This weekend players from all over the world traveled to Bilbao, Spain for Pro Tour Rivals Of Ixalan.
The
formats for this PT were draft and modern, so there wouldn’t be any
aftermath of the standard bans from a couple of weeks ago. Going into
this weekend players would first be tasked with three rounds of Ixalan
block draft. This meant two boosters of Rivals Of Ixalan with one Ixalan
booster to round it off.
There’s been a lot
said about the Ixalan draft format: different tribes being the dominant
tribe, evaluations of cards fluctuating. Everyone has there own
preference and, for the most part, there are many viable strategies that
aren’t just drafting all the Merfolk you see. That’s not to say that
this wasn’t an employed strategy for some players though as the
colour/metagame breakdown attests. Out of 58 3-0 decks, blue and black
were the most represented colours, both appearing in 26 decks a piece,
but not necessarily always together. Red, white and green weren’t too
far behind having a handful less than blue and black but on the whole
all five colours were showcased fairly evenly. Despite black and blue
having the highest showing the colour pairings that were the most
prominent were black/white and green/blue. Out of the tribes of Ixalan
vampires was one of the front runners this weekend as black had a strong
showing and most of the black or white creatures are vampires,
alongside pirates contributing a lot of the heavy blue play as well as
black.
There are a smattering if key cards in
Ixalan limited, some that can pull you into a tribe and some that are
just out right really good. Obviously seeing cards like Shapers Of
Nature, Jade Bearer and Silvergill Adept will more often than not take
you into playing Merfolk. The same is said for pirates if Fanatical
Firebrand, Lightning-Rig Crew and Hostage Taker, though Hostage Taker is
a limited bomb anyway. That isn’t to say that it all has to be tribal
inspired: cards like Aggressive Urge, Bombard and Dive Down are all easy
to splash and very good spells to have in the pocket.
Among
the 58 players at 3-0 some familiar names started to rise to the top,
including Javier Dominguez, Raphael Levy, Lucas Esper Berthoud and Ben
Stark. As the players geared up for the first modern portion of the
weekend everyone was awaiting what the meta would look like.
Almost 500 decklists we’re registered for Pro Tour Rivals Of Ixalan, below is a quick breakdown of the metagame.
The
first thing that I noticed from these numbers is there isn’t a deck
that has over 10% of the metagame. It’s a nice change of pace having
such a healthy format, as opposed to standard in recent months, while
also having such a plethora of archetypes around.
At
the top of the list on day one was 5-colour Humans with 43 copies
taking 9.3% of the meta. This is a very strong deck but it does suffer
with mana issues from time to time thanks to it playing lands like
Ancient Ziggurat and Unclaimed Territory. Because the deck is mostly
creatures it can play almost any one or then every turn but every now
and again the “creature only utopias” hinder it a little like when it
tries to cast Collected Company. 5-colour Humans did get bolstered a bit
with the recent addition of Kessig Malcontents, which gives the deck
reach for those last few points.
The
rest of the field was made up of of a melting pot of archetypes
including the big bad Death’s Shadow in various flavours along with the
ever present Eldrazi Tron and some of the old guard like Burn, Dredge
and Storm. One deck did jump out at me though, B/R Hollow One.
You
all remember Hollow One, that five mana 4/4 from Hour Of Devastation.
This Black/Red deck has utilised the discard clause on the artifact
creature and really shown off the potential. By using cards like Burning
Inquiry and Goblin Lore (yeah, remember that card?) you could easily
have multiple Hollow Ones in turn one or two. As “fair” as that may
sound having a three turn clock on your opponent is a big threat in any
format. It’s such an innocuous deck, you don’t initially know what
you’re supposed to be playing against and it can easily have turns that
completely turn the tide of the game.
Going
into day two everyone was ready for three more rounds of draft. Black
and blue were again the clear colours de jour with another wave of
vampires and pirates being the tribes of choice. A handful of players
found favour with these decisions, many switching from one to the other
over both drafts off the weekend, coming out of the second draft portion
with a 6-0 record.
As the second section of
modern was set to begin only 6 points sat between the top 48 players. A
couple of games dropped and it could all change, this meant that Jon
Stern and Pascal Vieren - sitting at the top of the standings - had to
stay on the ball if they wanted to remain in contention for the top 8.
Modern
is widely known as the best format. It may not be some people’s
favourite and it may not always be the most fun but the sheer variety of
archetypes and decks offers players so many options, there’s a deck for
everyone.
5-colour Humans was definitely the
deck to watch on day one showing 9.3% of the metagame. However on day
two there was only a 67.4% conversion rate of that original 9.3% of the
field. Aggro decks as an archetype only had a 63.2% where as blue based
control decks like Jeskia, U/B Faeries, U/R Pyromancer and U/R Breach
had a massive conversion rate. Blue control decks as an archetype had
the highest conversion rate of all the archetypes with 73.8%.
Through
the last rounds of modern a handful of players secured there places in
the top 8: Andrea Mengucci on 5-colour Humans, Jean-Emmanuel Depraz with
Traverse Shadow, Reid Duke piloting Abzan, Gerry Thompson opting for
Mardu Pyromancer, Javier Dominguez also riding the 5-colour Humans wave,
Ken Yukuhiro innovating with B/R Hollow One, Luis Salvatto getting
tricksy with Lantern Control and Pascal Vieren dominating the Swiss with
U/R Pyromancer.
