hi everybody today we have a guest article from my great playtest partner, qs
Powerful interactions in Modern
Hi everyone. Today I would like to share with you some powerful interactions that every modern player should take note of. These interactions have become second nature to us that we hardly pay much attention to it. While some are well established since the inception of Modern, others are relatively new to the scene due to recent unbanning and arrival of Born of the Gods. I will attempt to categorise these interactions by deck types for easy reference. Without further ado, here goes.
Discard + 2 drop powerhouse in GBx decks (Jund, Junk, BG midrange, Rock)
What makes good old rock styled decks so powerful? Shouldn’t the banning of DRS send GB decks on a path to exile? Before you write them off, let’s not forget that a turn 1 discard followed by a ¾ goyf is nothing to scoff at. A turn 2 crit that is out of bolt range is a problem to many decks without a dedicate removal suite. Moreover, the turn 1 discard would have cleared any possible ways to remove the lhurgoyf. Barring a godly top deck, the opponent can be said to be ‘behind’ in the race.
Snapcaster + Lightning Bolt in URx decks (Twin, UWR, RUG, UR Delver, Blue Moon)
Affectionately known as Snap bolt within our circle, this is one of the most devastating things you can do in modern. End turn bolt, snap bolt (4 mana only), main turn swing with snapcaster is a whopping 8 damage. Without DRS to keep graveyards in check, Tiago will only grow stronger and stronger. Looking at how suicidal modern decks can be with fetches and thoughtseizes, bolt snap bolt is a nightmare for many.
Urzatron + Karn on T3 (RG Tron, Mono U Tron)
One of the reasons to play Tron is the possibility of landing a Karn on T3. While the opponent is still finding a footing in the game, you have already landed a monstrous Planeswalker which threatens to either, mana screw your opponent by exiling a dual colour land or simply attack the opponents’ hand and have Karn’s loyalty simply out of reach for burn and creature swings. Without a timely maelstrom pulse, do reach for your sideboard for the next game.
T1 Wild Nacatl into T2 Goblin Guide and another 1 drop (Variants of Zoo)
With the unbanning of Wild Nacatl, Zoo is poised to make a comeback in the modern meta. What makes Zoo so powerful? Is it simply its creature suite backed up by removal? What we may forget is the fact that Zoo can simply sneak in so many power 1 drops in the first 2 turns of the game. This is what makes Zoo a nightmare for Faeries because Faeries does not have an answer for 3 creatures without spending 3 removal
spells mainboard. While the opponent has been softened by kitty scratches and goblin prodding, what is left for the Zoo player is just direct damage to the dome.
Cheap robots (Affinity)
Similar to the idea of zoo, affinity aims to throw everything out in the first few turns and watch the opponent struggle against the overwhelming number of permanents on the board. The synergy for affinity is really self-explanatory so I will not go into details here.
Card advantage generators (Dark Confidant, Chandra Pyromaster, Courser of Kruphix)
Bob and new Chandra have been discussed in my earlier article so I would like to discuss about Courser instead. I believe this is the breakout card from BNG. 3 mana for a 2/4 body with useful abilities is an enticing proposition to sleeve up a playset. Playing with the top card of your deck revealed is not a liability in a deck like Jund since every card would be used to trade with your opponent (unlike control styled decks, Jund does not really need the element of surprise). In fact, this could be a blessing since you can fetch a land to shuffle away the card that you do not want. While the second ability does not allow you to put an additional land into play, it does allow you to “play off the top of your library”, netting you an additional card while you discard the land you have in hand to Liliana. The last ability restores precious life and when you have 2 coursers in play, things can get a bit crazy. But that’s not all there is to Courser. 2/4 body means it can block Zoo, treetop,finks all day. It also means it can survive an Anger of the Gods. Even in death, it pumps up your own goyf. Try it today to feel its power. Did I mention Bob, Chandra and Courser in play?
Birthing pod chains (Melira and Kiki Pod)
Podding your creature to upgrade to a better one is one of the best interactions in modern. Birds outlived its usefulness once you have the lands? Upgrade to VOR. Feeling the heat from opposing beatdown? Upgrade to finks. A pesky creature you want to remove? Upgrade to redcap. Want to grind the midrange game? Upgrade to Reveillark. If you have not won the game then, simply chord for the remaining piece to combo off. An active pod wins game. Period.
Playing the resource game (Blue Moon, Hatebears, decks with Tectonic Edge, Prison styled cards such as Ghostly Prison and Suppression Field)
I would like to end today’s article with an interaction which I deemed most important, mana denial. Mana denial works in various ways. It could be a result of you being too greedy with the mana base and as a result not draw the right colours. However, the focus here is on you actively disrupting your opponents’ resources. This can be
achieved through ‘enchant world’ effect such as Blood Moon, targeted effects through Spreading Seas, Tectonic Edge, Ghost Quarter, Molten Rain) or taxing effects through Thalia, Ghostly Prison etc. Magic is a resources game. Whoever gains access to resources first gets to cast his spells first. Elementary right? Whoever gets to cast spells and yet deny opponent the chance to do so? This is an art. Before forming a deck in modern, always ask yourself, is my deck able to fight back against such denial effects? Am I too greedy with the non basics?
Hope you have enjoyed reading this article and feel free to share with me what is your favourite interaction in Magic. Till next time.
Qs
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