![]() It is possible in this deck to play completely off basics. Post-board, however, you need to be thinking about Blood Moon. After than you will normally be getting Islands from your Search for Tomorrows and Sakura-Tribe Elders. ![]() If you have another green source then Watery Grave is a common fetch or Farseek target. It's usually correct to fetch either the Breeding Pool or the Overgrown Tomb first, depending on whether you have access to a black shock land and whether you need the blue. Typically your draw will include a Misty Rainforest, one or two shocklands and one or two ramp spells, most of which fetch basics. You have cards costing 1UUU, 1UU, 1RR, 2GG, 2BB, UBG and 1UBRG, so hitting your colours correctly is crucial. Mana management is incredibly important in this deck. In order to get you to this point you have a suite of removal and counter spells to slow down your opponent and 10 ramp spells to accelerate you to 7 mana, ideally on turn 4 or 5. If that's not enough damage then with 8 lands you can do 21 damage (1 valakut, 7 mountains) or 36 damage (2 valakut, 6 mountains). The primary win condition is to ramp to 7 lands and cast Scapeshift, or Bring to Light for Scapeshift for 18 damage, assuming some damage from lands to your opponent already. I ran it through 15 rounds of GP Birmingham 2017 and I'm happy with all the card choices, I wouldn't change anything if I were to run it back again. Some enterprising people might try running both to enable Bring to Light to find 5-drops, but the mana base is bad enough as it is (and you can't play rainbow lands because everything needs to have basic land types to support your ramp suite and valakut). Since the printing of Fatal Push I think that correct version to play is black and that's what this article will focus on. Relevant cards from each colour to consider are: White On the other hand, with Black you get to sideboard Slaughter Games which is excellent in combo matchups and Maelstrom Pulse which is an answer for problematic permanents including Blood Moon. White gives you Path to Exile for point removal and an uncounterable sweeper in Supreme Verdict where as Black gives you Fatal Push, Terminate and Damnation. I think the two primary factors in deciding are the sort of main-deck removal you need and whether there's a significant combo presence in the expected metagame. Both colours give you different useful cards both pre and post board. The question about which is the correct fourth colour to play is an interesting one. Blue and Green are required by Bring to Light and Red is implied by the number of mountains required for the Scapeshift kill. You specifically want to be able to get Scapeshift to have a combo kill which you can use as early as turn 4. It is a deck full of interaction that you can tailor for the particular matchup and metagame. Notable entries here include Amulet Titan, which does not seem to have picked up in popularity after its recent GP Top 8, and KCI, which, much to our surprise, only managed to convince five of our players that it was the right choice for MKM Series Prague.This primer has now been replaced with the more up-to-date one on the discord primer collectionīring to Light is a 4-colour combo-control deck centered around the ability to tutor up the best card for the moment with Bring to Light. As always, the Modern metagame is far too diverse to discuss every deck with a whopping 72 decks making it into our other category. ![]() Storm and Infect close out our named decks with a respectable seven pilots each. Hatebears, an ever-popular choice at our events, made out with 12 pilots and we had a whopping four decks in the eight-pilot category: Elves, Hollow One, U/R Moon, and Collected Company. Burn and Affinity continued to bring a strong showing, with 16 people choosing the former and 14 choosing the latter. Moving down the list, Death's Shadow and Burn both clocked in with 19 decks, showing that these decks won't be held down, even if the meta has started adapting to them. And it did, with 20 players electing to sleeve up the Urza lands to take on the wide field of fair decks. Given the general tendency toward Blue control decks at these events, one would expect their natural predator, Tron, to also show up in force. Jund and its B/G(x) counterparts made up the second largest chunk of decks, with 24 players electing to sleeve up their Tarmogoyfs and Thoughtseizes. Admittedly, these were divided between W/U and Jeskai control shells, but clearly blue control decks are popular at our events, given their prevalence both here and in MKMS Hamburg. W/U(x) control decks dominated here in Prague, at least by Modern standards, with 37 players occupying a little less than 13% of the Modern metagame. Another MKMS tournament, another Modern main event, and for the first time in a long while, one of our decks has managed to crack the 10% mark in our breakdown. ![]()
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