Well start with a look at the
quarterfinal match up between Reid Duke and Ken Yukuhiro. Reid Duke has
had a lot of success with green based mid-ranged decks in the past, so
you can imagine how confident he was in the modern sections of this Pro
Tour running Abzan and how that would carry over to top 8. Ken Yukuhiro
had opted for the newer B/R Hollow One: a deck that intends to dump a
few cards to the graveyard and then cast some 4/4’s for free.
In
the first game Duke mulliganed to six cars on the draw. Yukuhiro’s Game
plan was clear and executed pretty much perfectly, Cycling a Street
Wraith follows up by a first turn Burning Inquiry. Both players ditched
three cards which allowed Yukuhiro to drop not one but two Hollow Ones
to put Duke on a three turn clock. Reid would only be able to use his
first turn casting an Inquisition Of Kozilek which unfortunately hit a
Flamewake Phoenix. Suddenly Yukuhiro’s board was now representing a two
turn clock thanks to his two 4/4’s and 2/2 flyer, Reid could only find a
Tarmogoyf to buy a turn but it wasn’t enough.
Game
two was a bit grindier playing more to the speed of Duke’s Abzan deck.
Reid kicked things off with a first turn Inquisition Of Kozilek taking a
Burning Inquiry from Yukuhiro’s hand. It was a good thing too after
Reid saw two Hollow Ones once again in Yukuhiro’s opening hand, alas
Yukuhiro only had a land on his first turn and nothing else. A
Scavenging Ooze from Duke was the first creature of the game to give the
Abzan play some board presence while being able to utilise the
graveyard. Yukuhiro attempted to fight back with a Tasigur, The Golden
Fang but the Sultai legend met its end to a Maelstrom Pulse. A Goblin
Lore helped Yukuhiro put a Hollow One into play while unfortunately
discarding the second copy, Lightning Bolt took care of the Scavenging
Ooze.
Tarmogoyf was deployed from Reid overshadowing the 4/4
artifact creature a bit but Yukuhiro refueled by chaining draw spells
enabling him to return a discarded Flamewake Phoenix and cast a Gurmag
Angler. Going on the attack Yukuhiro’s Flamewake Phoenix was met with a
revolted Fatal Push from Duke giving his Tarmogoyf the extra power and
toughness it needed to profitably block the attacking Hollow One. A
third Goblin Lore into a last ditch Faithless Looting spelled the
writing in the wall that Yukuhiro was running out of options and he
promptly conceded so they could move onto the third game.
The
third one was another quick affair with Yukuhiro starting off with a
Burning Inquiry into two Hollow Ones. Once again an Inquisition Of Kozilek from Duke revealed a Gurmag Angler in Yukuhiro’s hand and
instead of prolonging the inevitable, Reid let this one go to move onto
the fourth game.
Game 4 was kicked off by Duke
pointing a Duress at Yukuhiro’s hand. The Duress successfully hit a
Burning Inquiry which meant that the B/R player was left with a whole
load of cards that weren’t doing anything anytime soon. With enough time
brought Reid dropped a Liliana, The Last Hope but Yukuhiro had found
another Burning Inquiry. Unfortunately the red sorcery only made things
worse for Yukuhiro as he discarded a Flamewake Phoenix, Flameblade Adept
and a Hollow One. A Collective Brutality took a Lightning Bolt from
Yukuhiro’s hand while a Nihil Spellbomb exiled any fuel for the Gurmag
Angler the Brutality couldn’t take. Liliana, The Last Hope steadily
ticked up while Yukuhiro sat there without much action. Lingering Souls
came down to protect black planeswalker while on the other side of the
table Yukuhiro had finally started to play the game. A Burning Inquiry
let Yukuhiro play a Hollow One and get back a Flamewake Phoenix but it
was all a little bit too late as Liliana hit her ultimate and created an
emblem to secure the game for Reid.
As both
players shuffled up for their final game of this quarterfinal they knew
how tight this game could be and what was on the line.
Yukuhiro
got things under way with a Faithless Looting discarding a Flamewake
Phoenix which was met by a Grafdigger’s Cage on Duke’s first turn. With
Yukuhiro’s main game plan set back a little he opted for an early game
Gurmag Angler using fetch land and discarded cards from Faithless
Looting as fuel. Reid was struggling to find any action and was forced
to use his Nihil Spellbomb to dig for some while exiling little from
Yukuhiro’s graveyard. With lands as far as Duke could see he needed to
find an answer to the big zombie fish in the other side of the table.
All Reid could muster was a Tarmogoyf. With a couple of draw spells from
Yukuhiro the B/R player was able to discard a Big Game Hunter to deal
with the Tarmogoyf, Reid saw the writing on the wall and conceded.
Yukuhiro advances to the semi final with a 3 - 2 win over Reid Duke.
Moving on to the second quarter final that saw Luis Salvatto take on Jean-Emmanuel Depraz.
Luis
Salvatto, representing Hareruya Latin, had perfectly shown off the
power of the Lantern Control deck: the aim is to stop your opponent from
attacking with Ensnaring Bridge and stopping them drawing any useful
spells with a combination of Lantern Of Insight and wither Codex
Shredder or Pyxis Of Pandemonium, attacking the top of the opponent’s
deck.
Depraz on the other hand had brought
Traverse Shadow to the table, a deck that utilised Death’s Shadow’s
immense power as a one drop that easily comes down at 5/5+ on turn one.
