.
    !Ordeal of Nylea-- Could have some synergy with Viridian Emissary but it's probably going to get hit with whatever removal your opponent has before you get 3 counters.
    !Sylvan Bounty-- It's like Sylvan Ranger without the Sylvan Ranger... You might gain 8 life off it... but if you do you are probably grasping at straws. You've heard of win more cards? This is a lose less card.
    !Sylvan Scrying-- Might be nice if you are using shock lands... but you may as well just use one of the Forestcylcing guys.
    !Mycosynth Wellspring-- If you crack a colorless artifact sacrificing version this might be worth it... other wise its not so great. (then again it is an option grab with Ancient Stirrings)
    !Khalni Heart Expedition-- This would be great if it came out super early, useless once you have 4 lands in play. And might be disenchanted.
    !Evolution Charm-- It's modal... but we aren't interested in it's modes.

    3 mana ramp
    Search for Tomorrow-- This is a card with good versatility early on you can suspend it, or later in the game you can grab that one last Forest.
    Harrow-- Best thing to do in this deck with 3 mana.
    Cultivate-- 2 for the price of one
    Kodama's Reach-- Cultivate's pappy.
    Recross the Paths-- Not only for ramp but also stacking your deck with Goblin Charbelcher on top. Clash means you can use it again or at the very least scry 1.
    Wood Elves-- Chump block for 3, bonus the land comes into play untapped (and can search for shocks.)
    !Journey of Discovery-- Usually worse than Cultivate, but if you have one land left in your deck and 5 mana on the board (with Charbelcher out) it suddenly becomes better.
    !Farhaven Elf-- Only basic comes into play tapped it's just a wanna be Wood Elves
    !Growth Spasm-- Farhaven Elf with a saccable chump blocker. If you are running basic it might be almost as good as Wood Elves if you are running multicolor basic (which I do not recommend) it might be better than Wood Elves
    !Realms Uncharted-- You'd have to get creative here it's a possible grab for four lands out of your deck... But different names.. it might work, be careful.

    Wall Package
    Wall of Roots
    Overgrown Battlement-- In my opinion the reason you would run the wall package.
    Vine Trellis
    Sylvan Caryatid

    Plains Belcher?
    Path to Exile
    Safewright Quest
    Weathered Wayfarer
    Gift of Estates
    Knight of the White Orchid
    Knight of the Reliquary
    Endless Horizons
    Kor Cartographer
    Gleam of Resistance
    Sanctum Plowbeast

    Off Color Tutors for Belcher
    Infernal Tutor-- Adding it in plus a few minor tweeks made the deck just about equally consistent.
    Fabricate-- Straight up grabs your win con, but zero versatility.
    Beseech the Queen-- A bit more expensive but has the option of being played mono green. Has the potential of costing only BBB but will usually cost 2BB or 4B but what makes it better than Diabolic Tutor in this deck is that it can also be played for 6 enabling it in a mono green deck. You need atleast 4 lands to search for Goblin Charbelcher.
    Diabolic Tutor-- Gives you what you need, a bit costly though
    ! Distant Memories-- Risky bluff card.
    !Plunge into Darkness-- When it works it's great, but when it doesn't it's a lot worse than whiffing on Ancient Stirrings
    !Spoils of the Vault--Fun when it works, kills you when it doesn't
    !Archmage Ascension-- Not a lot of extra draw in this deck (perhaps in a can-trip variant)
    !Maralen of the Mornsong-- You'd really have to want her in here to make her work in here.
    !Arcum Dagsson-- No build as of yet has artifact creatures... but that doesn't mean a build couldn't
    General Tips


    - Some cards let you put lands onto the battlefield untapped.
    Examples:
    Caravan Vigil
    Search for Tomorrow
    Harrow
    Recross the Paths
    Wood Elves
    - Some cards mention “Forest” in their text. Shocklands with the Forest type also count as Forests.
    Examples:
    Safewright Quest
    Arbor Elf
    Utopia Sprawl
    Cards with Forestcycling
    Wood Elves

    Snow-Covered Forest
    - This counts as a basic land and a Forest. You may play more than 4 copies of it in your deck. This lets you play Into the North as Rampant Growths #5-8.

    Simian Spirit Guide
    - The ability is a mana ability.

    Caravan Vigil
    - If you sacrifice a Sakura-Tribe Elder before casting this, the criterion for Morbid is satisfied.

    Arbor Elf
    - This can be used to untap a Utopia Sprawl-enchanted Forest, giving you 2 (or more!) mana instead of the usual 1.
    - The ability is not a mana ability.

    Utopia Sprawl
    - This card can only enchant Forests.
    - When possible, enchant this on untapped lands. It’ll pay for itself on the same turn you cast it.
    - Once you choose a color, you have to stick to it. Utopia Sprawl doesn’t produce one mana of any color; it produces one mana of the chosen color.
    - This isn’t going to be relevant often, but: choosing the color is not a triggered ability. Generating the extra mana is, however.

    Search for Tomorrow
    - Your upkeep comes before your draw step, so if this is about to resolve and you have some card on top of your deck (e.g. after Recross the Paths), it gets shuffled to a random position in your library.
    - Casting this card is mandatory as soon as the last time counter is removed.
    - This card has a converted mana cost of 3, even if it was cast through Suspend.

    Ancient Stirrings
    - Lands are colorless (other than Dryad Arbor), so you can reveal a land and put it into your hand.

    Sakura-Tribe Elder
    - You can block with this before sacrificing it. The attacker deals no damage to you unless it has trample.

    Wall of Roots
    - You can add mana on the turn you play this card.
    - You can add mana on your opponent’s turn. If you have 5 lands and 1 Wall, this allows you to cast & activate Belcher before your next turn. Tap 3 lands and activate Wall to cast Belcher, then on your opponent’s turn, tap 2 lands and activate Wall to activate Belcher.

    Farseek
    - This card can search for shocklands.

    Edge of Autumn and other cyclers
    - Cycling is an activated ability, so it cannot be countered by spells that say “counter target spell”. Only spells that say “counter target (activated) ability” may counter it.
    - You may cycle at instant speed, even if the card with cycling cannot be casted at instant speed.

    Harrow
    - Sacrificing a land is a cost. If Harrow is countered, you do not get the sacrificed land back.

    Recross the Paths
    - If you reveal a shockland with this card, you have to pay 2 life if you want the shockland to enter the battlefield untapped.
    - If you reveal your entire library and it contains 0 land cards, you rearrange it however you like, then clash. Use this to put Belcher on top.

    Goblin Charbelcher
    - You do not sacrifice this card when you activate it.
    - Shocklands with the Mountain type (e.g. Stomping Ground) count as Mountains.

    Stop the Presses!

    Making a mark in online Magic articles this deck has been featured at:
    Dailymtg
    Table Top Magic
    Becoming a Modern Man
    The Modern Perspective
    Slug's Lair
    Posted in: Deck Creation (Modern)
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