The Traverse element consisted of Traverse The Ulvenwald and the ability
to use the graveyard to the decks advantage to find Death’s Shadow or
Tarmogoyf at a moments notice for one mana.
The
first game was a quick affair. Luis Salvatto essentially dropped his
hand on turn one: Spire Of Industry, Mox Opal, Mishra’s Bauble, Pyrite
Spellbomb and Pithing Needle naming Street Wraith (stopping Depraz from
Cycling the five mana creature for two life). Depraz could only
retaliate with a Thoughtseize taking a Lantern Of Insight, but when
Salvatto has nothing on his second turn that allowed Depraz to deploy a
4/5 Tarmogoyf. Salvatto was now looking for an Ensnaring Bridge but it
didn’t come, an attack from Tarmogoyf took the Spaniard down to 16 as
Depraz threw another Tarmogoyf into the mix. Salvatto now faced a two
turn clock and as the two Tarmogoyfs took him down to eight he managed
to find an Ancient Stirrings which showed him the Ensnaring Bridge. The
game wasn’t over but it was looking better for Salvatto, over the next
few turns he found a Codex Shredder, Lantern Of Insight and Academy
Ruins, allowing him to use the Codex Shredder to rebuy the Ancient
Stirrings and the Ruins to get the Shredder back. He had found the lock
and shortly after Depraz decided to move onto game two.
Game
2 has a bit more back and fourth about it. Depraz could only find one
land and spent his first turns firing off Inquisition Of Kozilek after
Inquisition Of Kozilek to take out a Mox Opal, Thoughtseize and more
importantly Ensnaring Bridge. Salvatto retaliated in a similar fashion
to take a Tarmogoyf and Abrupt Decay.
Depraz was on a low
enough life total to produce a 2/2 Death’s Shadow that grew to a 4/4
after a Thoughtseize, however Salvatto once again found an Ensnaring
bride and then there wasn’t much else that Depraz could do. He watched
as Salvatto built up his defences and eventually found the lock to
secure the second game.
After sideboarding
Depraz could finally switch out a lot of the useless removal spells for
actual function artifact removal to give him a much better chance.
With
Depraz on the play in game three he was hoping that his two
Thoughtseize opener would be good enough, however Salvatto made the
first move dropping a Leyline Of Sanctity. Depraz made the most of what
he had by using a Stubborn Denial to stop Salvatto’s Inquisition but a
follow up Thoughtseize from Salvatto took a Maelstrom Pulse. Depraz
wasn’t in a good position especially as Salvatto assembled a Codex
Shredder, Lantern Of Insight and Ensnaring Bridge to put a pseudo lock
on Depraz and to make things even worse Depraz could only find more
Thoughteizes and Inquisitions. They hand disruption didn’t go to waste
and Depraz could use the Thoughtseizes to lower his life total to give
himself a 9/9 Death’s Shadow. To stop the top of his deck from getting
even more ruined, Depraz used an Ancient Grudge on the Codex Shredder,
then a turn after flashed is back on the Bridge to attack with a Temur
Battle-Rage out of nowhere to take game three.
The
start of the forth game was unexciting for Salvatto, with a Leyline Of
Sanctity, Welding Jar and Mishra’s Bauble. Depraz on the other hand was
getting off to a great start thanks to a couple of fetches and cycled
Street Wraiths giving him access to two 1/1 Death’s Shadows on turn two.
A third turn Ensnaring Bridge from Salvatto didn’t help much while he
was holding three cards and it got even worse when Depraz really showed
the power of Liliana, The Last Hope. Using her second ability to return a
Street Wraith he opted to hold it for a turn and hit Salvatto for 4,
while Salvatto could only use his turn to reduce his hand to one to stop
any attacks. With the Bridge in full effect Depraz needed something
special and special it was. He used Liliana’s first ability to make one
of his Death’s Shadows a 0/1 so it could attack. Before any damage could
be dealt Depraz cracked a fetch land for an untapped Blood Crypt and
then cycled two Street Wraiths knocking Salvatto down to 8 life. A
Liliana Of The Veil from Depraz took the last card out of Salvatto’s
hand, this was swiftly followed up by a Traverse The Ulvenwald for a
Hostage Take to rid the board of the Ensnaring Bridge and Depraz’s pair
of 9/9 Death’s Shadows even up the match.
The previous four games had been very good to watch. Both players shook hands before the fifth and got underway.
Salvatto
has the first play with an Inquisition Of Kozilek revealing Depraz’s
action heavy but one land hand. Seeing Marsh Flats, Inquisition Of
Kozilek, Thoughtseize, Street Wraith, Death’s Shadow and a pair of
Lilianas (Of The Veil and Last Hope respectively) Salvatto opted to take
the Death’s Shadow. Salvatto’s second turn consisted of him sculpting
his hand thanks to a pair of Ancient Stirrings and casting an Ensnaring
Bridge. Depraz was land shy and it was starting to show, Salvatto jumped
on this and changed things up a bit. Instead of restricting lands
Salvatto let Depraz have the fetches he was seeing with Lantern Of
Insight and using Pithing Needles to prevent Depraz from finding any
actual lands. One Needle for Polluted Delta and one for Verdant
Catacombs took Depraz’s five in play lands to two thanks to three of
them being fetch lands. With enough breathing room Salvatto could bow
start to assemble his lock on the game. With a loop of Whir Of
Invention, Codex Shredder and Academy Ruins Salvatto was able to find
all four Codex Shredders and both Pyxis Of Pandemonium, that spelled the
end of the game for Depraz.
Salvatto 3 - 2 Depraz
Our
third quarter final saw Andrea Mengucci take on the undefeated Pascal
Vieren. Mengucci had brought 5-Colour Humans to Bilbao and it had come
good for him. Vieren had gone for U/R Pyromancer, a deck that can really
abuse the namesake of the deck two mana human with a lot of powerful
card draw and removal spells to generate a tonne of tokens.
Vieren
had picked up two intentional draws as well as two unintentional draws
throughout the tournament to keep him afloat, but undefeated is
undefeated right?
Game one had little back and
forth. Mengucci had a first turn Æther Vial but Vieren had the answer
in the form of Abrade to let the cheap artifact getting out of hand.
Vieren did follow up his artifact removal with the decks namesake Young
Pyromancer but with Mengucci using the one-two punch of Kitesail
Freebooter and Meddling Mage (the former to get information for maximum
use of the latter), Vieren was left with few available instants or
sorceries. The Freebooter had taken away a Spell Snare which had allowed
Mengucci to cast Meddling Mage naming Roast. This wouldn’t hold Vieren
back as much as Mengucci had hoped however as a Snapcaster Mage flashed
back the Abrade from earlier on to take out the Meddling Mage which
freed up Roast to deal with a fourth turn creature from Mengucci.
Through all of this Mengucci had only found two lands, and with one of
them being Horizon Canopy the damage was adding up. Vieren’s elemental
tokens, courtesy of two Young Pyromancers, were also adding up. It
wasn’t long before Vieren was able to tap down any remaining creatures
on Mengucci’s board with Cryptic Command and attack through to win game
one.
Game two was an unfortunate affair.
Mengucci was on the play but had to mulligan to six cards. He kept a one
lander with no one mana spells and despite scrying the top of his deck
to the bottom, he didn’t find another land over the next three turns. By
turn four’s dead draw he picked up his one land and both players
shuffled up for game three.
Mengucci knew what he was doing
and knew that his chances of drawing a land would decrease as the turns
went on. Mulliganing to five cards would probably put those odds on the
tedious side of awkward, whereas the six cards (even with one land)
stood slightly more of a chance in Mengucci’s mind.
The
third game was definitely the stand out of this match. Mengucci came
out of the gates fast and with purpose, over the first few turns
deploying constant effective creatures. Thalia, Guardian Of Thraben
followed up by a pair of Kitesail Freebooters (poaching a Roast and an
Electrolyze) and a duet of Meddling Mages (naming Cryptic Command, which
had been seen via a Freebooter, and Lightning Bolt complete in the
dark). To top this all off Mengucci also had found a Thalia’s Lieutenant
to bolster his team, things were looking up. Mengucci has the game on
virtual lock down while all Vieren had was a tapped Young Pyromancer,
two elemental tokens and restricted access to a lot of his useful
spells. This is where the come back began. An instant speed Opt gave
Vieren a surprise third blocker to triple block and deal with the
Meddling Mage naming Cryptic Command. Vieren could then use the Command
to buy himself another turn while also waiting for an Ancestral Visions
to unsuspend. With three fresh cards, and his draw for the turn, Vieren
found a Roast to deal with the second Meddling Mage which freed up any
Lightning Bolts to be point at the pair of Freebooters. Vieren had all
of his removal exiled back in his hand and finished it all off with an
Anger Of The God’s to wipe the board. Another Ancestral Visions gave
Vieren even more spells along with a Vendilion Clique, Mengucci was
flooding out and couldn’t stop the 3/1 flyer and it quickly closed out
the game.
The highs and lows of this match gave
it a lot of character, both players played well and gave it their all.
Mengucci was unfortunate to be on the business end of a white wash but
he was magnanimous in defeat and wished Vieren good luck in the semi
finals.
Finally, the last quarterfinal pitted
Javier Dominguez against Gerry Thompson. Out of all four quarterfinals
this was definitely the one that caught my eye. I’ll let you in on a
little secret: Gerry Thompson was my pick to win this Pro Tour ever
since I saw him in day two. His deck was strong and he played it well,
despite Gerry not having much experience playing Mardu Pyromancer.
Rattling off a 9-0-1 record in modern is pretty impressive. Javier
Dominguez was attempting to stop the American platinum pro from
progressing any further with his weapon of choice 6-Colour Humans. The
Spaniard, ranked 19th in the world, picked up the deck of the tournament
and had gone on a tear.
Gerry T’s gameplan
consisted of making a two mana 2/1 in the form of Young Pyromancer and,
using all of his instants and sorceries, create an overwhelming board
advantage with 1/1 elemental tokens. Getting to the top 8 one of the all
stars in his deck was certainly Bedlam Reveler. This eight mana 3/4 may
look odd at first but it very quickly turns into a two mana draw three
in Mardu Pyromancer thanks to the amount of instants and sorceries in
your graveyard. Dominguez’s Human list had a similar idea in mind to
Thompson’s. Flood the board with creatures but these creatures could
prove slightly more effective. Creatures like Champion Of The Parish,
Thalia, Guardian Of Thraben, Kitesail Freebooter and Thalia’s Lieutenant
could all add up to an explosive board position early, not to mention
the all star creature Kessig Malcontents.
Game
one went pretty much as you would have expected. Dominguez, on the
play, dropped human after human: Noble Hierarch, Meddling Mage (naming
Lightning Bolt) into another Hierarch. As Thompson dispatched the first
Mage with a Terminate another took its place again naming Lightning
Bolt, Thompson cast a Faithless Looting to find a Collective Brutality
to deal with the second Mage, but it didn’t stop there. A Third Meddling
Mage hit the table and surprise surprise the named card was Lightning
Bolt. Dominguez now had a second Hierarch and was innocuously whittling
down Thompson’s life total. To add insult to injury the Spaniard now had
a Reflector Mage to increase the clock on Thompson. With nothing in
play Gerry had to dig deep. A Fatal Push dealt with a Hierarch which
opened the door for Thompson’s Bedlam Reveler to draw him three cards
with no drawback. The devil horror was followed up by a Young
Pyromancer, things looked like they were shifting a bit. A Mantis Rider
off the top for Dominguez put Thompson down to 4 life before Thompson
pointed a removal spell at the three powered flyer, this gave Bedlam
Reveler the space to start taking chunks out of Dominguez’s life total.
The fourth Meddling Mage came down and named Faithless Looting, this
time actually hitting a card in Thompson’s hand, without the red card
draw spell Thompson could only cast and flashback a Lingering Souls to
stop himself from dying. While the game may have started to shift in
Thompson’s favour it was quickly shifting back, anther Mantis Rider
Prompted a triple block from Thompson. This attack was followed up by a
weak looking 1/2 flyer in the form of Kitesail Freebooter, not much on
its own but when Dominguez found a third Mantis Rider for exactly four
damage the next turn, the first game was over.
For
the second game Dominguez kept a dodgy hand and it went downhill from
the get go. Thompson led off with a first turn Inquisition Of Kozilek
followed by a second turn Young Pyromancer, getting off to probably the
most powerful start he could. With nothing on turn two from
Dominguez
and a third turn Inquisition Of Kozilek to take a Mantis Rider, it
looked like Thompson was in the drivers seat. Dominguez did attempt to
get on the board with a Reflector Mage to bounce the Pyromancer but
Thomson used this to his advantage, pointing a Fatal Push at the
Reflector Mage thanks to the raid trigger. That wasn’t even the worst
part for Dominguez as he was then staring down a pair of Young
Pyromancer. Dominguez was flooding out and needed help, two Horizon
Canopy’s would give him a couple of extra outs but they were also
hurting him. He found a Thalia’s Lieutenant to boost his team as a
Phantasmal Image copying a Bedlam Reveler to draw three cards. The tide
was turning, but Thompson had other ideas as he Thoughtseized away a
Meddling Mage and landed a Liliana, Of The Veil to take Dominguez’s hand
apart. Bedlam Reveler started attacking in and the race began.
Dominguez had ideas of attacking but Thompson chumped with his tokens. A
Kolaghan’s Command replaces those tokens the following turn and
Thompson drew three more cards courtesy of a second Bedlam Reveler.
Dominguez tried to follow suit, retaliating with a Phantasmal Image
again to copy the Reveler but it wasn’t enough, an attack followed by a
pair of Lightning Bolts allowed Thompson to take the second game.
Both
players had turn one plays in game four, Thompson with an Inquisition
Of Kozilek that revealed Kitesail Freebooter, Sin Collector and Thalia
(which was taken by the one mana spell), while Dominguez set up nicely
with an Aether Vial. A Thoughtseize took another card from Dominguez’s
hand and suddenly his start wasn’t looking as good as it had. Both the
Kitesail Freebooter and Sin Collector whiffed while revealing a pair of
Bedlam Revelers and a Young Pyromancer. Thompson refueled with the
Reveler and dropped a Pyromancer to start making some additional tokens
with Lingering Souls, Dominguez could only add a Kambal, Consul Of
Allocation to the board making any spells Thompson would play awkward on
his life total.
The black/white legend met his end with a
Terminate but the board was getting cluttered with humans and tokens
alike. Suddenly, an Izzet Staticaster looked like it was going to take
the game in Dominguez’s favour, taking out all of Thompson’s spirits
which let him get in with a double exalted Kitesail Freebooter. A
Kologhan’s Command off the top for Thompson gave him some wiggle room,
making tokens and getting a Bedlam Reveler back to refuel his hand
again, this was followed up with a third Bedlam Reveler to net Thompson
more tokens but he couldn’t find a way through. With the life totals
sitting at 13-3 in Dominguez’s favour it looking like the Spaniard could
take the game, until Thompson went on the offensive forcing blocks from
Dominguez. In the nick of time Thompson found a Collective Brutality to
stay alive, get rid of the Freebooter and attack through to take game
three.
Another strong looking start for
Dominguez as his opener consisted of Noble Hierarch, Kitesail Freebooter
and Thalia, which he led off with over the opening turns. His
estimation of his opening hand probably dropped a couple of notches when
he saw Thompson’s stacked hand of Lightning Bolt, Collective Brutality,
Lingering Souls and Terminate. After your opponent has sett up with a
first turn Inquisition then a second turn Young Pyromancer, this is not
what you want to see. Thompson set to work cleaning up Dominguez’s board
and, while being mindful not to play any Bedlam Revelers that may get
copied with a Phantasmal Image, a mass of tokens was enough to get him
to the finish line.
This match was probably
the highlight of the quarter final, two incredibly good players showing
exactly why they’d chosen the deck they had. Thompson put on a
masterclass with Mardu Pyromancer, really relying on his life as a
resource at times, and Dominguez did all he could with the front runner
of the tournament, 5-Colour Humans. Unfortunately he couldn’t do enough
as Thomson progresses to the semi finals.
Thompson 3-1 Dominguez
Moving onto the semi finals and the first one we’ll take a look at is Luis Salvatto vs Ken Yukuhiro.
With
Yukuhiro’s B/R Hollow One deck being able to get off to some explosive
starts he could get an edge in this match if he can drop one or two
first turn Hollow Ones. Other than that Salvatto had Ensnaring Bridge
and his deck was designed to restrict access to cards while also putting
a halt on combat.
There first game was short. A
first turn Botanical Sanctum and Codex Shredder isn’t the best start
for a Lantern player. However, when Yukuhiro’s turn consisted of a
Burning Inquiry and nothing else things start to look up. Yukuhiro put
together a board of double Flamewake Phoenix and Flameblade Adept and
looked to be mounting an offence. An Ensnaring Bridge swiftly put a stop
to that and Yukuhiro couldn’t do anything about it, he scooped.
Game
two was longer but probably just as exciting for both players. Yukuhiro
got out of the gates early with a Flameblade Adept followed up by the
discard of Flamewake Phoenix and Gurmag Angler. Without anymore land he
could only get in for 3 damage and awaited Salvatto’s response. Salvatto
was very busy, card selection via Ancient Stirrings along with extra
card draw thanks to double Mishra’s Bauble, Lantern Of Insight and an
Inquisition (taking a Goblin Lore) for good measure. He found an
Ensnaring Bridge but he was at 8, this meant that the Lightning Bolts in
Yukuhiro’s deck were live. This was remedied by a Whir Of Invention for
a Witchbane Orb and the players reach for their sideboards for game
three.
Keeping in theme the third game was
another quick one, but this time in Yukuhiro’s favour. Cycling two
Street Wraiths on turn one and then Burning Inquiry is a very powerful
start but he still couldn’t find any Hollow Ones. A second turn one mana
Gurmag Angler and a third turn Tasigur, The Golden Fang was good enough
to secure the third game when Salvatto couldn’t find the Ensnaring
Bridge to stop them.
Salvatto had made a habit
of good starts with Lantern Control, almost like the Deck was designed
that way or something. Game four was no different, with Thoughtseize
taking a Hollow One followed up by a Pithing Needle (naming Bloodstained
Mire) along with a Grafdigger’s Cage, it looked like Yukuhiro was
already done for. He tries his best however, dropping two Flameblade
Adept and picking away at Salvatto’s life total with the two creatures
and an Escalated Brutality. Salvatto was at 7 when he emptied his hand
and landed an Ensnaring Bridge which meant Yukuhiro had to fall back on
direct damage to win him this game. Fortunately he had a Grim Lavamancer
to get him there but only six cards in his graveyard to total 6 damage.
A Lightning Bolt or Collective Brutality would put him over the line
but with Salvatto having a Codex Shredder to pick and choose what hit
Yukuhiro’s hand, things might be a bit harder than first seemed.
Salvatto was taking Burning Inquiry’s off the top of Yukuhiro’s deck
like his life depended on it, because it did. Yukuhiro got Salvatto down
to 1 life, at which point Salvatto has to shred a Burning Inquiry into
Yukuhiro’s graveyard, one more card in the bin for Yukuhiro and the game
was his. Yukuhiro flopped over the next card on top of his deck (due to
Lantern Of Insight). Up flipped a Hollow One which Yukuhiro quickly
drew and cycled for the last point of damage.
Spire
Of Industry, Mox Opal, Codex Shredder and Lantern Of Insight. This is
almost a perfect start for the Lantern Control deck and Salvatto had it
on turn one, all ready to screw with Yukuhiro’s draw steps before he’d
even taken a turn. Nonetheless Yukuhiro was giving the old college try
with a first turn FlameBlade Adept and second turn Hollow One. He used
Goblin Lore to fuel his graveyard for Gurmag Angler and with a total of
ten power on the table a two turn clock was on. Before Yukuhiro had the
chance to attack though Salvatto showed the last card in his hand, Whir
Of Invention. With X equalling three he was able to find Ensnaring
Bridge to nullify any possible attacks from Yukuhiro. Ancient Grudge
would have been an out for Yukuhiro, it would’ve if it hadn’t been for
the Grafdigger’s Cage sitting in front of Salvatto. Yukuhiro thought for
a bit and concluded that he wasn’t going to get there. He extended his
hand and conceded the match to Salvatto, wishing him luck in the final.
It went the distance but in the end Lantern Control proved too much for Yukuhiro’s B/R Hollow One deck to handle.
Salvatto 3-2 Yukuhiro
The
second semi final had two very similar decks on either side of the
table. Gerry Thompson had gone for Mardu Pyromancer, a deck that allowed
his card selection to consist of card selection In the form of
Faithless Looting but more importantly access to removal like Fatal
Push, Terminate and Dreadbore. Vieren had opted for a a two colour
version of a Pyromancer build, blue and red to be exact. While he did
lose a colour the blue gave him a more controlling side to his deck with
Cryptic Command and other counterspells, Ancestral Visions and Serum
Visions acting as his card draw and Snapcaster Mage to get double use
out of his instants and sorceries to trigger Young Pyromancer multiple
times.
In the first two turns of game one both
players traded draw spells, Vieren with a Serum Visions and Thompson
with a Faithless Looting, followed by two drops. Thompson landed the
decks namesake Young Pyromancer but Vieren had something slightly mor
effective up his sleeve in the form of Thing In The Ice. Vieren also had
the removal for the Young Pyromancer leaving Thompson at a loss for
board position and without any of his main deck answers such as Fatal
Push, Dreadbore, Terminate or Liliana Of The Veil to hand he was losing
ground quickly. Thompson found some turns by chumping with spirits,
thanks to an earlier discarded Lingering Souls, and even found a
Terminate off of the three cards drawn with Bedlam Reveler but at this
point Vieren had already landed a Young Pyromancer and was busy making
tokens and drawing cards of his own thanks to an Ancestral Visions.
Thompson couldn’t find a way out and decided his best bet was moving
onto game two.
More card draw spells started
off game two for both players. While Thompson had the Faithless Looting
for the second time Vieren went on better with his dream start of Island
Ancestral Visions. Thompson’s tried to fight back with an Inquisition
Of Kozilek but was set back a little when he saw Vieren holding triple
Cryptic Command. Over the next few turns Vieren’s controlling hand with
Commands, Snapcaster and Thing In The Ice made light work of any tokens
Thompson had managed to amass. A flipped Thing In The Ice, into Awoken
Horror, returned all of Thompson’s tokens and made for his life total
and without an answer Vieren took the second game.
Thompson was now in a position where he had to rattle off three games in a row to take this match.
He
started off his come back with a quick game three wherein he landed a
Young Pyromancer and proceeded to cast spell after spell. Vieren
couldn’t find an answer and tried to match Pyromancer for Pyromancer,
Thompson had other ideas. A Collective Brutality made short work of the
red two drop and got a Cryptic Command out of Vieren’s hand. Bedlam
Reveler to refuel and Thompson had taken the third game and was on the
board.
Vieren has the advantage in game four,
or at least it looked like he did. With two Thing In The Ice on the
board within the first three turns (one with one counter and the other
with two counters) it looked like Vieren would take the third game and
this semi final. It got even worse when he was able to Roast one of
Thompson’s Bedlam Revelers and transform a Thing In The Ice into an
Awoken Horror. Vieren took Thompson down to 4 and it was looking bad for
the American Pro Tour champ. All of a sudden there was a shift in the
match, when Thompson drew into a Liliana Of The Veil. The Black
planeswalker dealt with one of the creatures on Vieren’s board but there
was still the small matter of the second creature. A Faithless Looting
drawing into a Fatal Push made short work of that however and Thompson
was now In the driving seat. Any combination of burn spells for Vieren
would have spelled the end for Thompson but he couldn’t find any, all
the while Thompson was setting up his board with a Young Pyromancer and a
Bedlam Reveler. A couple of attacks with the pair of creatures and the
forth game was done with Thompson equalising the score, one more and
those three wins in a row could be achieved.
The
final game got off to a good start for Vieren with a first turn
suspended Ancestral Vision despite his mulligan to six. Thompson also
had his now standard first turn play of Faithless Looting which
discarded two Lingering Souls to get off to pretty much the best start.
With Thompson’s spirits, courtesy of Lingering Souls, hitting the board
Vieren was tasked with finding answers to the 1/1 flyers, buying time
until his Ancestral Vision came off suspend. Within the four cards drawn
in Vieren’s turn (three from the Vision and one from his draw step) he
was able to find a second copy of Cryptic Command. Opting for the more
controlling route he passed the turn with four mana available. Thompson
decided to attack Vieren’s hand with a Thoughtseize which put the
blue/red player in a bit of a bind: counter the Thoughtseize with the
Command and get some value with the card draw mode or let the
Thoughtseize resolve and let Thompson take one of the Cryptic Commands.
Vieren chose to go for the former and countered the one mana black
sorcery and this turned out to be his downfall. With Vieren tapped out
this opened up the door for Thompson to land a Bedlam Reveler, the card
advantage with the 3/4 Prowess creature gave him the opportunity to take
control of the game. Hand disruption and removal spells were flying
every which way and with Thompson able to recur a Bedlam Reveler thanks
to Kolaghan’s Command chaining spells together was a piece of cake.
Vieren thought long and hard to try and find an answer to all of this
card advantage and board presence, ultimate though he couldn’t. Vieren
extended the hand and took his first defeat of the weekend at the hands
of Gerry Thompson winning three games in a row to make it to the final.
Thompson 3-2 Vieren
This semi final match was a showcase of class from Gerry Thompson making a huge comeback from 2-0 down. This alone shows just how skilled the American is and can be a force to be reckoned with.
Eighteen
rounds of magic had been played between 465 players in Bilbao over the
weekend. A lot of different decks had come and gone along with their
pilots and now we were down to the last two: Luis Salvatto and Gerry
Thompson.
Going into this match Salvatto had
said that even though the match up wasn’t entirely bad he would’ve
preferred to play someone else in the final. Salvatto went on to
acknowledge Gerry Thompson’s skill as well as his decks ability to deal
with artifacts. Thompson however, estimating just how bad this match up
would be for himself, seemed to be resigned to the fact that this would
be as far as he went.
The first game was a
short order and had more of a casual air to it than the previous games
in the top eight. Thompson started it off with a mulligan to six and
kept his Scry on top as was confirmed by Salvatto. "It's
so good. In fact, it's delicious. I'm so happy right now." Thompson
declared, trying to lighten the mood a bit, though he wouldn’t get
access to the top of his deck as Salvatto started off his game with a
Pyxis Of Pandemonium to exile it. Codex Shredder, Mishra’s Bauble (which
Salvatto sacrificed to fix his draw), Lantern Of Insight and Ensnaring
Bridge followed up the one mana Theros block artifact over the next two
turns while Thompson could only deploy two spirit tokens via a Lingering
Souls. Everything was coming up Salvatto and his lock was nearly
complete, he could now pick and choose what Cards Thompson drew. The
players joked about Thompson’s chances of winning from his current
position. “What are my odds of winning from here? Zero?" Thompson’s said
with through a smile, "I think it's about 1%," Salvatto answered. "You
need to have all three Kolaghan's Commands on the top of your deck stacked one after another. And even if that happens, I can use Codex Shredder and Pyxis of Pandemonium to get rid of the first two, and I can sacrifice Lantern of Insight to
force you to shuffle away the third. You might have a chance if you
draw it back immediately." Thompson thought for a bit, ran through his
actions of the first game, he had made five in total, and opted to move
onto the second game. “It's like you're playing the evil turn-three kill
combo deck instead of a control deck now." Thompson quipped while
shuffling his deck.
Thompson had to take a mulligan in the second game but this time he was joined at six cards by Salvatto.
To
kick things off Thompson landed a Young Pyromancer which was quickly
dispatched by an Abrupt Decay from Salvatto. A Thoughtseize from
Thompson was met by Salvatto revealing the last card in his hand to be
Whir Of Invention, which he used to find a Codex Shredder. With the
coast clear and enough mana Thompson found and cast a Bedlam Reveler.
The devil horror found nothing for the American and Salvatto took full
advantage of that fact with a pair of Pithing Needles, an Ensnaring
Bridge and a pair of Codex Shredders. The players discussed Thompson’s
chances of winning once again and this time Salvatto put him at 3%. This
quickly changed however as Salvatto drew his next card and saw Whir Of
Invention, “Sorry,
it's 0% now.". Thompson joked about his situation being very similar to
the one he had seen in the semi finals, having to come back from 2-0
down and sweep the next three games.
Game
three was probably the most Interesting of the final. Salvatto got
things going with a Lantern Of Insight but was a little tangled on mana,
he didn’t have the third artifact to enable the metalcraft on Mox Opal
and therefor only had two blue mana sources which kept the Whir Of
Invention in his hand. Thompson tried to get off the mark with a Young
Pyromancer but it came face to face with an Abrupt Decay. Thompson drew
an Inquisition Of Kozilek and a Molten Rain showed itself on top of his
library which hit Salvatto’s Botanical Sanctum the following turn. With
successive draws of Welding Jar and Botanical Sanctum Salvatto Whir’d
for an Ensnaring Bridge to halt Thompson’s offence. Salvatto still
didn’t have a Codex Shredder or Pyxis Of Pandemonium to really interact
with the top of Thompson’s library. He has to result to using the
Lantern to shuffle cards away, a second Mox Opal for himself and a
Liliana Of The Veil on top of Thompson’s deck. Ancient Stirrings from
Salvatto found a Codex Shredder and the screws were tightening on
Thompson. Then a second Shredder hit the board and the door was closing
with a few rays of light for Thompson shining through, Faithless Looting
and Bedlam Reveler. Either of these cards and the Pro Tour Amonkhet
Champion could draw into something live, Salvatto knew this and made
sure Thompson wouldn’t have access to them. Milking himself into a Pyxis
Of Pandemonium and Salvatto has it locked up: no way of attacking for
Thompson, direct damage not being a viable win condition and, at
Salvatto’s whim, the top three cards of Thompson’s deck were
dead.
"Congrats on winning the Pro Tour buddy," Thompson said as he
extended his hand to the roar of the crowd.
Salvatto 3-0 Thompson
Although
the final had only gone three games both players looked like they
enjoyed it, jokes flying around with Thompson spearheading the banter.
Salvatto has played a very good deck very well, which is taking nothing
away from Thompson, but this was a bad match up from Mardu’s side.
Salvatto had all the answers, the skill to back it up and, after
battling through 19 rounds of magic, definitely the endurance.
Congratulations Luis Salvatto on a thoroughly deserved win, enjoy your
Pro Tour trophy and $50,000. Looking more towards the metagame over the
weekend though, does this mean Lantern Control is going to be the new
target to beat? 5-Colour Humans had the biggest showing and had two
copies in the top 8. Pyromancer also had a good weekend with two copies
making it to the top 8, though they were doing slightly different
things, along with one of the new boys R/B Hollow One (which may have
just become my new favourite deck). Maybe the recent unbannings of Jace,
The Mindsculptor and Bloodbraid Elf might shake things up even more but
what I think it’s apparent is that modern is in a very healthy place at
the moment. Some decks are very powerful but not unbeatable, Dredge
used to be the big baddie but was only 3.7% of the meta on day one to
highlight how the mighty can fall, in a sense. Most decks are tier 1/1.5
which means you can viably get away with almost anything in modern,
there are answers to everything and this is where you can play them.
Keep
checking back to Game Changers for more gaming news and updates and
remember to check out https://arcanecardshop.co.uk/ for all of your magic singles needs.
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